The gap Stage 1 left open: snapshots were encoded once and broadcast to every peer in an instance, so clients were handed enemies the fog then hid. Fog is a rendering rule -- a modified client draws whatever it holds -- so that was no defence at all. Snapshots are now encoded per peer, and actors beyond ACTOR_INTEREST_RADIUS (800u) are never sent. Measured cost of four filtered encodes against one shared: 95.6us vs 24.9us, or 0.032 ms/tick amortised over the snapshot interval. Two asymmetries worth keeping: - The observer's own player record is never filtered, however far out the arithmetic puts it. The client reconciles its prediction against that record, so dropping it breaks the player's own movement rather than hiding someone. - Only bullet SPAWNS are filtered, never despawns. A client told about a bullet must always be told it died, or it keeps a phantom. Bullet spawns use a much wider radius (2200u) than actors, deliberately. An enemy appearing at the edge of sight is cosmetic; a bullet withheld at spawn that later flies into view is invisible damage. The floor is longest bullet travel + fog radius -- 1500 for the Warden's Collapse snipe -- and test_interest.gd recomputes that from live content, so adding a faster or longer-lived bullet fails a test instead of producing bullets that wink into existence. Also clamped bosses to their room. A no-op today since every boss is stationary, which is exactly when the invariant is cheap to establish: boss rooms have no door that locks, so the only thing keeping a fight in the boss room is the boss, and Stage 5's movement work would otherwise break it quietly. 146 tests (was 137). check.sh, test.sh and smoke.sh pass. Stage 1 has no partials left; docs/ROADMAP.md now records the three interest radii and the floor each must respect.
This commit is contained in:
+16
-4
@@ -29,16 +29,28 @@ Legend: **done** · **partial** (works, with a stated gap) · **todo** (not star
|
||||
| Per-peer map streaming (anti map-hack) | done | `ServerRuntime._stream_map` |
|
||||
| Aggro: range **and** line of sight | done | `SimWorld._aggro_target` |
|
||||
| Cursor-to-world aiming under a scrolling camera | done | `ClientRuntime.screen_to_world` |
|
||||
| Boss confined to its room | **partial** | `SimBoss.room` exists and bounds curtain patterns, but nothing clamps the boss — every boss is stationary today. Enforcement belongs with boss movement in Stage 5. |
|
||||
| **Actor interest management** | **todo** | The known gap. `ServerRuntime._physics_process` still encodes one snapshot and sends it to every peer in the instance, so clients are told about enemies the fog then hides. Terrain is properly withheld; actors are not. **Do this first.** |
|
||||
| Boss confined to its room | done | `SimWorld._step_boss` clamps to `SimBoss.room`. A no-op while bosses are stationary — established now so Stage 5's movement cannot quietly break it. |
|
||||
| Actor interest management | done | `NetCodec.encode_snapshot(world, countdown, for_peer)`; per-peer encode in `ServerRuntime`. Bullet spawns filtered separately, see below. |
|
||||
|
||||
### The invariant that matters most here
|
||||
### The invariants that matter most here
|
||||
|
||||
Maps are streamed per peer, and the generation seed is **never** sent. See
|
||||
**Maps are streamed per peer, and the generation seed is never sent.** See
|
||||
[NETCODE.md](NETCODE.md#maps-are-streamed-never-sent). `MAP_STREAM_RADIUS` must
|
||||
stay wider than `FOG_VIEW_RADIUS`, or the client predicts movement against
|
||||
terrain it does not have.
|
||||
|
||||
**Three radii, deliberately different, and each has a floor it must respect:**
|
||||
|
||||
| Radius | Value | Must exceed | Why |
|
||||
| --- | --- | --- | --- |
|
||||
| `FOG_VIEW_RADIUS` | 460 | — | What the player can see. |
|
||||
| `ACTOR_INTEREST_RADIUS` | 800 | fog radius | Enemies beyond it are never sent. Above the fog radius so nothing pops in at the edge of sight. |
|
||||
| `MAP_STREAM_RADIUS` | 900 | fog radius | Client predicts movement and simulates bullets against terrain it cannot see. |
|
||||
| `BULLET_INTEREST_RADIUS` | 2200 | longest bullet travel + fog radius | A bullet is announced once at spawn. Withhold one that later flies into view and it becomes invisible damage. `test_interest.gd` computes the floor from real content, so a faster bullet fails a test instead. |
|
||||
|
||||
Fog is a *rendering* rule and defends nothing on its own — a modified client
|
||||
draws whatever it holds. The defence is what the server declines to send.
|
||||
|
||||
---
|
||||
|
||||
## Stage 2 — Characters, persistence, levels · *todo, next*
|
||||
|
||||
Reference in New Issue
Block a user