Fix permanent input-timing desync; no i-frames; UI respawn; guard dead joins
ci / verify (push) Successful in 45s
ci / verify (push) Successful in 45s
The real cause of the ship/bullet separation, which the previous commit only half-addressed. The server dropped inputs past a lead of 12 while the client only re-synced past 16, so a client whose lead drifted into 13-16 had every input silently rejected while believing its timing was fine. The server coasted on held_input and then stopped; the client kept predicting. The two separated permanently and the reconciler fought it every snapshot -- "shoved around". It needed two independent clocks to drift, hence "only after some time", and nothing in the loop could notice, hence "then persists". The listen-server diagnostic could never reproduce it: one process, one physics tick, lead constant by construction. Two defences: INPUT_MAX_LEAD (40) is now far wider than the client's correction band (3..20), asserted by tests/unit/test_input_lead.gd so narrowing it fails a test; and an ack-stall detector re-syncs when last_input_tick stops advancing, which catches the whole class regardless of cause -- lead alone cannot, because a wrong lead looks normal from the client. diag_prediction.gd now injects a +14 tick drift and exits non-zero unless the gap recovers. Also: - No invulnerability frames. Every bullet that touches a player lands; i-frames made dense patterns safer than sparse ones, which inverts the genre. Measured: a stationary player survives ~13.6s of the Warden's opening phase, ~17.5s drifting. spawn_grace remains the only invulnerable state. - Death is exited with a HUD button, disabled for the first 3s. The lockout is enforced in SimWorld, not just by graying the button -- a client that ignores its own UI still waits. The interact key no longer respawns. - Joining a server that is not there no longer drops the player into an empty lobby they cannot act in. Net.join() only creates an ENet object; the game scene now waits for the server to actually place us in an instance, with an 8s timeout, and headless runs exit non-zero instead of idling. Protocol 2 -> 3. 98 tests; check.sh, test.sh and smoke.sh all pass.
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@@ -9,7 +9,6 @@ const PEER := 3
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func before_each() -> void:
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world = SimWorld.new(1)
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world.add_player(PEER, "tester")
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world.players[PEER].iframes = 0
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func _hold_escape(ticks: int) -> void:
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@@ -65,7 +64,6 @@ func test_dying_ends_the_channel() -> void:
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_hold_escape(20)
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var p: SimPlayer = world.players[PEER]
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p.hp = 1
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p.iframes = 0
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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@@ -91,7 +89,6 @@ func test_a_linkdead_player_is_still_killable_while_channelling() -> void:
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var p: SimPlayer = world.players[PEER]
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p.linkdead = true
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p.hp = 1
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p.iframes = 0
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world.step()
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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