Initial commit: Transcience MVP

Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated
server with client-side prediction. Clients send input only; the server
resolves every hit for both players and enemies (no PvP).

- SimWorld: whole simulation as plain RefCounted objects (no nodes, no
  physics server), ~0.24ms/tick at peak load -- runs headless for free and
  drives 78 tests in under a second
- BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn
  events rather than per-tick state
- Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash
  enemies and bosses -- a new boss is data in src/content/content.gd, no
  simulation changes
- The Warden of the Fold: stationary 4-phase boss built entirely on that
  format
- Lobby hub with a portal into on-demand dungeon instances; one process
  hosts the hub plus every concurrent dungeon
- Emergency escape: 3s server-owned channel, cancelled by damage
- tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over
  ENet), bench.gd; git hooks wired to the same scripts
- docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
This commit is contained in:
2026-09-03 16:03:57 +02:00
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class_name BulletPool
extends RefCounted
## Bullets are plain data in parallel arrays, never nodes. A bullet-hell spawns
## thousands of them per second; one Node2D + Area2D each would dominate both
## the frame budget and the network. Everything here is integrated by hand so
## the server can run it headless and a unit test can run it with no SceneTree.
var pos := PackedVector2Array()
var vel := PackedVector2Array()
var radius := PackedFloat32Array()
## Scalar acceleration along the current heading, units/sec^2.
var accel := PackedFloat32Array()
## Heading change per tick, radians. Non-zero makes the bullet curve.
var turn := PackedFloat32Array()
var life := PackedInt32Array()
var damage := PackedInt32Array()
## Network identity. Stable for the bullet's whole life, 0 in a free slot.
var uid := PackedInt32Array()
var team := PackedByteArray()
var kind := PackedByteArray()
var alive := PackedByteArray()
var live_count := 0
## Exclusive upper bound over slots that have ever been used, so the hot loops
## do not walk the whole 4096-slot table while the arena is nearly empty.
var high_water := 0
var _free := PackedInt32Array()
var _next_uid := 1
## Slots spawned since the last [method clear_spawn_log]. The server turns this
## into BULLET_SPAWN events; the client replica ignores it because its bullets
## arrive from the wire already.
var spawn_log := PackedInt32Array()
func _init() -> void:
var n := SimConfig.MAX_BULLETS
pos.resize(n)
vel.resize(n)
radius.resize(n)
accel.resize(n)
turn.resize(n)
life.resize(n)
damage.resize(n)
uid.resize(n)
team.resize(n)
kind.resize(n)
alive.resize(n)
func clear() -> void:
for i in high_water:
alive[i] = 0
uid[i] = 0
_free.clear()
spawn_log.clear()
live_count = 0
high_water = 0
## Allocate a slot. Returns the slot index, or -1 when the pool is saturated.
## [param forced_uid] is used by the client replica so its bullets carry the
## same identity the server assigned.
func spawn(p: Vector2, v: Vector2, r: float, lifetime: int, dmg: int,
bullet_team: int, bullet_kind: int, bullet_accel: float = 0.0,
bullet_turn: float = 0.0, forced_uid: int = 0) -> int:
var slot := -1
if not _free.is_empty():
slot = _free[_free.size() - 1]
_free.remove_at(_free.size() - 1)
elif high_water < SimConfig.MAX_BULLETS:
slot = high_water
high_water += 1
else:
return -1
pos[slot] = p
vel[slot] = v
radius[slot] = r
accel[slot] = bullet_accel
turn[slot] = bullet_turn
life[slot] = lifetime
damage[slot] = dmg
team[slot] = bullet_team
kind[slot] = bullet_kind
alive[slot] = 1
if forced_uid != 0:
uid[slot] = forced_uid
else:
uid[slot] = _next_uid
_next_uid += 1
live_count += 1
spawn_log.append(slot)
return slot
func clear_spawn_log() -> void:
spawn_log.clear()
func despawn(slot: int) -> void:
if alive[slot] == 0:
return
alive[slot] = 0
uid[slot] = 0
live_count -= 1
_free.append(slot)
func find_by_uid(target_uid: int) -> int:
for i in high_water:
if alive[i] == 1 and uid[i] == target_uid:
return i
return -1
## Advance every live bullet one tick. Bullets that expire or leave the arena
## die here on both server and client without any network traffic, because both
## sides run this identical integration.
func step() -> void:
var dt := SimConfig.TICK_DELTA
for i in high_water:
if alive[i] == 0:
continue
var v := vel[i]
if turn[i] != 0.0:
v = v.rotated(turn[i])
if accel[i] != 0.0:
var speed := v.length()
if speed > 0.0001:
v = v * ((speed + accel[i] * dt) / speed)
vel[i] = v
var p: Vector2 = pos[i] + v * dt
pos[i] = p
life[i] -= 1
if life[i] <= 0 or Movement.outside_arena(p):
despawn(i)
## Fast-forward a single bullet. The client uses this so a bullet that spawned
## on the server N ticks ago appears where it should be now instead of popping
## in at the muzzle a round-trip late.
func advance_slot(slot: int, ticks: int) -> void:
var dt := SimConfig.TICK_DELTA
for _i in ticks:
if alive[slot] == 0:
return
var v := vel[slot]
if turn[slot] != 0.0:
v = v.rotated(turn[slot])
if accel[slot] != 0.0:
var speed := v.length()
if speed > 0.0001:
v = v * ((speed + accel[slot] * dt) / speed)
vel[slot] = v
pos[slot] = pos[slot] + v * dt
life[slot] -= 1
if life[slot] <= 0 or Movement.outside_arena(pos[slot]):
despawn(slot)
return