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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extends GutTest
## Codec round-trips. A field that encodes but decodes wrong shows up as a
## mysterious gameplay bug three layers away, so it is pinned down here.
var world: SimWorld
func before_each() -> void:
world = SimWorld.new(7)
var p := world.add_player(42, "ada")
p.pos = Vector2(120.5, -64.25)
p.aim = 1.25
p.hp = 73
p.escape_ticks = 90
p.last_input_tick = 555
world.spawn_enemy(Content.turret(), Vector2(-200.0, 100.0))
world.spawn_boss(Content.warden())
world.tick = 9001
func test_snapshot_round_trips_player_state() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_eq(int(snap["tick"]), 9001)
var rec: Dictionary = snap["players"][0]
assert_eq(int(rec["peer"]), 42)
assert_almost_eq((rec["pos"] as Vector2).x, 120.5, 0.01)
assert_almost_eq((rec["pos"] as Vector2).y, -64.25, 0.01)
assert_almost_eq(float(rec["aim"]), 1.25, 0.001)
assert_eq(int(rec["hp"]), 73)
assert_eq(int(rec["last_input_tick"]), 555)
assert_true((int(rec["flags"]) & Protocol.F_ALIVE) != 0)
assert_true((int(rec["flags"]) & Protocol.F_ESCAPING) != 0)
assert_almost_eq(float(rec["escape"]), 90.0 / float(SimConfig.ESCAPE_CHANNEL_TICKS), 0.01)
func test_snapshot_carries_enemy_radius_for_late_joiners() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
var e: Dictionary = snap["enemies"][0]
assert_almost_eq(float(e["radius"]), Content.turret().radius, 0.5)
assert_eq(int(e["visual"]), Content.turret().visual)
func test_snapshot_carries_the_boss() -> void:
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_not_null(snap["boss"])
assert_eq(int(snap["boss"]["hp"]), Content.warden().max_hp)
func test_dead_enemies_are_not_sent() -> void:
for e in world.enemies.values():
e.alive = false
var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
assert_eq((snap["enemies"] as Array).size(), 0)
func test_event_round_trip_preserves_bullet_spawn() -> void:
var ev := {
"t": SimEvent.Type.BULLET_SPAWN, "uid": 8123,
"pos": Vector2(10.0, -20.0), "vel": Vector2(0.0, 150.0),
"r": 7.5, "life": 300, "kind": SimConfig.KIND_NEEDLE,
"team": SimConfig.TEAM_ENEMY, "accel": 12.0, "turn": 0.02,
}
var packet := NetCodec.decode_events(NetCodec.encode_events(77, [ev]))
assert_eq(int(packet["tick"]), 77)
var out: Dictionary = packet["events"][0]
assert_eq(int(out["uid"]), 8123)
assert_eq(out["pos"], Vector2(10.0, -20.0))
assert_eq(out["vel"], Vector2(0.0, 150.0))
assert_almost_eq(float(out["r"]), 7.5, 0.001)
assert_eq(int(out["life"]), 300)
assert_almost_eq(float(out["accel"]), 12.0, 0.001)
assert_almost_eq(float(out["turn"]), 0.02, 0.0001)
func test_server_only_events_never_reach_the_wire() -> void:
var events: Array[Dictionary] = [
{"t": SimEvent.Type.PORTAL_USED, "peer": 3},
{"t": SimEvent.Type.ESCAPE_COMPLETED, "peer": 3},
{"t": SimEvent.Type.PLAYER_DIED, "peer": 3},
]
var packet := NetCodec.decode_events(NetCodec.encode_events(1, events))
assert_eq((packet["events"] as Array).size(), 1,
"instance transfers are the server's business, not the client's")
assert_eq(int(packet["events"][0]["t"]), SimEvent.Type.PLAYER_DIED)
func test_input_round_trip() -> void:
var frames: Array[InputFrame] = [
InputFrame.make(10, Vector2(1, 0), 0.0, InputFrame.BTN_FIRE),
InputFrame.make(11, Vector2(0, 1), 1.0, 0),
]
var out := NetCodec.decode_inputs(NetCodec.encode_inputs(frames))
assert_eq(out.size(), 2)
assert_eq(out[0].tick, 10)
assert_eq(out[1].tick, 11)
func test_truncated_input_packet_is_rejected_not_read_past() -> void:
var frames: Array[InputFrame] = [InputFrame.make(10, Vector2.ONE, 0.0, 1)]
var data := NetCodec.encode_inputs(frames)
# Claim three frames but send one. A hostile client will try exactly this.
data[0] = 3
assert_eq(NetCodec.decode_inputs(data).size(), 0)
func test_empty_input_packet_is_safe() -> void:
assert_eq(NetCodec.decode_inputs(PackedByteArray()).size(), 0)