The roster sent to clients now contains living characters only. Retirement stays server-side bookkeeping for archival; from the player's side a dead character is simply gone, and listing it offers a choice that cannot be taken. The XP bar only moved on a level-up or a character swap because it read the character roster, which is re-sent only when the SET of characters changes. Experience now rides the snapshot -- four bytes on a message already going out at 20Hz -- and the server mirrors each grant into the world immediately rather than only when a level is crossed. The create field starts with a suggested name instead of blank, and offers another after each creation. Two bugs found while testing, both mine: The first was a bad patch of my own: a change meant for the snapshot decoder also matched inside decode_characters, which then read a four-byte field its encoder never wrote and ran off the end of every packet. This is precisely the "encodes but decodes wrong" failure the codec tests exist to catch, and it was caught within a minute of the test being written. Chasing that exposed a real robustness gap: StreamPeerBuffer.get_utf8_string() pushes an engine error and returns garbage when the buffer is short, so a truncated or hostile character/roster packet produced error spam instead of degrading. Both decoders now bounds-check every field, with tests that slice each packet at many lengths and assert it degrades rather than inventing entries -- the same guarantee the input decoder already had. 206 tests. check.sh, test.sh, smoke.sh and both diagnostics pass.
This commit is contained in:
+13
-15
@@ -17,11 +17,13 @@ var _status: Label
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var _title: Label
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var _close_button: Button
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var _known: Array[Dictionary] = []
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var _rng := RandomNumberGenerator.new()
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var _selected: String = ""
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func _ready() -> void:
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layer = 30
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_rng.randomize()
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var root := Control.new()
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root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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add_child(root)
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@@ -57,6 +59,7 @@ func _ready() -> void:
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panel.add_child(row)
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_name_field = LineEdit.new()
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_name_field.placeholder_text = "new character name"
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_name_field.text = Character.random_name(_rng)
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_name_field.max_length = Character.MAX_NAME
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_name_field.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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row.add_child(_name_field)
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@@ -84,7 +87,8 @@ func _on_create() -> void:
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set_status("give the character a name")
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return
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create_requested.emit(wanted)
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_name_field.text = ""
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# Offer the next suggestion straight away rather than clearing to blank.
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_name_field.text = Character.random_name(_rng)
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func set_status(text: String) -> void:
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@@ -100,10 +104,10 @@ func refresh(characters: Array[Dictionary], selected: String) -> void:
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for child in _list.get_children():
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child.queue_free()
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var living := 0
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# Everything the server sends is alive: a dead character is gone as far as
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# the player is concerned, and retirement is the server's own bookkeeping.
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var living := characters.size()
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for c in characters:
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if c["active"]:
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living += 1
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_list.add_child(_row_for(c))
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if characters.is_empty():
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@@ -130,24 +134,18 @@ func _row_for(c: Dictionary) -> Control:
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swatch.custom_minimum_size = Vector2(14.0, 14.0)
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row.add_child(swatch)
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var alive: bool = c["active"]
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var playing := String(c["id"]) == _selected
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var label := Label.new()
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var suffix := ""
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if not alive:
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suffix = " (dead)"
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elif String(c["id"]) == _selected:
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suffix = " <- playing"
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label.text = " %s level %d %d hp%s" % [
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c["name"], int(c["level"]), int(c["max_hp"]), suffix]
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label.add_theme_color_override("font_color",
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Color(0.85, 0.9, 1.0) if alive else Color(0.55, 0.4, 0.42))
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c["name"], int(c["level"]), int(c["max_hp"]),
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" <- playing" if playing else ""]
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label.add_theme_color_override("font_color", Color(0.85, 0.9, 1.0))
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label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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row.add_child(label)
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var play := Button.new()
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play.text = "Play"
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# A dead character is listed as a record, never as an option.
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play.disabled = not alive or String(c["id"]) == _selected
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play.disabled = playing
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play.pressed.connect(func() -> void: select_requested.emit(String(c["id"])))
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row.add_child(play)
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return row
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+7
-5
@@ -94,7 +94,8 @@ func _status_text() -> String:
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var who := client.current_character()
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var name_part := ""
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if not who.is_empty():
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name_part = "%s lv %d " % [who["name"], int(who["level"])]
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name_part = "%s lv %d " % [
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who["name"], Progression.level_for_xp(client.my_total_xp)]
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return "%s%s instance %d hp %d/%d %d fps" % [
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name_part, where, client.instance_id, client.my_hp, client.my_max_hp,
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Engine.get_frames_per_second()]
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@@ -152,12 +153,13 @@ func _draw_hud() -> void:
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## A thin bar under health: progress toward the next level, and the level
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## itself. Drawn from the server's numbers, never recomputed locally.
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func _draw_xp_bar(at: Vector2) -> void:
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var who := client.current_character()
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if who.is_empty():
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if client.current_character().is_empty():
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return
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var level := int(who["level"])
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# Derived from the snapshot's live experience total rather than the roster's
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# copy, which only arrives when the set of characters changes.
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var level := Progression.level_for_xp(client.my_total_xp)
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var capped := level >= Progression.MAX_LEVEL
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var progress: float = 1.0 if capped else who["progress"]
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var progress := Progression.level_progress(client.my_total_xp)
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var tint := Color(1.0, 0.85, 0.4) if capped else Color(0.6, 0.55, 1.0)
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_canvas.draw_rect(Rect2(at, Vector2(BAR_W, 5.0)), Color(0.1, 0.12, 0.18))
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_canvas.draw_rect(Rect2(at, Vector2(BAR_W * progress, 5.0)), tint)
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