Unlock menu after failed join; remove contact damage; cover clean disconnects
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ci / verify (push) Successful in 45s
A failed connection left the connect buttons disabled forever. _show_menu() returned early when a menu already existed, so the set_busy(false) that re-enables them never ran on the way back from _abort_connect -- the player was locked out of both joining and hosting with no way out but a restart. Also guards against a second attempt stacking on an in-flight one. Contact damage is gone as a concept: nothing in this game hurts you by touching it, because every threat should be a bullet you can see and dodge. The Stalker walked at you and dealt contact damage and nothing else, so it now carries a point-blank shotgun instead -- five pellets, 62 degrees, 18-tick lifetime for about 78px of reach, so it still has to close and leaves nothing lingering. tests/unit/test_content.gd asserts every hostile enemy has an emitter, so a new enemy cannot quietly reintroduce the mechanic. The menu's "Disconnect" DOES get the anti-cheese protection -- verified, not assumed. It calls Net.shutdown(), the socket closes, and the server takes the same linkdead path as a SIGKILL, because the channel is keyed on the socket closing rather than on how it closed. Made permanent: a --leave-after bot flag and two smoke assertions covering the polite exit alongside the hard kill, so a future "clean leave" message that skipped the channel would fail a test. The menu now says so out loud in a dungeon -- the mechanic only reads as fair if the cost is known before clicking. 103 tests, 12 smoke assertions; check.sh, test.sh and smoke.sh all pass.
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@@ -65,6 +65,7 @@ var snap_prev: Dictionary = {}
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var snap_curr: Dictionary = {}
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var _interp: float = 0.0
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var _bot_tick: int = 0
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var _dungeon_ticks: int = 0
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func _ready() -> void:
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@@ -104,6 +105,19 @@ func _physics_process(delta: float) -> void:
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world.step()
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_interp = minf(_interp + delta * float(SimConfig.TICK_RATE) / float(SimConfig.SNAPSHOT_INTERVAL), 1.0)
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_maybe_bot_leave()
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## Bot harness: quit cleanly mid-run so the smoke test proves a polite
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## disconnect is caught by the same channel a SIGKILL is. Deferred because
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## Net.shutdown() frees this node.
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func _maybe_bot_leave() -> void:
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if GameOpts.bot_leave_after <= 0 or instance_kind != Protocol.InstanceKind.DUNGEON:
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return
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_dungeon_ticks += 1
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if _dungeon_ticks == GameOpts.bot_leave_after:
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GameLog.info("client", "BOT_GRACEFUL_LEAVE")
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Net.shutdown.call_deferred()
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# --- Input ------------------------------------------------------------------
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