Fix permanent input-timing desync; no i-frames; UI respawn; guard dead joins
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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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@@ -71,6 +71,50 @@ slow relative to bullet speed, so this reads as latency rather than unfairness.
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If it becomes a complaint, the fix is to lag-compensate **player bullets against
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enemies only**, never enemy bullets against players.
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## Input timing, and a bug worth remembering
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The client numbers its input frames `INPUT_TARGET_LEAD` ticks ahead of the
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server's tick; the server accepts anything within `INPUT_MAX_LEAD` and re-syncs
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nothing itself. **These two numbers must be chosen together.**
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They originally were not — the server dropped inputs past a lead of 12, while
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the client only corrected itself past 16. A client whose lead drifted into 13–16
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therefore had *every* input silently rejected, while believing its own timing
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was fine. The server, receiving nothing, coasted on the last input it had
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(`held_input`) and then stopped; the client kept predicting forward. The ship
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and the authoritative position separated permanently, the reconciler fought it
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every snapshot, and the player got shoved around. It needed two independent
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clocks to drift apart, so it appeared only after minutes of play — and never
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recovered, because nothing in the loop could notice.
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Two defences now:
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1. `INPUT_MAX_LEAD` (40) is far wider than the client's correction band
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(`INPUT_LEAD_MIN` 3 … `INPUT_LEAD_MAX` 20), so the client always re-syncs
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long before the server starts refusing anything. `test_input_lead.gd`
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asserts that ordering directly, so narrowing the window fails a test rather
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than shipping.
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2. An **ack-stall detector**: if `last_input_tick` does not advance across
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`INPUT_ACK_STALL_LIMIT` snapshots, the client concludes its numbering is
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outside the window and hard re-syncs. Lead alone cannot detect this, because
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a wrong lead looks perfectly normal from the client's side. This is the
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backstop that makes the whole class of failure self-healing regardless of
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cause.
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`tools/diag_prediction.gd` injects a +14 tick drift mid-run and asserts the gap
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returns to normal; it exits non-zero if it does not.
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## No invulnerability frames
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A hit grants no immunity — every bullet that touches you deals its damage. In a
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bullet hell the wall *is* the threat, and i-frames invert that: you are punished
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for the first bullet of a pattern and gifted the next thirty, which makes dense
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patterns *safer* than sparse ones. Measured cost: a stationary player survives
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~13.6s of the Warden's opening phase, ~17.5s while drifting aimlessly.
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Arrival protection (`SPAWN_GRACE_TICKS`) is the sole exception, and it is a
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transition, not a combat mechanic.
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## Input validation
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`SimWorld.queue_input()` is the single audit point. It drops:
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@@ -81,6 +125,11 @@ enemies only**, never enemy bullets against players.
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| Stale input | `f.tick < tick - INPUT_MAX_AGE` |
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| Input claiming the future | `f.tick > tick + INPUT_MAX_LEAD` |
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| Flood | queue capped at `INPUT_MAX_AGE`, oldest dropped |
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| Leaving the hub early after death | `RESPAWN_LOCKOUT_TICKS`, server-side |
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The respawn lockout is worth calling out: the HUD disables its button for the
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same three seconds, but that is presentation. A client that ignores its own UI
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and holds the bit down still waits, because the check lives in `SimWorld`.
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Beyond that, the wire format itself constrains the cheat surface: the move
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vector is two signed bytes at 1/100 precision, and `Movement.sanitize_move()`
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