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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@@ -4,8 +4,10 @@ extends RefCounted
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## server refuses mismatched clients at handshake rather than desyncing later.
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## 2: added spawn-grace flag + cleared countdown to the snapshot, and the
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## roster message.
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const VERSION := 2
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## roster message.
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## 3: dropped the post-hit invulnerability flag, added the respawn-lockout byte
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## to each player record.
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const VERSION := 3
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const DEFAULT_PORT := 27015
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const MAX_CLIENTS := 32
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@@ -22,10 +24,9 @@ enum InstanceKind { LOBBY, DUNGEON }
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## Player flags packed into the snapshot's per-player byte.
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const F_ALIVE := 1
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const F_INVULN := 2
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const F_ESCAPING := 4
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## Arrival protection: invulnerable and unable to shoot. Distinct from F_INVULN
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## so the client can label the status rather than just tint the ship.
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## Arrival protection: invulnerable and unable to shoot. The only invulnerable
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## state there is -- see the i-frames note in SimConfig.
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const F_SPAWN_GRACE := 8
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## The peer behind this player has dropped and is being channelled out.
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const F_LINKDEAD := 16
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