Fix permanent input-timing desync; no i-frames; UI respawn; guard dead joins
ci / verify (push) Successful in 45s
ci / verify (push) Successful in 45s
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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@@ -149,8 +149,6 @@ func step() -> void:
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func _step_players() -> void:
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for p in players.values():
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if p.iframes > 0:
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p.iframes -= 1
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if p.spawn_grace > 0:
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p.spawn_grace -= 1
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if p.fire_cooldown > 0:
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@@ -159,10 +157,13 @@ func _step_players() -> void:
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var frame := _take_input(p)
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if not p.alive:
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if p.respawn_lockout > 0:
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p.respawn_lockout -= 1
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# No timed respawn: a downed player waits for the hub. Asking to go
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# is an input like any other, so a dead client cannot be revived by
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# anything except its own request reaching the server.
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if frame.pressed(InputFrame.BTN_INTERACT) or p.linkdead:
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# anything except its own request reaching the server -- and not
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# before the lockout expires, however early its UI lets it ask.
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if p.can_request_respawn() and (frame.pressed(InputFrame.BTN_INTERACT) or p.linkdead):
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events.append({"t": SimEvent.Type.RESPAWN_REQUESTED, "peer": p.peer_id})
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continue
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@@ -372,11 +373,11 @@ func _kill_bullet(slot: int) -> void:
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## SimConfig.ESCAPE_CHANNEL_TICKS for why that would reward pulling the plug.
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func _damage_player(p: SimPlayer, amount: int) -> void:
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p.hp = maxi(p.hp - amount, 0)
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p.iframes = SimConfig.PLAYER_IFRAMES
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events.append({"t": SimEvent.Type.PLAYER_HIT, "peer": p.peer_id, "dmg": amount, "hp": p.hp})
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if p.hp <= 0:
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p.alive = false
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p.escape_ticks = 0
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p.respawn_lockout = SimConfig.RESPAWN_LOCKOUT_TICKS
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events.append({"t": SimEvent.Type.PLAYER_DIED, "peer": p.peer_id})
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