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.
This commit is contained in:
+33
-4
@@ -6,9 +6,12 @@ const MARGIN := 24.0
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const BAR_W := 260.0
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const BAR_H := 16.0
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signal respawn_pressed
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var _canvas: Control
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var _status: Label
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var _hint: Label
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var _respawn_button: Button
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var _hit_flash: float = 0.0
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var client: ClientRuntime = null
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@@ -38,6 +41,20 @@ func _ready() -> void:
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_hint.offset_left = MARGIN
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_hint.offset_top = -56.0
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# A real Button rather than something drawn in _draw_hud: this is the one
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# HUD element the player has to actually click, and it starts disabled so
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# death is not exited by whatever key happened to be under a finger.
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_respawn_button = Button.new()
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_respawn_button.custom_minimum_size = Vector2(240.0, 40.0)
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_respawn_button.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
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_respawn_button.offset_left = -120.0
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_respawn_button.offset_right = 120.0
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_respawn_button.offset_top = 40.0
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_respawn_button.offset_bottom = 80.0
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_respawn_button.pressed.connect(func() -> void: respawn_pressed.emit())
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_respawn_button.visible = false
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_canvas.add_child(_respawn_button)
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func _make_label(pos: Vector2) -> Label:
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var l := Label.new()
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@@ -53,9 +70,23 @@ func _process(delta: float) -> void:
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_hit_flash = maxf(_hit_flash - delta * 2.5, 0.0)
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_status.text = _status_text()
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_hint.text = _hint_text()
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_update_respawn_button()
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_canvas.queue_redraw()
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func _update_respawn_button() -> void:
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var downed := client != null and not client.my_alive
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_respawn_button.visible = downed
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if not downed:
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return
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# Mirrors SimConfig.RESPAWN_LOCKOUT_TICKS, which the server enforces
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# independently -- this is presentation, not the rule.
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var ready := client.my_respawn_wait <= 0.0
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_respawn_button.disabled = not ready
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_respawn_button.text = "Return to hub" if ready \
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else "Return to hub (%.0fs)" % ceil(client.my_respawn_wait)
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func _status_text() -> String:
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if client == null:
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return "connecting..."
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@@ -69,7 +100,7 @@ func _hint_text() -> String:
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if client == null:
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return ""
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if not client.my_alive:
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return "DOWN -- press E to return to the hub"
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return "DOWN"
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if client.instance_kind == Protocol.InstanceKind.LOBBY:
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return "WASD move mouse aim LMB fire E on the ring to enter a dungeon Esc menu"
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return "WASD move mouse aim LMB fire hold F to return to the hub Esc menu"
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@@ -106,9 +137,7 @@ func _draw_hud() -> void:
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var centre := _canvas.size * 0.5
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_canvas.draw_string(ThemeDB.fallback_font, centre - Vector2(52.0, 8.0),
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"DOWN", HORIZONTAL_ALIGNMENT_LEFT, -1, 34, Color(1.0, 0.4, 0.4))
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_canvas.draw_string(ThemeDB.fallback_font, centre - Vector2(118.0, -18.0),
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"press E to return to the hub", HORIZONTAL_ALIGNMENT_LEFT, -1, 16,
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Color(1.0, 0.75, 0.75))
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if _hit_flash > 0.0:
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_canvas.draw_rect(Rect2(Vector2.ZERO, _canvas.size),
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+17
-8
@@ -9,6 +9,8 @@ var _address: LineEdit
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var _port: LineEdit
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var _name: LineEdit
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var _status: Label
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var _join_button: Button
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var _host_button: Button
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func _ready() -> void:
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@@ -43,15 +45,15 @@ func _ready() -> void:
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_address = _field(panel, "server address", GameOpts.host_address)
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_port = _field(panel, "port", str(GameOpts.port))
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var join := Button.new()
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join.text = "Join"
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join.pressed.connect(_on_join)
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panel.add_child(join)
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_join_button = Button.new()
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_join_button.text = "Join"
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_join_button.pressed.connect(_on_join)
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panel.add_child(_join_button)
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var host := Button.new()
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host.text = "Host and play (listen server)"
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host.pressed.connect(_on_host)
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panel.add_child(host)
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_host_button = Button.new()
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_host_button.text = "Host and play (listen server)"
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_host_button.pressed.connect(_on_host)
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panel.add_child(_host_button)
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var quit := Button.new()
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quit.text = "Quit"
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@@ -78,6 +80,13 @@ func set_status(text: String) -> void:
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_status.text = text
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## Locks the connect buttons while an attempt is in flight, so a second click
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## cannot start a competing connection over the top of the first.
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func set_busy(busy: bool) -> void:
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_join_button.disabled = busy
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_host_button.disabled = busy
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func _commit_name() -> void:
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var clean := _name.text.strip_edges()
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if not clean.is_empty():
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