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:
@@ -81,7 +81,6 @@ func test_bullets_killed_by_a_hit_are_removed_from_the_replica() -> void:
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server.add_player(1, "tester")
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# Just below the boss, inside the ring pattern rather than at its centre.
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server.players[1].pos = Vector2(0.0, 20.0)
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server.players[1].iframes = 0
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server.spawn_boss(Content.warden())
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var hits := 0
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for _i in 900:
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@@ -9,7 +9,6 @@ const PEER := 3
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func before_each() -> void:
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world = SimWorld.new(1)
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world.add_player(PEER, "tester")
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world.players[PEER].iframes = 0
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func _hold_escape(ticks: int) -> void:
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@@ -65,7 +64,6 @@ func test_dying_ends_the_channel() -> void:
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_hold_escape(20)
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var p: SimPlayer = world.players[PEER]
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p.hp = 1
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p.iframes = 0
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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@@ -91,7 +89,6 @@ func test_a_linkdead_player_is_still_killable_while_channelling() -> void:
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var p: SimPlayer = world.players[PEER]
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p.linkdead = true
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p.hp = 1
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p.iframes = 0
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world.step()
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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@@ -0,0 +1,70 @@
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extends GutTest
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## The client numbers its input frames a fixed "lead" ahead of the server's
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## tick, and the server accepts a window around its own tick. These two numbers
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## have to be chosen together.
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##
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## They were not, and the result was the worst kind of bug: the server silently
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## dropped every input from a client whose lead had drifted into the gap between
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## "server stops accepting" and "client notices", the client never corrected
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## because by its own reckoning nothing was wrong, and the server coasted on a
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## stale input forever. It needed two independent clocks to drift apart, so it
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## only appeared after a few minutes -- and then never went away.
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var world: SimWorld
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const PEER := 5
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func before_each() -> void:
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world = SimWorld.new(1)
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world.add_player(PEER, "tester")
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world.tick = 1000
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func _queue_at_lead(lead: int) -> void:
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var frames: Array[InputFrame] = [
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InputFrame.make(world.tick + lead, Vector2.RIGHT, 0.0, 0)]
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world.queue_input(PEER, frames)
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## The invariant that was violated. The client corrects itself at
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## INPUT_LEAD_MAX; the server must keep accepting well past that, or there is a
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## band where the server refuses input the client still thinks is fine.
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func test_the_server_accepts_every_lead_the_client_tolerates() -> void:
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assert_gt(SimConfig.INPUT_MAX_LEAD, SimConfig.INPUT_LEAD_MAX,
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"the server's acceptance window must be wider than the client's " +
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"correction band, or drift lands in a silent dead zone")
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func test_inputs_across_the_whole_client_band_are_accepted() -> void:
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for lead in range(SimConfig.INPUT_LEAD_MIN, SimConfig.INPUT_LEAD_MAX + 1):
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world.players[PEER].input_queue.clear()
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world.players[PEER].last_input_tick = 0
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_queue_at_lead(lead)
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assert_eq(world.players[PEER].input_queue.size(), 1,
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"lead %d is inside the band the client will not correct, so the " % lead +
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"server has to accept it")
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func test_absurd_lead_is_still_rejected() -> void:
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_queue_at_lead(SimConfig.INPUT_MAX_LEAD + 1)
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assert_eq(world.players[PEER].input_queue.size(), 0,
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"the window is wider, not gone -- a client claiming a far-future tick " +
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"still buys nothing")
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## What the drift actually looked like from the server's side: nothing arrives,
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## so it coasts on the last input it saw. That is correct behaviour for a brief
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## hiccup and catastrophic as a permanent state, which is why the client now
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## has a stall detector rather than relying on its lead estimate alone.
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func test_a_starved_server_coasts_then_stops() -> void:
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var p: SimPlayer = world.players[PEER]
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_queue_at_lead(SimConfig.INPUT_TARGET_LEAD)
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world.step()
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var moved_once: Vector2 = p.pos
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assert_ne(moved_once, Vector2.ZERO, "setup: the input should have moved us")
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for _i in SimConfig.INPUT_MAX_AGE + 5:
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world.step()
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var coasted: Vector2 = p.pos
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for _i in 60:
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world.step()
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assert_eq(p.pos, coasted, "coasting has to end, or a silent client drifts forever")
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@@ -0,0 +1 @@
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uid://xemxybh1gvvo
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@@ -91,7 +91,6 @@ func test_a_starved_player_eventually_stops_moving() -> void:
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func test_enemy_bullets_damage_the_player_and_are_consumed() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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p.iframes = 0
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world.pool.spawn(Vector2(-1.0, 0.0), Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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@@ -99,22 +98,37 @@ func test_enemy_bullets_damage_the_player_and_are_consumed() -> void:
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assert_eq(world.pool.live_count, 0, "a bullet that hits must be consumed")
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func test_invulnerability_frames_stop_a_second_hit() -> void:
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## The inverse of what this asserted before. There are no i-frames: in a bullet
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## hell the wall is the threat, and letting one hit grant immunity to the rest
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## of the wall inverts the whole risk model.
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func test_every_bullet_in_a_wall_lands() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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p.iframes = 0
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for _i in 2:
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for _i in 3:
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP - 25, "two bullets in one tick is still one hit")
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP - 75,
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"three bullets is three hits, not one")
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func test_consecutive_ticks_both_deal_damage() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 10,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 10,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP - 20,
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"there is no window of immunity after a hit")
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func test_a_replica_world_never_resolves_a_hit() -> void:
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world.authoritative = false
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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p.iframes = 0
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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@@ -126,7 +140,6 @@ func _kill_player() -> SimPlayer:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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p.hp = 5
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p.iframes = 0
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p.spawn_grace = 0
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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@@ -150,6 +163,7 @@ func test_a_downed_player_stays_down_without_input() -> void:
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func test_a_downed_player_asking_to_respawn_is_reported_once_per_tick() -> void:
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_kill_player()
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_drive(SimConfig.RESPAWN_LOCKOUT_TICKS)
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world.drain_events()
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_drive(1, Vector2.ZERO, InputFrame.BTN_INTERACT)
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assert_eq(_events_of(SimEvent.Type.RESPAWN_REQUESTED).size(), 1,
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@@ -159,6 +173,28 @@ func test_a_downed_player_asking_to_respawn_is_reported_once_per_tick() -> void:
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assert_false(world.players[PEER].alive)
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## The HUD disables its button for the same duration, but that is presentation.
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## A client that ignores its own UI and spams the bit still has to wait.
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func test_the_respawn_lockout_is_enforced_by_the_server() -> void:
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_kill_player()
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world.drain_events()
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_drive(SimConfig.RESPAWN_LOCKOUT_TICKS - 2, Vector2.ZERO, InputFrame.BTN_INTERACT)
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assert_eq(_events_of(SimEvent.Type.RESPAWN_REQUESTED).size(), 0,
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"holding the request down must not shorten the lockout")
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_drive(4, Vector2.ZERO, InputFrame.BTN_INTERACT)
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assert_gt(_events_of(SimEvent.Type.RESPAWN_REQUESTED).size(), 0,
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"and it must actually open once the lockout expires")
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func test_the_lockout_is_reported_to_the_client() -> void:
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_kill_player()
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var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
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var wait: float = snap["players"][0]["respawn_wait"]
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assert_almost_eq(wait,
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float(SimConfig.RESPAWN_LOCKOUT_TICKS) / float(SimConfig.TICK_RATE), 0.3,
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"the HUD needs the countdown to render its disabled button")
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func test_respawn_request_never_reaches_the_client() -> void:
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_kill_player()
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_drive(1, Vector2.ZERO, InputFrame.BTN_INTERACT)
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@@ -171,7 +207,6 @@ func test_respawn_request_never_reaches_the_client() -> void:
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func test_spawn_grace_blocks_damage_and_firing() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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p.iframes = 0
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p.spawn_grace = 60
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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