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:
@@ -8,10 +8,19 @@ extends Node
|
||||
## Runs the real listen-server path (ServerRuntime + ClientRuntime + the actual
|
||||
## Net loopback), not a mock, so node process order is exactly production's.
|
||||
|
||||
## Tick at which to shove the client's input numbering out of sync, simulating
|
||||
## the clock drift between two independent processes that produced the original
|
||||
## "ship and bullets separate after a few minutes, permanently" bug. 0 disables.
|
||||
const DRIFT_AT := 120
|
||||
const DRIFT_BY := 14
|
||||
|
||||
var _ticks: int = 0
|
||||
var _worst: float = 0.0
|
||||
var _sum: float = 0.0
|
||||
var _samples: int = 0
|
||||
## Measured only after the injected drift, which is the interesting window.
|
||||
var _worst_after_drift: float = 0.0
|
||||
var _drifted: bool = false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -42,6 +51,17 @@ func _physics_process(_delta: float) -> void:
|
||||
_sum += delta_px
|
||||
_samples += 1
|
||||
|
||||
if DRIFT_AT > 0 and _ticks == DRIFT_AT:
|
||||
# Exactly what two drifting clocks do, only instantly. With the old
|
||||
# constants this landed in the gap between "server stops accepting" and
|
||||
# "client notices", and the two never re-converged.
|
||||
cli.input_tick += DRIFT_BY
|
||||
_drifted = true
|
||||
print("--- injected +%d tick input drift ---" % DRIFT_BY)
|
||||
# Give the client a moment to notice before judging it.
|
||||
if _drifted and _ticks > DRIFT_AT + 90:
|
||||
_worst_after_drift = maxf(_worst_after_drift, delta_px)
|
||||
|
||||
if _ticks % 20 == 0:
|
||||
print("tick=%4d srv_tick=%4d srv_pos=%-22s pred=%-22s gap=%6.2fpx acked=%4d cli_tick=%4d queue=%d" % [
|
||||
_ticks, inst.world.tick, str(sp.pos.round()), str(cli.predicted_pos.round()),
|
||||
@@ -55,5 +75,12 @@ func _physics_process(_delta: float) -> void:
|
||||
print("muzzle offset = %.1fpx, drawn ship radius = %.1fpx, hitbox = %.1fpx" % [
|
||||
SimConfig.PLAYER_MUZZLE_OFFSET, SimConfig.PLAYER_VISUAL_RADIUS,
|
||||
SimConfig.PLAYER_RADIUS])
|
||||
var ok := true
|
||||
if _drifted:
|
||||
print("RECOVERED gap after drift: worst=%.2fpx" % _worst_after_drift)
|
||||
# One tick of movement is 4px; anything near that means the client
|
||||
# re-synced. Tens of px means it is stuck, which is the bug.
|
||||
ok = _worst_after_drift < 12.0
|
||||
print("DRIFT_RECOVERY_" + ("PASS" if ok else "FAIL"))
|
||||
Net.shutdown()
|
||||
get_tree().quit(0)
|
||||
get_tree().quit(0 if ok else 1)
|
||||
|
||||
Reference in New Issue
Block a user