08f58af1a8b3a5f4177ac9b3bc4b16f7d8584300
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Commits
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4aeb6d229d |
Health survives a door, and experience needs you to be there
Arriving anywhere set health to maximum, so a run cost nothing: walk in, take what you could, walk out, walk back in whole. Current health now lives on the character record for the same reason the inventory does -- SimWorld builds a blank player on every instance change, so anything that must survive a door has to be written down -- and it is banked at every transfer, every disconnect, and on every item transaction, since a potion moves an item and hit points in one action. The hub is where that damage is paid off, at 10% of maximum per second: about ten seconds from nothing, fast enough not to be a chore and slow enough to be a decision before walking back in. The dungeon rate is unchanged, so waiting one out is still not a plan. Regeneration is a property of the world now rather than a constant. adopt() no longer touches current health. It is called mid-session by on_choose_upgrade, and reading health from the record there would snap a player back to whatever was last written to disk; recompute_max_hp still clamps downwards so Glass Cannon takes the hit points above the new ceiling with it. ServerRuntime._adopt_character stays the one place a record becomes a live player. Experience is still undivided, but now only among players within XP_AWARD_RADIUS of the kill -- ten percent past what a player can see, so anyone who watched it die is inside and someone parked in the entrance room is not. The death events carry a position for this, and deliberately do not put it on the wire: encode_events still writes the id alone. diag_progression covers the whole chain end to end -- wounded in a dungeon, escaped to the hub with the wound intact, healing there, and walking back in still hurt -- because a unit test cannot transfer a peer. Both halves were mutation-tested against it; the unit suite alone missed the arrival heal entirely. The Proving Grounds is recorded in the roadmap as a debugging tool that does not ship: it pays full experience for a boss with 8% health. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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54086b5604 |
Stop the rate limiter from being its own amplifier
The control-message pacing added two commits ago logged one WARN line per refused packet, which is a thousand formatted strings and a thousand stdout writes per second for a client sending a thousand -- the exact cost the limiter was added to bound, moved from the disk write to the log. One line per burst now, re-armed when the peer behaves. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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39d857c4d1 |
Bound what one packet can cost, and stop the hub eating its own loot
Selecting a character rewrote the entire store to disk, re-placed the player, re-streamed its map chunks and broadcast a roster to everyone -- off one small reliable packet, at whatever rate a client cared to send. Repeating a selection you already hold now answers yes and stops, and select/create are paced per peer. Item moves and experience grants, the two paths a client can trigger every tick, mark the store dirty and the server flushes once per tick instead of once per event. That flush also fixes experience quietly not being saved: grant_xp only wrote when a level was crossed, and level is DERIVED from lifetime xp, so the number nobody was keeping was the only number there is. A restart rolled a character back to its last level-up. The emergency escape ran in the hub, where completing it means transferring into the instance you are already in: teleported to spawn, healed to full, instanced loot dropped, every map chunk re-streamed, once a second for as long as the key is held. The hub now opts out. Ground loot evicts the oldest item when the floor fills. That is right for a dungeon, which closes and takes its litter with it, and wrong for the hub, which never closes -- a player dropping into a full floor destroyed whatever someone else had left there longest, and drop is edge-triggered per tick. A player's drop is refused instead; the world's own drops still make room. Also: a linkdead body is not in inst.peers, so closing a CLEARED dungeon walked past it and left that peer's account and name in the dictionaries forever -- with the new one-account guard, enough to lock someone out of their own session. And several encoders wrote mini(size, 255) as a count and then looped the whole array, which puts records after the count on the wire; MAX_CLIENTS makes it unreachable, which is why it would have survived to the day it was not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ef28970654 |
Close three holes an unmodified client could walk through
One account is now one session. Two peers signed in as the same account each got their own player built from the SAME character record, so both held a copy of one bag and whichever wrote last won: drop the single potion from both copies and two potions hit the floor. Reconciling two live mirrors of one record cannot be made to work, so the handshake refuses the second connection -- the newcomer, not the incumbent, or claiming an account would be a way to kick anyone off the server. A muzzle offset is a teleport and the bullet pool never sees it: it samples geometry once per tick. Forward that is 19px, but Doubleshot adds up to 45px sideways, wider than a 32px wall plus the 6px hitbox holding you off it. Six Doubleshots, stand flush against a wall, fire along it, and live shots came out the far side. Shots now start from the shooter when geometry stands in the way, which keeps the count honest. Bullet-spawn events carry the firing actor's exact position, and they were filtered by a flat 2900-unit radius against an 800-unit actor cull. A depth-1 map's diagonal is about 2521, so that radius culled nothing: every enemy that fired was pinpointed for every player, through fog, on terrain the client was deliberately not streamed. The test is now per bullet -- can THIS one reach ground you can see -- which keeps the guarantee the wide radius existed for and drops the radar. Found while fixing the above: a rejection never reached the client. The RPC is queued and only leaves on the frame's flush, so kicking in the same call threw the reason away, and _on_server_disconnected overwrote last_error anyway. Both were true of protocol mismatch too, which is the one message a player most needs. Smoke asserts the reason arrives. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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42568a40ad |
Fix: every zone change was handing the player a blank character
ci / verify (push) Successful in 48s
SimWorld knows nothing about characters, so Instance.add_peer builds a fresh SimPlayer -- level 1, base stats, empty inventory. Something has to give that player back its character, and only character SELECT ever did. Every portal into a dungeon and every escape back to the hub therefore reset the player's level, experience, upgrades and bag. The record on disk stayed correct throughout, which is what made it read as a display glitch: the level shown was 1 because the level being played really was 1, and the first kill's experience grant partially repaired it, so the numbers appeared to come and go. _place now adopts, through a single _adopt_character that every transfer runs. That let _enter_world_as drop its adopt/reset/adopt dance -- three lines that existed only because reset_for_instance clobbered the health adopt had just computed -- and let the level-up path derive maximum health through recompute_max_hp instead of keeping a second copy of the formula. diag_upgrades now walks hub -> dungeon -> hub after taking an upgrade and asserts level, experience, upgrades, damage, maximum health and inventory all survive each leg. With the fix reverted it reports exactly what was described: level 1, no upgrades, base damage, empty bag. One of the new checks compared health against a formula fed the player's own level, which agrees with itself even when the level is wrong; it compares against the character record instead. Also drops "(every upgrade)" from the choice cards. That a flat bonus rides along with all of them is a design principle, not something a player needs told -- the number is enough. check.sh clean, 409 tests, SMOKE PASS, all four diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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b351bc2d55 |
Stage 4: upgrades, and a quartermaster to spend them at
ci / verify (push) Successful in 48s
Every level banks one choice. Choices queue, and are spent at an NPC in the
hub: walk to it, press E, take one of three weighted options. Seven upgrades,
all data — split shot, glass cannon, spread, sniper, doubleshot, poison,
eraser — and SimWorld gained no per-upgrade branch to run any of them.
The four ambiguities in the brief were settled with the user first, since
each changes what gets written:
damage base x (1 + sum additive) x product multiplicative. The flat
+5% every upgrade carries, spread's -10%, doubleshot's -50%
and glass cannon's +100% pool; sniper multiplies on top, so
two snipers is 4x and not +200%.
glass half the LEVELLED maximum, multiplying if taken twice, so the
price does not fade to a rounding error by level 15.
poison independent stacks, not a refresh.
split +/-45 degrees from the original heading.
Independent poison stacks sound expensive and are not: every dose lasts the
same number of ticks, so doses expire in the order they were added, the
pending expiries are a plain FIFO, and PoisonTrack only ever looks at its
front. O(1) per actor per tick however many are live.
Stats are derived from the upgrade list and never stored, the way level is
derived from experience -- a saved stat cannot disagree with the upgrades
that produced it. Upgrade riders (split charges, poison, erase chance) travel
on the bullet instead, because a shot in flight has to keep what it was fired
with rather than gaining Poison because the shooter just took it.
Two invariants this collided with, both now pinned:
- bullet speed gained a ceiling. Wall collision samples once per tick, so
anything over a tile per tick tunnels; two snipers asked for 2480 u/s
against a 1920 threshold, and a tunnelling bullet looks like a bullet.
- BULLET_INTEREST_RADIUS rose to 2900, because an upgraded player shot is
now the longest-travelling bullet in the game. test_interest measured
the worst case from static content, which upgrades quietly invalidated.
Choosing is intent checked three ways: a choice must be owed, the index must
name one of the three options the SERVER put on the table, and the player
must be standing at the NPC. The offer is rolled once and persisted, so
closing the screen is not a reroll and neither is a crash.
tools/diag_upgrades.tscn covers level -> banked choice -> refused in a
dungeon and refused across the room -> taken at the NPC -> new stats ->
on disk. Bots never walk to the quartermaster, so the smoke test cannot.
Known gap recorded in the roadmap: at PLAYER_BULLET_DAMAGE = 6, the +5% the
first upgrade carries rounds back to 6 and visibly does nothing. It comes out
right in aggregate, but the fix is a balance edit across content.gd and so is
the user's call.
check.sh clean, 357 tests, SMOKE PASS (18 assertions), all four diagnostics
green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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a943aa19f6 |
Add a second dungeon: the Proving Grounds, a test harness you walk into
ci / verify (push) Successful in 47s
Two labelled portals now stand side by side in the hub. The Proving Grounds runs the same generator, the same rooms, the same enemies and the same four-phase Warden -- enemies at a fifth health, the boss at 288 instead of 3600, and trash dropping potions 80% of the time instead of 8%. A manual pass over loot, the inventory, dropping and every boss phase takes a couple of minutes rather than a quarter of an hour. It is multipliers over the shared content rather than a parallel copy: a duplicated Content would drift the first time anything was tuned, and "identical but easier" would quietly stop being true. And it is a portal rather than a launch flag, so the two can be compared back to back without restarting the server -- which is most of the point. Which dungeon you enter is resolved from the player's server-side position, and PORTAL_USED carries the answer. There is deliberately no client message that names a dungeon: one would let any client ask for the generous loot table and bring the results back to the hub. Instance matching compares dungeon ids too, so walking into one entrance can never drop you into the other's run on timing alone. SimWorld.portals replaces portal_pos/portal_enabled, enter_instance carries the portal list and the dungeon id (the client needs the latter to scale the boss bar's ceiling the way the server scaled the boss), and Protocol.VERSION goes to 7. Also pins what happens when two players reach for one item on the same tick: exactly one gets it -- the loop is sequential and the pickup erases the entity before the next player looks. The tie-break is join order rather than distance, which is arbitrary rather than designed, so it is recorded as such. Stale doc fixed while here: MapGen.build() still claimed the client rebuilds the map from the seed, which has not been true since map streaming landed and is the opposite of the rule. check.sh clean, 288 tests, SMOKE PASS (18 assertions, both dungeon kinds opened over a real socket), all three diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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050b8251a7 |
Stage 3: inventory, ground loot, and two loot visibilities
ci / verify (push) Successful in 48s
Four always-on-screen slots, items as data, and loot tables on enemies and bosses. Health potions drop rarely from trash and always from the Warden; the Warden also drops a Warden's Ration, one per living player, which does nothing at all. The ration is not filler. Player-instanced loot is a separate code path from shared loot -- a distinct entity per owner, filtered per peer in the snapshot encoder -- and the cheapest way to keep that path honest is to have something in the game that exercises it on every boss kill. Item actions ride the input frame rather than becoming new client messages. InputFrame gained BTN_USE, BTN_DROP and a slot byte, which buys the packet-loss redundancy, the replay guard on last_input_tick, ordering against movement on the same tick, and a rate limit of one action per tick -- all of which a separate RPC would have needed bolted back on. The cost is that anything in the frame which must not repeat has to be edge-triggered, since frames are resent and a starved server coasts on the last one it holds. Instanced loot is enforced in NetCodec.encode_snapshot, beside the actor interest radius: a peer is never told another player's copy exists. Hiding it client-side would have been the same mistake as relying on fog to hide enemies. Inventories live on the character and are written to the store on every transaction, so a crash between "picked it up" and "wrote it down" cannot lose or duplicate an item. Anything dropped becomes world-shared whatever it was before, and a potion used at full health is refused rather than spent. tools/diag_loot.tscn covers drop -> snapshot -> pick up -> persist -> use -> drop plus both visibilities on the wire, for the same reason diag_progression exists: bots are poor shots and almost never produce a drop. It asserts each input frame was actually consumed, after an early version silently dropped its first press and every later check passed for the wrong reason. check.sh clean, 266 tests, SMOKE PASS, all three diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d8197885ca |
Hide dead characters, suggest names, make the XP bar live
ci / verify (push) Successful in 46s
The roster sent to clients now contains living characters only. Retirement stays server-side bookkeeping for archival; from the player's side a dead character is simply gone, and listing it offers a choice that cannot be taken. The XP bar only moved on a level-up or a character swap because it read the character roster, which is re-sent only when the SET of characters changes. Experience now rides the snapshot -- four bytes on a message already going out at 20Hz -- and the server mirrors each grant into the world immediately rather than only when a level is crossed. The create field starts with a suggested name instead of blank, and offers another after each creation. Two bugs found while testing, both mine: The first was a bad patch of my own: a change meant for the snapshot decoder also matched inside decode_characters, which then read a four-byte field its encoder never wrote and ran off the end of every packet. This is precisely the "encodes but decodes wrong" failure the codec tests exist to catch, and it was caught within a minute of the test being written. Chasing that exposed a real robustness gap: StreamPeerBuffer.get_utf8_string() pushes an engine error and returns garbage when the buffer is short, so a truncated or hostile character/roster packet produced error spam instead of degrading. Both decoders now bounds-check every field, with tests that slice each packet at many lengths and assert it degrades rather than inventing entries -- the same guarantee the input decoder already had. 206 tests. check.sh, test.sh, smoke.sh and both diagnostics pass. |
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7ef972e3b3 |
Hub character swapping, XP percentage, passive health regeneration
ci / verify (push) Successful in 47s
Character swapping is hub-only, and refused by the SERVER rather than merely greyed out in the menu. Allowing it inside a dungeon would be an instant, uninterruptible exit from danger -- strictly better than the one-second escape channel, which would make that channel pointless. Creating a character in a dungeon is refused for the same reason. Both are covered by diag_progression. Health regenerates at 0.5% of MAXIMUM per second. A percentage rather than a flat rate so it does not become irrelevant at level 15: a capped character regains 1.2 hp/s against a level 1's 0.5, and both take about 200 seconds to heal from nothing. No out-of-combat gate -- at this rate it cannot out-heal anything actually shooting at you, and a trickle that never stops is easier to reason about than a timer players have to learn. A fractional carry is needed because a tick heals well under one hit point, so truncating each tick would heal exactly nothing; there is a test for that specifically. The XP bar now states the percentage and the level it leads to, since a bar answers "how far" vaguely and a number answers it exactly. Recorded the two Stage 3 answers: 4 inventory slots, and the boss's food item is player-instanced now so the mechanism gets exercised rather than deferred. Writing the swap guard's test caught my own mistake: the first version created its spare character through the store, which has no opinion about where you are, so it bypassed the guard it was meant to prove and left a stray character behind that broke a later assertion. 200 tests. check.sh, test.sh, smoke.sh and both diagnostics pass. |
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4765bbce28 |
Stage 2: accounts, characters, permadeath, levels and experience
ci / verify (push) Successful in 47s
Identity is shaped like Steamworks so swapping to it is one subclass and no schema change: the client presents an opaque ticket, the server validates it into a stable 64-bit account id, and nothing downstream sees anything else. LocalAuthProvider takes any ticket at face value -- insecure on purpose, and labelled as such everywhere, because the point is the shape rather than the security. Do not ship it. Characters persist as JSON keyed by account. Account ids are written as decimal strings because they are 64-bit and JSON numbers are doubles, which would silently round them. A corrupt store aborts the server rather than starting empty: starting empty looks like it worked and then saves over every character on the first level-up. Levels 1-15, +10 max health each, level DERIVED from lifetime experience rather than stored beside it, so a hand-edited save cannot produce a level 12 character with a level 3's experience. Experience is shared undivided across everyone alive in the instance -- splitting it would make bringing a friend cost you progress. A level-up heals by what it added, so gaining one mid-fight is relief rather than a bar that moved further from full. Death is permanent and unbinds the character entirely: no "return to the hub as the character who just died", because the run is over. The record is retired, never deleted. The five-character cap counts LIVING characters only -- counting the dead would lock a player out of their own account after five deaths. Verified by tools/diag_progression.tscn, which drives the real server through kill -> xp -> level -> health and death -> retire -> roster. The bot smoke test cannot cover that: bots are poor shots and rarely kill anything. Writing it caught two real ordering bugs -- the death event was dispatched before the payload that tells the player they died, and the dead character stayed bound to the peer. Also added --account and --store so several clients and test runs can coexist on one machine. The smoke test now uses a scratch store; without it a rerun resumed the previous run's characters and "a character was created" quietly stopped being true. 193 tests. check.sh, test.sh, smoke.sh, diag_progression and diag_prediction all pass. |
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7ee6c8e761 |
Close Stage 1: per-peer actor interest, boss room confinement
ci / verify (push) Successful in 46s
The gap Stage 1 left open: snapshots were encoded once and broadcast to every peer in an instance, so clients were handed enemies the fog then hid. Fog is a rendering rule -- a modified client draws whatever it holds -- so that was no defence at all. Snapshots are now encoded per peer, and actors beyond ACTOR_INTEREST_RADIUS (800u) are never sent. Measured cost of four filtered encodes against one shared: 95.6us vs 24.9us, or 0.032 ms/tick amortised over the snapshot interval. Two asymmetries worth keeping: - The observer's own player record is never filtered, however far out the arithmetic puts it. The client reconciles its prediction against that record, so dropping it breaks the player's own movement rather than hiding someone. - Only bullet SPAWNS are filtered, never despawns. A client told about a bullet must always be told it died, or it keeps a phantom. Bullet spawns use a much wider radius (2200u) than actors, deliberately. An enemy appearing at the edge of sight is cosmetic; a bullet withheld at spawn that later flies into view is invisible damage. The floor is longest bullet travel + fog radius -- 1500 for the Warden's Collapse snipe -- and test_interest.gd recomputes that from live content, so adding a faster or longer-lived bullet fails a test instead of producing bullets that wink into existence. Also clamped bosses to their room. A no-op today since every boss is stationary, which is exactly when the invariant is cheap to establish: boss rooms have no door that locks, so the only thing keeping a fight in the boss room is the boss, and Stage 5's movement work would otherwise break it quietly. 146 tests (was 137). check.sh, test.sh and smoke.sh pass. Stage 1 has no partials left; docs/ROADMAP.md now records the three interest radii and the floor each must respect. |
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7af439341d |
Stage 1: tile maps, walls, fog of war, aggro, scrolling camera
ci / verify (push) Successful in 46s
Replaces the fixed centred arena with per-world tile geometry, which is the foundation the remaining features sit on. - MapGrid: tile grid with three independent flags -- blocks movement, bullets, sight -- so a pit stops feet but not bullets or eyes, and a barricade stops feet and bullets but not eyes. Circle collision with per-axis sliding, and Bresenham line of sight shared by fog and aggro. - MapGen: rooms and corridors generated from (seed, depth), with hand-authored boss arenas from Rooms stamped in first so a corridor can never carve through a designed fight. Reachability from spawn to boss is asserted over 40 seeds -- "usually connected" is the failure mode that ruins one run in twenty. - Dungeons are populated at creation, per room, instead of gating on waves. You explore and choose your fights; the run ends when the boss dies, not when the map is swept. Boss rooms have no lock, so walking out is always available. - Aggro: enemies need range AND line of sight, so a dungeon stays quiet until engaged and cover actually protects. - Hard fog, scrolling camera, and terrain rendering. Maps are streamed per peer in chunks around that peer's player, and the seed is deliberately NOT sent -- a client holding it could regenerate the whole dungeon, which is a map hack for free. Stream radius (900u) is wider than view radius (460u) because the client predicts movement against walls and simulates bullets that die on them; the accepted cost is a cheater seeing a little further than the fog, never the floor plan. Partial map knowledge means wall deaths must be announced rather than derived. A test caught the subtle half of that: out-of-bounds tiles read as WALL by design, so checking geometry before bounds reported every bullet leaving the map as a wall kill. 128 tests (was 103); check.sh, test.sh and smoke.sh pass. 0.26 ms/tick with 4 players and a boss, ~65x headroom. |
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e1f9fa8096 |
Unlock menu after failed join; remove contact damage; cover clean disconnects
ci / verify (push) Successful in 45s
A failed connection left the connect buttons disabled forever. _show_menu() returned early when a menu already existed, so the set_busy(false) that re-enables them never ran on the way back from _abort_connect -- the player was locked out of both joining and hosting with no way out but a restart. Also guards against a second attempt stacking on an in-flight one. Contact damage is gone as a concept: nothing in this game hurts you by touching it, because every threat should be a bullet you can see and dodge. The Stalker walked at you and dealt contact damage and nothing else, so it now carries a point-blank shotgun instead -- five pellets, 62 degrees, 18-tick lifetime for about 78px of reach, so it still has to close and leaves nothing lingering. tests/unit/test_content.gd asserts every hostile enemy has an emitter, so a new enemy cannot quietly reintroduce the mechanic. The menu's "Disconnect" DOES get the anti-cheese protection -- verified, not assumed. It calls Net.shutdown(), the socket closes, and the server takes the same linkdead path as a SIGKILL, because the channel is keyed on the socket closing rather than on how it closed. Made permanent: a --leave-after bot flag and two smoke assertions covering the polite exit alongside the hard kill, so a future "clean leave" message that skipped the channel would fail a test. The menu now says so out loud in a dungeon -- the mechanic only reads as fair if the cost is known before clicking. 103 tests, 12 smoke assertions; check.sh, test.sh and smoke.sh all pass. |
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005679f1b5 |
Fix bullet/ship desync; rework death, escape, arrival and hub awareness
(1) Bullets appeared to trail the ship. Two independent causes, measured with
the new tools/diag_prediction.gd rather than guessed at:
- ServerRuntime ticked before ClientRuntime, so input sampled on frame N was
not consumed until frame N+1, leaving the drawn ship a constant one tick
(4.00px at 240 u/s) ahead of the authoritative one that bullets spawn from.
ClientRuntime now sets process_physics_priority = -10. Gap on a listen
server: 4.00px -> 0.10px mean, 0.30px worst.
- PLAYER_MUZZLE_OFFSET was PLAYER_RADIUS + 6 = 12px against a 13px drawn
ship, so bullets were born inside the sprite. Regression from the previous
commit's hitbox shrink; it now derives from PLAYER_VISUAL_RADIUS.
(2) No more timed respawn. A downed player stays down until they ask for the
hub (E), which is an ordinary input -- the server has no "revive me" message.
(3) Escape channel 3s -> 1s, and damage no longer cancels it. An interruptible
channel makes killing the process strictly better than using the button, so a
dropped connection now runs the same channel: the player stays in the world as
linkdead, still killable, and is only released once it completes. Instances
refuse to close while a linkdead body is resolving, or a solo drop would delete
it on the next tick and hand the exploit straight back.
(4) Escape opens an in-game menu: return to hub (routed through the same held-
escape channel, not a new message), disconnect, quit.
(5) Server pushes a roster so the hub shows who is online and which dungeon
they are in. Entering a dungeon grants 2s arrival protection -- invulnerable
AND weapons-cold, since invulnerability alone would make the spawn a free
firing position -- flagged in the snapshot and drawn on every protected ship.
(6) Cleared dungeons hold the party 30s (was 5s) with a visible countdown.
(7) The hub's grey circle was a 100k-HP target dummy that read as scenery. Now
drawn as a bullseye so its purpose is legible.
Protocol version 1 -> 2. 91 tests (was 78); smoke.sh gains a bot that is
SIGKILLed mid-dungeon to prove the disconnect path end to end. check.sh,
test.sh and smoke.sh all pass.
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c4beeae38f |
Initial commit: Transcience MVP
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md |