Commit Graph
4 Commits
Author SHA1 Message Date
claudeandClaude Opus 5 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>
2026-09-07 17:09:43 +02:00
claude f70de1b825 Fix permanent input-timing desync; no i-frames; UI respawn; guard dead joins
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.
2026-09-03 19:19:33 +02:00
claude 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.
2026-09-03 18:43:19 +02:00
claude 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
2026-09-03 16:03:57 +02:00