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.
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