extends GutTest ## The escape button is the player's safety valve, and it is also the one input ## with a real consequence attached, so its timing is server-owned end to end. var world: SimWorld const PEER := 3 func before_each() -> void: world = SimWorld.new(1) world.add_player(PEER, "tester") world.players[PEER].iframes = 0 func _hold_escape(ticks: int) -> void: for _i in ticks: var frames: Array[InputFrame] = [ InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, InputFrame.BTN_ESCAPE)] world.queue_input(PEER, frames) world.step() func _events_of(type: int) -> Array: return world.events.filter(func(e: Dictionary) -> bool: return int(e["t"]) == type) func test_escape_takes_the_full_channel_time() -> void: _hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS - 1) assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0, "the escape must not complete early") _hold_escape(1) assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 1) func test_releasing_the_button_cancels_the_channel() -> void: # Deliberately short of ESCAPE_CHANNEL_TICKS: hold the full duration and the # channel completes instead, which is a different test. _hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS / 2) assert_gt(world.players[PEER].escape_ticks, 0) var frames: Array[InputFrame] = [InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, 0)] world.queue_input(PEER, frames) world.step() assert_eq(world.players[PEER].escape_ticks, 0) assert_eq(_events_of(SimEvent.Type.ESCAPE_CANCELLED).size(), 1) ## The inverse of what this asserted originally. Interrupting on damage makes ## quitting the process strictly better than using the button, which turns the ## escape hatch into the exploit -- see SimConfig.ESCAPE_CHANNEL_TICKS. func test_taking_damage_does_not_cancel_the_channel() -> void: _hold_escape(20) var before: int = world.players[PEER].escape_ticks world.pool.spawn(world.players[PEER].pos, Vector2.ZERO, 6.0, 60, 10, SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB) _hold_escape(1) assert_lt(world.players[PEER].hp, SimConfig.PLAYER_MAX_HP, "setup: should have been hit") assert_eq(world.players[PEER].escape_ticks, before + 1, "the channel must keep running while under fire") assert_eq(_events_of(SimEvent.Type.ESCAPE_CANCELLED).size(), 0) ## Dying is still an interruption -- it is the one thing the escape cannot beat, ## which is what keeps the one-second channel a real risk. func test_dying_ends_the_channel() -> void: _hold_escape(20) var p: SimPlayer = world.players[PEER] p.hp = 1 p.iframes = 0 world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999, SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB) world.step() assert_false(p.alive) assert_eq(p.escape_ticks, 0) assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0) ## A dropped connection channels out on exactly the same timer, so pulling the ## plug is never cheaper than pressing the button. func test_a_linkdead_player_channels_out_without_input() -> void: var p: SimPlayer = world.players[PEER] p.linkdead = true for _i in SimConfig.ESCAPE_CHANNEL_TICKS - 1: world.step() assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0, "a disconnect must not be an instant exit") world.step() assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 1) func test_a_linkdead_player_is_still_killable_while_channelling() -> void: var p: SimPlayer = world.players[PEER] p.linkdead = true p.hp = 1 p.iframes = 0 world.step() world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999, SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB) world.step() assert_false(p.alive, "the whole point: disconnecting does not grant immunity") func test_a_cancelled_channel_restarts_from_zero() -> void: _hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS / 2) var frames: Array[InputFrame] = [InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, 0)] world.queue_input(PEER, frames) world.step() _hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS - 1) assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0, "progress must not carry over from an interrupted channel") func test_escape_completion_never_reaches_the_client_directly() -> void: _hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS) var packet := NetCodec.decode_events(NetCodec.encode_events(world.tick, world.events)) for ev: Dictionary in packet["events"]: assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED, "the transfer is the server's decision; clients only see the outcome")