f70de1b825
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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.
71 lines
2.8 KiB
GDScript
71 lines
2.8 KiB
GDScript
extends GutTest
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## The client numbers its input frames a fixed "lead" ahead of the server's
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## tick, and the server accepts a window around its own tick. These two numbers
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## have to be chosen together.
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##
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## They were not, and the result was the worst kind of bug: the server silently
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## dropped every input from a client whose lead had drifted into the gap between
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## "server stops accepting" and "client notices", the client never corrected
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## because by its own reckoning nothing was wrong, and the server coasted on a
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## stale input forever. It needed two independent clocks to drift apart, so it
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## only appeared after a few minutes -- and then never went away.
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var world: SimWorld
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const PEER := 5
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func before_each() -> void:
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world = SimWorld.new(1)
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world.add_player(PEER, "tester")
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world.tick = 1000
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func _queue_at_lead(lead: int) -> void:
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var frames: Array[InputFrame] = [
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InputFrame.make(world.tick + lead, Vector2.RIGHT, 0.0, 0)]
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world.queue_input(PEER, frames)
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## The invariant that was violated. The client corrects itself at
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## INPUT_LEAD_MAX; the server must keep accepting well past that, or there is a
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## band where the server refuses input the client still thinks is fine.
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func test_the_server_accepts_every_lead_the_client_tolerates() -> void:
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assert_gt(SimConfig.INPUT_MAX_LEAD, SimConfig.INPUT_LEAD_MAX,
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"the server's acceptance window must be wider than the client's " +
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"correction band, or drift lands in a silent dead zone")
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func test_inputs_across_the_whole_client_band_are_accepted() -> void:
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for lead in range(SimConfig.INPUT_LEAD_MIN, SimConfig.INPUT_LEAD_MAX + 1):
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world.players[PEER].input_queue.clear()
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world.players[PEER].last_input_tick = 0
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_queue_at_lead(lead)
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assert_eq(world.players[PEER].input_queue.size(), 1,
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"lead %d is inside the band the client will not correct, so the " % lead +
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"server has to accept it")
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func test_absurd_lead_is_still_rejected() -> void:
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_queue_at_lead(SimConfig.INPUT_MAX_LEAD + 1)
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assert_eq(world.players[PEER].input_queue.size(), 0,
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"the window is wider, not gone -- a client claiming a far-future tick " +
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"still buys nothing")
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## What the drift actually looked like from the server's side: nothing arrives,
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## so it coasts on the last input it saw. That is correct behaviour for a brief
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## hiccup and catastrophic as a permanent state, which is why the client now
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## has a stall detector rather than relying on its lead estimate alone.
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func test_a_starved_server_coasts_then_stops() -> void:
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var p: SimPlayer = world.players[PEER]
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_queue_at_lead(SimConfig.INPUT_TARGET_LEAD)
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world.step()
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var moved_once: Vector2 = p.pos
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assert_ne(moved_once, Vector2.ZERO, "setup: the input should have moved us")
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for _i in SimConfig.INPUT_MAX_AGE + 5:
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world.step()
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var coasted: Vector2 = p.pos
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for _i in 60:
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world.step()
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assert_eq(p.pos, coasted, "coasting has to end, or a silent client drifts forever")
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