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(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.
68 lines
3.9 KiB
Markdown
68 lines
3.9 KiB
Markdown
# Roadmap
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## Built
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| MVP requirement | State |
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| Top-down 2D twin-stick bullet hell | Movement, aim, fire, i-frames, death and respawn; MultiMesh bullet rendering. |
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| Multiplayer with server-side hit validation | Authoritative dedicated server; clients send input only; all hits resolved server-side for both players and enemies. No PvP. |
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| Simple, predictable enemies | Drifter, Turret, Stalker, plus a lobby dummy. Five movement behaviours, all closed-form. |
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| Stationary boss, adaptable format | The Warden of the Fold: four phases, data-defined. A new boss is one function and zero simulation changes. |
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| Lobby hub with dungeon entry | Persistent lobby instance, portal, party forming window, dungeons opened on demand. |
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| Emergency escape | One-second server-owned channel, cancelled by release but not by damage; a disconnect runs the same channel so quitting is never a cheaper exit. |
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| Leaving and arriving | Downed players return to the hub on request (no timed respawn); entering a dungeon grants 2s of invulnerable, weapons-cold arrival protection. |
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| Hub awareness | Server-pushed roster showing who is online and which dungeon they are in. |
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| In-game menu | Escape opens return-to-hub / disconnect / quit. |
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91 tests plus an end-to-end smoke test over a real socket, including a bot that
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is SIGKILLed mid-dungeon to prove the disconnect path.
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## Next, in rough order of value
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**1. Make the dungeon a place.** Right now it is one arena and three stages.
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Rooms, doors, and a `SimWorld` with static geometry — which means adding a
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collision representation for walls (segment-vs-circle for players, segment
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crossing for bullets) since there is no physics engine to lean on.
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**1b. Progression, and what it turns on.** Several things are currently sized
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for "no persistence yet" and should be revisited together with it: death sends
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you to the hub rather than costing anything, a linkdead body is simply deleted
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once it channels out (there is no hub state to put it in), and `peer_names` is
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client-supplied and trusted for display. All three are fine now and none of them
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are once a character has anything worth losing.
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**2. Art and feel.** Everything is drawn with `draw_circle` and a generated dot
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texture. Sprites, hit flashes, screen shake, muzzle flashes, death effects, and
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sound. None of it touches the simulation — this is entirely `src/view/`.
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**3. A second boss.** The format claims to be reusable; the way to find out is
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to use it. A mobile boss will exercise `BossDef.stationary`, which the runtime
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already reads but no content uses yet.
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**4. Progression.** Loot, character stats, persistence. Needs a decision on
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storage: for a dedicated server, player state belongs server-side in a database,
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not in a client save file.
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**5. Netcode hardening.** In the order they will actually matter:
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- DTLS on `ENetMultiplayerPeer` before any public server.
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- Authentication; `peer_names` is currently client-supplied and trusted for
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display only, which is fine now and will not be once there is progression.
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- Snapshot delta compression, once enemy counts grow.
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- Interest management inside an instance, once arenas are larger than a
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screen.
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**6. Scale.** The simulation costs ~1.4% of a core per instance, so the ceiling
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is bandwidth and process supervision, not CPU. A shard manager that runs several
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server processes behind a lobby-of-lobbies is the shape, but it is premature
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until there is a game to fill it.
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## Deliberately not done
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- **Lag compensation.** Discussed in [NETCODE.md](NETCODE.md): rewinding for a
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shooter's view would mean a player who dodged still gets hit, which is the
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wrong trade for this genre.
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- **Pattern-level bullet replication.** A large bandwidth win that couples the
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client to emitter behaviour. Not worth it until bandwidth binds.
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- **`MultiplayerSynchronizer` / `MultiplayerSpawner`.** Right tools, wrong shape
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for a bullet hell. See [ARCHITECTURE.md](ARCHITECTURE.md).
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