c4beeae38f
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
128 lines
4.4 KiB
GDScript
128 lines
4.4 KiB
GDScript
extends GutTest
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## The load-bearing assumption of the whole netcode: a client that only receives
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## bullet spawn and despawn events can reproduce the server's bullet field
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## exactly, by running the same integration.
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##
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## That is what lets the server send ~30 bytes once per bullet instead of a
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## position for every bullet every snapshot. If this test ever fails, bullets on
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## screen no longer match the bullets that can kill you, and the fix is not to
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## loosen the tolerance -- it is to stop deriving anything the server did not
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## send.
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var server: SimWorld
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var replica: SimWorld
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func before_each() -> void:
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server = SimWorld.new(99)
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server.authoritative = true
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replica = SimWorld.new(99)
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replica.authoritative = false
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func _sync_one_tick() -> Array[Dictionary]:
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server.step()
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var events := server.drain_events()
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# Order matters: the replica first advances the bullets it already knows
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# about to the server's new tick, then adopts the spawns, which arrive at
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# their post-step positions.
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replica.step()
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for ev in events:
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replica.apply_event(ev)
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return events
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func _mismatches() -> Array[String]:
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var out: Array[String] = []
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var server_uids := {}
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for i in server.pool.high_water:
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if server.pool.alive[i] == 0:
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continue
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var id: int = server.pool.uid[i]
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server_uids[id] = true
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var j := replica.pool.find_by_uid(id)
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if j < 0:
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out.append("bullet %d missing from replica" % id)
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continue
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var d: float = (server.pool.pos[i] as Vector2).distance_to(replica.pool.pos[j])
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if d > 0.01:
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out.append("bullet %d off by %.4f px" % [id, d])
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for i in replica.pool.high_water:
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if replica.pool.alive[i] == 1 and not server_uids.has(replica.pool.uid[i]):
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out.append("bullet %d lingering on replica" % replica.pool.uid[i])
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return out
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func test_boss_pattern_reproduces_exactly_on_the_replica() -> void:
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server.add_player(1, "tester")
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server.players[1].pos = Vector2(0.0, 220.0)
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server.spawn_boss(Content.warden())
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for _i in 900:
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_sync_one_tick()
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assert_gt(server.pool.live_count, 30, "the fight should be producing bullets")
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assert_eq(_mismatches(), [] as Array[String])
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func test_enemy_patterns_reproduce_exactly_on_the_replica() -> void:
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server.add_player(1, "tester")
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server.players[1].pos = Vector2(80.0, 200.0)
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server.spawn_enemy(Content.turret(), Vector2(-200.0, -100.0))
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server.spawn_enemy(Content.turret(), Vector2(200.0, -100.0), 40)
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server.spawn_enemy(Content.drifter(), Vector2(0.0, -200.0))
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for _i in 900:
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_sync_one_tick()
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assert_gt(server.pool.live_count, 5)
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assert_eq(_mismatches(), [] as Array[String])
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func test_bullets_killed_by_a_hit_are_removed_from_the_replica() -> void:
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# A stationary player soaking fire produces plenty of early despawns, which
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# are the one thing the replica cannot derive on its own.
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server.add_player(1, "tester")
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# Just below the boss, inside the ring pattern rather than at its centre.
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server.players[1].pos = Vector2(0.0, 20.0)
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server.players[1].iframes = 0
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server.spawn_boss(Content.warden())
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var hits := 0
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for _i in 900:
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for ev in _sync_one_tick():
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if int(ev["t"]) == SimEvent.Type.PLAYER_HIT:
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hits += 1
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assert_gt(hits, 0, "the test needs the player to actually get hit")
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assert_eq(_mismatches(), [] as Array[String])
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func test_the_replica_never_invents_a_bullet() -> void:
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# Same enemies, but the replica is told nothing at all. It must stay empty:
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# emitters and AI are server-side only.
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replica.spawn_enemy(Content.turret(), Vector2.ZERO)
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replica.spawn_boss(Content.warden())
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for _i in 600:
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replica.step()
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assert_eq(replica.pool.live_count, 0)
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func test_full_event_stream_survives_the_wire_format() -> void:
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# Same as the parity test, but every event is encoded and decoded on the way,
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# so a codec bug cannot hide behind in-process dictionaries.
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server.add_player(1, "tester")
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server.players[1].pos = Vector2(0.0, 220.0)
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server.spawn_boss(Content.warden())
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for _i in 600:
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server.step()
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var packet := NetCodec.decode_events(
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NetCodec.encode_events(server.tick, server.drain_events()))
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replica.step()
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for ev: Dictionary in packet["events"]:
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replica.apply_event(ev)
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# float32 on the wire, so allow a hair more slack than the in-process test.
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var bad := 0
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for i in server.pool.high_water:
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if server.pool.alive[i] == 0:
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continue
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var j := replica.pool.find_by_uid(server.pool.uid[i])
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if j < 0 or (server.pool.pos[i] as Vector2).distance_to(replica.pool.pos[j]) > 1.0:
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bad += 1
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assert_eq(bad, 0, "%d of %d bullets diverged through the codec"
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% [bad, server.pool.live_count])
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