005679f1b5
(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.
118 lines
4.4 KiB
GDScript
118 lines
4.4 KiB
GDScript
extends GutTest
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## The escape button is the player's safety valve, and it is also the one input
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## with a real consequence attached, so its timing is server-owned end to end.
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var world: SimWorld
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const PEER := 3
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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.players[PEER].iframes = 0
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func _hold_escape(ticks: int) -> void:
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for _i in ticks:
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var frames: Array[InputFrame] = [
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InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, InputFrame.BTN_ESCAPE)]
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world.queue_input(PEER, frames)
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world.step()
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func _events_of(type: int) -> Array:
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return world.events.filter(func(e: Dictionary) -> bool: return int(e["t"]) == type)
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func test_escape_takes_the_full_channel_time() -> void:
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS - 1)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0,
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"the escape must not complete early")
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_hold_escape(1)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 1)
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func test_releasing_the_button_cancels_the_channel() -> void:
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# Deliberately short of ESCAPE_CHANNEL_TICKS: hold the full duration and the
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# channel completes instead, which is a different test.
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS / 2)
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assert_gt(world.players[PEER].escape_ticks, 0)
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var frames: Array[InputFrame] = [InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, 0)]
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world.queue_input(PEER, frames)
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world.step()
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assert_eq(world.players[PEER].escape_ticks, 0)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_CANCELLED).size(), 1)
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## The inverse of what this asserted originally. Interrupting on damage makes
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## quitting the process strictly better than using the button, which turns the
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## escape hatch into the exploit -- see SimConfig.ESCAPE_CHANNEL_TICKS.
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func test_taking_damage_does_not_cancel_the_channel() -> void:
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_hold_escape(20)
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var before: int = world.players[PEER].escape_ticks
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world.pool.spawn(world.players[PEER].pos, Vector2.ZERO, 6.0, 60, 10,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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_hold_escape(1)
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assert_lt(world.players[PEER].hp, SimConfig.PLAYER_MAX_HP, "setup: should have been hit")
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assert_eq(world.players[PEER].escape_ticks, before + 1,
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"the channel must keep running while under fire")
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assert_eq(_events_of(SimEvent.Type.ESCAPE_CANCELLED).size(), 0)
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## Dying is still an interruption -- it is the one thing the escape cannot beat,
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## which is what keeps the one-second channel a real risk.
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func test_dying_ends_the_channel() -> void:
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_hold_escape(20)
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var p: SimPlayer = world.players[PEER]
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p.hp = 1
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p.iframes = 0
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_false(p.alive)
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assert_eq(p.escape_ticks, 0)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0)
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## A dropped connection channels out on exactly the same timer, so pulling the
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## plug is never cheaper than pressing the button.
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func test_a_linkdead_player_channels_out_without_input() -> void:
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var p: SimPlayer = world.players[PEER]
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p.linkdead = true
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for _i in SimConfig.ESCAPE_CHANNEL_TICKS - 1:
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world.step()
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0,
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"a disconnect must not be an instant exit")
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world.step()
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 1)
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func test_a_linkdead_player_is_still_killable_while_channelling() -> void:
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var p: SimPlayer = world.players[PEER]
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p.linkdead = true
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p.hp = 1
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p.iframes = 0
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world.step()
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_false(p.alive, "the whole point: disconnecting does not grant immunity")
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func test_a_cancelled_channel_restarts_from_zero() -> void:
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS / 2)
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var frames: Array[InputFrame] = [InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, 0)]
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world.queue_input(PEER, frames)
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world.step()
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS - 1)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0,
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"progress must not carry over from an interrupted channel")
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func test_escape_completion_never_reaches_the_client_directly() -> void:
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS)
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var packet := NetCodec.decode_events(NetCodec.encode_events(world.tick, world.events))
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for ev: Dictionary in packet["events"]:
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assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED,
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"the transfer is the server's decision; clients only see the outcome")
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