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.
50 lines
1.6 KiB
GDScript
50 lines
1.6 KiB
GDScript
extends SceneTree
|
|
## Writes the project's input map into project.godot.
|
|
##
|
|
## Hand-editing the [input] section is error-prone -- the events are serialised
|
|
## engine objects with a long property list. Generating them through the real
|
|
## API means the file is always in the format the engine expects.
|
|
##
|
|
## godot --headless --path . --script tools/setup_input_map.gd
|
|
##
|
|
## Re-run after changing the bindings below. Physical keycodes are used so the
|
|
## bindings follow key position rather than layout.
|
|
|
|
|
|
func _init() -> void:
|
|
_action("move_up", [_key(KEY_W), _key(KEY_UP)])
|
|
_action("move_down", [_key(KEY_S), _key(KEY_DOWN)])
|
|
_action("move_left", [_key(KEY_A), _key(KEY_LEFT)])
|
|
_action("move_right", [_key(KEY_D), _key(KEY_RIGHT)])
|
|
_action("fire", [_mouse(MOUSE_BUTTON_LEFT), _key(KEY_SPACE)])
|
|
_action("emergency_escape", [_key(KEY_F)])
|
|
_action("interact", [_key(KEY_E)])
|
|
_action("system_menu", [_key(KEY_ESCAPE)])
|
|
var err := ProjectSettings.save()
|
|
print("input map written, err=%d" % err)
|
|
quit(0 if err == OK else 1)
|
|
|
|
|
|
func _action(name: String, events: Array) -> void:
|
|
ProjectSettings.set_setting("input/" + name, {
|
|
"deadzone": 0.2,
|
|
"events": events,
|
|
})
|
|
|
|
|
|
## device -1 (DEVICE_ID_EMULATION) is what the editor writes and is the only
|
|
## value that matches input from a real device. A freshly constructed event
|
|
## defaults to 16, which silently matches nothing.
|
|
func _key(code: Key) -> InputEventKey:
|
|
var e := InputEventKey.new()
|
|
e.device = -1
|
|
e.physical_keycode = code
|
|
return e
|
|
|
|
|
|
func _mouse(button: MouseButton) -> InputEventMouseButton:
|
|
var e := InputEventMouseButton.new()
|
|
e.device = -1
|
|
e.button_index = button
|
|
return e
|