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transcience/CLAUDE.md
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claudeandClaude Opus 5.5 08f58af1a8
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Documentation pass before a compact
Audited rather than appended. What had drifted, now corrected:

- ROADMAP's opening still described the project before this session: no
  word of the anti-cheat fixes, 468 tests, 23 smoke assertions, and a
  screenshot list half its current size. It now summarises the session,
  lists seven open items raised with the user and not yet decided (the
  boss-kill experience edge, the hub frame rate, aggro through corner
  cracks, the Warden-hall alcoves, one-tile arena doors, the Proving
  Grounds before release, hit feedback), and quotes current numbers.
  Its radius table still gave BULLET_INTEREST_RADIUS as the bullet cull
  at 2200; it is a 2900 ceiling over a per-bullet check.
- NETCODE described the flat bullet radius as the design, claimed the
  respawn lockout gates connected players (they are unbound on death),
  and called actor scoping "next stage". All corrected, and a new section
  covers what the handshake and server now refuse: duplicate sessions,
  reasons that now arrive, paced control messages, coalesced store
  writes, bounds-checked hot decoders.
- DECISIONS gains the audit's rules, the Proving Grounds' status, the
  tunnel and entrance rules, and the interface calls -- each flagged as
  the user's or as a judgement call.
- ARCHITECTURE's file map lacked the actor classes, the dev auth
  provider, the menu backdrop and any tools section.
- README told people to start a client with --name, which now only names
  bot characters, and its feature list predated fog, tunnels and carried
  health. CLAUDE.md gains three invariants (health on the record, one
  session per account, tools that host use scratch data); WORKFLOW gains
  the four traps this session fell into or nearly did.

Every doc was checked for unintended deletions against the session's
start, and every relative link resolves.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 18:05:56 +02:00

19 KiB

Transcience

Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript only. One executable is both server and client.

Starting a new session? docs/ROADMAP.md says what is built, what is next, and which file implements each feature. docs/DECISIONS.md records what the user has already decided and why — read it before asking a design question, several answers there are not the obvious default.

Commands

tools/check.sh      # parse-check every script (~5s) -- run after every edit
tools/test.sh       # 576 GUT tests, headless (~4s)
tools/smoke.sh      # real server + 5 bot clients over ENet (~40s)
tools/server.sh     # dedicated server
tools/client.sh --listen            # host and play, no menu

Diagnostics. Each runs as a scene (they need the Net autoload) and exits non-zero on failure, so they gate like tests:

godot --headless --path . res://tools/diag_prediction.tscn    # prediction gap; injects clock drift
godot --headless --path . res://tools/diag_progression.tscn   # kill -> xp -> level -> death -> roster
godot --headless --path . res://tools/diag_loot.tscn          # drop -> pick up -> persist -> use -> drop
godot --headless --path . res://tools/diag_upgrades.tscn      # level -> choice -> taken at the NPC -> new stats
godot --headless --path . --script tools/bench.gd             # sim cost per tick
python3 tools/build_local_assets.py                           # rebuild the local-only bullet atlas
SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # every screen, the fog, a staged boss fight (needs a display; own store and account)

diag_progression, diag_loot and diag_upgrades exist because the bot smoke test cannot cover any of them: bots are poor shots, so they rarely kill anything, which means they neither earn levels, produce drops, nor ever reach the quartermaster.

Every key the game names to the player goes through Settings.short_label(). All of them are rebindable, and a prompt that names the default is wrong for anyone who changed it — the HUD said "LMB fire" and the upgrade screen said "Close (E)" whatever those were bound to.

Nothing automated can see the screen. check.sh, the suite and smoke.sh have all passed with the entire interface rendering unstyled, an invisible slider and an invisible scrollbar. After touching anything under src/ui/ or src/view/, run screenshot.tscn and open the files. It needs a display, so it is not a gate.

Everything after -- goes to GameOpts.parse():

Flag Effect
--server Dedicated server, no view.
--join Skip the menu and connect.
--listen Skip the menu and host a listen server with a local player.
--bot Scripted input instead of the keyboard. Implies --join.
--host, --port Connection details.
--name Bots only: what a bot calls the character it creates. People name characters on the roster screen; the connect screen no longer asks.
--autoquit N Quit after N physics ticks.
--boss-rush Server-side: dungeons spawn the boss and no trash.
--depth N Server-side: depth of new dungeons, which drives map size.
--account N Client-side: override the local account, so several clients can coexist on one machine.
--store PATH Server-side: character store location. Use a scratch path in tests.
--verbose / --quiet Log level.

A change is done when check.sh, test.sh and — if it touched networking, instances or the simulation — smoke.sh all pass. Say so explicitly; do not report a networking change as working on the strength of unit tests alone.

Hooks

tools/install-hooks.sh once per clone (points core.hooksPath at .githooks/, committed in the repo — plain bash, no pre-commit framework, so cloning costs nothing extra to run tools/*.sh). Own .gd files (not vendored addons/) trigger check.sh + test.sh on commit (~7s); smoke.sh runs on push (~35s, skip deliberately with SKIP_SMOKE_HOOK=1 git push).

The one rule

The server decides everything; the client only sends intent.

There are exactly five client -> server messages, and that number is worth watching:

Message Carries
c_hello protocol version + an opaque auth ticket
c_input an [InputFrame]: move vector, aim angle, five button bits, an inventory slot
c_select_character a character id, checked against that account's list
c_create_character a name, sanitised at the boundary
c_choose_upgrade an index into the three options the SERVER put on the table

Every one is pure intent. There is no message for "I moved here", "I hit that", "I took damage", "my escape finished", "I now own this item", "I am in this dungeon" or "my damage is X". Adding one would collapse the whole security model, so don't — validate-after-the-fact is strictly weaker than having no code path at all.

When a new player action needs a message, look at whether it fits in the input frame first. Item use and drop did, and got the redundancy, the replay guard and the per-tick rate limit for free. The cost was one rule: anything in the input frame that must not repeat has to be edge-triggered (see prev_buttons), because frames are resent and a starved server coasts on the last one it holds.

SimWorld.authoritative is true on the server and false on the client. In replica mode the world runs no AI, fires no emitters and resolves no hits; it only integrates bullets it was told about. tests/unit/test_server_authority.gd and tests/integration/test_replica_parity.gd pin this down.

Layout

Path What lives there
src/sim/ The whole game as plain RefCounted objects. No nodes, no physics server, no rendering.
src/actors/ Data-only Resource definitions: EnemyDef, BossDef, ItemDef, LootDrop, DungeonDef, UpgradeDef. Shapes, not instances.
src/sim/patterns/ Bullet emitters — the authoring surface for every enemy and boss. Emitters are stateless: they are shared resources, and two bosses of the same kind must not stomp each other.
src/sim/map_grid.gd Tile grid: collision, line of sight, chunk streaming.
src/sim/map_gen.gd Dungeon generation. Server-side only — handing a client the seed would be a map hack with no work required.
src/content/rooms.gd Hand-authored room stamps (hub, boss arenas) as text.
src/meta/ Accounts, characters, persistence, XP curve. Server-owned.
src/content/content.gd All enemies and bosses, defined in code. Source of truth.
src/content/items.gd All items, same idea. Items.ORDER is the wire format — append only.
src/content/dungeons.gd The kinds of run. Dungeons.ORDER is both a wire format and the hub's portal order.
src/content/upgrades.gd The seven upgrades and their draw weights. Upgrades.ORDER is a wire format.
src/net/ Codec, ServerRuntime, ClientRuntime.
src/instances/ Lobby hub and dungeon runs.
src/view/, src/ui/ Read-only rendering. Never decides anything.
src/core/settings.gd Client-local preferences: key bindings and volumes. Never reaches the server.
src/core/credits.gd Every third-party asset and its licence. Two are CC BY, so this is a legal requirement, not a nicety.
src/view/ui_theme.gd The control theme, built in code from the UI pack.
src/autoload/net.gd The only autoload. RPC surface.
tools/ Headless tooling.

The simulation must not import anything from src/net/, src/view/ or src/ui/, and must not touch Net. That is what lets tests drive a thousand ticks in milliseconds with no SceneTree.

Godot gotchas that will waste your time

  1. New class_name needs a cache refresh. .godot/global_script_class_cache.cfg is only rebuilt by the editor or godot --headless --path . --import. Until then every use of the new class reports Identifier not declared, which looks like a real error. check.sh does the refresh for you.
  2. Autoload names do not resolve under --script. A --script run has no main loop, so Net is Identifier not found. Tools that need autoloads must run as a scene (see tools/check.tscn); tools that don't can use --script. This is why GameLog and GameOpts are static classes rather than autoloads.
  3. ResourceLoader.load() returns non-null for a broken script. Never test the return value to detect a parse error; read the engine's stderr instead. And never call Script.reload() on the script you are running — it hangs.
  4. Input events default to device = 16, which matches nothing. Bindings must use device = -1. tools/setup_input_map.gd generates the input map correctly; edit that file, not the [input] block in project.godot.
  5. set_anchors_preset(preset) does not zero the offsets. keep_offsets defaults to false, which despite the name means "recompute offsets to keep the control's current rect on screen" — for a freshly created Control that rect is (0,0)-sized, so it comes out pinned to the top-left corner regardless of the anchors. Use set_anchors_and_offsets_preset() for any Control built in code. Separately: .position assigns an absolute coordinate even on an anchored control; offset_left/offset_top are the anchor-relative ones. This combination silently broke the main menu and three pieces of the HUD.
  6. A Control's theme is inherited from Control ANCESTORS only. The chain breaks at the first parent that is a plain Node or a CanvasLayer, which here is every screen: they hang off main.gd or off a CanvasLayer. Setting get_window().theme therefore compiles, runs, changes the property — and styles nothing. Apply the theme to each screen's own root Control (UiTheme.themed_root()). tests/unit/test_ui_theme.gd instantiates every screen and asks what its buttons actually resolve, because this failure is invisible to every other kind of check.
  7. A themed Slider or ScrollBar takes its THICKNESS from the stylebox's minimum size, which for a StyleBoxTexture is its content margins. Style one with margins of zero and it resolves correctly, reports the right texture, and draws a groove zero pixels tall — indistinguishable from having no theme at all. Both happened. tests/unit/test_ui_theme.gd asserts every slider and scrollbar stylebox has a non-zero minimum.
  8. ProjectSettings.save() drops settings equal to the engine default and strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code in src/main.gd instead of trusted to project.godot.

Non-obvious invariants

  • ClientRuntime.process_physics_priority = -10. The client must sample and send input before ServerRuntime ticks, or a listen server's drawn ship sits a permanent tick ahead of the authoritative one and bullets trail it. Measure with godot --headless --path . res://tools/diag_prediction.tscn (~0.1px is healthy, 4px means the ordering broke).
  • PLAYER_RADIUS (hitbox) < PLAYER_VISUAL_RADIUS (sprite), and PLAYER_MUZZLE_OFFSET derives from the visual one. Prefer a visible near-miss over an invisible hit; keep the muzzle clear of the sprite.
  • INPUT_MAX_LEAD must stay well above INPUT_LEAD_MAX. The server's input acceptance window has to be wider than the band in which the client re-syncs its own numbering. Violate it and drifting clocks land in a silent dead zone where the server rejects everything and the client never notices — the ship and the authoritative position separate permanently. Pinned by tests/unit/test_input_lead.gd.
  • Never send the map, or its seed. Geometry is streamed per peer in chunks around that peer's player (ServerRuntime._stream_map). The seed would let any client regenerate the whole dungeon. MAP_STREAM_RADIUS must stay wider than FOG_VIEW_RADIUS, or prediction runs on terrain the client lacks.
  • Bullet speed must stay under one tile per tick. Wall collision samples position once per tick, so anything faster tunnels. Upgrades multiply bullet speed, so SimConfig.MAX_BULLET_SPEED clamps the result — without it two Snipers put shots through walls. Pinned by test_bullet_speeds_stay_below_the_tunnelling_threshold.
  • A character becomes a live player only in ServerRuntime._adopt_character, from _place. SimWorld knows nothing about characters and builds a blank player on every instance change, so any new path that puts someone in a world must go through _place or it hands them a level-1 body with an empty bag. Current health comes from the record too (Character.hp), and is banked by _bank_health wherever a player leaves a world — miss one and that door becomes a free heal.
  • One account, one session. on_hello refuses a peer whose account is already playing; two live players on one character duplicate items.
  • Anything that calls Net.host() from a tool sets GameOpts.store_path and GameOpts.account_override first. The default is the player's real store and account; screenshot.tscn once played their character into dungeons.
  • A player's combat numbers are derived, never stored. PlayerStats.build() recomputes them from the character's upgrade ids every time, so a saved stat cannot disagree with the upgrades that produced it. Upgrade riders (split charges, poison, erase chance) travel on the bullet instead, because a shot in flight must keep what it was fired with.
  • Only ServerRuntime writes progression and persistence. The simulation reads a player's level and max health, and moves items between the ground and a bag; it never grants experience, retires a character, or touches the store. It announces what happened and ServerRuntime banks it. One writer means a level can never disagree with the experience that earned it, and an inventory on disk can never disagree with the one in the world.
  • Items.ORDER is a wire format. An item's index in it is the byte that rides the snapshot and every item event. Append, never reorder — reordering makes every existing client decode a potion as a ration, so it needs a Protocol.VERSION bump. Dungeons.ORDER is the same, and additionally decides which hub portal opens which dungeon (Nth P marker in the lobby stamp → Nth entry). A dungeon names the boss arena it ends in, so adding a boss means giving it a dungeon or nobody will ever meet it.
  • Which dungeon you enter comes from where you are standing, never from the client. SimWorld.portal_at() resolves the player's server-side position to a portal, and the PORTAL_USED event carries the answer. There is no message that names a dungeon, and adding one would let any client pick the easy variant's loot rate.
  • Loot has two visibilities, and the instanced one is enforced in the codec. NetCodec.encode_snapshot filters items owned by another peer, exactly like the actor interest radius. Never move that check into the client: hiding an entity the client was handed defends nothing.
  • LocalAuthProvider is insecure on purpose. Any client can claim any account. It exists to have the same shape as Steamworks (opaque ticket in, 64-bit account id out) so swapping is one class. Do not ship it.
  • No contact damage. Every enemy threatens through bullets only; touching one is harmless. tests/unit/test_content.gd enforces that every hostile has an emitter.
  • A boss never leaves its arena. SimWorld._step_boss clamps to SimBoss.room after movement. Boss rooms deliberately do not lock, so walking out is always an escape — which only holds if the boss cannot follow.
  • Every actor the client draws is interpolated between snapshots. Players, enemies and the boss all go through the same lerp. The boss did not for a long time, which is invisible while bosses stand still and looks broken the moment one moves.
  • The fog works by draw order, not by deciding per object. WorldView._draw draws terrain and every actor within sight range, then the darkness from Visibility over them, then whatever must stay visible. That is what lets a tile or an enemy be half lit. Anything new that fog may hide goes before _draw_darkness; anything it must not goes after.
  • No enemy bullet may land without having been drawn first. Bullets fade beyond the edge of sight, but BulletRenderer.visibility() stretches each enemy bullet's draw distance with its speed so it is always fully on screen WARNING_TIME before it could reach you. A faster bullet in new content is covered automatically; test_bullet_draw.gd fails if it is not. Never hide bullets by shadow alone — you can walk round a corner into one.
  • A telegraph must be visible through fog. WorldView._draw_telegraphs is drawn after the darkness on purpose; everything else in the view is under it. A warning you cannot see is an unavoidable hit with extra steps.
  • No i-frames. Every bullet that touches a player lands; spawn_grace is the only invulnerable state. Do not reintroduce post-hit immunity — it makes dense patterns safer than sparse ones.
  • A disconnect is not an exit. Dropping in a dungeon keeps the player in the world as linkdead, channelling out over the same second the escape costs. Damage must never cancel the escape channel, or quitting beats the button. See docs/NETCODE.md.

Adding content

A new enemy or boss is data, never code. Add a builder to src/content/content.gd returning an EnemyDef / BossDef made of the emitters in src/sim/patterns/, register its id in enemy() / boss() and in ALL_ENEMIES / ALL_BOSSES (the export tool, the renderer and the tests all iterate those), and add a test.

A boss phase can move — BossPhase.Move is STATIC, ORBIT, CHASE or WAYPOINTS, handled generically in SimWorld._move_boss. Movement is a property of the phase, not of the boss. tests/unit/test_boss.gd::test_a_brand_new_boss_needs_no_engine_changes builds a boss from scratch and asserts the simulation needs no changes to run it — if you find yourself adding a per-boss branch to SimWorld, stop and add an emitter type instead.

tools/export_content.gd writes .tres copies into resources/ for tuning in the editor inspector. Those are an export, not the source; port changes back.

Style

Typed GDScript everywhere (untyped_declaration is a warning). Tabs, snake_case files, PascalCase class names. Comments explain why a thing is the way it is — the netcode and anti-cheat decisions especially. Keep the existing density.