1dc1952a3c
ci / verify (push) Successful in 45s
(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.
92 lines
4.5 KiB
GDScript
92 lines
4.5 KiB
GDScript
class_name SimConfig
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extends RefCounted
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## Tuning constants shared verbatim by the server simulation and the client
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## replica. Nothing here may differ between the two builds -- if a value needs
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## to differ, it belongs in [GameConfig], not here.
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# --- Time -------------------------------------------------------------------
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const TICK_RATE := 60
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const TICK_DELTA := 1.0 / 60.0
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## Server sends a snapshot every N ticks (60 / 3 = 20 Hz).
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const SNAPSHOT_INTERVAL := 3
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## How far behind the newest snapshot the client renders remote actors.
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const INTERPOLATION_DELAY_TICKS := 6
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# --- Arena ------------------------------------------------------------------
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const ARENA_HALF := Vector2(620.0, 340.0)
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## Bullets are culled once they leave the arena by this margin.
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const BULLET_CULL_MARGIN := 64.0
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# --- Player -----------------------------------------------------------------
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const PLAYER_SPEED := 240.0
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## Authoritative hitbox. Smaller than PLAYER_VISUAL_RADIUS on purpose: a client
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## renders its own and everyone else's ship a little late (interpolation delay,
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## reconciliation smoothing), so a hitbox that matched the sprite exactly would
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## let bullets connect against a ship the player watched dodge clear of them.
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## Erring small means the occasional bullet visibly clips the ship without a
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## hit -- a client-side illusion, but the one that reads as fair, versus a
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## bullet that visibly missed still registering as a hit.
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const PLAYER_RADIUS := 6.0
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## Render-only. Used by src/view/, never by anything under src/sim/.
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const PLAYER_VISUAL_RADIUS := 13.0
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## Where a player's bullets are born, measured from the ship's centre. Derived
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## from the VISUAL radius rather than the hitbox on purpose: this is the one
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## sim number whose whole job is to line up with what the player sees. Keep it
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## clear of PLAYER_VISUAL_RADIUS by a few px, or bullets appear to spawn inside
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## the ship -- and on a remote client, the ship is also drawn a tick or two
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## ahead of the server, so this margin is what absorbs that too.
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const PLAYER_MUZZLE_OFFSET := PLAYER_VISUAL_RADIUS + 6.0
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const PLAYER_MAX_HP := 100
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const PLAYER_FIRE_COOLDOWN := 7 # ticks
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const PLAYER_BULLET_SPEED := 620.0
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const PLAYER_BULLET_RADIUS := 4.0
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const PLAYER_BULLET_LIFETIME := 90 # ticks
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const PLAYER_BULLET_DAMAGE := 6
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const PLAYER_IFRAMES := 36 # ticks of invulnerability after a hit
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## Invulnerable *and* unable to shoot on entering a dungeon, so arriving into a
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## live bullet field is survivable. Both halves matter: invulnerability alone
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## would make the spawn point a free firing position.
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const SPAWN_GRACE_TICKS := 120 # 2 seconds
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# --- Anti-cheat guards ------------------------------------------------------
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## Inputs older than this (relative to the newest accepted) are discarded.
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const INPUT_MAX_AGE := 30
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## Inputs claiming to be further ahead than this of the server tick are clamped.
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const INPUT_MAX_LEAD := 12
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## Hard ceiling on inputs consumed from one peer in a single tick.
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const INPUT_MAX_PER_TICK := 4
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# --- Emergency escape -------------------------------------------------------
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const ESCAPE_CHANNEL_TICKS := 60 # 1 second
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## Taking damage does NOT interrupt the channel. It used to, which sounds like
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## the right kind of risk until you notice the interaction with disconnects: if
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## a player under fire cannot escape, quitting the process is strictly better
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## than using the button, and the escape hatch becomes the cheese. A dropped
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## connection now runs the same one-second channel (see SimPlayer.linkdead),
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## which only works if being shot cannot cancel it.
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# --- Bullets ----------------------------------------------------------------
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const MAX_BULLETS := 4096
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const TEAM_PLAYER := 0
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const TEAM_ENEMY := 1
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# --- Bullet visual kinds (index into the renderer's atlas) ------------------
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const KIND_PLAYER_SHOT := 0
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const KIND_ORB := 1
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const KIND_NEEDLE := 2
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const KIND_HEAVY := 3
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# --- Instances --------------------------------------------------------------
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const LOBBY_INSTANCE_ID := 1
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const DUNGEON_PARTY_MAX := 4
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## How long a forming dungeon waits for more players before it locks.
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const DUNGEON_FORMING_TICKS := 300
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## Victory lap: how long a cleared dungeon holds the party before returning
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## them to the hub and closing. Once closed (or once it empties), the next
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## player through the portal opens a fresh instance.
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const DUNGEON_CLEARED_EXIT_TICKS := 1800 # 30 seconds
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# --- Portal -----------------------------------------------------------------
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const PORTAL_POS := Vector2(0.0, -220.0)
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const PORTAL_RADIUS := 60.0
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