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.
291 lines
8.7 KiB
GDScript
291 lines
8.7 KiB
GDScript
class_name NetCodec
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extends RefCounted
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## Binary encoders for the two server -> client streams.
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##
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## Snapshots are lossy and unreliable: only what is needed to draw and predict.
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## Events are exact and reliable: things a client can never re-derive, above all
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## bullet spawns and the despawns caused by a hit.
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# --- Snapshot ---------------------------------------------------------------
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## [param cleared_countdown] is whole seconds until a cleared dungeon returns
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## its party, or Protocol.COUNTDOWN_NONE when that does not apply.
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static func encode_snapshot(world: SimWorld,
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cleared_countdown: int = Protocol.COUNTDOWN_NONE) -> PackedByteArray:
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.put_u32(world.tick)
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b.put_u8(clampi(cleared_countdown, 0, Protocol.COUNTDOWN_NONE))
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b.put_u8(mini(world.players.size(), 255))
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for p in world.players.values():
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b.put_u32(p.peer_id)
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b.put_float(p.pos.x)
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b.put_float(p.pos.y)
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b.put_u16(wrapi(roundi(p.aim / TAU * 65536.0), 0, 65536))
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b.put_u16(clampi(p.hp, 0, 65535))
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var flags := 0
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if p.alive:
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flags |= Protocol.F_ALIVE
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if p.iframes > 0:
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flags |= Protocol.F_INVULN
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if p.escape_ticks > 0:
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flags |= Protocol.F_ESCAPING
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if p.spawn_grace > 0:
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flags |= Protocol.F_SPAWN_GRACE
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if p.linkdead:
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flags |= Protocol.F_LINKDEAD
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b.put_u8(flags)
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b.put_u8(clampi(roundi(p.escape_progress() * 255.0), 0, 255))
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# Echoed so the owning client knows how far to rewind when reconciling.
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b.put_u32(p.last_input_tick)
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var live_enemies: Array[SimEnemy] = []
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for e in world.enemies.values():
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if e.alive:
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live_enemies.append(e)
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b.put_u16(mini(live_enemies.size(), 65535))
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for e in live_enemies:
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b.put_u32(e.id)
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b.put_float(e.pos.x)
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b.put_float(e.pos.y)
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b.put_u16(clampi(e.hp, 0, 65535))
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# Radius and visual travel with the snapshot so a client that joins
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# mid-fight can draw an enemy without any extra handshake.
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b.put_u8(clampi(roundi(e.def.radius * 2.0), 0, 255))
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b.put_u8(clampi(e.def.visual, 0, 255))
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var has_boss := world.boss != null and world.boss.alive
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b.put_u8(1 if has_boss else 0)
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if has_boss:
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b.put_u32(world.boss.id)
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b.put_float(world.boss.pos.x)
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b.put_float(world.boss.pos.y)
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b.put_u32(maxi(world.boss.hp, 0))
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b.put_u8(clampi(world.boss.phase_index, 0, 255))
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return b.data_array
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static func decode_snapshot(data: PackedByteArray) -> Dictionary:
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.data_array = data
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var snap := {
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"tick": b.get_u32(),
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"cleared_countdown": b.get_u8(),
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"players": [], "enemies": [], "boss": null,
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}
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var pcount := b.get_u8()
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for _i in pcount:
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snap["players"].append({
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"peer": b.get_u32(),
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"pos": Vector2(b.get_float(), b.get_float()),
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"aim": float(b.get_u16()) / 65536.0 * TAU,
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"hp": b.get_u16(),
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"flags": b.get_u8(),
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"escape": float(b.get_u8()) / 255.0,
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"last_input_tick": b.get_u32(),
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})
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var ecount := b.get_u16()
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for _i in ecount:
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snap["enemies"].append({
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"id": b.get_u32(),
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"pos": Vector2(b.get_float(), b.get_float()),
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"hp": b.get_u16(),
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"radius": float(b.get_u8()) * 0.5,
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"visual": b.get_u8(),
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})
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if b.get_u8() == 1:
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snap["boss"] = {
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"id": b.get_u32(),
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"pos": Vector2(b.get_float(), b.get_float()),
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"hp": b.get_u32(),
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"phase": b.get_u8(),
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}
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return snap
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# --- Events -----------------------------------------------------------------
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## Events the client never sees; the instance layer consumes them server-side.
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## These describe a decision the server is about to act on, not an outcome --
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## leaking them would tell a client about a message it might try to forge.
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const SERVER_ONLY := [
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SimEvent.Type.PORTAL_USED,
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SimEvent.Type.ESCAPE_COMPLETED,
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SimEvent.Type.RESPAWN_REQUESTED,
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]
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## [param server_tick] rides along so the client can fast-forward a bullet by
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## however many ticks the packet spent in flight, instead of popping it in at
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## the muzzle a round-trip late.
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static func encode_events(server_tick: int, events: Array[Dictionary]) -> PackedByteArray:
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.put_u32(server_tick)
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var count := 0
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var body := StreamPeerBuffer.new()
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body.big_endian = false
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for ev in events:
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var t := int(ev["t"])
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if SERVER_ONLY.has(t):
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continue
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body.put_u8(t)
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match t:
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SimEvent.Type.BULLET_SPAWN:
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body.put_u32(ev["uid"])
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body.put_float(ev["pos"].x)
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body.put_float(ev["pos"].y)
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body.put_float(ev["vel"].x)
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body.put_float(ev["vel"].y)
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body.put_float(ev["r"])
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body.put_u16(clampi(int(ev["life"]), 0, 65535))
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body.put_u8(int(ev["kind"]))
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body.put_u8(int(ev["team"]))
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body.put_float(ev["accel"])
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body.put_float(ev["turn"])
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SimEvent.Type.BULLET_DESPAWN:
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body.put_u32(ev["uid"])
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SimEvent.Type.PLAYER_HIT:
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body.put_u32(ev["peer"])
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body.put_u16(clampi(int(ev["dmg"]), 0, 65535))
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body.put_u16(clampi(int(ev["hp"]), 0, 65535))
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SimEvent.Type.PLAYER_DIED, SimEvent.Type.ESCAPE_STARTED, \
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SimEvent.Type.ESCAPE_CANCELLED:
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body.put_u32(ev["peer"])
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SimEvent.Type.PLAYER_RESPAWNED:
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body.put_u32(ev["peer"])
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body.put_float(ev["pos"].x)
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body.put_float(ev["pos"].y)
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SimEvent.Type.ENEMY_HIT:
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body.put_u32(ev["id"])
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body.put_u16(clampi(int(ev["dmg"]), 0, 65535))
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body.put_u32(maxi(int(ev["hp"]), 0))
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SimEvent.Type.ENEMY_DIED:
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body.put_u32(ev["id"])
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SimEvent.Type.BOSS_PHASE:
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body.put_u8(clampi(int(ev["phase"]), 0, 255))
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SimEvent.Type.BOSS_DIED:
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pass
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count += 1
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b.put_u16(count)
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b.put_data(body.data_array)
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return b.data_array
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## Returns { "tick": int, "events": Array[Dictionary] }.
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static func decode_events(data: PackedByteArray) -> Dictionary:
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var out: Array[Dictionary] = []
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.data_array = data
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var server_tick := b.get_u32()
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var count := b.get_u16()
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for _i in count:
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var t := b.get_u8()
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var ev := {"t": t}
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match t:
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SimEvent.Type.BULLET_SPAWN:
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ev["uid"] = b.get_u32()
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ev["pos"] = Vector2(b.get_float(), b.get_float())
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ev["vel"] = Vector2(b.get_float(), b.get_float())
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ev["r"] = b.get_float()
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ev["life"] = b.get_u16()
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ev["kind"] = b.get_u8()
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ev["team"] = b.get_u8()
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ev["accel"] = b.get_float()
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ev["turn"] = b.get_float()
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SimEvent.Type.BULLET_DESPAWN:
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ev["uid"] = b.get_u32()
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SimEvent.Type.PLAYER_HIT:
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ev["peer"] = b.get_u32()
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ev["dmg"] = b.get_u16()
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ev["hp"] = b.get_u16()
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SimEvent.Type.PLAYER_DIED, SimEvent.Type.ESCAPE_STARTED, \
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SimEvent.Type.ESCAPE_CANCELLED:
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ev["peer"] = b.get_u32()
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SimEvent.Type.PLAYER_RESPAWNED:
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ev["peer"] = b.get_u32()
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ev["pos"] = Vector2(b.get_float(), b.get_float())
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SimEvent.Type.ENEMY_HIT:
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ev["id"] = b.get_u32()
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ev["dmg"] = b.get_u16()
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ev["hp"] = b.get_u32()
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SimEvent.Type.ENEMY_DIED:
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ev["id"] = b.get_u32()
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SimEvent.Type.BOSS_PHASE:
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ev["phase"] = b.get_u8()
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SimEvent.Type.BOSS_DIED:
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pass
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out.append(ev)
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return {"tick": server_tick, "events": out}
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# --- Input ------------------------------------------------------------------
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static func encode_inputs(frames: Array[InputFrame]) -> PackedByteArray:
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.put_u8(mini(frames.size(), 255))
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for f in frames:
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f.write(b)
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return b.data_array
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static func decode_inputs(data: PackedByteArray) -> Array[InputFrame]:
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var out: Array[InputFrame] = []
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if data.size() < 1:
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return out
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.data_array = data
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var count := b.get_u8()
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# A malformed or hostile packet must not make the server read past the end.
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if data.size() < 1 + count * InputFrame.SIZE:
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return out
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for _i in count:
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out.append(InputFrame.read(b))
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return out
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# --- Roster -----------------------------------------------------------------
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# Who is online and where. Low frequency (membership changes only), so it is
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# the one message that carries strings; everything hot stays fixed-width.
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static func encode_roster(entries: Array[Dictionary]) -> PackedByteArray:
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.put_u8(mini(entries.size(), 255))
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for e in entries:
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b.put_u32(int(e["peer"]))
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b.put_utf8_string(String(e["name"]))
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b.put_u8(int(e["kind"]))
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b.put_u32(int(e["instance"]))
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b.put_u8(1 if e["alive"] else 0)
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return b.data_array
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static func decode_roster(data: PackedByteArray) -> Array[Dictionary]:
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var out: Array[Dictionary] = []
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if data.size() < 1:
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return out
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.data_array = data
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var count := b.get_u8()
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for _i in count:
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# get_utf8_string reads its own length prefix, so a truncated packet
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# yields empty strings rather than reading off the end.
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out.append({
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"peer": b.get_u32(),
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"name": b.get_utf8_string(),
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"kind": b.get_u8(),
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"instance": b.get_u32(),
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"alive": b.get_u8() == 1,
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})
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return out
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