Files
transcience/tools/setup_input_map.gd
T
Adyrem 1dc1952a3c
ci / verify (push) Successful in 45s
Fix bullet/ship desync; rework death, escape, arrival and hub awareness
(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.
2026-09-03 18:43:19 +02:00

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