Selecting a character rewrote the entire store to disk, re-placed the player, re-streamed its map chunks and broadcast a roster to everyone -- off one small reliable packet, at whatever rate a client cared to send. Repeating a selection you already hold now answers yes and stops, and select/create are paced per peer. Item moves and experience grants, the two paths a client can trigger every tick, mark the store dirty and the server flushes once per tick instead of once per event. That flush also fixes experience quietly not being saved: grant_xp only wrote when a level was crossed, and level is DERIVED from lifetime xp, so the number nobody was keeping was the only number there is. A restart rolled a character back to its last level-up. The emergency escape ran in the hub, where completing it means transferring into the instance you are already in: teleported to spawn, healed to full, instanced loot dropped, every map chunk re-streamed, once a second for as long as the key is held. The hub now opts out. Ground loot evicts the oldest item when the floor fills. That is right for a dungeon, which closes and takes its litter with it, and wrong for the hub, which never closes -- a player dropping into a full floor destroyed whatever someone else had left there longest, and drop is edge-triggered per tick. A player's drop is refused instead; the world's own drops still make room. Also: a linkdead body is not in inst.peers, so closing a CLEARED dungeon walked past it and left that peer's account and name in the dictionaries forever -- with the new one-account guard, enough to lock someone out of their own session. And several encoders wrote mini(size, 255) as a count and then looped the whole array, which puts records after the count on the wire; MAX_CLIENTS makes it unreachable, which is why it would have survived to the day it was not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
145 lines
5.6 KiB
GDScript
145 lines
5.6 KiB
GDScript
extends GutTest
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## The escape button is the player's safety valve, and it is also the one input
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## with a real consequence attached, so its timing is server-owned end to end.
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var world: SimWorld
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const PEER := 3
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func before_each() -> void:
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world = SimWorld.new(1)
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world.add_player(PEER, "tester")
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func _hold_escape(ticks: int) -> void:
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for _i in ticks:
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var frames: Array[InputFrame] = [
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InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, InputFrame.BTN_ESCAPE)]
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world.queue_input(PEER, frames)
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world.step()
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func _events_of(type: int) -> Array:
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return world.events.filter(func(e: Dictionary) -> bool: return int(e["t"]) == type)
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func test_escape_takes_the_full_channel_time() -> void:
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS - 1)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0,
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"the escape must not complete early")
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_hold_escape(1)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 1)
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func test_releasing_the_button_cancels_the_channel() -> void:
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# Deliberately short of ESCAPE_CHANNEL_TICKS: hold the full duration and the
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# channel completes instead, which is a different test.
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS / 2)
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assert_gt(world.players[PEER].escape_ticks, 0)
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var frames: Array[InputFrame] = [InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, 0)]
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world.queue_input(PEER, frames)
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world.step()
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assert_eq(world.players[PEER].escape_ticks, 0)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_CANCELLED).size(), 1)
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## The inverse of what this asserted originally. Interrupting on damage makes
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## quitting the process strictly better than using the button, which turns the
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## escape hatch into the exploit -- see SimConfig.ESCAPE_CHANNEL_TICKS.
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func test_taking_damage_does_not_cancel_the_channel() -> void:
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_hold_escape(20)
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var before: int = world.players[PEER].escape_ticks
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world.pool.spawn(world.players[PEER].pos, Vector2.ZERO, 6.0, 60, 10,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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_hold_escape(1)
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assert_lt(world.players[PEER].hp, SimConfig.PLAYER_MAX_HP, "setup: should have been hit")
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assert_eq(world.players[PEER].escape_ticks, before + 1,
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"the channel must keep running while under fire")
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assert_eq(_events_of(SimEvent.Type.ESCAPE_CANCELLED).size(), 0)
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## Dying is still an interruption -- it is the one thing the escape cannot beat,
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## which is what keeps the one-second channel a real risk.
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func test_dying_ends_the_channel() -> void:
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_hold_escape(20)
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var p: SimPlayer = world.players[PEER]
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p.hp = 1
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_false(p.alive)
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assert_eq(p.escape_ticks, 0)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0)
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## A dropped connection channels out on exactly the same timer, so pulling the
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## plug is never cheaper than pressing the button.
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func test_a_linkdead_player_channels_out_without_input() -> void:
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var p: SimPlayer = world.players[PEER]
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p.linkdead = true
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for _i in SimConfig.ESCAPE_CHANNEL_TICKS - 1:
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world.step()
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0,
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"a disconnect must not be an instant exit")
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world.step()
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 1)
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func test_a_linkdead_player_is_still_killable_while_channelling() -> void:
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var p: SimPlayer = world.players[PEER]
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p.linkdead = true
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p.hp = 1
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world.step()
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world.pool.spawn(p.pos, Vector2.ZERO, 6.0, 60, 999,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_false(p.alive, "the whole point: disconnecting does not grant immunity")
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func test_a_cancelled_channel_restarts_from_zero() -> void:
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS / 2)
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var frames: Array[InputFrame] = [InputFrame.make(world.tick + 1, Vector2.ZERO, 0.0, 0)]
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world.queue_input(PEER, frames)
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world.step()
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS - 1)
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assert_eq(_events_of(SimEvent.Type.ESCAPE_COMPLETED).size(), 0,
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"progress must not carry over from an interrupted channel")
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func test_escape_completion_never_reaches_the_client_directly() -> void:
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_hold_escape(SimConfig.ESCAPE_CHANNEL_TICKS)
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var packet := NetCodec.decode_events(NetCodec.encode_events(world.tick, world.events))
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for ev: Dictionary in packet["events"]:
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assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED,
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"the transfer is the server's decision; clients only see the outcome")
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## The hub has nothing to escape from, and completing the channel there routes
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## to "send this peer to the lobby" -- a transfer into the instance you are
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## already in, which re-places the player: teleported to spawn, healed to full,
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## instanced loot dropped, every map chunk re-streamed. Once a second, for as
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## long as the key is held.
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func test_the_hub_has_no_escape_to_channel() -> void:
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var hub := Instance.make_lobby(1)
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assert_false(hub.world.escape_enabled,
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"the lobby is the one world that opts out")
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hub.add_peer(99, "tester")
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for i in SimConfig.ESCAPE_CHANNEL_TICKS * 2:
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var frames: Array[InputFrame] = [InputFrame.make(hub.world.tick + 1,
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Vector2.ZERO, 0.0, InputFrame.BTN_ESCAPE)]
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hub.world.queue_input(99, frames)
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hub.step()
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var p: SimPlayer = hub.world.players[99]
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assert_eq(p.escape_ticks, 0, "nothing should have been channelling")
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for ev in hub.world.events:
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assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_STARTED,
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"holding escape in the hub must not start a channel")
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assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED,
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"and must certainly never complete one")
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func test_a_dungeon_still_lets_you_out() -> void:
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# The guard above must not be a way to disable the escape everywhere.
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var run := Instance.make_dungeon(2, 1234)
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assert_true(run.world.escape_enabled)
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