4765bbce28
ci / verify (push) Successful in 47s
Identity is shaped like Steamworks so swapping to it is one subclass and no schema change: the client presents an opaque ticket, the server validates it into a stable 64-bit account id, and nothing downstream sees anything else. LocalAuthProvider takes any ticket at face value -- insecure on purpose, and labelled as such everywhere, because the point is the shape rather than the security. Do not ship it. Characters persist as JSON keyed by account. Account ids are written as decimal strings because they are 64-bit and JSON numbers are doubles, which would silently round them. A corrupt store aborts the server rather than starting empty: starting empty looks like it worked and then saves over every character on the first level-up. Levels 1-15, +10 max health each, level DERIVED from lifetime experience rather than stored beside it, so a hand-edited save cannot produce a level 12 character with a level 3's experience. Experience is shared undivided across everyone alive in the instance -- splitting it would make bringing a friend cost you progress. A level-up heals by what it added, so gaining one mid-fight is relief rather than a bar that moved further from full. Death is permanent and unbinds the character entirely: no "return to the hub as the character who just died", because the run is over. The record is retired, never deleted. The five-character cap counts LIVING characters only -- counting the dead would lock a player out of their own account after five deaths. Verified by tools/diag_progression.tscn, which drives the real server through kill -> xp -> level -> health and death -> retire -> roster. The bot smoke test cannot cover that: bots are poor shots and rarely kill anything. Writing it caught two real ordering bugs -- the death event was dispatched before the payload that tells the player they died, and the dead character stayed bound to the peer. Also added --account and --store so several clients and test runs can coexist on one machine. The smoke test now uses a scratch store; without it a rerun resumed the previous run's characters and "a character was created" quietly stopped being true. 193 tests. check.sh, test.sh, smoke.sh, diag_progression and diag_prediction all pass.
546 lines
20 KiB
GDScript
546 lines
20 KiB
GDScript
class_name ServerRuntime
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extends Node
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## The dedicated server. Owns every instance, ticks them all at the physics
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## rate, and is the only place in the codebase allowed to decide what happened.
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##
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## Clients send intent and nothing else (see [method SimWorld.queue_input]), so
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## there is no client message that can move a player, deal damage, cancel a hit
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## or shorten an escape channel. Refusing to accept those messages at all is a
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## stronger guarantee than validating them after the fact.
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var instances: Dictionary[int, Instance] = {}
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var peer_instance: Dictionary[int, int] = {}
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var peer_names: Dictionary[int, String] = {}
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## Authenticated account behind each peer. Set at handshake and never taken
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## from anything the client says afterwards.
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var peer_accounts: Dictionary[int, int] = {}
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## Which character each peer is currently playing.
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var peer_characters: Dictionary[int, String] = {}
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## Characters, levels and experience. Owned here: the simulation reads a
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## player's level, but only this layer ever writes progression.
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var store: CharacterStore = null
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## Map chunks each peer has been sent, per peer. Reset on every instance
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## transfer -- knowledge of one dungeon must not carry into the next.
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var peer_chunks: Dictionary[int, Dictionary] = {}
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var lobby: Instance
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var _next_instance_id: int = SimConfig.LOBBY_INSTANCE_ID
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var _snapshot_phase: int = 0
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func _ready() -> void:
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if store == null:
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store = CharacterStore.new(GameOpts.store_path)
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if not store.load_from_disk():
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# Refusing to start beats starting empty and saving over everyone's
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# characters on the first level-up.
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GameLog.error("server", "character store failed to load; refusing to start")
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get_tree().quit(1)
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return
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lobby = Instance.make_lobby(_take_instance_id())
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instances[lobby.id] = lobby
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GameLog.info("server", "lobby instance %d up" % lobby.id)
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func _take_instance_id() -> int:
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var id := _next_instance_id
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_next_instance_id += 1
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return id
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func _physics_process(_delta: float) -> void:
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_snapshot_phase += 1
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var send_snapshot := _snapshot_phase % SimConfig.SNAPSHOT_INTERVAL == 0
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var closing: Array[int] = []
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for inst in instances.values():
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inst.step()
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_dispatch_events(inst)
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if send_snapshot and not inst.peers.is_empty():
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# Encoded per peer, not once and broadcast: each player is told only
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# about actors near them. Fog alone was hiding enemies the client
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# had already been handed, which is no defence against a modified
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# client at all.
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for peer in inst.peers:
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Net.send_snapshot(peer, NetCodec.encode_snapshot(
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inst.world, inst.exit_countdown_seconds(), peer))
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_stream_map(peer, inst)
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if inst.kind != Protocol.InstanceKind.DUNGEON:
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continue
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if inst.state == Instance.State.CLEARED and inst.stage_delay <= 0:
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closing.append(inst.id)
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elif inst.is_empty() and not inst.has_linkdead() and inst.age > 60:
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# has_linkdead() matters: without it a solo player could drop, the
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# instance would close on the next tick, and their body would
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# vanish before finishing the escape channel -- exactly the
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# disconnect cheese the channel exists to prevent.
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closing.append(inst.id)
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for id in closing:
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_close_dungeon(id)
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## Split the tick's events into the ones clients need and the ones only the
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## server acts on (escape completion, portal use, respawn requests).
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func _dispatch_events(inst: Instance) -> void:
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var events := inst.world.drain_events()
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if events.is_empty():
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return
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# Collected and applied after the send below, because a transfer mutates
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# inst.peers and would otherwise change the list mid-broadcast.
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var to_lobby: Array[int] = []
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var to_dungeon: Array[int] = []
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var died: Array[int] = []
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for ev in events:
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match int(ev["t"]):
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SimEvent.Type.ENEMY_DIED:
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_award_kill(inst, Progression.xp_for_enemy(StringName(ev.get("def", ""))))
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SimEvent.Type.BOSS_DIED:
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_award_kill(inst, Progression.xp_for_boss(StringName(ev.get("def", ""))))
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SimEvent.Type.PLAYER_DIED:
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# Deferred like the transfers below: the payload has not been
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# sent yet, and a player must still receive news of its own
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# death before it stops being a member of the instance.
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died.append(int(ev["peer"]))
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SimEvent.Type.ESCAPE_COMPLETED, SimEvent.Type.RESPAWN_REQUESTED:
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var peer := int(ev["peer"])
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if not to_lobby.has(peer):
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to_lobby.append(peer)
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SimEvent.Type.PORTAL_USED:
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var peer := int(ev["peer"])
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if not to_dungeon.has(peer):
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to_dungeon.append(peer)
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_:
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pass
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# Bullet spawns are scoped per peer too; everything else (hits, deaths,
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# phase changes) is low volume and mostly concerns the recipient, so it goes
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# to everyone. Despawns are deliberately NOT filtered -- a client that was
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# told about a bullet must always be told it died, or it keeps a phantom.
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var shared: Array[Dictionary] = []
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var spawns: Array[Dictionary] = []
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for ev in events:
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if int(ev["t"]) == SimEvent.Type.BULLET_SPAWN:
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spawns.append(ev)
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else:
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shared.append(ev)
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for peer in inst.peers:
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var for_peer := shared
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if not spawns.is_empty():
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for_peer = shared + _spawns_near(inst, peer, spawns)
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if for_peer.is_empty():
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continue
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Net.send_events(peer, NetCodec.encode_events(inst.world.tick, for_peer))
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for peer in died:
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_on_player_died(inst, peer)
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for peer in to_lobby:
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_send_to_lobby(peer)
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for peer in to_dungeon:
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_send_to_dungeon(peer)
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# --- Peer lifecycle ---------------------------------------------------------
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func on_peer_connected(peer_id: int) -> void:
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GameLog.info("server", "peer %d connected, awaiting hello" % peer_id)
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## A drop inside a dungeon does NOT delete the player. The body is detached
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## from the send list but kept in the world, where it channels the same
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## one-second escape everyone else does and stays killable the whole time --
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## so quitting the process is never a cheaper exit than pressing the button.
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## Only once that channel resolves (_release_linkdead) is the peer forgotten.
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## A drop in the hub has nothing to dodge, so it is immediate.
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func on_peer_disconnected(peer_id: int) -> void:
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var inst := instance_of(peer_id)
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if inst == null:
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_forget_peer(peer_id)
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return
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if inst.kind == Protocol.InstanceKind.DUNGEON:
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inst.detach_peer(peer_id)
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GameLog.info("server", "peer %d '%s' dropped in instance %d, channelling out"
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% [peer_id, peer_names.get(peer_id, "?"), inst.id])
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_broadcast_roster()
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return
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inst.remove_peer(peer_id)
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_forget_peer(peer_id)
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GameLog.info("server", "peer %d disconnected" % peer_id)
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func _forget_peer(peer_id: int) -> void:
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peer_instance.erase(peer_id)
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peer_names.erase(peer_id)
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peer_chunks.erase(peer_id)
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peer_accounts.erase(peer_id)
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peer_characters.erase(peer_id)
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_broadcast_roster()
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## The linkdead body finished its channel (or died trying). Either way it leaves
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## the dungeon; with no persistence yet, "safely back in the hub" and "gone" are
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## the same outcome, so it is simply removed.
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func _release_linkdead(peer_id: int, inst: Instance) -> void:
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inst.remove_peer(peer_id)
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GameLog.info("server", "peer %d released from instance %d after drop"
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% [peer_id, inst.id])
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_forget_peer(peer_id)
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## Handshake: validate the ticket into an account, then offer that account's
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## characters. A peer is NOT placed in the world here -- it has no character
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## yet, and a player without a character has nothing to control.
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func on_hello(peer_id: int, version: int, ticket: PackedByteArray) -> void:
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if peer_accounts.has(peer_id):
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return # a second hello from the same peer is either a bug or an attack
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if version != Protocol.VERSION:
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GameLog.warn("server", "peer %d protocol %d != %d, rejecting" % [peer_id, version, Protocol.VERSION])
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Net.send_reject(peer_id, "protocol mismatch: server %d, client %d" % [Protocol.VERSION, version])
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Net.kick(peer_id)
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return
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var account := Net.auth.validate(ticket)
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if account == AuthProvider.NO_ACCOUNT:
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GameLog.warn("server", "peer %d failed authentication" % peer_id)
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Net.send_reject(peer_id, "authentication failed")
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Net.kick(peer_id)
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return
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peer_accounts[peer_id] = account
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Net.send_welcome(peer_id)
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GameLog.info("server", "peer %d authenticated as account %d (%s)"
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% [peer_id, account, Net.auth.provider_name()])
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# Auto-select the last character played, so a returning player lands in the
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# hub rather than at a menu they have already answered.
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var resume := store.last_played(account)
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if resume != null:
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_enter_world_as(peer_id, resume)
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_send_characters(peer_id)
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func _send_characters(peer_id: int) -> void:
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var account: int = peer_accounts.get(peer_id, AuthProvider.NO_ACCOUNT)
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if account == AuthProvider.NO_ACCOUNT:
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return
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Net.send_characters(peer_id, NetCodec.encode_characters(
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store.characters_for(account), peer_characters.get(peer_id, "")))
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func on_select_character(peer_id: int, character_id: String) -> void:
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var account: int = peer_accounts.get(peer_id, AuthProvider.NO_ACCOUNT)
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if account == AuthProvider.NO_ACCOUNT:
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Net.send_select_result(peer_id, Protocol.SelectResult.NOT_AUTHENTICATED, "not signed in")
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return
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# Looked up against THIS account's characters, so a client cannot select
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# somebody else's by guessing an id.
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var c := store.get_character(account, character_id)
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if c == null:
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Net.send_select_result(peer_id, Protocol.SelectResult.NO_SUCH_CHARACTER, "no such character")
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return
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if not c.active:
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Net.send_select_result(peer_id, Protocol.SelectResult.CHARACTER_IS_DEAD,
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"%s is dead" % c.display_name)
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return
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_enter_world_as(peer_id, c)
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Net.send_select_result(peer_id, Protocol.SelectResult.OK, "")
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_send_characters(peer_id)
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func on_create_character(peer_id: int, character_name: String) -> void:
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var account: int = peer_accounts.get(peer_id, AuthProvider.NO_ACCOUNT)
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if account == AuthProvider.NO_ACCOUNT:
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Net.send_select_result(peer_id, Protocol.SelectResult.NOT_AUTHENTICATED, "not signed in")
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return
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var c := store.create_character(account, character_name)
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if c == null:
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Net.send_select_result(peer_id, Protocol.SelectResult.LIMIT_REACHED,
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"%d living characters is the limit" % CharacterStore.MAX_ACTIVE)
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return
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GameLog.info("server", "account %d created '%s'" % [account, c.display_name])
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_enter_world_as(peer_id, c)
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Net.send_select_result(peer_id, Protocol.SelectResult.OK, "")
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_send_characters(peer_id)
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## Put a peer into the hub playing [param c], switching characters if it was
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## already in the world.
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func _enter_world_as(peer_id: int, c: Character) -> void:
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var account: int = peer_accounts[peer_id]
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var previous := instance_of(peer_id)
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if previous != null:
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previous.remove_peer(peer_id)
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peer_characters[peer_id] = c.id
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peer_names[peer_id] = c.display_name
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store.set_last_played(account, c.id)
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_place(peer_id, lobby)
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var p: SimPlayer = lobby.world.players.get(peer_id)
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if p != null:
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p.adopt(c)
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p.reset_for_instance(lobby.world.spawn_point, 0)
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p.adopt(c)
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GameLog.info("server", "peer %d playing '%s' (level %d)"
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% [peer_id, c.display_name, c.level])
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_broadcast_roster()
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func on_input(peer_id: int, data: PackedByteArray) -> void:
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var inst := instance_of(peer_id)
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if inst == null:
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return
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inst.world.queue_input(peer_id, NetCodec.decode_inputs(data))
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func instance_of(peer_id: int) -> Instance:
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var id: int = peer_instance.get(peer_id, 0)
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return instances.get(id)
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# --- Transfers --------------------------------------------------------------
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func _place(peer_id: int, inst: Instance) -> void:
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inst.add_peer(peer_id, peer_names.get(peer_id, "player"))
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peer_instance[peer_id] = inst.id
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# Size only: the seed stays server-side, or a client could rebuild the map.
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peer_chunks[peer_id] = {}
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Net.send_enter_instance(peer_id, inst.id, int(inst.kind), inst.world.tick,
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String(inst.boss_id), inst.world.spawn_point,
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inst.world.map.width, inst.world.map.height, inst.world.portal_pos)
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# Seed the area around the spawn before anything else, so the player is not
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# briefly standing in an unrendered void on arrival.
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_stream_map(peer_id, inst)
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# A player arriving mid-fight has no idea what is already in the air, so
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# replay the live bullets as spawn events before the next snapshot lands.
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var backlog := _live_bullet_events(inst.world, peer_id)
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if not backlog.is_empty():
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Net.send_events(peer_id, NetCodec.encode_events(inst.world.tick, backlog))
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Net.send_snapshot(peer_id, NetCodec.encode_snapshot(inst.world,
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inst.exit_countdown_seconds(), peer_id))
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func _transfer(peer_id: int, to: Instance) -> void:
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var from := instance_of(peer_id)
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if from != null:
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from.remove_peer(peer_id)
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_place(peer_id, to)
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_broadcast_roster()
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## Where everything that ends a dungeon run converges: the escape channel, a
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## downed player asking out, and a linkdead body finishing its channel.
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func _send_to_lobby(peer_id: int) -> void:
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var from := instance_of(peer_id)
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if from != null:
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var p: SimPlayer = from.world.players.get(peer_id)
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if p != null and p.linkdead:
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_release_linkdead(peer_id, from)
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return
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# The character that just died is retired, so returning "as them" is not an
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# option. Fall back to whatever is left, and leave the player at the
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# character screen if nothing is.
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var account: int = peer_accounts.get(peer_id, AuthProvider.NO_ACCOUNT)
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if account != AuthProvider.NO_ACCOUNT:
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var current := store.get_character(account, peer_characters.get(peer_id, ""))
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if current == null or not current.active:
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var replacement := store.last_played(account)
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if replacement != null:
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_enter_world_as(peer_id, replacement)
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else:
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if from != null:
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from.remove_peer(peer_id)
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peer_instance.erase(peer_id)
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peer_characters.erase(peer_id)
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_send_characters(peer_id)
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return
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GameLog.info("server", "peer %d escaped to lobby" % peer_id)
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_transfer(peer_id, lobby)
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func _send_to_dungeon(peer_id: int) -> void:
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var target: Instance = null
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for inst in instances.values():
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if inst.accepts_new_party_member():
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target = inst
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break
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if target == null:
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target = Instance.make_dungeon(_take_instance_id(), randi(), GameOpts.dungeon_depth)
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instances[target.id] = target
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GameLog.info("server", "opened dungeon instance %d" % target.id)
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_transfer(peer_id, target)
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func _close_dungeon(id: int) -> void:
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var inst: Instance = instances.get(id)
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if inst == null:
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return
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for peer in inst.peers.duplicate():
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_transfer(peer, lobby)
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instances.erase(id)
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GameLog.info("server", "closed dungeon instance %d" % id)
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## Send this peer any map chunks near its player that it has not been given yet.
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##
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## This is the anti-map-hack boundary: a client learns terrain by standing near
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## it and never any other way. The radius is generous -- wider than the fog, so
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## prediction and bullet simulation always run on known ground -- but it is
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## still a small fraction of a dungeon, so the worst a modified client gets is
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## a slightly wider view, not the floor plan.
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func _stream_map(peer_id: int, inst: Instance) -> void:
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var p: SimPlayer = inst.world.players.get(peer_id)
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if p == null:
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return
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var known: Dictionary = peer_chunks.get(peer_id, {})
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var wanted := inst.world.map.chunks_near(p.pos, SimConfig.MAP_STREAM_RADIUS)
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var batch: Array[int] = []
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for id in wanted:
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if known.has(id):
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continue
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known[id] = true
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batch.append(id)
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if batch.size() >= SimConfig.MAP_CHUNKS_PER_TICK:
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break
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peer_chunks[peer_id] = known
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if not batch.is_empty():
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Net.send_map_chunks(peer_id, inst.id,
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NetCodec.encode_map_chunks(inst.world.map, batch))
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## Experience is shared by everyone alive in the instance, undivided. Splitting
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## it would make bringing a friend cost you progress, which is the opposite of
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## what a co-op game wants; the hub roster exists to help people group up.
|
|
func _award_kill(inst: Instance, amount: int) -> void:
|
|
if amount <= 0 or inst.kind != Protocol.InstanceKind.DUNGEON:
|
|
return
|
|
for peer in inst.peers:
|
|
var p: SimPlayer = inst.world.players.get(peer)
|
|
if p == null or not p.alive:
|
|
continue
|
|
_grant_xp(peer, amount)
|
|
|
|
|
|
func _grant_xp(peer_id: int, amount: int) -> void:
|
|
var account: int = peer_accounts.get(peer_id, AuthProvider.NO_ACCOUNT)
|
|
var character_id: String = peer_characters.get(peer_id, "")
|
|
if account == AuthProvider.NO_ACCOUNT or character_id.is_empty():
|
|
return
|
|
var levels := store.grant_xp(account, character_id, amount)
|
|
if levels <= 0:
|
|
return
|
|
# A level raises max health immediately, and heals by the amount gained --
|
|
# a level-up mid-fight should feel like relief, not like a bar that grew
|
|
# further away from full.
|
|
var c := store.get_character(account, character_id)
|
|
var inst := instance_of(peer_id)
|
|
if inst != null:
|
|
var p: SimPlayer = inst.world.players.get(peer_id)
|
|
if p != null:
|
|
var before := p.max_hp
|
|
p.level = c.level
|
|
p.max_hp = c.max_hp()
|
|
p.hp = mini(p.hp + (p.max_hp - before), p.max_hp)
|
|
GameLog.info("server", "peer %d reached level %d" % [peer_id, c.level])
|
|
_send_characters(peer_id)
|
|
|
|
|
|
## Death is permanent. The character is retired -- kept for archival, never
|
|
## deleted -- and the player is taken out of the world entirely.
|
|
##
|
|
## There is deliberately no "return to the hub as the character who just died":
|
|
## the run is over, so the peer is unbound and left at the roster screen to pick
|
|
## another or make one. A linkdead player is the exception -- it has nobody to
|
|
## show a roster to, so its body is left for the escape channel to resolve.
|
|
func _on_player_died(inst: Instance, peer_id: int) -> void:
|
|
if inst.kind != Protocol.InstanceKind.DUNGEON:
|
|
return
|
|
var account: int = peer_accounts.get(peer_id, AuthProvider.NO_ACCOUNT)
|
|
var character_id: String = peer_characters.get(peer_id, "")
|
|
if account == AuthProvider.NO_ACCOUNT or character_id.is_empty():
|
|
return
|
|
var c := store.get_character(account, character_id)
|
|
if c == null or not c.active:
|
|
return
|
|
store.retire_character(account, character_id)
|
|
GameLog.info("server", "peer %d lost '%s' at level %d"
|
|
% [peer_id, c.display_name, c.level])
|
|
|
|
var p: SimPlayer = inst.world.players.get(peer_id)
|
|
if p != null and p.linkdead:
|
|
_send_characters(peer_id)
|
|
_broadcast_roster()
|
|
return
|
|
|
|
inst.remove_peer(peer_id)
|
|
peer_instance.erase(peer_id)
|
|
peer_characters.erase(peer_id)
|
|
peer_chunks.erase(peer_id)
|
|
_send_characters(peer_id)
|
|
_broadcast_roster()
|
|
|
|
|
|
# --- Roster -----------------------------------------------------------------
|
|
|
|
## Tell everyone who is online and where they are, so the hub can show that a
|
|
## dungeon is already running before you walk into the portal.
|
|
##
|
|
## Sent on membership changes only, not per tick -- it is the one message that
|
|
## carries names, and nothing about it is time critical.
|
|
func _broadcast_roster() -> void:
|
|
var entries: Array[Dictionary] = []
|
|
for peer in peer_names:
|
|
var inst := instance_of(peer)
|
|
if inst == null:
|
|
continue
|
|
var p: SimPlayer = inst.world.players.get(peer)
|
|
entries.append({
|
|
"peer": peer,
|
|
"name": peer_names[peer],
|
|
"kind": int(inst.kind),
|
|
"instance": inst.id,
|
|
"alive": p != null and p.alive,
|
|
})
|
|
var payload := NetCodec.encode_roster(entries)
|
|
for inst in instances.values():
|
|
for peer in inst.peers:
|
|
Net.send_roster(peer, payload)
|
|
|
|
|
|
## Bullet spawns within this peer's interest radius. See
|
|
## SimConfig.BULLET_INTEREST_RADIUS for why this radius is much wider than the
|
|
## one used for actors.
|
|
func _spawns_near(inst: Instance, peer_id: int, spawns: Array[Dictionary]) -> Array[Dictionary]:
|
|
var p: SimPlayer = inst.world.players.get(peer_id)
|
|
if p == null:
|
|
return spawns
|
|
var cull_sq := SimConfig.BULLET_INTEREST_RADIUS * SimConfig.BULLET_INTEREST_RADIUS
|
|
var out: Array[Dictionary] = []
|
|
for ev in spawns:
|
|
if p.pos.distance_squared_to(ev["pos"]) <= cull_sq:
|
|
out.append(ev)
|
|
return out
|
|
|
|
|
|
func _live_bullet_events(world: SimWorld, for_peer: int = 0) -> Array[Dictionary]:
|
|
var out: Array[Dictionary] = []
|
|
var observer: SimPlayer = world.players.get(for_peer) if for_peer != 0 else null
|
|
var cull_sq := SimConfig.BULLET_INTEREST_RADIUS * SimConfig.BULLET_INTEREST_RADIUS
|
|
for i in world.pool.high_water:
|
|
if world.pool.alive[i] == 0:
|
|
continue
|
|
if observer != null \
|
|
and observer.pos.distance_squared_to(world.pool.pos[i]) > cull_sq:
|
|
continue
|
|
out.append({
|
|
"t": SimEvent.Type.BULLET_SPAWN,
|
|
"uid": world.pool.uid[i],
|
|
"pos": world.pool.pos[i],
|
|
"vel": world.pool.vel[i],
|
|
"r": world.pool.radius[i],
|
|
"life": world.pool.life[i],
|
|
"kind": world.pool.kind[i],
|
|
"team": world.pool.team[i],
|
|
"accel": world.pool.accel[i],
|
|
"turn": world.pool.turn[i],
|
|
})
|
|
return out
|