A dungeon now names the boss arena it ends in, and the arena decides the boss. Three entrances in the hub: Warden's Descent, The Choir Vault, Proving Grounds. That replaces the seed coin-flip from the last commit, which was the wrong call. Which boss you are about to fight is the single thing a player decides before walking into a dungeon, and rolling it for them makes that decision unavailable. Only the Proving Grounds still leaves its arena open, because a harness you re-enter every couple of minutes wants whichever fight comes up first -- and it is the one place where "either will do" is true. test_every_boss_has_a_dungeon_that_reaches_it is the check that matters here: adding a boss and forgetting to give it a way in is now a failing test rather than a boss nobody meets. The smoke test asserts all three portals open over a real socket -- bots pick theirs by account id, so a run exercises each. Bullets no longer animate. The sheet's eight frames are a COLOUR cycle rather than a shape change, so running it had every bullet on screen strobing through a palette in unison, which with a few hundred in the air is exactly as hard to look at as it sounds. Each bullet holds one frame and turns slowly instead, offset by its own id so a ring of twenty does not rotate as one rigid wheel. The rate is slow enough that nothing completes a full turn inside its own lifetime, so it reads as drift rather than spin, and a test pins that against the longest-lived bullet in the game. The renderer slices four textures at startup now instead of thirty-two. check.sh clean, 414 tests, SMOKE PASS (22 assertions), all four diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Transcience
Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript only. One executable is both server and client.
Starting a new session? docs/ROADMAP.md says what is built, what is next, and which file implements each feature. docs/DECISIONS.md records what the user has already decided and why — read it before asking a design question, several answers there are not the obvious default.
Commands
tools/check.sh # parse-check every script (~5s) -- run after every edit
tools/test.sh # GUT suite, headless (~3s)
tools/smoke.sh # real server + 4 bot clients over ENet (~40s)
tools/server.sh # dedicated server
tools/client.sh --listen # host and play, no menu
Diagnostics. Each runs as a scene (they need the Net autoload) and exits
non-zero on failure, so they gate like tests:
godot --headless --path . res://tools/diag_prediction.tscn # prediction gap; injects clock drift
godot --headless --path . res://tools/diag_progression.tscn # kill -> xp -> level -> death -> roster
godot --headless --path . res://tools/diag_loot.tscn # drop -> pick up -> persist -> use -> drop
godot --headless --path . res://tools/diag_upgrades.tscn # level -> choice -> taken at the NPC -> new stats
godot --headless --path . --script tools/bench.gd # sim cost per tick
python3 tools/build_local_assets.py # rebuild the local-only bullet atlas
diag_progression, diag_loot and diag_upgrades exist because the bot smoke
test cannot cover any of them: bots are poor shots, so they rarely kill
anything, which means they neither earn levels, produce drops, nor ever reach
the quartermaster.
Everything after -- goes to GameOpts.parse():
| Flag | Effect |
|---|---|
--server |
Dedicated server, no view. |
--join |
Skip the menu and connect. |
--listen |
Skip the menu and host a listen server with a local player. |
--bot |
Scripted input instead of the keyboard. Implies --join. |
--host, --port, --name |
Connection details. |
--autoquit N |
Quit after N physics ticks. |
--boss-rush |
Server-side: dungeons spawn the boss and no trash. |
--depth N |
Server-side: depth of new dungeons, which drives map size. |
--account N |
Client-side: override the local account, so several clients can coexist on one machine. |
--store PATH |
Server-side: character store location. Use a scratch path in tests. |
--verbose / --quiet |
Log level. |
A change is done when check.sh, test.sh and — if it touched networking,
instances or the simulation — smoke.sh all pass. Say so explicitly; do not
report a networking change as working on the strength of unit tests alone.
Hooks
tools/install-hooks.sh once per clone (points core.hooksPath at
.githooks/, committed in the repo — plain bash, no pre-commit framework, so
cloning costs nothing extra to run tools/*.sh). Own .gd files (not vendored
addons/) trigger check.sh + test.sh on commit (~7s); smoke.sh runs on
push (~35s, skip deliberately with SKIP_SMOKE_HOOK=1 git push).
The one rule
The server decides everything; the client only sends intent.
A client can send exactly two things: an [InputFrame] (move vector, aim angle, five button bits, an inventory slot) and a handshake — plus the two low-rate character-roster requests, which are also pure intent. There is no message for "I moved here", "I hit that", "I took damage", "my escape finished" or "I now own this item". Adding one would collapse the whole security model, so don't — validate-after-the-fact is strictly weaker than having no code path at all.
When a new player action needs a message, look at whether it fits in the input
frame first. Item use and drop did, and got the redundancy, the replay guard and
the per-tick rate limit for free. The cost was one rule: anything in the input
frame that must not repeat has to be edge-triggered (see prev_buttons),
because frames are resent and a starved server coasts on the last one it holds.
SimWorld.authoritative is true on the server and false on the client. In
replica mode the world runs no AI, fires no emitters and resolves no hits; it
only integrates bullets it was told about. tests/unit/test_server_authority.gd
and tests/integration/test_replica_parity.gd pin this down.
Layout
| Path | What lives there |
|---|---|
src/sim/ |
The whole game as plain RefCounted objects. No nodes, no physics server, no rendering. |
src/actors/ |
Data-only Resource definitions: EnemyDef, BossDef, ItemDef, LootDrop, DungeonDef, UpgradeDef. Shapes, not instances. |
src/sim/patterns/ |
Bullet emitters — the authoring surface for every enemy and boss. Emitters are stateless: they are shared resources, and two bosses of the same kind must not stomp each other. |
src/sim/map_grid.gd |
Tile grid: collision, line of sight, chunk streaming. |
src/sim/map_gen.gd |
Dungeon generation; build() is the only entry point. |
src/content/rooms.gd |
Hand-authored room stamps (hub, boss arenas) as text. |
src/meta/ |
Accounts, characters, persistence, XP curve. Server-owned. |
src/content/content.gd |
All enemies and bosses, defined in code. Source of truth. |
src/content/items.gd |
All items, same idea. Items.ORDER is the wire format — append only. |
src/content/dungeons.gd |
The kinds of run. Dungeons.ORDER is both a wire format and the hub's portal order. |
src/content/upgrades.gd |
The seven upgrades and their draw weights. Upgrades.ORDER is a wire format. |
src/net/ |
Codec, ServerRuntime, ClientRuntime. |
src/instances/ |
Lobby hub and dungeon runs. |
src/view/, src/ui/ |
Read-only rendering. Never decides anything. |
src/autoload/net.gd |
The only autoload. RPC surface. |
tools/ |
Headless tooling. |
The simulation must not import anything from src/net/, src/view/ or
src/ui/, and must not touch Net. That is what lets tests drive a thousand
ticks in milliseconds with no SceneTree.
Godot gotchas that will waste your time
- New
class_nameneeds a cache refresh..godot/global_script_class_cache.cfgis only rebuilt by the editor orgodot --headless --path . --import. Until then every use of the new class reportsIdentifier not declared, which looks like a real error.check.shdoes the refresh for you. - Autoload names do not resolve under
--script. A--scriptrun has no main loop, soNetisIdentifier not found. Tools that need autoloads must run as a scene (seetools/check.tscn); tools that don't can use--script. This is whyGameLogandGameOptsare static classes rather than autoloads. ResourceLoader.load()returns non-null for a broken script. Never test the return value to detect a parse error; read the engine's stderr instead. And never callScript.reload()on the script you are running — it hangs.- Input events default to
device = 16, which matches nothing. Bindings must usedevice = -1.tools/setup_input_map.gdgenerates the input map correctly; edit that file, not the[input]block inproject.godot. set_anchors_preset(preset)does not zero the offsets.keep_offsetsdefaults tofalse, which despite the name means "recompute offsets to keep the control's current rect on screen" — for a freshly created Control that rect is(0,0)-sized, so it comes out pinned to the top-left corner regardless of the anchors. Useset_anchors_and_offsets_preset()for any Control built in code. Separately:.positionassigns an absolute coordinate even on an anchored control;offset_left/offset_topare the anchor-relative ones. This combination silently broke the main menu and three pieces of the HUD.ProjectSettings.save()drops settings equal to the engine default and strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code insrc/main.gdinstead of trusted toproject.godot.
Non-obvious invariants
ClientRuntime.process_physics_priority = -10. The client must sample and send input beforeServerRuntimeticks, or a listen server's drawn ship sits a permanent tick ahead of the authoritative one and bullets trail it. Measure withgodot --headless --path . res://tools/diag_prediction.tscn(~0.1px is healthy, 4px means the ordering broke).PLAYER_RADIUS(hitbox) <PLAYER_VISUAL_RADIUS(sprite), andPLAYER_MUZZLE_OFFSETderives from the visual one. Prefer a visible near-miss over an invisible hit; keep the muzzle clear of the sprite.INPUT_MAX_LEADmust stay well aboveINPUT_LEAD_MAX. The server's input acceptance window has to be wider than the band in which the client re-syncs its own numbering. Violate it and drifting clocks land in a silent dead zone where the server rejects everything and the client never notices — the ship and the authoritative position separate permanently. Pinned bytests/unit/test_input_lead.gd.- Never send the map, or its seed. Geometry is streamed per peer in chunks
around that peer's player (
ServerRuntime._stream_map). The seed would let any client regenerate the whole dungeon.MAP_STREAM_RADIUSmust stay wider thanFOG_VIEW_RADIUS, or prediction runs on terrain the client lacks. - Bullet speed must stay under one tile per tick. Wall collision samples
position once per tick, so anything faster tunnels. Upgrades multiply bullet
speed, so
SimConfig.MAX_BULLET_SPEEDclamps the result — without it two Snipers put shots through walls. Pinned bytest_bullet_speeds_stay_below_the_tunnelling_threshold. - A character becomes a live player only in
ServerRuntime._adopt_character, from_place.SimWorldknows nothing about characters and builds a blank player on every instance change, so any new path that puts someone in a world must go through_placeor it hands them a level-1 body with an empty bag. - A player's combat numbers are derived, never stored.
PlayerStats.build()recomputes them from the character's upgrade ids every time, so a saved stat cannot disagree with the upgrades that produced it. Upgrade riders (split charges, poison, erase chance) travel on the bullet instead, because a shot in flight must keep what it was fired with. - Only
ServerRuntimewrites progression and persistence. The simulation reads a player's level and max health, and moves items between the ground and a bag; it never grants experience, retires a character, or touches the store. It announces what happened andServerRuntimebanks it. One writer means a level can never disagree with the experience that earned it, and an inventory on disk can never disagree with the one in the world. Items.ORDERis a wire format. An item's index in it is the byte that rides the snapshot and every item event. Append, never reorder — reordering makes every existing client decode a potion as a ration, so it needs aProtocol.VERSIONbump.Dungeons.ORDERis the same, and additionally decides which hub portal opens which dungeon (NthPmarker in the lobby stamp → Nth entry). A dungeon names the boss arena it ends in, so adding a boss means giving it a dungeon or nobody will ever meet it.- Which dungeon you enter comes from where you are standing, never from the
client.
SimWorld.portal_at()resolves the player's server-side position to a portal, and thePORTAL_USEDevent carries the answer. There is no message that names a dungeon, and adding one would let any client pick the easy variant's loot rate. - Loot has two visibilities, and the instanced one is enforced in the codec.
NetCodec.encode_snapshotfilters items owned by another peer, exactly like the actor interest radius. Never move that check into the client: hiding an entity the client was handed defends nothing. LocalAuthProvideris insecure on purpose. Any client can claim any account. It exists to have the same shape as Steamworks (opaque ticket in, 64-bit account id out) so swapping is one class. Do not ship it.- No contact damage. Every enemy threatens through bullets only; touching
one is harmless.
tests/unit/test_content.gdenforces that every hostile has an emitter. - A boss never leaves its arena.
SimWorld._step_bossclamps toSimBoss.roomafter movement. Boss rooms deliberately do not lock, so walking out is always an escape — which only holds if the boss cannot follow. - A telegraph must be visible through fog.
WorldView._draw_telegraphsignores line of sight on purpose; everything else in the view respects it. A warning you cannot see is an unavoidable hit with extra steps. - No i-frames. Every bullet that touches a player lands;
spawn_graceis the only invulnerable state. Do not reintroduce post-hit immunity — it makes dense patterns safer than sparse ones. - A disconnect is not an exit. Dropping in a dungeon keeps the player in the
world as
linkdead, channelling out over the same second the escape costs. Damage must never cancel the escape channel, or quitting beats the button. See docs/NETCODE.md.
Adding content
A new enemy or boss is data, never code. Add a builder to
src/content/content.gd returning an EnemyDef / BossDef made of the
emitters in src/sim/patterns/, register its id in enemy() / boss() and
in ALL_ENEMIES / ALL_BOSSES (the export tool, the renderer and the tests
all iterate those), and add a test.
A boss phase can move — BossPhase.Move is STATIC, ORBIT, CHASE or
WAYPOINTS, handled generically in SimWorld._move_boss. Movement is a
property of the phase, not of the boss. tests/unit/test_boss.gd::test_a_brand_new_boss_needs_no_engine_changes
builds a boss from scratch and asserts the simulation needs no changes to run
it — if you find yourself adding a per-boss branch to SimWorld, stop and add
an emitter type instead.
tools/export_content.gd writes .tres copies into resources/ for tuning in
the editor inspector. Those are an export, not the source; port changes back.
Style
Typed GDScript everywhere (untyped_declaration is a warning). Tabs, snake_case
files, PascalCase class names. Comments explain why a thing is the way it is —
the netcode and anti-cheat decisions especially. Keep the existing density.