7af439341d
ci / verify (push) Successful in 46s
Replaces the fixed centred arena with per-world tile geometry, which is the foundation the remaining features sit on. - MapGrid: tile grid with three independent flags -- blocks movement, bullets, sight -- so a pit stops feet but not bullets or eyes, and a barricade stops feet and bullets but not eyes. Circle collision with per-axis sliding, and Bresenham line of sight shared by fog and aggro. - MapGen: rooms and corridors generated from (seed, depth), with hand-authored boss arenas from Rooms stamped in first so a corridor can never carve through a designed fight. Reachability from spawn to boss is asserted over 40 seeds -- "usually connected" is the failure mode that ruins one run in twenty. - Dungeons are populated at creation, per room, instead of gating on waves. You explore and choose your fights; the run ends when the boss dies, not when the map is swept. Boss rooms have no lock, so walking out is always available. - Aggro: enemies need range AND line of sight, so a dungeon stays quiet until engaged and cover actually protects. - Hard fog, scrolling camera, and terrain rendering. Maps are streamed per peer in chunks around that peer's player, and the seed is deliberately NOT sent -- a client holding it could regenerate the whole dungeon, which is a map hack for free. Stream radius (900u) is wider than view radius (460u) because the client predicts movement against walls and simulates bullets that die on them; the accepted cost is a cheater seeing a little further than the fog, never the floor plan. Partial map knowledge means wall deaths must be announced rather than derived. A test caught the subtle half of that: out-of-bounds tiles read as WALL by design, so checking geometry before bounds reported every bullet leaving the map as a wall kill. 128 tests (was 103); check.sh, test.sh and smoke.sh pass. 0.26 ms/tick with 4 players and a boss, ~65x headroom.
375 lines
13 KiB
GDScript
375 lines
13 KiB
GDScript
class_name ClientRuntime
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extends Node
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## The client half: sample input, predict the local player, interpolate everyone
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## else, and replay the bullets the server told us about.
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##
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## The client owns exactly one thing -- where it *thinks* the local player is,
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## so the stick feels instant. Every consequence (damage, death, escape, loot)
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## comes back from the server and overwrites whatever the client believed.
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signal instance_changed
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signal hud_dirty
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signal local_hit(damage: int)
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var my_peer: int = 0
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var instance_id: int = 0
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var instance_kind: Protocol.InstanceKind = Protocol.InstanceKind.LOBBY
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var boss_def: BossDef = null
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## Replica world. [member SimWorld.authoritative] is false, so it integrates
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## bullets and nothing else.
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var world := SimWorld.new()
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## Local estimate of the server's tick, used to age incoming bullets.
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var server_tick_est: int = 0
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var input_tick: int = 0
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var predicted_pos := Vector2.ZERO
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var aim: float = 0.0
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var pending: Array[InputFrame] = []
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# Authoritative mirror of the local player.
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var my_hp: int = SimConfig.PLAYER_MAX_HP
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var my_alive: bool = true
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var my_escape: float = 0.0
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var my_escaping: bool = false
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## Arrival protection: invulnerable and unable to shoot.
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var my_spawn_grace: bool = false
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## Seconds left before the HUD's return-to-hub button becomes available. The
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## server enforces the same lockout; this only drives the button's look.
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var my_respawn_wait: float = 0.0
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## Set by the HUD button, not by a key. Death is deliberately exited through a
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## deliberate click rather than whatever the player happened to be holding.
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var request_respawn: bool = false
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## Set by the in-game menu's "return to hub" -- synthesises a held escape
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## button, so the menu route runs the identical server-side channel as the key.
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## Cleared when the channel resolves or the player cancels.
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var request_escape: bool = false
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## Who is online and where, for the hub's player list. Server-pushed.
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var roster: Array[Dictionary] = []
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## Whole seconds until a cleared dungeon returns the party, or
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## Protocol.COUNTDOWN_NONE outside that state.
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var cleared_countdown: int = Protocol.COUNTDOWN_NONE
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## Where this world's dungeon portal is. Per-map now, so it has to be told.
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var portal_pos := Vector2.ZERO
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## Backstop for input-numbering drift: if the server stops acknowledging new
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## inputs, our tick numbering has fallen outside its acceptance window and no
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## amount of waiting fixes it. Counted in snapshots, not ticks.
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var _last_acked: int = -1
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var _ack_stall: int = 0
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var snap_prev: Dictionary = {}
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var snap_curr: Dictionary = {}
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var _interp: float = 0.0
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var _bot_tick: int = 0
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var _dungeon_ticks: int = 0
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func _ready() -> void:
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world.authoritative = false
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# Sample and send input BEFORE ServerRuntime ticks. On a listen server both
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# live in one process, and default tree order put the server first -- so the
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# input sampled on frame N was not consumed until the server's frame N+1,
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# leaving the drawn ship a permanent one-tick (4px at 240 u/s) ahead of the
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# authoritative one. Bullets, spawned at the authoritative position, visibly
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# trailed the ship. Going first closes the gap to zero on a listen server
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# and costs a remote client nothing.
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process_physics_priority = -10
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set_physics_process(true)
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func _physics_process(delta: float) -> void:
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server_tick_est += 1
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input_tick += 1
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var frame := _sample_input()
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pending.append(frame)
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# Only enough history to cover the worst reconciliation window.
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while pending.size() > SimConfig.INPUT_MAX_AGE:
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pending.pop_front()
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if my_alive:
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predicted_pos = Movement.step_player(predicted_pos, frame.move,
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SimConfig.PLAYER_SPEED, world.map)
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# Send the last few frames every tick. Inputs are unreliable-ordered, so the
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# redundancy is what covers a dropped packet without a retransmit stall.
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var redundant: Array[InputFrame] = []
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var from := maxi(pending.size() - 3, 0)
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for i in range(from, pending.size()):
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redundant.append(pending[i])
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Net.send_input(NetCodec.encode_inputs(redundant))
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world.step()
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_interp = minf(_interp + delta * float(SimConfig.TICK_RATE) / float(SimConfig.SNAPSHOT_INTERVAL), 1.0)
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_maybe_bot_leave()
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## Bot harness: quit cleanly mid-run so the smoke test proves a polite
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## disconnect is caught by the same channel a SIGKILL is. Deferred because
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## Net.shutdown() frees this node.
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func _maybe_bot_leave() -> void:
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if GameOpts.bot_leave_after <= 0 or instance_kind != Protocol.InstanceKind.DUNGEON:
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return
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_dungeon_ticks += 1
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if _dungeon_ticks == GameOpts.bot_leave_after:
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GameLog.info("client", "BOT_GRACEFUL_LEAVE")
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Net.shutdown.call_deferred()
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# --- Input ------------------------------------------------------------------
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func _sample_input() -> InputFrame:
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if GameOpts.bot_client:
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return _bot_input()
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if not my_alive:
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# Downed: no movement, no fire, and the interact key does nothing. The
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# only way out is the HUD button, which sets request_respawn.
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var dead_buttons := InputFrame.BTN_INTERACT if request_respawn else 0
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return InputFrame.make(input_tick, Vector2.ZERO, aim, dead_buttons)
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var move := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var mouse := get_viewport().get_mouse_position() - get_viewport().get_visible_rect().size * 0.5
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var to_mouse := mouse - predicted_pos
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if to_mouse.length_squared() > 1.0:
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aim = to_mouse.angle()
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var buttons := 0
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if Input.is_action_pressed("fire"):
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buttons |= InputFrame.BTN_FIRE
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if Input.is_action_pressed("emergency_escape") or request_escape:
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buttons |= InputFrame.BTN_ESCAPE
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if Input.is_action_pressed("interact"):
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buttons |= InputFrame.BTN_INTERACT
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return InputFrame.make(input_tick, move, aim, buttons)
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## Scripted input so `tools/smoke.sh` can play the game with no display: orbit
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## the arena, fire constantly, take the portal, then punch out with the escape.
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func _bot_input() -> InputFrame:
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_bot_tick += 1
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var t := float(_bot_tick) * SimConfig.TICK_DELTA
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var move := Vector2(cos(t * 0.9), sin(t * 1.3))
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aim = t * 2.1
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var buttons := InputFrame.BTN_FIRE
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if not my_alive:
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# Downed bots ask for the hub, same as a player would -- otherwise a bot
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# that dies mid-run just lies there and the smoke test stalls.
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return InputFrame.make(input_tick, Vector2.ZERO, aim, InputFrame.BTN_INTERACT)
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if instance_kind == Protocol.InstanceKind.LOBBY and _bot_tick % 120 < 30:
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buttons |= InputFrame.BTN_INTERACT
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# Walk onto the portal instead of orbiting, or interact never lands.
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move = (portal_pos - predicted_pos).normalized()
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if instance_kind == Protocol.InstanceKind.DUNGEON and _bot_tick > 900:
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buttons |= InputFrame.BTN_ESCAPE
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return InputFrame.make(input_tick, move, aim, buttons)
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# --- Server messages --------------------------------------------------------
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func on_welcome(peer_id: int) -> void:
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my_peer = peer_id
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set_physics_process(true)
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GameLog.info("client", "welcome, peer id %d" % peer_id)
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## Re-number our input stream relative to the server and drop the history that
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## was numbered under the old scheme -- replaying it would apply inputs the
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## server never accepted.
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func _resync_input_tick(server_tick: int, why: String) -> void:
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input_tick = server_tick + SimConfig.INPUT_TARGET_LEAD
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pending.clear()
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_ack_stall = 0
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_last_acked = -1
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GameLog.warn("client", "input re-sync: %s" % why)
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func on_map_chunks(from_instance: int, data: PackedByteArray) -> void:
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# A chunk still in flight when we changed instances describes the wrong map.
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if from_instance != instance_id or world.map == null:
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return
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NetCodec.decode_map_chunks_into(world.map, data)
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func on_roster(data: PackedByteArray) -> void:
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roster = NetCodec.decode_roster(data)
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hud_dirty.emit()
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func on_enter_instance(id: int, kind: int, server_tick: int, boss_id: String,
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spawn: Vector2, map_w: int, map_h: int, portal: Vector2) -> void:
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instance_id = id
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instance_kind = kind as Protocol.InstanceKind
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portal_pos = portal
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boss_def = Content.boss(StringName(boss_id)) if not boss_id.is_empty() else null
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# We are told how big the map is and nothing else. Every tile starts UNKNOWN
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# and is filled in by streaming as the player moves, so the client never
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# holds terrain it has not been near -- there is no seed here to regenerate
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# from. Origin matches the server's centre_on_origin().
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var blank := MapGrid.new(maxi(map_w, 1), maxi(map_h, 1), MapGrid.Kind.UNKNOWN)
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blank.centre_on_origin()
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world.set_map(blank)
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world.pool.clear()
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snap_prev = {}
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snap_curr = {}
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predicted_pos = spawn
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pending.clear()
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server_tick_est = server_tick
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input_tick = server_tick + SimConfig.INPUT_TARGET_LEAD
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_last_acked = -1
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_ack_stall = 0
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my_alive = true
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my_hp = SimConfig.PLAYER_MAX_HP
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my_escape = 0.0
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my_escaping = false
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my_spawn_grace = false
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# Arriving somewhere is the natural end of an escape request, however it
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# was triggered -- otherwise the synthesised button would keep firing and
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# bounce the player straight back out of the hub.
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request_escape = false
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request_respawn = false
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my_respawn_wait = 0.0
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cleared_countdown = Protocol.COUNTDOWN_NONE
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GameLog.info("client", "entered instance %d (%s)" % [id, Protocol.InstanceKind.keys()[kind]])
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instance_changed.emit()
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hud_dirty.emit()
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func on_snapshot(data: PackedByteArray) -> void:
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var snap := NetCodec.decode_snapshot(data)
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if not snap_curr.is_empty() and int(snap["tick"]) <= int(snap_curr["tick"]):
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return # stale or duplicate; unreliable channel, newest wins
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cleared_countdown = int(snap["cleared_countdown"])
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snap_prev = snap_curr
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snap_curr = snap
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_interp = 0.0
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var tick := int(snap["tick"])
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if server_tick_est < tick or server_tick_est > tick + 12:
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server_tick_est = tick
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# Keep the client roughly one buffer ahead of the server so inputs arrive
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# just before they are needed rather than late. The band is deliberately
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# narrower than the server's acceptance window (SimConfig.INPUT_MAX_LEAD),
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# so we always correct before the server starts dropping anything.
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var lead := input_tick - tick
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if lead < SimConfig.INPUT_LEAD_MIN or lead > SimConfig.INPUT_LEAD_MAX:
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_resync_input_tick(tick, "lead %d out of band" % lead)
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for rec: Dictionary in snap["players"]:
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if int(rec["peer"]) == my_peer:
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_reconcile(rec)
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break
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## Rewind to the server's position, replay every input it has not seen yet, and
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## land where the client should actually be right now.
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func _reconcile(rec: Dictionary) -> void:
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my_hp = int(rec["hp"])
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my_alive = (int(rec["flags"]) & Protocol.F_ALIVE) != 0
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my_escaping = (int(rec["flags"]) & Protocol.F_ESCAPING) != 0
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my_spawn_grace = (int(rec["flags"]) & Protocol.F_SPAWN_GRACE) != 0
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my_escape = float(rec["escape"])
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my_respawn_wait = float(rec["respawn_wait"])
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if my_alive:
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request_respawn = false
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hud_dirty.emit()
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var acked := int(rec["last_input_tick"])
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# If the server is not consuming anything we send, our numbering is outside
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# its window; lead alone cannot detect that, because a wrong lead looks
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# perfectly normal from here. This is what makes the failure self-healing.
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if acked == _last_acked:
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_ack_stall += 1
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if _ack_stall >= SimConfig.INPUT_ACK_STALL_LIMIT:
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_resync_input_tick(int(snap_curr["tick"]),
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"server stopped acknowledging input")
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return
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else:
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_last_acked = acked
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_ack_stall = 0
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while not pending.is_empty() and pending[0].tick <= acked:
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pending.pop_front()
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var p: Vector2 = rec["pos"]
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if my_alive:
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for f in pending:
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p = Movement.step_player(p, f.move, SimConfig.PLAYER_SPEED, world.map)
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var error := predicted_pos.distance_to(p)
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if error > 24.0:
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predicted_pos = p # real divergence: take the server's word
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elif error > 0.5:
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predicted_pos = predicted_pos.lerp(p, 0.3) # smooth out jitter
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func on_events(data: PackedByteArray) -> void:
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var packet := NetCodec.decode_events(data)
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var catchup := clampi(server_tick_est - int(packet["tick"]), 0, 30)
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for ev: Dictionary in packet["events"]:
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match int(ev["t"]):
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SimEvent.Type.BULLET_SPAWN:
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var slot := world.pool.spawn(ev["pos"], ev["vel"], ev["r"], ev["life"], 0,
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ev["team"], ev["kind"], ev["accel"], ev["turn"], ev["uid"])
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if slot >= 0 and catchup > 0:
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world.pool.advance_slot(slot, catchup)
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SimEvent.Type.BULLET_DESPAWN:
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world.apply_event(ev)
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SimEvent.Type.PLAYER_HIT:
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if int(ev["peer"]) == my_peer:
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my_hp = int(ev["hp"])
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local_hit.emit(int(ev["dmg"]))
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hud_dirty.emit()
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SimEvent.Type.PLAYER_DIED:
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if int(ev["peer"]) == my_peer:
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my_alive = false
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hud_dirty.emit()
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SimEvent.Type.PLAYER_RESPAWNED:
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if int(ev["peer"]) == my_peer:
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my_alive = true
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predicted_pos = ev["pos"]
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pending.clear()
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hud_dirty.emit()
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_:
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pass
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# --- View queries -----------------------------------------------------------
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## Remote players, interpolated between the last two snapshots. The local player
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## is excluded -- the view draws [member predicted_pos] for that one.
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func remote_players() -> Array[Dictionary]:
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return _interpolated("players", "peer", [my_peer])
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func enemies() -> Array[Dictionary]:
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return _interpolated("enemies", "id", [])
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func boss_state() -> Dictionary:
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if snap_curr.is_empty() or snap_curr.get("boss") == null:
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return {}
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return snap_curr["boss"]
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func _interpolated(list_key: String, id_key: String, exclude: Array) -> Array[Dictionary]:
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var out: Array[Dictionary] = []
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if snap_curr.is_empty():
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return out
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var prev_by_id := {}
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if not snap_prev.is_empty():
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for r: Dictionary in snap_prev[list_key]:
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prev_by_id[r[id_key]] = r
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for r: Dictionary in snap_curr[list_key]:
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if exclude.has(r[id_key]):
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continue
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var rec: Dictionary = r.duplicate()
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var old: Variant = prev_by_id.get(r[id_key])
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if old != null:
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rec["pos"] = (old["pos"] as Vector2).lerp(r["pos"], _interp)
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out.append(rec)
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return out
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