b25156a438
ci / verify (push) Successful in 45s
The real cause of the ship/bullet separation, which the previous commit only half-addressed. The server dropped inputs past a lead of 12 while the client only re-synced past 16, so a client whose lead drifted into 13-16 had every input silently rejected while believing its timing was fine. The server coasted on held_input and then stopped; the client kept predicting. The two separated permanently and the reconciler fought it every snapshot -- "shoved around". It needed two independent clocks to drift, hence "only after some time", and nothing in the loop could notice, hence "then persists". The listen-server diagnostic could never reproduce it: one process, one physics tick, lead constant by construction. Two defences: INPUT_MAX_LEAD (40) is now far wider than the client's correction band (3..20), asserted by tests/unit/test_input_lead.gd so narrowing it fails a test; and an ack-stall detector re-syncs when last_input_tick stops advancing, which catches the whole class regardless of cause -- lead alone cannot, because a wrong lead looks normal from the client. diag_prediction.gd now injects a +14 tick drift and exits non-zero unless the gap recovers. Also: - No invulnerability frames. Every bullet that touches a player lands; i-frames made dense patterns safer than sparse ones, which inverts the genre. Measured: a stationary player survives ~13.6s of the Warden's opening phase, ~17.5s drifting. spawn_grace remains the only invulnerable state. - Death is exited with a HUD button, disabled for the first 3s. The lockout is enforced in SimWorld, not just by graying the button -- a client that ignores its own UI still waits. The interact key no longer respawns. - Joining a server that is not there no longer drops the player into an empty lobby they cannot act in. Net.join() only creates an ENet object; the game scene now waits for the server to actually place us in an instance, with an 8s timeout, and headless runs exit non-zero instead of idling. Protocol 2 -> 3. 98 tests; check.sh, test.sh and smoke.sh all pass.
227 lines
8.4 KiB
GDScript
227 lines
8.4 KiB
GDScript
extends GutTest
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## The security tests. Each one describes something a modified client would try
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## and asserts that the authoritative world does not let it happen.
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##
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## The design intent is that these are boring to write, because the client has
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## no message that expresses the cheat in the first place -- it can only send
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## intent. These tests pin that property down so a future "just let the client
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## send its position, it is simpler" change fails loudly.
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var world: SimWorld
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const PEER := 7
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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 _send(frame_tick: int, move := Vector2.ZERO, buttons := 0, aim := 0.0) -> void:
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var frames: Array[InputFrame] = [InputFrame.make(frame_tick, move, aim, buttons)]
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world.queue_input(PEER, frames)
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## Drive the player for [param ticks] ticks with one fresh input per tick.
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func _drive(ticks: int, move := Vector2.ZERO, buttons := 0, aim := 0.0) -> void:
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for _i in ticks:
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_send(world.tick + 1, move, buttons, aim)
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world.step()
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func test_player_cannot_outrun_the_configured_speed() -> void:
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var start: Vector2 = world.players[PEER].pos
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_drive(60, Vector2(1.0, 0.0))
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var travelled: float = world.players[PEER].pos.distance_to(start)
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assert_almost_eq(travelled, SimConfig.PLAYER_SPEED, 1.0,
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"one second of held input must cover exactly one second of movement")
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func test_replayed_input_is_dropped() -> void:
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_drive(5, Vector2.RIGHT)
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var pos_after: Vector2 = world.players[PEER].pos
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var acked: int = world.players[PEER].last_input_tick
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# Re-send an already-consumed tick, the classic replay attack.
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_send(acked, Vector2.RIGHT)
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assert_eq(world.players[PEER].input_queue.size(), 0)
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world.step()
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# The held input coasts one more tick, which is expected; what matters is
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# that the stale frame did not stack a second move on top of it.
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assert_almost_eq(world.players[PEER].pos.distance_to(pos_after),
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SimConfig.PLAYER_SPEED * SimConfig.TICK_DELTA, 0.001)
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func test_input_from_the_far_future_is_dropped() -> void:
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_send(world.tick + SimConfig.INPUT_MAX_LEAD + 50, Vector2.RIGHT)
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assert_eq(world.players[PEER].input_queue.size(), 0,
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"a client cannot buy a head start by claiming a future tick")
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func test_ancient_input_is_dropped() -> void:
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world.tick = 10000
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_send(1, Vector2.RIGHT)
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assert_eq(world.players[PEER].input_queue.size(), 0)
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func test_input_flood_cannot_grow_the_queue_without_bound() -> void:
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for i in 500:
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_send(world.tick + 1 + i, Vector2.RIGHT)
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assert_lte(world.players[PEER].input_queue.size(), SimConfig.INPUT_MAX_AGE,
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"a flood of inputs must not become unbounded server memory")
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func test_fire_rate_is_enforced_by_the_server() -> void:
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# Hold fire every single tick; the server still applies its own cooldown.
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_drive(60, Vector2.ZERO, InputFrame.BTN_FIRE)
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var expected := 60 / SimConfig.PLAYER_FIRE_COOLDOWN
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assert_almost_eq(float(world.pool.live_count), float(expected), 2.0,
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"holding fire must not fire faster than the cooldown allows")
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func test_a_starved_player_eventually_stops_moving() -> void:
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_drive(3, Vector2.RIGHT)
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var pos_at_starve: Vector2 = world.players[PEER].pos
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# Send nothing at all for a long time, as a disconnecting client would.
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for _i in SimConfig.INPUT_MAX_AGE + 120:
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world.step()
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var coasted: float = world.players[PEER].pos.distance_to(pos_at_starve)
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assert_lt(coasted, SimConfig.PLAYER_SPEED * 1.0,
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"a silent client must coast briefly, then stop, not drift forever")
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func test_enemy_bullets_damage_the_player_and_are_consumed() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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world.pool.spawn(Vector2(-1.0, 0.0), Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP - 25)
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assert_eq(world.pool.live_count, 0, "a bullet that hits must be consumed")
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## The inverse of what this asserted before. There are no i-frames: in a bullet
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## hell the wall is the threat, and letting one hit grant immunity to the rest
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## of the wall inverts the whole risk model.
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func test_every_bullet_in_a_wall_lands() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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for _i in 3:
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP - 75,
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"three bullets is three hits, not one")
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func test_consecutive_ticks_both_deal_damage() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 10,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 10,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP - 20,
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"there is no window of immunity after a hit")
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func test_a_replica_world_never_resolves_a_hit() -> void:
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world.authoritative = false
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP,
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"only the server decides damage; a client replica must never apply it")
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func _kill_player() -> SimPlayer:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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p.hp = 5
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p.spawn_grace = 0
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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world.step()
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assert_false(p.alive, "setup: the player should be down")
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return p
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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_a_downed_player_stays_down_without_input() -> void:
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var p := _kill_player()
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world.drain_events()
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for _i in 600:
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world.step()
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assert_false(p.alive, "there is no timed respawn -- death waits for the player")
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assert_eq(_events_of(SimEvent.Type.RESPAWN_REQUESTED).size(), 0)
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func test_a_downed_player_asking_to_respawn_is_reported_once_per_tick() -> void:
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_kill_player()
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_drive(SimConfig.RESPAWN_LOCKOUT_TICKS)
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world.drain_events()
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_drive(1, Vector2.ZERO, InputFrame.BTN_INTERACT)
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assert_eq(_events_of(SimEvent.Type.RESPAWN_REQUESTED).size(), 1,
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"the request is an event for the instance layer, not a local revive")
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# Crucially the world does NOT revive the player itself: only the server's
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# instance layer can, by moving them to the hub.
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assert_false(world.players[PEER].alive)
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## The HUD disables its button for the same duration, but that is presentation.
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## A client that ignores its own UI and spams the bit still has to wait.
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func test_the_respawn_lockout_is_enforced_by_the_server() -> void:
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_kill_player()
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world.drain_events()
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_drive(SimConfig.RESPAWN_LOCKOUT_TICKS - 2, Vector2.ZERO, InputFrame.BTN_INTERACT)
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assert_eq(_events_of(SimEvent.Type.RESPAWN_REQUESTED).size(), 0,
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"holding the request down must not shorten the lockout")
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_drive(4, Vector2.ZERO, InputFrame.BTN_INTERACT)
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assert_gt(_events_of(SimEvent.Type.RESPAWN_REQUESTED).size(), 0,
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"and it must actually open once the lockout expires")
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func test_the_lockout_is_reported_to_the_client() -> void:
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_kill_player()
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var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
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var wait: float = snap["players"][0]["respawn_wait"]
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assert_almost_eq(wait,
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float(SimConfig.RESPAWN_LOCKOUT_TICKS) / float(SimConfig.TICK_RATE), 0.3,
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"the HUD needs the countdown to render its disabled button")
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func test_respawn_request_never_reaches_the_client() -> void:
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_kill_player()
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_drive(1, Vector2.ZERO, InputFrame.BTN_INTERACT)
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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.RESPAWN_REQUESTED,
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"where a dead player goes is the server's decision")
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func test_spawn_grace_blocks_damage_and_firing() -> void:
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var p: SimPlayer = world.players[PEER]
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p.pos = Vector2.ZERO
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p.spawn_grace = 60
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world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 25,
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SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
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_drive(1, Vector2.ZERO, InputFrame.BTN_FIRE)
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assert_eq(p.hp, SimConfig.PLAYER_MAX_HP, "arrival protection must absorb the hit")
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assert_eq(world.pool.live_count, 1,
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"only the enemy bullet: a protected player cannot shoot either")
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func test_spawn_grace_expires() -> void:
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var p: SimPlayer = world.players[PEER]
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p.spawn_grace = 5
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_drive(6)
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assert_eq(p.spawn_grace, 0)
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assert_false(p.invulnerable())
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_drive(1, Vector2.ZERO, InputFrame.BTN_FIRE)
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assert_eq(world.pool.live_count, 1, "the gun comes back once grace ends")
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