Files
transcience/CLAUDE.md
T
claude ded7bf96d5
ci / verify (push) Successful in 47s
Documentation pass before context compaction
The roadmap was actively misleading: an earlier stage renumbering left Stage 2's
completed work sitting under a "Stage 3 -- todo" heading, and the inventory
table orphaned with no heading at all. Since that file is the primary handoff
document, a fresh session would have started by re-implementing accounts and
characters. Rewritten.

Captured in full, from the original brief rather than from memory, the two
stages not yet built:

- Stage 3 (inventory and loot): 4 slots, potions rare from trash and guaranteed
  from bosses, world-shared loot, and the player-instanced food item -- with a
  note that two loot visibilities must exist from the start, because proving the
  instanced path works is the food item's entire purpose.
- Stage 4 (upgrades): every upgrade with its exact stated effect, plus the two
  constraints it will collide with -- sniper's 2x bullet speed against the
  tunnelling threshold, and per-player bullet travel against the interest radius
  that test_interest.gd currently derives from static content.

Ten open questions are listed as explicitly do-not-guess, seven of them blocking
Stage 4.

ARCHITECTURE.md still claimed "the arena is a rectangle" and "no tilemap
collision", both untrue since Stage 1. Rewritten around MapGrid, with what the
grid costs (axis-aligned, 32px-quantised, bullets under a tile per tick) rather
than only what it buys.

Added a "verification traps" section to WORKFLOW.md recording six mistakes made
during this work, each of which cost a round trip of reporting something fixed
that was not: verifying the artefact rather than the behaviour, dumping the
wrong channel, measuring a configuration where the bug cannot exist, a test
whose setup silently invalidated it, git checkout reverting real work alongside
a probe, and a pattern edit matching in two files. They are specific enough to
be actionable.

Also documented the diagnostics in CLAUDE.md -- they were undiscoverable -- and
recorded the current verification surface so "everything passes" has a stated
meaning.

206 tests, 15 smoke assertions, both diagnostics pass.
2026-09-04 20:34:45 +02:00

10 KiB

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 . --script tools/bench.gd             # sim cost per tick
python3 tools/build_local_assets.py                           # rebuild the local-only bullet atlas

diag_progression exists because the bot smoke test cannot cover progression: bots are poor shots and rarely kill anything.

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, three button bits) and a handshake. There is no message for "I moved here", "I hit that", "I took damage" or "my escape finished". 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.

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/sim/patterns/ Bullet emitters — the authoring surface for every enemy and boss.
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/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

  1. New class_name needs a cache refresh. .godot/global_script_class_cache.cfg is only rebuilt by the editor or godot --headless --path . --import. Until then every use of the new class reports Identifier not declared, which looks like a real error. check.sh does the refresh for you.
  2. Autoload names do not resolve under --script. A --script run has no main loop, so Net is Identifier not found. Tools that need autoloads must run as a scene (see tools/check.tscn); tools that don't can use --script. This is why GameLog and GameOpts are static classes rather than autoloads.
  3. 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 call Script.reload() on the script you are running — it hangs.
  4. Input events default to device = 16, which matches nothing. Bindings must use device = -1. tools/setup_input_map.gd generates the input map correctly; edit that file, not the [input] block in project.godot.
  5. set_anchors_preset(preset) does not zero the offsets. keep_offsets defaults to false, 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. Use set_anchors_and_offsets_preset() for any Control built in code. Separately: .position assigns an absolute coordinate even on an anchored control; offset_left/offset_top are the anchor-relative ones. This combination silently broke the main menu and three pieces of the HUD.
  6. ProjectSettings.save() drops settings equal to the engine default and strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code in src/main.gd instead of trusted to project.godot.

Non-obvious invariants

  • ClientRuntime.process_physics_priority = -10. The client must sample and send input before ServerRuntime ticks, or a listen server's drawn ship sits a permanent tick ahead of the authoritative one and bullets trail it. Measure with godot --headless --path . res://tools/diag_prediction.tscn (~0.1px is healthy, 4px means the ordering broke).
  • PLAYER_RADIUS (hitbox) < PLAYER_VISUAL_RADIUS (sprite), and PLAYER_MUZZLE_OFFSET derives from the visual one. Prefer a visible near-miss over an invisible hit; keep the muzzle clear of the sprite.
  • INPUT_MAX_LEAD must stay well above INPUT_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 by tests/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_RADIUS must stay wider than FOG_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. Pinned by test_bullet_speeds_stay_below_the_tunnelling_threshold.
  • Only ServerRuntime writes progression. The simulation reads a player's level and max health; it never grants experience or retires a character. One writer means a level can never disagree with the experience that earned it.
  • LocalAuthProvider is 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.gd enforces that every hostile has an emitter.
  • No i-frames. Every bullet that touches a player lands; spawn_grace is 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 add a test. 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.