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.
7.5 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.
Commands
tools/check.sh # parse-check every script (~5s) -- run after every edit
tools/test.sh # GUT suite, headless (~2s)
tools/smoke.sh # real server + 2 bot clients over ENet (~35s)
tools/bench.gd # godot --headless --path . --script tools/bench.gd
tools/server.sh # dedicated server
tools/client.sh --join --name ada
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: new dungeons open straight onto the boss. |
--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/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
- 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.- 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
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.