f70de1b825
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.
87 lines
3.2 KiB
GDScript
87 lines
3.2 KiB
GDScript
extends Node
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## Measures the gap between where the client *draws* the local player and where
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## the server actually has it -- the number that decides whether bullets appear
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## to leave the ship's nose or trail out of its back.
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##
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## godot --headless --path . res://tools/diag_prediction.tscn
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##
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## Runs the real listen-server path (ServerRuntime + ClientRuntime + the actual
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## Net loopback), not a mock, so node process order is exactly production's.
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## Tick at which to shove the client's input numbering out of sync, simulating
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## the clock drift between two independent processes that produced the original
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## "ship and bullets separate after a few minutes, permanently" bug. 0 disables.
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const DRIFT_AT := 120
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const DRIFT_BY := 14
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var _ticks: int = 0
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var _worst: float = 0.0
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var _sum: float = 0.0
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var _samples: int = 0
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## Measured only after the injected drift, which is the interesting window.
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var _worst_after_drift: float = 0.0
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var _drifted: bool = false
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func _ready() -> void:
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GameOpts.bot_client = true
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GameOpts.player_name = "diag"
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if Net.host(27300) != OK:
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push_error("could not host")
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get_tree().quit(1)
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return
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Net.start_local_client()
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func _physics_process(_delta: float) -> void:
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_ticks += 1
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var srv := Net.server
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var cli := Net.client
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if srv == null or cli == null:
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return
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var inst := srv.instance_of(Net.LOCAL_PEER)
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if inst == null or not inst.world.players.has(Net.LOCAL_PEER):
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return
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var sp: SimPlayer = inst.world.players[Net.LOCAL_PEER]
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var delta_px := sp.pos.distance_to(cli.predicted_pos)
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# Skip the first few ticks while the handshake settles.
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if _ticks > 20:
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_worst = maxf(_worst, delta_px)
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_sum += delta_px
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_samples += 1
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if DRIFT_AT > 0 and _ticks == DRIFT_AT:
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# Exactly what two drifting clocks do, only instantly. With the old
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# constants this landed in the gap between "server stops accepting" and
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# "client notices", and the two never re-converged.
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cli.input_tick += DRIFT_BY
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_drifted = true
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print("--- injected +%d tick input drift ---" % DRIFT_BY)
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# Give the client a moment to notice before judging it.
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if _drifted and _ticks > DRIFT_AT + 90:
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_worst_after_drift = maxf(_worst_after_drift, delta_px)
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if _ticks % 20 == 0:
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print("tick=%4d srv_tick=%4d srv_pos=%-22s pred=%-22s gap=%6.2fpx acked=%4d cli_tick=%4d queue=%d" % [
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_ticks, inst.world.tick, str(sp.pos.round()), str(cli.predicted_pos.round()),
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delta_px, sp.last_input_tick, cli.input_tick, sp.input_queue.size()])
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if _ticks >= 300:
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print("---")
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print("GAP worst=%.2fpx mean=%.2fpx over %d samples" % [_worst, _sum / maxf(_samples, 1), _samples])
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print("player speed is %.0f u/s = %.2f px per tick" % [
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SimConfig.PLAYER_SPEED, SimConfig.PLAYER_SPEED * SimConfig.TICK_DELTA])
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print("muzzle offset = %.1fpx, drawn ship radius = %.1fpx, hitbox = %.1fpx" % [
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SimConfig.PLAYER_MUZZLE_OFFSET, SimConfig.PLAYER_VISUAL_RADIUS,
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SimConfig.PLAYER_RADIUS])
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var ok := true
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if _drifted:
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print("RECOVERED gap after drift: worst=%.2fpx" % _worst_after_drift)
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# One tick of movement is 4px; anything near that means the client
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# re-synced. Tens of px means it is stuck, which is the bug.
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ok = _worst_after_drift < 12.0
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print("DRIFT_RECOVERY_" + ("PASS" if ok else "FAIL"))
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Net.shutdown()
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get_tree().quit(0 if ok else 1)
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