Fix ESC-crashes-the-game, avatar facing backward, invisible build stamp
checkpoint / checkpoint (push) Successful in 1m47s
checkpoint / checkpoint (push) Successful in 1m47s
ESC: player.gd changed scene directly while game.gd._exit_tree closed the socket, which re-fired server_disconnected -> _on_server_lost ran mid- teardown (add_child on an exiting node, await on a null get_tree(), a second change_scene_to_file). Moved ESC to game.gd as one ordered path: _leave_world() sets a _leaving guard, disconnects the _on_server_lost handlers before closing the connection, then changes scene. _on_server_lost and _exit_tree now respect the guard. Verified headless: ESC -> world_list, no errors; 2p multiplayer still connects. Avatar faced +Z but a Godot node's forward is -Z, so walking forward showed the character its own face. Rebuilt the placeholder facing -Z (face plates, eyes, jaw, toes, and front-mounted attachments all moved to negative Z; backpack/ponytail to +Z). The procedural walk was already written for -Z forward, so it's unchanged. Build stamp was there but tiny/low-contrast bottom-left -- bumped to 20px opaque yellow with a heavy outline, moved to the top-left strip. limb_animator: guard _process with is_instance_valid(_skel) so a frame landing during avatar teardown can't touch a freed skeleton. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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+51
-18
@@ -22,6 +22,7 @@ const CORRECTION_THRESHOLD := 0.6
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var _net: NetworkClient = null
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var _networked := false
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var _leaving := false # a scene change is already in flight
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var _aligned := false # snapped to the server spawn yet?
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var _remotes: Dictionary = {} # peer_id -> Node3D
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var _remote_prev: Dictionary = {} # peer_id -> Vector3 (last snapshot position)
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@@ -34,6 +35,37 @@ func _ready() -> void:
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_setup_networked()
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func _unhandled_input(event: InputEvent) -> void:
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# ESC leaves the world back to the browser. Handled here (the scene root
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# that owns the connection) rather than in player.gd so the teardown is
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# a single ordered path -- doing it from two places raced _on_server_lost
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# against the scene change and looked like a crash.
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if event.is_action_pressed("ui_cancel"):
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get_viewport().set_input_as_handled()
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_leave_world()
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func _leave_world() -> void:
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if _leaving:
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return
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_leaving = true
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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_teardown_net()
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Session.clear()
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get_tree().change_scene_to_file("res://scenes/world_list.tscn")
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## Close the ENet connection and stop it from calling us back mid-teardown.
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func _teardown_net() -> void:
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if _net == null or not is_instance_valid(_net):
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return
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if _net.server_disconnected.is_connected(_on_server_lost):
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_net.server_disconnected.disconnect(_on_server_lost)
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if _net.connection_failed.is_connected(_on_server_lost):
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_net.connection_failed.disconnect(_on_server_lost)
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_net.disconnect_from_server()
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static func _build_label() -> String:
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var f := FileAccess.open("res://assets/build_info.json", FileAccess.READ)
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@@ -51,30 +83,28 @@ func _show_build_stamp() -> void:
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add_child(layer)
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var lbl := Label.new()
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lbl.text = "build %s" % _build_label()
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lbl.add_theme_color_override("font_color", Color(1, 1, 0.45))
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lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
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lbl.add_theme_constant_override("outline_size", 4)
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lbl.add_theme_font_size_override("font_size", 14)
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# Anchor a full-width strip to the bottom of the screen and left-align the
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# text in it. (A bare preset + .position on a zero-size Label collapses the
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# rect to negative width and nothing draws -- which is why this never showed.)
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lbl.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
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lbl.add_theme_color_override("font_color", Color(1, 1, 0.35))
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lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 1))
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lbl.add_theme_constant_override("outline_size", 6)
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lbl.add_theme_font_size_override("font_size", 20)
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# Full-width strip pinned to the TOP-left. (A bare preset + .position on a
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# zero-size Label collapses the rect to negative width and nothing draws --
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# which is why this never showed; explicit offsets fix it.)
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lbl.set_anchors_preset(Control.PRESET_TOP_WIDE)
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
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lbl.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
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lbl.offset_left = 8
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lbl.offset_right = -8
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lbl.offset_top = -30
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lbl.offset_bottom = -6
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lbl.offset_left = 12
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lbl.offset_right = -12
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lbl.offset_top = 8
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lbl.offset_bottom = 40
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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layer.add_child(lbl)
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func _exit_tree() -> void:
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# Leaving the world -- close the ENet connection cleanly so the server
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# fires peer_disconnected and removes our player (otherwise everyone else
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# keeps seeing a frozen "ghost" of us).
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if _net != null and is_instance_valid(_net):
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_net.disconnect_from_server()
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# Backstop for any exit path that didn't go through _leave_world (e.g. the
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# app quitting): close the ENet connection so the server fires
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# peer_disconnected and drops our player instead of leaving a ghost.
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_teardown_net()
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func _setup_networked() -> void:
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@@ -205,6 +235,9 @@ func _all_mesh_instances(node: Node, out: Array = []) -> Array:
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func _on_server_lost() -> void:
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if _leaving:
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return
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_leaving = true
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_networked = false
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_show_status("Disconnected from the server. Returning to worlds…")
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await get_tree().create_timer(1.5).timeout
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