test(multiplayer): lock allocated launch overrides

This commit is contained in:
Josh Creek
2026-09-01 16:09:57 +01:00
parent b4ea50d76a
commit 12b9712a8d
2 changed files with 23 additions and 0 deletions
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@@ -1400,3 +1400,5 @@ The NA overlay now also patches the allocated childs `--region=NA` argument,
Allocated Godot startup now derives its `min-players` floor from the verified signed roster size, preventing the direct-server default of one player from starting a partially admitted allocated match. A focused regression test covers six-player, casual two-player, and direct-server behavior; the full Godot harness is currently unavailable because Godot cannot open its shared `user://` log and crashes in the macOS renderer before test execution.
The former display-name reclaim weakness (flagged item C) is now closed for allocated matches: the signed `PlayerID` is retained in the server roster and slot, and both reconnect reclaim and late-join promotion carry that stable identity across peer-id changes. Display-name matching remains only as a legacy fallback for unauthenticated direct servers. A focused adversarial unit test covers changed names, same-name impostors, missing identities, and the direct-server fallback.
Allocated supervisor launch arguments now have a direct regression guard: authoritative match/server/image/assignment-expiry values replace stale child placeholders without mutating the callers command slice or disturbing unrelated arguments; dynamic Agones port propagation remains covered by the existing startup test. This closes the local implementation portion of task 8.29; live Agones passthrough/NAT and multi-match validation remain infrastructure gates.