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fix(multiplayer): project complete queue lifecycle
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@@ -161,6 +161,12 @@ static func phase_label(phase: String) -> String:
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return "Connecting to match"
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MatchmakingState.LIVE:
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return "Match in progress"
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MatchmakingState.RESULT_PENDING:
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return "Recording match result"
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MatchmakingState.COMPLETED:
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return "Match complete"
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MatchmakingState.ASSIGNED:
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return "Match assigned"
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MatchmakingState.CANCELLED:
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return "Search cancelled"
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MatchmakingState.EXPIRED:
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@@ -185,6 +191,10 @@ func _render(snapshot: Dictionary) -> void:
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detail_label.text = "Review the proposal before the countdown expires"
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elif phase == MatchmakingState.ACCEPTED:
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detail_label.text = "All players accepted; preparing the match server"
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elif phase == MatchmakingState.RESULT_PENDING:
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detail_label.text = "The server is confirming the final result"
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elif phase == MatchmakingState.COMPLETED:
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detail_label.text = "The match result has been recorded"
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elif phase == MatchmakingState.IDLE:
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detail_label.text = "Choose a playlist to begin"
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cancel_button.visible = ControlPlaneClient.state.can_cancel()
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@@ -197,8 +207,8 @@ func _render(snapshot: Dictionary) -> void:
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static func _is_terminal(phase: String) -> bool:
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return phase in [MatchmakingState.CANCELLED, MatchmakingState.EXPIRED, MatchmakingState.FAILED, MatchmakingState.LIVE]
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return phase in [MatchmakingState.CANCELLED, MatchmakingState.EXPIRED, MatchmakingState.FAILED, MatchmakingState.LIVE, MatchmakingState.COMPLETED]
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static func _can_start_new_search(phase: String) -> bool:
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return phase == MatchmakingState.IDLE or phase in [MatchmakingState.CANCELLED, MatchmakingState.EXPIRED, MatchmakingState.FAILED]
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return phase == MatchmakingState.IDLE or phase in [MatchmakingState.CANCELLED, MatchmakingState.EXPIRED, MatchmakingState.FAILED, MatchmakingState.COMPLETED]
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@@ -17,6 +17,9 @@ const PROCESS_READY := "PROCESS_READY"
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const ASSIGNMENT_READY := "ASSIGNMENT_READY"
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const CONNECTING := "CONNECTING"
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const LIVE := "LIVE"
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const ASSIGNED := "ASSIGNED"
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const RESULT_PENDING := "RESULT_PENDING"
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const COMPLETED := "COMPLETED"
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const CANCELLED := "CANCELLED"
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const EXPIRED := "EXPIRED"
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const FAILED := "FAILED"
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@@ -185,7 +188,7 @@ func restore_snapshot(saved: Dictionary) -> bool:
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proposal_revision = maxi(0, int(saved.get("proposal_revision", 0)))
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proposal_state = String(saved.get("proposal_state", ""))
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message = "Recovering authoritative matchmaking state"
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needs_resync = phase != CANCELLED and phase != EXPIRED and phase != FAILED
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needs_resync = phase != CANCELLED and phase != EXPIRED and phase != FAILED and phase != COMPLETED
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_emit_changed()
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return true
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@@ -242,7 +245,7 @@ func _reset() -> void:
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func _is_ticket_state(value: String) -> bool:
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return value in [QUEUED, PROPOSED, ACCEPTED, ALLOCATING, PROCESS_READY, ASSIGNMENT_READY, CONNECTING, LIVE, CANCELLED, EXPIRED, FAILED]
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return value in [QUEUED, PROPOSED, ACCEPTED, ALLOCATING, PROCESS_READY, ASSIGNMENT_READY, ASSIGNED, CONNECTING, LIVE, RESULT_PENDING, COMPLETED, CANCELLED, EXPIRED, FAILED]
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func _has_string(value: Dictionary, key: String) -> bool:
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@@ -49,6 +49,10 @@ func test_websocket_event_validation_requires_contract_specific_fields() -> void
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var accepted := envelope.duplicate()
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accepted["state"] = "ACCEPTED"
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assert_true(ControlPlaneClient._valid_websocket_event(accepted), "authoritative accepted queue event is accepted")
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for phase in ["ASSIGNED", "RESULT_PENDING", "COMPLETED"]:
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var lifecycle := envelope.duplicate()
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lifecycle["state"] = phase
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assert_true(ControlPlaneClient._valid_websocket_event(lifecycle), "post-match queue event is accepted: " + phase)
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var bad_state := envelope.duplicate()
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bad_state["state"] = "SECRET"
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assert_true(not ControlPlaneClient._valid_websocket_event(bad_state), "unknown state event is rejected")
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@@ -19,6 +19,15 @@ func test_ticket_projection_accepts_authoritative_accepted_phase() -> void:
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assert_true(not state.can_cancel(), "accepted match cannot be cancelled as a queue ticket")
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func test_ticket_projection_accepts_post_match_lifecycle_states() -> void:
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for phase in ["ASSIGNED", "CONNECTING", "LIVE", "RESULT_PENDING", "COMPLETED"]:
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var state := MatchmakingState.new()
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assert_true(state.begin_queue("ticket-" + phase, "casual"), "queue setup succeeds for " + phase)
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assert_true(state.apply_ticket_update({"ticket_id": "ticket-" + phase, "revision": 1, "state": phase, "playlist": "casual"}), "post-match phase is valid: " + phase)
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assert_eq(state.phase, phase, "post-match phase remains visible: " + phase)
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assert_true(not state.can_cancel(), "post-match phase cannot cancel: " + phase)
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func test_ticket_projection_rejects_gap_and_wrong_ticket_without_mutation() -> void:
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var state := MatchmakingState.new()
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assert_true(state.begin_queue("ticket-1", "casual"), "queue setup succeeds")
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@@ -1536,3 +1536,5 @@ The versioned OpenAPI contract now declares the implemented `/profile/ranked` su
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The Godot client now defers reconnect-triggered authoritative recovery when an HTTP mutation is still in flight, closing the `ERR_BUSY` recovery-drop race. An adversarial client test verifies that the active ticket remains queued for recovery rather than silently staying stale.
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The Godot queue projection now includes the contract's `ACCEPTED` ticket phase. Accepted events are no longer rejected as an unknown state; the UI keeps the accepted status visible and proceeds through allocation recovery. State and WebSocket vocabulary tests cover the transition.
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The queue projection now also accepts the contract's post-allocation/result states (`ASSIGNED`, `RESULT_PENDING`, and `COMPLETED`). These states remain visible, cannot issue queue cancellation, and completed matches return the search action to a valid new-search state; adversarial lifecycle and WebSocket vocabulary tests cover them.
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