feat(multiplayer): Phase 4 tasks 4.1/4.2 - local prediction history ring

Adds LocalPredictionHistory, a client-owned seq-tagged ring recording
predicted ship state per input sequence, plus wiring in
NetworkedMatch to record predictions on send and compare them against
authoritative snapshots on arrival. Ships stay frozen/interpolated
until 4.3 lands actual correction logic; this round only builds the
comparison machinery and its data.

Includes fixes from two review rounds: resync_required now
self-clears once acknowledgements catch back up (mirrors
InputJitterBuffer's stalled flag), NetBodyState gained a copy()
method to stop diagnostic accessors aliasing ring-owned state, and
corrected comments that had described the local ship as being
force-simulated pre-4.3 when it is still driven by interpolated
transform writes.
This commit is contained in:
Josh Creek
2026-08-20 19:29:13 +01:00
parent cf73074e27
commit 3d3024ae8a
4 changed files with 454 additions and 0 deletions
+96
View File
@@ -8,6 +8,9 @@ extends GameMode
# everything, including its own ship, from the interpolation buffer; there
# is no local prediction yet (that's Phase 4), so every body on the client
# is FREEZE_MODE_KINEMATIC and driven entirely by incoming snapshots.
# Tasks 4.1/4.2 add the seq-tagged recording and comparison plumbing that
# Phase 4 will need (LocalPredictionHistory below), but deliberately stop
# short of unfreezing or locally simulating anything — that is task 4.3.
#
# No HUD/Arena child in networked_match.tscn — both are built in code, once
# the arena is actually known (the server picks one; the client learns it
@@ -29,6 +32,7 @@ const NetBodyState = preload("res://scripts/net_body_state.gd")
const NetInterpolator = preload("res://scripts/net_interpolator.gd")
const InputJitterBuffer = preload("res://scripts/input_jitter_buffer.gd")
const InputLeadController = preload("res://scripts/input_lead_controller.gd")
const LocalPredictionHistory = preload("res://scripts/local_prediction_history.gd")
const HUD_SCENE = preload("res://scenes/HUD.tscn")
# Minimum plausible interpolation delay even on a same-machine/LAN link —
@@ -101,6 +105,20 @@ var _input_seq := 0 # client only
# 3-packet burst loss still recovers every tick's action via a later
# packet's history. Client only.
var _input_history: Array[ShipAction] = []
var _local_prediction_history := LocalPredictionHistory.new() # client only; 128-entry seq-tagged history (§4.3)
# Latest raw result from LocalPredictionHistory.compare_authoritative(). This
# pass records and compares only; Phase 4.3 will consume it to choose and
# apply the actual reconciliation correction.
#
# Read its error fields with the caveat documented on
# _local_ship_prediction_state(): until task 4.3 unfreezes and locally
# simulates the local ship, the "predicted" side of every comparison is an
# interpolated past-snapshot pose, not a forward simulation. The
# position_error / rotation_error_radians / *_velocity_error numbers
# therefore measure interpolation-vs-authoritative drift, and are NOT
# prediction error. Expect them to be small and largely uninformative, and
# do not calibrate any snap/blend threshold against them yet.
var _last_local_prediction_comparison: Dictionary = {}
var _last_received_snapshot_tick := 0 # client only: echoed back as ack_snapshot_tick
var _input_lead_controller := InputLeadController.new() # client only (§3.3)
var _last_known_input_buffer_depth := -1 # client only: -1 = no snapshot with this field yet
@@ -478,6 +496,12 @@ func _send_local_input() -> void:
# one tick of latency recovered).
var delta := _input_lead_controller.update(_last_known_input_buffer_depth)
_input_seq += delta
# Record this tick's (seq, action, local-ship state) triple. action is
# sampled exactly once above; record() makes its own copy for the
# longer-lived prediction history. See _local_ship_prediction_state() for
# what the "state" half does and does not currently mean.
if _my_slot != null and is_instance_valid(_my_slot.ship):
_local_prediction_history.record(_input_seq, action, _local_ship_prediction_state(_my_slot.ship, action))
# Redundancy (§3.1): carry the last MAX_REDUNDANCY ticks' actions,
# newest-first, so a burst of up to (MAX_REDUNDANCY - 1) consecutive
# packet losses still lets the server recover every dropped tick's
@@ -535,6 +559,15 @@ func _on_snapshot_received(decoded: Dictionary) -> void:
# own slot's server-side InputJitterBuffer.depth() at send time, which
# is exactly what the input_lead control loop (§3.3) needs.
_last_known_input_buffer_depth = decoded["input_buffer_depth"]
# Compare the server state for this client's own fixed slot against the
# entry tagged with the exact input sequence the server applied. Do not
# correct the body here yet: this result is intentionally inspection data
# for the later snap/blend pass, and (per
# _local_ship_prediction_state()) is not yet true prediction error.
if _my_slot != null:
var my_index := _slots.find(_my_slot)
if my_index >= 0 and my_index < bodies.size():
_last_local_prediction_comparison = _local_prediction_history.compare_authoritative(decoded["last_input_seq"], bodies[my_index])
_update_tick_bias(server_tick)
for i in _slots.size():
if i < bodies.size():
@@ -550,6 +583,69 @@ func _on_snapshot_received(decoded: Dictionary) -> void:
_ball_interpolator.add_sample(server_tick, ball_state, reset_gen)
# NOT a prediction yet, despite the name — the name is for task 4.3, which
# is what will make it true. Pre-4.3 EVERY ship on the client, including this
# client's own, is freeze = true / FREEZE_MODE_KINEMATIC (see _apply_match_config,
# which sets that uniformly with no exception for _my_slot) and is moved only
# by NetInterpolator transform writes derived from ALREADY-RECEIVED, past
# server snapshots. Nothing locally simulates the local ship, and nothing ever
# writes linear_velocity/angular_velocity onto it.
#
# So what this samples is "wherever the interpolator had smoothed the ship to
# at packet-send time", NOT "where the action sampled this tick will put the
# ship". The consequences for anyone reading the comparison output:
# - linear_velocity/angular_velocity here are NOT zero — a first pass at
# this comment claimed they were, but FREEZE_MODE_KINEMATIC derives a
# body's velocity from its own consecutive transform writes, so these
# fields genuinely reflect the interpolator's implied motion (confirmed
# live: non-zero, direction-correct velocities while driving). What they
# are NOT is the result of locally simulating the sampled action's
# thrust/rotation through the ship's own force formulas.
# - the resulting position_error / rotation_error_radians measure how far
# an interpolated PAST pose (and its implied velocity) sits from the
# later-arriving authoritative pose for that sequence. That is
# interpolation lag, not prediction error, and on a clean link it will
# read small and largely uninformative.
# - do not calibrate a snap-vs-blend threshold, or benchmark "prediction
# quality", against these numbers.
# They only become genuine prediction error once task 4.3's net_ship_predictor.gd
# unfreezes the local ship and steps it forward locally (multiplayer-todo.md
# §4 / §7 tasks 4.3 and 4.5). The recording/matching plumbing is landed first,
# on purpose, so 4.3 has a tested ring to build on.
func _local_ship_prediction_state(ship: Ship, action: ShipAction) -> NetBodyState:
var state := NetBodyState.new()
state.position = ship.global_position
state.rotation = ship.global_transform.basis.get_rotation_quaternion()
state.linear_velocity = ship.linear_velocity
state.angular_velocity = ship.angular_velocity
state.frozen = ship.freeze
state.turbo = action.turbo
state.thrust_z = action.thrust.z
state.avel_range = NetCodec.SHIP_AVEL_RANGE
return state
# Diagnostic accessor. Same caveat as _local_ship_prediction_state(): the
# error fields are interpolation-vs-authoritative drift, not prediction error,
# until task 4.3 lands.
#
# Dictionary.duplicate(true) recurses into Arrays/Dictionaries but copies
# Objects (RefCounted included) BY REFERENCE — an adversarial review caught
# that this returned a dict sharing its "action"/"predicted_state"/
# "authoritative_state" ShipAction/NetBodyState instances with the stored
# comparison, so a caller writing through the "copy" silently rewrote
# history. ShipAction.copy() and NetBodyState.copy() exist precisely so
# callers holding onto one past its own tick copy it (see ship_action.gd's
# own comment) — this accessor has to honor that contract itself, not just
# assume duplicate(true) does.
func get_last_local_prediction_comparison() -> Dictionary:
var result := _last_local_prediction_comparison.duplicate(true)
for key in ["action", "predicted_state", "authoritative_state"]:
if result.has(key):
result[key] = result[key].copy()
return result
# See the class-level comment above _tick_bias_samples for why this exists.
# bias_ms is how much further ahead to_tick(server_time_est) lands than the
# server_tick this snapshot actually carries — mostly the server's own