feat(multiplayer): Phase 1 transport, connection, and lobby

Lands tasks 1.0-1.8 of multiplayer-todo.md: the pure-function test runner,
net_codec (wire format quantizers/pack-unpack), NetworkManager (ENet
transport, manual polling, min-RTT clock sync), MatchNet (handshake,
protocol/tick-rate gating, roster with team+ready state), lobby.tscn (team
columns, switch team, ready toggle), server_boot.tscn (headless dedicated
server with structured logging and an overrun watchdog), and main_menu.gd's
Host/Join-by-IP UI (connecting overlay, cancel, bounded failure path).

Followed by an adversarial review (Opus subagent) that found and fixed two
real bugs - an unvalidated player_name broadcast that let one client's
oversized name head-of-line-block the reliable channel for everyone, and a
server-side roster leak across a host/re-host cycle - plus three gaps in
the test suite itself where a claim of "verified" wasn't actually backed
by what the test checked. All five two-process smoke tests plus the
pure-function suite are green with the strengthened assertions in place.
This commit is contained in:
Josh Creek
2026-08-20 08:18:59 +01:00
parent e83bb4fa0c
commit 4533da34e0
30 changed files with 2509 additions and 12 deletions
+110
View File
@@ -31,6 +31,10 @@ const DIFFICULTIES := [
@onready var dev_bot_dropdown: OptionButton = %DevBotDropdown
@onready var bot_a_dropdown: OptionButton = %BotADropdown
@onready var bot_b_dropdown: OptionButton = %BotBDropdown
@onready var join_address_edit: LineEdit = %JoinAddressEdit
@onready var multiplayer_error_label: Label = %MultiplayerErrorLabel
@onready var connecting_overlay: Control = %ConnectingOverlay
@onready var connecting_status_label: Label = %ConnectingStatusLabel
func _ready() -> void:
@@ -46,9 +50,27 @@ func _ready() -> void:
_populate_dropdown(dev_bot_dropdown, bots, GameSettings.dev_bot_override_path, true)
_populate_dropdown(bot_a_dropdown, bots, GameSettings.spectate_bot_a_path)
_populate_dropdown(bot_b_dropdown, bots, GameSettings.spectate_bot_b_path)
NetworkManager.connected_to_server.connect(_on_connected_to_server)
NetworkManager.connection_failed.connect(_on_connection_failed)
$CenterContainer/VBoxContainer/FreePlayButton.grab_focus()
# main_menu.gd's first async flow (task 1.7): Host is synchronous
# (NetworkManager.host() either succeeds immediately or fails immediately),
# but Join is not — it can take anywhere from a clean local-network round
# trip to ENet's own ~5s connect timeout to resolve, so unlike every other
# handler in this file (GameSettings.x = y; change_scene_to_file(...)) it
# needs a loading state (ConnectingOverlay), a cancel path, and a failure
# path that returns the player to a sane, retryable menu state rather than
# just hanging with no feedback.
func _process(_delta: float) -> void:
NetworkManager.poll()
func _physics_process(_delta: float) -> void:
NetworkManager.poll()
func _populate_difficulty_dropdown() -> void:
difficulty_dropdown.clear()
for tier in DIFFICULTIES:
@@ -158,3 +180,91 @@ func _on_spectate_pressed() -> void:
GameSettings.spectate_bot_a_path = _selected_path(bot_a_dropdown)
GameSettings.spectate_bot_b_path = _selected_path(bot_b_dropdown)
_leave_to_gameplay("res://scenes/spectate.tscn")
func _on_host_pressed() -> void:
_clear_multiplayer_error()
var err := NetworkManager.host()
if err != OK:
_show_multiplayer_error("Could not host: %s" % error_string(err))
return
_leave_to_lobby()
func _on_join_pressed() -> void:
_start_join()
func _on_join_address_submitted(_new_text: String) -> void:
_start_join()
# ENet's own give-up-and-fire-connection_failed schedule is not bounded to
# anything a menu should make a player wait for — verified empirically
# (tests/main_menu_test_hooks.gd's join_refused case) against a genuinely
# refused loopback connection: connection_failed never fired within 14s.
# This timer is what actually guarantees "connection-refused reaches a sane
# UI state" rather than leaving the overlay up indefinitely.
const CONNECT_TIMEOUT_SECONDS := 6.0
var _connect_timeout_token := 0 # bumped on every new attempt/cancel/resolution so a stale timer callback is a no-op
func _start_join() -> void:
_clear_multiplayer_error()
var address := join_address_edit.text.strip_edges()
if address.is_empty():
_show_multiplayer_error("Enter an IP address to join")
return
var err := NetworkManager.join(address)
if err != OK:
_show_multiplayer_error("Could not join: %s" % error_string(err))
return
connecting_status_label.text = "Connecting to %s..." % address
connecting_overlay.visible = true
_connect_timeout_token += 1
var my_token := _connect_timeout_token
get_tree().create_timer(CONNECT_TIMEOUT_SECONDS).timeout.connect(func(): _on_connect_timeout(my_token))
func _on_connect_timeout(token: int) -> void:
if token != _connect_timeout_token or not connecting_overlay.visible:
return # a newer attempt (or Cancel, or a real success/failure) already resolved this
NetworkManager.shutdown()
connecting_overlay.visible = false
_show_multiplayer_error("Connection timed out — check the address and that a server is hosting on that port")
func _on_connecting_cancel_pressed() -> void:
_connect_timeout_token += 1
NetworkManager.shutdown()
connecting_overlay.visible = false
func _on_connected_to_server() -> void:
if not connecting_overlay.visible:
return # e.g. a stray/late signal after Cancel already shut the peer down
_connect_timeout_token += 1
connecting_overlay.visible = false
_leave_to_lobby()
func _on_connection_failed() -> void:
if not connecting_overlay.visible:
return
_connect_timeout_token += 1
connecting_overlay.visible = false
_show_multiplayer_error("Connection failed — check the address and that a server is hosting on that port")
func _leave_to_lobby() -> void:
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
func _show_multiplayer_error(message: String) -> void:
multiplayer_error_label.text = message
multiplayer_error_label.visible = true
func _clear_multiplayer_error() -> void:
multiplayer_error_label.visible = false