docs(multiplayer): consolidate tracking into one document

multiplayer-todo.md and multiplayer-next.md tracked overlapping
information in two places. Fold everything into multiplayer-next.md
(architecture decisions, wire format, task breakdown with checkboxes,
gotchas list, testing notes) and delete multiplayer-todo.md. Section
numbers are unchanged, so existing code comments citing them by
section/task number still resolve; update every such reference to
point at the new filename.
This commit is contained in:
Josh Creek
2026-09-01 12:32:43 +01:00
parent 9dc1cc2d6f
commit 4fb7ddfecf
31 changed files with 1414 additions and 1660 deletions
+4 -4
View File
@@ -56,7 +56,7 @@ snapshot/restore API. That fact is why the multiplayer architecture is
server-authoritative with client-side prediction of only the local ship,
rather than rollback/resimulation netcode — rollback would require
deterministic replay, which no physics engine choice here provides
(`multiplayer-todo.md` §1, decision 1).
(`multiplayer-next.md` §1, decision 1).
## Multiplayer transport: Godot's built-in `MultiplayerAPI` over ENet
@@ -71,7 +71,7 @@ Design choices layered on top of the built-in peer, and why:
- **`ENetMultiplayerPeer.server_relay` is forced to `false`.** It defaults
to `true`, which lets any client `rpc()` any other client *through the
server* — incompatible with a server-authoritative model. Called out in
`multiplayer-todo.md` §2.1 as "the single highest-value one-line security
`multiplayer-next.md` §2.1 as "the single highest-value one-line security
change in the document."
- **Manual multiplayer polling**, not Godot's automatic idle-frame poll.
`NetworkManager` calls `set_multiplayer_poll_enabled(false)` because the
@@ -84,7 +84,7 @@ Design choices layered on top of the built-in peer, and why:
- **A custom binary wire format** (`net_codec.gd`) rather than raw RPC
argument marshalling, for compact, quantised input/snapshot packets sent
at high frequency — no stated alternative was considered in the docs, but
the packet-size/channel-intent design in `multiplayer-todo.md` §2 is
the packet-size/channel-intent design in `multiplayer-next.md` §2 is
extensive and deliberate.
## Optional multiplayer transport: Steam (GodotSteam)
@@ -96,7 +96,7 @@ Relay), from a custom GodotSteam-patched Godot build (not stock Godot —
use ENet only, and a build without the `steam` feature is fully functional
without it.
**Why it's optional and why raw ENet remains primary:** `multiplayer-todo.md`
**Why it's optional and why raw ENet remains primary:** `multiplayer-next.md`
states plainly that "Docker/VPS is the primary v1 deployment path. Raw ENet
self-hosting needs port forwarding, and SDR is Phase 7 — so [the ENet
phases] ship something that works on LAN or a VPS and nowhere else." Steam/SDR