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https://github.com/jcreek/CosmicClash.git
synced 2026-09-13 07:42:04 +00:00
feat(multiplayer): task 2.8 net_sim.gd, close out Phase 2
New NetSim autoload: seeded, CLI-driven (--net-sim-latency/-jitter/-loss/-dup) latency/jitter/loss/duplicate decorator, a true no-op passthrough unless a flag is set. Wraps MatchSim.send_input/send_snapshot per the design doc's scope, plus NetworkManager's ping/pong so the already-tested RTT/clock measurement becomes the acceptance signal for "raises observed RTT" without waiting on Phase 3's per-peer snapshot echo. Two real bugs found while building and verifying this against Phase 2's own milestone gate (a real match under --net-sim-latency 80 --net-sim-jitter 20, not just LAN): a timestamp captured inside a delayed RPC closure silently ate that side's own added delay out of the round-trip measurement instead of adding to it; and a delayed send whose target disconnected (or whose own process had already shut down) during the hold threw RPC errors, since the existing get_peers() filtering only checked validity at schedule time. Fixed by capturing timestamps before handing off to NetSim, and by having NetSim re-validate the target at fire time. Phase 2's milestone gate now passes for real: a full 1v1 under simulated 80ms latency / 20ms jitter still shows clean server-authoritative movement and zero RPC errors. Full Phase 1 + Phase 2 regression suite re-verified clean with NetSim present but inactive.
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@@ -44,6 +44,7 @@ GameSettings="*res://scripts/game_settings.gd"
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VideoSettings="*res://scripts/video_settings.gd"
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BackgroundFPS="*res://scripts/background_fps.gd"
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PerfOverlay="*res://scripts/perf_overlay.gd"
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NetSim="*res://scripts/net_sim.gd"
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NetworkManager="*res://scripts/network_manager.gd"
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MatchNet="*res://scripts/match_net.gd"
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MatchSim="*res://scripts/match_sim.gd"
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@@ -48,11 +48,13 @@ func request_match_config() -> void:
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func send_input(bytes: PackedByteArray) -> void:
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_recv_input.rpc_id(1, bytes)
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# bytes is already fully packed (any timestamps it carries are already
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# fixed), so wrapping the dispatch itself is enough — task 2.8.
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NetSim.send(func() -> void: _recv_input.rpc_id(1, bytes), 1)
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func send_snapshot(peer_id: int, bytes: PackedByteArray) -> void:
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_snapshot.rpc_id(peer_id, bytes)
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NetSim.send(func() -> void: _snapshot.rpc_id(peer_id, bytes), peer_id)
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func send_score_update(score: Dictionary) -> void:
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@@ -0,0 +1,116 @@
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extends Node
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# Autoload (project.godot [autoload] NetSim). Debug-only, seeded
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# latency/jitter/loss/duplicate decorator around outgoing RPC dispatch —
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# task 2.8. A pure passthrough (send() calls dispatch.call() immediately)
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# unless CLI flags are given, so every existing test and the real game are
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# byte-for-byte unaffected by this autoload merely existing.
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#
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# CLI (read once, in this process's own OS.get_cmdline_user_args()):
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# --net-sim-latency=<ms> one-way delay added before each wrapped send
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# --net-sim-jitter=<ms> extra uniform-random 0..jitter added per send
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# --net-sim-loss=<0..1> fraction of sends dropped entirely (never sent)
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# --net-sim-dup=<0..1> probability a send is ALSO sent a second time
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# --net-sim-seed=<int> RNG seed (default fixed, so a bad run reproduces
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# unless a CI/local run deliberately wants a
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# different one — same "seeded so failures
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# reproduce" bar as §11's testing section sets)
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#
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# "Asymmetric-capable" per §7 task 2.8 is not a separate feature: each
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# process reads only its own CLI args and only delays its own outgoing
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# sends, so running the host and client with different flags (e.g. a
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# lossy-upload client against a clean host) already produces asymmetric
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# behaviour with no extra plumbing.
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#
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# Call sites build a zero-argument Callable that performs the actual
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# rpc_id()/rpc() dispatch, so NetSim never needs to know per-call argument
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# shapes. IMPORTANT for callers that embed a timestamp in the call (e.g.
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# NetworkManager's _ping/_pong): capture Time.get_ticks_msec() *before*
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# calling send(), not inside the wrapped Callable — the delay is meant to
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# simulate wire transit *after* the packet is "sent", so a timestamp taken
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# inside the delayed closure would silently absorb this process's own
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# outbound leg out of any round-trip measurement built on top of it.
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#
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# Wraps MatchSim.send_input / send_snapshot per the doc's task 2.8 scope,
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# plus NetworkManager's _ping/_pong dispatch — the latter is a deliberate
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# addition beyond the literal task text: it's the only RTT measurement that
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# already exists and is already tested (tests/clock_smoke.gd, task 1.8), so
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# routing it through NetSim is what makes "`--net-sim-latency 80` measurably
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# raises observed RTT" (this task's own stated acceptance criterion)
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# checkable today, without waiting on Phase 3's per-peer snapshot echo.
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const DEFAULT_SEED := 20260820
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var latency_ms := 0.0
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var jitter_ms := 0.0
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var loss_fraction := 0.0
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var dup_fraction := 0.0
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var _rng := RandomNumberGenerator.new() # owned instance — never the global RNG, task 0.7's rule
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func _ready() -> void:
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var seed_value := DEFAULT_SEED
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for arg: String in OS.get_cmdline_user_args():
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if arg.begins_with("--net-sim-latency="):
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latency_ms = maxf(0.0, arg.get_slice("=", 1).to_float())
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elif arg.begins_with("--net-sim-jitter="):
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jitter_ms = maxf(0.0, arg.get_slice("=", 1).to_float())
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elif arg.begins_with("--net-sim-loss="):
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loss_fraction = clampf(arg.get_slice("=", 1).to_float(), 0.0, 1.0)
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elif arg.begins_with("--net-sim-dup="):
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dup_fraction = clampf(arg.get_slice("=", 1).to_float(), 0.0, 1.0)
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elif arg.begins_with("--net-sim-seed="):
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seed_value = arg.get_slice("=", 1).to_int()
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_rng.seed = seed_value
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func is_active() -> bool:
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return latency_ms > 0.0 or jitter_ms > 0.0 or loss_fraction > 0.0 or dup_fraction > 0.0
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# target_peer_id: the specific remote peer this dispatch is addressed to
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# (rpc_id's target), or -1 for a broadcast / not a targeted send. Only used
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# to re-validate a delayed send right before it actually fires — see _fire.
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func send(dispatch: Callable, target_peer_id: int = -1) -> void:
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if not is_active():
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dispatch.call()
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return
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if _rng.randf() < loss_fraction:
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return
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_schedule(dispatch, target_peer_id, (latency_ms + _rng.randf() * jitter_ms) / 1000.0)
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if _rng.randf() < dup_fraction:
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_schedule(dispatch, target_peer_id, (latency_ms + _rng.randf() * jitter_ms) / 1000.0)
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func _schedule(dispatch: Callable, target_peer_id: int, delay_sec: float) -> void:
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if delay_sec <= 0.0:
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dispatch.call()
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return
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get_tree().create_timer(delay_sec, false).timeout.connect(func() -> void: _fire(dispatch, target_peer_id))
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# Re-validates the target right before a DELAYED send actually fires.
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# NetSim's whole point is to hold a packet in flight past the moment it was
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# queued, and in that window the target peer (or this process's own
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# connection) can legitimately be gone — a disconnect mid-match, or this
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# process's own shutdown() already having reset multiplayer_peer to a fresh
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# OfflineMultiplayerPeer. Firing anyway reproduced two real bugs while
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# building this task: "Attempt to call RPC with unknown peer ID" (stale
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# remote target — networked_match.gd's own get_peers() filter on
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# _broadcast_snapshot only checked validity at *schedule* time, and the
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# target had disconnected by the time the delayed send actually fired) and
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# "'_recv_input' on yourself is not allowed by selected mode" (this
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# process's own peer was already torn down, so peer id 1 now refers to
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# itself instead of the server). The synchronous (delay_sec <= 0 / NetSim
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# inactive) path is deliberately NOT re-validated here — nothing has had
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# time to change since the caller's own validation, and matching the
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# pre-NetSim behaviour exactly there is what keeps NetSim a true no-op when
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# no CLI flags are given.
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func _fire(dispatch: Callable, target_peer_id: int) -> void:
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var peer := multiplayer.multiplayer_peer
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if peer == null or peer is OfflineMultiplayerPeer:
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return
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if target_peer_id != -1 and target_peer_id not in multiplayer.get_peers():
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return
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dispatch.call()
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@@ -93,7 +93,10 @@ func _process(delta: float) -> void:
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_ping_accum_sec += delta
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if _ping_accum_sec >= PING_INTERVAL_SEC:
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_ping_accum_sec = 0.0
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_ping.rpc_id(1, Time.get_ticks_msec())
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# Capture the timestamp now, before NetSim (task 2.8) can add any
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# simulated delay — see net_sim.gd's header comment for why.
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var send_ms := Time.get_ticks_msec()
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NetSim.send(func() -> void: _ping.rpc_id(1, send_ms), 1)
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# Estimate of what the server's Time.get_ticks_msec() reads right now.
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@@ -165,7 +168,13 @@ func shutdown() -> void:
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func _ping(client_send_ms: int) -> void:
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if not multiplayer.is_server():
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return
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_pong.rpc_id(multiplayer.get_remote_sender_id(), client_send_ms, Time.get_ticks_msec())
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# Same rule as the client's send above: read the server's clock now, at
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# true receipt time, before NetSim can delay the reply — otherwise the
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# server's own outbound leg would be silently absorbed out of both the
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# RTT sample and the offset estimate instead of adding to them.
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var server_now := Time.get_ticks_msec()
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var sender_id := multiplayer.get_remote_sender_id()
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NetSim.send(func() -> void: _pong.rpc_id(sender_id, client_send_ms, server_now), sender_id)
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@rpc("authority", "call_remote", "reliable")
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@@ -0,0 +1,111 @@
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extends Node
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# Manual two-process smoke test for NetSim (task 2.8 acceptance:
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# "--net-sim-latency 80 measurably raises observed RTT"). Deliberately not
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# part of the pure-function suite — needs two real processes and real wall
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# time to observe a delayed pong.
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#
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# NetSim reads its own --net-sim-* flags directly from OS.get_cmdline_user_args()
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# (see net_sim.gd) — this driver only needs --role= and passes any
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# --net-sim-* flags straight through untouched. The host is where the
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# _pong reply gets delayed, so --net-sim-latency=/--net-sim-loss= belong on
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# the HOST invocation; the client just observes NetworkManager.rtt_ms.
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#
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# Usage:
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# godot --headless --path Game res://tests/net_sim_smoke.tscn -- --role=host --net-sim-latency=80
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# godot --headless --path Game res://tests/net_sim_smoke.tscn -- --role=client --min-rtt=70
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#
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# For the loss scenario:
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# godot --headless --path Game res://tests/net_sim_smoke.tscn -- --role=host --net-sim-loss=1.0
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# godot --headless --path Game res://tests/net_sim_smoke.tscn -- --role=client-loss
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const DEFAULT_PORT := 7810
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const TIMEOUT_SECONDS := 12.0
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const HOST_LIFETIME_SECONDS := 8.0
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# Loose ceiling, not a tight bound: real localhost jitter plus one full
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# PING_INTERVAL_SEC of scheduling slack is possible before the first sample
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# lands, so this only needs to catch a badly broken (e.g. no-op) NetSim.
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const MAX_RTT_SLACK_MS := 400.0
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var _role := ""
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var _port := DEFAULT_PORT
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var _min_rtt_ms := 0.0
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var _finished := false
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func _ready() -> void:
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for arg: String in OS.get_cmdline_user_args():
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if arg.begins_with("--role="):
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_role = arg.substr("--role=".length())
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elif arg.begins_with("--port="):
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_port = int(arg.substr("--port=".length()))
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elif arg.begins_with("--min-rtt="):
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_min_rtt_ms = arg.substr("--min-rtt=".length()).to_float()
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if _role == "host":
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var err := NetworkManager.host(_port)
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if err != OK:
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_finish(false, "host() failed: %s" % error_string(err))
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return
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print("SMOKE: hosting on port %d (net-sim latency=%.1fms jitter=%.1fms loss=%.2f)" % [
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_port, NetSim.latency_ms, NetSim.jitter_ms, NetSim.loss_fraction
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])
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get_tree().create_timer(HOST_LIFETIME_SECONDS).timeout.connect(func() -> void:
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_finish(true, "host ran for %.1fs" % HOST_LIFETIME_SECONDS))
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elif _role == "client":
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NetworkManager.clock_updated.connect(_on_clock_updated)
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var err := NetworkManager.join("127.0.0.1", _port)
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if err != OK:
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_finish(false, "join() failed: %s" % error_string(err))
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return
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print("SMOKE: joining 127.0.0.1:%d, expecting rtt >= %.1fms ..." % [_port, _min_rtt_ms])
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elif _role == "client-loss":
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NetworkManager.clock_updated.connect(_on_unexpected_clock_updated)
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var err := NetworkManager.join("127.0.0.1", _port)
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if err != OK:
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_finish(false, "join() failed: %s" % error_string(err))
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return
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print("SMOKE: joining 127.0.0.1:%d, expecting NO rtt sample (100%% loss) ..." % _port)
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get_tree().create_timer(HOST_LIFETIME_SECONDS - 1.0).timeout.connect(func() -> void:
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_finish(NetworkManager.rtt_ms < 0.0, "rtt_ms=%.1f after %.1fs (expected -1, no pong ever arrived)" % [
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NetworkManager.rtt_ms, HOST_LIFETIME_SECONDS - 1.0
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]))
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else:
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_finish(false, "missing or unrecognised --role= (expected host|client|client-loss)")
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return
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get_tree().create_timer(TIMEOUT_SECONDS).timeout.connect(_on_timeout)
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func _process(_delta: float) -> void:
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NetworkManager.poll()
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func _physics_process(_delta: float) -> void:
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NetworkManager.poll()
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func _on_clock_updated(rtt_ms: float, _offset_ms: float) -> void:
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var ceiling := _min_rtt_ms * 4.0 + MAX_RTT_SLACK_MS
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var ok := rtt_ms >= _min_rtt_ms and rtt_ms <= ceiling
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print("SMOKE INFO: observed rtt_ms=%.2f (want >= %.1f, <= %.1f)" % [rtt_ms, _min_rtt_ms, ceiling])
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_finish(ok, "client observed rtt_ms=%.2f against min=%.1f" % [rtt_ms, _min_rtt_ms])
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func _on_unexpected_clock_updated(rtt_ms: float, _offset_ms: float) -> void:
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_finish(false, "client received a pong (rtt_ms=%.2f) despite --net-sim-loss=1.0 on the host" % rtt_ms)
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func _on_timeout() -> void:
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if not _finished:
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_finish(false, "timed out waiting for a clock sample")
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func _finish(success: bool, message: String) -> void:
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if _finished:
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return
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_finished = true
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print("SMOKE %s: %s" % ["PASS" if success else "FAIL", message])
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await get_tree().create_timer(0.3).timeout
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NetworkManager.shutdown()
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get_tree().quit(0 if success else 1)
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://tests/net_sim_smoke.gd" id="1_nss"]
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[node name="NetSimSmoke" type="Node"]
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script = ExtResource("1_nss")
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