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docs(multiplayer): record the matcher crash-loop fix and pause on native Godot crashes
The two-player proposal integration attempt (Game/tests/control_plane_proposal_smoke.*, scripts/verify_control_plane_proposal_integration.sh) is left uncommitted on disk: it found the matcher crash-loop bug, but running it required two simultaneous headless Godot processes, and this session had been intermittently crashing the native Godot engine (confirmed by the user to be caused by this session's testing, not unrelated activity) -- 9 macOS crash reports today, clustered in a way that doesn't obviously implicate only the concurrent-process case. Stopped launching further Godot processes pending that investigation rather than keep reproducing a crash to chase a test result.
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@@ -1200,7 +1200,7 @@ the local/CI/community transport, not a silent production fallback.
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| 8.14 `[D:8.4,8.5,8.8]` | **IN PROGRESS.** Pure Go queue domain enforces one active ticket per verified player under concurrent mutation, 10 s heartbeat/30 s expiry, retry-safe create/heartbeat/cancel, owner-only recovery reads and deterministic candidate projection; store layer adds a rebuildable candidate-cache boundary and authenticated HTTP queue adapter with playlist/build/protocol compatibility metadata | `server/domain/queue.go`, `server/store/candidates.go`, `server/store/queue_sql.go`, `server/store/redis_candidates.go` and `server/api/service.go` cover ownership/expiry/idempotency, concurrent create fencing, candidate/player ownership binding, owner/revision-scoped SQL heartbeat/cancel/recovery, injectable PostgreSQL queue backend selected by the HTTP service, authoritative queue-to-cache rebuild, expired recovery as a terminal error, owner-scoped SQL recovery with authoritative expiry handling, server-owned candidate resolution, strict compatibility metadata, TTL-bound Redis upsert/remove/snapshot, API create/heartbeat/cancel projection hooks, optional control-plane Redis configuration and atomic durable-source repair on partial/malformed cache state; opt-in real PostgreSQL execution now covers create/replay/active-player fencing, owner recovery, revision-fenced heartbeat/cancel and expiry, while miniredis covers Redis behavior and repair-source failure — this suite had never actually been run clean against a live database before: doing so once found `CreateQueueTicket` passing one extra unbound argument to its insert, which failed every real ticket creation with a param-count mismatch (fixed, re-verified against a real `postgres:17-alpine` container). A separate opt-in real-Redis suite (`server/store/redis_integration_test.go`, `scripts/run_redis_integration.sh`, `COSMIC_CLASH_REDIS_ADDR`-gated) now covers upsert/snapshot/remove, a real TTL actually waited out, and the "lost keyspace" repair path against a genuine `FLUSHALL` — including that the repair persists back to Redis, not just returned an in-memory answer. `TestPostgreSQLConcurrentQueueHeartbeatIsRevisionFencedUnderRealRace` races 5 concurrent same-revision heartbeats against real PostgreSQL: exactly one wins, the durable revision lands at exactly 1; live Redis failover-under-load and worker integration remain |
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| 8.15 `[D:7.8,8.3]` | **IN PROGRESS.** Pure Go probe validation treats Steam location as opaque, requires nonce/freshness/region and server-computed RTT, and implements discrepancy quarantine/release; authenticated HTTP now accepts only opaque location/nonce input through a server-owned probe provider and records validated RTT into the active player's durable queue ticket; durable queue projections have a server-derived RTT JSON field for matcher reads | `server/domain/probes.go`, `server/migrations/0003_queue_probe_metadata.sql`, adversarial fixtures and `server/api/service.go`/`store/queue_sql.go` cover stale/wrong/forged evidence, the 25 ms/30% threshold, three-sample quarantine, five-clean release, authenticated provider arguments, rejection of client RTT fields, player/ticket/expiry binding, persistence failure, playlist-scoped candidate reads and bounded metadata decoding; Steam coordinator, regional probe adapters and multi-region probe population remain |
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| 8.16 `[D:8.14,8.15]` | **IN PROGRESS.** Pure Go candidate/team selection implements the <=100 ms ceiling, pairwise widening tolerance, anchor inclusion, deterministic set/region scoring and balanced team partitioning; queue-backed formation now consumes the server-owned projection, fences duplicate player identities and rejects playlist/build/protocol mixing; the matcher worker performs bounded formation and delegates the final claim to the durable proposal transaction; the runnable matcher now supports explicitly enabled ranked six-player polling with durable verified-Steam identity lookup | `server/domain/matcher.go`, `teams.go`, `server/matcher/worker.go`, `server/store/queue_sql.go` and adversarial fixtures cover no-common-region, tolerance boundaries, lexical ties, mean-rating balance, malformed candidates, duplicate identities, compatibility mismatches, incomplete batches, source failure, durable claim failure, queue-backed oldest-anchor formation and incomplete ranked identity metadata; arena selection and long-running worker integration remain |
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| 8.16 `[D:8.14,8.15]` | **IN PROGRESS.** Pure Go candidate/team selection implements the <=100 ms ceiling, pairwise widening tolerance, anchor inclusion, deterministic set/region scoring and balanced team partitioning; queue-backed formation now consumes the server-owned projection, fences duplicate player identities and rejects playlist/build/protocol mixing; the matcher worker performs bounded formation and delegates the final claim to the durable proposal transaction; the runnable matcher now supports explicitly enabled ranked six-player polling with durable verified-Steam identity lookup. **Fixed a real crash-loop**: `Worker.Run` treated every `RunOnce` error as fatal to the whole loop, including "no compatible candidates" (`FormFromQueue`'s completely routine answer when currently-queued players share no verified region) — found building a live two-player integration attempt (see below): two real players with no common region crashed the entire matcher process, taking matchmaking down for every other player in the playlist, and would crash-loop again on restart since the same incompatible candidates stay queued. Now only genuine static misconfiguration (`ErrWorkerNotConfigured`/`ErrUnsupportedPlaylist`/`ErrInvalidMatcherSize`) stops the loop; everything else retries next interval | `server/domain/matcher.go`, `teams.go`, `server/matcher/worker.go`, `server/store/queue_sql.go` and adversarial fixtures cover no-common-region, tolerance boundaries, lexical ties, mean-rating balance, malformed candidates, duplicate identities, compatibility mismatches, incomplete batches, source failure, durable claim failure, queue-backed oldest-anchor formation and incomplete ranked identity metadata; two new tests cover `Run` (not just `RunOnce`) surviving a per-pass error via a real concurrent goroutine, and still stopping immediately on a real configuration error, both clean across repeated `-race` runs. **A live two-player Godot proposal integration attempt is on disk but not committed**: `Game/tests/control_plane_proposal_smoke.gd`/`.tscn` and `scripts/verify_control_plane_proposal_integration.sh` exist and found the bug above, but the session paused running further concurrent headless Godot processes after discovering they'd been causing native engine crashes (macOS crash reporter, `EXC_BAD_ACCESS`/`SIGBUS`) intermittently all session, confirmed by the user; the two-player script was never itself verified to a clean pass. Arena selection and long-running worker integration remain |
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| 8.17 `[D:8.14,8.16]` | **IN PROGRESS.** Pure Go proposal policy sends a 10-second response window to every selected human, requires unanimous acceptance, applies exact decline/timeout cooldowns and ranked escalation; authenticated API exposes revisioned accept/decline mutations; formed matches now pass through a playlist-aware proposal boundary | `server/domain/proposal.go`, `formation.go` and `server/api/service.go` plus adversarial fixtures cover partial/unanimous response, expiry, replay/conflict, stale API revision, casual lineup preparation and ranked metadata validation; queue precedence and allocation integration remain |
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| 8.18 `[D:8.5,8.14,8.17]` | **IN PROGRESS.** Go store layer defines PostgreSQL SERIALIZABLE whole-transaction retries and queue candidate/proposal claim SQL using `FOR UPDATE SKIP LOCKED` plus durable uniqueness/revision fences; proposal creation now persists its matcher-selected region/protocol/team/slot plan alongside proposal/participant claims, queue creation has a durable idempotency/owner-read adapter, participant-scoped proposal recovery now expires OPEN proposals and pending participants transactionally at read time, and proposal accept/decline now uses participant/proposal locks, revision fencing and durable idempotency; final unanimous API acceptance invokes replay-safe promotion of the exact stored `ALLOCATING` match/team/slot topology and claimed tickets to `ACCEPTED`; runnable matcher polling supports an optional Redis candidate projection that repairs empty/lost cache state from authoritative PostgreSQL before the durable final claim | `server/store/serializable.go`, `queue_sql.go`, `proposal_sql.go`, `proposal_recovery_sql.go`, `match_sql.go`, `redis_candidates.go`, `server/matcher/worker.go`, `server/api/service.go` and tests cover retry classification, claim-boundary invariants, player/ticket/playlist mapping, durable queue replay/conflict, owner-scoped queue/proposal recovery, expiry at read and mutation boundaries, final-response promotion retry, exact match-promotion replay/conflict, fixed team/slot persistence, zero-row claim aborts, atomic statement ordering, incomplete matcher batches, source failures and empty-index Redis repair; opt-in PostgreSQL execution now covers queue create/replay/fencing, assignment persistence, proposal claim/promotion, accepted-proposal match promotion, participant recovery, unanimous response and rollback of partial claims — actually running this suite live (it had not been before) found `ProposalParticipantExpireSQL` had no expiry-time condition at all, so every call timed out every pending participant on the spot; the very first accept on any proposal then failed with a false conflict. Fixed with the same `expires_at <=` gate `ProposalExpireSQL` already used, re-verified live. A real concurrent-goroutine test now covers the two-matcher race this was missing: two proposals sharing one contested ticket, racing two real Postgres connections under `-race`, exactly-one-wins/loser-fully-rolls-back including the loser's own uncontested ticket, stable across 8 runs; allocation runtime integration tests remain |
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| 8.19 `[D:8.18]` | **IN PROGRESS.** Pure Go casual lineup requires 2–6 humans with at least one per team, fills missing slots with explicit bots, permits kickoff-only bot-slot backfill and assigns no backfill penalty/rating update; proposal preparation now derives the lineup from formed teams | `server/domain/casual.go`, `formation.go` cover both-team minimum, bot shape, live-play rejection, zero-penalty backfill and casual proposal composition; queue candidate selection, opt-in 10 s backfill proposals, reconnect/leave penalties and live integration remain |
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