fix multiplayer snapshot disconnect race

This commit is contained in:
Josh Creek
2026-08-31 20:05:40 +01:00
parent 8d4a0640e2
commit 835233672f
4 changed files with 32 additions and 3 deletions
+6
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@@ -264,6 +264,11 @@ func send_input(bytes: PackedByteArray) -> void:
func send_snapshot(peer_id: int, bytes: PackedByteArray) -> void:
# A server-side disconnect can leave peer_id in get_peers() until the
# current poll batch settles. Do not enter Godot's RPC path for that stale
# target; NetSim repeats this check at fire time for delayed sends.
if not NetworkManager.can_send_to_peer(peer_id):
return
_track_sent(bytes.size())
NetSim.send(func() -> void: _snapshot.rpc_id(peer_id, bytes), peer_id)
@@ -477,6 +482,7 @@ func _disconnect_abusive_peer(peer_id: int, reason: String) -> void:
# which does not carry the peer, the reason or a timestamp into the log
# stream a container actually captures.
ServerLog.warn("peer_kicked", {"peer_id": peer_id, "reason": reason})
NetworkManager.invalidate_peer(peer_id)
_peer_input_state.erase(peer_id)
if multiplayer.multiplayer_peer is ENetMultiplayerPeer:
multiplayer.multiplayer_peer.disconnect_peer(peer_id)
+23
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@@ -71,6 +71,7 @@ var is_server := false
var is_client := false
var _peer: MultiplayerPeer # keep a strong ref alongside multiplayer.multiplayer_peer
var active_transport := ""
var _invalidated_peer_ids: Dictionary = {}
var rtt_ms := -1.0 # min-RTT sample currently in the window; -1 = no sample yet
var clock_offset_ms := 0.0 # add to a local Time.get_ticks_msec() reading to estimate the server's clock
@@ -127,6 +128,27 @@ func poll() -> void:
multiplayer.poll()
# A peer can be removed from the transport while Godot is still draining the
# same poll batch. During that interval get_peers() may still contain it, but
# an RPC send already fails because ENet has torn down its channels.
func invalidate_peer(peer_id: int) -> void:
_invalidated_peer_ids[peer_id] = true
func can_send_to_peer(peer_id: int) -> bool:
if _invalidated_peer_ids.has(peer_id):
return false
if _peer == null or _peer is OfflineMultiplayerPeer:
return false
# A listening server's peer status is transport/version-specific; the
# authoritative server is valid as soon as it owns a peer and the target
# appears in get_peers(). Clients, however, must not dispatch while their
# connection is still handshaking.
if not is_server and _peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
return false
return peer_id in multiplayer.get_peers()
func available_transports() -> PackedStringArray:
var transports := PackedStringArray([TRANSPORT_ENET])
if SteamTransportScript.new().is_available():
@@ -185,6 +207,7 @@ func shutdown() -> void:
peer.close()
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
_peer = null
_invalidated_peer_ids.clear()
active_transport = ""
is_server = false
is_client = false
+1 -1
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@@ -127,7 +127,7 @@ product policy are in [`docs/MATCHMAKING.md`](docs/MATCHMAKING.md).
- [ ] Replace display-name slot reclaim with verified Steam identity.
- [ ] Investigate occasional transport input loss during a long server stall.
- [ ] Fix the remaining `_broadcast_snapshot` packet-send stderr race.
- [x] Fix the remaining `_broadcast_snapshot` packet-send stderr race.
## Decide after the latency playtest
+2 -2
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@@ -31,13 +31,13 @@ The one place to look before planning. Everything here is also written up where
These two are independent and can be done in either order, but B is the cheaper of the two to arrange and would also exercise A's conditions incidentally.
### Known defects, not fixed
### Known defects
| # | What | Severity | Detail |
|---|---|---|---|
| C | **Slot reservation and takeover are keyed on display name alone.** Any peer connecting with a departed player's name inside the 30 s window claims their slot, ship and team. | Real, demonstrated. Bounded by needing a genuine disconnect to race. | §11 |
| D | **Input is still lost at the transport layer during a long server stall**, variably — 7 of 8 runs measured 0.00 % of the sequence stream missing, the eighth 23.54 %. | Low. Distinct from the rate-limiter cause, which is fixed. The seq-guard resync visibly recovers it. | Phase 5 notes |
| E | **A second `Unable to send packet on channel N` stderr race**, in `_broadcast_snapshot` rather than the fixed site in `_remove_player`. | Cosmetic, but it violates the clean-stderr convention the tests rely on. Only reproduced via the adversarial abuse role. | §11 |
| E | **A second `Unable to send packet on channel N` stderr race**, in `_broadcast_snapshot` rather than the fixed site in `_remove_player`. | **Fixed.** Server-side abuse disconnects invalidate the peer before closing it, and snapshot sends re-check that invalidation at the transport boundary. | §11 |
C is the one to plan around: it is fixed for free by task **7.4** (Steam auth tickets in `hello`), which is why it has not been given a bespoke solution. Anything that ships to strangers before Phase 7 needs it addressed first.