mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-10 16:04:04 +00:00
fix multiplayer snapshot disconnect race
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@@ -264,6 +264,11 @@ func send_input(bytes: PackedByteArray) -> void:
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func send_snapshot(peer_id: int, bytes: PackedByteArray) -> void:
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# A server-side disconnect can leave peer_id in get_peers() until the
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# current poll batch settles. Do not enter Godot's RPC path for that stale
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# target; NetSim repeats this check at fire time for delayed sends.
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if not NetworkManager.can_send_to_peer(peer_id):
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return
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_track_sent(bytes.size())
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NetSim.send(func() -> void: _snapshot.rpc_id(peer_id, bytes), peer_id)
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@@ -477,6 +482,7 @@ func _disconnect_abusive_peer(peer_id: int, reason: String) -> void:
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# which does not carry the peer, the reason or a timestamp into the log
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# stream a container actually captures.
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ServerLog.warn("peer_kicked", {"peer_id": peer_id, "reason": reason})
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NetworkManager.invalidate_peer(peer_id)
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_peer_input_state.erase(peer_id)
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if multiplayer.multiplayer_peer is ENetMultiplayerPeer:
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multiplayer.multiplayer_peer.disconnect_peer(peer_id)
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@@ -71,6 +71,7 @@ var is_server := false
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var is_client := false
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var _peer: MultiplayerPeer # keep a strong ref alongside multiplayer.multiplayer_peer
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var active_transport := ""
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var _invalidated_peer_ids: Dictionary = {}
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var rtt_ms := -1.0 # min-RTT sample currently in the window; -1 = no sample yet
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var clock_offset_ms := 0.0 # add to a local Time.get_ticks_msec() reading to estimate the server's clock
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@@ -127,6 +128,27 @@ func poll() -> void:
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multiplayer.poll()
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# A peer can be removed from the transport while Godot is still draining the
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# same poll batch. During that interval get_peers() may still contain it, but
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# an RPC send already fails because ENet has torn down its channels.
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func invalidate_peer(peer_id: int) -> void:
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_invalidated_peer_ids[peer_id] = true
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func can_send_to_peer(peer_id: int) -> bool:
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if _invalidated_peer_ids.has(peer_id):
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return false
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if _peer == null or _peer is OfflineMultiplayerPeer:
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return false
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# A listening server's peer status is transport/version-specific; the
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# authoritative server is valid as soon as it owns a peer and the target
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# appears in get_peers(). Clients, however, must not dispatch while their
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# connection is still handshaking.
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if not is_server and _peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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return false
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return peer_id in multiplayer.get_peers()
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func available_transports() -> PackedStringArray:
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var transports := PackedStringArray([TRANSPORT_ENET])
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if SteamTransportScript.new().is_available():
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@@ -185,6 +207,7 @@ func shutdown() -> void:
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peer.close()
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multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
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_peer = null
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_invalidated_peer_ids.clear()
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active_transport = ""
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is_server = false
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is_client = false
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+1
-1
@@ -127,7 +127,7 @@ product policy are in [`docs/MATCHMAKING.md`](docs/MATCHMAKING.md).
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- [ ] Replace display-name slot reclaim with verified Steam identity.
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- [ ] Investigate occasional transport input loss during a long server stall.
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- [ ] Fix the remaining `_broadcast_snapshot` packet-send stderr race.
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- [x] Fix the remaining `_broadcast_snapshot` packet-send stderr race.
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## Decide after the latency playtest
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+2
-2
@@ -31,13 +31,13 @@ The one place to look before planning. Everything here is also written up where
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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.
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### Known defects, not fixed
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### Known defects
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| # | What | Severity | Detail |
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|---|---|---|---|
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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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.
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