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feat(multiplayer): Phase 5 task 5.1 - match lifecycle state machine
Adds the §6.1 state machine, its broadcast, and the client side that follows it. Physics, freezing and input are deliberately NOT gated on state yet - 5.3 and 5.4 own freeze/unfreeze at kickoff and goal, and doing it here would change the conditions every Phase 4 prediction gate was measured under. scripts/match_state.gd holds the enum and transition table as pure data with no scene or RPC dependency, so the table is checked exhaustively rather than by example: every state reachable, every state has an exit, no self-transitions, abort-to-LOBBY from anywhere per §6.4, illegal shortcuts rejected, unknown values refused rather than coerced. The enum values are the wire format - match_state has been a u8 in the snapshot header since §2.4 - so a test pins them; only append, never renumber. The server validates every transition and push_errors an illegal one rather than following it. Clients deliberately do NOT enforce the table: authoritative state must be accepted, and a late joiner legitimately jumps straight to PLAYING. Two channels carry the state. state_change (reliable, channel 0) is prompt and carries an absolute at_tick, never a duration. The snapshot's match_state byte is the catch-up path for a client not yet sent a transition - a late joiner, or the window between scene load and the first RPC. The byte needs a tick guard, and this was found the hard way. Snapshots are unreliable_ordered on channel 2 and ordering holds only within a channel, so a state_change for tick N routinely arrives before an in-flight snapshot from tick N-2. Without the guard the client applies the new state then gets dragged back by the older byte, oscillating on every transition - observed directly as LOADING -> WARMUP -> LOBBY -> PLAYING -> LOBBY while running a deliberately-broken-byte control. Only a byte at least as new as match_state_since_tick is accepted. WARMUP_TICKS/GOAL_PAUSE_TICKS are honest placeholders so 5.1 drives real transitions to verify against; 5.3 and 5.4 replace them. The server also leaves LOADING immediately rather than waiting for scene_ready, which does not exist yet. New smoke flag --exercise-match-state, passed to both roles: the host forces a goal to drive a GOAL_PAUSE cycle, the client records the sequence and asserts every consecutive pair is legal, that ticks are monotonic, and that the wire byte agrees with its own state. Observed LOADING -> WARMUP -> PLAYING -> GOAL_PAUSE -> WARMUP with tick deltas matching the configured durations exactly. Verified against a control: hardcoding the snapshot byte back to 0 fails both the byte assertion and the transition-legality assertion. The byte is asserted separately from the RPC precisely because everything else in the check is RPC-driven and would pass with a dead byte - the same gap that hid the Phase 4 label bug (gotcha 47). Regression: 81 unit tests; 60s free-flight LAN (p99 0.148m, 0 hard snaps, marker 0/3364); transition gate 0.00%; ball contact; two-bot CI.
This commit is contained in:
@@ -23,6 +23,7 @@ signal match_config_received(arena_path: String, peer_ids: PackedInt32Array, tea
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signal input_received(peer_id: int, decoded: Dictionary) # decoded: see NetCodec.unpack_input
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signal snapshot_received(decoded: Dictionary) # decoded: see NetCodec.unpack_snapshot
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signal score_update_received(score: Dictionary)
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signal state_change_received(state: int, at_tick: int) # §6.1 MatchState.State
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# Input validation (multiplayer-todo.md §3.1 steps 2-3, task 3.4). Deliberately
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# lives here rather than in NetworkedMatch: framing/rate abuse is a protocol-
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@@ -164,6 +165,18 @@ func send_score_update(score: Dictionary) -> void:
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_score_update.rpc(score)
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# §6.1 task 5.1. Reliable channel 0, and it carries the ABSOLUTE tick the
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# transition happened on rather than a duration — §6.2's closing note: on a
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# lossy link ENet's RTO can stretch a lifecycle burst to ~600ms, and a
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# duration would then be applied from whenever it happened to arrive.
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# The same state also rides every snapshot's match_state byte, so a client
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# that misses this entirely still converges (see NetworkedMatch's own
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# _on_snapshot_received) — this RPC exists to make the transition PROMPT and
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# to carry `at_tick`, not to be the sole channel.
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func send_state_change(state: int, at_tick: int) -> void:
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_state_change.rpc(state, at_tick)
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@rpc("authority", "call_remote", "reliable", 0)
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func _match_config(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void:
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match_config_received.emit(arena_path, peer_ids, teams, spawn_indices)
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@@ -250,6 +263,19 @@ func _snapshot(bytes: PackedByteArray) -> void:
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snapshot_received.emit(decoded)
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@rpc("authority", "call_remote", "reliable", 0)
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func _state_change(state: int, at_tick: int) -> void:
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# "authority" already means a forging client is rejected by Godot itself
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# (verified for _match_config/_score_update/_snapshot during Phase 2), but
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# an authoritative server sending a state this build doesn't know about is
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# a real forward-compatibility case — drop it rather than driving the
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# client into an undefined state.
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if not MatchState.is_valid(state):
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push_warning("MatchSim: ignoring unknown match_state %d from server" % state)
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return
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state_change_received.emit(state, at_tick)
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@rpc("authority", "call_remote", "reliable", 0)
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func _score_update(score: Dictionary) -> void:
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score_update_received.emit(score)
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@@ -0,0 +1,88 @@
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class_name MatchState
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# Match lifecycle states (multiplayer-todo.md §6.1, task 5.1).
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#
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# Pure data + a transition table, deliberately with no scene, RPC or
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# NetworkedMatch dependency — same reason net_codec.gd and
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# input_jitter_buffer.gd are standalone: the table can then be exhaustively
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# unit-tested without a live match.
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#
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# The integer values ARE the wire format. `match_state` has been a u8 in the
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# snapshot header since §2.4 (net_codec.gd's pack_snapshot_body_segment), so
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# these numbers are protocol, not an implementation detail: never renumber an
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# existing state, only append. LOBBY is 0 so a zeroed/placeholder snapshot
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# body decodes to a state that is obviously "not in a match" rather than to
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# something mid-play.
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enum State {
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LOBBY = 0,
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LOADING = 1,
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WARMUP = 2,
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PLAYING = 3,
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GOAL_PAUSE = 4,
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FULL_TIME = 5,
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OVERTIME_WARMUP = 6,
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OVERTIME = 7,
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RESULTS = 8,
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}
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# Legal successors, straight from §6.1's diagram. Enforced rather than
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# documented: an illegal transition is a server logic bug, and the failure it
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# otherwise produces (clients following the server into a state its own code
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# never expected to broadcast) is exactly the kind that shows up as an
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# unreproducible field report three phases later.
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#
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# LOBBY is reachable from ANY state and is handled separately in
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# can_transition() rather than being listed nine times — §6.4's "if the last
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# human leaves, abort to LOBBY" can fire at any point, including mid-goal.
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const _SUCCESSORS := {
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State.LOBBY: [State.LOADING],
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State.LOADING: [State.WARMUP],
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State.WARMUP: [State.PLAYING],
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# A goal, or the clock running out. FULL_TIME is entered on the clock even
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# if a goal is in flight — §6.2 step 9's clock is authoritative.
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State.PLAYING: [State.GOAL_PAUSE, State.FULL_TIME],
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# Back to a kickoff, or straight to results when the goal that caused the
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# pause also ended the match (golden goal in overtime, or a goal on the
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# final tick).
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State.GOAL_PAUSE: [State.WARMUP, State.OVERTIME_WARMUP, State.RESULTS],
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State.FULL_TIME: [State.OVERTIME_WARMUP, State.RESULTS],
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State.OVERTIME_WARMUP: [State.OVERTIME],
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State.OVERTIME: [State.GOAL_PAUSE, State.RESULTS],
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State.RESULTS: [State.LOBBY],
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}
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# States in which the simulation is live and inputs drive ships. Everything
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# else freezes bodies (§6.2 steps 6 and 8). Kept as a set here rather than as
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# an `if state == PLAYING or state == OVERTIME` scattered through
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# NetworkedMatch, so adding a future live state can't miss a site.
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const _LIVE := [State.PLAYING, State.OVERTIME]
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static func is_valid(state: int) -> bool:
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return state in State.values()
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static func is_live(state: int) -> bool:
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return state in _LIVE
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# True when the match is over and the clock should not advance. Distinct from
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# `not is_live()`: a WARMUP is not live but the match is very much ongoing.
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static func is_terminal(state: int) -> bool:
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return state == State.RESULTS or state == State.LOBBY
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static func can_transition(from_state: int, to_state: int) -> bool:
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if not is_valid(from_state) or not is_valid(to_state):
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return false
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if to_state == State.LOBBY:
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return from_state != State.LOBBY # §6.4 abort, from anywhere
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return to_state in _SUCCESSORS.get(from_state, [])
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static func to_name(state: int) -> String:
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for key in State.keys():
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if State[key] == state:
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return key
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return "UNKNOWN(%d)" % state
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@@ -0,0 +1 @@
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uid://b1etnxbdelq1p
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@@ -20,6 +20,10 @@ extends GameMode
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# but-dead signal shows a permanently frozen timer rather than correctly
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# hiding it the way free_play.gd's total absence of the signal does.
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signal score_changed(score: Dictionary)
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# §6.1 task 5.1. Emitted on BOTH peers — server-side when it drives a
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# transition, client-side when it follows one — so HUD/camera work can bind to
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# one signal regardless of which process it runs in.
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signal match_state_changed(state: int, at_tick: int)
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const NetCodec = preload("res://scripts/net_codec.gd")
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const NetBodyState = preload("res://scripts/net_body_state.gd")
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@@ -213,6 +217,27 @@ var _reset_gen := 0 # server only: bumped on every kickoff
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var _pending_reset_gen_bump := false
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var _pending_reset_gen_bump_tick := -1
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# §6.1 task 5.1. Authoritative on the server; on a client this mirrors what
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# the server last told us, via state_change (prompt, carries at_tick) or the
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# snapshot's match_state byte (the catch-up path — see _apply_match_state).
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var match_state := MatchState.State.LOADING
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var match_state_since_tick := 0
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# Client only: the match_state byte of the most recently decoded snapshot.
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# Distinct from `match_state` on purpose — it is what the WIRE said, so a test
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# can prove the byte is genuinely populated rather than passing on the
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# reliable state_change RPC alone.
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var _last_snapshot_match_state := -1
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# Server only: the tick the current state's own timer expires on, or -1 when
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# the state has no timer (PLAYING ends on a goal or the clock, not a deadline).
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var _state_deadline_tick := -1
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# Placeholder durations. Task 5.3 replaces the WARMUP one with the real
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# broadcast kickoff (reset transforms + a countdown derived from server_tick),
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# and 5.4 replaces the GOAL_PAUSE one with _goal_pause_seconds() and the
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# client-cinematic split. They exist here only so 5.1 drives REAL transitions
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# to verify against, rather than a state machine nothing ever moves.
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const WARMUP_TICKS := 90 # 1.5s
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const GOAL_PAUSE_TICKS := 120 # 2s
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func _ready() -> void:
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add_to_group("game")
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@@ -238,6 +263,7 @@ func _ready() -> void:
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MatchSim.match_config_received.connect(_on_match_config_received)
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MatchSim.snapshot_received.connect(_on_snapshot_received)
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MatchSim.score_update_received.connect(_on_score_update_received)
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MatchSim.state_change_received.connect(_on_state_change_received)
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_request_match_config_until_received()
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@@ -301,6 +327,14 @@ func _start_server() -> void:
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MatchSim.send_match_config(arena_path, peer_ids, teams, spawn_indices)
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MatchSim.input_received.connect(_on_input_received)
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# §6.1: the arena, ball and every slot's ship now exist and match_config is
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# out, so LOADING is genuinely over. Task 5.3 gates this on the clients'
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# own scene_ready (with a 10s timeout) instead of leaving immediately —
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# there is no scene_ready message yet, and inventing half of one here
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# would be worse than the honest placeholder.
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_apply_match_state(MatchState.State.LOADING, Engine.get_physics_frames())
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_set_match_state(MatchState.State.WARMUP)
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func _on_input_received(peer_id: int, decoded: Dictionary) -> void:
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for slot in _slots:
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@@ -386,6 +420,72 @@ func _on_input_received(peer_id: int, decoded: Dictionary) -> void:
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_unknown_sender_input_count += 1
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# --- §6.1 match state machine (task 5.1) -----------------------------------
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#
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# Deliberately does NOT gate physics, freezing or input this task. Tasks 5.3
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# and 5.4 own freeze/unfreeze at kickoff and goal, and doing it here would
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# both duplicate that work and silently change the conditions every Phase 4
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# prediction gate was measured under. 5.1's job is the machine, the broadcast
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# and the client following it.
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func _set_match_state(new_state: int) -> void:
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if not multiplayer.is_server():
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push_error("NetworkedMatch: only the server may drive match state")
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return
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if new_state == match_state:
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return
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if not MatchState.can_transition(match_state, new_state):
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# Loud, not silent: this is a server logic error, and the symptom it
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# produces otherwise (clients faithfully following into a state the
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# server's own code never meant to reach) is near-impossible to
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# diagnose from a field report.
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push_error("NetworkedMatch: illegal match state transition %s -> %s" % [
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MatchState.to_name(match_state), MatchState.to_name(new_state)
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])
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return
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var at_tick := Engine.get_physics_frames()
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_apply_match_state(new_state, at_tick)
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MatchSim.send_state_change(new_state, at_tick)
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# The one place either peer's state actually changes, so the signal and the
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# bookkeeping cannot drift apart between the server and client paths.
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func _apply_match_state(new_state: int, at_tick: int) -> void:
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if new_state == match_state:
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return
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match_state = new_state
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match_state_since_tick = at_tick
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_state_deadline_tick = -1
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if multiplayer.is_server():
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match new_state:
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MatchState.State.WARMUP, MatchState.State.OVERTIME_WARMUP:
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_state_deadline_tick = at_tick + WARMUP_TICKS
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MatchState.State.GOAL_PAUSE:
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_state_deadline_tick = at_tick + GOAL_PAUSE_TICKS
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match_state_changed.emit(new_state, at_tick)
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# Server only, once per physics tick. Advances the states that end on their
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# own timer; goal- and clock-driven exits are pushed in from their own events.
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func _update_match_state() -> void:
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if _state_deadline_tick < 0 or Engine.get_physics_frames() < _state_deadline_tick:
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return
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match match_state:
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MatchState.State.WARMUP:
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_set_match_state(MatchState.State.PLAYING)
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MatchState.State.OVERTIME_WARMUP:
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_set_match_state(MatchState.State.OVERTIME)
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MatchState.State.GOAL_PAUSE:
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# Task 5.5 decides RESULTS-vs-another-kickoff here once full time
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# and overtime exist; until then a goal always leads to a kickoff.
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_set_match_state(MatchState.State.WARMUP)
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func _on_state_change_received(state: int, at_tick: int) -> void:
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# Client path. MatchSim already rejected an unknown state value, and the
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# server is the only peer allowed to send this (rpc "authority").
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_apply_match_state(state, at_tick)
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func _on_goal_registered(conceding_team: int) -> void:
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_record_goal(1 - conceding_team)
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MatchSim.send_score_update(score.duplicate())
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@@ -396,6 +496,11 @@ func _on_goal_scored(_conceding_team: int) -> void:
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reset_ships()
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_pending_reset_gen_bump = true
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_pending_reset_gen_bump_tick = Engine.get_physics_frames()
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# Only from a live state: GameMode debounces the sensor, but a second goal
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# landing while already in GOAL_PAUSE would otherwise be an illegal
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# transition and get push_error'd for something that is not a bug.
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if multiplayer.is_server() and MatchState.is_live(match_state):
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_set_match_state(MatchState.State.GOAL_PAUSE)
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func _broadcast_snapshot() -> void:
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@@ -412,7 +517,7 @@ func _broadcast_snapshot() -> void:
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bodies.append(_ship_to_net_body_state(slot.ship, slot.jitter_buffer.stalled) if is_instance_valid(slot.ship) else NetBodyState.new())
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if is_instance_valid(ball):
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bodies.append(_ball_to_net_body_state(ball))
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var segment := NetCodec.pack_snapshot_body_segment(server_tick, 0, _reset_gen, bodies)
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var segment := NetCodec.pack_snapshot_body_segment(server_tick, match_state, _reset_gen, bodies)
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# Building the shared body segment once and reusing it per peer (rather
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# than re-encoding per client) is the whole reason §2.4 splits the wire
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# format into a per-client header + a shared body segment in the first
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@@ -647,6 +752,27 @@ func _on_snapshot_received(decoded: Dictionary) -> void:
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_expected_next_snapshot_tick = server_tick + 1
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_last_received_snapshot_tick = server_tick
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_last_snapshot_wall_ms = Time.get_ticks_msec()
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# match_state catch-up (§6.1). state_change is reliable, so this is not a
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# loss-recovery path — it covers the cases reliability cannot: a client
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# that joined mid-match and has not been sent a transition yet, and the
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# window between scene load and the first state_change arriving. Snapshots
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# carry no at_tick for the transition, so attribute it to this snapshot's
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# own server_tick, which is the tightest bound available and is never
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# later than the true transition tick.
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var snapshot_state: int = decoded["match_state"]
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_last_snapshot_match_state = snapshot_state
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# The tick guard is load-bearing, not defensive padding. state_change is
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# reliable on channel 0 while snapshots are unreliable_ordered on channel
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# 2, and ordering is only guaranteed WITHIN a channel — so a state_change
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# for tick N routinely arrives before a snapshot that was sent at tick
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# N-2 and is still in flight. Without this the client would apply the new
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# state, then be dragged straight back by the older snapshot's byte, and
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# oscillate on every single transition. Observed exactly that while
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# testing a deliberately-broken byte: LOADING -> WARMUP -> LOBBY ->
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# PLAYING -> LOBBY -> ... Only accept a byte at least as new as whatever
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# told us the current state.
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if snapshot_state != match_state and MatchState.is_valid(snapshot_state) and server_tick >= match_state_since_tick:
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_apply_match_state(snapshot_state, server_tick)
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# Per-client header (§2.4): unlike the shared body segment, this is
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# genuinely this recipient's own — input_buffer_depth is THIS client's
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# own slot's server-side InputJitterBuffer.depth() at send time, which
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@@ -931,6 +1057,8 @@ func get_net_debug_stats() -> Dictionary:
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if _last_local_prediction_comparison.get("authoritative_state", null) != null:
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server_stalled = (_last_local_prediction_comparison["authoritative_state"] as NetBodyState).stalled
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return {
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"match_state": match_state,
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"snapshot_match_state": _last_snapshot_match_state,
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"input_buffer_depth": _last_known_input_buffer_depth,
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"input_lead": _input_lead_controller.lead,
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"input_target_depth": _current_input_target_depth(),
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@@ -1001,6 +1129,9 @@ func _physics_process(_delta: float) -> void:
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if _owns_world_simulation():
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_respawn_escaped_bodies()
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if multiplayer.is_server():
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# Before the broadcast, so a transition taken this tick ships in this
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# tick's own match_state byte rather than trailing it by one.
|
||||
_update_match_state()
|
||||
# _physics_process runs after this frame's _integrate_forces. Snapshot
|
||||
# FIRST: the body state therefore still describes the sequence consumed
|
||||
# on the prior callback. Sending after consume mislabeled that old state
|
||||
|
||||
Reference in New Issue
Block a user