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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.
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@@ -22,7 +22,7 @@ func _is_networked_match(node: Node) -> bool:
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return node != null and node.get_script() == NetworkedMatchScript
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func run_host_check(lifetime_seconds: float) -> void:
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func run_host_check(lifetime_seconds: float, force_goal: bool = false) -> void:
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await get_tree().create_timer(lifetime_seconds * 0.4).timeout
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var match_scene := get_tree().current_scene
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var ok := _is_networked_match(match_scene)
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@@ -40,7 +40,21 @@ func run_host_check(lifetime_seconds: float) -> void:
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var success := ok and ship_count == 1 and ball_ok
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print("SMOKE %s: host spawn check (ship_count=%d, ball_ok=%s)" % ["PASS" if success else "FAIL", ship_count, str(ball_ok)])
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if force_goal and ok:
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# Drive a real PLAYING -> GOAL_PAUSE -> WARMUP -> PLAYING cycle so the
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# client has a goal transition to follow. Teleporting the ball into a
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# goal is the same deterministic trick the CI driver and Phase 2's
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# goal-reset-ordering fix both use — two low-skill peers scoring
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# naturally inside a short run is not reliable enough to gate on.
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var goals: Array = match_scene.arena.get_goals() if match_scene.arena else []
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if is_instance_valid(match_scene.ball) and not goals.is_empty():
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match_scene.ball.linear_velocity = Vector3.ZERO
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match_scene.ball.global_position = goals[0].global_position
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print("SMOKE INFO: host forced a goal to exercise the GOAL_PAUSE transition")
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await get_tree().create_timer(lifetime_seconds * 0.6).timeout
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if force_goal and _is_networked_match(match_scene):
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print("SMOKE INFO: host final match_state=%s" % MatchState.to_name(match_scene.match_state))
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if _is_networked_match(match_scene) and not match_scene.ships.is_empty():
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var ship: Ship = match_scene.ships[0]
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print("SMOKE INFO: host ship final position=%s action=%s (spawned, driven by client input if any arrived)" % [str(ship.global_position), str(ship.get_current_action_copy().thrust)])
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@@ -48,7 +62,35 @@ func run_host_check(lifetime_seconds: float) -> void:
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get_tree().quit(0 if success else 1)
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func run_client_check(settle_seconds: float, drive_seconds: float, exercise_ball_contact: bool = false, exercise_free_flight: bool = false, warmup_seconds: float = 0.0, exercise_input_transitions: bool = false) -> void:
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func run_client_check(settle_seconds: float, drive_seconds: float, exercise_ball_contact: bool = false, exercise_free_flight: bool = false, warmup_seconds: float = 0.0, exercise_input_transitions: bool = false, exercise_match_state: bool = false) -> void:
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# Subscribed BEFORE the settle wait, not after: the server leaves LOADING
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# and enters WARMUP as soon as _start_server() finishes, and PLAYING 90
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# ticks later — both would already be history by the time a post-settle
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# listener attached, and the test would silently observe nothing.
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var observed_states: Array[int] = []
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var observed_ticks: Array[int] = []
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if exercise_match_state:
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# change_scene_to_file is deferred, and so is this call — current_scene
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# is still the smoke driver for the first few frames, so connecting
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# immediately silently observes nothing at all (it did: empty list).
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# Poll until the real scene exists, bounded so a genuine failure to
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# load reports as an empty observation rather than hanging.
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var deadline := Time.get_ticks_msec() + int(settle_seconds * 1000.0)
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while Time.get_ticks_msec() < deadline and not _is_networked_match(get_tree().current_scene):
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await get_tree().process_frame
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var state_scene := get_tree().current_scene
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if _is_networked_match(state_scene):
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# Seed with whatever the client has already converged to. The
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# server may legitimately have reached PLAYING before this client
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# finished loading — that is the snapshot-byte catch-up path doing
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# its job, not a missed transition.
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observed_states.append(state_scene.match_state)
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observed_ticks.append(state_scene.match_state_since_tick)
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state_scene.match_state_changed.connect(func(s: int, at_tick: int) -> void:
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observed_states.append(s)
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observed_ticks.append(at_tick)
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)
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await get_tree().create_timer(settle_seconds).timeout
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var match_scene := get_tree().current_scene
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@@ -261,7 +303,57 @@ func run_client_check(settle_seconds: float, drive_seconds: float, exercise_ball
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and int(net_stats.get("ball_blend_complete_count", 0)) > 0 \
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and int(net_stats.get("ball_blend_max_duration_ms", BALL_BLEND_ACCEPTANCE_MS)) <= BALL_BLEND_ACCEPTANCE_MS \
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and proxy_motion_ok)
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var success := verification_movement > 1.0 and local_prediction_ok and prediction_quality_ok and ball_contact_ok
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# §6.1 task 5.1: the client must FOLLOW the server's machine, not run its
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# own. Assert three separable things — that transitions arrived at all,
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# that every consecutive pair is legal per the shared table (so the client
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# never lands somewhere the server could not have sent it), and that the
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# specific documented sequence for this scenario was observed.
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var match_state_ok := true
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if exercise_match_state:
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var names: Array[String] = []
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for s in observed_states:
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names.append(MatchState.to_name(s))
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for i in observed_states.size() - 1:
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if not MatchState.can_transition(observed_states[i], observed_states[i + 1]):
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print("SMOKE FAIL: client observed an illegal transition %s -> %s" % [names[i], names[i + 1]])
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match_state_ok = false
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# Ticks are absolute and monotonic; a transition attributed to an
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# earlier tick than its predecessor means the at_tick plumbing is wrong.
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for i in observed_ticks.size() - 1:
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if observed_ticks[i + 1] < observed_ticks[i]:
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print("SMOKE FAIL: transition ticks went backwards: %s" % str(observed_ticks))
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match_state_ok = false
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var reached_playing := MatchState.State.PLAYING in observed_states
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var saw_goal_pause := MatchState.State.GOAL_PAUSE in observed_states
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# A goal must lead back to a kickoff, not leave the match parked.
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var resumed_after_goal := false
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for i in observed_states.size() - 1:
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if observed_states[i] == MatchState.State.GOAL_PAUSE and observed_states[i + 1] == MatchState.State.WARMUP:
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resumed_after_goal = true
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if not (reached_playing and saw_goal_pause and resumed_after_goal):
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match_state_ok = false
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# The snapshot's match_state byte must carry the real state too, not a
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# hardcoded 0. Everything above is driven by the reliable state_change
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# RPC and would pass identically with a dead byte — which is exactly
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# how Phase 4's mislabelled prediction history survived every gate.
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# The byte is the only channel a late joiner or a client that missed a
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# transition has (§6.3), so assert it independently.
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var wire_state := int(net_stats.get("snapshot_match_state", -1))
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var live_state := int(net_stats.get("match_state", -1))
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if wire_state != live_state or not MatchState.is_valid(wire_state):
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print("SMOKE FAIL: snapshot match_state byte is %s but the client is in %s" % [
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MatchState.to_name(wire_state), MatchState.to_name(live_state)
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])
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match_state_ok = false
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if wire_state == MatchState.State.LOBBY:
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print("SMOKE FAIL: snapshot match_state byte reads LOBBY (0) mid-match — likely never populated")
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match_state_ok = false
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print("SMOKE %s: client followed the server's match state (%s; reached_playing=%s goal_pause=%s resumed=%s ticks=%s)" % [
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"PASS" if match_state_ok else "FAIL", " -> ".join(names),
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str(reached_playing), str(saw_goal_pause), str(resumed_after_goal), str(observed_ticks),
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])
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var success := verification_movement > 1.0 and local_prediction_ok and prediction_quality_ok and ball_contact_ok and match_state_ok
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print("SMOKE %s: client locally predicted %.2fm horizontal, local_prediction_ok=%s prediction_quality_ok=%s" % [
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"PASS" if success else "FAIL", moved_horizontal, str(local_prediction_ok), str(prediction_quality_ok)
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])
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