fix(multiplayer): fence roster topology at persistence

This commit is contained in:
Josh Creek
2026-09-01 16:20:01 +01:00
parent 80d6ee8cf5
commit a439a1059b
3 changed files with 23 additions and 1 deletions
+2
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@@ -1406,3 +1406,5 @@ Read-only authenticated queue, proposal, assignment, legacy profile, and ranked-
Allocated join admission now retains and applies the signed assignments authoritative team and global slot: peer order can no longer rebalance a valid allocation, and inconsistent team/slot claims are rejected before roster admission. The server exposes the verified assignment list for allocation-aware startup and uses the per-team spawn index derived from the assigned slot. Go verification is clean; Godot execution remains blocked by the documented macOS pre-test crash.
Allocated boot now also validates the complete signed roster shape before opening the gameplay endpoint: malformed claims, duplicate player identities, duplicate slots, and team/global-slot mismatches fail closed rather than leaving a partially usable server. The Godot `--check-only` attempt still reaches the known macOS renderer/ZSTD crash before script parsing, so this startup guard remains statically reviewed and covered by the existing signed-claim tests pending a working Godot runtime.
The control plane now mirrors that topology fence at roster publication: signed entries with duplicate players, duplicate slots, or a team inconsistent with the canonical global slot are rejected before durable assignment rows are written. Focused store tests cover forged topology and duplicate entries; normal/race Go suites and vet pass.