docs: reflect multiplayer foundation status

This commit is contained in:
Josh Creek
2026-08-31 22:03:00 +01:00
parent 52a96de8d6
commit b1314074a8
+1 -1
View File
@@ -6,7 +6,7 @@ points there too.
Everything below is written so an agent (or a person) can pick up a single numbered task, do it, verify it against a stated acceptance criterion, and stop. Sections 16 are the decisions those tasks assume; read them before picking up work in Phase 2 or later.
**Status: every task in Phases 06 is implemented and verified locally.** Both multiplayer milestones still need human verification — a playtest at ~100 ms RTT (Phase 4) and a real 3v3 session (Phase 5). Phase 6's public-internet gate is deliberately blocked by the display-name reclaim defect until Phase 7 identity work lands; its export, Docker, rotation/drain, and CI work are complete. Phase 7's Steam foundation is in progress. **Phase 8 — matchmaking, ranked, and per-match server autoscaling — remains a 1.0 launch blocker and is partially implemented:** the Go domain policy, store boundaries, migration, supervisor, testkit and offline end-to-end path are in place, while production API/DB/Redis/Steam/Agones wiring and runtime gates remain. It is the first phase to add a component outside the Godot project, and its design lives in [`docs/MATCHMAKING.md`](docs/MATCHMAKING.md). The client has local-ship delta-rebase reconciliation, client-only ball touch prediction, adaptive input-depth signalling, and experimental remote present-time visuals; all server simulation, bot action/observation behaviour, collision resources, and tick rate remain unchanged. See the outstanding list immediately below for what is left and why, §7 for the implemented work and its evidence, and §11 for what is deliberately deferred.
**Status: every task in Phases 06 is implemented and verified locally.** Both multiplayer milestones still need human verification — a playtest at ~100 ms RTT (Phase 4) and a real 3v3 session (Phase 5). Phase 6's public-internet gate is deliberately blocked by the display-name reclaim defect until Phase 7 identity work lands; its export, Docker, rotation/drain, and CI work are complete. Phase 7's Steam foundation is in progress. **Phase 8 — matchmaking, ranked, and per-match server autoscaling — remains a 1.0 launch blocker and is partially implemented:** the Go domain policy, store boundaries, migration, supervisor, hardened Fleet baseline, testkit and offline end-to-end path are in place, while production API/DB/Redis/Steam/Agones wiring and runtime gates remain. It is the first phase to add a component outside the Godot project, and its design lives in [`docs/MATCHMAKING.md`](docs/MATCHMAKING.md). The client has local-ship delta-rebase reconciliation, client-only ball touch prediction, adaptive input-depth signalling, and experimental remote present-time visuals; all server simulation, bot action/observation behaviour, collision resources, and tick rate remain unchanged. See the outstanding list immediately below for what is left and why, §7 for the implemented work and its evidence, and §11 for what is deliberately deferred.
---