fix(multiplayer): reclaim slots by signed identity

This commit is contained in:
Josh Creek
2026-09-01 16:08:01 +01:00
parent bdb3c8f4a7
commit b4ea50d76a
4 changed files with 56 additions and 7 deletions
+2
View File
@@ -1398,3 +1398,5 @@ The current working implementation now wires `deploy/k8s/base/fleet.yaml` to the
The NA overlay now also patches the allocated childs `--region=NA` argument, keeping it aligned with the NA Fleet label; rendered EU and NA overlays and the adversarial manifest test verify that regional assignment validation cannot silently remain EU in the NA deployment.
Allocated Godot startup now derives its `min-players` floor from the verified signed roster size, preventing the direct-server default of one player from starting a partially admitted allocated match. A focused regression test covers six-player, casual two-player, and direct-server behavior; the full Godot harness is currently unavailable because Godot cannot open its shared `user://` log and crashes in the macOS renderer before test execution.
The former display-name reclaim weakness (flagged item C) is now closed for allocated matches: the signed `PlayerID` is retained in the server roster and slot, and both reconnect reclaim and late-join promotion carry that stable identity across peer-id changes. Display-name matching remains only as a legacy fallback for unauthenticated direct servers. A focused adversarial unit test covers changed names, same-name impostors, missing identities, and the direct-server fallback.