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https://github.com/jcreek/CosmicClash.git
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fix(multiplayer): reclaim slots by signed identity
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@@ -37,12 +37,14 @@ const MAX_PLAYER_NAME_LENGTH := 24
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class PlayerInfo:
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class PlayerInfo:
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var peer_id: int
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var peer_id: int
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var player_name: String
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var player_name: String
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var player_identity: String
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var team: int = 0
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var team: int = 0
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var ready: bool = false
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var ready: bool = false
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func _init(p_peer_id: int, p_player_name: String, p_team: int = 0, p_ready: bool = false) -> void:
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func _init(p_peer_id: int, p_player_name: String, p_team: int = 0, p_ready: bool = false, p_player_identity: String = "") -> void:
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peer_id = p_peer_id
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peer_id = p_peer_id
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player_name = p_player_name
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player_name = p_player_name
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player_identity = p_player_identity
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team = p_team
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team = p_team
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ready = p_ready
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ready = p_ready
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@@ -117,6 +119,20 @@ func configure_join_authorisations(tokens: Array, context: Dictionary, signing_k
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return true
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return true
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func player_identity(peer_id: int) -> String:
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if not roster.has(peer_id):
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return ""
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return String((roster[peer_id] as PlayerInfo).player_identity)
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static func reservation_identity_matches(slot_identity: String, incoming_identity: String, slot_name: String, incoming_name: String) -> bool:
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# Authenticated allocations must never fall back to a client-chosen display
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# name. The name fallback exists only for direct, unauthenticated servers.
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if not slot_identity.is_empty() or not incoming_identity.is_empty():
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return not slot_identity.is_empty() and slot_identity == incoming_identity
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return slot_name == incoming_name
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# Server only: a raw ENet disconnect (crash, timeout) that never sent a
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# Server only: a raw ENet disconnect (crash, timeout) that never sent a
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# proper hello just needs its (possibly absent) roster entry cleaned up.
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# proper hello just needs its (possibly absent) roster entry cleaned up.
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# The normal leave path also goes through here after the server erases it,
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# The normal leave path also goes through here after the server erases it,
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@@ -219,6 +235,10 @@ func _hello(protocol_version: int, tick_hz: int, player_name: String, supplied_j
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await _reject(peer_id, "player name too long")
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await _reject(peer_id, "player name too long")
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return
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return
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var clean_name := _sanitize_player_name(player_name)
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var clean_name := _sanitize_player_name(player_name)
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var identity := _join_identity(supplied_join_authorisation) if require_join_authorisation else clean_name
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if identity.is_empty():
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await _reject(peer_id, "join authorisation rejected")
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return
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# Tell the new peer about everyone already here before anyone is told
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# Tell the new peer about everyone already here before anyone is told
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# about them, so no client ever observes an unknown peer_id in a
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# about them, so no client ever observes an unknown peer_id in a
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@@ -228,7 +248,7 @@ func _hello(protocol_version: int, tick_hz: int, player_name: String, supplied_j
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_player_joined.rpc_id(peer_id, existing_id, existing.player_name, existing.team, existing.ready)
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_player_joined.rpc_id(peer_id, existing_id, existing.player_name, existing.team, existing.ready)
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var team := _pick_balanced_team()
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var team := _pick_balanced_team()
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roster[peer_id] = PlayerInfo.new(peer_id, clean_name, team, false)
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roster[peer_id] = PlayerInfo.new(peer_id, clean_name, team, false, identity)
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if require_join_authorisation:
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if require_join_authorisation:
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# _reserve_join_authorisation already owns the active peer reservation;
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# _reserve_join_authorisation already owns the active peer reservation;
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# keeping the generation in the history makes fencing auditable without
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# keeping the generation in the history makes fencing auditable without
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@@ -254,6 +274,8 @@ func _valid_join_authorisation(token: String) -> bool:
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var claims = envelope["Authorisation"]
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var claims = envelope["Authorisation"]
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if not claims is Dictionary:
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if not claims is Dictionary:
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return false
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return false
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if str(claims.get("PlayerID", "")).is_empty():
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return false
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var protocol := str(claims.get("Protocol", ""))
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var protocol := str(claims.get("Protocol", ""))
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var expires_at := str(claims.get("ExpiresAt", ""))
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var expires_at := str(claims.get("ExpiresAt", ""))
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var expiry := Time.get_unix_time_from_datetime_string(expires_at)
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var expiry := Time.get_unix_time_from_datetime_string(expires_at)
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@@ -285,6 +307,21 @@ func _valid_join_authorisation(token: String) -> bool:
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and expiry > Time.get_unix_time_from_system()
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and expiry > Time.get_unix_time_from_system()
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func _join_identity(token: String) -> String:
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if token.is_empty():
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return ""
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var standard_token := token.replace("-", "+").replace("_", "/")
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while standard_token.length() % 4 != 0:
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standard_token += "="
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var decoded := Marshalls.base64_to_raw(standard_token)
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if decoded.is_empty():
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return ""
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var envelope = JSON.parse_string(decoded.get_string_from_utf8())
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if not envelope is Dictionary or not envelope.has("Authorisation") or not envelope["Authorisation"] is Dictionary:
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return ""
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return str(envelope["Authorisation"].get("PlayerID", ""))
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func is_join_authorisation_active(token: String) -> bool:
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func is_join_authorisation_active(token: String) -> bool:
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return not token.is_empty() and _active_join_peers.has(token)
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return not token.is_empty() and _active_join_peers.has(token)
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@@ -124,7 +124,8 @@ class SlotInfo:
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# §6.4 (tasks 5.6/5.7). A ship is NEVER despawned on disconnect — the slot
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# §6.4 (tasks 5.6/5.7). A ship is NEVER despawned on disconnect — the slot
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# keeps its ship and swaps the controller, so body order (and therefore
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# keeps its ship and swaps the controller, so body order (and therefore
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# every snapshot index) stays stable for the whole match.
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# every snapshot index) stays stable for the whole match.
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var player_name := "" # identity key for reconnect; peer_id changes across a reconnect
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var player_name := "" # display name only; never authoritative for allocated reclaim
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var player_identity := "" # signed allocation identity; peer_id changes across a reconnect
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var disconnected := false
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var disconnected := false
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var reserved_until_tick := -1 # server only: slot held for this player until here
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var reserved_until_tick := -1 # server only: slot held for this player until here
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var interpolator := NetInterpolator.new() # client only
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var interpolator := NetInterpolator.new() # client only
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@@ -461,6 +462,7 @@ func _start_server() -> void:
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slot.team = info.team
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slot.team = info.team
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slot.spawn_index = spawn_index
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slot.spawn_index = spawn_index
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slot.player_name = info.player_name
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slot.player_name = info.player_name
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slot.player_identity = MatchNet.player_identity(peer_id)
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slot.controller = RLShipController.new()
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slot.controller = RLShipController.new()
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slot.ship = spawn_ship(info.team, spawn_index, slot.controller)
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slot.ship = spawn_ship(info.team, spawn_index, slot.controller)
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_slots.append(slot)
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_slots.append(slot)
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@@ -1206,12 +1208,12 @@ func _build_takeover_controller() -> ShipController:
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# Called when a peer joins while this match is already running. Returns true if
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# Called when a peer joins while this match is already running. Returns true if
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# it reclaimed a reserved slot (§6.4's 30s identity-keyed reservation).
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# it reclaimed a reserved slot (§6.4's 30s identity-keyed reservation).
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func _try_reclaim_slot(peer_id: int, player_name: String) -> bool:
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func _try_reclaim_slot(peer_id: int, player_identity: String, player_name: String) -> bool:
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if not multiplayer.is_server():
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if not multiplayer.is_server():
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return false
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return false
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var now := Engine.get_physics_frames()
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var now := Engine.get_physics_frames()
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for slot in _slots:
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for slot in _slots:
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if not slot.disconnected or slot.player_name == "" or slot.player_name != player_name:
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if not slot.disconnected or slot.player_name == "" or not MatchNet.reservation_identity_matches(slot.player_identity, player_identity, slot.player_name, player_name):
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continue
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continue
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if slot.reserved_until_tick >= 0 and now > slot.reserved_until_tick:
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if slot.reserved_until_tick >= 0 and now > slot.reserved_until_tick:
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continue # reservation lapsed; this is a fresh joiner, not a return
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continue # reservation lapsed; this is a fresh joiner, not a return
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@@ -1246,7 +1248,7 @@ func _try_reclaim_slot(peer_id: int, player_name: String) -> bool:
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func _on_player_joined_midmatch(peer_id: int, player_name: String) -> void:
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func _on_player_joined_midmatch(peer_id: int, player_name: String) -> void:
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if not multiplayer.is_server() or _slots.is_empty():
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if not multiplayer.is_server() or _slots.is_empty():
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return
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return
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if _try_reclaim_slot(peer_id, player_name):
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if _try_reclaim_slot(peer_id, MatchNet.player_identity(peer_id), player_name):
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return
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return
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if _max_spectators >= 0 and _spectator_count() > _max_spectators:
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if _max_spectators >= 0 and _spectator_count() > _max_spectators:
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print("NetworkedMatch: spectator cap (%d) reached, disconnecting peer %d" % [_max_spectators, peer_id])
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print("NetworkedMatch: spectator cap (%d) reached, disconnecting peer %d" % [_max_spectators, peer_id])
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@@ -1262,7 +1264,7 @@ func _on_player_joined_midmatch(peer_id: int, player_name: String) -> void:
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# in _promote_late_joiners(). Queued in arrival order and consumed from the
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# in _promote_late_joiners(). Queued in arrival order and consumed from the
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# front, so waiting is first-come-first-served rather than whichever slot
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# front, so waiting is first-come-first-served rather than whichever slot
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# index happens to free up first.
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# index happens to free up first.
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_late_joiners.append({"peer_id": peer_id, "player_name": player_name})
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_late_joiners.append({"peer_id": peer_id, "player_name": player_name, "player_identity": MatchNet.player_identity(peer_id)})
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print("NetworkedMatch: peer %d (%s) joined mid-match; spectating until the next kickoff" % [peer_id, player_name])
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print("NetworkedMatch: peer %d (%s) joined mid-match; spectating until the next kickoff" % [peer_id, player_name])
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@@ -1302,6 +1304,7 @@ func _promote_late_joiners() -> void:
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var joiner_peer := int(joiner["peer_id"])
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var joiner_peer := int(joiner["peer_id"])
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slot.peer_id = joiner_peer
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slot.peer_id = joiner_peer
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slot.player_name = String(joiner["player_name"])
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slot.player_name = String(joiner["player_name"])
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slot.player_identity = String(joiner.get("player_identity", ""))
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slot.disconnected = false
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slot.disconnected = false
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slot.reserved_until_tick = -1
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slot.reserved_until_tick = -1
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# Same reasoning as the reclaim path: the arriving client numbers its
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# Same reasoning as the reclaim path: the arriving client numbers its
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@@ -39,6 +39,13 @@ func test_leading_trailing_whitespace_trimmed() -> void:
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assert_eq(MatchNet._sanitize_player_name(" Bob "), "Bob", "surrounding whitespace trimmed")
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assert_eq(MatchNet._sanitize_player_name(" Bob "), "Bob", "surrounding whitespace trimmed")
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func test_reservation_reclaim_requires_stable_identity() -> void:
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assert_true(MatchNet.reservation_identity_matches("player-a", "player-a", "Alice", "Impostor"), "the verified identity can reclaim despite a changed display name")
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assert_true(not MatchNet.reservation_identity_matches("player-a", "player-b", "Alice", "Alice"), "a same-name peer cannot reclaim another identity's slot")
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assert_true(not MatchNet.reservation_identity_matches("player-a", "", "Alice", "Alice"), "an unauthenticated peer cannot reclaim an allocated slot")
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assert_true(MatchNet.reservation_identity_matches("", "", "Alice", "Alice"), "direct servers retain the legacy display-name fallback")
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func test_allocated_join_authorisation_is_allowlisted_and_bound_to_server() -> void:
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func test_allocated_join_authorisation_is_allowlisted_and_bound_to_server() -> void:
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var claims := {
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var claims := {
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"MatchID": "match-1", "ServerID": "server-1", "PlayerID": "player-1",
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"MatchID": "match-1", "ServerID": "server-1", "PlayerID": "player-1",
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@@ -1398,3 +1398,5 @@ The current working implementation now wires `deploy/k8s/base/fleet.yaml` to the
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The NA overlay now also patches the allocated child’s `--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.
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The NA overlay now also patches the allocated child’s `--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.
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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.
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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.
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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.
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