Adds fetch_ranked_profile() right after login, asserting the expected
404 for a brand-new identity round-trips correctly through the real
RankedProfileProvider (previous commit) before proceeding to the
existing queue_create -> heartbeat -> cancel sequence. Verified stable
across 3 consecutive full runs.
Adds a fourth real round trip to control_plane_smoke.gd: heartbeat ->
cancel_queue -> CANCELLED, using the same idle-wait pattern the
heartbeat step already needed. Verified stable across 3 consecutive
full runs (real Postgres, real testkit-api, real headless Godot
client), plus the full Go and Godot unit suites clean.
Every existing test of the client/control-plane boundary is either a
Go unit test with a mocked HTTP layer or a GDScript unit test with no
network at all (multiplayer-next.md 8.40's own evidence names "live
multi-process control-plane/game verification" as remaining). Nothing
before this actually ran the real compiled Go binary, a real
PostgreSQL instance, and a real headless Godot process talking real
HTTP to each other -- and it immediately found a real bug (previous
commit).
server/cmd/testkit-api is a new, deliberately separate, clearly-marked
test-only binary wired identically to cmd/control-plane except for
SteamLogin: cmd/control-plane has no way to authenticate against a
real Steam Web API from this sandbox (task 8.7's own documented
blocker), so testkit-api accepts any non-empty ticket string and
derives a deterministic identity instead. This bypass is confined to
its own binary -- never a flag on cmd/control-plane, never referenced
by any Dockerfile stage or Kubernetes manifest -- specifically so it
can't become a footgun on the real one.
Game/tests/control_plane_smoke.gd drives the real ControlPlaneClient
autoload through login -> queue_create -> heartbeat against a real
server and prints SMOKE PASS/FAIL, matching the existing net_smoke.gd
convention. scripts/verify_control_plane_integration.sh orchestrates
both sides (real postgres:17-alpine, the built testkit-api binary, the
Godot client) end to end.
Two real bugs surfaced building this, both fixed and re-verified, not
just the target bug: the smoke script's own use of `go run` left a
zombie process that survived cleanup and squatting on its port
corrupted the NEXT run with a misleading "http=401 unauthorized" (now
builds and runs a real binary directly, plus a belt-and-suspenders
port-kill in cleanup); and calling heartbeat() synchronously from
within a request_succeeded handler produced a spurious "Busy" because
ControlPlaneClient's own internal resync (see previous commit) was
still in flight -- the test now waits for ControlPlaneClient to go
idle via a real Timer (call_deferred alone floods the message queue
without ever yielding a frame for the in-flight request to complete).
Verified stable across 3 consecutive full runs: real PostgreSQL
container up, migrations applied, testkit-api built and started, real
headless Godot client round-tripping login/queue/heartbeat, clean
teardown with no leftover processes, containers, or bound ports each
time.
multiplayer-todo.md and multiplayer-next.md tracked overlapping
information in two places. Fold everything into multiplayer-next.md
(architecture decisions, wire format, task breakdown with checkboxes,
gotchas list, testing notes) and delete multiplayer-todo.md. Section
numbers are unchanged, so existing code comments citing them by
section/task number still resolve; update every such reference to
point at the new filename.
CLAUDE.md and README.md described the pre-multiplayer state (local-only
MVP, planned C# backend) even though server-authoritative multiplayer,
the dedicated server, Docker/CI verification, and Steam transport have
since shipped (Phases 1-6). Update both to reflect reality and add a
docs index in CLAUDE.md pointing at multiplayer-next.md as the current
checklist.
- Add docs/TECH_STACK.md, linked from README, explaining the stack and
why it's a single GDScript project with no separate backend.
- Add one TODO item for the video settings menu (missing presets/vsync/
resolution scaling), blocked on the same profiling gate as the
multiplayer 0.17 tasks.
- Pick up editor-generated .gd.uid sidecars and minor project.godot
formatting noise from opening the project in Godot 4.7.
Godot's ConfigFile writer does not round-trip comments in project.godot. An
observed rewrite deleted both `;` blocks outright and spliced the three-line
`#` block above run/main_scene.dedicated_server onto the setting's own line,
leaving it commented out — which would send dedicated builds to the
interactive main menu instead of server_boot.tscn, with nothing failing until
someone noticed a server process rendering a menu.
Move the explanations into the code that owns the settings (server_boot.gd for
the dedicated-server override, video_settings.gd for stretch mode and vsync)
so they cannot be destroyed by a rewrite, and leave project.godot holding only
assignments plus Godot's own regenerated header.
Add tests/cases/test_project_settings.gd as the backstop: the feature-override
assertions read project.godot as text and reject a line that has been folded
into a comment, since ProjectSettings resolves `key.<feature>` overrides at
load time and never exposes the suffixed key. Verified by reproducing the
exact corruption, which fails the test, and it also covers the Jolt physics
engine, the required autoloads, and that no test-hook autoload is ever shipped
registered.
run_ci_host_check asserted input reached the server by comparing each bot
ship's position against one recorded before the check forced a goal. But a
goal's kickoff teleports every ship back to spawn (_begin_kickoff ->
reset_ships), so that comparison measured only the distance covered since the
last reset — a window whose length depends on when the sample lands relative
to the kickoff rather than on whether input was flowing at all.
It failed on master with peers at 0.51m and 0.23m against a 0.5m threshold:
one passed by a centimetre, the other failed, with both connected, neither
stalled, and every other assertion in the run green. The commit it failed on
touches only training JSON, and the push two minutes earlier passed on
identical game code.
Accumulate per-tick path length in _await_recording_score instead, discarding
any single-frame step over 2.0m as a teleport — Ship.max_speed (35 m/s) is
hard-clamped each tick in _integrate_forces, so 60Hz caps legitimate travel at
~0.58m. Same 0.5m threshold now reads 28-75m across runs, and it is strictly
stronger than before: it asserts input kept arriving for the whole wait rather
than that the ship merely ended up somewhere else.
server_boot.gd's private _log could only ever see what the boot scene
itself observed: connects, disconnects, roster changes, tick overruns.
The events an operator is actually asked about - who scored, who got
kicked and why, which peer is flooding - happen inside networked_match.gd
and match_sim.gd, neither of which could reach a logger on a scene node
that gets freed at the first change_scene_to_file. scripts/server_log.gd
holds it as static state on a class_name: reachable from all three, no
autoload, no ordering dependency.
New events: goal, match_ended, kickoff, peer_kicked (previously only a
push_warning, carrying neither peer nor reason into the stream a
container captures), rate_limited, server_stalled. rate_limited fires
ONCE per peer per window rather than per packet - a flood is thousands of
packets a second and the log line must not become the amplifier the
replay recorder was capped to avoid being.
Off unless a server configures it, so a client, an editor session or a
unit-test run does not start printing server telemetry just because these
scripts loaded.
Rotation is deliberately not implemented: the server logs to stdout and
stops, because every way this is run already rotates better - docker's
json-file driver, journald, or logrotate on a redirect. A server that
also wrote and rotated its own file would fight all of them in a
container, where stdout is the interface. SERVER.md (6.6) documents the
three configurations.
Five tests on the one piece with real logic - the one-line contract.
Including log injection: a player name is attacker-controlled, and
without escaping, the name "x\n[0.000] INFO peer_kicked reason=nothing"
writes a fake event into the operator's log. Newlines are escaped rather
than dropped so the attempt stays visible.
End-to-end verification of the new events comes with 6.5, which is what
first makes a server run a match at all.
6.1: "Linux Dedicated Server" preset (dedicated_server=true,
custom_features="dedicated_server") mirroring the existing training
preset, plus run/main_scene.dedicated_server so the server binary reaches
its own entry point with no flag. Builds: an 85MB Linux x86_64 binary,
gitignored like the training one.
6.3: scripts/server_config.gd declares every server flag once - name,
type, default, section, help - and one parser turns that into parsing,
type checking, range validation, config-file backing and --help. The
flags had grown to ~30 across server_boot.gd and networked_match.gd, each
parsed inline with begins_with, none documented, and an unrecognised flag
was SILENTLY IGNORED: --max-clientss=8 ran a server on the default cap
and said nothing. Unknown flags, missing values, wrong types, duplicates
and out-of-range values are now hard errors, reported all at once.
Precedence is command line > config file > default. server_boot.gd parses
strictly because it owns the whole command line; networked_match.gd reads
the same declaration leniently because it is one consumer of an argv the
smoke harnesses also fill with --role= and --drive-seconds=. Nothing is
lost - every server flag is declared, so the strict pass already caught
any typo before the match scene re-reads its own.
13 unit tests covering the precedence order, the typo rejection that
motivated this, --no-<bool> not double-listing in --help, and --help
documenting every flag asserted against the declaration rather than a
hand-kept list. Verified end to end: --help prints, a typo'd flag refuses
to start, and the plain/replay-log/late-joiner smoke scenarios still pass.