Commit Graph

39 Commits

Author SHA1 Message Date
Josh Creek ae4a6f937f fix(multiplayer): surface matchmaking connect failures to the player
Closes §8.43's 'failed-reconnect UX' gap, found immediately after
wiring connect_to_assignment() itself: even with that fix in place, a
connection failure had nowhere to go. connect_to_assignment()'s
synchronous failures (assignment missing/expired, invalid endpoint,
NetworkManager.join() erroring immediately) only ever emitted
assignment_connection_failed -- a signal nothing in the client
listened to. state.phase would stay stuck at ASSIGNED, the UI would
keep showing "Your match server is ready" forever, with no way back
to a fresh search.

Worse, the likelier real-world failure mode had no handler at all:
NetworkManager.join() returns OK immediately once the attempt starts,
but the actual ENet handshake can still fail asynchronously afterward
(unreachable server, refused connection, ENet's own ~5s connect
timeout). This is exactly the gap main_menu.gd's own
_on_connection_failed exists to cover for the direct-join flow (see
its header comment) -- nothing covered the equivalent for a
matchmaking-driven connect.

ControlPlaneClient now connects both assignment_connection_failed and
NetworkManager.connection_failed (guarded to state.phase == CONNECTING,
so it never misattributes an unrelated direct-join failure to a
matchmaking search) to state.fail(...), so either failure mode now
surfaces as a failed search the player can actually retry from.

Verified: three new test_control_plane_client.gd tests cover the
synchronous failure path, the async NetworkManager.connection_failed
path (via a real end-to-end ASSIGNED -> CONNECTING flow), and that an
unrelated connection_failed outside CONNECTING is correctly ignored.
220/220 tests pass, stable across 3 repeated runs, no crash, no
engine-level error; full make verify-multiplayer-local and the
complete make verify-enet-integration suite (all five cases) both
clean; zero new crash reports throughout.

Also fixes a markdown table-integrity mistake introduced while
documenting this in the same edit pass: an earlier Edit call
accidentally duplicated a sentence and dropped the row's closing
'remains' clause in §8.43 -- caught and corrected before commit via
the usual pipe-count check.
2026-09-04 18:12:25 +01:00
Josh Creek 7d50612abb feat(multiplayer): reject outdated clients with distinct messaging
Closes §8.43's 'version-mismatch-specific client messaging' gap. Per
the user's explicit go-ahead to design new server behavior for this
(rather than only wiring up something that already existed, the
pattern every other fix this session followed): before this, there
was no server-side protocol rejection at all. queue_create accepted
any protocol_version >= 1 unconditionally, so an outdated client could
only ever discover a mismatch by waiting in the queue forever
unmatched -- the matcher's own compatibility check requires every
formed player to share an identical protocol_version -- with no error
and no explanation given to the player.

Server: Service.MinProtocolVersion (opt-in, zero by default so every
existing caller keeps accepting protocol_version 1 unconditionally)
rejects a below-floor queue_create with 426 Upgrade Required /
client_outdated before the request ever reaches the candidate
provider. Wired via cmd/control-plane's new --min-protocol-version
flag (validated non-negative at startup).

Client: ControlPlaneClient recognises HTTPClient.RESPONSE_UPGRADE_REQUIRED
on queue_create specifically and sets a distinct 'Your client is out
of date -- please update to continue searching' message instead of
the server's raw generic error string, and clears _last_queue_create
so can_retry_queue_create() never offers 'Retry Search' for a failure
that retrying with the same build can never fix.

Verified: go build/vet/test -race clean across every server package.
TestQueueCreateEnforcesMinProtocolVersion covers below-floor rejection
(candidate provider never reached), exactly-at-floor acceptance, and
the error body naming client_outdated; TestQueueCreateMinProtocolVersionZeroIsDisabled
proves the opt-in default doesn't change behavior for every existing
caller. Godot: test_outdated_client_receives_a_distinct_message_and_no_retry_offer
proves the distinct message and suppressed retry offer. Full Godot
suite (217/217, 0 failed, no crash), full make verify-multiplayer-local
gate, zero new crash reports.
2026-09-04 18:07:29 +01:00
Josh Creek 4c61b1e28d fix(multiplayer): actually connect once matchmaking assigns a match
A player who completed the entire queue -> proposal -> allocate ->
assign pipeline would reach ASSIGNED, see "Your match server is
ready", and then simply sit there forever. connect_to_assignment()
existed in control_plane_client.gd, fully validated (checks the
assignment is available and fresh, splits and validates the
endpoint, carries the join authorisation via MatchNet's hello payload
rather than the URL) with its own assignment_connection_started/
assignment_connection_failed signals, and multiplayer-next.md's own
§8.41 row already described it as wired -- but grepping the whole
client found zero callers. Nothing anywhere in matchmaking.gd or
control_plane_client.gd itself ever invoked it.

ControlPlaneClient._connect_when_assigned() now calls it automatically
the moment state.phase reaches ASSIGNED. Wired into the single call
site every queue-shaped HTTP response already shares (heartbeat,
recover, and resync-triggered recover alike, since the WebSocket
match-lifecycle path always funnels into a REST resync first), so
both the ordinary poll path and the WebSocket-push path are covered
without a second call site to keep in sync. Two orderings are handled:
if the assignment fetch triggered earlier by ASSIGNMENT_READY has
already completed, it connects immediately; if not, it defers via
_pending_connect_match_id and resolves once the assignment becomes
available. _connect_attempted_match_id guards against a duplicate or
replayed ASSIGNED event reattempting the connection.

Verified against the real Godot 4.7.1 binary now that headless
testing has resumed: two new test_control_plane_client.gd tests cover
both orderings and the duplicate-attempt guard directly (216/216
total, 0 failed, no crash, no engine-level error, stable across
repeated runs); full make verify-multiplayer-local and the complete
make verify-enet-integration suite (all five cases, including the
3-process match) both pass clean; zero new crash reports throughout.

multiplayer-next.md's §8.41 row is corrected to describe what was
actually true (connect_to_assignment existed but was never called)
rather than repeating the prior, inaccurate 'already wired' claim.
2026-09-04 18:00:42 +01:00
Josh Creek 8810bf7d8f test(multiplayer): cover generic mutation retry recovery
Closes most of §8.43's 'decline, regional outage retry UI, failed
reconnect, duplicate-action recovery beyond proposals' remaining
list -- turned out to be mostly stale doc, not missing code.

matchmaking.gd's decline button/handler already existed
(%DeclineButton, _on_decline_pressed, visibility toggled by
MatchmakingState.PROPOSED alongside accept). ControlPlaneClient's
can_retry_last_mutation()/retry_last_mutation() -- the generic
'duplicate-action recovery beyond proposals' and 'regional outage
retry' mechanism -- also already existed: any mutation (not just a
proposal response) becomes retryable on a transport failure or a
408/429/503 response, and matchmaking.gd's queue button already fell
back to it ('Retry Request'). Neither had any test coverage proving
the mechanism actually works for a non-proposal mutation --
is_retryable_mutation_response's pure classification was the only
thing tested.

Two new tests: test_generic_mutation_retry_recovers_after_a_transient_failure
proves can_retry_last_mutation() transitions from false (mutation
in flight) to true after a transport-level failure on an ordinary
queue_heartbeat, exactly the 'regional outage' case; test_generic_mutation_retry_is_not_offered_for_unsafe_failures
proves a 409 (revision conflict) is never offered as a blind retry
and that retry_last_mutation() fails closed with ERR_INVALID_DATA
rather than resending a stale mutation. retry_last_mutation's literal
network dispatch (HTTPRequest.request()) is not exercised -- it needs
a live SceneTree that test_runner.tscn's synchronous single-_ready()
execution model cannot provide mid-suite; the two tests cover the
can_retry_last_mutation() decision boundary and the fail-closed path
instead, which is what's actually new here.

Verified against the real Godot 4.7.1 binary now that headless
testing has resumed: test_runner.tscn 214/214 clean (no crash, no
engine-level error), full make verify-multiplayer-local re-run clean,
zero new crash reports.

Remaining in §8.43: version-mismatch-specific messaging (a protocol
rejection currently surfaces only as the server's generic error
string), failed-reconnect UX, and §8.16's arena selection/long-running
worker integration.
2026-09-04 17:51:54 +01:00
Josh Creek 55b88a3aa5 fix(multiplayer): converge events through REST 2026-09-02 18:54:10 +01:00
Josh Creek 91658fbc13 fix(multiplayer): recover assignment handoff 2026-09-02 18:47:00 +01:00
Josh Creek bfaf5d40ff fix(multiplayer): validate timestamp calendar 2026-09-01 23:02:31 +01:00
Josh Creek f7ab77dec5 fix(multiplayer): validate queue response contract 2026-09-01 22:56:33 +01:00
Josh Creek fc3a7ea359 fix(multiplayer): validate proposal expiry 2026-09-01 22:54:33 +01:00
Josh Creek ffc7856993 fix(multiplayer): align proposal participant contract 2026-09-01 22:52:52 +01:00
Josh Creek 3bd2387dc3 fix(multiplayer): validate session expiry response 2026-09-01 22:50:00 +01:00
Josh Creek edd78d2548 fix(multiplayer): validate REST response ids 2026-09-01 22:47:57 +01:00
Josh Creek e9ed8923c9 fix(multiplayer): validate client resource paths 2026-09-01 22:45:04 +01:00
Josh Creek 2bdf876b47 fix(multiplayer): enforce assignment opaque ids 2026-09-01 22:40:43 +01:00
Josh Creek dac414274e fix(multiplayer): enforce ranked tier enum 2026-09-01 22:39:06 +01:00
Josh Creek c580e46125 fix(multiplayer): fail closed on ticket timestamps 2026-09-01 22:36:54 +01:00
Josh Creek 03bc723b70 fix(multiplayer): reject fractional ranked games 2026-09-01 22:36:05 +01:00
Josh Creek 3985b74bcf fix(multiplayer): validate ranked season ids 2026-09-01 22:33:54 +01:00
Josh Creek ec0bc362cd fix(multiplayer): validate ranked season expiry 2026-09-01 22:33:00 +01:00
Josh Creek 889e30a434 fix(multiplayer): reset expiry on reauthentication 2026-09-01 22:26:39 +01:00
Josh Creek 17e6a9bc20 fix(multiplayer): enforce opaque event resource ids 2026-09-01 22:22:34 +01:00
Josh Creek 87d43302e1 fix(multiplayer): validate event timestamps 2026-09-01 22:21:18 +01:00
Josh Creek 73e5d64ba2 test(multiplayer): cover queue conflict recovery wiring 2026-09-01 22:20:07 +01:00
Josh Creek 7534d8436c fix(multiplayer): recover queue revision conflicts 2026-09-01 22:19:02 +01:00
Josh Creek 1f05f6d524 fix(multiplayer): align resync recovery targets 2026-09-01 22:16:50 +01:00
Josh Creek cfc82bcea5 fix(multiplayer): expire client sessions proactively 2026-09-01 22:13:41 +01:00
Josh Creek a60c1a097e fix(multiplayer): validate client revisions 2026-09-01 21:59:32 +01:00
Josh Creek 30a5a89164 fix(multiplayer): project complete queue lifecycle 2026-09-01 21:55:19 +01:00
Josh Creek 6ac2d0fbb1 fix(multiplayer): project accepted queue state 2026-09-01 21:54:10 +01:00
Josh Creek fa2c93ec06 fix(multiplayer): defer reconnect recovery during mutations 2026-09-01 21:53:07 +01:00
Josh Creek 51f6e19339 feat(multiplayer): expose ranked season countdown 2026-09-01 21:49:48 +01:00
Josh Creek 9240cd4b27 feat(multiplayer): preserve authoritative queue wait 2026-09-01 21:45:07 +01:00
Josh Creek 6ef55affcb feat(multiplayer): add idempotent client mutation retries 2026-09-01 17:02:55 +01:00
Josh Creek d8ea2f4ac7 feat: connect clients from validated assignments 2026-09-01 08:37:00 +01:00
Josh Creek 3533e8ae6c feat: consume assignment matchmaking events 2026-08-31 23:15:42 +01:00
Josh Creek a16db39884 feat: connect Godot matchmaking event stream 2026-08-31 23:06:44 +01:00
Josh Creek 585056ccc3 feat: add Godot Steam session login 2026-08-31 22:49:05 +01:00
Josh Creek fddbebb33b feat: display backend ranked profile 2026-08-31 22:44:21 +01:00
Josh Creek 5106ac64da feat: add authenticated matchmaking control client 2026-08-31 22:36:05 +01:00