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3d3024ae8ab83a6625991e0aea0801f0d618b776
6 Commits
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3d3024ae8a |
feat(multiplayer): Phase 4 tasks 4.1/4.2 - local prediction history ring
Adds LocalPredictionHistory, a client-owned seq-tagged ring recording predicted ship state per input sequence, plus wiring in NetworkedMatch to record predictions on send and compare them against authoritative snapshots on arrival. Ships stay frozen/interpolated until 4.3 lands actual correction logic; this round only builds the comparison machinery and its data. Includes fixes from two review rounds: resync_required now self-clears once acknowledgements catch back up (mirrors InputJitterBuffer's stalled flag), NetBodyState gained a copy() method to stop diagnostic accessors aliasing ring-owned state, and corrected comments that had described the local ship as being force-simulated pre-4.3 when it is still driven by interpolated transform writes. |
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cf73074e27 |
fix(multiplayer): resolve composition regression from second adversarial review
A second adversarial review of the previous fix commit found two of its nine fixes silently defeated each other: the seq-range guard (fix for a MEDIUM epoch-mismatch finding) capped the exact variable the ring-overflow resync (fix for the original CRITICAL finding) depends on, making the resync unreachable in production and recreating permanent input death at a lower failure threshold, reachable via ordinary server tick loss alone. - CRITICAL: rebind the seq-range guard to InputJitterBuffer's own highest_ingested_seq (now public) instead of the consumer-side last_applied_seq, so it tracks the client's send epoch rather than a value that can lag arbitrarily far behind during a stall. - HIGH: InputLeadController's release logic still ANDed the old `lead > LEAD_MIN` gate onto the new depth-driven condition, so a backlog the controller never caused still couldn't drain. Split into two independent decisions: the seq-duplicate action follows real depth alone; lead's own bookkeeping separately never drops below its floor. - MEDIUM: widen the CI driver's movement/stalled sampling margin (run_seconds - 2.0, was - 0.5) and assert the peer is still in multiplayer.get_peers() at sample time, since the old margin let the check pass on residual starvation grace after a bot had already disconnected. - LOW: measure horizontal-only displacement in the human smoke test's movement check — the old 3D-distance bar was beatable by pure gravity settling with fully dead input. - LOW: fix a real "clean stderr" violation (match_net.gd broadcasting a departure notice to a peer whose ENet channels are already torn down, including a second peer disconnecting in the same poll batch) by deferring the notification to the next idle frame. - Wire the server's per-slot stalled bit into the client debug overlay for real — a prior commit message claimed this already reached the overlay when only the CI gate actually read it. Re-verified end-to-end against the real production RPC path (not just unit tests in isolation, which is how the composition bug got past the first round): a 2-bot CI match with a 1.5s host SIGSTOP freeze injected mid-run, well past the 0.6s threshold the review reproduced the bug at, now recovers cleanly on repeated runs with zero stderr noise. |
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2325313ad2 |
fix(multiplayer): adversarial review fixes for Phase 3
An Opus subagent's adversarial review of Phase 3 found a critical, silent, permanent bug plus eight smaller real issues, all empirically verified with real two- and three-process runs: CRITICAL: InputJitterBuffer's 32-entry ring permanently bricked a player's input once the un-consumed backlog exceeded the ring's capacity - a fresh arrival would land in the exact slot consume() was still waiting on, and since both counters only ever advance, the gap never closed. Reproduced with a real SIGSTOP/SIGCONT host freeze: client movement dropped from ~26m to 0.00m at ~0.7s, worse under real loss (a lossy link lowered the fatal threshold to ~400ms), and reachable via ordinary clock drift with no external trigger at all. Fixed by tracking the highest seq ever ingested and having consume() jump directly to what the ring can still provide once the gap exceeds capacity, instead of starving through an unrecoverable span. Re-verified with a 3s freeze (well past the original threshold): full recovery. HIGH: InputLeadController's release logic was gated on its own past attacks (lead > LEAD_MIN) rather than the real server-reported depth, so a backlog it didn't itself cause was never drained. Fixed to gate on actual depth vs target. MEDIUM-HIGH: the rate limiter's "N consecutive over-budget seconds" streak hard-reset to 0 on any clean window, letting a duty-cycled flood (burst, one clean window, repeat) sustain ~33x budget indefinitely with zero warnings. Replaced with a leaky-bucket accumulator immune to the same evasion by construction. MEDIUM: the seq > server_tick + 20 guard compared two unrelated clock epochs (server process uptime vs. client's own from-zero seq numbering), so it never actually protected anything on a long-running server and could silently drop an honest client's input forever. Bound against the buffer's own last_applied_seq instead. MEDIUM: InputJitterBuffer.stalled was computed but never reached the wire - the one signal that would have made the ring-overflow bug visible anywhere. Now wired through _ship_to_net_body_state. MEDIUM: task 3.6's CI driver's assertions didn't depend on client input reaching the server at all, so it kept passing with the ring-overflow bug actively triggered. Added real ship-movement and non-stalled checks, sampled while bots are still connected (an initial attempt sampled after their own legitimate disconnect, which starves identically to the bug). LOW-MEDIUM: a lead change silently mislabelled _input_history's older entries, since the wire format has no per-entry seq field. Fixed by handling each delta case (ordinary/release/attack) on its own terms. LOW: bandwidth and snapshot-loss overlay metrics froze at their last value during a total outage instead of decaying - exactly when they matter most. Both now report honest post-outage values. LOW: a guard comment on NetworkManager._ping misdescribed the actual disconnect_peer() arguments in use. Corrected. New permanent regression tests: test_ring_overflow_resyncs_to_fresh_data _instead_of_starving_forever, test_release_drains_a_backlog_it_never_ caused_itself, and client-abuse-flood-dutycycle (reproduces the exact duty-cycle evasion). Full regression suite, including the net-sim-latency milestone gate, all abuse roles, and the CI driver, re-run clean after every fix. |
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5bbb319161 |
feat(multiplayer): Phase 3 task 3.3 - client-owned input_lead control loop
New InputLeadController (scripts/input_lead_controller.gd, standalone and unit-tested like input_jitter_buffer.gd): fast attack (+3 immediately, debounced to once per 30 ticks) on any server-reported starve, slow release (-1 per 60 ticks, gated behind a one-time 2s clean-surplus bar) otherwise, clamped [1, 12]. Deliberately the only thing that adapts buffer depth - the server (InputJitterBuffer) stays a pure reporter, per §3.3's explicit warning that multiple control loops acting on one plant (buffer occupancy) oscillate and present as unattributable sticky controls. Wired into the client's per-tick input send: a lead change is realized as extra distance between the client's outgoing sequence numbers and what the server has consumed - an attack skips extra sequence numbers, a release duplicates the current one (sent again, unincremented). The server's ring buffer needs no special handling for either: a skipped seq is an ordinary drop, a duplicated one is a same-seq resend already discarded by the existing "already consumed" check. Verified with real two-process runs: on a clean LAN, one early attack (a momentary hiccup during connection setup) recovers via two releases within the test's own ~4s window, settling back near minimum. Under sustained 30% simulated loss, lead climbs to 7 via repeated attacks and never releases while genuine loss continues - confirming the debounce, attack, and release gates all fire on real conditions, not just in isolated unit tests. Full regression suite, including the net-sim-latency milestone gate, re-run clean. |
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86a597f0f5 |
feat(multiplayer): Phase 3 tasks 3.1/3.2/3.5 - input redundancy + server jitter buffer
Client now sends the last 4 ticks' actions per packet (newest-first, already-supported by net_codec's wire format from Phase 1) instead of a single action with no redundancy. Server gains a real per-slot ring buffer (new InputJitterBuffer class, scripts/input_jitter_buffer.gd) that consumes exactly one sequence number per physics tick: repeats the last action on a starve, zeroes only after a sustained 500ms stall, and reports real input_buffer_depth/last_input_seq/echo_client_send_ms in every snapshot instead of the hardcoded zeros Phase 2 shipped with. InputJitterBuffer is a standalone, scene-free RefCounted (same pattern as net_codec.gd/net_interpolator.gd) specifically so it's unit-testable against scripted arrival traces (tests/cases/test_input_jitter_buffer.gd): sequential consumption, redundancy surviving a 3-packet burst loss (3.1's own acceptance criterion), starvation repeat-then-zero timing, stale/ reordered packet handling, buffered-depth reporting, and ring-wraparound slot-tagging safety. One real bug found wiring this into a live match: the server's ring buffer started counting its own "expected sequence" from 0 the instant a player's slot was created - well before that player's first real packet could possibly have arrived (connection handshake, arena/ship spawn all take real time first). Since both sides only ever advance monotonically with no resync mechanism, that gap between the server's arbitrary local counter and the client's actual from-1 sequence numbers never closed, so the ship simply never received the client's input (0m movement in a two-process test). Fixed by seeding the buffer's expected-sequence counter from the client's own numbering on first real ingest, rather than assuming a shared from-zero baseline. Verified with real two-process runs: clean baseline movement restored, zero starvation observed under 25% random simulated input loss (well above what redundancy-4 needs to fully absorb), and correct starve-then- stall behaviour confirmed under 100% loss as a sanity check that the mechanism isn't a silent no-op. Full regression suite, including the net-sim-latency milestone gate, re-run clean. |
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4533da34e0 |
feat(multiplayer): Phase 1 transport, connection, and lobby
Lands tasks 1.0-1.8 of multiplayer-todo.md: the pure-function test runner, net_codec (wire format quantizers/pack-unpack), NetworkManager (ENet transport, manual polling, min-RTT clock sync), MatchNet (handshake, protocol/tick-rate gating, roster with team+ready state), lobby.tscn (team columns, switch team, ready toggle), server_boot.tscn (headless dedicated server with structured logging and an overrun watchdog), and main_menu.gd's Host/Join-by-IP UI (connecting overlay, cancel, bounded failure path). Followed by an adversarial review (Opus subagent) that found and fixed two real bugs - an unvalidated player_name broadcast that let one client's oversized name head-of-line-block the reliable channel for everyone, and a server-side roster leak across a host/re-host cycle - plus three gaps in the test suite itself where a claim of "verified" wasn't actually backed by what the test checked. All five two-process smoke tests plus the pure-function suite are green with the strengthened assertions in place. |