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.
multiplayer-next.md carried the Phase 8 checklist but not the numbered
tasks with acceptance criteria that work actually gets picked up from.
That format lives in multiplayer-todo.md section 7, which already hosts
Phase 7 as in-progress, so Phase 8 goes there too.
Tasks 8.1-8.20 across four groups: backend service (identity, rating
store, Glicko-2, queue), server orchestration and autoscaling, playlists
and client UI, and keeping Docker/CI green. Section 0's short list gains
an index entry, and the status header now says Phase 8 is a 1.0 launch
blocker and the first phase to add a component outside the Godot
project.
Three entries are measured findings rather than plans, each of which
would break a naive implementation: stdout block-buffering making a
log-grep readiness probe hang forever, the hardcoded 7777/udp port
preventing more than one match per host, and compose.phase6-smoke.yml's
dependence on the exact behaviour allocation work would change.
Also fixes a now-false cross-reference: a Phase 4 note read 'not
Phase 8' meaning 'not a later phase', written when no Phase 8 existed.
CLAUDE.md's 'never add new work to multiplayer-todo.md' rule gains the
new-phase exception it always had in practice - Phase 7 was already
there.
Queued matchmaking had never been considered anywhere in the planning
docs - not as planned work, and not even on the explicitly-deferred
list. It is a launch requirement, so record the design before code.
Add docs/MATCHMAKING.md covering the model change (community-server ->
per-match allocation), the decision to use Steam for identity and a
project-owned backend for queue/rating/allocation, what the existing
server already provides (--max-matches=1 is the allocation primitive,
ServerConfig, the roster, MatchState), the casual/ranked ruleset split,
and the open questions - rating algorithm, team-to-individual rating,
and the server cost that allocated matches reintroduce.
Ranked is hard-blocked on Phase 7 Steam auth tickets: slot reclaim is
keyed by display name today, and a rating on a spoofable identity is
worse than no rating.
Add Phase 8 to multiplayer-next.md, and correct README/CLAUDE.md/
TECH_STACK.md, which asserted no backend exists or is planned - true
before this was scoped, wrong now.
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.
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.
Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/
arena refactors, sim constants, background FPS handling) plus a first pass
at exposing graphics/performance settings (presets, resolution scaling,
vsync, FPS cap, perf overlay) and a GPU profiling harness for the
real-hardware follow-up in task 0.15b.
Upstream's update added telemetry that is on by default. Sets the three
opt-out env vars on the blender server in .mcp.json, which also suppresses
the consent prompt it would otherwise raise through the MCP client.
Documents the addon-side 'Allow Telemetry' preference as a separate switch:
it defaults to on, covers prompts, code snippets, screenshots and trajectory
data, and lives inside Blender where these env vars cannot reach it.
Upstream replaced the manual GUI addon install with a version-aware
`blender-mcp install-addon` CLI, so the agent guide now specifies a
uv sync + install-addon preflight before the first blender-mcp tool
call in a session, and narrows the manual steps to what genuinely
cannot be scripted: enabling the addon, starting the socket server,
and restarting Blender after the addon file is rewritten.
Also fixes the post-clone setup line, which gave `git submodule add`
(the command for vendoring it in the first place) instead of
`git submodule update --init --recursive`, and notes the telemetry
opt-out env vars that came with the update.
HUDController found its ship via get_first_node_in_group("ship"), a group
that has 2+ members once a match has an AI opponent — it only worked
because the player ship happened to spawn first. spawn_camera_rig now
wires the HUD's ship the same way it already wires the camera rig's
target.
Both mcp/godot-mcp and mcp/blender-mcp were already cloned locally and
registered in .gitmodules/.mcp.json/CLAUDE.md, but neither submodule's
gitlink had actually been committed, so a fresh clone wouldn't pull
either down. Stages the two gitlinks so `git submodule update --init
--recursive` works as documented.