Commit Graph

9 Commits

Author SHA1 Message Date
Josh Creek 75f485667b feat(multiplayer): Phase 4 prediction correctness + two input-death fixes
Closes Phase 4's outstanding action-sequence-correctness invariant, then
fixes two server-side bugs an adversarial review of that work uncovered.
Server simulation, bot observations, collision resources and tick rate are
unchanged: the server_physics_parity trace is byte-for-byte identical to
HEAD across 360 ticks including both ships' full observation vectors.

4.11 - prediction history filed under the ISSUING sequence

_send_local_input filed each post-step predicted state under the timeline's
estimate of the sequence the server would consume this tick, trailing
issuance by input_lead. The body had integrated the intent issued under
_input_seq, so predicted[S] held "state after the intent from now" while
the server's authority for S is "state after action(S)". They agree only
while the stick is still. Filing under _input_seq costs nothing: which
action the ship uses is decided in LocalNetShipController.get_action() and
is untouched.

Every prior Phase 4 gate held its input steady, and a steady input cannot
falsify a sequence label - the 60s runs honestly reported marker=0/3784.
New --exercise-input-transitions role toggles thrust every 6 ticks; it is
the only gate that can catch a label regression. Verified non-vacuous: the
old label fails it at 50%.

4.12 - issued-but-unsimulated sequences, and the release path

An attack (delta > 1) issues and sends several sequences for one local
physics step. Those gap sequences had no recorded prediction, so a server
ack of one reported missing_not_recorded - indistinguishable from ring
loss, costing a teleport and resync suppression several times a minute.
They are now recorded stateless via record_unsimulated() and answered with
a new "skip" decision mode. Free-flight hard snaps: 25/8/4 -> 0/0/0.

A release (delta == 0) re-recorded at the unchanged _input_seq, filing the
current intent under a sequence that went out carrying a different action;
LocalInputTimeline deliberately refuses to mutate an issued sequence, so
the ring contradicted the wire. Recording is now skipped on release ticks.

4.13 - two Phase 3 bugs silently killing player input

(a) InputJitterBuffer.consume() advanced last_applied_seq on every tick
including a starve. Since ingest() discards seq <= last_applied_seq, one
starve on a sequence the client had not sent yet stranded the stream one
ahead of arrivals permanently - both sides advancing in lockstep, every
honest packet discarded on arrival. The client's own input_lead release is
enough to trigger it, so input died for ~30 ticks roughly every 6.5s on a
clean LAN. Now only gives up on a sequence once strictly newer data proves
it lost. Silent-client stall and ring-overflow resync are unchanged.

(b) The seq-range guard bounded incoming seq against highest_ingested_seq,
which only advances inside ingest(), which that guard gates. After a ~2s
host hitch every packet was rejected forever with no diagnostic (600+
consecutive rejections reproduced via SIGSTOP). Third iteration of this
guard; each previous version bounded against a value only the accepted
path could advance. Adds an escape after 10 consecutive rejections, which
grants an attacker nothing the rate limiter does not already bound.

(c) The transitions gate reported PASS at 3.76% while input was completely
dead, because suppression stops _record_metrics - a worse outage yields
fewer samples and a LOWER rate. Now scales the required sample count with
run length and asserts the wire's server_stalled bit. Reverting both fixes
makes it fail at samples 292/600, server_stalled=true, input_lead=12.

Fixing (a) also explained a residual the review had already traced: 151 of
151 action-marker mismatches were the server repeating a stale action on a
starve, not a prediction defect. Marker is now 0.00% in all three
conditions (was 1.7-2.5%), and free-flight p99 improved to
0.141/0.168/0.154m from 0.170/0.176/0.184m.

Two pre-existing test defects fixed alongside: the ball gate asserted
RTT-masking on a link with no RTT (flaked 2 in 5; now asserted only at
rtt >= 20ms, 5/5 under latency), and the two-bot CI compared scores across
a 3-5s window (now polls the scores the server actually held; note
score_changed is emitted only on the client path).

QA: 72 unit tests; 60s free-flight at LAN/80+-20ms/5% loss; transition
gate in all three; 2.0s and 3.5s host-freeze recovery; ball contact x5;
two-bot CI x3; all three abuse roles; net/match_net/clock/lobby smokes.

Phase 4 sign-off still pending a human playtest at ~100ms RTT - the
milestone asks how it feels, which no gate here answers.
2026-08-21 09:17:19 +01:00
Josh Creek 04691aaa48 chore(multiplayer): Phase 0 refactors + graphics/perf settings groundwork
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.
2026-08-19 22:37:17 +01:00
Josh Creek c75e142c8a perf(physics): name and assign collision layers
Adds a [layer_names] section to project.godot (Ships/Ball/Arena/
GoalSensor) and sets collision_layer/collision_mask on the 4 physics
body roots (Ship, Ball, Goal Area3D, ArenaBoundary StaticBody3D),
which previously all sat on the default layer 1 / mask 1 so every
body broadphase-tested against every other.

Ships collide with ships/ball/arena but no longer test against the
goal sensor; the goal's mask (Ball only) is the physics-level fix for
what goal.gd's is_in_group("ball") check was doing defensively in
code (left in place, now a no-op guard). ArenaBoundary's runtime-
generated CollisionShape3D children inherit layer/mask from the
StaticBody3D root automatically.

Verified live via godot-mcp under Jolt Physics: ship-vs-ship and
ship-vs-ball collisions still transfer momentum, the ball still
bounces off arena walls, a ball entering a goal still fires
goal_scored (score updates / HUD reset), and a ship teleported into a
goal recess produces zero overlapping bodies on the goal Area3D (was
reachable before, physics-level fix confirmed, not just the code
guard). Headless smoke test (free_play.tscn) is clean.
2026-08-04 18:32:54 +01:00
Josh Creek 1eb5a3188d feat: replace ship and ball placeholder meshes with Blender-modeled assets
Ship gets a greebled hull, tapered nose, swept canopy, twin engine nacelles,
and tail fin (built via the vendored Blender MCP, generator committed at
tools/blender/gen_ship.py) in place of the 5 flat primitives. The ball is
fully remodeled as a smooth round sphere with a crossed emissive accent
pattern (gen_ball.py), replacing the old flat-shaded gold_ball rather than
just tweaking its material.

Node names (Nose/TailFin) are preserved for Ship._apply_team_color(), and
the RigidBody3D/CollisionShape3D physics on both ship.tscn and ball.tscn are
untouched so RL-trained bots and flight feel stay valid. Each part's mesh is
extracted to a standalone .res (tools/blender/extract_meshes.gd) rather than
referenced via glb::ArrayMesh_xxx sub-paths, which don't reliably resolve
across scene files and were silently rendering both models invisible.
2026-08-03 22:39:46 +01:00
Josh Creek 46c8275523 feat(*): add wall/ceiling surface pull and retune ball-ship materials 2026-07-20 19:33:28 +01:00
Josh Creek 379ef9910e feat(*): Replace the test terrain arena with an enclosed standard-size space-platform arena (shared ArenaBoundary floor/walls/ceiling scene, starfield sky, ball CCD) and derive TrainingMode placement bounds from it, dropping the out-of-bounds reward guard 2026-07-18 20:18:03 +01:00
Josh Creek 328831df1f refactor(*): Restructure game into reusable Arena/GameMode architecture with controller-driven ships, adding Free Play and Match modes 2026-07-18 15:34:11 +01:00
Josh Creek cba9a51b5f feat(*): Add much better ship controls 2025-07-13 21:01:57 +01:00
Josh Creek bdd0244873 fix(*): Ensure that movement vaguely works in the new area and looks vaguely at the ball 2025-07-12 20:34:03 +01:00