Commit Graph

49 Commits

Author SHA1 Message Date
Josh Creek 7b2f9c26f4 feat(training): add opt-in teamplay evaluation 2026-09-01 17:30:40 +01:00
Josh Creek 6ef55affcb feat(multiplayer): add idempotent client mutation retries 2026-09-01 17:02:55 +01:00
Josh Creek 4e88ea80f3 feat(multiplayer): handle planned shutdowns on clients 2026-09-01 16:43:47 +01:00
Josh Creek b24f9fc448 feat(multiplayer): notify clients before server shutdown 2026-09-01 16:42:15 +01:00
Josh Creek 334d8a26ac feat(multiplayer): enforce allocated initial connect policy 2026-09-01 16:36:26 +01:00
Josh Creek 80d6ee8cf5 fix(multiplayer): validate allocated roster shape 2026-09-01 16:18:31 +01:00
Josh Creek 69a8402f11 fix(multiplayer): honor assigned team and slot 2026-09-01 16:17:10 +01:00
Josh Creek b4ea50d76a fix(multiplayer): reclaim slots by signed identity 2026-09-01 16:08:01 +01:00
Josh Creek bdb3c8f4a7 fix(multiplayer): gate allocated matches on full roster 2026-09-01 16:03:43 +01:00
Josh Creek 4fb7ddfecf docs(multiplayer): consolidate tracking into one document
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.
2026-09-01 12:32:43 +01:00
Josh Creek e7c835af52 feat: add Godot Agones REST bridge 2026-09-01 09:16:41 +01:00
Josh Creek 6caf719158 feat: add allocated server readiness control 2026-09-01 09:12:10 +01:00
Josh Creek 3aad68a6e6 feat: fence expired allocated reconnects 2026-09-01 08:52:12 +01:00
Josh Creek e25d61d80e feat: verify allocated join authorisations with hmac 2026-09-01 08:48:48 +01:00
Josh Creek 4b01b7fc88 fix: prevent concurrent join token reuse 2026-09-01 08:41:38 +01:00
Josh Creek 68d832f7bc feat: enforce allocated join roster admission 2026-09-01 08:39:56 +01:00
Josh Creek d8ea2f4ac7 feat: connect clients from validated assignments 2026-09-01 08:37:00 +01:00
Josh Creek aeb37a4c6e fix: ignore pre-history prediction acknowledgements 2026-09-01 08:32:44 +01:00
Josh Creek c5678ce877 fix: pass Godot 4.7 multiplayer test suite 2026-09-01 08:24:33 +01:00
Josh Creek 467c25b20c feat: expose validated assignment endpoints 2026-09-01 08:17:39 +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 6b3db98327 fix: bind assignments to authenticated player 2026-08-31 22:55:22 +01:00
Josh Creek 69f1ef6be1 feat: add player-scoped assignment recovery 2026-08-31 22:54:16 +01:00
Josh Creek 585056ccc3 feat: add Godot Steam session login 2026-08-31 22:49:05 +01:00
Josh Creek 222bbb5b84 feat: classify matchmaking recovery failures 2026-08-31 22:45:20 +01:00
Josh Creek fddbebb33b feat: display backend ranked profile 2026-08-31 22:44:21 +01:00
Josh Creek 62c1478913 feat: persist matchmaking recovery state 2026-08-31 22:42:43 +01:00
Josh Creek 47550aefae feat: add matchmaking queue UI 2026-08-31 22:39:29 +01:00
Josh Creek 5106ac64da feat: add authenticated matchmaking control client 2026-08-31 22:36:05 +01:00
Josh Creek 39ebfce1bb feat: add revisioned matchmaking client state 2026-08-31 22:33:33 +01:00
Josh Creek 698413cd91 feat: validate allocated assignment manifest 2026-08-31 20:38:56 +01:00
Josh Creek d864ce2475 feat: add allocated server compatibility config 2026-08-31 20:13:22 +01:00
Josh Creek 964094f65a docs: correct stale multiplayer/C#-backend claims, add TECH_STACK doc
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.
2026-08-31 18:20:52 +01:00
Josh Creek 6320b982a8 fix(project): keep comments out of project.godot and guard the settings
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.
2026-08-24 08:40:16 +01:00
Josh Creek 6bafdc7794 feat(multiplayer): add Steam transport foundation 2026-08-21 18:52:07 +01:00
Josh Creek f2b72394de feat(server): complete phase 6 local verification 2026-08-21 18:38:30 +01:00
Josh Creek ec896b27ac feat(server): task 6.4 — structured logging the match and transport layers can reach
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.
2026-08-21 17:13:11 +01:00
Josh Creek 06881f05ca feat(server): task 6.1/6.3 — dedicated server export preset and a real CLI surface
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.
2026-08-21 17:03:08 +01:00
Josh Creek 866efa0d9b fix(multiplayer): server no longer rate-limits a backlog it caused itself
Closes task 5.10's three recording gaps, and the gap-closing found a real
input-loss bug.

Replay log: a failed write now ends the log permanently instead of
desyncing every later record's framing; close() is called from _exit_tree
with a summary, since the RefCounted destructor closes it implicitly but
never says whether the log is complete; rejected packets are recorded
with their reason in the kind byte (framing unchanged, FORMAT_VERSION 2
so "no rejects" differs from "this build never recorded them"). Recording
is capped at 8 per peer per window - uncapped, the diagnostic is a remote
disk-fill amplifier, since the attacker picks the packet rate. Uncapped
totals live on MatchSim and survive the peer's disconnect.

The bug: a 2s host stall has the client sending at 60Hz throughout, and
ENet delivers that whole backlog in the first window after resume - 70 of
an honest client's packets rejected as "rate limit exceeded". Redundancy
does not cover it, because the dropped packets are contiguous: 0 of 70
rescued, and 82 of 923 sequences (8.88%, ~1.4s of input) never reached
the server, against 0.00% with no stall. Every prediction gate passed.

Fixed by granting each already-tracked peer a capped, two-window packet
grace when the server detects its own wall-clock stall. Rate-limit
rejects 70 -> 0, sequences missing 8.88% -> 0.00%, seq-guard rejects
9 -> 0. Controls on the unfixed build lost 4.34/7.52/7.86%. All three
abuse roles still disconnect and no flood induced a stall, so the grace
cannot be farmed.

Also corrects an earlier wrong conclusion: the reviewer's free-flight
p95 0.688 is real and reproduces on two processes with 0.0% snapshot
loss. The plain --role=client drive fails the 0.5 free-flight bound in
3 of 8 runs because that drive is mostly a contact test - the harness
comment already said so - leaving a cohort as small as 12 samples.
Near-surface error is genuinely several times open-air error, so the
calibrated bound now belongs to --exercise-free-flight alone and the
plain role asserts the always-well-sampled all-cohort percentiles at
1.2/2.0, printing the free-flight numbers as reported-not-asserted.
6/6 plain runs pass where 3/7 failed; tightening to 0.3 still fails.

tools/replay_dump.gd reads a log back: counts by kind, plus how much of
the input sequence stream reached the server once redundancy is counted.
2026-08-21 16:10:43 +01:00
Josh Creek a5cbc977b5 feat(multiplayer): Phase 5 tasks 5.6-5.10 - disconnects, spectators, replay log
Completes Phase 5's implementation. Every task is verified at 1v1; the
3v3 phase gate itself has not been run and remains outstanding.

5.6/5.7 disconnects: a ship is never despawned. The slot keeps it and
swaps the controller (--fill-bots gives it a bot, the default leaves it
inert per §1.4), sets `stalled` immediately so the nameplate greys out
rather than waiting ~500ms for the abandoned jitter buffer to starve,
and reserves the slot for 30s keyed by player name so a reconnect gets
the same ship back.

5.7 was a real bug, found by the test rather than by review:
SlotInfo.controller was declared RLShipController, but the takeover
swaps in an AIShipController or the base controller - the narrower type
makes that assignment fail its type check, leaving the field pointing at
the controller set_controller() just queue_free()d. It surfaced as
controller_valid=false on the first run. The per-tick action write is
now also gated on `is RLShipController`, since a disconnected slot's bot
drives itself and overwriting it from a starving buffer would pin it to
the departed player's last input.

§6.4's two rules conflict: reserve for 30s, but abort when the last
human leaves. Applied naively the abort wins instantly in a 1v1 and the
reservation can never be redeemed, making reconnect unreachable exactly
when it matters. Abort now waits for no connections AND no outstanding
reservations.

5.8 spectators: a slotless peer spawns no ship and receives the same
snapshot broadcast. HUDController.spectator_mode keeps the clock, score
and goal celebration and hides only the ship instrument cluster - it
previously push_error'd and bailed, leaving a spectator with a dead HUD.
Camera cycles ships in slot order then the ball. --max-spectators caps
it, counted from the live peer list so a dropped spectator cannot leak a
unit of the cap.

5.9 escape respawn: new GameMode._on_bodies_respawned() virtual;
NetworkedMatch bumps reset_gen through Phase 2's deferred path so the
bump and the respawned pose land in the same broadcast. Single-player
modes are unaffected - the base is a no-op.

5.10 replay log: scripts/replay_log.gd, --replay-log=<path>, storing the
wire bytes verbatim in both directions rather than re-serialising - a
re-encode would launder away precisely the malformed payload being
chased. A live 6s match recorded 1115 records (557 inputs / 558
snapshots) and a stored snapshot decodes back to server_tick=100
match_state=WARMUP bodies=2.

Note for future work: --check-only --script is the only thing that
catches a parse error in networked_match.gd, because the unit runner
never loads it. Two separate breakages passed the full unit suite while
breaking every two-process run. A new class_name also needs --import
before it resolves.

Test surface: --role=host-disconnect (three-process 5.6/5.7 scenario),
--match-length=<s>, --replay-log, --fill-bots/--no-fill-bots,
--max-spectators. The ball-contact scenario now steers at the ball with
closed-loop real input instead of a hand-tuned fixed heading, which 5.3
broke by adding KICKOFF_YAW_JITTER; thrusting while turning took it from
2/3 to 5/5.

Regression: 87 unit tests; free-flight LAN p99 0.094m with 0 hard snaps;
transition gate 0.00%; ball contact 5/5; lifecycle goal cycle and full
match to RESULTS/LOBBY; disconnect+reconnect; two-bot CI.
2026-08-21 10:25:15 +01:00
Josh Creek 9f28c02488 feat(multiplayer): Phase 5 task 5.1 - match lifecycle state machine
Adds the §6.1 state machine, its broadcast, and the client side that
follows it. Physics, freezing and input are deliberately NOT gated on
state yet - 5.3 and 5.4 own freeze/unfreeze at kickoff and goal, and
doing it here would change the conditions every Phase 4 prediction gate
was measured under.

scripts/match_state.gd holds the enum and transition table as pure data
with no scene or RPC dependency, so the table is checked exhaustively
rather than by example: every state reachable, every state has an exit,
no self-transitions, abort-to-LOBBY from anywhere per §6.4, illegal
shortcuts rejected, unknown values refused rather than coerced. The enum
values are the wire format - match_state has been a u8 in the snapshot
header since §2.4 - so a test pins them; only append, never renumber.

The server validates every transition and push_errors an illegal one
rather than following it. Clients deliberately do NOT enforce the table:
authoritative state must be accepted, and a late joiner legitimately
jumps straight to PLAYING.

Two channels carry the state. state_change (reliable, channel 0) is
prompt and carries an absolute at_tick, never a duration. The snapshot's
match_state byte is the catch-up path for a client not yet sent a
transition - a late joiner, or the window between scene load and the
first RPC.

The byte needs a tick guard, and this was found the hard way. Snapshots
are unreliable_ordered on channel 2 and ordering holds only within a
channel, so a state_change for tick N routinely arrives before an
in-flight snapshot from tick N-2. Without the guard the client applies
the new state then gets dragged back by the older byte, oscillating on
every transition - observed directly as LOADING -> WARMUP -> LOBBY ->
PLAYING -> LOBBY while running a deliberately-broken-byte control. Only
a byte at least as new as match_state_since_tick is accepted.

WARMUP_TICKS/GOAL_PAUSE_TICKS are honest placeholders so 5.1 drives real
transitions to verify against; 5.3 and 5.4 replace them. The server also
leaves LOADING immediately rather than waiting for scene_ready, which
does not exist yet.

New smoke flag --exercise-match-state, passed to both roles: the host
forces a goal to drive a GOAL_PAUSE cycle, the client records the
sequence and asserts every consecutive pair is legal, that ticks are
monotonic, and that the wire byte agrees with its own state. Observed
LOADING -> WARMUP -> PLAYING -> GOAL_PAUSE -> WARMUP with tick deltas
matching the configured durations exactly.

Verified against a control: hardcoding the snapshot byte back to 0 fails
both the byte assertion and the transition-legality assertion. The byte
is asserted separately from the RPC precisely because everything else in
the check is RPC-driven and would pass with a dead byte - the same gap
that hid the Phase 4 label bug (gotcha 47).

Regression: 81 unit tests; 60s free-flight LAN (p99 0.148m, 0 hard
snaps, marker 0/3364); transition gate 0.00%; ball contact; two-bot CI.
2026-08-21 09:31:22 +01:00
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 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.
2026-08-20 19:29:13 +01:00
Josh Creek 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.
2026-08-20 18:26:12 +01:00
Josh Creek 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.
2026-08-20 15:28:44 +01:00
Josh Creek 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.
2026-08-20 13:14:40 +01:00
Josh Creek 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.
2026-08-20 13:07:33 +01:00
Josh Creek 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.
2026-08-20 08:18:59 +01:00