Commit Graph

45 Commits

Author SHA1 Message Date
Josh Creek 7d50612abb feat(multiplayer): reject outdated clients with distinct messaging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= 1 unconditionally, so an outdated client could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on queue_create specifically and sets a distinct 'Your client is out
of date -- please update to continue searching' message instead of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 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 c580e46125 fix(multiplayer): fail closed on ticket timestamps 2026-09-01 22:36:54 +01:00
Josh Creek 82691eaf80 fix(multiplayer): validate assignment expiry format 2026-09-01 22:29:45 +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 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 c08c761af3 fix(multiplayer): recover requeued tickets 2026-09-01 22:06:30 +01:00
Josh Creek a60c1a097e fix(multiplayer): validate client revisions 2026-09-01 21:59:32 +01:00
Josh Creek f491725144 fix(multiplayer): stop recovery after completion 2026-09-01 21:58:20 +01:00
Josh Creek fa2c93ec06 fix(multiplayer): defer reconnect recovery during mutations 2026-09-01 21:53:07 +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 dad26a164c fix(multiplayer): recover stale proposal mutations 2026-09-01 15:31:01 +01:00
Josh Creek aa93aeec95 test(multiplayer): verify two-player proposal round trip 2026-09-01 15:17:53 +01:00
Josh Creek d8ea2f4ac7 feat: connect clients from validated assignments 2026-09-01 08:37:00 +01:00
Josh Creek c5678ce877 fix: pass Godot 4.7 multiplayer test suite 2026-09-01 08:24:33 +01:00
Josh Creek 76aad61191 fix: update Godot websocket handshake API 2026-09-01 08:21:05 +01:00
Josh Creek 3533e8ae6c feat: consume assignment matchmaking events 2026-08-31 23:15:42 +01:00
Josh Creek 0be51ab902 fix: reconnect matchmaking event stream 2026-08-31 23:08:24 +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 e1807d2492 fix: handle matchmaking session expiry 2026-08-31 22:47:31 +01:00
Josh Creek 3e94960f0a fix: retry queue creation idempotently 2026-08-31 22:46:45 +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 66a67c931d feat: add participant-scoped proposal recovery 2026-08-31 22:41:26 +01:00
Josh Creek 550d73f1d7 fix: preserve active matchmaking on transient errors 2026-08-31 22:39:42 +01:00
Josh Creek 5106ac64da feat: add authenticated matchmaking control client 2026-08-31 22:36:05 +01:00