Commit Graph

4 Commits

Author SHA1 Message Date
Josh Creek 9d8a8080ba feat(multiplayer): Phase 3 task 3.7 - debug net overlay extension
Extends net_debug_overlay.gd (Phase 1's RTT/offset display) with the
rest of task 3.7's list: jitter (new RFC3550-style EWMA in
NetworkManager, computed from raw per-sample RTT before Phase 1's own
min-filtering, since that filter is deliberately jitter-insensitive by
design), input buffer depth and input_lead (both already tracked
client-side for task 3.3), snapshot loss (a new EWMA in networked_match.gd
over each received snapshot's own server_tick gap - snapshots go out at a
steady one-tick cadence, so a gap is direct evidence of a drop or
reorder), snapshot age (computed on demand from the same bias-corrected
tick estimate the interpolator itself uses), and bandwidth (new rolling
per-second byte counters in MatchSim, on the two 60Hz hot-path channels
only). Prediction error is deliberately omitted with a comment explaining
why: there's no client-side prediction to measure until Phase 4.

Verified values are live and plausible, not just present, by calling
get_net_debug_stats() directly in a real two-process test and checking
the numbers make sense: bandwidth matched the wire format's own byte
math almost exactly (measured ~2400 B/s sent against a computed 40B x
60Hz, ~3540 B/s received against 59B x 60Hz), and buffer depth/lead/loss
all moved in the correct direction between a clean LAN run and one under
simulated 60ms latency + 10% loss. Full regression suite re-run clean.
2026-08-20 13:32:16 +01:00
Josh Creek b290f49143 feat(multiplayer): Phase 3 task 3.4 - input validation, rate limiting, disconnect policy
MatchSim._recv_input now validates before decoding (§3.1 steps 2-3):
per-peer rolling-1s rate limiting (packet count AND byte budget, dropping
over-budget packets and disconnecting after 3 consecutive over-budget
seconds), and framing validation (redundancy count and payload size
checked against NetCodec's own layout before unpack_input ever runs,
disconnecting after 20 malformed packets). Framing has to be validated
explicitly rather than relying on decode failure: StreamPeerBuffer
silently zero-fills past EOF instead of erroring, a finding from Phase
2's adversarial review.

networked_match.gd's _on_input_received now rejects any seq claiming to
be more than 20 ticks ahead of the current server tick (§3.1 step 4) and
counts (rather than silently ignoring) input from a peer with no slot,
for observability.

Verified with two new permanent regression tests (networked_match_smoke.gd
--role=client-abuse-malformed / client-abuse-flood) that call
MatchSim._recv_input directly with garbage bytes and a legitimate-but-
too-frequent flood, respectively, bypassing the honest client encoder
entirely - the same thing a hostile custom client sending raw ENet
packets would look like. Both confirm real disconnection, not just that
the server tolerates the abuse.

Two bugs surfaced by getting these tests to actually pass cleanly: a
GDScript lambda-capture-by-value mistake in the tests themselves (a
plain `var disconnected := false` mutated inside a signal-handler lambda
never became visible to the enclosing function - fixed by capturing a
single-element Array instead, which is captured by reference); and a
narrow real race where NetworkManager's own ping/pong reply could target
a peer that a concurrent abuse-triggered disconnect had just removed
from the same poll() batch, now guarded. (Passing disconnect_peer's
`force` parameter as an attempted fix for a related one-off benign error
was tried and reverted - it made Godot's own peer-list bookkeeping
inconsistent, producing hundreds of errors instead of one; verified
empirically rather than assumed.)

Full regression suite, including the net-sim-latency milestone gate,
re-run clean.
2026-08-20 13:27:03 +01:00
Josh Creek 7b150ef72e feat(multiplayer): task 2.8 net_sim.gd, close out Phase 2
New NetSim autoload: seeded, CLI-driven (--net-sim-latency/-jitter/-loss/-dup)
latency/jitter/loss/duplicate decorator, a true no-op passthrough unless a
flag is set. Wraps MatchSim.send_input/send_snapshot per the design doc's
scope, plus NetworkManager's ping/pong so the already-tested RTT/clock
measurement becomes the acceptance signal for "raises observed RTT" without
waiting on Phase 3's per-peer snapshot echo.

Two real bugs found while building and verifying this against Phase 2's own
milestone gate (a real match under --net-sim-latency 80 --net-sim-jitter
20, not just LAN): a timestamp captured inside a delayed RPC closure
silently ate that side's own added delay out of the round-trip
measurement instead of adding to it; and a delayed send whose target
disconnected (or whose own process had already shut down) during the hold
threw RPC errors, since the existing get_peers() filtering only checked
validity at schedule time. Fixed by capturing timestamps before handing
off to NetSim, and by having NetSim re-validate the target at fire time.

Phase 2's milestone gate now passes for real: a full 1v1 under simulated
80ms latency / 20ms jitter still shows clean server-authoritative
movement and zero RPC errors. Full Phase 1 + Phase 2 regression suite
re-verified clean with NetSim present but inactive.
2026-08-20 08:50:47 +01:00
Josh Creek 39a41c016c feat(multiplayer): Phase 2 server-authoritative simulation, dumb client
Implements tasks 2.1-2.7: NetworkedMatch spawns a deterministic slot
layout from the lobby roster, the server drives each connected peer's
ship via RLShipController fed by decoded client input and broadcasts
60Hz snapshots, and the client renders everything (including its own
ship) from a per-body NetInterpolator with no local prediction yet.
Dual-time remote entities split collider updates (present-time, for
correct contacts) from $Visual updates (interp-delayed, for smoothness).
Camera/HUD wiring and remote engine-flame VFX fell out of the existing
Ship API for free once snapshots were flowing.

Three real bugs found and fixed while getting a two-process test
green: an RPC method named _input collided with Node's built-in
_input virtual and broke the whole MatchSim autoload from loading;
networked_match.gd never called NetworkManager.poll(), so nothing
sent via RPC in this scene reached the wire despite Phase 1's manual
polling being wired up everywhere else; and a match_config
request/response fallback (added to close a startup race) could
double-deliver once polling was fixed, requiring an idempotency guard.

Verified with tests/networked_match_smoke: a real headless two-process
host+client run shows the client rendering 31m of server-authoritative
movement from a held forward-thrust input, with thrust_z=1.0 confirmed
on the interpolated snapshot mid-drive and camera/HUD both wired.
Full Phase 1 regression suite re-run clean alongside it.

Task 2.8 (net_sim.gd latency/jitter/loss decorator) is not yet done;
Phase 2's own gate needs it before it's fully met.
2026-08-20 08:42:13 +01:00