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.
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.
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.
An Opus subagent's adversarial review of Phase 2 found real bugs the
smoke tests couldn't catch, since constant-velocity dead reckoning still
moves a ship far enough to pass a "moved > 1.0" check:
- The interpolator never actually interpolated. NetInterpolator.to_tick()
assumes physics_frame * TICK_MS == Time.get_ticks_msec() on the server,
which is off by a steady ~45-55ms in practice (real startup work before
the first physics step, widened by any dropped tick). Every sample_at()
call took the extrapolation branch, 100% of the time, defeating the
interpolation buffer entirely. Fixed with a shared, min-filtered rolling
bias estimate in networked_match.gd, applied before every to_tick() call.
- Goals caused a ~27m visual slide: _reset_gen was bumped before the
queued teleport actually landed, so the client's buffer-clear kept
exactly the stale in-goal sample and lerped a slide to the next, real
one. Fixed by tracking the tick the goal was detected on and only
bumping the generation once strictly later ticks confirm the teleport
has landed - a naive "next _physics_process" boolean flag doesn't
work, since a goal Area's body_entered fires before that same tick's
_physics_process runs, not on the next one.
- _local_input_sampler (a Node, never added to the tree) was never freed
- this was the unexplained "3 resources still in use at exit" warning
on every Phase 2 test run.
- Ball angular velocity decoded 8x too small (rescale_avel was never
called); get_server_time_estimate_ms() was used before the clock had
synced; net_sim.gd's delayed-send timer stopped ticking while the tree
was paused and didn't check connection status before firing;
_broadcast_snapshot's ball index could silently break if a ship were
ever despawned; declared-but-unemitted HUD lifecycle signals showed a
permanently frozen timer widget.
Also confirmed, empirically, several things the review checked and found
fine: a hostile client sending malformed input cannot crash the server,
skipping GameMode's super() drops nothing load-bearing, deterministic
slot assignment is correct with 2 real simultaneous clients, and RPC
authority enforcement genuinely rejects a forging client.
All fixes verified with real two-process runs (including forcing an
actual goal and reading the server's own broadcast stream) and temporary
instrumentation, removed once each fix was confirmed. Full Phase 1 +
Phase 2 regression suite, including the net-sim-latency milestone gate,
re-run clean after every fix.
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.
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.
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.
match.tscn had picked up team_size=3 from an earlier diagnostic dry run,
which would have made every normal Match spawn 3v3 instead of 1v1 -
reverted to the scene's intended default.
multiplayer-todo.md: task 0.15b's real blocker turned out to be measuring
on a Mac (Apple Silicon's tile-based GPU architecture gave a misleading,
undifferentiated cost profile). Re-ran the same 6-ship-match profiling
harness on reference hardware (RTX 3090) via a real GPU-bound X session -
results in §5.5.2 show the game comfortably clears 500+fps with every
effect on, and SDFGI/SSIL dominate the (now tiny) effects budget as
originally expected. This closes 0.28 (physics threading) as unnecessary
- there's no frame-time variance problem on reference hardware to fix -
and reframes 0.26 (bake GI) as a real but smaller win than assumed, worth
revisiting on lower-end hardware. Also corrected two stale/inaccurate
task rows (0.13, 0.17) found while reconciling the doc against what
actually landed.
air_approach_weight alone didn't move productive_air_touch_fraction after a
further 180M steps (360M cumulative across all six Stage-5 attempts): an
unredirected air-intercept ball falls short of the goal from gravity and
just lands on the floor, so the already-solved ground game collects the
same episode reward whether or not anything touched the ball in the air.
air_touch_bonus_weight adds a conjunctive event bonus on top of
ball_touch_reward for a touch that's both genuinely aerial and
goal-directed, targeting the actual measured behaviour instead of only the
approach to it.
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.
Stage 5 blocked all three attempts on productive_air_touch_fraction
stuck exactly at 0.0 across a continuous 180M-step lineage, while
goal_rate/upright_fraction/forward_motion_fraction kept improving on
the same budget. forward_velocity_to_ball_weight (the term that solved
Stage 4's ground pursuit) is hard-gated below GROUND_HANDLING_HEIGHT
and does nothing in the air, so Stage 5's air_intercept_chance had no
matching aerial incentive to learn from. air_approach_weight adds the
airborne mirror (nose-first 3D closing speed, no uprightness
multiplier) and folds into HANDLING_REWARD_FLAGS so Stage 6 inherits
it too. Deleted the three blocked attempts and reset state to resume
Stage 5 from the Stage-4 checkpoint with the new term.
20260816-2126-gen5-s4-handling-retry2 exhausted its three attempts and
missed only the 0.80 training goal-rate floor, at 0.7731. Every
evaluation gate passed: 65-22-13 versus promoted/easy.json, 87% non-draw
against an 80% floor, 12.6% physical-side imbalance against a 20%
ceiling, and both handling telemetry floors clear. The round improved the
goal rate monotonically across attempts (0.537 -> 0.683 -> 0.773) and the
checkpoint plays well by hand, so close Stage 4 by human override.
Promote it to Game/bots/promoted/medium.json. Medium and Hard both point
at the new policy: Hard stays a label-only duplicate until a stronger one
earns hard.json, which keeps the tiers monotonic rather than leaving Hard
weaker than Medium.
generation5_state.json flips that log entry to "pass" with a
decision_override block preserving the original verdict and reasoning,
and advances to Stage 5 attempt 1. This is what passing_entry() needs to
resolve Stage 5's resume checkpoint and evaluation reference, and what
league_pool() will need at Stage 6; --skip-to-next-stage would advance
the stage without marking anything as passing and die immediately.
generation5.sh now pulls before launching. Each stage ends in
commit_progress()'s push, which fails and kills the run hours in if the
box is behind origin.
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.
Moves the vendored blender-mcp from 3ab89251 to fbf9777. The checked-out
main had diverged from ahujasid/blender-mcp (10 ahead, 5 behind) after an
upstream history rewrite; the local-only commits were third-party README
work that no longer exists upstream.
Brings in addon bundling, a consent prompt, expanded telemetry, a Windows
hang fix, and a dependency change (mcp[cli] extra dropped) — so uv sync
and a manual addon reinstall in Blender are needed.
Six rounds of reward shaping (~700M steps) failed to produce upright ground
driving. A critical review of the simulation rather than the reward found
why:
1. The hull was a 1x1x4 box with inertia (1,1,1) and no restoring torque
anywhere, so belly-down and rolled-90 were geometrically identical
resting states. "Upright" was not a physically distinguished state at
all - the reward was paying for a property the simulation did not have.
2. ~65% of episodes spawned ships via _random_position, which samples Y
uniformly over the full 18m volume (mean ~8.7m). The measured
airborne_fraction ~0.44 was largely that spawn distribution, and every
ground-handling term fades out above 3m, so the shaping being tuned
barely ever applied.
3. air_drill_chance 0.20 spawned deliberately unreachable-without-climbing
states in the stage meant to teach ground driving, and its own
air_touch_fraction (0.0002) shows the drills were never solved.
Fixes land in the physics and the task distribution, not the reward:
- ship.tscn: hull 1x1x4 -> 1.6x0.6x4 so it has one stable resting face;
inertia (1,1,1) -> (7,1,7), physically correct for the hull, making
tumbling reluctant while keeping yaw snappy.
- ship.gd: new altitude-faded righting torque (spring-damper toward
belly-down, faded out by 3m so aerials keep full attitude freedom).
This is the grav-plating analogue of Rocket League's auto-righting and
helps human pilots land cleanly too.
- training_mode.gd: new ground_start_chance branch spawning ships level and
resting on the floor with a floor-level ball - the state the handling
stage's rewards are actually written for.
- generation5.py: ground-start-chance 0.50, air-drill-chance 0.20 -> 0.0.
Reward terms are left exactly as they were; they should finally pull in a
direction the ship can go.
Round 4 changed three things at once and two of them cut upright pressure:
grounded_upright_reward went to 0 and ground_tilt_penalty was cut 2.5x,
while the new uprightness multiplier only pays below GROUND_HANDLING_HEIGHT
*and* while moving forward *and* facing the ball - a far narrower slice of
ticks than the penalty it was meant to replace. Net pressure fell and
upright_fraction fell with it (0.268 -> 0.239 -> 0.238, the lowest of any
round). Restore ground_tilt_penalty to 0.05 and change nothing else, so
this is a genuine single-variable test of multiplier plus full tilt
pressure.
The conjunctive mechanism itself held up: forward_motion_fraction reached
its best sustained value (0.242) without goal_rate sagging, ep_rew_mean
turned positive for the first time (+0.28), and eval win rate hit 49% with
no reward hacking.
Also adds grounded_upright_fraction: a diagnostic, deliberately ungated
metric measuring uprightness over real floor-contact ticks instead of
sub-3m ticks. upright_fraction has never exceeded 0.331 across four rounds
and ~560M steps without cheating, and its denominator is dominated by
ballistic transit (airborne_fraction ~0.45, mean_altitude ~4.4m) where
attitude is not meaningfully controllable - so it likely cannot measure
what the 0.45 floor was meant to capture. Re-baseline that floor from what
this reports rather than from another round of reshaping.