Commit Graph

5 Commits

Author SHA1 Message Date
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 caa9f44ab6 feat(multiplayer): Phase 3 task 3.6 - --test-bot client mode + CI driver
networked_match.gd's client can now swap its input sampler for a real
AIShipController (--test-bot, optionally --test-bot-model=<path>,
defaulting to bots/promoted/medium.json) instead of PlayerShipController.
Unlike the human sampler, AIShipController needs real scene context
(get_parent() as Ship, plus ball/teammate/opponent discovery via groups),
so it's parented onto the client's own ship via Ship.set_controller()
rather than left floating - and the field's static type widened from
PlayerShipController to the shared ShipController base to allow either.

Known, documented limitation: this client's ships are all
FREEZE_MODE_KINEMATIC and driven purely by transform writes, so nothing
ever writes linear_velocity/angular_velocity onto them - the bot's
observations always see every ship as stationary. It still produces
well-formed, bounded actions from that degraded input (the policy
network's output layer is bounded regardless of input quality), which is
sufficient for this task's actual job: generating realistic sustained
network traffic for CI, not winning matches.

New CI driver (tests/networked_match_ci.gd/.tscn): a headless server plus
two headless --test-bot clients playing a real match. task 3.6's original
acceptance text also named "p95/p99 prediction error" and "snap count" -
both Phase 4 concepts that don't exist until client-side prediction and
its hard-snap threshold are built, so asserting on them now would be
fabricated. What's checked instead: snapshot throughput (500+ received
over an 8s run, comfortably above a 60Hz-scaled floor), and genuine
cross-peer score agreement - forced via a deterministic server-side goal
(bot-vs-bot scoring isn't reliable enough within a short run to gate on),
with each client independently writing its own final score to a peer-id-
keyed file for the host to compare against the other bot's, not just
trusting the server's own view. "Clean stderr" is left as the external
invocation's job, same as every other smoke test in this project.

Verified with real 3-process runs (host + two bots): both clients
independently confirmed identical scores after a forced goal, both saw
500+ snapshots, and all three processes exited 0 with clean stderr on a
representative run (one run separately hit the same known, already-
documented single-benign-error disconnect-timing race task 3.4's own
abuse tests hit - not a new issue). Full regression suite, including the
net-sim-latency milestone gate and the abuse-detection tests, re-run
clean.
2026-08-20 13:40:48 +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 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