Adds fetch_ranked_profile() right after login, asserting the expected
404 for a brand-new identity round-trips correctly through the real
RankedProfileProvider (previous commit) before proceeding to the
existing queue_create -> heartbeat -> cancel sequence. Verified stable
across 3 consecutive full runs.
Adds a fourth real round trip to control_plane_smoke.gd: heartbeat ->
cancel_queue -> CANCELLED, using the same idle-wait pattern the
heartbeat step already needed. Verified stable across 3 consecutive
full runs (real Postgres, real testkit-api, real headless Godot
client), plus the full Go and Godot unit suites clean.
Every existing test of the client/control-plane boundary is either a
Go unit test with a mocked HTTP layer or a GDScript unit test with no
network at all (multiplayer-next.md 8.40's own evidence names "live
multi-process control-plane/game verification" as remaining). Nothing
before this actually ran the real compiled Go binary, a real
PostgreSQL instance, and a real headless Godot process talking real
HTTP to each other -- and it immediately found a real bug (previous
commit).
server/cmd/testkit-api is a new, deliberately separate, clearly-marked
test-only binary wired identically to cmd/control-plane except for
SteamLogin: cmd/control-plane has no way to authenticate against a
real Steam Web API from this sandbox (task 8.7's own documented
blocker), so testkit-api accepts any non-empty ticket string and
derives a deterministic identity instead. This bypass is confined to
its own binary -- never a flag on cmd/control-plane, never referenced
by any Dockerfile stage or Kubernetes manifest -- specifically so it
can't become a footgun on the real one.
Game/tests/control_plane_smoke.gd drives the real ControlPlaneClient
autoload through login -> queue_create -> heartbeat against a real
server and prints SMOKE PASS/FAIL, matching the existing net_smoke.gd
convention. scripts/verify_control_plane_integration.sh orchestrates
both sides (real postgres:17-alpine, the built testkit-api binary, the
Godot client) end to end.
Two real bugs surfaced building this, both fixed and re-verified, not
just the target bug: the smoke script's own use of `go run` left a
zombie process that survived cleanup and squatting on its port
corrupted the NEXT run with a misleading "http=401 unauthorized" (now
builds and runs a real binary directly, plus a belt-and-suspenders
port-kill in cleanup); and calling heartbeat() synchronously from
within a request_succeeded handler produced a spurious "Busy" because
ControlPlaneClient's own internal resync (see previous commit) was
still in flight -- the test now waits for ControlPlaneClient to go
idle via a real Timer (call_deferred alone floods the message queue
without ever yielding a frame for the in-flight request to complete).
Verified stable across 3 consecutive full runs: real PostgreSQL
container up, migrations applied, testkit-api built and started, real
headless Godot client round-tripping login/queue/heartbeat, clean
teardown with no leftover processes, containers, or bound ports each
time.
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.
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.
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.
run_ci_host_check asserted input reached the server by comparing each bot
ship's position against one recorded before the check forced a goal. But a
goal's kickoff teleports every ship back to spawn (_begin_kickoff ->
reset_ships), so that comparison measured only the distance covered since the
last reset — a window whose length depends on when the sample lands relative
to the kickoff rather than on whether input was flowing at all.
It failed on master with peers at 0.51m and 0.23m against a 0.5m threshold:
one passed by a centimetre, the other failed, with both connected, neither
stalled, and every other assertion in the run green. The commit it failed on
touches only training JSON, and the push two minutes earlier passed on
identical game code.
Accumulate per-tick path length in _await_recording_score instead, discarding
any single-frame step over 2.0m as a teleport — Ship.max_speed (35 m/s) is
hard-clamped each tick in _integrate_forces, so 60Hz caps legitimate travel at
~0.58m. Same 0.5m threshold now reads 28-75m across runs, and it is strictly
stronger than before: it asserts input kept arriving for the whole wait rather
than that the ship merely ended up somewhere else.
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.
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.
"Spectate now, take the slot at the next kickoff" was a print statement.
The server logged it and never acted; on the client, _is_spectator was
assigned once in _on_match_config_received and never revisited - and that
handler returns early whenever _slots is non-empty, so no rebroadcast
could promote an in-match spectator. The reconnect path only worked
because a returning player is a fresh process.
Server: late joiners are queued in arrival order and the queue is drained
from _begin_kickoff, before the reset transforms are read, so a promoted
player's ship is placed by that same kickoff and the controller swap
lands on an already-frozen body. A slot is available only once its player
has gone AND their 30s reservation has lapsed - §6.4 outranks §6.3, since
taking a reserved slot would quietly break the reconnect promise.
_abort_if_abandoned now counts a waiting spectator as somebody present,
or the one person queued for the slot that just opened is dumped to the
lobby at the moment they were about to get it.
Client: new broadcast slot_assigned (reliable, channel 0). Broadcast
because every client holds its own slot list and one naming the wrong
peer keeps flying somebody else's ship as a remote body; reliable because
no per-snapshot field would re-converge a client that missed it. The
promoted client undoes what made the body remote - fresh interpolator,
physics interpolation back on, offsets cleared - and deliberately does
not unfreeze, clearing _local_prediction_ready so the next snapshot
teleports it to a real authoritative pose first. The controller-attach
block moved to _take_local_ownership rather than being copied.
New --role=host-latejoin/--role=client-latejoin and
--slot-reservation-seconds=. Verified 4/4 both sides: queued, NOT
promoted merely because the reservation lapsed, takes the slot at the
kickoff, same ship instance, and both peers independently measure ~45.7m
under its input. Control with a 90s reservation: kickoff fires, nothing
is promoted, the slot still reads the departed player's name.
The disconnect scenario only ever asserted the server's bookkeeping, and
the client's half was failing every run. run_disconnect_host_check ticked
60 physics frames past the reclaim and then shut the server down, so the
reconnecting client - whose wiring check waits a 2.0s settle before it
looks at anything - had its peer torn out from under it and reported
"current_scene is not NetworkedMatch after 2.0s". The host printed PASS
throughout, and the host was the side anyone read.
The hold is now a real window (8s), and the host also asserts that the
reconnected player's input reaches the server and moves the ship the
server owns - every other assertion there is slot bookkeeping that would
hold identically for a client whose input pipeline came back dead. Both
position and connection state are sampled while the peer is still
connected: the client leaves on its own schedule, and an end-of-hold
sample reported still_connected=false for a good run.
New --role=client-reconnect asserts the returning player is not a
spectator, owns a slot with its own peer_id, has a real ship, rejoined a
live match with the clock already known (§6.2 step 2's bootstrap), and
can still drive. That set is chosen because a stale _last_match_config
once made a reconnecting player a spectator, and that bug was visible in
this scenario's own logs while it reported PASS.
Verified 3/3 both sides. Control: rejoining while the slot is still
occupied fails on is_player=false - and since the first control run
reported it as the generic "lost its ship mid-drive", the spectator case
is now diagnosed before the drive rather than after.
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.
A percentile alone cannot tell "the predictor regressed" from "the client
never received the data". The client gate now prints snapshot_loss /
snapshot_age / rtt on every run, and on a quality failure with >20% loss
says explicitly that the run was transport-starved. It deliberately does
not convert the failure into a pass: a client that cannot receive
snapshots is still a failed run, just a differently-diagnosed one.
Both directions of the new branch verified non-vacuously (forced true so
it fires and formats; restored so it stays quiet on a healthy run while
the INFO line still prints).
Records the investigation behind it in multiplayer-todo.md: the reviewer's
3-process p95 0.688 did not reproduce. An idle third process costs nothing
(p99 0.094), a spectator costs a small but real amount (p99 0.094-0.146),
and snapshot loss held at 0.0% even under 2x CPU oversubscription - all an
order of magnitude inside the 0.5/2.0 gates. Also notes that a previously
working class_name can silently drop out of the .godot class cache, which
surfaces as a bogus parse error with nothing in git status to explain it.
A second adversarial review (this one able to RUN things, unlike the
first) reproduced five defects. Fixing the critical and high ones.
CRITICAL - Esc no longer left a networked match, and a client whose
server vanished was stranded forever. Two independent bugs composing:
_unhandled_input (added for spectator target cycling) overrode
GameMode._unhandled_input and returned early for every non-spectator
without ever calling super(), silently killing ui_cancel -> main menu;
and NetworkedMatch never connected NetworkManager.disconnected_from_
server the way lobby.gd does. Measured: a client whose host exited
emitted 7,235 engine errors in ~18s and only left because a test timer
fired. Now 1 benign teardown error, and it returns to the main menu.
HIGH - the match clock lost up to 3 seconds of regulation per goal.
_on_goal_registered extended end_tick by the celebration only
(resume_tick - goal_tick) and never by the 180-tick kickoff countdown
that follows it, while _update_clock derived remaining time from the
current tick regardless of _clock_running - so regulation drained during
every stoppage. Measured 660 PLAYING ticks for a 14s match against 840
expected: exactly one WARMUP lost. The HUD also opened at 0:17 for a 14s
match because the initial arm folded WARMUP into end_tick.
Replaced the per-goal arithmetic with bank-and-rebase: entering any
non-live state banks the remaining ticks, leaving it rebases end_tick
off the banked value. That covers celebration and countdown together and
cannot drift, since nothing has to predict how long a stoppage will be.
clock_state and match_bootstrap now carry remaining_ticks, which is
authoritative whenever the clock is stopped. Verified with the
reviewer's own metric: 840 PLAYING ticks for a 14s match, exactly.
MEDIUM - clients never froze at FULL_TIME/RESULTS. The freeze handling
sat inside `if multiplayer.is_server()`, so a local player flew around
for the whole 8s results screen while every other peer saw their ship
parked.
Not fixed, and now demonstrated rather than merely suspected:
- The 30s slot reservation is keyed on display NAME, so a stranger can
take a departed player's ship and the real player is then locked out
(reproduced). Worse than first thought: MatchNet.local_player_name
defaults to "Player" and uniqueness is never enforced, so collisions
are the common case, not an attack setup. Needs a real identity token;
§6.2 step 1 reserves auth_ticket for Phase 7.
- §6.3's "late joiner takes the slot at the next kickoff" is
unimplemented - _is_spectator is assigned once and never revisited -
while the server logs that it happened.
- Replay log still ignores store_* return values, never records
malformed/rejected inputs, and close() has no caller.
- --role=host-disconnect grades the reconnecting client on ~1s of life
before the host quits, and never asserts the client owns _my_slot.
Regression: 87 unit tests; free-flight LAN; transition gate 0.00%; goal
cycle; spectator; disconnect and reconnect; full match to RESULTS.
An adversarial review found five real defects in the Phase 5 lifecycle
work. Two were critical and both were verified against controls.
CRITICAL - a reconnecting client silently became a spectator.
_try_reclaim_slot() swapped slot.peer_id, but MatchSim caches the last
match_config and replays THAT to whoever asks. A reconnecting client in
a fresh process requested config, received the pre-disconnect peer-id
array, could not find itself, left _my_slot null and fell through to the
spectator path - no ship, no input, for the rest of the match. The
evidence was already in my own disconnect-test logs ("no slot for this
peer - spectating", my_slot_ok=false) and I dismissed it: the host-side
check only asserted the SERVER reclaimed the slot, never that the
returning client owned it. Config is now rebroadcast on reclaim.
Verified: my_slot_ok=false -> true.
CRITICAL - spectators received no snapshots at all. §6.3 says a
spectator "receives identical snapshots (the snapshot is already a
broadcast - zero extra server work)". That was only ever true of the
body SEGMENT: _broadcast_snapshot unicasts one packet per SLOT, so a
peer without a slot got nothing - no poses, no reset_gen, no
match_state byte. Spectating was entirely non-functional. The segment is
still shared, so this is one extra send per spectator. Verified against
a control: 0 snapshots and state stuck at LOADING before, 361 snapshots
and PLAYING after.
HIGH - cycling the spectator camera to the ball was a type error.
ShipCameraRig.target is declared `var target: Ship` and the rig reaches
into ship-only API, so it would have fired the moment anyone cycled past
the last ship. Cycling is ships-only; the rig already has its own
ball-cam mode for watching the ball.
MEDIUM - clients never received match_ended or overtime_started. Both
emitted only inside server-side logic, so a client froze and returned to
the lobby without a result and its timer never switched to overtime.
Derived from replicated state instead of adding two more RPCs: the
client already has the authoritative score, and the transition is the
event.
MEDIUM - the goal cinematic ignored its authoritative window. goal_tick
and resume_tick arrived and were unused; the client started a fresh
fixed-length timer on RPC receipt, so a reliable retransmit could run
the celebration past the server's window and into the next kickoff.
_goal_pause_seconds() now returns the time actually remaining, clamped
so an elapsed window cannot produce a non-positive timer.
Also added: a match_bootstrap RPC carrying state, score, clock and
reset_gen to one peer. match_config alone carries arena and roster only,
so a late joiner or reconnecting player had no score or clock until the
next goal happened to fire. It is sent on join AND on every
request_match_config retry - the join-time send has exactly the same
race match_config already had (the server sends it before the peer has
loaded the match scene and connected its listeners), which the control
run exposed: state was reaching PLAYING via the snapshot byte, not the
bootstrap.
New test: --role=client-spectator asserts a slotless peer receives the
snapshot stream, follows the lifecycle, agrees with the wire byte, and
can cycle targets without ever handing the camera a non-Ship. Verified
non-vacuous. The ball-contact steering now closes all the way to 1.2m
instead of coasting from 3m, which was missing the ball outright in
roughly 1 run in 4.
Not fixed, and still open: the 30s slot reservation is keyed on the
player's display name, so any peer can claim a departed player's ship by
choosing their name. §6.2 step 1 reserves auth_ticket for Phase 7; this
needs a real identity token, not a name.
Regression: 87 unit tests; free-flight LAN; transition gate 0.00%; ball
contact 4/4; goal cycle; full match to RESULTS/LOBBY; disconnect and
reconnect; spectator; two-bot CI.
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.
Implements the rest of the §6.2 lifecycle on top of 5.1's state machine.
5.3 kickoff: the server resets every body and broadcasts the RESULTING
transforms, never a seed - §1's locked decision, because shared-seed
determinism needs both sides to consume the RNG stream in identical
order forever and the first randf() added to the reset path desyncs
silently. Countdown is derived from server_tick on both peers, and a
kickoff that lands after its own resume tick applies immediately and
skips the countdown rather than scheduling into the past.
5.4 goals: goal_scored(scoring_team, score, goal_tick, resume_tick).
Score is authoritative at sensor time, before any presentation. The
reset moved OUT of the sensor path and into the kickoff at resume_tick,
which is what stops the server resetting while clients are still
mid-celebration. Engine.time_scale is never touched.
5.2 clock: tick-derived, no Timer and no _process polling. The goal
pause shifts the absolute end_tick by (resume_tick - goal_tick) rather
than pausing anything, so no float drift accumulates across goals.
5.5 full time: clock expiry -> FULL_TIME -> sudden death on a draw or
RESULTS, golden goal in overtime, then LOBBY on both peers - clients
return to the lobby, not the main menu. get_tree().paused is never used.
Four bugs found and fixed while building this, each by a failing run
rather than by inspection:
- Tick order was load-bearing: _update_kickoff_countdown() clears the
same _kickoff_resume_tick that _update_match_state() reads to leave
WARMUP, so running the countdown first wiped the transition condition
and the match sat frozen in WARMUP forever.
- _apply_match_state resets _state_deadline_tick on every transition, so
a GOAL_PAUSE deadline assigned before _set_match_state was wiped and
the match never resumed. Deadlines are now owned by _apply_match_state.
- Freezing "all bodies" is wrong on a client. Remote ships and the ball
are permanently FREEZE_MODE_KINEMATIC and transform-driven; freezing
them all unfroze the remote ones on the way back out, so they fell
under gravity while the interpolator fought them - 210 hard snaps and
an infinite p99. A client now freezes only the one body it simulates.
- A frozen body never runs _integrate_forces, so the queued kickoff
teleport was stranded by an immediate set_deferred("freeze", true).
Freeze now happens on a strictly later tick, the same pattern Phase 2
used for _pending_reset_gen_bump_tick.
Prediction and reconciliation are suspended while the match is not live:
during a countdown or goal pause the local ship is frozen on both peers,
and running delta transport over those frozen states produced a p95
position error of 2.4e10 m. Input keeps flowing so the server's jitter
buffer does not starve into `stalled`.
Also fixed: a kickoff can arrive before match_config, and body order is
slot order - applying it early placed the BALL at positions[0], on top
of the first ship, which the ball-cam reported as "target vector can't
be zero" 95 times. It is now held until the roster exists.
Test changes: the ball-contact scenario steered by a hand-tuned fixed
heading, which 5.3 broke because kickoff applies KICKOFF_YAW_JITTER - it
flew past the ball in 3/3 runs. It now closes the loop on the actual
bearing using real input actions. Assertions that read a frozen ship
(freeze, thrust) are gated on the match being live, and the hooks now
survive the scene teardown at RESULTS instead of hanging on freed
objects for the full timeout.
Regression: 81 unit tests; free-flight LAN p99 0.143m and 80±20ms, both
0 hard snaps; transition gate 0.00%; ball contact 3/3; two-bot CI.
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.
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.
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.
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.