class_name NetworkedMatch extends GameMode # Phase 2: server-authoritative simulation, dumb client (multiplayer-todo.md # §7 Phase 2). The server runs the real physics for every ship — via # RLShipController, fed by each connected player's forwarded input — and # the ball, and broadcasts NetCodec snapshots at 60Hz. The client renders # everything, including its own ship, from the interpolation buffer; there # is no local prediction yet (that's Phase 4), so every body on the client # is FREEZE_MODE_KINEMATIC and driven entirely by incoming snapshots. # Tasks 4.1/4.2 add the seq-tagged recording and comparison plumbing that # Phase 4 will need (LocalPredictionHistory below), but deliberately stop # short of unfreezing or locally simulating anything — that is task 4.3. # # No HUD/Arena child in networked_match.tscn — both are built in code, once # the arena is actually known (the server picks one; the client learns it # from match_config), which is why this overrides _ready() completely # rather than relying on GameMode's default (arena-required-synchronously) # flow. # Only score_changed is actually emitted in Phase 2 — Phase 5 owns the match # lifecycle state machine (timer, kickoff countdown, overtime, results), so # those signals get declared there, alongside real emission. Declaring one # here without emitting it isn't harmless: HUDController gates the timer # widget's visibility purely on has_signal("timer_updated"), so a declared- # but-dead signal shows a permanently frozen timer rather than correctly # hiding it the way free_play.gd's total absence of the signal does. signal score_changed(score: Dictionary) const NetCodec = preload("res://scripts/net_codec.gd") const NetBodyState = preload("res://scripts/net_body_state.gd") const NetInterpolator = preload("res://scripts/net_interpolator.gd") const InputJitterBuffer = preload("res://scripts/input_jitter_buffer.gd") const InputLeadController = preload("res://scripts/input_lead_controller.gd") const LocalPredictionHistory = preload("res://scripts/local_prediction_history.gd") const HUD_SCENE = preload("res://scenes/HUD.tscn") # Minimum plausible interpolation delay even on a same-machine/LAN link — # §4.6's INTERP_DELAY clamp floor. The full formula (one_way + snapshot # interval*1.5 + 2.5*jitter_ewma) is simplified here to one_way + interval*1.5 # with no jitter term yet (no jitter EWMA is tracked before Phase 3) — close # enough for Phase 2's "smooth, not exactly latency-optimal" bar. const INTERP_DELAY_MIN_MS := 25.0 const INTERP_DELAY_MAX_MS := 200.0 const SNAPSHOT_INTERVAL_MS := 1000.0 / 60.0 # NetInterpolator.to_tick() assumes Time.get_ticks_msec() == physics_frame * # TICK_MS on the SERVER, i.e. that physics frame 0 happened at process-start # wall time. It doesn't: real startup work (autoloads, asset loading) elapses # before the first physics step, and any dropped tick widens the gap further # — it only ever grows. An adversarial review found this was NOT a rounding # error: it measured a steady +45-50ms bias on a real run, meaning EVERY # to_tick(get_server_time_estimate_ms()) call landed 3+ ticks past the # newest buffered sample, so sample_at() took the extrapolation branch 100% # of the time — zero real interpolation ever happened, on LAN or under # simulated latency alike, silently defeating the entire interpolation # buffer this phase was built around. # # Fix: this bias is a property of the server's clock, not of any one body, # so track ONE shared estimate here (not per-interpolator) from every # snapshot's own server_tick versus this client's server-time estimate at # receipt. Take the MINIMUM over a rolling window — same rationale as # NetworkManager's own min-RTT filtering (network_manager.gd): the sample # with the least one-way transit delay best isolates the constant epoch # bias from per-packet network noise, and a rolling (not all-time) window # lets a real increase in the bias — the server dropping more ticks later # in the match — still get picked up rather than staying pinned to a # now-stale historical minimum. const TICK_BIAS_WINDOW_SEC := 5.0 var _tick_bias_samples: Array[Dictionary] = [] # [{t_ms:int, bias_ms:float}], client only var _tick_bias_ms := 0.0 # best current estimate; 0.0 until the first snapshot class SlotInfo: var peer_id: int var team: int var spawn_index: int var ship: Ship var controller: RLShipController # server only var jitter_buffer := InputJitterBuffer.new() # server only (§3.2) var last_client_send_ms := 0 # server only: echoed back per-peer next snapshot (§2.4) var interpolator := NetInterpolator.new() # client only var _slots: Array[SlotInfo] = [] var _my_slot: SlotInfo = null # client only var _ball_interpolator := NetInterpolator.new() # client only # client only: reads local input each tick to forward. Normally a # PlayerShipController that's deliberately never added to a Ship/the tree — # get_action() only touches the global Input singleton, so it needs no # scene context. --test-bot mode (task 3.6) swaps this for a real # AIShipController once the client's own ship is known (see # _on_match_config_received) — unlike PlayerShipController, AIShipController # DOES need real scene context (get_parent() as Ship, plus ball/teammate/ # opponent discovery via groups), so it's parented onto _my_slot.ship via # Ship.set_controller() rather than left floating. var _local_input_sampler: ShipController = PlayerShipController.new() # --test-bot (task 3.6): CI/regression driver mode, an automated player via # the existing AIShipController instead of a human — see CLAUDE.md's testing # section. Read once in _ready(), consumed in _on_match_config_received. var _test_bot_model_path := "" # client only; non-empty means --test-bot mode is active var _input_seq := 0 # client only # Redundancy (§3.1): newest-first, capped at NetCodec.MAX_REDUNDANCY, so a # 3-packet burst loss still recovers every tick's action via a later # packet's history. Client only. var _input_history: Array[ShipAction] = [] var _local_prediction_history := LocalPredictionHistory.new() # client only; 128-entry seq-tagged history (§4.3) # Latest raw result from LocalPredictionHistory.compare_authoritative(). This # pass records and compares only; Phase 4.3 will consume it to choose and # apply the actual reconciliation correction. # # Read its error fields with the caveat documented on # _local_ship_prediction_state(): until task 4.3 unfreezes and locally # simulates the local ship, the "predicted" side of every comparison is an # interpolated past-snapshot pose, not a forward simulation. The # position_error / rotation_error_radians / *_velocity_error numbers # therefore measure interpolation-vs-authoritative drift, and are NOT # prediction error. Expect them to be small and largely uninformative, and # do not calibrate any snap/blend threshold against them yet. var _last_local_prediction_comparison: Dictionary = {} var _last_received_snapshot_tick := 0 # client only: echoed back as ack_snapshot_tick var _input_lead_controller := InputLeadController.new() # client only (§3.3) var _last_known_input_buffer_depth := -1 # client only: -1 = no snapshot with this field yet # Loss estimate (task 3.7's debug overlay), client only: snapshots go out # at a steady one-tick cadence, so a server_tick that jumps by more than 1 # since the last received one is direct evidence of a dropped or reordered # snapshot on the unreliable channel. EWMA over each reception's own # "missed / (missed + 1)" fraction rather than a flat drop-count, so it # reads as a live percentage and decays naturally once loss stops. const SNAPSHOT_LOSS_EWMA_ALPHA := 1.0 / 16.0 var _snapshot_loss_ewma := 0.0 var _expected_next_snapshot_tick := -1 # An adversarial review found _snapshot_loss_ewma only updates on receipt — # during a TOTAL outage, exactly when this metric matters most, it freezes # at its last (probably low/healthy) value instead of climbing toward # 100%. Track wall-clock receipt time so get_net_debug_stats() can report # honestly once too long has passed with nothing arriving at all. var _last_snapshot_wall_ms := -1 const SNAPSHOT_STALE_MS := 500.0 # ~30 ticks with nothing at all — treat as total loss, not "still fine" var _unknown_sender_input_count := 0 # server only, observability (§3.1 step 1) var _reset_gen := 0 # server only: bumped on every kickoff/goal reset so the client hard-snaps instead of interpolating across the teleport # Server only. _on_goal_scored's reset_ball()/reset_ships() only QUEUE # teleports (task 0.15's queue_teleport — applied on each body's next # _integrate_forces), but _broadcast_snapshot runs later in the SAME frame # _on_goal_scored fires in, before that teleport lands. Bumping _reset_gen # immediately would tag the still-pre-teleport snapshot with the new # generation: the client clears its buffer expecting a hard snap, then # keeps exactly that stale in-goal sample and lerps a full-arena slide to # the next, genuinely-post-teleport sample — an adversarial review measured # a 26.8m ball slide from this. # # A plain "bump on the next _physics_process" boolean flag turned out NOT # to fix it: the goal Area's body_entered signal (and so _on_goal_scored) # fires as part of physics tick N's OWN step processing, before tick N's # _physics_process callback — so a flag set there is already true by the # time that SAME tick's _physics_process checks it, consuming on tick N # instead of N+1 as intended (empirically confirmed: with a boolean flag, # gen still bumped on the same tick the stale position was broadcast). # The queued teleport, by contrast, isn't applied until tick N+1's # _integrate_forces. So the two must be compared by TICK NUMBER, not by # "next callback": only bump once the current tick is strictly later than # the tick the goal was detected on, which guarantees at least one full # _integrate_forces has run — and therefore the queued teleport has # landed — since the flag was set. var _pending_reset_gen_bump := false var _pending_reset_gen_bump_tick := -1 func _ready() -> void: add_to_group("game") Engine.max_physics_steps_per_frame = 4 if kickoff_rng_seed == 0: _kickoff_rng.randomize() if multiplayer.is_server(): _start_server() else: for arg: String in OS.get_cmdline_user_args(): if arg == "--test-bot": _test_bot_model_path = "res://bots/promoted/medium.json" elif arg.begins_with("--test-bot-model="): _test_bot_model_path = arg.get_slice("=", 1) MatchSim.match_config_received.connect(_on_match_config_received) MatchSim.snapshot_received.connect(_on_snapshot_received) MatchSim.score_update_received.connect(_on_score_update_received) _request_match_config_until_received() # The one-shot server broadcast in _start_server() is racy against however # long this client's own scene load took to reach this line — it may have # already fired into a MatchSim with no listener connected yet, or the # server may not have even started the match yet. Keep asking until # _on_match_config_received actually populates _slots. func _request_match_config_until_received() -> void: while _slots.is_empty() and is_inside_tree(): MatchSim.request_match_config() await get_tree().create_timer(0.5).timeout func _owns_goal_logic() -> bool: return multiplayer.is_server() func _owns_world_simulation() -> bool: return multiplayer.is_server() # _local_input_sampler is a plain Node (PlayerShipController extends # ShipController extends Node) that's deliberately never added to the tree # — dropping the last reference to it does not free it. An adversarial # review traced the "3 resources still in use at exit" warning on every # Phase 2 test run directly to this: --verbose named the leaked script # chain (player_ship_controller.gd, ship_controller.gd, ship_action.gd) # exactly, and adding this cleanup made the warning disappear. Runs # unconditionally (not just client-side) since the field is initialized # unconditionally too, despite its "client only" comment. func _exit_tree() -> void: if is_instance_valid(_local_input_sampler): _local_input_sampler.free() # ============================================================ # Server # ============================================================ func _start_server() -> void: var arena_path := ArenaRegistry.random_path() arena = (load(arena_path) as PackedScene).instantiate() add_child(arena) for goal in arena.get_goals(): goal.goal_scored.connect(_handle_goal_scored) spawn_ball() var peer_ids := PackedInt32Array() var teams := PackedInt32Array() var spawn_indices := PackedInt32Array() var team_counts := {0: 0, 1: 0} var sorted_peer_ids: Array = MatchNet.roster.keys() sorted_peer_ids.sort() for peer_id in sorted_peer_ids: var info: MatchNet.PlayerInfo = MatchNet.roster[peer_id] var spawn_index: int = team_counts.get(info.team, 0) team_counts[info.team] = spawn_index + 1 var slot := SlotInfo.new() slot.peer_id = peer_id slot.team = info.team slot.spawn_index = spawn_index slot.controller = RLShipController.new() slot.ship = spawn_ship(info.team, spawn_index, slot.controller) _slots.append(slot) peer_ids.append(peer_id) teams.append(info.team) spawn_indices.append(spawn_index) MatchSim.send_match_config(arena_path, peer_ids, teams, spawn_indices) MatchSim.input_received.connect(_on_input_received) func _on_input_received(peer_id: int, decoded: Dictionary) -> void: for slot in _slots: if slot.peer_id == peer_id: var seq: int = decoded["seq"] # §3.1 step 4, rebound after an adversarial review found the # original check (seq > Engine.get_physics_frames() + 20) # compared two unrelated epochs: get_physics_frames() counts # from the SERVER PROCESS's own start, while a client's # _input_seq starts at 0 when ITS match scene loads — # input_jitter_buffer.gd's own seeding logic exists specifically # because these share no baseline (see its header comment). # Bounding against server uptime meant this guard could never # fire on a long-running dedicated server (no real protection — # the stated "keeps garbage-far-future seq values out of the # ring" rationale wasn't actually achieved), and could silently # drop an honest client's input forever the moment accumulated # server tick loss closed whatever accidental head-start margin # existed. # # A first rebound bounded against this slot's own # last_applied_seq — the CONSUMER's position — using the ring's # capacity as the bound. A second adversarial review found this # broke the ring-overflow resync it was landed alongside: capping # every accepted seq at last_applied_seq + RING_SIZE also caps # jb.highest_ingested_seq at that same ceiling, so # consume()'s resync condition (which needs highest_ingested_seq # to reach expected + RING_SIZE) could never fire in production — # silently recreating the exact permanent-input-death bug this # whole guard-rebound was part of fixing, at an even LOWER # freeze threshold, reachable via ordinary server tick loss alone # with no external trigger. # # Bound against jb.highest_ingested_seq instead — the highest # seq this slot has ever actually been ALLOWED to ingest, i.e. # the client's own send epoch — using the ring's own capacity as # the bound, same as before. An honest client's consecutive # packets differ by only a few seq (redundancy + a bounded # input_lead skip), so this bound tracks a well-behaved client # regardless of how far the CONSUMER has fallen behind, while # still rejecting a single garbage-far-future jump: an attacker # can only walk highest_ingested_seq forward at the rate the # packet-rate limiter (§3.4) already allows. Falls back to seq # itself (never rejects) before the buffer has ever been # seeded — there's no baseline yet to bound against. var jb := slot.jitter_buffer var seq_bound: int = (jb.highest_ingested_seq if jb.highest_ingested_seq >= 0 else seq) + InputJitterBuffer.RING_SIZE if seq > seq_bound: return jb.ingest(seq, decoded["actions"]) slot.last_client_send_ms = decoded["client_send_ms"] return # A connected-but-not-yet-slotted peer (or one whose slot somehow # vanished) sending input — harmless (the packet is simply dropped, # same as always), but worth counting for observability (§3.1 step 1) # rather than silently discarding with no trace at all. _unknown_sender_input_count += 1 func _on_goal_registered(conceding_team: int) -> void: _record_goal(1 - conceding_team) MatchSim.send_score_update(score.duplicate()) func _on_goal_scored(_conceding_team: int) -> void: reset_ball() reset_ships() _pending_reset_gen_bump = true _pending_reset_gen_bump_tick = Engine.get_physics_frames() func _broadcast_snapshot() -> void: var server_tick := Engine.get_physics_frames() var bodies: Array[NetBodyState] = [] # Always one entry per slot, even for a momentarily-invalid ship # (placeholder zero state), so the ball always lands at the fixed index # _slots.size() the client assumes in _on_snapshot_received — skipping # invalid ships entirely would shift every later index. "No ship is ever # despawned" (§6.4) means this is unreachable today, but it's a silent # total-garbage failure mode the moment that stops being true, and the # fix costs nothing. for slot in _slots: bodies.append(_ship_to_net_body_state(slot.ship, slot.jitter_buffer.stalled) if is_instance_valid(slot.ship) else NetBodyState.new()) if is_instance_valid(ball): bodies.append(_ball_to_net_body_state(ball)) var segment := NetCodec.pack_snapshot_body_segment(server_tick, 0, _reset_gen, bodies) # Building the shared body segment once and reusing it per peer (rather # than re-encoding per client) is the whole reason §2.4 splits the wire # format into a per-client header + a shared body segment in the first # place — see pack_snapshot_body_segment's own doc comment. The per- # client header (last_input_seq/input_buffer_depth/echo_client_send_ms) # is genuinely per-peer, built fresh below from each slot's own # InputJitterBuffer (§3.2) — last_applied_seq of -1 (nothing consumed # yet) encodes as 0 on the wire, which is safe: the client's own seq # numbering starts at 1, so 0 never collides with a real seq. # "No ship is ever despawned" (§6.4) means _slots outlives a disconnect — # a real one will be handled by Phase 5's reconnect/controller-swap # logic, but sending an RPC to a peer_id ENet no longer knows about # (found via the smoke test: a client that exits mid-match spammed # "Attempt to call RPC with unknown peer ID" every tick for the rest of # the host's run) throws instead of silently no-op'ing. Guard against it. var connected_peers := multiplayer.get_peers() for slot in _slots: if connected_peers.has(slot.peer_id): var last_input_seq := maxi(slot.jitter_buffer.last_applied_seq, 0) var bytes := NetCodec.pack_snapshot(last_input_seq, slot.jitter_buffer.depth(), slot.last_client_send_ms, segment) MatchSim.send_snapshot(slot.peer_id, bytes) func _ship_to_net_body_state(ship: Ship, stalled: bool) -> NetBodyState: var s := NetBodyState.new() s.position = ship.global_position s.rotation = ship.global_transform.basis.get_rotation_quaternion() s.linear_velocity = ship.linear_velocity s.angular_velocity = ship.angular_velocity s.frozen = false s.turbo = ship.is_turbo_active() # Matches Ship._update_movement_vfx's own read of thrust.z: only positive # forward thrust drives the visible flame (see task 2.6). s.thrust_z = clampf(maxf(ship.controller.get_action().thrust.z if ship.controller else 0.0, 0.0), 0.0, 1.0) s.avel_range = NetCodec.SHIP_AVEL_RANGE # §3.2: InputJitterBuffer.stalled was computed all along but never # reached the wire — an adversarial review found this was the exact # signal that would have made the ring-overflow bug (this session's # critical fix) visible to the client and the CI gate, and its absence # is part of why neither ever noticed. get_net_debug_stats() below is # what actually surfaces it to the debug overlay now. s.stalled = stalled return s func _ball_to_net_body_state(b: RigidBody3D) -> NetBodyState: var s := NetBodyState.new() s.position = b.global_position s.rotation = b.global_transform.basis.get_rotation_quaternion() s.linear_velocity = b.linear_velocity s.angular_velocity = b.angular_velocity s.avel_range = NetCodec.BALL_AVEL_RANGE return s # ============================================================ # Client # ============================================================ func _on_match_config_received(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void: if not _slots.is_empty(): # Not idempotent by accident: the original broadcast from # _start_server() and a reply to this client's own # request_match_config() (see _request_match_config_until_received) # can both legitimately arrive — the retry loop exists specifically # because either one alone isn't reliably delivered, so seeing both # is expected, not a protocol error. Processing this twice would # double-spawn the whole match (found via the two-process smoke # test: two arenas, two ships, two HUDs, _slots.size() == 2 instead # of 1). Once is enough. return var known := false for a in ArenaRegistry.ARENAS: if a["path"] == arena_path: known = true break if not known: push_error("NetworkedMatch: server sent unknown arena path '%s', refusing match_config" % arena_path) return arena = (load(arena_path) as PackedScene).instantiate() add_child(arena) # _owns_goal_logic() is false here, so GameMode's usual goal-signal wiring # never happens — a client's local (interpolated, laggy) Goal sensor must # never be allowed to decide a score, only the server's real one can. spawn_ball() ball.freeze = true ball.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC var my_id := multiplayer.get_unique_id() for i in peer_ids.size(): var slot := SlotInfo.new() slot.peer_id = peer_ids[i] slot.team = teams[i] slot.spawn_index = spawn_indices[i] slot.ship = spawn_ship(slot.team, slot.spawn_index, null) slot.ship.freeze = true slot.ship.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC # §4.6: manual, per-render-frame $Visual updates must not fight # Godot's own built-in physics interpolation. if is_instance_valid(slot.ship.visual): slot.ship.visual.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF _slots.append(slot) if slot.peer_id == my_id: _my_slot = slot _spawn_hud() if is_instance_valid(_my_slot) and is_instance_valid(_my_slot.ship): spawn_camera_rig(_my_slot.ship) if not _test_bot_model_path.is_empty(): # --test-bot (task 3.6): swap the human input sampler for a real # AIShipController. Unlike PlayerShipController, this one needs # real scene context (get_parent() as Ship for itself, plus # ball/teammate/opponent discovery via groups) — Ship.set_controller() # parents it correctly, satisfying that. Known limitation: this # client's ships are all FREEZE_MODE_KINEMATIC and driven purely by # transform writes (§4.1/§4.6) — nothing here ever writes # linear_velocity/angular_velocity onto them, so ShipObservations # always sees every ship (including this one's own) as # stationary. The policy still produces well-formed, bounded # actions from that degraded input (PolicyNetwork's output layer # is bounded regardless of input quality) — good enough for a CI # traffic generator, which is this task's actual job, not bot # skill. var bot := AIShipController.new() bot.model_path = _test_bot_model_path _my_slot.ship.set_controller(bot) # Reassigning _local_input_sampler would orphan the original # PlayerShipController it pointed to — the exact same leak class # an adversarial review already caught once for this same field # (it's a plain Node, never in the tree, so nothing else would # ever free it). It's never parented, so free() is safe directly. if is_instance_valid(_local_input_sampler): _local_input_sampler.free() _local_input_sampler = bot func _spawn_hud() -> void: hud = HUD_SCENE.instantiate() add_child(hud) func _send_local_input() -> void: if _slots.is_empty(): return # match_config hasn't arrived yet var action := _local_input_sampler.get_action().copy() # Client-owned input_lead control loop (§3.3): ordinarily +1 (ship # increments its send sequence by exactly one tick's worth), but a lead # change this tick skips extra sequence numbers (attack, more server- # side buffer margin) or duplicates the current one (release, delta 0 — # one tick of latency recovered). var delta := _input_lead_controller.update(_last_known_input_buffer_depth) _input_seq += delta # Record this tick's (seq, action, local-ship state) triple. action is # sampled exactly once above; record() makes its own copy for the # longer-lived prediction history. See _local_ship_prediction_state() for # what the "state" half does and does not currently mean. if _my_slot != null and is_instance_valid(_my_slot.ship): _local_prediction_history.record(_input_seq, action, _local_ship_prediction_state(_my_slot.ship, action)) # Redundancy (§3.1): carry the last MAX_REDUNDANCY ticks' actions, # newest-first, so a burst of up to (MAX_REDUNDANCY - 1) consecutive # packet losses still lets the server recover every dropped tick's # action from a later packet — InputJitterBuffer.ingest() discards # whichever of these the server already applied, so re-sending old # ticks every packet is harmless, not just tolerated. NetCodec's wire # format has no per-entry seq field — actions[i] is implicitly # "seq - i" — so _input_history must actually BE that many consecutive # ticks, not just "the last few samples taken". A plain push_front on # every tick regardless of delta broke that: an adversarial review # found a lead change silently relabelled older entries (a duplicated # tick shifts everything back by one position without a matching seq # change, and a skip-ahead makes the whole history discontiguous with # the new seq), causing the server to replay already-applied ticks or # apply the wrong redundant copy for a given seq. Handle each case on # its own terms instead of always pushing. if delta == 1: _input_history.push_front(action) if _input_history.size() > NetCodec.MAX_REDUNDANCY: _input_history.resize(NetCodec.MAX_REDUNDANCY) elif delta == 0: # Release: seq didn't advance, so this tick's freshest sample # REPLACES the front entry (still "seq") rather than pushing # everything else back a position under a label that no longer # matches what's actually there. if _input_history.is_empty(): _input_history.push_front(action) else: _input_history[0] = action else: # Attack: seq jumped ahead by more than one, so nothing previously # in history is contiguous with the new seq any more — the skipped # range was never sent, by design (that's what "buys more server- # side buffer margin" means). Reset the redundancy window to just # this tick's sample; it rebuilds naturally over the next few # ticks, the same way it does at connection start. _input_history = [action] var bytes := NetCodec.pack_input(_input_seq, _last_received_snapshot_tick, Time.get_ticks_msec(), _input_history) MatchSim.send_input(bytes) func _on_snapshot_received(decoded: Dictionary) -> void: var server_tick: int = decoded["server_tick"] var reset_gen: int = decoded["reset_gen"] var bodies: Array = decoded["bodies"] if _expected_next_snapshot_tick >= 0: var missed := maxi(0, server_tick - _expected_next_snapshot_tick) var sample := float(missed) / float(missed + 1) _snapshot_loss_ewma += (sample - _snapshot_loss_ewma) * SNAPSHOT_LOSS_EWMA_ALPHA _expected_next_snapshot_tick = server_tick + 1 _last_received_snapshot_tick = server_tick _last_snapshot_wall_ms = Time.get_ticks_msec() # Per-client header (§2.4): unlike the shared body segment, this is # genuinely this recipient's own — input_buffer_depth is THIS client's # own slot's server-side InputJitterBuffer.depth() at send time, which # is exactly what the input_lead control loop (§3.3) needs. _last_known_input_buffer_depth = decoded["input_buffer_depth"] # Compare the server state for this client's own fixed slot against the # entry tagged with the exact input sequence the server applied. Do not # correct the body here yet: this result is intentionally inspection data # for the later snap/blend pass, and (per # _local_ship_prediction_state()) is not yet true prediction error. if _my_slot != null: var my_index := _slots.find(_my_slot) if my_index >= 0 and my_index < bodies.size(): _last_local_prediction_comparison = _local_prediction_history.compare_authoritative(decoded["last_input_seq"], bodies[my_index]) _update_tick_bias(server_tick) for i in _slots.size(): if i < bodies.size(): _slots[i].interpolator.add_sample(server_tick, bodies[i], reset_gen) if bodies.size() > _slots.size(): var ball_state: NetBodyState = bodies[_slots.size()] # unpack_snapshot() decodes every body's angular_velocity assuming # SHIP_AVEL_RANGE; the ball was quantised at BALL_AVEL_RANGE # (_ball_to_net_body_state), so it decodes 8x too small without this # — dormant today (nothing reads decoded angular_velocity yet) but # silently wrong the moment ball-spin VFX or Phase 4 prediction does. NetCodec.rescale_avel(ball_state, NetCodec.BALL_AVEL_RANGE) _ball_interpolator.add_sample(server_tick, ball_state, reset_gen) # NOT a prediction yet, despite the name — the name is for task 4.3, which # is what will make it true. Pre-4.3 EVERY ship on the client, including this # client's own, is freeze = true / FREEZE_MODE_KINEMATIC (see _apply_match_config, # which sets that uniformly with no exception for _my_slot) and is moved only # by NetInterpolator transform writes derived from ALREADY-RECEIVED, past # server snapshots. Nothing locally simulates the local ship, and nothing ever # writes linear_velocity/angular_velocity onto it. # # So what this samples is "wherever the interpolator had smoothed the ship to # at packet-send time", NOT "where the action sampled this tick will put the # ship". The consequences for anyone reading the comparison output: # - linear_velocity/angular_velocity here are NOT zero — a first pass at # this comment claimed they were, but FREEZE_MODE_KINEMATIC derives a # body's velocity from its own consecutive transform writes, so these # fields genuinely reflect the interpolator's implied motion (confirmed # live: non-zero, direction-correct velocities while driving). What they # are NOT is the result of locally simulating the sampled action's # thrust/rotation through the ship's own force formulas. # - the resulting position_error / rotation_error_radians measure how far # an interpolated PAST pose (and its implied velocity) sits from the # later-arriving authoritative pose for that sequence. That is # interpolation lag, not prediction error, and on a clean link it will # read small and largely uninformative. # - do not calibrate a snap-vs-blend threshold, or benchmark "prediction # quality", against these numbers. # They only become genuine prediction error once task 4.3's net_ship_predictor.gd # unfreezes the local ship and steps it forward locally (multiplayer-todo.md # §4 / §7 tasks 4.3 and 4.5). The recording/matching plumbing is landed first, # on purpose, so 4.3 has a tested ring to build on. func _local_ship_prediction_state(ship: Ship, action: ShipAction) -> NetBodyState: var state := NetBodyState.new() state.position = ship.global_position state.rotation = ship.global_transform.basis.get_rotation_quaternion() state.linear_velocity = ship.linear_velocity state.angular_velocity = ship.angular_velocity state.frozen = ship.freeze state.turbo = action.turbo state.thrust_z = action.thrust.z state.avel_range = NetCodec.SHIP_AVEL_RANGE return state # Diagnostic accessor. Same caveat as _local_ship_prediction_state(): the # error fields are interpolation-vs-authoritative drift, not prediction error, # until task 4.3 lands. # # Dictionary.duplicate(true) recurses into Arrays/Dictionaries but copies # Objects (RefCounted included) BY REFERENCE — an adversarial review caught # that this returned a dict sharing its "action"/"predicted_state"/ # "authoritative_state" ShipAction/NetBodyState instances with the stored # comparison, so a caller writing through the "copy" silently rewrote # history. ShipAction.copy() and NetBodyState.copy() exist precisely so # callers holding onto one past its own tick copy it (see ship_action.gd's # own comment) — this accessor has to honor that contract itself, not just # assume duplicate(true) does. func get_last_local_prediction_comparison() -> Dictionary: var result := _last_local_prediction_comparison.duplicate(true) for key in ["action", "predicted_state", "authoritative_state"]: if result.has(key): result[key] = result[key].copy() return result # See the class-level comment above _tick_bias_samples for why this exists. # bias_ms is how much further ahead to_tick(server_time_est) lands than the # server_tick this snapshot actually carries — mostly the server's own # physics-frame/wall-clock startup skew, plus a little real one-way transit # noise that the rolling minimum below filters back out. func _update_tick_bias(server_tick: int) -> void: # get_server_time_estimate_ms() is meaningless before the first pong # lands (clock_offset_ms == 0.0 until then, per network_manager.gd's own # doc comment) — recording a bias sample from it during that window # produced a garbage value (~-1.1s, the client's own raw pre-sync # uptime standing in for a server-synced estimate) that the rolling-min # window then locked onto for the rest of a short test, since 5 real # seconds never fully elapsed before the test ended. Skip entirely # until the clock is actually synced. if NetworkManager.rtt_ms < 0.0: return var server_time_est := NetworkManager.get_server_time_estimate_ms() var bias_ms := server_time_est - float(server_tick) * NetInterpolator.TICK_MS var now_ms := Time.get_ticks_msec() _tick_bias_samples.append({"t_ms": now_ms, "bias_ms": bias_ms}) var cutoff := now_ms - int(TICK_BIAS_WINDOW_SEC * 1000.0) _tick_bias_samples = _tick_bias_samples.filter(func(s: Dictionary) -> bool: return s["t_ms"] >= cutoff) var best: float = _tick_bias_samples[0]["bias_ms"] for sample: Dictionary in _tick_bias_samples: var sample_bias: float = sample["bias_ms"] if sample_bias < best: best = sample_bias _tick_bias_ms = best # Bias-corrected replacement for NetInterpolator.to_tick(server_time_est) — # use this instead of calling to_tick() directly on a server-time estimate. func _estimated_tick(server_time_ms: float) -> float: return NetInterpolator.to_tick(server_time_ms - _tick_bias_ms) func _current_interp_delay_ms() -> float: var rtt := NetworkManager.rtt_ms var one_way := (rtt / 2.0) if rtt >= 0.0 else INTERP_DELAY_MIN_MS return clampf(one_way + SNAPSHOT_INTERVAL_MS * 1.5, INTERP_DELAY_MIN_MS, INTERP_DELAY_MAX_MS) # Client-only stats for task 3.7's debug overlay, discovered via the "game" # group the same way HUDController finds this node — no direct reference # needed, and the overlay degrades gracefully (has_method check) against # any mode that doesn't implement this at all. func get_net_debug_stats() -> Dictionary: var snapshot_age_ms := 0.0 if NetworkManager.rtt_ms >= 0.0: var estimated_now_tick := _estimated_tick(NetworkManager.get_server_time_estimate_ms()) snapshot_age_ms = (estimated_now_tick - float(_last_received_snapshot_tick)) * NetInterpolator.TICK_MS # _snapshot_loss_ewma only updates on receipt, so during a TOTAL outage # — exactly when this matters most — it would otherwise freeze at # whatever it last read (probably low/healthy) instead of climbing # toward 100%, an adversarial review found. Report honestly once too # long has passed with nothing arriving at all. var is_stale := _last_snapshot_wall_ms >= 0 and Time.get_ticks_msec() - _last_snapshot_wall_ms > SNAPSHOT_STALE_MS var snapshot_loss_pct := 100.0 if is_stale else _snapshot_loss_ewma * 100.0 # The server's jitter_buffer.stalled bit for THIS client's own slot, # round-tripped through NetBodyState onto the wire (§3.2) — added by the # first adversarial-review fix round, but a second review found nothing # actually read it client-side (net_interpolator.gd only passed it # through lerp/extrapolate), so the commit's claim that it made the # server-side starvation state "visible to the client, the debug # overlay" was false; only the CI gate read it, and only via the # server's own field directly, not the wire bit. Read it here for real. var server_stalled := false if is_instance_valid(_my_slot): var latest := _my_slot.interpolator.latest() if latest != null: server_stalled = latest.stalled return { "input_buffer_depth": _last_known_input_buffer_depth, "input_lead": _input_lead_controller.lead, "snapshot_age_ms": snapshot_age_ms, "snapshot_loss_pct": snapshot_loss_pct, "server_stalled": server_stalled, } # Collider time: present-time estimate, applied once per physics tick. func _physics_process(_delta: float) -> void: # Automatic multiplayer polling is disabled project-wide (task 1.3) — # every scene that sends/receives RPCs has to poll manually, and this # one is no exception. Missing this meant NOTHING sent after entering # this scene ever actually reached the wire in either direction # (queued but never flushed) — found via the two-process smoke test, # not by inspection. NetworkManager.poll() if _owns_world_simulation(): _respawn_escaped_bodies() if multiplayer.is_server(): # Once per tick, before the step (§3.2) — RLShipController reads # .action lazily in the ship's own _integrate_forces, which for this # tick already ran (physics step precedes _physics_process, §9 # gotcha 34), so this actually takes effect on the NEXT tick's step. # That's the same one-tick input latency Phase 2 already had; this # just replaces "read the newest packet naively" with a real # sequence-tracked ring buffer that survives redundant/reordered/ # lost packets. for slot in _slots: slot.controller.action = slot.jitter_buffer.consume() if _pending_reset_gen_bump and Engine.get_physics_frames() > _pending_reset_gen_bump_tick: _reset_gen = (_reset_gen + 1) % 256 _pending_reset_gen_bump = false _broadcast_snapshot() return _send_local_input() # get_server_time_estimate_ms() is meaningless before the first pong # lands (network_manager.gd's own doc comment says so explicitly) — an # adversarial review found this was used unguarded here, which against # a long-running dedicated server (clock_offset_ms == 0.0, so this # process's own short uptime is compared against the server's enormous # tick count) freezes every remote body at the oldest buffered pose for # the whole first second of every match. if NetworkManager.rtt_ms < 0.0: return var server_time_est := NetworkManager.get_server_time_estimate_ms() var collider_tick := _estimated_tick(server_time_est) for slot in _slots: if is_instance_valid(slot.ship) and slot.interpolator.has_samples(): _apply_collider_state(slot.ship, slot.interpolator.sample_at(collider_tick)) if is_instance_valid(ball) and _ball_interpolator.has_samples(): _apply_collider_state(ball, _ball_interpolator.sample_at(collider_tick)) # Visual time: present-minus-INTERP_DELAY, applied once per rendered frame — # separate from the collider update above so a high-refresh client samples # remote motion at true render rate instead of repeating the same 60Hz value # several times in a row (§2.4's "240 distinct positions/s, not 60"). # # Ball only gets the VFX half of this (trail speed), not a transform write: # unlike Ship, Ball has no separate $Visual child to offset from its # collider (task 0.2's Visual-node split was scoped to Ship only) — giving # it one is a bigger structural change than Phase 2's remit, so for now the # ball's rendered position is whatever _physics_process's present-time # collider update leaves it at, one tick behind true dual-time smoothness. func _process(_delta: float) -> void: # §7 task 1.3: poll for receive unconditionally at the top of both # _process and _physics_process, not just physics — a snapshot that # lands between ticks can be rendered immediately at high refresh rates # instead of waiting for the next physics step. NetworkManager.poll() if multiplayer.is_server() or _slots.is_empty(): return if NetworkManager.rtt_ms < 0.0: return var server_time_est := NetworkManager.get_server_time_estimate_ms() var visual_tick := _estimated_tick(server_time_est - _current_interp_delay_ms()) for slot in _slots: if is_instance_valid(slot.ship) and slot.interpolator.has_samples(): _apply_ship_visual_state(slot.ship, slot.interpolator.sample_at(visual_tick)) if is_instance_valid(ball) and _ball_interpolator.has_samples(): var state := _ball_interpolator.sample_at(visual_tick) if state != null: (ball as Ball).set_visual_speed(state.linear_velocity.length()) func _apply_collider_state(body: RigidBody3D, state: NetBodyState) -> void: if state == null: return body.global_transform = Transform3D(Basis(state.rotation), state.position) func _apply_ship_visual_state(ship: Ship, state: NetBodyState) -> void: if state == null: return if is_instance_valid(ship.visual): ship.visual.global_transform = Transform3D(Basis(state.rotation), state.position) ship.set_visual_action(state.thrust_z, state.turbo) func _on_score_update_received(new_score: Dictionary) -> void: score = new_score.duplicate() score_changed.emit(score.duplicate())