extends Node # Autoload (project.godot [autoload] MatchSim). Phase 2 simulation RPCs: # match_config (server assigns arena + deterministic slot order from # MatchNet.roster), input (client -> server, per-tick action), snapshot # (server -> client, NetCodec-packed body state), and a small score_update # for the HUD. Lives on an autoload per §1.3's derived decision ("All # hot-path RPCs live on autoloads") even though these are scoped to # whichever match happens to be running — a scene-node RPC target would # need matching NodePaths across peers, which an autoload sidesteps # entirely, and it's what lets NetworkedMatch itself stay a plain scene # node with no networking-identity concerns of its own. # # Channel intent per §2.1: 0 reliable (match_config, score_update), 1 # unreliable-ordered (input), 2 unreliable-ordered (snapshot) — not yet # verified against ENet's own reserved system channel offset (§2.1's own # "verify empirically" hedge); if that turns out to matter these indices # will need adjusting, not the RPC design itself. const NetCodec = preload("res://scripts/net_codec.gd") signal match_config_received(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) signal input_received(peer_id: int, decoded: Dictionary) # decoded: see NetCodec.unpack_input signal snapshot_received(decoded: Dictionary) # decoded: see NetCodec.unpack_snapshot signal score_update_received(score: Dictionary) signal state_change_received(state: int, at_tick: int) # §6.1 MatchState.State # §6.2 step 6. positions/rotations are body-order: every slot in order, then # the ball — the same order the snapshot uses, so one convention covers both. # rotations is 4 floats per body (x, y, z, w). signal kickoff_received(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) signal goal_scored_received(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int) signal clock_state_received(running: bool, end_tick: int, at_tick: int) # Input validation (multiplayer-todo.md §3.1 steps 2-3, task 3.4). Deliberately # lives here rather than in NetworkedMatch: framing/rate abuse is a protocol- # level concern independent of any particular match's roster/slot state, and # this autoload already owns the RPC that receives the raw bytes. # # 60Hz * 1.5 + 20, per §3.1 step 2's own numbers. const RATE_LIMIT_PACKETS_PER_SEC := 110 # "Same for a byte budget" (§3.1 step 2) — the worst-case legitimate packet # is a full-redundancy input (INPUT_HEADER_SIZE + MAX_REDUNDANCY entries, # the "40 B input" §2.3 sizes to), so the byte budget is just the packet # budget scaled by that worst-case size — no separate constant to keep in # sync by hand. const RATE_LIMIT_BYTES_PER_SEC := RATE_LIMIT_PACKETS_PER_SEC * (NetCodec.INPUT_HEADER_SIZE + NetCodec.MAX_REDUNDANCY * NetCodec.INPUT_ENTRY_SIZE) const RATE_LIMIT_WINDOW_MS := 1000 # Leaky-bucket excess tolerance, expressed in the same "N seconds' worth of # budget" terms the original consecutive-streak design used. An adversarial # review found that design — a streak counter that HARD-RESET to 0 on any # single clean window — was trivially evaded by a duty-cycled flood (burst, # then one clean window, repeat): reproduced sustaining ~33x the packet # budget indefinitely with zero disconnect warnings. A leaky bucket doesn't # care how the excess is distributed in time — see the window-roll logic # below for how it accumulates and drains. const RATE_LIMIT_EXCESS_PACKETS_TO_DISCONNECT := RATE_LIMIT_PACKETS_PER_SEC * 3 const RATE_LIMIT_EXCESS_BYTES_TO_DISCONNECT := RATE_LIMIT_BYTES_PER_SEC * 3 const MALFORMED_LIMIT_TO_DISCONNECT := 20 class _PeerInputState: var window_start_ms := 0 var packets_this_window := 0 var bytes_this_window := 0 # Leaky bucket: grows by this window's actual total, drains by one # window's worth of budget, every window — regardless of whether that # window was itself over or under budget. A steady rate at or under # budget nets to zero forever (never accumulates); any sustained AVERAGE # above budget accumulates over time no matter how it's shaped into # bursts, unlike a streak counter a clean gap can reset to 0. var excess_packets := 0.0 var excess_bytes := 0.0 var malformed_count := 0 var _peer_input_state: Dictionary = {} # peer_id -> _PeerInputState, server only # Bandwidth (task 3.7's debug overlay): only the two 60Hz hot-path channels # (input, snapshot) — match_config/score_update are low-frequency control # messages, not what §2's byte-budget analysis or a live overlay cares # about. Rolling per-second counters, recomputed opportunistically on each # send/receive rather than on a timer — nothing needs the rate outside of # an on-demand overlay read anyway. Use get_bytes_sent_per_sec() / # get_bytes_received_per_sec() to READ these, not the raw fields directly # — see those functions for why. const BANDWIDTH_WINDOW_MS := 1000 var bytes_sent_per_sec := 0.0 var bytes_received_per_sec := 0.0 var _sent_window_start_ms := 0 var _sent_window_bytes := 0 var _received_window_start_ms := 0 var _received_window_bytes := 0 # An adversarial review found bytes_*_per_sec only ever gets recomputed # INSIDE _track_sent()/_track_received() — i.e. only when traffic actually # arrives — so if traffic stops entirely (right before a disconnect, or # during exactly the kind of outage this overlay exists to diagnose), the # last computed rate displays forever instead of decaying toward zero. # Report zero once meaningfully more than one window has passed with # nothing tracked, rather than trusting a stale field. func get_bytes_sent_per_sec() -> float: if Time.get_ticks_msec() - _sent_window_start_ms > BANDWIDTH_WINDOW_MS * 2: return 0.0 return bytes_sent_per_sec func get_bytes_received_per_sec() -> float: if Time.get_ticks_msec() - _received_window_start_ms > BANDWIDTH_WINDOW_MS * 2: return 0.0 return bytes_received_per_sec func _ready() -> void: NetworkManager.client_disconnected.connect(func(peer_id: int) -> void: _peer_input_state.erase(peer_id)) func _track_sent(n: int) -> void: var now := Time.get_ticks_msec() if now - _sent_window_start_ms >= BANDWIDTH_WINDOW_MS: bytes_sent_per_sec = _sent_window_bytes * 1000.0 / maxf(1.0, float(now - _sent_window_start_ms)) _sent_window_start_ms = now _sent_window_bytes = 0 _sent_window_bytes += n func _track_received(n: int) -> void: var now := Time.get_ticks_msec() if now - _received_window_start_ms >= BANDWIDTH_WINDOW_MS: bytes_received_per_sec = _received_window_bytes * 1000.0 / maxf(1.0, float(now - _received_window_start_ms)) _received_window_start_ms = now _received_window_bytes = 0 _received_window_bytes += n # Server only: the last match_config actually sent, so a client whose own # scene load (and therefore its match_config_received listener) finishes # AFTER the server already broadcast can still get it — a one-shot # broadcast alone is racy against however long the client takes to reach # the point where it's listening, and Godot signals never buffer for a # late connection. request_match_config() closes that race by turning # delivery into "ask until you get it" instead of "hope you were already # listening." Also covers a late joiner mid-match (Phase 5 will still need # to add live match *state*, not just this static config, for that case). var _last_match_config: Dictionary = {} func send_match_config(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void: _last_match_config = { "arena_path": arena_path, "peer_ids": peer_ids, "teams": teams, "spawn_indices": spawn_indices, } _match_config.rpc(arena_path, peer_ids, teams, spawn_indices) func request_match_config() -> void: _request_match_config.rpc_id(1) func send_input(bytes: PackedByteArray) -> void: _track_sent(bytes.size()) # bytes is already fully packed (any timestamps it carries are already # fixed), so wrapping the dispatch itself is enough — task 2.8. NetSim.send(func() -> void: _recv_input.rpc_id(1, bytes), 1) func send_snapshot(peer_id: int, bytes: PackedByteArray) -> void: _track_sent(bytes.size()) NetSim.send(func() -> void: _snapshot.rpc_id(peer_id, bytes), peer_id) func send_score_update(score: Dictionary) -> void: _score_update.rpc(score) # §6.1 task 5.1. Reliable channel 0, and it carries the ABSOLUTE tick the # transition happened on rather than a duration — §6.2's closing note: on a # lossy link ENet's RTO can stretch a lifecycle burst to ~600ms, and a # duration would then be applied from whenever it happened to arrive. # The same state also rides every snapshot's match_state byte, so a client # that misses this entirely still converges (see NetworkedMatch's own # _on_snapshot_received) — this RPC exists to make the transition PROMPT and # to carry `at_tick`, not to be the sole channel. func send_state_change(state: int, at_tick: int) -> void: _state_change.rpc(state, at_tick) # §1's "seeded RNG for kickoff jitter" decision, enforced: the server sends the # resulting TRANSFORMS, never a seed. Shared-seed determinism would require # both sides to consume the RNG stream in identical order forever, and the # first randf() anyone later adds to the reset path silently desyncs kickoff # positions with no error message. A few hundred bytes once per kickoff cannot # rot that way. func send_kickoff(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void: _kickoff.rpc(positions, rotations, countdown_start_tick, reset_gen) func send_goal_scored(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int) -> void: _goal_scored.rpc(scoring_team, score, goal_tick, resume_tick) func send_clock_state(running: bool, end_tick: int, at_tick: int) -> void: _clock_state.rpc(running, end_tick, at_tick) @rpc("authority", "call_remote", "reliable", 0) func _match_config(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void: match_config_received.emit(arena_path, peer_ids, teams, spawn_indices) @rpc("any_peer", "call_remote", "reliable", 0) func _request_match_config() -> void: if not multiplayer.is_server() or _last_match_config.is_empty(): return var peer_id := multiplayer.get_remote_sender_id() _match_config.rpc_id( peer_id, _last_match_config["arena_path"], _last_match_config["peer_ids"], _last_match_config["teams"], _last_match_config["spawn_indices"] ) @rpc("any_peer", "call_remote", "unreliable_ordered", 1) func _recv_input(bytes: PackedByteArray) -> void: if not multiplayer.is_server(): return _track_received(bytes.size()) var peer_id := multiplayer.get_remote_sender_id() var state: _PeerInputState = _peer_input_state.get(peer_id) if state == null: state = _PeerInputState.new() _peer_input_state[peer_id] = state # Rolling 1s window (§3.1 step 2). Rolled over lazily on the first # packet past the window boundary, not on a timer — this RPC only ever # runs when a packet actually arrives, so there's nothing to roll over # when nothing is arriving anyway. var now_ms := Time.get_ticks_msec() if now_ms - state.window_start_ms >= RATE_LIMIT_WINDOW_MS: state.excess_packets = maxf(0.0, state.excess_packets + float(state.packets_this_window) - float(RATE_LIMIT_PACKETS_PER_SEC)) state.excess_bytes = maxf(0.0, state.excess_bytes + float(state.bytes_this_window) - float(RATE_LIMIT_BYTES_PER_SEC)) state.window_start_ms = now_ms state.packets_this_window = 0 state.bytes_this_window = 0 if state.excess_packets > RATE_LIMIT_EXCESS_PACKETS_TO_DISCONNECT or state.excess_bytes > RATE_LIMIT_EXCESS_BYTES_TO_DISCONNECT: _disconnect_abusive_peer(peer_id, "input rate limit exceeded (excess_packets=%.0f excess_bytes=%.0f)" % [state.excess_packets, state.excess_bytes]) return state.packets_this_window += 1 state.bytes_this_window += bytes.size() if state.packets_this_window > RATE_LIMIT_PACKETS_PER_SEC or state.bytes_this_window > RATE_LIMIT_BYTES_PER_SEC: return # over budget for the current window — drop, counted above at the next window roll # Framing (§3.1 step 3), validated before decoding — unpack_input can't # be trusted to catch this itself: StreamPeerBuffer silently zero-fills # past EOF rather than erroring (found during Phase 2's adversarial # review's hostile-client stress test), so a too-short or size-mismatched # payload would otherwise decode "successfully" into garbage actions # instead of being rejected. if bytes.size() < NetCodec.INPUT_HEADER_SIZE: _count_malformed(peer_id, state) return var count: int = bytes[5] # type_version(1) + seq(4) precede count — see pack_input's own layout if count == 0 or count > NetCodec.MAX_REDUNDANCY or bytes.size() != NetCodec.INPUT_HEADER_SIZE + count * NetCodec.INPUT_ENTRY_SIZE: _count_malformed(peer_id, state) return var decoded := NetCodec.unpack_input(bytes) # Carry the verbatim wire bytes alongside the decode. Task 5.10's replay # log stores exactly what arrived rather than a re-serialisation, which is # the whole reason it can reproduce a reported snap: a re-encode would # launder away precisely the malformed or edge-case payload being chased. decoded["raw"] = bytes input_received.emit(peer_id, decoded) func _count_malformed(peer_id: int, state: _PeerInputState) -> void: state.malformed_count += 1 if state.malformed_count >= MALFORMED_LIMIT_TO_DISCONNECT: _disconnect_abusive_peer(peer_id, "too many malformed input packets (%d)" % state.malformed_count) func _disconnect_abusive_peer(peer_id: int, reason: String) -> void: push_warning("MatchSim: disconnecting peer %d for abuse: %s" % [peer_id, reason]) _peer_input_state.erase(peer_id) if multiplayer.multiplayer_peer is ENetMultiplayerPeer: multiplayer.multiplayer_peer.disconnect_peer(peer_id) @rpc("authority", "call_remote", "unreliable_ordered", 2) func _snapshot(bytes: PackedByteArray) -> void: _track_received(bytes.size()) var decoded := NetCodec.unpack_snapshot(bytes) snapshot_received.emit(decoded) @rpc("authority", "call_remote", "reliable", 0) func _state_change(state: int, at_tick: int) -> void: # "authority" already means a forging client is rejected by Godot itself # (verified for _match_config/_score_update/_snapshot during Phase 2), but # an authoritative server sending a state this build doesn't know about is # a real forward-compatibility case — drop it rather than driving the # client into an undefined state. if not MatchState.is_valid(state): push_warning("MatchSim: ignoring unknown match_state %d from server" % state) return state_change_received.emit(state, at_tick) @rpc("authority", "call_remote", "reliable", 0) func _kickoff(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void: # 4 quaternion floats per body. A mismatch means a corrupt or hostile # payload; dropping it is safe because the snapshot stream still carries # authoritative poses and the next kickoff will re-sync. if rotations.size() != positions.size() * 4: push_warning("MatchSim: kickoff payload mismatch (%d positions, %d rotation floats)" % [positions.size(), rotations.size()]) return kickoff_received.emit(positions, rotations, countdown_start_tick, reset_gen) @rpc("authority", "call_remote", "reliable", 0) func _goal_scored(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int) -> void: goal_scored_received.emit(scoring_team, score, goal_tick, resume_tick) @rpc("authority", "call_remote", "reliable", 0) func _clock_state(running: bool, end_tick: int, at_tick: int) -> void: clock_state_received.emit(running, end_tick, at_tick) @rpc("authority", "call_remote", "reliable", 0) func _score_update(score: Dictionary) -> void: score_update_received.emit(score)