class_name NetworkedMatch extends GameMode # Server-authoritative simulation with client-side local-ship prediction. # The server simulates every slot via RLShipController and broadcasts 60Hz # snapshots. A client simulates exactly its own unfrozen slot with one real # controller; every remote slot and the ball stay frozen/interpolated. # # 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) # §6.1 task 5.1. Emitted on BOTH peers — server-side when it drives a # transition, client-side when it follows one — so HUD/camera work can bind to # one signal regardless of which process it runs in. signal match_state_changed(state: int, at_tick: int) # §6.2's closing note: HUDController duck-types on all five of these # (HUDController.gd:65, 88, 100, 103, 106) and silently omits a row when one # is missing. They are declared here AND genuinely emitted from the lifecycle # handlers below — Phase 2 learned that declaring a signal that never fires is # worse than not declaring it (has_signal("timer_updated") was true, so the # HUD showed a permanently frozen timer instead of correctly hiding it). signal timer_updated(minutes: int, seconds: int) signal match_ended(winning_team: int, score: Dictionary) signal kickoff_countdown(count: int) signal overtime_started 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 AdaptiveInputDepthController = preload("res://scripts/adaptive_input_depth_controller.gd") const LocalPredictionHistory = preload("res://scripts/local_prediction_history.gd") const NetShipPredictor = preload("res://scripts/net_ship_predictor.gd") const LocalInputTimeline = preload("res://scripts/local_input_timeline.gd") const LocalNetShipController = preload("res://scripts/local_net_ship_controller.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 const STARVATION_ADVERTISEMENT_TICKS := 4 # ignores expected connection/startup transit # Consecutive seq-guard rejections before the guard resyncs to the client's # epoch instead of latching shut forever. Well above any honest transient # (a legitimate client never trips the bound at all) and far below the # hundreds of rejections an unrecoverable run produced. const SEQ_REJECT_RESYNC_LIMIT := 10 # Phase 4.6: a client only predicts the ball immediately after its own ship # touches it. Authority remains buffered throughout the short window. @export var local_ball_prediction_enabled := true # The present-time path passed the two-bot A/B residual gate (<0.3m/<5deg). # Keep delayed interpolation available through the runtime debug toggle for # comparison and regression diagnosis. @export var remote_visual_present_time_enabled := true const BALL_PREDICTION_MAX_MS := 250 const BALL_HARD_SNAP_DISTANCE := 3.0 const BALL_VISUAL_BLEND_MS := 150 const BALL_RECONTACT_COOLDOWN_MS := BALL_PREDICTION_MAX_MS + BALL_VISUAL_BLEND_MS # 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 # Base type, NOT RLShipController: §6.4's takeover swaps in either an # AIShipController (--fill-bots) or the inert base controller, and a # narrower declared type makes that assignment fail its type check — which # leaves this field pointing at the controller set_controller() just # queue_free()d. Exactly task 5.7's dangling reference, and it showed up as # controller_valid=false the first time the disconnect test ran. var controller: ShipController # server only var jitter_buffer := InputJitterBuffer.new() # server only (§3.2) # Server only. Consecutive packets rejected by the seq-range guard, reset by # any accepted one. The guard's bound is derived from a value only an # ACCEPTED packet can advance, so without an escape hatch it latches shut # permanently — see the guard's own comment in _on_input_received. var consecutive_seq_rejects := 0 var last_client_send_ms := 0 # server only: echoed back per-peer next snapshot (§2.4) # §6.4 (tasks 5.6/5.7). A ship is NEVER despawned on disconnect — the slot # keeps its ship and swaps the controller, so body order (and therefore # every snapshot index) stays stable for the whole match. var player_name := "" # identity key for reconnect; peer_id changes across a reconnect var disconnected := false var reserved_until_tick := -1 # server only: slot held for this player until here var interpolator := NetInterpolator.new() # client only var visual_smoother_reset := true var visual_position_offset := Vector3.ZERO var visual_rotation_offset := Quaternion.IDENTITY var _slots: Array[SlotInfo] = [] var _my_slot: SlotInfo = null # client only var _local_prediction_ready := false # client waits for its first authoritative pose var _ball_interpolator := NetInterpolator.new() # client only var _ball_shadow_state: NetBodyState = null # newest authority for the frozen remote shadow var _local_ball_proxy: Ball = null # client-only dynamic collision/prediction body var _ball_prediction_until_ms := -1 var _ball_recontact_cooldown_until_ms := -1 var _ball_prediction_contact_count := 0 var _ball_visual_blend_from := Transform3D.IDENTITY var _ball_visual_blend_started_ms := -1 var _last_ball_prediction_error := 0.0 var _ball_contact_frame := -1 var _ball_reveal_frame := -1 var _ball_blend_complete_count := 0 var _ball_blend_started_count := 0 var _ball_blend_max_duration_ms := 0 var _ball_hard_handoff_count := 0 var _ball_prediction_window_end_count := 0 var _ball_prediction_missing_shadow_count := 0 var _ball_prediction_reset_cancel_count := 0 var _ball_reset_trace: Array[String] = [] var _ball_proxy_contact_position := Vector3.ZERO var _ball_proxy_moved_before_authority := false var _ball_proxy_moved_before_authority_count := 0 var _ball_shadow_position_on_contact := Vector3.ZERO var _ball_authority_changed_since_contact := false var _remote_position_residuals: Array[float] = [] var _remote_rotation_residuals: Array[float] = [] var _ball_visual_smoother_reset := true var _ball_visual_position_offset := Vector3.ZERO var _ball_visual_rotation_offset := Quaternion.IDENTITY const REMOTE_VISUAL_SMOOTH_RATE := 14.0 const REMOTE_VISUAL_HARD_DISTANCE := 2.0 const REMOTE_VISUAL_MAX_OFFSET := 0.4 const REMOTE_VISUAL_MAX_ROTATION_DEGREES := 15.0 const REMOTE_METRIC_CAPACITY := 3600 # --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 _local_input_timeline: LocalInputTimeline = null var _local_net_controller: LocalNetShipController = null 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) var _local_ship_predictor := NetShipPredictor.new() # client only; reconciliation policy (§4.4) # Latest raw comparison retained for diagnostics. NetShipPredictor consumes # the same result immediately to apply the reconciliation decision. var _last_local_prediction_comparison: Dictionary = {} var _action_marker_samples := 0 var _action_marker_mismatches := 0 var _pending_local_reconciliation: Dictionary = {} # newest snapshot only; consumed once per physics tick var _last_local_reset_gen := -1 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 var _has_received_healthy_buffer_depth := false var _adaptive_input_depth := AdaptiveInputDepthController.new() # 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 # §6.1 task 5.1. Authoritative on the server; on a client this mirrors what # the server last told us, via state_change (prompt, carries at_tick) or the # snapshot's match_state byte (the catch-up path — see _apply_match_state). var match_state := MatchState.State.LOADING var match_state_since_tick := 0 # Client only: the match_state byte of the most recently decoded snapshot. # Distinct from `match_state` on purpose — it is what the WIRE said, so a test # can prove the byte is genuinely populated rather than passing on the # reliable state_change RPC alone. var _last_snapshot_match_state := -1 # Server only: the tick the current state's own timer expires on, or -1 when # the state has no timer (PLAYING ends on a goal or the clock, not a deadline). var _state_deadline_tick := -1 # Placeholder durations. Task 5.3 replaces the WARMUP one with the real # broadcast kickoff (reset transforms + a countdown derived from server_tick), # and 5.4 replaces the GOAL_PAUSE one with _goal_pause_seconds() and the # client-cinematic split. They exist here only so 5.1 drives REAL transitions # to verify against, rather than a state machine nothing ever moves. const WARMUP_TICKS := 3 * SimConstants.TICK_HZ # 3s kickoff countdown (§6.2 step 6) const RESULTS_TICKS := 8 * SimConstants.TICK_HZ # how long RESULTS holds before returning to the lobby # §6.2 step 9. Tick-derived, never a Timer: `remaining = end_tick - now`. # -1 until the first kickoff arms it. var _end_tick := -1 var _clock_running := false # Ticks of regulation left, banked whenever the clock stops. Authoritative # while _clock_running is false; end_tick is rebased from it on resume. var _clock_remaining_ticks := -1 var _last_emitted_second := -1 @export var match_length_seconds := 150.0 # §6.4's --fill-bots takeover controller. Mirrors match_mode.gd's exports so a # server operator configures the replacement bot exactly as a single-player # match configures its opponent, rather than through a second parallel scheme. @export_group("Disconnect fill bot") @export_file("*.json") var bot_model_path: String = "" @export_range(1, 60) var bot_reaction_ticks: int = 8 @export_range(0.0, 1.0) var bot_action_noise: float = 0.0 # §6.2 step 6. The tick play resumes on — the countdown's own end. Both peers # derive the displayed count from this and their own server-tick estimate, so # nothing depends on a local Timer staying in step. var _kickoff_resume_tick := -1 # Client only: a kickoff that arrived before _slots existed (see # _on_kickoff_received), replayed once match_config lands. var _pending_kickoff := {} # Freeze is applied on a strictly later tick than the kickoff teleport that # precedes it — see _apply_kickoff. -1 when nothing is pending. var _pending_freeze_tick := -1 # §1.4: public servers default to leaving an abandoned ship inert rather than # handing it to a bot, so a disconnect cannot change the competitive balance # of a match in progress. --fill-bots opts in. var _fill_bots := false # Task 5.10, server only. null unless --replay-log= was passed. var _replay_log: ReplayLog = null # Server only: kept so match_config can be rebuilt after a slot's peer_id # changes on reconnect (see _rebroadcast_match_config). var _arena_path := "" # Client only: the authoritative resume tick while a goal cinematic is playing, # read by _goal_pause_seconds(). -1 when no goal window is open. var _client_goal_resume_tick := -1 # §6.3 (task 5.8), client only. var _is_spectator := false var _spectator_target_index := 0 # §6.3, server only. Peers that joined mid-match with no slot to reclaim, in # arrival order, waiting for the next kickoff to hand them a vacated slot. var _late_joiners: Array[Dictionary] = [] # Task 6.5, server only. Set by ServerMatchLoop immediately before it switches # to this scene; static because the loop cannot hold a reference to a node that # does not exist yet, and consumed on read so it cannot leak into a later match. static var server_arena_override := "" # §6.3's "cap with --max-spectators". Server only; 0 disables spectating # entirely, negative means unlimited. var _max_spectators := -1 var _last_emitted_countdown := -1 var _in_overtime := false var _match_over := false # Dedicated-export smoke hook (task 6.2). It is parsed only by the authoritative # server, cannot be triggered by an RPC, and defaults to disabled. var _smoke_force_goal_tick := -1 var _smoke_goal_forced := false 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(): # Task 6.3: the same declaration server_boot.gd validated, re-read here # LENIENTLY — this scene is one consumer of an argv the smoke harnesses # also fill with --role=, --drive-seconds= and client-side flags. The # strict pass at the process entry point already rejected any typo in a # server flag, so nothing is lost by ignoring what is not ours. var config := ServerConfig.parse(OS.get_cmdline_user_args(), false) _fill_bots = bool(config.get_value("fill-bots")) var spectator_cap := int(config.get_value("max-spectators")) _max_spectators = spectator_cap if spectator_cap < 0 else maxi(0, spectator_cap) _slot_reservation_seconds = maxf(0.0, float(config.get_value("slot-reservation-seconds"))) # Regulation is 150s; a smoke test cannot wait that long to see # FULL_TIME/OVERTIME/RESULTS, so allow an override. Server-side only — # a client cannot shorten anyone's match. match_length_seconds = maxf(1.0, float(config.get_value("match-length"))) var smoke_after := float(config.get_value("smoke-force-goal-after")) if smoke_after >= 0.0: _smoke_force_goal_tick = -2 # arm when PLAYING begins; -1 remains disabled var replay_path := String(config.get_value("replay-log")) if not replay_path.is_empty(): # Task 5.10. Diagnostic only: a log that cannot be opened must # never stop the server serving the match. _replay_log = ReplayLog.new() var replay_err := _replay_log.open_for_write(replay_path) if replay_err != OK: push_warning("NetworkedMatch: could not open replay log %s (%s)" % [replay_path, error_string(replay_err)]) _replay_log = null else: print("NetworkedMatch: recording replay log to %s" % replay_path) _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) elif arg == "--remote-present-time": # Explicit A/B opt-in remains useful even though present time is # now the default; it also makes test intent visible in logs. remote_visual_present_time_enabled = true elif arg == "--remote-delayed": # A/B control: preserves the former delayed-interpolation render # path exactly, with no present-time residual offset applied. remote_visual_present_time_enabled = false 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) MatchSim.state_change_received.connect(_on_state_change_received) MatchSim.kickoff_received.connect(_on_kickoff_received) MatchSim.goal_scored_received.connect(_on_goal_scored_received) MatchSim.clock_state_received.connect(_on_clock_state_received) MatchSim.match_bootstrap_received.connect(_on_match_bootstrap_received) MatchSim.slot_assigned_received.connect(_on_slot_assigned) # lobby.gd does this; the match scene never did. Without it a client # whose host exits stays in a dead match forever, emitting thousands of # "multiplayer instance isn't currently active" / "RPC via a peer which # is not connected" errors per run — it only ever left because a test # timer happened to fire. NetworkManager.disconnected_from_server.connect(_on_disconnected_from_server) _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() func _exit_tree() -> void: # Task 5.10. Freeing the RefCounted would close the file anyway, but only # implicitly and only whenever the last reference happens to go — and it # would never print the summary, which is the one line that tells whoever # collected the log whether it is complete. Leaving the match scene is the # real end of the recording, so end it here explicitly. if _replay_log != null: _replay_log.close() print("NetworkedMatch: replay log closed — %d records, %d bytes, %d dropped%s; uncapped reject totals %s" % [ _replay_log.records_written, _replay_log.bytes_written, _replay_log.records_dropped, " (WRITE FAILED — log is truncated)" if _replay_log.write_failed else "", MatchSim.get_reject_totals(), ]) _replay_log = null # ============================================================ # Server # ============================================================ func _start_server() -> void: # Task 6.5: the server match loop hands the arena down so rotation is a # rotation rather than a coincidence. Consumed once, so a match started any # other way (a test harness, a future lobby button) still picks at random. var arena_path := server_arena_override if not server_arena_override.is_empty() else ArenaRegistry.random_path() server_arena_override = "" _arena_path = arena_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.player_name = info.player_name 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) if _replay_log != null: MatchSim.input_rejected.connect(_on_input_rejected) NetworkManager.client_disconnected.connect(_on_client_disconnected) # Piggyback live state on the existing retry loop, so a peer that missed # the join-time bootstrap gets one every time it re-asks for config. MatchSim.match_config_requested.connect(_send_match_bootstrap) MatchNet.player_joined.connect(_on_player_joined_midmatch) # §6.1: the arena, ball and every slot's ship now exist and match_config is # out, so LOADING is genuinely over. Task 5.3 gates this on the clients' # own scene_ready (with a 10s timeout) instead of leaving immediately — # there is no scene_ready message yet, and inventing half of one here # would be worse than the honest placeholder. _apply_match_state(MatchState.State.LOADING, Engine.get_physics_frames()) _set_match_state(MatchState.State.WARMUP) # The clock covers regulation only and is armed once; the goal-pause # extension below (§6.2 step 9) adjusts end_tick rather than restarting it. _arm_clock(int(match_length_seconds * SimConstants.TICK_HZ)) _begin_kickoff() 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. # THIRD rebound, and the first one that cannot latch. Every previous # version bounded `seq` against a value that only an ACCEPTED packet # can advance (server uptime, then last_applied_seq, then # highest_ingested_seq) — which makes the guard a one-way door: once # a client's live sequence gets far enough ahead, every packet is # rejected, the bound can never move again, and that player's input # is dead for the rest of the match with no diagnostic. An # adversarial review reproduced exactly that with a 2s SIGSTOP host # freeze: 600+ consecutive rejections, the server applying zero # thrust for 1300 sequences while the client's wire carried full # thrust throughout, unrecoverable. # # Keep the bound (it still rejects a single garbage-far-future jump # on the spot) but give it an escape: after SEQ_REJECT_RESYNC_LIMIT # consecutive rejections the client is evidently not a one-off # glitch but a real peer whose epoch has genuinely run away from # ours, so accept the packet and let ingest()/consume()'s existing # resync machinery re-establish the baseline. This grants an # attacker nothing new: walking the epoch forward by sustained # rejection costs the same packets as walking it forward by # acceptance, and §3.4's rate limiter already bounds that rate. 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: slot.consecutive_seq_rejects += 1 if slot.consecutive_seq_rejects < SEQ_REJECT_RESYNC_LIMIT: # Recorded, not just counted: this is the drop that used to # be permanent input death, and a log that shows only what # the server accepted cannot distinguish "the client stopped # sending" from "the server refused everything it sent". if _replay_log != null: _replay_log.record_rejected_input( ReplayLog.RecordKind.REJECTED_SEQ_GUARD, Engine.get_physics_frames(), peer_id, decoded.get("raw", PackedByteArray()) ) return # Fall through and accept: this is the escape hatch, not a # missing `return`. slot.consecutive_seq_rejects = 0 if _replay_log != null: _replay_log.record_input(Engine.get_physics_frames(), peer_id, decoded.get("raw", PackedByteArray())) 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 # Task 5.10, server only, connected only when a replay log is open. MatchSim # rejects at the protocol layer and knows nothing about the replay format, so # the reason-to-record-kind mapping lives here. func _on_input_rejected(peer_id: int, reason: int, bytes: PackedByteArray) -> void: if _replay_log == null: return var kind := ReplayLog.RecordKind.REJECTED_MALFORMED if reason == MatchSim.InputRejectReason.RATE_LIMIT: kind = ReplayLog.RecordKind.REJECTED_RATE_LIMIT _replay_log.record_rejected_input(kind, Engine.get_physics_frames(), peer_id, bytes) # --- §6.1 match state machine (task 5.1) ----------------------------------- # # Deliberately does NOT gate physics, freezing or input this task. Tasks 5.3 # and 5.4 own freeze/unfreeze at kickoff and goal, and doing it here would # both duplicate that work and silently change the conditions every Phase 4 # prediction gate was measured under. 5.1's job is the machine, the broadcast # and the client following it. func _set_match_state(new_state: int) -> void: if not multiplayer.is_server(): push_error("NetworkedMatch: only the server may drive match state") return if new_state == match_state: return if not MatchState.can_transition(match_state, new_state): # Loud, not silent: this is a server logic error, and the symptom it # produces otherwise (clients faithfully following into a state the # server's own code never meant to reach) is near-impossible to # diagnose from a field report. push_error("NetworkedMatch: illegal match state transition %s -> %s" % [ MatchState.to_name(match_state), MatchState.to_name(new_state) ]) return var at_tick := Engine.get_physics_frames() _apply_match_state(new_state, at_tick) MatchSim.send_state_change(new_state, at_tick) # The one place either peer's state actually changes, so the signal and the # bookkeeping cannot drift apart between the server and client paths. func _apply_match_state(new_state: int, at_tick: int) -> void: if new_state == match_state: return match_state = new_state match_state_since_tick = at_tick _state_deadline_tick = -1 if multiplayer.is_server(): match new_state: MatchState.State.RESULTS: _state_deadline_tick = at_tick + RESULTS_TICKS MatchState.State.GOAL_PAUSE: # Owned here rather than assigned by the caller: _apply_match_state # resets _state_deadline_tick on every transition, so a deadline # set BEFORE _set_match_state was silently wiped and the match sat # in GOAL_PAUSE forever. at_tick is the goal tick, so this matches # the resume_tick already broadcast to clients. _state_deadline_tick = at_tick + int(_goal_pause_seconds() * SimConstants.TICK_HZ) MatchState.State.PLAYING, MatchState.State.OVERTIME: # Kickoff is over: bodies move again, and the clock resumes. _pending_freeze_tick = -1 _set_bodies_frozen(false) # The clock only advances during live play (§6.2 step 9). Derived here # rather than tracked separately so it cannot disagree with the state. var was_running := _clock_running _clock_running = MatchState.is_live(new_state) and not _match_over if _end_tick >= 0 and multiplayer.is_server(): if was_running and not _clock_running: # Stopping: bank whatever is left. This replaces the old # per-goal `end_tick += resume_tick - goal_tick` arithmetic, which # only ever compensated for the CELEBRATION and silently ate the # kickoff countdown that follows it. _clock_remaining_ticks = maxi(0, _end_tick - at_tick) _broadcast_clock_state() elif not was_running and _clock_running: # Resuming: rebase the absolute end tick off the banked remainder, # so every stoppage costs exactly zero regulation time regardless # of how long it lasted. _end_tick = at_tick + maxi(0, _clock_remaining_ticks) _broadcast_clock_state() if not multiplayer.is_server(): # HUDController duck-types on these two, and both previously emitted # ONLY inside server-side logic — so a client froze and returned to the # lobby without ever showing a result, and its timer never switched to # overtime. Derive them from replicated state instead of adding two # more RPCs: the client already has the authoritative score, and the # state transition itself is the event. # Bodies stop on the server at FULL_TIME/RESULTS but the client only # ever froze at kickoff and on a goal — so a player flew around for the # whole 8s results screen while every other peer saw their ship parked. if new_state in [MatchState.State.FULL_TIME, MatchState.State.RESULTS, MatchState.State.LOBBY]: _pending_freeze_tick = -1 _set_bodies_frozen(true) if new_state == MatchState.State.OVERTIME_WARMUP: _in_overtime = true overtime_started.emit() elif new_state == MatchState.State.RESULTS: _match_over = true match_ended.emit(_winning_team(), score.duplicate()) if new_state == MatchState.State.LOBBY and not multiplayer.is_server(): # §6.2 step 10: both sides return to the LOBBY, not the main menu. # Deferred because this runs from an RPC handler mid-tree-traversal # (gotcha 27: change_scene_to_file must not be called synchronously # from inside a node's own callback chain). get_tree().change_scene_to_file.call_deferred(ScenePaths.LOBBY) match_state_changed.emit(new_state, at_tick) # --- §6.2 step 6: kickoff (task 5.3) --------------------------------------- # Server: reset every body, then broadcast the RESULTING transforms. §1's # locked decision — never a shared RNG seed, because shared-seed determinism # needs both sides to consume the stream in identical order forever and the # first randf() anyone adds to the reset path desyncs kickoff silently. func _begin_kickoff() -> void: # §6.3: before the reset, so a promoted player's ship is placed by this very # kickoff rather than left wherever its previous owner abandoned it. _promote_late_joiners() ServerLog.debug("kickoff", {"reset_gen": (_reset_gen + 1) % 256, "slots": _slots.size()}) reset_ball() reset_ships() # Bump before the broadcast so the kickoff and the reset_gen it announces # describe the same world. This deliberately does NOT use Phase 2's # deferred _pending_reset_gen_bump path: that exists because the GOAL # sensor fires mid-tick, before the queued teleport lands. Here we are # the ones issuing the teleport, and we send the transforms explicitly # rather than relying on a snapshot taken after they apply. _reset_gen = (_reset_gen + 1) % 256 _pending_reset_gen_bump = false var countdown_start_tick := Engine.get_physics_frames() var positions := PackedVector3Array() var rotations := PackedFloat32Array() for slot in _slots: var t: Transform3D = slot.ship.global_transform if is_instance_valid(slot.ship) else Transform3D.IDENTITY _append_kickoff_body(positions, rotations, _pending_teleport_or_current(slot.ship, t)) if is_instance_valid(ball): _append_kickoff_body(positions, rotations, _pending_teleport_or_current(ball, ball.global_transform)) MatchSim.send_kickoff(positions, rotations, countdown_start_tick, _reset_gen) _apply_kickoff(positions, rotations, countdown_start_tick, _reset_gen) # reset_ball()/reset_ships() QUEUE a teleport applied in the body's own next # _integrate_forces (task 0.15), so global_transform still reads the PRE-reset # pose right now. Broadcasting that would send every client the old position # and then correct it a tick later — the same class of bug as Phase 2's 27m # goal slide. Read the queued target instead when there is one. func _pending_teleport_or_current(body: Node, fallback: Transform3D) -> Transform3D: if is_instance_valid(body) and body.has_method("get_pending_teleport"): var pending = body.call("get_pending_teleport") if pending != null: return pending return fallback func _append_kickoff_body(positions: PackedVector3Array, rotations: PackedFloat32Array, t: Transform3D) -> void: positions.append(t.origin) var q := t.basis.get_rotation_quaternion().normalized() rotations.append_array(PackedFloat32Array([q.x, q.y, q.z, q.w])) # Both peers. Places bodies exactly, freezes them, and arms the countdown. func _apply_kickoff(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void: _reset_gen = reset_gen _kickoff_resume_tick = countdown_start_tick + WARMUP_TICKS _last_emitted_countdown = -1 var index := 0 for slot in _slots: if index < positions.size() and is_instance_valid(slot.ship): _place_body(slot.ship, positions[index], _quat_at(rotations, index)) index += 1 if index < positions.size() and is_instance_valid(ball): _place_body(ball, positions[index], _quat_at(rotations, index)) # Freeze on a LATER tick, not now. _place_body queues the teleport into the # body's next _integrate_forces, but a frozen body never runs one — and # set_deferred("freeze", true) lands at the end of this idle frame, before # that next physics step. Freezing immediately therefore strands the # teleport and leaves every body exactly where the goal left it. This is # the same "queued teleport lands a tick later" hazard Phase 2 hit with # _pending_reset_gen_bump_tick, and the same fix: gate on a strictly later # tick so the teleport has provably applied. _pending_freeze_tick = Engine.get_physics_frames() + 1 # A client's prediction history describes the pre-kickoff world. Starting a # fresh epoch is the same contract §4.4 already specifies for a reset_gen # change; doing it here too means a kickoff that arrives before the first # post-kickoff snapshot cannot be reconciled against stale history. if not multiplayer.is_server() and _local_prediction_history != null: _local_prediction_history.begin_epoch() _last_local_reset_gen = reset_gen # §6.2's explicit late-arrival case: a kickoff delayed past its own resume # tick (ENet RTO can stretch a lifecycle burst to ~600ms on a lossy link) # must apply the reset immediately and SKIP the countdown, never schedule # it into the past and render a negative number. if _current_server_tick() >= _kickoff_resume_tick: _kickoff_resume_tick = -1 _pending_freeze_tick = -1 # never freeze for a countdown already over kickoff_countdown.emit(0) _set_bodies_frozen(false) func _quat_at(rotations: PackedFloat32Array, index: int) -> Quaternion: var base := index * 4 if base + 3 >= rotations.size(): return Quaternion.IDENTITY return Quaternion(rotations[base], rotations[base + 1], rotations[base + 2], rotations[base + 3]).normalized() func _place_body(body: Node, position: Vector3, rotation: Quaternion) -> void: var target := Transform3D(Basis(rotation), position) # A body that is ALREADY frozen never runs _integrate_forces, so a queued # teleport would sit unapplied until something unfroze it — which on a # client is never, for the permanently-kinematic remote bodies. Those are # transform-driven by design (_apply_collider_state does exactly this), so # write directly. Anything still simulating goes through the Jolt-safe # queue instead (task 0.15): writing state.transform outside the body's own # _integrate_forces races the physics step. if body is RigidBody3D and (body as RigidBody3D).freeze: (body as RigidBody3D).global_transform = target (body as RigidBody3D).linear_velocity = Vector3.ZERO (body as RigidBody3D).angular_velocity = Vector3.ZERO else: body.call("queue_teleport_with_velocity", target, Vector3.ZERO, Vector3.ZERO) if body is Ship: var ship := body as Ship ship.net_visual_offset = Vector3.ZERO ship.net_visual_rotation_offset = Quaternion.IDENTITY if is_instance_valid(ship.visual): ship.visual.position = Vector3.ZERO ship.visual.basis = Basis.IDENTITY func _set_bodies_frozen(frozen: bool) -> void: # set_deferred, matching match_mode.gd's own _set_frozen: `freeze` is a # physics-server-backed property and writing it mid-step is unsafe. # # ASYMMETRIC BY NECESSITY. On the server every body is a real dynamic # simulation and all of them freeze. On a CLIENT, `freeze` is already # load-bearing for something else: remote ships and the ball are # permanently FREEZE_MODE_KINEMATIC and driven purely by transform writes # from the interpolator, and only the local ship is unfrozen so Phase 4 can # predict it. Freezing "all bodies" on a client therefore UNFREEZES the # remote ones on the way back out — they immediately start falling under # gravity while the interpolator fights them for the transform. That is # what it did: 210 hard snaps and an infinite p99 in the first run. # A client only ever freezes the one body it actually simulates; the # remote ones already stop moving because the server's snapshots stop # changing. if multiplayer.is_server(): if is_instance_valid(ball): ball.set_deferred("freeze", frozen) for slot in _slots: if is_instance_valid(slot.ship): slot.ship.set_deferred("freeze", frozen) return if _my_slot != null and is_instance_valid(_my_slot.ship): _my_slot.ship.set_deferred("freeze", frozen) func _apply_pending_freeze() -> void: if _pending_freeze_tick < 0 or Engine.get_physics_frames() <= _pending_freeze_tick: return _pending_freeze_tick = -1 _set_bodies_frozen(true) func _on_kickoff_received(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void: # match_config and kickoff are both reliable channel-0 messages, but a # client that is still loading its scene can receive the kickoff before it # has built _slots — and body order is slot order, so applying it early # placed the BALL at positions[0], i.e. exactly on top of the first ship. # The visible symptom was the ball-cam spamming "target vector can't be # zero" because its look-from and look-at had become the same point. # Hold it until the roster exists, then apply. if _slots.size() + 1 != positions.size(): _pending_kickoff = { "positions": positions, "rotations": rotations, "countdown_start_tick": countdown_start_tick, "reset_gen": reset_gen, } return _apply_kickoff(positions, rotations, countdown_start_tick, reset_gen) func _apply_pending_kickoff() -> void: if _pending_kickoff.is_empty(): return var k := _pending_kickoff _pending_kickoff = {} if _slots.size() + 1 != (k["positions"] as PackedVector3Array).size(): # Still inconsistent (a roster change between the two messages). The # snapshot stream carries authoritative poses every tick regardless, so # dropping a stale kickoff is safe — it only costs the countdown. push_warning("NetworkedMatch: dropping a kickoff whose body count never matched the roster") return _apply_kickoff(k["positions"], k["rotations"], int(k["countdown_start_tick"]), int(k["reset_gen"])) # Both peers, once per physics tick. Emits the countdown from absolute ticks # so the two sides agree without either running a local Timer. func _update_kickoff_countdown() -> void: if _kickoff_resume_tick < 0: return var remaining_ticks := _kickoff_resume_tick - _current_server_tick() if remaining_ticks <= 0: _kickoff_resume_tick = -1 _last_emitted_countdown = 0 kickoff_countdown.emit(0) if not multiplayer.is_server(): # The server unfreezes via its own PLAYING/OVERTIME transition; # a client does it here so it never waits a round trip to move. _set_bodies_frozen(false) return var count := int(ceil(float(remaining_ticks) / float(SimConstants.TICK_HZ))) if count != _last_emitted_countdown: _last_emitted_countdown = count kickoff_countdown.emit(count) # --- §6.2 step 8: goals (task 5.4) ----------------------------------------- func _on_goal_scored_received(scoring_team: int, new_score: Dictionary, goal_tick: int, resume_tick: int) -> void: # Client. Authoritative score first, then presentation — a client must # never derive the score from its own sensor. score = new_score.duplicate() score_changed.emit(score.duplicate()) _set_bodies_frozen(true) # The cinematic is bounded by [goal_tick, resume_tick] (§6.2 step 8), and # is presentation only: it never gates when play resumes, which is what # kept the server resetting while clients were mid-celebration. # # resume_tick is used, not just received. A reliable-channel retransmit can # deliver this hundreds of ms after goal_tick, and starting a fresh # fixed-length timer on ARRIVAL would then run the celebration past the # server's own window and overlap the next kickoff. _goal_pause_seconds() # below reads this and returns the time actually remaining. _client_goal_resume_tick = resume_tick _play_goal_celebration(scoring_team, 1 - scoring_team) _client_goal_resume_tick = -1 # Overrides GameMode's virtual. On a client during a goal, the pause is # whatever is LEFT of the authoritative window, not a fresh full duration. func _goal_pause_seconds() -> float: if _client_goal_resume_tick < 0: return super() var remaining := float(_client_goal_resume_tick - _current_server_tick()) / float(SimConstants.TICK_HZ) # Clamp: a window that already elapsed must not produce a negative timer # (Godot's create_timer asserts on <= 0), and a wildly future tick from a # corrupt packet must not hang the celebration open. return clampf(remaining, 0.05, super()) # --- §6.2 step 9: clock (task 5.2) ----------------------------------------- func _current_server_tick() -> int: if multiplayer.is_server(): return Engine.get_physics_frames() # Before the clock has synced this estimate is meaningless (Phase 2 fix # (5)); match_state_since_tick is the best bound available until then. if NetworkManager.rtt_ms < 0.0: return match_state_since_tick return _estimated_tick(NetworkManager.get_server_time_estimate_ms()) func _arm_clock(length_ticks: int) -> void: # Bank the full regulation length AND set an end tick. The clock is stopped # during the opening kickoff, so the banked value is what is displayed # until play starts, and the resume path rebases end_tick off it. WARMUP is # deliberately NOT folded into end_tick any more: doing so made a 14s match # open its HUD at 0:17. _clock_remaining_ticks = length_ticks _end_tick = Engine.get_physics_frames() + length_ticks _broadcast_clock_state() func _broadcast_clock_state() -> void: MatchSim.send_clock_state(_clock_running, _end_tick, _clock_remaining_ticks, Engine.get_physics_frames()) func _on_disconnected_from_server() -> void: # Deferred: this arrives from inside NetworkManager's poll, and gotcha 27 # requires change_scene_to_file never run synchronously from a callback # mid-traversal. get_tree().change_scene_to_file.call_deferred(ScenePaths.MAIN_MENU) func _on_match_bootstrap_received(state: int, at_tick: int, new_score: Dictionary, end_tick: int, clock_running: bool, reset_gen: int, remaining_ticks: int) -> void: score = new_score.duplicate() score_changed.emit(score.duplicate()) _end_tick = end_tick _clock_running = clock_running _clock_remaining_ticks = remaining_ticks _reset_gen = reset_gen _last_local_reset_gen = reset_gen _apply_match_state(state, at_tick) func _on_clock_state_received(running: bool, end_tick: int, remaining_ticks: int, _at_tick: int) -> void: _clock_running = running _end_tick = end_tick _clock_remaining_ticks = remaining_ticks # Both peers. Emits timer_updated only when the displayed second changes, the # same threshold pattern Ship uses for its telemetry signals. func _update_clock() -> void: if _end_tick < 0: return # While the clock is STOPPED the remaining time is frozen, not derived from # the current tick. Deriving it regardless meant regulation time drained # during every goal pause and kickoff countdown: measured 180 ticks — one # whole WARMUP — lost per goal, plus the pre-kickoff display opening at # 0:17 for a 14s match. _clock_remaining_ticks is the authority whenever # _clock_running is false. var remaining_ticks := maxi(0, _end_tick - _current_server_tick()) if _clock_running else maxi(0, _clock_remaining_ticks) var remaining_seconds := int(ceil(float(remaining_ticks) / float(SimConstants.TICK_HZ))) if remaining_seconds != _last_emitted_second: _last_emitted_second = remaining_seconds timer_updated.emit(remaining_seconds / 60, remaining_seconds % 60) # --- §6.2 step 10: full time, overtime, results (task 5.5) ----------------- func _enter_results(winning_team: int) -> void: _match_over = true _clock_running = false _set_bodies_frozen(true) match_ended.emit(winning_team, score.duplicate()) ServerLog.info("match_ended", {"score_0": score.get(0, 0), "score_1": score.get(1, 0), "overtime": _in_overtime}) _set_match_state(MatchState.State.RESULTS) func _winning_team() -> int: if score[0] == score[1]: return -1 return 0 if score[0] > score[1] else 1 # Server only, once per physics tick. Advances the states that end on their # own timer; goal- and clock-driven exits are pushed in from their own events. func _update_match_state() -> void: var now := Engine.get_physics_frames() # Full time is checked before the deadline switch below so a clock expiry # during PLAYING is acted on the tick it happens, not one state later. if _clock_running and _end_tick >= 0 and now >= _end_tick: if match_state == MatchState.State.PLAYING: _set_match_state(MatchState.State.FULL_TIME) return # A kickoff countdown ending is what starts play; the resume tick is # authoritative, not a separate deadline, so the two cannot drift apart. if _kickoff_resume_tick >= 0 and now >= _kickoff_resume_tick: if match_state == MatchState.State.WARMUP: _set_match_state(MatchState.State.PLAYING) _broadcast_clock_state() return if match_state == MatchState.State.OVERTIME_WARMUP: _set_match_state(MatchState.State.OVERTIME) _broadcast_clock_state() return if match_state == MatchState.State.FULL_TIME: # §6.2 step 10. A draw goes to sudden death; anything else is decided. if _winning_team() < 0: _in_overtime = true overtime_started.emit() _set_match_state(MatchState.State.OVERTIME_WARMUP) _begin_kickoff() else: _enter_results(_winning_team()) return if _state_deadline_tick < 0 or now < _state_deadline_tick: return match match_state: MatchState.State.GOAL_PAUSE: if _in_overtime: # Golden goal: the first score after a draw ends it outright. _enter_results(_winning_team()) return _set_match_state(MatchState.State.WARMUP) _begin_kickoff() MatchState.State.RESULTS: # §6.2 step 10: clients return to the LOBBY, never the main menu — # a community server that empties every 2.5 minutes is dead on # arrival. The state change is what moves both sides; the server # then leaves the match scene itself. _set_match_state(MatchState.State.LOBBY) get_tree().change_scene_to_file.call_deferred(ScenePaths.LOBBY) func _on_state_change_received(state: int, at_tick: int) -> void: # Client path. MatchSim already rejected an unknown state value, and the # server is the only peer allowed to send this (rpc "authority"). _apply_match_state(state, at_tick) func _on_goal_registered(conceding_team: int) -> void: # §6.2 step 8. Immediate and authoritative at sensor time, before any # presentation — a last-second goal must count even though the cinematic # and the reset happen later. var scoring_team := 1 - conceding_team _record_goal(scoring_team) MatchSim.send_score_update(score.duplicate()) if not multiplayer.is_server() or not MatchState.is_live(match_state): return ServerLog.info("goal", { "team": scoring_team, "score_0": score.get(0, 0), "score_1": score.get(1, 0), "tick": Engine.get_physics_frames(), }) var goal_tick := Engine.get_physics_frames() var resume_tick := goal_tick + int(_goal_pause_seconds() * SimConstants.TICK_HZ) # No end_tick arithmetic here any more: entering GOAL_PAUSE banks the # remaining ticks and leaving it rebases end_tick (see _apply_match_state), # which covers the celebration AND the kickoff countdown after it. Still # tick-derived, so no float drift accumulates across ten goals. MatchSim.send_goal_scored(scoring_team, score.duplicate(), goal_tick, resume_tick) _set_bodies_frozen(true) _set_match_state(MatchState.State.GOAL_PAUSE) _broadcast_clock_state() func _maybe_force_smoke_goal() -> void: if _smoke_goal_forced or _smoke_force_goal_tick == -1 or match_state != MatchState.State.PLAYING: return if _smoke_force_goal_tick == -2: var config := ServerConfig.parse(OS.get_cmdline_user_args(), false) _smoke_force_goal_tick = Engine.get_physics_frames() + int(maxf(0.0, float(config.get_value("smoke-force-goal-after"))) * SimConstants.TICK_HZ) ServerLog.info("smoke_goal_armed", {"tick": _smoke_force_goal_tick}) return if Engine.get_physics_frames() < _smoke_force_goal_tick: return _smoke_goal_forced = true ServerLog.info("smoke_goal_forced", {"tick": Engine.get_physics_frames()}) _on_goal_registered(0) # Task 5.9. Server-only by construction: _respawn_escaped_bodies() is gated on # _owns_world_simulation(). The bump uses Phase 2's deferred path because the # respawn only QUEUES a teleport — bumping now would broadcast the new # generation alongside the still-escaped position, which is exactly the 27m # slide that fix exists to prevent. # --- §6.4 disconnects and reconnects (tasks 5.6/5.7) ----------------------- const SLOT_RESERVATION_SECONDS := 30.0 # Server only, --slot-reservation-seconds=. §6.3's promotion can only happen at # a kickoff AFTER the departed player's reservation lapses, so a smoke test of # it would otherwise have to run for over half a minute before the interesting # moment. Same rationale and same shape as --match-length: a server-side # override, never something a client can shorten for anyone. var _slot_reservation_seconds := SLOT_RESERVATION_SECONDS func _on_client_disconnected(peer_id: int) -> void: if not multiplayer.is_server(): return # A spectator waiting for a slot can leave too, and a queue entry for a # departed peer would hand the next free slot to nobody. _forget_late_joiner(peer_id) for slot in _slots: if slot.peer_id != peer_id or slot.disconnected: continue slot.disconnected = true slot.reserved_until_tick = Engine.get_physics_frames() + int(_slot_reservation_seconds * SimConstants.TICK_HZ) _swap_slot_controller(slot, _build_takeover_controller()) print("NetworkedMatch: peer %d (%s) disconnected; ship kept, slot reserved for %.0fs" % [ peer_id, slot.player_name, _slot_reservation_seconds ]) break _abort_if_abandoned() # §6.4 has two rules that pull against each other: reserve a departed player's # slot for 30s, and abort to the lobby once the last human leaves. Applied # naively the abort wins instantly in a 1v1 — the moment the only player drops, # the match is torn down and their reservation can never be redeemed, which # makes the reconnect path unreachable exactly when it matters most (a single # player whose connection blipped). The reservation therefore takes precedence: # abort only once nobody is connected AND nobody is still expected back. func _abort_if_abandoned() -> void: if MatchState.is_terminal(match_state): return var now := Engine.get_physics_frames() for slot in _slots: if not slot.disconnected: return # somebody is still playing if slot.reserved_until_tick >= 0 and now <= slot.reserved_until_tick: return # somebody may still come back # §6.3's queue counts as "somebody is still here" for the same reason the # reservation does. Without this, a spectator waiting for the slot that just # opened up is dumped back to the lobby at the exact moment they were about # to get it — and they are a connected human watching a live match, which is # not what "abandoned" means. for entry in _late_joiners: if int(entry["peer_id"]) in multiplayer.get_peers(): return print("NetworkedMatch: no players left and no reservations outstanding, aborting to lobby") _set_match_state(MatchState.State.LOBBY) get_tree().change_scene_to_file.call_deferred(ScenePaths.LOBBY) # Task 5.7. Ship.set_controller() calls queue_free() on the OUTGOING # controller, so slot.controller is a dangling reference the instant the swap # happens — and _physics_process writes slot.controller.action every single # tick. Rebinding must therefore happen in the same transaction as the swap, # never as a follow-up statement that an early return or an await could skip. func _swap_slot_controller(slot: SlotInfo, replacement: ShipController) -> void: if not is_instance_valid(slot.ship): slot.controller = null return slot.ship.set_controller(replacement) slot.controller = replacement func _build_takeover_controller() -> ShipController: if _fill_bots: return _build_opponent(bot_model_path, bot_reaction_ticks, bot_action_noise, "NetworkedMatch") # §6.4's default for public servers: inert but still simulated, exactly the # placeholder GameMode already uses for an unfilled slot. An abandoned ship # that keeps flying on its last input would be worse than one that coasts. return ShipController.new() # Called when a peer joins while this match is already running. Returns true if # it reclaimed a reserved slot (§6.4's 30s identity-keyed reservation). func _try_reclaim_slot(peer_id: int, player_name: String) -> bool: if not multiplayer.is_server(): return false var now := Engine.get_physics_frames() for slot in _slots: if not slot.disconnected or slot.player_name == "" or slot.player_name != player_name: continue if slot.reserved_until_tick >= 0 and now > slot.reserved_until_tick: continue # reservation lapsed; this is a fresh joiner, not a return slot.peer_id = peer_id slot.disconnected = false slot.reserved_until_tick = -1 # Reset the input pipeline: the returning client starts its sequence # numbering from scratch, and the old buffer's cursor belongs to a # different epoch entirely (input_jitter_buffer.gd's seeding comment). slot.jitter_buffer = InputJitterBuffer.new() slot.consecutive_seq_rejects = 0 _swap_slot_controller(slot, RLShipController.new()) # CRITICAL, and the reason a reconnect silently became a spectator: the # slot's peer_id just changed, but MatchSim caches the last # match_config and replays THAT to anyone who asks. A reconnecting # client in a fresh process requests config, receives the pre- # disconnect peer-id array, cannot find itself in it, leaves # _my_slot null and falls through to the spectator path — no ship, no # input, for the rest of the match. Re-broadcast so the cache and the # roster agree again. _rebroadcast_match_config() _send_match_bootstrap(peer_id) print("NetworkedMatch: peer %d reclaimed %s's reserved slot" % [peer_id, player_name]) return true return false # §6.3/§6.4. A peer joining while this match runs is either a returning player # claiming their reserved slot, or a late joiner — who spectates until the next # kickoff, because swapping a controller at a kickoff boundary is free and # mid-play it is not. func _on_player_joined_midmatch(peer_id: int, player_name: String) -> void: if not multiplayer.is_server() or _slots.is_empty(): return if _try_reclaim_slot(peer_id, player_name): return if _max_spectators >= 0 and _spectator_count() > _max_spectators: print("NetworkedMatch: spectator cap (%d) reached, disconnecting peer %d" % [_max_spectators, peer_id]) # Same call the abuse paths use (match_sim.gd:285, match_net.gd:207) — # default force=false, so ENet flushes cleanly rather than leaving the # server's own peer bookkeeping inconsistent (§9 gotcha on force=true). multiplayer.multiplayer_peer.disconnect_peer(peer_id) return # §6.3: a spectator/late joiner reconstructs from this, since match_config # carries arena and roster only — no score, clock or match state. _send_match_bootstrap(peer_id) # "Spectate now, take the slot at the next kickoff" — queued here, acted on # in _promote_late_joiners(). Queued in arrival order and consumed from the # front, so waiting is first-come-first-served rather than whichever slot # index happens to free up first. _late_joiners.append({"peer_id": peer_id, "player_name": player_name}) print("NetworkedMatch: peer %d (%s) joined mid-match; spectating until the next kickoff" % [peer_id, player_name]) # §6.3's "free slot mid-match → spectate now, take the slot at the next # kickoff". Called from _begin_kickoff BEFORE the reset transforms are read, so # a promoted player's ship is placed by the same kickoff everyone else gets and # the controller swap lands on an already-frozen body — which is the whole # reason the spec puts it at a kickoff boundary rather than mid-play. # # A slot is available when its player has gone AND their 30s reservation has # lapsed (§6.4). Taking a still-reserved slot would quietly break the reconnect # promise, so the reservation always outranks the queue. func _promote_late_joiners() -> void: if not multiplayer.is_server() or _late_joiners.is_empty(): return var connected := multiplayer.get_peers() # A queued joiner may have left again while waiting. Drop them here rather # than handing a slot to a peer that no longer exists — which would look # exactly like an occupied slot nobody is playing. var waiting: Array[Dictionary] = [] for entry in _late_joiners: if int(entry["peer_id"]) in connected: waiting.append(entry) _late_joiners = waiting var now := Engine.get_physics_frames() var promoted := false for index in _slots.size(): if _late_joiners.is_empty(): break var slot := _slots[index] if not slot.disconnected: continue if slot.reserved_until_tick >= 0 and now <= slot.reserved_until_tick: continue var joiner: Dictionary = _late_joiners.pop_front() var joiner_peer := int(joiner["peer_id"]) slot.peer_id = joiner_peer slot.player_name = String(joiner["player_name"]) slot.disconnected = false slot.reserved_until_tick = -1 # Same reasoning as the reclaim path: the arriving client numbers its # input sequence from scratch, and the old cursor belongs to a different # epoch entirely (see input_jitter_buffer.gd's seeding comment). slot.jitter_buffer = InputJitterBuffer.new() slot.consecutive_seq_rejects = 0 _swap_slot_controller(slot, RLShipController.new()) MatchSim.send_slot_assigned(joiner_peer, index) promoted = true print("NetworkedMatch: peer %d (%s) took slot %d at the kickoff" % [joiner_peer, slot.player_name, index]) if promoted: # Same cache hazard the reclaim path documents: MatchSim replays the # last match_config to anyone who asks, and it now names the wrong peer # for this slot. _rebroadcast_match_config() func _forget_late_joiner(peer_id: int) -> void: for i in _late_joiners.size(): if int(_late_joiners[i]["peer_id"]) == peer_id: _late_joiners.remove_at(i) return # Connected peers that hold no slot. Counted from the live peer list rather # than tracked incrementally, so a spectator that drops cannot leak a unit of # the cap permanently. func _spectator_count() -> int: var slotted := {} for slot in _slots: if not slot.disconnected: slotted[slot.peer_id] = true var count := 0 for peer_id in multiplayer.get_peers(): if not slotted.has(peer_id): count += 1 return count # Rebuilds match_config from the CURRENT slot list and re-sends it. Slot order # (and therefore snapshot body order) is preserved because _slots itself is # never reordered — only a slot's peer_id changes on reclaim. func _rebroadcast_match_config() -> void: var peer_ids := PackedInt32Array() var teams := PackedInt32Array() var spawn_indices := PackedInt32Array() for slot in _slots: peer_ids.append(slot.peer_id) teams.append(slot.team) spawn_indices.append(slot.spawn_index) MatchSim.send_match_config(_arena_path, peer_ids, teams, spawn_indices) # §6.2 step 2: give one peer the live state it cannot get from match_config. func _send_match_bootstrap(peer_id: int) -> void: MatchSim.send_match_bootstrap( peer_id, match_state, match_state_since_tick, score.duplicate(), _end_tick, _clock_running, _reset_gen, _clock_remaining_ticks ) func _expire_slot_reservations() -> void: var now := Engine.get_physics_frames() for slot in _slots: if slot.disconnected and slot.reserved_until_tick >= 0 and now > slot.reserved_until_tick: slot.reserved_until_tick = -1 print("NetworkedMatch: %s's slot reservation lapsed" % slot.player_name) # The abort was deferred while this reservation was live; now that # it has lapsed, re-check whether anyone is left at all. _abort_if_abandoned() func _on_bodies_respawned() -> void: if not multiplayer.is_server(): return _pending_reset_gen_bump = true _pending_reset_gen_bump_tick = Engine.get_physics_frames() func _on_goal_scored(_conceding_team: int) -> void: # Deliberately empty. Before task 5.4 this reset the world the instant the # sensor fired, which is precisely the "server reset fires while clients # are mid-celebration" failure §5.4 exists to remove. The reset is now the # KICKOFF's job at resume_tick (_update_match_state -> _begin_kickoff), so # bodies stay frozen exactly where the goal happened for the whole # celebration window and every peer sees the same thing. pass 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: # §6.4: `stalled` is what greys out the nameplate, so a disconnected # player must set it immediately rather than waiting the ~500ms it # takes their abandoned jitter buffer to starve into the same state. bodies.append(_ship_to_net_body_state(slot.ship, slot.jitter_buffer.stalled or slot.disconnected) 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, match_state, _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) # -1 is reserved for client "not established" state. -2 reports a # genuine sustained server starvation event. var advertised_depth := -2 if slot.jitter_buffer.starved_ticks >= STARVATION_ADVERTISEMENT_TICKS else slot.jitter_buffer.depth() var bytes := NetCodec.pack_snapshot(last_input_seq, advertised_depth, slot.last_client_send_ms, segment) if _replay_log != null: _replay_log.record_snapshot(server_tick, bytes) MatchSim.send_snapshot(slot.peer_id, bytes) # §6.3: "a spectator receives identical snapshots (the snapshot is already # a broadcast — zero extra server work)". That was only true of the SEGMENT: # the loop above unicasts one packet per SLOT, so a peer without a slot # received nothing at all — no poses, no reset_gen, no match_state byte. # An adversarial review caught it; spectating was entirely non-functional. # The body segment is shared, so this really is just one extra send per # spectator. The per-slot header fields are meaningless without a slot: # there is no acknowledged input sequence, and -1 is the codec's own # "client not established" value for buffer depth (§3.3). var spectator_bytes := PackedByteArray() for peer_id in connected_peers: var has_slot := false for slot in _slots: if slot.peer_id == peer_id: has_slot = true break if has_slot: continue if spectator_bytes.is_empty(): spectator_bytes = NetCodec.pack_snapshot(0, -1, 0, segment) MatchSim.send_snapshot(peer_id, spectator_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 # Was hardcoded false. NetShipPredictor.decide() hard-corrects on # `authoritative.frozen != local_frozen`, which is exactly the mechanism # that keeps a client's predicted ship from drifting during a kickoff # freeze — it only works if the wire tells the truth. s.frozen = ship.freeze 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 # The authority shadow is presentation-only on clients. Its collider must # not steal an impulse from the dynamic client-only proxy below. ball.collision_layer = 0 ball.collision_mask = 0 if is_instance_valid((ball as Ball).visual): (ball as Ball).visual.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF _spawn_local_ball_proxy() 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) var is_local := slot.peer_id == my_id # Do not let the local dynamic body fall or collide during the # match_config→first-snapshot gap. Prediction starts from a genuine # server pose below, not from an unsynchronised spawn approximation. 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 not is_local and is_instance_valid(slot.ship.visual): slot.ship.visual.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF _slots.append(slot) if is_local: _my_slot = slot # §6.3 (task 5.8): a peer with no slot is a spectator. It receives the # identical snapshot broadcast (zero extra server work), spawns no ship of # its own, and points a camera rig at somebody else's. _is_spectator = _my_slot == null _spawn_hud() if _is_spectator: _spectator_target_index = 0 _point_spectator_camera() print("NetworkedMatch: no slot for this peer — spectating (%d ship(s) + ball)" % _slots.size()) if is_instance_valid(_my_slot) and is_instance_valid(_my_slot.ship): spawn_camera_rig(_my_slot.ship) _take_local_ownership(_my_slot) # The roster now exists, so a kickoff that raced ahead of match_config can # finally be placed against the right bodies. _apply_pending_kickoff() # Client only. Everything that makes one of the spawned ships THIS peer's own: # contact hooks and the local input controller. Factored out of # _on_match_config_received because §6.3's late-joiner promotion needs the # identical setup at a completely different moment, and a second copy of it # would be a copy that silently drifts. func _take_local_ownership(slot: SlotInfo) -> void: slot.ship.ball_contact.connect(_on_local_ball_contact) # Headless training ships intentionally do not install Ship's render-side # body_entered signal. Attach this client-only callback only to the # locally predicted match ship so contact QA sees the same event without # changing training instances. if DisplayServer.get_name() == "headless": slot.ship.body_entered.connect(_on_local_ship_body_entered) if not _test_bot_model_path.is_empty(): # --test-bot (task 3.6): attach 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 # local bot controller to the genuinely simulated local ship. var bot := AIShipController.new() bot.model_path = _test_bot_model_path slot.ship.add_child(bot) _local_input_timeline = LocalInputTimeline.new() _local_net_controller = LocalNetShipController.new(bot, _local_input_timeline) slot.ship.set_controller(_local_net_controller) else: var player := PlayerShipController.new() _local_input_timeline = LocalInputTimeline.new() _local_net_controller = LocalNetShipController.new(player, _local_input_timeline) _local_net_controller.add_child(player) slot.ship.set_controller(_local_net_controller) # §6.3 (task 5.8), client only: the server has handed this peer a vacated slot # at a kickoff. Broadcast, so every client runs the first half — their own copy # of the slot list must name the new owner — and only the promoted peer runs # the second. func _on_slot_assigned(peer_id: int, slot_index: int) -> void: if multiplayer.is_server() or slot_index < 0 or slot_index >= _slots.size(): return var slot := _slots[slot_index] slot.peer_id = peer_id if peer_id != multiplayer.get_unique_id() or not _is_spectator: return # This body has been a REMOTE one until now: driven by transform writes from # the interpolator, with Godot's own physics interpolation switched off so # those writes could not fight it (§4.6). Both have to be undone, and the # interpolator emptied — its buffered samples describe the previous owner's # flight and would otherwise be smoothed into the first predicted frames. _my_slot = slot _is_spectator = false slot.interpolator = NetInterpolator.new() slot.visual_smoother_reset = true slot.visual_position_offset = Vector3.ZERO slot.visual_rotation_offset = Quaternion.IDENTITY if is_instance_valid(slot.ship) and is_instance_valid(slot.ship.visual): slot.ship.visual.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_INHERIT # Stay frozen until the first authoritative pose arrives, exactly as a fresh # client does — _on_snapshot_received teleports to it, unfreezes, and starts # prediction. Unfreezing here instead would predict from whatever pose the # interpolator last wrote, which is a render-side approximation. _local_prediction_ready = false _input_seq = 0 # Same call the reset path uses: everything recorded so far belongs to a # peer that was not simulating anything. _local_prediction_history.begin_epoch() _pending_local_reconciliation = {} _take_local_ownership(slot) # The HUD was built in spectator mode, which hides the ship instruments and # wires nothing to a ship. It reads spectator_mode once, a frame after # _ready, so flipping the flag on the live instance does nothing — rebuild. if is_instance_valid(hud): hud.queue_free() _spawn_hud() if is_instance_valid(_camera_rig): _camera_rig.target = slot.ship hud.ship = slot.ship else: spawn_camera_rig(slot.ship) print("NetworkedMatch: promoted from spectator to player in slot %d" % slot_index) func _spawn_hud() -> void: hud = HUD_SCENE.instantiate() # BEFORE add_child: HUDController reads this in _initialize_hud(), which # runs one process frame after _ready(). Setting it afterwards would be a # race against that frame, and losing it means a spectator's HUD # push_error()s about a missing ship and wires up nothing at all. hud.spectator_mode = _is_spectator add_child(hud) # §6.3's "points a camera rig at a chosen ship or the ball", plus the target # cycling. Targets are every ship in slot order, then the ball. # §6.3's "cycle targets". Bound to the existing `reset_ball` action, which is # already a mode-level key and is meaningless to a spectator (it only fires in # Free Play), rather than adding a new binding to project.godot for one mode. func _unhandled_input(event: InputEvent) -> void: # super() is NOT optional here. GameMode._unhandled_input owns ui_cancel -> # main menu, and this override returned early for every non-spectator # without ever chaining, which silently killed Esc for every networked # player. Handle the spectator key, then always fall through. if _is_spectator and event.is_action_pressed("reset_ball"): cycle_spectator_target(1) get_viewport().set_input_as_handled() return super(event) func _spectator_target_count() -> int: return _slots.size() func _point_spectator_camera() -> void: var count := _spectator_target_count() if count == 0: return _spectator_target_index = posmod(_spectator_target_index, count) # SHIPS ONLY. ShipCameraRig.target is declared `var target: Ship` # (ship_camera.gd:37) and the rig reaches into ship-only API (`visual`, # `is_turbo_active`, `get_speed_ratio`), so assigning the ball here was a # type error waiting to fire the moment anyone cycled past the last ship. # The rig already has its own ball-cam MODE for watching the ball, which is # the supported way to do it — this cycles whose ship we follow. var target: Ship = null if _spectator_target_index < _slots.size(): target = _slots[_spectator_target_index].ship if not is_instance_valid(target): return if not is_instance_valid(_camera_rig): # spawn_camera_rig types its parameter as Ship, so the ball can only # ever be a LATER target, never the one the rig is created with. var first_ship: Ship = null for slot in _slots: if is_instance_valid(slot.ship): first_ship = slot.ship break if first_ship == null: return spawn_camera_rig(first_ship) if is_instance_valid(_camera_rig): _camera_rig.target = target if is_instance_valid(hud): hud.ship = target func cycle_spectator_target(step: int = 1) -> void: if not _is_spectator: return var count := _spectator_target_count() if count == 0: return _spectator_target_index = posmod(_spectator_target_index + step, count) _point_spectator_camera() func _send_local_input(record_prediction: bool = true) -> void: if _slots.is_empty(): return # match_config hasn't arrived yet if not _local_prediction_ready or _my_slot == null or not is_instance_valid(_my_slot.ship): return # 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). _update_adaptive_input_target() var reported_depth := -2 if _last_known_input_buffer_depth == -2 else (_last_known_input_buffer_depth if _has_received_healthy_buffer_depth else -1) var delta := _input_lead_controller.update(reported_depth, _current_input_target_depth()) if _local_input_timeline == null or _local_net_controller == null: return var applied_action := _my_slot.ship.get_current_action_copy() var previous_issued_seq := _input_seq _input_seq = _local_input_timeline.issue(delta, _local_net_controller.last_sampled_intent) # The body used the raw action immediately, and that action was issued under # _input_seq this tick — so _input_seq is the sequence whose post-step state # this is. Label it there. # # This deliberately does NOT delay local control: which action the ship uses # is decided in LocalNetShipController.get_action() (still the raw current # intent, still immediate) and is untouched by which seq its resulting state # is filed under. The previous label, _local_net_controller.last_applied_seq, # was the timeline's ESTIMATE of the sequence the server would consume this # tick — input_lead ticks behind issuance — so predicted[S] held "state after # integrating the intent from now" while the server's authoritative state for # S is "state after integrating action(S)", sampled input_lead ticks earlier. # Those agree only while the stick is still, which is why a held-input trace # could never falsify it and a transition-heavy one reports ~9% action-marker # mismatch. var history_seq := _input_seq if delta > 0 and record_prediction: # An attack (delta > 1) issues and SENDS several sequences for this one # local physics step; only the newest carries the action the body just # integrated. The skipped ones are real outstanding sequences the server # will acknowledge, but the client never simulated them, so they are # recorded stateless rather than left absent — absent is indistinguishable # from genuine ring loss, and cost a teleport plus resync suppression # every time the lead controller attacked. for gap_seq in range(previous_issued_seq + 1, history_seq): if gap_seq <= 0: continue var gap_action = _local_input_timeline.action_for(gap_seq) if gap_action != null: _local_prediction_history.record_unsimulated(gap_seq, gap_action) if history_seq > 0: _local_prediction_history.record(history_seq, applied_action, _local_ship_prediction_state(_my_slot.ship, applied_action), _my_slot.ship.net_prediction_contact_window) # delta <= 0 is a release: the timeline deliberately does NOT mutate an # already-issued sequence, so re-recording here would file the CURRENT intent # under a sequence that went out carrying a different action — the ring would # then contradict the wire, and the action marker would (correctly) report a # mismatch whenever the server had already consumed the original. The existing # predicted[S] is right; leave it alone. The extra unlabelled local step is # precisely the tick of latency the release exists to recover. _input_history.clear() for packet_action in _local_input_timeline.packet_actions(NetCodec.MAX_REDUNDANCY): _input_history.append(packet_action) if _input_history.is_empty(): return 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() # match_state catch-up (§6.1). state_change is reliable, so this is not a # loss-recovery path — it covers the cases reliability cannot: a client # that joined mid-match and has not been sent a transition yet, and the # window between scene load and the first state_change arriving. Snapshots # carry no at_tick for the transition, so attribute it to this snapshot's # own server_tick, which is the tightest bound available and is never # later than the true transition tick. var snapshot_state: int = decoded["match_state"] _last_snapshot_match_state = snapshot_state # The tick guard is load-bearing, not defensive padding. state_change is # reliable on channel 0 while snapshots are unreliable_ordered on channel # 2, and ordering is only guaranteed WITHIN a channel — so a state_change # for tick N routinely arrives before a snapshot that was sent at tick # N-2 and is still in flight. Without this the client would apply the new # state, then be dragged straight back by the older snapshot's byte, and # oscillate on every single transition. Observed exactly that while # testing a deliberately-broken byte: LOADING -> WARMUP -> LOBBY -> # PLAYING -> LOBBY -> ... Only accept a byte at least as new as whatever # told us the current state. if snapshot_state != match_state and MatchState.is_valid(snapshot_state) and server_tick >= match_state_since_tick: _apply_match_state(snapshot_state, server_tick) # 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"] if _last_known_input_buffer_depth >= 0: _has_received_healthy_buffer_depth = true # Compare against the same input sequence then reconcile the genuinely # locally-simulated ship. The predictor owns the snap-vs-soft decision. if _my_slot != null: var my_index := _slots.find(_my_slot) if my_index >= 0 and my_index < bodies.size(): if not _local_prediction_ready: var initial: NetBodyState = bodies[my_index] if _local_input_timeline != null: var one_way_ms := maxf(NetworkManager.rtt_ms * 0.5, 0.0) var label_delay_ticks := ceili(one_way_ms / SNAPSHOT_INTERVAL_MS) + _current_input_target_depth() _local_input_timeline.configure_initial_delay(label_delay_ticks) _my_slot.ship.queue_teleport_with_velocity(Transform3D(Basis(initial.rotation), initial.position), initial.linear_velocity, initial.angular_velocity) _my_slot.ship.freeze = false _local_prediction_ready = true else: # Receipt can run from both process callbacks. Stage immutable wire # data only: comparison mutates acknowledgement/history state and # must happen atomically with the correction below. _pending_local_reconciliation = { "ack_seq": decoded["last_input_seq"], "authoritative": (bodies[my_index] as NetBodyState).copy(), "reset_gen": reset_gen, } _update_tick_bias(server_tick) for i in _slots.size(): if i < bodies.size(): if _slots[i] != _my_slot: var slot := _slots[i] var accepts_remote_tick := slot.interpolator.accepts_tick(server_tick) var remote_reset := accepts_remote_tick and slot.interpolator.reset_gen != -1 and reset_gen != slot.interpolator.reset_gen if remote_reset: slot.visual_smoother_reset = true slot.visual_position_offset = Vector3.ZERO slot.visual_rotation_offset = Quaternion.IDENTITY elif accepts_remote_tick: _accumulate_remote_residual(slot.interpolator, server_tick, bodies[i], slot) slot.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_shadow_state = ball_state.copy() if _ball_prediction_until_ms >= 0 and ball_state.position.distance_to(_ball_shadow_position_on_contact) > 0.01: _ball_authority_changed_since_contact = true var accepts_ball_tick := _ball_interpolator.accepts_tick(server_tick) var ball_was_reset := accepts_ball_tick and _ball_interpolator.reset_gen != -1 and reset_gen != _ball_interpolator.reset_gen if accepts_ball_tick and not ball_was_reset: _accumulate_ball_residual(_ball_interpolator, server_tick, ball_state) var ball_reset := _ball_interpolator.add_sample(server_tick, ball_state, reset_gen) if ball_reset: _ball_reset_trace.append("%d:%d" % [server_tick, reset_gen]) if _ball_reset_trace.size() > 12: _ball_reset_trace.pop_front() _ball_visual_smoother_reset = true _ball_visual_position_offset = Vector3.ZERO _ball_visual_rotation_offset = Quaternion.IDENTITY _cancel_ball_prediction_for_reset(ball_state) if is_instance_valid(_local_ball_proxy) and _ball_prediction_until_ms < 0: _local_ball_proxy.queue_teleport_with_velocity(Transform3D(Basis(ball_state.rotation), ball_state.position), ball_state.linear_velocity, ball_state.angular_velocity) # Called from NetworkedMatch._physics_process after Ship._integrate_forces, # so this is the genuine post-step state caused by the local controller's one # action pull. _send_local_input then pairs it with the copied wire action. 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 func _on_local_ball_contact(_intensity: float, _world_position: Vector3) -> void: if not local_ball_prediction_enabled or multiplayer.is_server() or not is_instance_valid(ball) or not is_instance_valid(_local_ball_proxy): return # body_entered can fire repeatedly while the proxy remains in a manifold. # One touch owns one bounded RTT window; extending it per callback can keep # speculation alive indefinitely and prevents the required blend-back. var now_ms := Time.get_ticks_msec() if _ball_prediction_until_ms >= 0 or now_ms < _ball_recontact_cooldown_until_ms: return var prediction_window_ms := int(minf(maxf(NetworkManager.rtt_ms, SNAPSHOT_INTERVAL_MS), BALL_PREDICTION_MAX_MS)) _ball_prediction_until_ms = now_ms + prediction_window_ms _ball_recontact_cooldown_until_ms = now_ms + max(BALL_RECONTACT_COOLDOWN_MS, prediction_window_ms + BALL_VISUAL_BLEND_MS) _ball_visual_blend_started_ms = -1 _ball_contact_frame = Engine.get_physics_frames() _ball_reveal_frame = Engine.get_physics_frames() (ball as Ball).visual.visible = false _local_ball_proxy.visual.visible = true _local_ball_proxy.set_visual_speed(-1.0) _ball_prediction_contact_count += 1 _ball_proxy_contact_position = _local_ball_proxy.global_position _ball_proxy_moved_before_authority = false _ball_shadow_position_on_contact = _ball_shadow_state.position if _ball_shadow_state != null else _local_ball_proxy.global_position _ball_authority_changed_since_contact = false func _on_local_ship_body_entered(body: Node) -> void: if body is Ball: _on_local_ball_contact(0.0, (body as Ball).global_position) func _finish_ball_prediction() -> void: if _ball_prediction_until_ms >= 0 and not _ball_authority_changed_since_contact and is_instance_valid(_local_ball_proxy) and _local_ball_proxy.global_position.distance_to(_ball_proxy_contact_position) > 0.01: if not _ball_proxy_moved_before_authority: _ball_proxy_moved_before_authority = true _ball_proxy_moved_before_authority_count += 1 if _ball_prediction_until_ms < 0 or Time.get_ticks_msec() < _ball_prediction_until_ms: return _ball_prediction_until_ms = -1 _ball_prediction_window_end_count += 1 if not is_instance_valid(ball) or not is_instance_valid(_local_ball_proxy): return (ball as Ball).visual.visible = true _local_ball_proxy.visual.visible = false if _ball_shadow_state == null: _ball_prediction_missing_shadow_count += 1 return _last_ball_prediction_error = _local_ball_proxy.global_position.distance_to(_ball_shadow_state.position) if _last_ball_prediction_error > BALL_HARD_SNAP_DISTANCE: # A large disagreement is dishonest to hide. Resume the authoritative # shadow immediately, then re-seed the invisible proxy on next arrival. _ball_visual_blend_started_ms = -1 _ball_hard_handoff_count += 1 return _ball_visual_blend_from = _local_ball_proxy.visual.global_transform _ball_visual_blend_started_ms = Time.get_ticks_msec() _ball_blend_started_count += 1 # Never push the speculative result into authority; only presentation # blends over to the continuously-buffered shadow. func _cancel_ball_prediction_for_reset(authoritative: NetBodyState) -> void: if _ball_prediction_until_ms >= 0 or _ball_visual_blend_started_ms >= 0: _ball_prediction_reset_cancel_count += 1 _ball_prediction_until_ms = -1 _ball_recontact_cooldown_until_ms = -1 _ball_visual_blend_started_ms = -1 _ball_proxy_moved_before_authority = false _ball_authority_changed_since_contact = false _last_ball_prediction_error = 0.0 if is_instance_valid(ball): (ball as Ball).visual.visible = true if is_instance_valid(_local_ball_proxy): _local_ball_proxy.visual.visible = false _local_ball_proxy.queue_teleport_with_velocity(Transform3D(Basis(authoritative.rotation), authoritative.position), authoritative.linear_velocity, authoritative.angular_velocity) func _spawn_local_ball_proxy() -> void: if multiplayer.is_server() or not local_ball_prediction_enabled: return _local_ball_proxy = ball_scene.instantiate() as Ball _local_ball_proxy.name = "LocalBallPredictionProxy" _local_ball_proxy.remove_from_group("ball") add_child(_local_ball_proxy) _local_ball_proxy.global_transform = ball.global_transform _local_ball_proxy.visual.visible = false # This body keeps normal ball-vs-ship/arena collision settings, but exists # only in this client process. It therefore receives the contact impulse on # the same local physics frame without altering server or training physics. # Diagnostic accessor. # 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 + 2.5 * NetworkManager.jitter_ms, INTERP_DELAY_MIN_MS, INTERP_DELAY_MAX_MS) func _current_input_target_depth() -> int: # A clean LAN needs no intentionally buffered input tick. Preserve one # tick whenever measured RTT jitter crosses the small threshold; starvation # still triggers the controller's existing fast-attack path either way. # Keep the headless policy-driver protocol at its established depth: these # bots are regression/training tooling, not the human latency experiment. if not _test_bot_model_path.is_empty(): return InputLeadController.TARGET_DEPTH return _adaptive_input_depth.target_depth func _update_adaptive_input_target() -> void: if not _test_bot_model_path.is_empty(): _adaptive_input_depth.target_depth = InputLeadController.TARGET_DEPTH return _adaptive_input_depth.update(NetworkManager.rtt_ms, NetworkManager.jitter_ms, _last_known_input_buffer_depth) # 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 _last_local_prediction_comparison.get("authoritative_state", null) != null: server_stalled = (_last_local_prediction_comparison["authoritative_state"] as NetBodyState).stalled return { "match_state": match_state, "snapshot_match_state": _last_snapshot_match_state, "input_buffer_depth": _last_known_input_buffer_depth, "input_lead": _input_lead_controller.lead, "input_target_depth": _current_input_target_depth(), "snapshot_age_ms": snapshot_age_ms, "snapshot_loss_pct": snapshot_loss_pct, "server_stalled": server_stalled, "prediction": _local_ship_predictor.get_metrics(), "ball_prediction_contacts": _ball_prediction_contact_count, "ball_prediction_active": _ball_prediction_until_ms >= 0, "ball_prediction_error": _last_ball_prediction_error, "ball_contact_frame": _ball_contact_frame, "ball_reveal_frame": _ball_reveal_frame, "ball_blend_complete_count": _ball_blend_complete_count, "ball_blend_started_count": _ball_blend_started_count, "ball_blend_max_duration_ms": _ball_blend_max_duration_ms, "ball_hard_handoff_count": _ball_hard_handoff_count, "ball_prediction_window_end_count": _ball_prediction_window_end_count, "ball_prediction_missing_shadow_count": _ball_prediction_missing_shadow_count, "ball_prediction_reset_cancel_count": _ball_prediction_reset_cancel_count, "ball_reset_trace": _ball_reset_trace.duplicate(), "ball_proxy_moved_before_authority": _ball_proxy_moved_before_authority_count > 0, "ball_proxy_moved_before_authority_count": _ball_proxy_moved_before_authority_count, "ball_authority_changed_since_contact": _ball_authority_changed_since_contact, "remote_residual_position_p99": _remote_percentile(_remote_position_residuals, 0.99), "remote_residual_rotation_p99": _remote_percentile(_remote_rotation_residuals, 0.99), "latest_prediction_error": _last_local_prediction_comparison.get("position_error", Vector3.ZERO), "latest_prediction_velocity_error": _last_local_prediction_comparison.get("linear_velocity_error", Vector3.ZERO), "action_marker_samples": _action_marker_samples, "action_marker_mismatches": _action_marker_mismatches, } func adjust_prediction_tuning(position_delta: float = 0.0, decay_delta: float = 0.0, offset_delta: float = 0.0, toggle_present_time: bool = false) -> void: # Debug-only runtime knobs; this object is never instantiated by the server # for an interactive client and cannot change action, collision, or Jolt # simulation parameters. if multiplayer.is_server(): return _local_ship_predictor.hard_position_error = clampf(_local_ship_predictor.hard_position_error + position_delta, 0.25, 5.0) _local_ship_predictor.max_visual_offset = clampf(_local_ship_predictor.max_visual_offset + offset_delta, 0.05, 2.0) if _my_slot != null and is_instance_valid(_my_slot.ship): _my_slot.ship.set_network_visual_tuning(_my_slot.ship.net_visual_offset_decay + decay_delta, _local_ship_predictor.max_visual_offset) if toggle_present_time: remote_visual_present_time_enabled = not remote_visual_present_time_enabled _reset_remote_visual_smoothers() func _reset_remote_visual_smoothers() -> void: for slot in _slots: if slot != _my_slot: slot.visual_smoother_reset = true slot.visual_position_offset = Vector3.ZERO slot.visual_rotation_offset = Quaternion.IDENTITY _ball_visual_smoother_reset = true _ball_visual_position_offset = Vector3.ZERO _ball_visual_rotation_offset = Quaternion.IDENTITY # 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() # ORDER IS LOAD-BEARING. _update_match_state() consumes _kickoff_resume_tick # to drive WARMUP -> PLAYING, and _update_kickoff_countdown() clears that # same field once it reaches zero. Running the countdown first meant the # server's transition condition was wiped before it was ever evaluated and # the match sat in WARMUP forever with every body frozen. if multiplayer.is_server(): # Also before the broadcast, so a transition taken this tick ships in # this tick's own match_state byte rather than trailing it by one. _update_match_state() _maybe_force_smoke_goal() _expire_slot_reservations() # Countdown and clock are derived from absolute ticks on both peers, so # these run on the client too. _apply_pending_freeze() _update_kickoff_countdown() _update_clock() if multiplayer.is_server(): # _physics_process runs after this frame's _integrate_forces. Snapshot # FIRST: the body state therefore still describes the sequence consumed # on the prior callback. Sending after consume mislabeled that old state # with NEXT tick's input sequence, making every client reconciliation # comparison one action off and causing the Phase 4 snap cascade. _broadcast_snapshot() # The newly consumed action is deliberately installed for NEXT frame's # integration. This preserves the existing one-tick server input delay # while keeping snapshot.last_input_seq truthfully coupled to its body. for slot in _slots: # is_instance_valid, not a null check: set_controller() queue_free()s # the outgoing controller on every disconnect swap, and a freed # object is non-null right up until the frame it is collected. var consumed := slot.jitter_buffer.consume() # Only a live player's slot is driven by the wire. A slot whose # player disconnected now holds a bot or the inert base controller # (§6.4), which drives itself — overwriting its action every tick # from a permanently-starving jitter buffer would pin it to the # departed player's last input forever. if is_instance_valid(slot.controller) and slot.controller is RLShipController: (slot.controller as RLShipController).action = consumed 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 return # Prediction and reconciliation are suspended while the match is not live. # During a kickoff countdown or a goal pause the local ship is frozen on # BOTH peers, so there is nothing to predict — but the reconciler still ran # its delta transport and visual-offset maths over those frozen states and # produced garbage: 200 hard snaps and a p95 position error of 2.4e10 m in # a single 12s run, while the instantaneous error stayed small. Input keeps # flowing so the server's jitter buffer does not starve into `stalled` and # the input_lead loop keeps its cadence; only the local prediction ring and # the correction step pause. var live := MatchState.is_live(match_state) _send_local_input(live) if live: _consume_local_reconciliation() else: # Anything queued from before the whistle describes the old world. _pending_local_reconciliation = {} _finish_ball_prediction() # 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 slot != _my_slot and 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)) func _consume_local_reconciliation() -> void: if _pending_local_reconciliation.is_empty() or _my_slot == null or not is_instance_valid(_my_slot.ship): return var pending := _pending_local_reconciliation _pending_local_reconciliation = {} var reset_gen: int = pending["reset_gen"] # Reset starts an isolated history epoch before its state is compared. if _last_local_reset_gen != -1 and _last_local_reset_gen != reset_gen: _local_prediction_history.begin_epoch() _last_local_reset_gen = reset_gen var comparison := _local_prediction_history.compare_authoritative(int(pending["ack_seq"]), pending["authoritative"]) if comparison.get("status", "") == "matched": var action: ShipAction = comparison["action"] var authority: NetBodyState = comparison["authoritative_state"] _action_marker_samples += 1 if absf(action.thrust.z - authority.thrust_z) > 0.26: _action_marker_mismatches += 1 _last_local_prediction_comparison = comparison # Must match the clock _send_local_input files predictions under, since this # is the upper bound of the rebase range over retained history. var current_seq := _input_seq _local_ship_predictor.reconcile(comparison, _my_slot.ship, reset_gen, current_seq, _local_prediction_history) # 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 # The scene change on disconnect is deferred, so this can run one more time # against a torn-down peer — which throws from get_unique_id() rather than # returning anything. if multiplayer.multiplayer_peer == null or multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED: return if NetworkManager.rtt_ms < 0.0: return var server_time_est := NetworkManager.get_server_time_estimate_ms() var visual_time := server_time_est if remote_visual_present_time_enabled else server_time_est - _current_interp_delay_ms() var visual_tick := _estimated_tick(visual_time) for slot in _slots: if slot != _my_slot and is_instance_valid(slot.ship) and slot.interpolator.has_samples(): _apply_ship_visual_state(slot.ship, slot.interpolator.sample_at(visual_tick), _delta, slot) if is_instance_valid(ball) and _ball_interpolator.has_samples(): var state := _ball_interpolator.sample_at(visual_tick) if state != null: if _ball_prediction_until_ms < 0 and is_instance_valid((ball as Ball).visual): var target := Transform3D(Basis(state.rotation), state.position) if _ball_visual_blend_started_ms >= 0: var elapsed := Time.get_ticks_msec() - _ball_visual_blend_started_ms var t := clampf(float(elapsed) / float(BALL_VISUAL_BLEND_MS), 0.0, 1.0) (ball as Ball).visual.global_transform = _ball_visual_blend_from.interpolate_with(target, t) if t >= 1.0: _ball_blend_max_duration_ms = maxi(_ball_blend_max_duration_ms, elapsed) _ball_visual_blend_started_ms = -1 _ball_blend_complete_count += 1 else: _apply_ball_visual_state(target, _delta) (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, delta: float, slot: SlotInfo) -> void: if state == null: return if is_instance_valid(ship.visual): var target := Transform3D(Basis(state.rotation), state.position) # Keep the delayed-interpolation A/B control genuinely unchanged. The # follower is only evaluating present-time rendering, never silently # adding a second lag source to the baseline path. if not remote_visual_present_time_enabled: ship.visual.global_transform = target slot.visual_smoother_reset = false elif slot.visual_smoother_reset: ship.visual.global_transform = target slot.visual_smoother_reset = false else: var t := clampf(1.0 - exp(-REMOTE_VISUAL_SMOOTH_RATE * delta), 0.0, 1.0) slot.visual_position_offset = slot.visual_position_offset.lerp(Vector3.ZERO, t) slot.visual_rotation_offset = slot.visual_rotation_offset.slerp(Quaternion.IDENTITY, t) ship.visual.global_transform = Transform3D(Basis(slot.visual_rotation_offset * state.rotation), target.origin + slot.visual_position_offset) ship.set_visual_action(state.thrust_z, state.turbo) func _apply_ball_visual_state(target: Transform3D, delta: float) -> void: if not is_instance_valid(ball) or not is_instance_valid((ball as Ball).visual): return var visual := (ball as Ball).visual if not remote_visual_present_time_enabled: visual.global_transform = target _ball_visual_smoother_reset = false elif _ball_visual_smoother_reset: visual.global_transform = target _ball_visual_smoother_reset = false else: var t := clampf(1.0 - exp(-REMOTE_VISUAL_SMOOTH_RATE * delta), 0.0, 1.0) _ball_visual_position_offset = _ball_visual_position_offset.lerp(Vector3.ZERO, t) _ball_visual_rotation_offset = _ball_visual_rotation_offset.slerp(Quaternion.IDENTITY, t) visual.global_transform = Transform3D(Basis(_ball_visual_rotation_offset * target.basis.get_rotation_quaternion()), target.origin + _ball_visual_position_offset) func _accumulate_remote_residual(interpolator: NetInterpolator, tick: int, authoritative: NetBodyState, slot: SlotInfo) -> void: if interpolator.has_samples(): var predicted := interpolator.sample_at(tick) if predicted != null: var position_residual := authoritative.position - predicted.position _remote_position_residuals.append(position_residual.length()) _remote_rotation_residuals.append(rad_to_deg(predicted.rotation.angle_to(authoritative.rotation))) if _remote_position_residuals.size() > REMOTE_METRIC_CAPACITY: _remote_position_residuals.pop_front() _remote_rotation_residuals.pop_front() if remote_visual_present_time_enabled: slot.visual_position_offset = (slot.visual_position_offset - position_residual).limit_length(REMOTE_VISUAL_MAX_OFFSET) var residual_rotation := (predicted.rotation * authoritative.rotation.inverse()).normalized() if rad_to_deg(Quaternion.IDENTITY.angle_to(residual_rotation)) <= REMOTE_VISUAL_MAX_ROTATION_DEGREES: slot.visual_rotation_offset = (residual_rotation * slot.visual_rotation_offset).normalized() else: slot.visual_rotation_offset = Quaternion.IDENTITY func _accumulate_ball_residual(interpolator: NetInterpolator, tick: int, authoritative: NetBodyState) -> void: if not interpolator.has_samples(): return var predicted := interpolator.sample_at(tick) if predicted == null: return var position_residual := authoritative.position - predicted.position _remote_position_residuals.append(position_residual.length()) _remote_rotation_residuals.append(rad_to_deg(predicted.rotation.angle_to(authoritative.rotation))) if _remote_position_residuals.size() > REMOTE_METRIC_CAPACITY: _remote_position_residuals.pop_front() _remote_rotation_residuals.pop_front() if remote_visual_present_time_enabled: _ball_visual_position_offset = (_ball_visual_position_offset - position_residual).limit_length(REMOTE_VISUAL_MAX_OFFSET) var residual_rotation := (predicted.rotation * authoritative.rotation.inverse()).normalized() if rad_to_deg(Quaternion.IDENTITY.angle_to(residual_rotation)) <= REMOTE_VISUAL_MAX_ROTATION_DEGREES: _ball_visual_rotation_offset = (residual_rotation * _ball_visual_rotation_offset).normalized() else: _ball_visual_rotation_offset = Quaternion.IDENTITY func _remote_percentile(samples: Array[float], fraction: float) -> float: if samples.is_empty(): return 0.0 var sorted := samples.duplicate() sorted.sort() return sorted[clampi(roundi((sorted.size() - 1) * fraction), 0, sorted.size() - 1)] func _on_score_update_received(new_score: Dictionary) -> void: score = new_score.duplicate() score_changed.emit(score.duplicate())