Files
Josh Creek b43ad207c1 docs(multiplayer): split spec into MULTIPLAYER_SPEC.md, trim task doc to outstanding work
multiplayer-next.md was a 1662-line mix of standing architecture spec
and task-completion tracking, most of which was dense per-task DONE
evidence for finished Phases 0-6. Split it:

- MULTIPLAYER_SPEC.md (new): the locked architecture decisions, wire
  format, server-side input handling, prediction/reconciliation,
  latency/frame-rate budget, and match lifecycle state machine -
  standing design reference, not task-tracked.
- multiplayer-next.md (trimmed 1662 -> ~370 lines): only outstanding
  work remains - §0 status, §7 Phase 7/8 task tables condensed to
  "what's left" per task, §8-11 reference material (refactoring notes,
  gotchas, testing, flagged items). Phases 0-6 collapsed to a pointer
  at git history instead of ~500 lines of DONE evidence.

Also:
- Repointed every `multiplayer-next.md §N` code comment (N 1-6) across
  Game/scripts, Game/tools and Game/tests to MULTIPLAYER_SPEC.md, since
  those sections moved. Task-number references (`task N.N`, §7-11)
  correctly still point at multiplayer-next.md.
- Updated CLAUDE.md's doc index and docs/TECH_STACK.md's spec-section
  citations to match.
- TODO.md: added a "what's left to actually finish multiplayer
  (human-actionable)" checklist pulled from multiplayer-next.md §0 and
  docs/MATCHMAKING.md - things that need a person (hardware, a design
  decision, a Steam App ID, hands on a controller), not more agent code.
2026-09-04 22:43:13 +01:00

48 lines
1.9 KiB
GDScript

extends RefCounted
# Plain data holder for one body's snapshot state (§2.4 of MULTIPLAYER_SPEC.md).
# Deliberately not Ship/Ball themselves, and deliberately not a scene-tree
# node — NetCodec's pack/unpack must stay callable from pure-function tests
# with no live scene. Phase 2's snapshot writer fills one of these per body
# per tick from the real RigidBody3D state; Phase 2's interpolator does the
# reverse.
#
# avel_range must match what the sender quantised with (SHIP_AVEL_RANGE vs
# BALL_AVEL_RANGE in net_codec.gd) — it is not carried on the wire, because
# slot order already tells both peers which body is which (§1.3: "entities
# are addressed by integer slot, never by path").
var position := Vector3.ZERO
var rotation := Quaternion.IDENTITY
var linear_velocity := Vector3.ZERO
var angular_velocity := Vector3.ZERO
var frozen := false
var turbo := false
var thrust_z := 0.0 # -1..1; re-quantised to a 3-bit bin on the wire
var stalled := false
var avel_range := 4.0 # NetCodec.SHIP_AVEL_RANGE; set to BALL_AVEL_RANGE for the ball
# Self-referential preload, not get_script().new() — this file deliberately
# has no class_name (same cache-timing reason as test_case.gd and other
# path-`extends`d files in this project), and get_script().new() throws
# "Nonexistent function 'new' in base 'GDScript'" from within the script's
# own body in this Godot version.
const _NetBodyState = preload("res://scripts/net_body_state.gd")
# Same contract as ShipAction.copy() (see its own comment): a distinct
# instance with equal fields, for callers that hold onto a state past the
# tick/comparison it was returned in.
func copy() -> RefCounted:
var c := _NetBodyState.new()
c.position = position
c.rotation = rotation
c.linear_velocity = linear_velocity
c.angular_velocity = angular_velocity
c.frozen = frozen
c.turbo = turbo
c.thrust_z = thrust_z
c.stalled = stalled
c.avel_range = avel_range
return c