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Josh Creek 9f28c02488 feat(multiplayer): Phase 5 task 5.1 - match lifecycle state machine
Adds the §6.1 state machine, its broadcast, and the client side that
follows it. Physics, freezing and input are deliberately NOT gated on
state yet - 5.3 and 5.4 own freeze/unfreeze at kickoff and goal, and
doing it here would change the conditions every Phase 4 prediction gate
was measured under.

scripts/match_state.gd holds the enum and transition table as pure data
with no scene or RPC dependency, so the table is checked exhaustively
rather than by example: every state reachable, every state has an exit,
no self-transitions, abort-to-LOBBY from anywhere per §6.4, illegal
shortcuts rejected, unknown values refused rather than coerced. The enum
values are the wire format - match_state has been a u8 in the snapshot
header since §2.4 - so a test pins them; only append, never renumber.

The server validates every transition and push_errors an illegal one
rather than following it. Clients deliberately do NOT enforce the table:
authoritative state must be accepted, and a late joiner legitimately
jumps straight to PLAYING.

Two channels carry the state. state_change (reliable, channel 0) is
prompt and carries an absolute at_tick, never a duration. The snapshot's
match_state byte is the catch-up path for a client not yet sent a
transition - a late joiner, or the window between scene load and the
first RPC.

The byte needs a tick guard, and this was found the hard way. Snapshots
are unreliable_ordered on channel 2 and ordering holds only within a
channel, so a state_change for tick N routinely arrives before an
in-flight snapshot from tick N-2. Without the guard the client applies
the new state then gets dragged back by the older byte, oscillating on
every transition - observed directly as LOADING -> WARMUP -> LOBBY ->
PLAYING -> LOBBY while running a deliberately-broken-byte control. Only
a byte at least as new as match_state_since_tick is accepted.

WARMUP_TICKS/GOAL_PAUSE_TICKS are honest placeholders so 5.1 drives real
transitions to verify against; 5.3 and 5.4 replace them. The server also
leaves LOADING immediately rather than waiting for scene_ready, which
does not exist yet.

New smoke flag --exercise-match-state, passed to both roles: the host
forces a goal to drive a GOAL_PAUSE cycle, the client records the
sequence and asserts every consecutive pair is legal, that ticks are
monotonic, and that the wire byte agrees with its own state. Observed
LOADING -> WARMUP -> PLAYING -> GOAL_PAUSE -> WARMUP with tick deltas
matching the configured durations exactly.

Verified against a control: hardcoding the snapshot byte back to 0 fails
both the byte assertion and the transition-legality assertion. The byte
is asserted separately from the RPC precisely because everything else in
the check is RPC-driven and would pass with a dead byte - the same gap
that hid the Phase 4 label bug (gotcha 47).

Regression: 81 unit tests; 60s free-flight LAN (p99 0.148m, 0 hard
snaps, marker 0/3364); transition gate 0.00%; ball contact; two-bot CI.
2026-08-21 09:31:22 +01:00

116 lines
5.5 KiB
GDScript

extends "res://tests/test_case.gd"
# §6.1 match lifecycle state machine (task 5.1). The table is pure data, so
# it can be checked exhaustively rather than by example — which is the point
# of keeping it out of NetworkedMatch.
const MatchStateScript = preload("res://scripts/match_state.gd")
func test_wire_values_are_stable() -> void:
# These integers ARE the snapshot's match_state byte. Renumbering an
# existing state silently reinterprets every packet from an older peer,
# so pin them: this test failing means a protocol break, not a typo.
assert_eq(MatchStateScript.State.LOBBY, 0, "LOBBY")
assert_eq(MatchStateScript.State.LOADING, 1, "LOADING")
assert_eq(MatchStateScript.State.WARMUP, 2, "WARMUP")
assert_eq(MatchStateScript.State.PLAYING, 3, "PLAYING")
assert_eq(MatchStateScript.State.GOAL_PAUSE, 4, "GOAL_PAUSE")
assert_eq(MatchStateScript.State.FULL_TIME, 5, "FULL_TIME")
assert_eq(MatchStateScript.State.OVERTIME_WARMUP, 6, "OVERTIME_WARMUP")
assert_eq(MatchStateScript.State.OVERTIME, 7, "OVERTIME")
assert_eq(MatchStateScript.State.RESULTS, 8, "RESULTS")
func test_every_state_fits_in_the_wire_byte() -> void:
for value in MatchStateScript.State.values():
assert_true(value >= 0 and value <= 255, "state %d must fit a u8" % value)
func test_the_documented_happy_path_is_walkable() -> void:
# §6.1's own diagram, start to finish, including the goal loop.
var path := [
MatchStateScript.State.LOBBY, MatchStateScript.State.LOADING,
MatchStateScript.State.WARMUP, MatchStateScript.State.PLAYING,
MatchStateScript.State.GOAL_PAUSE, MatchStateScript.State.WARMUP,
MatchStateScript.State.PLAYING, MatchStateScript.State.FULL_TIME,
MatchStateScript.State.OVERTIME_WARMUP, MatchStateScript.State.OVERTIME,
MatchStateScript.State.RESULTS, MatchStateScript.State.LOBBY,
]
for i in path.size() - 1:
assert_true(
MatchStateScript.can_transition(path[i], path[i + 1]),
"%s -> %s must be legal" % [MatchStateScript.to_name(path[i]), MatchStateScript.to_name(path[i + 1])]
)
func test_illegal_shortcuts_are_rejected() -> void:
var illegal := [
[MatchStateScript.State.LOBBY, MatchStateScript.State.PLAYING], # must load first
[MatchStateScript.State.LOADING, MatchStateScript.State.PLAYING], # must warm up first
[MatchStateScript.State.WARMUP, MatchStateScript.State.GOAL_PAUSE], # cannot score before play
[MatchStateScript.State.PLAYING, MatchStateScript.State.RESULTS], # must pass full time
[MatchStateScript.State.RESULTS, MatchStateScript.State.PLAYING], # match is over
[MatchStateScript.State.FULL_TIME, MatchStateScript.State.PLAYING], # regulation cannot resume
]
for pair in illegal:
assert_true(
not MatchStateScript.can_transition(pair[0], pair[1]),
"%s -> %s must be rejected" % [MatchStateScript.to_name(pair[0]), MatchStateScript.to_name(pair[1])]
)
func test_abort_to_lobby_is_reachable_from_anywhere_but_lobby() -> void:
# §6.4: "if the last human leaves, abort to LOBBY" can fire at any point.
for state in MatchStateScript.State.values():
if state == MatchStateScript.State.LOBBY:
assert_true(not MatchStateScript.can_transition(state, state), "LOBBY -> LOBBY is not a transition")
continue
assert_true(
MatchStateScript.can_transition(state, MatchStateScript.State.LOBBY),
"%s must be able to abort to LOBBY" % MatchStateScript.to_name(state)
)
func test_no_state_transitions_to_itself() -> void:
for state in MatchStateScript.State.values():
assert_true(not MatchStateScript.can_transition(state, state), "%s -> itself" % MatchStateScript.to_name(state))
func test_every_state_is_reachable_and_can_make_progress() -> void:
# Guards against a state being added to the enum and forgotten in the
# table — an orphan would be broadcastable but a dead end, or unreachable
# but present on the wire.
for state in MatchStateScript.State.values():
var has_exit := false
var has_entry := false
for other in MatchStateScript.State.values():
if other != state and MatchStateScript.can_transition(state, other):
has_exit = true
if other != state and MatchStateScript.can_transition(other, state):
has_entry = true
assert_true(has_exit, "%s has no legal exit" % MatchStateScript.to_name(state))
assert_true(has_entry, "%s is unreachable" % MatchStateScript.to_name(state))
func test_only_playing_and_overtime_are_live() -> void:
# is_live() gates simulation in tasks 5.3/5.4; a warmup or a goal pause
# must never read as live.
assert_true(MatchStateScript.is_live(MatchStateScript.State.PLAYING), "PLAYING is live")
assert_true(MatchStateScript.is_live(MatchStateScript.State.OVERTIME), "OVERTIME is live")
for state in [
MatchStateScript.State.LOBBY, MatchStateScript.State.LOADING, MatchStateScript.State.WARMUP,
MatchStateScript.State.GOAL_PAUSE, MatchStateScript.State.FULL_TIME,
MatchStateScript.State.OVERTIME_WARMUP, MatchStateScript.State.RESULTS,
]:
assert_true(not MatchStateScript.is_live(state), "%s must not be live" % MatchStateScript.to_name(state))
func test_unknown_values_are_rejected_rather_than_coerced() -> void:
# A newer server can legitimately send a state this build has never heard
# of; it must be refused, not clamped into a neighbouring valid state.
for bogus in [-1, 9, 42, 255]:
assert_true(not MatchStateScript.is_valid(bogus), "%d is not a valid state" % bogus)
assert_true(not MatchStateScript.can_transition(MatchStateScript.State.PLAYING, bogus), "cannot enter %d" % bogus)
assert_true(not MatchStateScript.can_transition(bogus, MatchStateScript.State.PLAYING), "cannot leave %d" % bogus)