Files
CosmicClash/Game/scripts/networked_match.gd
T
Josh Creek 3d6906b981 feat(multiplayer): Phase 5 tasks 5.2-5.5 - clock, kickoff, goals, full time
Implements the rest of the §6.2 lifecycle on top of 5.1's state machine.

5.3 kickoff: the server resets every body and broadcasts the RESULTING
transforms, never a seed - §1's locked decision, because shared-seed
determinism needs both sides to consume the RNG stream in identical
order forever and the first randf() added to the reset path desyncs
silently. Countdown is derived from server_tick on both peers, and a
kickoff that lands after its own resume tick applies immediately and
skips the countdown rather than scheduling into the past.

5.4 goals: goal_scored(scoring_team, score, goal_tick, resume_tick).
Score is authoritative at sensor time, before any presentation. The
reset moved OUT of the sensor path and into the kickoff at resume_tick,
which is what stops the server resetting while clients are still
mid-celebration. Engine.time_scale is never touched.

5.2 clock: tick-derived, no Timer and no _process polling. The goal
pause shifts the absolute end_tick by (resume_tick - goal_tick) rather
than pausing anything, so no float drift accumulates across goals.

5.5 full time: clock expiry -> FULL_TIME -> sudden death on a draw or
RESULTS, golden goal in overtime, then LOBBY on both peers - clients
return to the lobby, not the main menu. get_tree().paused is never used.

Four bugs found and fixed while building this, each by a failing run
rather than by inspection:

- Tick order was load-bearing: _update_kickoff_countdown() clears the
  same _kickoff_resume_tick that _update_match_state() reads to leave
  WARMUP, so running the countdown first wiped the transition condition
  and the match sat frozen in WARMUP forever.
- _apply_match_state resets _state_deadline_tick on every transition, so
  a GOAL_PAUSE deadline assigned before _set_match_state was wiped and
  the match never resumed. Deadlines are now owned by _apply_match_state.
- Freezing "all bodies" is wrong on a client. Remote ships and the ball
  are permanently FREEZE_MODE_KINEMATIC and transform-driven; freezing
  them all unfroze the remote ones on the way back out, so they fell
  under gravity while the interpolator fought them - 210 hard snaps and
  an infinite p99. A client now freezes only the one body it simulates.
- A frozen body never runs _integrate_forces, so the queued kickoff
  teleport was stranded by an immediate set_deferred("freeze", true).
  Freeze now happens on a strictly later tick, the same pattern Phase 2
  used for _pending_reset_gen_bump_tick.

Prediction and reconciliation are suspended while the match is not live:
during a countdown or goal pause the local ship is frozen on both peers,
and running delta transport over those frozen states produced a p95
position error of 2.4e10 m. Input keeps flowing so the server's jitter
buffer does not starve into `stalled`.

Also fixed: a kickoff can arrive before match_config, and body order is
slot order - applying it early placed the BALL at positions[0], on top
of the first ship, which the ball-cam reported as "target vector can't
be zero" 95 times. It is now held until the roster exists.

Test changes: the ball-contact scenario steered by a hand-tuned fixed
heading, which 5.3 broke because kickoff applies KICKOFF_YAW_JITTER - it
flew past the ball in 3/3 runs. It now closes the loop on the actual
bearing using real input actions. Assertions that read a frozen ship
(freeze, thrust) are gated on the match being live, and the hooks now
survive the scene teardown at RESULTS instead of hanging on freed
objects for the full timeout.

Regression: 81 unit tests; free-flight LAN p99 0.143m and 80±20ms, both
0 hard snaps; transition gate 0.00%; ball contact 3/3; two-bot CI.
2026-08-21 10:01:39 +01:00

1752 lines
87 KiB
GDScript

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
var controller: RLShipController # 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)
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
var _last_emitted_second := -1
@export var match_length_seconds := 150.0
# §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
var _last_emitted_countdown := -1
var _in_overtime := false
var _match_over := 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():
for arg: String in OS.get_cmdline_user_args():
if arg.begins_with("--match-length="):
# 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, arg.get_slice("=", 1).to_float())
_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)
_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:
pass
# ============================================================
# Server
# ============================================================
func _start_server() -> void:
var arena_path := ArenaRegistry.random_path()
arena = (load(arena_path) as PackedScene).instantiate()
add_child(arena)
for goal in arena.get_goals():
goal.goal_scored.connect(_handle_goal_scored)
spawn_ball()
var peer_ids := PackedInt32Array()
var teams := PackedInt32Array()
var spawn_indices := PackedInt32Array()
var team_counts := {0: 0, 1: 0}
var sorted_peer_ids: Array = MatchNet.roster.keys()
sorted_peer_ids.sort()
for peer_id in sorted_peer_ids:
var info: MatchNet.PlayerInfo = MatchNet.roster[peer_id]
var spawn_index: int = team_counts.get(info.team, 0)
team_counts[info.team] = spawn_index + 1
var slot := SlotInfo.new()
slot.peer_id = peer_id
slot.team = info.team
slot.spawn_index = spawn_index
slot.controller = RLShipController.new()
slot.ship = spawn_ship(info.team, spawn_index, slot.controller)
_slots.append(slot)
peer_ids.append(peer_id)
teams.append(info.team)
spawn_indices.append(spawn_index)
MatchSim.send_match_config(arena_path, peer_ids, teams, spawn_indices)
MatchSim.input_received.connect(_on_input_received)
# §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) + WARMUP_TICKS)
_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:
return
# Fall through and accept: this is the escape hatch, not a
# missing `return`.
slot.consecutive_seq_rejects = 0
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
# --- §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.
_clock_running = MatchState.is_live(new_state) and not _match_over
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:
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.
_play_goal_celebration(scoring_team, 1 - scoring_team)
# --- §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:
_end_tick = Engine.get_physics_frames() + length_ticks
_broadcast_clock_state()
func _broadcast_clock_state() -> void:
MatchSim.send_clock_state(_clock_running, _end_tick, Engine.get_physics_frames())
func _on_clock_state_received(running: bool, end_tick: int, _at_tick: int) -> void:
_clock_running = running
_end_tick = end_tick
# 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
var remaining_ticks := maxi(0, _end_tick - _current_server_tick())
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())
_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
var goal_tick := Engine.get_physics_frames()
var resume_tick := goal_tick + int(_goal_pause_seconds() * SimConstants.TICK_HZ)
# The clock stops for the celebration and resumes after it — expressed as
# a shift of the absolute end tick (§5.2's own formula), never as pausing
# a Timer, so no float drift accumulates across ten goals.
if _end_tick >= 0 and not _in_overtime:
_end_tick += resume_tick - goal_tick
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 _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:
bodies.append(_ship_to_net_body_state(slot.ship, slot.jitter_buffer.stalled) if is_instance_valid(slot.ship) else NetBodyState.new())
if is_instance_valid(ball):
bodies.append(_ball_to_net_body_state(ball))
var segment := NetCodec.pack_snapshot_body_segment(server_tick, 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)
MatchSim.send_snapshot(slot.peer_id, bytes)
func _ship_to_net_body_state(ship: Ship, stalled: bool) -> NetBodyState:
var s := NetBodyState.new()
s.position = ship.global_position
s.rotation = ship.global_transform.basis.get_rotation_quaternion()
s.linear_velocity = ship.linear_velocity
s.angular_velocity = ship.angular_velocity
# 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
_spawn_hud()
if is_instance_valid(_my_slot) and is_instance_valid(_my_slot.ship):
spawn_camera_rig(_my_slot.ship)
_my_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":
_my_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
_my_slot.ship.add_child(bot)
_local_input_timeline = LocalInputTimeline.new()
_local_net_controller = LocalNetShipController.new(bot, _local_input_timeline)
_my_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)
_my_slot.ship.set_controller(_local_net_controller)
# The roster now exists, so a kickoff that raced ahead of match_config can
# finally be placed against the right bodies.
_apply_pending_kickoff()
func _spawn_hud() -> void:
hud = HUD_SCENE.instantiate()
add_child(hud)
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()
# 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:
slot.controller.action = slot.jitter_buffer.consume()
if _pending_reset_gen_bump and Engine.get_physics_frames() > _pending_reset_gen_bump_tick:
_reset_gen = (_reset_gen + 1) % 256
_pending_reset_gen_bump = false
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
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())