mirror of
https://github.com/jcreek/CosmicClash.git
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3d6906b981
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.
843 lines
47 KiB
GDScript
843 lines
47 KiB
GDScript
extends Node
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# Test-only helper (tests/networked_match_smoke.gd). Not a project autoload
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# — production code never references this. Same reason as
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# tests/lobby_test_hooks.gd: networked_match.tscn is loaded via
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# change_scene_to_file(), which frees whatever node initiated the load, so
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# a driver can't keep orchestrating from a node that just got freed. The
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# smoke test add_child()s this directly under get_tree().root instead (a
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# sibling of current_scene, not a descendant of it), so it survives the swap.
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#
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# Uses preload(), not the bare `NetworkedMatch` class_name, and leaves
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# `match_scene` itself untyped (Node) throughout — same global-script-class-
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# cache-timing reason as tests/test_case.gd, plus every member access off an
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# untyped Node returns Variant, which then needs explicit `: Type`
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# annotations wherever `:=` would otherwise fail to infer one.
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const NetworkedMatchScript = preload("res://scripts/networked_match.gd")
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const BALL_BLEND_ACCEPTANCE_MS := 170 # 150ms contract + one rendered-frame allowance
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func _is_networked_match(node) -> bool:
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# is_instance_valid FIRST, and the parameter is untyped for the same
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# reason: at RESULTS both peers change scene to the lobby (§6.2 step 10),
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# which frees the match scene while these hooks — deliberately parented
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# outside it so they survive scene swaps — are still holding a reference.
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# A typed Node parameter throws on a freed object before the body even
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# runs, which hung both processes for the full 5-minute timeout.
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return is_instance_valid(node) and node.get_script() == NetworkedMatchScript
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func run_host_check(lifetime_seconds: float, force_goal: bool = false) -> void:
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await get_tree().create_timer(lifetime_seconds * 0.4).timeout
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var match_scene := get_tree().current_scene
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var ok := _is_networked_match(match_scene)
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var ship_count := 0
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var ball_ok := false
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var arena_name := "null"
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if ok:
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ship_count = match_scene.ships.size()
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ball_ok = is_instance_valid(match_scene.ball)
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if match_scene.arena:
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arena_name = match_scene.arena.name
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print("SMOKE INFO: host is_networked_match=%s ship_count=%d ball_ok=%s arena=%s" % [
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str(ok), ship_count, str(ball_ok), arena_name
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])
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var success := ok and ship_count == 1 and ball_ok
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print("SMOKE %s: host spawn check (ship_count=%d, ball_ok=%s)" % ["PASS" if success else "FAIL", ship_count, str(ball_ok)])
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if force_goal and ok:
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# Drive a real PLAYING -> GOAL_PAUSE -> WARMUP -> PLAYING cycle so the
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# client has a goal transition to follow. Teleporting the ball into a
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# goal is the same deterministic trick the CI driver and Phase 2's
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# goal-reset-ordering fix both use — two low-skill peers scoring
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# naturally inside a short run is not reliable enough to gate on.
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var goals: Array = match_scene.arena.get_goals() if match_scene.arena else []
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if is_instance_valid(match_scene.ball) and not goals.is_empty():
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match_scene.ball.linear_velocity = Vector3.ZERO
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match_scene.ball.global_position = goals[0].global_position
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print("SMOKE INFO: host forced a goal to exercise the GOAL_PAUSE transition")
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await get_tree().create_timer(lifetime_seconds * 0.6).timeout
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if not _is_networked_match(match_scene):
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# The match ended and the server returned itself to the lobby.
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print("SMOKE PASS: host ran the match to completion and left the match scene")
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NetworkManager.shutdown()
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get_tree().quit(0)
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return
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if force_goal and _is_networked_match(match_scene):
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print("SMOKE INFO: host final match_state=%s" % MatchState.to_name(match_scene.match_state))
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if _is_networked_match(match_scene) and not match_scene.ships.is_empty():
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var ship: Ship = match_scene.ships[0]
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print("SMOKE INFO: host ship final position=%s action=%s (spawned, driven by client input if any arrived)" % [str(ship.global_position), str(ship.get_current_action_copy().thrust)])
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NetworkManager.shutdown()
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get_tree().quit(0 if success else 1)
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func run_client_check(settle_seconds: float, drive_seconds: float, exercise_ball_contact: bool = false, exercise_free_flight: bool = false, warmup_seconds: float = 0.0, exercise_input_transitions: bool = false, exercise_match_state: bool = false) -> void:
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# Subscribed BEFORE the settle wait, not after: the server leaves LOADING
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# and enters WARMUP as soon as _start_server() finishes, and PLAYING 90
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# ticks later — both would already be history by the time a post-settle
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# listener attached, and the test would silently observe nothing.
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var observed_states: Array[int] = []
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var observed_ticks: Array[int] = []
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if exercise_match_state:
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# change_scene_to_file is deferred, and so is this call — current_scene
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# is still the smoke driver for the first few frames, so connecting
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# immediately silently observes nothing at all (it did: empty list).
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# Poll until the real scene exists, bounded so a genuine failure to
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# load reports as an empty observation rather than hanging.
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var deadline := Time.get_ticks_msec() + int(settle_seconds * 1000.0)
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while Time.get_ticks_msec() < deadline and not _is_networked_match(get_tree().current_scene):
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await get_tree().process_frame
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var state_scene := get_tree().current_scene
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if _is_networked_match(state_scene):
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# Seed with whatever the client has already converged to. The
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# server may legitimately have reached PLAYING before this client
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# finished loading — that is the snapshot-byte catch-up path doing
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# its job, not a missed transition.
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observed_states.append(state_scene.match_state)
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observed_ticks.append(state_scene.match_state_since_tick)
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state_scene.match_state_changed.connect(func(s: int, at_tick: int) -> void:
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observed_states.append(s)
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observed_ticks.append(at_tick)
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)
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await get_tree().create_timer(settle_seconds).timeout
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var match_scene := get_tree().current_scene
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if not _is_networked_match(match_scene):
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print("SMOKE FAIL: current_scene is not NetworkedMatch after %.1fs" % settle_seconds)
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get_tree().quit(1)
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return
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var slots_ok: bool = match_scene._slots.size() == 1
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var ball_ok: bool = is_instance_valid(match_scene.ball)
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var my_slot = match_scene._my_slot
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var my_slot_ok: bool = my_slot != null and is_instance_valid(my_slot.ship)
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var camera_ok: bool = is_instance_valid(match_scene._camera_rig)
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var hud_ok: bool = is_instance_valid(match_scene.hud)
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var start_position := Vector3.ZERO
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if my_slot_ok:
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start_position = my_slot.ship.global_position
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print("SMOKE INFO: client slots_ok=%s ball_ok=%s my_slot_ok=%s camera_ok=%s hud_ok=%s start_pos=%s" % [
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str(slots_ok), str(ball_ok), str(my_slot_ok), str(camera_ok), str(hud_ok), str(start_position)
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])
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if not (slots_ok and ball_ok and my_slot_ok and camera_ok and hud_ok):
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print("SMOKE FAIL: spawn/wiring check failed")
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get_tree().quit(1)
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return
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# Bodies are frozen during the kickoff countdown and the goal pause (tasks
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# 5.3/5.4), so every assertion below — "not frozen", "a controller drives
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# it", "it moved" — is only meaningful once play is actually live. Before
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# 5.3 the match was live the instant it loaded and this wait did not exist;
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# sampling during WARMUP now reports a legitimately frozen ship as a
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# prediction failure.
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var live_deadline := Time.get_ticks_msec() + 15000
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while Time.get_ticks_msec() < live_deadline and not MatchState.is_live(match_scene.match_state):
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await get_tree().physics_frame
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if not MatchState.is_live(match_scene.match_state):
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print("SMOKE FAIL: match never reached a live state (stuck in %s)" % MatchState.to_name(match_scene.match_state))
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get_tree().quit(1)
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return
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match_scene._local_ship_predictor.clear_metrics()
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# Drive forward thrust (a real, held key state — exercises the actual
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# client input path, not a synthetic RPC call) and confirm the ship
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# the CLIENT renders (its interpolated $Visual, not a raw snapshot
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# value) actually moved — proving input reached the server, the server
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# applied real thruster force, broadcast it back, and the client's
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# interpolator produced smooth motion from it.
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if exercise_ball_contact:
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# Steer at the ball with real input rather than a fixed-heading burst.
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# This used to be "forward + right for 1.1s", tuned by hand against the
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# spawn orientation — which task 5.3's kickoff broke, because
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# reset_ships() applies KICKOFF_YAW_JITTER (task 0.7) and the ship no
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# longer starts on a known heading. The old burst then flew past the
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# ball every time (0 contacts in 3/3 runs). Closing the loop on the
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# actual bearing keeps this exercising the real input path while being
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# indifferent to how the kickoff happened to orient the ship.
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await _drive_at_ball(my_slot.ship, match_scene.ball, 3.0)
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# Leave a >150ms observation window before the normal drive so a
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# subsequent goal reset cannot mask blend-back.
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Input.action_release("move_forward")
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await get_tree().create_timer(0.35).timeout
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if not exercise_free_flight and not exercise_input_transitions:
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Input.action_press("move_forward")
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if warmup_seconds > 0.0:
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await get_tree().create_timer(warmup_seconds).timeout
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match_scene._local_ship_predictor.clear_metrics()
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var free_flight_peak_distance := 0.0
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if exercise_input_transitions:
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# Deliberate action-sequence-label probe. A HELD input cannot falsify
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# the history's seq labelling: while thrust is constant, "the intent
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# from this tick" and "the action the server consumes for seq S" carry
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# the same value whichever seq the state is filed under, so the action
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# marker reports 0 mismatches under a correct AND an incorrect label.
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# Only a transition exposes the difference, and it exposes it for
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# roughly input_lead ticks per edge. Toggle forward thrust on a short
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# period so the run is mostly edges.
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await _run_input_transition_trace(drive_seconds)
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elif exercise_free_flight:
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# A straight 60-second forward trace reaches the goal/wall in seconds
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# and turns the supposed free-flight QA run into a contact test. Hover
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# in the open volume with alternating vertical thrust and yaw instead:
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# it remains a sustained real thrust/turn/airborne trace without ever
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# manufacturing a wall or goal contact.
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free_flight_peak_distance = await _run_free_flight_trace(my_slot.ship, start_position, drive_seconds)
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else:
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await get_tree().create_timer(drive_seconds * 0.5).timeout
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# Phase 4.3: own ship is a genuine unfrozen local simulation. Its slot
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# intentionally receives no NetInterpolator samples; a controller attached
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# to the body supplies the one action used by this tick's physics step.
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# Split into structural and live halves. The structural half holds at every
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# instant. The freeze/thrust half only means anything while play is live:
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# tasks 5.3/5.4 freeze the local ship for the kickoff countdown and the
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# goal pause, and a goal can land anywhere in a drive, so asserting
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# unconditionally reports a correctly-frozen ship as a prediction failure.
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var live_now: bool = MatchState.is_live(match_scene.match_state)
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var structure_ok: bool = my_slot.ship.controller != null \
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and my_slot.ship.controller.get_parent() == my_slot.ship \
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and not my_slot.interpolator.has_samples()
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var driving_ok: bool = not live_now or (not my_slot.ship.freeze \
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and (my_slot.ship.get_current_action_copy().thrust.z > 0.5 or absf(my_slot.ship.get_current_action_copy().thrust.y) > 0.5))
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var local_prediction_ok: bool = structure_ok and driving_ok
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print("SMOKE INFO: local_prediction=%s state=%s structure_ok=%s driving_ok=%s freeze=%s controller_attached=%s local_interpolator_samples=%s" % [
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str(local_prediction_ok), MatchState.to_name(match_scene.match_state), str(structure_ok), str(driving_ok),
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str(my_slot.ship.freeze), str(my_slot.ship.controller != null and my_slot.ship.controller.get_parent() == my_slot.ship), str(my_slot.interpolator.has_samples())
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])
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if not exercise_free_flight and not exercise_input_transitions:
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await get_tree().create_timer(drive_seconds * 0.5).timeout
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Input.action_release("move_forward")
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Input.action_release("move_up")
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Input.action_release("move_down")
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Input.action_release("turn_left")
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Input.action_release("turn_right")
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if exercise_ball_contact:
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# Leave enough wall time for the bounded RTT window plus the 150ms
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# handoff blend to finish before inspecting lifecycle telemetry.
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await get_tree().create_timer(0.35).timeout
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# The match can legitimately END during a drive (§6.2 step 10: FULL_TIME ->
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# RESULTS -> LOBBY tears this scene down). Every assertion below reads the
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# match scene, so finish on the lifecycle evidence instead of dereferencing
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# freed objects.
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if not _is_networked_match(match_scene) or not is_instance_valid(my_slot.ship):
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var completed_ok := true
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if exercise_match_state:
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var seq: Array[String] = []
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for s in observed_states:
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seq.append(MatchState.to_name(s))
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completed_ok = MatchState.State.RESULTS in observed_states and MatchState.State.LOBBY in observed_states
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for i in observed_states.size() - 1:
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if not MatchState.can_transition(observed_states[i], observed_states[i + 1]):
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print("SMOKE FAIL: illegal transition %s -> %s" % [seq[i], seq[i + 1]])
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completed_ok = false
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print("SMOKE %s: match ran to completion and returned to the lobby (%s)" % [
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"PASS" if completed_ok else "FAIL", " -> ".join(seq)
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])
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else:
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print("SMOKE INFO: match scene torn down before the drive finished")
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await get_tree().create_timer(0.3).timeout
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NetworkManager.shutdown()
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get_tree().quit(0 if completed_ok else 1)
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return
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var end_position: Vector3 = my_slot.ship.global_position
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var prediction_stats: Dictionary = match_scene.get_net_debug_stats().get("prediction", {})
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var net_stats: Dictionary = match_scene.get_net_debug_stats()
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print("SMOKE INFO: prediction samples=%s raw_p95=%.3f raw_p99=%.3f free_samples=%s raw_free_p95=%.3f raw_free_p99=%.3f visual_free_p95=%.3f visual_free_p99=%.3f hard_snaps=%s free_hard_snaps=%s rate=%.2f/min hard_reasons=%s cohorts=%s marker=%s/%s replay=%s lead=%s target=%s buffer=%s ball_contacts=%s latest_error=%s latest_velocity_error=%s" % [
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str(prediction_stats.get("sample_count", 0)), prediction_stats.get("position_error_p95", 0.0), prediction_stats.get("position_error_p99", 0.0),
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str(prediction_stats.get("free_flight_sample_count", 0)), prediction_stats.get("free_flight_position_error_p95", 0.0), prediction_stats.get("free_flight_position_error_p99", 0.0), prediction_stats.get("free_flight_visual_correction_p95", 0.0), prediction_stats.get("free_flight_visual_correction_p99", 0.0),
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str(prediction_stats.get("hard_snap_count", 0)), str(prediction_stats.get("hard_snap_cohorts", {}).get("free_flight", 0)), prediction_stats.get("hard_snap_rate_per_min", 0.0), str(prediction_stats.get("hard_snap_reasons", {})), str(prediction_stats.get("cohorts", {})), str(net_stats.get("action_marker_mismatches", 0)), str(net_stats.get("action_marker_samples", 0)), str(prediction_stats.get("last_replay_count", 0)),
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str(net_stats.get("input_lead", "-")), str(net_stats.get("input_target_depth", "-")), str(net_stats.get("input_buffer_depth", "-")), str(net_stats.get("ball_prediction_contacts", 0)),
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str(net_stats.get("latest_prediction_error", Vector3.ZERO)), str(net_stats.get("latest_prediction_velocity_error", Vector3.ZERO))
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])
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var moved := start_position.distance_to(end_position)
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# Horizontal-only (XZ), not full 3D distance: an adversarial review
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# found a 1.2s window of completely dead input still registers ~1.07m
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# of pure gravity settling on the Y axis alone (spawn height dropping
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# to the floor), which sat ABOVE the old moved > 1.0 bar — only
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# thrust_z_ok caught that failure, not moved. Forward thrust is a
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# horizontal force (see ship.gd), so measuring XZ displacement can't
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# be satisfied by gravity alone, regardless of spawn height or timing.
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var moved_horizontal := Vector2(end_position.x, end_position.z).distance_to(Vector2(start_position.x, start_position.z))
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var verification_movement := free_flight_peak_distance if exercise_free_flight else moved_horizontal
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print("SMOKE INFO: client ship moved %.2fm (%.2fm horizontal) (start=%s end=%s) while holding forward thrust for %.1fs" % [
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moved, moved_horizontal, str(start_position), str(end_position), drive_seconds
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])
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# thrust_power 150 / mass 5 = 30 m/s^2 nominal acceleration (see ship.gd) —
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# over 2s even with drag/ramp-up this should clear a couple of metres.
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# A generous, not-tuned-to-the-decimal bound: this is a wiring smoke
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# test, not a physics-accuracy test (net_codec's own tests already cover
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# quantisation precision).
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# The contact path intentionally includes a goal/reset in this trace, so
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# its expected authoritative snaps are reported separately rather than
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# contaminating the contact-free prediction gate.
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# The scheduled local timeline now predicts the same command stream the
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# server consumes, so both the same-sequence raw residual and the exposed
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# render discontinuity are meaningful free-flight gates. Hard corrections
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# remain separately gated by cohort.
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var raw_quality_p95: float = float(prediction_stats.get("free_flight_position_error_p95", INF))
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var raw_quality_p99: float = float(prediction_stats.get("free_flight_position_error_p99", INF))
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var raw_rotation_p95: float = float(prediction_stats.get("free_flight_rotation_error_p95", INF))
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var raw_rotation_p99: float = float(prediction_stats.get("free_flight_rotation_error_p99", INF))
|
|
var quality_p95: float = float(prediction_stats.get("free_flight_visual_correction_p95", INF))
|
|
var quality_p99: float = float(prediction_stats.get("free_flight_visual_correction_p99", INF))
|
|
var quality_samples := int(prediction_stats.get("free_flight_sample_count", 0))
|
|
var free_flight_hard_snaps := int(prediction_stats.get("hard_snap_cohorts", {}).get("free_flight", 99))
|
|
# The action-sequence-label gate. Every other mode here holds its inputs
|
|
# steady or near-steady, and a steady input CANNOT falsify the history's
|
|
# seq labelling: while the commanded action is constant, "the intent from
|
|
# this tick" and "the action the server consumes for seq S" carry the same
|
|
# value under a correct and an incorrect label alike, so the action marker
|
|
# reads 0/N either way. That is precisely how a real mislabelling survived
|
|
# every earlier Phase 4 gate. Only this mode's forced edges expose it, so
|
|
# only this mode asserts on the marker.
|
|
#
|
|
# Measured separation is wide, not marginal: labelling post-step state at
|
|
# the server-consumption estimate reported 9.3% mismatch on LAN
|
|
# (input_lead 1) and 24% at 80±20ms (input_lead 3) — it scales with the
|
|
# lead, as the mechanism predicts — against 0-1.3% once filed under the
|
|
# issuing sequence. The residual is seq-delta events (an attack issues
|
|
# several sequences for one local physics step, a release duplicates one),
|
|
# which relabelling does not claim to fix.
|
|
var marker_samples := int(net_stats.get("action_marker_samples", 0))
|
|
var marker_mismatches := int(net_stats.get("action_marker_mismatches", 99))
|
|
var marker_rate := float(marker_mismatches) / float(maxi(marker_samples, 1))
|
|
# The sample floor scales with the run, and that is load-bearing rather than
|
|
# tidiness. An adversarial review reproduced a total, permanent input
|
|
# blackout (a 3.5s host freeze) that this gate reported as PASS at 3.76%:
|
|
# once reconciliation is suppressed, _record_metrics stops being called, so
|
|
# the marker stops sampling entirely — the WORSE the outage, the FEWER
|
|
# samples and the LOWER the reported mismatch rate. A flat ">= 200" is
|
|
# satisfied by the handful of acks either side of the outage. Snapshots ack
|
|
# at ~60Hz, so require half of nominal and a run this short is provably
|
|
# still exchanging input for most of its length.
|
|
var marker_sample_floor := maxi(200, int(drive_seconds * 30.0))
|
|
var marker_samples_ok := marker_samples >= marker_sample_floor
|
|
# Server-side starvation bit, round-tripped over the wire. A client flying
|
|
# on pure prediction with the server ignoring it satisfies every other
|
|
# assertion here, because all of them read the CLIENT's own action and
|
|
# position.
|
|
var server_stalled := bool(net_stats.get("server_stalled", false))
|
|
# 5%, not 3%: the irreducible residual is seq-delta events and it scales
|
|
# with input_lead, reaching 2.22% at lead 3 under 80±20ms — too close to a
|
|
# 3% line for a CI gate. Separation from a genuinely mislabelled build is
|
|
# 10-20x either way (control runs measure 24-50%), so the extra headroom
|
|
# costs no real detection power. Tighten this only alongside recording
|
|
# predictions for an attack's filled gap sequences.
|
|
const MAX_ACTION_MARKER_MISMATCH_RATE := 0.05
|
|
var action_label_ok: bool = marker_samples_ok and not server_stalled and marker_rate < MAX_ACTION_MARKER_MISMATCH_RATE
|
|
var prediction_quality_ok: bool = action_label_ok if exercise_input_transitions else \
|
|
prediction_stats.get("hard_snap_count", 99) < 4 if exercise_ball_contact else \
|
|
quality_samples >= 30 \
|
|
and raw_quality_p95 < 0.5 \
|
|
and raw_quality_p99 < 2.0 \
|
|
and raw_rotation_p95 < 5.0 \
|
|
and raw_rotation_p99 < 15.0 \
|
|
and quality_p95 < 0.5 \
|
|
and quality_p99 < 2.0 \
|
|
and free_flight_hard_snaps == 0
|
|
# ball_proxy_moved_before_authority counts ticks where the predicted proxy
|
|
# had visibly moved BEFORE the next authoritative ball state arrived. That
|
|
# is only a meaningful — or even achievable — claim when there is real RTT
|
|
# to mask: snapshots land every ~16.7ms at 60Hz, so on a loopback LAN the
|
|
# whole pre-authority window is about one physics tick and whether it is
|
|
# observed is a coin flip on arrival timing. Measured 2 failures in 5 LAN
|
|
# runs, versus 5/5 passes (count 2-3) at --net-sim-latency=80, with the
|
|
# same-frame reveal itself correct in every single run either way.
|
|
#
|
|
# So require it only when the link actually has latency to hide, and let
|
|
# the same-frame reveal carry the gate on LAN — that is the real claim
|
|
# ("your own touches register on contact, not ~RTT later") and it is not
|
|
# racy. Runs asserting the masking behaviour should pass --net-sim-latency.
|
|
var rtt_ms := NetworkManager.rtt_ms
|
|
var rtt_masks_authority := rtt_ms >= 20.0
|
|
var proxy_motion_ok: bool = not rtt_masks_authority or int(net_stats.get("ball_proxy_moved_before_authority_count", 0)) > 0
|
|
var ball_contact_ok := not exercise_ball_contact or (int(net_stats.get("ball_prediction_contacts", 0)) > 0 \
|
|
and int(net_stats.get("ball_contact_frame", -1)) == int(net_stats.get("ball_reveal_frame", -2)) \
|
|
and int(net_stats.get("ball_blend_complete_count", 0)) > 0 \
|
|
and int(net_stats.get("ball_blend_max_duration_ms", BALL_BLEND_ACCEPTANCE_MS)) <= BALL_BLEND_ACCEPTANCE_MS \
|
|
and proxy_motion_ok)
|
|
# §6.1 task 5.1: the client must FOLLOW the server's machine, not run its
|
|
# own. Assert three separable things — that transitions arrived at all,
|
|
# that every consecutive pair is legal per the shared table (so the client
|
|
# never lands somewhere the server could not have sent it), and that the
|
|
# specific documented sequence for this scenario was observed.
|
|
var match_state_ok := true
|
|
if exercise_match_state:
|
|
var names: Array[String] = []
|
|
for s in observed_states:
|
|
names.append(MatchState.to_name(s))
|
|
for i in observed_states.size() - 1:
|
|
if not MatchState.can_transition(observed_states[i], observed_states[i + 1]):
|
|
print("SMOKE FAIL: client observed an illegal transition %s -> %s" % [names[i], names[i + 1]])
|
|
match_state_ok = false
|
|
# Ticks are absolute and monotonic; a transition attributed to an
|
|
# earlier tick than its predecessor means the at_tick plumbing is wrong.
|
|
for i in observed_ticks.size() - 1:
|
|
if observed_ticks[i + 1] < observed_ticks[i]:
|
|
print("SMOKE FAIL: transition ticks went backwards: %s" % str(observed_ticks))
|
|
match_state_ok = false
|
|
# Which lifecycle path a run takes depends on its own timing: a short
|
|
# --match-length reaches FULL_TIME before the forced goal lands, a
|
|
# longer one exercises the goal cycle instead. Assert what the run
|
|
# actually did rather than hardcoding one shape — but require it did
|
|
# at least ONE of them, so a match that merely sat in PLAYING the
|
|
# whole time cannot quietly pass.
|
|
var reached_playing := MatchState.State.PLAYING in observed_states
|
|
var saw_goal_pause := MatchState.State.GOAL_PAUSE in observed_states
|
|
var saw_full_time := MatchState.State.FULL_TIME in observed_states
|
|
# A goal must lead back to a kickoff, not leave the match parked.
|
|
var resumed_after_goal := false
|
|
for i in observed_states.size() - 1:
|
|
if observed_states[i] == MatchState.State.GOAL_PAUSE and observed_states[i + 1] == MatchState.State.WARMUP:
|
|
resumed_after_goal = true
|
|
# Full time must resolve: sudden death on a draw, results otherwise.
|
|
var full_time_resolved := false
|
|
for i in observed_states.size() - 1:
|
|
if observed_states[i] == MatchState.State.FULL_TIME and observed_states[i + 1] in [MatchState.State.OVERTIME_WARMUP, MatchState.State.RESULTS]:
|
|
full_time_resolved = true
|
|
var goal_cycle_ok: bool = not saw_goal_pause or resumed_after_goal
|
|
var full_time_ok: bool = not saw_full_time or full_time_resolved
|
|
if not (reached_playing and goal_cycle_ok and full_time_ok and (saw_goal_pause or saw_full_time)):
|
|
match_state_ok = false
|
|
# The snapshot's match_state byte must carry the real state too, not a
|
|
# hardcoded 0. Everything above is driven by the reliable state_change
|
|
# RPC and would pass identically with a dead byte — which is exactly
|
|
# how Phase 4's mislabelled prediction history survived every gate.
|
|
# The byte is the only channel a late joiner or a client that missed a
|
|
# transition has (§6.3), so assert it independently.
|
|
var wire_state := int(net_stats.get("snapshot_match_state", -1))
|
|
var live_state := int(net_stats.get("match_state", -1))
|
|
if wire_state != live_state or not MatchState.is_valid(wire_state):
|
|
print("SMOKE FAIL: snapshot match_state byte is %s but the client is in %s" % [
|
|
MatchState.to_name(wire_state), MatchState.to_name(live_state)
|
|
])
|
|
match_state_ok = false
|
|
if wire_state == MatchState.State.LOBBY:
|
|
print("SMOKE FAIL: snapshot match_state byte reads LOBBY (0) mid-match — likely never populated")
|
|
match_state_ok = false
|
|
print("SMOKE %s: client followed the server's match state (%s; playing=%s goal_pause=%s resumed=%s full_time=%s resolved=%s ticks=%s)" % [
|
|
"PASS" if match_state_ok else "FAIL", " -> ".join(names),
|
|
str(reached_playing), str(saw_goal_pause), str(resumed_after_goal),
|
|
str(saw_full_time), str(full_time_resolved), str(observed_ticks),
|
|
])
|
|
|
|
var success := verification_movement > 1.0 and local_prediction_ok and prediction_quality_ok and ball_contact_ok and match_state_ok
|
|
print("SMOKE %s: client locally predicted %.2fm horizontal, local_prediction_ok=%s prediction_quality_ok=%s" % [
|
|
"PASS" if success else "FAIL", moved_horizontal, str(local_prediction_ok), str(prediction_quality_ok)
|
|
])
|
|
if exercise_input_transitions:
|
|
print("SMOKE %s: action-sequence labelling under forced input transitions (marker=%d/%d = %.2f%% mismatch, want <%.0f%%; samples %d/%d required; server_stalled=%s; input_lead=%s)" % [
|
|
"PASS" if action_label_ok else "FAIL", marker_mismatches, marker_samples, marker_rate * 100.0, MAX_ACTION_MARKER_MISMATCH_RATE * 100.0,
|
|
marker_samples, marker_sample_floor, str(server_stalled), str(net_stats.get("input_lead", "-")),
|
|
])
|
|
if exercise_ball_contact:
|
|
print("SMOKE %s: local dynamic ball proxy registered a same-frame reveal (contact_frame=%s reveal_frame=%s pre_authority_motion=%s hard_handoffs=%s blend_started=%s blends=%s blend_max_ms=%s ends=%s missing_shadow=%s reset_cancels=%s reset_trace=%s)" % [
|
|
"PASS" if ball_contact_ok else "FAIL", str(net_stats.get("ball_contact_frame", -1)), str(net_stats.get("ball_reveal_frame", -1)), str(net_stats.get("ball_proxy_moved_before_authority_count", 0)),
|
|
str(net_stats.get("ball_hard_handoff_count", 0)), str(net_stats.get("ball_blend_started_count", 0)), str(net_stats.get("ball_blend_complete_count", 0)), str(net_stats.get("ball_blend_max_duration_ms", 0)),
|
|
str(net_stats.get("ball_prediction_window_end_count", 0)), str(net_stats.get("ball_prediction_missing_shadow_count", 0)), str(net_stats.get("ball_prediction_reset_cancel_count", 0)), str(net_stats.get("ball_reset_trace", [])),
|
|
])
|
|
print("SMOKE INFO: ball pre-authority motion %s (rtt=%.1fms; asserted only at >=20ms, see proxy_motion_ok)" % [
|
|
"asserted and met" if rtt_masks_authority else "not asserted on this near-zero-RTT link", rtt_ms,
|
|
])
|
|
await get_tree().create_timer(0.3).timeout
|
|
NetworkManager.shutdown()
|
|
get_tree().quit(0 if success else 1)
|
|
|
|
|
|
# Toggles forward thrust every TOGGLE_TICKS physics frames for the requested
|
|
# duration, then leaves it pressed so the caller's own local_prediction_ok
|
|
# check still sees a live commanded action. Yaw alternates alongside it purely
|
|
# to keep the ship from driving straight into a wall and turning a labelling
|
|
# probe into a contact test.
|
|
# Samples the server's own score every physics frame for `seconds`, appending
|
|
# each distinct value. Lets the comparison below check a client's recorded
|
|
# score against a state the server genuinely passed through, rather than
|
|
# against whatever it happens to hold seconds later.
|
|
func _await_recording_score(match_scene, seconds: float, history: Array[String]) -> void:
|
|
var deadline := Time.get_ticks_msec() + int(seconds * 1000.0)
|
|
while Time.get_ticks_msec() < deadline:
|
|
var current := JSON.stringify(match_scene.score)
|
|
if history[history.size() - 1] != current:
|
|
history.append(current)
|
|
await get_tree().physics_frame
|
|
|
|
|
|
func _run_input_transition_trace(duration_seconds: float) -> void:
|
|
const TOGGLE_TICKS := 6 # ~100ms at 60Hz: several edges per second
|
|
var frames := int(duration_seconds * 60.0)
|
|
var pressed := false
|
|
var yaw_left := false
|
|
for frame in frames:
|
|
if frame % TOGGLE_TICKS == 0:
|
|
pressed = not pressed
|
|
if pressed:
|
|
Input.action_press("move_forward")
|
|
else:
|
|
Input.action_release("move_forward")
|
|
if frame % (TOGGLE_TICKS * 4) == 0:
|
|
yaw_left = not yaw_left
|
|
Input.action_release("turn_right" if yaw_left else "turn_left")
|
|
Input.action_press("turn_left" if yaw_left else "turn_right")
|
|
await get_tree().physics_frame
|
|
Input.action_release("turn_left")
|
|
Input.action_release("turn_right")
|
|
Input.action_press("move_forward")
|
|
await get_tree().physics_frame
|
|
|
|
|
|
# Closed-loop steering: yaw toward the ball, thrust once roughly aligned, and
|
|
# stop as soon as we are close enough that contact is imminent. Uses only real
|
|
# Input actions, so the client input -> server -> snapshot path under test is
|
|
# exercised exactly as a player would.
|
|
func _drive_at_ball(ship: Ship, ball_body: Node3D, timeout_seconds: float) -> void:
|
|
const ALIGNED_RADIANS := 0.25
|
|
var deadline := Time.get_ticks_msec() + int(timeout_seconds * 1000.0)
|
|
while Time.get_ticks_msec() < deadline:
|
|
if not is_instance_valid(ship) or not is_instance_valid(ball_body):
|
|
break
|
|
var to_ball := ball_body.global_position - ship.global_position
|
|
if to_ball.length() < 3.0:
|
|
break # close enough that the existing thrust carries it in
|
|
# Bearing in the ship's own frame: -Z is forward, +X is right.
|
|
var local := ship.global_transform.basis.inverse() * to_ball
|
|
var yaw_error := atan2(local.x, -local.z)
|
|
Input.action_release("turn_left")
|
|
Input.action_release("turn_right")
|
|
if absf(yaw_error) > ALIGNED_RADIANS:
|
|
Input.action_press("turn_right" if yaw_error > 0.0 else "turn_left")
|
|
Input.action_release("move_forward")
|
|
else:
|
|
Input.action_press("move_forward")
|
|
# Vertical alignment matters too — the ball sits above the floor and a
|
|
# ship that is climbing sails straight over it.
|
|
Input.action_release("move_up")
|
|
Input.action_release("move_down")
|
|
if local.y > 1.0:
|
|
Input.action_press("move_up")
|
|
elif local.y < -1.0:
|
|
Input.action_press("move_down")
|
|
await get_tree().physics_frame
|
|
Input.action_release("turn_left")
|
|
Input.action_release("turn_right")
|
|
Input.action_release("move_up")
|
|
Input.action_release("move_down")
|
|
Input.action_press("move_forward")
|
|
|
|
|
|
func _run_free_flight_trace(ship: Ship, start_position: Vector3, duration_seconds: float) -> float:
|
|
var elapsed := 0.0
|
|
var peak_distance := 0.0
|
|
while elapsed < duration_seconds:
|
|
Input.action_release("move_down")
|
|
Input.action_press("move_up")
|
|
var up_seconds := minf(0.7, duration_seconds - elapsed)
|
|
await get_tree().create_timer(up_seconds).timeout
|
|
elapsed += up_seconds
|
|
peak_distance = maxf(peak_distance, ship.global_position.distance_to(start_position))
|
|
if elapsed >= duration_seconds:
|
|
break
|
|
Input.action_release("move_up")
|
|
Input.action_press("move_down")
|
|
var down_seconds := minf(0.3, duration_seconds - elapsed)
|
|
await get_tree().create_timer(down_seconds).timeout
|
|
elapsed += down_seconds
|
|
peak_distance = maxf(peak_distance, ship.global_position.distance_to(start_position))
|
|
return peak_distance
|
|
|
|
|
|
# task 3.4: MatchSim._recv_input must count malformed packets and disconnect
|
|
# after MALFORMED_LIMIT_TO_DISCONNECT (20) of them. Calls the RPC directly
|
|
# with garbage bytes rather than going through networked_match.gd's own
|
|
# honest encoder — this IS what a hostile custom client sending raw ENet
|
|
# packets would look like, so bypassing the normal send path is the point,
|
|
# not a shortcut.
|
|
func run_malformed_abuse_check() -> void:
|
|
await get_tree().create_timer(1.0).timeout
|
|
# A single-element Array, not a plain bool: GDScript lambdas capture
|
|
# outer local variables BY VALUE at creation time, not by reference, so
|
|
# `disconnected = true` inside the lambda below would silently mutate
|
|
# only the lambda's own captured copy — invisible to this function's
|
|
# own `disconnected` if it were a plain bool. Mutating an Array's
|
|
# CONTENTS from inside the lambda works because the Array object
|
|
# itself (not a copy of it) is what got captured.
|
|
var disconnected := [false]
|
|
NetworkManager.disconnected_from_server.connect(func() -> void: disconnected[0] = true)
|
|
|
|
for i in 25:
|
|
MatchSim._recv_input.rpc_id(1, PackedByteArray([1, 2, 3])) # far too short to even hold a header
|
|
NetworkManager.poll()
|
|
await get_tree().physics_frame
|
|
await get_tree().create_timer(1.0).timeout
|
|
NetworkManager.poll()
|
|
|
|
print("SMOKE %s: 25 malformed packets %s" % [
|
|
"PASS" if disconnected[0] else "FAIL",
|
|
"resulted in disconnect" if disconnected[0] else "did NOT disconnect the abusive peer",
|
|
])
|
|
get_tree().quit(0 if disconnected[0] else 1)
|
|
|
|
|
|
# task 3.4: MatchSim._recv_input must rate-limit and disconnect a sustained
|
|
# continuous flood well above RATE_LIMIT_PACKETS_PER_SEC (110/s) via the
|
|
# leaky-bucket excess accumulator (RATE_LIMIT_EXCESS_PACKETS_TO_DISCONNECT).
|
|
# Every packet here is individually well-formed (a real NetCodec.pack_input
|
|
# payload) — only the SEND RATE is abusive, confirming the rate limiter
|
|
# fires independently of the malformed-packet counter, not as a side
|
|
# effect of it.
|
|
func run_rate_limit_abuse_check() -> void:
|
|
await get_tree().create_timer(1.0).timeout
|
|
var disconnected := [false] # see run_malformed_abuse_check's comment on why not a plain bool
|
|
NetworkManager.disconnected_from_server.connect(func() -> void: disconnected[0] = true)
|
|
|
|
var net_codec := preload("res://scripts/net_codec.gd")
|
|
var ship_action_script := preload("res://scripts/ship_action.gd")
|
|
var bytes: PackedByteArray = net_codec.pack_input(1, 0, Time.get_ticks_msec(), [ship_action_script.new()])
|
|
|
|
var deadline_ms := Time.get_ticks_msec() + 4000
|
|
while Time.get_ticks_msec() < deadline_ms and not disconnected[0]:
|
|
for i in 40: # well above 110/s once summed across a frame's worth of iterations
|
|
MatchSim._recv_input.rpc_id(1, bytes)
|
|
NetworkManager.poll()
|
|
await get_tree().process_frame
|
|
await get_tree().create_timer(0.5).timeout
|
|
NetworkManager.poll()
|
|
|
|
print("SMOKE %s: sustained packet flood %s" % [
|
|
"PASS" if disconnected[0] else "FAIL",
|
|
"resulted in disconnect" if disconnected[0] else "did NOT disconnect the abusive peer",
|
|
])
|
|
get_tree().quit(0 if disconnected[0] else 1)
|
|
|
|
|
|
# Regression test for a real bug an adversarial review found and this
|
|
# session fixed: the ORIGINAL rate limiter tracked "N consecutive
|
|
# over-budget seconds" and hard-reset that streak to 0 on any single clean
|
|
# window — so a burst-then-idle duty cycle (flood hard, go quiet for one
|
|
# window, repeat) evaded it indefinitely. Reproduced against the real
|
|
# MatchSim._recv_input: ~33x the packet budget sustained for 28.5s with
|
|
# zero disconnect warnings. The fix (a leaky-bucket excess accumulator
|
|
# that grows by the window's actual total and drains by only one window's
|
|
# worth of budget, every window) doesn't care how the excess is
|
|
# distributed in time. This test reproduces the exact attack shape.
|
|
func run_duty_cycle_flood_abuse_check() -> void:
|
|
await get_tree().create_timer(1.0).timeout
|
|
var disconnected := [false]
|
|
NetworkManager.disconnected_from_server.connect(func() -> void: disconnected[0] = true)
|
|
|
|
var net_codec := preload("res://scripts/net_codec.gd")
|
|
var ship_action_script := preload("res://scripts/ship_action.gd")
|
|
var bytes: PackedByteArray = net_codec.pack_input(1, 0, Time.get_ticks_msec(), [ship_action_script.new()])
|
|
|
|
const CYCLE_SECONDS := 3.0
|
|
const BURST_SECONDS := 0.35
|
|
const TEST_SECONDS := 6.0 # the leaky bucket trips within the first cycle; no need for a long soak
|
|
const TRICKLE_HZ := 60 # legitimate-shaped background rate, well under budget alone
|
|
|
|
var deadline_ms := Time.get_ticks_msec() + int(TEST_SECONDS * 1000.0)
|
|
var cycle_start_ms := Time.get_ticks_msec()
|
|
while Time.get_ticks_msec() < deadline_ms and not disconnected[0]:
|
|
var t_in_cycle := float(Time.get_ticks_msec() - cycle_start_ms) / 1000.0
|
|
if t_in_cycle >= CYCLE_SECONDS:
|
|
cycle_start_ms = Time.get_ticks_msec()
|
|
t_in_cycle = 0.0
|
|
if t_in_cycle < BURST_SECONDS:
|
|
for i in 200: # a hard burst, far above budget
|
|
MatchSim._recv_input.rpc_id(1, bytes)
|
|
else:
|
|
for i in maxi(1, TRICKLE_HZ / 60): # ~60/s trickle, keeps the window rolling and stays under budget alone
|
|
MatchSim._recv_input.rpc_id(1, bytes)
|
|
NetworkManager.poll()
|
|
await get_tree().process_frame
|
|
await get_tree().create_timer(0.5).timeout
|
|
NetworkManager.poll()
|
|
|
|
print("SMOKE %s: duty-cycled flood (burst %.2fs / cycle %.1fs) %s" % [
|
|
"PASS" if disconnected[0] else "FAIL", BURST_SECONDS, CYCLE_SECONDS,
|
|
"resulted in disconnect" if disconnected[0] else "evaded rate limiting entirely",
|
|
])
|
|
get_tree().quit(0 if disconnected[0] else 1)
|
|
|
|
|
|
# task 3.6, host role: waits for both bots' scenes to settle, forces a
|
|
# deterministic goal (bot-vs-bot scoring isn't reliable enough within a
|
|
# short CI run to gate on), then compares the server's own final score
|
|
# against what each client independently wrote to disk (run_ci_client_check
|
|
# below) — genuine cross-peer agreement, not just "the server thinks so".
|
|
func run_ci_host_check(run_seconds: float) -> void:
|
|
await get_tree().create_timer(2.0).timeout
|
|
var match_scene := get_tree().current_scene
|
|
if not _is_networked_match(match_scene):
|
|
print("SMOKE FAIL: host scene is not NetworkedMatch")
|
|
NetworkManager.shutdown()
|
|
get_tree().quit(1)
|
|
return
|
|
print("SMOKE INFO: host ship_count=%d slot_count=%d" % [match_scene.ships.size(), match_scene._slots.size()])
|
|
|
|
# Every score the SERVER has actually held, in order. The comparison below
|
|
# used to check each client's recorded score against the server's score at
|
|
# READ time — but the clients write their files several seconds earlier
|
|
# (they wait run_seconds from their own later start, then the host waits
|
|
# run_seconds + 5 more), so any goal scored in that window failed the run
|
|
# with both bots agreeing perfectly with each other and only "disagreeing"
|
|
# with a future they could not have seen. It was latent until the input
|
|
# blackout fix (§3.2) made the bots effective enough to reliably score a
|
|
# SECOND goal: reproduced 2 of 3 runs, and each failure had server=2 vs
|
|
# both clients=1. Cross-peer agreement is the real claim here, so assert
|
|
# that both clients agree with each other AND that what they saw is a
|
|
# state the server genuinely passed through.
|
|
# Polled, not signal-driven: score_changed is emitted only in
|
|
# _on_score_update_received, i.e. the CLIENT path. The server mutates
|
|
# `score` directly in _record_goal and never emits, so connecting here
|
|
# silently recorded nothing but the initial 0-0 (verified — it made all
|
|
# three runs fail with a one-entry history).
|
|
var score_history: Array[String] = [JSON.stringify(match_scene.score)]
|
|
|
|
# An adversarial review found this driver's original checks (snapshot
|
|
# count, a server-FORCED goal's cross-peer score agreement) don't
|
|
# depend on client input ever reaching the server at all — it kept
|
|
# reporting PASS with the input pipeline completely dead (verified by
|
|
# injecting the ring-overflow bug this session's critical fix
|
|
# addresses, mid-run). Record each ship's starting position now, before
|
|
# anything moves, so real server-side movement over the run can be
|
|
# checked directly — the same signal run_client_check already uses for
|
|
# a human client, applied here per-bot instead of just for "my own ship".
|
|
var start_positions: Dictionary = {}
|
|
for slot in match_scene._slots:
|
|
if is_instance_valid(slot.ship):
|
|
start_positions[slot.peer_id] = slot.ship.global_position
|
|
|
|
var goals: Array = match_scene.arena.get_goals() if match_scene.arena else []
|
|
if is_instance_valid(match_scene.ball) and not goals.is_empty():
|
|
match_scene.ball.linear_velocity = Vector3.ZERO
|
|
match_scene.ball.global_position = goals[0].global_position
|
|
print("SMOKE INFO: host forced a goal for the cross-peer score agreement check")
|
|
|
|
# Movement/stalled must be checked WHILE clients are still actively
|
|
# connected and playing, not after their run finishes — a client's own
|
|
# (legitimate, expected) disconnect at the end of its run naturally
|
|
# starves its jitter buffer too, which looks identical to the ring-
|
|
# overflow bug this check exists to catch if sampled too late. A first
|
|
# attempt used a 0.5s margin (run_seconds - 0.5); a second adversarial
|
|
# review instrumented multiplayer.get_peers() at sample time and found
|
|
# it was already EMPTY — both bots had legitimately disconnected before
|
|
# the sample ran, and the check was only passing on the ~200ms of
|
|
# residual STARVE_ZERO_TICKS starvation grace, not because it was
|
|
# genuinely still connected as this print used to claim. Widen the
|
|
# margin AND assert connectivity directly at sample time, rather than
|
|
# inferring it from timing, so a future regression in either direction
|
|
# (margin too tight again, or client run_seconds changing) fails loudly
|
|
# here instead of silently passing on residual grace.
|
|
var movement_check_delay := maxf(1.0, run_seconds - 2.0)
|
|
await _await_recording_score(match_scene, movement_check_delay, score_history)
|
|
var connected_peers := multiplayer.get_peers()
|
|
var input_reached_server := true
|
|
for slot in match_scene._slots:
|
|
var still_connected: bool = slot.peer_id in connected_peers
|
|
if not still_connected:
|
|
input_reached_server = false
|
|
print("SMOKE FAIL: peer %d already disconnected at movement-sample time (connected_peers=%s) — margin too tight" % [slot.peer_id, str(connected_peers)])
|
|
if not is_instance_valid(slot.ship) or not start_positions.has(slot.peer_id):
|
|
input_reached_server = false
|
|
print("SMOKE FAIL: peer %d has no valid ship to check movement on" % slot.peer_id)
|
|
continue
|
|
var moved: float = start_positions[slot.peer_id].distance_to(slot.ship.global_position)
|
|
var stalled: bool = slot.jitter_buffer.stalled
|
|
print("SMOKE INFO: peer %d moved %.2fm server-side (connected=%s), stalled=%s" % [slot.peer_id, moved, str(still_connected), str(stalled)])
|
|
if moved <= 0.5 or stalled:
|
|
input_reached_server = false
|
|
|
|
# Extra buffer beyond run_seconds: clients run for their own run_seconds
|
|
# measured from THEIR (later) start, so waiting only run_seconds here
|
|
# would race their score files not being written yet.
|
|
await _await_recording_score(match_scene, run_seconds + 5.0 - movement_check_delay, score_history)
|
|
print("SMOKE INFO: host final score=%s (server held: %s)" % [str(match_scene.score), str(score_history)])
|
|
|
|
var slots_ok: bool = match_scene._slots.size() == 2
|
|
var scores_agree := true
|
|
var scores_seen := 0
|
|
var client_scores: Array[String] = []
|
|
for slot in match_scene._slots:
|
|
var path := "/tmp/cosmicclash_ci_score_%d.txt" % slot.peer_id
|
|
if not FileAccess.file_exists(path):
|
|
print("SMOKE FAIL: no score file from peer %d at %s" % [slot.peer_id, path])
|
|
scores_agree = false
|
|
continue
|
|
var f := FileAccess.open(path, FileAccess.READ)
|
|
var client_score := f.get_as_text()
|
|
f.close()
|
|
scores_seen += 1
|
|
client_scores.append(client_score)
|
|
if not score_history.has(client_score):
|
|
print("SMOKE FAIL: peer %d saw score %s, which the server never held (history %s)" % [slot.peer_id, client_score, str(score_history)])
|
|
scores_agree = false
|
|
# The strong half: two independent peers must have reached the SAME view.
|
|
for other in client_scores:
|
|
if other != client_scores[0]:
|
|
print("SMOKE FAIL: peers disagree with each other: %s" % str(client_scores))
|
|
scores_agree = false
|
|
break
|
|
|
|
var success: bool = slots_ok and scores_agree and scores_seen == 2 and input_reached_server
|
|
print("SMOKE %s: CI host run (slots_ok=%s scores_agree=%s scores_seen=%d/2 input_reached_server=%s)" % [
|
|
"PASS" if success else "FAIL", str(slots_ok), str(scores_agree), scores_seen, str(input_reached_server),
|
|
])
|
|
NetworkManager.shutdown()
|
|
get_tree().quit(0 if success else 1)
|
|
|
|
|
|
# task 3.6, client-bot role: counts real snapshots received over run_seconds
|
|
# (proving steady traffic, not just a handshake) and writes this peer's own
|
|
# final server-authoritative score to a peer-id-keyed file for the host to
|
|
# compare against the other bot's (run_ci_host_check above).
|
|
func run_ci_client_check(run_seconds: float) -> void:
|
|
var snapshot_count := [0]
|
|
MatchSim.snapshot_received.connect(func(_decoded: Dictionary) -> void: snapshot_count[0] += 1)
|
|
|
|
await get_tree().create_timer(1.0).timeout
|
|
var match_scene := get_tree().current_scene
|
|
if not _is_networked_match(match_scene):
|
|
print("SMOKE FAIL: client-bot scene is not NetworkedMatch")
|
|
get_tree().quit(1)
|
|
return
|
|
|
|
await get_tree().create_timer(run_seconds).timeout
|
|
|
|
var slots_ok: bool = not match_scene._slots.is_empty()
|
|
# 60Hz nominal; generous margin for connection/scene-load settle time
|
|
# eaten out of run_seconds and for the odd dropped/simulated-lossy tick.
|
|
var min_expected := int((run_seconds - 2.0) * 30.0)
|
|
var snapshot_count_ok: bool = snapshot_count[0] >= min_expected
|
|
var net_stats: Dictionary = match_scene.get_net_debug_stats()
|
|
var present_time := bool(match_scene.remote_visual_present_time_enabled)
|
|
var remote_position_p99 := float(net_stats.get("remote_residual_position_p99", INF))
|
|
var remote_rotation_p99 := float(net_stats.get("remote_residual_rotation_p99", INF))
|
|
var remote_quality_ok := not present_time or (remote_position_p99 < 0.3 and remote_rotation_p99 < 5.0)
|
|
|
|
var my_id := multiplayer.get_unique_id()
|
|
var score_path := "/tmp/cosmicclash_ci_score_%d.txt" % my_id
|
|
var f := FileAccess.open(score_path, FileAccess.WRITE)
|
|
f.store_string(JSON.stringify(match_scene.score))
|
|
f.close()
|
|
|
|
print("SMOKE INFO: client-bot snapshot_count=%d (want >= %d) slots_ok=%s final_score=%s remote_present_time=%s residual_p99=%.3fm/%.3fdeg" % [
|
|
snapshot_count[0], min_expected, str(slots_ok), str(match_scene.score), str(present_time), remote_position_p99, remote_rotation_p99,
|
|
])
|
|
var success: bool = slots_ok and snapshot_count_ok and remote_quality_ok
|
|
print("SMOKE %s: CI client-bot run" % ("PASS" if success else "FAIL"))
|
|
# The host validates live server-side motion at `run_seconds - 2`. The
|
|
# first client may have entered its scene before the second one joined,
|
|
# so it otherwise can finish and disconnect just before that sample. Stay
|
|
# connected long enough for the host to observe both real input streams.
|
|
await get_tree().create_timer(3.0).timeout
|
|
NetworkManager.shutdown()
|
|
get_tree().quit(0 if success else 1)
|