Files
CosmicClash/Game
Josh Creek 5714829c13 test(multiplayer): grade §6.4's reconnect from the returning player's side
The disconnect scenario only ever asserted the server's bookkeeping, and
the client's half was failing every run. run_disconnect_host_check ticked
60 physics frames past the reclaim and then shut the server down, so the
reconnecting client - whose wiring check waits a 2.0s settle before it
looks at anything - had its peer torn out from under it and reported
"current_scene is not NetworkedMatch after 2.0s". The host printed PASS
throughout, and the host was the side anyone read.

The hold is now a real window (8s), and the host also asserts that the
reconnected player's input reaches the server and moves the ship the
server owns - every other assertion there is slot bookkeeping that would
hold identically for a client whose input pipeline came back dead. Both
position and connection state are sampled while the peer is still
connected: the client leaves on its own schedule, and an end-of-hold
sample reported still_connected=false for a good run.

New --role=client-reconnect asserts the returning player is not a
spectator, owns a slot with its own peer_id, has a real ship, rejoined a
live match with the clock already known (§6.2 step 2's bootstrap), and
can still drive. That set is chosen because a stale _last_match_config
once made a reconnecting player a spectator, and that bug was visible in
this scenario's own logs while it reported PASS.

Verified 3/3 both sides. Control: rejoining while the slot is still
occupied fails on is_player=false - and since the first control run
reported it as the generic "lost its ship mid-drive", the spectator case
is now diagnosed before the drive rather than after.
2026-08-21 16:25:25 +01:00
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