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

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

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

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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
Important rule: never create co-authored commits. Never mention Claude in commits.
## Project overview
Cosmic Clash is an open-source, physics-based "vehicle soccer" game (a spiritual successor to Rocket League) built in Godot 4.7, using space ships instead of cars. The game and the dedicated server are GDScript/Godot only — the "C# backend" an early README described was never started, and the dedicated server is an export of this same Godot project. There is one component outside the Godot project: a **Go matchmaking control plane** in `server/` for casual/ranked queues, ranked ratings and Agones-based server allocation. It is partially implemented and a 1.0 launch blocker — see `docs/MATCHMAKING.md` for the design, `multiplayer-next.md` §0 and §7 for what remains (a real deployment cannot complete a match end to end today), and `docs/TECH_STACK.md` for why the control plane is Go rather than C#, Rust or C++. README.md's "MVP is local-only against bots" section is historical: server-authoritative online multiplayer, a headless dedicated server, Docker/CI verification, and an optional Steam transport are all implemented (Phases 16). See `multiplayer-next.md` for what actually remains.
Because the gameplay concept (vehicle soccer) can't be copyrighted but specific expression can, all code/art/assets must be original — this is why the project uses Godot instead of Unreal/Unity and ships instead of cars. Keep this in mind when writing code or pulling in assets: don't port or closely mirror Rocket League's actual implementation.
### Where the documentation lives
The prose docs carry far more design rationale than the code comments, and several are load-bearing:
- `multiplayer-next.md`**the multiplayer task-tracking document**: outstanding work (§0), a numbered "gotchas" list (§9), and the current task breakdown with checkboxes (§7), all in one file. Start at §0 for "what's left". Day-to-day work is Phase 7 (Steam) and Phase 8 (matchmaking), whose numbered task breakdown and acceptance criteria live in §7, because that is the format tasks are picked up from. Phases 06 are done and archival — their evidence lives in git history, not the current doc.
- `MULTIPLAYER_SPEC.md` — the architecture decisions, wire format, server-side input handling, prediction/reconciliation, latency/frame-rate budget and match lifecycle state machine, as sections 16. Code comments across `Game/scripts/` cite it constantly by section number (`§2.4`, `§4.1`); many still say `multiplayer-next.md §N` for `N` 16 from before this doc was split out — when a comment does, the content is now here, not there. `multiplayer-next.md`'s own §7+ cites `§N` the same way and disambiguates by number (16 → this doc, 7+ → itself).
- `TRAINING.md` — the full RL workflow (training, curriculum generations, export, eval, difficulty tiers).
- `SERVER.md` — dedicated-server build, config, systemd deploy, sizing.
- `STEAM.md` — optional GodotSteam custom-build setup and the transport contract.
- `FLIGHT_MANUAL.md` — the player-facing flight model.
- `docs/MATCHMAKING.md` — casual/ranked queue design, and the locked constraints (Go/PostgreSQL/Redis/Agones) the `server/` module implements. Partially implemented; a 1.0 launch blocker, and the reason a backend service outside the Godot project exists at all.
- `docs/TECH_STACK.md` — what the project is built with and why, including the Go-vs-C#/Rust/C++ rationale for the matchmaking control plane.
- `TODO.md` — deferred non-multiplayer work (audio is the big one: there is none at all).
## Godot MCP server
This repo vendors [godot-mcp](https://github.com/tugcantopaloglu/godot-mcp) as a git submodule at `mcp/godot-mcp` and registers it in `.mcp.json`. **Prefer the godot-mcp tools over manual file edits or shell commands** when the task involves inspecting or modifying the Godot project — reading/editing scenes, nodes, scripts, running the project, or interacting with a live Godot editor/runtime instance. It understands Godot's scene tree and `.tscn`/`.gd` structures directly, which is more reliable than hand-parsing them.
Setup after cloning (submodules aren't checked out by default):
```bash
git submodule update --init --recursive
cd mcp/godot-mcp
npm install
npm run build
```
`GODOT_PATH` (env var in `.mcp.json`) is left blank to auto-detect the Godot executable; set it explicitly if auto-detection fails on your machine.
## Blender MCP server
This repo vendors [blender-mcp](https://github.com/ahujasid/blender-mcp) as a git submodule at `mcp/blender-mcp` and registers it in `.mcp.json`. **Prefer the blender-mcp tools over manual scripting** when the task involves creating or editing 3D models, materials, or scenes in Blender (e.g. ship/arena assets) — it drives a live Blender instance directly rather than hand-writing `.blend`/Python scene-manipulation code.
Setup after cloning (same submodule caveat as godot-mcp above): `git submodule update --init --recursive`.
**Preflight — run this before the first blender-mcp tool call in a session** (both commands are idempotent and quick when already current; don't repeat them for later calls in the same session):
```bash
cd mcp/blender-mcp
uv sync # the submodule pointer moves often and deps drift with it
uv run blender-mcp install-addon # copies the bundled addon into Blender's user addons dir
```
`install-addon` replaced the old manual GUI install (Preferences → Add-ons → Install → `addon.py`). It discovers Blender's addons directory itself (`uv run blender-mcp addon-paths` lists candidates; `--addons-dir` or `BLENDERMCP_ADDONS_DIR` overrides), backs up any existing copy, and is version-aware — it compares `ADDON_PROTOCOL_VERSION` in the installed file against the bundled one and rewrites only when the installed copy is missing or older, so a no-op run is cheap. The source of truth is `src/blender_mcp/bundled/addon.py`; the repo-root `addon.py` is an identical copy kept for the legacy manual path.
What still cannot be scripted, and is the user's job — ask them rather than retrying a failing tool call:
- Blender must be running with "Interface: Blender MCP" enabled and its socket server started (default `localhost:9876`; override via `BLENDER_HOST` / `BLENDER_PORT` in `.mcp.json`).
- If `install-addon` rewrote the addon while Blender was open, the new code isn't loaded until Blender restarts or the addon is disabled/re-enabled. Treat "install-addon reported an update" as a signal to tell the user to restart Blender before continuing.
Upstream ships telemetry, and there are **two independent switches** — turning off one does not affect the other:
- *Server side*: disabled here via `DISABLE_TELEMETRY` / `BLENDER_MCP_DISABLE_TELEMETRY` / `MCP_DISABLE_TELEMETRY` in the server's `env` block in `.mcp.json`. This also suppresses the consent prompt that would otherwise arrive through the MCP client on first use. Keep these set when editing `.mcp.json`.
- *Addon side*, inside Blender: an "Allow Telemetry" checkbox in the addon's preferences that **defaults to on** and covers prompts, code snippets, screenshots and trajectory data, plus manual-edit capture handlers. The env vars above cannot reach it — it is a Blender preference. Untick it at Preferences → Add-ons → Blender MCP, or clear it with `set_telemetry_consent(false)` via the addon's command channel.
## Commands
There is no build step or linter for the GDScript project itself — Godot projects run directly from source.
### Running the game
- **Open the project**: open `Game/` as a project in the Godot 4.7 editor, or run `godot --path Game` from the repo root.
- **Run the game**: press Play in the editor, or `godot --path Game res://scenes/main_menu.tscn`.
- **Headless smoke test** (RL/CI precondition — the game must run without rendering): `godot --headless --path Game res://scenes/free_play.tscn`.
- **Import resources first** on a fresh checkout or in a container: `godot --headless --path Game --import`. Do **not** add `--quit` — it ends the editor after one iteration and can leave `.godot/imported` half-generated (see the Dockerfile comment).
### Unit tests
`godot --headless --path Game res://tests/test_runner.tscn` — pure-function assertions, exits 0/1.
Add a test by dropping a `*.gd` file under `Game/tests/cases/` that extends `res://tests/test_case.gd` (path-based `extends`, not the bare `class_name` — see that file for why) with any number of `test_*()` methods; the runner discovers it, no registration needed. The same path-vs-`class_name` caveat is why `net_codec.gd`, `sim_constants.gd` etc. are reached by `preload()` elsewhere in the codebase.
The runner has **no filter flag** — it always runs everything (it's fast). To isolate one case, temporarily move the others out of `tests/cases/`.
Two runner behaviours exist because of past silent-pass bugs, and new tests must respect them: a case file that fails to parse is a failure (`can_instantiate()` is the guard — `load()` does *not* return null on a broken script), and **a test that completes having made zero assertions is itself a failure**, because GDScript has no exceptions and a crash before the first `assert_*` would otherwise read as a pass.
### Networking smoke tests (multi-process)
These need two or three real `godot --headless` processes for a live ENet handshake, so they are **not** part of `test_runner.tscn`. Each prints `SMOKE PASS/FAIL: ...` and exits 0/1. Run them all through the wrapper:
```bash
make verify-enet-integration # host+client pairs for every case, then the 3-process match
VERIFY_ENET_CASES=net,clock make verify-enet-integration # subset, for local debugging
GODOT_BIN=/path/to/godot make verify-enet-integration # non-default Godot binary
```
`scripts/verify_enet_integration.sh` starts each role, waits, and fails on any `SCRIPT ERROR`/`ERROR:`/`SMOKE FAIL` in the logs — a clean exit code alone is not the bar. It prints its temp log directory and dumps the logs on failure. The individual scenes, if you need to drive one by hand with `-- --role=<role>`:
| Scene | Roles | What it proves |
| --- | --- | --- |
| `tests/net_smoke.tscn` | `host`, `client` | Raw connect/disconnect; the host observes `client_disconnected`, not just clean self-exit. |
| `tests/match_net_smoke.tscn` | `host`, `client`, `client-badversion`, `client-longname`, `host_recycle` | Handshake gating (protocol version, oversized name rejection) and that a host→leave→re-host cycle actually empties the roster (run a plain `client` against `host_recycle`). |
| `tests/clock_smoke.tscn` | `host`, `client` | Clock convergence, cross-checked against independent OS-wall-clock ground truth rather than self-consistency. |
| `tests/lobby_smoke.tscn` | `host`, `client` | **Both** roles load `lobby.tscn` for real via `change_scene_to_file`, exercising the server's read-only view as well as the client's interactive one. |
| `tests/networked_match_ci.tscn` | `host`, `client-bot --test-bot` (×2) | A full server + two AI-driven clients playing a real match: snapshot throughput and cross-peer score agreement, via a deterministic server-forced goal. |
| `tests/networked_match_smoke.tscn` | see its header | Shorter attended variant of the above. |
| `tests/net_sim_smoke.tscn` | see its header | The `--net-sim-*` latency/loss decorator actually changes observed behaviour. |
See `network_manager.gd`'s header comment and `multiplayer-next.md` §9 gotchas 2530 for the non-obvious Godot/ENet failure modes these caught (`OfflineMultiplayerPeer` sentinel, premature peer teardown, `change_scene_to_file` off the real `current_scene`, unbounded `connection_failed`, the `is_client`-before-actually-connected race, `load()` not returning null on a broken script).
**`main_menu.tscn`'s Host/Join flow** is verified the same way but needs a temporary autoload since it's the real main scene, not a wrapper: add `MainMenuTestHooks="*res://tests/main_menu_test_hooks.gd"` to `project.godot [autoload]`, run `godot --headless --path Game res://scenes/main_menu.tscn -- --role=<host|join_ok|join_refused|join_cancel>` (host first, sleep ~1s, then the join role), then remove the autoload line again — it must never ship registered.
`tests/server_physics_parity.gd` is a standalone `SceneTree` script (no `.tscn`, no wired runner) that traces the real Ship scene through fixed inputs and dumps every physics step's pose/velocity plus the observation vector. It exists to be diffed against the same file run from a `git archive HEAD` tree, proving a client-side change didn't perturb shared physics.
### Dedicated server (Docker)
```bash
make verify-phase6 # the whole exported-server gate; also the entire Phase 6 CI workflow
```
This builds the stripped `Linux Dedicated Server` export, runs it in one container, joins two independent headless clients from two others, forces a server-owned goal in each of two matches, and asserts both clients saw both scores **and that the arena actually rotated between matches**. It needs several GB of free Docker space (the pinned `barichello/godot-ci:4.7.1` image is ~2.4 GB) and always tears down its Compose containers, printing its log directory either way.
The Dockerfile's targets are worth knowing: `project-imported` (base, resources imported) → `enet-test` (source client, used by the ENet CI workflow) → `exporter` (rewrites `run/main_scene` and exports the server) → `server` (slim Ubuntu runtime) and `smoke-client` (test-only harness). **Godot dedicated exports refuse command-line scene overrides**, which is why the server scene is baked in by `sed` at export time rather than passed as an argument.
To run one by hand, and for every config flag, see `SERVER.md`. `--smoke-force-goal-after=<seconds>` is a verification-only switch and must never be used for a real match.
### Steam builds (optional)
`make verify-steam-templates` requires custom GodotSteam executables pinned in `steam-dependencies.lock.json` and pointed at by `COSMIC_CLASH_STEAM_CLIENT_GODOT` / `COSMIC_CLASH_STEAM_SERVER_GODOT`. It deliberately refuses a stock Godot binary. Nothing else in the repo needs Steam — the default build and every Docker check are ENet-only. See `STEAM.md`.
### CI
`.github/workflows/` has exactly two jobs, both running the Make targets above: `dedicated-server-smoke.yml` (`make verify-phase6`) and `enet-integration.yml` (`make verify-enet-integration` inside the `enet-test` image). There is no unit-test-only workflow — `verify-phase6` runs `test_runner.tscn` as its first step.
### Other
- The `mcp/godot-mcp` submodule is a separate Node/TypeScript project with its own `npm install` / `npm run build` (see above) — it is tooling, not part of the game itself.
- `Game/tools/` holds editor-run utilities (`bake_arena_boundary.gd`, `gpu_profile_harness.tscn`, `replay_dump.gd` for reading server replay logs); `tools/blender/` and `tools/textures/` hold the Python generators for the original ship/ball/nebula assets.
## Architecture
The structure was deliberately chosen so an RL-trained AI opponent and, later, multiplayer bolt on without rework. The load-bearing seams are the controller abstraction, the arena/game-mode split, code-driven spawning, and (for networking) the pure-function codec/state modules that can be unit-tested without a live connection.
### Core game
- **Scene flow**: `scenes/main_menu.tscn` (`main_menu.gd`, one handler per mode) → `free_play.tscn` (practice: no timer, R resets ball), `match.tscn` (150s timer, per-team score, kickoff resets), `spectate.tscn` (bot vs bot exhibition), `settings.tscn`, or — for online — `lobby.tscn``networked_match.tscn`. Esc returns to the menu. Canonical paths live in `scripts/scene_paths.gd`; use those constants rather than string literals.
- **Controller seam (do not bypass)**: `Ship` (`scripts/ship.gd`, `RigidBody3D`) never reads `Input`. Each physics tick, `_integrate_forces` pulls one `ShipAction` (`scripts/ship_action.gd`: thrust `Vector3`, rotation `Vector3`, turbo `bool`, each axis -1..1) from its `ShipController` child (`scripts/ship_controller.gd`, base returns a zero action). `PlayerShipController` reads input actions; `AIShipController` runs an RL policy; `RLShipController` is driven by the training bridge; `LocalNetShipController` wraps another controller to record inputs into the network timeline. A ship with no controller is inert but simulated. The ShipAction shape *is* the RL action space and *is* what the wire format quantises — change it deliberately and everywhere at once.
- **Arena vs game mode**: an arena (`scripts/arena.gd`, group `"arena"`) is a stateless stadium — a setting, an enclosing `Boundary` (instance of `objects/arena_boundary.tscn`), two `Goal` instances, `BallSpawn` and `SpawnsTeam0/1` Marker3Ds — queried via `get_ball_spawn()`/`get_ship_spawns(team)`/`get_goals()`. All arenas are a standard size: they instance the shared `arena_boundary.tscn`, and `scripts/arena_boundary.gd` (`ArenaBoundary`) holds the canonical play-volume constants (`INNER_HALF_X` 18, `INNER_HALF_Z` 27, `INNER_HEIGHT` 18, `GOAL_LINE_Z` = `INNER_HALF_Z`) that field-size logic must derive from instead of restating numbers. Game modes extend `GameMode` (`scripts/game_mode.gd`, group `"game"`): the mode's scene contains an Arena + HUD, and the mode spawns ball/ships/controllers/camera **in code** (`spawn_ship(team, index, controller)` etc.) so ship counts and controller mixes stay flexible.
- **Arena registry**: `scripts/arena_registry.gd` is the single source of truth for the arena list — three settings × floor/elevated goal variants. `"random": true` gates which arenas Match/Spectate/the dedicated server may pick; **elevated-goal variants are Free-Play-only** until a checkpoint trained on `training_elevated.tscn` is promoted, because the current bots cannot score on an elevated goal. `path_for_match(match_index, mode)` is deliberately pure arithmetic so "the server cycles arenas" is unit-testable. `arena_base.tscn` is the scenery-free physical layout the dedicated server loads (clients still render the variant `MatchSim` names).
- **Goals are dumb sensors**: `scripts/goal.gd` (`Area3D`, group `"goal"`, `@export team`) only emits `goal_scored(team)` when a body in group `"ball"` enters; `GameMode` debounces it (`_handle_goal_scored`) and modes decide consequences. Never put scoring/reset logic in the goal.
- **Ship physics**: all movement is force/torque-based (`_integrate_forces`), not kinematic — inputs become world-space forces/torques relative to ship orientation, with manual drag and speed clamps per tick. Physics properties (mass, inertia, friction material) live in `objects/ship.tscn`, not in `_ready` overrides — keep the scene truthful; RL tuning and the client/server parity trace depend on it.
- **Surface pull (wall/ceiling grav-plating)**: `ArenaBoundary.get_surface_pull()` is a wall+ceiling-only proximity force field (the floor stays plain default gravity) that `Ship` and `Ball` (`scripts/ball.gd`) each apply in their own `_integrate_forces` with independently-tuned strength/range, discovered via the `"arena_boundary"` group — enabling wall-rides and ceiling shots with no collision-shape changes.
- **Camera** (`scenes/ship_camera_rig.tscn`, `scripts/ship_camera.gd`, group `"ship_camera"`) is spawned by the game mode and given a `target` ship — ships have no camera/HUD dependency, so headless runs work.
- **HUD / telemetry pattern**: `Ship` emits flight data via signals only when values change past thresholds (`_last_*` fields, `*_THRESHOLD` constants). `HUDController` (`scripts/HUDController.gd`) discovers the camera rig and game mode via groups (`"ship_camera"`, `"game"`) but receives its target ship directly from the game mode via `GameMode.spawn_camera_rig`, connects to signals, and only updates labels — no polling. Follow this discovery-by-group + signal-push pattern for new instruments, not hardcoded `get_node` paths or per-frame polling. **`HUDController` duck-types on optional signals** (`timer_updated`, `match_ended`, `kickoff_countdown`, …) and hides the corresponding widget when a mode lacks one — so declaring a signal you never emit is worse than not declaring it (it shows a permanently frozen timer instead of hiding it).
- **`SimConstants.TICK_HZ`** is the single source of truth for the 60 Hz tick — every derived timing constant reads it rather than restating `60`. It is *not* wired to `project.godot`'s `physics/common/physics_ticks_per_second` (an engine setting), so those must be kept in sync by hand.
- **Input actions** are defined in `Game/project.godot` under `[input]` (`move_forward`, `turbo`, `reset_ball`, `toggle_perf_overlay` F3, `toggle_net_overlay` F4, …) and read only by `PlayerShipController` plus mode-level `_unhandled_input` — add new controls there rather than hardcoding key checks.
- Physics engine is Jolt (`[physics] 3d/physics_engine="Jolt Physics"`).
### `project.godot` hazard
Godot's `ConfigFile` writer does not round-trip comments, and a `#` block directly above a setting can be spliced into that setting's own line on rewrite, silently commenting it out. **Do not add comments to `Game/project.godot`.** This matters most for the feature overrides `run/main_scene.training` and `run/main_scene.dedicated_server`, which are how the training and server exports reach the right scene without a CLI flag; `tests/cases/test_project_settings.gd` fails loudly if they ever break.
### Networking (server-authoritative, with client prediction)
All hot-path RPCs live on **autoloads**, never scene nodes, so RPC NodePaths never depend on which scene is loaded. The autoload chain, in `project.godot` order:
- **`NetSim`** (`net_sim.gd`) — debug-only seeded latency/jitter/loss/duplicate decorator around outgoing dispatch. A pure passthrough unless `--net-sim-latency=` / `--net-sim-jitter=` / `--net-sim-loss=` / `--net-sim-dup=` / `--net-sim-seed=` are passed, so its mere existence changes nothing. Each process reads only its own flags, which is what makes asymmetric (e.g. lossy-upload-only) testing free.
- **`NetworkManager`** (`network_manager.gd`) — transport-neutral host/join/shutdown and connection signals. Sets `server_relay = false` the moment a peer exists (the default `true` would let any client RPC any other client through the server). Runs **manual multiplayer polling** (`set_multiplayer_poll_enabled(false)`), because SceneTree's automatic poll runs on the idle frame and would cost a frame in each direction for RPCs issued from `_physics_process` — anything driving a connection must call `NetworkManager.poll()` itself or nothing is ever sent or received.
- **`MatchNet`** (`match_net.gd`) — hello/welcome handshake, strict `protocol_version` and tick-rate gating, and the roster (name, team, ready) that survives the lobby→match transition. Slot assignment is *not* stored here; it's derived at spawn time.
- **`MatchSim`** (`match_sim.gd`) — the Phase 2+ simulation RPCs: `match_config`, `input` (client→server), `snapshot` (server→client), score/state/kickoff/goal/clock messages. Also owns protocol-level input validation (leaky-bucket packet and byte rate limits), because framing abuse is independent of any particular match's state. Emits `input_rejected` with the verbatim bytes so the replay log can explain "my input did nothing".
- **`NetDebugOverlay`** (F4) and **`PerfOverlay`** (F3) — headless-guarded read-only overlays.
Supporting modules, deliberately standalone (`RefCounted`/`class_name`, no scene or RPC dependency) so they unit-test head-on:
- `net_codec.gd`**the wire format**. `PROTOCOL_VERSION`, channel intents, quantisers, pack/unpack for the input and snapshot packets. Any change here is a protocol change.
- `match_state.gd` — the match lifecycle enum and its legal-transition table. **The integer values are the wire format** (`match_state` is a u8 in the snapshot header): never renumber an existing state, only append.
- `net_body_state.gd`, `net_interpolator.gd`, `net_ship_predictor.gd`, `local_prediction_history.gd`, `local_input_timeline.gd`, `input_jitter_buffer.gd`, `input_lead_controller.gd`, `adaptive_input_depth_controller.gd`, `ship_action_codec.gd`, `replay_log.gd`, `server_config.gd`, `server_log.gd` — each has a header comment explaining its role and the task it came from.
`networked_match.gd` (`NetworkedMatch extends GameMode`, ~2.4k lines) is where it all meets: the server simulates every slot and broadcasts 60 Hz snapshots; a client simulates **only its own unfrozen slot** with one real controller while every remote slot and the ball stay frozen and interpolated. Its scene has no Arena or HUD child — both are built in code once the arena is actually known (the server picks it, the client learns it from `match_config`), which is why it overrides `_ready()` entirely rather than using `GameMode`'s arena-required-synchronously flow.
Server process: `scenes/server_boot.tscn` (`server_boot.gd`) is the shell — strict CLI parsing via `ServerConfig` (unknown flag or bad value refuses to start), structured logging via `ServerLog`, physics-overrun watchdog. `ServerMatchLoop` (`server_match_loop.gd`) is the actual match loop: wait for `--min-players` **by roster, not raw peers**, count down, load the next arena from the rotation, run the match, return to the lobby, repeat or drain at `--max-matches`. It parents itself to the scene-tree **root**, never `current_scene`, because `change_scene_to_file` frees the live scene and an orchestrator freed by its own transition can't orchestrate the next one.
Known-insecure, and the reason public hosting is gated: **slot reclaim is keyed by display name**, so anyone who knows a disconnected player's name can take their reserved slot. Verified Steam identity (Phase 7) is the fix. Don't expose a server to strangers before then.
### Steam transport
`net_transport.gd` (`NetTransport`) is a deliberately narrow boundary: a transport only *creates a peer*; `NetworkManager` keeps ownership of polling, RPC policy and lifecycle. `enet_transport.gd` and `steam_transport.gd` implement it. `NetworkManager.host()/join()` default to `"enet"`; passing `"steam"` **never falls back** — a missing custom build or failed init returns an error naming the missing prerequisite (`steam_bootstrap.gd` produces those messages). Discovery and server advertisement are intentionally unimplemented until a project-owned App ID exists; the local default is Valve's Spacewar App ID 480, which must never be used to advertise servers or ship.
## Reinforcement learning / AI bots
See `TRAINING.md` for the full workflow. Architecture summary:
- `scenes/training.tscn` / `training_elevated.tscn` (`scripts/training_mode.gd`, extends `GameMode`) is the headless self-play environment: two ships driven by `RLShipController`s, with `ShipAIController` (extends the vendored plugin's `AIController3D`) as the only class touching godot_rl types. The plugin is vendored (not a submodule) at `Game/addons/godot_rl_agents` — see its `VENDORED.md`; its C#/ONNX files are unused.
- `scripts/ship_observations.gd` is the shared observation builder used by training, in-game inference, **and** the server — never fork or diverge these paths. Team 1's observations are mirrored (180° about Y) so one policy plays both sides.
- In-game bots: `scripts/ai_ship_controller.gd` (a `ShipController`) runs the exported policy JSON via `scripts/policy_network.gd` (pure-GDScript MLP) — no .NET/ONNX/Python at runtime. Models live in `Game/bots/` (promoted tiers in `Game/bots/promoted/`); Match mode's `bot_model_path`/`bot_reaction_ticks`/`bot_action_noise` exports configure the opponent, with the main menu's `GameSettings` autoload selections overriding them.
- Python side lives in `training/` (venv, not committed): `train.py` (SB3 PPO, launches parallel headless Godot instances from source), `export_policy.py` (checkpoint → JSON with parity check), `evaluate.py` (head-to-head eval, appends `training/eval_history.json`), plus the curriculum drivers (`curriculum.py`, `generation5.py`) and their JSON state files.
- The flattened action space is Box(7) in gymnasium's **sorted-key order**: rotation xyz, thrust xyz, turbo (>0 = on). The fields are `ShipAction`'s, but gymnasium alphabetizes Dict spaces, so the flat order is NOT ShipAction's thrust-first declaration order — `AIShipController._decide` consumes exported policies in sorted order; change the action space only deliberately and everywhere together.