mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-10 16:04:04 +00:00
5bbb319161
New InputLeadController (scripts/input_lead_controller.gd, standalone and unit-tested like input_jitter_buffer.gd): fast attack (+3 immediately, debounced to once per 30 ticks) on any server-reported starve, slow release (-1 per 60 ticks, gated behind a one-time 2s clean-surplus bar) otherwise, clamped [1, 12]. Deliberately the only thing that adapts buffer depth - the server (InputJitterBuffer) stays a pure reporter, per §3.3's explicit warning that multiple control loops acting on one plant (buffer occupancy) oscillate and present as unattributable sticky controls. Wired into the client's per-tick input send: a lead change is realized as extra distance between the client's outgoing sequence numbers and what the server has consumed - an attack skips extra sequence numbers, a release duplicates the current one (sent again, unincremented). The server's ring buffer needs no special handling for either: a skipped seq is an ordinary drop, a duplicated one is a same-seq resend already discarded by the existing "already consumed" check. Verified with real two-process runs: on a clean LAN, one early attack (a momentary hiccup during connection setup) recovers via two releases within the test's own ~4s window, settling back near minimum. Under sustained 30% simulated loss, lead climbs to 7 via repeated attacks and never releases while genuine loss continues - confirming the debounce, attack, and release gates all fire on real conditions, not just in isolated unit tests. Full regression suite, including the net-sim-latency milestone gate, re-run clean.
544 lines
25 KiB
GDScript
544 lines
25 KiB
GDScript
class_name NetworkedMatch
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extends GameMode
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# Phase 2: server-authoritative simulation, dumb client (multiplayer-todo.md
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# §7 Phase 2). The server runs the real physics for every ship — via
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# RLShipController, fed by each connected player's forwarded input — and
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# the ball, and broadcasts NetCodec snapshots at 60Hz. The client renders
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# everything, including its own ship, from the interpolation buffer; there
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# is no local prediction yet (that's Phase 4), so every body on the client
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# is FREEZE_MODE_KINEMATIC and driven entirely by incoming snapshots.
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#
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# No HUD/Arena child in networked_match.tscn — both are built in code, once
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# the arena is actually known (the server picks one; the client learns it
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# from match_config), which is why this overrides _ready() completely
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# rather than relying on GameMode's default (arena-required-synchronously)
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# flow.
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# Only score_changed is actually emitted in Phase 2 — Phase 5 owns the match
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# lifecycle state machine (timer, kickoff countdown, overtime, results), so
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# those signals get declared there, alongside real emission. Declaring one
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# here without emitting it isn't harmless: HUDController gates the timer
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# widget's visibility purely on has_signal("timer_updated"), so a declared-
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# but-dead signal shows a permanently frozen timer rather than correctly
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# hiding it the way free_play.gd's total absence of the signal does.
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signal score_changed(score: Dictionary)
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const NetCodec = preload("res://scripts/net_codec.gd")
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const NetBodyState = preload("res://scripts/net_body_state.gd")
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const NetInterpolator = preload("res://scripts/net_interpolator.gd")
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const InputJitterBuffer = preload("res://scripts/input_jitter_buffer.gd")
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const InputLeadController = preload("res://scripts/input_lead_controller.gd")
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const HUD_SCENE = preload("res://scenes/HUD.tscn")
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# Minimum plausible interpolation delay even on a same-machine/LAN link —
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# §4.6's INTERP_DELAY clamp floor. The full formula (one_way + snapshot
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# interval*1.5 + 2.5*jitter_ewma) is simplified here to one_way + interval*1.5
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# with no jitter term yet (no jitter EWMA is tracked before Phase 3) — close
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# enough for Phase 2's "smooth, not exactly latency-optimal" bar.
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const INTERP_DELAY_MIN_MS := 25.0
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const INTERP_DELAY_MAX_MS := 200.0
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const SNAPSHOT_INTERVAL_MS := 1000.0 / 60.0
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# NetInterpolator.to_tick() assumes Time.get_ticks_msec() == physics_frame *
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# TICK_MS on the SERVER, i.e. that physics frame 0 happened at process-start
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# wall time. It doesn't: real startup work (autoloads, asset loading) elapses
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# before the first physics step, and any dropped tick widens the gap further
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# — it only ever grows. An adversarial review found this was NOT a rounding
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# error: it measured a steady +45-50ms bias on a real run, meaning EVERY
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# to_tick(get_server_time_estimate_ms()) call landed 3+ ticks past the
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# newest buffered sample, so sample_at() took the extrapolation branch 100%
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# of the time — zero real interpolation ever happened, on LAN or under
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# simulated latency alike, silently defeating the entire interpolation
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# buffer this phase was built around.
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#
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# Fix: this bias is a property of the server's clock, not of any one body,
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# so track ONE shared estimate here (not per-interpolator) from every
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# snapshot's own server_tick versus this client's server-time estimate at
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# receipt. Take the MINIMUM over a rolling window — same rationale as
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# NetworkManager's own min-RTT filtering (network_manager.gd): the sample
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# with the least one-way transit delay best isolates the constant epoch
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# bias from per-packet network noise, and a rolling (not all-time) window
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# lets a real increase in the bias — the server dropping more ticks later
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# in the match — still get picked up rather than staying pinned to a
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# now-stale historical minimum.
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const TICK_BIAS_WINDOW_SEC := 5.0
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var _tick_bias_samples: Array[Dictionary] = [] # [{t_ms:int, bias_ms:float}], client only
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var _tick_bias_ms := 0.0 # best current estimate; 0.0 until the first snapshot
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class SlotInfo:
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var peer_id: int
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var team: int
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var spawn_index: int
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var ship: Ship
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var controller: RLShipController # server only
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var jitter_buffer := InputJitterBuffer.new() # server only (§3.2)
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var last_client_send_ms := 0 # server only: echoed back per-peer next snapshot (§2.4)
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var interpolator := NetInterpolator.new() # client only
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var _slots: Array[SlotInfo] = []
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var _my_slot: SlotInfo = null # client only
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var _ball_interpolator := NetInterpolator.new() # client only
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var _local_input_sampler := PlayerShipController.new() # client only: reads local input each tick to forward; never added to a Ship, never in the tree — get_action() only touches the global Input singleton
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var _input_seq := 0 # client only
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# Redundancy (§3.1): newest-first, capped at NetCodec.MAX_REDUNDANCY, so a
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# 3-packet burst loss still recovers every tick's action via a later
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# packet's history. Client only.
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var _input_history: Array[ShipAction] = []
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var _last_received_snapshot_tick := 0 # client only: echoed back as ack_snapshot_tick
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var _input_lead_controller := InputLeadController.new() # client only (§3.3)
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var _last_known_input_buffer_depth := -1 # client only: -1 = no snapshot with this field yet
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var _reset_gen := 0 # server only: bumped on every kickoff/goal reset so the client hard-snaps instead of interpolating across the teleport
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# Server only. _on_goal_scored's reset_ball()/reset_ships() only QUEUE
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# teleports (task 0.15's queue_teleport — applied on each body's next
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# _integrate_forces), but _broadcast_snapshot runs later in the SAME frame
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# _on_goal_scored fires in, before that teleport lands. Bumping _reset_gen
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# immediately would tag the still-pre-teleport snapshot with the new
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# generation: the client clears its buffer expecting a hard snap, then
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# keeps exactly that stale in-goal sample and lerps a full-arena slide to
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# the next, genuinely-post-teleport sample — an adversarial review measured
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# a 26.8m ball slide from this.
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#
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# A plain "bump on the next _physics_process" boolean flag turned out NOT
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# to fix it: the goal Area's body_entered signal (and so _on_goal_scored)
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# fires as part of physics tick N's OWN step processing, before tick N's
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# _physics_process callback — so a flag set there is already true by the
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# time that SAME tick's _physics_process checks it, consuming on tick N
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# instead of N+1 as intended (empirically confirmed: with a boolean flag,
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# gen still bumped on the same tick the stale position was broadcast).
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# The queued teleport, by contrast, isn't applied until tick N+1's
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# _integrate_forces. So the two must be compared by TICK NUMBER, not by
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# "next callback": only bump once the current tick is strictly later than
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# the tick the goal was detected on, which guarantees at least one full
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# _integrate_forces has run — and therefore the queued teleport has
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# landed — since the flag was set.
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var _pending_reset_gen_bump := false
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var _pending_reset_gen_bump_tick := -1
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func _ready() -> void:
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add_to_group("game")
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Engine.max_physics_steps_per_frame = 4
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if kickoff_rng_seed == 0:
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_kickoff_rng.randomize()
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if multiplayer.is_server():
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_start_server()
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else:
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MatchSim.match_config_received.connect(_on_match_config_received)
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MatchSim.snapshot_received.connect(_on_snapshot_received)
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MatchSim.score_update_received.connect(_on_score_update_received)
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_request_match_config_until_received()
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# The one-shot server broadcast in _start_server() is racy against however
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# long this client's own scene load took to reach this line — it may have
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# already fired into a MatchSim with no listener connected yet, or the
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# server may not have even started the match yet. Keep asking until
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# _on_match_config_received actually populates _slots.
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func _request_match_config_until_received() -> void:
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while _slots.is_empty() and is_inside_tree():
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MatchSim.request_match_config()
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await get_tree().create_timer(0.5).timeout
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func _owns_goal_logic() -> bool:
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return multiplayer.is_server()
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func _owns_world_simulation() -> bool:
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return multiplayer.is_server()
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# _local_input_sampler is a plain Node (PlayerShipController extends
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# ShipController extends Node) that's deliberately never added to the tree
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# — dropping the last reference to it does not free it. An adversarial
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# review traced the "3 resources still in use at exit" warning on every
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# Phase 2 test run directly to this: --verbose named the leaked script
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# chain (player_ship_controller.gd, ship_controller.gd, ship_action.gd)
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# exactly, and adding this cleanup made the warning disappear. Runs
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# unconditionally (not just client-side) since the field is initialized
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# unconditionally too, despite its "client only" comment.
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func _exit_tree() -> void:
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if is_instance_valid(_local_input_sampler):
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_local_input_sampler.free()
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# ============================================================
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# Server
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# ============================================================
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func _start_server() -> void:
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var arena_path := ArenaRegistry.random_path()
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arena = (load(arena_path) as PackedScene).instantiate()
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add_child(arena)
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for goal in arena.get_goals():
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goal.goal_scored.connect(_handle_goal_scored)
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spawn_ball()
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var peer_ids := PackedInt32Array()
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var teams := PackedInt32Array()
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var spawn_indices := PackedInt32Array()
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var team_counts := {0: 0, 1: 0}
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var sorted_peer_ids: Array = MatchNet.roster.keys()
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sorted_peer_ids.sort()
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for peer_id in sorted_peer_ids:
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var info: MatchNet.PlayerInfo = MatchNet.roster[peer_id]
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var spawn_index: int = team_counts.get(info.team, 0)
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team_counts[info.team] = spawn_index + 1
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var slot := SlotInfo.new()
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slot.peer_id = peer_id
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slot.team = info.team
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slot.spawn_index = spawn_index
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slot.controller = RLShipController.new()
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slot.ship = spawn_ship(info.team, spawn_index, slot.controller)
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_slots.append(slot)
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peer_ids.append(peer_id)
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teams.append(info.team)
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spawn_indices.append(spawn_index)
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MatchSim.send_match_config(arena_path, peer_ids, teams, spawn_indices)
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MatchSim.input_received.connect(_on_input_received)
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func _on_input_received(peer_id: int, decoded: Dictionary) -> void:
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for slot in _slots:
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if slot.peer_id == peer_id:
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slot.jitter_buffer.ingest(decoded["seq"], decoded["actions"])
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slot.last_client_send_ms = decoded["client_send_ms"]
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return
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func _on_goal_registered(conceding_team: int) -> void:
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_record_goal(1 - conceding_team)
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MatchSim.send_score_update(score.duplicate())
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func _on_goal_scored(_conceding_team: int) -> void:
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reset_ball()
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reset_ships()
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_pending_reset_gen_bump = true
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_pending_reset_gen_bump_tick = Engine.get_physics_frames()
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func _broadcast_snapshot() -> void:
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var server_tick := Engine.get_physics_frames()
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var bodies: Array[NetBodyState] = []
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# Always one entry per slot, even for a momentarily-invalid ship
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# (placeholder zero state), so the ball always lands at the fixed index
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# _slots.size() the client assumes in _on_snapshot_received — skipping
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# invalid ships entirely would shift every later index. "No ship is ever
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# despawned" (§6.4) means this is unreachable today, but it's a silent
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# total-garbage failure mode the moment that stops being true, and the
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# fix costs nothing.
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for slot in _slots:
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bodies.append(_ship_to_net_body_state(slot.ship) if is_instance_valid(slot.ship) else NetBodyState.new())
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if is_instance_valid(ball):
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bodies.append(_ball_to_net_body_state(ball))
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var segment := NetCodec.pack_snapshot_body_segment(server_tick, 0, _reset_gen, bodies)
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# Building the shared body segment once and reusing it per peer (rather
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# than re-encoding per client) is the whole reason §2.4 splits the wire
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# format into a per-client header + a shared body segment in the first
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# place — see pack_snapshot_body_segment's own doc comment. The per-
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# client header (last_input_seq/input_buffer_depth/echo_client_send_ms)
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# is genuinely per-peer, built fresh below from each slot's own
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# InputJitterBuffer (§3.2) — last_applied_seq of -1 (nothing consumed
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# yet) encodes as 0 on the wire, which is safe: the client's own seq
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# numbering starts at 1, so 0 never collides with a real seq.
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# "No ship is ever despawned" (§6.4) means _slots outlives a disconnect —
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# a real one will be handled by Phase 5's reconnect/controller-swap
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# logic, but sending an RPC to a peer_id ENet no longer knows about
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# (found via the smoke test: a client that exits mid-match spammed
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# "Attempt to call RPC with unknown peer ID" every tick for the rest of
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# the host's run) throws instead of silently no-op'ing. Guard against it.
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var connected_peers := multiplayer.get_peers()
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for slot in _slots:
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if connected_peers.has(slot.peer_id):
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var last_input_seq := maxi(slot.jitter_buffer.last_applied_seq, 0)
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var bytes := NetCodec.pack_snapshot(last_input_seq, slot.jitter_buffer.depth(), slot.last_client_send_ms, segment)
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MatchSim.send_snapshot(slot.peer_id, bytes)
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func _ship_to_net_body_state(ship: Ship) -> NetBodyState:
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var s := NetBodyState.new()
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s.position = ship.global_position
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s.rotation = ship.global_transform.basis.get_rotation_quaternion()
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s.linear_velocity = ship.linear_velocity
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s.angular_velocity = ship.angular_velocity
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s.frozen = false
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s.turbo = ship.is_turbo_active()
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# Matches Ship._update_movement_vfx's own read of thrust.z: only positive
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# forward thrust drives the visible flame (see task 2.6).
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s.thrust_z = clampf(maxf(ship.controller.get_action().thrust.z if ship.controller else 0.0, 0.0), 0.0, 1.0)
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s.avel_range = NetCodec.SHIP_AVEL_RANGE
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return s
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func _ball_to_net_body_state(b: RigidBody3D) -> NetBodyState:
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var s := NetBodyState.new()
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s.position = b.global_position
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s.rotation = b.global_transform.basis.get_rotation_quaternion()
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s.linear_velocity = b.linear_velocity
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s.angular_velocity = b.angular_velocity
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s.avel_range = NetCodec.BALL_AVEL_RANGE
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return s
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# ============================================================
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# Client
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# ============================================================
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func _on_match_config_received(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void:
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if not _slots.is_empty():
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# Not idempotent by accident: the original broadcast from
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# _start_server() and a reply to this client's own
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# request_match_config() (see _request_match_config_until_received)
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# can both legitimately arrive — the retry loop exists specifically
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# because either one alone isn't reliably delivered, so seeing both
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# is expected, not a protocol error. Processing this twice would
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# double-spawn the whole match (found via the two-process smoke
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# test: two arenas, two ships, two HUDs, _slots.size() == 2 instead
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# of 1). Once is enough.
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return
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var known := false
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for a in ArenaRegistry.ARENAS:
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if a["path"] == arena_path:
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known = true
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break
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if not known:
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push_error("NetworkedMatch: server sent unknown arena path '%s', refusing match_config" % arena_path)
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return
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arena = (load(arena_path) as PackedScene).instantiate()
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add_child(arena)
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# _owns_goal_logic() is false here, so GameMode's usual goal-signal wiring
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# never happens — a client's local (interpolated, laggy) Goal sensor must
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# never be allowed to decide a score, only the server's real one can.
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spawn_ball()
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ball.freeze = true
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ball.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
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var my_id := multiplayer.get_unique_id()
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for i in peer_ids.size():
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var slot := SlotInfo.new()
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slot.peer_id = peer_ids[i]
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slot.team = teams[i]
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slot.spawn_index = spawn_indices[i]
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slot.ship = spawn_ship(slot.team, slot.spawn_index, null)
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slot.ship.freeze = true
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slot.ship.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
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# §4.6: manual, per-render-frame $Visual updates must not fight
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# Godot's own built-in physics interpolation.
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if is_instance_valid(slot.ship.visual):
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slot.ship.visual.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
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_slots.append(slot)
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if slot.peer_id == my_id:
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_my_slot = slot
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_spawn_hud()
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if is_instance_valid(_my_slot) and is_instance_valid(_my_slot.ship):
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spawn_camera_rig(_my_slot.ship)
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func _spawn_hud() -> void:
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hud = HUD_SCENE.instantiate()
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add_child(hud)
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func _send_local_input() -> void:
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if _slots.is_empty():
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return # match_config hasn't arrived yet
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var action := _local_input_sampler.get_action().copy()
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# Client-owned input_lead control loop (§3.3): ordinarily +1 (ship
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# increments its send sequence by exactly one tick's worth), but a lead
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# change this tick skips extra sequence numbers (attack, more server-
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# side buffer margin) or duplicates the current one (release, delta 0 —
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# one tick of latency recovered). A duplicated tick can, in the narrow
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# case where an older redundant copy hasn't been superseded yet, smear
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# one of _input_history's older backup slots by one position — the
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# PRIMARY (freshest, most-recently-relevant) value for every seq is
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# unaffected, so this only ever degrades a backup copy, never the real
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# per-tick record; §3.3 itself only promises "skip or duplicate a
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# sequence number," not frame-perfect bookkeeping under a lead change.
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_input_seq += _input_lead_controller.update(_last_known_input_buffer_depth)
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# Redundancy (§3.1): carry the last MAX_REDUNDANCY ticks' actions,
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# newest-first, so a burst of up to (MAX_REDUNDANCY - 1) consecutive
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# packet losses still lets the server recover every dropped tick's
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# action from a later packet — InputJitterBuffer.ingest() discards
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# whichever of these the server already applied, so re-sending old
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# ticks every packet is harmless, not just tolerated.
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_input_history.push_front(action)
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if _input_history.size() > NetCodec.MAX_REDUNDANCY:
|
|
_input_history.resize(NetCodec.MAX_REDUNDANCY)
|
|
var bytes := NetCodec.pack_input(_input_seq, _last_received_snapshot_tick, Time.get_ticks_msec(), _input_history)
|
|
MatchSim.send_input(bytes)
|
|
|
|
|
|
func _on_snapshot_received(decoded: Dictionary) -> void:
|
|
var server_tick: int = decoded["server_tick"]
|
|
var reset_gen: int = decoded["reset_gen"]
|
|
var bodies: Array = decoded["bodies"]
|
|
_last_received_snapshot_tick = server_tick
|
|
# Per-client header (§2.4): unlike the shared body segment, this is
|
|
# genuinely this recipient's own — input_buffer_depth is THIS client's
|
|
# own slot's server-side InputJitterBuffer.depth() at send time, which
|
|
# is exactly what the input_lead control loop (§3.3) needs.
|
|
_last_known_input_buffer_depth = decoded["input_buffer_depth"]
|
|
_update_tick_bias(server_tick)
|
|
for i in _slots.size():
|
|
if i < bodies.size():
|
|
_slots[i].interpolator.add_sample(server_tick, bodies[i], reset_gen)
|
|
if bodies.size() > _slots.size():
|
|
var ball_state: NetBodyState = bodies[_slots.size()]
|
|
# unpack_snapshot() decodes every body's angular_velocity assuming
|
|
# SHIP_AVEL_RANGE; the ball was quantised at BALL_AVEL_RANGE
|
|
# (_ball_to_net_body_state), so it decodes 8x too small without this
|
|
# — dormant today (nothing reads decoded angular_velocity yet) but
|
|
# silently wrong the moment ball-spin VFX or Phase 4 prediction does.
|
|
NetCodec.rescale_avel(ball_state, NetCodec.BALL_AVEL_RANGE)
|
|
_ball_interpolator.add_sample(server_tick, ball_state, reset_gen)
|
|
|
|
|
|
# See the class-level comment above _tick_bias_samples for why this exists.
|
|
# bias_ms is how much further ahead to_tick(server_time_est) lands than the
|
|
# server_tick this snapshot actually carries — mostly the server's own
|
|
# physics-frame/wall-clock startup skew, plus a little real one-way transit
|
|
# noise that the rolling minimum below filters back out.
|
|
func _update_tick_bias(server_tick: int) -> void:
|
|
# get_server_time_estimate_ms() is meaningless before the first pong
|
|
# lands (clock_offset_ms == 0.0 until then, per network_manager.gd's own
|
|
# doc comment) — recording a bias sample from it during that window
|
|
# produced a garbage value (~-1.1s, the client's own raw pre-sync
|
|
# uptime standing in for a server-synced estimate) that the rolling-min
|
|
# window then locked onto for the rest of a short test, since 5 real
|
|
# seconds never fully elapsed before the test ended. Skip entirely
|
|
# until the clock is actually synced.
|
|
if NetworkManager.rtt_ms < 0.0:
|
|
return
|
|
var server_time_est := NetworkManager.get_server_time_estimate_ms()
|
|
var bias_ms := server_time_est - float(server_tick) * NetInterpolator.TICK_MS
|
|
var now_ms := Time.get_ticks_msec()
|
|
_tick_bias_samples.append({"t_ms": now_ms, "bias_ms": bias_ms})
|
|
var cutoff := now_ms - int(TICK_BIAS_WINDOW_SEC * 1000.0)
|
|
_tick_bias_samples = _tick_bias_samples.filter(func(s: Dictionary) -> bool: return s["t_ms"] >= cutoff)
|
|
var best: float = _tick_bias_samples[0]["bias_ms"]
|
|
for sample: Dictionary in _tick_bias_samples:
|
|
var sample_bias: float = sample["bias_ms"]
|
|
if sample_bias < best:
|
|
best = sample_bias
|
|
_tick_bias_ms = best
|
|
|
|
|
|
# Bias-corrected replacement for NetInterpolator.to_tick(server_time_est) —
|
|
# use this instead of calling to_tick() directly on a server-time estimate.
|
|
func _estimated_tick(server_time_ms: float) -> float:
|
|
return NetInterpolator.to_tick(server_time_ms - _tick_bias_ms)
|
|
|
|
|
|
func _current_interp_delay_ms() -> float:
|
|
var rtt := NetworkManager.rtt_ms
|
|
var one_way := (rtt / 2.0) if rtt >= 0.0 else INTERP_DELAY_MIN_MS
|
|
return clampf(one_way + SNAPSHOT_INTERVAL_MS * 1.5, INTERP_DELAY_MIN_MS, INTERP_DELAY_MAX_MS)
|
|
|
|
|
|
# Collider time: present-time estimate, applied once per physics tick.
|
|
func _physics_process(_delta: float) -> void:
|
|
# Automatic multiplayer polling is disabled project-wide (task 1.3) —
|
|
# every scene that sends/receives RPCs has to poll manually, and this
|
|
# one is no exception. Missing this meant NOTHING sent after entering
|
|
# this scene ever actually reached the wire in either direction
|
|
# (queued but never flushed) — found via the two-process smoke test,
|
|
# not by inspection.
|
|
NetworkManager.poll()
|
|
if _owns_world_simulation():
|
|
_respawn_escaped_bodies()
|
|
if multiplayer.is_server():
|
|
# Once per tick, before the step (§3.2) — RLShipController reads
|
|
# .action lazily in the ship's own _integrate_forces, which for this
|
|
# tick already ran (physics step precedes _physics_process, §9
|
|
# gotcha 34), so this actually takes effect on the NEXT tick's step.
|
|
# That's the same one-tick input latency Phase 2 already had; this
|
|
# just replaces "read the newest packet naively" with a real
|
|
# sequence-tracked ring buffer that survives redundant/reordered/
|
|
# lost packets.
|
|
for slot in _slots:
|
|
slot.controller.action = slot.jitter_buffer.consume()
|
|
if _pending_reset_gen_bump and Engine.get_physics_frames() > _pending_reset_gen_bump_tick:
|
|
_reset_gen = (_reset_gen + 1) % 256
|
|
_pending_reset_gen_bump = false
|
|
_broadcast_snapshot()
|
|
return
|
|
|
|
_send_local_input()
|
|
# get_server_time_estimate_ms() is meaningless before the first pong
|
|
# lands (network_manager.gd's own doc comment says so explicitly) — an
|
|
# adversarial review found this was used unguarded here, which against
|
|
# a long-running dedicated server (clock_offset_ms == 0.0, so this
|
|
# process's own short uptime is compared against the server's enormous
|
|
# tick count) freezes every remote body at the oldest buffered pose for
|
|
# the whole first second of every match.
|
|
if NetworkManager.rtt_ms < 0.0:
|
|
return
|
|
var server_time_est := NetworkManager.get_server_time_estimate_ms()
|
|
var collider_tick := _estimated_tick(server_time_est)
|
|
for slot in _slots:
|
|
if is_instance_valid(slot.ship) and slot.interpolator.has_samples():
|
|
_apply_collider_state(slot.ship, slot.interpolator.sample_at(collider_tick))
|
|
if is_instance_valid(ball) and _ball_interpolator.has_samples():
|
|
_apply_collider_state(ball, _ball_interpolator.sample_at(collider_tick))
|
|
|
|
|
|
# Visual time: present-minus-INTERP_DELAY, applied once per rendered frame —
|
|
# separate from the collider update above so a high-refresh client samples
|
|
# remote motion at true render rate instead of repeating the same 60Hz value
|
|
# several times in a row (§2.4's "240 distinct positions/s, not 60").
|
|
#
|
|
# Ball only gets the VFX half of this (trail speed), not a transform write:
|
|
# unlike Ship, Ball has no separate $Visual child to offset from its
|
|
# collider (task 0.2's Visual-node split was scoped to Ship only) — giving
|
|
# it one is a bigger structural change than Phase 2's remit, so for now the
|
|
# ball's rendered position is whatever _physics_process's present-time
|
|
# collider update leaves it at, one tick behind true dual-time smoothness.
|
|
func _process(_delta: float) -> void:
|
|
# §7 task 1.3: poll for receive unconditionally at the top of both
|
|
# _process and _physics_process, not just physics — a snapshot that
|
|
# lands between ticks can be rendered immediately at high refresh rates
|
|
# instead of waiting for the next physics step.
|
|
NetworkManager.poll()
|
|
if multiplayer.is_server() or _slots.is_empty():
|
|
return
|
|
if NetworkManager.rtt_ms < 0.0:
|
|
return
|
|
var server_time_est := NetworkManager.get_server_time_estimate_ms()
|
|
var visual_tick := _estimated_tick(server_time_est - _current_interp_delay_ms())
|
|
for slot in _slots:
|
|
if is_instance_valid(slot.ship) and slot.interpolator.has_samples():
|
|
_apply_ship_visual_state(slot.ship, slot.interpolator.sample_at(visual_tick))
|
|
if is_instance_valid(ball) and _ball_interpolator.has_samples():
|
|
var state := _ball_interpolator.sample_at(visual_tick)
|
|
if state != null:
|
|
(ball as Ball).set_visual_speed(state.linear_velocity.length())
|
|
|
|
|
|
func _apply_collider_state(body: RigidBody3D, state: NetBodyState) -> void:
|
|
if state == null:
|
|
return
|
|
body.global_transform = Transform3D(Basis(state.rotation), state.position)
|
|
|
|
|
|
func _apply_ship_visual_state(ship: Ship, state: NetBodyState) -> void:
|
|
if state == null:
|
|
return
|
|
if is_instance_valid(ship.visual):
|
|
ship.visual.global_transform = Transform3D(Basis(state.rotation), state.position)
|
|
ship.set_visual_action(state.thrust_z, state.turbo)
|
|
|
|
|
|
func _on_score_update_received(new_score: Dictionary) -> void:
|
|
score = new_score.duplicate()
|
|
score_changed.emit(score.duplicate())
|