Files
CosmicClash/multiplayer-next.md
T
Josh Creek 3aa0f5b9c2 docs: scope casual and ranked matchmaking as a 1.0 launch blocker
Queued matchmaking had never been considered anywhere in the planning
docs - not as planned work, and not even on the explicitly-deferred
list. It is a launch requirement, so record the design before code.

Add docs/MATCHMAKING.md covering the model change (community-server ->
per-match allocation), the decision to use Steam for identity and a
project-owned backend for queue/rating/allocation, what the existing
server already provides (--max-matches=1 is the allocation primitive,
ServerConfig, the roster, MatchState), the casual/ranked ruleset split,
and the open questions - rating algorithm, team-to-individual rating,
and the server cost that allocated matches reintroduce.

Ranked is hard-blocked on Phase 7 Steam auth tickets: slot reclaim is
keyed by display name today, and a rating on a spoofable identity is
worse than no rating.

Add Phase 8 to multiplayer-next.md, and correct README/CLAUDE.md/
TECH_STACK.md, which asserted no backend exists or is planned - true
before this was scoped, wrong now.
2026-08-31 18:33:36 +01:00

72 lines
3.4 KiB
Markdown

# Multiplayer — next work
Short, current checklist for online multiplayer. Historical design decisions,
implementation evidence, and completed work stay in
[`multiplayer-todo.md`](multiplayer-todo.md).
## Release blockers
- [ ] **Phase 4 playtest:** a human playtest at roughly 100 ms RTT. Confirm
that ship and ball interaction feel local and contact corrections feel like
bumps rather than glitches.
- [ ] **Phase 5 session:** complete a real 3v3 match with a mid-match
disconnect and late joiner.
- [ ] **Phase 6 external check:** run the exported Docker server and clients
from separate machines over the internet, then play a full match. Keep this
controlled-only until Steam identity is complete.
## Phase 7 — Steam, identity, discovery
- [ ] Obtain the pinned GodotSteam client/server builds and Steamworks SDK
access described in [`STEAM.md`](STEAM.md).
- [ ] Run `make verify-steam-templates` with the custom executables and fix
any custom-template failures.
- [ ] Validate a two-account Steam SDR host/join using the existing explicit
`NetworkManager` Steam transport. ENet direct-IP must keep passing its smoke
test.
- [ ] Build the Steam server browser: internet, LAN, favourites, and history.
- [ ] Add Steam auth tickets, verified Steam identity in the roster, and a
persistent ban list. This fixes the slot-reclaim security issue below.
## Phase 8 — casual and ranked matchmaking (1.0 launch blocker)
Design and reasoning: [`docs/MATCHMAKING.md`](docs/MATCHMAKING.md). This is a
different server model from the community-server one that exists today —
players queue, a matchmaker groups them, and a server is allocated per match.
Phase 7's Steam auth tickets are a hard prerequisite: a rating attached to a
spoofable identity is worse than no rating.
- [ ] Decide the rating algorithm (Glicko-2 recommended over Elo for a small
launch population) and how a team result distributes across individuals.
- [ ] Choose the backend language and hosting, and cost out allocated servers
per match at expected population.
- [ ] Stand up the backend: Steam auth ticket validation via the Steamworks
Web API, queue, rating store, server allocator.
- [ ] Add an assigned-roster server mode so only matched SteamIDs may claim a
slot, replacing the first-come model.
- [ ] Add server-authoritative match result reporting to the backend over a
channel a client cannot forge.
- [ ] Client queue UI: playlist select, estimated wait, accept/decline,
connect-on-assignment, post-match rating delta.
- [ ] Casual and ranked playlist rulesets (backfill, bots, abandon penalties,
arena restriction — see the comparison table in the design doc).
## Known issues to resolve before public hosting
- [ ] Slot reclaim is currently keyed by display name, so someone can take a
disconnected player's reserved slot. Do not expose public servers before
verified Steam identity lands.
- [ ] Investigate occasional input loss during a long server stall; the
existing sequence resync recovers it, but transport delivery is variable.
- [ ] Fix the remaining `_broadcast_snapshot` packet-send stderr race.
## Decide after the latency playtest
- [ ] Decide whether client-only, contact-cohort shadow physics is worthwhile
for the remaining prediction weakness.
## Explicitly deferred
120 Hz simulation, latency-gap measurement, audio hooks, and split-screen are
not part of the current multiplayer release path.