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multiplayer-todo.md and multiplayer-next.md tracked overlapping information in two places. Fold everything into multiplayer-next.md (architecture decisions, wire format, task breakdown with checkboxes, gotchas list, testing notes) and delete multiplayer-todo.md. Section numbers are unchanged, so existing code comments citing them by section/task number still resolve; update every such reference to point at the new filename.
200 lines
11 KiB
Markdown
200 lines
11 KiB
Markdown
# Tech stack
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What this project is built with, and why each piece was chosen, sourced from
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the project's own docs and code comments. Where the reasoning for a choice
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isn't recorded anywhere, this doc says so rather than guessing.
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## Engine: Godot 4.7
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The whole game — client and dedicated server alike — is one Godot 4.7
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project, GDScript only. There is no C#, ONNX, or .NET code involved at
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runtime anywhere in the shipped product.
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**Why Godot, specifically:** legal, not technical. Per `README.md`'s
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"Legality" section, the concept of "vehicle soccer" cannot be copyrighted,
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but Rocket League's specific expression of it can be. Building on Unreal or
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Unity — the engines Psyonix and most Rocket-League-likes use — would invite
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comparison to that specific expression. Using a different engine (Godot) and
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different vehicles (space ships instead of cars) is a deliberate part of
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keeping the project's own expression original and legally distinct.
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## Physics: Jolt Physics
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Set via `Game/project.godot`'s `3d/physics_engine="Jolt Physics"` — Godot
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4's alternative physics backend, not the engine's own default
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(`GodotPhysics3D`). All ship and ball movement is force/torque-based
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(`_integrate_forces`), never kinematic.
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**Why Jolt over Godot's default physics:** not written down anywhere in the
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project's own docs, but per the project owner, the goal was a physics engine
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whose behavior isn't tied to Godot's own release cycle — so upgrading to a
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future major Godot version doesn't silently change how the game feels, the
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way an engine-version upgrade has repeatedly worried Rocket League's own
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playerbase (players have specifically flagged that Unreal Engine
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upgrades risk changing timestep/continuous-collision behavior enough to
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break muscle memory built over thousands of hours).
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This holds up under scrutiny. `GodotPhysics3D` (Godot's built-in default) is
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an internal engine subsystem, versioned and rewritten alongside Godot itself,
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and has a real history of behavior changing across Godot releases — for
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example a kinematic-body regression introduced between 4.3-dev4 and
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4.3-dev5, and collision-detection differences reported across the 4.0 line.
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Jolt, by contrast, is developed as an independent upstream library
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([jrouwe/JoltPhysics](https://github.com/jrouwe/JoltPhysics)) with its own
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semantic versioning and a user base beyond just Godot, so its collision
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behavior changes on its own release cadence rather than as a side effect of
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unrelated Godot core work. It's a real reduction in coupling, not a
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complete guarantee: Godot still pins (and can bump) a specific Jolt version
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per release, and Godot's own Jolt *integration layer* can itself introduce
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differences — e.g. a sleeping `RigidBody3D` wakes differently under Jolt
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than under `GodotPhysics3D` when another body approaches it.
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Separately documented, and a real consequence either physics backend would
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share: **Jolt is not bit-deterministic** across platforms or even across
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differing contact orderings on the same platform, and Godot exposes no world
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snapshot/restore API. That fact is why the multiplayer architecture is
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server-authoritative with client-side prediction of only the local ship,
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rather than rollback/resimulation netcode — rollback would require
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deterministic replay, which no physics engine choice here provides
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(`multiplayer-next.md` §1, decision 1).
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## Multiplayer transport: Godot's built-in `MultiplayerAPI` over ENet
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The default and fully-supported transport is `ENetMultiplayerPeer` —
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Godot's built-in high-level multiplayer networking, direct-IP over UDP,
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port 7777 by default. A thin `NetTransport` abstraction
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(`Game/scripts/net_transport.gd`) exists specifically so a second transport
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(Steam) can be swapped in without touching the rest of the networking code.
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Design choices layered on top of the built-in peer, and why:
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- **`ENetMultiplayerPeer.server_relay` is forced to `false`.** It defaults
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to `true`, which lets any client `rpc()` any other client *through the
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server* — incompatible with a server-authoritative model. Called out in
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`multiplayer-next.md` §2.1 as "the single highest-value one-line security
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change in the document."
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- **Manual multiplayer polling**, not Godot's automatic idle-frame poll.
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`NetworkManager` calls `set_multiplayer_poll_enabled(false)` because the
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automatic poll runs on the idle frame, which would tax every RPC issued
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from `_physics_process` up to a full frame in each direction — unacceptable
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for a physics-tick-rate game.
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- **Server-authoritative simulation with client-side prediction of the
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local ship and ball only; no world rollback.** Direct consequence of
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Jolt's non-determinism (see above).
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- **A custom binary wire format** (`net_codec.gd`) rather than raw RPC
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argument marshalling, for compact, quantised input/snapshot packets sent
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at high frequency — no stated alternative was considered in the docs, but
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the packet-size/channel-intent design in `multiplayer-next.md` §2 is
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extensive and deliberate.
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## Optional multiplayer transport: Steam (GodotSteam)
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`Game/scripts/steam_transport.gd` implements the same `NetTransport`
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interface using `SteamMultiplayerPeer` over Steam's SDR (Steam Datagram
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Relay), from a custom GodotSteam-patched Godot build (not stock Godot —
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`STEAM.md`). It is entirely optional: the default build and every CI check
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use ENet only, and a build without the `steam` feature is fully functional
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without it.
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**Why it's optional and why raw ENet remains primary:** `multiplayer-next.md`
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states plainly that "Docker/VPS is the primary v1 deployment path. Raw ENet
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self-hosting needs port forwarding, and SDR is Phase 7 — so [the ENet
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phases] ship something that works on LAN or a VPS and nowhere else." Steam/SDR
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is being added later specifically to remove the port-forwarding requirement
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and to supply verified player identity — direct-IP ENet's slot-reclaim logic
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is keyed by display name today, which is insecure against a public server
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(see `multiplayer-next.md`).
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## Dedicated server hosting: Docker (primary) or native systemd
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The dedicated server is not a separately-written service — it's the same
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Godot project, exported headless (`res://scenes/server_boot.tscn`) via
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Godot's own `--export-release "Linux Dedicated Server"` preset. Two
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deployment paths are documented (`SERVER.md`):
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- **Docker**, the primary path: a multi-stage `Dockerfile` builds the
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export inside a pinned `barichello/godot-ci:4.7.1` image and produces a
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slim `ubuntu:24.04` runtime image. `make verify-phase6` builds it, runs it,
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joins two independent client processes to it, and asserts on match/goal/
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arena-rotation behaviour — this is also the entire Phase 6 GitHub Actions
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workflow.
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- **Native systemd**, for a VPS: copy the exported binary to
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`/opt/cosmic-clash`, run it as a dedicated `cosmicclash` service user via
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`deploy/cosmic-clash-server.service`.
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Per the project owner, Docker was chosen as the primary path for three
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reasons: it gives a pinned, reproducible build environment that behaves
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identically across local development, CI, and hosted production servers
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(rather than three separately-drifting setups); it's portable across
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hosting providers instead of assuming a specific Linux distro/init system
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the way the systemd unit does; and it's the tooling the team is already
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most familiar with. That matches what's independently visible in the repo —
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`SERVER.md` documents Docker as the one path CI actually exercises
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(`make verify-phase6`), while the systemd unit is native-deployment
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documentation only, with no automated verification of its own.
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## AI opponents: reinforcement learning, trained out-of-process, run in pure GDScript
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Two entirely separate pieces, deliberately joined only at a JSON file:
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- **Training** (Python, not shipped): [Godot RL Agents](https://github.com/edbeeching/godot_rl_agents)
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(`godot-rl==0.8.2`, vendored bridge plugin at `Game/addons/godot_rl_agents`,
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MIT-licensed) drives self-play PPO via **Stable-Baselines3** (`==2.4.0`)
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over **PyTorch** (`==2.13.0`) and **Gymnasium** (`==1.0.0`), against a
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headless instance of the actual game (`training/train.py` launches real
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parallel `godot --headless` processes from source — the training
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environment *is* the game, not a reimplementation of its physics).
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`training/requirements.txt` pins these versions strictly, because the
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training code (`ship_action_codec.gd`, `train.py`) depends on specific
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library-internal behaviour (godot_rl's discrete-action-space branch,
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SB3's logit layout, Gymnasium's dict-key sorting) that an unpinned
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upgrade could silently change mid-curriculum.
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- **In-game inference** (`Game/scripts/policy_network.gd`): the trained
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checkpoint is exported to a small JSON file
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(`training/export_policy.py`) and evaluated at runtime by a hand-written,
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dependency-free GDScript MLP. `Game/addons/godot_rl_agents/VENDORED.md`
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notes the plugin's ONNX/C# files are present upstream but unused here —
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they require the .NET Godot build, which this project does not use.
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**Why this split, rather than shipping ONNX/.NET inference:** stated
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directly in `TRAINING.md` — "the trained policy is exported to a small JSON
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file and runs **inside the game** in pure GDScript — shipped bots need no
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Python, no .NET, no network." Keeping the shipped game GDScript-only (no
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.NET Godot build) is consistent with the rest of the stack.
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## Tooling (not shipped with the game)
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- **`mcp/godot-mcp`** (git submodule, Node/TypeScript) — drives a live
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Godot editor/runtime instance for AI-assisted development; not part of
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the game.
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- **`mcp/blender-mcp`** (git submodule, Python/`uv`) — drives a live
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Blender instance for generating original 3D assets (ships, arenas), for
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the same originality reasons covered under "Why Godot" above.
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- **`tools/blender/`, `tools/textures/`** — standalone Python scripts
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(Blender's embedded Python, plus texture generators) used to produce the
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project's original meshes and textures.
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## What's deliberately absent
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- **No C# or .NET runtime anywhere in the shipped game or server.** The
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"C# backend" in `README.md`'s early framing was never built. A backend
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service *is* now planned for matchmaking (see below), but nothing has
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chosen C# for it — that framing predates every real decision here.
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- **No HTTP/WebSocket/gRPC layer for simulation traffic** — the live game uses
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ENet/Steam SDR over UDP via Godot's own `MultiplayerAPI`. The matchmaking
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control plane now has an authenticated Go REST/WebSocket boundary for queue,
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proposal, assignment and recovery traffic; simulation remains on ENet/SDR.
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- **No ONNX or other ML runtime in the shipped game** — see "AI opponents"
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above.
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## Planned, not yet built
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- **The remaining Go matchmaking control-plane deployment** — independently
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runnable matcher, allocator and maintenance roles backed by PostgreSQL and
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Redis, deployed on provider-portable Kubernetes with Agones-managed game
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fleets. The authenticated API boundary exists; durable production wiring and
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provider deployment remain. The cloud provider remains deliberately
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replaceable; the application stack is locked.
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This is a 1.0 launch blocker and the single largest departure from "one
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Godot project, no backend". See [`MATCHMAKING.md`](MATCHMAKING.md).
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