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https://github.com/jcreek/CosmicClash.git
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4fb7ddfecf
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.
89 lines
3.3 KiB
GDScript
89 lines
3.3 KiB
GDScript
class_name MatchState
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# Match lifecycle states (multiplayer-next.md §6.1, task 5.1).
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#
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# Pure data + a transition table, deliberately with no scene, RPC or
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# NetworkedMatch dependency — same reason net_codec.gd and
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# input_jitter_buffer.gd are standalone: the table can then be exhaustively
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# unit-tested without a live match.
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#
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# The integer values ARE the wire format. `match_state` has been a u8 in the
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# snapshot header since §2.4 (net_codec.gd's pack_snapshot_body_segment), so
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# these numbers are protocol, not an implementation detail: never renumber an
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# existing state, only append. LOBBY is 0 so a zeroed/placeholder snapshot
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# body decodes to a state that is obviously "not in a match" rather than to
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# something mid-play.
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enum State {
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LOBBY = 0,
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LOADING = 1,
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WARMUP = 2,
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PLAYING = 3,
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GOAL_PAUSE = 4,
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FULL_TIME = 5,
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OVERTIME_WARMUP = 6,
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OVERTIME = 7,
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RESULTS = 8,
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}
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# Legal successors, straight from §6.1's diagram. Enforced rather than
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# documented: an illegal transition is a server logic bug, and the failure it
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# otherwise produces (clients following the server into a state its own code
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# never expected to broadcast) is exactly the kind that shows up as an
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# unreproducible field report three phases later.
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#
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# LOBBY is reachable from ANY state and is handled separately in
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# can_transition() rather than being listed nine times — §6.4's "if the last
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# human leaves, abort to LOBBY" can fire at any point, including mid-goal.
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const _SUCCESSORS := {
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State.LOBBY: [State.LOADING],
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State.LOADING: [State.WARMUP],
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State.WARMUP: [State.PLAYING],
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# A goal, or the clock running out. FULL_TIME is entered on the clock even
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# if a goal is in flight — §6.2 step 9's clock is authoritative.
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State.PLAYING: [State.GOAL_PAUSE, State.FULL_TIME],
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# Back to a kickoff, or straight to results when the goal that caused the
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# pause also ended the match (golden goal in overtime, or a goal on the
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# final tick).
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State.GOAL_PAUSE: [State.WARMUP, State.OVERTIME_WARMUP, State.RESULTS],
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State.FULL_TIME: [State.OVERTIME_WARMUP, State.RESULTS],
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State.OVERTIME_WARMUP: [State.OVERTIME],
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State.OVERTIME: [State.GOAL_PAUSE, State.RESULTS],
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State.RESULTS: [State.LOBBY],
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}
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# States in which the simulation is live and inputs drive ships. Everything
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# else freezes bodies (§6.2 steps 6 and 8). Kept as a set here rather than as
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# an `if state == PLAYING or state == OVERTIME` scattered through
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# NetworkedMatch, so adding a future live state can't miss a site.
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const _LIVE := [State.PLAYING, State.OVERTIME]
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static func is_valid(state: int) -> bool:
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return state in State.values()
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static func is_live(state: int) -> bool:
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return state in _LIVE
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# True when the match is over and the clock should not advance. Distinct from
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# `not is_live()`: a WARMUP is not live but the match is very much ongoing.
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static func is_terminal(state: int) -> bool:
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return state == State.RESULTS or state == State.LOBBY
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static func can_transition(from_state: int, to_state: int) -> bool:
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if not is_valid(from_state) or not is_valid(to_state):
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return false
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if to_state == State.LOBBY:
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return from_state != State.LOBBY # §6.4 abort, from anywhere
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return to_state in _SUCCESSORS.get(from_state, [])
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static func to_name(state: int) -> String:
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for key in State.keys():
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if State[key] == state:
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return key
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return "UNKNOWN(%d)" % state
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