mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-10 16:04:04 +00:00
7b150ef72e
New NetSim autoload: seeded, CLI-driven (--net-sim-latency/-jitter/-loss/-dup) latency/jitter/loss/duplicate decorator, a true no-op passthrough unless a flag is set. Wraps MatchSim.send_input/send_snapshot per the design doc's scope, plus NetworkManager's ping/pong so the already-tested RTT/clock measurement becomes the acceptance signal for "raises observed RTT" without waiting on Phase 3's per-peer snapshot echo. Two real bugs found while building and verifying this against Phase 2's own milestone gate (a real match under --net-sim-latency 80 --net-sim-jitter 20, not just LAN): a timestamp captured inside a delayed RPC closure silently ate that side's own added delay out of the round-trip measurement instead of adding to it; and a delayed send whose target disconnected (or whose own process had already shut down) during the hold threw RPC errors, since the existing get_peers() filtering only checked validity at schedule time. Fixed by capturing timestamps before handing off to NetSim, and by having NetSim re-validate the target at fire time. Phase 2's milestone gate now passes for real: a full 1v1 under simulated 80ms latency / 20ms jitter still shows clean server-authoritative movement and zero RPC errors. Full Phase 1 + Phase 2 regression suite re-verified clean with NetSim present but inactive.
98 lines
4.2 KiB
GDScript
98 lines
4.2 KiB
GDScript
extends Node
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# Autoload (project.godot [autoload] MatchSim). Phase 2 simulation RPCs:
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# match_config (server assigns arena + deterministic slot order from
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# MatchNet.roster), input (client -> server, per-tick action), snapshot
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# (server -> client, NetCodec-packed body state), and a small score_update
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# for the HUD. Lives on an autoload per §1.3's derived decision ("All
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# hot-path RPCs live on autoloads") even though these are scoped to
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# whichever match happens to be running — a scene-node RPC target would
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# need matching NodePaths across peers, which an autoload sidesteps
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# entirely, and it's what lets NetworkedMatch itself stay a plain scene
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# node with no networking-identity concerns of its own.
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#
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# Channel intent per §2.1: 0 reliable (match_config, score_update), 1
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# unreliable-ordered (input), 2 unreliable-ordered (snapshot) — not yet
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# verified against ENet's own reserved system channel offset (§2.1's own
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# "verify empirically" hedge); if that turns out to matter these indices
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# will need adjusting, not the RPC design itself.
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const NetCodec = preload("res://scripts/net_codec.gd")
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signal match_config_received(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array)
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signal input_received(peer_id: int, decoded: Dictionary) # decoded: see NetCodec.unpack_input
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signal snapshot_received(decoded: Dictionary) # decoded: see NetCodec.unpack_snapshot
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signal score_update_received(score: Dictionary)
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# Server only: the last match_config actually sent, so a client whose own
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# scene load (and therefore its match_config_received listener) finishes
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# AFTER the server already broadcast can still get it — a one-shot
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# broadcast alone is racy against however long the client takes to reach
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# the point where it's listening, and Godot signals never buffer for a
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# late connection. request_match_config() closes that race by turning
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# delivery into "ask until you get it" instead of "hope you were already
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# listening." Also covers a late joiner mid-match (Phase 5 will still need
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# to add live match *state*, not just this static config, for that case).
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var _last_match_config: Dictionary = {}
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func send_match_config(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void:
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_last_match_config = {
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"arena_path": arena_path, "peer_ids": peer_ids, "teams": teams, "spawn_indices": spawn_indices,
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}
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_match_config.rpc(arena_path, peer_ids, teams, spawn_indices)
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func request_match_config() -> void:
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_request_match_config.rpc_id(1)
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func send_input(bytes: PackedByteArray) -> void:
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# bytes is already fully packed (any timestamps it carries are already
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# fixed), so wrapping the dispatch itself is enough — task 2.8.
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NetSim.send(func() -> void: _recv_input.rpc_id(1, bytes), 1)
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func send_snapshot(peer_id: int, bytes: PackedByteArray) -> void:
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NetSim.send(func() -> void: _snapshot.rpc_id(peer_id, bytes), peer_id)
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func send_score_update(score: Dictionary) -> void:
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_score_update.rpc(score)
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@rpc("authority", "call_remote", "reliable", 0)
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func _match_config(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void:
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match_config_received.emit(arena_path, peer_ids, teams, spawn_indices)
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@rpc("any_peer", "call_remote", "reliable", 0)
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func _request_match_config() -> void:
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if not multiplayer.is_server() or _last_match_config.is_empty():
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return
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var peer_id := multiplayer.get_remote_sender_id()
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_match_config.rpc_id(
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peer_id, _last_match_config["arena_path"], _last_match_config["peer_ids"],
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_last_match_config["teams"], _last_match_config["spawn_indices"]
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)
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@rpc("any_peer", "call_remote", "unreliable_ordered", 1)
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func _recv_input(bytes: PackedByteArray) -> void:
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if not multiplayer.is_server():
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return
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var peer_id := multiplayer.get_remote_sender_id()
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var decoded := NetCodec.unpack_input(bytes)
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input_received.emit(peer_id, decoded)
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@rpc("authority", "call_remote", "unreliable_ordered", 2)
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func _snapshot(bytes: PackedByteArray) -> void:
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var decoded := NetCodec.unpack_snapshot(bytes)
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snapshot_received.emit(decoded)
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@rpc("authority", "call_remote", "reliable", 0)
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func _score_update(score: Dictionary) -> void:
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score_update_received.emit(score)
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