Files
CosmicClash/Game
Josh Creek 9d8a8080ba feat(multiplayer): Phase 3 task 3.7 - debug net overlay extension
Extends net_debug_overlay.gd (Phase 1's RTT/offset display) with the
rest of task 3.7's list: jitter (new RFC3550-style EWMA in
NetworkManager, computed from raw per-sample RTT before Phase 1's own
min-filtering, since that filter is deliberately jitter-insensitive by
design), input buffer depth and input_lead (both already tracked
client-side for task 3.3), snapshot loss (a new EWMA in networked_match.gd
over each received snapshot's own server_tick gap - snapshots go out at a
steady one-tick cadence, so a gap is direct evidence of a drop or
reorder), snapshot age (computed on demand from the same bias-corrected
tick estimate the interpolator itself uses), and bandwidth (new rolling
per-second byte counters in MatchSim, on the two 60Hz hot-path channels
only). Prediction error is deliberately omitted with a comment explaining
why: there's no client-side prediction to measure until Phase 4.

Verified values are live and plausible, not just present, by calling
get_net_debug_stats() directly in a real two-process test and checking
the numbers make sense: bandwidth matched the wire format's own byte
math almost exactly (measured ~2400 B/s sent against a computed 40B x
60Hz, ~3540 B/s received against 59B x 60Hz), and buffer depth/lead/loss
all moved in the correct direction between a clean LAN run and one under
simulated 60ms latency + 10% loss. Full regression suite re-run clean.
2026-08-20 13:32:16 +01:00
..