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9f28c02488
Adds the §6.1 state machine, its broadcast, and the client side that follows it. Physics, freezing and input are deliberately NOT gated on state yet - 5.3 and 5.4 own freeze/unfreeze at kickoff and goal, and doing it here would change the conditions every Phase 4 prediction gate was measured under. scripts/match_state.gd holds the enum and transition table as pure data with no scene or RPC dependency, so the table is checked exhaustively rather than by example: every state reachable, every state has an exit, no self-transitions, abort-to-LOBBY from anywhere per §6.4, illegal shortcuts rejected, unknown values refused rather than coerced. The enum values are the wire format - match_state has been a u8 in the snapshot header since §2.4 - so a test pins them; only append, never renumber. The server validates every transition and push_errors an illegal one rather than following it. Clients deliberately do NOT enforce the table: authoritative state must be accepted, and a late joiner legitimately jumps straight to PLAYING. Two channels carry the state. state_change (reliable, channel 0) is prompt and carries an absolute at_tick, never a duration. The snapshot's match_state byte is the catch-up path for a client not yet sent a transition - a late joiner, or the window between scene load and the first RPC. The byte needs a tick guard, and this was found the hard way. Snapshots are unreliable_ordered on channel 2 and ordering holds only within a channel, so a state_change for tick N routinely arrives before an in-flight snapshot from tick N-2. Without the guard the client applies the new state then gets dragged back by the older byte, oscillating on every transition - observed directly as LOADING -> WARMUP -> LOBBY -> PLAYING -> LOBBY while running a deliberately-broken-byte control. Only a byte at least as new as match_state_since_tick is accepted. WARMUP_TICKS/GOAL_PAUSE_TICKS are honest placeholders so 5.1 drives real transitions to verify against; 5.3 and 5.4 replace them. The server also leaves LOADING immediately rather than waiting for scene_ready, which does not exist yet. New smoke flag --exercise-match-state, passed to both roles: the host forces a goal to drive a GOAL_PAUSE cycle, the client records the sequence and asserts every consecutive pair is legal, that ticks are monotonic, and that the wire byte agrees with its own state. Observed LOADING -> WARMUP -> PLAYING -> GOAL_PAUSE -> WARMUP with tick deltas matching the configured durations exactly. Verified against a control: hardcoding the snapshot byte back to 0 fails both the byte assertion and the transition-legality assertion. The byte is asserted separately from the RPC precisely because everything else in the check is RPC-driven and would pass with a dead byte - the same gap that hid the Phase 4 label bug (gotcha 47). Regression: 81 unit tests; 60s free-flight LAN (p99 0.148m, 0 hard snaps, marker 0/3364); transition gate 0.00%; ball contact; two-bot CI.
122 lines
4.9 KiB
GDScript
122 lines
4.9 KiB
GDScript
extends Node
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# Manual two-process smoke test for Phase 2 (tasks 2.1-2.5): match_config,
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# server-authoritative simulation, snapshot broadcast, client interpolation.
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# Not part of tests/test_runner.tscn — needs real ENet peers and a real
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# physics-driven ship. Run:
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#
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# godot --headless --path Game res://tests/networked_match_smoke.tscn -- --role=host
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# godot --headless --path Game res://tests/networked_match_smoke.tscn -- --role=client
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const PORT := 7812
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const DEFAULT_SETTLE_SECONDS := 2.0 # time to let match_config + a few snapshots land before checking spawn state
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const DEFAULT_DRIVE_SECONDS := 2.0 # time to hold forward thrust and let the ship actually move
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var _role := ""
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var _settle_seconds := DEFAULT_SETTLE_SECONDS
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var _drive_seconds := DEFAULT_DRIVE_SECONDS
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var _exercise_ball_contact := false
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var _exercise_free_flight := false
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var _exercise_input_transitions := false
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var _exercise_match_state := false
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var _warmup_seconds := 0.0
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func _ready() -> void:
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for arg in OS.get_cmdline_user_args():
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if arg.begins_with("--role="):
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_role = arg.substr("--role=".length())
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elif arg.begins_with("--settle-seconds="):
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_settle_seconds = maxf(0.5, arg.get_slice("=", 1).to_float())
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elif arg.begins_with("--drive-seconds="):
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_drive_seconds = maxf(0.5, arg.get_slice("=", 1).to_float())
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elif arg == "--exercise-ball-contact":
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_exercise_ball_contact = true
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elif arg == "--exercise-free-flight":
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_exercise_free_flight = true
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elif arg == "--exercise-input-transitions":
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_exercise_input_transitions = true
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elif arg == "--exercise-match-state":
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_exercise_match_state = true
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elif arg.begins_with("--warmup-seconds="):
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_warmup_seconds = maxf(0.0, arg.get_slice("=", 1).to_float())
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match _role:
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"host":
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var err := NetworkManager.host(PORT)
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if err != OK:
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print("SMOKE FAIL: host() failed: %s" % error_string(err))
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get_tree().quit(1)
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return
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print("SMOKE: hosting on port %d, waiting for a client to join the roster..." % PORT)
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MatchNet.player_joined.connect(_on_host_player_joined)
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"client":
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MatchNet.local_player_name = "NetTest"
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var err := NetworkManager.join("127.0.0.1", PORT)
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if err != OK:
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print("SMOKE FAIL: join() failed: %s" % error_string(err))
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get_tree().quit(1)
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return
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print("SMOKE: joining ...")
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MatchNet.welcomed.connect(_on_client_welcomed)
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"client-abuse-malformed", "client-abuse-flood", "client-abuse-flood-dutycycle":
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# task 3.4's disconnect-abusive-peer paths: joins normally (so
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# it's a real connected peer, exactly like a hostile custom
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# client would be — the validation doesn't get to assume
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# anything about who's on the other end of an authenticated
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# connection), then deliberately abuses MatchSim._recv_input
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# directly rather than going through networked_match.gd's own
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# honest encoder.
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MatchNet.local_player_name = "Abuser"
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var err := NetworkManager.join("127.0.0.1", PORT)
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if err != OK:
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print("SMOKE FAIL: join() failed: %s" % error_string(err))
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get_tree().quit(1)
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return
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print("SMOKE: joining to abuse (%s) ..." % _role)
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MatchNet.welcomed.connect(_on_abuser_welcomed)
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_:
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print("SMOKE FAIL: missing or unrecognised --role=")
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get_tree().quit(1)
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return
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func _process(_delta: float) -> void:
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NetworkManager.poll()
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func _physics_process(_delta: float) -> void:
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NetworkManager.poll()
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func _on_host_player_joined(_peer_id: int, _name: String) -> void:
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MatchNet.player_joined.disconnect(_on_host_player_joined)
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print("SMOKE: host loading networked_match.tscn ...")
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get_tree().change_scene_to_file.call_deferred("res://scenes/networked_match.tscn")
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var hooks := preload("res://tests/networked_match_test_hooks.gd").new()
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get_tree().root.add_child.call_deferred(hooks)
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# The host must outlive client settle + drive, plus connection/shutdown
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# slack. This keeps --drive-seconds useful for sustained prediction QA.
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hooks.run_host_check.call_deferred(_settle_seconds + _warmup_seconds + _drive_seconds + 4.0, _exercise_match_state)
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func _on_client_welcomed() -> void:
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MatchNet.welcomed.disconnect(_on_client_welcomed)
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print("SMOKE: client loading networked_match.tscn ...")
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get_tree().change_scene_to_file.call_deferred("res://scenes/networked_match.tscn")
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var hooks := preload("res://tests/networked_match_test_hooks.gd").new()
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get_tree().root.add_child.call_deferred(hooks)
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hooks.run_client_check.call_deferred(_settle_seconds, _drive_seconds, _exercise_ball_contact, _exercise_free_flight, _warmup_seconds, _exercise_input_transitions, _exercise_match_state)
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func _on_abuser_welcomed() -> void:
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MatchNet.welcomed.disconnect(_on_abuser_welcomed)
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var hooks := preload("res://tests/networked_match_test_hooks.gd").new()
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get_tree().root.add_child.call_deferred(hooks)
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if _role == "client-abuse-malformed":
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hooks.run_malformed_abuse_check.call_deferred()
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elif _role == "client-abuse-flood-dutycycle":
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hooks.run_duty_cycle_flood_abuse_check.call_deferred()
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else:
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hooks.run_rate_limit_abuse_check.call_deferred()
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