Josh Creek a5cbc977b5 feat(multiplayer): Phase 5 tasks 5.6-5.10 - disconnects, spectators, replay log
Completes Phase 5's implementation. Every task is verified at 1v1; the
3v3 phase gate itself has not been run and remains outstanding.

5.6/5.7 disconnects: a ship is never despawned. The slot keeps it and
swaps the controller (--fill-bots gives it a bot, the default leaves it
inert per §1.4), sets `stalled` immediately so the nameplate greys out
rather than waiting ~500ms for the abandoned jitter buffer to starve,
and reserves the slot for 30s keyed by player name so a reconnect gets
the same ship back.

5.7 was a real bug, found by the test rather than by review:
SlotInfo.controller was declared RLShipController, but the takeover
swaps in an AIShipController or the base controller - the narrower type
makes that assignment fail its type check, leaving the field pointing at
the controller set_controller() just queue_free()d. It surfaced as
controller_valid=false on the first run. The per-tick action write is
now also gated on `is RLShipController`, since a disconnected slot's bot
drives itself and overwriting it from a starving buffer would pin it to
the departed player's last input.

§6.4's two rules conflict: reserve for 30s, but abort when the last
human leaves. Applied naively the abort wins instantly in a 1v1 and the
reservation can never be redeemed, making reconnect unreachable exactly
when it matters. Abort now waits for no connections AND no outstanding
reservations.

5.8 spectators: a slotless peer spawns no ship and receives the same
snapshot broadcast. HUDController.spectator_mode keeps the clock, score
and goal celebration and hides only the ship instrument cluster - it
previously push_error'd and bailed, leaving a spectator with a dead HUD.
Camera cycles ships in slot order then the ball. --max-spectators caps
it, counted from the live peer list so a dropped spectator cannot leak a
unit of the cap.

5.9 escape respawn: new GameMode._on_bodies_respawned() virtual;
NetworkedMatch bumps reset_gen through Phase 2's deferred path so the
bump and the respawned pose land in the same broadcast. Single-player
modes are unaffected - the base is a no-op.

5.10 replay log: scripts/replay_log.gd, --replay-log=<path>, storing the
wire bytes verbatim in both directions rather than re-serialising - a
re-encode would launder away precisely the malformed payload being
chased. A live 6s match recorded 1115 records (557 inputs / 558
snapshots) and a stored snapshot decodes back to server_tick=100
match_state=WARMUP bodies=2.

Note for future work: --check-only --script is the only thing that
catches a parse error in networked_match.gd, because the unit runner
never loads it. Two separate breakages passed the full unit suite while
breaking every two-process run. A new class_name also needs --import
before it resolves.

Test surface: --role=host-disconnect (three-process 5.6/5.7 scenario),
--match-length=<s>, --replay-log, --fill-bots/--no-fill-bots,
--max-spectators. The ball-contact scenario now steers at the ball with
closed-loop real input instead of a hand-tuned fixed heading, which 5.3
broke by adding KICKOFF_YAW_JITTER; thrusting while turning took it from
2/3 to 5/5.

Regression: 87 unit tests; free-flight LAN p99 0.094m with 0 hard snaps;
transition gate 0.00%; ball contact 5/5; lifecycle goal cycle and full
match to RESULTS/LOBBY; disconnect+reconnect; two-bot CI.
2026-08-21 10:25:15 +01:00
2024-02-21 12:33:08 +00:00
2024-02-23 18:13:33 +00:00
2024-02-21 12:49:29 +00:00

Cosmic Clash

In "Cosmic Clash," the heart-pounding action takes place in variable gravity environments where vehicles hover just above the ground. In this thrilling spiritual successor to Rocket League, players engage in high-speed, gravity-defying matches set in the far reaches of space. Each pitch is situated in a unique environment or planet, offering breathtaking vistas and challenging terrain. But instead of cars, competitors pilot rocket-powered ships, each equipped with its own set of customisable features and special abilities.

Ships hover just above the ground, defying the laws of physics and adding an extra layer of intensity to the gameplay. With no friction to hold them back, players must master the art of control as they glide effortlessly across the pitch, executing precise manoeuvres and lightning-fast aerial tricks. With precise control and lightning-fast reflexes, players boost, drift, slam and even turn upside down on their way to victory, scoring epic goals against their opponents.

Whether you're soaring through asteroid fields, navigating treacherous alien landscapes, or battling in the depths of cosmic storms, "Cosmic Clash" delivers non-stop action and adrenaline-pumping excitement that's out of this world! Get ready to take your skills to the stars and dominate the galaxy in the ultimate celestial showdown!

Reason for being

Since Epic Games bought Psyonix, Rocket League has never been the same, and rather than releasing an Unreal Engine 5 version of the game, or giving any meaningful updates, instead item trading was removed and 'Rocket Racing' was added to Fortnite. With no one else stepping up to the plate, it falls to the Open Source Community to come up with a spiritual successor, to keep the spirit of the game alive.

Legality

The concept of 'vehicle soccer' cannot be copyrighted, but the original expression of ideas such as the specific code, art, music and narrative of a game can be. So long as all code, assets game design and other elements are made from scratch, this project will remain legal. The use of an alternative game engine, Godot, serves to ensure that this is achieved, as does the move to using space ships instead of cars as the vehicles.

Technical Information

This project is composed of two parts:

  1. Godot game
  2. C# backend

Contributing

Eventually there will be contributor guidelines, but for now open a PR and make sure it has been formatted according to the auto-formatting rules.

Gameplay

The core gameplay is still football/soccer but with vehicles, however there are key changes to the format used in Rocket League. The vehicles are now space ships, which hover above the surface of the pitch. This will impact core game mechanics, enabling near-immediate changes in direction (thanks to those spacefaring engines!), the ability to play upside down (which will change the way you interact with the ball in as-yet unknown ways), slamming down at full boost speed, and many more that will be discovered along the way.

Bots

There will be default bots available, trained using reinforcement learning, and it will be possible to train your own using a gym for submission to be included in the game itself. It will NOT be possible to connect bots to the game, and with the community itself ensuring rigorous anti-cheat measures are in place we will aim to keep it that way. Cheaters have no place here.

MVP

The first version of this game will be JUST the game, no server-side functionality at all. It will be a local only game where you can play against bots. Split-screen multiplayer could be added in a version 0.2 if demand is high enough. If there is sufficient interest then the server-side functionality can be added to enable online play, with a system in place to ensure that servers can be paid for (perhaps a cheap monthly subscription model?).

Monetisation

The aim for this project is NOT to monetise it. Rocket League saw terrible changes once the Item Shop was added, and even the costs for crates and keys prevented some members of the community from collecting items and fully enjoying the game. Instead, this game will, if it becomes successful enough to warrant online servers, only use funding to keep itself running, and in the event anyone needs to be employed full time to maintain it with a growing playerbase, to pay them a fair wage for their time. Any additional profit in any given year should be held for maintaining servers in the future should demand fall, or for any future needs of the game such as a large effort to upgrade to a new engine, anti-cheating measures, etc.

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