Files
CosmicClash/Game/scripts/match_sim.gd
T
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

332 lines
16 KiB
GDScript

extends Node
# Autoload (project.godot [autoload] MatchSim). Phase 2 simulation RPCs:
# match_config (server assigns arena + deterministic slot order from
# MatchNet.roster), input (client -> server, per-tick action), snapshot
# (server -> client, NetCodec-packed body state), and a small score_update
# for the HUD. Lives on an autoload per §1.3's derived decision ("All
# hot-path RPCs live on autoloads") even though these are scoped to
# whichever match happens to be running — a scene-node RPC target would
# need matching NodePaths across peers, which an autoload sidesteps
# entirely, and it's what lets NetworkedMatch itself stay a plain scene
# node with no networking-identity concerns of its own.
#
# Channel intent per §2.1: 0 reliable (match_config, score_update), 1
# unreliable-ordered (input), 2 unreliable-ordered (snapshot) — not yet
# verified against ENet's own reserved system channel offset (§2.1's own
# "verify empirically" hedge); if that turns out to matter these indices
# will need adjusting, not the RPC design itself.
const NetCodec = preload("res://scripts/net_codec.gd")
signal match_config_received(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array)
signal input_received(peer_id: int, decoded: Dictionary) # decoded: see NetCodec.unpack_input
signal snapshot_received(decoded: Dictionary) # decoded: see NetCodec.unpack_snapshot
signal score_update_received(score: Dictionary)
signal state_change_received(state: int, at_tick: int) # §6.1 MatchState.State
# §6.2 step 6. positions/rotations are body-order: every slot in order, then
# the ball — the same order the snapshot uses, so one convention covers both.
# rotations is 4 floats per body (x, y, z, w).
signal kickoff_received(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int)
signal goal_scored_received(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int)
signal clock_state_received(running: bool, end_tick: int, at_tick: int)
# Input validation (multiplayer-todo.md §3.1 steps 2-3, task 3.4). Deliberately
# lives here rather than in NetworkedMatch: framing/rate abuse is a protocol-
# level concern independent of any particular match's roster/slot state, and
# this autoload already owns the RPC that receives the raw bytes.
#
# 60Hz * 1.5 + 20, per §3.1 step 2's own numbers.
const RATE_LIMIT_PACKETS_PER_SEC := 110
# "Same for a byte budget" (§3.1 step 2) — the worst-case legitimate packet
# is a full-redundancy input (INPUT_HEADER_SIZE + MAX_REDUNDANCY entries,
# the "40 B input" §2.3 sizes to), so the byte budget is just the packet
# budget scaled by that worst-case size — no separate constant to keep in
# sync by hand.
const RATE_LIMIT_BYTES_PER_SEC := RATE_LIMIT_PACKETS_PER_SEC * (NetCodec.INPUT_HEADER_SIZE + NetCodec.MAX_REDUNDANCY * NetCodec.INPUT_ENTRY_SIZE)
const RATE_LIMIT_WINDOW_MS := 1000
# Leaky-bucket excess tolerance, expressed in the same "N seconds' worth of
# budget" terms the original consecutive-streak design used. An adversarial
# review found that design — a streak counter that HARD-RESET to 0 on any
# single clean window — was trivially evaded by a duty-cycled flood (burst,
# then one clean window, repeat): reproduced sustaining ~33x the packet
# budget indefinitely with zero disconnect warnings. A leaky bucket doesn't
# care how the excess is distributed in time — see the window-roll logic
# below for how it accumulates and drains.
const RATE_LIMIT_EXCESS_PACKETS_TO_DISCONNECT := RATE_LIMIT_PACKETS_PER_SEC * 3
const RATE_LIMIT_EXCESS_BYTES_TO_DISCONNECT := RATE_LIMIT_BYTES_PER_SEC * 3
const MALFORMED_LIMIT_TO_DISCONNECT := 20
class _PeerInputState:
var window_start_ms := 0
var packets_this_window := 0
var bytes_this_window := 0
# Leaky bucket: grows by this window's actual total, drains by one
# window's worth of budget, every window — regardless of whether that
# window was itself over or under budget. A steady rate at or under
# budget nets to zero forever (never accumulates); any sustained AVERAGE
# above budget accumulates over time no matter how it's shaped into
# bursts, unlike a streak counter a clean gap can reset to 0.
var excess_packets := 0.0
var excess_bytes := 0.0
var malformed_count := 0
var _peer_input_state: Dictionary = {} # peer_id -> _PeerInputState, server only
# Bandwidth (task 3.7's debug overlay): only the two 60Hz hot-path channels
# (input, snapshot) — match_config/score_update are low-frequency control
# messages, not what §2's byte-budget analysis or a live overlay cares
# about. Rolling per-second counters, recomputed opportunistically on each
# send/receive rather than on a timer — nothing needs the rate outside of
# an on-demand overlay read anyway. Use get_bytes_sent_per_sec() /
# get_bytes_received_per_sec() to READ these, not the raw fields directly
# — see those functions for why.
const BANDWIDTH_WINDOW_MS := 1000
var bytes_sent_per_sec := 0.0
var bytes_received_per_sec := 0.0
var _sent_window_start_ms := 0
var _sent_window_bytes := 0
var _received_window_start_ms := 0
var _received_window_bytes := 0
# An adversarial review found bytes_*_per_sec only ever gets recomputed
# INSIDE _track_sent()/_track_received() — i.e. only when traffic actually
# arrives — so if traffic stops entirely (right before a disconnect, or
# during exactly the kind of outage this overlay exists to diagnose), the
# last computed rate displays forever instead of decaying toward zero.
# Report zero once meaningfully more than one window has passed with
# nothing tracked, rather than trusting a stale field.
func get_bytes_sent_per_sec() -> float:
if Time.get_ticks_msec() - _sent_window_start_ms > BANDWIDTH_WINDOW_MS * 2:
return 0.0
return bytes_sent_per_sec
func get_bytes_received_per_sec() -> float:
if Time.get_ticks_msec() - _received_window_start_ms > BANDWIDTH_WINDOW_MS * 2:
return 0.0
return bytes_received_per_sec
func _ready() -> void:
NetworkManager.client_disconnected.connect(func(peer_id: int) -> void: _peer_input_state.erase(peer_id))
func _track_sent(n: int) -> void:
var now := Time.get_ticks_msec()
if now - _sent_window_start_ms >= BANDWIDTH_WINDOW_MS:
bytes_sent_per_sec = _sent_window_bytes * 1000.0 / maxf(1.0, float(now - _sent_window_start_ms))
_sent_window_start_ms = now
_sent_window_bytes = 0
_sent_window_bytes += n
func _track_received(n: int) -> void:
var now := Time.get_ticks_msec()
if now - _received_window_start_ms >= BANDWIDTH_WINDOW_MS:
bytes_received_per_sec = _received_window_bytes * 1000.0 / maxf(1.0, float(now - _received_window_start_ms))
_received_window_start_ms = now
_received_window_bytes = 0
_received_window_bytes += n
# Server only: the last match_config actually sent, so a client whose own
# scene load (and therefore its match_config_received listener) finishes
# AFTER the server already broadcast can still get it — a one-shot
# broadcast alone is racy against however long the client takes to reach
# the point where it's listening, and Godot signals never buffer for a
# late connection. request_match_config() closes that race by turning
# delivery into "ask until you get it" instead of "hope you were already
# listening." Also covers a late joiner mid-match (Phase 5 will still need
# to add live match *state*, not just this static config, for that case).
var _last_match_config: Dictionary = {}
func send_match_config(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void:
_last_match_config = {
"arena_path": arena_path, "peer_ids": peer_ids, "teams": teams, "spawn_indices": spawn_indices,
}
_match_config.rpc(arena_path, peer_ids, teams, spawn_indices)
func request_match_config() -> void:
_request_match_config.rpc_id(1)
func send_input(bytes: PackedByteArray) -> void:
_track_sent(bytes.size())
# bytes is already fully packed (any timestamps it carries are already
# fixed), so wrapping the dispatch itself is enough — task 2.8.
NetSim.send(func() -> void: _recv_input.rpc_id(1, bytes), 1)
func send_snapshot(peer_id: int, bytes: PackedByteArray) -> void:
_track_sent(bytes.size())
NetSim.send(func() -> void: _snapshot.rpc_id(peer_id, bytes), peer_id)
func send_score_update(score: Dictionary) -> void:
_score_update.rpc(score)
# §6.1 task 5.1. Reliable channel 0, and it carries the ABSOLUTE tick the
# transition happened on rather than a duration — §6.2's closing note: on a
# lossy link ENet's RTO can stretch a lifecycle burst to ~600ms, and a
# duration would then be applied from whenever it happened to arrive.
# The same state also rides every snapshot's match_state byte, so a client
# that misses this entirely still converges (see NetworkedMatch's own
# _on_snapshot_received) — this RPC exists to make the transition PROMPT and
# to carry `at_tick`, not to be the sole channel.
func send_state_change(state: int, at_tick: int) -> void:
_state_change.rpc(state, at_tick)
# §1's "seeded RNG for kickoff jitter" decision, enforced: the server sends the
# resulting TRANSFORMS, never a seed. Shared-seed determinism would require
# both sides to consume the RNG stream in identical order forever, and the
# first randf() anyone later adds to the reset path silently desyncs kickoff
# positions with no error message. A few hundred bytes once per kickoff cannot
# rot that way.
func send_kickoff(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void:
_kickoff.rpc(positions, rotations, countdown_start_tick, reset_gen)
func send_goal_scored(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int) -> void:
_goal_scored.rpc(scoring_team, score, goal_tick, resume_tick)
func send_clock_state(running: bool, end_tick: int, at_tick: int) -> void:
_clock_state.rpc(running, end_tick, at_tick)
@rpc("authority", "call_remote", "reliable", 0)
func _match_config(arena_path: String, peer_ids: PackedInt32Array, teams: PackedInt32Array, spawn_indices: PackedInt32Array) -> void:
match_config_received.emit(arena_path, peer_ids, teams, spawn_indices)
@rpc("any_peer", "call_remote", "reliable", 0)
func _request_match_config() -> void:
if not multiplayer.is_server() or _last_match_config.is_empty():
return
var peer_id := multiplayer.get_remote_sender_id()
_match_config.rpc_id(
peer_id, _last_match_config["arena_path"], _last_match_config["peer_ids"],
_last_match_config["teams"], _last_match_config["spawn_indices"]
)
@rpc("any_peer", "call_remote", "unreliable_ordered", 1)
func _recv_input(bytes: PackedByteArray) -> void:
if not multiplayer.is_server():
return
_track_received(bytes.size())
var peer_id := multiplayer.get_remote_sender_id()
var state: _PeerInputState = _peer_input_state.get(peer_id)
if state == null:
state = _PeerInputState.new()
_peer_input_state[peer_id] = state
# Rolling 1s window (§3.1 step 2). Rolled over lazily on the first
# packet past the window boundary, not on a timer — this RPC only ever
# runs when a packet actually arrives, so there's nothing to roll over
# when nothing is arriving anyway.
var now_ms := Time.get_ticks_msec()
if now_ms - state.window_start_ms >= RATE_LIMIT_WINDOW_MS:
state.excess_packets = maxf(0.0, state.excess_packets + float(state.packets_this_window) - float(RATE_LIMIT_PACKETS_PER_SEC))
state.excess_bytes = maxf(0.0, state.excess_bytes + float(state.bytes_this_window) - float(RATE_LIMIT_BYTES_PER_SEC))
state.window_start_ms = now_ms
state.packets_this_window = 0
state.bytes_this_window = 0
if state.excess_packets > RATE_LIMIT_EXCESS_PACKETS_TO_DISCONNECT or state.excess_bytes > RATE_LIMIT_EXCESS_BYTES_TO_DISCONNECT:
_disconnect_abusive_peer(peer_id, "input rate limit exceeded (excess_packets=%.0f excess_bytes=%.0f)" % [state.excess_packets, state.excess_bytes])
return
state.packets_this_window += 1
state.bytes_this_window += bytes.size()
if state.packets_this_window > RATE_LIMIT_PACKETS_PER_SEC or state.bytes_this_window > RATE_LIMIT_BYTES_PER_SEC:
return # over budget for the current window — drop, counted above at the next window roll
# Framing (§3.1 step 3), validated before decoding — unpack_input can't
# be trusted to catch this itself: StreamPeerBuffer silently zero-fills
# past EOF rather than erroring (found during Phase 2's adversarial
# review's hostile-client stress test), so a too-short or size-mismatched
# payload would otherwise decode "successfully" into garbage actions
# instead of being rejected.
if bytes.size() < NetCodec.INPUT_HEADER_SIZE:
_count_malformed(peer_id, state)
return
var count: int = bytes[5] # type_version(1) + seq(4) precede count — see pack_input's own layout
if count == 0 or count > NetCodec.MAX_REDUNDANCY or bytes.size() != NetCodec.INPUT_HEADER_SIZE + count * NetCodec.INPUT_ENTRY_SIZE:
_count_malformed(peer_id, state)
return
var decoded := NetCodec.unpack_input(bytes)
# Carry the verbatim wire bytes alongside the decode. Task 5.10's replay
# log stores exactly what arrived rather than a re-serialisation, which is
# the whole reason it can reproduce a reported snap: a re-encode would
# launder away precisely the malformed or edge-case payload being chased.
decoded["raw"] = bytes
input_received.emit(peer_id, decoded)
func _count_malformed(peer_id: int, state: _PeerInputState) -> void:
state.malformed_count += 1
if state.malformed_count >= MALFORMED_LIMIT_TO_DISCONNECT:
_disconnect_abusive_peer(peer_id, "too many malformed input packets (%d)" % state.malformed_count)
func _disconnect_abusive_peer(peer_id: int, reason: String) -> void:
push_warning("MatchSim: disconnecting peer %d for abuse: %s" % [peer_id, reason])
_peer_input_state.erase(peer_id)
if multiplayer.multiplayer_peer is ENetMultiplayerPeer:
multiplayer.multiplayer_peer.disconnect_peer(peer_id)
@rpc("authority", "call_remote", "unreliable_ordered", 2)
func _snapshot(bytes: PackedByteArray) -> void:
_track_received(bytes.size())
var decoded := NetCodec.unpack_snapshot(bytes)
snapshot_received.emit(decoded)
@rpc("authority", "call_remote", "reliable", 0)
func _state_change(state: int, at_tick: int) -> void:
# "authority" already means a forging client is rejected by Godot itself
# (verified for _match_config/_score_update/_snapshot during Phase 2), but
# an authoritative server sending a state this build doesn't know about is
# a real forward-compatibility case — drop it rather than driving the
# client into an undefined state.
if not MatchState.is_valid(state):
push_warning("MatchSim: ignoring unknown match_state %d from server" % state)
return
state_change_received.emit(state, at_tick)
@rpc("authority", "call_remote", "reliable", 0)
func _kickoff(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void:
# 4 quaternion floats per body. A mismatch means a corrupt or hostile
# payload; dropping it is safe because the snapshot stream still carries
# authoritative poses and the next kickoff will re-sync.
if rotations.size() != positions.size() * 4:
push_warning("MatchSim: kickoff payload mismatch (%d positions, %d rotation floats)" % [positions.size(), rotations.size()])
return
kickoff_received.emit(positions, rotations, countdown_start_tick, reset_gen)
@rpc("authority", "call_remote", "reliable", 0)
func _goal_scored(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int) -> void:
goal_scored_received.emit(scoring_team, score, goal_tick, resume_tick)
@rpc("authority", "call_remote", "reliable", 0)
func _clock_state(running: bool, end_tick: int, at_tick: int) -> void:
clock_state_received.emit(running, end_tick, at_tick)
@rpc("authority", "call_remote", "reliable", 0)
func _score_update(score: Dictionary) -> void:
score_update_received.emit(score)