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https://github.com/jcreek/CosmicClash.git
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a5cbc977b5
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.
332 lines
16 KiB
GDScript
332 lines
16 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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signal state_change_received(state: int, at_tick: int) # §6.1 MatchState.State
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# §6.2 step 6. positions/rotations are body-order: every slot in order, then
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# the ball — the same order the snapshot uses, so one convention covers both.
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# rotations is 4 floats per body (x, y, z, w).
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signal kickoff_received(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int)
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signal goal_scored_received(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int)
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signal clock_state_received(running: bool, end_tick: int, at_tick: int)
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# Input validation (multiplayer-todo.md §3.1 steps 2-3, task 3.4). Deliberately
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# lives here rather than in NetworkedMatch: framing/rate abuse is a protocol-
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# level concern independent of any particular match's roster/slot state, and
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# this autoload already owns the RPC that receives the raw bytes.
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#
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# 60Hz * 1.5 + 20, per §3.1 step 2's own numbers.
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const RATE_LIMIT_PACKETS_PER_SEC := 110
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# "Same for a byte budget" (§3.1 step 2) — the worst-case legitimate packet
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# is a full-redundancy input (INPUT_HEADER_SIZE + MAX_REDUNDANCY entries,
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# the "40 B input" §2.3 sizes to), so the byte budget is just the packet
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# budget scaled by that worst-case size — no separate constant to keep in
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# sync by hand.
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const RATE_LIMIT_BYTES_PER_SEC := RATE_LIMIT_PACKETS_PER_SEC * (NetCodec.INPUT_HEADER_SIZE + NetCodec.MAX_REDUNDANCY * NetCodec.INPUT_ENTRY_SIZE)
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const RATE_LIMIT_WINDOW_MS := 1000
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# Leaky-bucket excess tolerance, expressed in the same "N seconds' worth of
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# budget" terms the original consecutive-streak design used. An adversarial
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# review found that design — a streak counter that HARD-RESET to 0 on any
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# single clean window — was trivially evaded by a duty-cycled flood (burst,
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# then one clean window, repeat): reproduced sustaining ~33x the packet
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# budget indefinitely with zero disconnect warnings. A leaky bucket doesn't
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# care how the excess is distributed in time — see the window-roll logic
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# below for how it accumulates and drains.
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const RATE_LIMIT_EXCESS_PACKETS_TO_DISCONNECT := RATE_LIMIT_PACKETS_PER_SEC * 3
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const RATE_LIMIT_EXCESS_BYTES_TO_DISCONNECT := RATE_LIMIT_BYTES_PER_SEC * 3
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const MALFORMED_LIMIT_TO_DISCONNECT := 20
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class _PeerInputState:
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var window_start_ms := 0
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var packets_this_window := 0
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var bytes_this_window := 0
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# Leaky bucket: grows by this window's actual total, drains by one
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# window's worth of budget, every window — regardless of whether that
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# window was itself over or under budget. A steady rate at or under
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# budget nets to zero forever (never accumulates); any sustained AVERAGE
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# above budget accumulates over time no matter how it's shaped into
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# bursts, unlike a streak counter a clean gap can reset to 0.
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var excess_packets := 0.0
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var excess_bytes := 0.0
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var malformed_count := 0
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var _peer_input_state: Dictionary = {} # peer_id -> _PeerInputState, server only
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# Bandwidth (task 3.7's debug overlay): only the two 60Hz hot-path channels
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# (input, snapshot) — match_config/score_update are low-frequency control
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# messages, not what §2's byte-budget analysis or a live overlay cares
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# about. Rolling per-second counters, recomputed opportunistically on each
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# send/receive rather than on a timer — nothing needs the rate outside of
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# an on-demand overlay read anyway. Use get_bytes_sent_per_sec() /
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# get_bytes_received_per_sec() to READ these, not the raw fields directly
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# — see those functions for why.
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const BANDWIDTH_WINDOW_MS := 1000
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var bytes_sent_per_sec := 0.0
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var bytes_received_per_sec := 0.0
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var _sent_window_start_ms := 0
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var _sent_window_bytes := 0
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var _received_window_start_ms := 0
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var _received_window_bytes := 0
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# An adversarial review found bytes_*_per_sec only ever gets recomputed
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# INSIDE _track_sent()/_track_received() — i.e. only when traffic actually
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# arrives — so if traffic stops entirely (right before a disconnect, or
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# during exactly the kind of outage this overlay exists to diagnose), the
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# last computed rate displays forever instead of decaying toward zero.
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# Report zero once meaningfully more than one window has passed with
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# nothing tracked, rather than trusting a stale field.
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func get_bytes_sent_per_sec() -> float:
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if Time.get_ticks_msec() - _sent_window_start_ms > BANDWIDTH_WINDOW_MS * 2:
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return 0.0
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return bytes_sent_per_sec
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func get_bytes_received_per_sec() -> float:
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if Time.get_ticks_msec() - _received_window_start_ms > BANDWIDTH_WINDOW_MS * 2:
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return 0.0
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return bytes_received_per_sec
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func _ready() -> void:
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NetworkManager.client_disconnected.connect(func(peer_id: int) -> void: _peer_input_state.erase(peer_id))
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func _track_sent(n: int) -> void:
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var now := Time.get_ticks_msec()
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if now - _sent_window_start_ms >= BANDWIDTH_WINDOW_MS:
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bytes_sent_per_sec = _sent_window_bytes * 1000.0 / maxf(1.0, float(now - _sent_window_start_ms))
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_sent_window_start_ms = now
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_sent_window_bytes = 0
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_sent_window_bytes += n
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func _track_received(n: int) -> void:
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var now := Time.get_ticks_msec()
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if now - _received_window_start_ms >= BANDWIDTH_WINDOW_MS:
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bytes_received_per_sec = _received_window_bytes * 1000.0 / maxf(1.0, float(now - _received_window_start_ms))
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_received_window_start_ms = now
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_received_window_bytes = 0
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_received_window_bytes += n
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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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_track_sent(bytes.size())
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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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_track_sent(bytes.size())
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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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# §6.1 task 5.1. Reliable channel 0, and it carries the ABSOLUTE tick the
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# transition happened on rather than a duration — §6.2's closing note: on a
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# lossy link ENet's RTO can stretch a lifecycle burst to ~600ms, and a
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# duration would then be applied from whenever it happened to arrive.
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# The same state also rides every snapshot's match_state byte, so a client
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# that misses this entirely still converges (see NetworkedMatch's own
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# _on_snapshot_received) — this RPC exists to make the transition PROMPT and
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# to carry `at_tick`, not to be the sole channel.
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func send_state_change(state: int, at_tick: int) -> void:
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_state_change.rpc(state, at_tick)
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# §1's "seeded RNG for kickoff jitter" decision, enforced: the server sends the
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# resulting TRANSFORMS, never a seed. Shared-seed determinism would require
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# both sides to consume the RNG stream in identical order forever, and the
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# first randf() anyone later adds to the reset path silently desyncs kickoff
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# positions with no error message. A few hundred bytes once per kickoff cannot
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# rot that way.
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func send_kickoff(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void:
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_kickoff.rpc(positions, rotations, countdown_start_tick, reset_gen)
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func send_goal_scored(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int) -> void:
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_goal_scored.rpc(scoring_team, score, goal_tick, resume_tick)
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func send_clock_state(running: bool, end_tick: int, at_tick: int) -> void:
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_clock_state.rpc(running, end_tick, at_tick)
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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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_track_received(bytes.size())
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var peer_id := multiplayer.get_remote_sender_id()
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var state: _PeerInputState = _peer_input_state.get(peer_id)
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if state == null:
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state = _PeerInputState.new()
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_peer_input_state[peer_id] = state
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# Rolling 1s window (§3.1 step 2). Rolled over lazily on the first
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# packet past the window boundary, not on a timer — this RPC only ever
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# runs when a packet actually arrives, so there's nothing to roll over
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# when nothing is arriving anyway.
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var now_ms := Time.get_ticks_msec()
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if now_ms - state.window_start_ms >= RATE_LIMIT_WINDOW_MS:
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state.excess_packets = maxf(0.0, state.excess_packets + float(state.packets_this_window) - float(RATE_LIMIT_PACKETS_PER_SEC))
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state.excess_bytes = maxf(0.0, state.excess_bytes + float(state.bytes_this_window) - float(RATE_LIMIT_BYTES_PER_SEC))
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state.window_start_ms = now_ms
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state.packets_this_window = 0
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state.bytes_this_window = 0
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if state.excess_packets > RATE_LIMIT_EXCESS_PACKETS_TO_DISCONNECT or state.excess_bytes > RATE_LIMIT_EXCESS_BYTES_TO_DISCONNECT:
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_disconnect_abusive_peer(peer_id, "input rate limit exceeded (excess_packets=%.0f excess_bytes=%.0f)" % [state.excess_packets, state.excess_bytes])
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return
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state.packets_this_window += 1
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state.bytes_this_window += bytes.size()
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if state.packets_this_window > RATE_LIMIT_PACKETS_PER_SEC or state.bytes_this_window > RATE_LIMIT_BYTES_PER_SEC:
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return # over budget for the current window — drop, counted above at the next window roll
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# Framing (§3.1 step 3), validated before decoding — unpack_input can't
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# be trusted to catch this itself: StreamPeerBuffer silently zero-fills
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# past EOF rather than erroring (found during Phase 2's adversarial
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# review's hostile-client stress test), so a too-short or size-mismatched
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# payload would otherwise decode "successfully" into garbage actions
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# instead of being rejected.
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if bytes.size() < NetCodec.INPUT_HEADER_SIZE:
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_count_malformed(peer_id, state)
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return
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var count: int = bytes[5] # type_version(1) + seq(4) precede count — see pack_input's own layout
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if count == 0 or count > NetCodec.MAX_REDUNDANCY or bytes.size() != NetCodec.INPUT_HEADER_SIZE + count * NetCodec.INPUT_ENTRY_SIZE:
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_count_malformed(peer_id, state)
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return
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var decoded := NetCodec.unpack_input(bytes)
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# Carry the verbatim wire bytes alongside the decode. Task 5.10's replay
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# log stores exactly what arrived rather than a re-serialisation, which is
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# the whole reason it can reproduce a reported snap: a re-encode would
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# launder away precisely the malformed or edge-case payload being chased.
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decoded["raw"] = bytes
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input_received.emit(peer_id, decoded)
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func _count_malformed(peer_id: int, state: _PeerInputState) -> void:
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state.malformed_count += 1
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if state.malformed_count >= MALFORMED_LIMIT_TO_DISCONNECT:
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_disconnect_abusive_peer(peer_id, "too many malformed input packets (%d)" % state.malformed_count)
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func _disconnect_abusive_peer(peer_id: int, reason: String) -> void:
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push_warning("MatchSim: disconnecting peer %d for abuse: %s" % [peer_id, reason])
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_peer_input_state.erase(peer_id)
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if multiplayer.multiplayer_peer is ENetMultiplayerPeer:
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multiplayer.multiplayer_peer.disconnect_peer(peer_id)
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@rpc("authority", "call_remote", "unreliable_ordered", 2)
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func _snapshot(bytes: PackedByteArray) -> void:
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_track_received(bytes.size())
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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 _state_change(state: int, at_tick: int) -> void:
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# "authority" already means a forging client is rejected by Godot itself
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# (verified for _match_config/_score_update/_snapshot during Phase 2), but
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# an authoritative server sending a state this build doesn't know about is
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# a real forward-compatibility case — drop it rather than driving the
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# client into an undefined state.
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if not MatchState.is_valid(state):
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push_warning("MatchSim: ignoring unknown match_state %d from server" % state)
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return
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state_change_received.emit(state, at_tick)
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@rpc("authority", "call_remote", "reliable", 0)
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func _kickoff(positions: PackedVector3Array, rotations: PackedFloat32Array, countdown_start_tick: int, reset_gen: int) -> void:
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# 4 quaternion floats per body. A mismatch means a corrupt or hostile
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# payload; dropping it is safe because the snapshot stream still carries
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# authoritative poses and the next kickoff will re-sync.
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if rotations.size() != positions.size() * 4:
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push_warning("MatchSim: kickoff payload mismatch (%d positions, %d rotation floats)" % [positions.size(), rotations.size()])
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return
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kickoff_received.emit(positions, rotations, countdown_start_tick, reset_gen)
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@rpc("authority", "call_remote", "reliable", 0)
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func _goal_scored(scoring_team: int, score: Dictionary, goal_tick: int, resume_tick: int) -> void:
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goal_scored_received.emit(scoring_team, score, goal_tick, resume_tick)
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@rpc("authority", "call_remote", "reliable", 0)
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func _clock_state(running: bool, end_tick: int, at_tick: int) -> void:
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clock_state_received.emit(running, end_tick, at_tick)
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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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