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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.
139 lines
5.7 KiB
GDScript
139 lines
5.7 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-disconnect":
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var derr := NetworkManager.host(PORT)
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if derr != OK:
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print("SMOKE FAIL: host() failed: %s" % error_string(derr))
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get_tree().quit(1)
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return
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print("SMOKE: hosting (disconnect/reconnect scenario) on port %d ..." % PORT)
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MatchNet.player_joined.connect(_on_disconnect_host_player_joined)
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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_disconnect_host_player_joined(_peer_id: int, _name: String) -> void:
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MatchNet.player_joined.disconnect(_on_disconnect_host_player_joined)
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print("SMOKE: host loading networked_match.tscn (disconnect scenario) ...")
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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_disconnect_host_check.call_deferred(_drive_seconds)
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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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