Files
CosmicClash/Game/tests/networked_match_test_hooks.gd
T
Josh Creek b290f49143 feat(multiplayer): Phase 3 task 3.4 - input validation, rate limiting, disconnect policy
MatchSim._recv_input now validates before decoding (§3.1 steps 2-3):
per-peer rolling-1s rate limiting (packet count AND byte budget, dropping
over-budget packets and disconnecting after 3 consecutive over-budget
seconds), and framing validation (redundancy count and payload size
checked against NetCodec's own layout before unpack_input ever runs,
disconnecting after 20 malformed packets). Framing has to be validated
explicitly rather than relying on decode failure: StreamPeerBuffer
silently zero-fills past EOF instead of erroring, a finding from Phase
2's adversarial review.

networked_match.gd's _on_input_received now rejects any seq claiming to
be more than 20 ticks ahead of the current server tick (§3.1 step 4) and
counts (rather than silently ignoring) input from a peer with no slot,
for observability.

Verified with two new permanent regression tests (networked_match_smoke.gd
--role=client-abuse-malformed / client-abuse-flood) that call
MatchSim._recv_input directly with garbage bytes and a legitimate-but-
too-frequent flood, respectively, bypassing the honest client encoder
entirely - the same thing a hostile custom client sending raw ENet
packets would look like. Both confirm real disconnection, not just that
the server tolerates the abuse.

Two bugs surfaced by getting these tests to actually pass cleanly: a
GDScript lambda-capture-by-value mistake in the tests themselves (a
plain `var disconnected := false` mutated inside a signal-handler lambda
never became visible to the enclosing function - fixed by capturing a
single-element Array instead, which is captured by reference); and a
narrow real race where NetworkManager's own ping/pong reply could target
a peer that a concurrent abuse-triggered disconnect had just removed
from the same poll() batch, now guarded. (Passing disconnect_peer's
`force` parameter as an attempted fix for a related one-off benign error
was tried and reverted - it made Godot's own peer-list bookkeeping
inconsistent, producing hundreds of errors instead of one; verified
empirically rather than assumed.)

Full regression suite, including the net-sim-latency milestone gate,
re-run clean.
2026-08-20 13:27:03 +01:00

180 lines
8.4 KiB
GDScript

extends Node
# Test-only helper (tests/networked_match_smoke.gd). Not a project autoload
# — production code never references this. Same reason as
# tests/lobby_test_hooks.gd: networked_match.tscn is loaded via
# change_scene_to_file(), which frees whatever node initiated the load, so
# a driver can't keep orchestrating from a node that just got freed. The
# smoke test add_child()s this directly under get_tree().root instead (a
# sibling of current_scene, not a descendant of it), so it survives the swap.
#
# Uses preload(), not the bare `NetworkedMatch` class_name, and leaves
# `match_scene` itself untyped (Node) throughout — same global-script-class-
# cache-timing reason as tests/test_case.gd, plus every member access off an
# untyped Node returns Variant, which then needs explicit `: Type`
# annotations wherever `:=` would otherwise fail to infer one.
const NetworkedMatchScript = preload("res://scripts/networked_match.gd")
func _is_networked_match(node: Node) -> bool:
return node != null and node.get_script() == NetworkedMatchScript
func run_host_check(lifetime_seconds: float) -> void:
await get_tree().create_timer(lifetime_seconds * 0.4).timeout
var match_scene := get_tree().current_scene
var ok := _is_networked_match(match_scene)
var ship_count := 0
var ball_ok := false
var arena_name := "null"
if ok:
ship_count = match_scene.ships.size()
ball_ok = is_instance_valid(match_scene.ball)
if match_scene.arena:
arena_name = match_scene.arena.name
print("SMOKE INFO: host is_networked_match=%s ship_count=%d ball_ok=%s arena=%s" % [
str(ok), ship_count, str(ball_ok), arena_name
])
var success := ok and ship_count == 1 and ball_ok
print("SMOKE %s: host spawn check (ship_count=%d, ball_ok=%s)" % ["PASS" if success else "FAIL", ship_count, str(ball_ok)])
await get_tree().create_timer(lifetime_seconds * 0.6).timeout
if _is_networked_match(match_scene) and not match_scene.ships.is_empty():
var ship: Ship = match_scene.ships[0]
print("SMOKE INFO: host ship final position=%s (spawned, driven by client input if any arrived)" % str(ship.global_position))
NetworkManager.shutdown()
get_tree().quit(0 if success else 1)
func run_client_check(settle_seconds: float, drive_seconds: float) -> void:
await get_tree().create_timer(settle_seconds).timeout
var match_scene := get_tree().current_scene
if not _is_networked_match(match_scene):
print("SMOKE FAIL: current_scene is not NetworkedMatch after %.1fs" % settle_seconds)
get_tree().quit(1)
return
var slots_ok: bool = match_scene._slots.size() == 1
var ball_ok: bool = is_instance_valid(match_scene.ball)
var my_slot = match_scene._my_slot
var my_slot_ok: bool = my_slot != null and is_instance_valid(my_slot.ship)
var camera_ok: bool = is_instance_valid(match_scene._camera_rig)
var hud_ok: bool = is_instance_valid(match_scene.hud)
var start_position := Vector3.ZERO
if my_slot_ok:
start_position = my_slot.ship.visual.global_position
print("SMOKE INFO: client slots_ok=%s ball_ok=%s my_slot_ok=%s camera_ok=%s hud_ok=%s start_pos=%s" % [
str(slots_ok), str(ball_ok), str(my_slot_ok), str(camera_ok), str(hud_ok), str(start_position)
])
if not (slots_ok and ball_ok and my_slot_ok and camera_ok and hud_ok):
print("SMOKE FAIL: spawn/wiring check failed")
get_tree().quit(1)
return
# Drive forward thrust (a real, held key state — exercises the actual
# client input path, not a synthetic RPC call) and confirm the ship
# the CLIENT renders (its interpolated $Visual, not a raw snapshot
# value) actually moved — proving input reached the server, the server
# applied real thruster force, broadcast it back, and the client's
# interpolator produced smooth motion from it.
Input.action_press("move_forward")
await get_tree().create_timer(drive_seconds * 0.5).timeout
# Task 2.6: the server-computed thrust_z it broadcast in the snapshot
# should have reached this client's interpolator and be readable off
# the latest sample — this is what set_visual_action's engine-flame
# wiring actually reads, so it's the real thing to check, not just
# "the ship physically moved" (which 2.6 doesn't claim on its own).
var latest_state = my_slot.interpolator.latest()
var thrust_z_ok: bool = latest_state != null and latest_state.thrust_z > 0.5
print("SMOKE INFO: mid-drive thrust_z=%.2f (expect >0.5 while holding forward)" % (latest_state.thrust_z if latest_state != null else -1.0))
await get_tree().create_timer(drive_seconds * 0.5).timeout
Input.action_release("move_forward")
var end_position: Vector3 = my_slot.ship.visual.global_position
var moved := start_position.distance_to(end_position)
print("SMOKE INFO: client ship moved %.2fm (start=%s end=%s) while holding forward thrust for %.1fs" % [
moved, str(start_position), str(end_position), drive_seconds
])
# thrust_power 150 / mass 5 = 30 m/s^2 nominal acceleration (see ship.gd) —
# over 2s even with drag/ramp-up this should clear a couple of metres.
# A generous, not-tuned-to-the-decimal bound: this is a wiring smoke
# test, not a physics-accuracy test (net_codec's own tests already cover
# quantisation precision).
var success := moved > 1.0 and thrust_z_ok
print("SMOKE %s: client observed %.2fm of server-authoritative movement via interpolation, thrust_z_ok=%s" % [
"PASS" if success else "FAIL", moved, str(thrust_z_ok)
])
await get_tree().create_timer(0.3).timeout
NetworkManager.shutdown()
get_tree().quit(0 if success else 1)
# task 3.4: MatchSim._recv_input must count malformed packets and disconnect
# after MALFORMED_LIMIT_TO_DISCONNECT (20) of them. Calls the RPC directly
# with garbage bytes rather than going through networked_match.gd's own
# honest encoder — this IS what a hostile custom client sending raw ENet
# packets would look like, so bypassing the normal send path is the point,
# not a shortcut.
func run_malformed_abuse_check() -> void:
await get_tree().create_timer(1.0).timeout
# A single-element Array, not a plain bool: GDScript lambdas capture
# outer local variables BY VALUE at creation time, not by reference, so
# `disconnected = true` inside the lambda below would silently mutate
# only the lambda's own captured copy — invisible to this function's
# own `disconnected` if it were a plain bool. Mutating an Array's
# CONTENTS from inside the lambda works because the Array object
# itself (not a copy of it) is what got captured.
var disconnected := [false]
NetworkManager.disconnected_from_server.connect(func() -> void: disconnected[0] = true)
for i in 25:
MatchSim._recv_input.rpc_id(1, PackedByteArray([1, 2, 3])) # far too short to even hold a header
NetworkManager.poll()
await get_tree().physics_frame
await get_tree().create_timer(1.0).timeout
NetworkManager.poll()
print("SMOKE %s: 25 malformed packets %s" % [
"PASS" if disconnected[0] else "FAIL",
"resulted in disconnect" if disconnected[0] else "did NOT disconnect the abusive peer",
])
get_tree().quit(0 if disconnected[0] else 1)
# task 3.4: MatchSim._recv_input must rate-limit and disconnect after
# RATE_LIMIT_OVER_BUDGET_SECONDS_TO_DISCONNECT (3) consecutive seconds over
# RATE_LIMIT_PACKETS_PER_SEC (110/s). Every packet here is individually
# well-formed (a real NetCodec.pack_input payload) — only the SEND RATE is
# abusive, confirming the rate limiter fires independently of the malformed-
# packet counter, not as a side effect of it.
func run_rate_limit_abuse_check() -> void:
await get_tree().create_timer(1.0).timeout
var disconnected := [false] # see run_malformed_abuse_check's comment on why not a plain bool
NetworkManager.disconnected_from_server.connect(func() -> void: disconnected[0] = true)
var net_codec := preload("res://scripts/net_codec.gd")
var ship_action_script := preload("res://scripts/ship_action.gd")
var bytes: PackedByteArray = net_codec.pack_input(1, 0, Time.get_ticks_msec(), [ship_action_script.new()])
var deadline_ms := Time.get_ticks_msec() + 4000
while Time.get_ticks_msec() < deadline_ms and not disconnected[0]:
for i in 40: # well above 110/s once summed across a frame's worth of iterations
MatchSim._recv_input.rpc_id(1, bytes)
NetworkManager.poll()
await get_tree().process_frame
await get_tree().create_timer(0.5).timeout
NetworkManager.poll()
print("SMOKE %s: sustained packet flood %s" % [
"PASS" if disconnected[0] else "FAIL",
"resulted in disconnect" if disconnected[0] else "did NOT disconnect the abusive peer",
])
get_tree().quit(0 if disconnected[0] else 1)