multiplayer-next.md was a 1662-line mix of standing architecture spec and task-completion tracking, most of which was dense per-task DONE evidence for finished Phases 0-6. Split it: - MULTIPLAYER_SPEC.md (new): the locked architecture decisions, wire format, server-side input handling, prediction/reconciliation, latency/frame-rate budget, and match lifecycle state machine - standing design reference, not task-tracked. - multiplayer-next.md (trimmed 1662 -> ~370 lines): only outstanding work remains - §0 status, §7 Phase 7/8 task tables condensed to "what's left" per task, §8-11 reference material (refactoring notes, gotchas, testing, flagged items). Phases 0-6 collapsed to a pointer at git history instead of ~500 lines of DONE evidence. Also: - Repointed every `multiplayer-next.md §N` code comment (N 1-6) across Game/scripts, Game/tools and Game/tests to MULTIPLAYER_SPEC.md, since those sections moved. Task-number references (`task N.N`, §7-11) correctly still point at multiplayer-next.md. - Updated CLAUDE.md's doc index and docs/TECH_STACK.md's spec-section citations to match. - TODO.md: added a "what's left to actually finish multiplayer (human-actionable)" checklist pulled from multiplayer-next.md §0 and docs/MATCHMAKING.md - things that need a person (hardware, a design decision, a Steam App ID, hands on a controller), not more agent code.
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TODO
Deferred work, in rough priority order. The current architecture (ShipAction/ShipController seam, Arena/GameMode split, code-driven spawning, group-tagged ball/goals) was chosen specifically so these bolt on without rework.
AI opponent (reinforcement learning)
The training pipeline is built — see TRAINING.md (self-play PPO via the vendored godot_rl_agents bridge, JSON policy export, in-game GDScript inference, eval ladder). Remaining:
- Run the generation-5 handling/intercepts/league/teamplay curriculum described in
TRAINING.md; promote later checkpoints asmedium/hardonly after they clear the match and behaviour gates. The orchestrator now requires three independent paired evaluation seeds for each promotion decision; the current Stage 6 league run remains blocked on its recorded regression/telemetry results. - Extend generation 5's moving aerial-intercept states with wall plays and rebound scenarios after Stage 5 establishes a productive-air-touch baseline. The opt-in wall-play/rebound state generator is now implemented and enabled for the next Stage 6 league command; training evidence is still required.
- Design team-credit rewards and paired 2v2 evaluation before enabling the deferred teamplay stage.
team_touch_credit_weightis zero by default andevaluate.py --team-size=2provides the opt-in paired evaluator; Stage 7 remains disabled pending recorded 2v2 behaviour gates.
Presentation / AAA polish
The largest gap between this and a AAA-feeling product is presentation, not code. Sequenced after the above for pragmatic reasons, but this is the highest impact per hour.
- Audio — authored sound design remains open. A dependency-free procedural
AudioManagernow provides safe UI/countdown/impact/goal hooks, an engine tone pitched/levelled from local thrust and turbo state plus a rising-edge turbo cue, and is wired into kickoff, goal, ball-contact, and menu events; replace the placeholder tones with authored engine/turbo/impact/wall/goal/crowd/music assets after selecting distributable files and mixing them on real hardware. - Custom font remains open. A shared real
Themeresource now styles the HUD/menu surfaces; select and bundle a distributable font so the UI no longer relies onThemeDB.fallback_fontat 10-13 px. - Video settings are implemented; profiling/visual QA remains.
video_settings.gdand the settings menu expose graphics presets, AA, vsync, FPS caps, resolution scaling, glow, and brightness, with preset-gated SDFGI/SSIL/SSAO/shadows. The remaining gate is measuring the preset ladder and image quality on low/mid-tier reference hardware in the live editor; no further control wiring is implied by this TODO.
Multiplayer (long term)
The single tracking document is multiplayer-next.md — architecture decisions, implementation evidence, and the current checklist all in one place. Server-authoritative multiplayer, prediction, ENet dedicated hosting, and the Phase 6 exported-server Docker/CI verification are implemented; the remaining gates are captured there.
Phase 7 begins with optional GodotSteam bootstrap and a transport boundary; direct-IP ENet remains fully supported. Graphics controls are now implemented separately through the preset/vsync/FPS-cap/resolution-scale work described above; the remaining graphics gate is real low/mid-tier hardware profiling and visual QA (see §5.5 in the multiplayer tracker).
Tasks 0.1–0.15, 0.18–0.25, 0.27, 0.29 are done (see the Phase 0 table in multiplayer-next.md for what each one actually changed — several deviated from the original plan for concrete GDScript/Godot reasons recorded inline). Remaining, all blocked on 0.15b (profile, on reference hardware, in the live editor — not done): 0.16 (camera to _process), 0.17/0.17b/0.17c/0.17d (graphics presets, vsync, resolution scaling), 0.26 (bake the arena GI to retire SDFGI — the largest frame-time win available, costs no image quality since the arena is fully static), and 0.28 (physics separate-thread prototype, flagged as the riskiest task in the phase). These need a human at the editor with real hardware to profile and eyeball, not further code changes.
- Possible v0.2 split-screen: spawn one
ship_camera_rig+ viewport per local player (camera is already outside the ship scene to allow this). Unrelated to online play.
What's left to actually finish multiplayer (human-actionable)
Everything below needs a person — hardware, a design decision, an external account, or hands on a controller — not more code from an agent working alone. Full detail for each is linked; this list exists so nothing falls through the cracks. Ordered roughly as it blocks.
- Decide the join-signing design for the Phase 8 root blocker. No real deployment can advance a match past
PROCESS_READYtoday because nothing calls the (fully built and tested) assignment-publishing path in production — it needs a join-signing key shared between allocator and game server, roster-digest computation, and per-player authorization construction, deliberately flagged rather than built pending this decision. Seemultiplayer-next.md§0 ("the actual current root blocker") and §8.31. - Phase 4 playtest at ~100 ms RTT — does the ship/ball feel local, do contact corrections read as bumps or glitches? Every numeric gate is green; this is a feel judgment no metric can answer.
multiplayer-next.md§0, gate A. - Phase 5 3v3 gate — a full 6-player match start to finish, with a mid-match disconnect and a late joiner. Only verified so far at 1v1 plus a two-bot CI match.
multiplayer-next.md§0, gate B. - Phase 6 external gate — run the exported Docker server and clients from separate real machines over the internet, then play a full match (controlled test only, since defect C below is still open).
multiplayer-next.md§0. - Acquire a project-owned Steamworks App ID and coordinate with Valve — hard prerequisite for Phase 7 (browser, verified tickets, bans, production credentials, ticketed Hosted Dedicated Server SDR) and therefore for Phase 8.
multiplayer-next.md§0, Phase 7;STEAM.md. - Supply custom GodotSteam client/server build templates and pin them in
steam-dependencies.lock.json(COSMIC_CLASH_STEAM_CLIENT_GODOT/COSMIC_CLASH_STEAM_SERVER_GODOT) —make verify-steam-templatesrefuses a stock Godot binary until these exist.STEAM.md. - Reference-hardware profiling (task 0.15b) in the live editor on real low/mid-tier hardware — blocks 0.16, 0.17/0.17b/0.17c/0.17d, 0.26 (arena GI bake), and 0.28 (physics separate-thread prototype). Covered above; listed again here because it also gates Phase 5.5's graphics QA gate for multiplayer sign-off.
- Stand up the live Kubernetes cluster and Agones deployment for Phase 8 — provider-portable manifests exist, but nothing has run against a real cluster; needs the provider-specific deployment overlay (network, DNS, secrets) per
docs/MATCHMAKING.md. - Give Phase 8.48 its own Compose smoke fixture so the allocated-mode flow stops depending on
compose.phase6-smoke.yml's hardcoded port, first-come slots, and--max-matches=2.multiplayer-next.md§0 task table. - Release-evidence and human sign-off gates for Phase 8 production launch — once the above are done, someone needs to actually run and sign off the production-shaped checks
multiplayer-next.md§7 lists as infrastructure/production-dependent.
Defect C (slot reservation keyed on display name alone — real, demonstrated, exploitable during the 30 s disconnect window) is not its own action item: it is fixed for free by the Steam auth tickets in task 7.4 above, so nothing to do until Steam identity lands.