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Multiplayer — next work
Short, current checklist for online multiplayer. Historical design decisions,
implementation evidence, and completed work stay in
multiplayer-todo.md.
Release blockers
- Phase 4 playtest: a human playtest at roughly 100 ms RTT. Confirm that ship and ball interaction feel local and contact corrections feel like bumps rather than glitches.
- Phase 5 session: complete a real 3v3 match with a mid-match disconnect and late joiner.
- Phase 6 external check: run the exported Docker server and clients from separate machines over the internet, then play a full match. Keep this controlled-only until Steam identity is complete.
Phase 7 — Steam, identity, discovery
- Obtain the pinned GodotSteam client/server builds and Steamworks SDK
access described in
STEAM.md. - Run
make verify-steam-templateswith the custom executables and fix any custom-template failures. - Validate a two-account Steam SDR host/join using the existing explicit
NetworkManagerSteam transport. ENet direct-IP must keep passing its smoke test. - Build the Steam server browser: internet, LAN, favourites, and history.
- Add Steam auth tickets, verified Steam identity in the roster, and a persistent ban list. This fixes the slot-reclaim security issue below.
Known issues to resolve before public hosting
- Slot reclaim is currently keyed by display name, so someone can take a disconnected player's reserved slot. Do not expose public servers before verified Steam identity lands.
- Investigate occasional input loss during a long server stall; the existing sequence resync recovers it, but transport delivery is variable.
- Fix the remaining
_broadcast_snapshotpacket-send stderr race.
Decide after the latency playtest
- Decide whether client-only, contact-cohort shadow physics is worthwhile for the remaining prediction weakness.
Explicitly deferred
120 Hz simulation, latency-gap measurement, audio hooks, and split-screen are not part of the current multiplayer release path.