Files
CosmicClash/Game/scripts/net_debug_overlay.gd
T
Josh Creek 9d8a8080ba feat(multiplayer): Phase 3 task 3.7 - debug net overlay extension
Extends net_debug_overlay.gd (Phase 1's RTT/offset display) with the
rest of task 3.7's list: jitter (new RFC3550-style EWMA in
NetworkManager, computed from raw per-sample RTT before Phase 1's own
min-filtering, since that filter is deliberately jitter-insensitive by
design), input buffer depth and input_lead (both already tracked
client-side for task 3.3), snapshot loss (a new EWMA in networked_match.gd
over each received snapshot's own server_tick gap - snapshots go out at a
steady one-tick cadence, so a gap is direct evidence of a drop or
reorder), snapshot age (computed on demand from the same bias-corrected
tick estimate the interpolator itself uses), and bandwidth (new rolling
per-second byte counters in MatchSim, on the two 60Hz hot-path channels
only). Prediction error is deliberately omitted with a comment explaining
why: there's no client-side prediction to measure until Phase 4.

Verified values are live and plausible, not just present, by calling
get_net_debug_stats() directly in a real two-process test and checking
the numbers make sense: bandwidth matched the wire format's own byte
math almost exactly (measured ~2400 B/s sent against a computed 40B x
60Hz, ~3540 B/s received against 59B x 60Hz), and buffer depth/lead/loss
all moved in the correct direction between a clean LAN run and one under
simulated 60ms latency + 10% loss. Full regression suite re-run clean.
2026-08-20 13:32:16 +01:00

63 lines
2.4 KiB
GDScript

extends CanvasLayer
# Autoload: toggleable network debug overlay (F4 by default — see
# toggle_net_overlay in project.godot's [input]). Read-only against
# NetworkManager's clock state (task 1.8). Mirrors perf_overlay.gd's pattern
# — headless-guarded, hidden by default, no gameplay-state writes.
var _label: Label
func _ready() -> void:
if DisplayServer.get_name() == "headless":
set_process(false)
return
layer = 100
_label = Label.new()
_label.add_theme_font_size_override("font_size", 14)
_label.add_theme_color_override("font_color", Color(0.5, 0.8, 1.0))
_label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.85))
_label.add_theme_constant_override("shadow_offset_x", 1)
_label.add_theme_constant_override("shadow_offset_y", 1)
_label.position = Vector2(12, 90)
_label.visible = false
add_child(_label)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_net_overlay") and _label:
_label.visible = not _label.visible
func _process(_delta: float) -> void:
if not _label or not _label.visible:
return
if NetworkManager.is_server:
_label.text = "NET: server, %d peer(s) out %s in %s" % [
MatchNet.roster.size(), _format_kbps(MatchSim.bytes_sent_per_sec), _format_kbps(MatchSim.bytes_received_per_sec),
]
elif NetworkManager.is_client:
if NetworkManager.rtt_ms < 0.0:
_label.text = "NET: client, connecting (no clock sample yet)"
else:
# task 3.7: RTT, jitter, loss, buffer depth, snapshot age,
# bandwidth all live here now. Prediction error is intentionally
# absent — there is no client-side prediction until Phase 4, so
# there is nothing honest to show for it yet.
var stats := {}
var game := get_tree().get_first_node_in_group("game")
if game and game.has_method("get_net_debug_stats"):
stats = game.get_net_debug_stats()
_label.text = "NET: client RTT %.1fms jitter %.1fms offset %.1fms\nbuf depth %s lead %s loss %.1f%% snap age %.1fms\nout %s in %s" % [
NetworkManager.rtt_ms, NetworkManager.jitter_ms, NetworkManager.clock_offset_ms,
str(stats.get("input_buffer_depth", -1)), str(stats.get("input_lead", "-")),
stats.get("snapshot_loss_pct", 0.0), stats.get("snapshot_age_ms", 0.0),
_format_kbps(MatchSim.bytes_sent_per_sec), _format_kbps(MatchSim.bytes_received_per_sec),
]
else:
_label.text = "NET: offline"
func _format_kbps(bytes_per_sec: float) -> String:
return "%.2f KB/s" % (bytes_per_sec / 1000.0)