Files
CosmicClash/Game
Josh Creek e51dc765a2 test(multiplayer): report transport health on prediction-quality failures
A percentile alone cannot tell "the predictor regressed" from "the client
never received the data". The client gate now prints snapshot_loss /
snapshot_age / rtt on every run, and on a quality failure with >20% loss
says explicitly that the run was transport-starved. It deliberately does
not convert the failure into a pass: a client that cannot receive
snapshots is still a failed run, just a differently-diagnosed one.

Both directions of the new branch verified non-vacuously (forced true so
it fires and formats; restored so it stays quiet on a healthy run while
the INFO line still prints).

Records the investigation behind it in multiplayer-todo.md: the reviewer's
3-process p95 0.688 did not reproduce. An idle third process costs nothing
(p99 0.094), a spectator costs a small but real amount (p99 0.094-0.146),
and snapshot loss held at 0.0% even under 2x CPU oversubscription - all an
order of magnitude inside the 0.5/2.0 gates. Also notes that a previously
working class_name can silently drop out of the .godot class cache, which
surfaces as a bogus parse error with nothing in git status to explain it.
2026-08-21 15:24:58 +01:00
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