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a5cbc977b5
Completes Phase 5's implementation. Every task is verified at 1v1; the 3v3 phase gate itself has not been run and remains outstanding. 5.6/5.7 disconnects: a ship is never despawned. The slot keeps it and swaps the controller (--fill-bots gives it a bot, the default leaves it inert per §1.4), sets `stalled` immediately so the nameplate greys out rather than waiting ~500ms for the abandoned jitter buffer to starve, and reserves the slot for 30s keyed by player name so a reconnect gets the same ship back. 5.7 was a real bug, found by the test rather than by review: SlotInfo.controller was declared RLShipController, but the takeover swaps in an AIShipController or the base controller - the narrower type makes that assignment fail its type check, leaving the field pointing at the controller set_controller() just queue_free()d. It surfaced as controller_valid=false on the first run. The per-tick action write is now also gated on `is RLShipController`, since a disconnected slot's bot drives itself and overwriting it from a starving buffer would pin it to the departed player's last input. §6.4's two rules conflict: reserve for 30s, but abort when the last human leaves. Applied naively the abort wins instantly in a 1v1 and the reservation can never be redeemed, making reconnect unreachable exactly when it matters. Abort now waits for no connections AND no outstanding reservations. 5.8 spectators: a slotless peer spawns no ship and receives the same snapshot broadcast. HUDController.spectator_mode keeps the clock, score and goal celebration and hides only the ship instrument cluster - it previously push_error'd and bailed, leaving a spectator with a dead HUD. Camera cycles ships in slot order then the ball. --max-spectators caps it, counted from the live peer list so a dropped spectator cannot leak a unit of the cap. 5.9 escape respawn: new GameMode._on_bodies_respawned() virtual; NetworkedMatch bumps reset_gen through Phase 2's deferred path so the bump and the respawned pose land in the same broadcast. Single-player modes are unaffected - the base is a no-op. 5.10 replay log: scripts/replay_log.gd, --replay-log=<path>, storing the wire bytes verbatim in both directions rather than re-serialising - a re-encode would launder away precisely the malformed payload being chased. A live 6s match recorded 1115 records (557 inputs / 558 snapshots) and a stored snapshot decodes back to server_tick=100 match_state=WARMUP bodies=2. Note for future work: --check-only --script is the only thing that catches a parse error in networked_match.gd, because the unit runner never loads it. Two separate breakages passed the full unit suite while breaking every two-process run. A new class_name also needs --import before it resolves. Test surface: --role=host-disconnect (three-process 5.6/5.7 scenario), --match-length=<s>, --replay-log, --fill-bots/--no-fill-bots, --max-spectators. The ball-contact scenario now steers at the ball with closed-loop real input instead of a hand-tuned fixed heading, which 5.3 broke by adding KICKOFF_YAW_JITTER; thrusting while turning took it from 2/3 to 5/5. Regression: 87 unit tests; free-flight LAN p99 0.094m with 0 hard snaps; transition gate 0.00%; ball contact 5/5; lifecycle goal cycle and full match to RESULTS/LOBBY; disconnect+reconnect; two-bot CI.
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2 lines
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