WIP checkpoint: Client-side position sync + prediction/reconciliation

This commit is contained in:
2026-08-21 01:14:07 +00:00
parent 019dfca14f
commit 1a8821e3c8
8 changed files with 590 additions and 14 deletions
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extends SceneTree
## Real integration test for NetworkClient (client-side prediction +
## reconciliation) against an actual dedicated server process.
##
## This does NOT boot its own server -- run scenes/server.tscn as a separate
## process first (see docs/architecture/networking.md's ENet/port setup):
## godot --headless --path . scenes/server.tscn &
## then, from the same project directory:
## godot --headless --path . --script res://scripts/smoke_test_network_client.gd
##
## Verifies: the client can actually connect over ENet, local prediction
## moves the player immediately on input (no waiting for the server),
## server snapshots actually arrive and update the client's authoritative
## view, and a deliberately-desynced predicted position gets corrected by
## reconciliation.
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var net := NetworkClient.new()
root.add_child(net)
var ok: bool = await net.connect_to_server("127.0.0.1", 7777)
if not _check("connected to the real dedicated server", ok):
printerr(" Is `godot --headless --path . scenes/server.tscn` running on port 7777?")
_finish()
return
# Give the server a few frames to process the connection and spawn our
# player node before we start sending input.
for i in 10:
await process_frame
# 1. Prediction: pressing "forward" should move the local position
# immediately, without waiting for any server round trip.
var pos_before: Vector3 = net.position
for i in 10:
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false) # move -Z (forward)
await process_frame
var pos_after_predict: Vector3 = net.position
_check("local prediction moved the player without waiting for the server",
pos_after_predict.distance_to(pos_before) > 0.1)
# 2. Snapshots actually arrive from the real server and get processed --
# wait for at least one reconciliation-eligible snapshot by giving it
# real time (server broadcasts at its own tick rate).
var got_snapshot := false
net.reconciled.connect(func(_err): got_snapshot = true)
for i in 60:
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false)
await process_frame
# Reconciliation only actually fires on a real mismatch -- absence of a
# large mismatch is a PASS outcome too (means prediction tracked the
# server closely), so this alone isn't proof snapshots arrived. Check
# that directly instead:
_check("prediction buffer has entries (input was actually sent)", net._prediction_buffer.size() > 0)
# 3. Deliberately desync prediction from reality, then confirm the next
# snapshot corrects it -- the real proof reconciliation logic works,
# not just that it never had to fire.
net.position = Vector3(9999, 9999, 9999)
var desynced_pos := net.position
var reconciled_this_round := false
var correction_seen: float = -1.0
var reconcile_handler := func(err): reconciled_this_round = true; correction_seen = err
net.reconciled.connect(reconcile_handler)
for i in 60:
await process_frame
if reconciled_this_round:
break
net.reconciled.disconnect(reconcile_handler)
_check("a deliberately desynced position gets corrected by the next snapshot",
reconciled_this_round and net.position.distance_to(desynced_pos) > 100.0)
if reconciled_this_round:
print(" correction distance was ~", correction_seen)
net.disconnect_from_server()
_finish()
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
return condition
func _finish() -> void:
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)