PC3 Phase 2.1: server-authoritative sim + prediction/reconciliation with replay
Made the multiplayer core actually work (it had never run a real sim): - project.godot: physics pinned to 30 Hz -- the shared sim/snapshot/prediction rate. - server.gd: loads the world's level (real ground + collision), spawns a server Player per peer at the level's PlayerSpawn, broadcasts a full snapshot every physics frame with each peer's state AND last_seq (the last input seq applied for that peer). Accepts `--port/--world/--status-file` args (status file = player count for a future idle reaper); defaults keep `godot res://scenes/server.tscn` working standalone. - player_spawner.gd (server Player): rewrote -- drains its whole input queue each physics frame in seq order, integrates gravity/walk/jump with the shared constants, move_and_slide(), tracks last_applied_seq. No more no-op process_server_input(). - network_client.gd: rewrote reconciliation -- drops inputs the server has acked (last_seq), re-simulates the still-in-flight ones from the authoritative state, snaps only on real drift. Exposes get_remote_states() (peer_id -> latest snapshot state) for the game to render other players. predict_and_send() now also sends body yaw. - proxies trimmed to the RPC set the rewrite actually uses. - scripts/mp_test_client.gd + run_multiplayer_2p_test.sh: two real client processes vs one real server -- client A sees client B and its own movement round-trips. PASS. - run_checkpoint_tests.py: also run the 2p shell test. smoke_test_network_client 4/4, player 15/15, avatar_in_world 10/10, all green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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@@ -80,6 +80,27 @@ class Settings(BaseSettings):
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MAX_UPLOAD_SIZE_MB: int = 100
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GLTF_MAX_FILE_SIZE_MB: int = 200
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# ── Game-server orchestration ──────────────────────────────────────────
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# The join flow (POST /api/worlds/{id}/join) ensures a headless Godot
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# dedicated-server process exists for a world and returns its address.
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# Disabled by default so nothing tries to spawn Godot in environments
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# that don't have it (plain pytest, CI without the engine); the
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# checkpoint/playtest launcher turns it on.
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GAME_SERVERS_ENABLED: bool = False
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# Path to the Godot 4 binary. "godot" resolves via PATH.
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GODOT_BIN: str = str(Path.home() / "godot" / "godot")
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# Godot project directory (the game repo root -- backend/ is a subdir).
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GAME_PROJECT_DIR: str = str(Path(__file__).resolve().parents[2])
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# The host clients should connect to for ENet. Defaults to the LAN IP the
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# launcher bakes into the exe; overridable for local testing.
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GAME_SERVER_HOST: str = "127.0.0.1"
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# Port range for per-world dedicated servers.
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GAME_SERVER_PORT_MIN: int = 27000
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GAME_SERVER_PORT_MAX: int = 27099
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# Kill a world's server this long after its last join with no active
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# players reported.
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GAME_SERVER_IDLE_TIMEOUT_SECONDS: int = 300
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model_config = SettingsConfigDict(
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env_file=".env",
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env_file_encoding="utf-8",
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