PC3 Phase 2.3: networked play path in the game
- Session autoload: carries {world_id, host, port} from the world browser
to the game scene.
- world_list.gd "Enter World": POST /api/worlds/{id}/join -> Session.begin
-> load game.tscn. On 503 (backend has no orchestration) falls back to
local single-player; other errors surface on the card.
- api_client.gd: join_world().
- game.gd (new, on game.tscn root): local single-player by default; when
Session.active, connects a NetworkClient to the world's dedicated server
and runs networked -- forwards the local Player's input each physics
frame, snaps to the server position past a generous drift threshold
(the Player keeps predicting locally with real collision), renders other
players from snapshots (labelled capsules, lerped -- avatar appearance
sync is a follow-up, the server doesn't replicate loadouts yet), and
returns to the world list on disconnect.
- player.gd: exposes net_input (the input frame it applied) and
apply_server_correction().
- network_client.gd: send_input() + get_own_server_state() for callers that
do their own collision-aware prediction.
- scripts/mp_game_flow_client.gd + run_game_multiplayer_test.sh: two real
clients each register -> join via the API -> game.tscn -> networked;
A sees B and moves. PASS.
Verified end to end against an orchestration-enabled backend. Non-networked
smokes green (enter_world 9/9, world_list 5/5, player 15/15,
avatar_in_world 10/10, main_menu_full_flow 12/12).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
This commit is contained in:
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#!/usr/bin/env bash
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# Full networked game flow, two real client processes:
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# register -> POST /api/worlds/{id}/join -> Session -> game.tscn -> networked.
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# Client A must see client B rendered as a remote player and its own movement
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# must round-trip. Requires a backend with GAME_SERVERS_ENABLED and the Godot
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# binary reachable from it.
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#
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# Usage: scripts/run_game_multiplayer_test.sh <backend_base_url> <world_id>
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set -uo pipefail
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cd "$(dirname "$0")/.."
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BASE_URL="${1:?usage: run_game_multiplayer_test.sh <backend_url> <world_id>}"
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WORLD_ID="${2:?usage: run_game_multiplayer_test.sh <backend_url> <world_id>}"
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GODOT_BIN="${GODOT_BIN:-godot}"
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command -v "$GODOT_BIN" >/dev/null 2>&1 || GODOT_BIN="$HOME/godot/godot"
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export AGP_API_BASE_URL="$BASE_URL"
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cleanup() { kill "${B_PID:-}" 2>/dev/null; wait 2>/dev/null; }
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trap cleanup EXIT
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echo "=== client B: join world $WORLD_ID and hold ==="
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"$GODOT_BIN" --headless --path . --script res://scripts/mp_game_flow_client.gd -- \
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--role b --world "$WORLD_ID" >/tmp/mpflow_b.log 2>&1 &
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B_PID=$!
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for _ in $(seq 1 40); do grep -q 'RESULT b in_world' /tmp/mpflow_b.log && break; sleep 1; done
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grep -q 'RESULT b in_world' /tmp/mpflow_b.log || { echo "B never entered the world:"; tail -5 /tmp/mpflow_b.log; echo "=== SMOKE RESULT: FAIL ==="; exit 1; }
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echo "=== client A: join world $WORLD_ID, move, look for B ==="
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"$GODOT_BIN" --headless --path . --script res://scripts/mp_game_flow_client.gd -- \
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--role a --world "$WORLD_ID" 2>&1 | tee /tmp/mpflow_a.log
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A_LINE=$(grep '^RESULT a' /tmp/mpflow_a.log || true)
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echo
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echo "A: ${A_LINE:-<none>}"
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echo "B: $(grep '^RESULT b' /tmp/mpflow_b.log || echo '<none>')"
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if echo "$A_LINE" | grep -q 'moved=true' && echo "$A_LINE" | grep -qE 'remotes=[1-9]'; then
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echo "=== SMOKE RESULT: PASS ==="
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exit 0
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fi
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echo "=== SMOKE RESULT: FAIL ==="
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exit 1
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