50c6a31c25
- pm/checkpoint_ops.py (framework): playtest backend now launches with GAME_SERVERS_ENABLED + GODOT_BIN + GAME_PROJECT_DIR + GAME_SERVER_HOST so playtesters actually share a world. - docs/architecture/networking.md 7a/7b: the orchestration + client-play design as built. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
343 lines
15 KiB
Markdown
343 lines
15 KiB
Markdown
# Multiplayer Networking Architecture
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction
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## 1. Overview
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This document specifies the multiplayer networking architecture for **agp-game**,
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a Godot-based game built by autonomous agents. The architecture follows a
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**server-authoritative model with client-side prediction and reconciliation**,
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which is the industry standard for fast-paced, competitive multiplayer games.
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The goals of this architecture are:
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- **Fairness & anti-cheat:** The server is the single source of truth for all
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gameplay state. Clients never directly mutate world state.
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- **Responsiveness:** Client-side prediction hides network latency so local input
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feels immediate.
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- **Determinism:** The server runs a fixed-timestep simulation so that state is
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reproducible and testable.
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- **Scalability:** A clear separation between transport, simulation, and
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replication layers allows the server to be tuned independently.
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---
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## 2. Transport Choice: ENet over WebSocket
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### 2.1 Decision
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We choose **ENet** as the primary transport for gameplay traffic.
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### 2.2 Justification
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| Criterion | ENet | WebSocket (TCP) |
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|----------------------|----------------------------------------|-------------------------------------|
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| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
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| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
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| **Packet ordering** | Per-channel ordering | Global strict ordering |
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| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
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| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
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| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
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**Rationale:**
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- **Movement & state replication** are latency-sensitive and tolerate occasional
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packet loss. ENet's *unreliable* channel lets us send position snapshots at high
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frequency without head-of-line blocking.
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- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
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*reliable* channel, giving us exactly the semantics we need without TCP's
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retransmission stalls.
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- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
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high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
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### 2.3 WebSocket as a Secondary Transport
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WebSocket remains available as a **secondary transport** for:
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- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
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- **Browser builds** where raw UDP/ENet is unavailable.
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- **Admin / telemetry** channels.
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The transport layer is abstracted behind an interface so gameplay code does not
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depend on the underlying protocol.
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---
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## 3. Server-Side Game Loop
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### 3.1 Tick Rate
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- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
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- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
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**Justification:**
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- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
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action game while keeping CPU and bandwidth costs predictable.
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- A fixed timestep (rather than delta-time) makes the simulation deterministic
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and testable.
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- The tick rate is a **configuration constant** so it can be raised (e.g., to
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60 Hz) for competitive modes without architectural changes.
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### 3.2 Authority Model
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- **Server is authoritative** for:
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- Player position, velocity, and physics state.
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- Health, damage, and death.
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- Item pickups, inventory, and world-object state.
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- Spawning and despawning of entities.
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- Game rules, scoring, and win/lose conditions.
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- **Client is authoritative** for:
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- Its own *input* (which keys/buttons are pressed).
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- Local camera and UI.
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- Cosmetic / non-gameplay presentation.
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### 3.3 Server Loop Pseudocode
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```
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while server_running:
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process_network_inbound() # read client inputs & RPCs
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for _ in range(ticks_to_advance):
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simulate_tick() # fixed 30 Hz step
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broadcast_snapshots() # replicate authoritative state
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process_network_outbound() # flush reliable/unreliable channels
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```
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The server accumulates real elapsed time and advances the simulation in fixed
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`TICK_DURATION` increments, decoupling simulation from frame rate.
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---
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## 4. RPC Call Patterns
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RPCs are grouped by direction and reliability. All gameplay RPCs are routed
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through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
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### 4.1 Client → Server (Input & Requests)
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| RPC | Channel | Payload | Notes |
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|------------------------------|-----------|-------------------------------------------|-------|
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| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
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| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
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| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
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| `request_join` | reliable | `{ player_name, profile }` | Session setup |
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| `request_respawn` | reliable | `{}` | After death |
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**Design notes:**
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- **Input is batched** per client tick and sent with a monotonically increasing
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`seq` so the server can detect gaps and the client can reconcile.
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- **Interactions are reliable** because they are discrete, must-happen events
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(opening a door, picking up an item). Losing them would corrupt world state.
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### 4.2 Server → Client (State & Events)
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| RPC | Channel | Payload | Notes |
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|------------------------------|-----------|-------------------------------------------|-------|
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| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
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| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
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| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
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| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
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| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
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| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
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### 4.3 Broadcast vs. Targeted
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- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
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`despawn_entity`, `game_event`.
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- **Targeted (single client):** `interact_result`, `damage_event` (to affected
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players), and any player-private data.
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---
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## 5. Client-Side Prediction & Reconciliation
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### 5.1 Prediction
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- The client runs a **local copy of the movement simulation** using the same
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physics constants as the server.
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- When the player provides input, the client:
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1. Applies the input to its local player immediately.
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2. Renders the predicted position.
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3. Sends the input to the server (batched, with `seq`).
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### 5.2 Reconciliation
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- The server sends authoritative `snapshot_state` at 30 Hz containing the
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server's tick number and authoritative player positions.
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- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
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- On receiving a snapshot:
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1. Find the last predicted state that matches the server's tick.
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2. Compute the **error** between predicted and authoritative position.
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3. If error exceeds a threshold, **snap or smoothly interpolate** the local
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player to the authoritative position (error correction).
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4. Re-simulate any inputs that occurred after the server's tick (rollback).
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### 5.3 Interpolation of Remote Entities
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- **Local player:** predicted + reconciled (see above).
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- **Remote players / entities:** rendered with **interpolation delay** of
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`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
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- The client buffers the last N snapshots and interpolates between them.
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### 5.4 Prediction Buffer Sizing
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- Buffer size is adaptive based on measured RTT.
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- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
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---
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## 6. Entity & World State Replication
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### 6.1 Entity Model
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Every networked entity has:
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- A globally unique `entity_id` (server-assigned).
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- An `EntityType` (player, enemy, item, projectile, door, ...).
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- A `Transform` (position, rotation).
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- A typed `props` dictionary of gameplay state (health, state machine, etc.).
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### 6.2 Snapshot Format
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```
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snapshot_state:
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tick: uint32
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entities:
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- entity_id: uint32
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type: uint8
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transform: { x, y, rot }
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props: { ... } # delta-encoded where possible
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player_states:
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- peer_id: int
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entity_id: uint32
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health: int
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state: uint8
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```
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### 6.3 Delta Compression
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- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
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- Static or unchanged entities are omitted from the snapshot.
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- This keeps bandwidth proportional to *activity*, not world size.
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---
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## 7. Connection & Session Lifecycle
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1. **Connect:** Client opens an ENet connection to the server.
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2. **Authenticate / Join:** Client sends `request_join`; server validates and
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assigns a `peer_id` and spawns the player entity.
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3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
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4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
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5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
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and cleans up session state.
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---
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## 7a. Server Orchestration (implemented, PC3 Phase 2)
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**One dedicated server process per world**, spawned on demand.
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```
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client backend (single worker) host
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│ POST /api/worlds/{id}/join (bearer JWT) │
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│ ───────────────────────────▶ GameServerSupervisor │
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│ ensure_server(world_id): │
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│ if none running for world ─── spawn:
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│ godot --headless
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│ res://scenes/server.tscn --
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│ --port <p> --world <id>
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│ --status-file <path>
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│ ◀─────────────────────────── { host, port, world_id } │
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│ │
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│ ENet connect host:port ───────────────────────────────────▶ dedicated server
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```
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- **Supervisor** (`backend/app/services/game_servers.py`): in-process singleton,
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so the backend MUST run single-worker. Keys servers by `world_id`. Allocates
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ports from `GAME_SERVER_PORT_MIN..MAX`. A background reaper kills a world's
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server once its **status file** (`{players, tick, updated}`, rewritten by the
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server ~1×/s) reports `players == 0` for `GAME_SERVER_IDLE_TIMEOUT_SECONDS`.
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No crash-restart — the next join respawns.
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- **Enable flag:** `GAME_SERVERS_ENABLED` (default off). The checkpoint/playtest
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launcher (`pm/checkpoint_ops.py`) turns it on, passes `GODOT_BIN`,
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`GAME_PROJECT_DIR`, and `GAME_SERVER_HOST` (the LAN IP baked into the `.exe`).
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A backend with it off returns **503** from `/join`, and the client falls back
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to local single-player.
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- **Per-world content:** all worlds currently load the same test level (M2/M7
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work). `world_id` still scopes a distinct process + session.
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### 7b. Client play path
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`world_list.gd` → `POST /join` → `Session.begin(world_id, host, port)` →
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load `game.tscn`. `game.gd` sees `Session.active` and connects a
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`NetworkClient`:
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- **Local player** keeps predicting with its own collision-aware
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`CharacterBody3D` (`player.gd`) — that *is* the prediction. Its input frame
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(`player.net_input`) is forwarded to the server every physics tick.
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- **Correction backstop:** if the local position drifts from the server's by
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more than `CORRECTION_THRESHOLD` (1.5 m — generous; catches teleport / a wall
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walked through / real desync, not prediction noise) it snaps.
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- **Remote players:** rendered from snapshots, position lerped. *Appearance sync
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is a follow-up* — remotes currently show as labelled capsules; the server
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does not yet replicate avatar loadouts.
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- **Disconnect** → status message → back to the world list.
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The `NetworkClient`'s own flat-plane prediction + input-replay reconciliation
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(§5) is exercised by `smoke_test_network_client.gd`; the collision-aware game
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path above uses the lighter `send_input()` + drift-snap instead.
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---
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## 8. Security & Anti-Cheat
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- **No client-authoritative gameplay values.** Clients only send *inputs* and
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*requests*; the server computes all outcomes.
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- **Input validation:** Server clamps movement speed, rejects out-of-bounds
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positions, and validates interaction targets.
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- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
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- **Sequence validation:** Gaps or replays in input `seq` are detected and
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rejected.
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---
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## 9. Testing & Determinism
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- The simulation is a **pure function of (state, inputs, tick)** so it can be
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unit-tested headlessly.
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- A **replay system** records inputs and can re-simulate to verify server and
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client produce identical results.
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- Network code is tested with a **mock transport** that can inject latency,
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jitter, and packet loss.
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---
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## 10. Open Questions / Future Work
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- **Interest management / spatial partitioning:** For large worlds, restrict
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snapshots to entities near each client (AOI culling).
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- **Server-side physics:** Decide whether to use Godot's physics server on the
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host or a custom deterministic physics step.
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- **Dedicated server vs. listen server:** The architecture supports both; a
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dedicated headless server is the target for production.
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- **WebSocket fallback:** Implement the transport abstraction for browser builds.
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---
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## 11. Summary
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| Concern | Decision |
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|------------------------|-------------------------------------------------|
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| Transport | ENet (primary), WebSocket (secondary) |
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| Tick rate | 30 Hz fixed timestep |
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| Authority | Server-authoritative; client sends input only |
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| Prediction | Client-side prediction + reconciliation |
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| Remote interpolation | 2-tick interpolation delay |
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| Replication | Delta-compressed snapshots at 30 Hz |
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| Interaction RPCs | Reliable channel |
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| Movement input | Unreliable channel, batched with sequence |
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