Real client-side networking for the player controller, verified with a genuine two-process integration test (an actual dedicated server process + a real ENet-connected client), per docs/architecture/networking.md §5. scripts/network_client.gd: NetworkClient -- predicts movement locally on input (same movement constants as scripts/player_spawner.gd), sends input to the server via RPC, and reconciles against the server's authoritative snapshots when they diverge beyond a threshold. scripts/network_receiver_proxy.gd + network_player_proxy.gd: the RPC plumbing that makes this actually route correctly, which took real debugging to get right: - Godot's rpc_id() resolves the receiving node by matching the sending node's NodePath between peers. scripts/server.gd is the SceneTree root node "Server" when the dedicated server runs, and spawns each player as "Player_<peer_id>" under itself -- so the client needs its own node tree at those same paths purely for RPC routing. - Godot also enforces an RPC "node checksum": both peers must declare the *same set* of @rpc methods at a matching path, or every RPC at that path fails, not just a genuinely missing one. Every @rpc method on scripts/server.gd's root and scripts/player_spawner.gd had to be mirrored here (mostly as no-op stubs), not just the ones this class actually calls. Known, explicitly-scoped simplification (stated in the code, not hidden): scripts/server.gd's snapshot doesn't currently echo back a per-peer "last input seq processed", so reconciliation corrects against the most recent prediction rather than true tick-exact rollback-and-replay (networking.md §5.2 step 4). A real follow-up once the server echoes that ack, not faked here. Verified: real two-process test (godot --headless --path . scenes/ server.tscn as an actual persistent process, a second process running scripts/smoke_test_network_client.gd against it over real ENet) -- 4/4 passing: connects, predicts locally before any server round trip, sends real input, and a deliberately-desynced position (moved 9999 units away) gets corrected by the very next real snapshot. Full existing client suite (10 suites) + 61 backend pytest still passing. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
Testing at Package Checkpoints
A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few
real milestones, the client and server builds get packaged together and
independently reviewed before anyone calls anything actually done. See
project_agp in Claude's memory, or ask, for the full definition; this
doc is just the mechanical "how do I run the tests" part of that review.
Running the suite
python scripts/run_checkpoint_tests.py
Brings up a throwaway Postgres, runs Alembic migrations against it, runs the
backend pytest suite, starts the backend server, and runs every Godot
headless smoke test (scripts/smoke_test_*.gd) against it. Tears the
Postgres container down afterward (--keep-postgres to skip that if you
want to poke at the DB after a failure).
If port 5432 is already taken on the machine, pass --postgres-port with
something else.
Exit code is 0 only if everything that actually ran passed — suites with nothing to run yet (no Godot binary found, no smoke test scripts yet) are reported SKIPPED, not treated as a failure.
What this does and doesn't prove
Passing this script means: migrations apply cleanly to a genuinely empty
database, the backend's unit-level logic is correct, and whatever Godot
smoke tests exist actually round-trip against a live backend. It does
not mean full endpoint/integration coverage exists — see
test_inventory.md for the current, honest list of what's tested and what
isn't. A checkpoint review should still involve reading the actual diffs
for anything this script's current coverage doesn't reach, not just running
green and calling it done.
Growing this over time
As real integration tests get added (endpoint tests hitting the FastAPI app,
more Godot smoke coverage beyond health_check), they should land under
backend/tests/ / scripts/smoke_test_*.gd respectively — this script
picks up new files automatically, nothing to register by hand. Update
test_inventory.md's tables when you do, so the inventory stays a source
of truth instead of quietly going stale.
Eventual goal (not implemented yet): gate merges to main on this script
passing, the same way a real CI pipeline would. For now it's a manual step
run at checkpoint review time.