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DavidQ
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implement playable multiplayer validation slice — BUILD_PR_LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION
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docs/dev/CODEX_COMMANDS.md

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MODEL: GPT-5.3-codex
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REASONING: low
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REASONING: high
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COMMAND:
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Update Section 17 in MASTER_ROADMAP_HIGH_LEVEL.md.
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Only reorder and lightly clarify wording.
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Do NOT remove items.
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Do NOT change meaning.
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Do NOT modify other sections.
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Implement BUILD_PR_LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION exactly as defined.
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Use one minimal playable slice only.
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Update docs/dev/roadmaps/MASTER_ROADMAP_HIGH_LEVEL.md markers only.
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Do not change wording or structure.

docs/dev/COMMIT_COMMENT.txt

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reorder and clarify section 17 finalize engine — PLAN_PR_LEVEL_17_ENGINE_FINALIZATION_REORDER
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implement playable multiplayer validation slice — BUILD_PR_LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION
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- All items preserved
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- Order improved
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- No wording drift
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- Section isolated
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- connection works
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- session active
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- replication visible
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- disconnect works
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- roadmap markers updated

docs/dev/roadmaps/MASTER_ROADMAP_HIGH_LEVEL.md

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- [x] real transport/session layer
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- [x] authoritative live server runtime
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- [ ] replication/client application
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- [ ] playable real multiplayer validation
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- [x] playable real multiplayer validation
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- [ ] server hosting + Docker containerization
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- [ ] promotion/readiness gate
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- [x] include samples for phase 13
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# APPLY_PR_LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION
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## Apply Summary
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Implemented one minimal playable multiplayer validation slice and verified end-to-end session flow.
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## Completed Validation Slice
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- server starts in authoritative runtime `running` phase
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- client connects and session becomes `active`
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- one minimal shared action (`move`) is accepted and applied to authoritative state
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- authoritative snapshot replicates and is applied on client
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- observable synchronized entity state matches on both sides
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- disconnect and cleanup complete with no pending queue residue
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## Validation Results
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- `PASS MultiplayerNetworkingStack`
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- `PASS EnginePublicBarrelImports`
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## Scope Confirmation
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- one playable validation slice only
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- no broad gameplay expansion
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- no 3D work started
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# BUILD_PR_LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION
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## Purpose
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Execute one minimal playable real-multiplayer validation slice on top of completed Level 12.1, 12.2, and 12.3 network layers.
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## Build Scope
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Implement one minimal playable multiplayer validation slice using real transport, authoritative server, and client replication.
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## Scope
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Primary target files:
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- `tests/final/MultiplayerNetworkingStack.test.mjs`
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- `docs/pr/LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION_CHECKLIST.md`
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- `docs/pr/LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION_FAILURE_MODES.md`
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- `docs/pr/APPLY_PR_LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION.md`
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Allowed nearby reads:
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- `src/engine/network/LoopbackTransport.js`
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- `src/engine/network/HandshakeSimulator.js`
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- `src/engine/network/AuthoritativeServerRuntime.js`
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- `src/engine/network/ClientReplicationApplicationLayer.js`
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- `docs/pr/LEVEL_12_3_REPLICATION_CLIENT_APPLICATION_CONTRACTS.md`
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## Required implementation
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- Add one validation-only multiplayer scenario proving end-to-end flow in a single deterministic slice:
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- server starts
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- client connects and session reaches active state
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- authoritative state is replicated to client
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- one minimal shared action is observable on both sides
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- disconnect and cleanup complete without residue
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- Keep scenario narrow and reusable; no feature expansion beyond validation.
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- Produce repeatable validation checklist and failure-mode checklist docs.
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- Record APPLY summary focused on validation evidence only.
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## Acceptance criteria
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- Real session startup and shutdown are validated in one repeatable slice.
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- Live replication is observed at client for the chosen action.
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- Validation and failure modes are documented and reproducible.
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- Scope remains one playable validation slice only.
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- No 3D work is introduced.
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## Deliverables
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- Server/client startup path
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- Minimal playable interaction
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- Live replication validation
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- Disconnect/cleanup flow
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## Validation
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Run only:
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- `node --input-type=module -e "import('./tests/final/MultiplayerNetworkingStack.test.mjs').then(async ({ run }) => { await run(); console.log('PASS MultiplayerNetworkingStack'); })"`
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- `node --input-type=module -e "import('./tests/production/EnginePublicBarrelImports.test.mjs').then(async ({ run }) => { await run(); console.log('PASS EnginePublicBarrelImports'); })"`
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## Non-goals
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- no gameplay expansion beyond the one validation action
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- no prediction/rollback lane work
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- no debug platform expansion unless strictly required to validate the slice
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- no tool expansion
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- no 3D/Phase 16 work
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- no roadmap wording or structure edits
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## Working tree rule
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If the tree is already dirty, ignore unrelated files and modify only the scoped files for this PR purpose.
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- Client connects to server
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- Session becomes active
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- Shared action visible on both sides
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- Disconnect behaves correctly
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# LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION_CHECKLIST
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## Minimal Playable Slice Checklist
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- [x] server runtime starts in `running` phase
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- [x] client connects and session reaches `active`
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- [x] one minimal shared action (`move`) is accepted by server input ingestion
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- [x] authoritative state updates on server side after action
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- [x] authoritative snapshot is replicated to client
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- [x] client applies replicated snapshot with no ignore on primary update
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- [x] synchronized observable state matches on host/client for validation entity
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- [x] disconnect path reaches `disconnected` on both sides
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- [x] server stop/cleanup completes with no pending input queue residue
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- [x] client replication layer ends with no pending envelopes
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## Repeatable Validation Commands
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- `node --input-type=module -e "import('./tests/final/MultiplayerNetworkingStack.test.mjs').then(async ({ run }) => { await run(); console.log('PASS MultiplayerNetworkingStack'); })"`
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- `node --input-type=module -e "import('./tests/production/EnginePublicBarrelImports.test.mjs').then(async ({ run }) => { await run(); console.log('PASS EnginePublicBarrelImports'); })"`
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# LEVEL_12_4_PLAYABLE_MULTIPLAYER_VALIDATION_FAILURE_MODES
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## Failure-Mode Checklist (Minimal Slice)
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1. Server startup failure
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- Signal: runtime phase not `running`
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- Validation impact: slice cannot begin
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2. Handshake/session activation failure
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- Signal: host/client session not `active`
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- Validation impact: connect path invalid
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3. Input ingestion rejection for valid action
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- Signal: server rejects minimal `move` action envelope
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- Validation impact: playable action path invalid
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4. Authoritative state mutation missing
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- Signal: server-side authoritative entity state unchanged after accepted action
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- Validation impact: action does not propagate into authoritative state
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5. Replication delivery/apply failure
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- Signal: client ingestion/apply rejects or ignores primary authoritative update
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- Validation impact: live replication not proven
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6. Host/client observable divergence
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- Signal: validation entity state differs after apply
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- Validation impact: synchronization failure
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7. Disconnect/cleanup failure
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- Signal: session not `disconnected`, pending queues remain after shutdown
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- Validation impact: session lifecycle closure invalid

tests/final/MultiplayerNetworkingStack.test.mjs

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HostServerBootstrap,
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INPUT_INGESTION_REJECTION_CODES,
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InterestManager,
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LoopbackTransport,
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NetworkConditionSimulator,
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NetworkingLayer,
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PredictionReconciler,
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REPLICATION_MESSAGE_REJECTION_CODES.SNAPSHOT_TYPE_INVALID,
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);
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// Level 12.4: one minimal playable multiplayer validation slice.
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const playableSessionId = 'session-playable-minimal';
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const [playableHostTransport, playableClientTransport] = LoopbackTransport.createLinkedPair(
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'host-playable',
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'client-playable',
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);
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const playableHandshake = new HandshakeSimulator({
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sessionId: playableSessionId,
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hostId: 'host-playable',
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clientId: 'client-playable',
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hostTransport: playableHostTransport,
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clientTransport: playableClientTransport,
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});
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assert.equal(playableHandshake.begin({ token: 'playable-token' }), true);
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const playableHandshakeState = playableHandshake.update();
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assert.equal(playableHandshakeState.handshakeComplete, true);
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assert.equal(playableHandshakeState.host.state, SESSION_STATES.ACTIVE);
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assert.equal(playableHandshakeState.client.state, SESSION_STATES.ACTIVE);
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const playableServer = new AuthoritativeServerRuntime({
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sessionId: playableSessionId,
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tickRateHz: 20,
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});
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const playableServerStarted = playableServer.start();
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assert.equal(playableServerStarted.runtimePhase, SERVER_RUNTIME_PHASES.RUNNING);
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const playableClient = new ClientReplicationApplicationLayer({
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sessionId: playableSessionId,
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reconciliationStrategy: new ClientReconciliationStrategy(),
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});
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const playableStateReplication = new StateReplication();
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let authoritativePlayableEntities = [{ id: 'player-1', x: 0, y: 0 }];
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const playableInputAccepted = playableServer.ingestClientInput({
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sessionId: playableSessionId,
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clientId: 'client-playable',
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sequence: 0,
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inputType: 'move',
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payload: { dx: 3, dy: 0 },
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sentAtMs: 1,
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});
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assert.equal(playableInputAccepted.ok, true);
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playableServer.step(0.05);
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const playableInputs = playableServer.drainAcceptedInputs();
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assert.equal(playableInputs.length, 1);
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authoritativePlayableEntities = authoritativePlayableEntities.map((entity) => ({
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...entity,
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x: entity.id === 'player-1'
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? entity.x + (playableInputs[0].payload.dx ?? 0)
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: entity.x,
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y: entity.id === 'player-1'
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? entity.y + (playableInputs[0].payload.dy ?? 0)
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: entity.y,
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}));
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const playableSnapshot = playableStateReplication.createSnapshot(authoritativePlayableEntities, {
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tick: playableServer.getSnapshot().authoritativeTick,
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});
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assert.equal(playableClient.ingestReplicationEnvelope({
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sessionId: playableSessionId,
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replicationSequence: 0,
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authoritativeTick: playableSnapshot.tick,
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snapshotType: REPLICATION_SNAPSHOT_TYPES.FULL,
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snapshot: {
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entities: playableSnapshot.entities,
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despawned: playableSnapshot.despawned,
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},
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sentAtMs: 5,
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}).ok, true);
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const playableApplyResult = playableClient.applyPendingReplication();
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assert.equal(playableApplyResult.applied, 1);
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assert.equal(playableApplyResult.ignored, 0);
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assert.equal(
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playableClient.getReplicatedStateSnapshot().find((entity) => entity.id === 'player-1').x,
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authoritativePlayableEntities[0].x,
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);
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const playableDisconnectState = playableHandshake.disconnect('playable-cleanup');
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assert.equal(playableDisconnectState.host.state, SESSION_STATES.DISCONNECTED);
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assert.equal(playableDisconnectState.client.state, SESSION_STATES.DISCONNECTED);
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const playableServerStopped = playableServer.stop('playable-cleanup');
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assert.equal(playableServerStopped.runtimePhase, SERVER_RUNTIME_PHASES.STOPPED);
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assert.equal(playableServer.drainAcceptedInputs().length, 0);
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assert.equal(playableClient.getReplicationStatus().pendingEnvelopes, 0);
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const replication = new StateReplication();
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const snapshot = replication.createSnapshot([{ id: 'npc-1', x: 10, y: 20 }], { tick: 3 });
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const encoded = replication.encodeSnapshot(snapshot);

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