Adds test/multiPlayerTest.tscn plus a driver that runs the kitchen flow
across two game instances: grab/drop, dirt station, sink washing, hob
cooking, counter combining and plating. Runs headless (run_mp_test.ps1),
in two visible windows (run_mp_test_windowed.ps1), or by hand with
keyboard controls (play_mp_test.ps1). 108 checks, exits non-zero on
failure.
After every step both peers snapshot every item's position and rendered
state and the server diffs them. Targeted assertions only look at the
thing a step touched, which misses desyncs elsewhere - that audit is
what caught the last bug below.
Bugs found and fixed:
- net_pickable: apply_held_state() only wrote `enabled` in its
non-authority branch, so once a client grabbed an item every other
peer set enabled=false and regaining authority never restored it. The
server could then never pick that item up again, and a station would
"snap" it (emitting has_picked_up, so a plate still got marked dirty)
while pick_up() bailed out on the disabled item - leaving the zone
holding an item with no grab driver.
- network_manager: station gating only happened in the spawn path, so
stations baked into a scene file kept running their snap zones on
clients and grabbed items straight out of the local hand. Added
gate_existing_stations().
- network_manager: despawn_item() only freed the server's copy. Items
baked into a scene aren't tracked by the MultiplayerSpawner, so
consuming one left a ghost on every client, which then blocked the
station it sat in and got grabbed instead of its replacement.
- network_manager: the snap-into-station decision read the server's own
copy of the item position, but the reliable release RPC routinely
overtakes the synchronizer's unordered position updates - so it acted
on a stale position and teleported items back into the station they
had just been carried away from. The releasing peer now sends its
final transform and the server adopts it first.
- container: contained_ids.append()/erase() mutate the array in place,
which never fires the setter that rebuilds the plate's visuals. The
peer that put food on a plate was the only peer that never redrew it;
remote peers looked right because the synchronizer assigns there.
Also null-guards XRServer.get_tracker() in the vendored xr-tools hand
grab point, which threw on every successful grab without an XR runtime,
and adds multiplayer_world.populate_from_layout so debug scenes can bake
their own content instead of spawning the whole kitchen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The snap-zone crash fixed just before this was invisible in the logs
until traced through addon source by hand — the log showed grabs,
drops, and authority handoffs, but nothing about which peer/hand/zone
actually held an item at each step, or when a guard clause silently
changed behavior.
Adds a _holder_desc() helper (reports "loose", "hand(<path>)",
"zone(<station>)", or "other(...)") and logs every net_held_by
transition, every reclaim that has to restore freeze_mode/collision_mask
from a stuck state, every time the grab-race guard protects an actively-
held item from a stale sync, every force-drop triggered by a losing
authority race, and every pickup/drop event including the ones that
don't get forwarded (picked up by something other than a hand, or
dropped while not authority — exactly the silent case behind the
snap-zone crash). NetworkManager's snap/release-from-zone calls get the
same treatment: which station an item is pulled from, and whether a
snap attempt succeeded, was skipped by the race guard, or found nothing
in range.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
request_item_authority and release_item_authority were always sent as
an RPC to peer 1, even when the caller already WAS peer 1 (the host's
own player). Godot rejects rpc_id() targeting your own peer id ("RPC on
yourself is not allowed by selected mode"), so every host-side grab or
release was silently failing to run its server-side half: no denial
check on grab, and — the more damaging part — no
_try_snap_into_station()/_release_from_snap_zones() call on release,
leaving a station's snap zone holding a stale reference once the host
picked something back up. That's what made the host "no longer able to
interact" with an item after a client had handled it.
Split each entry point into a public function that runs the logic
directly when we're already the server, and a private @rpc handler used
only when an actual remote client calls it. force_release_item gets the
same treatment for the symmetric case (server rejecting its own grab
attempt).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Four bugs from real cross-network play:
- Player/net_player.gd: the per-peer spawn-spread offset (added to avoid
stacking joiners on top of each other) could push a joining client up
to 12 units from center, but the floor is only 15x15 (~7.5 unit
half-extent) — landing a client off the edge. Bounded to ~2.7 units.
- Player/net_player.gd: the glove scenes used for remote-hand visuals
carry hand.gd (XRToolsHand), whose root node sets top_level = true and
repositions itself to its parent's transform every physics frame,
expecting to be parented under a live XRController3D. Parented under
the plain avatar node instead, it fought both the local transform copy
and the replicated sync every tick — whichever wrote last that frame
won, which read as hands stuck near origin except momentarily. Disabled
physics processing on those nodes; nothing else in the script matters
without a real controller ancestor.
- Net/net_pickable.gd: grabbing an item sends an RPC to the server to
confirm authority, but the item's regular state sync travels on a
different channel with no ordering guarantee against that RPC. A
stale "still loose" sync packet could arrive after an optimistic local
grab but before the confirmation, and was being treated as a real
authority loss, force-dropping the item — explaining "first attempt
fails, second succeeds". Now a sync update can't yank an item out of
our own hand mid-grab; only an explicit rejection or an actual loss of
authority can.
- Net/net_pickable.gd: the non-authority path zeroes collision_mask and
forces freeze_mode to KINEMATIC, but nothing ever restored either when
a peer regained authority (e.g. the server after a client's release) —
so a released item stayed collision-less forever, looking physics-less.
Now both are restored from the item's own baked values whenever a peer
owns a loose (not actively held) item again.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The world was populated before NetworkManager.world_ready() actually
called host()/join(), so owns_world() read true for every peer
(including a joining client) and each one built its own local,
unreplicated copy instead of the client receiving the server's spawn
through the MultiplayerSpawner. Population now happens after the
session is actually established.
Also adds net-log coverage for spawn/despawn, station gating, item
authority handoff, station snapping, avatar spawn/despawn, and scene
transitions, so multiplayer behavior is visible in
%TEMP%\vryhungry_net_<pid>.log instead of failing silently.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>