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scenario-godot-multiplayer【开发与工程】Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: …
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Target: Godot 4.7.2, SceneMultiplayer over ENet and WebSocket.
Expert level here means the networked game is proven with several processes, under injected latency, before anyone plays it: authority is a written decision per object, every client message is a request the server checks, and replication cost is measured in KiB/s. This skill builds the replication in code, runs a server and 2 to 3 clients headless on localhost (plus a browser client), and passes only on numbers from those runs. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-godot-expert (channels, gd_run, review loop, 4.7 traps).
Status (2026-10-02): 16 live tests (up to 3 clients, ENet, WebSocket, exported server, headless Chrome) and 18 offline tests pass. Evidence: tests/live_evidence/godot-multiplayer/.
_enter_tree. Name each player node with its peer id; _enter_tree calls set_multiplayer_authority(name.to_int()) so it holds before _ready (Travis Hunter, tK2ACXUGcrY [00:46:16]). Do not read a spawn-synced property there: on every client copy measured, peer_id was still 0 in _enter_tree.any_peer RPC is a request. Read multiplayer.get_remote_sender_id() first (it is 0 after an await, measured), check that the sender owns the target and that the values are possible, then act. A forged teleport for another player and a 30 m jump were both rejected in the live test.@rpc declaration and skips arguments; two live runs in 4.7.2 (M2, round 1 and round 2) disagree. A name missing on one side logs "The rpc node checksum failed" on both sides and RPCs are matched by sorted index: the client called b and the server ran a. A different mode only fails per call ("not allowed"), a different argument count fails per call ("expected 2 argument(s)"), different call_local or transfer mode passes silently. Keep server and client on one script per node path (one codebase: Davide Di Staso, nyKBuM9Y_-Q).gd_net.UdpLagProxy adds delay, jitter and loss on localhost without root.--max-fps, Engine.max_fps) or set replication_interval. Cut by visibility (Di Staso [00:14:29]).peer_connected fires once per existing peer, server id 1 included; connected_to_server fires on clients only, so send client info there, not from peer_connected (docs delta 7; FinePointCGI e0JLO_5UgQo [00:22:50]). After the server leaves, get_unique_id() reads 0: skip id 0 in registries and spawn loops (pA9RGn87Uag [00:47:31]). All measured (M14).dedicated_server feature, which forces headless display and dummy audio even without --headless (measured on the exported macOS binary), and Strip Visuals removed the 3.1 MB texture from the server pack (BatteryAcidDev, jgJuX04cq7k [00:04:47]).Genre and player count; who may cheat (competitive, co-op, friends only); platforms (browser means WebSocket or WebRTC, no ENet); topology (dedicated server, listen server, relay or P2P); a backend already chosen (Steam, Nakama, Colyseus, own server); hosting budget (cloud costs money: ask before any deployment); tick and target RTT (default 60 Hz server, play tested at 100 and 250 ms). Defaults: one project, server authority with input-only clients for anything competitive, ENet for desktop and mobile, WebSocket behind TLS (wss://) for the web.
@rpc (docs deltas 4, 5); idle players send nothing below a velocity threshold (pA9RGn87Uag [00:42:16]). GATE: no object without an owner; no client-owned health, score or inventory unless the brief accepts cheating.gd_net.install_netkit(P), then net_build.gd (make_sync, make_spawner) writes scenes with SceneReplicationConfig set in code; the Replication panel is for humans (references/gui-paths.md). Players: name = peer id, add_child(node, true), authority in _enter_tree. GATE: net_audit.gd:scene has no flags (root paths resolve, no Object or RID property, no @Node@2 names, intervals match modes).gd_net.session(P, roles) runs a server and 2 to 3 clients, each in its own APFS clone, all machine slots held first. Cover the lobby gate, a late joiner, a leaver, cheat RPCs, and a password through auth_callback plus complete_auth on both sides (P5). GATE: every client sees every player, the late joiner sees all, the leaver's node is freed everywhere, authority report correct, forged RPCs rejected, logs clean.UdpLagProxy at 100 and 250 ms, then 250 ms with 30 ms jitter and 5 % loss; replication_delay() measures how far behind the server truth a remote client shows a player. GATE: the numbers fit the genre, or prediction is planned (netfox or own).bandwidth in the result), per mode, interval and visibility. GATE: under the budget at max players, fps capped.transport="websocket"; for a browser build, export Web and run the client in headless Chrome (procedure P9). WebSocket is TCP: "unreliable" RPCs arrive reliable and ordered, with head-of-line blocking under loss; WebRTC gives unreliable browser channels but needs signalling, STUN/TURN and webrtc-native on desktop (WebRTC doc; wgIqB6JNcro [00:19:35]). An HTTPS page needs wss://. A background tab stops _process and the socket drops: build reconnect (web doc). GATE: the browser client joins, sees all players, RTT measured.gd_net.server_preset(), export, compare client and server packs (pack_report), run the exported binary without --headless and connect clients. Set application/run/flush_stdout_on_print=true for systemd or journald logs (docs delta 12; default false, measured). GATE: dedicated_server feature true, display headless, no client textures in the pack, exit 0.capture_at); open it. GATE: players where the server says, colors per peer, nothing missing.import sys; sys.path[:0] = ["<skills>/scenario-godot-expert/scripts", "<skills>/scenario-godot-multiplayer/scripts"]
import gd_net
gd_net.install_netkit(P); gd_net.build_scenes(P) # res://net/world.tscn, player.tscn, props
roles = [gd_net.role("server", role="server", port=24010, lobby_size=2),
gd_net.role("c1", role="client", port=24011, index=0, delay_s=0.3, cheat_at=2.0),
gd_net.role("c2", role="client", port=24011, index=1, delay_s=0.3)]
with gd_net.UdpLagProxy(24011, 24010, rtt_ms=100, jitter_ms=0, loss=0.0):
s = gd_net.session(P, roles) # one APFS clone and one Godot per role
s["roles"]["c1"]["result"]["rtt_median_ms"] # every NetLab number is in AGENT_RESULT
Your own game uses the same pattern: a job script per role (role(name, script=...)), user args after --, AGENT_RESULT printed by each process. Keep ports unique per project; two roles never share a project folder.
netfox gives server authority with client prediction and rollback: input gathered on the network tick, logic in _rollback_tick, NetworkTime.physics_factor around move_and_slide, TickInterpolator for display (GqHTNmRspjU [00:06:58, 00:18:55, 00:21:24]; iP_xdJ0peFo [00:28:00]). Prove it on a small prototype first: it is opinionated (GqHTNmRspjU [00:34:53]). Deterministic input-only rollback fits fighting and RTS-like games with 2 to 8 players (David Snopek, zvqQPbT8rAE). Steam (GodotSteam, SteamMultiplayerPeer), Nakama, Colyseus and WebRTC P2P swap the peer and lobby calls; authority, spawner and synchronizer code stays the same (Gwizz, fUBdnocrc3Y; AndrooDev, wgIqB6JNcro [00:07:18]). None of these ran here: they need a third-party addon, an account or a signalling server. Verify against the installed release before quoting an API.
| Value | Measured here (2026-10-02, M-series Mac, localhost) | Relative to |
|---|---|---|
| RPC round trip, no proxy | 16 to 19 ms | 60 fps both ends; one frame each way dominates |
| ENet RTT statistic | 15 to 23 ms | same |
| Own input to visible motion, server authority | 47 to 52 ms | about 3 frames |
| Remote view behind server truth | 20 to 30 ms, 0.07 m error at 3 m/s | no proxy |
| Same at 100 / 250 ms RTT | 70 to 80 / 150 to 155 ms; 0.22 / 0.44 m | UdpLagProxy, adds about 6 ms per direction |
| 50 props, ALWAYS, 60 fps | 72.6 KiB/s, moving or idle | 1 client |
| ON_CHANGE moving / idle | 98 to 101 / 2.3 KiB/s | same |
ALWAYS, replication_interval 0.05 | 21 to 22 KiB/s | same |
| ALWAYS, uncapped headless server (145 fps) | 160 to 175 KiB/s | same |
auth_timeout default; kick of a silent peer | 3.0 s; 1.50 s after setting 1.5 | server |
| Web export, single-thread | 40 MB, wasm 39.5 MB (10.1 MB gzip) | handoff to scenario-godot-performance-export |
| Dedicated server pack / client pack | 0.11 / 3.27 MB (3.1 MB texture stripped) | same project |
spawn_limit | 0 = unlimited (default); limit 2: third spawn() logs "Spawn limit reached!", returns null, clients get 2 | M14; raise it to max players (jgJuX04cq7k [00:18:34]) |
net_audit flags empty; every role ok with no unexpected engine error; players_seen_max equals the player count everywhere; authority body 1, input = peer; teleport counts as expected; RTT and replication_delay at 100 and 250 ms; KiB/s per mode; rpc_audit reviewed, rpc_pair_check ok; exported server boot dict correct.| Mistake | What it looks like | Fix |
|---|---|---|
Players spawned only on the server without a spawner, or spawner spawn_path empty | client sees nobody | MultiplayerSpawner with spawn_path and the scene in its list; server calls add_child |
Authority read from a synced property in _enter_tree | authority 1 everywhere on clients | authority from name.to_int() |
Runtime node without add_child(node, true) | @Node@2 names, "node not found" on RPC | readable names |
await before get_remote_sender_id() | sender 0, validation passes or fails wrongly | read the sender first |
| RPC added on the server script only | checksum error, the wrong method runs | one script, or rpc_pair_check |
| Object or Resource as RPC argument | no error; receiver gets EncodedObjectAsID | send ids, paths or plain data |
| Client owns its body in a competitive game | speed and teleport hacks stick | input-only authority plus server simulation |
| Headless server not capped | 2.4 times the bandwidth | --max-fps 60 or intervals |
server_relay turned off for a P2P-style feature | "Attempt to call RPC with unknown peer ID" | keep relay on, or route through the server |
| Freeing a networked branch in the wrong order | "isn't currently active", "Node not found" | offline peer, free contents, drop custom API, free branch |
| Server export in normal mode | full-size pack, window opens | dedicated server export mode, Strip Visuals |
Server start inside assert() | works from the editor; the release export never listens | var err := peer.create_server(port), then check err (M15: assert body stripped in release) |
Client info sent from peer_connected, or id 0 registered | duplicate nodes on late joiners, a phantom player | connected_to_server; skip id 0 |
| Client and server on different Godot versions | connection or protocol failures | same 4.7.2 build (protocol changed in 4.3) |
get_rpc_config became get_node_rpc_config (4.5); @rpc tables live on Script.get_rpc_config().auth_timeout is the property; the docs page spells auth_timout.NetworkedMultiplayerENet, remote, rset, get_rpc_sender_id) do not exist; gd_net.rpc_audit flags them.initialize() returns OK and only logs an error without it (measured).NetUtil.enet_throttle() in long sessions (P8).ready_state != STATE_OPEN (WebSocket); harmless, whitelisted by exact text.references/procedures.md: P1 to P14 with code, test ids and results.references/expert-notes.md: claims by expert with timestamps and verified corrections.references/critique.md, references/gui-paths.md (Replication panel, Run Instances, Network Profiler), references/sources.md.scripts/gd_net.py, scripts/agentkit/multiplayer/: the harness and kit.