Netcode: fix interpolated-tick cues + add a terminal RPC reaper (audit M1/M4/M12)

M1 — two systems timed INTERPOLATED ghosts against the PREDICTED tick,
the exact hazard CLAUDE.md documents and the one that is invisible on
loopback:
- EnemyDangerTelegraphSystem timed the red danger cone off nt.ServerTick,
  so over a real connection the dodge tell finished ~RTT/2 + interp
  buffer EARLY. The cue lied.
- PlayerAnimationDriveSystem fed the same predicted tick to RemoteDriveJob
  ([WithDisabled(GhostOwnerIsLocal)] — i.e. interpolated teammates), so a
  teammate's swing animation desynced from their damage.
Both now use the ZoneTelegraphSystem idiom. The LOCAL drive job keeps
ServerTick: the owning player really is predicted.

M12 — the RPC leak I reproduced live during the audit. Every receiver in
this project gates on RequireForUpdate over a scene-baked singleton; in a
scene without it the receiver never runs and the request entity is never
destroyed. Netcode's WarnAboutStaleRpcSystem Consume()s but never
destroys, and is compiled out of player builds — so these accumulated
silently, and worst in a shipped build.
New StaleRpcReaperSystem (server, OrderLast, no RequireForUpdate) destroys
any unconsumed request that outlived its receiving frame. Consumed
requests are left to their owner. Verified live: a planted unconsumed
request is gone within a few frames. Three regression tests pin both
halves of the contract.

Also: HealthApplyDamageSystem and ProjectileDamageSystem now filter
.WithAll<Simulate>(). They are ServerSimulation-only so it was not a bug,
but the audit's "all predicted systems filter Simulate" reassurance was
false until now — the rule is unconditional again.

The five undisposed Allocator.Temp ECBs the audit flagged all lived in
systems the purge deleted; none remain.

298/298 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-07 13:17:47 -07:00
parent 9f61f7c6fe
commit 37b211a7f8
8 changed files with 157 additions and 3 deletions
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using NUnit.Framework;
using ProjectM.Server;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Tests
{
/// <summary>
/// Regression pin for the RPC-leak class the 2026-08-06 audit reproduced live: every RPC receiver in this
/// project gates itself behind RequireForUpdate on a scene-baked singleton, so in a scene missing that
/// singleton the receiver never runs and the request entity is never destroyed. Netcode's own stale-RPC
/// warning Consume()s but never destroys, and is compiled out of player builds — so the entities accumulated
/// forever, worst in a shipped build.
///
/// <see cref="StaleRpcReaperSystem"/> is the terminal drain. These tests pin the two halves of its contract:
/// an aged UNCONSUMED request is destroyed, and a CONSUMED one is left alone for its owning receiver.
/// </summary>
public class StaleRpcReaperSystemTests
{
[Test]
public void Unconsumed_Request_Is_Destroyed_Once_It_Has_Aged()
{
var (world, group) = TestWorld.Make<StaleRpcReaperSystem>("ReaperAged", tick: 100, server: true);
using (world)
{
var em = world.EntityManager;
var e = em.CreateEntity();
// Age 2 == "survived a full frame unhandled" (the reaper's k_MaxAgeFrames).
em.AddComponentData(e, new ReceiveRpcCommandRequest { SourceConnection = Entity.Null, Age = 2 });
group.Update();
Assert.IsFalse(em.Exists(e),
"an unconsumed RPC request that outlived its receiving frame must be reaped, not leaked forever.");
}
}
[Test]
public void Fresh_Request_Survives_So_A_Late_Receiver_Still_Sees_It()
{
var (world, group) = TestWorld.Make<StaleRpcReaperSystem>("ReaperFresh", tick: 100, server: true);
using (world)
{
var em = world.EntityManager;
var e = em.CreateEntity();
em.AddComponentData(e, new ReceiveRpcCommandRequest { SourceConnection = Entity.Null, Age = 0 });
group.Update();
Assert.IsTrue(em.Exists(e),
"a request that arrived this frame must NOT be reaped — a receiver ordered later still owns it.");
}
}
[Test]
public void Consumed_Request_Is_Left_To_Its_Receiver()
{
var (world, group) = TestWorld.Make<StaleRpcReaperSystem>("ReaperConsumed", tick: 100, server: true);
using (world)
{
var em = world.EntityManager;
var e = em.CreateEntity();
var recv = new ReceiveRpcCommandRequest { SourceConnection = Entity.Null, Age = 250 };
recv.Consume();
em.AddComponentData(e, recv);
group.Update();
Assert.IsTrue(em.Exists(e),
"a CONSUMED request belongs to the receiver that consumed it; the reaper must not race it.");
}
}
}
}
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