WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning
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# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** World chunk data format & persistence, server authority + client
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> prediction, content moderation & age verification, avatar component system
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> **Godot version:** 4.6.2 stable
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## 1. Overview
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This document evaluates the two primary ways to build the **world/level
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authoring tool** for **agp-game**:
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- **(a) Godot editor plugin** — extend the Godot editor itself with custom
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panels, dock widgets, and tools that operate on the project's scenes and
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resources.
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- **(b) In-game editor** — a fully custom editor built as game UI (Godot
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`Control` nodes) that runs inside the running game, editing the game's own
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world data.
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The goal is to pick the approach that best fits the platform's constraints:
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a **server-authoritative** multiplayer game where the **world is stored as
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versioned chunks** (see `world.md`), content is **moderation-flagged** (see
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`content_moderation.md`), and the client is a **shipped binary** that players
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run (not a dev tool).
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This document is a **decision record**: it lays out the trade-offs, gives a
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clear recommendation, and defines the resulting architecture boundaries.
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---
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## 2. Context & Constraints
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Before comparing the two approaches, we must fix the constraints that drive the
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decision. These come from the existing architecture docs.
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### 2.1 The World Is Data, Not Scenes
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`world.md` defines the world as **chunk data** (JSON for authoring, binary for
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runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
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of load, save, and stream. The **server is the only writer** to the store;
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clients submit **deltas** against a `base_revision` and the server validates and
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applies them.
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**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
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files. Whatever editor we build must serialize to the chunk contract, not to
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Godot scene resources.
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### 2.2 Server-Authoritative & Moderation-Aware
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- The server validates every edit (schema, bounds, moderation) before
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persisting (`world.md` §5.4).
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- Content carries **content flags** aggregated from referenced assets/scripts
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(`content_moderation.md` §3). Mature content is gated behind age verification.
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- The client receives a **content manifest** and never loads content not in it.
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**Implication:** An editor that runs on a **player's machine** cannot be the
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authority on what gets published. Editing must go through the server's
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validation pipeline, and the editor must surface moderation flags.
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### 2.3 The Client Is a Shipped Binary
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The game is a multiplayer product. Players run a **release build**. The Godot
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editor is a **development tool** that players do not have.
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**Implication:** If authoring is a first-class *player* feature (user-generated
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content), the editor must ship inside the game binary. If authoring is a
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*developer/platform* feature, it can live in the editor.
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### 2.4 Two Distinct Audiences
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The evaluation must separate two audiences, because they have opposite needs:
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| Audience | Who | Where they run | What they build |
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|----------|-----|----------------|-----------------|
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| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
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| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
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The two approaches map cleanly onto these audiences, and the right answer is
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likely **both** — but with a clear primary recommendation.
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---
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## 3. Approach (a): Godot Editor Plugin
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### 3.1 What It Is
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A Godot editor plugin is a set of scripts (and optionally scenes) that extend
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the editor via the `EditorPlugin` API. It can add:
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- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
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- **Toolbar buttons** (`add_control_to_container`).
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- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
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- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
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- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
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- **Menu entries** (`add_tool_menu_item`).
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Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
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### 3.2 Pros
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- **Full editor power for free:** You get the scene tree, inspector, viewport
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navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
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- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
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exactly what the editor is built for. Great for authoring **base content**
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(rooms, templates, avatar base bodies).
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- **Fast iteration for devs:** The platform team can build and test levels
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directly in the tool they already use.
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- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
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- **No runtime footprint:** Editor-only code is stripped from export builds
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(`@tool` scripts and editor plugins are not shipped to players).
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### 3.3 Cons
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- **Not available to players.** Players don't run the Godot editor. Any
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player-facing UGC authoring cannot use this approach.
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- **Tied to the editor's UX.** You inherit the editor's look and interaction
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model; deep customization is limited by what the editor API exposes.
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- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
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plugins are more brittle across upgrades than game code.
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- **Scene-centric, not data-centric.** The editor is optimized for scenes and
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resources. Our world is **chunk data** (`world.md`). We'd have to build a
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translation layer (scene ↔ chunk) and keep it in sync — a real source of
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drift.
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- **Single-user, local.** The editor edits local files. It does not natively
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talk to our server-authoritative chunk store or the moderation pipeline.
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- **Headless/CI friction.** Validating plugin behavior in CI requires running
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the editor headless, which is heavier than testing game code.
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### 3.4 Fit for Our Constraints
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- **Platform/dev authoring:** Excellent. This is the natural home for building
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base worlds, rooms, and templates.
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- **Player UGC:** Not applicable. Players cannot run the editor.
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- **Server-authoritative chunk store:** Poor fit natively. The editor edits
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local scenes; we'd bolt on a chunk export/import and a server sync layer.
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---
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## 4. Approach (b): In-Game Editor
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### 4.1 What It Is
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A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
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buttons, toolbars) that run inside the running game. It edits the game's own
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world data model (chunks) and submits edits through the normal server pipeline.
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### 4.2 Pros
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- **Ships to players.** The editor is part of the game binary, so **player UGC
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authoring is possible** — the core requirement for a user-generated-content
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platform.
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- **Data-native.** The editor operates directly on the **chunk model**
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(`world.md`), so there is no scene↔chunk translation layer and no drift.
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- **Server-authoritative by construction.** Edits go through the same
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`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
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moderation apply uniformly. The editor cannot bypass the server.
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- **Moderation-aware.** Because edits flow through the server, content flags are
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computed and enforced at the boundary (`content_moderation.md` §4). The editor
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can surface flags and gate mature content.
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- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
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the game; no separate editor theme to maintain.
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- **Testable in CI.** The editor is ordinary game code; it can be exercised
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headlessly and unit-tested like any other system.
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### 4.3 Cons
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- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
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We must implement selection, snapping, undo/redo, viewport navigation, and
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property editing ourselves.
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- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
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behind a feature flag / separate scene that is only instantiated on demand).
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- **More upfront work.** A usable in-game editor is a large feature; it needs
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its own architecture (tool modes, gizmos, palette, inspector).
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- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
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material is better done in the Godot editor / DCC tools. The in-game editor
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should focus on **world composition** (placing tiles and objects), not asset
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creation.
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### 4.4 Fit for Our Constraints
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- **Platform/dev authoring:** Workable but not ideal for deep asset work.
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- **Player UGC:** The **only** viable approach. Players can only author through
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the shipped game.
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- **Server-authoritative chunk store:** Excellent fit. The editor is a client
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that submits validated deltas.
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---
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## 5. Comparison Matrix
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| Criterion | (a) Editor plugin | (b) In-game editor |
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|-----------|-------------------|--------------------|
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| Ships to players | ❌ No | ✅ Yes |
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| Player UGC authoring | ❌ Impossible | ✅ Core capability |
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| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
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| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
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| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
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| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
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| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
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| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
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| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
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| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
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| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
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---
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## 6. Recommendation
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**Primary recommendation: build the in-game editor (b) as the platform's
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authoring surface, and use a lightweight Godot editor plugin (a) only as an
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internal dev convenience.**
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### 6.1 Rationale
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1. **Player UGC is the deciding factor.** The platform's value proposition is
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user-generated content (rooms, worlds, avatars). Players cannot run the Godot
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editor, so **only an in-game editor can deliver player authoring**. This is a
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hard requirement that the editor-plugin approach cannot meet.
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2. **The world is data, and the in-game editor is data-native.** `world.md`
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defines chunks as the atomic unit. An in-game editor edits chunks directly
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and submits them through the server pipeline. An editor plugin would force a
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scene↔chunk translation layer that is a constant source of drift and bugs.
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3. **Server authority and moderation fall out naturally.** Because in-game
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edits use the same `request_chunk_edit` RPCs as gameplay, validation,
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revisioning, optimistic concurrency, and content-flag enforcement
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(`content_moderation.md`) apply uniformly. The editor cannot bypass the
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server — which is exactly what a moderation-aware UGC platform needs.
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4. **The editor-plugin's strengths are not what we need.** Its free features
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(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
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Our authoring is world composition against a chunk contract, not scene
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editing. The plugin's main win — deep asset authoring — is better served by
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DCC tools and the Godot editor for the *platform team*, not by a plugin we
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must maintain.
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### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
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We still recommend a **small, optional** editor plugin for the **platform team**
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to author **base content** (base rooms, templates, avatar base bodies, test
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levels) directly in the Godot editor. This is a dev-time convenience, not a
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product feature:
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- It can export a scene/resource as a **chunk** (reusing the same encoder as the
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in-game editor) so dev-authored content flows into the same pipeline.
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- It is **not shipped** to players and is **not** the authoring surface for UGC.
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- It should be kept thin to minimize editor-API churn risk.
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### 6.3 Scope Boundary
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To keep the in-game editor tractable, define its scope clearly:
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- **In scope (world composition):** placing tiles, placing static/dynamic
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objects, setting transforms, editing object properties, saving/loading chunks,
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submitting edits to the server, showing moderation flags.
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- **Out of scope (asset creation):** modeling meshes, authoring materials,
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rigging avatars. These are done in DCC tools / the Godot editor and imported
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as catalog assets (see `avatar.md` §7). The in-game editor **references**
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catalog assets by id; it does not create them.
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---
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## 7. Resulting Architecture
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### 7.1 Shared Editor Core
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Both the in-game editor and the (optional) dev plugin should share a single
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**editor core** that operates on the chunk model. This avoids two divergent
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implementations.
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```
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EditorCore (shared, data-native)
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├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
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├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
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├── EditSession # base_revision tracking, delta generation
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├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
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├── UndoRedoStack # command pattern over chunk mutations
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├── SelectionManager # selected tiles/objects
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├── ToolRegistry # brush, object-place, select, erase, etc.
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└── ModerationView # surfaces content flags; gates mature content
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```
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### 7.2 In-Game Editor (Primary)
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```
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InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
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├── EditorViewport # custom 2D/3D viewport with camera navigation
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├── Toolbar # tool mode switcher
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├── PalettePanel # tile/object palette (from catalog)
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├── InspectorPanel # property editor for selected object
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├── ChunkBrowser # load/save chunks, list rooms
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└── EditorCore # shared core (above)
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```
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- Instantiated only when the player enters "build mode" (a separate scene /
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feature flag), so the runtime footprint is negligible during normal play.
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- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
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by re-fetching and re-applying (`world.md` §5.4).
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### 7.3 Dev Editor Plugin (Optional, Thin)
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```
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DevChunkPlugin (EditorPlugin, dev-only, not shipped)
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├── Dock panel: "Chunk Export"
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├── Reads the current scene / selected nodes
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├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
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└── Exports a .chunk.json / submits to a dev server
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```
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Kept thin to minimize editor-API churn. Its only job is to let the platform team
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author base content in the editor and push it into the same chunk pipeline.
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### 7.4 Data Flow
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```
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[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
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^ | validate
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| | apply
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+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
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v
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SQLite (world.db)
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[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
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```
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Both paths converge on the **same server validation pipeline**, so moderation
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and revisioning are uniform regardless of authoring surface.
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---
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## 8. Risks & Mitigations
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| Risk | Mitigation |
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|------|------------|
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| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
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| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
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| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
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| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
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| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
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| Players bypass moderation | Impossible by construction: edits go through server validation |
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---
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## 9. Open Questions / Future Work
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- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
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editor (volumetric chunks) is future work (`world.md` §8).
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- **Collaborative editing:** Multiple players editing the same chunk concurrently
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— the optimistic-concurrency model already supports it, but the UX (live
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cursors, conflict resolution) is unspecified.
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- **Template library:** A curated set of room templates players can start from.
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- **Publish/review flow:** How a player's authored room enters the moderation
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review queue (`content_moderation.md` §6) and becomes publicly joinable.
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---
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## 10. Summary
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| Concern | Decision |
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|---------|----------|
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| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
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| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
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| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
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| Server authority | Edits go through `request_chunk_edit`; server validates |
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| Moderation | Enforced at the server boundary for both paths |
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| In-game editor scope | World composition only; asset creation is out of scope |
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| Runtime footprint | Editor gated behind a feature flag / separate scene |
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@@ -0,0 +1,194 @@
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# PC2 Test Level & Player Spawn — Design Note
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> **Status:** Decided (PC2)
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> **Owner:** Architecture
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> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
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> (2) build the player & spawn it. Both must be able to follow this note
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> without further design decisions.
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## 1. Decision: static scene, not chunk streaming
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**The PC2 playable test level is a single, hand-authored, static Godot 3D
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scene.** It is **not** built through the chunk streaming system
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(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
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`chunk_data_decoder.gd`).
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This is a deliberate decision, not a default:
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- **The streaming system has never been exercised with real content.** It is a
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faithful port of the `docs/architecture/world.md` format spec, but nothing in
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the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
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wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
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and no `_server_rpc`, so at runtime it does nothing. There is no server-side
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chunk authoring/streaming endpoint to integrate against.
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- **PC2 scope is single-player, local-only, no networking.** The value of chunk
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streaming is server-authoritative streaming around a moving player across a
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network boundary. None of those preconditions exist in PC2, so exercising the
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pipeline here would mean building a chunk *authoring + serving* path first —
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clearly out of checkpoint scope.
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- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
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level and walk around" working**, which is the actual PC2 outcome being tested.
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Chunk streaming is **not removed and not broken by this decision** — it stays as
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an optional, later milestone. The static level is the PC2 proof of the *player*
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and *camera/physics* half of the problem; chunk streaming remains the later proof
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of the *world data* half.
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## 2. Where things live
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| Artifact | Path | Owned by |
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|---|---|---|
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| Test level scene | `scenes/worlds/test_level.tscn` | level task |
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| Player scene | `scenes/player.tscn` | player task |
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| Player controller script | `scripts/player.gd` | player task |
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| Game composition scene | `scenes/game.tscn` | player task |
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|
||||
- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
|
||||
yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
|
||||
- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
|
||||
reference to `test_level`; it discovers the spawn point at runtime (see §3).
|
||||
|
||||
## 3. Player spawn convention
|
||||
|
||||
The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
|
||||
That node's world transform is the spawn point.
|
||||
|
||||
- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
|
||||
carries no gameplay behavior — it is the established Godot idiom for "position
|
||||
hint." (Confirmed present in Godot 4.6.2.)
|
||||
- The marker's **position** is authoritative; its rotation is ignored by the
|
||||
player (spawn yaw is the player's concern, default forward is fine).
|
||||
- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
|
||||
at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
|
||||
the ground top is `y = 0`) so the player capsule does not spawn intersecting
|
||||
the floor and get popped out by the physics solver.
|
||||
- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
|
||||
multiple spawns, that is a later convention — not PC2.)
|
||||
|
||||
**Lookup rule (implemented by `player.gd`, not by the level):**
|
||||
|
||||
```
|
||||
# in player.gd _ready()
|
||||
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
|
||||
if spawn is Node3D:
|
||||
global_position = spawn.global_position
|
||||
else:
|
||||
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
|
||||
global_position = Vector3(0, 1.0, 0) # fallback, do not crash
|
||||
```
|
||||
|
||||
The lookup runs from the current scene root so it finds the marker whether it is
|
||||
a direct child of the level instance or nested under a `Level` wrapper. The
|
||||
fallback keeps the player runnable in a scene that forgot its marker, but a
|
||||
**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
|
||||
on it (see §6).
|
||||
|
||||
## 4. Composition (who puts level + player together)
|
||||
|
||||
`scenes/game.tscn` is the PC2 playable entry point:
|
||||
|
||||
```
|
||||
Game (Node3D)
|
||||
├── Level (instance of res://scenes/worlds/test_level.tscn)
|
||||
└── Player (instance of res://scenes/player.tscn)
|
||||
```
|
||||
|
||||
- `Game` is a plain `Node3D` with **no script** — composition is done by scene
|
||||
instantiation, not code, so there is nothing to keep in sync.
|
||||
- The **level scene is self-contained and has zero dependency on the player** —
|
||||
it loads and is smoke-testable on its own. The level task does not instance or
|
||||
reference `player.tscn`.
|
||||
- The **player scene is self-contained and has zero dependency on any specific
|
||||
level** — it only requires that the *current scene* contains a `PlayerSpawn`.
|
||||
- Ownership of `game.tscn` goes to the **player task**, which depends on the
|
||||
level task having landed `test_level.tscn` first (chain with `depends_on`).
|
||||
|
||||
## 5. Level content requirements (level task)
|
||||
|
||||
`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
|
||||
children:
|
||||
|
||||
| Node | Type | Notes |
|
||||
|---|---|---|
|
||||
| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
|
||||
| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
|
||||
| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
|
||||
| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
|
||||
| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
|
||||
|
||||
Notes:
|
||||
|
||||
- **Do not** add any `script` to the level. It is pure content. Any per-level
|
||||
behavior belongs to the player (or a future game-mode script), not the level.
|
||||
- Keep the whole level on the XZ plane around the origin; nothing off at extreme
|
||||
coordinates, no thin walls the capsule can tunnel through.
|
||||
|
||||
## 6. Player contract (player task)
|
||||
|
||||
`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
|
||||
|
||||
Minimum for PC2:
|
||||
|
||||
- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
|
||||
(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
|
||||
- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
|
||||
the lowest-risk choice; third-person is fine too but is more work.
|
||||
- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
|
||||
gracefully.
|
||||
- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
|
||||
WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
|
||||
may be split into its own task if the controller grows.
|
||||
- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
|
||||
`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
|
||||
|
||||
The player must work when instanced under `Game` alongside a level; it must not
|
||||
assume it is the only node in the scene.
|
||||
|
||||
## 7. Entry point / how a human plays it
|
||||
|
||||
- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
|
||||
(e.g. `godot --path . scenes/game.tscn`), or temporarily set
|
||||
`application/run/main_scene` to it.
|
||||
- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
|
||||
for this note** and out of scope for the level/player tasks. The current menu
|
||||
flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
|
||||
the test level, that navigation wiring is its own small task — do not fold it
|
||||
into level or player.
|
||||
|
||||
## 8. Validation (both tasks must run this before "done")
|
||||
|
||||
```sh
|
||||
# one-time, first checkout only — builds the class/import cache
|
||||
godot --headless --path . --import
|
||||
|
||||
# then, to catch parse/load errors:
|
||||
godot --headless --path . --quit
|
||||
```
|
||||
|
||||
- **Level task:** additionally load `test_level.tscn` headlessly and assert it
|
||||
(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
|
||||
positioned ≥ 1.0 m above the ground top. A smoke script following the existing
|
||||
`scripts/smoke_test_*.gd` pattern is the right vehicle.
|
||||
- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
|
||||
and asserts the player's global position equals the `PlayerSpawn` position
|
||||
(within a small epsilon). This is the check that proves the spawn convention
|
||||
actually wired through — not just "the scene loads."
|
||||
|
||||
## 9. Explicitly out of scope for PC2
|
||||
|
||||
- Networking / multiplayer / prediction (single-player, local-only).
|
||||
- Chunk streaming integration and server-side chunk authoring/serving.
|
||||
- Avatar customization UI and glTF avatar loading.
|
||||
- Join-a-world navigation from the world list.
|
||||
- Any content moderation / age-gating logic in the level.
|
||||
|
||||
## 10. Summary
|
||||
|
||||
| Concern | Decision |
|
||||
|---|---|
|
||||
| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
|
||||
| Level location | `scenes/worlds/test_level.tscn` |
|
||||
| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
|
||||
| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
|
||||
| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
|
||||
| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
|
||||
@@ -0,0 +1,159 @@
|
||||
# GDScript Sandboxing for User-Written Scripts
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Content moderation & age verification (scripts are one of the
|
||||
> three moderated content types), avatar component system
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates how to safely run **user-written scripts** as part of
|
||||
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||
|
||||
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||
none of the three options named in the original task hold up under testing.**
|
||||
A script running anywhere inside the Godot process — however it's loaded,
|
||||
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||
has to happen *outside* the scripting language, not through an in-engine
|
||||
restriction mechanism, because no such mechanism exists.
|
||||
|
||||
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||
version.
|
||||
|
||||
## 2. Options Evaluated
|
||||
|
||||
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||
|
||||
There is no `ScriptServer` class in Godot 4.6.2:
|
||||
|
||||
```
|
||||
ClassDB.class_exists("ScriptServer") → false
|
||||
```
|
||||
|
||||
There's also no project setting to disable engine subsystems for scripts —
|
||||
none of `application/run/disable_os`, `disable_file_access`, or
|
||||
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||
with sandboxing features from a different engine/scripting ecosystem, or
|
||||
with **export template stripping** (which controls what ships in a build,
|
||||
not what a script can call at runtime).
|
||||
|
||||
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||
node script, no special setup:
|
||||
|
||||
| Capability | Available to any script? |
|
||||
|---|---|
|
||||
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||
|
||||
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||
surface this option assumed doesn't exist in the engine.
|
||||
|
||||
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||
|
||||
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||
scene subtree its own render target and can gate input propagation) — it is
|
||||
not a security or scripting boundary. A script attached to any node inside a
|
||||
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||
|
||||
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||
the security problem the task is asking about. Worth keeping in mind for
|
||||
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||
provides zero script sandboxing.
|
||||
|
||||
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||
|
||||
Two ways to read this option, tested separately:
|
||||
|
||||
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||
practical — this means re-implementing (and then indefinitely maintaining,
|
||||
in lockstep with every Godot release) a full language interpreter outside
|
||||
the engine. Far more engineering than the problem justifies.
|
||||
|
||||
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||
safe by default: it can still reach through to unsafe engine methods if you
|
||||
aren't careful about what object you hand it as a base instance:
|
||||
|
||||
```gdscript
|
||||
var expr = Expression.new()
|
||||
expr.parse("get_environment('HOME')", ["OS"])
|
||||
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||
```
|
||||
|
||||
So `Expression` is a viable building block only if the host **never passes
|
||||
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||
allowlisting work still has to happen at the call site, `Expression` itself
|
||||
enforces none of it.
|
||||
|
||||
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||
`"OS.execute"` before parsing) was also probed and is not a real
|
||||
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||
`Callable`, or any other indirection, and produces false confidence.
|
||||
|
||||
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||
ability to reference engine singletons or arbitrary objects* is the only
|
||||
version of "custom interpreter" that's actually safe. This is real
|
||||
engineering effort, not a config flag.
|
||||
|
||||
## 3. Recommendation
|
||||
|
||||
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||
in-engine options provide a real boundary, the two approaches actually worth
|
||||
building are, in order of recommended priority:
|
||||
|
||||
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||
scripting. Most UGC scripting needs in a game like this (custom
|
||||
interactions, simple triggers, item behaviors) don't need a general
|
||||
programming language — they need a small set of declarative
|
||||
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||
side. This has *zero* attack surface by construction — there's no
|
||||
interpreter to escape because there's no general execution, just a
|
||||
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||
the actual UGC use cases in this game and should be scoped against real
|
||||
feature requirements before assuming more is needed.
|
||||
|
||||
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||
at the OS level, not the engine level: run untrusted scripts in a
|
||||
**separate process** (a stripped-down Godot instance or a dedicated
|
||||
interpreter) under OS sandboxing (a restricted user account, a
|
||||
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||
operations. This is the only approach that provides a real security
|
||||
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||
language cooperating — the OS enforces it. Substantially more
|
||||
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||
can't express what's needed.
|
||||
|
||||
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||
none provide a real boundary (§2).
|
||||
|
||||
## 4. Open Questions
|
||||
|
||||
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||
simple item/state effects, dialogue branching?) This determines whether
|
||||
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||
needed. Needs a concrete feature list before implementation starts.
|
||||
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||
Affects resource cost and isolation guarantees.
|
||||
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||
scripts as a moderated content type still need a moderation flag path
|
||||
regardless of which execution model is chosen — a DSL makes static
|
||||
analysis of *what a script can possibly do* far easier than it would be
|
||||
for general code, which is an additional point in its favor.
|
||||
@@ -0,0 +1,737 @@
|
||||
# World Chunk Data Format & Persistence Architecture
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document specifies the **world chunk data format** and **persistence
|
||||
schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
|
||||
agents. It defines:
|
||||
|
||||
- The **chunk data format** — both a human-readable **JSON** form (for
|
||||
authoring, tooling, and debugging) and a compact **binary** form (for
|
||||
runtime loading and network transfer).
|
||||
- The **SQLite schema** that persists world state on the server, including
|
||||
chunk metadata, chunk payloads, and the world/room hierarchy.
|
||||
- The **read/write API** that the server and client use to load, save, and
|
||||
stream chunks.
|
||||
|
||||
The goal is a **single, versioned chunk contract** that is shared across the
|
||||
Godot client, the Python backend, and the persistence layer. A chunk is the
|
||||
atomic unit of world geometry, gameplay objects, and persistence — the server
|
||||
loads and saves whole chunks, and clients stream the chunks around them.
|
||||
|
||||
### 1.1 Design Goals
|
||||
|
||||
- **Versioned & forward-compatible:** Every chunk carries a format version so
|
||||
the loader can migrate old data and reject unknown future data gracefully.
|
||||
- **Dual representation:** JSON for authoring/debugging, binary for
|
||||
runtime/network. Both encode the *same* logical model so there is exactly one
|
||||
source of truth for the schema.
|
||||
- **Server-authoritative persistence:** The server is the only writer to the
|
||||
SQLite store. Clients submit *edits* (deltas) and the server applies and
|
||||
persists them, mirroring the server-authoritative networking model.
|
||||
- **Chunk-granular persistence:** Persistence happens at chunk granularity so
|
||||
the server can save a dirty chunk without rewriting the whole world, and can
|
||||
stream only the chunks a client needs.
|
||||
- **Deterministic & testable:** The binary format is byte-stable for a given
|
||||
logical payload, enabling checksums, caching, and reproducible tests.
|
||||
- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
|
||||
content flags (see `content_moderation.md`); the persistence layer stores the
|
||||
moderation state alongside chunk data so enforcement can happen at load time.
|
||||
|
||||
---
|
||||
|
||||
## 2. World Model & Chunking
|
||||
|
||||
### 2.1 World Hierarchy
|
||||
|
||||
The world is organized as a hierarchy that matches the moderation content graph:
|
||||
|
||||
```
|
||||
World
|
||||
└── Room
|
||||
└── Chunk (the atomic persistence & streaming unit)
|
||||
├── Tiles / Terrain
|
||||
├── Static objects (props, geometry)
|
||||
├── Dynamic objects (spawnable entities, interactables)
|
||||
└── Metadata (flags, version, timestamps)
|
||||
```
|
||||
|
||||
- A **World** is the top-level container (a named, versioned space).
|
||||
- A **Room** is a bounded region within a world (a level, a building, a zone).
|
||||
- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
|
||||
load, save, and stream.
|
||||
|
||||
### 2.2 Chunk Dimensions
|
||||
|
||||
Chunks are **fixed-size, axis-aligned boxes** in world space. The default
|
||||
dimensions are a configuration constant so they can be tuned per world:
|
||||
|
||||
| Constant | Default | Description |
|
||||
|---------------------|---------|----------------------------------------------------|
|
||||
| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
|
||||
| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
|
||||
| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
|
||||
| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
|
||||
|
||||
A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
|
||||
computed from a world-space position `p` as:
|
||||
|
||||
```
|
||||
cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
|
||||
cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
|
||||
cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
|
||||
```
|
||||
|
||||
The chunk's world-space bounding box is therefore:
|
||||
|
||||
```
|
||||
min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
|
||||
max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
|
||||
```
|
||||
|
||||
### 2.3 Chunk Coordinate Key
|
||||
|
||||
For storage and lookup, a chunk is addressed by a **canonical string key**:
|
||||
|
||||
```
|
||||
"{world_id}:{room_id}:{cx}:{cy}:{cz}"
|
||||
```
|
||||
|
||||
Example: `"w_0001:r_0001:12:-4:0"`. This key is the primary lookup key in the
|
||||
SQLite `chunks` table and is used in the read/write API.
|
||||
|
||||
---
|
||||
|
||||
## 3. Chunk Data Format
|
||||
|
||||
### 3.1 Logical Model
|
||||
|
||||
Both the JSON and binary encodings serialize the same logical chunk model. The
|
||||
logical model is defined here once; the two encodings are projections of it.
|
||||
|
||||
```
|
||||
Chunk
|
||||
├── version : uint (format version, currently 1)
|
||||
├── key : string (canonical chunk key, see §2.3)
|
||||
├── world_id : string
|
||||
├── room_id : string
|
||||
├── coord : { cx, cy, cz } (int)
|
||||
├── bounds : { min_x, min_y, min_z, max_x, max_y, max_z } (float)
|
||||
├── tiles : TileLayer[] (terrain / tile data)
|
||||
├── objects : WorldObject[] (static + dynamic objects)
|
||||
├── flags : ContentFlags (moderation flags, see §3.5)
|
||||
├── meta : { created_at, updated_at, revision, author }
|
||||
└── checksum : string (SHA-256 of canonical payload)
|
||||
```
|
||||
|
||||
### 3.2 Tile Layer
|
||||
|
||||
A chunk's terrain is stored as one or more **tile layers**. Each layer is a
|
||||
dense grid of tile IDs of size `CHUNK_SIZE_X × CHUNK_SIZE_Y` (× `CHUNK_SIZE_Z`
|
||||
for volumetric worlds).
|
||||
|
||||
```
|
||||
TileLayer
|
||||
├── name : string (e.g. "ground", "walls", "decor")
|
||||
├── layer_id : uint
|
||||
├── width : uint (= CHUNK_SIZE_X)
|
||||
├── height : uint (= CHUNK_SIZE_Y)
|
||||
├── depth : uint (= CHUNK_SIZE_Z)
|
||||
├── tiles : uint[] (flattened tile IDs, row-major, length = w*h*d)
|
||||
└── palette : TileDef[] (tile ID → tile definition, shared per layer)
|
||||
```
|
||||
|
||||
**Tile encoding:** A tile ID is a `uint16` index into the layer's `palette`.
|
||||
`0` is reserved for "empty/air". The palette maps each tile ID to a `TileDef`:
|
||||
|
||||
```
|
||||
TileDef
|
||||
├── id : uint16
|
||||
├── asset_id : string (reference to a tile/terrain asset)
|
||||
├── solid : bool (collision)
|
||||
├── flags : uint32 (bitmask: walkable, climbable, liquid, ...)
|
||||
└── variants : uint8 (number of visual variants for this tile)
|
||||
```
|
||||
|
||||
**Rationale for palette + indices:** Storing dense `uint16` indices rather than
|
||||
full asset strings per cell keeps the binary payload small (2 bytes/cell) while
|
||||
the palette (shared across the layer) carries the rich per-tile metadata.
|
||||
|
||||
### 3.3 World Objects
|
||||
|
||||
Objects are the non-tile entities in a chunk: static props, interactables,
|
||||
spawn points, and dynamic-object templates.
|
||||
|
||||
```
|
||||
WorldObject
|
||||
├── id : string (stable object id, unique within the chunk)
|
||||
├── type : string (e.g. "prop", "interactable", "spawn_point", "door")
|
||||
├── asset_id : string (reference to the object's mesh/glTF asset)
|
||||
├── transform : { pos: [x,y,z], rot: [x,y,z,w], scale: [x,y,z] }
|
||||
├── properties : object (type-specific key/value map, JSON-typed)
|
||||
├── dynamic : bool (true if this is a spawnable dynamic entity)
|
||||
└── flags : ContentFlags (per-object moderation flags)
|
||||
```
|
||||
|
||||
**Dynamic objects** are stored as *templates* in the chunk. Their *runtime
|
||||
state* (position, health, inventory) is **not** stored in the chunk; it lives
|
||||
in the runtime entity store and is persisted separately (see §4.4). This keeps
|
||||
chunks stable and diffable — a chunk only changes when its *static* content
|
||||
changes.
|
||||
|
||||
### 3.4 Content Flags
|
||||
|
||||
Each chunk (and each object) carries a **content flag set** that is the
|
||||
aggregate of the moderation flags of the assets and scripts it references. This
|
||||
mirrors the aggregation rules in `content_moderation.md`:
|
||||
|
||||
```
|
||||
ContentFlags
|
||||
├── categories : { violence, sexual, language, substance, gambling, horror, hate, custom }
|
||||
│ (each → severity: none|mild|moderate|severe)
|
||||
├── mature : bool (true if any contributing item is mature)
|
||||
└── sources : string[] (flag ids that contributed, for audit)
|
||||
```
|
||||
|
||||
The server computes and persists these flags at write time so that enforcement
|
||||
(age gating, content filtering) can happen at load time without re-scanning
|
||||
assets.
|
||||
|
||||
### 3.5 JSON Encoding
|
||||
|
||||
The JSON encoding is the **authoring and debugging** representation. It is
|
||||
human-readable, diffable, and used by tools and tests. It is the canonical
|
||||
logical model serialized directly.
|
||||
|
||||
```json
|
||||
{
|
||||
"version": 1,
|
||||
"key": "w_0001:r_0001:12:-4:0",
|
||||
"world_id": "w_0001",
|
||||
"room_id": "r_0001",
|
||||
"coord": { "cx": 12, "cy": -4, "cz": 0 },
|
||||
"bounds": { "min_x": 384.0, "min_y": -128.0, "min_z": 0.0,
|
||||
"max_x": 416.0, "max_y": -96.0, "max_z": 1.0 },
|
||||
"tiles": [
|
||||
{
|
||||
"name": "ground",
|
||||
"layer_id": 0,
|
||||
"width": 32,
|
||||
"height": 32,
|
||||
"depth": 1,
|
||||
"palette": [
|
||||
{ "id": 0, "asset_id": "", "solid": false, "flags": 0, "variants": 1 },
|
||||
{ "id": 1, "asset_id": "tiles/grass", "solid": false, "flags": 1, "variants": 4 }
|
||||
],
|
||||
"tiles": [0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1]
|
||||
}
|
||||
],
|
||||
"objects": [
|
||||
{
|
||||
"id": "obj_0001",
|
||||
"type": "interactable",
|
||||
"asset_id": "props/chest",
|
||||
"transform": { "pos": [400.0, -110.0, 0.0],
|
||||
"rot": [0.0, 0.0, 0.0, 1.0],
|
||||
"scale": [1.0, 1.0, 1.0] },
|
||||
"properties": { "loot_table": "chest_basic", "locked": false },
|
||||
"dynamic": false,
|
||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] }
|
||||
}
|
||||
],
|
||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] },
|
||||
"meta": { "created_at": "2026-08-17T00:00:00Z",
|
||||
"updated_at": "2026-08-17T00:00:00Z",
|
||||
"revision": 3,
|
||||
"author": "agent-bot" },
|
||||
"checksum": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
|
||||
}
|
||||
```
|
||||
|
||||
> **Note on the example checksum:** The value shown above is illustrative only.
|
||||
> In practice the `checksum` field is the SHA-256 of the canonical binary
|
||||
> payload body (see §3.6.3), not of the JSON text. The value here is a
|
||||
> placeholder for documentation purposes.
|
||||
|
||||
### 3.6 Binary Encoding
|
||||
|
||||
The binary encoding is the **runtime and network** representation. It is compact
|
||||
and byte-stable. It uses a simple, explicitly-specified layout (no external
|
||||
serialization library) so it can be produced and consumed identically by the
|
||||
Godot client (GDScript) and the Python backend.
|
||||
|
||||
#### 3.6.1 Header
|
||||
|
||||
| Offset | Size | Field | Type / Encoding |
|
||||
|--------|------|--------------|------------------------------------------|
|
||||
| 0 | 4 | magic | ASCII `"AGPC"` (0x41 0x47 0x50 0x43) |
|
||||
| 4 | 2 | version | `uint16` LE (currently `1`) |
|
||||
| 6 | 2 | header_len | `uint16` LE (bytes of header after this) |
|
||||
| 8 | 4 | flags | `uint32` LE (bitmask, reserved) |
|
||||
| 12 | 4 | payload_len | `uint32` LE (bytes of payload body) |
|
||||
| 16 | 32 | checksum | SHA-256 of payload body (hex, 32 bytes) |
|
||||
|
||||
Total header size: **48 bytes**.
|
||||
|
||||
#### 3.6.2 Payload Body
|
||||
|
||||
The payload body is a sequence of typed sections. Each section has a small
|
||||
header:
|
||||
|
||||
| Offset | Size | Field | Type / Encoding |
|
||||
|--------|------|------------|----------------------------|
|
||||
| 0 | 1 | section_id | `uint8` (see table below) |
|
||||
| 1 | 4 | section_len| `uint32` LE (bytes of section data) |
|
||||
| 5 | ... | data | section-specific |
|
||||
|
||||
Section IDs:
|
||||
|
||||
| section_id | Section | Data layout |
|
||||
|------------|----------------|-------------------------------------------------------------------|
|
||||
| `0x01` | metadata | world_id, room_id (length-prefixed strings), coord (3×int32), bounds (6×float32) |
|
||||
| `0x02` | tile layer | name, layer_id, dims (3×uint16), palette, dense tile indices |
|
||||
| `0x03` | object | one `WorldObject` (repeated; one section per object) |
|
||||
| `0x04` | content flags | category severities (8×uint8), mature (uint8), sources (string list) |
|
||||
| `0x05` | meta | created_at, updated_at (int64 unix), revision (uint32), author (string) |
|
||||
|
||||
**String encoding:** length-prefixed UTF-8 — `uint16` LE byte length followed by
|
||||
the UTF-8 bytes.
|
||||
|
||||
**Tile layer data layout (section `0x02`):**
|
||||
|
||||
```
|
||||
name : string
|
||||
layer_id : uint16 LE
|
||||
width : uint16 LE
|
||||
height : uint16 LE
|
||||
depth : uint16 LE
|
||||
palette_count : uint16 LE
|
||||
palette : palette_count × TileDef
|
||||
tile_count : uint32 LE
|
||||
tiles : tile_count × uint16 LE (dense, row-major)
|
||||
```
|
||||
|
||||
```
|
||||
TileDef:
|
||||
id : uint16 LE
|
||||
asset_id : string
|
||||
solid : uint8
|
||||
flags : uint32 LE
|
||||
variants : uint8
|
||||
```
|
||||
|
||||
**Object data layout (section `0x03`):**
|
||||
|
||||
```
|
||||
id : string
|
||||
type : string
|
||||
asset_id : string
|
||||
pos : 3 × float32
|
||||
rot : 4 × float32
|
||||
scale : 3 × float32
|
||||
dynamic : uint8
|
||||
properties : JSON string (length-prefixed)
|
||||
flags : ContentFlags (see 0x04 layout)
|
||||
```
|
||||
|
||||
**Content flags layout (section `0x04`):**
|
||||
|
||||
```
|
||||
violence, sexual, language, substance, gambling, horror, hate, custom
|
||||
: 8 × uint8 (severity enum: 0=none,1=mild,2=moderate,3=severe)
|
||||
mature : uint8
|
||||
source_count: uint16 LE
|
||||
sources : source_count × string
|
||||
```
|
||||
|
||||
#### 3.6.3 Byte-Stability
|
||||
|
||||
For a given logical payload, the binary encoding is **deterministic**:
|
||||
|
||||
- All integers are little-endian.
|
||||
- All strings are UTF-8, length-prefixed, and never null-terminated.
|
||||
- Maps (e.g. `properties`) are serialized as a **canonical JSON string** with
|
||||
keys sorted lexicographically.
|
||||
- The `checksum` is the SHA-256 of the payload body bytes.
|
||||
|
||||
This guarantees that two encoders produce identical bytes, enabling content
|
||||
addressing, caching, and reproducible tests.
|
||||
|
||||
---
|
||||
|
||||
## 4. SQLite Persistence Schema
|
||||
|
||||
The server persists world state in a **SQLite** database. SQLite is chosen for
|
||||
its zero-configuration, single-file, transactional, and embedded nature — ideal
|
||||
for a server that owns the world store and needs ACID guarantees without a
|
||||
separate database process.
|
||||
|
||||
### 4.1 Database Layout
|
||||
|
||||
The database file is `world.db` (path configurable). It contains the following
|
||||
tables:
|
||||
|
||||
```
|
||||
worlds
|
||||
rooms
|
||||
chunks
|
||||
chunk_objects
|
||||
content_flags
|
||||
revisions
|
||||
```
|
||||
|
||||
### 4.2 `worlds`
|
||||
|
||||
Top-level world containers.
|
||||
|
||||
```sql
|
||||
CREATE TABLE worlds (
|
||||
id TEXT PRIMARY KEY, -- e.g. 'w_0001'
|
||||
name TEXT NOT NULL,
|
||||
description TEXT,
|
||||
chunk_size_x INTEGER NOT NULL DEFAULT 32,
|
||||
chunk_size_y INTEGER NOT NULL DEFAULT 32,
|
||||
chunk_size_z INTEGER NOT NULL DEFAULT 1,
|
||||
origin_x REAL NOT NULL DEFAULT 0,
|
||||
origin_y REAL NOT NULL DEFAULT 0,
|
||||
origin_z REAL NOT NULL DEFAULT 0,
|
||||
created_at TEXT NOT NULL, -- ISO-8601 UTC
|
||||
updated_at TEXT NOT NULL
|
||||
);
|
||||
```
|
||||
|
||||
### 4.3 `rooms`
|
||||
|
||||
Rooms within a world.
|
||||
|
||||
```sql
|
||||
CREATE TABLE rooms (
|
||||
id TEXT PRIMARY KEY, -- e.g. 'r_0001'
|
||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
||||
name TEXT NOT NULL,
|
||||
bounds_min_x REAL NOT NULL,
|
||||
bounds_min_y REAL NOT NULL,
|
||||
bounds_min_z REAL NOT NULL DEFAULT 0,
|
||||
bounds_max_x REAL NOT NULL,
|
||||
bounds_max_y REAL NOT NULL,
|
||||
bounds_max_z REAL NOT NULL DEFAULT 1,
|
||||
created_at TEXT NOT NULL,
|
||||
updated_at TEXT NOT NULL,
|
||||
UNIQUE (world_id, name)
|
||||
);
|
||||
CREATE INDEX idx_rooms_world ON rooms(world_id);
|
||||
```
|
||||
|
||||
### 4.4 `chunks`
|
||||
|
||||
The core persistence table. One row per chunk. The **payload** is stored as a
|
||||
BLOB in the **binary format** (§3.6); the JSON form is derived on demand for
|
||||
authoring/debugging and is not stored (to avoid dual-write drift).
|
||||
|
||||
```sql
|
||||
CREATE TABLE chunks (
|
||||
key TEXT PRIMARY KEY, -- canonical key 'world:room:cx:cy:cz'
|
||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
||||
room_id TEXT NOT NULL REFERENCES rooms(id) ON DELETE CASCADE,
|
||||
cx INTEGER NOT NULL,
|
||||
cy INTEGER NOT NULL,
|
||||
cz INTEGER NOT NULL DEFAULT 0,
|
||||
format_version INTEGER NOT NULL DEFAULT 1,
|
||||
payload BLOB NOT NULL, -- binary chunk encoding (§3.6)
|
||||
payload_len INTEGER NOT NULL,
|
||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
||||
revision INTEGER NOT NULL DEFAULT 0,
|
||||
dirty INTEGER NOT NULL DEFAULT 0, -- 1 = needs flush to disk
|
||||
created_at TEXT NOT NULL,
|
||||
updated_at TEXT NOT NULL,
|
||||
UNIQUE (world_id, room_id, cx, cy, cz)
|
||||
);
|
||||
CREATE INDEX idx_chunks_world_room ON chunks(world_id, room_id);
|
||||
CREATE INDEX idx_chunks_coord ON chunks(cx, cy, cz);
|
||||
```
|
||||
|
||||
**Design notes:**
|
||||
|
||||
- The `payload` BLOB is the single source of truth for chunk content. The
|
||||
`checksum` guards against corruption and enables content addressing.
|
||||
- `revision` increments on every write; it is used for optimistic concurrency
|
||||
and change detection (see §5.4).
|
||||
- `dirty` marks chunks that have been modified in memory but not yet flushed,
|
||||
enabling a write-behind persistence strategy (see §5.5).
|
||||
|
||||
### 4.5 `chunk_objects`
|
||||
|
||||
A denormalized, queryable index of the objects inside each chunk. This is
|
||||
**derived** from the chunk payload and kept in sync by the write path. It exists
|
||||
so the server can answer queries like "which chunks contain a door?" without
|
||||
parsing every payload BLOB.
|
||||
|
||||
```sql
|
||||
CREATE TABLE chunk_objects (
|
||||
id TEXT NOT NULL, -- object id (unique within chunk)
|
||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||
type TEXT NOT NULL, -- 'prop', 'interactable', ...
|
||||
asset_id TEXT,
|
||||
dynamic INTEGER NOT NULL DEFAULT 0,
|
||||
pos_x REAL NOT NULL,
|
||||
pos_y REAL NOT NULL,
|
||||
pos_z REAL NOT NULL DEFAULT 0,
|
||||
PRIMARY KEY (chunk_key, id)
|
||||
);
|
||||
CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
|
||||
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
||||
```
|
||||
|
||||
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
|
||||
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
|
||||
commits a chunk, the service layer performs a **delete-and-reinsert** of that
|
||||
chunk's object rows in the same transaction: it deletes all rows for
|
||||
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
|
||||
index transactionally consistent with the payload and avoids the complexity and
|
||||
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
|
||||
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
|
||||
utility is provided for this).
|
||||
|
||||
### 4.6 `content_flags`
|
||||
|
||||
Persists the aggregated moderation flags per chunk (and optionally per object).
|
||||
This lets the server enforce age/content gates at load time without parsing
|
||||
payloads.
|
||||
|
||||
```sql
|
||||
CREATE TABLE content_flags (
|
||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
|
||||
violence INTEGER NOT NULL DEFAULT 0,
|
||||
sexual INTEGER NOT NULL DEFAULT 0,
|
||||
language INTEGER NOT NULL DEFAULT 0,
|
||||
substance INTEGER NOT NULL DEFAULT 0,
|
||||
gambling INTEGER NOT NULL DEFAULT 0,
|
||||
horror INTEGER NOT NULL DEFAULT 0,
|
||||
hate INTEGER NOT NULL DEFAULT 0,
|
||||
custom INTEGER NOT NULL DEFAULT 0,
|
||||
mature INTEGER NOT NULL DEFAULT 0,
|
||||
sources TEXT NOT NULL DEFAULT '[]', -- JSON array of flag ids
|
||||
PRIMARY KEY (chunk_key, object_id)
|
||||
);
|
||||
CREATE INDEX idx_content_flags_mature ON content_flags(mature);
|
||||
```
|
||||
|
||||
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
||||
|
||||
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
|
||||
value `''` (empty string)** in `object_id` rather than `NULL`. This is
|
||||
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
|
||||
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
|
||||
could be inserted accidentally. Using `''` as the sentinel means the composite
|
||||
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
|
||||
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
|
||||
(which is never empty). The application layer treats `object_id = ''` as
|
||||
"chunk-level" and any non-empty value as "object-level".
|
||||
|
||||
### 4.7 `revisions`
|
||||
|
||||
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
||||
replication of changes.
|
||||
|
||||
```sql
|
||||
CREATE TABLE revisions (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
|
||||
revision INTEGER NOT NULL,
|
||||
actor TEXT NOT NULL, -- user / agent id
|
||||
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
||||
payload BLOB, -- full binary payload at this revision
|
||||
created_at TEXT NOT NULL
|
||||
);
|
||||
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
||||
```
|
||||
|
||||
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
|
||||
at each revision. This is what makes rollback possible: to restore a chunk to a
|
||||
previous revision, the server reads the `payload` of the target revision and
|
||||
writes it back to `chunks.payload` (incrementing `revision` and appending a new
|
||||
`revisions` row). Without the payload, only the checksum would be available,
|
||||
which is insufficient to reconstruct the chunk.
|
||||
|
||||
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
|
||||
This means deleting a chunk does **not** cascade-delete its revision history —
|
||||
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
|
||||
string is still stored so the history can be correlated to a chunk that existed
|
||||
at that time.) If a chunk is later recreated with the same key, its history is
|
||||
still intact.
|
||||
|
||||
### 4.8 Schema Versioning & Migrations
|
||||
|
||||
The database carries a schema version in a `meta` table:
|
||||
|
||||
```sql
|
||||
CREATE TABLE meta (
|
||||
key TEXT PRIMARY KEY,
|
||||
value TEXT NOT NULL
|
||||
);
|
||||
-- seed: INSERT INTO meta(key, value) VALUES ('schema_version', '1');
|
||||
```
|
||||
|
||||
Migrations are applied in order at startup. Each migration is a numbered SQL
|
||||
script; the server tracks the applied version in `meta` and applies any pending
|
||||
migrations transactionally. This keeps the schema forward-compatible as the
|
||||
chunk format evolves.
|
||||
|
||||
---
|
||||
|
||||
## 5. Read/Write API
|
||||
|
||||
The API is exposed as a **Python service layer** on the backend (the same
|
||||
process that owns the SQLite store) and consumed by the Godot client over the
|
||||
network transport (see `networking.md`). The service layer is the **only**
|
||||
writer to the database; clients never touch SQLite directly.
|
||||
|
||||
### 5.1 Service Interface (Python)
|
||||
|
||||
```python
|
||||
class WorldStore:
|
||||
"""Owns the SQLite connection and chunk read/write operations."""
|
||||
|
||||
def get_chunk(self, key: str) -> Chunk | None: ...
|
||||
def get_chunk_binary(self, key: str) -> bytes | None: ...
|
||||
def put_chunk(self, chunk: Chunk, actor: str) -> Chunk: ...
|
||||
def delete_chunk(self, key: str, actor: str) -> None: ...
|
||||
def list_chunks(self, world_id: str, room_id: str | None = None,
|
||||
bounds: Bounds | None = None) -> list[str]: ...
|
||||
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
||||
def flush_dirty(self) -> int: ...
|
||||
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
|
||||
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
|
||||
def migrate(self) -> None: ...
|
||||
```
|
||||
|
||||
### 5.2 Encoding Helpers
|
||||
|
||||
The service layer provides symmetric encode/decode functions shared by the
|
||||
client and server:
|
||||
|
||||
```python
|
||||
def encode_binary(chunk: Chunk) -> bytes: ...
|
||||
def decode_binary(data: bytes) -> Chunk: ...
|
||||
def encode_json(chunk: Chunk) -> str: ...
|
||||
def decode_json(text: str) -> Chunk: ...
|
||||
def checksum(payload: bytes) -> str: ...
|
||||
```
|
||||
|
||||
These are the single implementation of the format spec (§3), so the Godot
|
||||
client and Python backend never drift.
|
||||
|
||||
### 5.3 Network RPCs
|
||||
|
||||
The chunk API is exposed to the client via RPCs (matching the networking
|
||||
architecture). All chunk traffic is **reliable** (chunks are discrete,
|
||||
must-arrive data).
|
||||
|
||||
| RPC | Direction | Payload | Notes |
|
||||
|----------------------------|-----------|-------------------------------------------|-------|
|
||||
| `request_chunk` | C → S | `{ key }` | Client asks for a chunk |
|
||||
| `chunk_data` | S → C | `{ key, binary_payload, checksum }` | Server streams a chunk |
|
||||
| `request_chunk_edit` | C → S | `{ key, base_revision, delta }` | Client submits an edit |
|
||||
| `chunk_edit_result` | S → C | `{ key, success, new_revision, error? }` | Acknowledges an edit |
|
||||
| `chunk_invalidated` | S → C | `{ key, new_revision }` | Server pushes a change |
|
||||
| `request_chunk_flags` | C → S | `{ key }` | Age/content gate check |
|
||||
|
||||
### 5.4 Edit & Concurrency Model
|
||||
|
||||
- **Read:** Client requests a chunk; server returns the binary payload and its
|
||||
`revision`.
|
||||
- **Edit:** Client submits a **delta** against a known `base_revision`. The
|
||||
server applies the delta, increments `revision`, persists, and returns the new
|
||||
revision.
|
||||
- **Optimistic concurrency:** If the chunk's current revision differs from the
|
||||
client's `base_revision`, the server rejects the edit with a conflict error
|
||||
and the client re-fetches and re-applies. This prevents lost updates when two
|
||||
clients edit the same chunk.
|
||||
- **Deltas:** A delta is a JSON patch (RFC 6902 style) applied to the chunk's
|
||||
logical model. The server validates the patched chunk (schema, bounds,
|
||||
moderation) before persisting.
|
||||
|
||||
### 5.5 Write-Behind Persistence
|
||||
|
||||
To amortize disk I/O, the server keeps a **dirty set** of chunks modified in
|
||||
memory and flushes them to SQLite in batches:
|
||||
|
||||
1. `put_chunk` updates the in-memory chunk and marks it `dirty`.
|
||||
2. A background flusher periodically calls `flush_dirty()`, which writes all
|
||||
dirty chunks in a single transaction and clears the `dirty` flag.
|
||||
3. On graceful shutdown, `flush_dirty()` is called to ensure durability.
|
||||
|
||||
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
||||
durability at shutdown and on a configurable interval.
|
||||
|
||||
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
|
||||
exists specifically to support recovery if the process crashes before a flush
|
||||
completes. On startup, the server scans for rows where `dirty = 1` and treats
|
||||
them as **unflushed in-memory state that was lost** — it re-reads the last
|
||||
persisted payload from `chunks.payload` (the last durable state) and clears the
|
||||
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
|
||||
not durable; discard the in-memory delta and fall back to the persisted
|
||||
payload." This guarantees that the on-disk state is always a consistent,
|
||||
previously-committed snapshot, never a partially-written chunk. (The in-memory
|
||||
dirty set is authoritative during normal operation; the `dirty` column is only a
|
||||
recovery marker.)
|
||||
|
||||
### 5.6 Streaming & Caching
|
||||
|
||||
- The server streams only the chunks a client needs (those within the client's
|
||||
view radius), using `list_chunks` with a bounds query.
|
||||
- Chunks are cached in memory (LRU) keyed by `key`; the cache is invalidated on
|
||||
write.
|
||||
- The binary payload is content-addressed by `checksum`, so unchanged chunks can
|
||||
be served from cache without re-reading SQLite.
|
||||
|
||||
---
|
||||
|
||||
## 6. Format Versioning & Migration
|
||||
|
||||
- The chunk format `version` field (currently `1`) is checked on decode. A
|
||||
decoder that encounters a higher version than it supports **rejects** the
|
||||
chunk with a clear error rather than misreading it.
|
||||
- The SQLite `schema_version` in `meta` drives database migrations (§4.8).
|
||||
- Chunk payloads are migrated **lazily**: when a chunk is read and its
|
||||
`format_version` is older than the current one, the server migrates it to the
|
||||
current version in memory and marks it dirty so it is rewritten on the next
|
||||
flush. This avoids a costly full-world migration at startup.
|
||||
|
||||
---
|
||||
|
||||
## 7. Security & Integrity
|
||||
|
||||
- **Server-authoritative writes:** Only the `WorldStore` writes to SQLite;
|
||||
clients submit deltas that are validated before application.
|
||||
- **Checksum verification:** Every chunk payload is checksummed (SHA-256) on
|
||||
write and verified on read. Corruption is detected and the chunk is re-fetched
|
||||
or flagged.
|
||||
- **Bounds validation:** Chunk coordinates and object positions are validated
|
||||
against the world's chunk dimensions and room bounds before persistence.
|
||||
- **Moderation enforcement:** `content_flags` are checked at load time; mature
|
||||
chunks are gated behind the age-verification flow (see `content_moderation.md`).
|
||||
- **Input validation:** All string fields are length-limited and validated
|
||||
against allowed character sets to prevent injection and oversized payloads.
|
||||
|
||||
---
|
||||
|
||||
## 8. Open Questions / Future Work
|
||||
|
||||
- **Volumetric worlds:** The schema and format already support `CHUNK_SIZE_Z >
|
||||
1`, but the tooling and streaming for 3D chunks are not yet specified.
|
||||
- **Chunk compression:** For very large worlds, the binary payload could be
|
||||
compressed (e.g. zstd) before storage/transfer. The header reserves a `flags`
|
||||
bitmask for a compression flag.
|
||||
- **Multi-server sharding:** If a single SQLite file becomes a bottleneck, the
|
||||
`chunks` table could be sharded by `world_id` across multiple databases. The
|
||||
key design already supports this (world_id is a leading key component).
|
||||
- **Delta compression for streaming:** Instead of sending full chunks, the
|
||||
server could send only the delta between revisions to reduce bandwidth for
|
||||
frequently-updated chunks.
|
||||
Reference in New Issue
Block a user