Design: server-side world persistence architecture
Decides where chunk/object content lives at rest and who may write it, now that there are two server-side processes per world (the always-on FastAPI backend and the per-join, reaper-killed Godot dedicated server). Decisions: chunk data lives in the existing Postgres DB (not world.md's per-world SQLite file); the FastAPI backend is the sole writer and the editor saves to it over HTTP; the dedicated server pulls content read-only at startup over a loopback /api/internal route with a per-spawn token; full-chunk PUT with base_revision instead of JSON-Patch deltas; the client streams chunks over HTTP through the existing ChunkStreamManager.set_server_rpc() seam. Adds docs/architecture/world_persistence_impl.md and marks the superseded sections of world.md (SS4, SS5) and editor.md (the request_chunk_edit path). Design only -- no implementation code. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
This commit is contained in:
@@ -4,6 +4,11 @@
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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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> **Note:** the recommendation here stands, but edits do **not** ride the
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> `request_chunk_edit` ENet RPC (§4.2, §7.4). Per
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> [`world_persistence_impl.md`](world_persistence_impl.md) the editor saves
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> chunks over HTTP to the FastAPI backend, which is the sole writer; the
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> validation/moderation boundary moves with it.
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> **Godot version:** 4.6.2 stable
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## 1. Overview
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# World Chunk Data Format & Persistence Architecture
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> **Status:** Proposed
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> **Status:** Proposed. The chunk format (§2, §3) is normative and implemented
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> on the client. **§4 (SQLite schema) and §5 (write ownership / write-behind)
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> are superseded by [`world_persistence_impl.md`](world_persistence_impl.md)**,
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> which stores chunks in the existing Postgres backend and makes the FastAPI
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> process — not the per-world Godot server — the sole writer.
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
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@@ -0,0 +1,655 @@
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# World Persistence: Server-Side Implementation Architecture
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> **Status:** Accepted (design). Implementation is split across two follow-on
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> tasks (backend endpoints; editor wiring).
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> **Owner:** Platform team
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> **Supersedes:** the *storage engine* and *write ownership* parts of
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> [`world.md`](world.md) §4 and §5. Everything else in `world.md` — the chunk
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> logical model, the JSON and binary encodings, checksums, revisions, content
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> flags — stands unchanged and is normative.
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> **Related:** [`world.md`](world.md) (chunk format), [`editor.md`](editor.md)
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> (authoring surface), [`networking.md`](networking.md) (ENet sim transport),
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> [`content_moderation.md`](content_moderation.md) (flags & gating).
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## 1. Why this document exists
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`world.md` was written during the client-side chunk-streaming work (M2). It
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assumes **one** server that owns **one** embedded SQLite file and is both the
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authoritative simulation and the authoritative store. That is not the system we
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built. What actually exists today is:
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| Process | Lifetime | Owns | Code |
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|---|---|---|---|
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| FastAPI backend | always on, single worker | Postgres (users, worlds, assets, avatar loadouts), game-server orchestration | `backend/app/` |
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| Godot dedicated server, one per world | **spawned on join, reaped ~5 min after the last join when empty** | nothing durable; a 30 Hz in-memory player sim | `scripts/server.gd`, spawned by `backend/app/services/game_servers.py` |
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| Godot client | player session | local chunk streaming, the in-game editor (planned) | `scripts/chunk_stream_manager.gd`, `scripts/chunk_data_decoder.gd` |
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Nothing server-side has ever stored or served a real chunk. `server.gd`
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`preload()`s `res://scenes/worlds/test_level.tscn` for **every** world and uses
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`world_id` only for logging and the status file. `ChunkStreamManager` has a
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`set_server_rpc()` seam that no code calls. The backend's `World` model is
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metadata only (`id`, `name`, `description`, `owner_id`, `visibility`).
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This document decides where chunk content lives, who may write it, how the
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dedicated server gets it, and the exact API surface — so the two implementation
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tasks that follow have no architectural decisions left to make.
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---
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## 2. Decisions at a glance
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| # | Question | Decision |
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|---|---|---|
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| D1 | Where does chunk data live at rest? | **Postgres**, in the existing backend database. Not a per-world SQLite file. |
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| D2 | Who writes it? | **The FastAPI backend, exclusively.** The editor writes through it over HTTP with optimistic concurrency. The dedicated Godot server never writes world content. |
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| D3 | How does the dedicated server get content? | **HTTP pull from the backend at startup**, over a loopback-only `/api/internal` route authenticated by a per-spawn token the supervisor mints. Lazy fetch as players roam. |
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| D4 | Edit while a live session exists? | **Out of scope this milestone, with a defined seam.** The editor is a non-joined client mode; writes always succeed and the response flags `live_session` so the UI can say "players see this when the session restarts". |
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| D5 | Edit granularity on the wire | **Full-chunk PUT with `base_revision`**, not RFC-6902 deltas. |
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| D6 | Client chunk transport | **HTTP from the backend**, not ENet from the dedicated server. The `set_server_rpc()` seam is satisfied by an HTTP-backed adapter. |
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---
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## 3. D1 — Chunk data lives in Postgres
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### 3.1 Decision
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World content (rooms, chunk payloads, chunk revisions) is stored in the
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**existing Postgres database**, alongside `worlds`, in new tables created by an
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Alembic migration. `world.md` §4's `world.db` SQLite file is **not** built.
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The chunk **payload stays exactly what `world.md` §3.6 specifies**: the 48-byte
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header + sectioned binary body, checksummed with SHA-256. It moves from a
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SQLite `BLOB` to a Postgres `BYTEA`. Nothing about the format changes, so
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`scripts/chunk_data_decoder.gd` remains correct and the format spec stays the
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single contract.
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### 3.2 Reasoning
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1. **SQLite's premise does not hold here.** `world.md` §4 justifies SQLite as
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"ideal for a server that owns the world store". No process in this system
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owns a world store: the only process that could plausibly hold the file (the
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dedicated Godot server) is *ephemeral* — reaped when idle, `SIGTERM`'d on
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backend shutdown, `SIGKILL`'d 10 s later if it doesn't exit, and orphaned
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entirely if the backend dies. Meanwhile the editor must write when no such
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process exists. So the file would have to be shared by two processes with
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independent lifetimes, which is precisely the workload SQLite's
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single-writer/file-lock model handles worst.
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2. **Postgres is already a hard dependency; SQLite would be a second one.** The
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backend cannot start without Postgres. Adding a per-world SQLite file adds a
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second storage engine, a second migration system (`world.md` §4.8 specifies a
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hand-rolled `meta.schema_version` runner *next to* the Alembic we already
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have), a second backup story, and a second consistency story.
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3. **Referential integrity with metadata we already have.** `worlds` rows carry
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`owner_id` and `visibility`, and every authorization rule for content derives
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from them. In one database this is a join and a foreign key with
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`ON DELETE CASCADE`; across two engines, deleting a world silently orphans a
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file on disk and every ownership check becomes a cross-store read.
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4. **Concurrency is the normal case, not the edge case.** Two creators editing
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one world, or an editor writing while the backend serves chunks to a running
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dedicated server, are ordinary. Postgres gives row-level MVCC and real
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transactions for the read-modify-write in §5.4; SQLite gives a database-level
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write lock and `SQLITE_BUSY`.
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5. **The repo already has the precedent and the plumbing.** `avatar_loadouts`
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(migration `0004`) stores a client-shaped document in Postgres JSONB rather
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than inventing a side store, and `backend/app/database.py` already provides
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the async session factory this code will use.
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### 3.3 What we give up, and why it's acceptable
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- **Zero-config embedding.** Irrelevant — the backend already requires a
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configured Postgres.
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- **`world.md` §5.5 write-behind + the `dirty` column.** Deliberately dropped
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(§4.4). It existed to amortize disk I/O for a process that owned the file. Our
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writes are human-rate editor saves, not sim-rate; each one is a single
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transaction and is durable when the HTTP response returns. Dropping it also
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deletes the entire "unclean shutdown recovery" scan in §5.5 — there is no
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window in which committed content can be lost.
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- **Sharding by `world_id` (`world.md` §8).** Postgres partitioning by
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`world_id` remains available on the same table shape if a single table ever
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becomes a bottleneck. At ~2–8 KB per chunk, 10 000 chunks is under 100 MB.
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---
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## 4. Schema (Alembic migration `0005_add_world_content_tables`)
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New model module: `backend/app/models/world_content.py`, registered in
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`backend/app/models/__init__.py`. `backend/app/models/world.py` is left alone
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except for one added relationship, so nothing PC1/PC2 depends on moves.
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Conventions follow the existing models: `Column(...)` declarative style,
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`Integer` surrogate PKs, `DateTime(timezone=True)` with `server_default=func.now()`,
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JSONB for document-shaped fields (as `avatar_loadout.py` does).
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### 4.1 `world_rooms`
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```python
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class WorldRoom(Base):
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__tablename__ = "world_rooms"
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id = Column(Integer, primary_key=True, index=True)
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world_id = Column(Integer, ForeignKey("worlds.id", ondelete="CASCADE"),
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nullable=False, index=True)
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slug = Column(String(64), nullable=False) # url-safe; "main" by default
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name = Column(String(255), nullable=False)
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# Chunk grid config. world.md §2.2 puts this on the world; it lives on the
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# room so a world can later hold rooms with different grids, and so this
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# migration is purely additive (the existing `worlds` table is untouched).
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grid = Column(JSONB, nullable=False,
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server_default='{"size": [32, 32, 1], "origin": [0, 0, 0]}')
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bounds = Column(JSONB, nullable=True) # {"min":[x,y,z], "max":[x,y,z]}; null = unbounded
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spawn = Column(JSONB, nullable=True) # {"pos":[x,y,z], "yaw": 0.0}
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created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
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updated_at = Column(DateTime(timezone=True), server_default=func.now(),
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onupdate=func.now(), nullable=False)
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__table_args__ = (UniqueConstraint("world_id", "slug", name="uq_world_rooms_world_slug"),)
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```
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`World` gains
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`rooms = relationship("WorldRoom", back_populates="world", cascade="all, delete-orphan")`.
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Every world gets a `main` room: created in `create_world`, and lazily created on
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first room read/write for worlds that predate the migration. `grid` defaults
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match `Chunk.CHUNK_SIZE_*` in `scripts/chunk.gd`, which is the client's source
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of truth for the same constants.
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### 4.2 `world_chunks`
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```python
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class WorldChunk(Base):
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__tablename__ = "world_chunks"
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id = Column(Integer, primary_key=True, index=True)
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world_id = Column(Integer, ForeignKey("worlds.id", ondelete="CASCADE"),
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nullable=False, index=True) # denormalized: world-scoped queries
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room_id = Column(Integer, ForeignKey("world_rooms.id", ondelete="CASCADE"),
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nullable=False, index=True)
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chunk_key = Column(String(160), nullable=False, unique=True) # see §4.5
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cx = Column(Integer, nullable=False)
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cy = Column(Integer, nullable=False)
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cz = Column(Integer, nullable=False, server_default="0")
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format_version = Column(Integer, nullable=False, server_default="1")
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payload = Column(LargeBinary, nullable=False) # world.md §3.6 bytes, BYTEA
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payload_len = Column(Integer, nullable=False)
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checksum = Column(String(64), nullable=False) # SHA-256 hex of payload body
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revision = Column(Integer, nullable=False, server_default="1")
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content_flags = Column(JSONB, nullable=False, server_default="{}") # world.md §3.4
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is_mature = Column(Boolean, nullable=False, server_default="false")
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updated_by_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
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created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
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updated_at = Column(DateTime(timezone=True), server_default=func.now(),
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onupdate=func.now(), nullable=False)
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__table_args__ = (
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UniqueConstraint("room_id", "cx", "cy", "cz", name="uq_world_chunks_coord"),
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Index("ix_world_chunks_room_coord", "room_id", "cx", "cy", "cz"),
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Index("ix_world_chunks_mature", "world_id", postgresql_where=text("is_mature")),
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)
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```
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Deltas from `world.md` §4.4:
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- **Surrogate `id` PK + unique coordinate constraint**, with `chunk_key` kept as
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a unique denormalized column. The key string is the client-facing contract
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(`Chunk.build_key`) and is embedded in the payload, so storing it gives a
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single-index lookup by key; the coordinate constraint is what actually
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enforces one chunk per cell.
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- **`dirty` removed** — see §3.3.
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- **Content flags folded into the chunk row as JSONB + an indexed `is_mature`
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boolean**, instead of `world.md` §4.6's separate 11-column `content_flags`
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table. The flags are a document the client already produces in exactly this
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shape (`ChunkDataDecoder.ContentFlags.to_dict()`), the only query we anticipate
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is "is this mature", and folding them in removes a second write per save and
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the `object_id = ''` sentinel hack that §4.6 needed to work around SQLite's
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NULL-in-primary-key behaviour (Postgres has the same NULL semantics, so the
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hack would have carried over).
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- **`world.md` §4.5 `chunk_objects` is deferred, not dropped.** It is a derived
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index that exists to answer queries ("which chunks contain a door?") that no
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code asks yet, and maintaining it means a delete-and-reinsert of every object
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row on every save. It is fully rebuildable from `payload`, so it can be added
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in its own migration the day a query needs it, with a backfill. Do **not**
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build it in `0005`.
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### 4.3 `world_chunk_revisions`
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```python
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class WorldChunkRevision(Base):
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__tablename__ = "world_chunk_revisions"
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id = Column(Integer, primary_key=True, index=True)
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chunk_key = Column(String(160), nullable=False, index=True) # deliberately NOT a FK
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world_id = Column(Integer, nullable=False, index=True) # also not a FK, same reason
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revision = Column(Integer, nullable=False)
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action = Column(String(16), nullable=False) # 'create' | 'update' | 'delete'
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actor_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
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checksum = Column(String(64), nullable=False)
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payload = Column(LargeBinary, nullable=True) # full payload at this revision
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created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
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```
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Kept from `world.md` §4.7 including its two design points: the full payload is
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stored (rollback needs it) and `chunk_key`/`world_id` are **not** foreign keys,
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so deleting a chunk or a world preserves the audit trail.
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**Retention (new, required):** this table grows without bound — a creator
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dragging a brush can produce hundreds of revisions per minute. The
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implementation must ship a retention policy from day one: keep the newest
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`WORLD_CHUNK_REVISION_KEEP` (default 20) payloads per `chunk_key` and null out
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`payload` on older rows (keeping the metadata row for the audit trail), pruned
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in the same transaction as the write. A `created_at` index supports a later
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time-based prune.
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### 4.4 Config additions (`backend/app/config.py`)
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```
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WORLD_CHUNK_MAX_PAYLOAD_BYTES: int = 1_048_576 # 1 MiB; a dense 32×32 uint16 layer is 2 KiB
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WORLD_CHUNK_MAX_OBJECTS: int = 512
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WORLD_CHUNK_MAX_BATCH: int = 64
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WORLD_CHUNK_REVISION_KEEP: int = 20
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GAME_SERVER_INTERNAL_API_URL: str = "http://127.0.0.1:8000"
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```
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### 4.5 Chunk key format
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`world.md` §2.3 specifies `"{world_id}:{room_id}:{cx}:{cy}:{cz}"` and illustrates
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it with `w_0001:r_0001`. Those ids were illustrative. The real key uses the
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backend's identifiers:
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```
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"{world.id}:{room.slug}:{cx}:{cy}:{cz}" e.g. "12:main:3:-1:0"
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```
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The room **slug** rather than its numeric id, so a key is human-readable in logs
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and stable if rooms are ever re-imported. `Chunk.build_key()` in
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`scripts/chunk.gd` already produces this shape unmodified.
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---
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## 5. D2 — The FastAPI backend is the only writer
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### 5.1 Decision
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The in-game editor (`editor.md` §7.2) submits edits over **HTTP to the FastAPI
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backend**, which validates, versions, and persists them. The dedicated Godot
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server process **never writes world content** and does not sit in the edit path.
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This preserves `world.md`'s and `editor.md`'s actual invariant — *clients never
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touch storage; they submit edits to a server-authoritative tier that validates
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them* — while identifying that tier as the always-on backend rather than the
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ephemeral sim process. `editor.md` §4.2's claim that edits ride the same
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`request_chunk_edit` RPC as gameplay is the one part of that doc this design
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changes; the moderation and validation properties it derives from that claim are
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unaffected, because the validation boundary moves with the writer.
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### 5.2 Reasoning
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1. **Nothing that can vanish in 300 seconds may own the write path.** The reaper
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in `game_servers.py` `stop()`s an idle server with `SIGTERM` and escalates to
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`SIGKILL` after 10 s; `supervisor.shutdown()` does the same to every server on
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backend shutdown; and if the backend dies uncleanly the servers are orphaned
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with no one to flush them. Because the sim process holds no unsaved world
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content in this design, **no reap, crash, or kill can ever lose world data** —
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that is the single strongest practical reason for this split.
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2. **Editing must work with no dedicated server running.** A creator opening
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their world to build should not have to spin up a 30 Hz sim process, burn a
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port from the 100-port range, and hold it for 5 minutes past their last save.
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3. **`server.gd` has no database access, no credentials, and no HTTP client.**
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Routing writes through it means either shipping Postgres credentials into a
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process spawned per join, or building an ENet→HTTP proxy inside the sim loop.
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Both are strictly worse than the editor calling the backend directly.
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4. **Authorization already lives in the backend.** `CurrentUser`, the
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`owner_id` check, and `WorldVisibility` are all there. The dedicated server
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has no user identities at all — it knows peer ids, not accounts.
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### 5.3 Authorization
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- **Read** a chunk: the same rule as `GET /api/worlds/{id}` — the world is
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`PUBLIC`, or the caller owns it. Otherwise 404 (not 403), matching the
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existing routers' deliberate non-disclosure.
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- **Write** a chunk: caller must be `world.owner_id`, matching `update_world`;
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403 otherwise. Collaborator/role-based editing is future work and slots in at
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this one check.
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- **Mature gating hook:** `is_mature` chunks are where `content_moderation.md`'s
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age gate attaches on the read path. Specify the column and the index now; the
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gate itself lands with that doc's work.
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### 5.4 Concurrency
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||||
Optimistic concurrency exactly as `world.md` §5.4, expressed over HTTP:
|
||||
|
||||
1. Reader gets `revision` (header `X-Chunk-Revision`, or the JSON field).
|
||||
2. Writer sends `base_revision`.
|
||||
3. The service does `SELECT ... FOR UPDATE` on the chunk row, compares
|
||||
`base_revision` to `revision`, and either commits at `revision + 1` or returns
|
||||
**409** with `current_revision` and `current_checksum` so the editor can
|
||||
re-fetch and re-apply.
|
||||
4. `base_revision: 0` means "create; fail with 409 if it already exists".
|
||||
|
||||
### 5.5 Validation (the backend must not trust the client)
|
||||
|
||||
The write path decodes the submitted payload server-side before storing it. This
|
||||
requires a **Python port of the `world.md` §3.6 codec** —
|
||||
`backend/app/services/chunk_codec.py`, mirroring `scripts/chunk_data_decoder.gd`.
|
||||
It checks: magic `AGPC`, `format_version <= 1`, declared vs. actual
|
||||
`payload_len`, **recomputed** SHA-256 (the header's checksum is advisory), tile
|
||||
layer dims equal the room's `grid.size`, tile indices in palette range, object
|
||||
count ≤ `WORLD_CHUNK_MAX_OBJECTS`, object positions inside the chunk's bounds,
|
||||
`chunk_key` in the payload matching the URL, and string-field length limits
|
||||
(`world.md` §7). `content_flags` and `is_mature` are **recomputed** from the
|
||||
payload's flag sections, never taken from the request body.
|
||||
|
||||
**Drift control (required):** the two codecs must be pinned by golden files —
|
||||
fixture chunks under `tests/fixtures/chunks/` encoded by one implementation and
|
||||
decoded byte-identically by the other, asserted in both the pytest suite and the
|
||||
Godot headless suite. Without this the format has two implementations and no
|
||||
contract test, which is exactly the failure `world.md` §5.2 was trying to avoid
|
||||
by having one shared implementation.
|
||||
|
||||
---
|
||||
|
||||
## 6. D4 — Editing versus a live session (scope boundary)
|
||||
|
||||
**In scope for this milestone:**
|
||||
|
||||
- The editor is entered as **"Edit world" from the world browser**: a non-joined
|
||||
client mode. It does **not** call `POST /api/worlds/{id}/join`, does not open
|
||||
an ENet connection, and does not spawn a dedicated server. It loads chunks over
|
||||
HTTP, edits them locally, and saves them over HTTP.
|
||||
- Writes always succeed regardless of whether a session is live. The write
|
||||
response carries `live_session: bool` (from `supervisor.debug_state()`), so the
|
||||
editor can surface *"this world has players in it right now — they'll see your
|
||||
changes when the session restarts."*
|
||||
- A dedicated server started **after** a write sees the new content, because it
|
||||
loads from the store at startup (§7).
|
||||
|
||||
**Explicitly out of scope, deferred:**
|
||||
|
||||
- Build-in-place while joined to a live session.
|
||||
- `chunk_invalidated` push to connected clients (`world.md` §5.3) and hot-reload
|
||||
of the dedicated server's collision world.
|
||||
- Live collaborative editing / cursors (`editor.md` §9).
|
||||
|
||||
**The seam that makes the deferred work cheap:** the manifest endpoint (§7.2)
|
||||
returns a monotonic `content_revision` for the world, bumped on every chunk
|
||||
write. Hot reload is then: the dedicated server polls the manifest on a timer
|
||||
(or the backend pushes to it over the same internal channel), re-fetches the
|
||||
chunks whose revision changed, and rebuilds those collision bodies. Nothing in
|
||||
this design has to change to add it.
|
||||
|
||||
**Why the editor must not join:** if it joined, the sim process would enforce
|
||||
collision against content it loaded at spawn while the creator edits a diverging
|
||||
local copy — players would walk through new walls and bounce off deleted ones,
|
||||
with no error anywhere. Making build mode non-joined turns a silent correctness
|
||||
bug into an explicit product boundary.
|
||||
|
||||
---
|
||||
|
||||
## 7. D3 — What the dedicated server does at startup
|
||||
|
||||
### 7.1 Decision
|
||||
|
||||
`server.gd` pulls its world's content from the backend over **HTTP** at startup,
|
||||
authenticated by a **per-spawn token** the supervisor mints, and **does not bind
|
||||
the ENet port until content is loaded**.
|
||||
|
||||
Rejected alternative — *supervisor writes a whole-world snapshot file at spawn
|
||||
and passes `--world-file`*: attractive (no new auth surface, no HTTP client in
|
||||
the sim process), but it makes spawn latency proportional to world size, gives
|
||||
the server no way to fetch a chunk lazily as players roam beyond the preloaded
|
||||
set, and still needs a separate channel for the hot-reload work above. Rejected —
|
||||
*give the Godot process a Postgres connection*: there is no PG driver in
|
||||
GDScript, and it would put database credentials in a process spawned per join.
|
||||
|
||||
### 7.2 Startup sequence
|
||||
|
||||
1. `_parse_args()` gains `--api-url` and `--server-token` (§7.3).
|
||||
2. `GET /api/internal/worlds/{world_id}/manifest` → rooms, per-room `grid`,
|
||||
`bounds`, `spawn`, `chunk_count`, and the world's `content_revision`.
|
||||
3. `GET /api/internal/worlds/{world_id}/rooms/{slug}/chunks?` bounds query for
|
||||
the spawn neighbourhood (radius from the spawn point, default 3 chunks), then
|
||||
fetch each payload; decode with the existing `ChunkDataDecoder` and build
|
||||
static collision from the tile layers and objects.
|
||||
4. **Then** `network_peer.create_server(port)`, then write the status file.
|
||||
5. **Fallback:** if the backend is unreachable, the world has no rooms, or the
|
||||
room has zero chunks, load `test_level.tscn` as today and record
|
||||
`"content": "fallback"` in the status file. A content outage must never make
|
||||
a world un-joinable, and this keeps every PC3 flow working before any world
|
||||
has authored content.
|
||||
|
||||
During the session the server may lazily fetch chunks as players approach
|
||||
unloaded coordinates, through the same internal route. It **never writes**.
|
||||
Dynamic entity runtime state (positions, health) stays in memory and out of
|
||||
chunks, exactly as `world.md` §3.3 already specifies. Shutdown flushes nothing.
|
||||
|
||||
### 7.3 Internal authentication
|
||||
|
||||
`GameServerSupervisor._spawn()` generates `token = secrets.token_urlsafe(32)`,
|
||||
stores it on the `_WorldServer` dataclass, and passes it on the command line
|
||||
alongside the existing `--port/--world/--status-file`. A FastAPI dependency
|
||||
`require_game_server` resolves `Authorization: Bearer <token>` against
|
||||
`supervisor.validate_token(world_id, token)` — a dict lookup, since the
|
||||
supervisor is an in-process singleton. Properties this gives us:
|
||||
|
||||
- A token grants access to **one** world and **dies with its process** (the
|
||||
reaper's `del self._servers[wid]` invalidates it).
|
||||
- No long-lived shared secret in config or on disk.
|
||||
- It reuses the **already documented** single-worker constraint in
|
||||
`game_servers.py`; it does not add a new one.
|
||||
|
||||
Rejected alternative — *let the dedicated server use the public routes with a
|
||||
service user account*: the public routes enforce per-user visibility and
|
||||
ownership, which a service identity would have to be exempted from, and it would
|
||||
pollute `updated_by_id`/audit rows with a fake user. A separate `/api/internal`
|
||||
prefix keeps the two auth models apart and can be blocked at the reverse proxy.
|
||||
|
||||
### 7.4 Lifecycle changes this requires in `game_servers.py`
|
||||
|
||||
These are real, load-bearing findings from the current implementation:
|
||||
|
||||
- **`_await_port()` is the wrong readiness signal now.** It returns as soon as
|
||||
the UDP port is bound, and the port is bound before content exists today. With
|
||||
content loading it must await a `"ready": true` field that `server.gd` writes
|
||||
to the status file *after* content load + `create_server`. Otherwise the
|
||||
backend hands a client an address for a server that is still fetching chunks.
|
||||
- **`_await_port()` fails open.** After its 8 s deadline it returns normally,
|
||||
with no error — `ensure_server` then reports success for a server that may
|
||||
never have started. Content loading makes a slow start more likely, so the
|
||||
readiness wait needs a real timeout error (503 to the joining client) and a
|
||||
longer, configurable deadline.
|
||||
- **The status file is the only server→backend channel**, and `_spawn` currently
|
||||
passes no credentials at all — hence §7.3.
|
||||
- **`player_count()` returns 0 when the status file is missing or unparseable**,
|
||||
so a live server whose status write fails can be reaped after the idle timeout.
|
||||
Harmless for data (the sim owns nothing durable — the point of D2) but worth a
|
||||
comment where the fallback lives.
|
||||
- **No crash restart** (documented in the module docstring): if a server dies,
|
||||
the next join respawns it and it reloads content from the store. With D2 this
|
||||
is now genuinely safe rather than merely tolerated.
|
||||
|
||||
---
|
||||
|
||||
## 8. API surface
|
||||
|
||||
All paths are under the existing `worlds` router prefix (`/api/worlds`) unless
|
||||
noted. New router module: `backend/app/routers/world_content.py`, mounted at
|
||||
`/api/worlds`; internal routes in `backend/app/routers/internal.py` at
|
||||
`/api/internal`.
|
||||
|
||||
### 8.1 Public (editor & player client; JWT `CurrentUser`)
|
||||
|
||||
| Method | Path | Purpose |
|
||||
|---|---|---|
|
||||
| `GET` | `/api/worlds/{world_id}/rooms` | List rooms + grid config |
|
||||
| `POST` | `/api/worlds/{world_id}/rooms` | Create a room (owner) |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks` | Chunk **index** over a bounds query |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Fetch one chunk |
|
||||
| `PUT` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Write one chunk |
|
||||
| `PUT` | `/api/worlds/{world_id}/rooms/{slug}/chunks` | Write up to `WORLD_CHUNK_MAX_BATCH` chunks atomically |
|
||||
| `DELETE` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Delete one chunk |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/revisions` | Revision history (owner) |
|
||||
| `POST` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/rollback` | Restore a revision (owner) |
|
||||
|
||||
**Room list** — `GET .../rooms` → `200`
|
||||
|
||||
```json
|
||||
[{ "id": 7, "slug": "main", "name": "Main",
|
||||
"grid": { "size": [32, 32, 1], "origin": [0, 0, 0] },
|
||||
"bounds": null,
|
||||
"spawn": { "pos": [0, 1.5, 0], "yaw": 0.0 },
|
||||
"chunk_count": 41 }]
|
||||
```
|
||||
|
||||
**Chunk index** — `GET .../chunks?cx_min=&cx_max=&cy_min=&cy_max=&cz=0` → `200`.
|
||||
Payloads are *not* included; this is `world.md` §5.1's `list_chunks(bounds)` and
|
||||
lets a streamer decide what to fetch and skip anything already cached by
|
||||
checksum.
|
||||
|
||||
```json
|
||||
{ "room": "main", "content_revision": 118,
|
||||
"chunks": [{ "key": "12:main:0:0:0", "cx": 0, "cy": 0, "cz": 0,
|
||||
"revision": 4, "checksum": "9f86…", "payload_len": 2344,
|
||||
"is_mature": false, "updated_at": "2026-09-14T10:02:11Z" }] }
|
||||
```
|
||||
|
||||
Bounds are capped (default 32×32 chunks per query) and return `422` beyond that.
|
||||
|
||||
**Chunk fetch** — `GET .../chunks/{cx}/{cy}/{cz}`, content-negotiated:
|
||||
|
||||
- `Accept: application/octet-stream` (default for the game client) → `200` with
|
||||
the raw `world.md` §3.6 bytes, `ETag: "<checksum>"`,
|
||||
`X-Chunk-Revision: <n>`, `X-Chunk-Key: <key>`.
|
||||
- `Accept: application/json` (tooling, tests, the editor's debug view) → the
|
||||
§3.5 JSON encoding, decoded server-side from the payload. JSON is derived, never
|
||||
stored, so there is no dual-write drift (`world.md` §4.4).
|
||||
- `If-None-Match: "<checksum>"` → `304`. This is what makes the client's
|
||||
`user://chunk_cache/` cache cheap and is why the checksum is the ETag.
|
||||
- `404` if the chunk does not exist (an unwritten coordinate is not an error to
|
||||
the streamer — it renders empty).
|
||||
|
||||
**Chunk write** — `PUT .../chunks/{cx}/{cy}/{cz}`
|
||||
|
||||
```
|
||||
Content-Type: application/octet-stream
|
||||
X-Base-Revision: 4 # 0 = create
|
||||
<binary payload>
|
||||
```
|
||||
|
||||
or, for clients that prefer JSON:
|
||||
`{"base_revision": 4, "payload_b64": "…"}`.
|
||||
|
||||
Responses:
|
||||
|
||||
| Code | Body / meaning |
|
||||
|---|---|
|
||||
| `200` | `{"key", "revision", "checksum", "payload_len", "updated_at", "is_mature", "live_session"}` |
|
||||
| `409` | `{"detail": "revision conflict", "current_revision": 6, "current_checksum": "…"}` |
|
||||
| `403` | not the world owner |
|
||||
| `404` | world or room not found / not visible |
|
||||
| `413` | payload over `WORLD_CHUNK_MAX_PAYLOAD_BYTES` |
|
||||
| `422` | decode/validation failure (`{"detail", "reason"}`, e.g. `checksum_mismatch`, `layer_dims`, `object_out_of_bounds`) |
|
||||
|
||||
**Batch write** — `PUT .../chunks` with
|
||||
`{"chunks": [{"cx","cy","cz","base_revision","payload_b64"}, …]}`. Applied in
|
||||
**one transaction, all-or-nothing**: if any entry conflicts, nothing is written
|
||||
and the response is `409` naming the offending coordinate. Justification: an
|
||||
editor brush stroke or an object drag routinely straddles a chunk boundary, and
|
||||
without a batch the editor either issues N round trips or leaves half of a user
|
||||
action persisted. Capped at `WORLD_CHUNK_MAX_BATCH` chunks and 8 MB.
|
||||
|
||||
### 8.2 D5 — Full-chunk PUT, not JSON-Patch deltas
|
||||
|
||||
`world.md` §5.4 specifies RFC-6902 deltas against `base_revision`. This design
|
||||
sends **whole chunks** instead.
|
||||
|
||||
- A 32×32×1 chunk is ~2 KB of dense tile indices plus its objects — a few KB.
|
||||
The bandwidth a patch saves is negligible at editor rates.
|
||||
- The stored form is an opaque binary blob. Patching it means the backend must
|
||||
decode → apply a JSON-Patch → re-encode → re-checksum, i.e. implement and test
|
||||
a *second* mutation format on top of the codec, with its own failure modes, and
|
||||
keep it in sync with the client's patch generator. That is the same dual-path
|
||||
drift risk `world.md` §5.2 exists to prevent.
|
||||
- Lost-update protection comes from `base_revision`, not from the patch, so
|
||||
nothing is given up on correctness.
|
||||
|
||||
Delta encoding stays available as a pure bandwidth optimization later —
|
||||
`world.md` §8 already files it as future work.
|
||||
|
||||
### 8.3 Internal (dedicated server; `require_game_server` token)
|
||||
|
||||
| Method | Path | Purpose |
|
||||
|---|---|---|
|
||||
| `GET` | `/api/internal/worlds/{world_id}/manifest` | Rooms, grids, spawn, `content_revision`, chunk counts |
|
||||
| `GET` | `/api/internal/worlds/{world_id}/rooms/{slug}/chunks` | Bounds index (same shape as §8.1) |
|
||||
| `GET` | `/api/internal/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Binary payload |
|
||||
|
||||
Read-only by construction — there is no internal write route, and adding one
|
||||
would violate D2. The token is world-scoped, so a path whose `world_id` differs
|
||||
from the token's world is `403`. These routes skip the per-user visibility check
|
||||
(the sim process has no user) and apply no mature gating (gating is a client/user
|
||||
concern; the server still needs collision).
|
||||
|
||||
### 8.4 D6 — The client streams chunks over HTTP, not over ENet
|
||||
|
||||
`world.md` §5.3 routes `request_chunk` / `chunk_data` over the game's ENet
|
||||
connection. This design has the playing client fetch chunks from the **backend
|
||||
over HTTP**, the same routes the editor uses.
|
||||
|
||||
- The dedicated server has no content the backend doesn't have; proxying bytes
|
||||
through it adds a hop and puts multi-megabyte reliable transfers in contention
|
||||
with the 30 Hz snapshot broadcast on the same ENet peer.
|
||||
- HTTP gives caching for free — `ETag`/`If-None-Match` on the checksum, and a
|
||||
local `user://chunk_cache/<checksum>` that survives sessions.
|
||||
- `ApiClient` (`scripts/api_client.gd`) already carries the JWT and the result
|
||||
contract; no new transport code.
|
||||
|
||||
**This does not require rewriting `ChunkStreamManager`.** It already calls
|
||||
through a `set_server_rpc()` seam that only needs an object with
|
||||
`request_chunk(key)`. The editor-wiring task supplies an `HttpChunkSource` that
|
||||
implements that method against `ApiClient` and feeds
|
||||
`_on_chunk_data_received(key, bytes)` — which also finally gives that dormant
|
||||
seam a caller. Note the existing `_load_chunk()` builds its key with empty
|
||||
world/room ids (`Chunk.build_key("", "", coord)`); the adapter must supply the
|
||||
real world id and room slug.
|
||||
|
||||
---
|
||||
|
||||
## 9. What each follow-on task owns
|
||||
|
||||
**Backend task**
|
||||
- `backend/app/models/world_content.py` + `0005_add_world_content_tables`
|
||||
- `backend/app/services/chunk_codec.py` (Python port of `world.md` §3.6) and the
|
||||
golden-file fixtures shared with the Godot suite
|
||||
- `backend/app/services/world_store.py` (the `world.md` §5.1 service interface,
|
||||
minus `flush_dirty`/`rebuild_index`, over Postgres)
|
||||
- `backend/app/routers/world_content.py`, `backend/app/routers/internal.py`
|
||||
- `game_servers.py`: per-spawn token, `--api-url`/`--server-token` args,
|
||||
readiness-from-status-file instead of `_await_port` (§7.4)
|
||||
- `create_world` creates the `main` room
|
||||
|
||||
**Client/editor task**
|
||||
- `HttpChunkSource` adapter → `ChunkStreamManager.set_server_rpc()`
|
||||
- Editor save path (single + batch PUT), 409 conflict re-fetch-and-reapply,
|
||||
`live_session` warning UI
|
||||
- "Edit world" entry from the world browser that does **not** join
|
||||
- `server.gd`: arg parsing, manifest + chunk fetch before `create_server`,
|
||||
collision build from decoded chunks, `test_level.tscn` fallback,
|
||||
`"ready"`/`"content"` fields in the status file
|
||||
|
||||
---
|
||||
|
||||
## 10. Open questions (deliberately not decided here)
|
||||
|
||||
- **Hot reload / build-in-place** while a session is live (§6) — the
|
||||
`content_revision` seam is in place for it.
|
||||
- **Collaborator permissions** beyond `owner_id` — one check in §5.3.
|
||||
- **Mature-content gating** on the read path — column and index exist; the
|
||||
policy belongs to `content_moderation.md`.
|
||||
- **`world_chunk_objects`** derived index — spec'd in `world.md` §4.5, build it
|
||||
when a query needs it (§4.2).
|
||||
- **Payload compression** — the §3.6 header reserves a flags bitmask; Postgres
|
||||
TOAST already compresses `BYTEA`, so measure before adding a second layer.
|
||||
- **Chunk streaming for very large worlds** — the bounds-query cap in §8.1 is a
|
||||
guardrail, not a scaling plan.
|
||||
Reference in New Issue
Block a user