Add world content persistence backend (Postgres chunks, internal API, game-server token auth)
Implements docs/architecture/world_persistence_impl.md §9's backend task: chunk/room/revision Postgres schema (migration 0005), a Python port of the world.md §3.6 binary chunk codec with golden-file tests, a WorldStore service (world.md §5.1 minus flush_dirty/rebuild_index), the public world-content router (rooms/chunks CRUD, optimistic concurrency, batch writes) and the internal read-only API for dedicated servers, and game_servers.py changes: a per-spawn bearer token, --api-url/--server-token args, and a real "ready"-field wait replacing _await_port, which bound the UDP port before content existed and failed open (no error) past its deadline. create_world now auto-creates the "main" room. Deviations/findings, not silently decided: - chunk_codec.py implements real IEEE-754 float32 packing rather than mirroring a confirmed bug in scripts/chunk_data_decoder.gd's _read_float32/_write_float32, which do a lossy int<->float cast instead of a bit reinterpretation (verified against Godot 4.6.2 headless) and will corrupt any non-integer position/rotation/scale/bounds value. Not fixed here (client-side, out of scope); flagged for the client task. - world_persistence_impl.md references a world's monotonic content_revision (§6/§7.2/§8.1) but never defines where it's stored. Resolved as MAX(id) over the append-only world_chunk_revisions table, scoped to world_id, rather than adding an undocumented column. - No existing Godot-side golden fixture/test vectors were found to reuse, so tests/fixtures/chunks/*.bin are authored fresh from this implementation (see generate_fixtures.py). Verification: 132/132 backend pytest tests pass against a real ephemeral Postgres (both reusing an already-running instance and cold via conftest.py's own docker-compose bootstrap), including migration upgrade/downgrade/upgrade, codec round-trip + validation-error tests, and full HTTP round trips for PUT/GET/batch/delete/revisions/rollback and the internal API's token auth. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
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@@ -104,6 +104,22 @@ class Settings(BaseSettings):
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# Kill a world's server this long after its last join with no active
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# players reported.
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GAME_SERVER_IDLE_TIMEOUT_SECONDS: int = 300
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# How long ensure_server() waits for a spawned server to report
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# "ready": true in its status file before giving up (503 to the
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# joining client). See world_persistence_impl.md §7.4 -- content
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# loading makes a slow start more likely than the old bare-port-bind
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# wait, so this is a separate, longer-by-default budget.
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GAME_SERVER_READY_TIMEOUT_SECONDS: float = 20.0
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# The base URL the dedicated Godot server should call back into this
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# backend on, for the read-only /api/internal content routes
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# (world_persistence_impl.md §4.4 / §7).
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GAME_SERVER_INTERNAL_API_URL: str = "http://127.0.0.1:8000"
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# ── World content persistence (world_persistence_impl.md §4.4) ─────────
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WORLD_CHUNK_MAX_PAYLOAD_BYTES: int = 1_048_576 # 1 MiB
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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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model_config = SettingsConfigDict(
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env_file=".env",
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