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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@@ -13,15 +13,26 @@ project are on the host (see ``settings.GODOT_BIN`` / ``GAME_PROJECT_DIR``);
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the backend spawns them as subprocesses.
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Design notes / limits (PC3):
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- All worlds currently load the same test level (per-world content is M2/M7).
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``world_id`` still scopes a distinct server process + session.
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- Port allocation is a linear scan of the configured range.
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- No crash-restart: if a server process dies, the next join respawns it.
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With world content now durable in Postgres (world_persistence_impl.md
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D2), this is genuinely safe rather than merely tolerated: the sim
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process holds no unsaved world content, so a reap/crash/kill can never
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lose world data.
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Per-spawn auth token (world_persistence_impl.md §7.3): each spawned server
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gets a random ``secrets.token_urlsafe(32)`` on its command line, which it
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uses as a Bearer token against ``/api/internal`` to pull its world's
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content read-only before binding its ENet port. The token grants access to
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exactly one world and dies with its process (the reaper's
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``del self._servers[wid]`` invalidates it; see ``validate_token``).
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"""
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from __future__ import annotations
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import asyncio
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import hmac
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import json
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import secrets
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import socket
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import subprocess
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import tempfile
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@@ -38,6 +49,7 @@ class _WorldServer:
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port: int
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proc: subprocess.Popen
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status_path: Path
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token: str
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started_at: float = field(default_factory=time.time)
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last_join: float = field(default_factory=time.time)
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@@ -50,6 +62,9 @@ class _WorldServer:
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def player_count(self) -> int:
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return int(self.status().get("players", 0))
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def is_ready(self) -> bool:
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return self.status().get("ready") is True
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def alive(self) -> bool:
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return self.proc.poll() is None
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@@ -104,16 +119,35 @@ class GameServerSupervisor:
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if srv is None:
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srv = self._spawn(world_id)
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self._servers[world_id] = srv
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# Give the engine a moment to bind the ENet port before we
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# hand the address to a client.
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await self._await_port(srv.port)
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try:
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await self._await_ready(srv)
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except TimeoutError:
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# Real failure now, not a silent "hope it's fine" --
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# see _await_ready's docstring. Don't leave a possibly
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# half-started process registered.
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srv.stop()
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del self._servers[world_id]
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raise RuntimeError(
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f"dedicated server for world {world_id} did not become ready in time"
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)
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srv.last_join = time.time()
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return {"host": settings.GAME_SERVER_HOST, "port": srv.port, "world_id": world_id}
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def validate_token(self, world_id: str, token: str) -> bool:
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"""`require_game_server` dependency support (world_persistence_impl.md
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§7.3): true iff *token* is the live token for *world_id*'s server.
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A dict lookup, as the doc specifies, plus a constant-time compare
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since it's a bearer credential."""
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srv = self._servers.get(str(world_id))
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if srv is None or not srv.alive():
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return False
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return hmac.compare_digest(srv.token, token)
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# ── internals ────────────────────────────────────────────────────────
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def _spawn(self, world_id: str) -> _WorldServer:
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port = self._free_port()
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token = secrets.token_urlsafe(32)
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status_path = self._runtime_dir / f"world_{world_id}_{port}.json"
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status_path.unlink(missing_ok=True)
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cmd = [
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@@ -123,9 +157,13 @@ class GameServerSupervisor:
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"--port", str(port),
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"--world", str(world_id),
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"--status-file", str(status_path),
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"--api-url", settings.GAME_SERVER_INTERNAL_API_URL,
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"--server-token", token,
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]
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proc = subprocess.Popen(cmd, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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return _WorldServer(world_id=world_id, port=port, proc=proc, status_path=status_path)
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return _WorldServer(
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world_id=world_id, port=port, proc=proc, status_path=status_path, token=token
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)
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def _free_port(self) -> int:
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used = {s.port for s in self._servers.values()}
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@@ -140,16 +178,35 @@ class GameServerSupervisor:
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continue
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raise RuntimeError("no free game-server port in the configured range")
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async def _await_port(self, port: int, timeout: float = 8.0) -> None:
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deadline = time.time() + timeout
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async def _await_ready(self, srv: _WorldServer) -> None:
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"""Wait for a ``"ready": true`` field in the status file
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(world_persistence_impl.md §7.4).
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This replaces the old ``_await_port``, which had two real bugs:
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it treated a bound UDP port as "ready", but with content loading
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the port binds *before* the server has fetched its world's rooms
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and chunks (world_persistence_impl.md §7.2 step 4) -- so a client
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could get handed an address for a server still mid-fetch. And it
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*failed open*: past its 8s deadline it simply returned, with no
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error, so ``ensure_server`` reported success for a server that may
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never have started at all. This raises ``TimeoutError`` instead,
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which ``ensure_server`` turns into a real 503 for the joining
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client, and also bails out early (same exception) if the process
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has already exited.
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"""
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deadline = time.time() + settings.GAME_SERVER_READY_TIMEOUT_SECONDS
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while time.time() < deadline:
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# ENet is UDP; a bind failure means something (our server) has it.
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with socket.socket(socket.AF_INET, socket.SOCK_DGRAM) as s:
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try:
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s.bind(("0.0.0.0", port))
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except OSError:
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return
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if srv.is_ready():
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return
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if not srv.alive():
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raise TimeoutError(
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f"server process for world {srv.world_id} exited before becoming ready"
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)
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await asyncio.sleep(0.25)
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raise TimeoutError(
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f"server for world {srv.world_id} did not report ready within "
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f"{settings.GAME_SERVER_READY_TIMEOUT_SECONDS}s"
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)
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async def _reap_loop(self) -> None:
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try:
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