POST /api/auth/register now requires a real date_of_birth (ISO YYYY-MM-DD).
The server computes age (auth.calculate_age) and rejects under-18s with 403;
a future/nonsensical date is 400. The DOB is stored and surfaced only to
that user (/api/auth/me).
Still self-attested (a user can enter a false DOB) -- but a concrete,
stored, legally-meaningful data point and the seam for a future ID-check
pass. Encryption-at-rest for the column and the Tier-2 hook are not done;
the limitation is stated plainly in docs/architecture/content_moderation.md 5.2.
- auth.py: RegisterRequest.date_of_birth (date); MIN_AGE=18; register()
computes + enforces; UserResponse.date_of_birth typed `date | None`
(the old `str | None` would have 500'd /me once a DOB was actually stored).
- api_client.gd / main_menu.gd: the Over18 checkbox is now a
"Date of birth (YYYY-MM-DD)" field with a client-side sanity check.
- tests: test_auth_age_gate.py rewritten around the endpoint + age math
(adult/minor/exactly-18/future-dob/stored); ~25 over_18 references across
6 backend test files + 6 game smoke tests updated. Backend 74 passed;
game smokes green (auth 6/6, menu_full_flow 12/12, e2e 4/4, etc.);
fresh-clone boot PASS.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
- backend/app/services/game_servers.py: an in-process supervisor. One
headless Godot dedicated-server process per world, keyed by world_id,
spawned on demand from the join endpoint, port-allocated from a
configured range, with a background reaper that kills a world's server
once its status file reports 0 players for the idle timeout. Off by
default (GAME_SERVERS_ENABLED); the checkpoint/playtest launcher enables it.
- POST /api/worlds/{id}/join -> {world_id, host, port}; 404 for
unknown/hidden worlds, 503 when orchestration is disabled. Auth required.
- main.py lifespan starts/stops the supervisor.
- config.py: GODOT_BIN, GAME_PROJECT_DIR, GAME_SERVER_HOST, port range,
idle timeout.
- tests/test_world_join.py (auth / 404 / visibility / 503) -- suite 72 passed.
- checkpoint runner also runs the 2p multiplayer shell test.
Verified end to end: enabled orchestration, POST /join spawned the Godot
server, a real client connected to the returned address and moved; backend
shutdown reaped the process.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ