Commit Graph

11 Commits

Author SHA1 Message Date
daddy dba865ae4b PC3 Phase 2.3: networked play path in the game
- Session autoload: carries {world_id, host, port} from the world browser
  to the game scene.
- world_list.gd "Enter World": POST /api/worlds/{id}/join -> Session.begin
  -> load game.tscn. On 503 (backend has no orchestration) falls back to
  local single-player; other errors surface on the card.
- api_client.gd: join_world().
- game.gd (new, on game.tscn root): local single-player by default; when
  Session.active, connects a NetworkClient to the world's dedicated server
  and runs networked -- forwards the local Player's input each physics
  frame, snaps to the server position past a generous drift threshold
  (the Player keeps predicting locally with real collision), renders other
  players from snapshots (labelled capsules, lerped -- avatar appearance
  sync is a follow-up, the server doesn't replicate loadouts yet), and
  returns to the world list on disconnect.
- player.gd: exposes net_input (the input frame it applied) and
  apply_server_correction().
- network_client.gd: send_input() + get_own_server_state() for callers that
  do their own collision-aware prediction.
- scripts/mp_game_flow_client.gd + run_game_multiplayer_test.sh: two real
  clients each register -> join via the API -> game.tscn -> networked;
  A sees B and moves. PASS.

Verified end to end against an orchestration-enabled backend. Non-networked
smokes green (enter_world 9/9, world_list 5/5, player 15/15,
avatar_in_world 10/10, main_menu_full_flow 12/12).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 22:07:06 +00:00
daddy 682f1f89f7 PC3 Phase 2.1: server-authoritative sim + prediction/reconciliation with replay
Made the multiplayer core actually work (it had never run a real sim):

- project.godot: physics pinned to 30 Hz -- the shared sim/snapshot/prediction rate.
- server.gd: loads the world's level (real ground + collision), spawns a
  server Player per peer at the level's PlayerSpawn, broadcasts a full
  snapshot every physics frame with each peer's state AND last_seq (the last
  input seq applied for that peer). Accepts `--port/--world/--status-file`
  args (status file = player count for a future idle reaper); defaults keep
  `godot res://scenes/server.tscn` working standalone.
- player_spawner.gd (server Player): rewrote -- drains its whole input queue
  each physics frame in seq order, integrates gravity/walk/jump with the
  shared constants, move_and_slide(), tracks last_applied_seq. No more no-op
  process_server_input().
- network_client.gd: rewrote reconciliation -- drops inputs the server has
  acked (last_seq), re-simulates the still-in-flight ones from the
  authoritative state, snaps only on real drift. Exposes get_remote_states()
  (peer_id -> latest snapshot state) for the game to render other players.
  predict_and_send() now also sends body yaw.
- proxies trimmed to the RPC set the rewrite actually uses.
- scripts/mp_test_client.gd + run_multiplayer_2p_test.sh: two real client
  processes vs one real server -- client A sees client B and its own
  movement round-trips. PASS.
- run_checkpoint_tests.py: also run the 2p shell test.

smoke_test_network_client 4/4, player 15/15, avatar_in_world 10/10, all green.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 22:00:18 +00:00
coder-bot b6e146e4b2 Avatar loader & customization system: merge onto main + fix regressions, add smoke coverage
Merges the pre-existing avatar system implementation (catalog, slot
registry, loadout, glTF-based loader, customization UI, visualizer --
~2300 lines across scripts/avatar/) onto current main, which had
diverged significantly since this branch was last touched (PC1 UI
fixes, PC2's playable level/player/multiplayer work).

Fixes found while integrating:
- project.godot had wholesale-replaced the [autoload] section again
  (same recurring pattern as the multiplayer server/client branches),
  dropping the ApiClient autoload entirely. Restored it additively
  alongside AvatarSystem.
- All other real conflicts (main_menu.tscn/.gd, main.tscn, .godot
  cache) were pure "this branch re-created a stale duplicate of
  something main already has" -- resolved by taking main's version,
  confirmed via `git diff` that this task's own changes never touched
  those files' actual logic.

New: scripts/smoke_test_avatar_system.gd -- confirms AvatarSystem is a
real autoload, the committed catalog.json parses, loadout equip/
validate/JSON-round-trip works against real catalog entries, and --
since assets/avatars/*.glb model files don't exist yet -- that
AvatarLoader.load_base_body() fails gracefully (null + load_error
signal) rather than crashing when given a real catalog entry with no
backing file. 10/10 passing.

Verified no regressions: all 10 pre-existing Godot smoke suites still
pass against a live backend, and all 61 backend pytest tests pass.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 01:34:51 +00:00
architect-bot c4eab8db92 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:20:21 +00:00
architect-bot 4dda636ed0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:01:15 +00:00
coder-bot 1c3c57dbd0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-20 23:17:09 +00:00
coder-bot 580b95635f WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-19 14:44:50 +00:00
architect-bot 109c6ef1a0 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
coder-bot 5090341591 Bring in Godot project + address review feedback (this branch had none of it)
This branch never actually had the Godot scaffold — a workspace-reuse bug
(see agp source repo) let leftover backend/**/__pycache__/*.pyc files from
an unrelated task get swept into this branch's only prior commit, which
was checkpointed under this task's title despite containing zero Godot
files. Removing that garbage and bringing over the real project from
agent/997c429bc6b4 (the original PR's branch) with the review feedback
addressed:

- Play button no longer references the nonexistent scenes/game.tscn.
- Wired PlayButton/QuitButton [connection] entries in main_menu.tscn.
- Removed the invalid uid="uid://main_menu".
- Added .gitignore for .godot/.
- Removed the non-standard [export]/[export_options] sections from
  project.godot (Godot 4 uses export_presets.cfg, not this).
2026-08-17 21:24:43 +00:00
agent-bot b650572426 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot 7d84dd5ec8 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00