Implements docs/architecture/world_persistence_impl.md §9's backend scope:
world_rooms/world_chunks/world_chunk_revisions (Postgres, migration 0005),
a Python port of the §3.6 binary chunk codec with full server-side
validation, the public save/load API (batch PUT, X-Base-Revision conflict
detection, revision history) and the internal dedicated-server-only API
(bearer-token gated), game_servers.py per-spawn tokens + a real _await_ready
replacing _await_port (which failed open past its timeout with no error --
confirmed real bug). create_world now auto-creates the main room. 132/132
backend tests pass (independently re-run), alembic upgrade/downgrade/upgrade
round-trips clean (independently re-run).
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
Implements docs/architecture/scripting_sandbox.md's primary recommendation
(a fixed verb/condition/trigger DSL expressed as data, zero attack
surface) rather than the out-of-process sidecar the sibling task had
originally assumed. ScriptBehavior/ScriptRule parse and whitelist rule
data at load time; ScriptInterpreterNode is the only code that ever runs,
dispatching every verb through a closed match() -- never call()-by-name
from data. Verbs: give_item, play_sound, move, rotate, spawn_from_catalog,
set_timer. Triggers: on_interact, on_enter, on_touch, on_timer. Demo
wired into test_level.tscn (ScriptedChest). 50/50 smoke assertions,
independently re-verified, including 9 distinct malformed/unsafe-rule
rejection cases and a real spawn_from_catalog resolving only through the
trusted catalog, never a raw data-supplied path.
Implements the DSL that docs/architecture/scripting_sandbox.md recommends
as the primary (and, for now, sufficient) approach in place of running
untrusted GDScript in-process: a fixed set of trigger/condition/action
verbs, expressed as plain JSON data, interpreted by trusted GDScript with
zero ability to reference engine singletons, call arbitrary methods, or
execute code.
- ScriptBehavior (scripts/scripting/script_behavior.gd): parses and
validates rules from JSON/Dictionary data. Every trigger, condition
type/op, and verb is checked against an explicit whitelist at parse
time; malformed or unknown entries are dropped and recorded in
rejected_rules, never partially executed. Carries an optional
content_flags passthrough so this data type isn't hostile to future
moderation-queue integration (docs/architecture/content_moderation.md).
- ScriptInterpreterNode (scripts/scripting/script_interpreter.gd): the
only code that executes rules. Triggers: on_interact (proximity +
"interact" input action), on_enter (edge-triggered Area3D overlap),
on_touch (continuous overlap), on_timer (physics-clocked Timer). Verbs:
give_item, play_sound, move, rotate, spawn_from_catalog, set_timer --
each a fixed, hand-written function; verb dispatch is an explicit
match(), never call()-by-name from data. move/rotate animate via Tween
rather than teleporting.
- PlayerInventory (scripts/scripting/player_inventory.gd): a small
per-player item-count stub for give_item to target, since no real
inventory/entity-state system exists yet (M9 Economy). Attached to
scenes/player.tscn as "Inventory".
- SpawnCatalog (scripts/scripting/spawn_catalog.gd): trusted catalog_id ->
asset_id lookup for spawn_from_catalog, mirroring the AvatarCatalog
data-driven-JSON convention. Rule data only ever supplies a catalog_id
key, never a resource path.
- Wired a real demo ("ScriptedChest") into scenes/worlds/test_level.tscn
with an on_interact rule (give_item + play_sound + rotate), plus an
"interact" input action (project.godot).
- scripts/smoke_test_script_behavior.gd: exercises every trigger type,
every verb, and every condition type against the real interpreter and
the wired demo scene, and proves unknown/malformed/unsafe rules
(unknown verb, unknown trigger, non-scalar smuggled arguments, etc.)
are rejected at parse time and never run -- 50/50 checks pass.
Resolves the two-server-process gap in world.md's original SQLite design:
chunk content lives in Postgres, the FastAPI backend is the sole writer, the
per-world dedicated Godot server pulls content read-only over HTTP before
binding its port. Also flags and fixes (in the design) 3 real bugs in the
existing game_servers.py supervisor: _await_port fails open past its
deadline, _spawn passes no server credentials, player_count silently reads
0 on a missing status file.
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
The single tone slider could never get back to the default yellow. Replaced
it with a row of preset colour swatches (yellow first, then skin tones and
a few fun colours) plus a "Shade" slider that darkens/lightens the picked
swatch (0.5 = as-is). Picking yellow at mid shade reproduces the baked
default exactly.
Verified: avatar smoke 14/14, fresh-clone, and drove the swatches + shade
in rendered screenshots (green skin, back to yellow, dark tan).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Three dead controls on the customization screen:
- Skin tone slider did nothing: neither the visualizer nor AvatarSystem
ever read loadout.skin_tone. Added AvatarLoader.apply_skin_tone() -- it
retints the base body's skin surfaces (matched by the placeholder skin
albedo, i.e. head + arms) -- and both build paths call it. Slider now
maps across a deep-to-pale skin range.
- "Cyber Head" did nothing: its catalog entry was type "body_part", which
load_attachment() rejects, and the placeholder body is one mesh so there
was nothing to hide either. Retyped it as an attachment -> it mounts on
the Head bone as a cyber visor.
- Mohawk / ponytail sat inside the head: the Head and HeadTop bones were
well below the visual head (bone at 1.58, head crown at ~2.03). Moved
Head to the head's centre and HeadTop just above the crown (mesh is
rigidly bound, so it doesn't move), and retuned the hair/visor/glasses
meshes and offsets to match.
Verified: avatar smoke 14/14 (source + pack), fresh-clone, 2p multiplayer,
and drove the real customization screen in rendered screenshots (equip
head+mohawk+mid skin, then ponytail+glasses+pale skin).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
- The preview is now a turntable: drag it to rotate the avatar and see all
sides; it slowly auto-spins after ~2.5s of no input. Starts facing the
camera so you see the face. "drag to rotate" hint under the viewport.
- The big grey void to the right of the controls is gone -- the preview
panel now expands to fill the leftover width; the controls dock to the
right edge at a fixed width.
- Camera reframed to fit the whole ~2 m body; softer preview lights.
- Placeholder avatar: torso/arms/legs now share one 0.46 m depth so a limb
always covers the torso slice behind it -- kills the bright "cyan seam"
(it was a lit sliver of the torso side peeking past the thinner arm).
Verified headless (boot, 2p multiplayer, avatar smoke source+pack,
fresh-clone) + eyeballed the customization screen and the avatar seams in
rendered screenshots.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Matches Roblox's default controls so the feel doesn't stray:
Classic (default): mouse cursor is free; hold LMB/RMB and drag to orbit
the camera (RMB also turns the body to face the camera while held). The
camera stays where you leave it -- no auto-recenter. Body auto-rotates
toward its movement direction otherwise.
Scroll wheel zooms between 0.4 and 9.0 m; at/below 0.6 m it switches to
first person (mouse locks, camera at eye height, own avatar hidden so the
head doesn't fill the view).
Shift Lock (toggle Left Shift): mouse locks to a centre crosshair, camera
shifts 0.85 m to the right shoulder, body facing is slaved to the camera,
and WASD strafes / backpedals.
Movement stays camera-relative throughout. net_input.look_yaw is still
the body yaw, so remote players face the right way in every mode.
Verified headless (boot, 2p multiplayer, avatar smoke source+pack,
fresh-clone) and eyeballed all three modes in rendered screenshots
(classic behind / shift-lock over-shoulder+crosshair / first person).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
The mouse now orbits the camera around the player a full 360 in yaw
(unclamped) with a wide pitch range -- swing it around to look at the
avatar's face. The body no longer snaps to the camera yaw; instead it
turns smoothly to face its movement direction (lerp_angle at
BODY_TURN_SPEED), so controls feel the same: W is still "away from
camera", A/D still strafe relative to view.
Implementation: CameraPivot is set top_level so it doesn't inherit the
body's rotation; _update_camera() places it at the head each frame and
points it by _camera_yaw / _camera_pitch. Movement direction is built
from a yaw-only camera basis. net_input.look_yaw is now the body's
movement facing, so remote players render facing the way they walk.
Verified: headless boot clean, 2p multiplayer still connects/moves,
avatar smoke 14/14 (source + exported pack), fresh-clone PASS, and
eyeballed the orbit in rendered screenshots (behind -> side -> face).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
ESC: player.gd changed scene directly while game.gd._exit_tree closed the
socket, which re-fired server_disconnected -> _on_server_lost ran mid-
teardown (add_child on an exiting node, await on a null get_tree(), a
second change_scene_to_file). Moved ESC to game.gd as one ordered path:
_leave_world() sets a _leaving guard, disconnects the _on_server_lost
handlers before closing the connection, then changes scene. _on_server_lost
and _exit_tree now respect the guard. Verified headless: ESC -> world_list,
no errors; 2p multiplayer still connects.
Avatar faced +Z but a Godot node's forward is -Z, so walking forward
showed the character its own face. Rebuilt the placeholder facing -Z (face
plates, eyes, jaw, toes, and front-mounted attachments all moved to
negative Z; backpack/ponytail to +Z). The procedural walk was already
written for -Z forward, so it's unchanged.
Build stamp was there but tiny/low-contrast bottom-left -- bumped to 20px
opaque yellow with a heavy outline, moved to the top-left strip.
limb_animator: guard _process with is_instance_valid(_skel) so a frame
landing during avatar teardown can't touch a freed skeleton.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Now that cloudbison can render (Radeon GPU via Xvfb, or llvmpipe software),
added scripts/tools/screenshot_rig.gd + scenes/dev/ so a scene can be booted,
run a few frames, and its rendered frame saved to PNG -- caught three things
the headless smoke never could:
- limbs floated detached from the torso: widened the torso and overlapped the
arm/leg boxes into it, and pulled limb depth in behind the torso front so
they stop z-fighting.
- proportions were scrawny: reworked to Roblox R6 ratios (2-stud torso, 2-stud
arms/legs, 1-stud head) with the head clearly pegged on top.
- the walk swing was a 40-deg lunge: STRIDE 0.7->0.42 rad, separate 0.32 arm
swing, KNEE 1.0->0.5. Reads as a walk now, not a crouch.
test_level lighting was near-black on the shaded side (ambient was disabled) --
colour ambient at 0.8 + a stronger key light, so the avatar reads in-world.
avatar_preview.tscn (AGP_PREVIEW_WALK=1) renders the assembled avatar walking
in place for quick visual checks.
Verified: avatar smoke 14/14 source + exported pack; fresh-clone boot PASS;
eyeballed in rendered screenshots (game scene + walk sequence).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
The blocky body rendered fully black from every angle: _append_box wound
its faces clockwise-from-outside, so every computed normal pointed inward
-- an inside-out shell, lit from behind on all sides, and the level had
ambient light disabled so nothing lifted it. Fixed the winding (normals
now verify outward 234:36) and switched test_level's environment to a
soft colour ambient so shaded sides read grey, not pure black.
Limbs were static because the rig had no animation at all. Added
scripts/avatar/limb_animator.gd: a clip-free walk cycle that swings the
upper arm/leg bones with ground speed, folds the knees on the rear
stride, and eases back to rest when idle. Wired into the local player
(speed from velocity) and remote players in game.gd (speed from the
per-snapshot authoritative position delta).
Verified: avatar smoke 14/14 from source and exported pack; fresh-clone
boot PASS; game + menu boot headless clean.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Avatar: rebuild the placeholder base body as a Roblox-classic (R6) figure --
six chunky solid box parts (head, torso, two arms, two legs) skinned one
part per bone onto the same 24-bone canonical rig, arms hanging at the
sides instead of a T-pose, plus a painted-on smile face. Classic
yellow/blue/green "noob" palette, flat single-colour surfaces (the old
capsule-segment chain read as a banded scarecrow). Attachments resized to
match the new proportions; head/hair/glove primitives are now boxes too
(dropped ~130KB spheres to ~3KB each).
Build stamp: it never rendered because `set_anchors_and_offsets_preset()`
plus `.position` on a zero-size Label collapses the rect to negative width.
Switched to a bottom-anchored full-width strip with explicit offsets and
text alignment, brighter colour + black outline. Shows on the main menu
(bottom-right) and in-world HUD (bottom-left) as `build PC3 <commit>`.
Verified: avatar smoke 14/14 from source and against the exported pack;
game.tscn + main_menu.tscn boot headless with no script errors.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Playtest log had the smoking gun:
WARNING: player.gd: no avatar to show; keeping the placeholder capsule
ERROR: Parameter "data.tree" is null. at: get_tree
avatar_loader.gd read raw .glb bytes and ran GLTFDocument.append_from_buffer
+ generate_scene() at runtime. In a release export that path produced NO
Skeleton3D (works fine in the editor / headless-from-source), so
load_base_body() returned null and the player fell back to the capsule.
The queue_free() calls in that path also errored (loader runs detached from
any tree).
Fix: load(path).instantiate() the Godot-imported PackedScene (the .scn that
actually ships in the pack, with the skeleton + skin set up by the import
pipeline). The raw-bytes GLTFDocument path stays available for future
user-uploaded models but isn't used for the bundled catalog.
- run_checkpoint_tests.py: also runs the avatar smoke against the EXPORTED
pack, not just source -- that's what catches release-only resource
differences. Verified: 14/14 against export/game.pck.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
config/version didn't survive export cleanly. Instead checkpoint_ops writes
assets/build_info.json at build time (a plain JSON file, packed by the same
include_filter as the avatar catalog) and the menu + in-world HUD read it
with FileAccess. Shows 'build PC3 <commit>' so playtest reports say exactly
which build is running.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
- Clients now hard-snap to the server's spawn position on the first
snapshot. player.gd starts everyone on the fixed PlayerSpawn marker but
the server spreads spawns out -- so one client saw players ~1m apart
(correct) while the other saw them stacked (its local player still on the
marker, never corrected because the ~1m drift was under the old 1.5m
threshold). Threshold also tightened to 0.6m.
- game.gd._exit_tree() closes the ENet connection cleanly when you leave a
world, so the server fires peer_disconnected and removes your player.
Before, leaving just changed scene and the server never knew -- everyone
else kept seeing a frozen "ghost".
- server.gd: once-a-second sweep of players whose peer is no longer
connected, as a backstop for a missed disconnect.
- Build stamp: checkpoint_ops bakes "<PC> <commit>" into
application/config/version at export; the menu and in-world HUD show
"build PC3 <hash>" so playtest reports aren't ambiguous about which
build is running.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
All players spawned at the exact same PlayerSpawn point and were on the
same collision layer, so two overlapping CharacterBody3Ds triggered a
physics depenetration shove that could launch one through the 1-unit-thick
floor.
- server.gd: golden-angle spawn spread -- each join lands ~1m+ from the
others, growing outward, never exactly repeating.
- server_player.tscn + player.tscn: players on collision layer 2, mask 1
(world only) -- players no longer collide with each other at all
(fine for a social game; also removes the shove).
- player_spawner.gd + player.gd: hard safety net -- if y < -10 (any
tunnel-through), snap back to the spawn instead of falling forever.
Verified: 3 server players spawn 1.15m+ apart, none fall, all rest on the
floor. 2p multiplayer + network_client smokes green.
Client-side -- rebuild the exe.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
- SpringArm3D was colliding with the player's own capsule (same layer) ->
camera yanked up against the head. add_excluded_object(self) in _ready +
gentler default pitch, shorter arm, lower pivot.
- AvatarSystem.build_current_avatar() is now self-sufficient: loads the
catalog itself and falls back to a bare default loadout if login didn't
prime one. So the in-world player always shows an avatar, never the
capsule, as long as the assets are packed (they are now).
- New AvatarSystem.assemble_avatar(): builds a standalone avatar with a
throwaway loader, touching no shared state -- so it's safe to call once
for the local player AND once per remote peer. (load_avatar()'s shared
loader reset()s and freed the previous avatar on every call.)
- game.gd: remote players render as the assembled avatar too (shared default
look, tinted per-peer, name tag) instead of a plain capsule.
Client-side -- rebuild the exe.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Two real bugs from the last change, both only visible in a real run:
1. Controls reversed: the third-person SpringArm3D had a 180° Y rotation
that put the camera IN FRONT of the player looking back -- a mirror, so
W read as backward and mouse pitch as inverted. SpringArm3D extends its
child along +Z, not -Z; with no rotation the camera sits behind the
player (+Z world) and looks -Z straight at them. Verified the vectors
headless: camera behind, W decreases Z, mouse-up looks up.
2. Bare capsule instead of an avatar in the .exe: avatar_catalog.gd reads
assets/avatars/catalog.json with FileAccess.open(), but the export used
`all_resources` + empty include_filter, which does NOT pack plain .json
files. ensure_catalog() failed -> no loadout -> build_current_avatar()
returned null -> capsule stayed visible. From source it worked because
res:// is the real filesystem. Fixed: include_filter="*.json" in both
export presets (verified catalog.json + the .glb pack are now in the
exported .pck).
- scripts/verify_export_contents.gd + a checkpoint-runner step: export a
pack and assert the non-resource runtime files are inside it. This is
the guard for the "works from source, broken in the .exe" class.
Client-side -- rebuild the exe.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
You couldn't see your own character because the camera was first-person
(inside the avatar's head), and the customize screen's 3D preview rendered
nothing.
- player.tscn: camera now hangs off a SpringArm3D on a CameraPivot, 4 m
behind + above the player, pulled in on collision. player.gd: yaw still
turns the body, pitch orbits the arm (starts tilted down to frame the
avatar).
- avatar_customization_ui.gd: the preview SubViewport had own_world_3d=false,
so it shared the Control-only main world -- no scenario, nothing rendered.
Set own_world_3d=true, add a WorldEnvironment with ambient fill + a
key/fill light pair, make the camera current, tweak framing.
- smoke_test_player: assert the third-person SpringArm rig (18/18).
- smoke_test_enter_world: wait longer for the scene change -- a real
POST /join spawns a dedicated server, which is slow (9/9).
Client-side change -- rebuild the exe to get it.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
scenes/server_player.tscn was a bare CharacterBody3D with NO CollisionShape3D,
so on the server move_and_slide() never hit the ground and is_on_floor() was
always false -> the server player fell forever, and the client (which snaps to
the server's authoritative position past a drift threshold) fell with it.
Give the server player the same CapsuleShape3D (r=0.35, h=1.6) as the client.
The 2-player test now also asserts the server keeps the player on the ground
(on_floor / min_y), which is how this slipped through -- the tests only
checked "position changes" and "sees the other player".
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
actions/checkout is a JavaScript action; a host-mode act_runner needs
on PATH to run it, which the AGP box doesn't have. Replace it with
a plain git fetch from the local Gitea using the injected ${{ github.token }}.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
The self-hosted git is gitea/gitea:latest (1.26), which reads
.gitea/workflows/ + .github/workflows/, not .forgejo/. Updated docs/ci.md
with the real enable steps (app.ini [actions], act_runner host-mode
register via `gitea actions generate-runner-token`, no web UI needed).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Every checkpoint smoke test registers users against one backend from one
client IP, so the per-IP auth limit tripped mid-suite (main_menu_full_flow
-> 2/12). Add RATE_LIMIT_ENABLED (default true); run_checkpoint_tests.py
sets it false for its backend. test_rate_limit.py forces it on in-fixture
so the limiter is still really tested.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
app/rate_limit.py: an in-process sliding-window limiter (single-worker
backend, so no Redis needed -- flagged for if that changes). /register and
/login are capped at 10 attempts / minute / client IP (X-Forwarded-For
aware), returning 429 + Retry-After past that. Blunts credential
brute-force, which the backend had no protection against.
- conftest.py resets the limiter between tests (every TestClient request
looks like one IP).
- tests/test_rate_limit.py: threshold, shared bucket, per-key window. 77 passed.
CORS reviewed while here: already an explicit origin allowlist
(settings.CORS_ORIGINS), not "*" -- and the Godot client isn't a browser
so it doesn't apply there anyway. Left as-is.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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/tests/conftest.py: pytest_configure brings up an ephemeral
Postgres via docker compose + runs migrations when DATABASE_URL isn't
already reachable, and tears it down after. `cd backend && pytest` now
works from a clean checkout with zero manual setup (72 passed in ~28s);
no docker and no DB -> the whole suite skips with a clear message instead
of erroring 60+ times.
- scripts/verify_fresh_clone.sh: exports a pristine tree (git archive, so no
.godot), imports from scratch, headless-boots the main menu + game scene,
fails on any SCRIPT ERROR / failed autoload. Catches the stale-class-cache
class of bug. PASS.
- run_checkpoint_tests.py runs both the 2p multiplayer test and the
fresh-clone check.
- .forgejo/workflows/checkpoint.yml + docs/ci.md: the CI workflow (runs the
checkpoint suite on push/PR) and how to enable it -- it needs a Forgejo
Actions `host` runner registered on the AGP box, a one-time operator step.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
- 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
- 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
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
smoke_test_network_client.gd needs a separate `godot scenes/server.tscn`
process on ENet 7777; the runner never started one, so that test has been
failing in every checkpoint run (the only failure in an otherwise-green
suite). Start it just for that test, tear it down after.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
- api_client.gd: get_avatar_loadout() / save_avatar_loadout()
- main_menu.gd: on successful auth (fresh or session-restore), load the
catalog + fetch the saved loadout into AvatarSystem so the in-world
player renders as the player's avatar. Best-effort: a slow/failed prime
never gates getting in (UI goes authenticated first, prime runs after).
New "Customize Avatar" button (enabled only when signed in).
- avatar_system.gd: local-player convenience API -- ensure_catalog(),
set_loadout_from_dict() (from the backend's GET shape), has_loadout(),
build_current_avatar().
- player.gd: swaps the placeholder capsule for the assembled avatar
(feet-aligned to the capsule bottom) when a loadout is primed; silent
fallback to the capsule otherwise. Camera stays first-person for now
(third-person is a noted follow-up).
- avatar_visualizer.gd: rewrote it -- the old version referenced
AvatarLoader.SlotResult / load_slot() which never existed, so it didn't
compile and took avatar_customization_ui.gd down with it. Now a thin
wrapper over AvatarLoader for the preview.
- avatar_customization_ui.gd: seeds from the live loadout, saves through to
AvatarSystem + PUT /api/avatar/loadout (local file kept as fallback),
fixed a Camera3D.look_at() before-in-tree crash.
- scenes/avatar_customization.tscn rebuilt (old one used the Godot-3
`ViewportContainer` node type) + avatar_customization_screen.gd wrapper
that returns to the menu on close.
- smoke_test_avatar_in_world.gd: primed loadout -> game.tscn -> player
shows the assembled avatar, capsule hidden, rig + bone mounts present.
Verified: cold-cache smokes green (player 15/15, avatar_system 14/14,
avatar_in_world 10/10, main_menu_ui 13/13); against a live backend
main_menu_full_flow 12/12, main_menu_back 20/20, world_list 4/4,
enter_world 9/9, e2e 4/4; plus a manual register->default-loadout->
customize->save->re-fetch-persisted round trip.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
New avatar_loadouts table (one row per user, loadout stored as a single
JSONB document matching the client's AvatarLoadout.to_json() shape) and
GET/PUT /api/avatar/loadout.
The server has no copy of the asset catalog, so it validates only the
envelope (JSON object, non-empty base_body, object slots, size cap) --
which-asset-in-which-slot validation stays client-side. New accounts get a
server default (base_human_male_01, no slots) with is_default:true so the
client can tell "never customised" from "customised back to base".
- models/avatar_loadout.py + 0004 migration + User.avatar_loadout relation
- routers/avatar.py wired into main.py
- tests/test_avatar_loadout.py (7 tests: default, save/read, replace,
validation, auth) -- full suite 68 passed
- lifted the duplicated _override_db fixture from 3 test files into
conftest.py (new test files need it too)
- docs/architecture/avatar.md §9a: the persistence design
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
assets/avatars/catalog.json referenced 14 GLB files that were never in the
repo, so the avatar system could not load a single avatar. And the loader's
assembly path had never run against a real skeleton -- it called
Skeleton3D.has_bone() (no such method in Godot 4) and hand-copied bones in a
way that dropped the skin binding.
- scripts/tools/gen_placeholder_avatars.gd: generates the pack headlessly via
GLTFDocument -- one rigged/skinned base body (the full 24-bone canonical
rig from a T-pose) + 13 primitive attachments. Crude on purpose; real art
swaps in as a pure content change (catalog paths unchanged).
- assets/avatars/*.glb: the generated pack (checked in).
- avatar_loader.gd: rewrote _parse_glb_as_avatar to lift the skin-bound
Skeleton3D that generate_scene() already produces, instead of rebuilding it.
Attachments now mount via BoneAttachment3D to the catalog's mount_bone and
are actually added to the avatar tree (they were parsed then dropped).
Fixed the has_bone() crash, the null ARRAY_BONES cast in _retarget_skin,
and the Array[String] type mismatch on the accessory list.
- smoke_test_avatar_system.gd: replaced the "asserts it fails gracefully
because the files don't exist" section with a real assembly check --
Skeleton3D present, full 24-bone rig, canonical bones resolve by name,
visible body mesh, equipped items mounted to bones. 14/14 from a cold cache.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Root cause: a stale .godot/global_script_class_cache.cfg was force-committed
to the repo (last regenerated before the avatar system merged), and Godot
does not rebuild the global class registry on a plain headless scene run --
only an editor scan / `--import` does. So every cross-file `class_name`
reference in the avatar module failed to resolve from a fresh clone, and the
AvatarSystem autoload failed to instantiate entirely.
- Untrack .godot/ and sandbox_probe/.godot/ (already in .gitignore; were
force-added during old WIP checkpoints)
- Reference sibling avatar scripts via preload() constants instead of their
global class_name, so the module parses independent of scan order. Keeps
the class_name declarations for editor/tooling use.
- avatar_loadout.gd's static from_json() factory self-references via a
preload const too (a script can't resolve its own class_name mid-compile
on a cold cache).
- smoke_test_avatar_system.gd: same preload treatment so it runs from a bare
`--script` invocation.
Verified from a wiped .godot/: main_menu.tscn and game.tscn boot with zero
script errors; smoke_test_avatar_system 10/10, smoke_test_player 15/15,
smoke_test_main_menu_ui 13/13, smoke_test_test_level PASS.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
Found while re-verifying the full PC2 test suite from a fresh clone:
the "prediction buffer has entries" check failed ~1 in 3 runs. Root
cause is a genuine race in the test, not in prediction/reconciliation
itself -- a server snapshot RPC can land on the 60-frame loop's final
`await process_frame`, triggering a legitimate reconciliation that
clears the buffer (network_client.gd's documented behavior) right
before the check reads it. The desync-correction check right after it
already proves reconciliation logic works correctly on its own, so
this was never actually catching a real bug -- just occasionally
racing a real correction event.
Fix: one more predict_and_send() right before the check guarantees a
fresh buffer entry regardless of whether a correction just fired.
Verified 5/5 clean runs against a real dedicated server after the fix
(previously observed a failure within 3 runs).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
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
Real client-side networking for the player controller, verified with a
genuine two-process integration test (an actual dedicated server process
+ a real ENet-connected client), per docs/architecture/networking.md §5.
scripts/network_client.gd: NetworkClient -- predicts movement locally on
input (same movement constants as scripts/player_spawner.gd), sends input
to the server via RPC, and reconciles against the server's authoritative
snapshots when they diverge beyond a threshold.
scripts/network_receiver_proxy.gd + network_player_proxy.gd: the RPC
plumbing that makes this actually route correctly, which took real
debugging to get right:
- Godot's rpc_id() resolves the receiving node by matching the sending
node's NodePath between peers. scripts/server.gd is the SceneTree root
node "Server" when the dedicated server runs, and spawns each player as
"Player_<peer_id>" under itself -- so the client needs its own node
tree at those same paths purely for RPC routing.
- Godot also enforces an RPC "node checksum": both peers must declare the
*same set* of @rpc methods at a matching path, or every RPC at that
path fails, not just a genuinely missing one. Every @rpc method on
scripts/server.gd's root and scripts/player_spawner.gd had to be
mirrored here (mostly as no-op stubs), not just the ones this class
actually calls.
Known, explicitly-scoped simplification (stated in the code, not hidden):
scripts/server.gd's snapshot doesn't currently echo back a per-peer "last
input seq processed", so reconciliation corrects against the most recent
prediction rather than true tick-exact rollback-and-replay
(networking.md §5.2 step 4). A real follow-up once the server echoes
that ack, not faked here.
Verified: real two-process test (godot --headless --path . scenes/
server.tscn as an actual persistent process, a second process running
scripts/smoke_test_network_client.gd against it over real ENet) --
4/4 passing: connects, predicts locally before any server round trip,
sends real input, and a deliberately-desynced position (moved 9999 units
away) gets corrected by the very next real snapshot. Full existing
client suite (10 suites) + 61 backend pytest still passing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN