Recovers a real August feature that was never merged (3 WIP checkpoints +
fix commit 47ab492, 225 commits behind main): a Redis-backed heartbeat
presence store plus /api/presence/{heartbeat,presence,status} endpoints.
Ported onto current main's conventions rather than rebuilt:
- app/models/user.py: last_seen_at/status_message columns (unchanged from
the orphaned branch; still compatible with the current model).
- alembic/versions/0006_add_presence_columns.py: same column migration,
rebased as the new head after 0005_add_world_content_tables (was
2a9b9873244a off 0001_initial).
- app/routers/presence.py: same three endpoints, updated to the DbDep
pattern other routers (avatar.py) now use; retains the 47ab492 fix
(is_online_batch via MGET, correct StatusUpdate Field annotation).
- app/services/presence.py: real adaptation beyond a mechanical port --
the original PresenceStore required an explicit connect() that nothing
ever called (main.py's lifespan never wired it up), so every real
request would have raised "not connected". Made the Redis client connect
lazily on first use instead, and cache it per running event loop rather
than globally: this repo's TestClient(app) pattern (no `with` block) can
dispatch different requests onto different event loops, which broke a
single cached connection the same way NullPool's comment in conftest.py
describes for asyncpg. Dropped the unused get_presence()/
update_status_message() methods and the never-wired init/shutdown
singleton helpers -- dead code even in the original.
- tests/conftest.py: extended the existing ephemeral-Postgres bootstrap to
also bring up ephemeral Redis (docker-compose.yml already defined the
service) when REDIS_URL isn't already reachable, so `pytest` stays
hermetic.
- tests/test_presence.py: heartbeat sets online, batch presence over
mixed online/offline/unknown ids (the exact 47ab492 regression), status
message update/strip/length-limit, and TTL expiry via a short-TTL
PresenceStore instance (real Redis SET/EXISTS/MGET, no 60s sleep needed).
Verified: full backend pytest suite (144 tests) passes against a fresh
Postgres+Redis. Also drove the real endpoints end-to-end against a running
uvicorn + docker-compose Postgres/Redis: heartbeat -> online, batch query,
forced TTL expiry -> offline with last_seen_at retained, status message
trim + 422 over 140 chars.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
No test ever exercised the client ChunkDataDecoder against real byte data
before this (M2 chunk streaming was never fed real content on PC2/PC3).
Added scripts/smoke_test_chunk_codec_interop.gd, decoding the backend's
exact golden fixtures (backend/tests/fixtures/chunks/*.bin) and asserting
byte-identical logical values -- the real cross-language contract this
whole persistence system depends on. It found three bugs on first run:
1. chunk_data_decoder.gd's _read_float32/_write_float32 used `bits as
float`/`val as int`, a numeric cast in GDScript, not an IEEE-754
bitcast -- silently corrupted every non-integer position/rotation/
scale/bounds value (1.5 decoded as 1069547520.0, verified). Fixed with
PackedByteArray.decode_float/encode_float (real bitcast, same
little-endian order as the rest of this format).
2. backend/app/services/chunk_codec.py's binary codec wrote bounds as
min+size, disagreeing with world.md §3's documented min+max wire
format and with the client's actual (correct) decoder -- corrupted
every chunk's bounds on the wire despite the backend's own JSON path
using min+max correctly. Fixed the binary encode/decode to match the
spec; regenerated the golden fixtures.
3. chunk_data_decoder.gd's object-properties parsing used
`JSON.parse_string(props_str) or {}` -- GDScript's `or` is a boolean
operator, not Python/JS-style short-circuit-return, so this silently
evaluated to a bool for any object with real property data, crashing
on assignment to the typed `properties: Dictionary` field. Fixed with
an explicit type check.
Full backend suite (132/132) and 4 sibling client smoke tests re-verified
clean after all three fixes; no other `or {}`/`or []` instances of bug 3's
pattern found elsewhere in the codebase.
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
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/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
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
The register form collected and validated an actual date of birth just to
throw it away (backend never stored it beyond a nullable column). Per the
roadmap note: don't collect/store DOB right now, just get a client-side
"I am 18 or older" confirmation. RegisterRequest.date_of_birth (str) is now
over_18 (bool); the endpoint rejects over_18=false with 400 same as before.
calculate_age() is kept (unused by /register now) since real DOB collection
is coming back in a future pass and deleting it broke test_auth_age_gate.py's
import for no benefit.
Frontend: DOBEdit LineEdit replaced with an Over18Check CheckBox; api_client.gd's
register() now takes a bool instead of a date string. All Godot callers
(smoke_test_auth/e2e/world_list/main_menu_ui/main_menu_full_flow) and backend
test files updated to match. Full suite verified against a live backend:
61/61 pytest, 6/6 Godot smoke tests (33 individual assertions), all passing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
Resolves conflict in main_menu.gd's play button: kept this branch's real
world_list.tscn transition over main's stale TODO placeholder (main's
version predates this fix; nothing else has touched the play button
since). Brings in PR #37's /auth/refresh endpoint and its tests cleanly,
no other conflicts.
- auth.py: _create_access_token had no jti claim, so two refreshes
within the same wall-clock second produced byte-identical access
tokens (same failure mode already fixed for refresh tokens earlier)
- test_refresh_endpoint.py: usernames (jwttoken, refreshuser, etc.)
collided with test_auth_endpoints.py's own test usernames once run
in the same pytest session against a shared DB with no per-test
isolation -- exactly how run_checkpoint_tests.py invokes pytest.
Namespaced this file's usernames with a refep_ prefix.
Full backend suite (63 tests) passes clean end-to-end against a real
Postgres with real migrations applied.
- main_menu.gd: Play button now navigates to world_list.tscn
- world_list.gd: fix invalid theme_override_constants property-path syntax
(use add_theme_constant_override), fix @onready node paths missing
/HeaderHBox/, cast Variant dict values to String to avoid type-inference
errors when cards actually render
- world_list.tscn: wire up Back/Refresh button signal connections (scene
had zero [connection] blocks, buttons were dead)
- backend: fix real bug where World.visibility enum sent member names
("PUBLIC") to Postgres instead of lowercase values, breaking both GET
and POST /api/worlds/ for any real query
- backend: fix WorldResponse.created_at typed as str instead of datetime,
causing a second 500 on GET once the enum bug was fixed
- add smoke_test_world_list.gd: headless scene-level smoke test that
registers a user, instantiates the real scene, and confirms world cards
render from live backend data (not just an API-level check)
Requesting an explicit ?visibility=PRIVATE (or FRIENDS_ONLY) skipped the
ownership check entirely — any authenticated user could list every other
user's private worlds just by passing the filter. Only the no-filter
default path enforced ownership. Now the ownership check applies whenever
a non-PUBLIC visibility is requested, explicit or not.
Also fixed current_user: CurrentUser = Depends() in assets.py (redundant
empty Depends() on an already-Annotated dependency, inconsistent with
every other endpoint) to plain current_user: CurrentUser per the review
feedback, and reordered params since that made it a non-default arg
following a defaulted one (SyntaxError otherwise).
Verified: py_compile clean, full app imports and loads in a clean venv.