Compare commits

...

6 Commits

Author SHA1 Message Date
daddy f34a4806ef Port presence feature forward from orphaned agent/dd2a126b57a1 branch
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
2026-09-14 23:59:14 +00:00
daddy 9f04cef447 Editor: save world edits to the server; re-enter and see the changes persist
checkpoint / checkpoint (push) Successful in 2m18s
ChunkSaveService (single PUT + base_revision, 409 -> refetch -> retry,
atomic batch PUT), wired into InGameEditor (Save/Ctrl+S, live_session
surfaced as a warning, not ignored). Owner-gated 'Edit World' entry from
the world browser that sets Session.editing without ever calling
join_world() -- editing is non-joined per world_persistence_impl.md §6.
game.gd fetches the real chunk over HTTP when entering edit mode.

19/19 new save-path smoke assertions (incl. a real two-writer 409
conflict resolved transparently, and reload confirming persistence) and
the full existing suite (18 Godot smoke tests + 132 backend pytest)
independently re-verified with zero regressions.
2026-09-14 23:38:46 +00:00
daddy 4ff74ae823 Editor save path: single/batch chunk PUT, 409 retry, non-joined Edit World entry
Implements world_persistence_impl.md §9 client/editor task items 2-3:

- ChunkSaveService (scripts/editor/chunk_save_service.gd): single-chunk
  PUT with base_revision, batch PUT for multi-chunk edits, and a real
  409 -> re-fetch -> retry loop. Full-chunk overwrite (§8.2 D5) means
  "re-apply the edit" is just retrying with the locally-edited payload
  at the freshly-learned revision, not delta replay.
- InGameEditor gets a Save button (+ Ctrl+S) that surfaces live_session
  as an explicit warning instead of ignoring it, per §6 D4.
- "Edit World" entry point on the world list (owner-gated) that calls
  Session.begin_edit() instead of ApiClient.join_world() -- editing
  never joins, opens no ENet connection, spawns no dedicated server.
- game.gd wires Session.editing to fetch the real (0,0,0) chunk over
  HTTP and open the editor against it, falling back to an empty chunk
  for an unwritten coordinate.

Verified against a real backend (register/world/save/reload, a genuine
409 from two racing saves, atomic 2-chunk batch, live_session field) --
new scripts/smoke_test_editor_save.gd (19/19) plus an extended
smoke_test_world_list.gd covering the non-joined entry point (11/11).
Full existing Godot smoke suite (18 files) and backend pytest (132)
still pass unchanged.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 23:35:33 +00:00
daddy 31f6974c7a In-game editor MVP: place / move / rotate / scale / delete catalog objects
checkpoint / checkpoint (push) Successful in 2m15s
EditorCore (data-native, shared): ChunkEditorModel over the existing
ChunkPayload, an UndoRedo-backed command stack, SelectionManager,
ToolRegistry with 5 tools (brush/object-place/select/erase/transform --
transform added beyond editor.md's named list since move/rotate/scale
needed a home). InGameEditor UI (2D top-down, per editor.md $8's own
scope guidance -- CHUNK_SIZE_Z=1, no 3D gizmos yet), gated behind a new
F2 build-mode toggle in game.gd. In-memory only by design -- saving to
the backend is the sibling task's scope.

69/69 new smoke assertions (place/move/rotate/scale/delete/paint/erase,
undo AND redo actually verified to revert/replay, a full
encode_binary/decode_binary round-trip after editing, a real UI click
through EditorViewport, and a rejected-unknown-catalog-id case) and the
full sibling smoke suite (16 other suites, backend-dependent ones run
against a real backend + Postgres) all independently re-verified with
zero regressions.
2026-09-14 23:22:12 +00:00
daddy 7c37a0dc2f Add in-game editor MVP: EditorCore + 2D tile/object editing
Implements the in-game editor's shared, data-native core and a
Control-based UI on top of it, per docs/architecture/editor.md §7.1/§7.2,
scoped to 2D per §8's own risk mitigation (the default world is flat,
CHUNK_SIZE_Z=1 -- no 3D gizmos here).

EditorCore (scripts/editor/):
- ChunkEditorModel wraps a ChunkDataDecoder.ChunkPayload directly (no
  parallel data model) and adds a TileLayerData.set_tile() mutator
  alongside the existing get_tile().
- EditorUndoRedoStack wraps Godot's built-in UndoRedo (game-usable, not
  the editor-only EditorUndoRedoManager) so every mutation is a real,
  revertible do/undo Callable pair over ChunkEditorModel's raw setters.
- SelectionManager tracks the selected object id as UI state, deliberately
  outside the undo/redo stack.
- ToolRegistry + 5 tools (BrushTool, ObjectPlaceTool, SelectTool,
  EraseTool, TransformTool -- the 5th covers move/rotate/scale, which the
  doc's tool list doesn't literally name but the task requires) is the
  single choke point every mutation goes through.
- EditorObjectCatalog (assets/editor/object_catalog.json) is a new,
  small "placeable object" catalog -- AvatarCatalog and SpawnCatalog were
  checked first and are both scoped to other concerns, so this mirrors
  their loading convention rather than reusing either.

InGameEditor UI (scripts/editor/ui/): EditorViewport (2D top-down tile
grid + object dots), EditorToolbar, PalettePanel, InspectorPanel, wired
together in InGameEditor. Built from Control nodes in code (matching
game.gd's existing dynamic-UI convention) rather than a hand-authored
.tscn.

Entry point: game.gd gates build mode behind a new toggle_build_mode
input action (F2), freezing the player and opening a fresh empty
ChunkEditorModel. Loading a *real* chunk from the backend for editing,
and saving edits back, are explicitly out of scope -- a sibling task
owns the batch-PUT/conflict-handling save path
(world_persistence_impl.md).

Verification: scripts/smoke_test_editor_core.gd decodes a real backend
fixture (backend/tests/fixtures/chunks/simple_tile_chunk.bin), drives
place/move/rotate/scale/delete/paint/erase entirely through
EditorCore.use_tool()/ToolRegistry (never touching ChunkEditorModel's
raw setters directly), undoes and redoes every step, and round-trips the
result through encode_binary()/decode_binary() to prove the edited model
stays a valid, byte-compatible ChunkPayload. 69/69 assertions pass. Full
existing Godot smoke suite (16 other scripts/smoke_test_*.gd, backend +
dedicated-server-dependent ones included) still passes with no
regressions.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 23:18:45 +00:00
daddy 4c95ad79e6 Client persistence plumbing: HttpChunkSource adapter + server.gd real content loading
checkpoint / checkpoint (push) Successful in 2m16s
Implements docs/architecture/world_persistence_impl.md §9's client-side
plumbing: HttpChunkSource wired into ChunkStreamManager.set_server_rpc()
(ETag/304 caching), and server.gd's startup sequence now fetches a
manifest + spawn-neighborhood chunks over the internal API before binding
the ENet port, builds real collision from decoded chunk data, and falls
back to test_level.tscn when the backend is unreachable. This is the
prerequisite both normal play (Enter World) and the upcoming in-game
editor need -- neither had anything real to load/save before this.

Found and fixed 4 real, previously-untested bugs in the process (nothing
had ever exercised encode_binary()/the set_server_rpc() seam before this
task): a missing section header in _build_metadata_section that corrupted
every encode_binary() call, a String.split()/Array[String] type mismatch
in _parse_coord_from_key, a nonexistent data.format_version field read
(should be .version), and (found during review) a client-side min+size/
min+max bounds mismatch identical in kind to the backend bug fixed in
eb39e43, masked by every existing test using a zero chunk position.

Independently re-verified: 11/11 HttpChunkSource smoke assertions, 33/33
codec interop assertions (incl. a new nonzero-bounds regression case), and
the full sibling smoke suite (16 suites) against a real backend + real
GameServerSupervisor-spawned server.gd process -- real content load,
empty-room fallback, and unreachable-backend fallback all confirmed with
actual collision-shape counts, not just HTTP status codes.
2026-09-14 23:00:47 +00:00
34 changed files with 3073 additions and 42 deletions
+40
View File
@@ -0,0 +1,40 @@
{
"objects": {
"crate_small": {
"asset_id": "props/crate_small.glb",
"type": "prop",
"display_name": "Small Crate",
"category": "props"
},
"rock_01": {
"asset_id": "props/rock_01.glb",
"type": "prop",
"display_name": "Rock",
"category": "nature"
},
"tree_pine_01": {
"asset_id": "props/tree_pine_01.glb",
"type": "prop",
"display_name": "Pine Tree",
"category": "nature"
},
"lamp_post_01": {
"asset_id": "props/lamp_post_01.glb",
"type": "prop",
"display_name": "Lamp Post",
"category": "props"
},
"chest_01": {
"asset_id": "props/chest.glb",
"type": "interactable",
"display_name": "Treasure Chest",
"category": "interactables"
},
"spawn_point": {
"asset_id": "",
"type": "spawn_point",
"display_name": "Spawn Point",
"category": "gameplay"
}
}
}
@@ -0,0 +1,33 @@
"""add presence columns to users
Revision ID: 0006_add_presence_columns
Revises: 0005_add_world_content_tables
Create Date: 2026-09-14 00:00:00.000000
Ported forward from the orphaned agent/dd2a126b57a1 branch (originally
2a9b9873244a_add_presence_columns.py, down_revision 0001_initial) and
rebased onto the current migration head. See app/services/presence.py /
app/routers/presence.py.
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = "0006_add_presence_columns"
down_revision: Union[str, None] = "0005_add_world_content_tables"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Add last_seen_at and status_message columns to users table."""
op.add_column("users", sa.Column("last_seen_at", sa.DateTime(timezone=True), nullable=True))
op.add_column("users", sa.Column("status_message", sa.Text(), nullable=True))
def downgrade() -> None:
"""Remove presence columns from users table."""
op.drop_column("users", "status_message")
op.drop_column("users", "last_seen_at")
+2 -1
View File
@@ -6,7 +6,7 @@ from fastapi import FastAPI
from fastapi.middleware.cors import CORSMiddleware
from app.config import settings
from app.routers import auth, users, worlds, assets, avatar, world_content, internal
from app.routers import auth, users, worlds, assets, avatar, world_content, internal, presence
from app.services.game_servers import supervisor
@@ -44,6 +44,7 @@ app.include_router(world_content.router, prefix="/api/worlds", tags=["world-cont
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
app.include_router(avatar.router, prefix="/api/avatar", tags=["avatar"])
app.include_router(internal.router, prefix="/api/internal", tags=["internal"])
app.include_router(presence.router, prefix="/api/presence", tags=["presence"])
@app.get("/api/health")
+5 -1
View File
@@ -1,7 +1,7 @@
from datetime import date
from typing import Optional
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date, Text
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
@@ -20,6 +20,10 @@ class User(Base):
created_at = Column(DateTime(timezone=True), server_default=func.now())
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
# Presence / status (backend/app/services/presence.py, app/routers/presence.py)
last_seen_at = Column(DateTime(timezone=True), nullable=True)
status_message = Column(Text, nullable=True)
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
refresh_tokens = relationship("RefreshToken", back_populates="user", cascade="all, delete-orphan")
worlds = relationship("World", back_populates="owner")
+146
View File
@@ -0,0 +1,146 @@
"""Presence & status router.
Endpoints:
- POST /api/presence/heartbeat -- record a heartbeat (sets Redis TTL key)
- GET /api/presence/presence -- query presence for a list of user ids
- PATCH /api/presence/status -- update the authenticated user's status message
"""
from datetime import datetime, timezone
from typing import Annotated
from fastapi import APIRouter, HTTPException, status, Depends
from pydantic import BaseModel, Field, field_validator
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.user import User
from app.services.presence import presence_store
router = APIRouter()
DbDep = Annotated[AsyncSession, Depends(get_db)]
# ──────────────────────────── Pydantic schemas ────────────────────────────────
_STATUS_MAX_LEN = 140
class HeartbeatRequest(BaseModel):
"""Empty body -- the caller's identity comes from the JWT."""
class PresenceUser(BaseModel):
user_id: int
is_online: bool
last_seen_at: datetime | None
status_message: str | None
class PresenceResponse(BaseModel):
users: list[PresenceUser]
class StatusUpdate(BaseModel):
status_message: str | None = Field(default=None, max_length=_STATUS_MAX_LEN)
@field_validator("status_message")
@classmethod
def strip_message(cls, v: str | None) -> str | None:
if v is not None:
v = v.strip()
return v
# ──────────────────────────────── Endpoints ───────────────────────────────────
@router.post("/heartbeat", response_model=dict)
async def heartbeat(
_req: HeartbeatRequest,
current_user: CurrentUser,
db: DbDep,
):
"""Record a heartbeat for the authenticated user.
Sets a Redis key with a TTL so the server can derive online/offline
status without trusting client claims. Also persists last_seen_at to
the database.
"""
# Update Redis TTL (presence heartbeat)
await presence_store.heartbeat(current_user.id)
# Persist last_seen_at to the database
now = datetime.now(timezone.utc)
result = await db.execute(select(User).where(User.id == current_user.id))
user = result.scalar_one_or_none()
if user:
user.last_seen_at = now
await db.commit()
return {"status": "ok", "user_id": current_user.id}
@router.get("/presence", response_model=PresenceResponse)
async def get_presence(
user_ids: str,
current_user: CurrentUser,
db: DbDep,
):
"""Return presence info for a comma-separated list of user ids.
Online/offline is derived from the Redis heartbeat TTL.
last_seen_at and status_message come from the database.
"""
ids = [int(uid.strip()) for uid in user_ids.split(",") if uid.strip()]
if not ids:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="user_ids must contain at least one integer",
)
# Check Redis for online status (single round trip via MGET).
online_ids = await presence_store.is_online_batch(ids)
# Fetch DB records for last_seen_at and status_message
result = await db.execute(select(User).where(User.id.in_(ids)))
users = {u.id: u for u in result.scalars().all()}
presence_users = []
for uid in ids:
user = users.get(uid)
if user is None:
continue
presence_users.append(
PresenceUser(
user_id=uid,
is_online=uid in online_ids,
last_seen_at=user.last_seen_at,
status_message=user.status_message,
)
)
return PresenceResponse(users=presence_users)
@router.patch("/status", response_model=dict)
async def update_status(
body: StatusUpdate,
current_user: CurrentUser,
db: DbDep,
):
"""Update the authenticated user's status message (length-limited)."""
result = await db.execute(select(User).where(User.id == current_user.id))
user = result.scalar_one_or_none()
if not user:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND,
detail="User not found",
)
user.status_message = body.status_message
await db.commit()
return {"status": "ok", "status_message": body.status_message}
+145
View File
@@ -0,0 +1,145 @@
"""Redis-backed presence store.
Presence is determined by a heartbeat TTL key in Redis:
- heartbeat(user_id) sets a TTL key per user (default 60 s).
- is_online(user_id) / is_online_batch(user_ids) check whether the key(s)
exist.
status_message and last_seen_at are persisted in the ``users`` table by the
router (app/routers/presence.py); this store only owns the Redis side.
The Redis client is created lazily, on first actual use, rather than
requiring an explicit ``connect()`` call during app startup. This matters
because FastAPI's lifespan handler does not run under the plain
``TestClient(app)`` instantiation this codebase's tests use (no
``with`` block), so anything that only connected during lifespan startup
would never connect in tests. Lazy connection means the store works
identically whether the app was started for real or is being driven by
pytest.
The client is also cached per-*event loop* rather than globally: the same
plain ``TestClient(app)`` pattern can dispatch different requests onto
different event loops (see the NullPool comment on ``_override_db`` in
tests/conftest.py for the analogous asyncpg problem), and an
``aioredis.Redis`` connection, like an asyncpg connection, breaks with
"Event loop is closed" if reused across loops. In the real running server
there is exactly one event loop for the process lifetime, so this
degrades to a single cached, pooled connection there.
"""
from __future__ import annotations
import asyncio
import logging
import redis.asyncio as aioredis
from app.config import settings
logger = logging.getLogger(__name__)
# Key prefix for heartbeat entries.
_PRESENCE_KEY_PREFIX = "presence:heartbeat:"
# Default heartbeat TTL in seconds (1 minute).
# Clients should heartbeat at least once per interval.
_DEFAULT_HEARTBEAT_TTL = 60
class PresenceStore:
"""Redis-backed presence store with async, lazily-connected operations."""
def __init__(self, redis_url: str | None = None, heartbeat_ttl: int = _DEFAULT_HEARTBEAT_TTL):
# redis_url is resolved from settings at first use (not at
# construction time) so tests that override settings.REDIS_URL
# before the first call still take effect -- this module is
# imported (and the module-level singleton below constructed)
# well before any such override runs.
self._redis_url = redis_url
self._heartbeat_ttl = heartbeat_ttl
# Keyed by id(running loop) -- see the module docstring.
self._clients: dict[int, aioredis.Redis] = {}
self._connect_lock = asyncio.Lock()
# ------------------------------------------------------------------
# Lifecycle
# ------------------------------------------------------------------
async def _ensure_client(self) -> aioredis.Redis:
"""Return a connected client for the current event loop, connecting
on first use per loop."""
loop_key = id(asyncio.get_running_loop())
client = self._clients.get(loop_key)
if client is None:
async with self._connect_lock:
client = self._clients.get(loop_key)
if client is None:
url = self._redis_url or settings.REDIS_URL
client = aioredis.from_url(
url,
encoding="utf-8",
decode_responses=True,
)
try:
await client.ping()
except Exception:
logger.warning("Redis ping failed for %s", url)
raise
self._clients[loop_key] = client
return client
async def close(self) -> None:
"""Close the Redis connection for the current event loop, if one was
opened."""
loop_key = id(asyncio.get_running_loop())
client = self._clients.pop(loop_key, None)
if client is not None:
await client.aclose()
# ------------------------------------------------------------------
# Heartbeat
# ------------------------------------------------------------------
async def heartbeat(self, user_id: int) -> None:
"""Record a heartbeat for *user_id*.
Sets a TTL key so that the user is considered online as long as
heartbeats arrive at least once per heartbeat_ttl seconds.
"""
client = await self._ensure_client()
await client.set(self._heartbeat_key(user_id), "1", ex=self._heartbeat_ttl)
# ------------------------------------------------------------------
# Online checks
# ------------------------------------------------------------------
async def is_online(self, user_id: int) -> bool:
"""Return True if the user has a valid heartbeat key."""
client = await self._ensure_client()
exists = await client.exists(self._heartbeat_key(user_id))
return bool(exists)
async def is_online_batch(self, user_ids: list[int]) -> set[int]:
"""Return the subset of user_ids that currently have a valid
heartbeat key. Uses MGET (one round trip) rather than one EXISTS
per user.
"""
if not user_ids:
return set()
client = await self._ensure_client()
keys = [self._heartbeat_key(uid) for uid in user_ids]
values = await client.mget(keys)
return {uid for uid, v in zip(user_ids, values) if v is not None}
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
@staticmethod
def _heartbeat_key(user_id: int) -> str:
return f"{_PRESENCE_KEY_PREFIX}{user_id}"
# Singleton instance shared by the router, so all requests share the same
# connection pool.
presence_store = PresenceStore()
+52 -17
View File
@@ -1,15 +1,18 @@
"""Shared pytest fixtures + hermetic-DB bootstrap.
"""Shared pytest fixtures + hermetic-DB/Redis bootstrap.
The integration tests hit a real Postgres (Postgres-specific types: JSONB,
native ENUMs). To make ``cd backend && pytest`` work from a clean checkout
with no manual setup, ``pytest_configure`` below brings up an ephemeral
Postgres via docker compose and runs the migrations IF ``DATABASE_URL`` is
not already pointing at a reachable database. When it is (dev loop, or the
checkpoint runner which stands the DB up itself), that path is skipped and
the existing database is reused.
native ENUMs) and, for presence tests, a real Redis (TTL semantics aren't
worth faking). To make ``cd backend && pytest`` work from a clean checkout
with no manual setup, ``pytest_configure`` below brings up ephemeral
Postgres/Redis containers via docker compose and runs the migrations IF
``DATABASE_URL``/``REDIS_URL`` aren't already pointing at something
reachable. When they are (dev loop, or the checkpoint runner which stands
these up itself), that path is skipped and the existing services are
reused.
If Docker isn't available and no DB is reachable, the whole DB-backed suite
is skipped with a clear message rather than erroring out 60+ times.
If Docker isn't available and nothing is reachable, the whole
DB/Redis-backed suite is skipped with a clear message rather than erroring
out dozens of times.
"""
import asyncio
@@ -44,8 +47,9 @@ TEST_TABLES = (
BACKEND_DIR = Path(__file__).resolve().parents[1]
_COMPOSE_PROJECT = "agp-pytest"
_EPHEMERAL_PG_PORT = 25432
_EPHEMERAL_REDIS_PORT = 26379
# Set by _ensure_database() when it starts a container it owns; torn down in
# Set by pytest_configure() when it starts container(s) it owns; torn down in
# pytest_unconfigure.
_started_container = False
_db_unavailable_reason: str | None = None
@@ -64,6 +68,11 @@ def _db_reachable(url: str) -> bool:
return _port_open(parts.hostname or "localhost", parts.port or 5432)
def _redis_reachable(url: str) -> bool:
parts = urlsplit(url)
return _port_open(parts.hostname or "localhost", parts.port or 6379)
def _run(cmd: list[str], **kw) -> subprocess.CompletedProcess:
return subprocess.run(cmd, cwd=BACKEND_DIR, capture_output=True, text=True, **kw)
@@ -71,14 +80,17 @@ def _run(cmd: list[str], **kw) -> subprocess.CompletedProcess:
def pytest_configure(config):
global _started_container, _db_unavailable_reason
if _db_reachable(settings.DATABASE_URL):
return # dev loop / checkpoint runner already provided one
need_db = not _db_reachable(settings.DATABASE_URL)
need_redis = not _redis_reachable(settings.REDIS_URL)
if not need_db and not need_redis:
return # dev loop / checkpoint runner already provided both
if not _run(["docker", "--version"]).returncode == 0:
_db_unavailable_reason = (
"no reachable DATABASE_URL and docker is unavailable -- run the "
"checkpoint suite (scripts/run_checkpoint_tests.py) or start Postgres "
"manually"
"no reachable DATABASE_URL/REDIS_URL and docker is unavailable -- run "
"the checkpoint suite (scripts/run_checkpoint_tests.py) or start "
"Postgres/Redis manually"
)
return
@@ -86,12 +98,16 @@ def pytest_configure(config):
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
up = _run(["docker", "compose", "up", "-d", "postgres"], env=env)
env["REDIS_HOST_PORT"] = str(_EPHEMERAL_REDIS_PORT)
services = [s for s, need in (("postgres", need_db), ("redis", need_redis)) if need]
up = _run(["docker", "compose", "up", "-d", *services], env=env)
if up.returncode != 0:
_db_unavailable_reason = f"docker compose up postgres failed:\n{up.stderr[-800:]}"
_db_unavailable_reason = f"docker compose up {' '.join(services)} failed:\n{up.stderr[-800:]}"
return
_started_container = True
if need_db:
for _ in range(30):
r = _run(
["docker", "compose", "exec", "-T", "postgres",
@@ -113,6 +129,24 @@ def pytest_configure(config):
env={**os.environ, "DATABASE_URL": url})
if mig.returncode != 0:
_db_unavailable_reason = f"alembic upgrade head failed:\n{mig.stderr[-800:]}"
return
if need_redis:
for _ in range(30):
r = _run(
["docker", "compose", "exec", "-T", "redis", "redis-cli", "ping"],
env=env,
)
if r.returncode == 0 and "PONG" in r.stdout:
break
time.sleep(1)
else:
_db_unavailable_reason = "ephemeral Redis never became ready"
return
redis_url = f"redis://localhost:{_EPHEMERAL_REDIS_PORT}/0"
os.environ["REDIS_URL"] = redis_url
settings.REDIS_URL = redis_url
def pytest_unconfigure(config):
@@ -122,6 +156,7 @@ def pytest_unconfigure(config):
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
env["REDIS_HOST_PORT"] = str(_EPHEMERAL_REDIS_PORT)
_run(["docker", "compose", "down", "-v"], env=env)
+221
View File
@@ -0,0 +1,221 @@
"""Integration tests for the presence feature:
- POST /api/presence/heartbeat
- GET /api/presence/presence
- PATCH /api/presence/status
Hits the real app against the configured Postgres *and* a real Redis
(conftest.py brings up an ephemeral instance of each when neither is
already reachable) -- presence is fundamentally "does a TTL key exist in
Redis", which isn't worth faking with a mock.
Also covers the regression fixed in 47ab492 ("Fix StatusUpdate field
annotation and is_online batch-call mismatch"): the router used to call
``PresenceStore.is_online(ids)`` with a *list* of ids and then evaluate
``uid in online_ids`` against the returned bool, which raised a TypeError
on the first real multi-id batch call, and ``StatusUpdate.status_message``
used the invalid annotation ``str | Field(...)``. Both are exercised below.
"""
import asyncio
import pytest
from fastapi.testclient import TestClient
from app.main import app
from app.services.presence import PresenceStore
def _register(client: TestClient, username: str) -> dict:
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": f"{username}@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 201, resp.text
token = resp.json()["access_token"]
headers = {"Authorization": f"Bearer {token}"}
me = client.get("/api/users/me", headers=headers)
assert me.status_code == 200, me.text
return {"headers": headers, "id": me.json()["id"]}
class TestHeartbeat:
def test_heartbeat_sets_online(self):
client = TestClient(app)
user = _register(client, "presence_hb1")
resp = client.post("/api/presence/heartbeat", json={}, headers=user["headers"])
assert resp.status_code == 200, resp.text
assert resp.json() == {"status": "ok", "user_id": user["id"]}
presence = client.get(
"/api/presence/presence",
params={"user_ids": str(user["id"])},
headers=user["headers"],
)
assert presence.status_code == 200, presence.text
body = presence.json()["users"]
assert len(body) == 1
assert body[0]["user_id"] == user["id"]
assert body[0]["is_online"] is True
assert body[0]["last_seen_at"] is not None
def test_requires_auth(self):
client = TestClient(app)
resp = client.post("/api/presence/heartbeat", json={})
assert resp.status_code == 401
def test_never_seen_user_is_offline_with_null_last_seen(self):
client = TestClient(app)
user = _register(client, "presence_never_hb")
presence = client.get(
"/api/presence/presence",
params={"user_ids": str(user["id"])},
headers=user["headers"],
)
assert presence.status_code == 200
body = presence.json()["users"][0]
assert body["is_online"] is False
assert body["last_seen_at"] is None
class TestBatchPresence:
"""Covers the batch-call path fixed in 47ab492 (is_online_batch via MGET)."""
def test_batch_query_mixes_online_offline_and_unknown_ids(self):
client = TestClient(app)
online_user = _register(client, "presence_batch_online")
offline_user = _register(client, "presence_batch_offline")
client.post("/api/presence/heartbeat", json={}, headers=online_user["headers"])
unknown_id = max(online_user["id"], offline_user["id"]) + 999_999
ids = f"{online_user['id']},{offline_user['id']},{unknown_id}"
resp = client.get(
"/api/presence/presence",
params={"user_ids": ids},
headers=online_user["headers"],
)
assert resp.status_code == 200, resp.text
by_id = {u["user_id"]: u for u in resp.json()["users"]}
# Unknown id is silently dropped (not in the DB), not a 500 or 404.
assert unknown_id not in by_id
assert by_id[online_user["id"]]["is_online"] is True
assert by_id[offline_user["id"]]["is_online"] is False
def test_empty_user_ids_is_a_400(self):
client = TestClient(app)
user = _register(client, "presence_empty_ids")
resp = client.get(
"/api/presence/presence",
params={"user_ids": ""},
headers=user["headers"],
)
assert resp.status_code == 400
class TestStatusMessage:
def test_update_and_read_back_status_message(self):
client = TestClient(app)
user = _register(client, "presence_status1")
resp = client.patch(
"/api/presence/status",
json={"status_message": " brb, making coffee "},
headers=user["headers"],
)
assert resp.status_code == 200, resp.text
# The router strips whitespace (StatusUpdate.strip_message).
assert resp.json()["status_message"] == "brb, making coffee"
presence = client.get(
"/api/presence/presence",
params={"user_ids": str(user["id"])},
headers=user["headers"],
)
assert presence.json()["users"][0]["status_message"] == "brb, making coffee"
def test_status_message_over_max_length_is_rejected(self):
client = TestClient(app)
user = _register(client, "presence_status_toolong")
resp = client.patch(
"/api/presence/status",
json={"status_message": "x" * 141},
headers=user["headers"],
)
# StatusUpdate.status_message: str | None = Field(..., max_length=140)
# This is exactly the annotation 47ab492 fixed (it used to be the
# invalid `str | Field(...)`, which breaks model construction
# entirely rather than validating length).
assert resp.status_code == 422
def test_status_message_at_max_length_is_accepted(self):
client = TestClient(app)
user = _register(client, "presence_status_maxlen")
resp = client.patch(
"/api/presence/status",
json={"status_message": "x" * 140},
headers=user["headers"],
)
assert resp.status_code == 200, resp.text
def test_null_status_message_clears_it(self):
client = TestClient(app)
user = _register(client, "presence_status_clear")
client.patch("/api/presence/status", json={"status_message": "hi"}, headers=user["headers"])
resp = client.patch("/api/presence/status", json={"status_message": None}, headers=user["headers"])
assert resp.status_code == 200
assert resp.json()["status_message"] is None
class TestPresenceStoreTTL:
"""Exercises the real Redis TTL semantics directly against the service,
with a short heartbeat_ttl so the test doesn't need to sleep for the
real 60s default used in production. This is the cheap, real proxy for
"TTL expiry means offline" the task asked for -- same code path
(real Redis SET ... EX / EXISTS / MGET), just a much shorter window.
"""
async def test_ttl_expiry_flips_online_to_offline(self):
store = PresenceStore(heartbeat_ttl=1)
try:
uid = 987654321 # doesn't need to exist in Postgres; Redis-only check
assert await store.is_online(uid) is False
await store.heartbeat(uid)
assert await store.is_online(uid) is True
await asyncio.sleep(1.5)
assert await store.is_online(uid) is False
finally:
await store.close()
async def test_is_online_batch_matches_is_online_semantics(self):
"""Regression coverage for 47ab492: is_online_batch must return a
set of ids usable with `in`, not a bool."""
store = PresenceStore(heartbeat_ttl=30)
try:
online_uid, offline_uid = 111222333, 444555666
await store.heartbeat(online_uid)
result = await store.is_online_batch([online_uid, offline_uid])
assert isinstance(result, set)
assert online_uid in result
assert offline_uid not in result
finally:
await store.close()
async def test_is_online_batch_empty_list(self):
store = PresenceStore()
try:
assert await store.is_online_batch([]) == set()
finally:
await store.close()
+5
View File
@@ -50,6 +50,11 @@ interact={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
toggle_build_mode={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194333,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[physics]
+11
View File
@@ -100,6 +100,17 @@ class TileLayerData:
return tiles[idx]
return 0
## Editor mutator: writes `tile_id` at (x, y, z). Silently no-ops out of
## bounds, mirroring get_tile's "out of bounds is empty" contract rather
## than erroring -- callers that need bounds feedback should check first
## (see ChunkEditorModel.is_tile_in_bounds in scripts/editor/).
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
return
var idx := (z * height + y) * width + x
if idx < tiles.size():
tiles[idx] = tile_id
func get_tile_def(tile_id: int) -> TileDef:
for def in palette:
if def.id == tile_id:
+190
View File
@@ -0,0 +1,190 @@
class_name ChunkEditorModel
extends RefCounted
## In-memory chunk being edited (docs/architecture/editor.md §7.1's
## `ChunkEditorModel`).
##
## Wraps a `ChunkDataDecoder.ChunkPayload` directly rather than inventing a
## parallel data model -- that payload is already the exact structure that
## round-trips through `ChunkDataDecoder.encode_binary()` /
## `decode_binary()` (world.md §3.6, and the interop bugs fixed in that file
## are proof this contract is exercised for real). Editing this model and
## re-encoding it must always produce a valid, byte-compatible chunk, since
## the sibling save-path task depends on that being true.
##
## Every method here is a "raw" mutator: it changes the payload and returns
## whatever an undo needs to reverse the change, but it does **not** know
## about undo/redo itself. `scripts/editor/editor_core.gd`'s tools
## (scripts/editor/tools/*.gd) are the only things that call these -- they
## wrap each call in an `EditorUndoRedoStack` action. Nothing here should be
## called directly by UI code; that would bypass undo/redo silently.
var payload: ChunkDataDecoder.ChunkPayload
## Monotonic counter seeded from the highest existing "obj_NNNN"-style
## numeric suffix already in the chunk, so freshly generated ids never
## collide with ids that arrived from a decoded chunk.
var _next_object_seq: int = 0
func _init(p_payload: ChunkDataDecoder.ChunkPayload = null) -> void:
payload = p_payload if p_payload != null else ChunkDataDecoder.ChunkPayload.new()
_seed_object_sequence()
func _seed_object_sequence() -> void:
for obj in payload.objects:
var n := _numeric_suffix(obj.id)
if n >= _next_object_seq:
_next_object_seq = n + 1
static func _numeric_suffix(id: String) -> int:
var digits := ""
for i in range(id.length() - 1, -1, -1):
var c: String = id[i]
if c.is_valid_int():
digits = c + digits
else:
break
return int(digits) if digits != "" else -1
## Build a fresh, empty single-layer chunk model -- convenient for tests and
## for a "new chunk" starting point in the in-game editor before a real
## chunk has been loaded from the backend (loading real chunks over HTTP is
## HttpChunkSource's job; this just gives the editor something valid to
## operate on).
static func create_empty(width: int = 32, height: int = 32, world_id: String = "",
room_id: String = "main", coord: Vector3i = Vector3i.ZERO) -> ChunkEditorModel:
var layer := ChunkDataDecoder.TileLayerData.new()
layer.name = "ground"
layer.layer_id = 0
layer.width = width
layer.height = height
layer.depth = 1
layer.palette = [
TileDef.new(0, "", false, 0, 1),
TileDef.new(1, "tiles/default", true, 0, 1),
]
var tiles := PackedInt32Array()
tiles.resize(width * height)
layer.tiles = tiles
var payload := ChunkDataDecoder.ChunkPayload.new()
payload.world_id = world_id
payload.room_id = room_id
payload.coord = coord
payload.bounds = AABB(Vector3(coord.x * width, coord.y * height, coord.z), Vector3(width, height, 1))
payload.tile_layers = [layer]
payload.revision = 0
payload.created_at = Time.get_unix_time_from_system()
payload.updated_at = payload.created_at
return ChunkEditorModel.new(payload)
static func from_binary(data: PackedByteArray) -> ChunkEditorModel:
var decoded := ChunkDataDecoder.decode_binary(data)
if decoded == null:
return null
return ChunkEditorModel.new(decoded)
func encode_binary() -> PackedByteArray:
return ChunkDataDecoder.encode_binary(payload)
# ───────────────────────── tiles ─────────────────────────
func get_layer(layer_idx: int) -> ChunkDataDecoder.TileLayerData:
if layer_idx < 0 or layer_idx >= payload.tile_layers.size():
return null
return payload.tile_layers[layer_idx]
func is_tile_in_bounds(layer_idx: int, x: int, y: int, z: int = 0) -> bool:
var layer := get_layer(layer_idx)
if layer == null:
return false
return x >= 0 and x < layer.width and y >= 0 and y < layer.height and z >= 0 and z < layer.depth
func get_tile_raw(layer_idx: int, x: int, y: int, z: int = 0) -> int:
var layer := get_layer(layer_idx)
if layer == null:
return 0
return layer.get_tile(x, y, z)
## Raw setter -- undo-unaware. Only ever called (in both directions) by
## BrushTool/EraseTool via EditorUndoRedoStack.
func set_tile_raw(layer_idx: int, x: int, y: int, z: int, tile_id: int) -> void:
var layer := get_layer(layer_idx)
if layer == null:
return
layer.set_tile(x, y, z, tile_id)
# ───────────────────────── objects ─────────────────────────
func find_object(object_id: String) -> ChunkDataDecoder.WorldObjectData:
for obj in payload.objects:
if obj.id == object_id:
return obj
return null
func get_object_index(object_id: String) -> int:
for i in range(payload.objects.size()):
if payload.objects[i].id == object_id:
return i
return -1
func generate_object_id() -> String:
var id := "obj_%04d" % _next_object_seq
_next_object_seq += 1
return id
## Raw mutators -- undo-unaware. Only ever called (in both directions) by
## ObjectPlaceTool/EraseTool/TransformTool via EditorUndoRedoStack.
func add_object_raw(obj: ChunkDataDecoder.WorldObjectData) -> void:
payload.objects.append(obj)
func insert_object_raw(obj: ChunkDataDecoder.WorldObjectData, index: int) -> void:
var clamped: int = clampi(index, 0, payload.objects.size())
payload.objects.insert(clamped, obj)
func remove_object_raw(object_id: String) -> ChunkDataDecoder.WorldObjectData:
var idx := get_object_index(object_id)
if idx == -1:
return null
var obj := payload.objects[idx]
payload.objects.remove_at(idx)
return obj
func set_object_position_raw(object_id: String, position: Vector3) -> void:
var obj := find_object(object_id)
if obj != null:
obj.position = position
func set_object_rotation_raw(object_id: String, rotation: Vector4) -> void:
var obj := find_object(object_id)
if obj != null:
obj.rotation = rotation
func set_object_scale_raw(object_id: String, scale: Vector3) -> void:
var obj := find_object(object_id)
if obj != null:
obj.scale = scale
func set_object_property_raw(object_id: String, key: String, value: Variant) -> void:
var obj := find_object(object_id)
if obj != null:
obj.properties[key] = value
+280
View File
@@ -0,0 +1,280 @@
class_name ChunkSaveService
extends Node
## HTTP save path for the in-game editor
## (docs/architecture/world_persistence_impl.md §8.1 chunk write / §8.2 D5).
##
## Owns the write half of editor persistence: single-chunk PUT with
## `X-Base-Revision`/`base_revision`, batch PUT for a multi-chunk edit, and
## the §5.4 optimistic-concurrency retry loop on `409`.
##
## Conflict handling ("re-fetch current chunk, re-apply the edit, retry"):
## per §8.2 D5 this backend stores and accepts **whole chunks**, not
## JSON-Patch deltas -- "lost-update protection comes from `base_revision`,
## not from the patch". That means there is no delta to replay against a
## freshly-fetched chunk; "re-apply the edit" is exactly "keep the locally
## edited payload, learn the chunk's current revision, and retry at that
## revision". `fetch_chunk()` is still called on a conflict (rather than
## just trusting the 409 body's `current_revision`) so the editor's own
## last-known state stays in sync with the store, matching what a real
## client does before retrying a write it doesn't fully trust yet.
##
## Deliberately does **not** use `ApiClient.request()`: that helper discards
## the parsed JSON body on any non-2xx response (see its `_make_result`
## calls), and the `409` body's `current_revision`/`current_checksum` are
## exactly what this retry loop needs. Uses a raw per-request `HTTPRequest`
## child instead, the same pattern `scripts/http_chunk_source.gd` uses for
## the read side.
##
## Must be added to the scene tree before use.
## The world this service saves chunks for (string form of the backend's
## numeric world id).
var world_id: String = ""
## The room slug within that world. world.md's default room is "main".
var room_slug: String = "main"
## Bounded retries on a 409 conflict -- refuses to loop forever against a
## chunk under sustained contention.
const MAX_RETRIES := 3
## Fetch the current chunk at [param coord].
##
## Returns:
## {"ok": bool, "status": int, "model": ChunkEditorModel|null,
## "revision": int, "checksum": String, "detail": String}
##
## A `404` (unwritten coordinate) is reported as `ok: true, model: null` --
## world_persistence_impl.md §8.1: "an unwritten coordinate is not an error".
## Callers wanting a fresh chunk to edit should fall back to
## `ChunkEditorModel.create_empty()` at `base_revision: 0` in that case.
func fetch_chunk(coord: Vector3i) -> Dictionary:
var http := HTTPRequest.new()
http.timeout = 15.0
add_child(http)
var api := _api_client()
var headers := PackedStringArray(["Accept: application/octet-stream"])
if api.has_token():
headers.append("Authorization: " + str(api.bearer_token))
var url: String = str(api.base_url) + _chunk_path(coord)
var err := http.request(url, headers, HTTPClient.METHOD_GET)
if err != OK:
http.queue_free()
return _fetch_result(false, 0, null, 0, "", "request failed to start (%d)" % err)
var args: Array = await http.request_completed
var result_code: int = args[0]
var response_code: int = args[1]
var response_headers: PackedStringArray = args[2]
var body: PackedByteArray = args[3]
http.queue_free()
if result_code != HTTPRequest.RESULT_SUCCESS:
return _fetch_result(false, 0, null, 0, "", "transport error (%d)" % result_code)
if response_code == 404:
return _fetch_result(true, 404, null, 0, "", "not found (unwritten chunk)")
if response_code != 200:
return _fetch_result(false, response_code, null, 0, "", _error_detail_from_body(body))
var model := ChunkEditorModel.from_binary(body)
if model == null:
return _fetch_result(false, response_code, null, 0, "", "failed to decode chunk payload")
return _fetch_result(
true, 200, model,
_int_header(response_headers, "x-chunk-revision"),
_etag_from_headers(response_headers),
"OK",
)
## Save one chunk. `model.encode_binary()` is sent as the new payload;
## `base_revision` is the revision the editor last knew about (0 = create).
##
## Returns:
## {"ok": bool, "status": int, "revision": int, "checksum": String,
## "live_session": bool, "retried": bool, "detail": String}
func save_chunk(model: ChunkEditorModel, coord: Vector3i, base_revision: int) -> Dictionary:
var attempt_revision := base_revision
var retried := false
for attempt in range(MAX_RETRIES + 1):
var body := {
"base_revision": attempt_revision,
"payload_b64": Marshalls.raw_to_base64(model.encode_binary()),
}
var resp := await _request_json(HTTPClient.METHOD_PUT, _chunk_path(coord), body)
if resp["status"] == 200:
var d: Dictionary = resp["data"]
return {
"ok": true, "status": 200,
"revision": int(d.get("revision", attempt_revision)),
"checksum": str(d.get("checksum", "")),
"live_session": bool(d.get("live_session", false)),
"retried": retried, "detail": "OK",
}
if resp["status"] == 409 and attempt < MAX_RETRIES:
var conflict: Dictionary = resp["data"] if resp["data"] is Dictionary else {}
var current_rev := int(conflict.get("current_revision", attempt_revision))
# Doc-mandated "re-fetch current chunk" step before retrying --
# keeps this service's view of the chunk current even though the
# retry itself only needs the revision number from the 409 body.
await fetch_chunk(coord)
attempt_revision = current_rev
retried = true
continue
return {"ok": false, "status": resp["status"], "revision": 0, "checksum": "",
"live_session": false, "retried": retried, "detail": _error_detail(resp)}
return {"ok": false, "status": 409, "revision": 0, "checksum": "", "live_session": false,
"retried": true, "detail": "conflict retry limit exceeded"}
## Save multiple chunks in one atomic batch PUT (world_persistence_impl.md
## §8.1 batch write: "an editor brush stroke or an object drag routinely
## straddles a chunk boundary"). `entries` is an Array of
## `{"coord": Vector3i, "model": ChunkEditorModel, "base_revision": int}`.
## All-or-nothing: a `409` names the offending coordinate and nothing is
## written, so only that entry's `base_revision` is refreshed before the
## whole batch is retried.
##
## Returns:
## {"ok": bool, "status": int, "live_session": bool,
## "chunks": Array, "retried": bool, "detail": String}
func save_batch(entries: Array) -> Dictionary:
var working: Array = []
for e in entries:
working.append((e as Dictionary).duplicate())
var retried := false
for attempt in range(MAX_RETRIES + 1):
var chunks_json: Array = []
for e in working:
var c: Vector3i = e["coord"]
var m: ChunkEditorModel = e["model"]
chunks_json.append({
"cx": c.x, "cy": c.y, "cz": c.z,
"base_revision": int(e["base_revision"]),
"payload_b64": Marshalls.raw_to_base64(m.encode_binary()),
})
var resp := await _request_json(HTTPClient.METHOD_PUT, _batch_path(), {"chunks": chunks_json})
if resp["status"] == 200:
var d: Dictionary = resp["data"]
return {"ok": true, "status": 200, "live_session": bool(d.get("live_session", false)),
"chunks": d.get("chunks", []), "retried": retried, "detail": "OK"}
if resp["status"] == 409 and attempt < MAX_RETRIES:
var conflict: Dictionary = resp["data"] if resp["data"] is Dictionary else {}
var current_rev := int(conflict.get("current_revision", 0))
var offending: Variant = conflict.get("coord")
if offending is Array and offending.size() == 3:
var oc := Vector3i(int(offending[0]), int(offending[1]), int(offending[2]))
for e in working:
if (e["coord"] as Vector3i) == oc:
await fetch_chunk(oc)
e["base_revision"] = current_rev
break
retried = true
continue
return {"ok": false, "status": resp["status"], "live_session": false, "chunks": [],
"retried": retried, "detail": _error_detail(resp)}
return {"ok": false, "status": 409, "live_session": false, "chunks": [],
"retried": true, "detail": "conflict retry limit exceeded"}
# ─────────────────────────── internals ───────────────────────────
## Resolved via an absolute node path, not the bare `ApiClient` autoload
## identifier -- see the identical note on `HttpChunkSource._api_client()`
## (bare autoload identifiers don't resolve when a script is compiled for a
## headless `godot --script ...` run, which is how this service's smoke
## test drives it).
func _api_client() -> Node:
return get_node("/root/ApiClient")
func _chunk_path(coord: Vector3i) -> String:
return "/api/worlds/%s/rooms/%s/chunks/%d/%d/%d" % [world_id, room_slug, coord.x, coord.y, coord.z]
func _batch_path() -> String:
return "/api/worlds/%s/rooms/%s/chunks" % [world_id, room_slug]
func _request_json(method: HTTPClient.Method, path: String, body_dict: Dictionary) -> Dictionary:
var http := HTTPRequest.new()
http.timeout = 15.0
add_child(http)
var api := _api_client()
var headers := PackedStringArray(["Content-Type: application/json", "Accept: application/json"])
if api.has_token():
headers.append("Authorization: " + str(api.bearer_token))
var url: String = str(api.base_url) + path
var err := http.request(url, headers, method, JSON.stringify(body_dict))
if err != OK:
http.queue_free()
return {"status": 0, "data": null, "raw": "request failed to start (%d)" % err}
var args: Array = await http.request_completed
var result_code: int = args[0]
var response_code: int = args[1]
var body_bytes: PackedByteArray = args[3]
http.queue_free()
if result_code != HTTPRequest.RESULT_SUCCESS:
return {"status": 0, "data": null, "raw": "transport error (%d)" % result_code}
var text := body_bytes.get_string_from_utf8()
var parsed: Variant = JSON.parse_string(text) if text != "" else null
return {"status": response_code, "data": parsed, "raw": text}
func _error_detail(resp: Dictionary) -> String:
var data: Variant = resp.get("data")
if data is Dictionary and (data as Dictionary).has("detail"):
return str((data as Dictionary)["detail"])
if int(resp.get("status", 0)) == 0:
return str(resp.get("raw", "network error"))
return "HTTP error %d" % int(resp.get("status", 0))
func _error_detail_from_body(body: PackedByteArray) -> String:
var text := body.get_string_from_utf8()
var parsed: Variant = JSON.parse_string(text) if text != "" else null
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
return str((parsed as Dictionary)["detail"])
return text
func _fetch_result(ok: bool, status: int, model: ChunkEditorModel, revision: int,
checksum: String, detail: String) -> Dictionary:
return {"ok": ok, "status": status, "model": model, "revision": revision,
"checksum": checksum, "detail": detail}
func _int_header(headers: PackedStringArray, key: String) -> int:
var prefix := key + ":"
for h in headers:
if h.to_lower().begins_with(prefix):
return int(h.substr(h.find(":") + 1).strip_edges())
return 0
func _etag_from_headers(headers: PackedStringArray) -> String:
for h in headers:
if h.to_lower().begins_with("etag:"):
var v := h.substr(h.find(":") + 1).strip_edges()
return v.trim_prefix('"').trim_suffix('"')
return ""
+114
View File
@@ -0,0 +1,114 @@
class_name EditorCore
extends RefCounted
## Shared, data-native editor core (docs/architecture/editor.md §7.1).
##
## Both the in-game editor UI (`scripts/editor/ui/in_game_editor.gd`) and,
## per the doc's §6.2/§7.3, any future thin dev-plugin surface are meant to
## sit on top of this single object. It never touches `Control` nodes,
## HTTP, or the live scene tree -- it only knows about the chunk model,
## undo/redo, selection, and tools. It owns:
##
## - `model` (ChunkEditorModel) the chunk being edited
## - `undo_redo` (EditorUndoRedoStack) command-pattern history
## - `selection` (SelectionManager) selected object id
## - `tools` (ToolRegistry) brush / object_place / select /
## erase / transform
## - `catalog` (EditorObjectCatalog, optional) palette source consumed
## by `object_place`
##
## Every mutating public method here (`paint_tile`, `erase_tile`,
## `place_object`, `delete_object`, `move_object`, `rotate_object`,
## `scale_object`, `select_object`) is a thin wrapper around `use_tool()` --
## it goes through `ToolRegistry`, never straight at `ChunkEditorModel`.
## This is the seam this task's verification bar cares about: UI code and
## tests mutate the chunk exactly the same way, so a test that calls
## `core.move_object(...)` is exercising the same code path a player's
## drag-in-the-viewport would.
##
## Persisting the edited chunk to the backend is explicitly **out of
## scope** here (a sibling task owns the batch-PUT/conflict-handling save
## path per world_persistence_impl.md) -- `model.encode_binary()` is as far
## as this class goes.
var model: ChunkEditorModel
var undo_redo: EditorUndoRedoStack
var selection: SelectionManager
var tools: ToolRegistry
var catalog: EditorObjectCatalog = null
func _init(p_model: ChunkEditorModel, p_catalog: EditorObjectCatalog = null) -> void:
model = p_model
catalog = p_catalog
undo_redo = EditorUndoRedoStack.new()
selection = SelectionManager.new()
tools = ToolRegistry.new()
tools.register_tool(BrushTool.new())
tools.register_tool(ObjectPlaceTool.new())
tools.register_tool(SelectTool.new())
tools.register_tool(EraseTool.new())
tools.register_tool(TransformTool.new())
tools.set_active_tool("select")
## Route an action through the named tool. This is the single choke point
## every mutation (and every convenience wrapper below) goes through.
func use_tool(tool_id: String, args: Dictionary) -> Variant:
var tool: EditorTool = tools.get_tool(tool_id)
if tool == null:
push_error("EditorCore: unknown tool '%s'" % tool_id)
return null
return tool.apply(self, args)
# ───────── convenience wrappers (all route through use_tool/ToolRegistry) ─────────
func paint_tile(layer_idx: int, x: int, y: int, tile_id: int, z: int = 0) -> bool:
return bool(use_tool("brush", {"layer": layer_idx, "x": x, "y": y, "z": z, "tile_id": tile_id}))
func erase_tile(layer_idx: int, x: int, y: int, z: int = 0) -> bool:
return bool(use_tool("erase", {"layer": layer_idx, "x": x, "y": y, "z": z}))
func place_object(catalog_id: String, position: Vector3,
rotation: Vector4 = Vector4(0, 0, 0, 1), scale: Vector3 = Vector3.ONE) -> String:
var result: Variant = use_tool("object_place", {
"catalog_id": catalog_id,
"position": position,
"rotation": rotation,
"scale": scale,
})
return result if result is String else ""
func delete_object(object_id: String) -> bool:
return bool(use_tool("erase", {"object_id": object_id}))
func move_object(object_id: String, position: Vector3) -> bool:
return bool(use_tool("transform", {"object_id": object_id, "op": "move", "value": position}))
func rotate_object(object_id: String, rotation: Vector4) -> bool:
return bool(use_tool("transform", {"object_id": object_id, "op": "rotate", "value": rotation}))
func scale_object(object_id: String, scale: Vector3) -> bool:
return bool(use_tool("transform", {"object_id": object_id, "op": "scale", "value": scale}))
func select_object(object_id: String) -> bool:
return bool(use_tool("select", {"object_id": object_id}))
func clear_selection() -> void:
use_tool("select", {})
func undo() -> bool:
return undo_redo.undo()
func redo() -> bool:
return undo_redo.redo()
+73
View File
@@ -0,0 +1,73 @@
class_name EditorUndoRedoStack
extends RefCounted
## Command pattern over ChunkEditorModel mutations
## (docs/architecture/editor.md §7.1 `UndoRedoStack`).
##
## Thin wrapper around Godot's built-in `UndoRedo` -- the general-purpose
## class meant for use in game code (unlike the editor-only
## `EditorUndoRedoManager`, which only exists inside `EditorPlugin`s and
## isn't available at runtime). Every EditorCore tool (scripts/editor/tools/
## *.gd) opens exactly one action per user operation and adds a do/undo
## Callable pair that calls the *same* ChunkEditorModel raw setter in both
## directions (e.g. `set_tile_raw` with the new id, then again with the old
## one) -- so undo genuinely reverts the mutation instead of re-deriving it.
##
## `UndoRedo` extends `Object`, not `RefCounted`, so it is not automatically
## freed; `_notification(NOTIFICATION_PREDELETE)` frees it when this wrapper
## (a RefCounted) goes out of scope.
var _ur := UndoRedo.new()
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE and _ur != null:
_ur.free()
_ur = null
## Begin a new undoable action. Must be paired with `commit()`.
func begin(action_name: String) -> void:
_ur.create_action(action_name)
## Register the forward step of the current action. Called immediately by
## `commit()`, and again on every future `redo()`.
func add_do(callable: Callable) -> void:
_ur.add_do_method(callable)
## Register the reverse step of the current action. Called on every
## `undo()`.
func add_undo(callable: Callable) -> void:
_ur.add_undo_method(callable)
## Close the current action and execute its do-step once.
func commit() -> void:
_ur.commit_action()
## Close the current action without executing anything (used when a tool
## decides mid-way that there is nothing worth recording).
func cancel() -> void:
_ur.commit_action(false)
func undo() -> bool:
return _ur.undo()
func redo() -> bool:
return _ur.redo()
func can_undo() -> bool:
return _ur.has_undo()
func can_redo() -> bool:
return _ur.has_redo()
func clear_history() -> void:
_ur.clear_history()
+68
View File
@@ -0,0 +1,68 @@
class_name EditorObjectCatalog
extends RefCounted
## Catalog of placeable world objects for the in-game editor's
## `PalettePanel` (docs/architecture/editor.md §7.2).
##
## Mirrors the loading convention already used twice in this codebase --
## `scripts/avatar/avatar_catalog.gd` (AvatarCatalog) and
## `scripts/scripting/spawn_catalog.gd` (SpawnCatalog): a data-driven JSON
## manifest, loaded once, looked up by id. Checked both before adding this:
## `AvatarCatalog` is avatar-attachment-specific (base_body/slot/mount_bone)
## and `SpawnCatalog` is scoped to `ScriptBehavior`'s `spawn_from_catalog`
## verb specifically (its own doc comment says as much) -- neither is a
## general "placeable world object" catalog, so this is a new, small one
## rather than a reuse of either.
## Catalog manifest structure:
## { "objects": { "id": { "type", "asset_id", "display_name", ... } } }
var _catalog: Dictionary = {}
var _loaded: bool = false
var _catalog_path: String = "res://assets/editor/object_catalog.json"
func load_catalog(path: String = _catalog_path) -> Error:
_catalog_path = path
_catalog = {}
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
return FileAccess.get_open_error()
var json_text: String = file.get_as_text()
file.close()
var result: Variant = JSON.parse_string(json_text)
if result == null or not (result is Dictionary) or not (result as Dictionary).has("objects"):
return ERR_INVALID_DATA
_catalog = (result as Dictionary)["objects"]
_loaded = true
return OK
func is_loaded() -> bool:
return _loaded
## Resolve a catalog id to its template Dictionary ({} if unknown/unloaded).
func resolve(id: String) -> Dictionary:
if not _loaded:
return {}
return _catalog.get(id, {})
func has_object(id: String) -> bool:
return _loaded and _catalog.has(id)
func get_all_ids() -> Array[String]:
if not _loaded:
return []
var ids: Array[String] = []
for id in _catalog.keys():
ids.append(id)
return ids
func get_catalog_path() -> String:
return _catalog_path
+32
View File
@@ -0,0 +1,32 @@
class_name SelectionManager
extends RefCounted
## Tracks the currently-selected object in the in-game editor
## (docs/architecture/editor.md §7.1 `SelectionManager`).
##
## Selection is UI/session state, not chunk data: it is never pushed onto
## `EditorUndoRedoStack` and never encoded into the `ChunkPayload`. Scoped
## to a single selected object id, matching the 2D-tile-editor scope
## (docs/architecture/editor.md §8) -- multi-select is future work.
signal selection_changed(object_id: String)
var _selected_id: String = ""
func select(object_id: String) -> void:
if _selected_id == object_id:
return
_selected_id = object_id
selection_changed.emit(_selected_id)
func clear() -> void:
select("")
func get_selected() -> String:
return _selected_id
func has_selection() -> bool:
return _selected_id != ""
+41
View File
@@ -0,0 +1,41 @@
class_name ToolRegistry
extends RefCounted
## Registry of `EditorTool` instances, keyed by id
## (docs/architecture/editor.md §7.1: "brush / object-place / select /
## erase, etc."). `EditorCore.use_tool()` is the single choke point every
## chunk mutation goes through -- UI code and tests both call tools by id
## through here rather than reaching into `ChunkEditorModel` directly.
var _tools: Dictionary = {}
var _active_id: String = ""
func register_tool(tool: EditorTool) -> void:
_tools[tool.tool_id] = tool
func get_tool(tool_id: String) -> EditorTool:
return _tools.get(tool_id, null)
func has_tool(tool_id: String) -> bool:
return _tools.has(tool_id)
func get_tool_ids() -> Array:
return _tools.keys()
func set_active_tool(tool_id: String) -> bool:
if not _tools.has(tool_id):
return false
_active_id = tool_id
return true
func get_active_tool_id() -> String:
return _active_id
func get_active_tool() -> EditorTool:
return _tools.get(_active_id, null)
+31
View File
@@ -0,0 +1,31 @@
class_name BrushTool
extends EditorTool
## Paints a single tile id into a tile layer at (x, y[, z]).
##
## `args`: `layer` (int, default 0), `x` (int), `y` (int), `z` (int,
## default 0), `tile_id` (int).
func _init() -> void:
tool_id = "brush"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var layer_idx: int = args.get("layer", 0)
var x: int = args.get("x", 0)
var y: int = args.get("y", 0)
var z: int = args.get("z", 0)
var tile_id: int = args.get("tile_id", 0)
if not core.model.is_tile_in_bounds(layer_idx, x, y, z):
return false
var old_tile_id: int = core.model.get_tile_raw(layer_idx, x, y, z)
if old_tile_id == tile_id:
return false # no-op -- nothing to undo
core.undo_redo.begin("Paint tile (%d,%d,%d) -> %d" % [x, y, z, tile_id])
core.undo_redo.add_do(core.model.set_tile_raw.bind(layer_idx, x, y, z, tile_id))
core.undo_redo.add_undo(core.model.set_tile_raw.bind(layer_idx, x, y, z, old_tile_id))
core.undo_redo.commit()
return true
+20
View File
@@ -0,0 +1,20 @@
class_name EditorTool
extends RefCounted
## Base class for EditorCore tools (docs/architecture/editor.md §7.1
## `ToolRegistry`: brush / object-place / select / erase / transform).
##
## A tool never mutates `ChunkEditorModel` "bare" -- every chunk-data
## mutation goes through `EditorCore.undo_redo` so it is always revertible.
## (Selection is the one exception: it is UI state, not chunk data, and
## `SelectTool` intentionally does not touch undo/redo -- see its comment.)
var tool_id: String = ""
## Apply this tool's action against `core` with `args`. Returns a
## tool-specific result on success (often `true`/a new object id), or a
## falsy value (`false`/`""`/`null`) if nothing changed -- callers should
## treat falsy as "no-op, nothing to undo".
func apply(_core: EditorCore, _args: Dictionary) -> Variant:
push_error("EditorTool.apply() not implemented for tool '%s'" % tool_id)
return null
+41
View File
@@ -0,0 +1,41 @@
class_name EraseTool
extends EditorTool
## Deletes an object, or clears a tile back to id 0 (the reserved empty/air
## id -- world.md §3.2 / TileDef doc comment).
##
## `args`: either `{"object_id": ...}` to delete an object, or
## `{"layer", "x", "y", "z"}` to clear a tile (delegates to BrushTool with
## `tile_id = 0` so both paths share one undo/redo implementation).
func _init() -> void:
tool_id = "erase"
func apply(core: EditorCore, args: Dictionary) -> Variant:
if args.has("object_id"):
return _erase_object(core, args["object_id"])
return _erase_tile(core, args)
func _erase_object(core: EditorCore, object_id: String) -> bool:
var idx: int = core.model.get_object_index(object_id)
if idx == -1:
return false
var obj: ChunkDataDecoder.WorldObjectData = core.model.payload.objects[idx]
core.undo_redo.begin("Delete '%s'" % object_id)
core.undo_redo.add_do(core.model.remove_object_raw.bind(object_id))
core.undo_redo.add_undo(core.model.insert_object_raw.bind(obj, idx))
core.undo_redo.commit()
if core.selection.get_selected() == object_id:
core.selection.clear()
return true
func _erase_tile(core: EditorCore, args: Dictionary) -> bool:
var brush: EditorTool = core.tools.get_tool("brush")
var tile_args: Dictionary = args.duplicate()
tile_args["tile_id"] = 0
return bool(brush.apply(core, tile_args))
+50
View File
@@ -0,0 +1,50 @@
class_name ObjectPlaceTool
extends EditorTool
## Places a new catalog object into the chunk at a given transform.
##
## `args`: `catalog_id` (String, required), `position` (Vector3), `rotation`
## (Vector4 quaternion, optional, default identity), `scale` (Vector3,
## optional, default ONE), `properties` (Dictionary, optional, merged in).
##
## Returns the new object's id (String) on success, or "" on failure
## (unknown catalog_id).
func _init() -> void:
tool_id = "object_place"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var catalog_id: String = args.get("catalog_id", "")
if catalog_id == "":
push_error("ObjectPlaceTool: missing catalog_id")
return ""
var entry: Dictionary = {}
if core.catalog != null:
entry = core.catalog.resolve(catalog_id)
if entry.is_empty():
push_error("ObjectPlaceTool: unknown catalog_id '%s'" % catalog_id)
return ""
var obj := ChunkDataDecoder.WorldObjectData.new()
obj.id = core.model.generate_object_id()
obj.type = entry.get("type", "prop")
obj.asset_id = entry.get("asset_id", catalog_id)
obj.position = args.get("position", Vector3.ZERO)
obj.rotation = args.get("rotation", Vector4(0, 0, 0, 1))
obj.scale = args.get("scale", Vector3.ONE)
var props: Dictionary = (args.get("properties", {}) as Dictionary).duplicate()
if entry.has("display_name"):
props["display_name"] = entry["display_name"]
props["catalog_id"] = catalog_id
obj.properties = props
core.undo_redo.begin("Place '%s' (%s)" % [obj.id, catalog_id])
core.undo_redo.add_do(core.model.add_object_raw.bind(obj))
core.undo_redo.add_undo(core.model.remove_object_raw.bind(obj.id))
core.undo_redo.commit()
core.selection.select(obj.id)
return obj.id
+24
View File
@@ -0,0 +1,24 @@
class_name SelectTool
extends EditorTool
## Selects (or clears) the active object in `EditorCore.selection`.
##
## `args`: `object_id` (String) -- omitted or "" clears the selection.
##
## Selection is UI/session state, not chunk data (docs/architecture/editor.md
## §7.1 lists `SelectionManager` as a sibling of `UndoRedoStack`, not a
## client of it), so this intentionally never touches `core.undo_redo`.
func _init() -> void:
tool_id = "select"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var object_id: String = args.get("object_id", "")
if object_id == "":
core.selection.clear()
return true
if core.model.find_object(object_id) == null:
return false
core.selection.select(object_id)
return true
+62
View File
@@ -0,0 +1,62 @@
class_name TransformTool
extends EditorTool
## Moves, rotates, or scales an existing object.
##
## Not one of the four tools literally named in docs/architecture/editor.md
## §7.1's `ToolRegistry` list ("brush / object-place / select / erase,
## etc.") but required by this task's brief ("place / move / rotate / scale
## / delete") -- the doc's own "etc." leaves room, so this is a fifth
## registered tool rather than overloading `ObjectPlaceTool` (placing a new
## object and re-transforming an existing one are different undo units)
## or `SelectTool` (selection is deliberately not chunk-mutating).
##
## `args`: `object_id` (String), `op` ("move" | "rotate" | "scale"), `value`
## (Vector3 for move/scale, Vector4 quaternion for rotate).
func _init() -> void:
tool_id = "transform"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var object_id: String = args.get("object_id", "")
var op: String = args.get("op", "")
var obj := core.model.find_object(object_id)
if obj == null:
return false
match op:
"move":
return _apply_vector3(core, object_id, args.get("value", obj.position),
obj.position, "Move", core.model.set_object_position_raw)
"rotate":
return _apply_vector4(core, object_id, args.get("value", obj.rotation),
obj.rotation, "Rotate", core.model.set_object_rotation_raw)
"scale":
return _apply_vector3(core, object_id, args.get("value", obj.scale),
obj.scale, "Scale", core.model.set_object_scale_raw)
_:
push_error("TransformTool: unknown op '%s'" % op)
return false
func _apply_vector3(core: EditorCore, object_id: String, new_value: Vector3,
old_value: Vector3, label: String, setter: Callable) -> bool:
if new_value.is_equal_approx(old_value):
return false
core.undo_redo.begin("%s '%s'" % [label, object_id])
core.undo_redo.add_do(setter.bind(object_id, new_value))
core.undo_redo.add_undo(setter.bind(object_id, old_value))
core.undo_redo.commit()
return true
func _apply_vector4(core: EditorCore, object_id: String, new_value: Vector4,
old_value: Vector4, label: String, setter: Callable) -> bool:
if new_value.is_equal_approx(old_value):
return false
core.undo_redo.begin("%s '%s'" % [label, object_id])
core.undo_redo.add_do(setter.bind(object_id, new_value))
core.undo_redo.add_undo(setter.bind(object_id, old_value))
core.undo_redo.commit()
return true
+65
View File
@@ -0,0 +1,65 @@
class_name EditorToolbar
extends HBoxContainer
## Tool-mode switcher for the in-game editor (docs/architecture/editor.md
## §7.2 `Toolbar`). Pure UI: it only emits signals: `InGameEditor` decides
## what to do with them (calling into `EditorCore`/`ToolRegistry`).
signal tool_selected(tool_id: String)
signal undo_pressed
signal redo_pressed
const TOOL_LABELS := {
"select": "Select",
"brush": "Brush",
"object_place": "Place",
"erase": "Erase",
}
var _tool_buttons: Dictionary = {}
var _undo_button: Button
var _redo_button: Button
func _init() -> void:
name = "EditorToolbar"
func _ready() -> void:
for tool_id in TOOL_LABELS:
var btn := Button.new()
btn.text = TOOL_LABELS[tool_id]
btn.toggle_mode = true
btn.pressed.connect(_on_tool_button_pressed.bind(tool_id))
add_child(btn)
_tool_buttons[tool_id] = btn
add_child(VSeparator.new())
_undo_button = Button.new()
_undo_button.text = "Undo"
_undo_button.pressed.connect(func(): undo_pressed.emit())
add_child(_undo_button)
_redo_button = Button.new()
_redo_button.text = "Redo"
_redo_button.pressed.connect(func(): redo_pressed.emit())
add_child(_redo_button)
func _on_tool_button_pressed(tool_id: String) -> void:
set_active_tool(tool_id)
tool_selected.emit(tool_id)
## Reflect the active tool in the button states without re-emitting the signal.
func set_active_tool(tool_id: String) -> void:
for id in _tool_buttons:
_tool_buttons[id].button_pressed = (id == tool_id)
## Reflect whether undo/redo currently have anything to do.
func set_history_state(can_undo: bool, can_redo: bool) -> void:
if _undo_button:
_undo_button.disabled = not can_undo
if _redo_button:
_redo_button.disabled = not can_redo
+135
View File
@@ -0,0 +1,135 @@
class_name EditorViewport
extends Control
## Custom 2D viewport for the in-game editor (docs/architecture/editor.md
## §7.2 `EditorViewport`).
##
## Deliberately 2D top-down, not a 3D gizmo viewport -- per §8's own risk
## mitigation ("start with a 2D tile editor... matches CHUNK_SIZE_Z=1
## default; add 3D later"). Renders one tile layer as a grid plus the
## chunk's objects as dots, and turns clicks into calls on `EditorCore`
## routed through whichever tool is active in `ToolRegistry` -- this is UI
## glue, it never mutates `ChunkEditorModel` itself.
##
## Coordinate convention matches the rest of this codebase's tile system
## (scripts/tile_layer_node.gd `_tile_to_world`): chunk-local X/Y are the
## flat ground plane, Z is height (CHUNK_SIZE_Z=1 by default -- see
## scripts/chunk.gd). One grid cell == one world unit == `cell_size` pixels.
signal edit_applied
var core: EditorCore = null
var layer_idx: int = 0
var cell_size: float = 24.0
## Catalog id the next "object_place" click will place. Set by
## `InGameEditor` from `PalettePanel.object_selected`.
var pending_catalog_id: String = ""
## Tile id the next "brush" click paints. Cycled with number keys 0-9.
var current_tile_id: int = 1
const TILE_EMPTY_COLOR := Color(0.15, 0.15, 0.17)
const TILE_SOLID_COLOR := Color(0.35, 0.55, 0.35)
const GRID_COLOR := Color(0, 0, 0, 0.25)
const OBJECT_COLOR := Color(0.9, 0.6, 0.2)
const OBJECT_SELECTED_COLOR := Color(1.0, 0.95, 0.2)
func _init() -> void:
name = "EditorViewport"
mouse_filter = Control.MOUSE_FILTER_STOP
focus_mode = Control.FOCUS_ALL
func setup(p_core: EditorCore, p_layer_idx: int = 0) -> void:
core = p_core
layer_idx = p_layer_idx
core.selection.selection_changed.connect(func(_id): queue_redraw())
_resize_to_layer()
queue_redraw()
func _resize_to_layer() -> void:
var layer := core.model.get_layer(layer_idx)
if layer == null:
custom_minimum_size = Vector2(cell_size * 8, cell_size * 8)
return
custom_minimum_size = Vector2(layer.width * cell_size, layer.height * cell_size)
func _draw() -> void:
if core == null:
return
var layer := core.model.get_layer(layer_idx)
if layer == null:
return
for y in range(layer.height):
for x in range(layer.width):
var tile_id := layer.get_tile(x, y, 0)
var color := TILE_EMPTY_COLOR
var tdef := layer.get_tile_def(tile_id)
if tdef != null and tdef.solid:
color = TILE_SOLID_COLOR
draw_rect(Rect2(x * cell_size, y * cell_size, cell_size, cell_size), color, true)
for x in range(layer.width + 1):
draw_line(Vector2(x * cell_size, 0), Vector2(x * cell_size, layer.height * cell_size), GRID_COLOR)
for y in range(layer.height + 1):
draw_line(Vector2(0, y * cell_size), Vector2(layer.width * cell_size, y * cell_size), GRID_COLOR)
for obj in core.model.payload.objects:
var center := Vector2(obj.position.x * cell_size, obj.position.y * cell_size)
var is_selected: bool = core.selection.get_selected() == obj.id
var color := OBJECT_SELECTED_COLOR if is_selected else OBJECT_COLOR
draw_circle(center, cell_size * 0.3, color)
func _gui_input(event: InputEvent) -> void:
if core == null:
return
if event is InputEventMouseButton:
var mb := event as InputEventMouseButton
if mb.pressed and mb.button_index == MOUSE_BUTTON_LEFT:
_handle_click(mb.position)
accept_event()
elif event is InputEventKey:
var key := event as InputEventKey
if key.pressed and not key.echo:
_handle_key(key)
func _handle_key(key: InputEventKey) -> void:
if key.keycode >= KEY_0 and key.keycode <= KEY_9:
current_tile_id = key.keycode - KEY_0
func _handle_click(local_pos: Vector2) -> void:
var tx := int(floor(local_pos.x / cell_size))
var ty := int(floor(local_pos.y / cell_size))
match core.tools.get_active_tool_id():
"brush":
if core.paint_tile(layer_idx, tx, ty, current_tile_id):
edit_applied.emit()
queue_redraw()
"erase":
var hit := _object_at(tx, ty)
var changed: bool = core.delete_object(hit) if hit != "" else core.erase_tile(layer_idx, tx, ty)
if changed:
edit_applied.emit()
queue_redraw()
"object_place":
if pending_catalog_id != "":
var new_id := core.place_object(pending_catalog_id, Vector3(tx + 0.5, ty + 0.5, 0.0))
if new_id != "":
edit_applied.emit()
queue_redraw()
"select":
core.select_object(_object_at(tx, ty))
queue_redraw()
func _object_at(tx: int, ty: int) -> String:
for obj in core.model.payload.objects:
if int(floor(obj.position.x)) == tx and int(floor(obj.position.y)) == ty:
return obj.id
return ""
+250
View File
@@ -0,0 +1,250 @@
class_name InGameEditor
extends Control
## In-game "build mode" UI (docs/architecture/editor.md §7.2 `InGameEditor`).
##
## Built entirely from `Control` nodes in code (matching this codebase's
## existing convention for dynamic UI -- see `game.gd`'s `_show_build_stamp`
## / `_show_status`) rather than a hand-authored `.tscn`, so there is one
## fewer place for a scene-file/script mismatch to hide. It is only ever
## instantiated when the player enters build mode (see `game.gd`'s
## `_toggle_build_mode`), so it costs nothing during normal play.
##
## Composition matches the doc exactly:
## EditorToolbar -- tool mode switcher
## PalettePanel -- catalog-sourced object palette
## EditorViewport -- the 2D tile/object canvas
## InspectorPanel -- property editor for the selected object
## EditorCore -- shared core (passed in, not owned/created here)
##
## Persisting edits (world_persistence_impl.md's single/batch-PUT save path,
## §8.1-8.2) is wired through `ChunkSaveService`, set via
## `setup_persistence()`. Without it (e.g. the F2 scratch-chunk path, or
## `smoke_test_editor_core.gd`'s bare `InGameEditor.new(core)`), the Save
## button is present but disabled -- closing the editor just discards the
## UI and the in-memory `ChunkEditorModel` is unaffected either way.
signal closed
var core: EditorCore
var _toolbar: EditorToolbar
var _palette: PalettePanel
var _inspector: InspectorPanel
var _viewport: EditorViewport
var _close_button: Button
var _save_button: Button
var _save_status_label: Label
## Save-path state (world_persistence_impl.md §8.1/§8.2), set via
## `setup_persistence()`. `_save_service == null` means there is nothing to
## save to (see the class doc above) -- the Save button stays disabled.
var _save_service: ChunkSaveService = null
var _world_id: String = ""
var _room_slug: String = "main"
var _coord: Vector3i = Vector3i.ZERO
var _base_revision: int = 0
var _saving: bool = false
func _init(p_core: EditorCore) -> void:
core = p_core
name = "InGameEditor"
set_anchors_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_STOP
## Wire this editor's Save button/Ctrl+S to a real backend round-trip.
## `save_service` must already be in the scene tree (game.gd adds it as a
## sibling before constructing this editor). `base_revision` is whatever the
## caller last fetched for `coord` (0 if the chunk didn't exist yet).
func setup_persistence(save_service: ChunkSaveService, world_id: String, room_slug: String,
coord: Vector3i, base_revision: int) -> void:
_save_service = save_service
_world_id = world_id
_room_slug = room_slug
_coord = coord
_base_revision = base_revision
if _save_button != null:
_save_button.disabled = false
func _ready() -> void:
_build_ui()
_refresh_history_buttons()
func _build_ui() -> void:
var bg := ColorRect.new()
bg.color = Color(0.08, 0.08, 0.09, 0.96)
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(bg)
var root_vbox := VBoxContainer.new()
root_vbox.set_anchors_preset(Control.PRESET_FULL_RECT)
root_vbox.offset_left = 12
root_vbox.offset_top = 12
root_vbox.offset_right = -12
root_vbox.offset_bottom = -12
add_child(root_vbox)
var top_bar := HBoxContainer.new()
root_vbox.add_child(top_bar)
_toolbar = EditorToolbar.new()
_toolbar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
top_bar.add_child(_toolbar)
_save_button = Button.new()
_save_button.text = "Save (Ctrl+S)"
_save_button.disabled = (_save_service == null)
_save_button.pressed.connect(_on_save_pressed)
top_bar.add_child(_save_button)
_close_button = Button.new()
_close_button.text = "Close (F2)"
_close_button.pressed.connect(_on_close_pressed)
top_bar.add_child(_close_button)
_save_status_label = Label.new()
_save_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD
_save_status_label.visible = false
root_vbox.add_child(_save_status_label)
var body := HBoxContainer.new()
body.size_flags_vertical = Control.SIZE_EXPAND_FILL
root_vbox.add_child(body)
var viewport_scroll := ScrollContainer.new()
viewport_scroll.size_flags_horizontal = Control.SIZE_EXPAND_FILL
viewport_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
body.add_child(viewport_scroll)
_viewport = EditorViewport.new()
viewport_scroll.add_child(_viewport)
var sidebar := VBoxContainer.new()
sidebar.custom_minimum_size = Vector2(240, 0)
body.add_child(sidebar)
_palette = PalettePanel.new()
sidebar.add_child(_palette)
_inspector = InspectorPanel.new()
sidebar.add_child(_inspector)
_viewport.setup(core, 0)
_palette.set_catalog(core.catalog)
_inspector.setup(core)
_toolbar.set_active_tool(core.tools.get_active_tool_id())
_toolbar.tool_selected.connect(_on_tool_selected)
_toolbar.undo_pressed.connect(_on_undo_pressed)
_toolbar.redo_pressed.connect(_on_redo_pressed)
_palette.object_selected.connect(_on_palette_object_selected)
_inspector.delete_requested.connect(_on_inspector_delete_requested)
_viewport.edit_applied.connect(_on_edit_applied)
core.selection.selection_changed.connect(_on_selection_changed)
func _unhandled_key_input(event: InputEvent) -> void:
if not (event is InputEventKey):
return
var key := event as InputEventKey
if not key.pressed or key.echo:
return
if key.ctrl_pressed and key.keycode == KEY_Z:
_on_undo_pressed()
get_viewport().set_input_as_handled()
elif key.ctrl_pressed and key.keycode == KEY_Y:
_on_redo_pressed()
get_viewport().set_input_as_handled()
elif key.ctrl_pressed and key.keycode == KEY_S:
_on_save_pressed()
get_viewport().set_input_as_handled()
elif key.keycode == KEY_DELETE and core.selection.has_selection():
core.delete_object(core.selection.get_selected())
_on_edit_applied()
get_viewport().set_input_as_handled()
func _on_tool_selected(tool_id: String) -> void:
core.tools.set_active_tool(tool_id)
func _on_palette_object_selected(catalog_id: String) -> void:
_viewport.pending_catalog_id = catalog_id
core.tools.set_active_tool("object_place")
_toolbar.set_active_tool("object_place")
func _on_inspector_delete_requested(object_id: String) -> void:
core.delete_object(object_id)
_on_edit_applied()
func _on_undo_pressed() -> void:
core.undo()
_on_edit_applied()
func _on_redo_pressed() -> void:
core.redo()
_on_edit_applied()
func _on_edit_applied() -> void:
_viewport.queue_redraw()
_inspector.show_object(core.selection.get_selected())
_refresh_history_buttons()
func _on_selection_changed(object_id: String) -> void:
_inspector.show_object(object_id)
func _refresh_history_buttons() -> void:
_toolbar.set_history_state(core.undo_redo.can_undo(), core.undo_redo.can_redo())
func _on_close_pressed() -> void:
closed.emit()
queue_free()
## Single-chunk save (world_persistence_impl.md §8.1). `ChunkSaveService`
## owns the actual HTTP round trip, retrying on `409` internally
## (§8.2/§5.4) -- this just reflects the outcome and, per §6 D4, surfaces
## the `live_session` flag as a warning instead of ignoring it.
func _on_save_pressed() -> void:
if _save_service == null or _saving:
return
_saving = true
_save_button.disabled = true
_set_save_status("Saving…", Color(0.85, 0.85, 0.85))
var result: Dictionary = await _save_service.save_chunk(core.model, _coord, _base_revision)
_saving = false
_save_button.disabled = false
if result.get("ok", false):
_base_revision = int(result.get("revision", _base_revision))
var msg := "Saved (revision %d)." % _base_revision
if bool(result.get("retried", false)):
msg += " (resolved a save conflict automatically)"
if bool(result.get("live_session", false)):
msg += " This world has players in it right now -- they'll see your changes when the session restarts."
_set_save_status(msg, Color(1.0, 0.8, 0.25))
else:
_set_save_status(msg, Color(0.55, 1.0, 0.55))
else:
_set_save_status("Save failed: %s" % str(result.get("detail", "unknown error")), Color(1.0, 0.45, 0.45))
func _set_save_status(text: String, color: Color) -> void:
if _save_status_label == null:
return
_save_status_label.text = text
_save_status_label.add_theme_color_override("font_color", color)
_save_status_label.visible = true
+166
View File
@@ -0,0 +1,166 @@
class_name InspectorPanel
extends VBoxContainer
## Property editor for the selected object (docs/architecture/editor.md
## §7.2 `InspectorPanel`).
##
## 2D-tile-editor scope (docs/architecture/editor.md §8: the default world
## is flat, `CHUNK_SIZE_Z=1`): position exposes X/Y (world-plane) plus a
## single "height" Z for props that sit above the floor, and rotation
## exposes one yaw field (rotation about the vertical axis) rather than a
## full 3-axis gizmo -- deliberately not the volumetric 3D editing the doc
## says to defer.
##
## Pure UI: every edit calls back into `EditorCore` (`move_object` /
## `rotate_object` / `scale_object` / `delete_object`), so inspector edits
## go through the exact same undo/redo path as viewport edits.
signal delete_requested(object_id: String)
var _core: EditorCore = null
var _object_id: String = ""
var _updating := false # guards against feedback loops while refreshing fields
var _id_label: Label
var _type_label: Label
var _asset_label: Label
var _pos_x: SpinBox
var _pos_y: SpinBox
var _pos_z: SpinBox
var _yaw: SpinBox
var _scale_x: SpinBox
var _scale_y: SpinBox
var _scale_z: SpinBox
var _delete_button: Button
var _empty_label: Label
var _fields_box: VBoxContainer
func _init() -> void:
name = "InspectorPanel"
func _ready() -> void:
var header := Label.new()
header.text = "Inspector"
add_child(header)
_empty_label = Label.new()
_empty_label.text = "(nothing selected)"
add_child(_empty_label)
_fields_box = VBoxContainer.new()
_fields_box.visible = false
add_child(_fields_box)
_id_label = _add_readonly_row("id")
_type_label = _add_readonly_row("type")
_asset_label = _add_readonly_row("asset")
_pos_x = _add_spinbox_row("pos x")
_pos_y = _add_spinbox_row("pos y")
_pos_z = _add_spinbox_row("pos z (height)")
_pos_x.value_changed.connect(_on_position_changed)
_pos_y.value_changed.connect(_on_position_changed)
_pos_z.value_changed.connect(_on_position_changed)
_yaw = _add_spinbox_row("rotation (deg)")
_yaw.min_value = -360.0
_yaw.max_value = 360.0
_yaw.step = 1.0
_yaw.value_changed.connect(_on_yaw_changed)
_scale_x = _add_spinbox_row("scale x")
_scale_y = _add_spinbox_row("scale y")
_scale_z = _add_spinbox_row("scale z")
_scale_x.value_changed.connect(_on_scale_changed)
_scale_y.value_changed.connect(_on_scale_changed)
_scale_z.value_changed.connect(_on_scale_changed)
_delete_button = Button.new()
_delete_button.text = "Delete"
_delete_button.pressed.connect(_on_delete_pressed)
_fields_box.add_child(_delete_button)
func setup(core: EditorCore) -> void:
_core = core
func show_object(object_id: String) -> void:
_object_id = object_id
if object_id == "" or _core == null:
_empty_label.visible = true
_fields_box.visible = false
return
var obj := _core.model.find_object(object_id)
if obj == null:
_empty_label.visible = true
_fields_box.visible = false
return
_empty_label.visible = false
_fields_box.visible = true
_updating = true
_id_label.text = "id: %s" % obj.id
_type_label.text = "type: %s" % obj.type
_asset_label.text = "asset: %s" % obj.asset_id
_pos_x.value = obj.position.x
_pos_y.value = obj.position.y
_pos_z.value = obj.position.z
_yaw.value = rad_to_deg(Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w).get_euler().y)
_scale_x.value = obj.scale.x
_scale_y.value = obj.scale.y
_scale_z.value = obj.scale.z
_updating = false
func _on_position_changed(_v: float) -> void:
if _updating or _core == null or _object_id == "":
return
_core.move_object(_object_id, Vector3(_pos_x.value, _pos_y.value, _pos_z.value))
func _on_yaw_changed(v: float) -> void:
if _updating or _core == null or _object_id == "":
return
var quat := Quaternion(Vector3.UP, deg_to_rad(v))
_core.rotate_object(_object_id, Vector4(quat.x, quat.y, quat.z, quat.w))
func _on_scale_changed(_v: float) -> void:
if _updating or _core == null or _object_id == "":
return
_core.scale_object(_object_id, Vector3(_scale_x.value, _scale_y.value, _scale_z.value))
func _on_delete_pressed() -> void:
if _object_id == "":
return
var id := _object_id
delete_requested.emit(id)
func _add_readonly_row(label: String) -> Label:
var l := Label.new()
l.text = "%s: " % label
_fields_box.add_child(l)
return l
func _add_spinbox_row(label_text: String) -> SpinBox:
var row := HBoxContainer.new()
var l := Label.new()
l.text = label_text
l.custom_minimum_size = Vector2(90, 0)
row.add_child(l)
var sb := SpinBox.new()
sb.min_value = -100000.0
sb.max_value = 100000.0
sb.step = 0.1
sb.allow_greater = true
sb.allow_lesser = true
row.add_child(sb)
_fields_box.add_child(row)
return sb
+57
View File
@@ -0,0 +1,57 @@
class_name PalettePanel
extends VBoxContainer
## Catalog-sourced object palette (docs/architecture/editor.md §7.2
## `PalettePanel`). Lists every id in an `EditorObjectCatalog` and emits
## which one the player picked; `InGameEditor` remembers it as the pending
## `catalog_id` for the next `ObjectPlaceTool` placement.
signal object_selected(catalog_id: String)
var _list: ItemList
var _catalog: EditorObjectCatalog = null
var _ids: Array[String] = []
func _init() -> void:
name = "PalettePanel"
func _ready() -> void:
var header := Label.new()
header.text = "Palette"
add_child(header)
_list = ItemList.new()
_list.size_flags_vertical = Control.SIZE_EXPAND_FILL
_list.item_selected.connect(_on_item_selected)
add_child(_list)
func set_catalog(catalog: EditorObjectCatalog) -> void:
_catalog = catalog
_refresh()
func _refresh() -> void:
_list.clear()
_ids.clear()
if _catalog == null or not _catalog.is_loaded():
return
for id in _catalog.get_all_ids():
var entry := _catalog.resolve(id)
var label: String = entry.get("display_name", id)
_list.add_item(label)
_ids.append(id)
func _on_item_selected(index: int) -> void:
if index < 0 or index >= _ids.size():
return
object_selected.emit(_ids[index])
func get_selected_catalog_id() -> String:
var selected: PackedInt32Array = _list.get_selected_items()
if selected.is_empty():
return ""
return _ids[selected[0]]
+129 -2
View File
@@ -28,23 +28,150 @@ var _remotes: Dictionary = {} # peer_id -> Node3D
var _remote_prev: Dictionary = {} # peer_id -> Vector3 (last snapshot position)
var _status_label: Label = null
## Build-mode UI, gated behind toggle_build_mode (F2) -- only ever
## instantiated once the player actually enters build mode
## (docs/architecture/editor.md §7.2: "Instantiated only when the player
## enters 'build mode'... so the runtime footprint is negligible during
## normal play"). Editing is in-memory only here; the save path to the
## backend is a sibling task (world_persistence_impl.md).
var _build_editor: InGameEditor = null
func _ready() -> void:
_show_build_stamp()
if Session.active:
if Session.editing:
_open_editor_for_world()
elif Session.active:
_setup_networked()
func _unhandled_input(event: InputEvent) -> void:
# ESC leaves the world back to the browser. Handled here (the scene root
if event.is_action_pressed("toggle_build_mode"):
# world_persistence_impl.md §6 D4: the non-joined "Edit world" entry
# already has its editor open from _ready() -- F2 here is the
# scratch/in-session build mode's own toggle and doesn't apply.
if not Session.editing:
get_viewport().set_input_as_handled()
_toggle_build_mode()
return
# ESC leaves the world back to the browser (or, while build mode is
# open, just closes build mode instead). Handled here (the scene root
# that owns the connection) rather than in player.gd so the teardown is
# a single ordered path -- doing it from two places raced _on_server_lost
# against the scene change and looked like a crash.
if event.is_action_pressed("ui_cancel"):
get_viewport().set_input_as_handled()
if Session.editing:
# Non-joined editing has no play session to fall back into --
# closing it means leaving, same as the Close button.
_exit_editor_to_browser()
elif _build_editor != null and is_instance_valid(_build_editor):
_close_build_mode()
else:
_leave_world()
## Entry point into the in-game editor (docs/architecture/editor.md §7.2).
## Freezes the player and opens a fresh, empty in-memory chunk to edit --
## loading a *real* chunk from the backend for editing is the sibling
## save-path task's territory (it owns the HTTP round-trip); this task's
## contract stops at "a correctly-editable in-memory ChunkEditorModel".
func _toggle_build_mode() -> void:
if _build_editor != null and is_instance_valid(_build_editor):
_close_build_mode()
else:
_open_build_mode()
func _open_build_mode() -> void:
var model := ChunkEditorModel.create_empty(32, 32, str(Session.world_id), "main")
var catalog := EditorObjectCatalog.new()
var err := catalog.load_catalog()
if err != OK:
push_error("game.gd: failed to load editor object catalog (%d)" % err)
var core := EditorCore.new(model, catalog)
_build_editor = InGameEditor.new(core)
_build_editor.closed.connect(_close_build_mode)
add_child(_build_editor)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_player.set_physics_process(false)
_player.set_process_unhandled_input(false)
## Shared teardown for both close paths (F2 again, or the editor's own
## Close button/`closed` signal) -- safe to call twice: `queue_free()` on an
## already-freeing node and restoring already-restored player state are
## both no-ops.
func _close_build_mode() -> void:
if _build_editor != null and is_instance_valid(_build_editor):
_build_editor.queue_free()
_build_editor = null
_player.set_physics_process(true)
_player.set_process_unhandled_input(true)
_player._refresh_mouse_mode()
## "Edit world" entry point from the world browser
## (world_persistence_impl.md §6 D4 / §9 "Client/editor task"). Reached only
## via Session.editing (set by world_list.gd's "Edit World" button, which
## never calls /join) -- non-joined, no ENet connection, no dedicated
## server. Loads the real chunk at (0,0,0) in the "main" room over HTTP so
## there is something real to edit and save, falling back to a fresh empty
## chunk at base_revision 0 for an unwritten coordinate (§8.1: "an unwritten
## coordinate is not an error").
func _open_editor_for_world() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_player.set_physics_process(false)
_player.set_process_unhandled_input(false)
var world_id_str := str(Session.world_id)
var room_slug := "main"
var coord := Vector3i.ZERO
var save_service := ChunkSaveService.new()
save_service.world_id = world_id_str
save_service.room_slug = room_slug
add_child(save_service)
var fetch_result: Dictionary = await save_service.fetch_chunk(coord)
var model: ChunkEditorModel
var base_revision := 0
if fetch_result.get("ok", false) and fetch_result.get("model") != null:
model = fetch_result["model"]
base_revision = int(fetch_result.get("revision", 0))
else:
if not fetch_result.get("ok", false):
push_error("game.gd: chunk fetch failed opening editor (%s) -- starting from a fresh empty chunk" % str(fetch_result.get("detail", "")))
model = ChunkEditorModel.create_empty(32, 32, world_id_str, room_slug, coord)
base_revision = 0
var catalog := EditorObjectCatalog.new()
var err := catalog.load_catalog()
if err != OK:
push_error("game.gd: failed to load editor object catalog (%d)" % err)
var core := EditorCore.new(model, catalog)
_build_editor = InGameEditor.new(core)
_build_editor.setup_persistence(save_service, world_id_str, room_slug, coord, base_revision)
_build_editor.closed.connect(_exit_editor_to_browser)
add_child(_build_editor)
## Close path for the non-joined editor (ESC, or the editor's own Close
## button/`closed` signal) -- there is no play session underneath to fall
## back into, so this always returns to the world browser.
func _exit_editor_to_browser() -> void:
if _build_editor != null and is_instance_valid(_build_editor):
_build_editor.queue_free()
_build_editor = null
Session.clear()
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
func _leave_world() -> void:
if _leaving:
return
+21
View File
@@ -6,11 +6,19 @@ extends Node
## POST /api/worlds/{id}/join; game.gd reads it in _ready() to decide whether
## to run networked or fall back to local single-player (e.g. game.tscn opened
## directly, or the backend has no orchestration).
##
## world_list.gd also calls begin_edit() for the "Edit world" entry point
## (docs/architecture/world_persistence_impl.md §6 D4): editing is
## deliberately **non-joined** -- it never calls POST /join, so `active`
## stays false and game.gd never opens an ENet connection for it. `editing`
## is the separate signal game.gd checks to open the in-game editor against
## a real, HTTP-fetched chunk instead of running gameplay.
var world_id: int = 0
var host: String = ""
var port: int = 0
var active: bool = false
var editing: bool = false
func begin(p_world_id: int, p_host: String, p_port: int) -> void:
@@ -18,6 +26,18 @@ func begin(p_world_id: int, p_host: String, p_port: int) -> void:
host = p_host
port = p_port
active = true
editing = false
## Enter "Edit world" (world_persistence_impl.md §6 D4): non-joined, no
## ENet connection, no dedicated server. game.gd loads/saves chunks over
## HTTP instead.
func begin_edit(p_world_id: int) -> void:
world_id = p_world_id
host = ""
port = 0
active = false
editing = true
func clear() -> void:
@@ -25,3 +45,4 @@ func clear() -> void:
host = ""
port = 0
active = false
editing = false
+260
View File
@@ -0,0 +1,260 @@
extends SceneTree
## Real exercise of the in-game editor's data-native core
## (docs/architecture/editor.md §7.1/§7.2, scoped to 2D per §8).
##
## Loads a real chunk (the backend's golden fixture
## backend/tests/fixtures/chunks/simple_tile_chunk.bin -- the same file
## scripts/smoke_test_chunk_codec_interop.gd proves decodes correctly),
## wraps it in a ChunkEditorModel, and drives every operation
## (place/move/rotate/scale/delete an object, paint/erase a tile) through
## the actual EditorCore.use_tool()/ToolRegistry path -- never by calling
## ChunkEditorModel's raw setters directly, which would bypass the tool
## layer this task was scoped to build. Then it undoes every single one of
## those operations and checks the chunk is back to exactly its starting
## state, redoes them all back, and finally round-trips the result through
## encode_binary()/decode_binary() to prove the model stays a valid,
## byte-compatible ChunkPayload throughout -- the contract the sibling
## save-path task depends on.
##
## Run with:
## ~/godot/godot --headless --path . --script res://scripts/smoke_test_editor_core.gd
const FIXTURE_PATH := "res://backend/tests/fixtures/chunks/simple_tile_chunk.bin"
var passed := 0
var failed := 0
func _check(label: String, cond: bool) -> void:
if cond:
passed += 1
print(" PASS: ", label)
else:
failed += 1
printerr(" FAIL: ", label)
func _initialize() -> void:
_run()
func _run() -> void:
await _test_full_editing_loop()
_test_catalog_rejects_unknown_id()
_test_selection_is_not_undoable()
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
func _read_fixture() -> PackedByteArray:
var f := FileAccess.open(FIXTURE_PATH, FileAccess.READ)
if f == null:
push_error("Could not open fixture: " + FIXTURE_PATH)
return PackedByteArray()
return f.get_buffer(f.get_length())
func _test_full_editing_loop() -> void:
print("--- EditorCore/ToolRegistry over a real decoded chunk (simple_tile_chunk.bin) ---")
var original_bytes := _read_fixture()
_check("fixture file read (non-empty)", original_bytes.size() > 0)
if original_bytes.is_empty():
return
var model := ChunkEditorModel.from_binary(original_bytes)
_check("ChunkEditorModel.from_binary decoded the fixture", model != null)
if model == null:
return
# Baseline sanity on the loaded real chunk before touching anything.
_check("loaded chunk has 1 tile layer", model.payload.tile_layers.size() == 1)
_check("loaded chunk is 4x4", model.get_layer(0).width == 4 and model.get_layer(0).height == 4)
var baseline_tiles := (model.get_layer(0).tiles as PackedInt32Array).duplicate()
var baseline_object_count := model.payload.objects.size()
var catalog := EditorObjectCatalog.new()
var cat_err := catalog.load_catalog()
_check("object catalog loaded", cat_err == OK)
var core := EditorCore.new(model, catalog)
_check("EditorCore registers all 5 tools", core.tools.get_tool_ids().size() == 5)
for expected_tool in ["brush", "object_place", "select", "erase", "transform"]:
_check("ToolRegistry has tool '%s'" % expected_tool, core.tools.has_tool(expected_tool))
# ── 1. Paint a tile via the brush tool (through EditorCore/ToolRegistry) ──
_check("tile (0,0) starts as 0 in the fixture", model.get_tile_raw(0, 0, 0) == 0)
var painted := core.paint_tile(0, 0, 0, 1)
_check("core.paint_tile (brush tool) applied", painted)
_check("tile (0,0) is now 1 after paint", model.get_tile_raw(0, 0, 0) == 1)
# ── 2. Place a catalog object (through EditorCore/ToolRegistry) ──
var obj_id := core.place_object("crate_small", Vector3(1.5, 1.5, 0.0))
_check("core.place_object (object_place tool) returned a real id", obj_id != "")
_check("placed object exists in the model", model.find_object(obj_id) != null)
_check("placed object got the catalog's asset_id", model.find_object(obj_id).asset_id == "props/crate_small.glb")
_check("placing auto-selected the new object", core.selection.get_selected() == obj_id)
# ── 3. Select it explicitly via the select tool ──
_check("core.select_object (select tool)", core.select_object(obj_id))
_check("selection reflects it", core.selection.get_selected() == obj_id)
# ── 4. Move / rotate / scale via the transform tool ──
var moved := core.move_object(obj_id, Vector3(5.0, 6.0, 0.0))
_check("core.move_object (transform tool) applied", moved)
_check("object position updated", model.find_object(obj_id).position.is_equal_approx(Vector3(5.0, 6.0, 0.0)))
var new_rot := Vector4(0.0, 0.7071068, 0.0, 0.7071068) # 90 deg yaw
var rotated := core.rotate_object(obj_id, new_rot)
_check("core.rotate_object (transform tool) applied", rotated)
_check("object rotation updated", model.find_object(obj_id).rotation.is_equal_approx(new_rot))
var scaled := core.scale_object(obj_id, Vector3(2.0, 2.0, 2.0))
_check("core.scale_object (transform tool) applied", scaled)
_check("object scale updated", model.find_object(obj_id).scale.is_equal_approx(Vector3(2.0, 2.0, 2.0)))
# ── 5. Erase a different tile (the fixture already has a nonzero tile at
# (1,0) -- world_id 12's palette makes it a real, non-empty tile id, so
# erase has something genuine to clear without needing a manual seed). ──
var original_tile_1_0 := model.get_tile_raw(0, 1, 0)
_check("tile (1,0) is nonzero in the fixture (something real to erase)", original_tile_1_0 != 0)
var erased_tile := core.erase_tile(0, 1, 0)
_check("core.erase_tile (erase tool) applied", erased_tile)
_check("tile (1,0) is 0 after erase", model.get_tile_raw(0, 1, 0) == 0)
# ── 6. Delete the object via the erase tool ──
var deleted := core.delete_object(obj_id)
_check("core.delete_object (erase tool) applied", deleted)
_check("object is gone from the model", model.find_object(obj_id) == null)
_check("deleting the selected object cleared the selection", not core.selection.has_selection())
# ── 7. Undo every operation (6 ops) and verify each actually reverts ──
print("--- undo/redo actually revert each step ---")
_check("undo #1 (re-adds deleted object)", core.undo())
_check("object exists again after undo", model.find_object(obj_id) != null)
_check("undo #2 (un-erases tile)", core.undo())
_check("tile (1,0) is back to its original value after undo",
model.get_tile_raw(0, 1, 0) == original_tile_1_0)
_check("undo #3 (un-scales)", core.undo())
_check("scale reverted", model.find_object(obj_id).scale.is_equal_approx(Vector3.ONE))
_check("undo #4 (un-rotates)", core.undo())
_check("rotation reverted", model.find_object(obj_id).rotation.is_equal_approx(Vector4(0, 0, 0, 1)))
_check("undo #5 (un-moves)", core.undo())
_check("position reverted", model.find_object(obj_id).position.is_equal_approx(Vector3(1.5, 1.5, 0.0)))
_check("undo #6 (un-places, object removed)", core.undo())
_check("placed object is gone after undo", model.find_object(obj_id) == null)
_check("undo #7 (un-paints tile)", core.undo())
_check("tile (0,0) is back to 0 after undo", model.get_tile_raw(0, 0, 0) == 0)
_check("no more undo history", not core.undo_redo.can_undo())
_check("tiles exactly match the original fixture after full undo",
model.get_layer(0).tiles == baseline_tiles)
_check("object count matches the original fixture after full undo",
model.payload.objects.size() == baseline_object_count)
# ── 8. Redo everything back ──
print("--- redo replays every step forward again ---")
var redo_count := 0
while core.redo():
redo_count += 1
_check("redo replayed all 7 recorded actions", redo_count == 7)
_check("tile (0,0) painted again after full redo", model.get_tile_raw(0, 0, 0) == 1)
_check("object gone again after full redo (last op was delete)", model.find_object(obj_id) == null)
# ── 9. Round-trip the final state through encode/decode ──
print("--- encode_binary()/decode_binary() round-trip after editing ---")
var re_encoded := model.encode_binary()
_check("re-encoded chunk is non-empty", re_encoded.size() > 0)
var re_decoded := ChunkDataDecoder.decode_binary(re_encoded)
_check("re-decoded without error", re_decoded != null)
if re_decoded != null:
_check("re-decoded tile layer matches edited model",
re_decoded.tile_layers[0].tiles == model.get_layer(0).tiles)
_check("re-decoded world_id preserved", re_decoded.world_id == model.payload.world_id)
_check("re-decoded coord preserved", re_decoded.coord == model.payload.coord)
_check("re-decoded bounds preserved",
re_decoded.bounds.position.is_equal_approx(model.payload.bounds.position)
and re_decoded.bounds.size.is_equal_approx(model.payload.bounds.size))
_check("re-decoded object count matches", re_decoded.objects.size() == model.payload.objects.size())
# ── 10. Also prove a fresh in-memory chunk (no fixture) works end to end,
# including that the InGameEditor UI wires up against a real EditorCore
# without crashing headlessly. ──
await _test_ui_smoke()
func _test_ui_smoke() -> void:
print("--- InGameEditor UI wires up against a real EditorCore (headless, no crash) ---")
var model := ChunkEditorModel.create_empty(8, 8, "1", "main", Vector3i.ZERO)
var catalog := EditorObjectCatalog.new()
catalog.load_catalog()
var core := EditorCore.new(model, catalog)
var editor := InGameEditor.new(core)
root.add_child(editor)
await process_frame # let _ready() run so the UI is actually built
_check("InGameEditor instantiated and added to the tree without error", is_instance_valid(editor))
# Drive a real placement through the viewport's own click handler (not a
# bare model mutation) to prove the UI layer -> EditorCore wiring works.
# EditorViewport is nested a few levels down (ScrollContainer, etc.).
var viewport: EditorViewport = _find_viewport(editor)
_check("EditorViewport exists in the built UI", viewport != null)
if viewport != null:
viewport.pending_catalog_id = "rock_01"
core.tools.set_active_tool("object_place")
viewport._handle_click(Vector2(20, 20)) # inside tile (0,0) at cell_size 24
_check("clicking with object_place active through the viewport placed an object",
model.payload.objects.size() == 1)
editor.queue_free()
func _find_viewport(node: Node) -> EditorViewport:
if node is EditorViewport:
return node
for child in node.get_children():
var found := _find_viewport(child)
if found != null:
return found
return null
func _test_catalog_rejects_unknown_id() -> void:
print("--- object_place tool rejects an unknown catalog id ---")
var model := ChunkEditorModel.create_empty()
var catalog := EditorObjectCatalog.new()
catalog.load_catalog()
var core := EditorCore.new(model, catalog)
var result := core.place_object("does_not_exist", Vector3.ZERO)
_check("unknown catalog_id is rejected (empty id returned)", result == "")
_check("nothing was added to the model", model.payload.objects.is_empty())
_check("nothing was pushed onto the undo stack", not core.undo_redo.can_undo())
func _test_selection_is_not_undoable() -> void:
print("--- selection is UI state, not chunk data (not on the undo stack) ---")
var model := ChunkEditorModel.create_empty()
var catalog := EditorObjectCatalog.new()
catalog.load_catalog()
var core := EditorCore.new(model, catalog)
var obj_id := core.place_object("chest_01", Vector3(2, 2, 0))
_check("setup: object placed", obj_id != "")
core.select_object(obj_id)
_check("object selected", core.selection.get_selected() == obj_id)
# Only one undoable action should exist (the placement) -- selecting it
# must not have added a second one.
core.undo()
_check("a single undo removes the placed object (selection wasn't a 2nd undo step)",
model.find_object(obj_id) == null)
_check("no further undo history from selection", not core.undo_redo.can_undo())
+200
View File
@@ -0,0 +1,200 @@
extends SceneTree
## Real integration test for ChunkSaveService against a live backend.
##
## Covers docs/architecture/world_persistence_impl.md §8.1/§8.2 (this task's
## §9 "Client/editor task" items 2-3):
## 1. single-chunk PUT with X-Base-Revision (via the JSON base_revision
## field, exercised through the same route the client hits)
## 2. a real 409 -> re-fetch -> retry cycle
## 3. batch PUT of multiple chunks in one atomic call
## 4. the live_session response flag actually reaching the caller
## 5. persistence survives a real reload (save, then re-fetch, confirm)
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_editor_save.gd
##
## Requires the backend to be running (AGP_API_BASE_URL, default
## http://127.0.0.1:8000).
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "editorsave_%d" % unique_id
var email := "editorsave_%d@test.example.com" % unique_id
var reg: Dictionary = await api.register(username, email, "SmokeTest123!", "1990-01-01")
if not _check("setup: register succeeded", reg.ok):
print(" detail: ", reg.detail)
_finish()
return
var world_body := JSON.stringify({
"name": "EditorSave Smoke World %d" % unique_id,
"visibility": "public",
})
var world_result: Dictionary = await api.request(
HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true
)
if not _check("setup: world created", world_result.ok):
print(" detail: ", world_result.detail)
_finish()
return
var world_id: int = (world_result.data as Dictionary)["id"]
var save_service := ChunkSaveService.new()
save_service.world_id = str(world_id)
save_service.room_slug = "main"
root.add_child(save_service)
await _test_single_save_and_reload(save_service, world_id)
await _test_409_retry(save_service)
await _test_batch_save(save_service)
await _test_live_session_flag(save_service, world_id, api)
_finish()
## 1 + 5. Single-chunk save at (0,0,0), then a fresh fetch (simulating a
## reload) confirms the edit actually persisted server-side.
func _test_single_save_and_reload(save_service: ChunkSaveService, world_id: int) -> void:
print("--- single-chunk save, then reload ---")
var coord := Vector3i(0, 0, 0)
var model := ChunkEditorModel.create_empty(32, 32, str(world_id), "main", coord)
model.set_tile_raw(0, 3, 4, 0, 1)
var save_result: Dictionary = await save_service.save_chunk(model, coord, 0)
if not _check("save_chunk: single PUT (base_revision 0, create) succeeded", save_result.get("ok", false)):
print(" detail: ", save_result.get("detail", ""))
return
_check("save_chunk: server returned revision 1 for a fresh chunk", int(save_result.get("revision", -1)) == 1)
_check("save_chunk: live_session present and false (no dedicated server running)",
save_result.get("live_session", true) == false)
# Simulate a reload: a brand new fetch, independent of the model we just
# edited in memory.
var reload := ChunkSaveService.new()
reload.world_id = str(world_id)
reload.room_slug = "main"
save_service.get_parent().add_child(reload)
var fetch_result: Dictionary = await reload.fetch_chunk(coord)
if not _check("reload: fetch after save succeeded", fetch_result.get("ok", false) and fetch_result.get("model") != null):
print(" detail: ", fetch_result.get("detail", ""))
reload.queue_free()
return
var reloaded_model: ChunkEditorModel = fetch_result["model"]
_check("reload: revision matches what save reported", int(fetch_result.get("revision", -1)) == int(save_result.get("revision", -2)))
_check("reload: painted tile (3,4) survived the round trip", reloaded_model.get_tile_raw(0, 3, 4) == 1)
reload.queue_free()
## 2. A real 409: two independent saves race against the same base_revision;
## the loser's save_chunk() must transparently re-fetch + retry and still
## succeed (this is exactly the class doc's "no delta to replay, only the
## base to refresh" case -- the retry keeps the loser's own edit).
func _test_409_retry(save_service: ChunkSaveService) -> void:
print("--- real 409 conflict -> re-fetch -> retry ---")
var coord := Vector3i(1, 0, 0)
var world_id_str := save_service.world_id
var model_a := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord)
model_a.set_tile_raw(0, 0, 0, 0, 1)
var first: Dictionary = await save_service.save_chunk(model_a, coord, 0)
if not _check("setup: first save at (1,0,0) succeeded", first.get("ok", false)):
print(" detail: ", first.get("detail", ""))
return
var stale_revision: int = int(first.get("revision", 1))
# Advance the server past what "model_b" below still thinks is current,
# by saving again from the correct revision.
var model_advance := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord)
model_advance.set_tile_raw(0, 1, 1, 0, 1)
var second: Dictionary = await save_service.save_chunk(model_advance, coord, stale_revision)
if not _check("setup: advancing save succeeded", second.get("ok", false)):
print(" detail: ", second.get("detail", ""))
return
# model_b still has the now-stale revision as its base -- this must 409
# internally and ChunkSaveService must resolve it on its own.
var model_b := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord)
model_b.set_tile_raw(0, 2, 2, 0, 1)
var conflicted: Dictionary = await save_service.save_chunk(model_b, coord, stale_revision)
if not _check("save_chunk: stale base_revision still ends in success (409 handled internally)", conflicted.get("ok", false)):
print(" detail: ", conflicted.get("detail", ""))
return
_check("save_chunk: reports that a retry actually happened", conflicted.get("retried", false) == true)
_check("save_chunk: revision advanced past the stale one", int(conflicted.get("revision", -1)) > stale_revision)
# Confirm the loser's edit (not the advancing one) is what's actually
# stored -- proves "re-apply the edit" really means "the retry keeps our
# own locally edited payload".
var check_fetch: Dictionary = await save_service.fetch_chunk(coord)
_check("post-conflict fetch: the retried edit (not the earlier advance) is what's stored",
check_fetch.get("ok", false) and (check_fetch["model"] as ChunkEditorModel).get_tile_raw(0, 2, 2) == 1)
## 3. Batch PUT: two chunks written atomically in one call.
func _test_batch_save(save_service: ChunkSaveService) -> void:
print("--- batch PUT (multi-chunk edit) ---")
var world_id_str := save_service.world_id
var coord_a := Vector3i(5, 0, 0)
var coord_b := Vector3i(5, 1, 0)
var model_a := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord_a)
model_a.set_tile_raw(0, 7, 7, 0, 1)
var model_b := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord_b)
model_b.set_tile_raw(0, 8, 8, 0, 1)
var batch_result: Dictionary = await save_service.save_batch([
{"coord": coord_a, "model": model_a, "base_revision": 0},
{"coord": coord_b, "model": model_b, "base_revision": 0},
])
if not _check("save_batch: atomic 2-chunk PUT succeeded", batch_result.get("ok", false)):
print(" detail: ", batch_result.get("detail", ""))
return
_check("save_batch: response lists both chunks", (batch_result.get("chunks", []) as Array).size() == 2)
var fetch_a: Dictionary = await save_service.fetch_chunk(coord_a)
var fetch_b: Dictionary = await save_service.fetch_chunk(coord_b)
_check("save_batch: chunk A actually persisted", fetch_a.get("ok", false) and (fetch_a["model"] as ChunkEditorModel).get_tile_raw(0, 7, 7) == 1)
_check("save_batch: chunk B actually persisted", fetch_b.get("ok", false) and (fetch_b["model"] as ChunkEditorModel).get_tile_raw(0, 8, 8) == 1)
## 4. live_session: with a fake dedicated-server registration for this
## world, a save must come back with live_session == true instead of the
## flag being silently dropped.
func _test_live_session_flag(save_service: ChunkSaveService, world_id: int, api: Object) -> void:
print("--- live_session flag surfaced on a write ---")
# There's no public API to fake a live game-server registration for this
# world from the client side (that's internal/game_servers.py state) --
# so this asserts the flag is at least always present and well-typed on
# a normal save, which is what the editor UI's warning path branches on.
var coord := Vector3i(9, 9, 0)
var model := ChunkEditorModel.create_empty(32, 32, str(world_id), "main", coord)
var result: Dictionary = await save_service.save_chunk(model, coord, 0)
_check("save_chunk: result always carries a boolean live_session field", result.has("live_session") and typeof(result["live_session"]) == TYPE_BOOL)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
return condition
func _finish() -> void:
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
+47
View File
@@ -48,6 +48,11 @@ func _run() -> void:
var api := root.get_node("ApiClient")
assert(api != null, "ApiClient autoload not found")
# Bare autoload identifiers (e.g. `Session`) don't resolve when a script
# is compiled for a headless `godot --script ...` run -- same note as
# HttpChunkSource._api_client() / ChunkSaveService._api_client().
var session := root.get_node("Session")
assert(session != null, "Session autoload not found")
var passed: int = 0
var failed: int = 0
@@ -150,6 +155,32 @@ func _run() -> void:
else:
failed += 1
# --- Test 3: "Edit World" entry point (world_persistence_impl.md
# §6 D4) -- shown for the seeded world's owner (this test's own
# user), and, critically, wired to Session.begin_edit() rather than
# ApiClient.join_world() -- pressing it must never call /join.
print("\n=== Test 3: Edit World entry point (owner-gated, non-joined) ===")
var owned_buttons := _find_buttons_in_first_card(world_list_node)
var edit_button: Button = null
for b in owned_buttons:
if b.text == "Edit World":
edit_button = b
if _check("owner's card shows an Edit World button", edit_button != null):
passed += 1
else:
failed += 1
if edit_button != null:
session.clear()
edit_button.pressed.emit()
var editing_set: bool = session.editing and not session.active and session.world_id == int((create_result.data as Dictionary)["id"])
if _check("pressing Edit World sets Session.editing (non-joined) for the right world, not Session.active", editing_set):
passed += 1
else:
failed += 1
print(" Session: editing=%s active=%s world_id=%s" % [session.editing, session.active, session.world_id])
session.clear()
# --- Summary ---
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
if failed > 0:
@@ -159,6 +190,22 @@ func _run() -> void:
quit(0)
## Depth-first collect every Button under the first rendered world card.
func _find_buttons_in_first_card(world_list_node: VBoxContainer) -> Array:
var out: Array = []
if world_list_node.get_child_count() == 0:
return out
_collect_buttons(world_list_node.get_child(0), out)
return out
func _collect_buttons(node: Node, out: Array) -> void:
if node is Button:
out.append(node)
for c in node.get_children():
_collect_buttons(c, out)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
+37 -1
View File
@@ -14,6 +14,13 @@ extends Control
@onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton
@onready var empty_label: Label = $VBoxContainer/EmptyLabel
## Cached so each world card can decide whether to show "Edit World"
## (docs/architecture/world_persistence_impl.md §5.3: chunk writes require
## `world.owner_id == caller`, same as `update_world`) without an extra
## round trip per card. -1 until resolved / on failure, in which case no
## card shows the edit entry point.
var _current_user_id: int = -1
func _ready() -> void:
refresh_button.disabled = false
@@ -22,6 +29,11 @@ func _ready() -> void:
error_label.visible = false
empty_label.visible = false
world_list.visible = false
var me_result: Dictionary = await ApiClient.get_me()
if me_result.ok and me_result.data is Dictionary:
_current_user_id = int((me_result.data as Dictionary).get("id", -1))
_refresh_worlds()
@@ -146,10 +158,26 @@ func _create_world_card(world_dict: Dictionary) -> Control:
enter_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
enter_button.pressed.connect(_on_enter_world_pressed.bind(world_id, enter_button))
var buttons_row := HBoxContainer.new()
buttons_row.add_child(enter_button)
# "Edit World" (world_persistence_impl.md §6 D4): a non-joined entry
# point into the in-game editor -- it does NOT call POST /join. Only
# shown for the world's owner, matching the write-side authorization the
# save path itself enforces (§5.3), so a non-owner never sees a button
# that would just 403 on the first save.
var owner_id := int(world_dict.get("owner_id", -1))
if _current_user_id != -1 and owner_id == _current_user_id:
var edit_button := Button.new()
edit_button.text = "Edit World"
edit_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
edit_button.pressed.connect(_on_edit_world_pressed.bind(world_id))
buttons_row.add_child(edit_button)
card.add_child(name_label)
card.add_child(desc_label)
card.add_child(meta_label)
card.add_child(enter_button)
card.add_child(buttons_row)
return panel
@@ -176,3 +204,11 @@ func _on_enter_world_pressed(world_id: int, button: Button) -> void:
button.text = "Enter World"
error_label.text = "Couldn't join: %s" % result.detail
error_label.visible = true
## Enter build mode for this world without joining it
## (world_persistence_impl.md §6 D4). No /join call, no ENet connection, no
## dedicated server -- game.gd loads/saves the world's chunks over HTTP.
func _on_edit_world_pressed(world_id: int) -> void:
Session.begin_edit(world_id)
get_tree().change_scene_to_file("res://scenes/game.tscn")