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Author SHA1 Message Date
coder-bot 8be962248d Merge main into agent/9bfb90314053
# Conflicts:
#	scenes/worlds/test_level.tscn
2026-08-21 00:39:28 +00:00
claude-checkpoint-tooling 7790670559 WIP: add Camera3D, fix jump/forward-direction bugs, add mouse capture, build game.tscn composition 2026-08-21 00:39:13 +00:00
coder-bot e2a77b055f WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:09:44 +00:00
coder-bot 5966fa9044 WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:06:54 +00:00
coder-bot 945c498a31 WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:01:08 +00:00
reviewer-bot be0acb1862 Merge pull request 'PC2: Build a basic playable test level scene' (#48) from agent/0c49a36fc7db into main 2026-08-21 00:00:12 +00:00
coder-bot 8118f3074b WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 23:46:29 +00:00
architect-bot 5803f47069 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 23:19:05 +00:00
coder-bot e33b91d976 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 23:17:43 +00:00
coder-bot fdc43bd5f1 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 23:01:55 +00:00
architect-bot 406ff3457e WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:50:48 +00:00
coder-bot 3f7acf857c WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:41:53 +00:00
coder-bot 6648b2bba5 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:31:46 +00:00
architect-bot f70b5b2ee5 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:28:06 +00:00
architect-bot 2fa7b1f475 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:26:08 +00:00
coder-bot 7f753cb1b8 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:17:48 +00:00
reviewer-bot 66adcff145 Merge pull request 'PC2: Design the test level & player spawn approach' (#46) from agent/a6deeb84eace into main 2026-08-20 21:58:55 +00:00
architect-bot 2ffcd9cd3f WIP checkpoint: PC2: Design the test level & player spawn approach 2026-08-20 21:09:30 +00:00
claude-checkpoint-tooling aeccc78143 Fix login form fields reappearing after Play -> Back (real playtest bug)
_show_authenticated() (the session-restore path, used when returning to
main_menu.tscn -- e.g. after clicking Back from world_list) only hid
EmailEdit/Over18Check, unlike _on_auth_complete() (the fresh-login path)
which hides the full form: UsernameEdit, PasswordEdit, EmailEdit,
Over18Check, AuthButton, AuthModeLabel. Play was correctly enabled and
the welcome message was correctly visible, so a check that stopped at
those two passed clean -- but the actual login fields were still on
screen, which is what a real user sees as "it's making me log in again."
Confirmed via live PC1 playtest today.

Reported by: real playtest, 2026-08-20 (yesterday's automated regression
test for this exact Play -> Back flow only asserted Play/welcome/auth
buttons row -- strengthened smoke_test_main_menu_back.gd to also check
the individual form fields, and confirmed it fails exactly this way with
the bug reintroduced before restoring the fix).

Verified against a live backend: 61/61 pytest (unaffected), 8/8 Godot
smoke tests (including 20/20 on the strengthened back-nav test).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 19:21:40 +00:00
claude-checkpoint-tooling 1c64dd4967 Fix broken main_menu.gd on main + land Play->Back session persistence
Two things, found together while investigating a stuck blocker task:

1. URGENT: main_menu.gd currently fails to parse at all on main
   ("Identifier '_dob_edit' not declared in the current scope"). PR #44
   (hide-all-fields-on-auth-success) and PR #45 (DOBEdit -> Over18Check
   checkbox) each merged cleanly on their own -- Gitea's merge reported
   mergeable:true for both -- but together they left a reference to the
   old _dob_edit var on a line neither PR's diff touched, so no conflict
   was ever flagged. Same failure mode in smoke_test_main_menu_full_flow.gd
   (dob_edit, would have failed to even parse in the checkpoint suite).
   Fixed both to reference _over_18_check / over_18_check.

2. Lands the Play -> Back session-persistence fix (PR #43, task
   28357bca192d) that was stuck behind review the whole time main didn't
   have it yet: signal auth_state_ready, _show_authenticated() /
   _reset_to_logged_out() helpers, and _ready() restoring the
   authenticated UI (not resetting it) when ApiClient already holds a
   valid token. Plus the real fix a review round caught on top of that
   (task 9186405a6373): _show_authenticated() was hiding AuthPanel while
   claiming the welcome label inside it was visible -- a no-op UI-wise,
   since WelcomeLabel.visible=true does nothing once its parent is
   hidden. AuthPanel now stays visible; the regression test
   (smoke_test_main_menu_back.gd, new) asserts is_visible_in_tree(), not
   just .visible, so this class of bug can't pass silently again.

Verified against a live backend: 61/61 pytest, 7/7 Godot smoke tests
(including the new smoke_test_main_menu_back.gd, 12/12).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 18:15:32 +00:00
reviewer-bot 4dd6c7c8af Merge pull request 'Main menu: hide the login/register form once authenticated, keep only the welcome message' (#44) from agent/470f875e0416 into main 2026-08-20 17:08:45 +00:00
reviewer-bot e90b394f03 Merge pull request 'Registration: replace date-of-birth field with a simple 18+ confirmation' (#45) from agent/f4c371c981ba into main 2026-08-20 16:51:43 +00:00
claude-checkpoint-tooling 33b0c3f1fb Merge main into agent/470f875e0416 to resolve PR #44 conflicts
# Conflicts:
#	scripts/main_menu.gd
2026-08-20 16:47:44 +00:00
coder-bot 2b88fc476e Merge remote WIP checkpoint; keep the verified over_18 fix (ModeToggle stays removed per PR #42)
# Conflicts:
#	backend/app/routers/auth.py
2026-08-20 16:27:41 +00:00
claude-checkpoint-tooling 0ecc16d963 Registration: replace date-of-birth field with a simple 18+ confirmation
The register form collected and validated an actual date of birth just to
throw it away (backend never stored it beyond a nullable column). Per the
roadmap note: don't collect/store DOB right now, just get a client-side
"I am 18 or older" confirmation. RegisterRequest.date_of_birth (str) is now
over_18 (bool); the endpoint rejects over_18=false with 400 same as before.
calculate_age() is kept (unused by /register now) since real DOB collection
is coming back in a future pass and deleting it broke test_auth_age_gate.py's
import for no benefit.

Frontend: DOBEdit LineEdit replaced with an Over18Check CheckBox; api_client.gd's
register() now takes a bool instead of a date string. All Godot callers
(smoke_test_auth/e2e/world_list/main_menu_ui/main_menu_full_flow) and backend
test files updated to match. Full suite verified against a live backend:
61/61 pytest, 6/6 Godot smoke tests (33 individual assertions), all passing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 16:25:27 +00:00
coder-bot 4ec71b87b9 WIP checkpoint: Registration: replace date-of-birth field with a simple 18+ confirmation 2026-08-20 15:10:43 +00:00
reviewer-bot dc0c133af8 Merge pull request 'Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle)' (#42) from agent/0b9e2c5ae6ec into main 2026-08-20 15:06:42 +00:00
coder-bot 8f1a1110e2 WIP checkpoint: Main menu: hide the login/register form once authenticated, keep only the welcome message 2026-08-20 15:01:02 +00:00
coder-bot 0f7531008f WIP checkpoint: Registration: replace date-of-birth field with a simple 18+ confirmation 2026-08-20 14:58:15 +00:00
coder-bot 12fef51020 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 14:03:57 +00:00
coder-bot af50819a16 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 14:01:20 +00:00
coder-bot 16bb87c6b0 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 13:56:44 +00:00
claude-checkpoint-tooling 8fc9d378e4 Fix: world cards render at ~1px wide once real data exists
Reported directly by the user after seeding a test world through the
browse-worlds screen: "screen is blank now". Two compounding layout
bugs, both real:

1. world_list.tscn's root VBoxContainer had no anchors at all, only
   size_flags -- but its parent (the scene's root node) is a plain
   Control, not a Container, so size_flags on a Control's direct child
   are meaningless there. Without anchors it never actually filled the
   screen, so it (and everything under it) collapsed toward zero size.

2. size_flags_horizontal/vertical used the raw integer 4 everywhere
   expand-fill was clearly intended (ScrollContainer, its WorldList
   child, HeaderHBox, TitleLabel) -- but 4 is Control.SIZE_SHRINK_CENTER
   in Godot 4, not SIZE_EXPAND_FILL (which is 3). ScrollContainer with
   SHRINK_CENTER takes only its own minimum size instead of expanding,
   cascading a ~1px width down through every card and every label.
   Confirmed the actual enum values by asking Godot directly rather
   than assuming.

Both are exactly the kind of bug a headless smoke test checking only
"did cards get added to the tree" can't catch -- child_count was
correctly non-zero, nothing crashed, the content was just rendered
invisibly thin. Verified the fix is real by deliberately reintroducing
bug #2 and confirming the test now correctly fails (card width 25px,
below the 200px sanity threshold) before restoring it.

Also replaced the card background: it was a ColorRect manually moved to
child index 0 of a VBoxContainer, which doesn't work as an overlay --
a VBoxContainer lays out ALL its children in sequence, so the "moved to
front" ColorRect rendered as an empty dark bar ABOVE the text, not
behind it. Now a proper PanelContainer with a StyleBoxFlat background,
the idiomatic way to get a colored panel behind auto-laid-out content
in Godot.

smoke_test_world_list.gd strengthened to actually catch this class of
bug going forward: seeds a real world via POST /api/worlds/ first (the
checkpoint runner's fresh DB meant the populated-card path never ran in
CI at all before this, only empty-list did), and asserts each card's
real computed width, not just that cards exist.

Full checkpoint suite re-verified clean on this branch: migrations,
68/68 pytest, all 6 Godot smoke tests, both platform exports.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:35:46 +00:00
claude-checkpoint-tooling 3679e4dbc4 Fix: Login/Register unreachable from the main menu -- no button opened it
Reported directly by the user playtesting the exported exe: Play was
permanently disabled and there was no way to log in or register. Root
cause: main_menu.tscn wired Play and Quit, but nothing was ever
connected to _on_login_button_pressed()/_on_register_button_pressed() --
the AuthPanel, its form, and all its backend-calling logic were fully
correct, just completely unreachable. The script's own top comment even
said "(the existing Play/Quit buttons)" as if Play/Quit somehow doubled
as login triggers, which they never did -- a sign nobody ever actually
clicked through the running scene, only checked things at the API level.

Fix: added a real AuthButtonsRow (LoginButton, RegisterButton) wired to
the existing handlers, which now hide themselves once auth succeeds.
Also fixed grab_focus() targeting the AuthPanel (which can't accept
focus, just a background warning) to focus the username field instead.

Verified via two new smoke tests (smoke_test_main_menu_ui.gd,
smoke_test_main_menu_full_flow.gd) using a *real signal emission* on
the buttons, not a direct method call -- that distinction is exactly
what would have caught the original bug. Full click-through confirmed
against a real backend: open register form, fill it, submit, Play
actually becomes enabled, welcome message shows, auth buttons hide.

Also documents a real headless-testing gotcha found while verifying
this: a synthetic Button.pressed.emit() on an await-using handler
doesn't reliably get driven forward in --script/SceneTree mode the way
real GUI input dispatch does -- confirmed by comparing direct-call vs
emit() behavior side by side. Not a bug in the actual click-driven flow,
a test-harness quirk to route around (call the handler directly,
awaited, instead of emitting the signal).

Full checkpoint suite re-verified clean on this branch: migrations,
68/68 pytest, all 6 Godot smoke tests (including the 2 new ones, picked
up automatically by run_checkpoint_tests.py's glob).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:13:38 +00:00
claude-checkpoint-tooling c33b10ac46 Embed the .pck into the exported binary instead of a separate file
export_presets.cfg had binary_format/embed_pck=false on both presets,
so every export produced two files (agp-game.exe + agp-game.pck) that
have to stay together and correctly named or Godot refuses to start:
"Couldn't load project data ... Is the .pck missing?" -- hit for real
running a downloaded PC1 playtest exe today (only the .exe got copied
over, not the .pck).

Verified both platforms now produce a single self-contained binary:
Windows PE32+ (104,580,904 bytes, no separate .pck) and Linux ELF64
(71,140,152 bytes, no separate .pck).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:03:19 +00:00
claude-checkpoint-tooling 8c54129bcd Update PC1 playtest instructions for the new dashboard controls
Replaces the manual multi-step shell commands (docker compose, alembic,
uvicorn with env vars, manual teardown) with the one-click dashboard
flow at /checkpoint/PC1 in ~/agp (commit 261c45f): Start Backend / Stop
& Clean Up, and Build / Download a pre-configured Windows .exe. No
terminal commands needed on either machine.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:51:27 +00:00
reviewer-bot 409e78baa5 Merge pull request 'Update test_inventory.md to reflect PC1 checkpoint reality' (#40) from agent/398bf1a22a2d into main 2026-08-20 01:37:26 +00:00
architect-bot 1cc81979a4 Merge architect's per-file test detail into the checkpoint doc fix
Architect independently reclaimed this task after my fix landed and
rewrote the same doc with more precise per-file test descriptions and a
more specific gap list -- genuinely better in places (caught real detail
I'd summarized loosely) but its own investigation also introduced one
factual error (claimed 18 tests in test_auth_age_gate.py; verified via
pytest --collect-only, it's 17) and dropped two things worth keeping:
the exact commit hash for reproducibility, and the Client export section
(it never looked at the export step).

Merged: kept the architect's richer per-file coverage descriptions and
gap analysis, restored the verified counts/commit hash/export section/
--quit gotcha from my original.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 01:37:01 +00:00
agent-bot f8e5de9293 Merge pull request 'Add PC1 checkpoint record + playtest instructions' (#41) from docs/pc1-checkpoint-record into main 2026-08-20 01:17:30 +00:00
claude-checkpoint-tooling 3a7b2ab306 Add PC1 checkpoint record + playtest instructions
Validation results from the 2026-08-20 checkpoint run (fresh clone,
commit 927f9bd: migrations, 68/68 pytest, all 4 Godot smoke tests, both
platform exports) plus manual playtest instructions for backend on
cloudbison / client on pinkbison. First of docs/checkpoints/PC<N>.md,
one per Package Checkpoint going forward.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 01:17:18 +00:00
claude-checkpoint-tooling afc2211d70 Update test_inventory.md to reflect PC1 checkpoint reality
Was written 2026-08-19 and badly stale by the time the full PC1
checkpoint validation ran 2026-08-20: said 38 backend tests (actually
68), said zero integration/endpoint tests exist (4 real integration
test files landed since), and said nothing had merged for Godot smoke
tests (4 real ones did).

Verified for real, fresh clone of main, commit 927f9bd: migrations +
68/68 pytest + all 4 Godot smoke tests + both platform exports (Linux
ELF64 + Windows PE32+, confirmed valid via file) all clean.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 00:47:18 +00:00
reviewer-bot 927f9bd95e Merge pull request 'End-to-end headless smoke test: register -> login -> fetch worlds' (#39) from agent/775379a9bedc into main 2026-08-20 00:26:58 +00:00
reviewer-bot 2d1f0111c3 Merge pull request 'Write auth endpoint tests (pytest)' (#38) from agent/daf820da4497 into main 2026-08-19 23:33:04 +00:00
tester-bot fcfb767c49 End-to-end headless smoke test: register -> login -> fetch worlds
Tester had already written a complete, correct test (4/4 steps pass
against a real backend) but stalled investigating DB/migration setup
after its own verification run silently exited with no result -- the
task spec's suggested invocation included --quit, which kills a --script
SceneTree test before its awaited HTTP calls finish (same Godot
--script-mode gotcha documented elsewhere this session).

Renamed smoke_test.gd -> smoke_test_e2e.gd: the task spec named it
without the checkpoint runner's expected smoke_test_*.gd suffix, so
scripts/run_checkpoint_tests.py's glob would have silently never picked
it up. Also fixed the --quit flag in the file's own usage comments.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 23:30:52 +00:00
tester-bot e2e771d2f8 WIP checkpoint: End-to-end headless smoke test + manual verify 2026-08-19 23:15:22 +00:00
reviewer-bot 8a5d3aabea Merge pull request 'Wire browse-worlds screen to GET /api/worlds' (#36) from agent/1de295a0da42 into main 2026-08-19 23:12:27 +00:00
coder-bot 3dd5416e81 Merge origin/main into agent/1de295a0da42
Resolves conflict in main_menu.gd's play button: kept this branch's real
world_list.tscn transition over main's stale TODO placeholder (main's
version predates this fix; nothing else has touched the play button
since). Brings in PR #37's /auth/refresh endpoint and its tests cleanly,
no other conflicts.
2026-08-19 23:11:05 +00:00
tester-bot c5a5476620 WIP checkpoint: Write auth endpoint tests (pytest) 2026-08-19 22:50:22 +00:00
tester-bot 06604a24a8 WIP checkpoint: Write auth endpoint tests (pytest) 2026-08-19 22:49:19 +00:00
reviewer-bot 5c21e5051c Merge pull request 'Implement /auth/refresh endpoint' (#37) from agent/82c3ebd03921 into main 2026-08-19 22:39:42 +00:00
coder-bot 3cb4d01073 Fix access token collision and cross-file username collision
- auth.py: _create_access_token had no jti claim, so two refreshes
  within the same wall-clock second produced byte-identical access
  tokens (same failure mode already fixed for refresh tokens earlier)
- test_refresh_endpoint.py: usernames (jwttoken, refreshuser, etc.)
  collided with test_auth_endpoints.py's own test usernames once run
  in the same pytest session against a shared DB with no per-test
  isolation -- exactly how run_checkpoint_tests.py invokes pytest.
  Namespaced this file's usernames with a refep_ prefix.

Full backend suite (63 tests) passes clean end-to-end against a real
Postgres with real migrations applied.
2026-08-19 22:15:55 +00:00
coder-bot 3e81d60268 WIP checkpoint: Implement /auth/refresh endpoint 2026-08-19 22:03:00 +00:00
coder-bot b3d2d71789 WIP checkpoint: Implement /auth/refresh endpoint 2026-08-19 21:58:48 +00:00
coder-bot b3227f5b78 Wire browse-worlds screen to GET /api/worlds
- main_menu.gd: Play button now navigates to world_list.tscn
- world_list.gd: fix invalid theme_override_constants property-path syntax
  (use add_theme_constant_override), fix @onready node paths missing
  /HeaderHBox/, cast Variant dict values to String to avoid type-inference
  errors when cards actually render
- world_list.tscn: wire up Back/Refresh button signal connections (scene
  had zero [connection] blocks, buttons were dead)
- backend: fix real bug where World.visibility enum sent member names
  ("PUBLIC") to Postgres instead of lowercase values, breaking both GET
  and POST /api/worlds/ for any real query
- backend: fix WorldResponse.created_at typed as str instead of datetime,
  causing a second 500 on GET once the enum bug was fixed
- add smoke_test_world_list.gd: headless scene-level smoke test that
  registers a user, instantiates the real scene, and confirms world cards
  render from live backend data (not just an API-level check)
2026-08-19 21:57:39 +00:00
coder-bot 2ba6bc6b9f WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:27:24 +00:00
reviewer-bot 7d89e860fd Merge pull request 'Implementation: Login/Register UI wired to /api/auth' (#35) from agent/1bc0bc15886d into main 2026-08-19 21:27:13 +00:00
coder-bot 03da22aa9e WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
coder-bot 55a65bb7b1 WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
coder-bot 62e15d0c87 WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
reviewer-bot cbe5e992dd Merge pull request 'Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions' (#33) from agent/424ce35e1b38 into main 2026-08-19 21:12:42 +00:00
reviewer-bot d4998d7359 Merge pull request 'Pin bcrypt<4.1 to fix passlib 1.7.4 compatibility' (#34) from fix/pin-bcrypt-version into main 2026-08-19 21:12:07 +00:00
coder-bot ef78caa4de Fix broken integration test fixture (dead imports, sync/async mismatch, cross-request connection reuse, username collision)
Verified end-to-end before this fix: the actual deliverable (login/register
UI + ApiClient wiring) already worked correctly -- confirmed via the real
Godot headless smoke test (scripts/smoke_test_auth.gd), 6/6 passing against
a live backend. This commit only fixes the bonus backend integration test
file the task also added, which had 4 separate real bugs:

1. Imported override_get_db/SessionLocal from app.database -- neither
   exists, ImportError on collection (backend/app/database.py only ever
   exposed get_db + the async engine/session factory).
2. Base.metadata.create_all(bind=engine) used the sync API against an
   async engine -- doesn't work, and unnecessary anyway since Alembic
   migrations already create the real tables.
3. Reusing the app's shared (pooled) async engine across FastAPI
   TestClient's per-request anyio portals corrupted asyncpg connections
   handed to a different event loop than the one that opened them
   ("cannot perform operation: another operation is in progress") the
   moment any test made more than one request. Fixed with a NullPool
   test-only engine so every request gets a genuinely fresh connection.
4. test_login_success and test_login_wrong_password both hardcoded the
   same username ("loginuser") with no per-test DB isolation/rollback --
   the second test's register call 409'd against the first test's already-
   created user instead of exercising the wrong-password path it was
   actually testing.

Also fixed 2 pre-existing collision-prone tests by re-running against a
freshly truncated DB and confirming clean. Full suite: 49/49 passing
(38 pre-existing + 11 new).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 21:11:00 +00:00
claude-checkpoint-tooling 87575eec43 Pin bcrypt<4.1 to fix passlib 1.7.4 compatibility
passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed. Every
hash_password/verify_password call was raising 'password cannot be longer
than 72 bytes' -- a misleading downstream symptom of the real
AttributeError: module 'bcrypt' has no attribute '__about__'.

Without this pin, pip install -r requirements.txt silently grabs whatever
the latest bcrypt is and breaks register/login outright -- confirmed this
broke 3 separate pieces of work this session (manual register curl tests,
and now a real Godot smoke test) purely from environment drift, not from
any actual code bug. Verified the fix works from a genuinely clean venv +
pip install, not just patching the already-installed shared venv.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 21:06:41 +00:00
coder-bot 6d5051bbb2 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 20:23:02 +00:00
coder-bot 72f39bc547 WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:58:20 +00:00
coder-bot 69b6f40eb9 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
coder-bot 4d467c0c9e WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
coder-bot e43bc9ff10 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
coder-bot 5c91bb3f34 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
architect-bot ca7924d5e1 WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
architect-bot 758307bbee WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot 478638d4ff WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot 7b074a01ed WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot c68877239f WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot ed6811a438 WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
reviewer-bot f64ffd6422 Merge pull request 'Write headless Godot export CI script' (#32) from agent/a7d462fe1322 into main 2026-08-19 17:16:46 +00:00
reviewer-bot 7e28e2b525 Merge pull request 'Add test inventory + checkpoint test runner' (#31) from docs/test-inventory-and-runner into main 2026-08-19 17:01:42 +00:00
coder-bot 99be8f1dab Write headless Godot export CI script
Adds export_presets.cfg (Linux/X11 + Windows Desktop, x86_64) -- didn't
exist at all before this, which is why the task got stuck: you can't run
godot --export-release without presets already defined, and Godot only
auto-generates this file interactively through the editor. Hand-wrote a
minimal valid one and verified both platforms actually export and produce
real binaries (not just that the command exits 0):
- export/linux/agp-game.x86_64 -- confirmed real ELF 64-bit executable via `file`
- export/windows/agp-game.exe -- 104MB PE binary

scripts/build.sh wraps both exports, documents the exact Godot version +
export template requirement, and was run end-to-end (not just written) to
confirm it works as a real CI entrypoint would invoke it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:54:50 +00:00
reviewer-bot b3e66fc072 Merge pull request 'Architecture: ApiClient autoload (HTTP + JWT + error contract)' (#29) from agent/5b3da417b50c into main 2026-08-19 15:45:01 +00:00
claude-checkpoint-tooling 634b2e39c0 Add test inventory + checkpoint test runner
docs/testing/test_inventory.md: honest, current list of what automated
coverage actually exists (38 backend pytest tests across 2 files, 0 Godot
tests merged yet) and what doesn't (no integration/endpoint tests at all,
no coverage yet for the in-review RS256/moderation work) -- verified
against a genuinely fresh checkout + fresh Postgres, not just read off the
file tree.

scripts/run_checkpoint_tests.py: runs the whole inventory in one shot --
throwaway Postgres, migrations, pytest, then starts the backend server and
runs every scripts/smoke_test_*.gd against it headlessly. Verified working
both with and without a smoke test present (temporarily tested against
PC1's not-yet-merged scripts/api_client.gd + smoke_test_api.gd, removed
before this commit -- that PR carries its own files).

docs/testing/README.md: what running this at a Package Checkpoint review
does and doesn't prove, and how to grow the inventory as real coverage
gets added.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:18:49 +00:00
reviewer-bot 1c75367c87 Merge pull request 'Address review feedback: Plan: MVP Vertical Slice: Client-Server Wiring' (#28) from agent/76aa20cd2e45 into main 2026-08-19 15:11:39 +00:00
architect-bot ef21bf9d69 Fix smoke test: resolve ApiClient via get_node, defer one frame before first request
Two Godot --script-mode-only quirks, neither a bug in ApiClient itself
(verified working against a real backend, health_check returns 200):
1. Bare autoload identifiers don't resolve at compile time in --script/
   SceneTree runs (the node exists at runtime, root.has_node() is true,
   but referencing it as a plain global name fails to compile) -- use
   get_node() instead.
2. A freshly add_child()'d HTTPRequest isn't reliably "inside tree" yet
   at _initialize() time, since --script mode hasn't processed a frame
   yet -- one process_frame await fixes it.

Verified: full smoke test now passes end-to-end against a live backend
(docker compose postgres + alembic migrations + uvicorn), confirming
ApiClient.health_check() genuinely round-trips.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 14:40:51 +00:00
architect-bot e06cd2a23d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:31:35 +00:00
architect-bot 77f9b74286 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:12:56 +00:00
planner-bot 6238078565 WIP checkpoint: Address review feedback: Plan: MVP Vertical Slice: Client-Server Wiring 2026-08-19 14:12:45 +00:00
architect-bot 6108c63c46 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 109c6ef1a0 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 33c5236a2d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 4bb4e9fb8a WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot ffbc4849a7 Recovered orphaned WIP before switching to a new task 2026-08-19 14:11:47 +00:00
reviewer-bot a29cfc74af Merge pull request 'US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction' (#27) from agent/25d5046bb30c into main 2026-08-19 13:58:16 +00:00
reviewer-bot aa2f79b125 Merge pull request 'Plan: MVP Vertical Slice: Client-Server Wiring' (#26) from agent/21694e349045 into main 2026-08-19 13:13:32 +00:00
planner-bot 8551d14591 docs: MVP vertical slice planning doc for client-server wiring
- Architecture task: ApiClient autoload (HTTP + JWT + error contract)
- Implementation task: Login/Register UI wired to /api/auth
- Implementation task: Browse worlds screen wired to GET /api/worlds
- Validation task: End-to-end smoke test (login + list worlds)
2026-08-19 12:39:33 +00:00
architect-bot 073813f3e7 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:37:46 +00:00
architect-bot cc971ee9f5 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:32:46 +00:00
architect-bot 54abe7ee96 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:32:06 +00:00
coder-bot a7cf385d0d WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:31:05 +00:00
coder-bot b5525665dd WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:31:05 +00:00
agent-bot ff610c0466 Merge pull request 'Fix migration 0001_initial double CREATE TYPE + port collision' (#25) from fix/migration-0001-double-enum-and-port-collision into main 2026-08-18 21:57:01 +00:00
claude-mvp-fix acbc518b4a Fix migration 0001_initial: double CREATE TYPE crashes every clean bootstrap
world_visibility and asset_type were each declared twice: once explicitly
via `.create(checkfirst=True)`, and again implicitly by SQLAlchemy when
create_table() compiled the inline postgresql.ENUM() column type (which
defaults create_type=True). On a genuinely empty database this raises
asyncpg.DuplicateObjectError mid-transaction and the migration never
completes -- verified this was true 100% of the time from a fresh
container, meaning the backend has never successfully bootstrapped from
scratch. Fixed by passing create_type=False on the inline column
declarations, since the type is already created explicitly above.

Also parameterized both services' host ports (POSTGRES_HOST_PORT /
REDIS_HOST_PORT, defaulting to the original 5432/6379) so concurrent
agent workspaces sharing this same docker-compose.yml can run isolated
databases without colliding on the host port.
2026-08-18 21:55:34 +00:00
57 changed files with 4566 additions and 445 deletions
+3
View File
@@ -8,3 +8,6 @@ export/
# OS # OS
.DS_Store .DS_Store
Thumbs.db Thumbs.db
# Godot UID files (regenerated from path)
*.uid
+7 -4
View File
@@ -4,10 +4,13 @@ DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
# Redis # Redis
REDIS_URL=redis://localhost:6379/0 REDIS_URL=redis://localhost:6379/0
# JWT # JWT / Auth
SECRET_KEY=change-me-to-a-secure-random-string ALGORITHM=RS256
ALGORITHM=HS256 ACCESS_TOKEN_EXPIRE_MINUTES=60
ACCESS_TOKEN_EXPIRE_MINUTES=30 REFRESH_TOKEN_EXPIRE_DAYS=30
# Directory where the RSA keypair is loaded/generated at runtime.
# Defaults to ~/.agp/keys (outside the repo). Keys are never committed to git.
RSA_KEY_DIR=~/.agp/keys
# App # App
APP_NAME=AGP Backend APP_NAME=AGP Backend
+1 -1
View File
@@ -8,7 +8,7 @@ from sqlalchemy.ext.asyncio import create_async_engine
from app.config import settings from app.config import settings
from app.database import Base from app.database import Base
from app.models import user, session, world, asset, report, moderation_action, appeal # noqa: F401 from app.models import user, session, world, asset # noqa: F401
# this is the Alembic Config object, which provides # this is the Alembic Config object, which provides
# access to the values within the .ini file in use. # access to the values within the .ini file in use.
+3 -2
View File
@@ -69,7 +69,8 @@ def upgrade() -> None:
sa.Column( sa.Column(
"visibility", "visibility",
postgresql.ENUM( postgresql.ENUM(
"public", "private", "friends_only", name="world_visibility" "public", "private", "friends_only", name="world_visibility",
create_type=False,
), ),
nullable=True, nullable=True,
), ),
@@ -89,7 +90,7 @@ def upgrade() -> None:
"asset_type", "asset_type",
postgresql.ENUM( postgresql.ENUM(
"image", "audio", "video", "document", "model_3d", "other", "image", "audio", "video", "document", "model_3d", "other",
name="asset_type", name="asset_type", create_type=False,
), ),
nullable=False, nullable=False,
), ),
@@ -0,0 +1,36 @@
"""add refresh_tokens table
Revision ID: 0003_add_refresh_tokens_table
Revises: 0002_add_date_of_birth_to_users
Create Date: 2025-07-25 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = "0003_add_refresh_tokens_table"
down_revision: Union[str, None] = "0002_add_date_of_birth_to_users"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Create the refresh_tokens table."""
op.create_table(
"refresh_tokens",
sa.Column("id", sa.String(36), primary_key=True),
sa.Column("user_id", sa.Integer(), sa.ForeignKey("users.id", ondelete="CASCADE"), nullable=False),
sa.Column("token", sa.String(512), unique=True, index=True, nullable=False),
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
sa.Column("is_active", sa.Boolean(), server_default=sa.text("true"), nullable=False),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
)
def downgrade() -> None:
"""Drop the refresh_tokens table."""
op.drop_table("refresh_tokens")
+80 -5
View File
@@ -1,10 +1,56 @@
"""Application configuration via pydantic-settings.""" """Application configuration via pydantic-settings."""
from functools import lru_cache from functools import lru_cache
from pathlib import Path
from cryptography.hazmat.primitives.asymmetric.rsa import (
RSAPrivateKey,
RSAPublicKey,
generate_private_key,
)
from cryptography.hazmat.primitives.serialization import (
Encoding,
NoEncryption,
PrivateFormat,
PublicFormat,
load_pem_private_key,
load_pem_public_key,
)
from pydantic_settings import BaseSettings, SettingsConfigDict from pydantic_settings import BaseSettings, SettingsConfigDict
def _load_or_generate_rsa_keys(key_dir: Path) -> tuple[bytes, bytes]:
"""Load existing RSA keys or generate a new pair.
Keys are stored as PEM files in *key_dir*. The directory is created
if it does not exist. Files are named ``private.pem`` and
``public.pem`` and are **not** committed to git.
"""
private_path = key_dir / "private.pem"
public_path = key_dir / "public.pem"
if private_path.exists() and public_path.exists():
private_pem = private_path.read_bytes()
public_pem = public_path.read_bytes()
else:
# Generate a new 2048-bit RSA key pair
private_key = generate_private_key(public_exponent=65537, key_size=2048)
private_pem = private_key.private_bytes(
Encoding.PEM,
PrivateFormat.PKCS8,
NoEncryption(),
)
public_pem = private_key.public_key().public_bytes(
Encoding.PEM,
PublicFormat.SubjectPublicKeyInfo,
)
key_dir.mkdir(parents=True, exist_ok=True)
private_path.write_bytes(private_pem)
public_path.write_bytes(public_pem)
return private_pem, public_pem
class Settings(BaseSettings): class Settings(BaseSettings):
# App # App
APP_NAME: str = "AGP Backend" APP_NAME: str = "AGP Backend"
@@ -18,11 +64,13 @@ class Settings(BaseSettings):
REDIS_URL: str = "redis://localhost:6379/0" REDIS_URL: str = "redis://localhost:6379/0"
# JWT / Auth # JWT / Auth
# NOTE: production must override SECRET_KEY with a secure random value ALGORITHM: str = "RS256"
# (e.g. `python -c "import secrets; print(secrets.token_urlsafe(32))"`) ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
SECRET_KEY: str = "change-me-to-a-secure-random-string" REFRESH_TOKEN_EXPIRE_DAYS: int = 30
ALGORITHM: str = "HS256"
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30 # RS256 key storage. Defaults to a directory outside the repo so the
# generated keypair is never accidentally committed.
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
# CORS # CORS
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000" CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
@@ -30,6 +78,7 @@ class Settings(BaseSettings):
# File uploads # File uploads
UPLOAD_DIR: str = "uploads" UPLOAD_DIR: str = "uploads"
MAX_UPLOAD_SIZE_MB: int = 100 MAX_UPLOAD_SIZE_MB: int = 100
GLTF_MAX_FILE_SIZE_MB: int = 200
model_config = SettingsConfigDict( model_config = SettingsConfigDict(
env_file=".env", env_file=".env",
@@ -41,6 +90,32 @@ class Settings(BaseSettings):
def cors_origins_list(self) -> list[str]: def cors_origins_list(self) -> list[str]:
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")] return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
@property
def rsa_key_dir(self) -> Path:
return Path(self.RSA_KEY_DIR)
@property
def private_pem(self) -> bytes:
"""Return the private key PEM bytes (loads/generates on first call)."""
private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
return private_pem
@property
def public_pem(self) -> bytes:
"""Return the public key PEM bytes (loads/generates on first call)."""
_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
return public_pem
@property
def private_key(self) -> RSAPrivateKey:
"""Return the deserialized RSA private key object."""
return load_pem_private_key(self.private_pem, password=None)
@property
def public_key(self) -> RSAPublicKey:
"""Return the deserialized RSA public key object."""
return load_pem_public_key(self.public_pem)
@lru_cache() @lru_cache()
def get_settings() -> Settings: def get_settings() -> Settings:
+1 -1
View File
@@ -27,7 +27,7 @@ async def get_current_user(
) )
try: try:
payload = jwt.decode( payload = jwt.decode(
token, settings.SECRET_KEY, algorithms=[settings.ALGORITHM] token, settings.public_pem, algorithms=[settings.ALGORITHM]
) )
user_id: str | None = payload.get("sub") user_id: str | None = payload.get("sub")
if user_id is None: if user_id is None:
+1 -4
View File
@@ -2,8 +2,5 @@ from app.models.user import User
from app.models.session import Session from app.models.session import Session
from app.models.world import World from app.models.world import World
from app.models.asset import Asset from app.models.asset import Asset
from app.models.report import Report
from app.models.moderation_action import ModerationAction
from app.models.appeal import Appeal
__all__ = ["User", "Session", "World", "Asset", "Report", "ModerationAction", "Appeal"] __all__ = ["User", "Session", "World", "Asset"]
-67
View File
@@ -1,67 +0,0 @@
"""Appeal model for moderation actions."""
from datetime import datetime
from typing import Optional
from sqlalchemy import (
Column,
Enum,
ForeignKey,
Integer,
String,
Text,
DateTime,
CheckConstraint,
)
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
from app.database import Base
class Appeal(Base):
__tablename__ = "appeals"
id = Column(Integer, primary_key=True, index=True)
moderation_action_id = Column(
Integer,
ForeignKey("moderation_actions.id", ondelete="CASCADE"),
nullable=False,
)
user_id = Column(
Integer,
ForeignKey("users.id", ondelete="CASCADE"),
nullable=False,
)
reason = Column(Text, nullable=False)
status = Column(
Enum("pending", "approved", "rejected", name="appeal_status", create_type=False),
nullable=False,
default="pending",
)
reviewed_by = Column(
Integer,
ForeignKey("users.id", ondelete="SET NULL"),
nullable=True,
)
reviewed_at = Column(DateTime(timezone=True), nullable=True)
created_at = Column(
DateTime(timezone=True),
server_default=func.now(),
nullable=False,
)
# Relationships
moderation_action = relationship("ModerationAction", back_populates="appeals")
reviewer = relationship(
"User",
foreign_keys=[reviewed_by],
back_populates="reviewed_appeals",
)
__table_args__ = (
CheckConstraint(
"status IN ('pending', 'approved', 'rejected')",
name="check_appeal_status",
),
)
-118
View File
@@ -1,118 +0,0 @@
"""Moderation action model."""
from datetime import datetime
from enum import Enum as PyEnum
from typing import Optional
from sqlalchemy import (
Column,
Enum,
ForeignKey,
Integer,
String,
Text,
DateTime,
func,
)
from sqlalchemy.dialects.postgresql import TIMESTAMPTZ
from sqlalchemy.orm import relationship
from app.database import Base
class TargetType(str, PyEnum):
"""Type of entity being reported or moderated."""
USER = "user"
WORLD = "world"
ASSET = "asset"
CHAT_MESSAGE = "chat_message"
class ReasonCategory(str, PyEnum):
"""Category of report reason."""
HARASSMENT = "harassment"
HATE_SPEECH = "hate_speech"
SEXUAL_CONTENT = "sexual_content"
VIOLENCE = "violence"
SPAM = "spam"
SELF_HARM = "self_harm"
OTHER = "other"
class ReportStatus(str, PyEnum):
"""Status of a report."""
OPEN = "open"
IN_REVIEW = "in_review"
RESOLVED = "resolved"
DISMISSED = "dismissed"
class Resolution(str, PyEnum):
"""Resolution outcome of a report."""
ACTION_TAKEN = "action_taken"
NO_ACTION = "no_action"
class ModerationActionType(str, PyEnum):
"""Type of moderation action."""
WARN = "warn"
SUSPEND = "suspend"
BAN = "ban"
RESTRICT = "restrict"
REMOVE = "remove"
RESTORE = "restore"
class ModerationAction(Base):
__tablename__ = "moderation_actions"
id = Column(Integer, primary_key=True, index=True)
moderator_id = Column(
Integer,
ForeignKey("users.id", ondelete="SET NULL"),
nullable=True,
)
target_user_id = Column(
Integer,
ForeignKey("users.id", ondelete="SET NULL"),
nullable=True,
)
target_type = Column(
Enum(TargetType, name="target_type_enum", create_type=False),
nullable=False,
)
target_id = Column(String(64), nullable=False)
action = Column(
Enum(ModerationActionType, name="moderation_action_type_enum", create_type=False),
nullable=False,
)
reason = Column(Text, nullable=True)
report_id = Column(
Integer,
ForeignKey("reports.id", ondelete="SET NULL"),
nullable=True,
)
expires_at = Column(TIMESTAMPTZ, nullable=True)
revoked_at = Column(TIMESTAMPTZ, nullable=True)
created_at = Column(
DateTime(timezone=True),
server_default=func.now(),
)
# Relationships
moderator = relationship(
"User",
foreign_keys=[moderator_id],
back_populates="moderation_actions_given",
)
target_user = relationship(
"User",
foreign_keys=[target_user_id],
back_populates="moderation_actions_received",
)
report = relationship("Report", back_populates="moderation_actions")
appeals = relationship(
"Appeal",
back_populates="moderation_action",
cascade="all, delete-orphan",
)
-146
View File
@@ -1,146 +0,0 @@
"""Report model for user-generated moderation reports."""
from datetime import datetime
from typing import Optional
import sqlalchemy as sa
from sqlalchemy import (
Column,
DateTime,
Enum,
ForeignKey,
Integer,
String,
Text,
)
from sqlalchemy.dialects.postgresql import TIMESTAMPTZ
from sqlalchemy.orm import relationship
from app.database import Base
class ReportStatus:
"""Valid statuses for a Report."""
OPEN = "open"
IN_REVIEW = "in_review"
RESOLVED = "resolved"
DISMISSED = "dismissed"
class Resolution:
"""Possible resolution outcomes for a Report."""
ACTION_TAKEN = "action_taken"
NO_ACTION = "no_action"
class TargetType:
"""Types of entities that can be reported."""
USER = "user"
WORLD = "world"
ASSET = "asset"
CHAT_MESSAGE = "chat_message"
class ReasonCategory:
"""Categories for why something was reported."""
HARASSMENT = "harassment"
HATE_SPEECH = "hate_speech"
SEXUAL_CONTENT = "sexual_content"
VIOLENCE = "violence"
SPAM = "spam"
SELF_HARM = "self_harm"
OTHER = "other"
class Report(Base):
__tablename__ = "reports"
id = Column(Integer, primary_key=True, index=True)
reporter_id = Column(
Integer,
ForeignKey("users.id", ondelete="CASCADE"),
nullable=False,
)
target_type = Column(
Enum(
TargetType.USER,
TargetType.WORLD,
TargetType.ASSET,
TargetType.CHAT_MESSAGE,
name="target_type",
create_type=False,
),
nullable=False,
)
target_id = Column(String(64), nullable=False)
reason_category = Column(
Enum(
ReasonCategory.HARASSMENT,
ReasonCategory.HATE_SPEECH,
ReasonCategory.SEXUAL_CONTENT,
ReasonCategory.VIOLENCE,
ReasonCategory.SPAM,
ReasonCategory.SELF_HARM,
ReasonCategory.OTHER,
name="reason_category",
create_type=False,
),
nullable=False,
)
details = Column(Text, nullable=True)
status = Column(
Enum(
ReportStatus.OPEN,
ReportStatus.IN_REVIEW,
ReportStatus.RESOLVED,
ReportStatus.DISMISSED,
name="report_status",
create_type=False,
),
nullable=False,
default=ReportStatus.OPEN,
)
resolved_by = Column(
Integer,
ForeignKey("users.id", ondelete="SET NULL"),
nullable=True,
)
resolution = Column(
Enum(
Resolution.ACTION_TAKEN,
Resolution.NO_ACTION,
name="resolution",
create_type=False,
),
nullable=True,
)
created_at = Column(
TIMESTAMPTZ,
nullable=False,
server_default=sa.func.now(),
)
updated_at = Column(
TIMESTAMPTZ,
nullable=False,
server_default=sa.func.now(),
onupdate=sa.func.now(),
)
resolved_at = Column(TIMESTAMPTZ, nullable=True)
# Relationships
reporter = relationship("User", foreign_keys=[reporter_id])
resolver = relationship("User", foreign_keys=[resolved_by])
moderation_actions = relationship(
"ModerationAction",
back_populates="report",
cascade="all, delete-orphan",
)
appeals = relationship(
"Appeal",
back_populates="report",
cascade="all, delete-orphan",
)
+21
View File
@@ -3,6 +3,7 @@ import uuid
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
from sqlalchemy.orm import relationship from sqlalchemy.orm import relationship
from sqlalchemy.sql import func from sqlalchemy.sql import func
from app.database import Base from app.database import Base
@@ -18,3 +19,23 @@ class Session(Base):
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now()) updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
user = relationship("User", back_populates="sessions") user = relationship("User", back_populates="sessions")
class RefreshToken(Base):
__tablename__ = "refresh_tokens"
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
# RS256 JWTs are ~420+ chars; 512 is sufficient and matches the migration.
token = Column(String(512), unique=True, index=True, nullable=False)
expires_at = Column(DateTime(timezone=True), nullable=False)
is_active = Column(Boolean, nullable=False, default=True, server_default="true")
created_at = Column(DateTime(timezone=True), nullable=False, server_default=func.now())
updated_at = Column(
DateTime(timezone=True),
nullable=False,
server_default=func.now(),
onupdate=func.now(),
)
user = relationship("User", back_populates="refresh_tokens")
+2 -25
View File
@@ -1,20 +1,13 @@
from datetime import date from datetime import date
from typing import Optional from typing import Optional
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date, Enum from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
from sqlalchemy.orm import relationship from sqlalchemy.orm import relationship
from sqlalchemy.sql import func from sqlalchemy.sql import func
from app.database import Base from app.database import Base
class UserRole:
"""Valid user roles."""
USER = "user"
MODERATOR = "moderator"
ADMIN = "admin"
class User(Base): class User(Base):
__tablename__ = "users" __tablename__ = "users"
@@ -24,29 +17,13 @@ class User(Base):
hashed_password = Column(String(255), nullable=False) hashed_password = Column(String(255), nullable=False)
date_of_birth = Column(Date, nullable=True) date_of_birth = Column(Date, nullable=True)
is_active = Column(Boolean, default=True) is_active = Column(Boolean, default=True)
role = Column(
Enum(UserRole.USER, UserRole.MODERATOR, UserRole.ADMIN, name="user_role", create_type=False),
nullable=False,
default=UserRole.USER,
)
banned_until = Column(DateTime(timezone=True), nullable=True)
suspended_until = Column(DateTime(timezone=True), nullable=True)
created_at = Column(DateTime(timezone=True), server_default=func.now()) created_at = Column(DateTime(timezone=True), server_default=func.now())
updated_at = Column(DateTime(timezone=True), onupdate=func.now()) updated_at = Column(DateTime(timezone=True), onupdate=func.now())
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan") 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") worlds = relationship("World", back_populates="owner")
assets = relationship("Asset", back_populates="owner") assets = relationship("Asset", back_populates="owner")
moderation_actions_given = relationship(
"ModerationAction",
foreign_keys="ModerationAction.moderator_id",
back_populates="moderator",
)
moderation_actions_received = relationship(
"ModerationAction",
foreign_keys="ModerationAction.target_user_id",
back_populates="target_user",
)
@property @property
def is_adult(self) -> bool: def is_adult(self) -> bool:
+6 -1
View File
@@ -21,7 +21,12 @@ class World(Base):
description = Column(Text, nullable=True) description = Column(Text, nullable=True)
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False) owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
visibility = Column( visibility = Column(
ENUM(WorldVisibility, name="world_visibility", create_type=False), ENUM(
WorldVisibility,
name="world_visibility",
create_type=False,
values_callable=lambda enum_cls: [e.value for e in enum_cls],
),
default=WorldVisibility.PUBLIC, default=WorldVisibility.PUBLIC,
) )
created_at = Column(DateTime(timezone=True), server_default=func.now()) created_at = Column(DateTime(timezone=True), server_default=func.now())
+36 -2
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@@ -1,5 +1,6 @@
"""Asset management router.""" """Asset management router."""
import json
import os import os
from pathlib import Path from pathlib import Path
from typing import Optional from typing import Optional
@@ -13,6 +14,7 @@ from app.database import get_db
from app.dependencies import CurrentUser from app.dependencies import CurrentUser
from app.models.asset import Asset, AssetType from app.models.asset import Asset, AssetType
from app.models.world import World from app.models.world import World
from app.services import gltf as gltf_service
from pydantic import BaseModel, Field from pydantic import BaseModel, Field
router = APIRouter() router = APIRouter()
@@ -64,6 +66,14 @@ def _sanitize_filename(filename: str) -> str:
return safe or "file" return safe or "file"
def _detect_asset_type(filename: Optional[str], content: bytes) -> AssetType:
"""Detect the asset type from filename and content."""
if filename and gltf_service.looks_like_gltf(content, filename):
return AssetType.MODEL_3D
# Fallback: let the caller decide based on mime_type or default.
return AssetType.OTHER
# --- Endpoints --- # --- Endpoints ---
@router.post("/", response_model=AssetResponse, status_code=201) @router.post("/", response_model=AssetResponse, status_code=201)
@@ -183,10 +193,16 @@ async def upload_asset_file(
# Sanitize filename to prevent path traversal. # Sanitize filename to prevent path traversal.
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}") safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
# Validate file size against configured maximum. # Read the file content.
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
content = await file.read() content = await file.read()
file_size = len(content) file_size = len(content)
# Determine which size limit to apply.
if gltf_service.looks_like_gltf(content, file.filename):
max_bytes = settings.GLTF_MAX_FILE_SIZE_MB * 1024 * 1024
else:
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
if file_size > max_bytes: if file_size > max_bytes:
raise HTTPException( raise HTTPException(
status_code=413, status_code=413,
@@ -200,10 +216,28 @@ async def upload_asset_file(
file_path = upload_dir / stored_name file_path = upload_dir / stored_name
file_path.write_bytes(content) file_path.write_bytes(content)
# Detect asset type from content/filename.
detected_type = _detect_asset_type(file.filename, content)
# Update asset record.
asset.file_path = str(file_path) asset.file_path = str(file_path)
asset.mime_type = file.content_type asset.mime_type = file.content_type
asset.file_size = file_size asset.file_size = file_size
# If this is a glTF file, extract and store metadata.
if detected_type == AssetType.MODEL_3D:
try:
metadata = gltf_service.extract_gltf_metadata(content)
asset.metadata_json = json.dumps(metadata)
# Also set the asset type to model_3d if it was auto-detected.
if asset.asset_type == AssetType.OTHER:
asset.asset_type = AssetType.MODEL_3D
except ValueError as exc:
raise HTTPException(
status_code=400,
detail=f"Invalid glTF file: {exc}",
)
await db.commit() await db.commit()
await db.refresh(asset) await db.refresh(asset)
return asset return asset
+164 -30
View File
@@ -1,20 +1,21 @@
"""Authentication router - login, register, token refresh.""" """Authentication router - login, register, token refresh."""
import uuid
from datetime import date, datetime, timedelta, timezone from datetime import date, datetime, timedelta, timezone
from fastapi import APIRouter, Depends, HTTPException, status from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm from fastapi.security import OAuth2PasswordRequestForm
from pydantic import BaseModel, EmailStr, field_validator from jose import JWTError, jwt
from jose import jwt
from passlib.context import CryptContext from passlib.context import CryptContext
from pydantic import BaseModel, EmailStr
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings from app.config import settings
from app.database import get_db from app.database import get_db
from app.dependencies import CurrentUser from app.dependencies import CurrentUser
from app.models.session import RefreshToken
from app.models.user import User from app.models.user import User
from sqlalchemy.ext.asyncio import AsyncSession
from sqlalchemy import select
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto") pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
@@ -25,24 +26,20 @@ router = APIRouter()
class TokenResponse(BaseModel): class TokenResponse(BaseModel):
access_token: str access_token: str
refresh_token: str
token_type: str = "bearer" token_type: str = "bearer"
access_token_expires_minutes: int
class RefreshRequest(BaseModel):
refresh_token: str
class RegisterRequest(BaseModel): class RegisterRequest(BaseModel):
username: str username: str
email: EmailStr email: EmailStr
password: str password: str
date_of_birth: str # ISO format date string (YYYY-MM-DD) over_18: bool # Simple boolean confirmation instead of date_of_birth
@field_validator("date_of_birth")
@classmethod
def validate_date_of_birth(cls, v: str) -> str:
"""Validate that the date string is a valid date in YYYY-MM-DD format."""
try:
datetime.strptime(v, "%Y-%m-%d")
except ValueError:
raise ValueError("date_of_birth must be in YYYY-MM-DD format")
return v
class UserResponse(BaseModel): class UserResponse(BaseModel):
@@ -59,12 +56,43 @@ class UserResponse(BaseModel):
# --- Helpers --- # --- Helpers ---
def _create_access_token(data: dict) -> str: def _create_access_token(data: dict) -> str:
"""Create a signed access token using RS256.
Includes a unique ``jti`` claim so that concurrent/same-second calls
(e.g. back-to-back /refresh requests) still produce distinct tokens —
without it, two tokens minted for the same user within the same
second are byte-identical since ``sub``/``exp`` are the only claims.
"""
to_encode = data.copy() to_encode = data.copy()
to_encode["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta( expire = datetime.now(timezone.utc) + timedelta(
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
) )
to_encode.update({"exp": expire}) to_encode.update({"exp": expire})
return jwt.encode(to_encode, settings.SECRET_KEY, algorithm=settings.ALGORITHM) return jwt.encode(
to_encode,
settings.private_pem,
algorithm=settings.ALGORITHM,
)
def _create_refresh_token(data: dict) -> str:
"""Create a signed refresh token using RS256.
Includes a unique ``jti`` claim so that concurrent calls produce
distinct tokens even when issued within the same second.
"""
to_encode = data.copy()
to_encode["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta(
days=settings.REFRESH_TOKEN_EXPIRE_DAYS
)
to_encode.update({"exp": expire})
return jwt.encode(
to_encode,
settings.private_pem,
algorithm=settings.ALGORITHM,
)
def verify_password(plain_password: str, hashed_password: str) -> bool: def verify_password(plain_password: str, hashed_password: str) -> bool:
@@ -80,6 +108,16 @@ def hash_password(password: str) -> str:
def calculate_age(birth_date: date, today: date | None = None) -> int: def calculate_age(birth_date: date, today: date | None = None) -> int:
"""Calculate age in years from a birth date. """Calculate age in years from a birth date.
Not called by /register anymore (that endpoint now just trusts the
client's over_18 boolean, see RegisterRequest) -- kept as a real,
tested utility since date-of-birth storage/verification is coming
back in a future pass (real age math, not just a client-side claim,
the user explicitly wants to revisit this design). Removing it broke
backend/tests/test_auth_age_gate.py's collection entirely (ImportError
on `from app.routers.auth import calculate_age`) for zero benefit --
restoring it is the lower-risk path over rewriting or deleting 17
tests for logic this codebase will need again.
Args: Args:
birth_date: The person's date of birth. birth_date: The person's date of birth.
today: The reference date. Defaults to today's date (UTC). today: The reference date. Defaults to today's date (UTC).
@@ -97,22 +135,32 @@ def calculate_age(birth_date: date, today: date | None = None) -> int:
return age return age
def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
"""Create and persist a refresh token for the given user."""
refresh_token_value = _create_refresh_token({"sub": str(user_id)})
refresh_token_record = RefreshToken(
id=str(uuid.uuid4()),
user_id=user_id,
token=refresh_token_value,
expires_at=datetime.now(timezone.utc)
+ timedelta(days=settings.REFRESH_TOKEN_EXPIRE_DAYS),
)
db.add(refresh_token_record)
return refresh_token_value
# --- Endpoints --- # --- Endpoints ---
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED) @router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)): async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return an access token. """Register a new user and return access + refresh tokens.
Requires date_of_birth and rejects users under 18. Requires over_18 boolean confirmation; rejects users who are not 18+.
""" """
# Parse and validate date_of_birth if not req.over_18:
dob = datetime.strptime(req.date_of_birth, "%Y-%m-%d").date()
age = calculate_age(dob)
if age < 18:
raise HTTPException( raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST, status_code=status.HTTP_400_BAD_REQUEST,
detail=f"Must be 18 or older to register (provided date of birth: {req.date_of_birth})", detail="Must be 18 or older to register",
) )
# Check if username already exists # Check if username already exists
@@ -135,19 +183,29 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
username=req.username, username=req.username,
email=req.email, email=req.email,
hashed_password=hash_password(req.password), hashed_password=hash_password(req.password),
date_of_birth=dob, date_of_birth=None, # No longer collecting DOB
) )
db.add(user) db.add(user)
await db.commit() await db.flush() # flush to get user.id before creating refresh token
await db.refresh(user) await db.refresh(user)
# Create access token
access_token = _create_access_token({"sub": str(user.id)}) access_token = _create_access_token({"sub": str(user.id)})
return TokenResponse(access_token=access_token)
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
@router.post("/login", response_model=TokenResponse) @router.post("/login", response_model=TokenResponse)
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)): async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
"""Authenticate user and return an access token. """Authenticate user and return access + refresh tokens.
Accepts form-encoded credentials (username/password) as expected by Accepts form-encoded credentials (username/password) as expected by
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly. OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
@@ -167,8 +225,84 @@ async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession =
detail="User account is inactive", detail="User account is inactive",
) )
# Create access token
access_token = _create_access_token({"sub": str(user.id)}) access_token = _create_access_token({"sub": str(user.id)})
return TokenResponse(access_token=access_token)
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
@router.post("/refresh", response_model=TokenResponse)
async def refresh(req: RefreshRequest, db: AsyncSession = Depends(get_db)):
"""Exchange a valid refresh token for a new access token.
Validates the refresh token against the database:
- Must exist in the refresh_tokens table
- Must not be expired (expires_at > now)
- Must be active (is_active == true)
On success, returns a new access token. The refresh token itself is
NOT rotated (the client keeps using the same refresh token).
"""
credentials_exception = HTTPException(
status_code=status.HTTP_401_UNAUTHORIZED,
detail="Invalid or expired refresh token",
)
# Step 1: Decode and validate the JWT signature/claims
try:
payload = jwt.decode(
req.refresh_token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
except JWTError:
raise credentials_exception
user_id_str: str | None = payload.get("sub")
if user_id_str is None:
raise credentials_exception
try:
user_id = int(user_id_str)
except (ValueError, TypeError):
raise credentials_exception
# Step 2: Look up the refresh token in the database
result = await db.execute(
select(RefreshToken).where(
RefreshToken.token == req.refresh_token,
RefreshToken.user_id == user_id,
)
)
stored_token = result.scalar_one_or_none()
if stored_token is None:
raise credentials_exception
# Step 3: Check if the token is expired
if datetime.now(timezone.utc) >= stored_token.expires_at:
raise credentials_exception
# Step 4: Check if the token is active
if not stored_token.is_active:
raise credentials_exception
# Step 5: Issue a new access token
access_token = _create_access_token({"sub": str(user_id)})
return TokenResponse(
access_token=access_token,
refresh_token=req.refresh_token, # Return the same refresh token
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
@router.get("/me", response_model=UserResponse) @router.get("/me", response_model=UserResponse)
+2 -1
View File
@@ -1,5 +1,6 @@
"""Worlds router - CRUD for game worlds.""" """Worlds router - CRUD for game worlds."""
from datetime import datetime
from typing import Annotated from typing import Annotated
from fastapi import APIRouter, Depends, HTTPException, Query from fastapi import APIRouter, Depends, HTTPException, Query
@@ -40,7 +41,7 @@ class WorldResponse(BaseModel):
description: str | None description: str | None
visibility: WorldVisibility visibility: WorldVisibility
owner_id: int owner_id: int
created_at: str | None = None created_at: datetime | None = None
model_config = {"from_attributes": True} model_config = {"from_attributes": True}
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+197
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@@ -0,0 +1,197 @@
"""Lightweight glTF / GLB metadata extraction.
This module intentionally avoids heavyweight dependencies such as trimesh or
pygltflib. For the metadata fields the asset upload pipeline needs (mesh and
vertex counts, animation presence, texture references, and the bounding box)
a small amount of glTF-specific parsing is sufficient and keeps the backend
dependency-free.
"""
from __future__ import annotations
import json
import struct
from typing import Any, Optional
# GLB binary header magic bytes ("glTF").
_GLB_MAGIC = b"glTF"
_GLB_MAGIC_INT = 0x46546C67 # b"glTF" interpreted as little-endian uint32
_GLB_JSON_CHUNK_TYPE = 0x4E4F534A # "JSON"
_GLB_BIN_CHUNK_TYPE = 0x004E4942 # "BIN\0"
# Whitespace allowed around a GLB JSON chunk. The spec pads with spaces (0x20),
# but be lenient with null bytes and other whitespace that real exporters emit.
_JSON_CHUNK_TRIM = b" \t\r\n\x00"
def looks_like_gltf(content: bytes, filename: Optional[str] = None) -> bool:
"""Return True when the bytes or filename indicate a glTF/GLB asset."""
if content.startswith(_GLB_MAGIC):
return True
if filename:
lowered = filename.lower()
if lowered.endswith(".gltf") or lowered.endswith(".glb"):
return True
# A bare JSON buffer (e.g. uploaded without an extension) that has the
# glTF asset marker is also a glTF file.
stripped = content.lstrip()
if stripped.startswith(b"{"):
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError):
return False
return isinstance(payload, dict) and "asset" in payload and "version" in payload.get("asset", {})
return False
def _parse_glb(content: bytes) -> dict[str, Any]:
"""Parse the JSON chunk of a GLB binary container."""
if len(content) < 12:
raise ValueError("GLB file is too short")
magic, _version, _length = struct.unpack_from("<III", content, 0)
if magic != _GLB_MAGIC_INT:
raise ValueError("invalid GLB magic")
offset = 12
json_chunk: Optional[dict[str, Any]] = None
while offset + 8 <= len(content):
chunk_length, chunk_type = struct.unpack_from("<II", content, offset)
offset += 8
chunk_end = offset + chunk_length
if chunk_end > len(content):
raise ValueError("GLB chunk overruns file boundary")
chunk_data = content[offset:chunk_end]
if chunk_type == _GLB_JSON_CHUNK_TYPE:
try:
json_chunk = json.loads(chunk_data.strip(_JSON_CHUNK_TRIM).decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid GLB JSON chunk: {exc}") from exc
offset = chunk_end
if json_chunk is None:
raise ValueError("GLB file does not contain a JSON chunk")
return json_chunk
def _parse_gltf_json(content: bytes) -> dict[str, Any]:
"""Parse a plain .gltf JSON file."""
stripped = content.lstrip()
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid glTF JSON: {exc}") from exc
if not isinstance(payload, dict):
raise ValueError("glTF JSON root must be an object")
return payload
def _position_accessor_counts(gltf: dict[str, Any]) -> list[int]:
"""Return POSITION accessor counts for every mesh primitive."""
counts: list[int] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
count = accessor.get("count")
if isinstance(count, int):
counts.append(count)
return counts
def _position_bounds(gltf: dict[str, Any]) -> list[list[float]]:
"""Return min/max bounds for every POSITION accessor that declares them."""
bounds: list[list[float]] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
minimum = accessor.get("min")
maximum = accessor.get("max")
if isinstance(minimum, list) and isinstance(maximum, list):
bounds.append([float(x) for x in minimum])
bounds.append([float(x) for x in maximum])
return bounds
def _texture_refs(gltf: dict[str, Any]) -> list[str]:
"""Collect external texture source references from the image array."""
refs: list[str] = []
for index, image in enumerate(gltf.get("images", [])):
uri = image.get("uri")
if isinstance(uri, str) and not uri.startswith("data:"):
refs.append(uri)
continue
name = image.get("name")
if isinstance(name, str) and name:
refs.append(name)
continue
if isinstance(uri, str):
# Embedded data URI; keep a stable, non-huge reference.
refs.append(f"data:{index}")
continue
buffer_view = image.get("bufferView")
if buffer_view is not None:
refs.append(f"bufferView:{buffer_view}")
continue
refs.append(f"image:{index}")
return refs
def extract_gltf_metadata(content: bytes) -> dict[str, Any]:
"""Extract upload-relevant metadata from glTF/GLB bytes.
Raises ValueError for malformed glTF content. The returned dict contains:
mesh_count, vertex_count, has_animation, texture_refs,
bounding_box_min, bounding_box_max.
"""
if content.startswith(_GLB_MAGIC):
gltf = _parse_glb(content)
else:
gltf = _parse_gltf_json(content)
position_counts = _position_accessor_counts(gltf)
bounds = _position_bounds(gltf)
if bounds:
bounding_box_min = [min(axis) for axis in zip(*bounds[::2])]
bounding_box_max = [max(axis) for axis in zip(*bounds[1::2])]
else:
bounding_box_min = [0.0, 0.0, 0.0]
bounding_box_max = [0.0, 0.0, 0.0]
return {
"mesh_count": len(gltf.get("meshes", [])),
"vertex_count": sum(position_counts),
"has_animation": bool(gltf.get("animations")),
"texture_refs": _texture_refs(gltf),
"bounding_box_min": bounding_box_min,
"bounding_box_max": bounding_box_max,
}
+2 -2
View File
@@ -8,7 +8,7 @@ services:
POSTGRES_PASSWORD: agp_password POSTGRES_PASSWORD: agp_password
POSTGRES_DB: agp_db POSTGRES_DB: agp_db
ports: ports:
- "5432:5432" - "${POSTGRES_HOST_PORT:-5432}:5432"
volumes: volumes:
- postgres_data:/var/lib/postgresql/data - postgres_data:/var/lib/postgresql/data
healthcheck: healthcheck:
@@ -20,7 +20,7 @@ services:
redis: redis:
image: redis:7-alpine image: redis:7-alpine
ports: ports:
- "6379:6379" - "${REDIS_HOST_PORT:-6379}:6379"
volumes: volumes:
- redis_data:/data - redis_data:/data
healthcheck: healthcheck:
+8
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@@ -9,6 +9,14 @@ pydantic==2.10.3
pydantic-settings==2.7.0 pydantic-settings==2.7.0
python-jose[cryptography]==3.3.0 python-jose[cryptography]==3.3.0
passlib[bcrypt]==1.7.4 passlib[bcrypt]==1.7.4
# passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
# backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed --
# hashing/verifying a password then raises "password cannot be longer than
# 72 bytes" (a misleading downstream symptom of the real AttributeError:
# module 'bcrypt' has no attribute '__about__') on every call. Without this
# pin, `pip install -r requirements.txt` silently grabs whatever the latest
# bcrypt is and breaks register/login outright. Pin below 4.1 explicitly.
bcrypt==4.0.1
python-multipart==0.0.20 python-multipart==0.0.20
email-validator==2.2.0 email-validator==2.2.0
httpx==0.28.1 httpx==0.28.1
+38
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@@ -0,0 +1,38 @@
"""Shared pytest fixtures.
The auth integration tests hit the *real* Postgres database (per
``DATABASE_URL``), so they persist data between runs. Without cleanup a
second run of the suite fails with 409 conflicts because the users it
registered on the first run already exist. The session-scoped fixture below
truncates all application tables once before the first test, making the suite
re-runnable.
Truncation order doesn't strictly matter because ``CASCADE`` follows foreign
keys, but the tables are listed explicitly for clarity.
"""
import asyncio
import pytest
from sqlalchemy import text
from sqlalchemy.ext.asyncio import create_async_engine
from app.config import settings
TEST_TABLES = ("assets", "worlds", "sessions", "refresh_tokens", "users")
@pytest.fixture(scope="session", autouse=True)
def _reset_database():
"""Truncate all application tables once per test session."""
async def _truncate() -> None:
engine = create_async_engine(settings.DATABASE_URL)
async with engine.begin() as conn:
await conn.execute(
text(f"TRUNCATE TABLE {', '.join(TEST_TABLES)} CASCADE")
)
await engine.dispose()
asyncio.run(_truncate())
yield
+29 -29
View File
@@ -57,38 +57,38 @@ class TestCalculateAge:
assert calculate_age(dob, today=date(2024, 12, 31)) == 24 assert calculate_age(dob, today=date(2024, 12, 31)) == 24
class TestRegisterRequestDateValidation: class TestRegisterRequestOver18Field:
"""Tests for the RegisterRequest date_of_birth field validator.""" """Tests for RegisterRequest's over_18 field.
@pytest.mark.parametrize( Replaces TestRegisterRequestDateValidation -- date_of_birth and its
"dob", field_validator were removed from RegisterRequest 2026-08-20 (interim
[ simplification: a plain client-side over_18 confirmation instead of
"2000-01-01", collecting/validating an actual date of birth; see calculate_age's
"1990-12-31", own docstring in app/routers/auth.py for why that function is still
"2004-02-29", # leap day here even though this endpoint no longer calls it). There's no date
], format left to validate, so the equivalent coverage is just: the
) field exists, is a real bool, and is required."""
def test_valid_dates(self, dob):
"""Valid YYYY-MM-DD dates pass validation.""" def test_over_18_true_accepted(self):
from app.routers.auth import RegisterRequest from app.routers.auth import RegisterRequest
req = RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob) req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=True)
assert req.date_of_birth == dob assert req.over_18 is True
@pytest.mark.parametrize( def test_over_18_false_accepted(self):
"dob", """False is a valid value at the schema level -- the endpoint,
[ not the schema, is what rejects it (see
"01-01-2000", TestRegister::test_register_rejects_not_over_18 in
"2000/01/01", test_auth_endpoints.py)."""
"2000-13-01",
"2000-00-10",
"not-a-date",
"",
],
)
def test_invalid_dates_rejected(self, dob):
"""Invalid dates are rejected by the validator."""
from app.routers.auth import RegisterRequest from app.routers.auth import RegisterRequest
with pytest.raises(ValueError): req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=False)
RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob) assert req.over_18 is False
def test_over_18_missing_rejected(self):
"""over_18 has no default -- omitting it entirely is a validation error."""
from app.routers.auth import RegisterRequest
from pydantic import ValidationError
with pytest.raises(ValidationError):
RegisterRequest(username="u", email="u@example.com", password="p")
+259
View File
@@ -0,0 +1,259 @@
"""Integration tests for the auth endpoints (register + login).
These tests hit the real FastAPI app against the real configured database
(DATABASE_URL -- Postgres via Alembic migrations in CI/dev, not an isolated
in-memory DB), so they exercise the full stack: Pydantic validation → DB →
JWT → response. Requires migrations already applied (alembic upgrade head)
before running.
"""
import pytest
from fastapi.testclient import TestClient
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
from app.routers.auth import pwd_context
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test.
Deliberately does NOT reuse app.database's shared engine: FastAPI's
(sync) TestClient runs each request through anyio's blocking-portal
machinery, which can hand different requests different event loops.
asyncpg connections are bound to the loop they were created on, so
reusing one from the shared engine's connection pool across requests
raises "cannot perform operation: another operation is in progress" the
moment a test makes more than one request (register-then-login,
register-twice, etc.) -- confirmed this is the actual cause, not a bug
in the endpoints themselves. NullPool sidesteps it: every checkout is a
brand-new connection, never handed to a different loop than the one
that opened it.
"""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Register endpoint
# ---------------------------------------------------------------------------
class TestRegister:
"""Tests for POST /api/auth/register."""
def test_register_success(self):
"""A valid registration returns 201 with a token."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "newuser",
"email": "new@example.com",
"password": "secret123",
"over_18": True,
},
)
assert resp.status_code == 201
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
def test_register_rejects_not_over_18(self):
"""over_18=false gets a 400 with a detail message.
The interim design (2026-08-20) trusts a client-side boolean
confirmation instead of collecting/validating an actual date of
birth -- this only checks that the flag is respected, not real
age math (there's no date to verify against anymore). Real DOB
collection/verification may come back in a future pass."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "kid",
"email": "kid@example.com",
"password": "secret123",
"over_18": False,
},
)
assert resp.status_code == 400
assert "18 or older" in resp.json()["detail"]
def test_register_rejects_duplicate_username(self):
"""Registering the same username twice returns 409."""
client = TestClient(app)
# First registration
client.post(
"/api/auth/register",
json={
"username": "duplicate",
"email": "dup1@example.com",
"password": "secret123",
"over_18": True,
},
)
# Second registration with same username, different email
resp = client.post(
"/api/auth/register",
json={
"username": "duplicate",
"email": "dup2@example.com",
"password": "secret123",
"over_18": True,
},
)
assert resp.status_code == 409
assert "Username already registered" in resp.json()["detail"]
def test_register_rejects_duplicate_email(self):
"""Registering the same email twice returns 409."""
client = TestClient(app)
client.post(
"/api/auth/register",
json={
"username": "user1",
"email": "same@example.com",
"password": "secret123",
"over_18": True,
},
)
resp = client.post(
"/api/auth/register",
json={
"username": "user2",
"email": "same@example.com",
"password": "secret123",
"over_18": True,
},
)
assert resp.status_code == 409
assert "Email already registered" in resp.json()["detail"]
def test_register_missing_over_18(self):
"""Missing the required over_18 field returns 422.
Replaces the old test_register_invalid_date_format -- there's no
date format to get wrong anymore (no date field at all), so the
closest equivalent "malformed request" case is the required
over_18 boolean being absent entirely."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "user",
"email": "user@example.com",
"password": "secret123",
},
)
assert resp.status_code == 422
# ---------------------------------------------------------------------------
# Login endpoint
# ---------------------------------------------------------------------------
class TestLogin:
"""Tests for POST /api/auth/login."""
def _create_user(self, username: str, password: str, email: str = None):
"""Helper to create a user via register."""
client = TestClient(app)
if email is None:
email = f"{username}@example.com"
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": email,
"password": password,
"over_18": True,
},
)
assert resp.status_code == 201
return resp.json()["access_token"]
def test_login_success(self):
"""Correct credentials return a token."""
self._create_user("loginuser", "correctpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "loginuser", "password": "correctpass"},
)
assert resp.status_code == 200
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
def test_login_wrong_password(self):
"""Wrong password returns 401."""
# Distinct username from test_login_success -- there's no per-test
# DB rollback/isolation here (real Postgres via the app's own
# dependency-overridden session), so reusing "loginuser" collided
# with the user that test already created (409 on register instead
# of the intended 401-on-login assertion this test is actually for).
self._create_user("loginuser_wrongpass", "correctpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "loginuser_wrongpass", "password": "wrongpass"},
)
assert resp.status_code == 401
assert "Incorrect username or password" in resp.json()["detail"]
def test_login_nonexistent_user(self):
"""Non-existent user returns 401 (not 404)."""
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "nobody", "password": "any"},
)
assert resp.status_code == 401
assert "Incorrect username or password" in resp.json()["detail"]
def test_login_accepts_form_encoded(self):
"""Login accepts application/x-www-form-urlencoded (OAuth2)."""
self._create_user("formuser", "formpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "formuser", "password": "formpass"},
)
assert resp.status_code == 200
assert "access_token" in resp.json()
def test_login_token_is_valid_jwt(self):
"""The returned token is a valid JWT that can be decoded."""
self._create_user("jwttoken", "jwt123")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "jwttoken", "password": "jwt123"},
)
token = resp.json()["access_token"]
# Verify it's a 3-part JWT
parts = token.split(".")
assert len(parts) == 3
+171
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@@ -0,0 +1,171 @@
"""Tests for expired-token rejection across auth endpoints.
Covers two distinct expiry paths:
1. An *access* JWT whose ``exp`` claim is in the past must be rejected
with 401 by ``GET /api/auth/me`` (jose's built-in ``exp`` validation).
2. A *refresh* token whose persisted ``expires_at`` is in the past must be
rejected with 401 by ``POST /api/auth/refresh`` even though its JWT
signature is still valid.
Requires migrations already applied (alembic upgrade head) before running.
"""
import asyncio
from datetime import datetime, timedelta, timezone
import pytest
from fastapi.testclient import TestClient
from jose import jwt
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
from app.models.session import RefreshToken
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test."""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
def _mint_access_token(exp: datetime) -> str:
"""Mint an RS256 access token with an explicit ``exp`` claim."""
return jwt.encode(
{"sub": "1", "exp": exp},
settings.private_pem,
algorithm=settings.ALGORITHM,
)
def _expire_refresh_token_in_db(token: str) -> None:
"""Set the persisted refresh token's ``expires_at`` into the past."""
async def _do():
engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
session_factory = async_sessionmaker(engine, expire_on_commit=False)
async with session_factory() as session:
from sqlalchemy import update
await session.execute(
update(RefreshToken)
.where(RefreshToken.token == token)
.values(expires_at=datetime.now(timezone.utc) - timedelta(hours=1))
)
await session.commit()
await engine.dispose()
asyncio.run(_do())
def _register_user(client: TestClient, username: str) -> str:
"""Register a user and return its refresh token."""
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": f"{username}@example.com",
"password": "secret123",
"over_18": True,
},
)
assert resp.status_code == 201
return resp.json()["refresh_token"]
# ---------------------------------------------------------------------------
# Expired access token (GET /api/auth/me)
# ---------------------------------------------------------------------------
class TestExpiredAccessToken:
def test_expired_access_token_is_rejected_by_me(self):
"""An access JWT with a past exp claim returns 401 on /me."""
client = TestClient(app)
expired_token = _mint_access_token(
datetime.now(timezone.utc) - timedelta(minutes=5)
)
resp = client.get(
"/api/auth/me",
headers={"Authorization": f"Bearer {expired_token}"},
)
assert resp.status_code == 401
assert "Could not validate credentials" in resp.json()["detail"]
def test_garbage_access_token_is_rejected_by_me(self):
"""A non-JWT bearer token returns 401 on /me."""
client = TestClient(app)
resp = client.get(
"/api/auth/me",
headers={"Authorization": "Bearer not-a-real-jwt"},
)
assert resp.status_code == 401
def test_missing_bearer_token_returns_401(self):
"""No Authorization header at all returns 401 on /me."""
client = TestClient(app)
resp = client.get("/api/auth/me")
assert resp.status_code == 401
# ---------------------------------------------------------------------------
# Expired refresh token (POST /api/auth/refresh)
# ---------------------------------------------------------------------------
class TestExpiredRefreshToken:
def test_expired_refresh_token_is_rejected(self):
"""A refresh token whose DB expires_at is in the past returns 401."""
client = TestClient(app)
refresh_token = _register_user(client, "expired_rt_user")
# Force the persisted record to be expired while its JWT signature
# is still valid.
_expire_refresh_token_in_db(refresh_token)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 401
assert "Invalid or expired refresh token" in resp.json()["detail"]
def test_expired_refresh_token_jwt_is_rejected(self):
"""A refresh JWT with a past exp claim is rejected before DB lookup."""
client = TestClient(app)
expired_jwt = jwt.encode(
{"sub": "1", "exp": datetime.now(timezone.utc) - timedelta(minutes=5)},
settings.private_pem,
algorithm=settings.ALGORITHM,
)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": expired_jwt},
)
assert resp.status_code == 401
assert "Invalid or expired refresh token" in resp.json()["detail"]
+220
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@@ -0,0 +1,220 @@
"""Tests for the lightweight glTF metadata extraction service."""
import json
import struct
import pytest
from app.services.gltf import (
extract_gltf_metadata,
looks_like_gltf,
_parse_glb,
_parse_gltf_json,
)
# ---------------------------------------------------------------------------
# Test data helpers
# ---------------------------------------------------------------------------
def _make_gltf_json(
meshes: int = 1,
vertices_per_mesh: int = 24,
has_animations: bool = False,
images: list[dict] | None = None,
) -> dict:
"""Build a minimal glTF JSON structure."""
accessors = []
meshes_data = []
for i in range(meshes):
acc_index = len(accessors)
accessors.append({
"bufferView": 0,
"componentType": 5126, # FLOAT
"count": vertices_per_mesh,
"type": "VEC3",
"max": [1.0, 1.0, 1.0],
"min": [-1.0, -1.0, -1.0],
})
meshes_data.append({
"primitives": [{
"attributes": {"POSITION": acc_index},
}],
})
gltf = {
"asset": {"version": "2.0"},
"accessors": accessors,
"meshes": meshes_data,
}
if has_animations:
gltf["animations"] = [{"name": "anim1", "channels": [], "samplers": []}]
if images:
gltf["images"] = images
return gltf
def _make_glb(gltf_json: dict) -> bytes:
"""Wrap *gltf_json* in a minimal GLB binary container."""
json_bytes = json.dumps(gltf_json).encode("utf-8")
json_length = len(json_bytes)
# Pad JSON chunk to 4-byte boundary.
json_padding = (4 - json_length % 4) % 4
json_chunk = json_bytes + b"\x00" * json_padding
json_chunk_type = 0x4E4F534A # "JSON"
# No BIN chunk.
bin_length = 0
bin_chunk_type = 0x004E4942
total_length = 12 + 8 + len(json_chunk) + 8 + bin_length
header = struct.pack("<III", 0x46546C67, 2, total_length) # magic, version, length
json_header = struct.pack("<II", len(json_chunk), json_chunk_type)
if bin_length > 0:
bin_header = struct.pack("<II", bin_length, bin_chunk_type)
else:
bin_header = b""
return header + json_header + json_chunk + bin_header
# ---------------------------------------------------------------------------
# looks_like_gltf
# ---------------------------------------------------------------------------
class TestLooksLikeGltf:
def test_glb_magic(self):
assert looks_like_gltf(b"glTF\x00\x00\x00\x00") is True
def test_gltf_extension(self):
assert looks_like_gltf(b'{"asset":{"version":"2.0"}}', "model.gltf") is True
def test_glb_extension(self):
assert looks_like_gltf(b"some binary", "model.glb") is True
def test_json_with_asset_version(self):
payload = json.dumps({"asset": {"version": "2.0"}}).encode()
assert looks_like_gltf(payload) is True
def test_plain_json_no_asset(self):
payload = json.dumps({"foo": "bar"}).encode()
assert looks_like_gltf(payload) is False
def test_non_json_bytes(self):
assert looks_like_gltf(b"\x89PNG\r\n\x1a\n") is False
# ---------------------------------------------------------------------------
# _parse_glb
# ---------------------------------------------------------------------------
class TestParseGlb:
def test_parses_valid_glb(self):
gltf_json = _make_gltf_json()
glb = _make_glb(gltf_json)
result = _parse_glb(glb)
assert result["asset"]["version"] == "2.0"
assert len(result["meshes"]) == 1
def test_rejects_too_short(self):
with pytest.raises(ValueError, match="too short"):
_parse_glb(b"glTF\x00\x00")
def test_rejects_invalid_magic(self):
with pytest.raises(ValueError, match="invalid GLB magic"):
_parse_glb(b"NOTglTF\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00")
# ---------------------------------------------------------------------------
# _parse_gltf_json
# ---------------------------------------------------------------------------
class TestParseGltfJson:
def test_parses_valid_gltf(self):
gltf_json = _make_gltf_json()
result = _parse_gltf_json(json.dumps(gltf_json).encode())
assert result["asset"]["version"] == "2.0"
def test_rejects_non_object(self):
with pytest.raises(ValueError, match="root must be an object"):
_parse_gltf_json(b"[1, 2, 3]")
# ---------------------------------------------------------------------------
# extract_gltf_metadata (GLB path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGlb:
def test_basic_glb(self):
gltf_json = _make_gltf_json(meshes=1, vertices_per_mesh=24)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 1
assert meta["vertex_count"] == 24
assert meta["has_animation"] is False
assert meta["bounding_box_min"] == [-1.0, -1.0, -1.0]
assert meta["bounding_box_max"] == [1.0, 1.0, 1.0]
assert meta["texture_refs"] == []
def test_multiple_meshes(self):
gltf_json = _make_gltf_json(meshes=3, vertices_per_mesh=12)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 3
assert meta["vertex_count"] == 36
def test_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["has_animation"] is True
def test_with_external_texture(self):
gltf_json = _make_gltf_json(images=[{"uri": "textures/rock.png"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["textures/rock.png"]
def test_with_named_texture(self):
gltf_json = _make_gltf_json(images=[{"name": "my_texture"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["my_texture"]
def test_empty_meshes(self):
gltf_json = _make_gltf_json(meshes=0)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 0
assert meta["vertex_count"] == 0
assert meta["bounding_box_min"] == [0.0, 0.0, 0.0]
assert meta["bounding_box_max"] == [0.0, 0.0, 0.0]
# ---------------------------------------------------------------------------
# extract_gltf_metadata (plain .gltf JSON path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGltfJson:
def test_plain_gltf(self):
gltf_json = _make_gltf_json(meshes=2, vertices_per_mesh=8)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["mesh_count"] == 2
assert meta["vertex_count"] == 16
assert meta["has_animation"] is False
def test_plain_gltf_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["has_animation"] is True
# ---------------------------------------------------------------------------
# Error handling
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataErrors:
def test_invalid_glb(self):
with pytest.raises(ValueError):
extract_gltf_metadata(b"not a glb")
def test_invalid_gltf_json(self):
with pytest.raises(ValueError):
_parse_gltf_json(b"[1, 2, 3]")
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"""Tests for the POST /api/auth/refresh endpoint.
These tests exercise the full stack: register → get refresh token →
refresh → new access token. Requires migrations already applied
(alembic upgrade head) before running.
"""
import pytest
from fastapi.testclient import TestClient
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test."""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Refresh endpoint tests
# ---------------------------------------------------------------------------
class TestRefresh:
"""Tests for POST /api/auth/refresh."""
def _register_user(self, username: str, password: str, email: str = None):
"""Helper to register a user and return the refresh token."""
client = TestClient(app)
if email is None:
email = f"{username}@example.com"
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": email,
"password": password,
"over_18": True,
},
)
assert resp.status_code == 201
return resp.json()["refresh_token"]
def test_refresh_success(self):
"""A valid refresh token returns a new access token."""
refresh_token = self._register_user("refep_refreshuser", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
# The refresh token in the response is the same one we sent
assert data["refresh_token"] == refresh_token
def test_refresh_returns_different_access_token(self):
"""Refreshing produces a new access token (different from any previous)."""
refresh_token = self._register_user("refep_refreshtoken", "secret123")
client = TestClient(app)
# First refresh
resp1 = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp1.status_code == 200
access_token_1 = resp1.json()["access_token"]
# Second refresh
resp2 = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp2.status_code == 200
access_token_2 = resp2.json()["access_token"]
# Each refresh should produce a new access token
assert access_token_1 != access_token_2
def test_refresh_invalid_token(self):
"""An invalid (garbage) refresh token returns 401."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": "not.a.jwt.token"},
)
assert resp.status_code == 401
assert "Invalid or expired refresh token" in resp.json()["detail"]
def test_refresh_empty_body(self):
"""Missing refresh_token field returns 422 validation error."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={},
)
assert resp.status_code == 422
def test_refresh_missing_field(self):
"""No body at all returns 422."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
content="{}",
headers={"Content-Type": "application/json"},
)
assert resp.status_code == 422
def test_refresh_with_login_token(self):
"""A refresh token obtained from login also works for /refresh."""
client = TestClient(app)
# Register first
client.post(
"/api/auth/register",
json={
"username": "refep_loginrefuser",
"email": "loginref@example.com",
"password": "secret123",
"over_18": True,
},
)
# Login to get a refresh token
login_resp = client.post(
"/api/auth/login",
data={"username": "refep_loginrefuser", "password": "secret123"},
)
assert login_resp.status_code == 200
refresh_token = login_resp.json()["refresh_token"]
# Use it to refresh
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
assert "access_token" in resp.json()
def test_refresh_access_token_is_valid_jwt(self):
"""The access token returned by /refresh is a valid JWT."""
from jose import jwt
refresh_token = self._register_user("refep_jwttoken", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
access_token = resp.json()["access_token"]
# Verify it's a 3-part JWT
parts = access_token.split(".")
assert len(parts) == 3
# Verify it decodes with the public key
payload = jwt.decode(
access_token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert "sub" in payload
assert "exp" in payload
def test_refresh_expires_minutes_in_response(self):
"""The response includes access_token_expires_minutes."""
refresh_token = self._register_user("refep_expiretest", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
assert "access_token_expires_minutes" in resp.json()
assert resp.json()["access_token_expires_minutes"] == settings.ACCESS_TOKEN_EXPIRE_MINUTES
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"""Tests for refresh token uniqueness (jti claim) and model column length."""
import uuid
from datetime import datetime, timedelta, timezone
import pytest
from jose import jwt
from app.config import settings
from app.routers.auth import _create_refresh_token
from app.models.session import RefreshToken
class TestRefreshTokenJtiUniqueness:
"""Verify that _create_refresh_token produces unique tokens even when
called with identical data in rapid succession (issue #1 from review)."""
def test_two_calls_produce_different_tokens(self):
"""Two calls with the same sub produce different JWTs because of jti."""
token_a = _create_refresh_token({"sub": "42"})
token_b = _create_refresh_token({"sub": "42"})
assert token_a != token_b
def test_jti_is_valid_uuid(self):
"""The jti claim inside the refresh token is a valid UUID."""
token = _create_refresh_token({"sub": "1"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert "jti" in payload
# Verify it parses as a UUID (raises ValueError if not)
uuid.UUID(payload["jti"])
def test_each_token_has_unique_jti(self):
"""Generate 100 tokens for the same user — all jtis must differ."""
jtis = set()
for _ in range(100):
token = _create_refresh_token({"sub": "999"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
jtis.add(payload["jti"])
assert len(jtis) == 100
def test_jti_survives_decode(self):
"""The jti claim is present and correct after decode."""
token = _create_refresh_token({"sub": "7"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert payload["sub"] == "7"
assert "jti" in payload
assert "exp" in payload
class TestRefreshTokenModelColumnLength:
"""Verify the model's token column length matches the migration (issue #2)."""
def test_token_column_has_length_512(self):
"""RefreshToken.token column should be String(512), not unbounded."""
from sqlalchemy import inspect
# Get the column definition from the model's table
column = RefreshToken.__table__.columns["token"]
# The type should be String with length 512
assert column.type.length == 512
def test_token_column_type_is_string(self):
"""The token column should be a String type."""
from sqlalchemy import String as SAString
column = RefreshToken.__table__.columns["token"]
assert isinstance(column.type, SAString)
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# PC2 Test Level & Player Spawn — Design Note
> **Status:** Decided (PC2)
> **Owner:** Architecture
> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
> (2) build the player & spawn it. Both must be able to follow this note
> without further design decisions.
## 1. Decision: static scene, not chunk streaming
**The PC2 playable test level is a single, hand-authored, static Godot 3D
scene.** It is **not** built through the chunk streaming system
(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
`chunk_data_decoder.gd`).
This is a deliberate decision, not a default:
- **The streaming system has never been exercised with real content.** It is a
faithful port of the `docs/architecture/world.md` format spec, but nothing in
the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
and no `_server_rpc`, so at runtime it does nothing. There is no server-side
chunk authoring/streaming endpoint to integrate against.
- **PC2 scope is single-player, local-only, no networking.** The value of chunk
streaming is server-authoritative streaming around a moving player across a
network boundary. None of those preconditions exist in PC2, so exercising the
pipeline here would mean building a chunk *authoring + serving* path first —
clearly out of checkpoint scope.
- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
level and walk around" working**, which is the actual PC2 outcome being tested.
Chunk streaming is **not removed and not broken by this decision** — it stays as
an optional, later milestone. The static level is the PC2 proof of the *player*
and *camera/physics* half of the problem; chunk streaming remains the later proof
of the *world data* half.
## 2. Where things live
| Artifact | Path | Owned by |
|---|---|---|
| Test level scene | `scenes/worlds/test_level.tscn` | level task |
| Player scene | `scenes/player.tscn` | player task |
| Player controller script | `scripts/player.gd` | player task |
| Game composition scene | `scenes/game.tscn` | player task |
- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
reference to `test_level`; it discovers the spawn point at runtime (see §3).
## 3. Player spawn convention
The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
That node's world transform is the spawn point.
- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
carries no gameplay behavior — it is the established Godot idiom for "position
hint." (Confirmed present in Godot 4.6.2.)
- The marker's **position** is authoritative; its rotation is ignored by the
player (spawn yaw is the player's concern, default forward is fine).
- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
the ground top is `y = 0`) so the player capsule does not spawn intersecting
the floor and get popped out by the physics solver.
- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
multiple spawns, that is a later convention — not PC2.)
**Lookup rule (implemented by `player.gd`, not by the level):**
```
# in player.gd _ready()
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
if spawn is Node3D:
global_position = spawn.global_position
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0) # fallback, do not crash
```
The lookup runs from the current scene root so it finds the marker whether it is
a direct child of the level instance or nested under a `Level` wrapper. The
fallback keeps the player runnable in a scene that forgot its marker, but a
**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
on it (see §6).
## 4. Composition (who puts level + player together)
`scenes/game.tscn` is the PC2 playable entry point:
```
Game (Node3D)
├── Level (instance of res://scenes/worlds/test_level.tscn)
└── Player (instance of res://scenes/player.tscn)
```
- `Game` is a plain `Node3D` with **no script** — composition is done by scene
instantiation, not code, so there is nothing to keep in sync.
- The **level scene is self-contained and has zero dependency on the player** —
it loads and is smoke-testable on its own. The level task does not instance or
reference `player.tscn`.
- The **player scene is self-contained and has zero dependency on any specific
level** — it only requires that the *current scene* contains a `PlayerSpawn`.
- Ownership of `game.tscn` goes to the **player task**, which depends on the
level task having landed `test_level.tscn` first (chain with `depends_on`).
## 5. Level content requirements (level task)
`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
children:
| Node | Type | Notes |
|---|---|---|
| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
Notes:
- **Do not** add any `script` to the level. It is pure content. Any per-level
behavior belongs to the player (or a future game-mode script), not the level.
- Keep the whole level on the XZ plane around the origin; nothing off at extreme
coordinates, no thin walls the capsule can tunnel through.
## 6. Player contract (player task)
`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
Minimum for PC2:
- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
the lowest-risk choice; third-person is fine too but is more work.
- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
gracefully.
- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
may be split into its own task if the controller grows.
- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
The player must work when instanced under `Game` alongside a level; it must not
assume it is the only node in the scene.
## 7. Entry point / how a human plays it
- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
(e.g. `godot --path . scenes/game.tscn`), or temporarily set
`application/run/main_scene` to it.
- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
for this note** and out of scope for the level/player tasks. The current menu
flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
the test level, that navigation wiring is its own small task — do not fold it
into level or player.
## 8. Validation (both tasks must run this before "done")
```sh
# one-time, first checkout only — builds the class/import cache
godot --headless --path . --import
# then, to catch parse/load errors:
godot --headless --path . --quit
```
- **Level task:** additionally load `test_level.tscn` headlessly and assert it
(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
positioned ≥ 1.0 m above the ground top. A smoke script following the existing
`scripts/smoke_test_*.gd` pattern is the right vehicle.
- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
and asserts the player's global position equals the `PlayerSpawn` position
(within a small epsilon). This is the check that proves the spawn convention
actually wired through — not just "the scene loads."
## 9. Explicitly out of scope for PC2
- Networking / multiplayer / prediction (single-player, local-only).
- Chunk streaming integration and server-side chunk authoring/serving.
- Avatar customization UI and glTF avatar loading.
- Join-a-world navigation from the world list.
- Any content moderation / age-gating logic in the level.
## 10. Summary
| Concern | Decision |
|---|---|
| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
| Level location | `scenes/worlds/test_level.tscn` |
| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
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# Package Checkpoint 1 (PC1)
Validated 2026-08-20 against `main` commit `927f9bd`, from a genuinely fresh
clone (not a reused agent workspace).
## Automated validation
Run with `scripts/run_checkpoint_tests.py` — see
`docs/testing/test_inventory.md` for exactly what each suite covers.
| Check | Result |
|---|---|
| Alembic migrations, fresh DB | PASS |
| Backend pytest | 68/68 PASS |
| Godot smoke tests (4 files) | ALL PASS |
| Linux export (`agp-game.x86_64`) | Builds, verified as a real ELF64 binary |
| Windows export (`agp-game.exe`) | Builds, verified as a real PE32+ binary |
## Problems found during this checkpoint (fixed, tracked as tasks)
- Roadmap showed the Godot Engine Scaffold feature amber despite 6/6 tasks
done — a historical data gap (a review-feedback follow-up task's
supersession link was never recorded, predating when that field started
being tracked). Backfilled in the PM database; confirmed green.
- `docs/testing/test_inventory.md` was stale (said 38 backend tests,
actually 68; said no integration tests existed, 4 real ones had landed).
Fixed via task `398bf1a22a2d` / PR #40.
## What's actually testable right now
Login/register/browse-worlds only — there's no joinable gameplay yet. That's
the real scope of PC1; don't expect more when playtesting.
- Register a new account (18+ only, rejected otherwise)
- Log out, log back in with the same credentials
- Play → Browse Worlds — loads a (currently empty) world list with no errors
## Manual playtest: backend on cloudbison, client on pinkbison
As of 2026-08-20 this is dashboard-controlled — no terminal commands, no
env vars, no editing files. Foolproof enough to hand to someone else.
### 1. On cloudbison — the AGP dashboard
Open the dashboard (`http://cloudbison:7070`, or its Tailscale address) and
go to **PC1** in the nav bar (`/checkpoint/PC1`). Click **Start Backend** —
it pulls the latest `main`, stands up Postgres, runs migrations, and starts
the API server, all in one step. The page shows the LAN address it's
reachable at once it's up (under a minute).
When you're done playtesting, click **Stop & Clean Up** on the same page —
it tears down everything that step started (API server, Postgres
container, its volume and network). Nothing is left running or lying
around afterward, even if the dashboard itself gets restarted in between.
### 2. On pinkbison — download and run the .exe
Same dashboard page: click **Build .exe** the first time (or **Rebuild** to
pick up newer changes) — this pulls the latest `main` and exports a Windows
binary with cloudbison's backend address already baked in. Click
**Download agp-game.exe**, copy it to pinkbison, and just run it. No
environment variable, no config file, no build step on pinkbison at all.
### 3. Tear down when done
**Stop & Clean Up** on the dashboard page. That's it.
## Status
`config/checkpoint_focus_feature_ids` in the AGP framework (`~/agp`) still
restricts agent claiming to the 5 PC1-scope features. Agents will not move
on to post-PC1 work until that's widened.
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# MVP Vertical Slice: Client-Server Wiring — Plan
## Goal
Prove the real Godot client and the real backend can talk: **a user can register/log in
and see a list of worlds from the game client**. Nothing more. Gameplay, join-a-world,
chat, avatar, Discovery search/tags/trending, Social/Economy/Trust & Safety are all
explicitly out of scope.
## Verified backend contract (as of this writing)
- `POST /api/auth/register` — JSON body `{username, email, password, date_of_birth}`.
`date_of_birth` is a `YYYY-MM-DD` string. Returns `201 {access_token, token_type}`.
Rejects under-18 with `400`.
- `POST /api/auth/login` — OAuth2 **form-encoded** (`application/x-www-form-urlencoded`)
`username` + `password` (this is NOT a JSON endpoint). Returns `{access_token, token_type}`.
- `GET /api/worlds` — **requires auth** (`CurrentUser`), returns a JSON array of
`{id, name, description, visibility, owner_id, created_at}`. There is no unauthenticated
public-worlds path, so the worlds list screen can only be shown after login/register.
- `GET /api/health` — unauthenticated, `{status, app}`.
- Base URL: uvicorn default `http://127.0.0.1:8000` (must be configurable in the client).
- CORS is irrelevant to the native Godot `HTTPRequest` client (no browser origin).
## Task breakdown
| # | Type | Task | Depends on |
|---|------|------|-----------|
| 1 | architecture | `ApiClient` autoload: HTTP + JWT storage + error contract | — |
| 2 | implementation | Main-menu **login + register** UI built & wired (form-encoded + JSON/age gate) | 1 |
| 3 | implementation | **World list** screen consuming `GET /api/worlds` | 1 |
| 4 | testing | End-to-end headless smoke test + manual verify | 1,2,3 |
## Design decisions captured (resolved in task 1)
- Token storage: in-memory singleton property for the MVP; a `save_to_disk` seam is left
open but not required yet (no re-login on restart in this slice).
- Error contract: every call returns a discriminated result (`ok`/`error`) so callers
never crash on network failure; non-2xx surfaces `{status, detail}` from the backend.
- Base URL: read from a ProjectSetting, defaulting to `http://127.0.0.1:8000`.
- Login is form-encoded; register is JSON — the client helper must support both content types.
## Notes
- The main-menu auth UI does **not** exist yet (main_menu.gd currently has only Play/Quit
stubs). Task 2 must **build** the login/register UI, not merely wire an existing one.
- The world-list screen also needs to be **built** (a new scene), not just wired.
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# Testing at Package Checkpoints
A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few
real milestones, the client and server builds get packaged together and
independently reviewed before anyone calls anything actually done. See
`project_agp` in Claude's memory, or ask, for the full definition; this
doc is just the mechanical "how do I run the tests" part of that review.
## Running the suite
```
python scripts/run_checkpoint_tests.py
```
Brings up a throwaway Postgres, runs Alembic migrations against it, runs the
backend pytest suite, starts the backend server, and runs every Godot
headless smoke test (`scripts/smoke_test_*.gd`) against it. Tears the
Postgres container down afterward (`--keep-postgres` to skip that if you
want to poke at the DB after a failure).
If port 5432 is already taken on the machine, pass `--postgres-port` with
something else.
Exit code is 0 only if everything that actually ran passed — suites with
nothing to run yet (no Godot binary found, no smoke test scripts yet) are
reported SKIPPED, not treated as a failure.
## What this does and doesn't prove
Passing this script means: migrations apply cleanly to a genuinely empty
database, the backend's unit-level logic is correct, and whatever Godot
smoke tests exist actually round-trip against a live backend. It does
**not** mean full endpoint/integration coverage exists — see
`test_inventory.md` for the current, honest list of what's tested and what
isn't. A checkpoint review should still involve reading the actual diffs
for anything this script's current coverage doesn't reach, not just running
green and calling it done.
## Growing this over time
As real integration tests get added (endpoint tests hitting the FastAPI app,
more Godot smoke coverage beyond `health_check`), they should land under
`backend/tests/` / `scripts/smoke_test_*.gd` respectively — this script
picks up new files automatically, nothing to register by hand. Update
`test_inventory.md`'s tables when you do, so the inventory stays a source
of truth instead of quietly going stale.
Eventual goal (not implemented yet): gate merges to `main` on this script
passing, the same way a real CI pipeline would. For now it's a manual step
run at checkpoint review time.
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# Test Inventory
What automated coverage actually exists, what it actually verifies, and what
doesn't have coverage yet. Keep this current as tests are added — it's the
thing a Package Checkpoint review (see `docs/testing/README.md`) reads first
to know what "run the tests" actually checked.
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
Last verified against `main`: 2026-08-20 — full PC1 checkpoint run,
migrations + pytest + all 7 Godot smoke tests + both platform exports, all
clean. Real bugs found and fixed via real playtesting this same day (not
caught by the checkpoint suite as it stood before today): the main menu
had no way to actually open the login/register form, the world list's
cards rendered at ~1px wide once real data existed, and navigating Play →
Back logged the user out despite a still-valid session. All three are now
covered by the smoke tests below so they can't silently regress.
## Backend — `backend/tests/` (pytest)
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
reachable Postgres — see the runner script).
**Current total: 61 tests, all passing on a clean `main` checkout.**
| File | Tests | What it covers |
|---|---|---|
| `test_auth_age_gate.py` | 11 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year — kept as a tested utility for a future real-DOB pass even though `/register` no longer calls it) + `RegisterRequest.over_18` field tests (true accepted, false accepted, missing rejected). 2026-08-20: the register flow was simplified from collecting/validating a date of birth to a plain client-side "I am 18 or older" confirmation, so the old date-validation parametrized cases were replaced. Backs the 18+ registration gate (PR #23, revised PC1). |
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
| `test_auth_endpoints.py` | 10 | **Integration tests** for `POST /api/auth/register` and `POST /api/auth/login` against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), `over_18=false` rejection (400), missing `over_18` field (422), successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens. |
| `test_refresh_endpoint.py` | 8 | **Integration tests** for `POST /api/auth/refresh`. Covers: successful refresh (200, new access token, same refresh token returned), refresh produces different access tokens on repeated calls, invalid refresh token (401), empty body (422), missing field (422), refresh token from login also works, returned access token is valid JWT decodable with public key, `access_token_expires_minutes` in response. |
| `test_refresh_token_jti.py` | 6 | Unit tests for refresh token uniqueness (jti claim) and model column length. Covers: two calls with same sub produce different tokens (jti uniqueness), jti is valid UUID, rapid repeated calls all produce unique jtis, jti survives decode, `RefreshToken.token` column is `String(512)`, column type is `String`. |
| `test_auth_expired_token.py` | 5 | **Integration tests** for expired-token rejection across auth endpoints. Covers: expired access JWT rejected by `GET /api/auth/me` (401), garbage access token rejected by `/me` (401), missing bearer token returns 401, expired refresh token (DB `expires_at` in past) rejected by `/refresh` (401), expired refresh JWT (past `exp` claim) rejected before DB lookup (401). |
**What these are, honestly:** a mix of pure unit tests (`test_auth_age_gate.py`,
`test_gltf_metadata.py`, `test_refresh_token_jti.py`) and real integration tests
(`test_auth_endpoints.py`, `test_refresh_endpoint.py`, `test_auth_expired_token.py`)
that hit the FastAPI app against a real Postgres database via `TestClient`.
The integration tests exercise the full stack: Pydantic validation → DB →
JWT → response. The suite is also re-runnable without manual cleanup —
`backend/tests/conftest.py` has a session-scoped autouse fixture that
truncates all app tables once before the suite runs.
**Known coverage gaps** (real gaps, not placeholders — nothing enforces filling
these yet):
- No endpoint tests for `GET /api/worlds`, `GET /api/assets/*`, or any
world/asset CRUD routes — only auth endpoints have integration coverage
(`GET /api/worlds` is covered indirectly via the Godot smoke tests below).
- No tests for the moderation schema/migration beyond "the migration runs."
- No tests for the `GET /api/auth/me` endpoint's response body (only its
auth-header validation is covered via expired-token tests).
- No tests for session management (create/validate/revoke sessions).
## Godot client — `scripts/smoke_test_*.gd`
**7 smoke tests merged into `main`.** Each needs a live backend —
`AGP_API_BASE_URL` env var, falling back to the
`application/agp/api_base_url` project setting (default
`http://127.0.0.1:8000`) if unset.
| File | What it covers |
|---|---|
| `smoke_test_api.gd` | Exercises `ApiClient.health_check()` against a live backend. Verifies the real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure. |
| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), `over_18=false` registration (400), correct login (200), wrong password (401), nonexistent user (401). |
| `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. |
| `smoke_test_world_list.gd` | Registers a user, **seeds a real world via `POST /api/worlds/`** (without this, `run_checkpoint_tests.py`'s always-fresh DB means the populated-card render path never actually runs in CI, only the empty-list path would), instantiates `world_list.tscn` as a real scene, waits for `_refresh_worlds()` to complete, confirms it reached the populated (not empty) state, and asserts **each rendered card's real computed width is >= 200px**. That last check is the one that matters: 2026-08-20, a real bug shipped where every card existed in the tree with a non-zero child count and no crash, but rendered at 1.0px wide (`ScrollContainer`'s `size_flags_horizontal`/`vertical` used the raw integer `4` = `Control.SIZE_SHRINK_CENTER` instead of `3` = `SIZE_EXPAND_FILL`) — invisible on screen, and a child-count-only check would never have caught it. Confirmed by deliberately reintroducing the bug: card width check correctly fails at 25px. |
| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
| `smoke_test_main_menu_back.gd` | Regression test for Play → Back logging the user out even with a valid token still held. Registers a user, loads `main_menu.tscn` (asserts it restores the authenticated state via a real `auth_state_ready` signal wait, not a frame-count guess), clicks Play → `world_list.tscn`, clicks Back → `main_menu.tscn`, and asserts the menu is still authenticated. Checks `WelcomeLabel.is_visible_in_tree()`, not just `.visible` — the label lives inside AuthPanel, so `.visible` alone is a false positive if the panel itself is hidden (a real bug briefly present: `_show_authenticated()` hid AuthPanel while claiming the welcome label was visible, which rendered nothing). |
Run (once, to build the class cache): `godot --headless --path . --import`,
then for each smoke test: `godot --headless --path . --script
res://scripts/smoke_test_<name>.gd` — **no `--quit`**, it kills these before
their awaited HTTP calls finish.
**Known gaps:**
- No smoke tests for chunk loading/streaming (`chunk.gd`, `chunk_scene.gd`).
- No smoke tests for dynamic/static object nodes.
- All smoke tests require a live backend; no offline/unit smoke tests exist.
- `smoke_test_world_list.gd` and `smoke_test_main_menu_*.gd` are the only
ones that exercise a real `.tscn` scene instantiation — others only test
the `ApiClient` autoload directly.
- `get_me()` (`GET /auth/me`) is implemented in `scripts/api_client.gd` but
has no smoke coverage yet.
- The Login path (as opposed to Register) through `main_menu.gd` isn't
separately smoke-tested — it shares the same `_on_auth_button_pressed()`/
`_on_auth_complete()` code path already exercised for Register, but that's
inference, not a direct check.
## Client export
`scripts/build.sh` produces real Linux (`agp-game.x86_64`) and Windows
(`agp-game.exe`) binaries via `--export-release`. Verified 2026-08-20: both
exports complete clean from a fresh checkout and produce valid binaries
(confirmed via `file` — real ELF64/PE32+, not empty or truncated). Neither
export is exercised by an automated GUI test (headless Godot can't drive a
window) — actually launching and clicking through the exported binary is a
manual step, see `docs/checkpoints/PC1.md` for playtest instructions.
## What "full coverage" should eventually mean here
Not defined precisely yet — the honest target as of 2026-08-20 is
"integration tests for every endpoint + smoke tests for every major scene."
As real integration/endpoint tests get added, update the tables above
rather than letting this doc drift stale; a wrong inventory is worse than
no inventory.
+74
View File
@@ -0,0 +1,74 @@
[preset.0]
name="Linux"
platform="Linux/X11"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/linux/agp-game.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
[preset.1]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/windows/agp-game.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
codesign/enable=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
d3d12/agility_sdk_multizip=0
+3
View File
@@ -9,9 +9,12 @@ config_version=5
config/name="AGP-Game" config/name="AGP-Game"
run/main_scene="res://scenes/main_menu.tscn" run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.6.2") config/features=PackedStringArray("4.6.2")
agp/api_base_url="http://127.0.0.1:8000"
[autoload] [autoload]
ApiClient="*res://scripts/api_client.gd"
[display] [display]
window/size/viewport_width=1920 window/size/viewport_width=1920
+10
View File
@@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=3 uid="uid://game_scene_pc2"]
[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
[node name="Game" type="Node3D"]
[node name="Level" parent="." instance=ExtResource("1_level")]
[node name="Player" parent="." instance=ExtResource("2_player")]
+84 -1
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=2 format=3] [gd_scene load_steps=2 format=3 uid="uid://main_menu_scene"]
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"] [ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
@@ -29,6 +29,84 @@ text = "AGP Game"
horizontal_alignment = 1 horizontal_alignment = 1
theme_override_font_sizes/font_size = 72 theme_override_font_sizes/font_size = 72
[node name="AuthButtonsRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
theme_override_constants/separation = 16
alignment = 1
[node name="LoginButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
layout_mode = 1
text = "Login"
size_flags_horizontal = 3
[node name="RegisterButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
layout_mode = 1
text = "Register"
size_flags_horizontal = 3
[node name="AuthPanel" type="PanelContainer" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
visible = false
[node name="MarginContainer" type="MarginContainer" parent="CenterContainer/VBoxContainer/AuthPanel"]
layout_mode = 1
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="AuthVBox" type="VBoxContainer" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer"]
layout_mode = 1
theme_override_constants/separation = 8
size_flags_horizontal = 3
[node name="AuthModeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Login"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 24
[node name="UsernameEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
placeholder_text = "Username"
size_flags_horizontal = 3
[node name="PasswordEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
placeholder_text = "Password"
size_flags_horizontal = 3
echo_password = true
[node name="EmailEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
placeholder_text = "Email"
size_flags_horizontal = 3
[node name="Over18Check" type="CheckBox" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
text = "I am 18 or older"
size_flags_horizontal = 3
[node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Login"
size_flags_horizontal = 3
[node name="AuthStatusLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = ""
horizontal_alignment = 1
autowrap_mode = 2
visible = false
[node name="WelcomeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
text = ""
horizontal_alignment = 1
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"] [node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 1 layout_mode = 1
text = "Play" text = "Play"
@@ -39,5 +117,10 @@ layout_mode = 1
text = "Quit" text = "Quit"
size_flags_horizontal = 4 size_flags_horizontal = 4
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton" to="." method="_on_login_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton" to="." method="_on_register_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"] [connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"] [connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"]
+24
View File
@@ -0,0 +1,24 @@
[gd_scene load_steps=3 format=3 uid="uid://player_scene_001"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
radius = 0.35
height = 1.6
[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
radius = 0.35
height = 1.6
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_player")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape1")
[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh1")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
current = true
+78
View File
@@ -0,0 +1,78 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/world_list.gd" id="1_wl"]
[node name="WorldList" type="Control"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_wl")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 8
[node name="HeaderHBox" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 3
size_flags_horizontal = 3
theme_override_constants/separation = 16
[node name="BackButton" type="Button" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "< Back"
size_flags_horizontal = 0
[node name="TitleLabel" type="Label" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "Browse Worlds"
horizontal_alignment = 1
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 28
[node name="RefreshButton" type="Button" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "Refresh"
size_flags_horizontal = 0
[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
layout_mode = 3
size_flags_horizontal = 3
size_flags_vertical = 3
horizontal_mode = 2
vertical_mode = 2
[node name="WorldList" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
layout_mode = 3
size_flags_horizontal = 3
theme_override_constants/separation = 8
[node name="LoadingLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = "Loading worlds..."
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[node name="ErrorLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = ""
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[node name="EmptyLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = ""
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[connection signal="pressed" from="VBoxContainer/HeaderHBox/BackButton" to="." method="_on_back_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HeaderHBox/RefreshButton" to="." method="_on_refresh_button_pressed"]
+120
View File
@@ -0,0 +1,120 @@
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxMesh" id="BoxMesh_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
top_radius = 1.0
height = 4.0
[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
top_radius = 1.0
bottom_radius = 1.0
height = 4.0
subdivisions_top_radius = 8
[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
radius = 1.0
[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
radius = 1.0
subdivisions_ring = 12
subdivisions_height = 12
[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
radius = 0.5
[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
radius = 0.5
subdivisions_ring = 8
subdivisions_height = 8
[sub_resource type="Environment" id="WorldEnvironment_env"]
background_mode = 1
background_color = Color(0.4, 0.6, 0.8, 1)
ambient_light_source = 1
ambient_light_energy = 0.4
ambient_light_sky_energy = 1.0
[node name="TestLevel" type="Node3D"]
[node name="Ground" type="StaticBody3D" parent="."]
position = Vector3(0, -0.5, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_ground")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("BoxMesh_ground")
[node name="Props" type="Node3D" parent="."]
[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
position = Vector3(8, 1.5, 8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
shape = SubResource("BoxShape3D_prop1")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
mesh = SubResource("BoxMesh_prop1")
[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
position = Vector3(-8, 0.5, 6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
shape = SubResource("BoxShape3D_prop2")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
mesh = SubResource("BoxMesh_prop2")
[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
position = Vector3(6, 2.0, -8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
shape = SubResource("CylinderShape3D_prop3")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
mesh = SubResource("CylinderMesh_prop3")
[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
position = Vector3(-6, 1.0, -6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
shape = SubResource("SphereShape3D_prop4")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
mesh = SubResource("SphereMesh_prop4")
[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
position = Vector3(0, 0.5, 12)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
shape = SubResource("SphereShape3D_prop5")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
mesh = SubResource("SphereMesh_prop5")
[node name="Sun" type="DirectionalLight3D" parent="."]
rotation = Vector3(-0.785398, 0, 0)
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("WorldEnvironment_env")
[node name="PlayerSpawn" type="Marker3D" parent="."]
position = Vector3(0, 1.5, 0)
+292
View File
@@ -0,0 +1,292 @@
extends Node
## Central HTTP client singleton (autoload name: "ApiClient").
##
## Every network call in the game flows through this class. Callers use the
## high-level helpers ([method login], [method register], [method get_worlds],
## [method health_check], [method get_me]) or the generic [method request]
## primitive. All results conform to the result-dictionary contract below.
##
## [b]Result Dictionary Contract[/b]
## Every public method returns (after `await`) a Dictionary with this shape:
##
## {
## "ok": bool, # true for HTTP 2xx, false otherwise
## "status": int, # HTTP status code (0 on network failure)
## "data": Variant, # parsed JSON body on success (null otherwise)
## "detail": String, # human-readable message
## }
##
## Network failures (timeout / DNS / refused connection) return `status == 0`
## with a `detail` describing the transport failure. Non-2xx responses return
## the real HTTP status and the backend's `detail` field from the JSON error
## body when present. No caller can crash on a failed request.
##
## [b]Token storage[/b]
## JWTs are kept in memory. [method set_token] is the single seam for future
## disk persistence (override it to save to `user://`).
##
## [b]Usage[/b]
## var result: Dictionary = await ApiClient.login("alice", "secret")
## if result.ok:
## print("Logged in!")
## else:
## print("Error: ", result.detail)
# ---------------------------------------------------------------------------
# Token storage
# ---------------------------------------------------------------------------
var _access_token: String = ""
var _token_type: String = "Bearer"
## Full Authorization header value, e.g. "Bearer eyJ...". Empty if no token.
var bearer_token: String:
get:
return _token_type + " " + _access_token if _access_token != "" else ""
## Whether an access token is currently stored.
func has_token() -> bool:
return _access_token != ""
## Set the access token (called after login / register / token refresh).
## This is the persistence seam: override to also write to disk.
func set_token(access_token: String, token_type: String = "Bearer") -> void:
_access_token = access_token
_token_type = token_type
## Clear stored tokens.
func clear_token() -> void:
_access_token = ""
_token_type = "Bearer"
# ---------------------------------------------------------------------------
# Configuration
# ---------------------------------------------------------------------------
var _base_url: String = "http://127.0.0.1:8000"
## Request timeout in seconds. 0 disables the timeout.
var timeout_seconds: float = 10.0
func _ready() -> void:
# Environment variable override (e.g. for headless smoke tests against a
# backend on a non-default port). Falls back to the ProjectSetting, then
# to the documented default.
var env_url := OS.get_environment("AGP_API_BASE_URL")
if env_url != "":
_base_url = env_url.rstrip("/")
else:
_base_url = str(ProjectSettings.get_setting(
"application/agp/api_base_url",
"http://127.0.0.1:8000"
)).rstrip("/")
# ---------------------------------------------------------------------------
# Core request primitive
# ---------------------------------------------------------------------------
## Generic request primitive. Awaitable via `await`.
##
## Uses a dedicated HTTPRequest node per call so concurrent requests can never
## cross-talk, and so the result maps 1:1 to the awaiting caller.
##
## @param method HTTPClient.Method enum value (GET/POST/PUT/PATCH/DELETE).
## @param path URL path, e.g. "/api/health".
## @param body Request body string (JSON or form-encoded).
## @param content_type "application/json" or "application/x-www-form-urlencoded".
## @param require_auth If true, attach the stored bearer token when present.
## @return Result dictionary conforming to the contract.
func request(
method: HTTPClient.Method,
path: String,
body: String = "",
content_type: String = "application/json",
require_auth: bool = false
) -> Dictionary:
var http := HTTPRequest.new()
http.timeout = timeout_seconds
http.max_redirects = 8
http.accept_gzip = true
add_child(http)
var headers := PackedStringArray()
headers.append("Accept: application/json")
if content_type != "":
headers.append("Content-Type: " + content_type)
if require_auth and has_token():
headers.append("Authorization: " + bearer_token)
var url := _base_url + path
var err := http.request(url, headers, method, body)
if err != OK:
http.queue_free()
return _make_result(false, 0, null, "Failed to start request: " + _error_string(err))
# request_completed emits (result, response_code, headers, body).
var args: Array = await http.request_completed
var result_code: int = args[0]
var response_code: int = args[1]
var response_body: PackedByteArray = args[3]
http.queue_free()
# Transport-level failure (timeout / DNS / refused / TLS, etc.).
if result_code != HTTPRequest.RESULT_SUCCESS:
return _make_result(false, 0, null, _transport_error_detail(result_code))
# Server accepted the connection but returned no HTTP status line.
if response_code == 0:
return _make_result(false, 0, null, "No response received from server.")
var json_string := response_body.get_string_from_utf8()
var ok := response_code >= 200 and response_code < 300
if ok:
var data: Variant = _parse_json(json_string)
return _make_result(true, response_code, data, "OK")
# Non-2xx: surface the backend's "detail" message when available.
var detail := "HTTP error %d" % response_code
var parsed: Variant = _parse_json(json_string)
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
detail = str((parsed as Dictionary)["detail"])
return _make_result(false, response_code, null, detail)
# ---------------------------------------------------------------------------
# High-level helpers
# ---------------------------------------------------------------------------
## Log in with username/password (OAuth2PasswordRequestForm).
## On success stores the returned access token.
func login(username: String, password: String) -> Dictionary:
var form := "username=" + username.uri_encode() + "&password=" + password.uri_encode()
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/login",
form,
"application/x-www-form-urlencoded",
false
)
_store_token_from_result(result)
return result
## Register a new user. On success stores the returned access token.
## @param over_18 Must be true; the backend rejects registration otherwise.
func register(
username: String,
email: String,
password: String,
over_18: bool
) -> Dictionary:
var payload := {
"username": username,
"email": email,
"password": password,
"over_18": over_18,
}
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/register",
JSON.stringify(payload),
"application/json",
false
)
_store_token_from_result(result)
return result
## List worlds visible to the current user (requires auth).
## @param visibility Optional filter: "public", "private", "friends_only".
func get_worlds(skip: int = 0, limit: int = 50, visibility: String = "") -> Dictionary:
var path := "/api/worlds/?skip=%d&limit=%d" % [skip, limit]
if visibility != "":
path += "&visibility=" + visibility.uri_encode()
return await request(HTTPClient.METHOD_GET, path, "", "application/json", true)
## Ping the backend health endpoint (no auth).
func health_check() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/health", "", "application/json", false)
## Fetch the current user's profile from the stored JWT (requires auth).
func get_me() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/users/me", "", "application/json", true)
# ---------------------------------------------------------------------------
# Internals
# ---------------------------------------------------------------------------
func _store_token_from_result(result: Dictionary) -> void:
if result.ok and result.data is Dictionary:
var token: String = str((result.data as Dictionary).get("access_token", ""))
if token != "":
set_token(token)
func _parse_json(text: String) -> Variant:
if text == "":
return null
var parsed: Variant = JSON.parse_string(text)
if parsed == null:
# null is ambiguous (valid JSON "null" vs parse failure). Fall back to
# the raw string so callers never lose the body entirely.
return text if text != "null" else null
return parsed
func _make_result(ok: bool, status: int, data: Variant, detail: String) -> Dictionary:
return {
"ok": ok,
"status": status,
"data": data,
"detail": detail,
}
func _transport_error_detail(result_code: int) -> String:
match result_code:
HTTPRequest.RESULT_CANT_CONNECT:
return "Could not connect to server. Is it running?"
HTTPRequest.RESULT_CANT_RESOLVE:
return "Could not resolve server hostname."
HTTPRequest.RESULT_CONNECTION_ERROR:
return "Connection error."
HTTPRequest.RESULT_TLS_HANDSHAKE_ERROR:
return "TLS handshake failed."
HTTPRequest.RESULT_NO_RESPONSE:
return "No response from server."
HTTPRequest.RESULT_BODY_SIZE_LIMIT_EXCEEDED:
return "Response body too large."
HTTPRequest.RESULT_BODY_DECOMPRESS_FAILED:
return "Failed to decompress response body."
HTTPRequest.RESULT_REQUEST_FAILED:
return "Request failed."
HTTPRequest.RESULT_TIMEOUT:
return "Request timed out."
_:
return "Network error (code %d)." % result_code
func _error_string(err_code: int) -> String:
match err_code:
OK:
return "OK"
ERR_UNCONFIGURED:
return "HTTPRequest not configured (not in tree)."
ERR_BUSY:
return "HTTPRequest is busy with a previous request."
ERR_INVALID_PARAMETER:
return "Invalid URL format."
ERR_CANT_CONNECT:
return "Cannot connect to host."
_:
return "Unknown error (%d)." % err_code
+1
View File
@@ -0,0 +1 @@
uid://cjd0uhll7iylj
+42
View File
@@ -0,0 +1,42 @@
#!/usr/bin/env bash
# Headless CI export for Linux and Windows.
#
# Requires:
# - Godot 4.6.2 (the exact version this project + export_presets.cfg were
# built against; a different Godot minor version's export templates are
# not guaranteed compatible)
# - The matching export templates installed at
# ~/.local/share/godot/export_templates/4.6.2.stable/
# (download: https://godotengine.org/download/archive/4.6.2-stable/,
# "Export templates" -- NOT the same as the editor download)
# - godot on PATH (or set GODOT_BIN below)
#
# Usage: scripts/build.sh
# Output: export/linux/agp-game.x86_64, export/windows/agp-game.exe
set -euo pipefail
cd "$(dirname "$0")/.."
GODOT_BIN="${GODOT_BIN:-godot}"
if ! command -v "$GODOT_BIN" >/dev/null 2>&1; then
if [ -x "$HOME/godot/godot" ]; then
GODOT_BIN="$HOME/godot/godot"
else
echo "godot binary not found (checked PATH and ~/godot/godot)." >&2
exit 1
fi
fi
echo "Godot version: $("$GODOT_BIN" --version)"
mkdir -p export/linux export/windows
echo "=== Exporting Linux/X11 ==="
"$GODOT_BIN" --headless --path . --export-release "Linux" export/linux/agp-game.x86_64
echo "=== Exporting Windows Desktop ==="
"$GODOT_BIN" --headless --path . --export-release "Windows Desktop" export/windows/agp-game.exe
echo ""
echo "Build artifacts:"
ls -la export/linux export/windows
+254 -6
View File
@@ -1,14 +1,262 @@
extends Control extends Control
## Main menu with login/register UI wired to the backend auth API.
##
## The AuthPanel is hidden by default. When the user clicks the LoginButton or
## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
## The Login and Register buttons on the AuthButtonsRow directly set the panel's
## mode, so the user can switch between Login and Register at any time while
## the panel is open.
##
## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
## the welcome label shows the username, and the Play button becomes enabled.
## The auth form fields are hidden, leaving only the welcome message visible.
##
## When returning from another scene (e.g. world_list), _ready() checks whether
## ApiClient already holds a valid token. If so, it restores the authenticated
## UI state (Play enabled, welcome message visible) instead of forcing the user
## back to the login form.
func _ready(): ## Emitted once _ready()'s session check (has_token() + the awaited
pass ## get_me() call) has actually resolved, whichever way -- lets a test (or
## anything else) know the UI state is trustworthy now, rather than
## guessing from a frame count or from UI properties that are ambiguous
## mid-await (e.g. AuthButtonsRow.visible is true both before the check
## resolves AND in a genuine logged-out end state).
signal auth_state_ready
# ─── UI references ────────────────────────────────────────────────────────────
var _auth_buttons_row: HBoxContainer
var _login_button: Button
var _register_button: Button
var _auth_panel: PanelContainer
var _auth_mode_label: Label
var _username_edit: LineEdit
var _password_edit: LineEdit
var _email_edit: LineEdit
var _over_18_check: CheckBox
var _auth_button: Button
var _status_label: Label
var _welcome_label: Label
var _play_button: Button
var _quit_button: Button
var _is_register_mode: bool = false
var _is_authenticating: bool = false
func _on_play_button_pressed(): # ─── Lifecycle ────────────────────────────────────────────────────────────────
# No gameplay scene exists yet — wire this to the real scene once one lands.
print("Play pressed — no gameplay scene yet") func _ready() -> void:
# Cache node references.
_auth_buttons_row = $CenterContainer/VBoxContainer/AuthButtonsRow
_login_button = $CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton
_register_button = $CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton
_auth_panel = $CenterContainer/VBoxContainer/AuthPanel
_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
_over_18_check = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check
_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
_play_button = $CenterContainer/VBoxContainer/PlayButton
_quit_button = $CenterContainer/VBoxContainer/QuitButton
# Default to Play being gated. When a token exists, the async session
# check below may take several frames (a real get_me() round-trip);
# keeping the button disabled until validation succeeds prevents a fast
# click from navigating to world_list with an expired/invalid token.
_play_button.disabled = true
# Check whether a valid session already exists (e.g. user logged in,
# navigated to world_list, then clicked Back). If so, restore the
# authenticated UI state instead of forcing the login form again.
if ApiClient.has_token():
var me_result: Dictionary = await ApiClient.get_me()
if me_result.ok and me_result.data is Dictionary:
var username: String = str((me_result.data as Dictionary).get("username", ""))
if username != "":
_show_authenticated(username)
auth_state_ready.emit()
return
# Token missing or invalid — fall through to logged-out state.
_reset_to_logged_out()
auth_state_ready.emit()
func _on_quit_button_pressed(): ## Restore the UI to the authenticated state (Play enabled, welcome message
## visible, auth buttons hidden). AuthPanel itself stays visible -- the
## welcome label lives inside it, so hiding the panel hides the label too
## even when the label's own `visible` is true (real bug, 2026-08-20: a
## review caught the panel being hidden here while the label claimed to be
## visible, which is a no-op UI-wise since Control.visible doesn't override
## an ancestor's hidden state).
func _show_authenticated(username: String) -> void:
_auth_panel.visible = true
_status_label.visible = false
_welcome_label.text = "Welcome, %s!" % username
_welcome_label.visible = true
# Hide the same full set of form fields _on_auth_complete() hides right
# after a fresh login/register -- this path (session restore on scene
# reload, e.g. after Play -> Back) used to only hide EmailEdit/
# Over18Check, leaving UsernameEdit/PasswordEdit/AuthButton/
# AuthModeLabel visible on top of the welcome message. Real bug: Play
# was enabled and the welcome label was correct, so it wasn't caught by
# checks for those alone -- the login fields being back on screen is
# what a user actually sees as "it's making me log in again."
_username_edit.visible = false
_password_edit.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_play_button.disabled = false
_auth_buttons_row.visible = false
print("Restored authenticated session for: ", username)
## Reset the UI to the logged-out state (Play disabled, auth panel hidden,
## login/register buttons visible).
func _reset_to_logged_out() -> void:
_auth_panel.visible = false
_status_label.visible = false
_welcome_label.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_over_18_check.button_pressed = false
_play_button.disabled = true # Gate play behind successful auth.
_update_auth_mode_ui()
# ─── Play / Quit ──────────────────────────────────────────────────────────────
func _on_play_button_pressed() -> void:
if _play_button.disabled:
return
# Browse worlds is the first real screen past login -- actual gameplay
# (joining a world) doesn't exist yet, browsing does.
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
func _on_quit_button_pressed() -> void:
get_tree().quit() get_tree().quit()
# ─── Auth panel toggle ────────────────────────────────────────────────────────
func _on_login_button_pressed() -> void:
"""Show the auth panel in login mode, called from AuthButtonsRow/LoginButton."""
_auth_panel.visible = true
_is_register_mode = false
_update_auth_mode_ui()
_clear_status()
_username_edit.grab_focus()
func _on_register_button_pressed() -> void:
"""Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton."""
_auth_panel.visible = true
_is_register_mode = true
_update_auth_mode_ui()
_clear_status()
_username_edit.grab_focus()
func _update_auth_mode_ui() -> void:
"""Update labels and field visibility based on login vs register mode."""
if _is_register_mode:
_auth_mode_label.text = "Register"
_auth_button.text = "Register"
_email_edit.visible = true
_over_18_check.visible = true
else:
_auth_mode_label.text = "Login"
_auth_button.text = "Login"
_email_edit.visible = false
_over_18_check.visible = false
# ─── Auth submission ──────────────────────────────────────────────────────────
func _on_auth_button_pressed() -> void:
"""Handle login or register button press."""
if _is_authenticating:
return
# Validate inputs.
var username := _username_edit.text.strip_edges()
var password := _password_edit.text
if username == "":
_show_status("Username is required.")
return
if password == "":
_show_status("Password is required.")
return
if _is_register_mode:
var email := _email_edit.text.strip_edges()
if email == "":
_show_status("Email is required.")
return
if not _over_18_check.button_pressed:
_show_status("You must confirm you are 18 or older to register.")
return
_auth_button.disabled = true
_auth_button.text = "Registering..."
_is_authenticating = true
_clear_status()
var result := await ApiClient.register(username, email, password, true)
_on_auth_complete(result)
else:
_auth_button.disabled = true
_auth_button.text = "Logging in..."
_is_authenticating = true
_clear_status()
var result := await ApiClient.login(username, password)
_on_auth_complete(result)
func _on_auth_complete(result: Dictionary) -> void:
"""Handle the result of a login or register call."""
_auth_button.disabled = false
_auth_button.text = "Register" if _is_register_mode else "Login"
_is_authenticating = false
if result.ok:
# Success — hide the auth form fields, show only the welcome label.
_username_edit.visible = false
_password_edit.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_status_label.visible = false
_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
_welcome_label.visible = true
_play_button.disabled = false
_auth_buttons_row.visible = false
print("Auth successful. Token stored.")
else:
# Failure — show backend error detail.
_show_status(result.detail)
# ─── Status helpers ───────────────────────────────────────────────────────────
func _show_status(message: String) -> void:
_status_label.text = message
_status_label.visible = true
func _clear_status() -> void:
_status_label.text = ""
_status_label.visible = false
+1
View File
@@ -0,0 +1 @@
uid://bgnc3iamfgf6k
+148
View File
@@ -0,0 +1,148 @@
class_name Player
extends CharacterBody3D
## The player character controller.
##
## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
## first-person Camera3D with mouse-look. Reads the spawn point from the
## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
##
## No networking, no chunk code, no avatar UI — PC2 is local-only.
# ---------------------------------------------------------------------------
# Movement constants
# ---------------------------------------------------------------------------
const WALK_SPEED: float = 5.0
const JUMP_VELOCITY: float = 4.5
const GRAVITY: float = 9.8
## Mouse-look sensitivity (radians per pixel of relative motion).
const MOUSE_SENSITIVITY: float = 0.003
## Camera pitch is clamped so the player can't flip past looking straight
## up/down (which would otherwise let mouse-look invert on itself).
const PITCH_LIMIT: float = deg_to_rad(89.0)
# ---------------------------------------------------------------------------
# Input state
# ---------------------------------------------------------------------------
var _input_direction := Vector2.ZERO
var _camera_pitch: float = 0.0
@onready var _camera: Camera3D = $Camera3D
# ---------------------------------------------------------------------------
# _ready — spawn at PlayerSpawn marker, capture the mouse for look
# ---------------------------------------------------------------------------
func _ready() -> void:
# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
# scene root. The lookup walks the full subtree (recursive=true) so
# it finds the marker whether it is a direct child of the level or
# nested deeper.
#
# current_scene is null in headless --script mode and in any scene
# before the main scene is fully swapped in, so guard it rather than
# blindly dereferencing.
var current_scene: Node = get_tree().current_scene
var spawn: Node = null
if current_scene != null:
spawn = current_scene.find_child("PlayerSpawn", true, false)
if spawn is Node3D:
global_position = (spawn as Node3D).global_position
# Align player forward with spawn yaw (optional polish).
var spawn_yaw := (spawn as Node3D).rotation.y
rotation.y = spawn_yaw
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0)
# Capture the mouse for FPS-style look. Headless/test runs have no real
# window to capture input for, so guard against that rather than error.
if DisplayServer.get_name() != "headless":
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# ---------------------------------------------------------------------------
# _unhandled_input — capture keyboard / mouse for movement
# ---------------------------------------------------------------------------
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey:
var key := event as InputEventKey
if key.pressed and not key.echo:
_update_input_direction(key)
elif not key.pressed:
_clear_input_direction(key)
# Release the mouse so the player can get back to a menu/cursor.
if key.pressed and key.keycode == KEY_ESCAPE:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif event is InputEventMouseButton and event.pressed:
# Clicking back into the viewport re-captures the mouse.
if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE and DisplayServer.get_name() != "headless":
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
_handle_mouse_look(event as InputEventMouseMotion)
func _update_input_direction(key: InputEventKey) -> void:
match key.keycode:
KEY_W, KEY_UP:
_input_direction.y += 1.0
KEY_S, KEY_DOWN:
_input_direction.y -= 1.0
KEY_A, KEY_LEFT:
_input_direction.x -= 1.0
KEY_D, KEY_RIGHT:
_input_direction.x += 1.0
func _clear_input_direction(key: InputEventKey) -> void:
match key.keycode:
KEY_W, KEY_UP:
_input_direction.y -= 1.0
KEY_S, KEY_DOWN:
_input_direction.y += 1.0
KEY_A, KEY_LEFT:
_input_direction.x += 1.0
KEY_D, KEY_RIGHT:
_input_direction.x -= 1.0
func _handle_mouse_look(event: InputEventMouseMotion) -> void:
# Yaw rotates the whole body (so movement direction turns with the
# look direction); pitch only tilts the camera, so the capsule itself
# never tips over.
rotation.y -= event.relative.x * MOUSE_SENSITIVITY
_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
_camera.rotation.x = _camera_pitch
# ---------------------------------------------------------------------------
# Physics — gravity, jump, move_and_slide
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# Apply gravity.
if not is_on_floor():
velocity.y -= GRAVITY * delta
# Jump.
if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
velocity.y = JUMP_VELOCITY
# Build movement direction from input. Godot's local "forward" is -Z, not
# +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
# move the player backward when pressing forward (confirmed by reading
# Camera3D/Node3D's own convention: a node looks down its local -Z).
var direction := (_input_direction.x * transform.basis.x -
_input_direction.y * transform.basis.z).normalized()
velocity.x = direction.x * WALK_SPEED
velocity.z = direction.z * WALK_SPEED
move_and_slide()
+170
View File
@@ -0,0 +1,170 @@
#!/usr/bin/env python3
"""Run the full automated test inventory for a Package Checkpoint review.
See docs/testing/test_inventory.md for what each suite actually covers (and
doesn't) -- keep that doc in sync as tests are added, this script just runs
whatever's there.
Usage:
python scripts/run_checkpoint_tests.py [--keep-postgres] [--postgres-port PORT]
Exits 0 if everything that ran passed, 1 otherwise. Suites with nothing to
run (e.g. no scripts/smoke_test_*.gd yet, or no Godot binary found) are
reported as SKIPPED, not counted as a failure.
"""
import argparse
import glob
import os
import shutil
import subprocess
import sys
import time
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
BACKEND = ROOT / "backend"
def run(cmd, cwd=None, env=None, capture=False):
print(f"$ {' '.join(cmd)}" + (f" (cwd={cwd})" if cwd else ""))
return subprocess.run(cmd, cwd=cwd, env=env, capture_output=capture, text=True)
def find_godot():
for candidate in ("godot", str(Path.home() / "godot" / "godot")):
if shutil.which(candidate) or Path(candidate).is_file():
return candidate
return None
def wait_for_http(url: str, timeout_s: int = 20) -> bool:
import urllib.request
import urllib.error
deadline = time.time() + timeout_s
while time.time() < deadline:
try:
with urllib.request.urlopen(url, timeout=2) as resp:
if resp.status == 200:
return True
except (urllib.error.URLError, ConnectionError, OSError):
pass
time.sleep(1)
return False
def main():
parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
parser.add_argument("--keep-postgres", action="store_true",
help="Don't tear down the checkpoint Postgres container afterward")
parser.add_argument("--postgres-port", default=os.environ.get("CHECKPOINT_POSTGRES_PORT", "5432"),
help="Host port for the checkpoint's own Postgres container (default 5432 -- "
"override if that's already in use on this machine)")
parser.add_argument("--backend-port", default=os.environ.get("CHECKPOINT_BACKEND_PORT", "18080"),
help="Port to run the backend server on for the Godot smoke tests")
args = parser.parse_args()
results = {}
# --- Backend: bring up Postgres ---
compose_env = os.environ.copy()
compose_env["COMPOSE_PROJECT_NAME"] = "agp-checkpoint"
compose_env["POSTGRES_HOST_PORT"] = args.postgres_port
compose_env["POSTGRES_PORT"] = args.postgres_port # some branches use this name instead, see tools/definitions.py
print("=== Backend: bringing up Postgres ===")
run(["docker", "compose", "up", "-d", "postgres"], cwd=BACKEND, env=compose_env)
print("Waiting for Postgres to be ready...")
pg_ready = False
for _ in range(20):
r = run(["docker", "compose", "exec", "-T", "postgres", "pg_isready", "-U", "agp_user", "-d", "agp_db"],
cwd=BACKEND, env=compose_env, capture=True)
if r.returncode == 0:
pg_ready = True
break
time.sleep(1)
if not pg_ready:
print("Postgres never became ready -- aborting.")
sys.exit(1)
db_url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{args.postgres_port}/agp_db"
backend_env = os.environ.copy()
backend_env["DATABASE_URL"] = db_url
print("\n=== Backend: alembic upgrade head ===")
r = run([sys.executable, "-m", "alembic", "upgrade", "head"], cwd=BACKEND, env=backend_env)
results["migrations (fresh DB)"] = r.returncode == 0
print("\n=== Backend: pytest ===")
r = run([sys.executable, "-m", "pytest", "-v"], cwd=BACKEND, env=backend_env)
results["backend pytest"] = r.returncode == 0
# --- Godot: headless smoke tests (need a live backend server) ---
godot_bin = find_godot()
smoke_tests = sorted(glob.glob(str(ROOT / "scripts" / "smoke_test_*.gd")))
if not godot_bin:
print("\n=== Godot: binary not found (checked PATH and ~/godot/godot), skipping smoke tests ===")
results["godot smoke tests"] = None
elif not smoke_tests:
print("\n=== Godot: no scripts/smoke_test_*.gd found yet, nothing to run ===")
results["godot smoke tests"] = None
else:
print(f"\n=== Backend: starting server on :{args.backend_port} for Godot smoke tests ===")
server_proc = subprocess.Popen(
[sys.executable, "-m", "uvicorn", "app.main:app", "--host", "127.0.0.1", "--port", args.backend_port],
cwd=BACKEND, env=backend_env,
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
)
try:
base_url = f"http://127.0.0.1:{args.backend_port}"
if not wait_for_http(f"{base_url}/api/health"):
print("Backend server never became healthy -- skipping Godot smoke tests.")
results["godot smoke tests"] = False
else:
godot_env = os.environ.copy()
godot_env["AGP_API_BASE_URL"] = base_url
print("=== Godot: import pass (builds the class cache) ===")
run([godot_bin, "--headless", "--path", str(ROOT), "--import"], env=godot_env)
run([godot_bin, "--headless", "--path", str(ROOT), "--quit"], env=godot_env)
godot_ok = True
for test in smoke_tests:
rel = os.path.relpath(test, ROOT)
print(f"\n--- {rel} ---")
r = run([godot_bin, "--headless", "--path", str(ROOT), "--script", f"res://{rel}"], env=godot_env)
if r.returncode != 0:
godot_ok = False
results["godot smoke tests"] = godot_ok
finally:
server_proc.terminate()
try:
server_proc.wait(timeout=10)
except subprocess.TimeoutExpired:
server_proc.kill()
if not args.keep_postgres:
print("\n=== Backend: tearing down checkpoint Postgres ===")
run(["docker", "compose", "down", "-v", "postgres"], cwd=BACKEND, env=compose_env)
# --- Summary ---
print("\n" + "=" * 50)
print("SUMMARY")
print("=" * 50)
overall_ok = True
for name, ok in results.items():
if ok is None:
print(f" {name}: SKIPPED")
elif ok:
print(f" {name}: PASS")
else:
print(f" {name}: FAIL")
overall_ok = False
print("\nSee docs/testing/test_inventory.md for what each suite actually covers (and doesn't).")
sys.exit(0 if overall_ok else 1)
if __name__ == "__main__":
main()
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extends SceneTree
## Headless smoke test for the ApiClient autoload.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_api.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
##
## Calls the real autoload's `health_check()` (which exercises the generic
## `request()` primitive) and exits 0 on a `status == "ok"` response, 1
## otherwise. This script is intentionally NOT wired into any game scene.
func _initialize() -> void:
_run()
func _run() -> void:
# _initialize() fires before the SceneTree has processed its first frame,
# so a freshly add_child()'d HTTPRequest node isn't reliably considered
# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
# of delay is enough; this only matters for --script mode, not a real
# running game.
await process_frame
# Godot's --script/SceneTree runner doesn't resolve autoload singletons
# as bare global identifiers at compile time (the node exists at
# runtime -- root.has_node("ApiClient") is true -- but referencing it as
# a plain identifier fails with "Identifier not found: ApiClient" during
# script compilation). get_node sidesteps compile-time resolution
# entirely. This only affects --script mode; a real game scene resolves
# the bare autoload name normally.
var api_client := root.get_node("ApiClient")
print("SMOKE: calling ApiClient.health_check() ...")
var result: Dictionary = await api_client.health_check()
print("SMOKE: result = ", result)
if result.ok \
and result.data is Dictionary \
and str((result.data as Dictionary).get("status", "")) == "ok":
print("SMOKE RESULT: PASS (status=ok)")
quit(0)
else:
printerr("SMOKE RESULT: FAIL")
quit(1)
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extends SceneTree
## Headless smoke test for the AuthPanel login/register flow.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_auth.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
##
## Tests:
## 1. Register a unique user → 201 + token stored.
## 2. Register the same user again → 409 "Username already registered".
## 3. Register with over_18=false → 400 "Must be 18 or older".
## 4. Login with correct credentials → 200 + token stored.
## 5. Login with wrong password → 401 "Incorrect username or password".
## 6. Login with non-existent user → 401 "Incorrect username or password".
##
## Exits 0 on full pass, 1 on any failure.
const API_BASE := "http://127.0.0.1:8000"
const TEST_USERNAME := "smoke_test_user_%d"
const TEST_EMAIL := "smoke_%d@test.example.com"
const TEST_PASSWORD := "SmokeTest123!"
func _initialize() -> void:
_run()
func _run() -> void:
# Wait for autoloads to be ready.
await process_frame
var api := root.get_node("ApiClient") as ApiClient
assert(api != null, "ApiClient autoload not found")
var passed: int = 0
var failed: int = 0
# --- Test 1: Register a unique user ---
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "smoke_%d" % unique_id
var email := "smoke_%d@test.example.com" % unique_id
print("\n=== Test 1: Register unique user ===")
var result := await api.register(username, email, TEST_PASSWORD, true)
if _check("register returns ok", result.ok) \
and _check("register status is 201", result.status == 201) \
and _check("register stores token", api.has_token()):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 2: Register same user again (duplicate) ---
print("\n=== Test 2: Duplicate username ===")
result = await api.register(username, email, TEST_PASSWORD, true)
if _check("duplicate register not ok", not result.ok) \
and _check("duplicate status is 409", result.status == 409) \
and _check("duplicate detail mentions username",
"username" in result.detail.to_lower()):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 3: Register with over_18=false ---
print("\n=== Test 3: over_18=false registration ===")
var child_username := "child_%d" % unique_id
var child_email := "child_%d@test.example.com" % unique_id
result = await api.register(child_username, child_email, TEST_PASSWORD, false)
if _check("over_18=false register not ok", not result.ok) \
and _check("over_18=false status is 400", result.status == 400) \
and _check("over_18=false detail mentions age",
"18" in result.detail):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 4: Login with correct credentials ---
print("\n=== Test 4: Correct login ===")
result = await api.login(username, TEST_PASSWORD)
if _check("login returns ok", result.ok) \
and _check("login status is 200", result.status == 200) \
and _check("login stores token", api.has_token()):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 5: Login with wrong password ---
print("\n=== Test 5: Wrong password ===")
result = await api.login(username, "WrongPassword!")
if _check("wrong pwd login not ok", not result.ok) \
and _check("wrong pwd status is 401", result.status == 401) \
and _check("wrong pwd detail",
"Incorrect" in result.detail or "incorrect" in result.detail):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 6: Login with non-existent user ---
print("\n=== Test 6: Non-existent user ===")
result = await api.login("nonexistent_user_xyz", TEST_PASSWORD)
if _check("missing user login not ok", not result.ok) \
and _check("missing user status is 401", result.status == 401) \
and _check("missing user detail",
"Incorrect" in result.detail or "incorrect" in result.detail):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Summary ---
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
if failed > 0:
quit(1)
else:
print("SMOKE RESULT: ALL PASS")
quit(0)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
return true
else:
printerr(" FAIL: ", description)
return false
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extends SceneTree
## End-to-end headless smoke test: register -> login -> fetch worlds list.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_e2e.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000, overridable via
## the AGP_API_BASE_URL environment variable).
##
## Steps:
## 1. Health check GET /api/health -> 200, {"status": "ok"}
## 2. Register POST /api/auth/register -> 201, access_token present
## 3. Login POST /api/auth/login -> 200, access_token present
## 4. Worlds list GET /api/worlds -> 200, JSON array
##
## Exits 0 if all steps pass, 1 otherwise. If the backend is unreachable the
## health check fails with a clear message and the script exits 1 immediately.
# Fixed credentials from the task spec. The username gets a unique numeric
# suffix so the test stays re-runnable (a second run would otherwise hit
# "Username already registered" on step 2).
const TEST_USERNAME_BASE := "smoke_test_user"
const TEST_EMAIL := "smoke@test.com"
const TEST_PASSWORD := "TestPass123"
func _initialize() -> void:
_run()
func _run() -> void:
# _initialize() fires before the first frame; wait one frame so freshly
# created HTTPRequest nodes are reliably inside the tree.
await process_frame
# In --script mode the autoload is reachable via get_node(), not as a
# bare identifier (bare identifiers fail to resolve at compile time here).
var api := root.get_node("ApiClient")
assert(api != null, "ApiClient autoload not found in the scene tree")
var unique_id := int(Time.get_unix_time_from_system() * 1000)
var username := "%s_%d" % [TEST_USERNAME_BASE, unique_id]
var email := "smoke_%d@test.com" % unique_id
var results := {}
# --- Step 1: Health check -------------------------------------------------
print("\n=== Step 1: Health check (GET /api/health) ===")
var health: Dictionary = await api.health_check()
var health_ok: bool = (
health.ok
and health.status == 200
and health.data is Dictionary
and str((health.data as Dictionary).get("status", "")) == "ok"
)
_record(results, "health", health_ok, "status=%d data=%s" % [
health.status, health.data
])
if not health.ok or health.status == 0:
printerr("\nERROR: Backend is not reachable at the configured base URL.")
printerr(" detail: %s" % health.detail)
printerr(" Start the backend first (see backend/README), then re-run:")
printerr(" godot --headless --path . --script res://scripts/smoke_test_e2e.gd")
_summarize(results)
quit(1)
return
# --- Step 2: Register -----------------------------------------------------
print("\n=== Step 2: Register (POST /api/auth/register) ===")
var reg: Dictionary = await api.register(username, email, TEST_PASSWORD, true)
var reg_token := _extract_token(reg)
var reg_ok: bool = (
reg.ok
and reg.status == 201
and reg_token != ""
)
_record(results, "register", reg_ok, "status=%d token=%s detail=%s" % [
reg.status, "yes" if reg_token != "" else "no", reg.detail
])
# --- Step 3: Login --------------------------------------------------------
print("\n=== Step 3: Login (POST /api/auth/login) ===")
var login: Dictionary = await api.login(username, TEST_PASSWORD)
var login_token := _extract_token(login)
var login_ok: bool = (
login.ok
and login.status == 200
and login_token != ""
)
_record(results, "login", login_ok, "status=%d token=%s detail=%s" % [
login.status, "yes" if login_token != "" else "no", login.detail
])
# --- Step 4: Worlds list ---------------------------------------------------
print("\n=== Step 4: Worlds list (GET /api/worlds) ===")
# login/register already stored the token; make the auth header explicit by
# re-applying the extracted token so step 4 is independent of storage order.
if login_token != "":
api.set_token(login_token)
var worlds: Dictionary = await api.get_worlds()
var worlds_ok: bool = (
worlds.ok
and worlds.status == 200
and worlds.data is Array
)
_record(results, "worlds", worlds_ok, "status=%d is_array=%s count=%d detail=%s" % [
worlds.status,
"yes" if (worlds.data is Array) else "no",
(worlds.data as Array).size() if (worlds.data is Array) else -1,
worlds.detail,
])
# --- Summary ---------------------------------------------------------------
_summarize(results)
func _extract_token(result: Dictionary) -> String:
if result.ok and result.data is Dictionary:
return str((result.data as Dictionary).get("access_token", ""))
return ""
func _record(results: Dictionary, name: String, ok: bool, detail: String) -> void:
results[name] = {"ok": ok, "detail": detail}
if ok:
print(" PASS: %s" % detail)
else:
printerr(" FAIL: %s" % detail)
func _summarize(results: Dictionary) -> void:
var all_pass := true
print("\n=== Smoke test summary ===")
for step in ["health", "register", "login", "worlds"]:
var entry: Dictionary = results.get(step, {"ok": false, "detail": "not run"})
if not entry["ok"]:
all_pass = false
print(" %-8s : %s" % [step, "PASS" if entry["ok"] else "FAIL"])
if all_pass:
print("SMOKE RESULT: ALL PASS (4/4)")
quit(0)
else:
printerr("SMOKE RESULT: FAIL")
quit(1)
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extends SceneTree
## Regression test for the Play -> Back navigation bug.
##
## The reported bug: after logging in and clicking Play, the user lands on
## world_list.tscn; clicking Back returns to main_menu.tscn, but the menu
## reset to a fully logged-out state (Play disabled, login form showing)
## even though ApiClient still held a valid token. main_menu.gd's _ready()
## used to unconditionally reset the UI on every scene load.
##
## This test drives the real navigation flow (change_scene_to_file) against
## a live backend:
## 1. Register a unique user so ApiClient holds a valid token.
## 2. Load main_menu.tscn and assert it restores the authenticated state.
## 3. Click Play -> world_list.tscn.
## 4. Click Back -> main_menu.tscn.
## 5. Assert the menu is STILL authenticated (Play enabled, welcome label
## actually visible in the tree, login/register buttons hidden).
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_main_menu_back.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
const USERNAME := "backnav_%d"
const EMAIL := "backnav_%d@test.example.com"
const PASSWORD := "BackNav123!"
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
if api == null:
printerr("FAIL: ApiClient autoload not found")
quit(1)
return
# 1. Establish a real, valid session exactly the way a user would.
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := USERNAME % unique_id
var email := EMAIL % unique_id
print("\n=== Setup: register ", username, " ===")
var register_result: Dictionary = await api.register(username, email, PASSWORD, true)
if not _check("register succeeds", register_result.ok):
print(" detail: ", register_result.detail)
_finish()
return
_check("ApiClient stores token after register", api.has_token())
# 2. First visit to the main menu: should already show the authenticated
# state (no login form, Play enabled).
change_scene_to_file("res://scenes/main_menu.tscn")
# change_scene_to_file defers the actual swap -- a couple frames is
# plenty for the scene object itself to exist (unlike the real
# get_me() network round-trip afterward, which is what auth_state_ready
# actually waits for below).
for i in 5:
await process_frame
if current_scene is Control:
break
var menu: Control = current_scene
if menu == null or not menu is Control:
printerr("FAIL: main_menu.tscn did not become current_scene")
_finish()
return
await menu.auth_state_ready
_check("first main menu visit restores authenticated state", _is_authenticated(menu))
# 3. Play -> world_list.tscn (real button press).
var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
play_button.pressed.emit()
await _wait_for_scene_change(menu)
var world_list_scene := current_scene
if world_list_scene == null or world_list_scene == menu:
printerr("FAIL: world_list.tscn did not become current_scene after Play")
_finish()
return
# 4. Back -> main_menu.tscn (real button press).
var back_button: Button = world_list_scene.get_node("VBoxContainer/HeaderHBox/BackButton")
back_button.pressed.emit()
await _wait_for_scene_change(world_list_scene)
menu = current_scene
if menu == null or not menu is Control:
printerr("FAIL: main_menu.tscn did not become current_scene after Back")
_finish()
return
# The new main_menu instance's own _ready() is *also* awaiting a real
# get_me() call -- _wait_for_scene_change only confirms the scene
# object exists, not that its authenticated-state fields have been
# set yet. Wait for the real signal, not a guess.
await menu.auth_state_ready
# 5. THE regression assertion: still logged in after returning.
_check("main menu stays authenticated after Play -> Back", _is_authenticated(menu))
_finish()
func _is_authenticated(menu: Control) -> bool:
var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
var welcome_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
var auth_buttons_row: HBoxContainer = menu.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
var auth_panel: PanelContainer = menu.get_node("CenterContainer/VBoxContainer/AuthPanel")
var username_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
var password_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
var auth_button: Button = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
var auth_mode_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
_check("Play enabled", not play_button.disabled)
# WelcomeLabel lives inside AuthPanel, so `.visible` alone is a
# false-positive: the label can have visible=true while its parent is
# hidden and it renders as nothing. `is_visible_in_tree()` is the
# check that proves the user can actually see the welcome message.
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
_check("Auth buttons row hidden", not auth_buttons_row.visible)
_check("Auth panel visible (it contains the welcome label)", auth_panel.visible)
# Real bug, 2026-08-20: the session-restore path (this one, after
# Play -> Back) hid EmailEdit/Over18Check but never the rest of the
# login form -- Play enabled + welcome label visible were both still
# true, so a check that stopped there passed while the user was
# looking at the login fields again on top of the welcome message.
_check("Username field hidden", not username_edit.visible)
_check("Password field hidden", not password_edit.visible)
_check("Auth button hidden", not auth_button.visible)
_check("Auth mode label hidden", not auth_mode_label.visible)
return (not play_button.disabled) \
and welcome_label.is_visible_in_tree() \
and not auth_buttons_row.visible \
and auth_panel.visible \
and not username_edit.visible \
and not password_edit.visible \
and not auth_button.visible \
and not auth_mode_label.visible
func _wait_for_scene_change(previous_scene: Node) -> void:
for i in 20:
await process_frame
if current_scene != previous_scene and current_scene != null:
return
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)
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extends SceneTree
## Full click-through simulation of the real user flow: press Register,
## fill the form exactly as a human would, submit, confirm Play actually
## becomes clickable. Also verifies that after successful auth the auth
## form fields are hidden, leaving only the welcome message visible.
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var packed: PackedScene = load("res://scenes/main_menu.tscn")
var instance: Control = packed.instantiate()
root.add_child(instance)
await process_frame
var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
var auth_buttons_row: HBoxContainer = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
var username_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
var password_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check")
var auth_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
var welcome_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
var play_button: Button = instance.get_node("CenterContainer/VBoxContainer/PlayButton")
_check("Play starts disabled", play_button.disabled)
# Click Register -- a real signal emission is fine here since
# _on_register_button_pressed() is synchronous (no await), same as a
# real click's GUI event dispatch would drive it.
register_button.pressed.emit()
await process_frame
_check("auth panel opened in register mode", instance.get_node("CenterContainer/VBoxContainer/AuthPanel").visible)
# Fill the form exactly as a user would type into it.
var unique_id := int(Time.get_unix_time_from_system() * 1000)
username_edit.text = "mainmenu_e2e_%d" % unique_id
password_edit.text = "TestPass123!"
email_edit.text = "mainmenu_e2e_%d@test.example.com" % unique_id
over_18_check.button_pressed = true
# Call the submit handler directly (awaited) rather than via
# auth_button.pressed.emit() -- a synthetic .emit() in --script/
# SceneTree headless mode doesn't drive an await-using handler's
# coroutine forward the same way real GUI input event dispatch does
# (confirmed via a direct-call vs emit() comparison: the direct call
# always resolves, the synthetic emit sometimes doesn't advance past
# its own await point even after 50 real process_frame waits). This
# is a headless-mode test-harness limitation, not a bug in the actual
# click-driven flow.
await instance._on_auth_button_pressed()
_check("Play became enabled after real register submission", not play_button.disabled)
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
_check("Auth buttons row hid itself after success", not auth_buttons_row.visible)
# Verify the auth form fields are hidden after successful auth,
# leaving only the welcome message visible within the panel.
_check("Username edit hidden after auth", not username_edit.visible)
_check("Password edit hidden after auth", not password_edit.visible)
_check("Email edit hidden after auth", not email_edit.visible)
_check("Over18 checkbox hidden after auth", not over_18_check.visible)
_check("Auth button hidden after auth", not auth_button.visible)
_check("Auth mode label hidden after auth", not auth_mode_label.visible)
_check("Welcome label contains username", welcome_label.text.begins_with("Welcome, mainmenu_e2e_"))
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
func _check(description: String, condition: bool) -> void:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
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extends SceneTree
## Verifies the main menu's Login/Register buttons correctly open the auth
## panel and toggle between Login and Register modes via signal emission.
##
## Key tests:
## - AuthPanel starts hidden.
## - LoginButton press opens the panel in Login mode.
## - RegisterButton press opens the panel in Register mode.
## - Clicking Login while in Register mode switches back to Login mode.
## - Clicking Register while in Login mode switches to Register mode.
## - The ModeToggle CheckButton no longer exists in the scene.
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var passed := 0
var failed := 0
var packed: PackedScene = load("res://scenes/main_menu.tscn")
var instance: Control = packed.instantiate()
root.add_child(instance)
await process_frame
var login_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton")
var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
var auth_panel: PanelContainer = instance.get_node("CenterContainer/VBoxContainer/AuthPanel")
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check")
# --- Test 1: auth panel starts hidden ---
if _check("auth panel starts hidden", not auth_panel.visible):
passed += 1
else:
failed += 1
# --- Test 2: LoginButton press opens panel in Login mode ---
login_button.pressed.emit()
await process_frame
if _check("auth panel visible after LoginButton press", auth_panel.visible):
passed += 1
else:
failed += 1
if _check("Login mode label after LoginButton press", auth_mode_label.text == "Login"):
passed += 1
else:
failed += 1
if _check("Email field hidden in Login mode", not email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox hidden in Login mode", not over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 3: RegisterButton press switches to Register mode ---
register_button.pressed.emit()
await process_frame
if _check("auth panel still visible after RegisterButton press", auth_panel.visible):
passed += 1
else:
failed += 1
if _check("Register mode label after RegisterButton press", auth_mode_label.text == "Register"):
passed += 1
else:
failed += 1
if _check("Email field visible in Register mode", email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox visible in Register mode", over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 4: LoginButton press switches back to Login mode ---
login_button.pressed.emit()
await process_frame
if _check("Login mode label after second LoginButton press", auth_mode_label.text == "Login"):
passed += 1
else:
failed += 1
if _check("Email field hidden after switching back to Login", not email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox hidden after switching back to Login", not over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 5: ModeToggle CheckButton no longer exists ---
var mode_toggle_path = "CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle"
var has_mode_toggle = instance.has_node(mode_toggle_path)
if _check("ModeToggle CheckButton removed from scene", not has_mode_toggle):
passed += 1
else:
failed += 1
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
else:
printerr(" FAIL: ", description)
return condition
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extends SceneTree
## Smoke test for the player character scene and its spawn behavior.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_player.gd
##
## Loads the test level, verifies the player is present, spawned at the
## PlayerSpawn marker, and has the expected CharacterBody3D structure.
var _passed := 0
var _failed := 0
func _initialize() -> void:
print("SMOKE: starting player smoke test")
_run()
func _run() -> void:
await process_frame
print("SMOKE: loading game scene")
# Load scenes/game.tscn -- the real PC2 composition point (Level + Player
# as siblings, per docs/architecture/pc2_test_level.md §4), not the level
# scene directly. Use the same SceneTree API as the real game so
# `current_scene` is populated before the scene is added and its
# _ready() callbacks fire. That ordering is what the player's spawn
# lookup (get_tree().current_scene) depends on.
var packed: PackedScene = load("res://scenes/game.tscn")
var result := change_scene_to_packed(packed)
if result != OK:
printerr("SMOKE: failed to change scene, error ", result)
quit(1)
return
await scene_changed
var game: Node3D = current_scene as Node3D
print("SMOKE: game scene ready")
# 1. Verify the player node exists in the scene tree.
var player: Node = game.get_node("Player")
_check("Player node exists in test level", player != null)
_check("Player is a CharacterBody3D", player is CharacterBody3D)
# 2. Verify the player has the expected child structure.
var collision: Node = player.get_node("CollisionShape3D")
_check("Player has CollisionShape3D", collision != null)
_check("CollisionShape3D has a shape",
collision is CollisionShape3D and (collision as CollisionShape3D).shape != null)
var mesh: Node = player.get_node("CapsuleMesh")
_check("Player has CapsuleMesh", mesh != null)
_check("CapsuleMesh has a mesh",
mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null)
# 3. Verify the player spawned at the PlayerSpawn marker position.
var spawn_marker: Marker3D = game.get_node("Level/PlayerSpawn")
_check("PlayerSpawn marker exists", spawn_marker != null)
# The player's _ready() should have moved it to the spawn marker's
# global position. Compare global positions directly (not local) since
# Player and Level sit at different depths under Game.
var expected_pos: Vector3 = spawn_marker.global_position
_check("Player spawned at PlayerSpawn position",
player.global_position == expected_pos)
# 4. Verify the player script class_name is correct and has the
# movement constants defined.
var script: GDScript = player.get_script() as GDScript
_check("Player has a script attached", script != null)
var constants: Dictionary = script.get_script_constant_map()
_check("Player has WALK_SPEED constant", constants.has("WALK_SPEED"))
_check("Player has GRAVITY constant", constants.has("GRAVITY"))
_check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY"))
_check("JUMP_VELOCITY is positive (upward)", float(constants.get("JUMP_VELOCITY", -1.0)) > 0.0)
# 5. Verify the player has a Camera3D so the game is actually viewable
# from the player's perspective, not just a walking capsule with no view.
var camera: Node = player.get_node_or_null("Camera3D")
_check("Player has a Camera3D", camera is Camera3D)
_check("Camera3D is current", camera is Camera3D and (camera as Camera3D).current)
print("\n=== SMOKE RESULT: %d/%d passed ===" % [_passed, _passed + _failed])
quit(0 if _failed == 0 else 1)
func _check(description: String, condition: bool) -> void:
if condition:
print(" PASS: ", description)
_passed += 1
else:
printerr(" FAIL: ", description)
_failed += 1
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extends SceneTree
## Headless smoke test for the PC2 test level scene.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_test_level.gd
##
## Loads the test level scene, asserts:
## (a) it loads without error,
## (b) it contains a Marker3D named "PlayerSpawn",
## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface.
## Exits 0 on success, 1 on failure.
func _initialize() -> void:
_run()
func _run() -> void:
var level_path: String = "res://scenes/worlds/test_level.tscn"
# Load the scene file
var level_resource: PackedScene = load(level_path)
if level_resource == null:
printerr("SMOKE RESULT: FAIL \u2014 could not load ", level_path)
quit(1)
return
print("SMOKE: test_level.tscn loaded successfully")
# Change the running scene to our test level
var err: int = change_scene_to_packed(level_resource)
if err != OK:
printerr("SMOKE RESULT: FAIL \u2014 change_scene_to_packed returned ", err)
quit(1)
return
# Wait for the scene_changed signal so current_scene is set
await scene_changed
var level_instance: Node3D = current_scene as Node3D
if level_instance == null:
printerr("SMOKE RESULT: FAIL \u2014 current_scene is not Node3D")
quit(1)
return
# Give the tree one frame to fully initialize
await process_frame
# (b) Find the PlayerSpawn marker
var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D
if spawn_marker == null:
printerr("SMOKE RESULT: FAIL \u2014 no Node3D named 'PlayerSpawn' found in test level")
quit(1)
return
print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position)
# (c) Verify PlayerSpawn is >= 1.0 m above ground top
# The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5
# with height 1.0, so top face is at y = 0).
var spawn_y: float = spawn_marker.global_position.y
if spawn_y < 1.0:
printerr("SMOKE RESULT: FAIL \u2014 PlayerSpawn y = ", spawn_y,
" is below the required minimum of 1.0 m above ground top (y=0)")
quit(1)
return
print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m \u2014 PASS")
# Additional check: verify Ground StaticBody3D exists
var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D
if ground == null:
printerr("SMOKE RESULT: FAIL \u2014 no StaticBody3D named 'Ground' found")
quit(1)
return
print("SMOKE: found Ground StaticBody3D")
# Verify Ground top face is at y = 0
var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D
if ground_shape != null and ground_shape.shape is BoxShape3D:
var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D
var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0
if abs(ground_top - 0.0) > 0.01:
printerr("SMOKE RESULT: FAIL \u2014 Ground top face at y = ", ground_top, " expected ~0.0")
quit(1)
return
print("SMOKE: Ground top face at y = ", ground_top, " \u2014 PASS")
# Verify props exist (3-5 StaticBody3D children under Props node)
var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D
if props_node != null:
var prop_count: int = 0
for child in props_node.get_children():
if child is StaticBody3D:
prop_count += 1
if prop_count < 3:
printerr("SMOKE RESULT: FAIL \u2014 only ", prop_count, " props found, need >= 3")
quit(1)
return
print("SMOKE: found ", prop_count, " props \u2014 PASS")
else:
printerr("SMOKE RESULT: FAIL \u2014 no 'Props' Node3D found")
quit(1)
return
# Verify lighting exists
var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D
if sun == null:
printerr("SMOKE RESULT: FAIL \u2014 no DirectionalLight3D named 'Sun' found")
quit(1)
return
print("SMOKE: found Sun DirectionalLight3D")
# Verify WorldEnvironment exists
var env: WorldEnvironment = level_instance.find_child("WorldEnvironment", true, false) as WorldEnvironment
if env == null:
printerr("SMOKE RESULT: FAIL \u2014 no WorldEnvironment named 'WorldEnvironment' found")
quit(1)
return
print("SMOKE: found WorldEnvironment")
# All checks passed
print("SMOKE RESULT: PASS")
quit(0)
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extends SceneTree
## Headless smoke test for the world list screen.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_world_list.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000, override with
## AGP_API_BASE_URL).
##
## Unlike a pure API-level test, this actually instantiates scenes/
## world_list.tscn as a real scene and adds it to the tree -- catches
## @onready node-path bugs (a node reference pointing at the wrong path
## errors right here, not just "looks right" from reading the script) that
## an API-only test would miss entirely.
##
## Tests:
## 1. Register + log in a fresh user (so get_worlds() has a valid token).
## 2. POST a real world via the API so the populated-card path actually
## gets exercised -- run_checkpoint_tests.py always starts from a
## genuinely empty DB, so without this the card-rendering code below
## would never run in CI at all, only the empty-list path would.
## 3. Instantiate world_list.tscn, add to tree -- @onready resolution
## must not error.
## 4. Wait for _refresh_worlds()'s awaited request to complete.
## 5. Confirm it actually reached the populated (not empty) state, and
## that the rendered card has a real width -- not just non-zero
## child_count. 2026-08-20: a real bug shipped where every card
## technically existed in the tree (child_count > 0, no error, no
## crash) but rendered at 1.0px wide because size_flags_horizontal/
## vertical used the raw integer 4 (Control.SIZE_SHRINK_CENTER)
## instead of 3 (Control.SIZE_EXPAND_FILL) on ScrollContainer -- a
## child-count check alone would never catch that, only a real size
## assertion does.
##
## Exits 0 on full pass, 1 on any failure.
const WORLD_LIST_SCENE := "res://scenes/world_list.tscn"
const MIN_SANE_CARD_WIDTH := 200.0 # a real screen is at minimum a few hundred px wide
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
assert(api != null, "ApiClient autoload not found")
var passed: int = 0
var failed: int = 0
# --- Setup: register + log in so the world list has a valid token ---
print("\n=== Setup: register + login ===")
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "worldlist_smoke_%d" % unique_id
var email := "worldlist_smoke_%d@test.example.com" % unique_id
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true)
if not _check("setup: register succeeded", reg_result.ok):
print(" detail: ", reg_result.detail)
quit(1)
return
# --- Seed a real world so the populated-card path is actually exercised ---
print("\n=== Setup: seed a real world ===")
var world_body := JSON.stringify({
"name": "Smoke Test World %d" % unique_id,
"description": "Seeded by smoke_test_world_list.gd to exercise the populated-card render path.",
"visibility": "public",
})
var create_result: Dictionary = await api.request(HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true)
if not _check("setup: world created", create_result.ok):
print(" detail: ", create_result.detail)
quit(1)
return
# --- Test 1: Instantiate the real scene ---
print("\n=== Test 1: Instantiate world_list.tscn ===")
var packed_scene: PackedScene = load(WORLD_LIST_SCENE)
if not _check("scene loads", packed_scene != null):
quit(1)
return
var instance: Control = packed_scene.instantiate()
if not _check("scene instantiates", instance != null):
quit(1)
return
root.add_child(instance)
# One frame for _ready() (and its @onready resolution) to run. A wrong
# node path in an @onready var errors during this, not silently.
await process_frame
if _check("scene added to tree without error", is_instance_valid(instance)):
passed += 1
else:
failed += 1
# --- Test 2: Wait for the world fetch to resolve, check a real end state ---
print("\n=== Test 2: World fetch reaches a real end state ===")
# _refresh_worlds() runs from _ready(); give its awaited HTTP call time
# to complete rather than a fixed sleep -- poll for either end state.
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
var empty_label: Label = instance.get_node("VBoxContainer/EmptyLabel")
var error_label: Label = instance.get_node("VBoxContainer/ErrorLabel")
var settled := false
for i in range(50): # up to ~5s at 100ms/frame-ish via process_frame waits
await process_frame
if world_list_node.visible or empty_label.visible or error_label.visible:
settled = true
break
if _check("reached a real end state (cards, empty, or error) not stuck loading", settled):
passed += 1
else:
failed += 1
print(" world_list.visible=%s empty_label.visible=%s error_label.visible=%s" % [
world_list_node.visible, empty_label.visible, error_label.visible
])
if error_label.visible:
printerr(" Note: ended in error state: ", error_label.text)
elif empty_label.visible:
# We just seeded a world -- ending up empty means GET /api/worlds
# isn't actually seeing what POST /api/worlds/ just created.
_check("ended in populated state, not empty (a world was just seeded)", false)
failed += 1
elif world_list_node.visible:
var card_count := world_list_node.get_child_count()
print(" Note: rendered %d world card(s)" % card_count)
if _check("at least one card rendered", card_count > 0):
passed += 1
else:
failed += 1
# The actual bug this test exists to catch: a card can be present
# in the tree, not crash, and still be visually nothing because
# it rendered at ~1px wide. Check every card's real computed size,
# not just that it exists.
for i in range(card_count):
var card: Control = world_list_node.get_child(i)
var wide_enough := card.size.x >= MIN_SANE_CARD_WIDTH
if _check("card %d has a real width (%.0fpx >= %.0fpx)" % [i, card.size.x, MIN_SANE_CARD_WIDTH], wide_enough):
passed += 1
else:
failed += 1
# --- Summary ---
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
if failed > 0:
quit(1)
else:
print("SMOKE RESULT: ALL PASS")
quit(0)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
return true
else:
printerr(" FAIL: ", description)
return false
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extends Control
## World list screen — browses public worlds via GET /api/worlds.
##
## Displays a scrollable list of world cards (name + description).
## Handles loading, empty list, errors, and refresh.
# UI references
@onready var scroll_container: ScrollContainer = $VBoxContainer/ScrollContainer
@onready var world_list: VBoxContainer = $VBoxContainer/ScrollContainer/WorldList
@onready var loading_label: Label = $VBoxContainer/LoadingLabel
@onready var error_label: Label = $VBoxContainer/ErrorLabel
@onready var refresh_button: Button = $VBoxContainer/HeaderHBox/RefreshButton
@onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton
@onready var empty_label: Label = $VBoxContainer/EmptyLabel
func _ready() -> void:
refresh_button.disabled = false
back_button.disabled = false
loading_label.visible = false
error_label.visible = false
empty_label.visible = false
world_list.visible = false
_refresh_worlds()
func _on_refresh_button_pressed() -> void:
_refresh_worlds()
func _on_back_button_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
## Fetch the world list from the backend and update the UI.
func _refresh_worlds() -> void:
# Reset UI state
loading_label.visible = true
error_label.visible = false
empty_label.visible = false
world_list.visible = false
refresh_button.disabled = true
# Clear previous world cards
for child in world_list.get_children():
child.queue_free()
var result := await ApiClient.get_worlds()
loading_label.visible = false
refresh_button.disabled = false
if not result.ok:
# Show error message (401, network failure, etc.)
error_label.text = "Error: %s" % result.detail
error_label.visible = true
empty_label.visible = false
world_list.visible = false
return
var data = result.data
if not data is Array:
error_label.text = "Unexpected response format."
error_label.visible = true
empty_label.visible = false
world_list.visible = false
return
if data.is_empty():
empty_label.text = "No worlds yet. Check back later!"
empty_label.visible = true
error_label.visible = false
world_list.visible = false
return
# Render world cards
world_list.visible = true
empty_label.visible = false
error_label.visible = false
for world_dict in data:
if not world_dict is Dictionary:
continue
var card := _create_world_card(world_dict)
world_list.add_child(card)
## Create a visual card for a single world entry.
func _create_world_card(world_dict: Dictionary) -> Control:
# PanelContainer for the background, not a ColorRect moved to child index
# 0 of a VBoxContainer -- a VBoxContainer lays out ALL its children in a
# vertical sequence, it has no concept of "float this one child behind
# the others as an overlay". That version rendered as an empty dark bar
# sitting above the text, not a background behind it.
var panel := PanelContainer.new()
panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
panel.custom_minimum_size = Vector2(0, 80)
var style := StyleBoxFlat.new()
style.bg_color = Color(0.15, 0.15, 0.15, 1.0)
style.content_margin_left = 12
style.content_margin_right = 12
style.content_margin_top = 8
style.content_margin_bottom = 8
panel.add_theme_stylebox_override("panel", style)
var card := VBoxContainer.new()
card.size_flags_horizontal = Control.SIZE_EXPAND_FILL
card.add_theme_constant_override("separation", 4)
panel.add_child(card)
var name_label := Label.new()
name_label.text = world_dict.get("name", "Unnamed World")
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.size_flags_horizontal = Control.SIZE_FILL
name_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
name_label.add_theme_font_size_override("font_size", 18)
var desc_label := Label.new()
var description: String = str(world_dict.get("description", ""))
desc_label.text = description if description != "" else "No description."
desc_label.autowrap_mode = TextServer.AUTOWRAP_WORD
desc_label.size_flags_horizontal = Control.SIZE_FILL
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
desc_label.add_theme_font_size_override("font_size", 14)
desc_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1.0))
var meta_label := Label.new()
var visibility: String = str(world_dict.get("visibility", "public"))
var created: String = str(world_dict.get("created_at", ""))
meta_label.text = "Visibility: %s%s" % [visibility, " | Created: " + created if created != "" else ""]
meta_label.autowrap_mode = TextServer.AUTOWRAP_WORD
meta_label.size_flags_horizontal = Control.SIZE_FILL
meta_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
meta_label.add_theme_font_size_override("font_size", 12)
meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0))
card.add_child(name_label)
card.add_child(desc_label)
card.add_child(meta_label)
return panel