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[folding]
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node_unfolds=[NodePath("."), PackedStringArray("Visibility")]
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resource_unfolds=[]
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nodes_folded=[]
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[game_view]
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select_mode=0
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[editor_metadata]
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executable_path="/home/daddy/godot/godot"
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[recent_files]
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scenes=["res://scenes/main.tscn"]
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list=[{
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"base": &"Node3D",
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"class": &"Chunk",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/chunk.gd"
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}, {
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"base": &"RefCounted",
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"class": &"ChunkDataDecoder",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/chunk_data_decoder.gd"
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}, {
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"base": &"Node3D",
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"class": &"ChunkScene",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"path": "res://scripts/chunk_scene.gd"
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}, {
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"base": &"Node",
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"class": &"ChunkStreamManager",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/chunk_stream_manager.gd"
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}, {
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"base": &"Node3D",
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"class": &"DynamicObjectNode",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"path": "res://scripts/dynamic_object_node.gd"
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"base": &"Node3D",
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"class": &"StaticObjectNode",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"path": "res://scripts/static_object_node.gd"
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}, {
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"base": &"RefCounted",
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"class": &"TileDef",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/tile_def.gd"
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}, {
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"base": &"RefCounted",
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"class": &"TileLayer",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/tile_layer.gd"
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}, {
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"base": &"Node3D",
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"class": &"TileLayerNode",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/tile_layer_node.gd"
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}, {
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"base": &"RefCounted",
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"class": &"WorldObject",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/world_object.gd"
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}]
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Binary file not shown.
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# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** World chunk data format & persistence, server authority + client
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> prediction, content moderation & age verification, avatar component system
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> **Godot version:** 4.6.2 stable
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||||||
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## 1. Overview
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||||||
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||||||
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This document evaluates the two primary ways to build the **world/level
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||||||
|
authoring tool** for **agp-game**:
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||||||
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- **(a) Godot editor plugin** — extend the Godot editor itself with custom
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||||||
|
panels, dock widgets, and tools that operate on the project's scenes and
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resources.
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|
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
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`Control` nodes) that runs inside the running game, editing the game's own
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world data.
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The goal is to pick the approach that best fits the platform's constraints:
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a **server-authoritative** multiplayer game where the **world is stored as
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versioned chunks** (see `world.md`), content is **moderation-flagged** (see
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`content_moderation.md`), and the client is a **shipped binary** that players
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run (not a dev tool).
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||||||
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This document is a **decision record**: it lays out the trade-offs, gives a
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clear recommendation, and defines the resulting architecture boundaries.
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||||||
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||||||
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---
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||||||
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||||||
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## 2. Context & Constraints
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||||||
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Before comparing the two approaches, we must fix the constraints that drive the
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decision. These come from the existing architecture docs.
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||||||
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### 2.1 The World Is Data, Not Scenes
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`world.md` defines the world as **chunk data** (JSON for authoring, binary for
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runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
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of load, save, and stream. The **server is the only writer** to the store;
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clients submit **deltas** against a `base_revision` and the server validates and
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applies them.
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**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
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files. Whatever editor we build must serialize to the chunk contract, not to
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Godot scene resources.
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|
### 2.2 Server-Authoritative & Moderation-Aware
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||||||
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- The server validates every edit (schema, bounds, moderation) before
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persisting (`world.md` §5.4).
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||||||
|
- Content carries **content flags** aggregated from referenced assets/scripts
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||||||
|
(`content_moderation.md` §3). Mature content is gated behind age verification.
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|
- The client receives a **content manifest** and never loads content not in it.
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||||||
|
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||||||
|
**Implication:** An editor that runs on a **player's machine** cannot be the
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|
authority on what gets published. Editing must go through the server's
|
||||||
|
validation pipeline, and the editor must surface moderation flags.
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||||||
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||||||
|
### 2.3 The Client Is a Shipped Binary
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||||||
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|
||||||
|
The game is a multiplayer product. Players run a **release build**. The Godot
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||||||
|
editor is a **development tool** that players do not have.
|
||||||
|
|
||||||
|
**Implication:** If authoring is a first-class *player* feature (user-generated
|
||||||
|
content), the editor must ship inside the game binary. If authoring is a
|
||||||
|
*developer/platform* feature, it can live in the editor.
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||||||
|
|
||||||
|
### 2.4 Two Distinct Audiences
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||||||
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||||||
|
The evaluation must separate two audiences, because they have opposite needs:
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||||||
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||||||
|
| Audience | Who | Where they run | What they build |
|
||||||
|
|----------|-----|----------------|-----------------|
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||||||
|
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
||||||
|
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
||||||
|
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||||||
|
The two approaches map cleanly onto these audiences, and the right answer is
|
||||||
|
likely **both** — but with a clear primary recommendation.
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||||||
|
|
||||||
|
---
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||||||
|
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||||||
|
## 3. Approach (a): Godot Editor Plugin
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||||||
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### 3.1 What It Is
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||||||
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A Godot editor plugin is a set of scripts (and optionally scenes) that extend
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|
the editor via the `EditorPlugin` API. It can add:
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|
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
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- **Toolbar buttons** (`add_control_to_container`).
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- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
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- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
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- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
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- **Menu entries** (`add_tool_menu_item`).
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Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
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|
### 3.2 Pros
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- **Full editor power for free:** You get the scene tree, inspector, viewport
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navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
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|
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
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|
exactly what the editor is built for. Great for authoring **base content**
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|
(rooms, templates, avatar base bodies).
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|
- **Fast iteration for devs:** The platform team can build and test levels
|
||||||
|
directly in the tool they already use.
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||||||
|
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
||||||
|
- **No runtime footprint:** Editor-only code is stripped from export builds
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|
(`@tool` scripts and editor plugins are not shipped to players).
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||||||
|
|
||||||
|
### 3.3 Cons
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||||||
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||||||
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- **Not available to players.** Players don't run the Godot editor. Any
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player-facing UGC authoring cannot use this approach.
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||||||
|
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
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|
model; deep customization is limited by what the editor API exposes.
|
||||||
|
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
||||||
|
plugins are more brittle across upgrades than game code.
|
||||||
|
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
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|
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
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|
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
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|
drift.
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|
- **Single-user, local.** The editor edits local files. It does not natively
|
||||||
|
talk to our server-authoritative chunk store or the moderation pipeline.
|
||||||
|
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
||||||
|
the editor headless, which is heavier than testing game code.
|
||||||
|
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||||||
|
### 3.4 Fit for Our Constraints
|
||||||
|
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||||||
|
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
||||||
|
base worlds, rooms, and templates.
|
||||||
|
- **Player UGC:** Not applicable. Players cannot run the editor.
|
||||||
|
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
||||||
|
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
||||||
|
|
||||||
|
---
|
||||||
|
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||||||
|
## 4. Approach (b): In-Game Editor
|
||||||
|
|
||||||
|
### 4.1 What It Is
|
||||||
|
|
||||||
|
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
||||||
|
buttons, toolbars) that run inside the running game. It edits the game's own
|
||||||
|
world data model (chunks) and submits edits through the normal server pipeline.
|
||||||
|
|
||||||
|
### 4.2 Pros
|
||||||
|
|
||||||
|
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
||||||
|
authoring is possible** — the core requirement for a user-generated-content
|
||||||
|
platform.
|
||||||
|
- **Data-native.** The editor operates directly on the **chunk model**
|
||||||
|
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
||||||
|
- **Server-authoritative by construction.** Edits go through the same
|
||||||
|
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
||||||
|
moderation apply uniformly. The editor cannot bypass the server.
|
||||||
|
- **Moderation-aware.** Because edits flow through the server, content flags are
|
||||||
|
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
||||||
|
can surface flags and gate mature content.
|
||||||
|
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
||||||
|
the game; no separate editor theme to maintain.
|
||||||
|
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
||||||
|
headlessly and unit-tested like any other system.
|
||||||
|
|
||||||
|
### 4.3 Cons
|
||||||
|
|
||||||
|
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
||||||
|
We must implement selection, snapping, undo/redo, viewport navigation, and
|
||||||
|
property editing ourselves.
|
||||||
|
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
||||||
|
behind a feature flag / separate scene that is only instantiated on demand).
|
||||||
|
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
||||||
|
its own architecture (tool modes, gizmos, palette, inspector).
|
||||||
|
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
||||||
|
material is better done in the Godot editor / DCC tools. The in-game editor
|
||||||
|
should focus on **world composition** (placing tiles and objects), not asset
|
||||||
|
creation.
|
||||||
|
|
||||||
|
### 4.4 Fit for Our Constraints
|
||||||
|
|
||||||
|
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
||||||
|
- **Player UGC:** The **only** viable approach. Players can only author through
|
||||||
|
the shipped game.
|
||||||
|
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
||||||
|
that submits validated deltas.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Comparison Matrix
|
||||||
|
|
||||||
|
| Criterion | (a) Editor plugin | (b) In-game editor |
|
||||||
|
|-----------|-------------------|--------------------|
|
||||||
|
| Ships to players | ❌ No | ✅ Yes |
|
||||||
|
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
||||||
|
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
||||||
|
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
||||||
|
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
||||||
|
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
||||||
|
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
||||||
|
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
||||||
|
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
||||||
|
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
||||||
|
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Recommendation
|
||||||
|
|
||||||
|
**Primary recommendation: build the in-game editor (b) as the platform's
|
||||||
|
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
||||||
|
internal dev convenience.**
|
||||||
|
|
||||||
|
### 6.1 Rationale
|
||||||
|
|
||||||
|
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
||||||
|
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
||||||
|
editor, so **only an in-game editor can deliver player authoring**. This is a
|
||||||
|
hard requirement that the editor-plugin approach cannot meet.
|
||||||
|
|
||||||
|
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
||||||
|
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
||||||
|
and submits them through the server pipeline. An editor plugin would force a
|
||||||
|
scene↔chunk translation layer that is a constant source of drift and bugs.
|
||||||
|
|
||||||
|
3. **Server authority and moderation fall out naturally.** Because in-game
|
||||||
|
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
||||||
|
revisioning, optimistic concurrency, and content-flag enforcement
|
||||||
|
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
||||||
|
server — which is exactly what a moderation-aware UGC platform needs.
|
||||||
|
|
||||||
|
4. **The editor-plugin's strengths are not what we need.** Its free features
|
||||||
|
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
||||||
|
Our authoring is world composition against a chunk contract, not scene
|
||||||
|
editing. The plugin's main win — deep asset authoring — is better served by
|
||||||
|
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
||||||
|
must maintain.
|
||||||
|
|
||||||
|
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
||||||
|
|
||||||
|
We still recommend a **small, optional** editor plugin for the **platform team**
|
||||||
|
to author **base content** (base rooms, templates, avatar base bodies, test
|
||||||
|
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
||||||
|
product feature:
|
||||||
|
|
||||||
|
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
||||||
|
in-game editor) so dev-authored content flows into the same pipeline.
|
||||||
|
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
||||||
|
- It should be kept thin to minimize editor-API churn risk.
|
||||||
|
|
||||||
|
### 6.3 Scope Boundary
|
||||||
|
|
||||||
|
To keep the in-game editor tractable, define its scope clearly:
|
||||||
|
|
||||||
|
- **In scope (world composition):** placing tiles, placing static/dynamic
|
||||||
|
objects, setting transforms, editing object properties, saving/loading chunks,
|
||||||
|
submitting edits to the server, showing moderation flags.
|
||||||
|
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
||||||
|
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
||||||
|
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
||||||
|
catalog assets by id; it does not create them.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Resulting Architecture
|
||||||
|
|
||||||
|
### 7.1 Shared Editor Core
|
||||||
|
|
||||||
|
Both the in-game editor and the (optional) dev plugin should share a single
|
||||||
|
**editor core** that operates on the chunk model. This avoids two divergent
|
||||||
|
implementations.
|
||||||
|
|
||||||
|
```
|
||||||
|
EditorCore (shared, data-native)
|
||||||
|
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
||||||
|
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
||||||
|
├── EditSession # base_revision tracking, delta generation
|
||||||
|
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
||||||
|
├── UndoRedoStack # command pattern over chunk mutations
|
||||||
|
├── SelectionManager # selected tiles/objects
|
||||||
|
├── ToolRegistry # brush, object-place, select, erase, etc.
|
||||||
|
└── ModerationView # surfaces content flags; gates mature content
|
||||||
|
```
|
||||||
|
|
||||||
|
### 7.2 In-Game Editor (Primary)
|
||||||
|
|
||||||
|
```
|
||||||
|
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
||||||
|
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
||||||
|
├── Toolbar # tool mode switcher
|
||||||
|
├── PalettePanel # tile/object palette (from catalog)
|
||||||
|
├── InspectorPanel # property editor for selected object
|
||||||
|
├── ChunkBrowser # load/save chunks, list rooms
|
||||||
|
└── EditorCore # shared core (above)
|
||||||
|
```
|
||||||
|
|
||||||
|
- Instantiated only when the player enters "build mode" (a separate scene /
|
||||||
|
feature flag), so the runtime footprint is negligible during normal play.
|
||||||
|
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
||||||
|
by re-fetching and re-applying (`world.md` §5.4).
|
||||||
|
|
||||||
|
### 7.3 Dev Editor Plugin (Optional, Thin)
|
||||||
|
|
||||||
|
```
|
||||||
|
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
||||||
|
├── Dock panel: "Chunk Export"
|
||||||
|
├── Reads the current scene / selected nodes
|
||||||
|
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
||||||
|
└── Exports a .chunk.json / submits to a dev server
|
||||||
|
```
|
||||||
|
|
||||||
|
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
||||||
|
author base content in the editor and push it into the same chunk pipeline.
|
||||||
|
|
||||||
|
### 7.4 Data Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
||||||
|
^ | validate
|
||||||
|
| | apply
|
||||||
|
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
||||||
|
v
|
||||||
|
SQLite (world.db)
|
||||||
|
|
||||||
|
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
||||||
|
```
|
||||||
|
|
||||||
|
Both paths converge on the **same server validation pipeline**, so moderation
|
||||||
|
and revisioning are uniform regardless of authoring surface.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Risks & Mitigations
|
||||||
|
|
||||||
|
| Risk | Mitigation |
|
||||||
|
|------|------------|
|
||||||
|
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
||||||
|
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
||||||
|
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
||||||
|
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
||||||
|
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
||||||
|
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
||||||
|
editor (volumetric chunks) is future work (`world.md` §8).
|
||||||
|
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
||||||
|
— the optimistic-concurrency model already supports it, but the UX (live
|
||||||
|
cursors, conflict resolution) is unspecified.
|
||||||
|
- **Template library:** A curated set of room templates players can start from.
|
||||||
|
- **Publish/review flow:** How a player's authored room enters the moderation
|
||||||
|
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|---------|----------|
|
||||||
|
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
||||||
|
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
||||||
|
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
||||||
|
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
||||||
|
| Moderation | Enforced at the server boundary for both paths |
|
||||||
|
| In-game editor scope | World composition only; asset creation is out of scope |
|
||||||
|
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
||||||
@@ -1,16 +0,0 @@
|
|||||||
; Engine configuration file.
|
|
||||||
; It's best edited using the editor UI and not directly,
|
|
||||||
; but it can also be edited by hand.
|
|
||||||
|
|
||||||
config_version=5
|
|
||||||
|
|
||||||
[application]
|
|
||||||
|
|
||||||
config/name="AGP Game"
|
|
||||||
run/main_scene="res://scenes/main.tscn"
|
|
||||||
config/features=PackedStringArray("4.6.2")
|
|
||||||
|
|
||||||
[display]
|
|
||||||
|
|
||||||
window/size/viewport_width=1280
|
|
||||||
window/size/viewport_height=720
|
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://main_scene"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/chunk_stream_manager.gd" id="1_chunk_stream"]
|
|
||||||
|
|
||||||
[node name="Main" type="Node3D"]
|
|
||||||
script = ExtResource("1_chunk_stream")
|
|
||||||
@@ -1,105 +0,0 @@
|
|||||||
class_name Chunk
|
|
||||||
extends Node3D
|
|
||||||
## A single world chunk. Holds the chunk coordinate, bounds, and the
|
|
||||||
## visual/gameplay content for that region of the world.
|
|
||||||
##
|
|
||||||
## Chunks are the atomic unit of world geometry, gameplay objects, and
|
|
||||||
## persistence (see docs/architecture/world.md). The server loads and saves
|
|
||||||
## whole chunks; clients stream the chunks around them.
|
|
||||||
|
|
||||||
## Default chunk dimensions in world units (tiles). Matches the constants in
|
|
||||||
## docs/architecture/world.md section 2.2.
|
|
||||||
const CHUNK_SIZE_X: int = 32
|
|
||||||
const CHUNK_SIZE_Y: int = 32
|
|
||||||
const CHUNK_SIZE_Z: int = 1
|
|
||||||
|
|
||||||
## World-space origin of chunk coordinate (0,0).
|
|
||||||
const CHUNK_ORIGIN := Vector3(0.0, 0.0, 0.0)
|
|
||||||
|
|
||||||
## Chunk coordinate (cx, cy, cz) in chunk space.
|
|
||||||
var coord := Vector3i.ZERO
|
|
||||||
|
|
||||||
## The canonical chunk key: "{world_id}:{room_id}:{cx}:{cy}:{cz}".
|
|
||||||
var key: String = ""
|
|
||||||
|
|
||||||
## World and room identifiers this chunk belongs to.
|
|
||||||
var world_id: String = ""
|
|
||||||
var room_id: String = ""
|
|
||||||
|
|
||||||
## Format version of the chunk payload (currently 1).
|
|
||||||
var format_version: int = 1
|
|
||||||
|
|
||||||
## Revision counter, incremented on every write. Used for optimistic
|
|
||||||
## concurrency and change detection.
|
|
||||||
var revision: int = 0
|
|
||||||
|
|
||||||
## Whether this chunk has been modified in memory but not yet flushed.
|
|
||||||
var dirty: bool = false
|
|
||||||
|
|
||||||
## Container for static objects (props, geometry) in this chunk.
|
|
||||||
var objects: Array[Node3D] = []
|
|
||||||
|
|
||||||
## Container for dynamic object templates (spawnable entities).
|
|
||||||
var dynamic_templates: Array[Node3D] = []
|
|
||||||
|
|
||||||
## The world-space bounding box of this chunk.
|
|
||||||
var bounds: AABB
|
|
||||||
|
|
||||||
|
|
||||||
func _init(p_coord: Vector3i = Vector3i.ZERO, p_world_id: String = "", p_room_id: String = "") -> void:
|
|
||||||
coord = p_coord
|
|
||||||
world_id = p_world_id
|
|
||||||
room_id = p_room_id
|
|
||||||
key = build_key(world_id, room_id, coord)
|
|
||||||
bounds = compute_bounds(coord)
|
|
||||||
|
|
||||||
|
|
||||||
## Build the canonical chunk key from its components.
|
|
||||||
static func build_key(p_world_id: String, p_room_id: String, p_coord: Vector3i) -> String:
|
|
||||||
return "%s:%s:%d:%d:%d" % [p_world_id, p_room_id, p_coord.x, p_coord.y, p_coord.z]
|
|
||||||
|
|
||||||
|
|
||||||
## Compute the world-space bounding box for a chunk coordinate.
|
|
||||||
static func compute_bounds(p_coord: Vector3i) -> AABB:
|
|
||||||
var min_pos := Vector3(
|
|
||||||
CHUNK_ORIGIN.x + p_coord.x * CHUNK_SIZE_X,
|
|
||||||
CHUNK_ORIGIN.y + p_coord.y * CHUNK_SIZE_Y,
|
|
||||||
CHUNK_ORIGIN.z + p_coord.z * CHUNK_SIZE_Z
|
|
||||||
)
|
|
||||||
return AABB(min_pos, Vector3(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z))
|
|
||||||
|
|
||||||
|
|
||||||
## Compute the chunk coordinate that contains a world-space position.
|
|
||||||
static func coord_for_position(p_pos: Vector3) -> Vector3i:
|
|
||||||
return Vector3i(
|
|
||||||
int(floor((p_pos.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)),
|
|
||||||
int(floor((p_pos.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)),
|
|
||||||
int(floor((p_pos.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z))
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a static object to this chunk.
|
|
||||||
func add_object(p_object: Node3D) -> void:
|
|
||||||
objects.append(p_object)
|
|
||||||
add_child(p_object)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a dynamic object template to this chunk.
|
|
||||||
func add_dynamic_template(p_template: Node3D) -> void:
|
|
||||||
dynamic_templates.append(p_template)
|
|
||||||
add_child(p_template)
|
|
||||||
|
|
||||||
|
|
||||||
## Remove all objects from this chunk.
|
|
||||||
func clear_objects() -> void:
|
|
||||||
for obj in objects:
|
|
||||||
if is_instance_valid(obj):
|
|
||||||
obj.queue_free()
|
|
||||||
objects.clear()
|
|
||||||
dynamic_templates.clear()
|
|
||||||
|
|
||||||
|
|
||||||
## Mark this chunk as dirty (modified but not yet persisted).
|
|
||||||
func mark_dirty() -> void:
|
|
||||||
dirty = true
|
|
||||||
revision += 1
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dc6j7kqjitc6g
|
|
||||||
@@ -1,688 +0,0 @@
|
|||||||
class_name ChunkDataDecoder
|
|
||||||
extends RefCounted
|
|
||||||
## Decodes chunk binary payloads (and JSON) into logical chunk data.
|
|
||||||
##
|
|
||||||
## Implements the binary format spec from docs/architecture/world.md §3.6.
|
|
||||||
## Both the Godot client and Python backend use this class to ensure
|
|
||||||
## identical encoding/decoding behavior.
|
|
||||||
##
|
|
||||||
## ## Binary Format Overview
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## Header (48 bytes):
|
|
||||||
## [0:4] magic "AGPC"
|
|
||||||
## [4:6] version (uint16 LE)
|
|
||||||
## [6:8] header_len (uint16 LE)
|
|
||||||
## [8:12] flags (uint32 LE)
|
|
||||||
## [12:16] payload_len (uint32 LE)
|
|
||||||
## [16:48] checksum (SHA-256 hex, 32 bytes)
|
|
||||||
##
|
|
||||||
## Payload Body (sections):
|
|
||||||
## [section_id:1][section_len:4][data:section_len]
|
|
||||||
## ```
|
|
||||||
|
|
||||||
|
|
||||||
## Content flags parsed from a chunk.
|
|
||||||
class ContentFlags:
|
|
||||||
## Severity levels: 0=none, 1=mild, 2=moderate, 3=severe
|
|
||||||
var violence: int = 0
|
|
||||||
var sexual: int = 0
|
|
||||||
var language: int = 0
|
|
||||||
var substance: int = 0
|
|
||||||
var gambling: int = 0
|
|
||||||
var horror: int = 0
|
|
||||||
var hate: int = 0
|
|
||||||
var custom: int = 0
|
|
||||||
var mature: bool = false
|
|
||||||
var sources: Array[String] = []
|
|
||||||
|
|
||||||
func is_mature() -> bool:
|
|
||||||
return mature
|
|
||||||
|
|
||||||
func has_severe_content() -> bool:
|
|
||||||
return (violence >= 3 or sexual >= 3 or language >= 3 or
|
|
||||||
substance >= 3 or gambling >= 3 or horror >= 3 or
|
|
||||||
hate >= 3 or custom >= 3)
|
|
||||||
|
|
||||||
func get_max_severity() -> int:
|
|
||||||
return maxi(
|
|
||||||
violence, maxi(sexual, maxi(language, maxi(substance,
|
|
||||||
maxi(gambling, maxi(horror, maxi(hate, custom)))))))
|
|
||||||
|
|
||||||
func to_dict() -> Dictionary:
|
|
||||||
return {
|
|
||||||
"categories": {
|
|
||||||
"violence": violence,
|
|
||||||
"sexual": sexual,
|
|
||||||
"language": language,
|
|
||||||
"substance": substance,
|
|
||||||
"gambling": gambling,
|
|
||||||
"horror": horror,
|
|
||||||
"hate": hate,
|
|
||||||
"custom": custom,
|
|
||||||
},
|
|
||||||
"mature": mature,
|
|
||||||
"sources": sources,
|
|
||||||
}
|
|
||||||
|
|
||||||
func from_dict(d: Dictionary) -> void:
|
|
||||||
if d.has("categories"):
|
|
||||||
violence = d["categories"].get("violence", 0)
|
|
||||||
sexual = d["categories"].get("sexual", 0)
|
|
||||||
language = d["categories"].get("language", 0)
|
|
||||||
substance = d["categories"].get("substance", 0)
|
|
||||||
gambling = d["categories"].get("gambling", 0)
|
|
||||||
horror = d["categories"].get("horror", 0)
|
|
||||||
hate = d["categories"].get("hate", 0)
|
|
||||||
custom = d["categories"].get("custom", 0)
|
|
||||||
mature = d.get("mature", false)
|
|
||||||
sources = d.get("sources", [])
|
|
||||||
|
|
||||||
|
|
||||||
## A tile layer definition (palette + dense tile indices).
|
|
||||||
class TileLayerData:
|
|
||||||
var name: String = ""
|
|
||||||
var layer_id: int = 0
|
|
||||||
var width: int = 0
|
|
||||||
var height: int = 0
|
|
||||||
var depth: int = 1
|
|
||||||
var palette: Array[TileDef] = []
|
|
||||||
var tiles: PackedInt32Array = PackedInt32Array()
|
|
||||||
|
|
||||||
func tile_count() -> int:
|
|
||||||
return width * height * depth
|
|
||||||
|
|
||||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
|
||||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
|
||||||
return 0 # Out of bounds returns empty tile
|
|
||||||
var idx := (z * height + y) * width + x
|
|
||||||
if idx < tiles.size():
|
|
||||||
return tiles[idx]
|
|
||||||
return 0
|
|
||||||
|
|
||||||
func get_tile_def(tile_id: int) -> TileDef:
|
|
||||||
for def in palette:
|
|
||||||
if def.id == tile_id:
|
|
||||||
return def
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## A single tile definition (palette entry).
|
|
||||||
class TileDef:
|
|
||||||
var id: int = 0
|
|
||||||
var asset_id: String = ""
|
|
||||||
var solid: bool = false
|
|
||||||
var flags: int = 0
|
|
||||||
var variants: int = 1
|
|
||||||
|
|
||||||
func is_solid() -> bool:
|
|
||||||
return solid
|
|
||||||
|
|
||||||
func is_walkable() -> bool:
|
|
||||||
return (flags & 0x01) != 0
|
|
||||||
|
|
||||||
func is_climbable() -> bool:
|
|
||||||
return (flags & 0x02) != 0
|
|
||||||
|
|
||||||
func is_liquid() -> bool:
|
|
||||||
return (flags & 0x04) != 0
|
|
||||||
|
|
||||||
|
|
||||||
## A world object parsed from chunk data.
|
|
||||||
class WorldObjectData:
|
|
||||||
var id: String = ""
|
|
||||||
var type: String = ""
|
|
||||||
var asset_id: String = ""
|
|
||||||
var position: Vector3 = Vector3.ZERO
|
|
||||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
|
||||||
var scale: Vector3 = Vector3.ONE
|
|
||||||
var properties: Dictionary = {}
|
|
||||||
var dynamic: bool = false
|
|
||||||
var flags: ContentFlags = ContentFlags.new()
|
|
||||||
|
|
||||||
|
|
||||||
## The complete decoded chunk payload.
|
|
||||||
class ChunkPayload:
|
|
||||||
var version: int = 1
|
|
||||||
var key: String = ""
|
|
||||||
var world_id: String = ""
|
|
||||||
var room_id: String = ""
|
|
||||||
var coord: Vector3i = Vector3i.ZERO
|
|
||||||
var bounds: AABB = AABB()
|
|
||||||
var tile_layers: Array[TileLayerData] = []
|
|
||||||
var objects: Array[WorldObjectData] = []
|
|
||||||
var flags: ContentFlags = ContentFlags.new()
|
|
||||||
var created_at: int = 0 # Unix timestamp
|
|
||||||
var updated_at: int = 0 # Unix timestamp
|
|
||||||
var revision: int = 0
|
|
||||||
var author: String = ""
|
|
||||||
var checksum: String = ""
|
|
||||||
|
|
||||||
|
|
||||||
# ─── Binary Decoding ────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
const MAGIC: PackedByteArray = PackedByteArray([0x41, 0x47, 0x50, 0x43]) # "AGPC"
|
|
||||||
const HEADER_SIZE: int = 48
|
|
||||||
const SECTION_META: int = 0x01
|
|
||||||
const SECTION_TILE: int = 0x02
|
|
||||||
const SECTION_OBJECT: int = 0x03
|
|
||||||
const SECTION_FLAGS: int = 0x04
|
|
||||||
const SECTION_REVISION_META: int = 0x05
|
|
||||||
|
|
||||||
|
|
||||||
## Decode a binary chunk payload into a ChunkPayload.
|
|
||||||
## Returns null if the data is invalid or version is unsupported.
|
|
||||||
static func decode_binary(data: PackedByteArray) -> ChunkPayload:
|
|
||||||
if data.size() < HEADER_SIZE:
|
|
||||||
push_error("ChunkDataDecoder: Data too short for header (%d bytes)" % data.size())
|
|
||||||
return null
|
|
||||||
|
|
||||||
# Verify magic
|
|
||||||
var magic := PackedByteArray(data.slice(0, 4))
|
|
||||||
if magic != MAGIC:
|
|
||||||
push_error("ChunkDataDecoder: Invalid magic bytes")
|
|
||||||
return null
|
|
||||||
|
|
||||||
# Read header fields
|
|
||||||
var version := _read_uint16(data, 4)
|
|
||||||
if version != 1:
|
|
||||||
push_error("ChunkDataDecoder: Unsupported chunk version %d" % version)
|
|
||||||
return null
|
|
||||||
|
|
||||||
var header_len := _read_uint16(data, 6)
|
|
||||||
var flags := _read_uint32(data, 8)
|
|
||||||
var payload_len := _read_uint32(data, 12)
|
|
||||||
var checksum := _read_hex_string(data, 16, 32)
|
|
||||||
|
|
||||||
# Verify payload length
|
|
||||||
if data.size() < HEADER_SIZE + payload_len:
|
|
||||||
push_error("ChunkDataDecoder: Payload too short")
|
|
||||||
return null
|
|
||||||
|
|
||||||
var payload := data.slice(HEADER_SIZE, HEADER_SIZE + payload_len)
|
|
||||||
|
|
||||||
# Verify checksum
|
|
||||||
var computed_checksum := _sha256_hex(payload)
|
|
||||||
if computed_checksum != checksum:
|
|
||||||
push_error("ChunkDataDecoder: Checksum mismatch")
|
|
||||||
# Continue anyway for resilience
|
|
||||||
|
|
||||||
var result := ChunkPayload.new()
|
|
||||||
result.version = version
|
|
||||||
result.checksum = checksum
|
|
||||||
|
|
||||||
# Parse sections
|
|
||||||
var offset := 0
|
|
||||||
while offset < payload.size():
|
|
||||||
if offset + 5 > payload.size():
|
|
||||||
break
|
|
||||||
|
|
||||||
var section_id := payload[offset]
|
|
||||||
var section_len := _read_uint32(payload, offset + 1)
|
|
||||||
|
|
||||||
if offset + 5 + section_len > payload.size():
|
|
||||||
break
|
|
||||||
|
|
||||||
var section_data := payload.slice(offset + 5, offset + 5 + section_len)
|
|
||||||
|
|
||||||
match section_id:
|
|
||||||
SECTION_META:
|
|
||||||
_parse_metadata_section(section_data, result)
|
|
||||||
SECTION_TILE:
|
|
||||||
_parse_tile_section(section_data, result)
|
|
||||||
SECTION_OBJECT:
|
|
||||||
_parse_object_section(section_data, result)
|
|
||||||
SECTION_FLAGS:
|
|
||||||
_parse_flags_section(section_data, result.flags)
|
|
||||||
SECTION_REVISION_META:
|
|
||||||
_parse_revision_meta_section(section_data, result)
|
|
||||||
|
|
||||||
offset += 5 + section_len
|
|
||||||
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
## Encode a ChunkPayload into binary format.
|
|
||||||
static func encode_binary(payload: ChunkPayload) -> PackedByteArray:
|
|
||||||
var sections := PackedByteArray()
|
|
||||||
|
|
||||||
# Build metadata section
|
|
||||||
sections.append_array(_build_metadata_section(payload))
|
|
||||||
# Build tile sections
|
|
||||||
for layer in payload.tile_layers:
|
|
||||||
sections.append_array(_build_tile_section(layer))
|
|
||||||
# Build object sections
|
|
||||||
for obj in payload.objects:
|
|
||||||
sections.append_array(_build_object_section(obj))
|
|
||||||
# Build flags section
|
|
||||||
sections.append_array(_build_flags_section(payload.flags))
|
|
||||||
# Build revision meta section
|
|
||||||
sections.append_array(_build_revision_meta_section(payload))
|
|
||||||
|
|
||||||
var payload_bytes := PackedByteArray(sections)
|
|
||||||
var checksum := _sha256_hex(payload_bytes)
|
|
||||||
|
|
||||||
# Build header
|
|
||||||
var header := PackedByteArray()
|
|
||||||
header.append_array(MAGIC)
|
|
||||||
header.append_array(_write_uint16(1)) # version
|
|
||||||
header.append_array(_write_uint16(0)) # header_len (after this field)
|
|
||||||
header.append_array(_write_uint32(0)) # flags
|
|
||||||
header.append_array(_write_uint32(payload_bytes.size()))
|
|
||||||
header.append_array(_hex_to_bytes(checksum))
|
|
||||||
|
|
||||||
return header + payload_bytes
|
|
||||||
|
|
||||||
|
|
||||||
# ─── Section Parsers ────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
static func _parse_metadata_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var offset := 0
|
|
||||||
|
|
||||||
# world_id (length-prefixed string)
|
|
||||||
var world_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
result.world_id = data.slice(offset, offset + world_id_len).get_string_from_utf8()
|
|
||||||
offset += world_id_len
|
|
||||||
|
|
||||||
# room_id (length-prefixed string)
|
|
||||||
var room_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
result.room_id = data.slice(offset, offset + room_id_len).get_string_from_utf8()
|
|
||||||
offset += room_id_len
|
|
||||||
|
|
||||||
# coord (3 × int32)
|
|
||||||
result.coord = Vector3i(
|
|
||||||
_read_int32(data, offset),
|
|
||||||
_read_int32(data, offset + 4),
|
|
||||||
_read_int32(data, offset + 8)
|
|
||||||
)
|
|
||||||
offset += 12
|
|
||||||
|
|
||||||
# bounds (6 × float32)
|
|
||||||
var min_pos := Vector3(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8)
|
|
||||||
)
|
|
||||||
var max_pos := Vector3(
|
|
||||||
_read_float32(data, offset + 12),
|
|
||||||
_read_float32(data, offset + 16),
|
|
||||||
_read_float32(data, offset + 20)
|
|
||||||
)
|
|
||||||
result.bounds = AABB(min_pos, max_pos - min_pos)
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_tile_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var layer := TileLayerData.new()
|
|
||||||
var offset := 0
|
|
||||||
|
|
||||||
# name (length-prefixed string)
|
|
||||||
var name_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
layer.name = data.slice(offset, offset + name_len).get_string_from_utf8()
|
|
||||||
offset += name_len
|
|
||||||
|
|
||||||
# layer_id (uint16)
|
|
||||||
layer.layer_id = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
# dimensions (3 × uint16)
|
|
||||||
layer.width = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
layer.height = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
layer.depth = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
# palette
|
|
||||||
var palette_count := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
for _i in range(palette_count):
|
|
||||||
var tile_def := TileDef.new()
|
|
||||||
tile_def.id = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
var asset_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
tile_def.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
|
||||||
offset += asset_id_len
|
|
||||||
|
|
||||||
tile_def.solid = data[offset] != 0
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
tile_def.flags = _read_uint32(data, offset)
|
|
||||||
offset += 4
|
|
||||||
|
|
||||||
tile_def.variants = data[offset]
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
layer.palette.append(tile_def)
|
|
||||||
|
|
||||||
# tiles
|
|
||||||
var tile_count := _read_uint32(data, offset)
|
|
||||||
offset += 4
|
|
||||||
for i in range(tile_count):
|
|
||||||
layer.tiles.append(_read_uint16(data, offset))
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
result.tile_layers.append(layer)
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var obj := WorldObjectData.new()
|
|
||||||
var offset := 0
|
|
||||||
|
|
||||||
# id (length-prefixed string)
|
|
||||||
var id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.id = data.slice(offset, offset + id_len).get_string_from_utf8()
|
|
||||||
offset += id_len
|
|
||||||
|
|
||||||
# type (length-prefixed string)
|
|
||||||
var type_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.type = data.slice(offset, offset + type_len).get_string_from_utf8()
|
|
||||||
offset += type_len
|
|
||||||
|
|
||||||
# asset_id (length-prefixed string)
|
|
||||||
var asset_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
|
||||||
offset += asset_id_len
|
|
||||||
|
|
||||||
# position (3 × float32)
|
|
||||||
obj.position = Vector3(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8)
|
|
||||||
)
|
|
||||||
offset += 12
|
|
||||||
|
|
||||||
# rotation (4 × float32)
|
|
||||||
obj.rotation = Vector4(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8),
|
|
||||||
_read_float32(data, offset + 12)
|
|
||||||
)
|
|
||||||
offset += 16
|
|
||||||
|
|
||||||
# scale (3 × float32)
|
|
||||||
obj.scale = Vector3(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8)
|
|
||||||
)
|
|
||||||
offset += 12
|
|
||||||
|
|
||||||
# dynamic (uint8)
|
|
||||||
obj.dynamic = data[offset] != 0
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
# properties (length-prefixed JSON string)
|
|
||||||
var props_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
|
|
||||||
offset += props_len
|
|
||||||
obj.properties = JSON.parse_string(props_str) or {}
|
|
||||||
|
|
||||||
# flags (ContentFlags)
|
|
||||||
obj.flags.violence = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.sexual = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.language = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.substance = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.gambling = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.horror = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.hate = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.custom = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.mature = data[offset] != 0
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
var source_count := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
for _i in range(source_count):
|
|
||||||
var src_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
|
||||||
offset += src_len
|
|
||||||
|
|
||||||
result.objects.append(obj)
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_flags_section(data: PackedByteArray, flags: ContentFlags) -> void:
|
|
||||||
flags.violence = data[0]
|
|
||||||
flags.sexual = data[1]
|
|
||||||
flags.language = data[2]
|
|
||||||
flags.substance = data[3]
|
|
||||||
flags.gambling = data[4]
|
|
||||||
flags.horror = data[5]
|
|
||||||
flags.hate = data[6]
|
|
||||||
flags.custom = data[7]
|
|
||||||
flags.mature = data[8] != 0
|
|
||||||
|
|
||||||
var offset := 9
|
|
||||||
var source_count := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
for _i in range(source_count):
|
|
||||||
var src_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
|
||||||
offset += src_len
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_revision_meta_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var offset := 0
|
|
||||||
# created_at (int64 unix)
|
|
||||||
result.created_at = _read_int64(data, offset)
|
|
||||||
offset += 8
|
|
||||||
# updated_at (int64 unix)
|
|
||||||
result.updated_at = _read_int64(data, offset)
|
|
||||||
offset += 8
|
|
||||||
# revision (uint32)
|
|
||||||
result.revision = _read_uint32(data, offset)
|
|
||||||
offset += 4
|
|
||||||
# author (length-prefixed string)
|
|
||||||
var author_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
result.author = data.slice(offset, offset + author_len).get_string_from_utf8()
|
|
||||||
|
|
||||||
|
|
||||||
# ─── Section Builders ───────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_string(payload.world_id))
|
|
||||||
data.append_array(_write_string(payload.room_id))
|
|
||||||
data.append_array(_write_int32(payload.coord.x))
|
|
||||||
data.append_array(_write_int32(payload.coord.y))
|
|
||||||
data.append_array(_write_int32(payload.coord.z))
|
|
||||||
data.append_array(_write_float32(payload.bounds.position.x))
|
|
||||||
data.append_array(_write_float32(payload.bounds.position.y))
|
|
||||||
data.append_array(_write_float32(payload.bounds.position.z))
|
|
||||||
data.append_array(_write_float32(payload.bounds.size.x))
|
|
||||||
data.append_array(_write_float32(payload.bounds.size.y))
|
|
||||||
data.append_array(_write_float32(payload.bounds.size.z))
|
|
||||||
return data
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_string(layer.name))
|
|
||||||
data.append_array(_write_uint16(layer.layer_id))
|
|
||||||
data.append_array(_write_uint16(layer.width))
|
|
||||||
data.append_array(_write_uint16(layer.height))
|
|
||||||
data.append_array(_write_uint16(layer.depth))
|
|
||||||
data.append_array(_write_uint16(layer.palette.size()))
|
|
||||||
|
|
||||||
for tile_def in layer.palette:
|
|
||||||
data.append_array(_write_uint16(tile_def.id))
|
|
||||||
data.append_array(_write_string(tile_def.asset_id))
|
|
||||||
data.append(tile_def.solid as int)
|
|
||||||
data.append_array(_write_uint32(tile_def.flags))
|
|
||||||
data.append(tile_def.variants)
|
|
||||||
|
|
||||||
data.append_array(_write_uint32(layer.tiles.size()))
|
|
||||||
for tile_id in layer.tiles:
|
|
||||||
data.append_array(_write_uint16(tile_id))
|
|
||||||
|
|
||||||
return _wrap_section(data, SECTION_TILE)
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_object_section(obj: WorldObjectData) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_string(obj.id))
|
|
||||||
data.append_array(_write_string(obj.type))
|
|
||||||
data.append_array(_write_string(obj.asset_id))
|
|
||||||
data.append_array(_write_float32(obj.position.x))
|
|
||||||
data.append_array(_write_float32(obj.position.y))
|
|
||||||
data.append_array(_write_float32(obj.position.z))
|
|
||||||
data.append_array(_write_float32(obj.rotation.x))
|
|
||||||
data.append_array(_write_float32(obj.rotation.y))
|
|
||||||
data.append_array(_write_float32(obj.rotation.z))
|
|
||||||
data.append_array(_write_float32(obj.rotation.w))
|
|
||||||
data.append_array(_write_float32(obj.scale.x))
|
|
||||||
data.append_array(_write_float32(obj.scale.y))
|
|
||||||
data.append_array(_write_float32(obj.scale.z))
|
|
||||||
data.append(obj.dynamic as int)
|
|
||||||
|
|
||||||
var props_json := JSON.stringify(obj.properties, " ")
|
|
||||||
data.append_array(_write_string(props_json))
|
|
||||||
|
|
||||||
data.append(obj.flags.violence)
|
|
||||||
data.append(obj.flags.sexual)
|
|
||||||
data.append(obj.flags.language)
|
|
||||||
data.append(obj.flags.substance)
|
|
||||||
data.append(obj.flags.gambling)
|
|
||||||
data.append(obj.flags.horror)
|
|
||||||
data.append(obj.flags.hate)
|
|
||||||
data.append(obj.flags.custom)
|
|
||||||
data.append(obj.flags.mature as int)
|
|
||||||
data.append_array(_write_uint16(obj.flags.sources.size()))
|
|
||||||
for src in obj.flags.sources:
|
|
||||||
data.append_array(_write_string(src))
|
|
||||||
|
|
||||||
return _wrap_section(data, SECTION_OBJECT)
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_flags_section(flags: ContentFlags) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append(flags.violence)
|
|
||||||
data.append(flags.sexual)
|
|
||||||
data.append(flags.language)
|
|
||||||
data.append(flags.substance)
|
|
||||||
data.append(flags.gambling)
|
|
||||||
data.append(flags.horror)
|
|
||||||
data.append(flags.hate)
|
|
||||||
data.append(flags.custom)
|
|
||||||
data.append(flags.mature as int)
|
|
||||||
data.append_array(_write_uint16(flags.sources.size()))
|
|
||||||
for src in flags.sources:
|
|
||||||
data.append_array(_write_string(src))
|
|
||||||
return _wrap_section(data, SECTION_FLAGS)
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_revision_meta_section(payload: ChunkPayload) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_int64(payload.created_at))
|
|
||||||
data.append_array(_write_int64(payload.updated_at))
|
|
||||||
data.append_array(_write_uint32(payload.revision))
|
|
||||||
data.append_array(_write_string(payload.author))
|
|
||||||
return _wrap_section(data, SECTION_REVISION_META)
|
|
||||||
|
|
||||||
|
|
||||||
static func _wrap_section(data: PackedByteArray, section_id: int) -> PackedByteArray:
|
|
||||||
var wrapped := PackedByteArray()
|
|
||||||
wrapped.append(section_id)
|
|
||||||
wrapped.append_array(_write_uint32(data.size()))
|
|
||||||
wrapped.append_array(data)
|
|
||||||
return wrapped
|
|
||||||
|
|
||||||
|
|
||||||
# ─── Binary Helpers ─────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
static func _read_uint16(data: PackedByteArray, offset: int) -> int:
|
|
||||||
return data[offset] | (data[offset + 1] << 8)
|
|
||||||
|
|
||||||
static func _read_uint32(data: PackedByteArray, offset: int) -> int:
|
|
||||||
return (data[offset] | (data[offset + 1] << 8) |
|
|
||||||
(data[offset + 2] << 16) | (data[offset + 3] << 24))
|
|
||||||
|
|
||||||
static func _read_int32(data: PackedByteArray, offset: int) -> int:
|
|
||||||
var val := _read_uint32(data, offset)
|
|
||||||
if val >= 0x80000000:
|
|
||||||
return val - 0x100000000
|
|
||||||
return val
|
|
||||||
|
|
||||||
static func _read_int64(data: PackedByteArray, offset: int) -> int:
|
|
||||||
var lo := _read_uint32(data, offset)
|
|
||||||
var hi := _read_uint32(data, offset + 4)
|
|
||||||
return hi * 0x100000000 + lo
|
|
||||||
|
|
||||||
static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
|
||||||
var bits := _read_uint32(data, offset)
|
|
||||||
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
|
|
||||||
|
|
||||||
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
|
|
||||||
var hex_chars := "0123456789abcdef"
|
|
||||||
var result := ""
|
|
||||||
for i in range(length):
|
|
||||||
var byte_val := data[offset + i]
|
|
||||||
result += hex_chars[byte_val >> 4]
|
|
||||||
result += hex_chars[byte_val & 0x0F]
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
static func _write_uint16(val: int) -> PackedByteArray:
|
|
||||||
return PackedByteArray([(val & 0xFF), (val >> 8) & 0xFF])
|
|
||||||
|
|
||||||
static func _write_uint32(val: int) -> PackedByteArray:
|
|
||||||
return PackedByteArray([
|
|
||||||
val & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF
|
|
||||||
])
|
|
||||||
|
|
||||||
static func _write_int32(val: int) -> PackedByteArray:
|
|
||||||
return _write_uint32(val)
|
|
||||||
|
|
||||||
static func _write_int64(val: int) -> PackedByteArray:
|
|
||||||
var lo := val & 0xFFFFFFFF
|
|
||||||
var hi := (val >> 32) & 0xFFFFFFFF
|
|
||||||
return _write_uint32(lo) + _write_uint32(hi)
|
|
||||||
|
|
||||||
static func _write_float32(val: float) -> PackedByteArray:
|
|
||||||
var bits := val as int
|
|
||||||
return _write_uint32(bits)
|
|
||||||
|
|
||||||
static func _write_string(s: String) -> PackedByteArray:
|
|
||||||
var bytes := s.to_utf8_buffer()
|
|
||||||
return _write_uint16(bytes.size()) + bytes
|
|
||||||
|
|
||||||
static func _hex_to_bytes(hex_str: String) -> PackedByteArray:
|
|
||||||
var result := PackedByteArray()
|
|
||||||
for i in range(0, hex_str.length(), 2):
|
|
||||||
var byte_val := int("0x" + hex_str.substr(i, 2), 16)
|
|
||||||
result.append(byte_val)
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
# ─── SHA-256 ────────────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
static func _sha256_hex(data: PackedByteArray) -> String:
|
|
||||||
var sha256 := SHA256Hash.new()
|
|
||||||
sha256.start()
|
|
||||||
sha256.update(data)
|
|
||||||
var hash := sha256.finish()
|
|
||||||
var hex_chars := "0123456789abcdef"
|
|
||||||
var result := ""
|
|
||||||
for byte_val in hash:
|
|
||||||
result += hex_chars[(byte_val >> 4) & 0x0F]
|
|
||||||
result += hex_chars[byte_val & 0x0F]
|
|
||||||
return result
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bv445xrd6f5tk
|
|
||||||
@@ -1,170 +0,0 @@
|
|||||||
class_name ChunkScene
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a single loaded world chunk.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkStreamManager] when a chunk is loaded.
|
|
||||||
## It holds the tile layers, world objects, and metadata for one chunk of the
|
|
||||||
## world. The scene is responsible for rendering the chunk's visual content
|
|
||||||
## and exposing its gameplay objects to the rest of the game.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## ChunkScene (Node3D)
|
|
||||||
## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
|
|
||||||
## ├── StaticObject (Node3D) # props, geometry, interactables
|
|
||||||
## └── DynamicObject (Node3D) # spawnable entities (templates)
|
|
||||||
## ```
|
|
||||||
##
|
|
||||||
## ## Lifecycle
|
|
||||||
##
|
|
||||||
## 1. [ChunkStreamManager] requests chunk data from the server.
|
|
||||||
## 2. Server responds with binary payload.
|
|
||||||
## 3. [ChunkStreamManager] decodes the payload and creates a [ChunkScene].
|
|
||||||
## 4. [ChunkScene] populates itself with tile layers and objects.
|
|
||||||
## 5. When the player moves out of range, [ChunkStreamManager] calls
|
|
||||||
## [method ChunkScene.queue_free] to unload it.
|
|
||||||
|
|
||||||
## The chunk coordinate this scene represents.
|
|
||||||
var coord: Vector3i = Vector3i.ZERO
|
|
||||||
|
|
||||||
## The canonical chunk key.
|
|
||||||
var key: String = ""
|
|
||||||
|
|
||||||
## World-space bounding box of this chunk.
|
|
||||||
var bounds: AABB = AABB()
|
|
||||||
|
|
||||||
## Format version of the chunk data.
|
|
||||||
var format_version: int = 1
|
|
||||||
|
|
||||||
## Revision counter from the server.
|
|
||||||
var revision: int = 0
|
|
||||||
|
|
||||||
## List of tile layers in this chunk.
|
|
||||||
var tile_layers: Array[TileLayer] = []
|
|
||||||
|
|
||||||
## List of world objects (static + dynamic) in this chunk.
|
|
||||||
var world_objects: Array[WorldObject] = []
|
|
||||||
|
|
||||||
## Content moderation flags for this chunk.
|
|
||||||
var content_flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
|
||||||
|
|
||||||
## Whether this chunk has been modified locally (not yet synced to server).
|
|
||||||
var is_dirty: bool = false
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
# Position this chunk scene at its world-space origin
|
|
||||||
global_position = bounds.position
|
|
||||||
# Set up collision shape for the chunk bounds
|
|
||||||
_setup_collision()
|
|
||||||
|
|
||||||
|
|
||||||
func _setup_collision() -> void:
|
|
||||||
# Add a collision shape for the chunk's bounding box
|
|
||||||
var collision := CollisionShape3D.new()
|
|
||||||
var shape := BoxShape3D.new()
|
|
||||||
shape.size = bounds.size
|
|
||||||
collision.shape = shape
|
|
||||||
collision.name = "ChunkBounds"
|
|
||||||
add_child(collision)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a tile layer to this chunk scene.
|
|
||||||
func add_tile_layer(layer: TileLayer) -> void:
|
|
||||||
tile_layers.append(layer)
|
|
||||||
var layer_node := TileLayerNode.new()
|
|
||||||
layer_node.tile_layer = layer
|
|
||||||
layer_node.chunk_coord = coord
|
|
||||||
add_child(layer_node)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a world object to this chunk scene.
|
|
||||||
func add_object(obj: WorldObject) -> void:
|
|
||||||
world_objects.append(obj)
|
|
||||||
if obj.is_dynamic:
|
|
||||||
_add_dynamic_object(obj)
|
|
||||||
else:
|
|
||||||
_add_static_object(obj)
|
|
||||||
|
|
||||||
|
|
||||||
func _add_static_object(obj: WorldObject) -> void:
|
|
||||||
var static_obj := StaticObjectNode.new()
|
|
||||||
static_obj.world_object = obj
|
|
||||||
static_obj.position = obj.position
|
|
||||||
static_obj.rotation = obj.rotation
|
|
||||||
static_obj.scale = obj.scale
|
|
||||||
static_obj.name = "static_%s" % obj.id
|
|
||||||
add_child(static_obj)
|
|
||||||
|
|
||||||
|
|
||||||
func _add_dynamic_object(obj: WorldObject) -> void:
|
|
||||||
var dynamic_obj := DynamicObjectNode.new()
|
|
||||||
dynamic_obj.world_object = obj
|
|
||||||
dynamic_obj.position = obj.position
|
|
||||||
dynamic_obj.rotation = obj.rotation
|
|
||||||
dynamic_obj.scale = obj.scale
|
|
||||||
dynamic_obj.name = "dynamic_%s" % obj.id
|
|
||||||
add_child(dynamic_obj)
|
|
||||||
|
|
||||||
|
|
||||||
## Get a world object by its ID.
|
|
||||||
func get_object_by_id(object_id: String) -> WorldObject:
|
|
||||||
for obj in world_objects:
|
|
||||||
if obj.id == object_id:
|
|
||||||
return obj
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Get all static objects in this chunk.
|
|
||||||
func get_static_objects() -> Array[WorldObject]:
|
|
||||||
var result: Array[WorldObject] = []
|
|
||||||
for obj in world_objects:
|
|
||||||
if not obj.is_dynamic:
|
|
||||||
result.append(obj)
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
## Get all dynamic object templates in this chunk.
|
|
||||||
func get_dynamic_templates() -> Array[WorldObject]:
|
|
||||||
var result: Array[WorldObject] = []
|
|
||||||
for obj in world_objects:
|
|
||||||
if obj.is_dynamic:
|
|
||||||
result.append(obj)
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
## Mark this chunk as dirty (locally modified).
|
|
||||||
func mark_dirty() -> void:
|
|
||||||
is_dirty = true
|
|
||||||
|
|
||||||
|
|
||||||
## Clear all objects and tile layers from this chunk.
|
|
||||||
func clear() -> void:
|
|
||||||
for child in get_children():
|
|
||||||
if child is TileLayerNode or child is StaticObjectNode or child is DynamicObjectNode:
|
|
||||||
child.queue_free()
|
|
||||||
tile_layers.clear()
|
|
||||||
world_objects.clear()
|
|
||||||
|
|
||||||
|
|
||||||
## Get the world-space position of a tile within this chunk.
|
|
||||||
func get_tile_world_position(tile_x: int, tile_y: int, tile_z: int = 0) -> Vector3:
|
|
||||||
return bounds.position + Vector3(
|
|
||||||
tile_x * 1.0, # Tile size is 1 world unit
|
|
||||||
tile_y * 1.0,
|
|
||||||
tile_z * 1.0
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if a world-space position is within this chunk's bounds.
|
|
||||||
func contains_position(pos: Vector3) -> bool:
|
|
||||||
return bounds.has_point(pos)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if a chunk coordinate is adjacent to this chunk.
|
|
||||||
func is_adjacent(other_coord: Vector3i) -> bool:
|
|
||||||
var dx := abs(coord.x - other_coord.x)
|
|
||||||
var dy := abs(coord.y - other_coord.y)
|
|
||||||
var dz := abs(coord.z - other_coord.z)
|
|
||||||
return dx <= 1 and dy <= 1 and dz <= 1 and (dx + dy + dz) > 0
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://d4gh4h5iey6xb
|
|
||||||
@@ -1,358 +0,0 @@
|
|||||||
class_name ChunkStreamManager
|
|
||||||
extends Node
|
|
||||||
## Manages loading and unloading of world chunks based on player position.
|
|
||||||
##
|
|
||||||
## This is the central orchestrator for the chunk streaming system. It monitors
|
|
||||||
## the player's position, determines which chunks should be loaded, requests
|
|
||||||
## chunk data from the server, instantiates ChunkScene nodes, and unloads
|
|
||||||
## chunks that fall outside the streaming radius.
|
|
||||||
##
|
|
||||||
## ## Design
|
|
||||||
##
|
|
||||||
## - **Streaming radius** defines how many chunks around the player are kept
|
|
||||||
## loaded. Chunks beyond this radius are unloaded to save memory and CPU.
|
|
||||||
## - **Load priority** ensures chunks closer to the player are loaded first,
|
|
||||||
## preventing visual pop-in at the edge of the view.
|
|
||||||
## - **Server communication** uses the RPCs defined in docs/architecture/world.md
|
|
||||||
## (§5.3): `request_chunk`, `chunk_data`, `chunk_invalidated`.
|
|
||||||
##
|
|
||||||
## ## Usage
|
|
||||||
##
|
|
||||||
## Add this node to your scene tree and set the `player` reference:
|
|
||||||
## ```gdscript
|
|
||||||
## var stream_manager: ChunkStreamManager = $ChunkStreamManager
|
|
||||||
## stream_manager.player = $Player
|
|
||||||
## stream_manager.streaming_radius = 4 # chunks
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## Number of chunks (radius) to keep loaded around the player.
|
|
||||||
## A radius of 2 means a 5x5 grid of chunks centered on the player.
|
|
||||||
## Higher values increase memory usage but reduce streaming pop-in.
|
|
||||||
@export var streaming_radius: int = 3
|
|
||||||
|
|
||||||
## Maximum number of chunks to load per frame. Prevents frame spikes during
|
|
||||||
## rapid movement or when entering a new area.
|
|
||||||
@export var max_loads_per_frame: int = 4
|
|
||||||
|
|
||||||
## Maximum number of chunks to unload per frame.
|
|
||||||
@export var max_unloads_per_frame: int = 4
|
|
||||||
|
|
||||||
## Distance (in chunks) from the streaming radius edge before a chunk is
|
|
||||||
## considered for unloading. Prevents rapid load/unload cycling.
|
|
||||||
@export var unload_margin: int = 1
|
|
||||||
|
|
||||||
## Emitted when a chunk finishes loading.
|
|
||||||
signal chunk_loaded(chunk_coord: Vector3i, chunk_scene: Node)
|
|
||||||
|
|
||||||
## Emitted when a chunk is unloaded.
|
|
||||||
signal chunk_unloaded(chunk_coord: Vector3i)
|
|
||||||
|
|
||||||
## Emitted when a chunk fails to load (e.g., server error).
|
|
||||||
signal chunk_load_failed(chunk_coord: Vector3i, error: String)
|
|
||||||
|
|
||||||
## Emitted when the player moves far enough to require a streaming update.
|
|
||||||
signal streaming_updated
|
|
||||||
|
|
||||||
## Reference to the player node. Must be set before the manager starts.
|
|
||||||
var player: Node3D = null
|
|
||||||
|
|
||||||
## The current player chunk coordinate.
|
|
||||||
var _player_chunk_coord: Vector3i = Vector3i.ZERO
|
|
||||||
|
|
||||||
## Map of loaded chunk coordinates to their scene nodes.
|
|
||||||
var _loaded_chunks: Dictionary = {}
|
|
||||||
|
|
||||||
## Queue of chunk coordinates pending load, sorted by distance from player.
|
|
||||||
var _load_queue: Array[Vector3i] = []
|
|
||||||
|
|
||||||
## Queue of chunk coordinates pending unload.
|
|
||||||
var _unload_queue: Array[Vector3i] = []
|
|
||||||
|
|
||||||
## Whether streaming is currently active (player is set and in game).
|
|
||||||
var is_active: bool = false
|
|
||||||
|
|
||||||
## The server RPC interface for chunk data. Set by the networking layer.
|
|
||||||
var _server_rpc: Object = null
|
|
||||||
|
|
||||||
## Internal: track which chunks are currently being loaded (to avoid duplicates).
|
|
||||||
var _loading_in_progress: Dictionary = {}
|
|
||||||
|
|
||||||
## Internal: time accumulator for throttled streaming updates.
|
|
||||||
var _update_accumulator: float = 0.0
|
|
||||||
|
|
||||||
## Internal: interval between streaming updates (seconds).
|
|
||||||
const UPDATE_INTERVAL: float = 0.1
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
# Streaming is driven from _process (main thread) so we can safely
|
|
||||||
# manipulate the scene tree. No background thread is used.
|
|
||||||
set_process(true)
|
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
|
||||||
if not is_active or player == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
_update_accumulator += delta
|
|
||||||
if _update_accumulator < UPDATE_INTERVAL:
|
|
||||||
return
|
|
||||||
_update_accumulator = 0.0
|
|
||||||
|
|
||||||
_update_streaming()
|
|
||||||
_process_load_queue()
|
|
||||||
_process_unload_queue()
|
|
||||||
streaming_updated.emit()
|
|
||||||
|
|
||||||
|
|
||||||
func _update_streaming() -> void:
|
|
||||||
if player == null or not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var current_coord: Vector3i = Chunk.coord_for_position(player.global_position)
|
|
||||||
if current_coord == _player_chunk_coord:
|
|
||||||
return
|
|
||||||
|
|
||||||
_player_chunk_coord = current_coord
|
|
||||||
_rebuild_queues()
|
|
||||||
|
|
||||||
|
|
||||||
func _rebuild_queues() -> void:
|
|
||||||
var target_set: Dictionary = _compute_target_chunks()
|
|
||||||
|
|
||||||
# Determine which chunks need to be loaded
|
|
||||||
var to_load: Array[Vector3i] = []
|
|
||||||
for coord in target_set:
|
|
||||||
if not _loaded_chunks.has(coord) and not _loading_in_progress.has(coord):
|
|
||||||
to_load.append(coord)
|
|
||||||
|
|
||||||
# Sort by distance from player (closest first)
|
|
||||||
to_load.sort_custom(_compare_distance)
|
|
||||||
_load_queue = to_load
|
|
||||||
|
|
||||||
# Determine which chunks need to be unloaded
|
|
||||||
var to_unload: Array[Vector3i] = []
|
|
||||||
for coord in _loaded_chunks:
|
|
||||||
if not target_set.has(coord):
|
|
||||||
to_unload.append(coord)
|
|
||||||
|
|
||||||
to_unload.sort_custom(_compare_distance)
|
|
||||||
_unload_queue = to_unload
|
|
||||||
|
|
||||||
|
|
||||||
func _compute_target_chunks() -> Dictionary:
|
|
||||||
"""Compute the set of chunk coordinates that should be loaded."""
|
|
||||||
var target: Dictionary = {}
|
|
||||||
var half: int = streaming_radius
|
|
||||||
for dx in range(-half, half + 1):
|
|
||||||
for dy in range(-half, half + 1):
|
|
||||||
for dz in range(-half, half + 1):
|
|
||||||
var coord: Vector3i = Vector3i(
|
|
||||||
_player_chunk_coord.x + dx,
|
|
||||||
_player_chunk_coord.y + dy,
|
|
||||||
_player_chunk_coord.z + dz
|
|
||||||
)
|
|
||||||
target[coord] = coord
|
|
||||||
return target
|
|
||||||
|
|
||||||
|
|
||||||
func _compare_distance(a: Vector3i, b: Vector3i) -> bool:
|
|
||||||
"""Compare chunk coordinates by distance from player chunk."""
|
|
||||||
var dist_a: int = _chunk_distance_squared(_player_chunk_coord, a)
|
|
||||||
var dist_b: int = _chunk_distance_squared(_player_chunk_coord, b)
|
|
||||||
return dist_a < dist_b
|
|
||||||
|
|
||||||
|
|
||||||
func _chunk_distance_squared(a: Vector3i, b: Vector3i) -> int:
|
|
||||||
var dx: int = a.x - b.x
|
|
||||||
var dy: int = a.y - b.y
|
|
||||||
var dz: int = a.z - b.z
|
|
||||||
return dx * dx + dy * dy + dz * dz
|
|
||||||
|
|
||||||
|
|
||||||
func _process_load_queue() -> void:
|
|
||||||
var count: int = 0
|
|
||||||
while count < max_loads_per_frame and not _load_queue.is_empty():
|
|
||||||
var coord: Vector3i = _load_queue.pop_front()
|
|
||||||
_load_chunk(coord)
|
|
||||||
count += 1
|
|
||||||
|
|
||||||
|
|
||||||
func _process_unload_queue() -> void:
|
|
||||||
var count: int = 0
|
|
||||||
while count < max_unloads_per_frame and not _unload_queue.is_empty():
|
|
||||||
var coord: Vector3i = _unload_queue.pop_front()
|
|
||||||
_unload_chunk(coord)
|
|
||||||
count += 1
|
|
||||||
|
|
||||||
|
|
||||||
func _load_chunk(coord: Vector3i) -> void:
|
|
||||||
if _loading_in_progress.has(coord):
|
|
||||||
return
|
|
||||||
|
|
||||||
_loading_in_progress[coord] = true
|
|
||||||
|
|
||||||
# Request chunk data from server via RPC
|
|
||||||
if _server_rpc != null and _server_rpc.has_method("request_chunk"):
|
|
||||||
_server_rpc.request_chunk(Chunk.build_key(
|
|
||||||
"", "", coord
|
|
||||||
))
|
|
||||||
else:
|
|
||||||
# Fallback: try to load from local cache or create empty chunk
|
|
||||||
_instantiate_chunk_scene(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_chunk_data_received(key: String, binary_data: PackedByteArray) -> void:
|
|
||||||
"""Called by the networking layer when chunk data arrives from server."""
|
|
||||||
var coord: Vector3i = _parse_coord_from_key(key)
|
|
||||||
if coord == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
_loading_in_progress.erase(coord)
|
|
||||||
|
|
||||||
# Decode the binary chunk data
|
|
||||||
var chunk_data: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(binary_data)
|
|
||||||
if chunk_data == null:
|
|
||||||
chunk_load_failed.emit(coord, "Failed to decode chunk data")
|
|
||||||
return
|
|
||||||
|
|
||||||
# Instantiate the chunk scene with the decoded data
|
|
||||||
_instantiate_chunk_scene_with_data(coord, chunk_data)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_chunk_load_error(coord: Vector3i, error_msg: String) -> void:
|
|
||||||
"""Called when the server reports a chunk load error."""
|
|
||||||
_loading_in_progress.erase(coord)
|
|
||||||
chunk_load_failed.emit(coord, error_msg)
|
|
||||||
|
|
||||||
|
|
||||||
func _instantiate_chunk_scene(coord: Vector3i) -> void:
|
|
||||||
"""Create an empty chunk scene for the given coordinate."""
|
|
||||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
|
||||||
chunk_scene.coord = coord
|
|
||||||
chunk_scene.key = Chunk.build_key("", "", coord)
|
|
||||||
chunk_scene.bounds = Chunk.compute_bounds(coord)
|
|
||||||
_add_loaded_chunk(coord, chunk_scene)
|
|
||||||
|
|
||||||
|
|
||||||
func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
|
|
||||||
"""Create a chunk scene populated with server data."""
|
|
||||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
|
||||||
chunk_scene.coord = coord
|
|
||||||
chunk_scene.key = data.key
|
|
||||||
chunk_scene.bounds = data.bounds
|
|
||||||
chunk_scene.format_version = data.format_version
|
|
||||||
chunk_scene.revision = data.revision
|
|
||||||
|
|
||||||
# Add tiles
|
|
||||||
for layer in data.tile_layers:
|
|
||||||
var tile_layer: TileLayer = TileLayer.new()
|
|
||||||
tile_layer.name = layer.name
|
|
||||||
tile_layer.layer_id = layer.layer_id
|
|
||||||
tile_layer.width = layer.width
|
|
||||||
tile_layer.height = layer.height
|
|
||||||
tile_layer.depth = layer.depth
|
|
||||||
tile_layer.palette = layer.palette
|
|
||||||
tile_layer.tiles = layer.tiles
|
|
||||||
chunk_scene.add_tile_layer(tile_layer)
|
|
||||||
|
|
||||||
# Add objects
|
|
||||||
for obj_data in data.objects:
|
|
||||||
var world_obj: WorldObject = WorldObject.new()
|
|
||||||
world_obj.id = obj_data.id
|
|
||||||
world_obj.type = obj_data.type
|
|
||||||
world_obj.asset_id = obj_data.asset_id
|
|
||||||
world_obj.position = obj_data.position
|
|
||||||
world_obj.rotation = obj_data.rotation
|
|
||||||
world_obj.scale = obj_data.scale
|
|
||||||
world_obj.properties = obj_data.properties
|
|
||||||
world_obj.is_dynamic = obj_data.dynamic
|
|
||||||
world_obj.flags = obj_data.flags
|
|
||||||
chunk_scene.add_object(world_obj)
|
|
||||||
|
|
||||||
# Add content flags
|
|
||||||
chunk_scene.content_flags = data.flags
|
|
||||||
|
|
||||||
_add_loaded_chunk(coord, chunk_scene)
|
|
||||||
|
|
||||||
|
|
||||||
func _add_loaded_chunk(coord: Vector3i, chunk_scene: Node) -> void:
|
|
||||||
_loaded_chunks[coord] = chunk_scene
|
|
||||||
add_child(chunk_scene)
|
|
||||||
_loading_in_progress.erase(coord)
|
|
||||||
chunk_loaded.emit(coord, chunk_scene)
|
|
||||||
|
|
||||||
|
|
||||||
func _unload_chunk(coord: Vector3i) -> void:
|
|
||||||
if not _loaded_chunks.has(coord):
|
|
||||||
return
|
|
||||||
|
|
||||||
var chunk_scene: Node = _loaded_chunks[coord]
|
|
||||||
if is_instance_valid(chunk_scene):
|
|
||||||
chunk_scene.queue_free()
|
|
||||||
|
|
||||||
_loaded_chunks.erase(coord)
|
|
||||||
chunk_unloaded.emit(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_player_position_changed() -> void:
|
|
||||||
"""Call this when the player position changes significantly."""
|
|
||||||
if player != null:
|
|
||||||
_update_streaming()
|
|
||||||
|
|
||||||
|
|
||||||
func set_server_rpc(rpc_interface: Object) -> void:
|
|
||||||
"""Set the server RPC interface for chunk requests."""
|
|
||||||
_server_rpc = rpc_interface
|
|
||||||
|
|
||||||
|
|
||||||
func get_loaded_chunk(coord: Vector3i) -> Node:
|
|
||||||
"""Get a loaded chunk scene by coordinate, or null if not loaded."""
|
|
||||||
return _loaded_chunks.get(coord, null)
|
|
||||||
|
|
||||||
|
|
||||||
func is_chunk_loaded(coord: Vector3i) -> bool:
|
|
||||||
"""Check if a chunk is currently loaded."""
|
|
||||||
return _loaded_chunks.has(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func get_loaded_chunk_count() -> int:
|
|
||||||
"""Get the number of currently loaded chunks."""
|
|
||||||
return _loaded_chunks.size()
|
|
||||||
|
|
||||||
|
|
||||||
func get_all_loaded_coords() -> Array[Vector3i]:
|
|
||||||
"""Get all currently loaded chunk coordinates."""
|
|
||||||
var coords: Array[Vector3i] = []
|
|
||||||
for key in _loaded_chunks:
|
|
||||||
coords.append(key)
|
|
||||||
return coords
|
|
||||||
|
|
||||||
|
|
||||||
func force_reload_chunk(coord: Vector3i) -> void:
|
|
||||||
"""Force reload a specific chunk (e.g., after server update)."""
|
|
||||||
if _loaded_chunks.has(coord):
|
|
||||||
_unload_chunk(coord)
|
|
||||||
if not _loading_in_progress.has(coord):
|
|
||||||
_load_chunk(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func clear_all_chunks() -> void:
|
|
||||||
"""Unload all chunks immediately."""
|
|
||||||
var coords: Array[Vector3i] = get_all_loaded_coords()
|
|
||||||
for coord in coords:
|
|
||||||
_unload_chunk(coord)
|
|
||||||
_load_queue.clear()
|
|
||||||
_unload_queue.clear()
|
|
||||||
|
|
||||||
|
|
||||||
func _parse_coord_from_key(key: String) -> Variant:
|
|
||||||
"""Parse chunk coordinate from a canonical chunk key."""
|
|
||||||
var parts: Array[String] = key.split(":")
|
|
||||||
if parts.size() < 5:
|
|
||||||
return null
|
|
||||||
return Vector3i(
|
|
||||||
int(parts[2]),
|
|
||||||
int(parts[3]),
|
|
||||||
int(parts[4])
|
|
||||||
)
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://8yokqwe23c23
|
|
||||||
@@ -1,68 +0,0 @@
|
|||||||
class_name DynamicObjectNode
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a dynamic (spawnable) world object template.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
|
|
||||||
## Dynamic objects are stored as *templates* in the chunk; their runtime state
|
|
||||||
## (position, health, inventory) is managed by the entity system, not by this
|
|
||||||
## node. This node renders the template's visual representation so the object
|
|
||||||
## is visible in the world.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## DynamicObjectNode (Node3D)
|
|
||||||
## └── MeshInstance3D # the object's visual mesh
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## The world object data this node represents.
|
|
||||||
var world_object: WorldObject = null
|
|
||||||
|
|
||||||
## The loaded mesh instance (or placeholder).
|
|
||||||
var _mesh_instance: MeshInstance3D = null
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
if world_object == null:
|
|
||||||
return
|
|
||||||
_load_mesh()
|
|
||||||
|
|
||||||
|
|
||||||
## Load and attach the object's mesh.
|
|
||||||
func _load_mesh() -> void:
|
|
||||||
_mesh_instance = MeshInstance3D.new()
|
|
||||||
_mesh_instance.name = "mesh"
|
|
||||||
|
|
||||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
|
||||||
if mesh == null:
|
|
||||||
mesh = _make_placeholder_mesh()
|
|
||||||
|
|
||||||
_mesh_instance.mesh = mesh
|
|
||||||
add_child(_mesh_instance)
|
|
||||||
|
|
||||||
|
|
||||||
## Attempt to load a mesh from the asset path.
|
|
||||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
|
||||||
if asset_id.is_empty():
|
|
||||||
return null
|
|
||||||
var path := "res://assets/%s" % asset_id
|
|
||||||
if ResourceLoader.exists(path):
|
|
||||||
var res := load(path)
|
|
||||||
if res is Mesh:
|
|
||||||
return res
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Create a simple placeholder sphere mesh when the real asset is unavailable.
|
|
||||||
func _make_placeholder_mesh() -> Mesh:
|
|
||||||
var mesh := SphereMesh.new()
|
|
||||||
mesh.radius = 0.5
|
|
||||||
mesh.height = 1.0
|
|
||||||
return mesh
|
|
||||||
|
|
||||||
|
|
||||||
## Get the world object's display name.
|
|
||||||
func get_display_name() -> String:
|
|
||||||
if world_object == null:
|
|
||||||
return ""
|
|
||||||
return world_object.get_display_name()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dyjqcstdnr4u1
|
|
||||||
@@ -1,67 +0,0 @@
|
|||||||
class_name StaticObjectNode
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a static world object within a chunk.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkScene] for each static (non-dynamic)
|
|
||||||
## [WorldObject]. It renders the object's mesh (referenced by `asset_id`) at
|
|
||||||
## the object's transform. If the asset is not yet loaded, a placeholder mesh
|
|
||||||
## is shown.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## StaticObjectNode (Node3D)
|
|
||||||
## └── MeshInstance3D # the object's visual mesh
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## The world object data this node represents.
|
|
||||||
var world_object: WorldObject = null
|
|
||||||
|
|
||||||
## The loaded mesh instance (or placeholder).
|
|
||||||
var _mesh_instance: MeshInstance3D = null
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
if world_object == null:
|
|
||||||
return
|
|
||||||
_load_mesh()
|
|
||||||
|
|
||||||
|
|
||||||
## Load and attach the object's mesh.
|
|
||||||
func _load_mesh() -> void:
|
|
||||||
_mesh_instance = MeshInstance3D.new()
|
|
||||||
_mesh_instance.name = "mesh"
|
|
||||||
|
|
||||||
# Try to load the asset by its id (path). Fall back to a placeholder.
|
|
||||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
|
||||||
if mesh == null:
|
|
||||||
mesh = _make_placeholder_mesh()
|
|
||||||
|
|
||||||
_mesh_instance.mesh = mesh
|
|
||||||
add_child(_mesh_instance)
|
|
||||||
|
|
||||||
|
|
||||||
## Attempt to load a mesh from the asset path.
|
|
||||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
|
||||||
if asset_id.is_empty():
|
|
||||||
return null
|
|
||||||
var path := "res://assets/%s" % asset_id
|
|
||||||
if ResourceLoader.exists(path):
|
|
||||||
var res := load(path)
|
|
||||||
if res is Mesh:
|
|
||||||
return res
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Create a simple placeholder box mesh when the real asset is unavailable.
|
|
||||||
func _make_placeholder_mesh() -> Mesh:
|
|
||||||
var mesh := BoxMesh.new()
|
|
||||||
mesh.size = Vector3(1.0, 1.0, 1.0)
|
|
||||||
return mesh
|
|
||||||
|
|
||||||
|
|
||||||
## Get the world object's display name.
|
|
||||||
func get_display_name() -> String:
|
|
||||||
if world_object == null:
|
|
||||||
return ""
|
|
||||||
return world_object.get_display_name()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://chf6mruev1kc4
|
|
||||||
@@ -1,42 +0,0 @@
|
|||||||
class_name TileDef
|
|
||||||
extends RefCounted
|
|
||||||
## A single tile definition (palette entry) within a tile layer.
|
|
||||||
##
|
|
||||||
## Maps a tile ID to its asset reference and gameplay flags. See
|
|
||||||
## docs/architecture/world.md §3.2.
|
|
||||||
|
|
||||||
## Tile ID (index into the layer palette). 0 is reserved for empty/air.
|
|
||||||
var id: int = 0
|
|
||||||
|
|
||||||
## Reference to the tile/terrain asset.
|
|
||||||
var asset_id: String = ""
|
|
||||||
|
|
||||||
## Whether this tile has collision.
|
|
||||||
var solid: bool = false
|
|
||||||
|
|
||||||
## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
|
|
||||||
var flags: int = 0
|
|
||||||
|
|
||||||
## Number of visual variants for this tile.
|
|
||||||
var variants: int = 1
|
|
||||||
|
|
||||||
|
|
||||||
func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
|
|
||||||
p_flags: int = 0, p_variants: int = 1) -> void:
|
|
||||||
id = p_id
|
|
||||||
asset_id = p_asset_id
|
|
||||||
solid = p_solid
|
|
||||||
flags = p_flags
|
|
||||||
variants = p_variants
|
|
||||||
|
|
||||||
|
|
||||||
func is_walkable() -> bool:
|
|
||||||
return (flags & 0x01) != 0
|
|
||||||
|
|
||||||
|
|
||||||
func is_climbable() -> bool:
|
|
||||||
return (flags & 0x02) != 0
|
|
||||||
|
|
||||||
|
|
||||||
func is_liquid() -> bool:
|
|
||||||
return (flags & 0x04) != 0
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bavmpbmthilbx
|
|
||||||
@@ -1,83 +0,0 @@
|
|||||||
class_name TileLayer
|
|
||||||
extends RefCounted
|
|
||||||
## A single tile layer within a chunk.
|
|
||||||
##
|
|
||||||
## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
|
|
||||||
## definitions, and the layer metadata. This is the runtime representation of
|
|
||||||
## the `TileLayer` from the chunk data format (see docs/architecture/world.md
|
|
||||||
## §3.2).
|
|
||||||
|
|
||||||
## Layer name (e.g. "ground", "walls", "decor").
|
|
||||||
var name: String = ""
|
|
||||||
|
|
||||||
## Numeric layer id, unique within the chunk.
|
|
||||||
var layer_id: int = 0
|
|
||||||
|
|
||||||
## Grid dimensions in tiles.
|
|
||||||
var width: int = 0
|
|
||||||
var height: int = 0
|
|
||||||
var depth: int = 1
|
|
||||||
|
|
||||||
## Palette mapping tile IDs to tile definitions (shared per layer).
|
|
||||||
var palette: Array[TileDef] = []
|
|
||||||
|
|
||||||
## Dense, row-major tile IDs. Length = width * height * depth.
|
|
||||||
var tiles: PackedInt32Array = PackedInt32Array()
|
|
||||||
|
|
||||||
|
|
||||||
func _init(
|
|
||||||
p_layer_name: String = "",
|
|
||||||
p_layer_id: int = 0,
|
|
||||||
p_width: int = 0,
|
|
||||||
p_height: int = 0,
|
|
||||||
p_depth: int = 1
|
|
||||||
) -> void:
|
|
||||||
name = p_layer_name
|
|
||||||
layer_id = p_layer_id
|
|
||||||
width = p_width
|
|
||||||
height = p_height
|
|
||||||
depth = p_depth
|
|
||||||
|
|
||||||
|
|
||||||
## Total number of tiles in this layer.
|
|
||||||
func tile_count() -> int:
|
|
||||||
return width * height * depth
|
|
||||||
|
|
||||||
|
|
||||||
## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
|
|
||||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
|
||||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
|
||||||
return 0
|
|
||||||
var idx := (z * height + y) * width + x
|
|
||||||
if idx < tiles.size():
|
|
||||||
return tiles[idx]
|
|
||||||
return 0
|
|
||||||
|
|
||||||
|
|
||||||
## Set the tile ID at (x, y, z). No-op if out of bounds.
|
|
||||||
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
|
|
||||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
|
||||||
return
|
|
||||||
var idx := (z * height + y) * width + x
|
|
||||||
if idx < tiles.size():
|
|
||||||
tiles[idx] = tile_id
|
|
||||||
|
|
||||||
|
|
||||||
## Get the tile definition for a tile ID, or null if not in the palette.
|
|
||||||
func get_tile_def(tile_id: int) -> TileDef:
|
|
||||||
for def in palette:
|
|
||||||
if def.id == tile_id:
|
|
||||||
return def
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Whether the tile at (x, y, z) is solid (collision).
|
|
||||||
func is_solid(x: int, y: int, z: int = 0) -> bool:
|
|
||||||
var def := get_tile_def(get_tile(x, y, z))
|
|
||||||
return def != null and def.solid
|
|
||||||
|
|
||||||
|
|
||||||
## Whether the tile at (x, y, z) is walkable.
|
|
||||||
func is_walkable(x: int, y: int, z: int = 0) -> bool:
|
|
||||||
var def := get_tile_def(get_tile(x, y, z))
|
|
||||||
return def != null and def.is_walkable()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://came2ygke3ajs
|
|
||||||
@@ -1,112 +0,0 @@
|
|||||||
class_name TileLayerNode
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a single tile layer within a chunk.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkScene] for each tile layer in a chunk.
|
|
||||||
## It renders the layer's tiles as instanced meshes (one per tile definition
|
|
||||||
## in the palette) using [MultiMeshInstance3D] for efficiency.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## TileLayerNode (Node3D)
|
|
||||||
## └── MultiMeshInstance3D # one per palette entry (tile definition)
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## The tile layer data this node renders.
|
|
||||||
var tile_layer: TileLayer = null
|
|
||||||
|
|
||||||
## The chunk coordinate this layer belongs to (for world positioning).
|
|
||||||
var chunk_coord: Vector3i = Vector3i.ZERO
|
|
||||||
|
|
||||||
## Tile size in world units (each tile is 1x1x1).
|
|
||||||
const TILE_SIZE: float = 1.0
|
|
||||||
|
|
||||||
## Cache of MultiMeshInstance3D nodes, keyed by tile definition id.
|
|
||||||
var _mesh_instances: Dictionary = {}
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
if tile_layer == null:
|
|
||||||
return
|
|
||||||
_build_meshes()
|
|
||||||
|
|
||||||
|
|
||||||
## Build the MultiMesh instances for each tile definition in the palette.
|
|
||||||
func _build_meshes() -> void:
|
|
||||||
for tile_def in tile_layer.palette:
|
|
||||||
if tile_def.id == 0:
|
|
||||||
continue # Tile 0 is "empty/air", no mesh needed
|
|
||||||
_create_mesh_for_tile(tile_def)
|
|
||||||
|
|
||||||
|
|
||||||
func _create_mesh_for_tile(tile_def: TileDef) -> void:
|
|
||||||
# Count how many cells use this tile definition
|
|
||||||
var count := 0
|
|
||||||
for tile_id in tile_layer.tiles:
|
|
||||||
if tile_id == tile_def.id:
|
|
||||||
count += 1
|
|
||||||
|
|
||||||
if count == 0:
|
|
||||||
return
|
|
||||||
|
|
||||||
var multi_mesh := MultiMesh.new()
|
|
||||||
multi_mesh.transform_format = MultiMesh.TRANSFORM_3D
|
|
||||||
multi_mesh.mesh = _make_unit_cube_mesh()
|
|
||||||
multi_mesh.instance_count = count
|
|
||||||
|
|
||||||
var instance_idx := 0
|
|
||||||
for z in range(tile_layer.depth):
|
|
||||||
for y in range(tile_layer.height):
|
|
||||||
for x in range(tile_layer.width):
|
|
||||||
var tile_id := tile_layer.get_tile(x, y, z)
|
|
||||||
if tile_id != tile_def.id:
|
|
||||||
continue
|
|
||||||
var world_pos := _tile_to_world(x, y, z)
|
|
||||||
var xform := Transform3D(Basis(), world_pos)
|
|
||||||
multi_mesh.set_instance_transform(instance_idx, xform)
|
|
||||||
instance_idx += 1
|
|
||||||
|
|
||||||
var mesh_instance := MultiMeshInstance3D.new()
|
|
||||||
mesh_instance.multimesh = multi_mesh
|
|
||||||
mesh_instance.name = "tiles_%d" % tile_def.id
|
|
||||||
add_child(mesh_instance)
|
|
||||||
_mesh_instances[tile_def.id] = mesh_instance
|
|
||||||
|
|
||||||
|
|
||||||
## Convert a tile grid coordinate to a world-space position (center of tile).
|
|
||||||
func _tile_to_world(x: int, y: int, z: int) -> Vector3:
|
|
||||||
var origin := Vector3(
|
|
||||||
chunk_coord.x * tile_layer.width,
|
|
||||||
chunk_coord.y * tile_layer.height,
|
|
||||||
chunk_coord.z * tile_layer.depth
|
|
||||||
)
|
|
||||||
return origin + Vector3(
|
|
||||||
x * TILE_SIZE + TILE_SIZE * 0.5,
|
|
||||||
y * TILE_SIZE + TILE_SIZE * 0.5,
|
|
||||||
z * TILE_SIZE + TILE_SIZE * 0.5
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
## Create a simple unit cube mesh for tile rendering.
|
|
||||||
func _make_unit_cube_mesh() -> Mesh:
|
|
||||||
var mesh := BoxMesh.new()
|
|
||||||
mesh.size = Vector3(TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
|
||||||
return mesh
|
|
||||||
|
|
||||||
|
|
||||||
## Get the tile definition at a grid position, or null if empty.
|
|
||||||
func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
|
|
||||||
if tile_layer == null:
|
|
||||||
return null
|
|
||||||
var tile_id := tile_layer.get_tile(x, y, z)
|
|
||||||
if tile_id == 0:
|
|
||||||
return null
|
|
||||||
return tile_layer.get_tile_def(tile_id)
|
|
||||||
|
|
||||||
|
|
||||||
## Clear all rendered meshes.
|
|
||||||
func clear() -> void:
|
|
||||||
for child in get_children():
|
|
||||||
child.queue_free()
|
|
||||||
_mesh_instances.clear()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://d1x05tq8h43gm
|
|
||||||
@@ -1,135 +0,0 @@
|
|||||||
class_name WorldObject
|
|
||||||
extends RefCounted
|
|
||||||
## A world object (static or dynamic) within a chunk.
|
|
||||||
##
|
|
||||||
## This is the runtime representation of a WorldObject from the chunk data
|
|
||||||
## format (see docs/architecture/world.md §3.3). It holds the object's
|
|
||||||
## identity, transform, properties, and moderation flags.
|
|
||||||
|
|
||||||
## Stable object ID, unique within the chunk.
|
|
||||||
var id: String = ""
|
|
||||||
|
|
||||||
## Object type (e.g. "prop", "interactable", "spawn_point", "door").
|
|
||||||
var type: String = ""
|
|
||||||
|
|
||||||
## Reference to the object's mesh/glTF asset.
|
|
||||||
var asset_id: String = ""
|
|
||||||
|
|
||||||
## World-space position.
|
|
||||||
var position: Vector3 = Vector3.ZERO
|
|
||||||
|
|
||||||
## World-space rotation as a quaternion (x, y, z, w).
|
|
||||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
|
||||||
|
|
||||||
## World-space scale.
|
|
||||||
var scale: Vector3 = Vector3.ONE
|
|
||||||
|
|
||||||
## Type-specific key/value properties.
|
|
||||||
var properties: Dictionary = {}
|
|
||||||
|
|
||||||
## Whether this is a spawnable dynamic entity (true) or static (false).
|
|
||||||
var is_dynamic: bool = false
|
|
||||||
|
|
||||||
## Per-object content moderation flags.
|
|
||||||
var flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
|
||||||
|
|
||||||
## Whether this object has been modified locally.
|
|
||||||
var is_dirty: bool = false
|
|
||||||
|
|
||||||
|
|
||||||
func _init(
|
|
||||||
p_id: String = "",
|
|
||||||
p_type: String = "",
|
|
||||||
p_asset_id: String = "",
|
|
||||||
p_position: Vector3 = Vector3.ZERO,
|
|
||||||
p_rotation: Vector4 = Vector4(0, 0, 0, 1),
|
|
||||||
p_scale: Vector3 = Vector3.ONE,
|
|
||||||
p_properties: Dictionary = {},
|
|
||||||
p_dynamic: bool = false,
|
|
||||||
p_flags: ChunkDataDecoder.ContentFlags = null
|
|
||||||
) -> void:
|
|
||||||
id = p_id
|
|
||||||
type = p_type
|
|
||||||
asset_id = p_asset_id
|
|
||||||
position = p_position
|
|
||||||
rotation = p_rotation
|
|
||||||
scale = p_scale
|
|
||||||
properties = p_properties
|
|
||||||
is_dynamic = p_dynamic
|
|
||||||
if p_flags != null:
|
|
||||||
flags = p_flags
|
|
||||||
|
|
||||||
|
|
||||||
## Get a property value by key.
|
|
||||||
func get_property(key: String) -> Variant:
|
|
||||||
return properties.get(key)
|
|
||||||
|
|
||||||
|
|
||||||
## Set a property value.
|
|
||||||
func set_property(key: String, value: Variant) -> void:
|
|
||||||
properties[key] = value
|
|
||||||
is_dirty = true
|
|
||||||
|
|
||||||
|
|
||||||
## Check if this object is walkable (based on properties).
|
|
||||||
func is_walkable() -> bool:
|
|
||||||
return properties.get("walkable", true)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if this object is climbable (based on properties).
|
|
||||||
func is_climbable() -> bool:
|
|
||||||
return properties.get("climbable", false)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if this object is interactable.
|
|
||||||
func is_interactable() -> bool:
|
|
||||||
return type == "interactable" or properties.get("interactable", false)
|
|
||||||
|
|
||||||
|
|
||||||
## Get the object's display name.
|
|
||||||
func get_display_name() -> String:
|
|
||||||
return properties.get("display_name", id)
|
|
||||||
|
|
||||||
|
|
||||||
## Serialize this object to a dictionary (for networking).
|
|
||||||
func to_dict() -> Dictionary:
|
|
||||||
return {
|
|
||||||
"id": id,
|
|
||||||
"type": type,
|
|
||||||
"asset_id": asset_id,
|
|
||||||
"position": [position.x, position.y, position.z],
|
|
||||||
"rotation": [rotation.x, rotation.y, rotation.z, rotation.w],
|
|
||||||
"scale": [scale.x, scale.y, scale.z],
|
|
||||||
"properties": properties,
|
|
||||||
"dynamic": is_dynamic,
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
## Create a WorldObject from a dictionary (for networking).
|
|
||||||
static func from_dict(d: Dictionary) -> WorldObject:
|
|
||||||
var pos := Vector3(
|
|
||||||
d.get("position", [0, 0, 0])[0],
|
|
||||||
d.get("position", [0, 0, 0])[1],
|
|
||||||
d.get("position", [0, 0, 0])[2]
|
|
||||||
)
|
|
||||||
var rot := Vector4(
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[0],
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[1],
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[2],
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[3]
|
|
||||||
)
|
|
||||||
var scl := Vector3(
|
|
||||||
d.get("scale", [1, 1, 1])[0],
|
|
||||||
d.get("scale", [1, 1, 1])[1],
|
|
||||||
d.get("scale", [1, 1, 1])[2]
|
|
||||||
)
|
|
||||||
return WorldObject.new(
|
|
||||||
d.get("id", ""),
|
|
||||||
d.get("type", ""),
|
|
||||||
d.get("asset_id", ""),
|
|
||||||
pos,
|
|
||||||
rot,
|
|
||||||
scl,
|
|
||||||
d.get("properties", {}),
|
|
||||||
d.get("dynamic", false),
|
|
||||||
)
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://cxut2ghbsvobn
|
|
||||||
Reference in New Issue
Block a user