Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 26092f36db | |||
| 1b31d4bf30 | |||
| c1e7a44db9 | |||
| 549c05f1c0 | |||
| b0c35e1dca | |||
| 355fdaff13 |
@@ -0,0 +1,14 @@
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# Database
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DATABASE_URL=postgresql://agp_user:agp_password@localhost:5432/agp_db
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# Redis
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REDIS_URL=redis://localhost:6379/0
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# JWT
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SECRET_KEY=change-me-to-a-secure-random-string
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ALGORITHM=HS256
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ACCESS_TOKEN_EXPIRE_MINUTES=30
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# App
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DEBUG=true
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CORS_ORIGINS=http://localhost:8080,http://localhost:3000
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@@ -0,0 +1,4 @@
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.env
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__pycache__/
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*.pyc
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.venv/
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@@ -0,0 +1,32 @@
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from pydantic_settings import BaseSettings
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from functools import lru_cache
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class Settings(BaseSettings):
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# Database
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DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
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# Redis
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REDIS_URL: str = "redis://localhost:6379/0"
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# JWT
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SECRET_KEY: str = "change-me-to-a-secure-random-string"
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ALGORITHM: str = "HS256"
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ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
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# App
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DEBUG: bool = True
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CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
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@property
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def cors_origins_list(self) -> list[str]:
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return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
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class Config:
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env_file = ".env"
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case_sensitive = True
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@lru_cache()
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def get_settings() -> Settings:
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return Settings()
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@@ -0,0 +1,38 @@
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"""Async database engine and session factory."""
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from sqlalchemy.ext.asyncio import (
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AsyncSession,
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async_sessionmaker,
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create_async_engine,
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)
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from sqlalchemy.orm import DeclarativeBase
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from app.config import settings
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engine = create_async_engine(
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settings.database_url,
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echo=settings.DEBUG,
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pool_size=10,
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max_overflow=20,
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)
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async_session_factory = async_sessionmaker(
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engine,
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class_=AsyncSession,
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expire_on_commit=False,
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)
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class Base(DeclarativeBase):
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pass
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async def get_db() -> AsyncSession:
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"""Dependency that yields an async database session."""
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async with async_session_factory() as session:
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try:
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yield session
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await session.commit()
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except Exception:
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await session.rollback()
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raise
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@@ -0,0 +1,36 @@
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"""FastAPI application entry point."""
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from contextlib import asynccontextmanager
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from fastapi import FastAPI
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from app.config import settings
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from app.routers import auth, users, worlds, assets
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@asynccontextmanager
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async def lifespan(app: FastAPI):
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"""Application lifespan: startup and shutdown events."""
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# Startup: initialize database, connect to Redis, etc.
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yield
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# Shutdown: close connections, cleanup
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app = FastAPI(
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title=settings.app_name,
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version=settings.app_version,
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description="Agentic Game Platform - Backend API",
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lifespan=lifespan,
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)
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# Include routers
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app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
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app.include_router(users.router, prefix="/api/users", tags=["users"])
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app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
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app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
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@app.get("/api/health")
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async def health_check():
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"""Simple health check endpoint."""
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return {"status": "ok", "app": settings.app_name}
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@@ -0,0 +1,6 @@
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from app.models.user import User
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from app.models.session import Session
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from app.models.world import World
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from app.models.asset import Asset
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__all__ = ["User", "Session", "World", "Asset"]
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@@ -0,0 +1,36 @@
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from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Enum as SAEnum
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from sqlalchemy.orm import relationship
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from sqlalchemy.sql import func
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import enum
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from app.database import Base
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class AssetType(str, enum.Enum):
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IMAGE = "image"
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AUDIO = "audio"
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VIDEO = "video"
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DOCUMENT = "document"
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MODEL_3D = "model_3d"
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OTHER = "other"
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class Asset(Base):
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__tablename__ = "assets"
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id = Column(Integer, primary_key=True, index=True)
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name = Column(String(255), nullable=False)
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description = Column(Text, nullable=True)
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asset_type = Column(SAEnum(AssetType), nullable=False)
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file_path = Column(String(512), nullable=False)
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file_size = Column(Integer, nullable=True)
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mime_type = Column(String(128), nullable=True)
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metadata_json = Column(Text, nullable=True)
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world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
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owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
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is_public = Column(Integer, default=0, nullable=False)
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created_at = Column(DateTime(timezone=True), server_default=func.now())
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updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
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owner = relationship("User", back_populates="assets")
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world = relationship("World", back_populates="assets")
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@@ -0,0 +1,18 @@
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from sqlalchemy import Column, String, DateTime, ForeignKey, Boolean
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from sqlalchemy.orm import relationship
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from sqlalchemy.sql import func
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from app.database import Base
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class Session(Base):
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__tablename__ = "sessions"
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id = Column(String, primary_key=True)
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user_id = Column(String, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
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token = Column(String, unique=True, index=True, nullable=False)
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expires_at = Column(DateTime(timezone=True), nullable=False)
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is_active = Column(Boolean, default=True)
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created_at = Column(DateTime(timezone=True), server_default=func.now())
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updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
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user = relationship("User", back_populates="sessions")
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@@ -0,0 +1,15 @@
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from sqlalchemy import Column, Integer, String, Boolean, DateTime
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from sqlalchemy.sql import func
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from app.database import Base
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class User(Base):
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__tablename__ = "users"
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id = Column(Integer, primary_key=True, index=True)
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username = Column(String(50), unique=True, index=True, nullable=False)
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email = Column(String(120), unique=True, index=True, nullable=False)
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hashed_password = Column(String(255), nullable=False)
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is_active = Column(Boolean, default=True)
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created_at = Column(DateTime(timezone=True), server_default=func.now())
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updated_at = Column(DateTime(timezone=True), onupdate=func.now())
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@@ -0,0 +1,27 @@
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|
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey, Enum
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|
from sqlalchemy.orm import relationship
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|
from sqlalchemy.sql import func
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|
import enum
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|
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|
from app.database import Base
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class WorldVisibility(enum.Enum):
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PUBLIC = "public"
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PRIVATE = "private"
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FRIENDS_ONLY = "friends_only"
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class World(Base):
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__tablename__ = "worlds"
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id = Column(Integer, primary_key=True, index=True)
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name = Column(String(255), nullable=False)
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description = Column(Text, nullable=True)
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owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
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visibility = Column(Enum(WorldVisibility), default=WorldVisibility.PUBLIC)
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created_at = Column(DateTime(timezone=True), server_default=func.now())
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updated_at = Column(DateTime(timezone=True), onupdate=func.now())
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|
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owner = relationship("User", back_populates="worlds")
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assets = relationship("Asset", back_populates="world", cascade="all, delete-orphan")
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@@ -0,0 +1,16 @@
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|
fastapi==0.115.6
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|
uvicorn[standard]==0.34.0
|
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|
sqlalchemy==2.0.36
|
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|
alembic==1.14.0
|
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|
psycopg2-binary==2.9.10
|
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|
redis==5.2.1
|
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|
pydantic==2.10.3
|
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|
pydantic-settings==2.7.0
|
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|
python-jose[cryptography]==3.3.0
|
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|
passlib[bcrypt]==1.7.4
|
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|
python-multipart==0.0.20
|
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|
email-validator==2.2.0
|
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|
httpx==0.28.1
|
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|
pytest==8.3.4
|
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|
pytest-asyncio==0.25.0
|
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|
pytest-cov==6.0.0
|
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@@ -1,286 +0,0 @@
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# Multiplayer Networking Architecture
|
|
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|
|
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> **Status:** Proposed
|
|
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> **Owner:** Platform team
|
|
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> **Related:** Server authority + client prediction
|
|
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|
|
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## 1. Overview
|
|
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|
|
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This document specifies the multiplayer networking architecture for **agp-game**,
|
|
||||||
a Godot-based game built by autonomous agents. The architecture follows a
|
|
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**server-authoritative model with client-side prediction and reconciliation**,
|
|
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which is the industry standard for fast-paced, competitive multiplayer games.
|
|
||||||
|
|
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The goals of this architecture are:
|
|
||||||
|
|
||||||
- **Fairness & anti-cheat:** The server is the single source of truth for all
|
|
||||||
gameplay state. Clients never directly mutate world state.
|
|
||||||
- **Responsiveness:** Client-side prediction hides network latency so local input
|
|
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feels immediate.
|
|
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- **Determinism:** The server runs a fixed-timestep simulation so that state is
|
|
||||||
reproducible and testable.
|
|
||||||
- **Scalability:** A clear separation between transport, simulation, and
|
|
||||||
replication layers allows the server to be tuned independently.
|
|
||||||
|
|
||||||
---
|
|
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|
|
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## 2. Transport Choice: ENet over WebSocket
|
|
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|
|
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### 2.1 Decision
|
|
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|
|
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We choose **ENet** as the primary transport for gameplay traffic.
|
|
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|
|
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### 2.2 Justification
|
|
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|
|
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| Criterion | ENet | WebSocket (TCP) |
|
|
||||||
|----------------------|----------------------------------------|-------------------------------------|
|
|
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| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
|
|
||||||
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
|
|
||||||
| **Packet ordering** | Per-channel ordering | Global strict ordering |
|
|
||||||
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
|
|
||||||
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
|
|
||||||
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
|
|
||||||
|
|
||||||
**Rationale:**
|
|
||||||
|
|
||||||
- **Movement & state replication** are latency-sensitive and tolerate occasional
|
|
||||||
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
|
|
||||||
frequency without head-of-line blocking.
|
|
||||||
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
|
|
||||||
*reliable* channel, giving us exactly the semantics we need without TCP's
|
|
||||||
retransmission stalls.
|
|
||||||
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
|
|
||||||
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
|
|
||||||
|
|
||||||
### 2.3 WebSocket as a Secondary Transport
|
|
||||||
|
|
||||||
WebSocket remains available as a **secondary transport** for:
|
|
||||||
|
|
||||||
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
|
|
||||||
- **Browser builds** where raw UDP/ENet is unavailable.
|
|
||||||
- **Admin / telemetry** channels.
|
|
||||||
|
|
||||||
The transport layer is abstracted behind an interface so gameplay code does not
|
|
||||||
depend on the underlying protocol.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Server-Side Game Loop
|
|
||||||
|
|
||||||
### 3.1 Tick Rate
|
|
||||||
|
|
||||||
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
|
|
||||||
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
|
|
||||||
|
|
||||||
**Justification:**
|
|
||||||
|
|
||||||
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
|
|
||||||
action game while keeping CPU and bandwidth costs predictable.
|
|
||||||
- A fixed timestep (rather than delta-time) makes the simulation deterministic
|
|
||||||
and testable.
|
|
||||||
- The tick rate is a **configuration constant** so it can be raised (e.g., to
|
|
||||||
60 Hz) for competitive modes without architectural changes.
|
|
||||||
|
|
||||||
### 3.2 Authority Model
|
|
||||||
|
|
||||||
- **Server is authoritative** for:
|
|
||||||
- Player position, velocity, and physics state.
|
|
||||||
- Health, damage, and death.
|
|
||||||
- Item pickups, inventory, and world-object state.
|
|
||||||
- Spawning and despawning of entities.
|
|
||||||
- Game rules, scoring, and win/lose conditions.
|
|
||||||
- **Client is authoritative** for:
|
|
||||||
- Its own *input* (which keys/buttons are pressed).
|
|
||||||
- Local camera and UI.
|
|
||||||
- Cosmetic / non-gameplay presentation.
|
|
||||||
|
|
||||||
### 3.3 Server Loop Pseudocode
|
|
||||||
|
|
||||||
```
|
|
||||||
while server_running:
|
|
||||||
process_network_inbound() # read client inputs & RPCs
|
|
||||||
for _ in range(ticks_to_advance):
|
|
||||||
simulate_tick() # fixed 30 Hz step
|
|
||||||
broadcast_snapshots() # replicate authoritative state
|
|
||||||
process_network_outbound() # flush reliable/unreliable channels
|
|
||||||
```
|
|
||||||
|
|
||||||
The server accumulates real elapsed time and advances the simulation in fixed
|
|
||||||
`TICK_DURATION` increments, decoupling simulation from frame rate.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. RPC Call Patterns
|
|
||||||
|
|
||||||
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
|
|
||||||
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
|
|
||||||
|
|
||||||
### 4.1 Client → Server (Input & Requests)
|
|
||||||
|
|
||||||
| RPC | Channel | Payload | Notes |
|
|
||||||
|------------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
|
|
||||||
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
|
|
||||||
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
|
|
||||||
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
|
|
||||||
| `request_respawn` | reliable | `{}` | After death |
|
|
||||||
|
|
||||||
**Design notes:**
|
|
||||||
|
|
||||||
- **Input is batched** per client tick and sent with a monotonically increasing
|
|
||||||
`seq` so the server can detect gaps and the client can reconcile.
|
|
||||||
- **Interactions are reliable** because they are discrete, must-happen events
|
|
||||||
(opening a door, picking up an item). Losing them would corrupt world state.
|
|
||||||
|
|
||||||
### 4.2 Server → Client (State & Events)
|
|
||||||
|
|
||||||
| RPC | Channel | Payload | Notes |
|
|
||||||
|------------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
|
|
||||||
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
|
|
||||||
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
|
|
||||||
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
|
|
||||||
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
|
|
||||||
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
|
|
||||||
|
|
||||||
### 4.3 Broadcast vs. Targeted
|
|
||||||
|
|
||||||
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
|
|
||||||
`despawn_entity`, `game_event`.
|
|
||||||
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
|
|
||||||
players), and any player-private data.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Client-Side Prediction & Reconciliation
|
|
||||||
|
|
||||||
### 5.1 Prediction
|
|
||||||
|
|
||||||
- The client runs a **local copy of the movement simulation** using the same
|
|
||||||
physics constants as the server.
|
|
||||||
- When the player provides input, the client:
|
|
||||||
1. Applies the input to its local player immediately.
|
|
||||||
2. Renders the predicted position.
|
|
||||||
3. Sends the input to the server (batched, with `seq`).
|
|
||||||
|
|
||||||
### 5.2 Reconciliation
|
|
||||||
|
|
||||||
- The server sends authoritative `snapshot_state` at 30 Hz containing the
|
|
||||||
server's tick number and authoritative player positions.
|
|
||||||
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
|
|
||||||
- On receiving a snapshot:
|
|
||||||
1. Find the last predicted state that matches the server's tick.
|
|
||||||
2. Compute the **error** between predicted and authoritative position.
|
|
||||||
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
|
|
||||||
player to the authoritative position (error correction).
|
|
||||||
4. Re-simulate any inputs that occurred after the server's tick (rollback).
|
|
||||||
|
|
||||||
### 5.3 Interpolation of Remote Entities
|
|
||||||
|
|
||||||
- **Local player:** predicted + reconciled (see above).
|
|
||||||
- **Remote players / entities:** rendered with **interpolation delay** of
|
|
||||||
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
|
|
||||||
- The client buffers the last N snapshots and interpolates between them.
|
|
||||||
|
|
||||||
### 5.4 Prediction Buffer Sizing
|
|
||||||
|
|
||||||
- Buffer size is adaptive based on measured RTT.
|
|
||||||
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Entity & World State Replication
|
|
||||||
|
|
||||||
### 6.1 Entity Model
|
|
||||||
|
|
||||||
Every networked entity has:
|
|
||||||
|
|
||||||
- A globally unique `entity_id` (server-assigned).
|
|
||||||
- An `EntityType` (player, enemy, item, projectile, door, ...).
|
|
||||||
- A `Transform` (position, rotation).
|
|
||||||
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
|
|
||||||
|
|
||||||
### 6.2 Snapshot Format
|
|
||||||
|
|
||||||
```
|
|
||||||
snapshot_state:
|
|
||||||
tick: uint32
|
|
||||||
entities:
|
|
||||||
- entity_id: uint32
|
|
||||||
type: uint8
|
|
||||||
transform: { x, y, rot }
|
|
||||||
props: { ... } # delta-encoded where possible
|
|
||||||
player_states:
|
|
||||||
- peer_id: int
|
|
||||||
entity_id: uint32
|
|
||||||
health: int
|
|
||||||
state: uint8
|
|
||||||
```
|
|
||||||
|
|
||||||
### 6.3 Delta Compression
|
|
||||||
|
|
||||||
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
|
|
||||||
- Static or unchanged entities are omitted from the snapshot.
|
|
||||||
- This keeps bandwidth proportional to *activity*, not world size.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Connection & Session Lifecycle
|
|
||||||
|
|
||||||
1. **Connect:** Client opens an ENet connection to the server.
|
|
||||||
2. **Authenticate / Join:** Client sends `request_join`; server validates and
|
|
||||||
assigns a `peer_id` and spawns the player entity.
|
|
||||||
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
|
|
||||||
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
|
|
||||||
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
|
|
||||||
and cleans up session state.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Security & Anti-Cheat
|
|
||||||
|
|
||||||
- **No client-authoritative gameplay values.** Clients only send *inputs* and
|
|
||||||
*requests*; the server computes all outcomes.
|
|
||||||
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
|
|
||||||
positions, and validates interaction targets.
|
|
||||||
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
|
|
||||||
- **Sequence validation:** Gaps or replays in input `seq` are detected and
|
|
||||||
rejected.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Testing & Determinism
|
|
||||||
|
|
||||||
- The simulation is a **pure function of (state, inputs, tick)** so it can be
|
|
||||||
unit-tested headlessly.
|
|
||||||
- A **replay system** records inputs and can re-simulate to verify server and
|
|
||||||
client produce identical results.
|
|
||||||
- Network code is tested with a **mock transport** that can inject latency,
|
|
||||||
jitter, and packet loss.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Interest management / spatial partitioning:** For large worlds, restrict
|
|
||||||
snapshots to entities near each client (AOI culling).
|
|
||||||
- **Server-side physics:** Decide whether to use Godot's physics server on the
|
|
||||||
host or a custom deterministic physics step.
|
|
||||||
- **Dedicated server vs. listen server:** The architecture supports both; a
|
|
||||||
dedicated headless server is the target for production.
|
|
||||||
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 11. Summary
|
|
||||||
|
|
||||||
| Concern | Decision |
|
|
||||||
|------------------------|-------------------------------------------------|
|
|
||||||
| Transport | ENet (primary), WebSocket (secondary) |
|
|
||||||
| Tick rate | 30 Hz fixed timestep |
|
|
||||||
| Authority | Server-authoritative; client sends input only |
|
|
||||||
| Prediction | Client-side prediction + reconciliation |
|
|
||||||
| Remote interpolation | 2-tick interpolation delay |
|
|
||||||
| Replication | Delta-compressed snapshots at 30 Hz |
|
|
||||||
| Interaction RPCs | Reliable channel |
|
|
||||||
| Movement input | Unreliable channel, batched with sequence |
|
|
||||||
Reference in New Issue
Block a user