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# Content Moderation & Age Verification Architecture
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction, avatar component system, backend auth (JWT)
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## 1. Overview
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This document specifies the **content moderation** and **age verification**
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architecture for **agp-game**, a Godot-based multiplayer game built by
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autonomous agents. It defines:
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- How **content flags** propagate through the system across the three primary
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content types: **assets**, **rooms**, and **scripts**.
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- How flags are **evaluated, aggregated, and enforced** at load time, at
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runtime, and at the network boundary.
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- The **age verification flow**, combining a lightweight **self-declaration**
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with an optional **ID check hook** for higher-assurance verification.
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The goal is a **single, consistent moderation pipeline** that applies the same
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rules to user-generated content (UGC) regardless of whether it is a 3D asset, a
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room definition, or a script, and that gates access to mature content behind a
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verifiable age gate.
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### 1.1 Design Goals
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- **Uniformity:** One flag vocabulary and one propagation mechanism across
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assets, rooms, and scripts.
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- **Composability:** Flags on a room aggregate the flags of the assets and
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scripts it contains; flags on a world aggregate the flags of its rooms.
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- **Enforcement at the boundary:** The server is authoritative for what content
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a client may load or receive, mirroring the server-authoritative networking
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model.
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- **Privacy-preserving age checks:** Self-declaration requires no PII; the ID
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check hook is optional, pluggable, and never stores raw identity documents.
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- **Auditability:** Every flag decision is logged with a reason, an actor, and
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a timestamp so moderation actions are reviewable.
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---
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## 2. Content Flag Vocabulary
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All content carries a set of **content flags**. A flag is a typed, immutable
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label with a **severity** and a **scope**. Flags are the atomic unit of
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moderation; everything else (aggregation, enforcement, gating) operates on
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flags.
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### 2.1 Flag Definition
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A flag is a structured record:
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| Field | Type | Description |
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|------------|-----------|--------------------------------------------------------------------------|
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| `id` | `string` | Stable machine-readable identifier, e.g. `violence.gore`. |
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| `label` | `string` | Human-readable name, e.g. "Graphic Gore". |
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| `category` | `enum` | One of `violence`, `sexual`, `language`, `substance`, `gambling`, `horror`, `hate`, `custom`. |
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| `severity` | `enum` | One of `none`, `mild`, `moderate`, `severe`. |
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| `scope` | `enum` | One of `visual`, `audio`, `text`, `behavior`, `interaction`. |
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| `mature` | `bool` | Whether this flag triggers the age gate (see §5). |
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| `reason` | `string` | Free-text justification supplied by the flagger. |
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| `source` | `enum` | One of `author`, `moderator`, `automated`, `community`. |
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### 2.2 Canonical Flag Set
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The platform defines a **canonical registry** of flags so that different
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content types and different flaggers use the same vocabulary. Examples:
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| id | category | severity | scope | mature |
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|-----------------------------|------------|-----------|--------------|--------|
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| `violence.none` | violence | none | visual | false |
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| `violence.mild` | violence | mild | visual | false |
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| `violence.gore` | violence | severe | visual | true |
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| `sexual.suggestive` | sexual | mild | visual | true |
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| `sexual.explicit` | sexual | severe | visual | true |
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| `language.mild` | language | mild | text | false |
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| `language.profanity` | language | moderate | text | false |
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| `substance.references` | substance | mild | text | false |
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| `gambling.simulated` | gambling | moderate | behavior | true |
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| `horror.jumpscare` | horror | mild | audio/visual | false |
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| `hate.hateful` | hate | severe | text | true |
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The registry is **data-driven** (a JSON/YAML manifest shipped with the server)
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so new flags can be added without code changes.
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---
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## 3. Flag Propagation Model
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Flags propagate through the system along the **content dependency graph**. The
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three content types form a hierarchy:
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```
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World
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└── Room
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├── Asset (mesh, texture, audio, animation, material)
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└── Script (behavior, dialogue, event logic)
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```
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### 3.1 Propagation Rules
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1. **Explicit flags** are set directly on a content item by its author or a
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moderator.
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2. **Inherited flags** flow upward: a room's effective flag set is the **union**
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of its own explicit flags and the flags of every asset and script it
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references.
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3. **Aggregation** uses the **maximum severity** per category across all
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contributing items. A room containing one `violence.gore` asset and one
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`violence.none` asset is `violence.severe`.
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4. **Maturity is monotonic:** if any contributing item is `mature`, the
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containing room and world are `mature`.
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5. **Cycles are impossible** by construction: content references form a DAG
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(an asset cannot contain a room; a room cannot contain itself).
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### 3.2 Propagation Through the Pipeline
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Flags are attached at **authoring time** and carried through every stage:
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```
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Authoring ──► Upload ──► Validation ──► Storage ──► Distribution ──► Runtime
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│ │ │ │ │ │
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│ flag │ flag │ automated │ flag │ flag │ flag
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│ declared │ preserved │ scan adds │ indexed │ re-checked │ enforced
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│ │ │ flags │ │ │
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```
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| Stage | Responsibility |
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|--------------|-------------------------------------------------------------------------|
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| **Authoring**| Author declares flags in the editor/upload UI. |
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| **Upload** | Flags are validated against the canonical registry; unknown flags rejected. |
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| **Validation**| Automated scanner (hash-based + heuristic) adds flags for detected content. |
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| **Storage** | Flags are stored alongside the content record and indexed for queries. |
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| **Distribution**| Flags are re-checked against the current registry before serving. |
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| **Runtime** | The client enforces flags before loading content (see §4). |
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### 3.3 Data Model
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Flags are stored as a **normalized join table** so they can be queried and
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aggregated efficiently:
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```
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content_item (id, type, owner_id, ...)
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content_flag (content_id, flag_id, source, reason, created_at, actor_id)
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flag_registry (id, category, severity, scope, mature, ...)
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```
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Aggregation is computed by a SQL view / query that joins a content item's
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transitive dependencies. Because the graph is a DAG, this is a bounded
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recursive query (PostgreSQL `WITH RECURSIVE`).
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---
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## 4. Enforcement
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Enforcement happens at three layers, in order:
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### 4.1 Load-Time Enforcement (Server)
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Before a client is allowed to **request** content, the server evaluates the
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content's effective flag set against the requesting account's **content
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preferences** and **age verification status**:
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- If the content is `mature` and the account is **not age-verified**, the
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request is **rejected** with a `403 MATURE_CONTENT_REQUIRES_VERIFICATION`.
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- If the content's flags exceed the account's **content filter** (a per-account
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severity threshold per category), the request is rejected or the offending
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content is **stripped** (e.g., audio muted, mesh hidden, script not loaded).
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### 4.2 Runtime Enforcement (Client)
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The client receives a **manifest** of allowed content from the server. It never
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loads content that is not in the manifest. This prevents a malicious or buggy
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client from bypassing the server's filter by loading content directly.
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- Assets not in the manifest are **not instantiated**.
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- Scripts not in the manifest are **not executed**.
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- Rooms not in the manifest are **not entered**.
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### 4.3 Network Boundary Enforcement
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The server **filters replication** based on flags:
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- Mature or filtered content is **not replicated** to clients that cannot
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receive it.
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- A room's flag set is broadcast in the room metadata so clients can show a
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warning before entry.
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### 4.4 Enforcement Decision Flow
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```
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Client requests content C for account A
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│
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▼
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Compute effective flags F(C) [union + max-severity aggregation]
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│
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▼
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Is A age-verified? ──no──► Is F(C).mature? ──yes──► REJECT (403)
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│ yes │ no
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▼ ▼
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Does F(C) exceed A's filter? ──► yes ──► REJECT or STRIP
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│ no
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▼
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Serve content + manifest
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```
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---
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## 5. Age Verification Flow
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Age verification is a **two-tier** system:
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- **Tier 1 — Self-declaration:** The user asserts their date of birth. This is
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fast, requires no PII beyond a birthdate, and is sufficient for most content.
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- **Tier 2 — ID check (optional hook):** A pluggable identity-verification
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provider confirms the user is an adult. This raises the account's assurance
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level and unlocks the highest maturity tier.
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### 5.1 Verification States
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An account has an **age verification status**:
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| Status | Meaning |
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|-------------------|----------------------------------------------------------------------|
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| `unverified` | No declaration on file. |
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| `self_declared` | User declared a birthdate; **not** independently confirmed. |
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| `id_verified` | User passed the ID check hook; independently confirmed adult. |
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| `rejected` | ID check failed or declaration was inconsistent. |
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### 5.2 Tier 1 — Self-Declaration Flow
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```
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User submits { date_of_birth }
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│
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▼
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Server validates format & plausibility (age 13–120, not in future)
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│
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▼
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Compute age from DOB
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│
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▼
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age >= 18 ──► status = self_declared (adult)
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age >= 13 ──► status = self_declared (minor, restricted)
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age < 13 ──► status = rejected (below minimum platform age)
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```
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- The DOB is stored **encrypted at rest** and is **never exposed** to other
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players.
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- A user may **upgrade** from `self_declared` to `id_verified` at any time via
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Tier 2.
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### 5.3 Tier 2 — ID Check Hook
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The ID check is an **optional, pluggable hook**. The platform defines an
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interface; concrete providers (e.g., a third-party KYC service) implement it.
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```
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User requests ID verification
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│
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▼
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Server creates a verification session (idempotent, expiring)
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│
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▼
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Server calls provider hook: verify(identity_token) -> { adult: bool, ref: string }
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│
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▼
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adult == true ──► status = id_verified, store provider ref (not raw doc)
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adult == false ─► status = rejected
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provider error ──► status unchanged, retry allowed
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```
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**Privacy guarantees:**
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- The platform **never stores** the raw identity document or image.
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- Only the provider's **opaque reference** and the boolean `adult` result are
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persisted.
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- The hook is **asynchronous and idempotent**; a session can be retried without
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double-charging or double-verifying.
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### 5.4 Hook Interface
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The ID check hook is defined as a backend interface (FastAPI dependency /
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abstract service):
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```python
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class IdentityVerificationProvider(Protocol):
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def create_session(self, user_id: str) -> VerificationSession: ...
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def verify(self, session_id: str, identity_token: str) -> VerificationResult: ...
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class VerificationResult:
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adult: bool
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provider_ref: str | None
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error: str | None
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```
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A default **no-op provider** returns `adult=False` with a clear error, so the
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system runs without any third-party integration until one is configured.
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### 5.5 Age Gate Enforcement
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The age gate is enforced at **load time** (see §4.1):
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| Verification status | Can access `mature` content? |
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|---------------------|------------------------------|
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| `unverified` | No |
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| `self_declared` | Yes (adult) / No (minor) |
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| `id_verified` | Yes |
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| `rejected` | No |
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---
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## 6. Moderation Workflow
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### 6.1 Flagging Sources
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Content can be flagged by:
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- **Author** (self-declared at upload).
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- **Automated scanner** (hash-based detection, heuristic analysis).
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- **Community** (players report content; reports become flags after review).
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- **Moderator** (manual review and override).
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### 6.2 Review Queue
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Community and automated flags enter a **review queue**. A moderator either:
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- **Approves** the flag (it becomes authoritative), or
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- **Rejects** the flag (it is discarded), or
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- **Escalates** to a senior moderator for severe/hate flags.
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### 6.3 Actions
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Once a flag is authoritative, a moderator can take actions:
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| Action | Effect |
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|-----------------|---------------------------------------------------------------|
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| `warn` | Notify the author; content remains. |
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| `restrict` | Content hidden from users below a filter threshold. |
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| `age_gate` | Content marked `mature`; requires age verification. |
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| `remove` | Content taken down; not served. |
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| `ban_author` | Author's upload privileges suspended. |
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### 6.4 Audit Log
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Every flag and action is written to an **audit log**:
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```
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audit_event (id, content_id, actor_id, action, flag_id, reason, created_at)
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```
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This log is append-only and used for transparency and dispute resolution.
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---
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## 7. Client-Side Integration (Godot)
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### 7.1 Content Manifest
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The server sends each client a **content manifest** — the set of content the
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client is permitted to load, derived from the account's verification status and
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filter. The Godot client:
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- Loads only manifest-listed assets.
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- Executes only manifest-listed scripts.
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- Shows a **maturity warning** dialog before entering a room whose effective
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flags include `mature` content.
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### 7.2 Flag Metadata on Content
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Each content resource carries a `content_flags` metadata field (a Godot
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`Dictionary` or custom `Resource`). The client uses this for local UI decisions
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(e.g., showing a warning icon) but **never** as the authority for whether to
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load — the server manifest is authoritative.
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### 7.3 Age Verification UI
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The client exposes an **age verification screen**:
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- Tier 1: a date-of-birth picker.
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- Tier 2: a button that opens the ID check provider flow (deep link / webview).
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The client calls the backend endpoints (§8) and reflects the resulting status.
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---
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## 8. Backend API Surface
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| Method | Path | Description |
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|--------|-----------------------------------|------------------------------------------------|
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| `POST` | `/v1/age/declare` | Submit self-declared DOB (Tier 1). |
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| `POST` | `/v1/age/verify/session` | Create an ID-check session (Tier 2). |
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| `POST` | `/v1/age/verify/confirm` | Confirm an ID-check session with a token. |
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| `GET` | `/v1/age/status` | Return the account's verification status. |
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| `GET` | `/v1/content/{id}/flags` | Return a content item's effective flags. |
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| `POST` | `/v1/content/{id}/flags` | Add a flag (author/community). |
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| `POST` | `/v1/moderation/review/{flag_id}` | Moderator approve/reject/escalate. |
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| `POST` | `/v1/moderation/action` | Apply a moderation action. |
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| `GET` | `/v1/manifest` | Return the client's permitted content manifest.|
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All endpoints require a valid **JWT** (matching the existing auth stack). The
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age endpoints additionally require the account to be in a non-`rejected` state.
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---
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## 9. Security & Privacy Considerations
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- **DOB encryption:** Self-declared birthdates are encrypted at rest; only the
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derived age and verification status are used in authorization decisions.
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- **No raw identity storage:** The ID check hook persists only a provider
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reference and a boolean result.
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- **Server authority:** The client manifest prevents bypass; the client never
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trusts its own flag metadata for access decisions.
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- **Rate limiting:** Age-declaration and ID-check endpoints are rate-limited to
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prevent abuse and enumeration.
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- **Auditability:** All flag and verification events are logged append-only.
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---
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## 10. Open Questions / Future Work
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- **Regional age thresholds:** Different jurisdictions may require different
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minimum ages; the threshold should be configurable per region.
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- **Parental controls:** A future feature may let a parent set a content filter
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on a minor's account.
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- **Automated scanner accuracy:** The heuristic scanner may produce false
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positives; a confidence score should be attached to automated flags.
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- **Offline / local content:** How flags apply to locally-authored content that
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is never uploaded remains to be defined.
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@@ -1,286 +0,0 @@
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# Multiplayer Networking Architecture
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Server authority + client prediction
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document specifies the multiplayer networking architecture for **agp-game**,
|
||||
a Godot-based game built by autonomous agents. The architecture follows a
|
||||
**server-authoritative model with client-side prediction and reconciliation**,
|
||||
which is the industry standard for fast-paced, competitive multiplayer games.
|
||||
|
||||
The goals of this architecture are:
|
||||
|
||||
- **Fairness & anti-cheat:** The server is the single source of truth for all
|
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gameplay state. Clients never directly mutate world state.
|
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- **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
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reproducible and testable.
|
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- **Scalability:** A clear separation between transport, simulation, and
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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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||||
### 2.1 Decision
|
||||
|
||||
We choose **ENet** as the primary transport for gameplay traffic.
|
||||
|
||||
### 2.2 Justification
|
||||
|
||||
| Criterion | ENet | WebSocket (TCP) |
|
||||
|----------------------|----------------------------------------|-------------------------------------|
|
||||
| **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