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# Avatar Component System & glTF Attachment Spec
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction, world chunk data format
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## 1. Overview
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This document specifies the **avatar component system** for **agp-game**, a
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Godot-based multiplayer game. It defines:
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- How an avatar is decomposed into **body parts** and **attachment slots**.
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- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
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base body.
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- The **glTF/GLB format requirements** that all avatar assets must satisfy so
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they can be loaded, skinned, and networked consistently.
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The goal is a **modular, data-driven avatar pipeline**: a single base body rig
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plus swappable attachments, all authored in glTF and consumed by a shared Godot
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runtime. This enables player customization, cosmetic monetization, and
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server-authoritative validation of what a player is wearing.
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### 1.1 Design Goals
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- **Modularity:** Body parts and attachments are independent assets that can be
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combined at runtime without re-exporting.
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- **Consistency:** A single, well-defined skeleton and slot convention so any
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attachment fits any base body.
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- **Networkability:** The avatar's composition is expressed as a compact,
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serializable **loadout** that the server can validate and replicate.
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- **Performance:** Attachments are skinned to the same skeleton and share
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materials where possible to minimize draw calls and skinning cost.
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- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
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by a build-time checker.
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---
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## 2. Avatar Decomposition
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### 2.1 The Base Body
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Every avatar is built on a **base body** — a single glTF asset containing:
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- A **skeleton** (the canonical rig, see §3).
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- A **base mesh** for the skin/body (head, torso, arms, legs).
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- **Attachment points** (empty nodes) that define where accessories mount.
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The base body is the only asset that carries the skeleton. Attachments reference
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the skeleton by **bone name** and are skinned to it; they never carry their own
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rig.
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### 2.2 Body Parts vs. Attachments
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Two distinct concepts:
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| Concept | Definition | Example |
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|----------------|-------------------------------------------------------------------------|----------------------------------|
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| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
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| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
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The distinction matters for **slot exclusivity** and **layering**:
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- **Body parts** are *exclusive* per slot — only one head can be equipped.
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- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
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above the head mesh.
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---
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## 3. Skeleton & Slot Convention
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### 3.1 Canonical Skeleton
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All avatars share a **canonical skeleton** with a fixed set of bone names. This
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is the contract that lets any attachment fit any body. The skeleton follows a
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humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
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Required bones (subset of the full rig):
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```
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Root
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├── Hips
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│ ├── Spine
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│ │ ├── Chest
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│ │ │ ├── Neck
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│ │ │ │ └── Head
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│ │ │ │ ├── HeadTop # hat / hair mount
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│ │ │ │ ├── Jaw # face accessories
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│ │ │ │ └── LeftEye / RightEye
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│ │ │ ├── LeftShoulder
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│ │ │ │ └── LeftUpperArm
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│ │ │ │ └── LeftLowerArm
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│ │ │ │ └── LeftHand
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│ │ │ └── RightShoulder
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│ │ │ └── RightUpperArm
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│ │ │ └── RightLowerArm
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│ │ │ └── RightHand
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│ │ └── (Chest children for torso attachments)
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│ ├── LeftUpperLeg
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│ │ └── LeftLowerLeg
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│ │ └── LeftFoot
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│ └── RightUpperLeg
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│ └── RightLowerLeg
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│ └── RightFoot
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```
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**Rules:**
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- Bone names are **case-sensitive** and must match exactly.
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- The skeleton is **T-pose** at rest for consistent skinning.
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- Attachments must be skinned to **at least** the bones they deform; static
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accessories may be parented to a single bone (e.g., a hat parented to `Head`).
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### 3.2 Attachment Slots
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Slots are the **logical mount points** for body parts and attachments. Each slot
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maps to one or more bones and defines what can be equipped there.
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| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
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|----------------|--------------|--------------------|-------------|-------------------------------|
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| `head` | body part | `Head` | exclusive | alternate head, face |
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| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
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| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
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| `torso` | body part | `Chest` | exclusive | alternate torso |
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| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
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| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
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| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
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| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
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| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
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| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
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| `legs` | body part | `Hips` | exclusive | alternate legs |
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| `pants` | attachment | `Hips` | exclusive | pants, skirts |
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| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
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| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
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| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
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**Slot semantics:**
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- **`exclusive`** slots allow at most one equipped item at a time.
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- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
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simultaneously (bounded by a configurable limit, e.g., 8).
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- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
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the corresponding base mesh. When a body part is equipped, the base mesh for
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that region is hidden.
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- **Attachment slots** layer on top of the base mesh and never hide it.
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### 3.3 Slot → Bone Mapping
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Each slot declares a **primary mount bone** and an optional **secondary bone
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list** for skinning. The runtime uses this to:
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1. Parent static accessories to the mount bone.
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2. Skin skinned attachments to the union of the slot's bones.
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---
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## 4. glTF/GLB Format Requirements
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All avatar assets (base bodies, body parts, attachments) are distributed as
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**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
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container). GLB is the preferred distribution format for runtime loading.
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### 4.1 Required Conventions
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| Concern | Requirement |
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|--------------------|------------------------------------------------------------------------------|
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| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
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| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
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| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
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| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
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| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
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| **Pose** | T-pose at rest. |
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| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
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| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
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| **Animation** | Optional. If present, must not rename or remove canonical bones. |
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### 4.2 Asset Metadata (extras)
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Each asset **must** declare its slot and identity in the glTF `asset.extras`
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object. This is the machine-readable contract consumed by the build pipeline and
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runtime.
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```json
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{
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"asset": {
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"version": "2.0",
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"extras": {
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"agp": {
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"type": "attachment", // "base_body" | "body_part" | "attachment"
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"slot": "chest", // slot ID from §3.2
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"id": "shirt_bandit_01", // globally unique asset id
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"display_name": "Bandit Shirt",
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"version": "1.0.0",
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"mount_bone": "Chest", // primary mount bone
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"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
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"exclusive": true, // matches slot exclusivity
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"tags": ["cloth", "common"],
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"author": "platform-team"
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}
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}
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}
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}
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```
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**Validation rules for `extras.agp`:**
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- `type` must be one of `base_body`, `body_part`, `attachment`.
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- `slot` must be a known slot ID (§3.2).
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- `mount_bone` must exist in the canonical skeleton.
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- `skin_bones` must all exist in the canonical skeleton.
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- `exclusive` must match the slot's declared exclusivity.
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- `id` must be unique across the asset catalog.
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### 4.3 Node Naming Convention
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To make assets self-describing and mergeable, nodes follow a convention:
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- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
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- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
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- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
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`chest_shirt_bandit_01`).
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- **Attachment points** (empty nodes) on the base body are named
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`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
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### 4.4 Material & Texture Requirements
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- All materials use the **metallic-roughness** PBR model.
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- Textures are embedded in the GLB or referenced as external files; external
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references must be relative paths within the asset package.
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- **Color customization** is supported via a `baseColorFactor` tint applied at
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runtime (multiplied over the albedo). Assets should use a neutral albedo
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(white/gray) where tinting is intended.
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- **Masked/transparent** materials must set the correct alpha mode
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(`MASK` or `BLEND`) and `alphaCutoff`.
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### 4.5 Skeleton Merging at Runtime
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When an attachment is loaded, the runtime **merges** it onto the base body:
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1. Load the base body (skeleton + base meshes).
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2. Load each equipped attachment.
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3. For each attachment, **re-target its skin** to the base body's skeleton by
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bone name (no re-export needed).
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4. Parent static accessories to their `mount_bone`.
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5. Hide base meshes for any equipped body-part slots.
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6. Apply material tints and merge into the render tree.
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The merge is **name-based** — bone names must match exactly (§3.1). This is the
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core reason for the strict naming contract.
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---
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## 5. Loadout Model (Network & Persistence)
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The avatar's composition is serialized as a **loadout** — a compact, ordered
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list of equipped asset IDs. This is what the server validates, persists, and
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replicates.
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### 5.1 Loadout JSON
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```json
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{
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"base_body": "base_human_male_01",
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"slots": {
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"head": "head_cyber_01",
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"hair": "hair_mohawk_01",
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"face": null,
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"torso": null,
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"chest": "chest_bandit_01",
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"back": "backpack_01",
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"left_arm": null,
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"right_arm": null,
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"left_hand": "glove_leather_01",
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"right_hand": "glove_leather_01",
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"legs": null,
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"pants": "pants_cargo_01",
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"left_foot": "shoe_boot_01",
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"right_foot": "shoe_boot_01",
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"accessory": ["belt_01", "necklace_01"]
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}
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}
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```
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**Rules:**
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- `base_body` is required and must reference a valid `base_body` asset.
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- Each exclusive slot holds **at most one** asset id (or `null`).
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- `accessory` is an array (0..N, bounded).
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- The server validates that every id exists in the catalog and that slot
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exclusivity is respected.
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### 5.2 Network Replication
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The loadout is replicated as part of the player's spawn/state data:
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```
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spawn_entity:
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entity_id: uint32
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type: player
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transform: { x, y, rot }
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props:
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loadout_hash: uint32 # hash of the loadout for change detection
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loadout: { ... } # full loadout on spawn / on change
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```
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- The **full loadout** is sent on spawn and whenever it changes (reliable).
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- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
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- The server is the **authority** on the loadout; clients send *requests* to
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change equipment, and the server validates and broadcasts the result.
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### 5.3 Server-Side Validation
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The server rejects a loadout if:
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- `base_body` is missing or unknown.
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- Any slot references an unknown asset id.
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- An exclusive slot has more than one item.
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- An asset's declared `slot` does not match the slot it is placed in.
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- The accessory list exceeds the configured limit.
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- The asset is not owned/unlocked by the player (for gated cosmetics).
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---
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## 6. Godot Runtime Architecture
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### 6.1 Node Structure
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```
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Avatar (Node3D)
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├── Skeleton3D # canonical skeleton (from base body)
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├── BodyMeshes # base body meshes (skinned to Skeleton3D)
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│ ├── head_Mesh
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│ ├── torso_Mesh
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│ └── ...
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├── Attachments # equipped attachments
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│ ├── chest_shirt_bandit_01
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│ ├── hair_mohawk_01
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│ └── ...
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└── AttachmentPoints # empty nodes for dynamic mounting
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├── attach_head
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├── attach_left_hand
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└── ...
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```
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### 6.2 Core Classes
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| Class | Responsibility |
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|--------------------------|-------------------------------------------------------------|
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| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
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| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
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| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
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| `AvatarLoadout` | Serializable loadout model + validation. |
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| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
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| `AvatarVisualizer` | Builds the render tree from a loadout. |
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### 6.3 Loading Pipeline
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||||||
|
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||||||
|
```
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||||||
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loadout JSON
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||||||
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│
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||||||
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▼
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||||||
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AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
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│
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||||||
|
▼
|
||||||
|
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
for each equipped slot:
|
||||||
|
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Avatar node ready for render
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.4 Performance Considerations
|
||||||
|
|
||||||
|
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
|
||||||
|
computed once per frame.
|
||||||
|
- **Material batching:** Attachments that share a material are merged into a
|
||||||
|
single mesh where possible (static accessories).
|
||||||
|
- **LOD:** Optional LOD variants per asset; the runtime selects based on
|
||||||
|
distance.
|
||||||
|
- **Caching:** Resolved loadouts and imported GLB resources are cached by
|
||||||
|
`AvatarCatalog` to avoid re-importing on respawn or re-join.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Asset Pipeline & Validation
|
||||||
|
|
||||||
|
### 7.1 Build-Time Validation
|
||||||
|
|
||||||
|
A build-time checker validates every asset before it enters the catalog:
|
||||||
|
|
||||||
|
1. **Format check:** valid glTF 2.0 / GLB.
|
||||||
|
2. **Metadata check:** `extras.agp` present and valid (§4.2).
|
||||||
|
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
|
||||||
|
4. **Slot check:** `slot` is known and `exclusive` matches.
|
||||||
|
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
|
||||||
|
6. **Texture check:** sizes, formats, and alpha modes are valid.
|
||||||
|
7. **Uniqueness check:** `id` is unique.
|
||||||
|
|
||||||
|
### 7.2 Catalog Manifest
|
||||||
|
|
||||||
|
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"assets": {
|
||||||
|
"base_human_male_01": {
|
||||||
|
"type": "base_body",
|
||||||
|
"path": "res://assets/avatars/base_human_male_01.glb",
|
||||||
|
"version": "1.0.0"
|
||||||
|
},
|
||||||
|
"chest_bandit_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "chest",
|
||||||
|
"path": "res://assets/avatars/chest_bandit_01.glb",
|
||||||
|
"version": "1.0.0"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Security & Anti-Cheat
|
||||||
|
|
||||||
|
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
|
||||||
|
the server validates against the catalog and the player's owned items.
|
||||||
|
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
|
||||||
|
reference catalog ids only.
|
||||||
|
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
|
||||||
|
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
|
||||||
|
stale loadout state.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **Morph targets / blendshapes:** Support for facial expressions and body
|
||||||
|
morphs (e.g., height, muscle) via glTF morph targets.
|
||||||
|
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
|
||||||
|
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
|
||||||
|
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
|
||||||
|
humanoid avatars) as an import source.
|
||||||
|
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|------------------------|-------------------------------------------------------|
|
||||||
|
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
|
||||||
|
| Skeleton | Single canonical humanoid skeleton, name-based merge |
|
||||||
|
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
|
||||||
|
| Loadout | Compact JSON; server-authoritative and validated |
|
||||||
|
| Replication | Full loadout on spawn/change + `loadout_hash` |
|
||||||
|
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
|
||||||
|
| Validation | Build-time asset checker + runtime catalog validation |
|
||||||
@@ -1,286 +0,0 @@
|
|||||||
# 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
|
|
||||||
gameplay state. Clients never directly mutate world state.
|
|
||||||
- **Responsiveness:** Client-side prediction hides network latency so local input
|
|
||||||
feels immediate.
|
|
||||||
- **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.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Transport Choice: ENet over WebSocket
|
|
||||||
|
|
||||||
### 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 |
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| Replication | Delta-compressed snapshots at 30 Hz |
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| Interaction RPCs | Reliable channel |
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| Movement input | Unreliable channel, batched with sequence |
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Reference in New Issue
Block a user