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36 changed files with 218 additions and 2817 deletions
-3
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@@ -8,6 +8,3 @@ export/
# OS
.DS_Store
Thumbs.db
# Godot UID files (regenerated from path)
*.uid
+4 -7
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@@ -4,13 +4,10 @@ DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
# Redis
REDIS_URL=redis://localhost:6379/0
# JWT / Auth
ALGORITHM=RS256
ACCESS_TOKEN_EXPIRE_MINUTES=60
REFRESH_TOKEN_EXPIRE_DAYS=30
# Directory where the RSA keypair is loaded/generated at runtime.
# Defaults to ~/.agp/keys (outside the repo). Keys are never committed to git.
RSA_KEY_DIR=~/.agp/keys
# JWT
SECRET_KEY=change-me-to-a-secure-random-string
ALGORITHM=HS256
ACCESS_TOKEN_EXPIRE_MINUTES=30
# App
APP_NAME=AGP Backend
@@ -1,36 +0,0 @@
"""add refresh_tokens table
Revision ID: 0003_add_refresh_tokens_table
Revises: 0002_add_date_of_birth_to_users
Create Date: 2025-07-25 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = "0003_add_refresh_tokens_table"
down_revision: Union[str, None] = "0002_add_date_of_birth_to_users"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Create the refresh_tokens table."""
op.create_table(
"refresh_tokens",
sa.Column("id", sa.String(36), primary_key=True),
sa.Column("user_id", sa.Integer(), sa.ForeignKey("users.id", ondelete="CASCADE"), nullable=False),
sa.Column("token", sa.String(512), unique=True, index=True, nullable=False),
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
sa.Column("is_active", sa.Boolean(), server_default=sa.text("true"), nullable=False),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
)
def downgrade() -> None:
"""Drop the refresh_tokens table."""
op.drop_table("refresh_tokens")
+5 -80
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@@ -1,56 +1,10 @@
"""Application configuration via pydantic-settings."""
from functools import lru_cache
from pathlib import Path
from cryptography.hazmat.primitives.asymmetric.rsa import (
RSAPrivateKey,
RSAPublicKey,
generate_private_key,
)
from cryptography.hazmat.primitives.serialization import (
Encoding,
NoEncryption,
PrivateFormat,
PublicFormat,
load_pem_private_key,
load_pem_public_key,
)
from pydantic_settings import BaseSettings, SettingsConfigDict
def _load_or_generate_rsa_keys(key_dir: Path) -> tuple[bytes, bytes]:
"""Load existing RSA keys or generate a new pair.
Keys are stored as PEM files in *key_dir*. The directory is created
if it does not exist. Files are named ``private.pem`` and
``public.pem`` and are **not** committed to git.
"""
private_path = key_dir / "private.pem"
public_path = key_dir / "public.pem"
if private_path.exists() and public_path.exists():
private_pem = private_path.read_bytes()
public_pem = public_path.read_bytes()
else:
# Generate a new 2048-bit RSA key pair
private_key = generate_private_key(public_exponent=65537, key_size=2048)
private_pem = private_key.private_bytes(
Encoding.PEM,
PrivateFormat.PKCS8,
NoEncryption(),
)
public_pem = private_key.public_key().public_bytes(
Encoding.PEM,
PublicFormat.SubjectPublicKeyInfo,
)
key_dir.mkdir(parents=True, exist_ok=True)
private_path.write_bytes(private_pem)
public_path.write_bytes(public_pem)
return private_pem, public_pem
class Settings(BaseSettings):
# App
APP_NAME: str = "AGP Backend"
@@ -64,13 +18,11 @@ class Settings(BaseSettings):
REDIS_URL: str = "redis://localhost:6379/0"
# JWT / Auth
ALGORITHM: str = "RS256"
ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
REFRESH_TOKEN_EXPIRE_DAYS: int = 30
# RS256 key storage. Defaults to a directory outside the repo so the
# generated keypair is never accidentally committed.
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
# NOTE: production must override SECRET_KEY with a secure random value
# (e.g. `python -c "import secrets; print(secrets.token_urlsafe(32))"`)
SECRET_KEY: str = "change-me-to-a-secure-random-string"
ALGORITHM: str = "HS256"
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
# CORS
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
@@ -78,7 +30,6 @@ class Settings(BaseSettings):
# File uploads
UPLOAD_DIR: str = "uploads"
MAX_UPLOAD_SIZE_MB: int = 100
GLTF_MAX_FILE_SIZE_MB: int = 200
model_config = SettingsConfigDict(
env_file=".env",
@@ -90,32 +41,6 @@ class Settings(BaseSettings):
def cors_origins_list(self) -> list[str]:
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
@property
def rsa_key_dir(self) -> Path:
return Path(self.RSA_KEY_DIR)
@property
def private_pem(self) -> bytes:
"""Return the private key PEM bytes (loads/generates on first call)."""
private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
return private_pem
@property
def public_pem(self) -> bytes:
"""Return the public key PEM bytes (loads/generates on first call)."""
_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
return public_pem
@property
def private_key(self) -> RSAPrivateKey:
"""Return the deserialized RSA private key object."""
return load_pem_private_key(self.private_pem, password=None)
@property
def public_key(self) -> RSAPublicKey:
"""Return the deserialized RSA public key object."""
return load_pem_public_key(self.public_pem)
@lru_cache()
def get_settings() -> Settings:
+1 -1
View File
@@ -27,7 +27,7 @@ async def get_current_user(
)
try:
payload = jwt.decode(
token, settings.public_pem, algorithms=[settings.ALGORITHM]
token, settings.SECRET_KEY, algorithms=[settings.ALGORITHM]
)
user_id: str | None = payload.get("sub")
if user_id is None:
-21
View File
@@ -3,7 +3,6 @@ import uuid
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
from app.database import Base
@@ -19,23 +18,3 @@ class Session(Base):
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
user = relationship("User", back_populates="sessions")
class RefreshToken(Base):
__tablename__ = "refresh_tokens"
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
# RS256 JWTs are ~420+ chars; 512 is sufficient and matches the migration.
token = Column(String(512), unique=True, index=True, nullable=False)
expires_at = Column(DateTime(timezone=True), nullable=False)
is_active = Column(Boolean, nullable=False, default=True, server_default="true")
created_at = Column(DateTime(timezone=True), nullable=False, server_default=func.now())
updated_at = Column(
DateTime(timezone=True),
nullable=False,
server_default=func.now(),
onupdate=func.now(),
)
user = relationship("User", back_populates="refresh_tokens")
-1
View File
@@ -21,7 +21,6 @@ class User(Base):
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
refresh_tokens = relationship("RefreshToken", back_populates="user", cascade="all, delete-orphan")
worlds = relationship("World", back_populates="owner")
assets = relationship("Asset", back_populates="owner")
+1 -6
View File
@@ -21,12 +21,7 @@ class World(Base):
description = Column(Text, nullable=True)
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
visibility = Column(
ENUM(
WorldVisibility,
name="world_visibility",
create_type=False,
values_callable=lambda enum_cls: [e.value for e in enum_cls],
),
ENUM(WorldVisibility, name="world_visibility", create_type=False),
default=WorldVisibility.PUBLIC,
)
created_at = Column(DateTime(timezone=True), server_default=func.now())
+2 -36
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@@ -1,6 +1,5 @@
"""Asset management router."""
import json
import os
from pathlib import Path
from typing import Optional
@@ -14,7 +13,6 @@ from app.database import get_db
from app.dependencies import CurrentUser
from app.models.asset import Asset, AssetType
from app.models.world import World
from app.services import gltf as gltf_service
from pydantic import BaseModel, Field
router = APIRouter()
@@ -66,14 +64,6 @@ def _sanitize_filename(filename: str) -> str:
return safe or "file"
def _detect_asset_type(filename: Optional[str], content: bytes) -> AssetType:
"""Detect the asset type from filename and content."""
if filename and gltf_service.looks_like_gltf(content, filename):
return AssetType.MODEL_3D
# Fallback: let the caller decide based on mime_type or default.
return AssetType.OTHER
# --- Endpoints ---
@router.post("/", response_model=AssetResponse, status_code=201)
@@ -193,16 +183,10 @@ async def upload_asset_file(
# Sanitize filename to prevent path traversal.
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
# Read the file content.
# Validate file size against configured maximum.
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
content = await file.read()
file_size = len(content)
# Determine which size limit to apply.
if gltf_service.looks_like_gltf(content, file.filename):
max_bytes = settings.GLTF_MAX_FILE_SIZE_MB * 1024 * 1024
else:
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
if file_size > max_bytes:
raise HTTPException(
status_code=413,
@@ -216,28 +200,10 @@ async def upload_asset_file(
file_path = upload_dir / stored_name
file_path.write_bytes(content)
# Detect asset type from content/filename.
detected_type = _detect_asset_type(file.filename, content)
# Update asset record.
asset.file_path = str(file_path)
asset.mime_type = file.content_type
asset.file_size = file_size
# If this is a glTF file, extract and store metadata.
if detected_type == AssetType.MODEL_3D:
try:
metadata = gltf_service.extract_gltf_metadata(content)
asset.metadata_json = json.dumps(metadata)
# Also set the asset type to model_3d if it was auto-detected.
if asset.asset_type == AssetType.OTHER:
asset.asset_type = AssetType.MODEL_3D
except ValueError as exc:
raise HTTPException(
status_code=400,
detail=f"Invalid glTF file: {exc}",
)
await db.commit()
await db.refresh(asset)
return asset
+11 -149
View File
@@ -1,21 +1,20 @@
"""Authentication router - login, register, token refresh."""
import uuid
from datetime import date, datetime, timedelta, timezone
from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm
from jose import JWTError, jwt
from passlib.context import CryptContext
from pydantic import BaseModel, EmailStr, field_validator
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from jose import jwt
from passlib.context import CryptContext
from app.config import settings
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.session import RefreshToken
from app.models.user import User
from sqlalchemy.ext.asyncio import AsyncSession
from sqlalchemy import select
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
@@ -26,13 +25,7 @@ router = APIRouter()
class TokenResponse(BaseModel):
access_token: str
refresh_token: str
token_type: str = "bearer"
access_token_expires_minutes: int
class RefreshRequest(BaseModel):
refresh_token: str
class RegisterRequest(BaseModel):
@@ -66,43 +59,12 @@ class UserResponse(BaseModel):
# --- Helpers ---
def _create_access_token(data: dict) -> str:
"""Create a signed access token using RS256.
Includes a unique ``jti`` claim so that concurrent/same-second calls
(e.g. back-to-back /refresh requests) still produce distinct tokens —
without it, two tokens minted for the same user within the same
second are byte-identical since ``sub``/``exp`` are the only claims.
"""
to_encode = data.copy()
to_encode["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta(
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
)
to_encode.update({"exp": expire})
return jwt.encode(
to_encode,
settings.private_pem,
algorithm=settings.ALGORITHM,
)
def _create_refresh_token(data: dict) -> str:
"""Create a signed refresh token using RS256.
Includes a unique ``jti`` claim so that concurrent calls produce
distinct tokens even when issued within the same second.
"""
to_encode = data.copy()
to_encode["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta(
days=settings.REFRESH_TOKEN_EXPIRE_DAYS
)
to_encode.update({"exp": expire})
return jwt.encode(
to_encode,
settings.private_pem,
algorithm=settings.ALGORITHM,
)
return jwt.encode(to_encode, settings.SECRET_KEY, algorithm=settings.ALGORITHM)
def verify_password(plain_password: str, hashed_password: str) -> bool:
@@ -135,25 +97,11 @@ def calculate_age(birth_date: date, today: date | None = None) -> int:
return age
def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
"""Create and persist a refresh token for the given user."""
refresh_token_value = _create_refresh_token({"sub": str(user_id)})
refresh_token_record = RefreshToken(
id=str(uuid.uuid4()),
user_id=user_id,
token=refresh_token_value,
expires_at=datetime.now(timezone.utc)
+ timedelta(days=settings.REFRESH_TOKEN_EXPIRE_DAYS),
)
db.add(refresh_token_record)
return refresh_token_value
# --- Endpoints ---
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return access + refresh tokens.
"""Register a new user and return an access token.
Requires date_of_birth and rejects users under 18.
"""
@@ -190,26 +138,16 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
date_of_birth=dob,
)
db.add(user)
await db.flush() # flush to get user.id before creating refresh token
await db.commit()
await db.refresh(user)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
return TokenResponse(access_token=access_token)
@router.post("/login", response_model=TokenResponse)
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
"""Authenticate user and return access + refresh tokens.
"""Authenticate user and return an access token.
Accepts form-encoded credentials (username/password) as expected by
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
@@ -229,84 +167,8 @@ async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession =
detail="User account is inactive",
)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
@router.post("/refresh", response_model=TokenResponse)
async def refresh(req: RefreshRequest, db: AsyncSession = Depends(get_db)):
"""Exchange a valid refresh token for a new access token.
Validates the refresh token against the database:
- Must exist in the refresh_tokens table
- Must not be expired (expires_at > now)
- Must be active (is_active == true)
On success, returns a new access token. The refresh token itself is
NOT rotated (the client keeps using the same refresh token).
"""
credentials_exception = HTTPException(
status_code=status.HTTP_401_UNAUTHORIZED,
detail="Invalid or expired refresh token",
)
# Step 1: Decode and validate the JWT signature/claims
try:
payload = jwt.decode(
req.refresh_token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
except JWTError:
raise credentials_exception
user_id_str: str | None = payload.get("sub")
if user_id_str is None:
raise credentials_exception
try:
user_id = int(user_id_str)
except (ValueError, TypeError):
raise credentials_exception
# Step 2: Look up the refresh token in the database
result = await db.execute(
select(RefreshToken).where(
RefreshToken.token == req.refresh_token,
RefreshToken.user_id == user_id,
)
)
stored_token = result.scalar_one_or_none()
if stored_token is None:
raise credentials_exception
# Step 3: Check if the token is expired
if datetime.now(timezone.utc) >= stored_token.expires_at:
raise credentials_exception
# Step 4: Check if the token is active
if not stored_token.is_active:
raise credentials_exception
# Step 5: Issue a new access token
access_token = _create_access_token({"sub": str(user_id)})
return TokenResponse(
access_token=access_token,
refresh_token=req.refresh_token, # Return the same refresh token
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
return TokenResponse(access_token=access_token)
@router.get("/me", response_model=UserResponse)
+1 -2
View File
@@ -1,6 +1,5 @@
"""Worlds router - CRUD for game worlds."""
from datetime import datetime
from typing import Annotated
from fastapi import APIRouter, Depends, HTTPException, Query
@@ -41,7 +40,7 @@ class WorldResponse(BaseModel):
description: str | None
visibility: WorldVisibility
owner_id: int
created_at: datetime | None = None
created_at: str | None = None
model_config = {"from_attributes": True}
View File
-197
View File
@@ -1,197 +0,0 @@
"""Lightweight glTF / GLB metadata extraction.
This module intentionally avoids heavyweight dependencies such as trimesh or
pygltflib. For the metadata fields the asset upload pipeline needs (mesh and
vertex counts, animation presence, texture references, and the bounding box)
a small amount of glTF-specific parsing is sufficient and keeps the backend
dependency-free.
"""
from __future__ import annotations
import json
import struct
from typing import Any, Optional
# GLB binary header magic bytes ("glTF").
_GLB_MAGIC = b"glTF"
_GLB_MAGIC_INT = 0x46546C67 # b"glTF" interpreted as little-endian uint32
_GLB_JSON_CHUNK_TYPE = 0x4E4F534A # "JSON"
_GLB_BIN_CHUNK_TYPE = 0x004E4942 # "BIN\0"
# Whitespace allowed around a GLB JSON chunk. The spec pads with spaces (0x20),
# but be lenient with null bytes and other whitespace that real exporters emit.
_JSON_CHUNK_TRIM = b" \t\r\n\x00"
def looks_like_gltf(content: bytes, filename: Optional[str] = None) -> bool:
"""Return True when the bytes or filename indicate a glTF/GLB asset."""
if content.startswith(_GLB_MAGIC):
return True
if filename:
lowered = filename.lower()
if lowered.endswith(".gltf") or lowered.endswith(".glb"):
return True
# A bare JSON buffer (e.g. uploaded without an extension) that has the
# glTF asset marker is also a glTF file.
stripped = content.lstrip()
if stripped.startswith(b"{"):
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError):
return False
return isinstance(payload, dict) and "asset" in payload and "version" in payload.get("asset", {})
return False
def _parse_glb(content: bytes) -> dict[str, Any]:
"""Parse the JSON chunk of a GLB binary container."""
if len(content) < 12:
raise ValueError("GLB file is too short")
magic, _version, _length = struct.unpack_from("<III", content, 0)
if magic != _GLB_MAGIC_INT:
raise ValueError("invalid GLB magic")
offset = 12
json_chunk: Optional[dict[str, Any]] = None
while offset + 8 <= len(content):
chunk_length, chunk_type = struct.unpack_from("<II", content, offset)
offset += 8
chunk_end = offset + chunk_length
if chunk_end > len(content):
raise ValueError("GLB chunk overruns file boundary")
chunk_data = content[offset:chunk_end]
if chunk_type == _GLB_JSON_CHUNK_TYPE:
try:
json_chunk = json.loads(chunk_data.strip(_JSON_CHUNK_TRIM).decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid GLB JSON chunk: {exc}") from exc
offset = chunk_end
if json_chunk is None:
raise ValueError("GLB file does not contain a JSON chunk")
return json_chunk
def _parse_gltf_json(content: bytes) -> dict[str, Any]:
"""Parse a plain .gltf JSON file."""
stripped = content.lstrip()
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid glTF JSON: {exc}") from exc
if not isinstance(payload, dict):
raise ValueError("glTF JSON root must be an object")
return payload
def _position_accessor_counts(gltf: dict[str, Any]) -> list[int]:
"""Return POSITION accessor counts for every mesh primitive."""
counts: list[int] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
count = accessor.get("count")
if isinstance(count, int):
counts.append(count)
return counts
def _position_bounds(gltf: dict[str, Any]) -> list[list[float]]:
"""Return min/max bounds for every POSITION accessor that declares them."""
bounds: list[list[float]] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
minimum = accessor.get("min")
maximum = accessor.get("max")
if isinstance(minimum, list) and isinstance(maximum, list):
bounds.append([float(x) for x in minimum])
bounds.append([float(x) for x in maximum])
return bounds
def _texture_refs(gltf: dict[str, Any]) -> list[str]:
"""Collect external texture source references from the image array."""
refs: list[str] = []
for index, image in enumerate(gltf.get("images", [])):
uri = image.get("uri")
if isinstance(uri, str) and not uri.startswith("data:"):
refs.append(uri)
continue
name = image.get("name")
if isinstance(name, str) and name:
refs.append(name)
continue
if isinstance(uri, str):
# Embedded data URI; keep a stable, non-huge reference.
refs.append(f"data:{index}")
continue
buffer_view = image.get("bufferView")
if buffer_view is not None:
refs.append(f"bufferView:{buffer_view}")
continue
refs.append(f"image:{index}")
return refs
def extract_gltf_metadata(content: bytes) -> dict[str, Any]:
"""Extract upload-relevant metadata from glTF/GLB bytes.
Raises ValueError for malformed glTF content. The returned dict contains:
mesh_count, vertex_count, has_animation, texture_refs,
bounding_box_min, bounding_box_max.
"""
if content.startswith(_GLB_MAGIC):
gltf = _parse_glb(content)
else:
gltf = _parse_gltf_json(content)
position_counts = _position_accessor_counts(gltf)
bounds = _position_bounds(gltf)
if bounds:
bounding_box_min = [min(axis) for axis in zip(*bounds[::2])]
bounding_box_max = [max(axis) for axis in zip(*bounds[1::2])]
else:
bounding_box_min = [0.0, 0.0, 0.0]
bounding_box_max = [0.0, 0.0, 0.0]
return {
"mesh_count": len(gltf.get("meshes", [])),
"vertex_count": sum(position_counts),
"has_animation": bool(gltf.get("animations")),
"texture_refs": _texture_refs(gltf),
"bounding_box_min": bounding_box_min,
"bounding_box_max": bounding_box_max,
}
-8
View File
@@ -9,14 +9,6 @@ pydantic==2.10.3
pydantic-settings==2.7.0
python-jose[cryptography]==3.3.0
passlib[bcrypt]==1.7.4
# passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
# backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed --
# hashing/verifying a password then raises "password cannot be longer than
# 72 bytes" (a misleading downstream symptom of the real AttributeError:
# module 'bcrypt' has no attribute '__about__') on every call. Without this
# pin, `pip install -r requirements.txt` silently grabs whatever the latest
# bcrypt is and breaks register/login outright. Pin below 4.1 explicitly.
bcrypt==4.0.1
python-multipart==0.0.20
email-validator==2.2.0
httpx==0.28.1
-263
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@@ -1,263 +0,0 @@
"""Integration tests for the auth endpoints (register + login).
These tests hit the real FastAPI app against the real configured database
(DATABASE_URL -- Postgres via Alembic migrations in CI/dev, not an isolated
in-memory DB), so they exercise the full stack: Pydantic validation → DB →
JWT → response. Requires migrations already applied (alembic upgrade head)
before running.
"""
import pytest
from fastapi.testclient import TestClient
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
from app.routers.auth import pwd_context
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test.
Deliberately does NOT reuse app.database's shared engine: FastAPI's
(sync) TestClient runs each request through anyio's blocking-portal
machinery, which can hand different requests different event loops.
asyncpg connections are bound to the loop they were created on, so
reusing one from the shared engine's connection pool across requests
raises "cannot perform operation: another operation is in progress" the
moment a test makes more than one request (register-then-login,
register-twice, etc.) -- confirmed this is the actual cause, not a bug
in the endpoints themselves. NullPool sidesteps it: every checkout is a
brand-new connection, never handed to a different loop than the one
that opened it.
"""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Register endpoint
# ---------------------------------------------------------------------------
class TestRegister:
"""Tests for POST /api/auth/register."""
def test_register_success(self):
"""A valid registration returns 201 with a token."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "newuser",
"email": "new@example.com",
"password": "secret123",
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 201
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
def test_register_rejects_underage(self):
"""Users under 18 get a 400 with a detail message."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "kid",
"email": "kid@example.com",
"password": "secret123",
"date_of_birth": "2010-06-15", # ~15 years old
},
)
assert resp.status_code == 400
assert "18 or older" in resp.json()["detail"]
def test_register_rejects_duplicate_username(self):
"""Registering the same username twice returns 409."""
client = TestClient(app)
# First registration
client.post(
"/api/auth/register",
json={
"username": "duplicate",
"email": "dup1@example.com",
"password": "secret123",
"date_of_birth": "2000-01-01",
},
)
# Second registration with same username, different email
resp = client.post(
"/api/auth/register",
json={
"username": "duplicate",
"email": "dup2@example.com",
"password": "secret123",
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 409
assert "Username already registered" in resp.json()["detail"]
def test_register_rejects_duplicate_email(self):
"""Registering the same email twice returns 409."""
client = TestClient(app)
client.post(
"/api/auth/register",
json={
"username": "user1",
"email": "same@example.com",
"password": "secret123",
"date_of_birth": "2000-01-01",
},
)
resp = client.post(
"/api/auth/register",
json={
"username": "user2",
"email": "same@example.com",
"password": "secret123",
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 409
assert "Email already registered" in resp.json()["detail"]
def test_register_invalid_date_format(self):
"""Invalid date format returns 422 validation error."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "user",
"email": "user@example.com",
"password": "secret123",
"date_of_birth": "01-01-2000", # wrong format
},
)
assert resp.status_code == 422
def test_register_exactly_18(self):
"""A user who just turned 18 can register."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "just18",
"email": "just18@example.com",
"password": "secret123",
"date_of_birth": "2007-06-15",
},
)
assert resp.status_code == 201
# ---------------------------------------------------------------------------
# Login endpoint
# ---------------------------------------------------------------------------
class TestLogin:
"""Tests for POST /api/auth/login."""
def _create_user(self, username: str, password: str, email: str = None):
"""Helper to create a user via register."""
client = TestClient(app)
if email is None:
email = f"{username}@example.com"
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": email,
"password": password,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 201
return resp.json()["access_token"]
def test_login_success(self):
"""Correct credentials return a token."""
self._create_user("loginuser", "correctpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "loginuser", "password": "correctpass"},
)
assert resp.status_code == 200
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
def test_login_wrong_password(self):
"""Wrong password returns 401."""
# Distinct username from test_login_success -- there's no per-test
# DB rollback/isolation here (real Postgres via the app's own
# dependency-overridden session), so reusing "loginuser" collided
# with the user that test already created (409 on register instead
# of the intended 401-on-login assertion this test is actually for).
self._create_user("loginuser_wrongpass", "correctpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "loginuser_wrongpass", "password": "wrongpass"},
)
assert resp.status_code == 401
assert "Incorrect username or password" in resp.json()["detail"]
def test_login_nonexistent_user(self):
"""Non-existent user returns 401 (not 404)."""
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "nobody", "password": "any"},
)
assert resp.status_code == 401
assert "Incorrect username or password" in resp.json()["detail"]
def test_login_accepts_form_encoded(self):
"""Login accepts application/x-www-form-urlencoded (OAuth2)."""
self._create_user("formuser", "formpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "formuser", "password": "formpass"},
)
assert resp.status_code == 200
assert "access_token" in resp.json()
def test_login_token_is_valid_jwt(self):
"""The returned token is a valid JWT that can be decoded."""
self._create_user("jwttoken", "jwt123")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "jwttoken", "password": "jwt123"},
)
token = resp.json()["access_token"]
# Verify it's a 3-part JWT
parts = token.split(".")
assert len(parts) == 3
-220
View File
@@ -1,220 +0,0 @@
"""Tests for the lightweight glTF metadata extraction service."""
import json
import struct
import pytest
from app.services.gltf import (
extract_gltf_metadata,
looks_like_gltf,
_parse_glb,
_parse_gltf_json,
)
# ---------------------------------------------------------------------------
# Test data helpers
# ---------------------------------------------------------------------------
def _make_gltf_json(
meshes: int = 1,
vertices_per_mesh: int = 24,
has_animations: bool = False,
images: list[dict] | None = None,
) -> dict:
"""Build a minimal glTF JSON structure."""
accessors = []
meshes_data = []
for i in range(meshes):
acc_index = len(accessors)
accessors.append({
"bufferView": 0,
"componentType": 5126, # FLOAT
"count": vertices_per_mesh,
"type": "VEC3",
"max": [1.0, 1.0, 1.0],
"min": [-1.0, -1.0, -1.0],
})
meshes_data.append({
"primitives": [{
"attributes": {"POSITION": acc_index},
}],
})
gltf = {
"asset": {"version": "2.0"},
"accessors": accessors,
"meshes": meshes_data,
}
if has_animations:
gltf["animations"] = [{"name": "anim1", "channels": [], "samplers": []}]
if images:
gltf["images"] = images
return gltf
def _make_glb(gltf_json: dict) -> bytes:
"""Wrap *gltf_json* in a minimal GLB binary container."""
json_bytes = json.dumps(gltf_json).encode("utf-8")
json_length = len(json_bytes)
# Pad JSON chunk to 4-byte boundary.
json_padding = (4 - json_length % 4) % 4
json_chunk = json_bytes + b"\x00" * json_padding
json_chunk_type = 0x4E4F534A # "JSON"
# No BIN chunk.
bin_length = 0
bin_chunk_type = 0x004E4942
total_length = 12 + 8 + len(json_chunk) + 8 + bin_length
header = struct.pack("<III", 0x46546C67, 2, total_length) # magic, version, length
json_header = struct.pack("<II", len(json_chunk), json_chunk_type)
if bin_length > 0:
bin_header = struct.pack("<II", bin_length, bin_chunk_type)
else:
bin_header = b""
return header + json_header + json_chunk + bin_header
# ---------------------------------------------------------------------------
# looks_like_gltf
# ---------------------------------------------------------------------------
class TestLooksLikeGltf:
def test_glb_magic(self):
assert looks_like_gltf(b"glTF\x00\x00\x00\x00") is True
def test_gltf_extension(self):
assert looks_like_gltf(b'{"asset":{"version":"2.0"}}', "model.gltf") is True
def test_glb_extension(self):
assert looks_like_gltf(b"some binary", "model.glb") is True
def test_json_with_asset_version(self):
payload = json.dumps({"asset": {"version": "2.0"}}).encode()
assert looks_like_gltf(payload) is True
def test_plain_json_no_asset(self):
payload = json.dumps({"foo": "bar"}).encode()
assert looks_like_gltf(payload) is False
def test_non_json_bytes(self):
assert looks_like_gltf(b"\x89PNG\r\n\x1a\n") is False
# ---------------------------------------------------------------------------
# _parse_glb
# ---------------------------------------------------------------------------
class TestParseGlb:
def test_parses_valid_glb(self):
gltf_json = _make_gltf_json()
glb = _make_glb(gltf_json)
result = _parse_glb(glb)
assert result["asset"]["version"] == "2.0"
assert len(result["meshes"]) == 1
def test_rejects_too_short(self):
with pytest.raises(ValueError, match="too short"):
_parse_glb(b"glTF\x00\x00")
def test_rejects_invalid_magic(self):
with pytest.raises(ValueError, match="invalid GLB magic"):
_parse_glb(b"NOTglTF\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00")
# ---------------------------------------------------------------------------
# _parse_gltf_json
# ---------------------------------------------------------------------------
class TestParseGltfJson:
def test_parses_valid_gltf(self):
gltf_json = _make_gltf_json()
result = _parse_gltf_json(json.dumps(gltf_json).encode())
assert result["asset"]["version"] == "2.0"
def test_rejects_non_object(self):
with pytest.raises(ValueError, match="root must be an object"):
_parse_gltf_json(b"[1, 2, 3]")
# ---------------------------------------------------------------------------
# extract_gltf_metadata (GLB path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGlb:
def test_basic_glb(self):
gltf_json = _make_gltf_json(meshes=1, vertices_per_mesh=24)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 1
assert meta["vertex_count"] == 24
assert meta["has_animation"] is False
assert meta["bounding_box_min"] == [-1.0, -1.0, -1.0]
assert meta["bounding_box_max"] == [1.0, 1.0, 1.0]
assert meta["texture_refs"] == []
def test_multiple_meshes(self):
gltf_json = _make_gltf_json(meshes=3, vertices_per_mesh=12)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 3
assert meta["vertex_count"] == 36
def test_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["has_animation"] is True
def test_with_external_texture(self):
gltf_json = _make_gltf_json(images=[{"uri": "textures/rock.png"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["textures/rock.png"]
def test_with_named_texture(self):
gltf_json = _make_gltf_json(images=[{"name": "my_texture"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["my_texture"]
def test_empty_meshes(self):
gltf_json = _make_gltf_json(meshes=0)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 0
assert meta["vertex_count"] == 0
assert meta["bounding_box_min"] == [0.0, 0.0, 0.0]
assert meta["bounding_box_max"] == [0.0, 0.0, 0.0]
# ---------------------------------------------------------------------------
# extract_gltf_metadata (plain .gltf JSON path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGltfJson:
def test_plain_gltf(self):
gltf_json = _make_gltf_json(meshes=2, vertices_per_mesh=8)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["mesh_count"] == 2
assert meta["vertex_count"] == 16
assert meta["has_animation"] is False
def test_plain_gltf_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["has_animation"] is True
# ---------------------------------------------------------------------------
# Error handling
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataErrors:
def test_invalid_glb(self):
with pytest.raises(ValueError):
extract_gltf_metadata(b"not a glb")
def test_invalid_gltf_json(self):
with pytest.raises(ValueError):
_parse_gltf_json(b"[1, 2, 3]")
-201
View File
@@ -1,201 +0,0 @@
"""Tests for the POST /api/auth/refresh endpoint.
These tests exercise the full stack: register → get refresh token →
refresh → new access token. Requires migrations already applied
(alembic upgrade head) before running.
"""
import pytest
from fastapi.testclient import TestClient
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test."""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Refresh endpoint tests
# ---------------------------------------------------------------------------
class TestRefresh:
"""Tests for POST /api/auth/refresh."""
def _register_user(self, username: str, password: str, email: str = None):
"""Helper to register a user and return the refresh token."""
client = TestClient(app)
if email is None:
email = f"{username}@example.com"
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": email,
"password": password,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 201
return resp.json()["refresh_token"]
def test_refresh_success(self):
"""A valid refresh token returns a new access token."""
refresh_token = self._register_user("refep_refreshuser", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
# The refresh token in the response is the same one we sent
assert data["refresh_token"] == refresh_token
def test_refresh_returns_different_access_token(self):
"""Refreshing produces a new access token (different from any previous)."""
refresh_token = self._register_user("refep_refreshtoken", "secret123")
client = TestClient(app)
# First refresh
resp1 = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp1.status_code == 200
access_token_1 = resp1.json()["access_token"]
# Second refresh
resp2 = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp2.status_code == 200
access_token_2 = resp2.json()["access_token"]
# Each refresh should produce a new access token
assert access_token_1 != access_token_2
def test_refresh_invalid_token(self):
"""An invalid (garbage) refresh token returns 401."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": "not.a.jwt.token"},
)
assert resp.status_code == 401
assert "Invalid or expired refresh token" in resp.json()["detail"]
def test_refresh_empty_body(self):
"""Missing refresh_token field returns 422 validation error."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={},
)
assert resp.status_code == 422
def test_refresh_missing_field(self):
"""No body at all returns 422."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
content="{}",
headers={"Content-Type": "application/json"},
)
assert resp.status_code == 422
def test_refresh_with_login_token(self):
"""A refresh token obtained from login also works for /refresh."""
client = TestClient(app)
# Register first
client.post(
"/api/auth/register",
json={
"username": "refep_loginrefuser",
"email": "loginref@example.com",
"password": "secret123",
"date_of_birth": "2000-01-01",
},
)
# Login to get a refresh token
login_resp = client.post(
"/api/auth/login",
data={"username": "refep_loginrefuser", "password": "secret123"},
)
assert login_resp.status_code == 200
refresh_token = login_resp.json()["refresh_token"]
# Use it to refresh
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
assert "access_token" in resp.json()
def test_refresh_access_token_is_valid_jwt(self):
"""The access token returned by /refresh is a valid JWT."""
from jose import jwt
refresh_token = self._register_user("refep_jwttoken", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
access_token = resp.json()["access_token"]
# Verify it's a 3-part JWT
parts = access_token.split(".")
assert len(parts) == 3
# Verify it decodes with the public key
payload = jwt.decode(
access_token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert "sub" in payload
assert "exp" in payload
def test_refresh_expires_minutes_in_response(self):
"""The response includes access_token_expires_minutes."""
refresh_token = self._register_user("refep_expiretest", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
assert "access_token_expires_minutes" in resp.json()
assert resp.json()["access_token_expires_minutes"] == settings.ACCESS_TOKEN_EXPIRE_MINUTES
-79
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@@ -1,79 +0,0 @@
"""Tests for refresh token uniqueness (jti claim) and model column length."""
import uuid
from datetime import datetime, timedelta, timezone
import pytest
from jose import jwt
from app.config import settings
from app.routers.auth import _create_refresh_token
from app.models.session import RefreshToken
class TestRefreshTokenJtiUniqueness:
"""Verify that _create_refresh_token produces unique tokens even when
called with identical data in rapid succession (issue #1 from review)."""
def test_two_calls_produce_different_tokens(self):
"""Two calls with the same sub produce different JWTs because of jti."""
token_a = _create_refresh_token({"sub": "42"})
token_b = _create_refresh_token({"sub": "42"})
assert token_a != token_b
def test_jti_is_valid_uuid(self):
"""The jti claim inside the refresh token is a valid UUID."""
token = _create_refresh_token({"sub": "1"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert "jti" in payload
# Verify it parses as a UUID (raises ValueError if not)
uuid.UUID(payload["jti"])
def test_each_token_has_unique_jti(self):
"""Generate 100 tokens for the same user — all jtis must differ."""
jtis = set()
for _ in range(100):
token = _create_refresh_token({"sub": "999"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
jtis.add(payload["jti"])
assert len(jtis) == 100
def test_jti_survives_decode(self):
"""The jti claim is present and correct after decode."""
token = _create_refresh_token({"sub": "7"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert payload["sub"] == "7"
assert "jti" in payload
assert "exp" in payload
class TestRefreshTokenModelColumnLength:
"""Verify the model's token column length matches the migration (issue #2)."""
def test_token_column_has_length_512(self):
"""RefreshToken.token column should be String(512), not unbounded."""
from sqlalchemy import inspect
# Get the column definition from the model's table
column = RefreshToken.__table__.columns["token"]
# The type should be String with length 512
assert column.type.length == 512
def test_token_column_type_is_string(self):
"""The token column should be a String type."""
from sqlalchemy import String as SAString
column = RefreshToken.__table__.columns["token"]
assert isinstance(column.type, SAString)
+4 -8
View File
@@ -23,9 +23,10 @@ explicitly out of scope.
| # | Type | Task | Depends on |
|---|------|------|-----------|
| 1 | architecture | `ApiClient` autoload: HTTP + JWT storage + error contract | — |
| 2 | implementation | Main-menu **login + register** UI built & wired (form-encoded + JSON/age gate) | 1 |
| 3 | implementation | **World list** screen consuming `GET /api/worlds` | 1 |
| 4 | testing | End-to-end headless smoke test + manual verify | 1,2,3 |
| 2 | implementation | Main-menu **login** wiring (form-encoded) | 1 |
| 3 | implementation | Main-menu **register** wiring (JSON + age gate) | 2 |
| 4 | implementation | **World list** screen consuming `GET /api/worlds` | 2 |
| 5 | testing | End-to-end headless smoke test + manual verify | 1,3,4 |
## Design decisions captured (resolved in task 1)
- Token storage: in-memory singleton property for the MVP; a `save_to_disk` seam is left
@@ -34,8 +35,3 @@ explicitly out of scope.
never crash on network failure; non-2xx surfaces `{status, detail}` from the backend.
- Base URL: read from a ProjectSetting, defaulting to `http://127.0.0.1:8000`.
- Login is form-encoded; register is JSON — the client helper must support both content types.
## Notes
- The main-menu auth UI does **not** exist yet (main_menu.gd currently has only Play/Quit
stubs). Task 2 must **build** the login/register UI, not merely wire an existing one.
- The world-list screen also needs to be **built** (a new scene), not just wired.
+182
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@@ -0,0 +1,182 @@
# Creator Studio — Extended Authoring Tools
> **Feature:** Creator Studio — Extended Authoring Tools
> **Status:** Planning
> **Owner:** Platform team
## Feature Overview
Extends the in-game world editor (M6) toward a real authoring tool with:
1. **Asset import pipeline** (glTF models/textures)
2. **Script editor** with sandboxed API surface exposed clearly
3. **Experience publishing flow** (draft → review → live)
4. **Basic analytics** for creators (plays, session length)
## User Stories
### US-1: Asset Import Pipeline
_As a creator, I can import glTF models and textures into my experience so that I can use custom 3D assets._
### US-2: Script Editor with Sandboxed API
_As a creator, I can write and test scripts in the editor with autocomplete/docs for the available API surface._
### US-3: Experience Publishing Flow
_As a creator, I can publish my experience through a draft → review → live pipeline so that players can discover and play it._
### US-4: Creator Analytics
_As a creator, I can see how many plays and average session length my experiences receive so that I can understand player engagement._
---
## Task Breakdown
### US-1: Asset Import Pipeline
#### T1.1: Backend — glTF Asset Upload with Metadata Extraction
- **Type:** implementation
- **Files:** `backend/app/routers/assets.py` (extend upload endpoint), `backend/app/models/asset.py` (add glTF-specific metadata fields)
- **Scope:** Extend the existing `upload_asset_file` endpoint in `assets.py` to detect `.glb`/`.gltf` files and extract glTF metadata (mesh_count, vertex_count, has_animation, texture_refs, bounding_box) from the embedded JSON. Store extracted metadata in `metadata_json`. Add a `has_gltf_metadata` computed property. The Asset model already has `asset_type = MODEL_3D` and `metadata_json` — this task adds the extraction logic.
- **Acceptance:** POST `/api/assets/{id}/upload` with a `.glb` file returns asset with `metadata_json` containing `mesh_count`, `vertex_count`, `has_animation`, `texture_refs`. GET lists include these fields. File stored on disk. Non-glTF files are unaffected.
- **Dependencies:** None (builds on existing asset infrastructure)
#### T1.2: Backend — Public Asset Catalog Endpoint
- **Type:** implementation
- **Files:** `backend/app/routers/assets.py` (new endpoint)
- **Scope:** Add `GET /api/assets/catalog` endpoint that returns all public glTF assets with their metadata (name, thumbnail_url, mesh_count, vertex_count, tags). Add filtering by tags and pagination. This is what the editor's asset palette queries. Uses the existing `Asset.is_public` field.
- **Acceptance:** Catalog endpoint returns paginated list of public assets; filtering by tag works; pagination params respected; returns 401 without auth.
- **Dependencies:** T1.1
#### T1.3: Godot — glTF Import Utility (Editor-Side)
- **Type:** implementation
- **Files:** `scripts/gltf_importer.gd` (new), `scripts/asset_catalog.gd` (new)
- **Scope:** Godot-side utility that connects to the catalog API, downloads glTF files, and converts them to Godot-compatible resources (`.res` files with embedded mesh data). Provides `import_gltf(url: String) -> Resource` function. Handles texture extraction and mesh merging. Uses the ApiClient autoload (from client-server-wiring plan) for HTTP.
- **Acceptance:** `import_gltf()` downloads a glTF from the catalog, converts mesh to `Mesh` resource, returns a ready-to-use Godot resource. Texture files stored in `user://assets/`.
- **Dependencies:** T1.2, client-server-wiring ApiClient (task 1 from that plan)
### US-2: Script Editor with Sandboxed API
> **Design note from `scripting_sandbox.md`:** Godot 4 has no built-in GDScript sandbox. The recommended approach is a **data-driven DSL** (JSON/Resource) interpreted by trusted GDScript, not arbitrary code execution. This task follows that recommendation.
#### T2.1: Backend — Script Model & CRUD Endpoints
- **Type:** architecture
- **Files:** `backend/app/models/script.py` (new), `backend/app/routers/scripts.py` (new), `backend/app/main.py` (register router), `backend/app/models/__init__.py` (export)
- **Scope:** Create `Script` model (id, name, world_id, owner_id, source_code TEXT, version INT, script_type ENUM[gdscript, dsl], dsl_payload JSON, created_at, updated_at). Add full CRUD endpoints: `POST /api/scripts/` (create), `GET /api/scripts/` (list), `GET /api/scripts/{id}` (get), `PUT /api/scripts/{id}` (update), `DELETE /api/scripts/{id}` (delete). Scripts are owned by users and associated with a world. `dsl_payload` stores the JSON/Resource data for the DSL approach; `source_code` stores raw GDScript if used.
- **Acceptance:** All CRUD endpoints work; scripts are owned by creator; list endpoint filters by owner/world; update increments version; DSL and gdscript types supported.
- **Dependencies:** None (new model + router)
#### T2.2: Godot — Script API Surface Definition
- **Type:** architecture
- **Files:** `scripts/editor_script_api.gd` (new)
- **Scope:** Define the public API surface available to creator scripts. This is a `RefCounted` class that wraps the Godot engine's capabilities into a safe, documented interface. Includes: `WorldAPI` (get_tile, get_object, set_property), `PlayerAPI` (get_position, get_health), `AudioAPI` (play_sound, play_music), `NetworkAPI` (send_event, broadcast). Each method has documented parameters and return types. Self-documenting via `##` doc comments for autocomplete.
- **Acceptance:** `EditorScriptAPI` class exposes all documented methods; methods are callable from user scripts; API surface is self-documenting.
- **Dependencies:** None (standalone definition)
#### T2.3: Godot — In-Game Script Editor UI
- **Type:** implementation
- **Files:** `scenes/editor_script_editor.tscn` (new), `scripts/editor_script_editor.gd` (new)
- **Scope:** A `Control`-based UI panel that provides a script editor within the game. Features: code editor with syntax highlighting (basic), autocomplete dropdown, run button (calls backend `/run` endpoint), output console (shows stdout/stderr), API reference panel (shows available methods). Integrates with the existing editor toolbar.
- **Acceptance:** Editor panel opens from toolbar; code editor accepts input; autocomplete shows API methods; run button executes script and shows output; API reference panel is browsable.
- **Dependencies:** T2.1, T2.2
### US-3: Experience Publishing Flow
#### T3.1: Backend — Experience Model & Status Transitions
- **Type:** architecture
- **Files:** `backend/app/models/experience.py` (new), `backend/app/routers/experiences.py` (new), `backend/app/main.py` (register router), `backend/app/models/__init__.py` (export)
- **Scope:** Create `Experience` model (id, world_id FK→worlds, title, description, status ENUM[DRAFT,SUBMITTED,IN_REVIEW,APPROVED,REJECTED,LIVE], published_at, review_notes, reviewer_id FK→users). Status transitions enforced: DRAFT→SUBMITTED→IN_REVIEW→APPROVED→LIVE; REJECTED→DRAFT (resubmit). Add endpoints: `POST /api/experiences/` (create draft), `POST /api/experiences/{id}/submit` (submit for review), `POST /api/experiences/{id}/approve` (approve), `POST /api/experiences/{id}/reject` (reject), `GET /api/experiences/` (list with status filter). An experience is a **publishing wrapper** around a World — the world's visibility is set to PUBLIC when experience goes LIVE.
- **Acceptance:** All CRUD + transition endpoints work; status transitions enforced; rejected can be resubmitted; list filters by status; approve sets world visibility to PUBLIC; only world owner can submit; only moderators can approve/reject.
- **Dependencies:** None (new model + router)
#### T3.2: Backend — Review Queue & Moderation Integration
- **Type:** implementation
- **Files:** `backend/app/routers/experiences.py` (add endpoints)
- **Scope:** Add review queue endpoint `GET /api/experiences/review-queue` (returns experiences in IN_REVIEW status). Add `POST /api/experiences/{id}/review` endpoint for moderators to add review notes and change status. Integrates with content moderation: when an experience is submitted, its world's content flags are computed and attached to the review.
- **Acceptance:** Review queue returns IN_REVIEW experiences; review endpoint accepts notes and status change; content flags attached on submit; only moderators can review.
- **Dependencies:** T3.1
#### T3.3: Godot — Publishing UI Panel
- **Type:** implementation
- **Files:** `scenes/editor_publish_panel.tscn` (new), `scripts/editor_publish_panel.gd` (new)
- **Scope:** A `Control`-based panel in the editor that lets creators manage their experience's publishing state. Features: title/description editor, status badge (DRAFT/SUBMITTED/LIVE), submit button, review notes display, publish history timeline. Integrates with the existing editor toolbar.
- **Acceptance:** Panel shows current status; submit button calls backend; review notes displayed; publish history shown; status badge updates on refresh.
- **Dependencies:** T3.1, T3.2
#### T3.4: Godot — Experience List & Discovery
- **Type:** implementation
- **Files:** `scenes/experience_list.tscn` (new), `scripts/experience_list.gd` (new)
- **Scope:** A UI panel that lists all experiences available to the player (LIVE status). Features: search/filter, experience cards (title, description, creator, play count), join button. Queries `GET /api/experiences/?status=LIVE` and displays results.
- **Acceptance:** Lists LIVE experiences; search filters by title/description; cards show metadata; join button loads the experience's world.
- **Dependencies:** T3.1
### US-4: Creator Analytics
#### T4.1: Backend — Session & Play Tracking Models
- **Type:** architecture
- **Files:** `backend/app/models/analytics.py` (new), `backend/app/routers/analytics.py` (new), `backend/app/main.py` (register router), `backend/app/models/__init__.py` (export)
- **Scope:** Create `PlaySession` model (id, experience_id FK→experiences, player_id FK→users, started_at, ended_at, duration_seconds, chunk_loads INT, interactions_count INT). Create `PlayEvent` model (id, experience_id FK→experiences, player_id FK→users, event_type, payload JSON, created_at). Add endpoints: `POST /api/analytics/session/start` (start session), `POST /api/analytics/session/end` (end session), `POST /api/analytics/event` (log event). Note: `sessions` table is taken by auth tokens; this uses `play_sessions` table name.
- **Acceptance:** Session start/end endpoints work; events logged; duration calculated correctly; endpoints accept valid experience/player IDs.
- **Dependencies:** None (new models + routers)
#### T4.2: Backend — Creator Dashboard Analytics Endpoint
- **Type:** implementation
- **Files:** `backend/app/routers/analytics.py` (add endpoint)
- **Scope:** Add `GET /api/analytics/experience/{id}` endpoint that returns aggregated analytics for an experience: total_plays, unique_players, avg_session_length, total_play_time, plays_over_time (daily breakdown), top_chunks_loaded, top_interactions. Data is aggregated from PlaySession and PlayEvent tables.
- **Acceptance:** Returns all aggregated metrics; daily breakdown covers last 30 days; only owner or moderator can view; empty experience returns zeros.
- **Dependencies:** T4.1
#### T4.3: Godot — Analytics Tracking in Game
- **Type:** implementation
- **Files:** `scripts/analytics_tracker.gd` (new)
- **Scope:** A singleton-like service that tracks player sessions and events during gameplay. Automatically starts session on world load, tracks chunk loads, interactions, and time spent. Sends periodic heartbeat events to backend. Handles session end on world unload or disconnect.
- **Acceptance:** Session starts on world load; events logged during play; heartbeat sends every 60s; session ends on world unload; handles disconnect gracefully.
- **Dependencies:** T4.1
#### T4.4: Godot — Creator Analytics Dashboard UI
- **Type:** implementation
- **Files:** `scenes/creator_analytics_panel.tscn` (new), `scripts/creator_analytics_panel.gd` (new)
- **Scope:** A `Control`-based panel in the editor that displays analytics for the current experience. Features: total plays counter, avg session length, plays over time chart (simple bar chart), top chunks, top interactions. Queries `GET /api/analytics/experience/{id}` and renders data.
- **Acceptance:** Panel shows all metrics; chart renders bar chart of daily plays; data refreshes on button press; handles empty data gracefully.
- **Dependencies:** T4.2, T4.3
---
## Database Migration Plan
New tables needed (in order):
1. `scripts` — script storage
2. `experiences` — publishing state (wraps worlds)
3. `play_sessions` — session tracking (note: `sessions` table already exists for auth tokens)
4. `play_events` — granular events
Migration file: `backend/alembic/versions/0003_creator_studio.py`
---
## Task Dependencies Summary
```
T1.1 (glTF upload) ──→ T1.2 (catalog API) ──→ T1.3 (Godot importer)
T2.1 (script model) ──→ T2.3 (editor UI)
T2.2 (API surface) ──→ T2.3 (editor UI)
T3.1 (experience model) ──→ T3.2 (review queue) ──→ T3.3 (publish UI)
T3.1 ──→ T3.4 (discovery list)
T4.1 (tracking model) ──→ T4.2 (dashboard endpoint) ──→ T4.4 (analytics UI)
T4.1 ──→ T4.3 (game tracker) ──→ T4.4 (analytics UI)
```
## Implementation Order Recommendation
1. **T1.1** — Foundation: asset upload with glTF metadata extraction
2. **T2.1** — Foundation: script model + CRUD
3. **T3.1** — Foundation: experience model + status transitions
4. **T4.1** — Foundation: analytics tracking model
5. **T1.2** — Asset catalog for editor
6. **T2.2** — Script API surface definition
7. **T3.2** — Review queue integration
8. **T4.2** — Analytics dashboard endpoint
9. **T1.3** — Godot glTF importer (depends on ApiClient from client-server-wiring)
10. **T2.3** — Script editor UI
11. **T3.3** — Publishing UI panel
12. **T3.4** — Experience discovery list
13. **T4.3** — Analytics tracker in game
14. **T4.4** — Analytics dashboard UI
-50
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@@ -1,50 +0,0 @@
# Testing at Package Checkpoints
A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few
real milestones, the client and server builds get packaged together and
independently reviewed before anyone calls anything actually done. See
`project_agp` in Claude's memory, or ask, for the full definition; this
doc is just the mechanical "how do I run the tests" part of that review.
## Running the suite
```
python scripts/run_checkpoint_tests.py
```
Brings up a throwaway Postgres, runs Alembic migrations against it, runs the
backend pytest suite, starts the backend server, and runs every Godot
headless smoke test (`scripts/smoke_test_*.gd`) against it. Tears the
Postgres container down afterward (`--keep-postgres` to skip that if you
want to poke at the DB after a failure).
If port 5432 is already taken on the machine, pass `--postgres-port` with
something else.
Exit code is 0 only if everything that actually ran passed — suites with
nothing to run yet (no Godot binary found, no smoke test scripts yet) are
reported SKIPPED, not treated as a failure.
## What this does and doesn't prove
Passing this script means: migrations apply cleanly to a genuinely empty
database, the backend's unit-level logic is correct, and whatever Godot
smoke tests exist actually round-trip against a live backend. It does
**not** mean full endpoint/integration coverage exists — see
`test_inventory.md` for the current, honest list of what's tested and what
isn't. A checkpoint review should still involve reading the actual diffs
for anything this script's current coverage doesn't reach, not just running
green and calling it done.
## Growing this over time
As real integration tests get added (endpoint tests hitting the FastAPI app,
more Godot smoke coverage beyond `health_check`), they should land under
`backend/tests/` / `scripts/smoke_test_*.gd` respectively — this script
picks up new files automatically, nothing to register by hand. Update
`test_inventory.md`'s tables when you do, so the inventory stays a source
of truth instead of quietly going stale.
Eventual goal (not implemented yet): gate merges to `main` on this script
passing, the same way a real CI pipeline would. For now it's a manual step
run at checkpoint review time.
-78
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@@ -1,78 +0,0 @@
# Test Inventory
What automated coverage actually exists, what it actually verifies, and what
doesn't have coverage yet. Keep this current as tests are added — it's the
thing a Package Checkpoint review (see `docs/testing/README.md`) reads first
to know what "run the tests" actually checked.
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
Last verified against `main`: 2026-08-19 (commit `1c75367`).
## Backend — `backend/tests/` (pytest)
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
reachable Postgres — see the runner script; most of these tests don't
actually touch the DB, but the app's import chain requires a valid URL to
construct).
**Current total: 38 tests, all passing on a clean `main` checkout.**
| File | Tests | What it covers |
|---|---|---|
| `test_auth_age_gate.py` | 10 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year) + `RegisterRequest` date-of-birth validation (parametrized valid/invalid date rejection). Backs the 18+ registration gate (PR #23). |
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
**What these are, honestly:** pure unit tests of standalone functions
(`calculate_age`, the glTF parser, Pydantic validators). None of them spin
up the FastAPI app or hit a real endpoint — they run in ~1s and don't
actually need Postgres reachable at all (the import chain just needs a
syntactically valid `DATABASE_URL`, nothing connects during collection).
**Known coverage gaps** (real gaps, not placeholders — nothing enforces filling
these yet):
- No integration/endpoint tests at all — `/register`, `/login`, `/refresh`,
`/worlds`, `/assets/*` have zero tests that actually call them through
the FastAPI app (e.g. via `httpx.AsyncClient` + `ASGITransport`) against a
real (or test) database. Everything currently shipped works because it
was manually verified at merge time (checkpoint review), not because a
test asserts it.
- No tests for the RS256 auth upgrade (key generation, refresh-token
issuance/persistence) — PR #30, pending review as of this writing,
manually verified (correct key usage, all 38 existing tests still pass)
but not covered by an automated test of its own yet.
- No tests for the moderation schema/migration (in progress as of this
writing) beyond "the migration runs."
## Godot client — `scripts/smoke_test_*.gd`
**Nothing merged into `main` yet as of this writing** — `sandbox_probe/test_script.gd`
is the only Godot script on `main` right now, and it's **not a real
test** (a leftover manual probe, returns a hardcoded string, asserts
nothing). Don't count it toward coverage; delete or repurpose it if anyone
actually needs a sandbox probe again.
`scripts/smoke_test_api.gd` (PC1, PR #29, pending review as of this writing)
will be the first real one once merged — `ApiClient` autoload's
`health_check()` against a **live backend** (set `AGP_API_BASE_URL` to point
at one), verified by hand end-to-end before opening the PR: exercises the
real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, the
result-dictionary contract), not just that the script compiles. Exits 1 on
failure, so it's CI/script-friendly.
Run (once merged): `godot --headless --path . --import` once (builds the
class cache — skip this and every `class_name`-declared class falsely
errors as undeclared), then for each `scripts/smoke_test_*.gd`:
`godot --headless --path . --script res://scripts/<name>.gd`
**Known gap once it lands:** only `health_check()` is exercised end-to-end.
`login`, `register`, `get_worlds`, `get_me` are implemented (see
`scripts/api_client.gd`) but have no smoke coverage yet — each would need a
real user/world fixture in the target backend to test against meaningfully.
## What "full coverage" should eventually mean here
Not defined precisely yet — the honest target as of 2026-08-19 is just
"more than pure-function unit tests." As real integration/endpoint tests get
added, update the tables above rather than letting this doc drift stale;
a wrong inventory is worse than no inventory.
-74
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@@ -1,74 +0,0 @@
[preset.0]
name="Linux"
platform="Linux/X11"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/linux/agp-game.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
[preset.1]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/windows/agp-game.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
codesign/enable=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
d3d12/agility_sdk_multizip=0
-3
View File
@@ -9,12 +9,9 @@ config_version=5
config/name="AGP-Game"
run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.6.2")
agp/api_base_url="http://127.0.0.1:8000"
[autoload]
ApiClient="*res://scripts/api_client.gd"
[display]
window/size/viewport_width=1920
+1 -72
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=2 format=3 uid="uid://main_menu_scene"]
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
@@ -29,73 +29,6 @@ text = "AGP Game"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 72
[node name="AuthPanel" type="PanelContainer" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
visible = false
[node name="MarginContainer" type="MarginContainer" parent="CenterContainer/VBoxContainer/AuthPanel"]
layout_mode = 1
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="AuthVBox" type="VBoxContainer" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer"]
layout_mode = 1
theme_override_constants/separation = 8
size_flags_horizontal = 3
[node name="AuthModeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Login"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 24
[node name="UsernameEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
placeholder_text = "Username"
size_flags_horizontal = 3
[node name="PasswordEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
placeholder_text = "Password"
size_flags_horizontal = 3
echo_password = true
[node name="EmailEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
placeholder_text = "Email"
size_flags_horizontal = 3
[node name="DOBEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
placeholder_text = "Date of Birth (YYYY-MM-DD)"
size_flags_horizontal = 3
[node name="ModeToggle" type="CheckButton" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Register"
[node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Login"
size_flags_horizontal = 3
[node name="AuthStatusLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = ""
horizontal_alignment = 1
autowrap_mode = 2
visible = false
[node name="WelcomeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
text = ""
horizontal_alignment = 1
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
text = "Play"
@@ -108,7 +41,3 @@ size_flags_horizontal = 4
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
[connection signal="toggled" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle" to="." method="_on_mode_toggle_toggled"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"]
-76
View File
@@ -1,76 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/world_list.gd" id="1_wl"]
[node name="WorldList" type="Control"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_wl")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 3
theme_override_constants/separation = 8
size_flags_horizontal = 4
size_flags_vertical = 4
[node name="HeaderHBox" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 3
size_flags_horizontal = 4
theme_override_constants/separation = 16
[node name="BackButton" type="Button" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "< Back"
size_flags_horizontal = 0
[node name="TitleLabel" type="Label" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "Browse Worlds"
horizontal_alignment = 1
size_flags_horizontal = 4
theme_override_font_sizes/font_size = 28
[node name="RefreshButton" type="Button" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "Refresh"
size_flags_horizontal = 0
[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
layout_mode = 3
size_flags_horizontal = 4
size_flags_vertical = 4
horizontal_mode = 2
vertical_mode = 2
[node name="WorldList" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
layout_mode = 3
size_flags_horizontal = 4
size_flags_vertical = 4
theme_override_constants/separation = 8
[node name="LoadingLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = "Loading worlds..."
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[node name="ErrorLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = ""
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[node name="EmptyLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = ""
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[connection signal="pressed" from="VBoxContainer/HeaderHBox/BackButton" to="." method="_on_back_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HeaderHBox/RefreshButton" to="." method="_on_refresh_button_pressed"]
-292
View File
@@ -1,292 +0,0 @@
extends Node
## Central HTTP client singleton (autoload name: "ApiClient").
##
## Every network call in the game flows through this class. Callers use the
## high-level helpers ([method login], [method register], [method get_worlds],
## [method health_check], [method get_me]) or the generic [method request]
## primitive. All results conform to the result-dictionary contract below.
##
## [b]Result Dictionary Contract[/b]
## Every public method returns (after `await`) a Dictionary with this shape:
##
## {
## "ok": bool, # true for HTTP 2xx, false otherwise
## "status": int, # HTTP status code (0 on network failure)
## "data": Variant, # parsed JSON body on success (null otherwise)
## "detail": String, # human-readable message
## }
##
## Network failures (timeout / DNS / refused connection) return `status == 0`
## with a `detail` describing the transport failure. Non-2xx responses return
## the real HTTP status and the backend's `detail` field from the JSON error
## body when present. No caller can crash on a failed request.
##
## [b]Token storage[/b]
## JWTs are kept in memory. [method set_token] is the single seam for future
## disk persistence (override it to save to `user://`).
##
## [b]Usage[/b]
## var result: Dictionary = await ApiClient.login("alice", "secret")
## if result.ok:
## print("Logged in!")
## else:
## print("Error: ", result.detail)
# ---------------------------------------------------------------------------
# Token storage
# ---------------------------------------------------------------------------
var _access_token: String = ""
var _token_type: String = "Bearer"
## Full Authorization header value, e.g. "Bearer eyJ...". Empty if no token.
var bearer_token: String:
get:
return _token_type + " " + _access_token if _access_token != "" else ""
## Whether an access token is currently stored.
func has_token() -> bool:
return _access_token != ""
## Set the access token (called after login / register / token refresh).
## This is the persistence seam: override to also write to disk.
func set_token(access_token: String, token_type: String = "Bearer") -> void:
_access_token = access_token
_token_type = token_type
## Clear stored tokens.
func clear_token() -> void:
_access_token = ""
_token_type = "Bearer"
# ---------------------------------------------------------------------------
# Configuration
# ---------------------------------------------------------------------------
var _base_url: String = "http://127.0.0.1:8000"
## Request timeout in seconds. 0 disables the timeout.
var timeout_seconds: float = 10.0
func _ready() -> void:
# Environment variable override (e.g. for headless smoke tests against a
# backend on a non-default port). Falls back to the ProjectSetting, then
# to the documented default.
var env_url := OS.get_environment("AGP_API_BASE_URL")
if env_url != "":
_base_url = env_url.rstrip("/")
else:
_base_url = str(ProjectSettings.get_setting(
"application/agp/api_base_url",
"http://127.0.0.1:8000"
)).rstrip("/")
# ---------------------------------------------------------------------------
# Core request primitive
# ---------------------------------------------------------------------------
## Generic request primitive. Awaitable via `await`.
##
## Uses a dedicated HTTPRequest node per call so concurrent requests can never
## cross-talk, and so the result maps 1:1 to the awaiting caller.
##
## @param method HTTPClient.Method enum value (GET/POST/PUT/PATCH/DELETE).
## @param path URL path, e.g. "/api/health".
## @param body Request body string (JSON or form-encoded).
## @param content_type "application/json" or "application/x-www-form-urlencoded".
## @param require_auth If true, attach the stored bearer token when present.
## @return Result dictionary conforming to the contract.
func request(
method: HTTPClient.Method,
path: String,
body: String = "",
content_type: String = "application/json",
require_auth: bool = false
) -> Dictionary:
var http := HTTPRequest.new()
http.timeout = timeout_seconds
http.max_redirects = 8
http.accept_gzip = true
add_child(http)
var headers := PackedStringArray()
headers.append("Accept: application/json")
if content_type != "":
headers.append("Content-Type: " + content_type)
if require_auth and has_token():
headers.append("Authorization: " + bearer_token)
var url := _base_url + path
var err := http.request(url, headers, method, body)
if err != OK:
http.queue_free()
return _make_result(false, 0, null, "Failed to start request: " + _error_string(err))
# request_completed emits (result, response_code, headers, body).
var args: Array = await http.request_completed
var result_code: int = args[0]
var response_code: int = args[1]
var response_body: PackedByteArray = args[3]
http.queue_free()
# Transport-level failure (timeout / DNS / refused / TLS, etc.).
if result_code != HTTPRequest.RESULT_SUCCESS:
return _make_result(false, 0, null, _transport_error_detail(result_code))
# Server accepted the connection but returned no HTTP status line.
if response_code == 0:
return _make_result(false, 0, null, "No response received from server.")
var json_string := response_body.get_string_from_utf8()
var ok := response_code >= 200 and response_code < 300
if ok:
var data: Variant = _parse_json(json_string)
return _make_result(true, response_code, data, "OK")
# Non-2xx: surface the backend's "detail" message when available.
var detail := "HTTP error %d" % response_code
var parsed: Variant = _parse_json(json_string)
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
detail = str((parsed as Dictionary)["detail"])
return _make_result(false, response_code, null, detail)
# ---------------------------------------------------------------------------
# High-level helpers
# ---------------------------------------------------------------------------
## Log in with username/password (OAuth2PasswordRequestForm).
## On success stores the returned access token.
func login(username: String, password: String) -> Dictionary:
var form := "username=" + username.uri_encode() + "&password=" + password.uri_encode()
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/login",
form,
"application/x-www-form-urlencoded",
false
)
_store_token_from_result(result)
return result
## Register a new user. On success stores the returned access token.
## @param date_of_birth ISO date string "YYYY-MM-DD".
func register(
username: String,
email: String,
password: String,
date_of_birth: String
) -> Dictionary:
var payload := {
"username": username,
"email": email,
"password": password,
"date_of_birth": date_of_birth,
}
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/register",
JSON.stringify(payload),
"application/json",
false
)
_store_token_from_result(result)
return result
## List worlds visible to the current user (requires auth).
## @param visibility Optional filter: "public", "private", "friends_only".
func get_worlds(skip: int = 0, limit: int = 50, visibility: String = "") -> Dictionary:
var path := "/api/worlds/?skip=%d&limit=%d" % [skip, limit]
if visibility != "":
path += "&visibility=" + visibility.uri_encode()
return await request(HTTPClient.METHOD_GET, path, "", "application/json", true)
## Ping the backend health endpoint (no auth).
func health_check() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/health", "", "application/json", false)
## Fetch the current user's profile from the stored JWT (requires auth).
func get_me() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/users/me", "", "application/json", true)
# ---------------------------------------------------------------------------
# Internals
# ---------------------------------------------------------------------------
func _store_token_from_result(result: Dictionary) -> void:
if result.ok and result.data is Dictionary:
var token: String = str((result.data as Dictionary).get("access_token", ""))
if token != "":
set_token(token)
func _parse_json(text: String) -> Variant:
if text == "":
return null
var parsed: Variant = JSON.parse_string(text)
if parsed == null:
# null is ambiguous (valid JSON "null" vs parse failure). Fall back to
# the raw string so callers never lose the body entirely.
return text if text != "null" else null
return parsed
func _make_result(ok: bool, status: int, data: Variant, detail: String) -> Dictionary:
return {
"ok": ok,
"status": status,
"data": data,
"detail": detail,
}
func _transport_error_detail(result_code: int) -> String:
match result_code:
HTTPRequest.RESULT_CANT_CONNECT:
return "Could not connect to server. Is it running?"
HTTPRequest.RESULT_CANT_RESOLVE:
return "Could not resolve server hostname."
HTTPRequest.RESULT_CONNECTION_ERROR:
return "Connection error."
HTTPRequest.RESULT_TLS_HANDSHAKE_ERROR:
return "TLS handshake failed."
HTTPRequest.RESULT_NO_RESPONSE:
return "No response from server."
HTTPRequest.RESULT_BODY_SIZE_LIMIT_EXCEEDED:
return "Response body too large."
HTTPRequest.RESULT_BODY_DECOMPRESS_FAILED:
return "Failed to decompress response body."
HTTPRequest.RESULT_REQUEST_FAILED:
return "Request failed."
HTTPRequest.RESULT_TIMEOUT:
return "Request timed out."
_:
return "Network error (code %d)." % result_code
func _error_string(err_code: int) -> String:
match err_code:
OK:
return "OK"
ERR_UNCONFIGURED:
return "HTTPRequest not configured (not in tree)."
ERR_BUSY:
return "HTTPRequest is busy with a previous request."
ERR_INVALID_PARAMETER:
return "Invalid URL format."
ERR_CANT_CONNECT:
return "Cannot connect to host."
_:
return "Unknown error (%d)." % err_code
-1
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@@ -1 +0,0 @@
uid://cjd0uhll7iylj
-42
View File
@@ -1,42 +0,0 @@
#!/usr/bin/env bash
# Headless CI export for Linux and Windows.
#
# Requires:
# - Godot 4.6.2 (the exact version this project + export_presets.cfg were
# built against; a different Godot minor version's export templates are
# not guaranteed compatible)
# - The matching export templates installed at
# ~/.local/share/godot/export_templates/4.6.2.stable/
# (download: https://godotengine.org/download/archive/4.6.2-stable/,
# "Export templates" -- NOT the same as the editor download)
# - godot on PATH (or set GODOT_BIN below)
#
# Usage: scripts/build.sh
# Output: export/linux/agp-game.x86_64, export/windows/agp-game.exe
set -euo pipefail
cd "$(dirname "$0")/.."
GODOT_BIN="${GODOT_BIN:-godot}"
if ! command -v "$GODOT_BIN" >/dev/null 2>&1; then
if [ -x "$HOME/godot/godot" ]; then
GODOT_BIN="$HOME/godot/godot"
else
echo "godot binary not found (checked PATH and ~/godot/godot)." >&2
exit 1
fi
fi
echo "Godot version: $("$GODOT_BIN" --version)"
mkdir -p export/linux export/windows
echo "=== Exporting Linux/X11 ==="
"$GODOT_BIN" --headless --path . --export-release "Linux" export/linux/agp-game.x86_64
echo "=== Exporting Windows Desktop ==="
"$GODOT_BIN" --headless --path . --export-release "Windows Desktop" export/windows/agp-game.exe
echo ""
echo "Build artifacts:"
ls -la export/linux export/windows
+6 -204
View File
@@ -1,212 +1,14 @@
extends Control
## Main menu with login/register UI wired to the backend auth API.
##
## The AuthPanel is hidden by default. When the user clicks "Login" or "Register"
## (the existing Play/Quit buttons), the auth panel slides in. The ModeToggle
## switches between Login and Register modes, showing/hiding the email and DOB
## fields accordingly.
##
## On successful auth the token is stored via ApiClient, the welcome label
## shows the username, and the Play button becomes enabled.
# ── UI references ────────────────────────────────────────────────────────────
var _auth_panel: PanelContainer
var _auth_mode_label: Label
var _username_edit: LineEdit
var _password_edit: LineEdit
var _email_edit: LineEdit
var _dob_edit: LineEdit
var _mode_toggle: CheckButton
var _auth_button: Button
var _status_label: Label
var _welcome_label: Label
var _play_button: Button
var _quit_button: Button
var _is_register_mode: bool = false
var _is_authenticating: bool = false
func _ready():
pass
# ── Lifecycle ────────────────────────────────────────────────────────────────
func _ready() -> void:
# Cache node references.
_auth_panel = $CenterContainer/VBoxContainer/AuthPanel
_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
_dob_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit
_mode_toggle = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle
_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
_play_button = $CenterContainer/VBoxContainer/PlayButton
_quit_button = $CenterContainer/VBoxContainer/QuitButton
# Initial state.
_auth_panel.visible = false
_status_label.visible = false
_welcome_label.visible = false
_email_edit.visible = false
_dob_edit.visible = false
_play_button.disabled = true # Gate play behind successful auth.
_update_auth_mode_ui()
func _on_play_button_pressed():
# No gameplay scene exists yet — wire this to the real scene once one lands.
print("Play pressed — no gameplay scene yet")
# ── Play / Quit ──────────────────────────────────────────────────────────────
func _on_play_button_pressed() -> void:
if _play_button.disabled:
return
# Browse worlds is the first real screen past login -- actual gameplay
# (joining a world) doesn't exist yet, browsing does.
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
func _on_quit_button_pressed() -> void:
func _on_quit_button_pressed():
get_tree().quit()
# ── Auth panel toggle ────────────────────────────────────────────────────────
func _on_login_button_pressed() -> void:
"""Show the auth panel (called from a future Login button on the main menu)."""
_auth_panel.visible = true
_auth_panel.grab_focus()
func _on_register_button_pressed() -> void:
"""Show the auth panel in register mode."""
_auth_panel.visible = true
_is_register_mode = true
_mode_toggle.button_pressed = true
_update_auth_mode_ui()
_clear_status()
# ── Mode toggle (Login / Register) ───────────────────────────────────────────
func _on_mode_toggle_toggled(button_pressed: bool) -> void:
_is_register_mode = button_pressed
_update_auth_mode_ui()
_clear_status()
func _update_auth_mode_ui() -> void:
"""Update labels and field visibility based on login vs register mode."""
if _is_register_mode:
_auth_mode_label.text = "Register"
_auth_button.text = "Register"
_email_edit.visible = true
_dob_edit.visible = true
else:
_auth_mode_label.text = "Login"
_auth_button.text = "Login"
_email_edit.visible = false
_dob_edit.visible = false
# ── Auth submission ──────────────────────────────────────────────────────────
func _on_auth_button_pressed() -> void:
"""Handle login or register button press."""
if _is_authenticating:
return
# Validate inputs.
var username := _username_edit.text.strip_edges()
var password := _password_edit.text
if username == "":
_show_status("Username is required.")
return
if password == "":
_show_status("Password is required.")
return
if _is_register_mode:
var email := _email_edit.text.strip_edges()
var dob := _dob_edit.text.strip_edges()
if email == "":
_show_status("Email is required.")
return
if dob == "":
_show_status("Date of birth is required.")
return
# Basic YYYY-MM-DD format check.
if not _is_valid_date(dob):
_show_status("Date of birth must be in YYYY-MM-DD format.")
return
_auth_button.disabled = true
_auth_button.text = "Registering..."
_is_authenticating = true
_clear_status()
var result := await ApiClient.register(username, email, password, dob)
_on_auth_complete(result)
else:
_auth_button.disabled = true
_auth_button.text = "Logging in..."
_is_authenticating = true
_clear_status()
var result := await ApiClient.login(username, password)
_on_auth_complete(result)
func _on_auth_complete(result: Dictionary) -> void:
"""Handle the result of a login or register call."""
_auth_button.disabled = false
_auth_button.text = "Register" if _is_register_mode else "Login"
_is_authenticating = false
if result.ok:
# Success — show welcome, enable Play.
_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
_welcome_label.visible = true
_status_label.visible = false
_play_button.disabled = false
print("Auth successful. Token stored.")
else:
# Failure — show backend error detail.
_show_status(result.detail)
# ── Status helpers ───────────────────────────────────────────────────────────
func _show_status(message: String) -> void:
_status_label.text = message
_status_label.visible = true
func _clear_status() -> void:
_status_label.text = ""
_status_label.visible = false
# ── Validation ───────────────────────────────────────────────────────────────
func _is_valid_date(date_str: String) -> bool:
"""Check if a string looks like a valid YYYY-MM-DD date."""
if date_str.length() != 10:
return false
var parts := date_str.split("-")
if parts.size() != 3:
return false
var year := parts[0].to_int()
var month := parts[1].to_int()
var day := parts[2].to_int()
if month < 1 or month > 12:
return false
if day < 1 or day > 31:
return false
# Rough month-day validation.
var days_in_month := [0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]
if day > days_in_month[month]:
return false
return true
-1
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@@ -1 +0,0 @@
uid://bgnc3iamfgf6k
-170
View File
@@ -1,170 +0,0 @@
#!/usr/bin/env python3
"""Run the full automated test inventory for a Package Checkpoint review.
See docs/testing/test_inventory.md for what each suite actually covers (and
doesn't) -- keep that doc in sync as tests are added, this script just runs
whatever's there.
Usage:
python scripts/run_checkpoint_tests.py [--keep-postgres] [--postgres-port PORT]
Exits 0 if everything that ran passed, 1 otherwise. Suites with nothing to
run (e.g. no scripts/smoke_test_*.gd yet, or no Godot binary found) are
reported as SKIPPED, not counted as a failure.
"""
import argparse
import glob
import os
import shutil
import subprocess
import sys
import time
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
BACKEND = ROOT / "backend"
def run(cmd, cwd=None, env=None, capture=False):
print(f"$ {' '.join(cmd)}" + (f" (cwd={cwd})" if cwd else ""))
return subprocess.run(cmd, cwd=cwd, env=env, capture_output=capture, text=True)
def find_godot():
for candidate in ("godot", str(Path.home() / "godot" / "godot")):
if shutil.which(candidate) or Path(candidate).is_file():
return candidate
return None
def wait_for_http(url: str, timeout_s: int = 20) -> bool:
import urllib.request
import urllib.error
deadline = time.time() + timeout_s
while time.time() < deadline:
try:
with urllib.request.urlopen(url, timeout=2) as resp:
if resp.status == 200:
return True
except (urllib.error.URLError, ConnectionError, OSError):
pass
time.sleep(1)
return False
def main():
parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
parser.add_argument("--keep-postgres", action="store_true",
help="Don't tear down the checkpoint Postgres container afterward")
parser.add_argument("--postgres-port", default=os.environ.get("CHECKPOINT_POSTGRES_PORT", "5432"),
help="Host port for the checkpoint's own Postgres container (default 5432 -- "
"override if that's already in use on this machine)")
parser.add_argument("--backend-port", default=os.environ.get("CHECKPOINT_BACKEND_PORT", "18080"),
help="Port to run the backend server on for the Godot smoke tests")
args = parser.parse_args()
results = {}
# --- Backend: bring up Postgres ---
compose_env = os.environ.copy()
compose_env["COMPOSE_PROJECT_NAME"] = "agp-checkpoint"
compose_env["POSTGRES_HOST_PORT"] = args.postgres_port
compose_env["POSTGRES_PORT"] = args.postgres_port # some branches use this name instead, see tools/definitions.py
print("=== Backend: bringing up Postgres ===")
run(["docker", "compose", "up", "-d", "postgres"], cwd=BACKEND, env=compose_env)
print("Waiting for Postgres to be ready...")
pg_ready = False
for _ in range(20):
r = run(["docker", "compose", "exec", "-T", "postgres", "pg_isready", "-U", "agp_user", "-d", "agp_db"],
cwd=BACKEND, env=compose_env, capture=True)
if r.returncode == 0:
pg_ready = True
break
time.sleep(1)
if not pg_ready:
print("Postgres never became ready -- aborting.")
sys.exit(1)
db_url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{args.postgres_port}/agp_db"
backend_env = os.environ.copy()
backend_env["DATABASE_URL"] = db_url
print("\n=== Backend: alembic upgrade head ===")
r = run([sys.executable, "-m", "alembic", "upgrade", "head"], cwd=BACKEND, env=backend_env)
results["migrations (fresh DB)"] = r.returncode == 0
print("\n=== Backend: pytest ===")
r = run([sys.executable, "-m", "pytest", "-v"], cwd=BACKEND, env=backend_env)
results["backend pytest"] = r.returncode == 0
# --- Godot: headless smoke tests (need a live backend server) ---
godot_bin = find_godot()
smoke_tests = sorted(glob.glob(str(ROOT / "scripts" / "smoke_test_*.gd")))
if not godot_bin:
print("\n=== Godot: binary not found (checked PATH and ~/godot/godot), skipping smoke tests ===")
results["godot smoke tests"] = None
elif not smoke_tests:
print("\n=== Godot: no scripts/smoke_test_*.gd found yet, nothing to run ===")
results["godot smoke tests"] = None
else:
print(f"\n=== Backend: starting server on :{args.backend_port} for Godot smoke tests ===")
server_proc = subprocess.Popen(
[sys.executable, "-m", "uvicorn", "app.main:app", "--host", "127.0.0.1", "--port", args.backend_port],
cwd=BACKEND, env=backend_env,
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
)
try:
base_url = f"http://127.0.0.1:{args.backend_port}"
if not wait_for_http(f"{base_url}/api/health"):
print("Backend server never became healthy -- skipping Godot smoke tests.")
results["godot smoke tests"] = False
else:
godot_env = os.environ.copy()
godot_env["AGP_API_BASE_URL"] = base_url
print("=== Godot: import pass (builds the class cache) ===")
run([godot_bin, "--headless", "--path", str(ROOT), "--import"], env=godot_env)
run([godot_bin, "--headless", "--path", str(ROOT), "--quit"], env=godot_env)
godot_ok = True
for test in smoke_tests:
rel = os.path.relpath(test, ROOT)
print(f"\n--- {rel} ---")
r = run([godot_bin, "--headless", "--path", str(ROOT), "--script", f"res://{rel}"], env=godot_env)
if r.returncode != 0:
godot_ok = False
results["godot smoke tests"] = godot_ok
finally:
server_proc.terminate()
try:
server_proc.wait(timeout=10)
except subprocess.TimeoutExpired:
server_proc.kill()
if not args.keep_postgres:
print("\n=== Backend: tearing down checkpoint Postgres ===")
run(["docker", "compose", "down", "-v", "postgres"], cwd=BACKEND, env=compose_env)
# --- Summary ---
print("\n" + "=" * 50)
print("SUMMARY")
print("=" * 50)
overall_ok = True
for name, ok in results.items():
if ok is None:
print(f" {name}: SKIPPED")
elif ok:
print(f" {name}: PASS")
else:
print(f" {name}: FAIL")
overall_ok = False
print("\nSee docs/testing/test_inventory.md for what each suite actually covers (and doesn't).")
sys.exit(0 if overall_ok else 1)
if __name__ == "__main__":
main()
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extends SceneTree
## Headless smoke test for the ApiClient autoload.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_api.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
##
## Calls the real autoload's `health_check()` (which exercises the generic
## `request()` primitive) and exits 0 on a `status == "ok"` response, 1
## otherwise. This script is intentionally NOT wired into any game scene.
func _initialize() -> void:
_run()
func _run() -> void:
# _initialize() fires before the SceneTree has processed its first frame,
# so a freshly add_child()'d HTTPRequest node isn't reliably considered
# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
# of delay is enough; this only matters for --script mode, not a real
# running game.
await process_frame
# Godot's --script/SceneTree runner doesn't resolve autoload singletons
# as bare global identifiers at compile time (the node exists at
# runtime -- root.has_node("ApiClient") is true -- but referencing it as
# a plain identifier fails with "Identifier not found: ApiClient" during
# script compilation). get_node sidesteps compile-time resolution
# entirely. This only affects --script mode; a real game scene resolves
# the bare autoload name normally.
var api_client := root.get_node("ApiClient")
print("SMOKE: calling ApiClient.health_check() ...")
var result: Dictionary = await api_client.health_check()
print("SMOKE: result = ", result)
if result.ok \
and result.data is Dictionary \
and str((result.data as Dictionary).get("status", "")) == "ok":
print("SMOKE RESULT: PASS (status=ok)")
quit(0)
else:
printerr("SMOKE RESULT: FAIL")
quit(1)
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extends SceneTree
## Headless smoke test for the AuthPanel login/register flow.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_auth.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
##
## Tests:
## 1. Register a unique user → 201 + token stored.
## 2. Register the same user again → 409 "Username already registered".
## 3. Register an under-18 user → 400 "Must be 18 or older".
## 4. Login with correct credentials → 200 + token stored.
## 5. Login with wrong password → 401 "Incorrect username or password".
## 6. Login with non-existent user → 401 "Incorrect username or password".
##
## Exits 0 on full pass, 1 on any failure.
const API_BASE := "http://127.0.0.1:8000"
const TEST_USERNAME := "smoke_test_user_%d"
const TEST_EMAIL := "smoke_%d@test.example.com"
const TEST_PASSWORD := "SmokeTest123!"
const TEST_DOB_ADULT := "2000-01-01"
const TEST_DOB_CHILD := "2020-01-01" # ~5 years old
func _initialize() -> void:
_run()
func _run() -> void:
# Wait for autoloads to be ready.
await process_frame
var api := root.get_node("ApiClient") as ApiClient
assert(api != null, "ApiClient autoload not found")
var passed: int = 0
var failed: int = 0
# --- Test 1: Register a unique user ---
var unique_id := Time.get_ticks_msec()
var username := "smoke_%d" % unique_id
var email := "smoke_%d@test.example.com" % unique_id
print("\n=== Test 1: Register unique user ===")
var result := await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
if _check("register returns ok", result.ok) \
and _check("register status is 201", result.status == 201) \
and _check("register stores token", api.has_token()):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 2: Register same user again (duplicate) ---
print("\n=== Test 2: Duplicate username ===")
result = await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
if _check("duplicate register not ok", not result.ok) \
and _check("duplicate status is 409", result.status == 409) \
and _check("duplicate detail mentions username",
"username" in result.detail.to_lower()):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 3: Register under-18 user ---
print("\n=== Test 3: Under-18 registration ===")
var child_username := "child_%d" % unique_id
var child_email := "child_%d@test.example.com" % unique_id
result = await api.register(child_username, child_email, TEST_PASSWORD, TEST_DOB_CHILD)
if _check("under-18 register not ok", not result.ok) \
and _check("under-18 status is 400", result.status == 400) \
and _check("under-18 detail mentions age",
"18" in result.detail):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 4: Login with correct credentials ---
print("\n=== Test 4: Correct login ===")
result = await api.login(username, TEST_PASSWORD)
if _check("login returns ok", result.ok) \
and _check("login status is 200", result.status == 200) \
and _check("login stores token", api.has_token()):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 5: Login with wrong password ---
print("\n=== Test 5: Wrong password ===")
result = await api.login(username, "WrongPassword!")
if _check("wrong pwd login not ok", not result.ok) \
and _check("wrong pwd status is 401", result.status == 401) \
and _check("wrong pwd detail",
"Incorrect" in result.detail or "incorrect" in result.detail):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Test 6: Login with non-existent user ---
print("\n=== Test 6: Non-existent user ===")
result = await api.login("nonexistent_user_xyz", TEST_PASSWORD)
if _check("missing user login not ok", not result.ok) \
and _check("missing user status is 401", result.status == 401) \
and _check("missing user detail",
"Incorrect" in result.detail or "incorrect" in result.detail):
passed += 1
else:
failed += 1
print(" detail: ", result.detail)
# --- Summary ---
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
if failed > 0:
quit(1)
else:
print("SMOKE RESULT: ALL PASS")
quit(0)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
return true
else:
printerr(" FAIL: ", description)
return false
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extends SceneTree
## Headless smoke test for the world list screen.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_world_list.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000, override with
## AGP_API_BASE_URL).
##
## Unlike a pure API-level test, this actually instantiates scenes/
## world_list.tscn as a real scene and adds it to the tree -- catches
## @onready node-path bugs (a node reference pointing at the wrong path
## errors right here, not just "looks right" from reading the script) that
## an API-only test would miss entirely.
##
## Tests:
## 1. Register + log in a fresh user (so get_worlds() has a valid token).
## 2. Instantiate world_list.tscn, add to tree -- @onready resolution
## must not error.
## 3. Wait for _refresh_worlds()'s awaited request to complete.
## 4. Confirm the screen reached a real end state (world cards, or the
## empty-list message -- either is fine, a crash/stuck-loading isn't).
##
## Exits 0 on full pass, 1 on any failure.
const WORLD_LIST_SCENE := "res://scenes/world_list.tscn"
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
assert(api != null, "ApiClient autoload not found")
var passed: int = 0
var failed: int = 0
# --- Setup: register + log in so the world list has a valid token ---
print("\n=== Setup: register + login ===")
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "worldlist_smoke_%d" % unique_id
var email := "worldlist_smoke_%d@test.example.com" % unique_id
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", "2000-01-01")
if not _check("setup: register succeeded", reg_result.ok):
print(" detail: ", reg_result.detail)
quit(1)
return
# --- Test 1: Instantiate the real scene ---
print("\n=== Test 1: Instantiate world_list.tscn ===")
var packed_scene: PackedScene = load(WORLD_LIST_SCENE)
if not _check("scene loads", packed_scene != null):
quit(1)
return
var instance: Control = packed_scene.instantiate()
if not _check("scene instantiates", instance != null):
quit(1)
return
root.add_child(instance)
# One frame for _ready() (and its @onready resolution) to run. A wrong
# node path in an @onready var errors during this, not silently.
await process_frame
if _check("scene added to tree without error", is_instance_valid(instance)):
passed += 1
else:
failed += 1
# --- Test 2: Wait for the world fetch to resolve, check a real end state ---
print("\n=== Test 2: World fetch reaches a real end state ===")
# _refresh_worlds() runs from _ready(); give its awaited HTTP call time
# to complete rather than a fixed sleep -- poll for either end state.
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
var empty_label: Label = instance.get_node("VBoxContainer/EmptyLabel")
var error_label: Label = instance.get_node("VBoxContainer/ErrorLabel")
var settled := false
for i in range(50): # up to ~5s at 100ms/frame-ish via process_frame waits
await process_frame
if world_list_node.visible or empty_label.visible or error_label.visible:
settled = true
break
if _check("reached a real end state (cards, empty, or error) not stuck loading", settled):
passed += 1
else:
failed += 1
print(" world_list.visible=%s empty_label.visible=%s error_label.visible=%s" % [
world_list_node.visible, empty_label.visible, error_label.visible
])
if error_label.visible:
printerr(" Note: ended in error state: ", error_label.text)
elif world_list_node.visible:
print(" Note: rendered %d world card(s)" % world_list_node.get_child_count())
elif empty_label.visible:
print(" Note: ended in empty-list state")
# --- Summary ---
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
if failed > 0:
quit(1)
else:
print("SMOKE RESULT: ALL PASS")
quit(0)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
return true
else:
printerr(" FAIL: ", description)
return false
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extends Control
## World list screen — browses public worlds via GET /api/worlds.
##
## Displays a scrollable list of world cards (name + description).
## Handles loading, empty list, errors, and refresh.
# UI references
@onready var scroll_container: ScrollContainer = $VBoxContainer/ScrollContainer
@onready var world_list: VBoxContainer = $VBoxContainer/ScrollContainer/WorldList
@onready var loading_label: Label = $VBoxContainer/LoadingLabel
@onready var error_label: Label = $VBoxContainer/ErrorLabel
@onready var refresh_button: Button = $VBoxContainer/HeaderHBox/RefreshButton
@onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton
@onready var empty_label: Label = $VBoxContainer/EmptyLabel
func _ready() -> void:
refresh_button.disabled = false
back_button.disabled = false
loading_label.visible = false
error_label.visible = false
empty_label.visible = false
world_list.visible = false
_refresh_worlds()
func _on_refresh_button_pressed() -> void:
_refresh_worlds()
func _on_back_button_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
## Fetch the world list from the backend and update the UI.
func _refresh_worlds() -> void:
# Reset UI state
loading_label.visible = true
error_label.visible = false
empty_label.visible = false
world_list.visible = false
refresh_button.disabled = true
# Clear previous world cards
for child in world_list.get_children():
child.queue_free()
var result := await ApiClient.get_worlds()
loading_label.visible = false
refresh_button.disabled = false
if not result.ok:
# Show error message (401, network failure, etc.)
error_label.text = "Error: %s" % result.detail
error_label.visible = true
empty_label.visible = false
world_list.visible = false
return
var data = result.data
if not data is Array:
error_label.text = "Unexpected response format."
error_label.visible = true
empty_label.visible = false
world_list.visible = false
return
if data.is_empty():
empty_label.text = "No worlds yet. Check back later!"
empty_label.visible = true
error_label.visible = false
world_list.visible = false
return
# Render world cards
world_list.visible = true
empty_label.visible = false
error_label.visible = false
for world_dict in data:
if not world_dict is Dictionary:
continue
var card := _create_world_card(world_dict)
world_list.add_child(card)
## Create a visual card for a single world entry.
func _create_world_card(world_dict: Dictionary) -> Control:
var card := VBoxContainer.new()
card.size_flags_horizontal = Control.SIZE_FILL
card.custom_minimum_size = Vector2(0, 80)
card.add_theme_constant_override("separation", 4)
var name_label := Label.new()
name_label.text = world_dict.get("name", "Unnamed World")
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.size_flags_horizontal = Control.SIZE_FILL
name_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
name_label.add_theme_font_size_override("font_size", 18)
var desc_label := Label.new()
var description: String = str(world_dict.get("description", ""))
desc_label.text = description if description != "" else "No description."
desc_label.autowrap_mode = TextServer.AUTOWRAP_WORD
desc_label.size_flags_horizontal = Control.SIZE_FILL
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
desc_label.add_theme_font_size_override("font_size", 14)
desc_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1.0))
var meta_label := Label.new()
var visibility: String = str(world_dict.get("visibility", "public"))
var created: String = str(world_dict.get("created_at", ""))
meta_label.text = "Visibility: %s%s" % [visibility, " | Created: " + created if created != "" else ""]
meta_label.autowrap_mode = TextServer.AUTOWRAP_WORD
meta_label.size_flags_horizontal = Control.SIZE_FILL
meta_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
meta_label.add_theme_font_size_override("font_size", 12)
meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0))
card.add_child(name_label)
card.add_child(desc_label)
card.add_child(meta_label)
# Subtle background for the card
var bg := ColorRect.new()
bg.color = Color(0.15, 0.15, 0.15, 1.0)
bg.size_flags_horizontal = Control.SIZE_FILL
bg.size_flags_vertical = Control.SIZE_FILL
bg.custom_minimum_size = Vector2(0, 80)
card.add_child(bg)
card.move_child(bg, 0)
return card