Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 8822a03f53 |
@@ -0,0 +1,17 @@
|
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{
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||||
"content_flags": {
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"violence": "none",
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"mature": false
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},
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"rules": [
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{
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"trigger": {"type": "on_interact"},
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"conditions": [],
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"actions": [
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{"verb": "give_item", "item_id": "gold_coin", "count": 3},
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{"verb": "play_sound", "sound_id": "chest_open"},
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{"verb": "rotate", "target": "self", "degrees": 90, "axis": "y", "duration": 0.4}
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]
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}
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]
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}
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@@ -0,0 +1,8 @@
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{
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"templates": {
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"small_crate": {
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"asset_id": "props/crate_small.glb",
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"display_name": "Small Crate"
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}
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}
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}
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@@ -4,11 +4,6 @@
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> **Owner:** Platform team
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> **Related:** World chunk data format & persistence, server authority + client
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> prediction, content moderation & age verification, avatar component system
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> **Note:** the recommendation here stands, but edits do **not** ride the
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> `request_chunk_edit` ENet RPC (§4.2, §7.4). Per
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> [`world_persistence_impl.md`](world_persistence_impl.md) the editor saves
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> chunks over HTTP to the FastAPI backend, which is the sole writer; the
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> validation/moderation boundary moves with it.
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> **Godot version:** 4.6.2 stable
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## 1. Overview
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@@ -1,10 +1,6 @@
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# World Chunk Data Format & Persistence Architecture
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> **Status:** Proposed. The chunk format (§2, §3) is normative and implemented
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> on the client. **§4 (SQLite schema) and §5 (write ownership / write-behind)
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> are superseded by [`world_persistence_impl.md`](world_persistence_impl.md)**,
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> which stores chunks in the existing Postgres backend and makes the FastAPI
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> process — not the per-world Godot server — the sole writer.
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
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@@ -1,655 +0,0 @@
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# World Persistence: Server-Side Implementation Architecture
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> **Status:** Accepted (design). Implementation is split across two follow-on
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> tasks (backend endpoints; editor wiring).
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> **Owner:** Platform team
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> **Supersedes:** the *storage engine* and *write ownership* parts of
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> [`world.md`](world.md) §4 and §5. Everything else in `world.md` — the chunk
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> logical model, the JSON and binary encodings, checksums, revisions, content
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> flags — stands unchanged and is normative.
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> **Related:** [`world.md`](world.md) (chunk format), [`editor.md`](editor.md)
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> (authoring surface), [`networking.md`](networking.md) (ENet sim transport),
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> [`content_moderation.md`](content_moderation.md) (flags & gating).
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## 1. Why this document exists
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`world.md` was written during the client-side chunk-streaming work (M2). It
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assumes **one** server that owns **one** embedded SQLite file and is both the
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authoritative simulation and the authoritative store. That is not the system we
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built. What actually exists today is:
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| Process | Lifetime | Owns | Code |
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|---|---|---|---|
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| FastAPI backend | always on, single worker | Postgres (users, worlds, assets, avatar loadouts), game-server orchestration | `backend/app/` |
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| Godot dedicated server, one per world | **spawned on join, reaped ~5 min after the last join when empty** | nothing durable; a 30 Hz in-memory player sim | `scripts/server.gd`, spawned by `backend/app/services/game_servers.py` |
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| Godot client | player session | local chunk streaming, the in-game editor (planned) | `scripts/chunk_stream_manager.gd`, `scripts/chunk_data_decoder.gd` |
|
||||
|
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Nothing server-side has ever stored or served a real chunk. `server.gd`
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`preload()`s `res://scenes/worlds/test_level.tscn` for **every** world and uses
|
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`world_id` only for logging and the status file. `ChunkStreamManager` has a
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`set_server_rpc()` seam that no code calls. The backend's `World` model is
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metadata only (`id`, `name`, `description`, `owner_id`, `visibility`).
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This document decides where chunk content lives, who may write it, how the
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dedicated server gets it, and the exact API surface — so the two implementation
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tasks that follow have no architectural decisions left to make.
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|
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---
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## 2. Decisions at a glance
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| # | Question | Decision |
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|---|---|---|
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| D1 | Where does chunk data live at rest? | **Postgres**, in the existing backend database. Not a per-world SQLite file. |
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| D2 | Who writes it? | **The FastAPI backend, exclusively.** The editor writes through it over HTTP with optimistic concurrency. The dedicated Godot server never writes world content. |
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| D3 | How does the dedicated server get content? | **HTTP pull from the backend at startup**, over a loopback-only `/api/internal` route authenticated by a per-spawn token the supervisor mints. Lazy fetch as players roam. |
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| D4 | Edit while a live session exists? | **Out of scope this milestone, with a defined seam.** The editor is a non-joined client mode; writes always succeed and the response flags `live_session` so the UI can say "players see this when the session restarts". |
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| D5 | Edit granularity on the wire | **Full-chunk PUT with `base_revision`**, not RFC-6902 deltas. |
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| D6 | Client chunk transport | **HTTP from the backend**, not ENet from the dedicated server. The `set_server_rpc()` seam is satisfied by an HTTP-backed adapter. |
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---
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## 3. D1 — Chunk data lives in Postgres
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### 3.1 Decision
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World content (rooms, chunk payloads, chunk revisions) is stored in the
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**existing Postgres database**, alongside `worlds`, in new tables created by an
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Alembic migration. `world.md` §4's `world.db` SQLite file is **not** built.
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The chunk **payload stays exactly what `world.md` §3.6 specifies**: the 48-byte
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header + sectioned binary body, checksummed with SHA-256. It moves from a
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SQLite `BLOB` to a Postgres `BYTEA`. Nothing about the format changes, so
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`scripts/chunk_data_decoder.gd` remains correct and the format spec stays the
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single contract.
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### 3.2 Reasoning
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1. **SQLite's premise does not hold here.** `world.md` §4 justifies SQLite as
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"ideal for a server that owns the world store". No process in this system
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owns a world store: the only process that could plausibly hold the file (the
|
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dedicated Godot server) is *ephemeral* — reaped when idle, `SIGTERM`'d on
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backend shutdown, `SIGKILL`'d 10 s later if it doesn't exit, and orphaned
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entirely if the backend dies. Meanwhile the editor must write when no such
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process exists. So the file would have to be shared by two processes with
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independent lifetimes, which is precisely the workload SQLite's
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single-writer/file-lock model handles worst.
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2. **Postgres is already a hard dependency; SQLite would be a second one.** The
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backend cannot start without Postgres. Adding a per-world SQLite file adds a
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second storage engine, a second migration system (`world.md` §4.8 specifies a
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hand-rolled `meta.schema_version` runner *next to* the Alembic we already
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have), a second backup story, and a second consistency story.
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3. **Referential integrity with metadata we already have.** `worlds` rows carry
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`owner_id` and `visibility`, and every authorization rule for content derives
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from them. In one database this is a join and a foreign key with
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`ON DELETE CASCADE`; across two engines, deleting a world silently orphans a
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file on disk and every ownership check becomes a cross-store read.
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4. **Concurrency is the normal case, not the edge case.** Two creators editing
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one world, or an editor writing while the backend serves chunks to a running
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dedicated server, are ordinary. Postgres gives row-level MVCC and real
|
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transactions for the read-modify-write in §5.4; SQLite gives a database-level
|
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write lock and `SQLITE_BUSY`.
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||||
5. **The repo already has the precedent and the plumbing.** `avatar_loadouts`
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||||
(migration `0004`) stores a client-shaped document in Postgres JSONB rather
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than inventing a side store, and `backend/app/database.py` already provides
|
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the async session factory this code will use.
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### 3.3 What we give up, and why it's acceptable
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- **Zero-config embedding.** Irrelevant — the backend already requires a
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||||
configured Postgres.
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||||
- **`world.md` §5.5 write-behind + the `dirty` column.** Deliberately dropped
|
||||
(§4.4). It existed to amortize disk I/O for a process that owned the file. Our
|
||||
writes are human-rate editor saves, not sim-rate; each one is a single
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||||
transaction and is durable when the HTTP response returns. Dropping it also
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||||
deletes the entire "unclean shutdown recovery" scan in §5.5 — there is no
|
||||
window in which committed content can be lost.
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- **Sharding by `world_id` (`world.md` §8).** Postgres partitioning by
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`world_id` remains available on the same table shape if a single table ever
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becomes a bottleneck. At ~2–8 KB per chunk, 10 000 chunks is under 100 MB.
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||||
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---
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## 4. Schema (Alembic migration `0005_add_world_content_tables`)
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New model module: `backend/app/models/world_content.py`, registered in
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`backend/app/models/__init__.py`. `backend/app/models/world.py` is left alone
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except for one added relationship, so nothing PC1/PC2 depends on moves.
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Conventions follow the existing models: `Column(...)` declarative style,
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`Integer` surrogate PKs, `DateTime(timezone=True)` with `server_default=func.now()`,
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JSONB for document-shaped fields (as `avatar_loadout.py` does).
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### 4.1 `world_rooms`
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```python
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class WorldRoom(Base):
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__tablename__ = "world_rooms"
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id = Column(Integer, primary_key=True, index=True)
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world_id = Column(Integer, ForeignKey("worlds.id", ondelete="CASCADE"),
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nullable=False, index=True)
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slug = Column(String(64), nullable=False) # url-safe; "main" by default
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name = Column(String(255), nullable=False)
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||||
# Chunk grid config. world.md §2.2 puts this on the world; it lives on the
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# room so a world can later hold rooms with different grids, and so this
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# migration is purely additive (the existing `worlds` table is untouched).
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grid = Column(JSONB, nullable=False,
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server_default='{"size": [32, 32, 1], "origin": [0, 0, 0]}')
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bounds = Column(JSONB, nullable=True) # {"min":[x,y,z], "max":[x,y,z]}; null = unbounded
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spawn = Column(JSONB, nullable=True) # {"pos":[x,y,z], "yaw": 0.0}
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created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
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updated_at = Column(DateTime(timezone=True), server_default=func.now(),
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onupdate=func.now(), nullable=False)
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__table_args__ = (UniqueConstraint("world_id", "slug", name="uq_world_rooms_world_slug"),)
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||||
```
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||||
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||||
`World` gains
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||||
`rooms = relationship("WorldRoom", back_populates="world", cascade="all, delete-orphan")`.
|
||||
|
||||
Every world gets a `main` room: created in `create_world`, and lazily created on
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first room read/write for worlds that predate the migration. `grid` defaults
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||||
match `Chunk.CHUNK_SIZE_*` in `scripts/chunk.gd`, which is the client's source
|
||||
of truth for the same constants.
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### 4.2 `world_chunks`
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|
||||
```python
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class WorldChunk(Base):
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||||
__tablename__ = "world_chunks"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
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||||
world_id = Column(Integer, ForeignKey("worlds.id", ondelete="CASCADE"),
|
||||
nullable=False, index=True) # denormalized: world-scoped queries
|
||||
room_id = Column(Integer, ForeignKey("world_rooms.id", ondelete="CASCADE"),
|
||||
nullable=False, index=True)
|
||||
chunk_key = Column(String(160), nullable=False, unique=True) # see §4.5
|
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cx = Column(Integer, nullable=False)
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cy = Column(Integer, nullable=False)
|
||||
cz = Column(Integer, nullable=False, server_default="0")
|
||||
|
||||
format_version = Column(Integer, nullable=False, server_default="1")
|
||||
payload = Column(LargeBinary, nullable=False) # world.md §3.6 bytes, BYTEA
|
||||
payload_len = Column(Integer, nullable=False)
|
||||
checksum = Column(String(64), nullable=False) # SHA-256 hex of payload body
|
||||
revision = Column(Integer, nullable=False, server_default="1")
|
||||
|
||||
content_flags = Column(JSONB, nullable=False, server_default="{}") # world.md §3.4
|
||||
is_mature = Column(Boolean, nullable=False, server_default="false")
|
||||
|
||||
updated_by_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(),
|
||||
onupdate=func.now(), nullable=False)
|
||||
|
||||
__table_args__ = (
|
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UniqueConstraint("room_id", "cx", "cy", "cz", name="uq_world_chunks_coord"),
|
||||
Index("ix_world_chunks_room_coord", "room_id", "cx", "cy", "cz"),
|
||||
Index("ix_world_chunks_mature", "world_id", postgresql_where=text("is_mature")),
|
||||
)
|
||||
```
|
||||
|
||||
Deltas from `world.md` §4.4:
|
||||
|
||||
- **Surrogate `id` PK + unique coordinate constraint**, with `chunk_key` kept as
|
||||
a unique denormalized column. The key string is the client-facing contract
|
||||
(`Chunk.build_key`) and is embedded in the payload, so storing it gives a
|
||||
single-index lookup by key; the coordinate constraint is what actually
|
||||
enforces one chunk per cell.
|
||||
- **`dirty` removed** — see §3.3.
|
||||
- **Content flags folded into the chunk row as JSONB + an indexed `is_mature`
|
||||
boolean**, instead of `world.md` §4.6's separate 11-column `content_flags`
|
||||
table. The flags are a document the client already produces in exactly this
|
||||
shape (`ChunkDataDecoder.ContentFlags.to_dict()`), the only query we anticipate
|
||||
is "is this mature", and folding them in removes a second write per save and
|
||||
the `object_id = ''` sentinel hack that §4.6 needed to work around SQLite's
|
||||
NULL-in-primary-key behaviour (Postgres has the same NULL semantics, so the
|
||||
hack would have carried over).
|
||||
- **`world.md` §4.5 `chunk_objects` is deferred, not dropped.** It is a derived
|
||||
index that exists to answer queries ("which chunks contain a door?") that no
|
||||
code asks yet, and maintaining it means a delete-and-reinsert of every object
|
||||
row on every save. It is fully rebuildable from `payload`, so it can be added
|
||||
in its own migration the day a query needs it, with a backfill. Do **not**
|
||||
build it in `0005`.
|
||||
|
||||
### 4.3 `world_chunk_revisions`
|
||||
|
||||
```python
|
||||
class WorldChunkRevision(Base):
|
||||
__tablename__ = "world_chunk_revisions"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
chunk_key = Column(String(160), nullable=False, index=True) # deliberately NOT a FK
|
||||
world_id = Column(Integer, nullable=False, index=True) # also not a FK, same reason
|
||||
revision = Column(Integer, nullable=False)
|
||||
action = Column(String(16), nullable=False) # 'create' | 'update' | 'delete'
|
||||
actor_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
|
||||
checksum = Column(String(64), nullable=False)
|
||||
payload = Column(LargeBinary, nullable=True) # full payload at this revision
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
```
|
||||
|
||||
Kept from `world.md` §4.7 including its two design points: the full payload is
|
||||
stored (rollback needs it) and `chunk_key`/`world_id` are **not** foreign keys,
|
||||
so deleting a chunk or a world preserves the audit trail.
|
||||
|
||||
**Retention (new, required):** this table grows without bound — a creator
|
||||
dragging a brush can produce hundreds of revisions per minute. The
|
||||
implementation must ship a retention policy from day one: keep the newest
|
||||
`WORLD_CHUNK_REVISION_KEEP` (default 20) payloads per `chunk_key` and null out
|
||||
`payload` on older rows (keeping the metadata row for the audit trail), pruned
|
||||
in the same transaction as the write. A `created_at` index supports a later
|
||||
time-based prune.
|
||||
|
||||
### 4.4 Config additions (`backend/app/config.py`)
|
||||
|
||||
```
|
||||
WORLD_CHUNK_MAX_PAYLOAD_BYTES: int = 1_048_576 # 1 MiB; a dense 32×32 uint16 layer is 2 KiB
|
||||
WORLD_CHUNK_MAX_OBJECTS: int = 512
|
||||
WORLD_CHUNK_MAX_BATCH: int = 64
|
||||
WORLD_CHUNK_REVISION_KEEP: int = 20
|
||||
GAME_SERVER_INTERNAL_API_URL: str = "http://127.0.0.1:8000"
|
||||
```
|
||||
|
||||
### 4.5 Chunk key format
|
||||
|
||||
`world.md` §2.3 specifies `"{world_id}:{room_id}:{cx}:{cy}:{cz}"` and illustrates
|
||||
it with `w_0001:r_0001`. Those ids were illustrative. The real key uses the
|
||||
backend's identifiers:
|
||||
|
||||
```
|
||||
"{world.id}:{room.slug}:{cx}:{cy}:{cz}" e.g. "12:main:3:-1:0"
|
||||
```
|
||||
|
||||
The room **slug** rather than its numeric id, so a key is human-readable in logs
|
||||
and stable if rooms are ever re-imported. `Chunk.build_key()` in
|
||||
`scripts/chunk.gd` already produces this shape unmodified.
|
||||
|
||||
---
|
||||
|
||||
## 5. D2 — The FastAPI backend is the only writer
|
||||
|
||||
### 5.1 Decision
|
||||
|
||||
The in-game editor (`editor.md` §7.2) submits edits over **HTTP to the FastAPI
|
||||
backend**, which validates, versions, and persists them. The dedicated Godot
|
||||
server process **never writes world content** and does not sit in the edit path.
|
||||
|
||||
This preserves `world.md`'s and `editor.md`'s actual invariant — *clients never
|
||||
touch storage; they submit edits to a server-authoritative tier that validates
|
||||
them* — while identifying that tier as the always-on backend rather than the
|
||||
ephemeral sim process. `editor.md` §4.2's claim that edits ride the same
|
||||
`request_chunk_edit` RPC as gameplay is the one part of that doc this design
|
||||
changes; the moderation and validation properties it derives from that claim are
|
||||
unaffected, because the validation boundary moves with the writer.
|
||||
|
||||
### 5.2 Reasoning
|
||||
|
||||
1. **Nothing that can vanish in 300 seconds may own the write path.** The reaper
|
||||
in `game_servers.py` `stop()`s an idle server with `SIGTERM` and escalates to
|
||||
`SIGKILL` after 10 s; `supervisor.shutdown()` does the same to every server on
|
||||
backend shutdown; and if the backend dies uncleanly the servers are orphaned
|
||||
with no one to flush them. Because the sim process holds no unsaved world
|
||||
content in this design, **no reap, crash, or kill can ever lose world data** —
|
||||
that is the single strongest practical reason for this split.
|
||||
2. **Editing must work with no dedicated server running.** A creator opening
|
||||
their world to build should not have to spin up a 30 Hz sim process, burn a
|
||||
port from the 100-port range, and hold it for 5 minutes past their last save.
|
||||
3. **`server.gd` has no database access, no credentials, and no HTTP client.**
|
||||
Routing writes through it means either shipping Postgres credentials into a
|
||||
process spawned per join, or building an ENet→HTTP proxy inside the sim loop.
|
||||
Both are strictly worse than the editor calling the backend directly.
|
||||
4. **Authorization already lives in the backend.** `CurrentUser`, the
|
||||
`owner_id` check, and `WorldVisibility` are all there. The dedicated server
|
||||
has no user identities at all — it knows peer ids, not accounts.
|
||||
|
||||
### 5.3 Authorization
|
||||
|
||||
- **Read** a chunk: the same rule as `GET /api/worlds/{id}` — the world is
|
||||
`PUBLIC`, or the caller owns it. Otherwise 404 (not 403), matching the
|
||||
existing routers' deliberate non-disclosure.
|
||||
- **Write** a chunk: caller must be `world.owner_id`, matching `update_world`;
|
||||
403 otherwise. Collaborator/role-based editing is future work and slots in at
|
||||
this one check.
|
||||
- **Mature gating hook:** `is_mature` chunks are where `content_moderation.md`'s
|
||||
age gate attaches on the read path. Specify the column and the index now; the
|
||||
gate itself lands with that doc's work.
|
||||
|
||||
### 5.4 Concurrency
|
||||
|
||||
Optimistic concurrency exactly as `world.md` §5.4, expressed over HTTP:
|
||||
|
||||
1. Reader gets `revision` (header `X-Chunk-Revision`, or the JSON field).
|
||||
2. Writer sends `base_revision`.
|
||||
3. The service does `SELECT ... FOR UPDATE` on the chunk row, compares
|
||||
`base_revision` to `revision`, and either commits at `revision + 1` or returns
|
||||
**409** with `current_revision` and `current_checksum` so the editor can
|
||||
re-fetch and re-apply.
|
||||
4. `base_revision: 0` means "create; fail with 409 if it already exists".
|
||||
|
||||
### 5.5 Validation (the backend must not trust the client)
|
||||
|
||||
The write path decodes the submitted payload server-side before storing it. This
|
||||
requires a **Python port of the `world.md` §3.6 codec** —
|
||||
`backend/app/services/chunk_codec.py`, mirroring `scripts/chunk_data_decoder.gd`.
|
||||
It checks: magic `AGPC`, `format_version <= 1`, declared vs. actual
|
||||
`payload_len`, **recomputed** SHA-256 (the header's checksum is advisory), tile
|
||||
layer dims equal the room's `grid.size`, tile indices in palette range, object
|
||||
count ≤ `WORLD_CHUNK_MAX_OBJECTS`, object positions inside the chunk's bounds,
|
||||
`chunk_key` in the payload matching the URL, and string-field length limits
|
||||
(`world.md` §7). `content_flags` and `is_mature` are **recomputed** from the
|
||||
payload's flag sections, never taken from the request body.
|
||||
|
||||
**Drift control (required):** the two codecs must be pinned by golden files —
|
||||
fixture chunks under `tests/fixtures/chunks/` encoded by one implementation and
|
||||
decoded byte-identically by the other, asserted in both the pytest suite and the
|
||||
Godot headless suite. Without this the format has two implementations and no
|
||||
contract test, which is exactly the failure `world.md` §5.2 was trying to avoid
|
||||
by having one shared implementation.
|
||||
|
||||
---
|
||||
|
||||
## 6. D4 — Editing versus a live session (scope boundary)
|
||||
|
||||
**In scope for this milestone:**
|
||||
|
||||
- The editor is entered as **"Edit world" from the world browser**: a non-joined
|
||||
client mode. It does **not** call `POST /api/worlds/{id}/join`, does not open
|
||||
an ENet connection, and does not spawn a dedicated server. It loads chunks over
|
||||
HTTP, edits them locally, and saves them over HTTP.
|
||||
- Writes always succeed regardless of whether a session is live. The write
|
||||
response carries `live_session: bool` (from `supervisor.debug_state()`), so the
|
||||
editor can surface *"this world has players in it right now — they'll see your
|
||||
changes when the session restarts."*
|
||||
- A dedicated server started **after** a write sees the new content, because it
|
||||
loads from the store at startup (§7).
|
||||
|
||||
**Explicitly out of scope, deferred:**
|
||||
|
||||
- Build-in-place while joined to a live session.
|
||||
- `chunk_invalidated` push to connected clients (`world.md` §5.3) and hot-reload
|
||||
of the dedicated server's collision world.
|
||||
- Live collaborative editing / cursors (`editor.md` §9).
|
||||
|
||||
**The seam that makes the deferred work cheap:** the manifest endpoint (§7.2)
|
||||
returns a monotonic `content_revision` for the world, bumped on every chunk
|
||||
write. Hot reload is then: the dedicated server polls the manifest on a timer
|
||||
(or the backend pushes to it over the same internal channel), re-fetches the
|
||||
chunks whose revision changed, and rebuilds those collision bodies. Nothing in
|
||||
this design has to change to add it.
|
||||
|
||||
**Why the editor must not join:** if it joined, the sim process would enforce
|
||||
collision against content it loaded at spawn while the creator edits a diverging
|
||||
local copy — players would walk through new walls and bounce off deleted ones,
|
||||
with no error anywhere. Making build mode non-joined turns a silent correctness
|
||||
bug into an explicit product boundary.
|
||||
|
||||
---
|
||||
|
||||
## 7. D3 — What the dedicated server does at startup
|
||||
|
||||
### 7.1 Decision
|
||||
|
||||
`server.gd` pulls its world's content from the backend over **HTTP** at startup,
|
||||
authenticated by a **per-spawn token** the supervisor mints, and **does not bind
|
||||
the ENet port until content is loaded**.
|
||||
|
||||
Rejected alternative — *supervisor writes a whole-world snapshot file at spawn
|
||||
and passes `--world-file`*: attractive (no new auth surface, no HTTP client in
|
||||
the sim process), but it makes spawn latency proportional to world size, gives
|
||||
the server no way to fetch a chunk lazily as players roam beyond the preloaded
|
||||
set, and still needs a separate channel for the hot-reload work above. Rejected —
|
||||
*give the Godot process a Postgres connection*: there is no PG driver in
|
||||
GDScript, and it would put database credentials in a process spawned per join.
|
||||
|
||||
### 7.2 Startup sequence
|
||||
|
||||
1. `_parse_args()` gains `--api-url` and `--server-token` (§7.3).
|
||||
2. `GET /api/internal/worlds/{world_id}/manifest` → rooms, per-room `grid`,
|
||||
`bounds`, `spawn`, `chunk_count`, and the world's `content_revision`.
|
||||
3. `GET /api/internal/worlds/{world_id}/rooms/{slug}/chunks?` bounds query for
|
||||
the spawn neighbourhood (radius from the spawn point, default 3 chunks), then
|
||||
fetch each payload; decode with the existing `ChunkDataDecoder` and build
|
||||
static collision from the tile layers and objects.
|
||||
4. **Then** `network_peer.create_server(port)`, then write the status file.
|
||||
5. **Fallback:** if the backend is unreachable, the world has no rooms, or the
|
||||
room has zero chunks, load `test_level.tscn` as today and record
|
||||
`"content": "fallback"` in the status file. A content outage must never make
|
||||
a world un-joinable, and this keeps every PC3 flow working before any world
|
||||
has authored content.
|
||||
|
||||
During the session the server may lazily fetch chunks as players approach
|
||||
unloaded coordinates, through the same internal route. It **never writes**.
|
||||
Dynamic entity runtime state (positions, health) stays in memory and out of
|
||||
chunks, exactly as `world.md` §3.3 already specifies. Shutdown flushes nothing.
|
||||
|
||||
### 7.3 Internal authentication
|
||||
|
||||
`GameServerSupervisor._spawn()` generates `token = secrets.token_urlsafe(32)`,
|
||||
stores it on the `_WorldServer` dataclass, and passes it on the command line
|
||||
alongside the existing `--port/--world/--status-file`. A FastAPI dependency
|
||||
`require_game_server` resolves `Authorization: Bearer <token>` against
|
||||
`supervisor.validate_token(world_id, token)` — a dict lookup, since the
|
||||
supervisor is an in-process singleton. Properties this gives us:
|
||||
|
||||
- A token grants access to **one** world and **dies with its process** (the
|
||||
reaper's `del self._servers[wid]` invalidates it).
|
||||
- No long-lived shared secret in config or on disk.
|
||||
- It reuses the **already documented** single-worker constraint in
|
||||
`game_servers.py`; it does not add a new one.
|
||||
|
||||
Rejected alternative — *let the dedicated server use the public routes with a
|
||||
service user account*: the public routes enforce per-user visibility and
|
||||
ownership, which a service identity would have to be exempted from, and it would
|
||||
pollute `updated_by_id`/audit rows with a fake user. A separate `/api/internal`
|
||||
prefix keeps the two auth models apart and can be blocked at the reverse proxy.
|
||||
|
||||
### 7.4 Lifecycle changes this requires in `game_servers.py`
|
||||
|
||||
These are real, load-bearing findings from the current implementation:
|
||||
|
||||
- **`_await_port()` is the wrong readiness signal now.** It returns as soon as
|
||||
the UDP port is bound, and the port is bound before content exists today. With
|
||||
content loading it must await a `"ready": true` field that `server.gd` writes
|
||||
to the status file *after* content load + `create_server`. Otherwise the
|
||||
backend hands a client an address for a server that is still fetching chunks.
|
||||
- **`_await_port()` fails open.** After its 8 s deadline it returns normally,
|
||||
with no error — `ensure_server` then reports success for a server that may
|
||||
never have started. Content loading makes a slow start more likely, so the
|
||||
readiness wait needs a real timeout error (503 to the joining client) and a
|
||||
longer, configurable deadline.
|
||||
- **The status file is the only server→backend channel**, and `_spawn` currently
|
||||
passes no credentials at all — hence §7.3.
|
||||
- **`player_count()` returns 0 when the status file is missing or unparseable**,
|
||||
so a live server whose status write fails can be reaped after the idle timeout.
|
||||
Harmless for data (the sim owns nothing durable — the point of D2) but worth a
|
||||
comment where the fallback lives.
|
||||
- **No crash restart** (documented in the module docstring): if a server dies,
|
||||
the next join respawns it and it reloads content from the store. With D2 this
|
||||
is now genuinely safe rather than merely tolerated.
|
||||
|
||||
---
|
||||
|
||||
## 8. API surface
|
||||
|
||||
All paths are under the existing `worlds` router prefix (`/api/worlds`) unless
|
||||
noted. New router module: `backend/app/routers/world_content.py`, mounted at
|
||||
`/api/worlds`; internal routes in `backend/app/routers/internal.py` at
|
||||
`/api/internal`.
|
||||
|
||||
### 8.1 Public (editor & player client; JWT `CurrentUser`)
|
||||
|
||||
| Method | Path | Purpose |
|
||||
|---|---|---|
|
||||
| `GET` | `/api/worlds/{world_id}/rooms` | List rooms + grid config |
|
||||
| `POST` | `/api/worlds/{world_id}/rooms` | Create a room (owner) |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks` | Chunk **index** over a bounds query |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Fetch one chunk |
|
||||
| `PUT` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Write one chunk |
|
||||
| `PUT` | `/api/worlds/{world_id}/rooms/{slug}/chunks` | Write up to `WORLD_CHUNK_MAX_BATCH` chunks atomically |
|
||||
| `DELETE` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Delete one chunk |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/revisions` | Revision history (owner) |
|
||||
| `POST` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/rollback` | Restore a revision (owner) |
|
||||
|
||||
**Room list** — `GET .../rooms` → `200`
|
||||
|
||||
```json
|
||||
[{ "id": 7, "slug": "main", "name": "Main",
|
||||
"grid": { "size": [32, 32, 1], "origin": [0, 0, 0] },
|
||||
"bounds": null,
|
||||
"spawn": { "pos": [0, 1.5, 0], "yaw": 0.0 },
|
||||
"chunk_count": 41 }]
|
||||
```
|
||||
|
||||
**Chunk index** — `GET .../chunks?cx_min=&cx_max=&cy_min=&cy_max=&cz=0` → `200`.
|
||||
Payloads are *not* included; this is `world.md` §5.1's `list_chunks(bounds)` and
|
||||
lets a streamer decide what to fetch and skip anything already cached by
|
||||
checksum.
|
||||
|
||||
```json
|
||||
{ "room": "main", "content_revision": 118,
|
||||
"chunks": [{ "key": "12:main:0:0:0", "cx": 0, "cy": 0, "cz": 0,
|
||||
"revision": 4, "checksum": "9f86…", "payload_len": 2344,
|
||||
"is_mature": false, "updated_at": "2026-09-14T10:02:11Z" }] }
|
||||
```
|
||||
|
||||
Bounds are capped (default 32×32 chunks per query) and return `422` beyond that.
|
||||
|
||||
**Chunk fetch** — `GET .../chunks/{cx}/{cy}/{cz}`, content-negotiated:
|
||||
|
||||
- `Accept: application/octet-stream` (default for the game client) → `200` with
|
||||
the raw `world.md` §3.6 bytes, `ETag: "<checksum>"`,
|
||||
`X-Chunk-Revision: <n>`, `X-Chunk-Key: <key>`.
|
||||
- `Accept: application/json` (tooling, tests, the editor's debug view) → the
|
||||
§3.5 JSON encoding, decoded server-side from the payload. JSON is derived, never
|
||||
stored, so there is no dual-write drift (`world.md` §4.4).
|
||||
- `If-None-Match: "<checksum>"` → `304`. This is what makes the client's
|
||||
`user://chunk_cache/` cache cheap and is why the checksum is the ETag.
|
||||
- `404` if the chunk does not exist (an unwritten coordinate is not an error to
|
||||
the streamer — it renders empty).
|
||||
|
||||
**Chunk write** — `PUT .../chunks/{cx}/{cy}/{cz}`
|
||||
|
||||
```
|
||||
Content-Type: application/octet-stream
|
||||
X-Base-Revision: 4 # 0 = create
|
||||
<binary payload>
|
||||
```
|
||||
|
||||
or, for clients that prefer JSON:
|
||||
`{"base_revision": 4, "payload_b64": "…"}`.
|
||||
|
||||
Responses:
|
||||
|
||||
| Code | Body / meaning |
|
||||
|---|---|
|
||||
| `200` | `{"key", "revision", "checksum", "payload_len", "updated_at", "is_mature", "live_session"}` |
|
||||
| `409` | `{"detail": "revision conflict", "current_revision": 6, "current_checksum": "…"}` |
|
||||
| `403` | not the world owner |
|
||||
| `404` | world or room not found / not visible |
|
||||
| `413` | payload over `WORLD_CHUNK_MAX_PAYLOAD_BYTES` |
|
||||
| `422` | decode/validation failure (`{"detail", "reason"}`, e.g. `checksum_mismatch`, `layer_dims`, `object_out_of_bounds`) |
|
||||
|
||||
**Batch write** — `PUT .../chunks` with
|
||||
`{"chunks": [{"cx","cy","cz","base_revision","payload_b64"}, …]}`. Applied in
|
||||
**one transaction, all-or-nothing**: if any entry conflicts, nothing is written
|
||||
and the response is `409` naming the offending coordinate. Justification: an
|
||||
editor brush stroke or an object drag routinely straddles a chunk boundary, and
|
||||
without a batch the editor either issues N round trips or leaves half of a user
|
||||
action persisted. Capped at `WORLD_CHUNK_MAX_BATCH` chunks and 8 MB.
|
||||
|
||||
### 8.2 D5 — Full-chunk PUT, not JSON-Patch deltas
|
||||
|
||||
`world.md` §5.4 specifies RFC-6902 deltas against `base_revision`. This design
|
||||
sends **whole chunks** instead.
|
||||
|
||||
- A 32×32×1 chunk is ~2 KB of dense tile indices plus its objects — a few KB.
|
||||
The bandwidth a patch saves is negligible at editor rates.
|
||||
- The stored form is an opaque binary blob. Patching it means the backend must
|
||||
decode → apply a JSON-Patch → re-encode → re-checksum, i.e. implement and test
|
||||
a *second* mutation format on top of the codec, with its own failure modes, and
|
||||
keep it in sync with the client's patch generator. That is the same dual-path
|
||||
drift risk `world.md` §5.2 exists to prevent.
|
||||
- Lost-update protection comes from `base_revision`, not from the patch, so
|
||||
nothing is given up on correctness.
|
||||
|
||||
Delta encoding stays available as a pure bandwidth optimization later —
|
||||
`world.md` §8 already files it as future work.
|
||||
|
||||
### 8.3 Internal (dedicated server; `require_game_server` token)
|
||||
|
||||
| Method | Path | Purpose |
|
||||
|---|---|---|
|
||||
| `GET` | `/api/internal/worlds/{world_id}/manifest` | Rooms, grids, spawn, `content_revision`, chunk counts |
|
||||
| `GET` | `/api/internal/worlds/{world_id}/rooms/{slug}/chunks` | Bounds index (same shape as §8.1) |
|
||||
| `GET` | `/api/internal/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Binary payload |
|
||||
|
||||
Read-only by construction — there is no internal write route, and adding one
|
||||
would violate D2. The token is world-scoped, so a path whose `world_id` differs
|
||||
from the token's world is `403`. These routes skip the per-user visibility check
|
||||
(the sim process has no user) and apply no mature gating (gating is a client/user
|
||||
concern; the server still needs collision).
|
||||
|
||||
### 8.4 D6 — The client streams chunks over HTTP, not over ENet
|
||||
|
||||
`world.md` §5.3 routes `request_chunk` / `chunk_data` over the game's ENet
|
||||
connection. This design has the playing client fetch chunks from the **backend
|
||||
over HTTP**, the same routes the editor uses.
|
||||
|
||||
- The dedicated server has no content the backend doesn't have; proxying bytes
|
||||
through it adds a hop and puts multi-megabyte reliable transfers in contention
|
||||
with the 30 Hz snapshot broadcast on the same ENet peer.
|
||||
- HTTP gives caching for free — `ETag`/`If-None-Match` on the checksum, and a
|
||||
local `user://chunk_cache/<checksum>` that survives sessions.
|
||||
- `ApiClient` (`scripts/api_client.gd`) already carries the JWT and the result
|
||||
contract; no new transport code.
|
||||
|
||||
**This does not require rewriting `ChunkStreamManager`.** It already calls
|
||||
through a `set_server_rpc()` seam that only needs an object with
|
||||
`request_chunk(key)`. The editor-wiring task supplies an `HttpChunkSource` that
|
||||
implements that method against `ApiClient` and feeds
|
||||
`_on_chunk_data_received(key, bytes)` — which also finally gives that dormant
|
||||
seam a caller. Note the existing `_load_chunk()` builds its key with empty
|
||||
world/room ids (`Chunk.build_key("", "", coord)`); the adapter must supply the
|
||||
real world id and room slug.
|
||||
|
||||
---
|
||||
|
||||
## 9. What each follow-on task owns
|
||||
|
||||
**Backend task**
|
||||
- `backend/app/models/world_content.py` + `0005_add_world_content_tables`
|
||||
- `backend/app/services/chunk_codec.py` (Python port of `world.md` §3.6) and the
|
||||
golden-file fixtures shared with the Godot suite
|
||||
- `backend/app/services/world_store.py` (the `world.md` §5.1 service interface,
|
||||
minus `flush_dirty`/`rebuild_index`, over Postgres)
|
||||
- `backend/app/routers/world_content.py`, `backend/app/routers/internal.py`
|
||||
- `game_servers.py`: per-spawn token, `--api-url`/`--server-token` args,
|
||||
readiness-from-status-file instead of `_await_port` (§7.4)
|
||||
- `create_world` creates the `main` room
|
||||
|
||||
**Client/editor task**
|
||||
- `HttpChunkSource` adapter → `ChunkStreamManager.set_server_rpc()`
|
||||
- Editor save path (single + batch PUT), 409 conflict re-fetch-and-reapply,
|
||||
`live_session` warning UI
|
||||
- "Edit world" entry from the world browser that does **not** join
|
||||
- `server.gd`: arg parsing, manifest + chunk fetch before `create_server`,
|
||||
collision build from decoded chunks, `test_level.tscn` fallback,
|
||||
`"ready"`/`"content"` fields in the status file
|
||||
|
||||
---
|
||||
|
||||
## 10. Open questions (deliberately not decided here)
|
||||
|
||||
- **Hot reload / build-in-place** while a session is live (§6) — the
|
||||
`content_revision` seam is in place for it.
|
||||
- **Collaborator permissions** beyond `owner_id` — one check in §5.3.
|
||||
- **Mature-content gating** on the read path — column and index exist; the
|
||||
policy belongs to `content_moderation.md`.
|
||||
- **`world_chunk_objects`** derived index — spec'd in `world.md` §4.5, build it
|
||||
when a query needs it (§4.2).
|
||||
- **Payload compression** — the §3.6 header reserves a flags bitmask; Postgres
|
||||
TOAST already compresses `BYTEA`, so measure before adding a second layer.
|
||||
- **Chunk streaming for very large worlds** — the bounds-query cap in §8.1 is a
|
||||
guardrail, not a scaling plan.
|
||||
@@ -45,6 +45,11 @@ move_down={
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
interact={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
||||
+5
-1
@@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://player_scene_001"]
|
||||
[gd_scene load_steps=5 format=3 uid="uid://player_scene_001"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
|
||||
[ext_resource type="Script" path="res://scripts/scripting/player_inventory.gd" id="2_inventory"]
|
||||
|
||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
|
||||
radius = 0.35
|
||||
@@ -30,3 +31,6 @@ margin = 0.2
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"]
|
||||
current = true
|
||||
|
||||
[node name="Inventory" type="Node" parent="."]
|
||||
script = ExtResource("2_inventory")
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
|
||||
[gd_scene load_steps=2 format=3 uid="uid://c49a36fc7db_test_level"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/scripting/script_interpreter.gd" id="1_scripted_chest"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
|
||||
size = Vector3(40, 1, 40)
|
||||
@@ -44,6 +46,12 @@ radius = 0.5
|
||||
subdivisions_ring = 8
|
||||
subdivisions_height = 8
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_chest"]
|
||||
size = Vector3(1, 0.8, 0.6)
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_chest"]
|
||||
size = Vector3(1, 0.8, 0.6)
|
||||
|
||||
[sub_resource type="Environment" id="WorldEnvironment_env"]
|
||||
background_mode = 1
|
||||
background_color = Color(0.45, 0.62, 0.82, 1)
|
||||
@@ -109,6 +117,18 @@ shape = SubResource("SphereShape3D_prop5")
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
|
||||
mesh = SubResource("SphereMesh_prop5")
|
||||
|
||||
[node name="ScriptedChest" type="StaticBody3D" parent="."]
|
||||
position = Vector3(0, 1.0, 1.5)
|
||||
script = ExtResource("1_scripted_chest")
|
||||
behavior_path = "res://assets/scripting/behaviors/demo_chest.json"
|
||||
interact_radius = 2.5
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="ScriptedChest"]
|
||||
shape = SubResource("BoxShape3D_chest")
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="ScriptedChest"]
|
||||
mesh = SubResource("BoxMesh_chest")
|
||||
|
||||
[node name="Sun" type="DirectionalLight3D" parent="."]
|
||||
rotation = Vector3(-0.95, -0.5, 0)
|
||||
light_energy = 1.3
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
class_name PlayerInventory
|
||||
extends Node
|
||||
## Minimal per-player item-count store.
|
||||
##
|
||||
## docs/architecture/dynamic_object_node.gd's header notes that a dynamic
|
||||
## object's runtime state ("position, health, inventory") belongs to "the
|
||||
## entity system" -- but no such system exists yet (M9 Economy hasn't been
|
||||
## built). This is a deliberately small, local stub scoped to make
|
||||
## ScriptBehavior's `give_item` verb demonstrable now, not an attempt to
|
||||
## build the real economy/inventory system. Replace it wholesale when M9
|
||||
## lands; keep the give_item/get_count surface so existing ScriptBehavior
|
||||
## data keeps working against the real thing.
|
||||
##
|
||||
## Attach one of these as a child node named "Inventory" under a player (see
|
||||
## scenes/player.tscn) -- [ScriptInterpreterNode] looks it up by that name
|
||||
## when resolving `target: "player"` for the `give_item` verb.
|
||||
|
||||
## Emitted whenever an item's count changes, with the item's new total.
|
||||
signal item_changed(item_id: String, count: int)
|
||||
|
||||
var _items: Dictionary = {} # item_id (String) -> count (int)
|
||||
|
||||
|
||||
## Add (or, with a negative count, remove) units of an item. Counts never go
|
||||
## negative. `count == 0` is a no-op.
|
||||
func give_item(item_id: String, count: int) -> void:
|
||||
if item_id.is_empty() or count == 0:
|
||||
return
|
||||
var new_count: int = maxi(0, int(_items.get(item_id, 0)) + count)
|
||||
_items[item_id] = new_count
|
||||
item_changed.emit(item_id, new_count)
|
||||
|
||||
|
||||
## Current count for an item (0 if never granted).
|
||||
func get_count(item_id: String) -> int:
|
||||
return int(_items.get(item_id, 0))
|
||||
|
||||
|
||||
## A snapshot of the whole inventory (for UI/debugging/tests).
|
||||
func get_all() -> Dictionary:
|
||||
return _items.duplicate()
|
||||
@@ -0,0 +1,383 @@
|
||||
class_name ScriptBehavior
|
||||
extends RefCounted
|
||||
## A data-driven, non-Turing-complete behavior attached to a world object.
|
||||
##
|
||||
## This is the DSL described in docs/architecture/scripting_sandbox.md §3.1:
|
||||
## a small, fixed set of trigger/condition/action verbs, expressed as plain
|
||||
## JSON/Dictionary data, with zero ability to reference engine singletons,
|
||||
## call arbitrary methods, or execute code. There is no interpreter to
|
||||
## escape because there is no general execution -- every verb is a reviewed,
|
||||
## hand-written GDScript function in [ScriptInterpreterNode], and every verb
|
||||
## argument here is a plain scalar (String, int, float, bool) or a 3-element
|
||||
## Array of numbers, never a Callable/Object/Script.
|
||||
##
|
||||
## Because the data is exactly this restricted, it plugs into the content
|
||||
## moderation pipeline (docs/architecture/content_moderation.md) the same way
|
||||
## an asset or room does: it's a plain JSON blob that can be hashed, stored,
|
||||
## flagged and reviewed without needing to sandbox code execution to do so.
|
||||
##
|
||||
## ## Format
|
||||
##
|
||||
## ```json
|
||||
## {
|
||||
## "rules": [
|
||||
## {
|
||||
## "trigger": {"type": "on_interact"},
|
||||
## "conditions": [
|
||||
## {"type": "item_count", "item_id": "torch", "op": ">=", "value": 1}
|
||||
## ],
|
||||
## "actions": [
|
||||
## {"verb": "give_item", "item_id": "gold_coin", "count": 3},
|
||||
## {"verb": "play_sound", "sound_id": "chest_open"}
|
||||
## ]
|
||||
## }
|
||||
## ]
|
||||
## }
|
||||
## ```
|
||||
##
|
||||
## Any rule that fails validation (unknown trigger/condition/action, wrong
|
||||
## argument types, out-of-range values, an unrecognized key standing in for
|
||||
## one of the whitelisted ones) is **dropped silently from execution** --
|
||||
## never partially applied, never run "best effort". The rejection reason is
|
||||
## recorded in [member rejected_rules] so callers/tests/moderation tooling
|
||||
## can see *why*, but the interpreter never runs a rule that didn't fully
|
||||
## validate.
|
||||
|
||||
# Sibling scripting scripts are referenced via preload rather than by their
|
||||
# global class_name so this module parses correctly from a bare/cold
|
||||
# compile (matches the convention in scripts/avatar/avatar_loadout.gd --
|
||||
# a headless `godot --script` run doesn't always rebuild the global class
|
||||
# registry; only an editor scan / `--import` reliably does).
|
||||
const ScriptRuleClass := preload("res://scripts/scripting/script_rule.gd")
|
||||
|
||||
const VALID_TRIGGERS: Array[String] = ["on_interact", "on_enter", "on_touch", "on_timer"]
|
||||
const VALID_CONDITION_TYPES: Array[String] = ["item_count", "flag", "timer_active", "timer_remaining"]
|
||||
const VALID_OPS: Array[String] = ["==", "!=", "<", "<=", ">", ">="]
|
||||
const VALID_VERBS: Array[String] = ["give_item", "play_sound", "move", "rotate", "spawn_from_catalog", "set_timer"]
|
||||
const VALID_TARGETS: Array[String] = ["self", "player"]
|
||||
const VALID_AXES: Array[String] = ["x", "y", "z"]
|
||||
|
||||
const MAX_STRING_LEN: int = 64
|
||||
const MAX_ITEM_COUNT: int = 100000
|
||||
const MAX_TIMER_SECONDS: float = 3600.0
|
||||
const MAX_DEGREES: float = 100000.0
|
||||
const MAX_OFFSET_MAGNITUDE: float = 10000.0
|
||||
const DEFAULT_MOVE_DURATION: float = 0.4
|
||||
const MIN_DURATION: float = 0.05
|
||||
const MAX_DURATION: float = 5.0
|
||||
|
||||
## Successfully parsed, executable rules (each a ScriptRuleClass instance --
|
||||
## left as a plain untyped Array since Godot's typed-array element type
|
||||
## can't reliably reference a cross-file preloaded const; see the
|
||||
## preload note above).
|
||||
var rules: Array = []
|
||||
|
||||
## Human-readable reasons every rejected rule (or top-level parse failure)
|
||||
## was dropped. Never empty on a fully-clean input, always non-empty
|
||||
## whenever `rules` is missing entries an author intended.
|
||||
var rejected_rules: Array[String] = []
|
||||
|
||||
## Optional passthrough content-moderation metadata (see
|
||||
## docs/architecture/content_moderation.md §7.2 -- "Each content resource
|
||||
## carries a content_flags metadata field"). Not enforced by anything in
|
||||
## this system yet -- scripts as a moderated content type is still an open
|
||||
## item there -- but the field round-trips through parsing so a future
|
||||
## moderation pipeline has somewhere to read/write it without a format
|
||||
## change. Untrusted data can only ever set this to a plain Dictionary of
|
||||
## scalars; it's metadata, never consulted by the interpreter for control
|
||||
## flow.
|
||||
var content_flags: Dictionary = {}
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Construction
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Load and parse a ScriptBehavior from a JSON file on disk.
|
||||
static func load_from_file(path: String) -> ScriptBehavior:
|
||||
var behavior := ScriptBehavior.new()
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
behavior.rejected_rules.append(
|
||||
"cannot open '%s' (error %d)" % [path, FileAccess.get_open_error()]
|
||||
)
|
||||
return behavior
|
||||
|
||||
var text := file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var parsed: Variant = JSON.parse_string(text)
|
||||
if parsed == null or not (parsed is Dictionary):
|
||||
behavior.rejected_rules.append("invalid JSON in '%s'" % path)
|
||||
return behavior
|
||||
|
||||
behavior._parse(parsed as Dictionary)
|
||||
return behavior
|
||||
|
||||
|
||||
## Parse a ScriptBehavior from an already-decoded Dictionary (e.g. embedded
|
||||
## inline in a WorldObject's `properties["script_behavior"]`).
|
||||
static func load_from_dict(data: Dictionary) -> ScriptBehavior:
|
||||
var behavior := ScriptBehavior.new()
|
||||
behavior._parse(data)
|
||||
return behavior
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Parsing / validation
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _parse(data: Dictionary) -> void:
|
||||
var raw_flags: Variant = data.get("content_flags")
|
||||
if raw_flags is Dictionary:
|
||||
content_flags = raw_flags as Dictionary
|
||||
|
||||
var raw_rules: Variant = data.get("rules")
|
||||
if not (raw_rules is Array):
|
||||
rejected_rules.append("top-level 'rules' key missing or not an array")
|
||||
return
|
||||
|
||||
for entry in (raw_rules as Array):
|
||||
if not (entry is Dictionary):
|
||||
rejected_rules.append("rule entry is not an object: %s" % str(entry))
|
||||
continue
|
||||
var rule := _parse_rule(entry as Dictionary)
|
||||
if rule != null:
|
||||
rules.append(rule)
|
||||
|
||||
|
||||
func _parse_rule(rule_dict: Dictionary) -> ScriptRuleClass:
|
||||
var trigger: Variant = rule_dict.get("trigger")
|
||||
if not (trigger is Dictionary):
|
||||
rejected_rules.append("rule missing a 'trigger' object")
|
||||
return null
|
||||
|
||||
var trigger_type: Variant = (trigger as Dictionary).get("type")
|
||||
if not (trigger_type is String) or not VALID_TRIGGERS.has(trigger_type):
|
||||
rejected_rules.append("rule has unknown/missing trigger type: %s" % str(trigger_type))
|
||||
return null
|
||||
|
||||
var interval: float = 0.0
|
||||
if trigger_type == "on_timer":
|
||||
var raw_interval: Variant = (trigger as Dictionary).get("interval")
|
||||
if not _is_number(raw_interval) or float(raw_interval) <= 0.0 or float(raw_interval) > MAX_TIMER_SECONDS:
|
||||
rejected_rules.append("on_timer rule has invalid 'interval': %s" % str(raw_interval))
|
||||
return null
|
||||
interval = float(raw_interval)
|
||||
|
||||
var conditions: Array[Dictionary] = []
|
||||
var raw_conditions: Variant = rule_dict.get("conditions", [])
|
||||
if not (raw_conditions is Array):
|
||||
rejected_rules.append("rule 'conditions' is not an array")
|
||||
return null
|
||||
for raw_cond in (raw_conditions as Array):
|
||||
if not (raw_cond is Dictionary):
|
||||
rejected_rules.append("condition entry is not an object: %s" % str(raw_cond))
|
||||
return null
|
||||
var cond := _parse_condition(raw_cond as Dictionary)
|
||||
if cond.is_empty():
|
||||
return null
|
||||
conditions.append(cond)
|
||||
|
||||
var actions: Array[Dictionary] = []
|
||||
var raw_actions: Variant = rule_dict.get("actions", [])
|
||||
if not (raw_actions is Array) or raw_actions.is_empty():
|
||||
rejected_rules.append("rule 'actions' is missing, not an array, or empty")
|
||||
return null
|
||||
for raw_action in (raw_actions as Array):
|
||||
if not (raw_action is Dictionary):
|
||||
rejected_rules.append("action entry is not an object: %s" % str(raw_action))
|
||||
return null
|
||||
var action := _parse_action(raw_action as Dictionary)
|
||||
if action.is_empty():
|
||||
return null
|
||||
actions.append(action)
|
||||
|
||||
var rule := ScriptRuleClass.new()
|
||||
rule.trigger_type = trigger_type
|
||||
rule.trigger_interval = interval
|
||||
rule.conditions = conditions
|
||||
rule.actions = actions
|
||||
return rule
|
||||
|
||||
|
||||
## Returns a normalized condition Dictionary, or {} (empty) if invalid --
|
||||
## the empty dict is the "rejected" sentinel since a valid condition always
|
||||
## has at least "type" and "op".
|
||||
func _parse_condition(raw: Dictionary) -> Dictionary:
|
||||
var cond_type: Variant = raw.get("type")
|
||||
if not (cond_type is String) or not VALID_CONDITION_TYPES.has(cond_type):
|
||||
rejected_rules.append("condition has unknown/missing type: %s" % str(cond_type))
|
||||
return {}
|
||||
|
||||
var op: Variant = raw.get("op")
|
||||
if not (op is String) or not VALID_OPS.has(op):
|
||||
rejected_rules.append("condition has unknown/missing op: %s" % str(op))
|
||||
return {}
|
||||
|
||||
var value: Variant = raw.get("value")
|
||||
if not _is_scalar(value):
|
||||
rejected_rules.append("condition 'value' is not a plain scalar: %s" % str(value))
|
||||
return {}
|
||||
|
||||
# Relational ops only make sense against numbers -- reject up front
|
||||
# rather than silently coercing at eval time.
|
||||
if op != "==" and op != "!=" and not _is_number(value):
|
||||
rejected_rules.append("condition op '%s' requires a numeric value" % op)
|
||||
return {}
|
||||
|
||||
match cond_type:
|
||||
"item_count":
|
||||
var item_id: Variant = raw.get("item_id")
|
||||
if not _is_valid_id_string(item_id):
|
||||
rejected_rules.append("item_count condition has invalid item_id: %s" % str(item_id))
|
||||
return {}
|
||||
return {"type": "item_count", "op": op, "value": value, "item_id": item_id}
|
||||
"flag":
|
||||
var name: Variant = raw.get("name")
|
||||
if not _is_valid_id_string(name):
|
||||
rejected_rules.append("flag condition has invalid name: %s" % str(name))
|
||||
return {}
|
||||
return {"type": "flag", "op": op, "value": value, "name": name}
|
||||
"timer_active", "timer_remaining":
|
||||
var timer_name: Variant = raw.get("name")
|
||||
if not _is_valid_id_string(timer_name):
|
||||
rejected_rules.append("%s condition has invalid name: %s" % [cond_type, str(timer_name)])
|
||||
return {}
|
||||
return {"type": cond_type, "op": op, "value": value, "name": timer_name}
|
||||
# Unreachable given the VALID_CONDITION_TYPES check above, but never
|
||||
# fall through to something that looks valid.
|
||||
return {}
|
||||
|
||||
|
||||
## Returns a normalized action Dictionary, or {} (empty) if invalid.
|
||||
func _parse_action(raw: Dictionary) -> Dictionary:
|
||||
var verb: Variant = raw.get("verb")
|
||||
if not (verb is String) or not VALID_VERBS.has(verb):
|
||||
rejected_rules.append("action has unknown/missing verb: %s" % str(verb))
|
||||
return {}
|
||||
|
||||
match verb:
|
||||
"give_item":
|
||||
var item_id: Variant = raw.get("item_id")
|
||||
var count: Variant = raw.get("count")
|
||||
if not _is_valid_id_string(item_id):
|
||||
rejected_rules.append("give_item has invalid item_id: %s" % str(item_id))
|
||||
return {}
|
||||
if not _is_number(count) or int(count) <= 0 or int(count) > MAX_ITEM_COUNT:
|
||||
rejected_rules.append("give_item has invalid count: %s" % str(count))
|
||||
return {}
|
||||
return {"verb": "give_item", "item_id": item_id, "count": int(count)}
|
||||
|
||||
"play_sound":
|
||||
var sound_id: Variant = raw.get("sound_id")
|
||||
if not _is_valid_id_string(sound_id):
|
||||
rejected_rules.append("play_sound has invalid sound_id: %s" % str(sound_id))
|
||||
return {}
|
||||
return {"verb": "play_sound", "sound_id": sound_id}
|
||||
|
||||
"move":
|
||||
var target: Variant = raw.get("target", "self")
|
||||
var offset: Variant = _parse_vector3(raw.get("offset"), MAX_OFFSET_MAGNITUDE)
|
||||
var duration: Variant = _parse_duration(raw.get("duration", DEFAULT_MOVE_DURATION))
|
||||
if not (target is String) or not VALID_TARGETS.has(target):
|
||||
rejected_rules.append("move has invalid target: %s" % str(target))
|
||||
return {}
|
||||
if offset == null:
|
||||
rejected_rules.append("move has invalid offset: %s" % str(raw.get("offset")))
|
||||
return {}
|
||||
if duration == null:
|
||||
rejected_rules.append("move has invalid duration: %s" % str(raw.get("duration")))
|
||||
return {}
|
||||
return {"verb": "move", "target": target, "offset": offset, "duration": duration}
|
||||
|
||||
"rotate":
|
||||
var r_target: Variant = raw.get("target", "self")
|
||||
var degrees: Variant = raw.get("degrees")
|
||||
var axis: Variant = raw.get("axis", "y")
|
||||
var r_duration: Variant = _parse_duration(raw.get("duration", DEFAULT_MOVE_DURATION))
|
||||
if not (r_target is String) or not VALID_TARGETS.has(r_target):
|
||||
rejected_rules.append("rotate has invalid target: %s" % str(r_target))
|
||||
return {}
|
||||
if not _is_number(degrees) or absf(float(degrees)) > MAX_DEGREES:
|
||||
rejected_rules.append("rotate has invalid degrees: %s" % str(degrees))
|
||||
return {}
|
||||
if not (axis is String) or not VALID_AXES.has(axis):
|
||||
rejected_rules.append("rotate has invalid axis: %s" % str(axis))
|
||||
return {}
|
||||
if r_duration == null:
|
||||
rejected_rules.append("rotate has invalid duration: %s" % str(raw.get("duration")))
|
||||
return {}
|
||||
return {"verb": "rotate", "target": r_target, "degrees": float(degrees), "axis": axis, "duration": r_duration}
|
||||
|
||||
"spawn_from_catalog":
|
||||
var catalog_id: Variant = raw.get("catalog_id")
|
||||
var position: Variant = _parse_vector3(raw.get("position"), MAX_OFFSET_MAGNITUDE)
|
||||
if not _is_valid_id_string(catalog_id):
|
||||
rejected_rules.append("spawn_from_catalog has invalid catalog_id: %s" % str(catalog_id))
|
||||
return {}
|
||||
if position == null:
|
||||
rejected_rules.append("spawn_from_catalog has invalid position: %s" % str(raw.get("position")))
|
||||
return {}
|
||||
return {"verb": "spawn_from_catalog", "catalog_id": catalog_id, "position": position}
|
||||
|
||||
"set_timer":
|
||||
var timer_name: Variant = raw.get("name")
|
||||
var seconds: Variant = raw.get("seconds")
|
||||
if not _is_valid_id_string(timer_name):
|
||||
rejected_rules.append("set_timer has invalid name: %s" % str(timer_name))
|
||||
return {}
|
||||
if not _is_number(seconds) or float(seconds) <= 0.0 or float(seconds) > MAX_TIMER_SECONDS:
|
||||
rejected_rules.append("set_timer has invalid seconds: %s" % str(seconds))
|
||||
return {}
|
||||
return {"verb": "set_timer", "name": timer_name, "seconds": float(seconds)}
|
||||
|
||||
# Unreachable given the VALID_VERBS check above.
|
||||
return {}
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Scalar validation helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _is_number(v: Variant) -> bool:
|
||||
return v is int or v is float
|
||||
|
||||
|
||||
## A "plain scalar" -- the only shapes a condition/action value is ever
|
||||
## allowed to be. Deliberately excludes Dictionary, Array, Object, Callable,
|
||||
## Node, Resource -- there is no representable way for UGC data to hand the
|
||||
## interpreter anything but a bare String/int/float/bool.
|
||||
func _is_scalar(v: Variant) -> bool:
|
||||
return v is String or v is int or v is float or v is bool
|
||||
|
||||
|
||||
## Identifiers (item ids, sound ids, catalog ids, flag/timer names) are
|
||||
## always plain, short, non-empty strings -- never used as a path, never
|
||||
## passed to load()/call() directly, only ever looked up as a Dictionary
|
||||
## key against a trusted, code-defined table.
|
||||
func _is_valid_id_string(v: Variant) -> bool:
|
||||
if not (v is String):
|
||||
return false
|
||||
var s: String = v
|
||||
return not s.is_empty() and s.length() <= MAX_STRING_LEN
|
||||
|
||||
|
||||
func _parse_duration(raw: Variant) -> Variant:
|
||||
if not _is_number(raw):
|
||||
return null
|
||||
var d: float = clampf(float(raw), MIN_DURATION, MAX_DURATION)
|
||||
return d
|
||||
|
||||
|
||||
## Parses a JSON array of exactly 3 numbers into a Vector3. Returns null
|
||||
## (never a partially-applied Vector3) on anything else.
|
||||
func _parse_vector3(raw: Variant, max_component: float) -> Variant:
|
||||
if not (raw is Array) or (raw as Array).size() != 3:
|
||||
return null
|
||||
var comps: Array = []
|
||||
for c in (raw as Array):
|
||||
if not _is_number(c) or absf(float(c)) > max_component:
|
||||
return null
|
||||
comps.append(float(c))
|
||||
return Vector3(comps[0], comps[1], comps[2])
|
||||
@@ -0,0 +1,459 @@
|
||||
class_name ScriptInterpreterNode
|
||||
extends Node3D
|
||||
## Trusted interpreter for a [ScriptBehavior] attached to a world object.
|
||||
##
|
||||
## This is the **only** code that ever executes a ScriptBehavior's rules.
|
||||
## The rule data (ScriptBehavior / ScriptRule) is plain JSON-shaped
|
||||
## Dictionaries -- it is never handed to `eval`, never passed through
|
||||
## [Expression], and never used to call a method by a name that came from
|
||||
## the data. Every verb is dispatched through an explicit `match` in
|
||||
## [method _execute_action], and every argument reaches the engine only
|
||||
## after [ScriptBehavior] has validated it's a plain scalar / 3-vector and
|
||||
## this class has resolved it through a fixed, code-defined path (a
|
||||
## Dictionary lookup on a whitelisted catalog, a child node named
|
||||
## "Inventory", etc). There is no reachable path from rule data to
|
||||
## OS/FileAccess/networking/ClassDB/Callable. See
|
||||
## docs/architecture/scripting_sandbox.md §3.1 for the design rationale.
|
||||
##
|
||||
## ## Usage
|
||||
##
|
||||
## Attach this script directly to the Node3D that represents the object in
|
||||
## the scene (see the "ScriptedChest" node in scenes/worlds/test_level.tscn
|
||||
## for a worked example). Either set [member behavior_path] (loaded on
|
||||
## [method _ready]) or call [method set_behavior] directly with an
|
||||
## already-parsed [ScriptBehavior] (e.g. from tests).
|
||||
##
|
||||
## Triggers:
|
||||
## - `on_interact`: player presses the "interact" action while within
|
||||
## [member interact_radius] of this node.
|
||||
## - `on_enter`: fires once, edge-triggered, when a player's body starts
|
||||
## overlapping this node's trigger volume.
|
||||
## - `on_touch`: fires every physics frame while a player's body is
|
||||
## overlapping this node's trigger volume (continuous contact).
|
||||
## - `on_timer`: fires on a repeating interval regardless of any player,
|
||||
## via a dedicated [Timer] child per on_timer rule.
|
||||
|
||||
# Sibling scripting scripts are referenced via preload rather than by their
|
||||
# global class_name so this module parses correctly from a bare/cold
|
||||
# compile -- see the note in script_behavior.gd.
|
||||
const ScriptBehaviorClass := preload("res://scripts/scripting/script_behavior.gd")
|
||||
const SpawnCatalogClass := preload("res://scripts/scripting/spawn_catalog.gd")
|
||||
const PlayerInventoryClass := preload("res://scripts/scripting/player_inventory.gd")
|
||||
|
||||
## Emitted every time a verb actually executes, for observability/tests.
|
||||
## `args` is the normalized action Dictionary that was executed.
|
||||
signal verb_executed(verb: String, args: Dictionary)
|
||||
|
||||
## Emitted for every rule ScriptBehavior rejected at parse time (so callers
|
||||
## can surface this in an editor / moderation tool).
|
||||
signal rule_rejected(reason: String)
|
||||
|
||||
## JSON file to load the behavior from, if [member behavior] isn't set
|
||||
## directly before this node enters the tree.
|
||||
@export var behavior_path: String = ""
|
||||
|
||||
## How close (metres) a player must be for `on_interact` and to count as
|
||||
## "in range" for the interact input check.
|
||||
@export var interact_radius: float = 2.5
|
||||
|
||||
## Collision layer bit the player's body is on (see scenes/player.tscn --
|
||||
## Player.collision_layer = 2). Used as this node's trigger Area3D's
|
||||
## collision_mask so it only ever notices players, nothing else.
|
||||
@export var player_collision_mask: int = 2
|
||||
|
||||
## The parsed behavior this node interprets. Set directly (tests) or leave
|
||||
## null and set [member behavior_path] to load one on [method _ready].
|
||||
var behavior: ScriptBehaviorClass = null
|
||||
|
||||
var _area: Area3D = null
|
||||
var _players_in_range: Array[Node] = []
|
||||
var _entered_once: Dictionary = {} # body instance id (int) -> true
|
||||
|
||||
# Local, per-object whitelisted state store (see docs/architecture/
|
||||
# scripting_sandbox.md §4 open question re: static analysis of "what a
|
||||
# script can possibly do" -- flags/timers are always plain scalars here).
|
||||
var _flags: Dictionary = {} # name (String) -> scalar
|
||||
var _timers: Dictionary = {} # name (String) -> {"remaining": float, "active": bool}
|
||||
|
||||
var _timer_nodes: Array[Timer] = []
|
||||
var _spawn_catalog: SpawnCatalogClass = null
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
if behavior == null and not behavior_path.is_empty():
|
||||
behavior = ScriptBehaviorClass.load_from_file(behavior_path)
|
||||
_apply_loaded_behavior()
|
||||
|
||||
|
||||
## Assign an already-parsed behavior (e.g. from a test, or built inline
|
||||
## rather than loaded from a file). Safe to call before or after this node
|
||||
## enters the tree.
|
||||
func set_behavior(new_behavior: ScriptBehaviorClass) -> void:
|
||||
behavior = new_behavior
|
||||
if is_inside_tree():
|
||||
_apply_loaded_behavior()
|
||||
|
||||
|
||||
func _apply_loaded_behavior() -> void:
|
||||
if behavior == null:
|
||||
return
|
||||
for msg in behavior.rejected_rules:
|
||||
push_warning("ScriptInterpreterNode(%s): rejected rule -- %s" % [name, msg])
|
||||
rule_rejected.emit(msg)
|
||||
_setup_area()
|
||||
_setup_timers()
|
||||
|
||||
|
||||
func _setup_area() -> void:
|
||||
if _area != null:
|
||||
_area.queue_free()
|
||||
_area = null
|
||||
|
||||
_area = Area3D.new()
|
||||
_area.name = "_ScriptTriggerArea"
|
||||
_area.collision_layer = 0
|
||||
_area.collision_mask = player_collision_mask
|
||||
_area.monitoring = true
|
||||
_area.monitorable = false
|
||||
|
||||
var shape := CollisionShape3D.new()
|
||||
var sphere := SphereShape3D.new()
|
||||
sphere.radius = interact_radius
|
||||
shape.shape = sphere
|
||||
_area.add_child(shape)
|
||||
|
||||
add_child(_area)
|
||||
_area.body_entered.connect(_on_body_entered)
|
||||
_area.body_exited.connect(_on_body_exited)
|
||||
|
||||
|
||||
func _setup_timers() -> void:
|
||||
for t in _timer_nodes:
|
||||
if is_instance_valid(t):
|
||||
t.queue_free()
|
||||
_timer_nodes.clear()
|
||||
|
||||
if behavior == null:
|
||||
return
|
||||
for rule in behavior.rules:
|
||||
if rule.trigger_type != "on_timer":
|
||||
continue
|
||||
var timer := Timer.new()
|
||||
timer.wait_time = rule.trigger_interval
|
||||
timer.autostart = true
|
||||
timer.one_shot = false
|
||||
# Tied to the fixed physics step (not idle/process delta) so
|
||||
# on_timer fires deterministically off the simulation clock,
|
||||
# matching physics_ticks_per_second (see project.godot §physics)
|
||||
# rather than however fast the host happens to be rendering.
|
||||
timer.process_callback = Timer.TIMER_PROCESS_PHYSICS
|
||||
add_child(timer)
|
||||
timer.timeout.connect(_on_rule_timer_timeout.bind(rule))
|
||||
_timer_nodes.append(timer)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Trigger sources
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _is_player_body(body: Node) -> bool:
|
||||
# Player carries a global class_name (scripts/player.gd); this stays a
|
||||
# plain `is` check against a known engine/script type, never a
|
||||
# data-driven dispatch.
|
||||
return body is CharacterBody3D and body.has_node("Inventory")
|
||||
|
||||
|
||||
func _on_body_entered(body: Node) -> void:
|
||||
if not _is_player_body(body):
|
||||
return
|
||||
if not _players_in_range.has(body):
|
||||
_players_in_range.append(body)
|
||||
var id := body.get_instance_id()
|
||||
if not _entered_once.has(id):
|
||||
_entered_once[id] = true
|
||||
fire("on_enter", body)
|
||||
|
||||
|
||||
func _on_body_exited(body: Node) -> void:
|
||||
_players_in_range.erase(body)
|
||||
_entered_once.erase(body.get_instance_id())
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if _players_in_range.is_empty():
|
||||
return
|
||||
if event.is_action_pressed("interact") and not event.is_echo():
|
||||
fire("on_interact", _players_in_range[0])
|
||||
|
||||
|
||||
func _on_rule_timer_timeout(rule) -> void:
|
||||
_fire_rule(rule, null)
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Continuous on_touch contact -- checked every physics frame while
|
||||
# overlapping, unlike the edge-triggered on_enter above.
|
||||
if behavior != null and _area != null:
|
||||
for body in _area.get_overlapping_bodies():
|
||||
if _is_player_body(body):
|
||||
fire("on_touch", body)
|
||||
|
||||
# Tick down local timers set via the set_timer verb.
|
||||
for t_name in _timers.keys():
|
||||
var t: Dictionary = _timers[t_name]
|
||||
if t.get("active", false):
|
||||
t["remaining"] = maxf(0.0, float(t.get("remaining", 0.0)) - delta)
|
||||
if t["remaining"] <= 0.0:
|
||||
t["active"] = false
|
||||
_timers[t_name] = t
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Public firing API -- this is what every trigger source above calls, and
|
||||
# what a test can call directly to exercise a rule deterministically.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Fire every rule of the given trigger type whose conditions currently
|
||||
## hold, in order. `player` is the entity that caused the trigger (may be
|
||||
## null for `on_timer`, which has no player context).
|
||||
func fire(trigger_type: String, player: Node) -> void:
|
||||
if behavior == null:
|
||||
return
|
||||
for rule in behavior.rules:
|
||||
if rule.trigger_type == trigger_type:
|
||||
_fire_rule(rule, player)
|
||||
|
||||
|
||||
func _fire_rule(rule, player: Node) -> void:
|
||||
if not _conditions_met(rule.conditions, player):
|
||||
return
|
||||
for action in rule.actions:
|
||||
_execute_action(action, player)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Condition evaluation -- reads only the small whitelisted state store
|
||||
# (item counts via a player's Inventory, local flags, local timer state).
|
||||
# No expression evaluation, no arbitrary field access.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _conditions_met(conditions: Array[Dictionary], player: Node) -> bool:
|
||||
for cond in conditions:
|
||||
if not _eval_condition(cond, player):
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
func _eval_condition(cond: Dictionary, player: Node) -> bool:
|
||||
var op: String = cond.get("op", "")
|
||||
var expected: Variant = cond.get("value")
|
||||
var actual: Variant = null
|
||||
|
||||
match cond.get("type", ""):
|
||||
"item_count":
|
||||
var inv := _get_inventory(player)
|
||||
if inv == null:
|
||||
return false
|
||||
actual = inv.get_count(cond.get("item_id", ""))
|
||||
"flag":
|
||||
actual = _flags.get(cond.get("name", ""), false)
|
||||
"timer_active":
|
||||
var t: Dictionary = _timers.get(cond.get("name", ""), {})
|
||||
actual = t.get("active", false)
|
||||
"timer_remaining":
|
||||
var tr: Dictionary = _timers.get(cond.get("name", ""), {})
|
||||
actual = tr.get("remaining", 0.0)
|
||||
_:
|
||||
return false
|
||||
|
||||
return _compare(actual, op, expected)
|
||||
|
||||
|
||||
func _compare(actual: Variant, op: String, expected: Variant) -> bool:
|
||||
match op:
|
||||
"==":
|
||||
return actual == expected
|
||||
"!=":
|
||||
return actual != expected
|
||||
"<", "<=", ">", ">=":
|
||||
if not ((actual is int or actual is float) and (expected is int or expected is float)):
|
||||
return false
|
||||
var a: float = float(actual)
|
||||
var b: float = float(expected)
|
||||
match op:
|
||||
"<":
|
||||
return a < b
|
||||
"<=":
|
||||
return a <= b
|
||||
">":
|
||||
return a > b
|
||||
">=":
|
||||
return a >= b
|
||||
return false
|
||||
|
||||
|
||||
## Set a local flag on this object's whitelisted state store. Not driven by
|
||||
## any ScriptBehavior verb yet (the verb list in the task spec has no
|
||||
## setter) -- exposed for forward compatibility / tests exercising `flag`
|
||||
## conditions without needing a real gameplay event to set one.
|
||||
func set_flag(flag_name: String, value: Variant) -> void:
|
||||
if not (value is String or value is int or value is float or value is bool):
|
||||
return
|
||||
_flags[flag_name] = value
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Verb dispatch -- the entire attack surface this system deliberately does
|
||||
# NOT have. Every branch is a fixed, hand-written function; nothing here is
|
||||
# ever `call()`-ed by a name that came from data.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _execute_action(action: Dictionary, player: Node) -> void:
|
||||
match action.get("verb", ""):
|
||||
"give_item":
|
||||
_act_give_item(action, player)
|
||||
"play_sound":
|
||||
_act_play_sound(action, player)
|
||||
"move":
|
||||
_act_move(action, player)
|
||||
"rotate":
|
||||
_act_rotate(action, player)
|
||||
"spawn_from_catalog":
|
||||
_act_spawn_from_catalog(action, player)
|
||||
"set_timer":
|
||||
_act_set_timer(action, player)
|
||||
_:
|
||||
# Unreachable in practice -- ScriptBehavior rejects unknown
|
||||
# verbs at parse time, so this branch should never see a rule
|
||||
# at all. Fail safe (do nothing) if it somehow does.
|
||||
push_warning("ScriptInterpreterNode(%s): refused to run unknown verb '%s'" % [name, str(action.get("verb"))])
|
||||
|
||||
|
||||
func _resolve_target(target: String, player: Node) -> Node3D:
|
||||
match target:
|
||||
"self":
|
||||
return self
|
||||
"player":
|
||||
return player if player is Node3D else null
|
||||
return null
|
||||
|
||||
|
||||
func _get_inventory(player: Node) -> PlayerInventoryClass:
|
||||
if player == null:
|
||||
return null
|
||||
var inv: Node = player.get_node_or_null("Inventory")
|
||||
if inv is PlayerInventoryClass:
|
||||
return inv as PlayerInventoryClass
|
||||
return null
|
||||
|
||||
|
||||
func _act_give_item(action: Dictionary, player: Node) -> void:
|
||||
var inv := _get_inventory(player)
|
||||
if inv == null:
|
||||
push_warning("ScriptInterpreterNode(%s): give_item has no player Inventory to target" % name)
|
||||
return
|
||||
inv.give_item(action.get("item_id", ""), int(action.get("count", 0)))
|
||||
verb_executed.emit("give_item", action)
|
||||
|
||||
|
||||
func _act_play_sound(action: Dictionary, _player: Node) -> void:
|
||||
# No real audio asset catalog exists in this repo yet. The verb still
|
||||
# runs through a real, trusted playback path -- attempting to resolve
|
||||
# and play a stream when one is registered -- so it's not a no-op
|
||||
# pretending to be a verb; it's just that today's trusted sound table
|
||||
# is empty. `sound_id` is only ever used as a key into that trusted,
|
||||
# code-defined table below, never as a path handed to load() directly.
|
||||
var sound_id: String = action.get("sound_id", "")
|
||||
var stream_path: String = _TRUSTED_SOUND_TABLE.get(sound_id, "")
|
||||
if not stream_path.is_empty() and ResourceLoader.exists(stream_path):
|
||||
var stream: Resource = load(stream_path)
|
||||
if stream is AudioStream:
|
||||
var player_node := AudioStreamPlayer3D.new()
|
||||
player_node.stream = stream
|
||||
add_child(player_node)
|
||||
player_node.finished.connect(player_node.queue_free)
|
||||
player_node.play()
|
||||
verb_executed.emit("play_sound", action)
|
||||
|
||||
|
||||
## Trusted, code-defined mapping from sound_id -> resource path. Rule data
|
||||
## supplies only the key; this table (not the data) decides what actually
|
||||
## plays. Empty for now -- no sound assets exist in this repo yet.
|
||||
const _TRUSTED_SOUND_TABLE: Dictionary = {}
|
||||
|
||||
|
||||
func _act_move(action: Dictionary, player: Node) -> void:
|
||||
var target_node := _resolve_target(action.get("target", "self"), player)
|
||||
if target_node == null:
|
||||
push_warning("ScriptInterpreterNode(%s): move has no valid target" % name)
|
||||
return
|
||||
var offset: Vector3 = action.get("offset", Vector3.ZERO)
|
||||
var duration: float = float(action.get("duration", ScriptBehaviorClass.DEFAULT_MOVE_DURATION))
|
||||
var dest: Vector3 = target_node.global_position + offset
|
||||
var tween := target_node.create_tween()
|
||||
tween.tween_property(target_node, "global_position", dest, duration)
|
||||
verb_executed.emit("move", action)
|
||||
|
||||
|
||||
func _act_rotate(action: Dictionary, player: Node) -> void:
|
||||
var target_node := _resolve_target(action.get("target", "self"), player)
|
||||
if target_node == null:
|
||||
push_warning("ScriptInterpreterNode(%s): rotate has no valid target" % name)
|
||||
return
|
||||
var degrees: float = float(action.get("degrees", 0.0))
|
||||
var axis: String = action.get("axis", "y")
|
||||
var duration: float = float(action.get("duration", ScriptBehaviorClass.DEFAULT_MOVE_DURATION))
|
||||
var delta_rot := Vector3.ZERO
|
||||
match axis:
|
||||
"x":
|
||||
delta_rot.x = degrees
|
||||
"y":
|
||||
delta_rot.y = degrees
|
||||
"z":
|
||||
delta_rot.z = degrees
|
||||
var dest: Vector3 = target_node.rotation_degrees + delta_rot
|
||||
var tween := target_node.create_tween()
|
||||
tween.tween_property(target_node, "rotation_degrees", dest, duration)
|
||||
verb_executed.emit("rotate", action)
|
||||
|
||||
|
||||
func _act_spawn_from_catalog(action: Dictionary, _player: Node) -> void:
|
||||
if _spawn_catalog == null:
|
||||
_spawn_catalog = SpawnCatalogClass.new()
|
||||
_spawn_catalog.load_catalog()
|
||||
var catalog_id: String = action.get("catalog_id", "")
|
||||
var entry: Dictionary = _spawn_catalog.resolve(catalog_id)
|
||||
if entry.is_empty():
|
||||
push_warning("ScriptInterpreterNode(%s): spawn_from_catalog unknown catalog_id '%s'" % [name, catalog_id])
|
||||
return
|
||||
|
||||
var asset_id: String = entry.get("asset_id", "")
|
||||
var position: Vector3 = action.get("position", Vector3.ZERO)
|
||||
|
||||
# Both WorldObject and DynamicObjectNode carry a global class_name and
|
||||
# are already relied on elsewhere in the project (scripts/chunk_scene.gd)
|
||||
# without preloading -- consistent with that existing convention.
|
||||
var obj := WorldObject.new(
|
||||
"spawned_%d" % Time.get_ticks_usec(), "prop", asset_id,
|
||||
position, Vector4(0, 0, 0, 1), Vector3.ONE, {}, true
|
||||
)
|
||||
var node := DynamicObjectNode.new()
|
||||
node.world_object = obj
|
||||
node.position = position
|
||||
node.name = "spawned_%s" % obj.id
|
||||
|
||||
var host := get_parent() if get_parent() != null else get_tree().current_scene
|
||||
if host != null:
|
||||
host.add_child(node)
|
||||
verb_executed.emit("spawn_from_catalog", action)
|
||||
|
||||
|
||||
func _act_set_timer(action: Dictionary, _player: Node) -> void:
|
||||
var timer_name: String = action.get("name", "")
|
||||
var seconds: float = float(action.get("seconds", 0.0))
|
||||
_timers[timer_name] = {"remaining": seconds, "active": true}
|
||||
verb_executed.emit("set_timer", action)
|
||||
@@ -0,0 +1,32 @@
|
||||
class_name ScriptRule
|
||||
extends RefCounted
|
||||
## One parsed, validated rule: WHEN [trigger] IF [conditions] THEN [actions].
|
||||
##
|
||||
## Rules are parsed once, by [ScriptBehavior], from a plain [Dictionary] that
|
||||
## ultimately comes from untrusted UGC data (a JSON file on disk, or a dict
|
||||
## embedded in a [WorldObject]'s `properties`). Every field on this class is
|
||||
## a plain scalar (String/int/float/bool) or a small [Dictionary]/[Array] of
|
||||
## scalars -- never a [Callable], a [Script], a [Node] reference, or anything
|
||||
## else the data could use to reach into the engine. [ScriptInterpreterNode]
|
||||
## is the only code that reads these fields, and it does so through an
|
||||
## explicit `match` over a fixed whitelist -- see script_interpreter.gd.
|
||||
##
|
||||
## See docs/architecture/scripting_sandbox.md for why the data format has to
|
||||
## look like this (no eval, no Expression, no call-by-name).
|
||||
|
||||
## One of "on_interact", "on_enter", "on_touch", "on_timer".
|
||||
var trigger_type: String = ""
|
||||
|
||||
## Only meaningful when trigger_type == "on_timer": seconds between firings.
|
||||
var trigger_interval: float = 0.0
|
||||
|
||||
## Normalized condition dicts. Each has a "type" (one of
|
||||
## ScriptBehavior.VALID_CONDITION_TYPES), an "op" (one of
|
||||
## ScriptBehavior.VALID_OPS) and scalar operands -- see script_behavior.gd
|
||||
## for the exact per-type shape.
|
||||
var conditions: Array[Dictionary] = []
|
||||
|
||||
## Normalized action dicts. Each has a "verb" (one of
|
||||
## ScriptBehavior.VALID_VERBS) and scalar arguments -- see
|
||||
## script_behavior.gd for the exact per-verb shape.
|
||||
var actions: Array[Dictionary] = []
|
||||
@@ -0,0 +1,55 @@
|
||||
class_name SpawnCatalog
|
||||
extends RefCounted
|
||||
## Catalog of spawnable object templates for ScriptBehavior's
|
||||
## `spawn_from_catalog` verb.
|
||||
##
|
||||
## Mirrors the loading convention of [AvatarCatalog]
|
||||
## (assets/avatars/catalog.json / scripts/avatar/avatar_catalog.gd) --
|
||||
## a data-driven JSON manifest, loaded once, looked up by id.
|
||||
##
|
||||
## Crucially, a ScriptBehavior rule only ever supplies a `catalog_id`
|
||||
## *key* -- never a resource path. The mapping from key to actual asset
|
||||
## path lives entirely in this trusted, code-shipped JSON file. A
|
||||
## malicious/malformed catalog_id in UGC data just fails to resolve
|
||||
## ([method resolve] returns an empty Dictionary); there's no way for the
|
||||
## data to point anywhere else.
|
||||
|
||||
var _catalog: Dictionary = {}
|
||||
var _loaded: bool = false
|
||||
var _catalog_path: String = "res://assets/scripting/spawn_catalog.json"
|
||||
|
||||
|
||||
## Load the catalog from disk. Call this before any lookups.
|
||||
func load_catalog(path: String = _catalog_path) -> Error:
|
||||
_catalog_path = path
|
||||
_catalog = {}
|
||||
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
return FileAccess.get_open_error()
|
||||
|
||||
var json_text: String = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var result: Variant = JSON.parse_string(json_text)
|
||||
if result == null or not (result is Dictionary) or not (result as Dictionary).has("templates"):
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
_catalog = (result as Dictionary)["templates"]
|
||||
_loaded = true
|
||||
return OK
|
||||
|
||||
|
||||
func is_loaded() -> bool:
|
||||
return _loaded
|
||||
|
||||
|
||||
## Resolve a catalog_id to its template Dictionary ({} if unknown/unloaded).
|
||||
func resolve(catalog_id: String) -> Dictionary:
|
||||
if not _loaded:
|
||||
return {}
|
||||
return _catalog.get(catalog_id, {})
|
||||
|
||||
|
||||
func has_template(catalog_id: String) -> bool:
|
||||
return _loaded and _catalog.has(catalog_id)
|
||||
@@ -0,0 +1,462 @@
|
||||
extends SceneTree
|
||||
## Smoke test for the ScriptBehavior DSL + ScriptInterpreterNode.
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_script_behavior.gd
|
||||
##
|
||||
## Covers, in order:
|
||||
## 1. Parsing/validation: a well-formed behavior parses cleanly; malformed
|
||||
## or unsafe rules (unknown verb, unknown trigger, non-scalar
|
||||
## arguments meant to smuggle something unsafe, unknown condition
|
||||
## type/op) are rejected at parse time and never make it into
|
||||
## `rules` -- never partially applied.
|
||||
## 2. A behavior mixing one bad rule with one good rule in the same file:
|
||||
## the good rule still parses and still executes; the bad rule is
|
||||
## dropped, not silently run.
|
||||
## 3. The real demo wired into scenes/worlds/test_level.tscn
|
||||
## ("ScriptedChest"): loading scenes/game.tscn actually gets a
|
||||
## ScriptInterpreterNode with the demo behavior loaded, a Player with
|
||||
## a real Inventory, and pressing the real "interact" action while in
|
||||
## range actually runs give_item / play_sound / rotate -- proven by
|
||||
## observing the Inventory's item count change and the interpreter's
|
||||
## verb_executed signal, not by calling private methods directly.
|
||||
|
||||
const ScriptBehaviorClass := preload("res://scripts/scripting/script_behavior.gd")
|
||||
const ScriptInterpreterNodeClass := preload("res://scripts/scripting/script_interpreter.gd")
|
||||
const PlayerInventoryClass := preload("res://scripts/scripting/player_inventory.gd")
|
||||
const DynamicObjectNodeClass := preload("res://scripts/dynamic_object_node.gd")
|
||||
|
||||
var passed := 0
|
||||
var failed := 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await process_frame
|
||||
|
||||
_test_valid_behavior_parses()
|
||||
_test_malformed_rules_are_rejected()
|
||||
_test_mixed_good_and_bad_rules()
|
||||
await _test_on_timer_trigger()
|
||||
_test_condition_gating()
|
||||
await _test_remaining_verbs()
|
||||
await _test_wired_demo_in_game_scene()
|
||||
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||
quit(0 if failed == 0 else 1)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 1. A well-formed behavior parses cleanly.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _test_valid_behavior_parses() -> void:
|
||||
print("--- valid behavior parses cleanly ---")
|
||||
var data := {
|
||||
"rules": [
|
||||
{
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [],
|
||||
"actions": [
|
||||
{"verb": "give_item", "item_id": "gold_coin", "count": 3},
|
||||
{"verb": "play_sound", "sound_id": "chime"},
|
||||
],
|
||||
}
|
||||
]
|
||||
}
|
||||
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||
_check("valid behavior has exactly one rule", behavior.rules.size() == 1)
|
||||
_check("valid behavior has no rejected rules", behavior.rejected_rules.is_empty())
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 2. Malformed / unsafe rules never make it into `rules`.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _test_malformed_rules_are_rejected() -> void:
|
||||
print("--- malformed/unsafe rules are safely rejected, not executed ---")
|
||||
|
||||
# Unknown verb -- e.g. an attempt to invoke something outside the
|
||||
# whitelist entirely.
|
||||
_expect_rejected("unknown verb", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||
"actions": [{"verb": "os_execute", "command": "rm -rf /"}],
|
||||
}]
|
||||
})
|
||||
|
||||
# Unknown trigger type.
|
||||
_expect_rejected("unknown trigger type", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_explode"}, "conditions": [],
|
||||
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||
}]
|
||||
})
|
||||
|
||||
# on_timer with a missing/invalid interval.
|
||||
_expect_rejected("on_timer missing interval", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_timer"}, "conditions": [],
|
||||
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||
}]
|
||||
})
|
||||
|
||||
# Attempt to smuggle a non-scalar (a nested object, the shape an
|
||||
# engine-reaching payload would need) as an item_id.
|
||||
_expect_rejected("non-scalar item_id", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||
"actions": [{"verb": "give_item", "item_id": {"call": "OS.execute"}, "count": 1}],
|
||||
}]
|
||||
})
|
||||
|
||||
# Negative/absurd count.
|
||||
_expect_rejected("out-of-range count", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||
"actions": [{"verb": "give_item", "item_id": "x", "count": -5}],
|
||||
}]
|
||||
})
|
||||
|
||||
# Invalid target (not "self"/"player").
|
||||
_expect_rejected("invalid move target", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||
"actions": [{"verb": "move", "target": "world_root", "offset": [0, 1, 0]}],
|
||||
}]
|
||||
})
|
||||
|
||||
# Unknown condition type/op.
|
||||
_expect_rejected("unknown condition type", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [{"type": "player_health", "op": "==", "value": 100}],
|
||||
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||
}]
|
||||
})
|
||||
_expect_rejected("unknown condition op", {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [{"type": "item_count", "item_id": "x", "op": "~=", "value": 1}],
|
||||
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||
}]
|
||||
})
|
||||
|
||||
# Missing actions entirely.
|
||||
_expect_rejected("empty actions array", {
|
||||
"rules": [{"trigger": {"type": "on_interact"}, "conditions": [], "actions": []}]
|
||||
})
|
||||
|
||||
# No "rules" key at all.
|
||||
_expect_rejected("missing top-level rules key", {"not_rules": []})
|
||||
|
||||
|
||||
func _expect_rejected(label: String, data: Dictionary) -> void:
|
||||
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||
_check("%s -> zero rules parsed" % label, behavior.rules.is_empty())
|
||||
_check("%s -> rejection reason recorded" % label, not behavior.rejected_rules.is_empty())
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 2b. A bad rule alongside a good rule in the SAME behavior: the good one
|
||||
# still parses and still runs; the bad one is dropped, not run "best
|
||||
# effort" and not blocking the good rule either.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _test_mixed_good_and_bad_rules() -> void:
|
||||
print("--- one bad rule does not block or corrupt a sibling good rule ---")
|
||||
var data := {
|
||||
"rules": [
|
||||
{
|
||||
# Bad: unknown verb, should be dropped silently.
|
||||
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||
"actions": [{"verb": "eval", "code": "OS.execute('id', [])"}],
|
||||
},
|
||||
{
|
||||
# Good: should parse and, when fired, actually run.
|
||||
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||
"actions": [{"verb": "give_item", "item_id": "mixed_test_item", "count": 2}],
|
||||
},
|
||||
]
|
||||
}
|
||||
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||
_check("mixed behavior kept only the good rule", behavior.rules.size() == 1)
|
||||
_check("mixed behavior recorded the bad rule's rejection", not behavior.rejected_rules.is_empty())
|
||||
|
||||
var interpreter := ScriptInterpreterNodeClass.new()
|
||||
interpreter.set_behavior(behavior)
|
||||
root.add_child(interpreter)
|
||||
|
||||
var fake_player := Node3D.new()
|
||||
fake_player.name = "FakePlayer"
|
||||
var inv := PlayerInventoryClass.new()
|
||||
inv.name = "Inventory"
|
||||
fake_player.add_child(inv)
|
||||
root.add_child(fake_player)
|
||||
|
||||
interpreter.fire("on_interact", fake_player)
|
||||
_check("the surviving good rule actually executed", inv.get_count("mixed_test_item") == 2)
|
||||
|
||||
interpreter.queue_free()
|
||||
fake_player.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 3b. on_timer actually fires on its own, with no player/interact/touch
|
||||
# involved at all -- driven purely by a real Timer node ticking down.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _test_on_timer_trigger() -> void:
|
||||
print("--- on_timer fires repeatedly on its own ---")
|
||||
var data := {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_timer", "interval": 0.05},
|
||||
"conditions": [],
|
||||
"actions": [{"verb": "set_timer", "name": "ticked", "seconds": 60}],
|
||||
}]
|
||||
}
|
||||
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||
_check("on_timer behavior parsed", behavior.rules.size() == 1)
|
||||
|
||||
var interpreter := ScriptInterpreterNodeClass.new()
|
||||
interpreter.set_behavior(behavior)
|
||||
root.add_child(interpreter)
|
||||
|
||||
# A plain int captured by a lambda is captured by value in GDScript
|
||||
# closures (the outer variable never sees the mutation) -- an Array's
|
||||
# *reference* is what gets captured, so appends are visible outside.
|
||||
var fire_log: Array = []
|
||||
interpreter.verb_executed.connect(func(_verb, _args): fire_log.append(true))
|
||||
|
||||
for i in 30:
|
||||
await physics_frame
|
||||
|
||||
_check("on_timer fired at least once with no trigger source but time",
|
||||
fire_log.size() >= 1)
|
||||
|
||||
interpreter.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 4. Conditions actually gate execution (not just parse).
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _test_condition_gating() -> void:
|
||||
print("--- conditions gate whether an action runs ---")
|
||||
var data := {
|
||||
"rules": [{
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [{"type": "item_count", "item_id": "key", "op": ">=", "value": 1}],
|
||||
"actions": [{"verb": "give_item", "item_id": "treasure", "count": 1}],
|
||||
}]
|
||||
}
|
||||
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||
_check("conditioned behavior parsed", behavior.rules.size() == 1)
|
||||
|
||||
var interpreter := ScriptInterpreterNodeClass.new()
|
||||
interpreter.set_behavior(behavior)
|
||||
root.add_child(interpreter)
|
||||
|
||||
var fake_player := Node3D.new()
|
||||
var inv := PlayerInventoryClass.new()
|
||||
inv.name = "Inventory"
|
||||
fake_player.add_child(inv)
|
||||
root.add_child(fake_player)
|
||||
|
||||
interpreter.fire("on_interact", fake_player)
|
||||
_check("condition not met -> action did not run", inv.get_count("treasure") == 0)
|
||||
|
||||
inv.give_item("key", 1)
|
||||
interpreter.fire("on_interact", fake_player)
|
||||
_check("condition met -> action ran", inv.get_count("treasure") == 1)
|
||||
|
||||
interpreter.queue_free()
|
||||
fake_player.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 2c. The remaining three verbs (move, spawn_from_catalog, set_timer) plus
|
||||
# the timer_active condition -- not exercised by the wired chest demo
|
||||
# (which only needs give_item/play_sound/rotate), so each gets a direct
|
||||
# check here that it actually does something real.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _test_remaining_verbs() -> void:
|
||||
print("--- move / spawn_from_catalog / set_timer + timer_active condition ---")
|
||||
var data := {
|
||||
"rules": [
|
||||
{
|
||||
# Only grants the item while the "cooldown" timer is NOT
|
||||
# active -- proves timer_active is actually read back.
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [{"type": "timer_active", "name": "cooldown", "op": "==", "value": false}],
|
||||
"actions": [{"verb": "give_item", "item_id": "cooldown_test_item", "count": 1}],
|
||||
},
|
||||
{
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [],
|
||||
"actions": [
|
||||
{"verb": "set_timer", "name": "cooldown", "seconds": 10},
|
||||
{"verb": "move", "target": "self", "offset": [0, 0, -2], "duration": 0.2},
|
||||
{"verb": "spawn_from_catalog", "catalog_id": "small_crate", "position": [5, 0, 5]},
|
||||
],
|
||||
},
|
||||
]
|
||||
}
|
||||
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||
_check("remaining-verbs behavior parsed with no rejections", behavior.rejected_rules.is_empty())
|
||||
|
||||
var interpreter := ScriptInterpreterNodeClass.new()
|
||||
interpreter.set_behavior(behavior)
|
||||
root.add_child(interpreter)
|
||||
var start_position: Vector3 = interpreter.position
|
||||
|
||||
var fake_player := Node3D.new()
|
||||
var inv := PlayerInventoryClass.new()
|
||||
inv.name = "Inventory"
|
||||
fake_player.add_child(inv)
|
||||
root.add_child(fake_player)
|
||||
|
||||
# First trigger: cooldown isn't active yet -> item granted, then the
|
||||
# second rule starts the cooldown timer and moves/spawns.
|
||||
interpreter.fire("on_interact", fake_player)
|
||||
_check("give_item ran while timer_active was false",
|
||||
inv.get_count("cooldown_test_item") == 1)
|
||||
|
||||
# Second trigger, same frame: set_timer's effect must already be
|
||||
# visible to a condition evaluated afterward -- this is the whole
|
||||
# point of the timer_active/timer_remaining state store existing.
|
||||
interpreter.fire("on_interact", fake_player)
|
||||
_check("give_item did NOT run again once the cooldown timer was active",
|
||||
inv.get_count("cooldown_test_item") == 1)
|
||||
|
||||
# move() animates over a real Tween, not a teleport -- wait it out.
|
||||
for i in 20:
|
||||
await physics_frame
|
||||
var moved: Vector3 = interpreter.position
|
||||
_check("move actually relocated the object (not instantly, via a Tween)",
|
||||
moved.distance_to(start_position + Vector3(0, 0, -2)) < 0.05)
|
||||
|
||||
# spawn_from_catalog should have added a real DynamicObjectNode sibling.
|
||||
var spawned: Node = null
|
||||
for child in root.get_children():
|
||||
if child is DynamicObjectNodeClass and (child as Node).name.begins_with("spawned_"):
|
||||
spawned = child
|
||||
_check("spawn_from_catalog actually added a DynamicObjectNode to the tree", spawned != null)
|
||||
if spawned != null:
|
||||
var dyn := spawned as DynamicObjectNodeClass
|
||||
_check("spawned object resolved asset_id via the trusted catalog (not the raw data)",
|
||||
dyn.world_object != null and dyn.world_object.asset_id == "props/crate_small.glb")
|
||||
_check("spawned object placed at the requested position",
|
||||
dyn.position.distance_to(Vector3(5, 0, 5)) < 0.01)
|
||||
spawned.queue_free()
|
||||
|
||||
interpreter.queue_free()
|
||||
fake_player.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 3. The real demo wired into the actual playable scene.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _test_wired_demo_in_game_scene() -> void:
|
||||
print("--- real demo: ScriptedChest in scenes/worlds/test_level.tscn via scenes/game.tscn ---")
|
||||
|
||||
var packed: PackedScene = load("res://scenes/game.tscn")
|
||||
var result := change_scene_to_packed(packed)
|
||||
if not _check("game scene loaded", result == OK):
|
||||
return
|
||||
await scene_changed
|
||||
|
||||
var game: Node3D = current_scene as Node3D
|
||||
var player: Node = game.get_node_or_null("Player")
|
||||
if not _check("Player exists in loaded scene", player is CharacterBody3D):
|
||||
return
|
||||
|
||||
var inventory: Node = player.get_node_or_null("Inventory")
|
||||
if not _check("Player has a real Inventory node", inventory is PlayerInventoryClass):
|
||||
return
|
||||
|
||||
var chest: Node = game.get_node_or_null("Level/ScriptedChest")
|
||||
if not _check("ScriptedChest exists in the level", chest != null):
|
||||
return
|
||||
if not _check("ScriptedChest has the ScriptInterpreterNode script", chest is ScriptInterpreterNodeClass):
|
||||
return
|
||||
|
||||
var interpreter: ScriptInterpreterNodeClass = chest as ScriptInterpreterNodeClass
|
||||
# Let _ready() load the behavior and build its Area3D/timers.
|
||||
await process_frame
|
||||
_check("ScriptedChest's behavior loaded from disk", interpreter.behavior != null)
|
||||
if interpreter.behavior != null:
|
||||
_check("demo_chest.json parsed with no rejected rules",
|
||||
interpreter.behavior.rejected_rules.is_empty())
|
||||
|
||||
var executed_verbs: Array[String] = []
|
||||
interpreter.verb_executed.connect(func(verb, _args): executed_verbs.append(verb))
|
||||
|
||||
# Let physics settle: the player falls onto the ground and the
|
||||
# ScriptedChest's trigger Area3D needs a few physics frames to notice
|
||||
# the overlap before the interact key check has anyone "in range".
|
||||
for i in 60:
|
||||
await physics_frame
|
||||
|
||||
var before_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
|
||||
var before_rot_y: float = interpreter.rotation_degrees.y
|
||||
|
||||
# A real input event, exactly like a player pressing E -- not a direct
|
||||
# call into the interpreter's action methods.
|
||||
var interact_event := InputEventKey.new()
|
||||
interact_event.keycode = KEY_E
|
||||
interact_event.physical_keycode = KEY_E
|
||||
interact_event.pressed = true
|
||||
Input.parse_input_event(interact_event)
|
||||
|
||||
for i in 10:
|
||||
await process_frame
|
||||
|
||||
var after_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
|
||||
_check("pressing 'interact' near the chest granted gold_coin via give_item",
|
||||
after_count == before_count + 3)
|
||||
_check("give_item actually executed (verb_executed signal)", executed_verbs.has("give_item"))
|
||||
_check("play_sound actually executed (verb_executed signal)", executed_verbs.has("play_sound"))
|
||||
_check("rotate actually executed (verb_executed signal)", executed_verbs.has("rotate"))
|
||||
|
||||
# rotate animates over 0.4s via a real Tween -- wait it out, then check
|
||||
# the chest's rotation actually changed (not teleported instantly, but
|
||||
# not stuck at the start either).
|
||||
for i in 40:
|
||||
await physics_frame
|
||||
var after_rot_y: float = interpreter.rotation_degrees.y
|
||||
_check("rotate actually moved the chest's rotation",
|
||||
absf(wrapf(after_rot_y - before_rot_y - 90.0, -180.0, 180.0)) < 1.0)
|
||||
|
||||
# Pressing interact again with the player out of a fresh area-entry
|
||||
# state should still work (rule has no conditions/limits) -- give_item
|
||||
# is cumulative, proving repeated real triggers keep working.
|
||||
var interact_event2 := InputEventKey.new()
|
||||
interact_event2.keycode = KEY_E
|
||||
interact_event2.physical_keycode = KEY_E
|
||||
interact_event2.pressed = true
|
||||
Input.parse_input_event(interact_event2)
|
||||
for i in 10:
|
||||
await process_frame
|
||||
var final_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
|
||||
_check("a second real interact press granted gold_coin again",
|
||||
final_count == after_count + 3)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _check(description: String, condition: bool) -> bool:
|
||||
if condition:
|
||||
print(" PASS: ", description)
|
||||
passed += 1
|
||||
else:
|
||||
printerr(" FAIL: ", description)
|
||||
failed += 1
|
||||
return condition
|
||||
Reference in New Issue
Block a user