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4 Commits

Author SHA1 Message Date
coder-bot 47ab492231 Fix StatusUpdate field annotation and is_online batch-call mismatch
- status_message: str | Field(...) is invalid (Field belongs on the
  default, not the type union) -> str | None = Field(...)
- router called is_online(ids) with a list and treated the bool result
  as a collection (uid in online_ids would TypeError on the first real
  call) -> added is_online_batch() using MGET, one round trip, tested
  against a live Redis instance
2026-08-18 16:46:52 +00:00
coder-bot 751bd11ed0 WIP checkpoint: Presence & status model + endpoints (Redis heartbeat) 2026-08-18 16:41:56 +00:00
coder-bot 0abae90892 WIP checkpoint: Presence & status model + endpoints (Redis heartbeat) 2026-08-18 15:59:27 +00:00
coder-bot 024a200315 WIP checkpoint: Presence & status model + endpoints (Redis heartbeat) 2026-08-18 15:58:35 +00:00
156 changed files with 434 additions and 13476 deletions
-39
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@@ -1,39 +0,0 @@
name: checkpoint
# Runs the full checkpoint suite (migrations, backend pytest, Godot smoke
# tests, multiplayer, fresh-clone boot) on every push and PR.
#
# Runs on a `host`-label act_runner on the AGP box: Docker, ~/godot/godot,
# and Python 3 are already there. Deliberately uses no JavaScript actions
# (actions/checkout etc.) so the host needs no Node install -- checkout is a
# plain git clone from the local Gitea. See docs/ci.md.
on:
push:
branches: [main]
pull_request:
jobs:
checkpoint:
runs-on: host
steps:
- name: Checkout
run: |
set -eu
rm -rf repo && mkdir repo && cd repo
git init -q
git remote add origin "http://x:${{ github.token }}@localhost:3000/${{ github.repository }}.git"
git fetch -q --depth 1 origin "${{ github.sha }}"
git checkout -q FETCH_HEAD
- name: Python env
working-directory: repo
run: |
set -eu
python3 -m venv .venv
.venv/bin/pip install --quiet --upgrade pip
.venv/bin/pip install --quiet -r backend/requirements.txt
- name: Checkpoint suite
working-directory: repo
run: .venv/bin/python scripts/run_checkpoint_tests.py --postgres-port 25690 --backend-port 18690
-4
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@@ -8,7 +8,3 @@ export/
# OS
.DS_Store
Thumbs.db
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meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=2
gltf/embedded_image_handling=1
Binary file not shown.
@@ -1,42 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bcrtxtp47dv8h"
path="res://.godot/imported/right_hand_glove_01.glb-a59875b630ac413350c3bdf6acc84bdf.scn"
[deps]
source_file="res://assets/avatars/right_hand_glove_01.glb"
dest_files=["res://.godot/imported/right_hand_glove_01.glb-a59875b630ac413350c3bdf6acc84bdf.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=2
gltf/embedded_image_handling=1
@@ -1,17 +0,0 @@
{
"content_flags": {
"violence": "none",
"mature": false
},
"rules": [
{
"trigger": {"type": "on_interact"},
"conditions": [],
"actions": [
{"verb": "give_item", "item_id": "gold_coin", "count": 3},
{"verb": "play_sound", "sound_id": "chest_open"},
{"verb": "rotate", "target": "self", "degrees": 90, "axis": "y", "duration": 0.4}
]
}
]
}
-8
View File
@@ -1,8 +0,0 @@
{
"templates": {
"small_crate": {
"asset_id": "props/crate_small.glb",
"display_name": "Small Crate"
}
}
}
+4 -7
View File
@@ -4,13 +4,10 @@ DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
# Redis
REDIS_URL=redis://localhost:6379/0
# JWT / Auth
ALGORITHM=RS256
ACCESS_TOKEN_EXPIRE_MINUTES=60
REFRESH_TOKEN_EXPIRE_DAYS=30
# Directory where the RSA keypair is loaded/generated at runtime.
# Defaults to ~/.agp/keys (outside the repo). Keys are never committed to git.
RSA_KEY_DIR=~/.agp/keys
# JWT
SECRET_KEY=change-me-to-a-secure-random-string
ALGORITHM=HS256
ACCESS_TOKEN_EXPIRE_MINUTES=30
# App
APP_NAME=AGP Backend
+1 -1
View File
@@ -8,7 +8,7 @@ from sqlalchemy.ext.asyncio import create_async_engine
from app.config import settings
from app.database import Base
from app.models import user, session, world, asset, avatar_loadout # noqa: F401
from app.models import user, session, world, asset # noqa: F401
# this is the Alembic Config object, which provides
# access to the values within the .ini file in use.
+2 -3
View File
@@ -69,8 +69,7 @@ def upgrade() -> None:
sa.Column(
"visibility",
postgresql.ENUM(
"public", "private", "friends_only", name="world_visibility",
create_type=False,
"public", "private", "friends_only", name="world_visibility"
),
nullable=True,
),
@@ -90,7 +89,7 @@ def upgrade() -> None:
"asset_type",
postgresql.ENUM(
"image", "audio", "video", "document", "model_3d", "other",
name="asset_type", create_type=False,
name="asset_type",
),
nullable=False,
),
@@ -1,30 +0,0 @@
"""add date_of_birth column to users table
Revision ID: 0002_add_date_of_birth_to_users
Revises: 0001_initial
Create Date: 2025-01-01 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = "0002_add_date_of_birth_to_users"
down_revision: Union[str, None] = "0001_initial"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Add date_of_birth column to users table."""
op.add_column(
"users",
sa.Column("date_of_birth", sa.Date(), nullable=True),
)
def downgrade() -> None:
"""Remove date_of_birth column from users table."""
op.drop_column("users", "date_of_birth")
@@ -1,36 +0,0 @@
"""add refresh_tokens table
Revision ID: 0003_add_refresh_tokens_table
Revises: 0002_add_date_of_birth_to_users
Create Date: 2025-07-25 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = "0003_add_refresh_tokens_table"
down_revision: Union[str, None] = "0002_add_date_of_birth_to_users"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Create the refresh_tokens table."""
op.create_table(
"refresh_tokens",
sa.Column("id", sa.String(36), primary_key=True),
sa.Column("user_id", sa.Integer(), sa.ForeignKey("users.id", ondelete="CASCADE"), nullable=False),
sa.Column("token", sa.String(512), unique=True, index=True, nullable=False),
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
sa.Column("is_active", sa.Boolean(), server_default=sa.text("true"), nullable=False),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
)
def downgrade() -> None:
"""Drop the refresh_tokens table."""
op.drop_table("refresh_tokens")
@@ -1,39 +0,0 @@
"""add avatar_loadouts table
Revision ID: 0004_add_avatar_loadouts_table
Revises: 0003_add_refresh_tokens_table
Create Date: 2026-09-05 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
from sqlalchemy.dialects import postgresql
# revision identifiers, used by Alembic.
revision: str = "0004_add_avatar_loadouts_table"
down_revision: Union[str, None] = "0003_add_refresh_tokens_table"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Create the avatar_loadouts table (one row per user)."""
op.create_table(
"avatar_loadouts",
sa.Column(
"user_id",
sa.Integer(),
sa.ForeignKey("users.id", ondelete="CASCADE"),
primary_key=True,
),
sa.Column("data", postgresql.JSONB(), nullable=False),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
)
def downgrade() -> None:
"""Drop the avatar_loadouts table."""
op.drop_table("avatar_loadouts")
@@ -0,0 +1,29 @@
"""add presence columns to users
Revision ID: 2a9b9873244a
Revises: 0001_initial
Create Date: 2026-08-18 15:59:09.298919
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = '2a9b9873244a'
down_revision: Union[str, None] = '0001_initial'
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Add last_seen_at and status_message columns to users table."""
op.add_column('users', sa.Column('last_seen_at', sa.DateTime(timezone=True), nullable=True))
op.add_column('users', sa.Column('status_message', sa.Text(), nullable=True))
def downgrade() -> None:
"""Remove presence columns from users table."""
op.drop_column('users', 'status_message')
op.drop_column('users', 'last_seen_at')
+5 -105
View File
@@ -1,56 +1,10 @@
"""Application configuration via pydantic-settings."""
from functools import lru_cache
from pathlib import Path
from cryptography.hazmat.primitives.asymmetric.rsa import (
RSAPrivateKey,
RSAPublicKey,
generate_private_key,
)
from cryptography.hazmat.primitives.serialization import (
Encoding,
NoEncryption,
PrivateFormat,
PublicFormat,
load_pem_private_key,
load_pem_public_key,
)
from pydantic_settings import BaseSettings, SettingsConfigDict
def _load_or_generate_rsa_keys(key_dir: Path) -> tuple[bytes, bytes]:
"""Load existing RSA keys or generate a new pair.
Keys are stored as PEM files in *key_dir*. The directory is created
if it does not exist. Files are named ``private.pem`` and
``public.pem`` and are **not** committed to git.
"""
private_path = key_dir / "private.pem"
public_path = key_dir / "public.pem"
if private_path.exists() and public_path.exists():
private_pem = private_path.read_bytes()
public_pem = public_path.read_bytes()
else:
# Generate a new 2048-bit RSA key pair
private_key = generate_private_key(public_exponent=65537, key_size=2048)
private_pem = private_key.private_bytes(
Encoding.PEM,
PrivateFormat.PKCS8,
NoEncryption(),
)
public_pem = private_key.public_key().public_bytes(
Encoding.PEM,
PublicFormat.SubjectPublicKeyInfo,
)
key_dir.mkdir(parents=True, exist_ok=True)
private_path.write_bytes(private_pem)
public_path.write_bytes(public_pem)
return private_pem, public_pem
class Settings(BaseSettings):
# App
APP_NAME: str = "AGP Backend"
@@ -64,46 +18,18 @@ class Settings(BaseSettings):
REDIS_URL: str = "redis://localhost:6379/0"
# JWT / Auth
ALGORITHM: str = "RS256"
ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
REFRESH_TOKEN_EXPIRE_DAYS: int = 30
# RS256 key storage. Defaults to a directory outside the repo so the
# generated keypair is never accidentally committed.
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
# NOTE: production must override SECRET_KEY with a secure random value
# (e.g. `python -c "import secrets; print(secrets.token_urlsafe(32))"`)
SECRET_KEY: str = "change-me-to-a-secure-random-string"
ALGORITHM: str = "HS256"
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
# CORS
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
# Per-IP auth rate limiting (app/rate_limit.py). Disabled by the
# checkpoint smoke suite, which runs every test from one client IP.
RATE_LIMIT_ENABLED: bool = True
# File uploads
UPLOAD_DIR: str = "uploads"
MAX_UPLOAD_SIZE_MB: int = 100
GLTF_MAX_FILE_SIZE_MB: int = 200
# ── Game-server orchestration ──────────────────────────────────────────
# The join flow (POST /api/worlds/{id}/join) ensures a headless Godot
# dedicated-server process exists for a world and returns its address.
# Disabled by default so nothing tries to spawn Godot in environments
# that don't have it (plain pytest, CI without the engine); the
# checkpoint/playtest launcher turns it on.
GAME_SERVERS_ENABLED: bool = False
# Path to the Godot 4 binary. "godot" resolves via PATH.
GODOT_BIN: str = str(Path.home() / "godot" / "godot")
# Godot project directory (the game repo root -- backend/ is a subdir).
GAME_PROJECT_DIR: str = str(Path(__file__).resolve().parents[2])
# The host clients should connect to for ENet. Defaults to the LAN IP the
# launcher bakes into the exe; overridable for local testing.
GAME_SERVER_HOST: str = "127.0.0.1"
# Port range for per-world dedicated servers.
GAME_SERVER_PORT_MIN: int = 27000
GAME_SERVER_PORT_MAX: int = 27099
# Kill a world's server this long after its last join with no active
# players reported.
GAME_SERVER_IDLE_TIMEOUT_SECONDS: int = 300
model_config = SettingsConfigDict(
env_file=".env",
@@ -115,32 +41,6 @@ class Settings(BaseSettings):
def cors_origins_list(self) -> list[str]:
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
@property
def rsa_key_dir(self) -> Path:
return Path(self.RSA_KEY_DIR)
@property
def private_pem(self) -> bytes:
"""Return the private key PEM bytes (loads/generates on first call)."""
private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
return private_pem
@property
def public_pem(self) -> bytes:
"""Return the public key PEM bytes (loads/generates on first call)."""
_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
return public_pem
@property
def private_key(self) -> RSAPrivateKey:
"""Return the deserialized RSA private key object."""
return load_pem_private_key(self.private_pem, password=None)
@property
def public_key(self) -> RSAPublicKey:
"""Return the deserialized RSA public key object."""
return load_pem_public_key(self.public_pem)
@lru_cache()
def get_settings() -> Settings:
+1 -1
View File
@@ -27,7 +27,7 @@ async def get_current_user(
)
try:
payload = jwt.decode(
token, settings.public_pem, algorithms=[settings.ALGORITHM]
token, settings.SECRET_KEY, algorithms=[settings.ALGORITHM]
)
user_id: str | None = payload.get("sub")
if user_id is None:
+4 -7
View File
@@ -6,18 +6,15 @@ from fastapi import FastAPI
from fastapi.middleware.cors import CORSMiddleware
from app.config import settings
from app.routers import auth, users, worlds, assets, avatar
from app.services.game_servers import supervisor
from app.routers import auth, users, worlds, assets, presence
@asynccontextmanager
async def lifespan(app: FastAPI):
"""Application lifespan: startup and shutdown events."""
supervisor.start()
# Startup: initialize database, connect to Redis, etc.
yield
await supervisor.shutdown()
# Shutdown: close connections, cleanup
app = FastAPI(
@@ -41,7 +38,7 @@ app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
app.include_router(users.router, prefix="/api/users", tags=["users"])
app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
app.include_router(avatar.router, prefix="/api/avatar", tags=["avatar"])
app.include_router(presence.router, prefix="/api/presence", tags=["presence"])
@app.get("/api/health")
+1 -2
View File
@@ -2,6 +2,5 @@ from app.models.user import User
from app.models.session import Session
from app.models.world import World
from app.models.asset import Asset
from app.models.avatar_loadout import AvatarLoadout
__all__ = ["User", "Session", "World", "Asset", "AvatarLoadout"]
__all__ = ["User", "Session", "World", "Asset"]
-41
View File
@@ -1,41 +0,0 @@
from sqlalchemy import Column, Integer, ForeignKey, DateTime
from sqlalchemy.dialects.postgresql import JSONB
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
from app.database import Base
# The default a brand-new account gets before they touch the customization
# screen. Kept in sync with assets/avatars/catalog.json (the base_body id) and
# with the client's AvatarLoadout.to_json() shape.
DEFAULT_LOADOUT: dict = {
"base_body": "base_human_male_01",
"slots": {},
}
class AvatarLoadout(Base):
"""A user's equipped avatar composition.
One row per user. The whole loadout is stored as a single JSON document
matching the client's ``AvatarLoadout.to_json()`` shape
(``{"base_body": str, "slots": {...}, "skin_tone"?: {...}}``) rather than
exploded into columns -- the server has no copy of the asset catalog, so
deep validation (does this asset exist, is it valid for this slot) stays
on the client. The server only enforces the envelope: valid JSON object
with a non-empty ``base_body``.
"""
__tablename__ = "avatar_loadouts"
user_id = Column(
Integer,
ForeignKey("users.id", ondelete="CASCADE"),
primary_key=True,
)
data = Column(JSONB, nullable=False)
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)
user = relationship("User", back_populates="avatar_loadout")
-21
View File
@@ -3,7 +3,6 @@ import uuid
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
from app.database import Base
@@ -19,23 +18,3 @@ class Session(Base):
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
user = relationship("User", back_populates="sessions")
class RefreshToken(Base):
__tablename__ = "refresh_tokens"
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
# RS256 JWTs are ~420+ chars; 512 is sufficient and matches the migration.
token = Column(String(512), unique=True, index=True, nullable=False)
expires_at = Column(DateTime(timezone=True), nullable=False)
is_active = Column(Boolean, nullable=False, default=True, server_default="true")
created_at = Column(DateTime(timezone=True), nullable=False, server_default=func.now())
updated_at = Column(
DateTime(timezone=True),
nullable=False,
server_default=func.now(),
onupdate=func.now(),
)
user = relationship("User", back_populates="refresh_tokens")
+5 -24
View File
@@ -1,7 +1,4 @@
from datetime import date
from typing import Optional
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Text
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
@@ -15,30 +12,14 @@ class User(Base):
username = Column(String(50), unique=True, index=True, nullable=False)
email = Column(String(120), unique=True, index=True, nullable=False)
hashed_password = Column(String(255), nullable=False)
date_of_birth = Column(Date, nullable=True)
is_active = Column(Boolean, default=True)
created_at = Column(DateTime(timezone=True), server_default=func.now())
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
# Presence / status
last_seen_at = Column(DateTime(timezone=True), nullable=True)
status_message = Column(Text, nullable=True)
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
refresh_tokens = relationship("RefreshToken", back_populates="user", cascade="all, delete-orphan")
worlds = relationship("World", back_populates="owner")
assets = relationship("Asset", back_populates="owner")
avatar_loadout = relationship(
"AvatarLoadout",
back_populates="user",
uselist=False,
cascade="all, delete-orphan",
)
@property
def is_adult(self) -> bool:
"""Return True if the user is 18 or older based on date_of_birth."""
if self.date_of_birth is None:
return False
today = date.today()
age = today.year - self.date_of_birth.year
# Adjust if birthday hasn't occurred yet this year
if (today.month, today.day) < (self.date_of_birth.month, self.date_of_birth.day):
age -= 1
return age >= 18
+1 -6
View File
@@ -21,12 +21,7 @@ class World(Base):
description = Column(Text, nullable=True)
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
visibility = Column(
ENUM(
WorldVisibility,
name="world_visibility",
create_type=False,
values_callable=lambda enum_cls: [e.value for e in enum_cls],
),
ENUM(WorldVisibility, name="world_visibility", create_type=False),
default=WorldVisibility.PUBLIC,
)
created_at = Column(DateTime(timezone=True), server_default=func.now())
-73
View File
@@ -1,73 +0,0 @@
"""Lightweight in-process rate limiting.
The backend runs single-worker (required by the game-server supervisor), so a
process-local sliding-window counter is sufficient and needs no Redis. Keyed
by client IP. Used to blunt credential brute-force on the auth endpoints.
If the backend is ever scaled to multiple workers/hosts this must move to a
shared store (Redis) -- flagged here rather than silently under-enforcing.
"""
from __future__ import annotations
import time
from collections import defaultdict, deque
from fastapi import HTTPException, Request, status
from app.config import settings
class SlidingWindowLimiter:
def __init__(self, max_hits: int, window_seconds: float) -> None:
self.max_hits = max_hits
self.window = window_seconds
self._hits: dict[str, deque[float]] = defaultdict(deque)
def check(self, key: str) -> None:
now = time.monotonic()
q = self._hits[key]
cutoff = now - self.window
while q and q[0] < cutoff:
q.popleft()
if len(q) >= self.max_hits:
retry = max(1, int(q[0] + self.window - now))
raise HTTPException(
status_code=status.HTTP_429_TOO_MANY_REQUESTS,
detail="Too many attempts. Try again shortly.",
headers={"Retry-After": str(retry)},
)
q.append(now)
def reset(self) -> None:
self._hits.clear()
def _client_key(request: Request) -> str:
# X-Forwarded-For first hop when behind the reverse proxy, else the socket.
fwd = request.headers.get("x-forwarded-for", "")
if fwd:
return fwd.split(",")[0].strip()
return request.client.host if request.client else "unknown"
# 10 auth attempts / minute / IP -- generous for a human, painful for a
# brute-forcer.
_auth_limiter = SlidingWindowLimiter(max_hits=10, window_seconds=60)
async def auth_rate_limit(request: Request) -> None:
"""FastAPI dependency: rate-limit auth attempts per client IP.
A no-op when ``RATE_LIMIT_ENABLED`` is false -- the checkpoint smoke
suite runs every test against one backend from one client IP, so the
per-IP cap would trip mid-suite. The dedicated ``test_rate_limit``
module exercises the real behaviour regardless of this flag.
"""
if not settings.RATE_LIMIT_ENABLED:
return
_auth_limiter.check(f"auth:{_client_key(request)}")
def reset_all() -> None:
"""Test hook."""
_auth_limiter.reset()
+2 -36
View File
@@ -1,6 +1,5 @@
"""Asset management router."""
import json
import os
from pathlib import Path
from typing import Optional
@@ -14,7 +13,6 @@ from app.database import get_db
from app.dependencies import CurrentUser
from app.models.asset import Asset, AssetType
from app.models.world import World
from app.services import gltf as gltf_service
from pydantic import BaseModel, Field
router = APIRouter()
@@ -66,14 +64,6 @@ def _sanitize_filename(filename: str) -> str:
return safe or "file"
def _detect_asset_type(filename: Optional[str], content: bytes) -> AssetType:
"""Detect the asset type from filename and content."""
if filename and gltf_service.looks_like_gltf(content, filename):
return AssetType.MODEL_3D
# Fallback: let the caller decide based on mime_type or default.
return AssetType.OTHER
# --- Endpoints ---
@router.post("/", response_model=AssetResponse, status_code=201)
@@ -193,16 +183,10 @@ async def upload_asset_file(
# Sanitize filename to prevent path traversal.
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
# Read the file content.
# Validate file size against configured maximum.
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
content = await file.read()
file_size = len(content)
# Determine which size limit to apply.
if gltf_service.looks_like_gltf(content, file.filename):
max_bytes = settings.GLTF_MAX_FILE_SIZE_MB * 1024 * 1024
else:
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
if file_size > max_bytes:
raise HTTPException(
status_code=413,
@@ -216,28 +200,10 @@ async def upload_asset_file(
file_path = upload_dir / stored_name
file_path.write_bytes(content)
# Detect asset type from content/filename.
detected_type = _detect_asset_type(file.filename, content)
# Update asset record.
asset.file_path = str(file_path)
asset.mime_type = file.content_type
asset.file_size = file_size
# If this is a glTF file, extract and store metadata.
if detected_type == AssetType.MODEL_3D:
try:
metadata = gltf_service.extract_gltf_metadata(content)
asset.metadata_json = json.dumps(metadata)
# Also set the asset type to model_3d if it was auto-detected.
if asset.asset_type == AssetType.OTHER:
asset.asset_type = AssetType.MODEL_3D
except ValueError as exc:
raise HTTPException(
status_code=400,
detail=f"Invalid glTF file: {exc}",
)
await db.commit()
await db.refresh(asset)
return asset
+14 -206
View File
@@ -1,61 +1,43 @@
"""Authentication router - login, register, token refresh."""
import uuid
from datetime import date, datetime, timedelta, timezone
from datetime import datetime, timedelta, timezone
from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm
from jose import JWTError, jwt
from passlib.context import CryptContext
from pydantic import BaseModel, EmailStr
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from jose import jwt
from passlib.context import CryptContext
from app.config import settings
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.session import RefreshToken
from app.models.user import User
from app.rate_limit import auth_rate_limit
from sqlalchemy.ext.asyncio import AsyncSession
from sqlalchemy import select
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
router = APIRouter()
## Minimum age to register. This platform is adults-only.
MIN_AGE = 18
# --- Pydantic schemas ---
class TokenResponse(BaseModel):
access_token: str
refresh_token: str
token_type: str = "bearer"
access_token_expires_minutes: int
class RefreshRequest(BaseModel):
refresh_token: str
class RegisterRequest(BaseModel):
username: str
email: EmailStr
password: str
# Real date of birth -- the server computes age from it and rejects
# anyone under MIN_AGE. Still self-attested (no document check yet), but
# a concrete, stored, legally-meaningful data point rather than a
# throwaway checkbox, and the seam for a future hard ID-verification
# pass. See docs/architecture/content_moderation.md 5.2.
date_of_birth: date
class UserResponse(BaseModel):
id: int
username: str
email: str
date_of_birth: date | None = None
is_active: bool
created_at: datetime | None = None
@@ -65,43 +47,12 @@ class UserResponse(BaseModel):
# --- Helpers ---
def _create_access_token(data: dict) -> str:
"""Create a signed access token using RS256.
Includes a unique ``jti`` claim so that concurrent/same-second calls
(e.g. back-to-back /refresh requests) still produce distinct tokens —
without it, two tokens minted for the same user within the same
second are byte-identical since ``sub``/``exp`` are the only claims.
"""
to_encode = data.copy()
to_encode["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta(
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
)
to_encode.update({"exp": expire})
return jwt.encode(
to_encode,
settings.private_pem,
algorithm=settings.ALGORITHM,
)
def _create_refresh_token(data: dict) -> str:
"""Create a signed refresh token using RS256.
Includes a unique ``jti`` claim so that concurrent calls produce
distinct tokens even when issued within the same second.
"""
to_encode = data.copy()
to_encode["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta(
days=settings.REFRESH_TOKEN_EXPIRE_DAYS
)
to_encode.update({"exp": expire})
return jwt.encode(
to_encode,
settings.private_pem,
algorithm=settings.ALGORITHM,
)
return jwt.encode(to_encode, settings.SECRET_KEY, algorithm=settings.ALGORITHM)
def verify_password(plain_password: str, hashed_password: str) -> bool:
@@ -114,67 +65,11 @@ def hash_password(password: str) -> str:
return pwd_context.hash(password)
def calculate_age(birth_date: date, today: date | None = None) -> int:
"""Calculate age in years from a birth date.
Used by /register (PC3 Phase 3) to compute age from the submitted
date_of_birth and enforce the 18+ gate. See
docs/architecture/content_moderation.md 5.2.
Args:
birth_date: The person's date of birth.
today: The reference date. Defaults to today's date (UTC).
Returns:
Age in whole years as of the reference date.
"""
if today is None:
today = datetime.now(timezone.utc).date()
age = today.year - birth_date.year
# Adjust if birthday hasn't occurred yet this year
if (today.month, today.day) < (birth_date.month, birth_date.day):
age -= 1
return age
def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
"""Create and persist a refresh token for the given user."""
refresh_token_value = _create_refresh_token({"sub": str(user_id)})
refresh_token_record = RefreshToken(
id=str(uuid.uuid4()),
user_id=user_id,
token=refresh_token_value,
expires_at=datetime.now(timezone.utc)
+ timedelta(days=settings.REFRESH_TOKEN_EXPIRE_DAYS),
)
db.add(refresh_token_record)
return refresh_token_value
# --- Endpoints ---
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED,
dependencies=[Depends(auth_rate_limit)])
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return access + refresh tokens.
Requires a date of birth; the server computes age and rejects anyone
under MIN_AGE (18). See docs/architecture/content_moderation.md for the
verification design and its self-attestation limitation.
"""
age = calculate_age(req.date_of_birth)
if age < 0 or req.date_of_birth > date.today():
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="Invalid date of birth",
)
if age < MIN_AGE:
raise HTTPException(
status_code=status.HTTP_403_FORBIDDEN,
detail=f"You must be at least {MIN_AGE} to use this platform",
)
"""Register a new user and return an access token."""
# Check if username already exists
result = await db.execute(select(User).where(User.username == req.username))
if result.scalar_one_or_none():
@@ -195,29 +90,18 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
username=req.username,
email=req.email,
hashed_password=hash_password(req.password),
date_of_birth=req.date_of_birth,
)
db.add(user)
await db.flush() # flush to get user.id before creating refresh token
await db.commit()
await db.refresh(user)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
return TokenResponse(access_token=access_token)
@router.post("/login", response_model=TokenResponse, dependencies=[Depends(auth_rate_limit)])
@router.post("/login", response_model=TokenResponse)
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
"""Authenticate user and return access + refresh tokens.
"""Authenticate user and return an access token.
Accepts form-encoded credentials (username/password) as expected by
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
@@ -237,84 +121,8 @@ async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession =
detail="User account is inactive",
)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
@router.post("/refresh", response_model=TokenResponse)
async def refresh(req: RefreshRequest, db: AsyncSession = Depends(get_db)):
"""Exchange a valid refresh token for a new access token.
Validates the refresh token against the database:
- Must exist in the refresh_tokens table
- Must not be expired (expires_at > now)
- Must be active (is_active == true)
On success, returns a new access token. The refresh token itself is
NOT rotated (the client keeps using the same refresh token).
"""
credentials_exception = HTTPException(
status_code=status.HTTP_401_UNAUTHORIZED,
detail="Invalid or expired refresh token",
)
# Step 1: Decode and validate the JWT signature/claims
try:
payload = jwt.decode(
req.refresh_token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
except JWTError:
raise credentials_exception
user_id_str: str | None = payload.get("sub")
if user_id_str is None:
raise credentials_exception
try:
user_id = int(user_id_str)
except (ValueError, TypeError):
raise credentials_exception
# Step 2: Look up the refresh token in the database
result = await db.execute(
select(RefreshToken).where(
RefreshToken.token == req.refresh_token,
RefreshToken.user_id == user_id,
)
)
stored_token = result.scalar_one_or_none()
if stored_token is None:
raise credentials_exception
# Step 3: Check if the token is expired
if datetime.now(timezone.utc) >= stored_token.expires_at:
raise credentials_exception
# Step 4: Check if the token is active
if not stored_token.is_active:
raise credentials_exception
# Step 5: Issue a new access token
access_token = _create_access_token({"sub": str(user_id)})
return TokenResponse(
access_token=access_token,
refresh_token=req.refresh_token, # Return the same refresh token
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
return TokenResponse(access_token=access_token)
@router.get("/me", response_model=UserResponse)
-78
View File
@@ -1,78 +0,0 @@
"""Avatar router - the current user's persisted avatar loadout.
The loadout is a single JSON document matching the client's
``AvatarLoadout.to_json()`` shape. The server has no copy of the asset
catalog, so it only validates the envelope (JSON object, non-empty
``base_body``); which assets are valid for which slot is the client's job.
"""
from typing import Annotated, Any
from fastapi import APIRouter, Depends, HTTPException
from pydantic import BaseModel, Field
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.avatar_loadout import AvatarLoadout, DEFAULT_LOADOUT
router = APIRouter()
DbDep = Annotated[AsyncSession, Depends(get_db)]
# A loadout document is small; reject anything absurd outright.
MAX_LOADOUT_BYTES = 16 * 1024
class LoadoutResponse(BaseModel):
data: dict[str, Any]
is_default: bool = Field(
description="True when the user has never saved a loadout and this is "
"the server default."
)
class LoadoutUpdate(BaseModel):
data: dict[str, Any]
def _validate_envelope(data: dict[str, Any]) -> None:
base_body = data.get("base_body")
if not isinstance(base_body, str) or not base_body.strip():
raise HTTPException(
status_code=422,
detail="loadout.data must have a non-empty string 'base_body'",
)
slots = data.get("slots", {})
if not isinstance(slots, dict):
raise HTTPException(status_code=422, detail="loadout.data.slots must be an object")
if len(str(data)) > MAX_LOADOUT_BYTES:
raise HTTPException(status_code=413, detail="loadout document too large")
@router.get("/loadout", response_model=LoadoutResponse)
async def get_loadout(current_user: CurrentUser, db: DbDep):
"""Return the current user's saved loadout, or the server default if they
have never saved one."""
row = await db.get(AvatarLoadout, current_user.id)
if row is None:
return LoadoutResponse(data=dict(DEFAULT_LOADOUT), is_default=True)
return LoadoutResponse(data=row.data, is_default=False)
@router.put("/loadout", response_model=LoadoutResponse)
async def put_loadout(payload: LoadoutUpdate, current_user: CurrentUser, db: DbDep):
"""Replace the current user's loadout."""
_validate_envelope(payload.data)
row = await db.get(AvatarLoadout, current_user.id)
if row is None:
row = AvatarLoadout(user_id=current_user.id, data=payload.data)
db.add(row)
else:
row.data = payload.data
await db.commit()
await db.refresh(row)
return LoadoutResponse(data=row.data, is_default=False)
+155
View File
@@ -0,0 +1,155 @@
"""Presence & status router.
Endpoints:
- POST /api/presence/heartbeat – record a heartbeat (sets Redis TTL key)
- GET /api/presence/presence – query presence for a list of user ids
- PATCH /api/presence/status – update the authenticated user's status message
"""
from datetime import datetime, timezone
from typing import Annotated
from fastapi import APIRouter, Depends, HTTPException, status
from pydantic import BaseModel, Field, field_validator
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.user import User
from app.services.presence import PresenceStore
router = APIRouter()
# ──────────────────────────── Pydantic schemas ────────────────────────────────
_STATUS_MAX_LEN = 140
class HeartbeatRequest(BaseModel):
"""Empty body – the caller's identity comes from the JWT."""
class PresenceUser(BaseModel):
user_id: int
is_online: bool
last_seen_at: datetime | None
status_message: str | None
class PresenceResponse(BaseModel):
users: list[PresenceUser]
class StatusUpdate(BaseModel):
status_message: str | None = Field(default=None, max_length=_STATUS_MAX_LEN)
@field_validator("status_message")
@classmethod
def strip_message(cls, v: str | None) -> str | None:
if v is not None:
v = v.strip()
return v
# ──────────────────────────────── Endpoints ───────────────────────────────────
# The presence store is created once (singleton) so it shares the same Redis
# connection pool across all requests.
_presence_store = PresenceStore()
@router.post("/heartbeat", response_model=dict)
async def heartbeat(
_req: HeartbeatRequest,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Record a heartbeat for the authenticated user.
Sets a Redis key with a TTL so the server can derive online/offline
status without trusting client claims. Also persists last_seen_at to
the database.
"""
# Update Redis TTL (presence heartbeat)
await _presence_store.heartbeat(current_user.id)
# Persist last_seen_at to the database
now = datetime.now(timezone.utc)
result = await db.execute(
select(User).where(User.id == current_user.id)
)
user = result.scalar_one_or_none()
if user:
user.last_seen_at = now
await db.commit()
return {"status": "ok", "user_id": current_user.id}
@router.get("/presence", response_model=PresenceResponse)
async def get_presence(
user_ids: str,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Return presence info for a comma-separated list of user ids.
Online/offline is derived from the Redis heartbeat TTL.
last_seen_at and status_message come from the database.
"""
ids = [int(uid.strip()) for uid in user_ids.split(",") if uid.strip()]
if not ids:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="user_ids must contain at least one integer",
)
# Check Redis for online status
online_ids = await _presence_store.is_online_batch(ids)
# Fetch DB records for last_seen_at and status_message
result = await db.execute(
select(User).where(User.id.in_(ids))
)
users = {u.id: u for u in result.scalars().all()}
presence_users = []
for uid in ids:
user = users.get(uid)
if user is None:
continue
presence_users.append(
PresenceUser(
user_id=uid,
is_online=uid in online_ids,
last_seen_at=user.last_seen_at,
status_message=user.status_message,
)
)
return PresenceResponse(users=presence_users)
@router.patch("/status", response_model=dict)
async def update_status(
body: StatusUpdate,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Update the authenticated user's status message (length-limited)."""
result = await db.execute(
select(User).where(User.id == current_user.id)
)
user = result.scalar_one_or_none()
if not user:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND,
detail="User not found",
)
user.status_message = body.status_message
await db.commit()
return {"status": "ok", "status_message": body.status_message}
+1 -37
View File
@@ -1,6 +1,5 @@
"""Worlds router - CRUD for game worlds."""
from datetime import datetime
from typing import Annotated
from fastapi import APIRouter, Depends, HTTPException, Query
@@ -12,7 +11,6 @@ from sqlalchemy.orm import selectinload
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.world import World, WorldVisibility
from app.services.game_servers import supervisor
router = APIRouter()
@@ -42,7 +40,7 @@ class WorldResponse(BaseModel):
description: str | None
visibility: WorldVisibility
owner_id: int
created_at: datetime | None = None
created_at: str | None = None
model_config = {"from_attributes": True}
@@ -107,40 +105,6 @@ async def get_world(
return world
class JoinResponse(BaseModel):
"""Address of the dedicated server hosting this world."""
world_id: int
host: str
port: int
@router.post("/{world_id}/join", response_model=JoinResponse)
async def join_world(
world_id: int,
current_user: CurrentUser,
db: DbDep,
):
"""Ensure a dedicated game server is running for this world and return its
ENet address for the client to connect to.
503 if game-server orchestration isn't enabled on this backend (e.g. a
plain dev/test instance with no Godot binary).
"""
result = await db.execute(select(World).where(World.id == world_id))
world = result.scalar_one_or_none()
if not world:
raise HTTPException(status_code=404, detail="World not found")
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="World not found")
try:
info = await supervisor.ensure_server(str(world_id))
except RuntimeError as exc:
raise HTTPException(status_code=503, detail=str(exc))
return JoinResponse(world_id=world_id, host=info["host"], port=info["port"])
@router.post("/", response_model=WorldResponse, status_code=201)
async def create_world(
world_data: WorldCreate,
-182
View File
@@ -1,182 +0,0 @@
"""Game-server orchestration.
On ``POST /api/worlds/{id}/join`` the backend ensures a headless Godot
dedicated-server process is running for that world and returns its address.
One process per world, keyed by ``world_id``. A background reaper kills a
world's server once its status file reports zero players for
``GAME_SERVER_IDLE_TIMEOUT_SECONDS``.
This lives in-process (a module-level singleton) rather than as a separate
service, so the backend MUST run single-worker -- which it does
(``uvicorn app.main:app`` with no ``--workers``). The Godot binary and
project are on the host (see ``settings.GODOT_BIN`` / ``GAME_PROJECT_DIR``);
the backend spawns them as subprocesses.
Design notes / limits (PC3):
- All worlds currently load the same test level (per-world content is M2/M7).
``world_id`` still scopes a distinct server process + session.
- Port allocation is a linear scan of the configured range.
- No crash-restart: if a server process dies, the next join respawns it.
"""
from __future__ import annotations
import asyncio
import json
import socket
import subprocess
import tempfile
import time
from dataclasses import dataclass, field
from pathlib import Path
from app.config import settings
@dataclass
class _WorldServer:
world_id: str
port: int
proc: subprocess.Popen
status_path: Path
started_at: float = field(default_factory=time.time)
last_join: float = field(default_factory=time.time)
def status(self) -> dict:
try:
return json.loads(self.status_path.read_text())
except (OSError, ValueError):
return {}
def player_count(self) -> int:
return int(self.status().get("players", 0))
def alive(self) -> bool:
return self.proc.poll() is None
def stop(self) -> None:
if self.alive():
self.proc.terminate()
try:
self.proc.wait(timeout=10)
except subprocess.TimeoutExpired:
self.proc.kill()
self.status_path.unlink(missing_ok=True)
class GameServerSupervisor:
def __init__(self) -> None:
self._servers: dict[str, _WorldServer] = {}
self._lock = asyncio.Lock()
self._reaper: asyncio.Task | None = None
self._runtime_dir = Path(tempfile.gettempdir()) / "agp-game-servers"
self._runtime_dir.mkdir(parents=True, exist_ok=True)
# ── lifecycle ────────────────────────────────────────────────────────
def start(self) -> None:
if not settings.GAME_SERVERS_ENABLED:
return
if self._reaper is None or self._reaper.done():
self._reaper = asyncio.create_task(self._reap_loop())
async def shutdown(self) -> None:
if self._reaper:
self._reaper.cancel()
async with self._lock:
for srv in list(self._servers.values()):
srv.stop()
self._servers.clear()
# ── join ─────────────────────────────────────────────────────────────
async def ensure_server(self, world_id: str) -> dict:
"""Return ``{"host", "port", "world_id"}`` for the world's dedicated
server, spawning it if needed. Raises RuntimeError if orchestration
is disabled or no port/engine is available."""
if not settings.GAME_SERVERS_ENABLED:
raise RuntimeError("game servers are not enabled on this backend")
async with self._lock:
srv = self._servers.get(world_id)
if srv is not None and not srv.alive():
srv.stop()
srv = None
del self._servers[world_id]
if srv is None:
srv = self._spawn(world_id)
self._servers[world_id] = srv
# Give the engine a moment to bind the ENet port before we
# hand the address to a client.
await self._await_port(srv.port)
srv.last_join = time.time()
return {"host": settings.GAME_SERVER_HOST, "port": srv.port, "world_id": world_id}
# ── internals ────────────────────────────────────────────────────────
def _spawn(self, world_id: str) -> _WorldServer:
port = self._free_port()
status_path = self._runtime_dir / f"world_{world_id}_{port}.json"
status_path.unlink(missing_ok=True)
cmd = [
settings.GODOT_BIN, "--headless",
"--path", settings.GAME_PROJECT_DIR,
"res://scenes/server.tscn", "--",
"--port", str(port),
"--world", str(world_id),
"--status-file", str(status_path),
]
proc = subprocess.Popen(cmd, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
return _WorldServer(world_id=world_id, port=port, proc=proc, status_path=status_path)
def _free_port(self) -> int:
used = {s.port for s in self._servers.values()}
for p in range(settings.GAME_SERVER_PORT_MIN, settings.GAME_SERVER_PORT_MAX + 1):
if p in used:
continue
with socket.socket(socket.AF_INET, socket.SOCK_DGRAM) as s:
try:
s.bind(("0.0.0.0", p))
return p
except OSError:
continue
raise RuntimeError("no free game-server port in the configured range")
async def _await_port(self, port: int, timeout: float = 8.0) -> None:
deadline = time.time() + timeout
while time.time() < deadline:
# ENet is UDP; a bind failure means something (our server) has it.
with socket.socket(socket.AF_INET, socket.SOCK_DGRAM) as s:
try:
s.bind(("0.0.0.0", port))
except OSError:
return
await asyncio.sleep(0.25)
async def _reap_loop(self) -> None:
try:
while True:
await asyncio.sleep(30)
async with self._lock:
now = time.time()
for wid, srv in list(self._servers.items()):
if not srv.alive():
srv.stop()
del self._servers[wid]
continue
idle_for = now - srv.last_join
if idle_for > settings.GAME_SERVER_IDLE_TIMEOUT_SECONDS and srv.player_count() == 0:
srv.stop()
del self._servers[wid]
except asyncio.CancelledError:
pass
def debug_state(self) -> list[dict]:
return [
{
"world_id": s.world_id, "port": s.port, "alive": s.alive(),
"players": s.player_count(), "uptime_s": round(time.time() - s.started_at),
}
for s in self._servers.values()
]
supervisor = GameServerSupervisor()
-197
View File
@@ -1,197 +0,0 @@
"""Lightweight glTF / GLB metadata extraction.
This module intentionally avoids heavyweight dependencies such as trimesh or
pygltflib. For the metadata fields the asset upload pipeline needs (mesh and
vertex counts, animation presence, texture references, and the bounding box)
a small amount of glTF-specific parsing is sufficient and keeps the backend
dependency-free.
"""
from __future__ import annotations
import json
import struct
from typing import Any, Optional
# GLB binary header magic bytes ("glTF").
_GLB_MAGIC = b"glTF"
_GLB_MAGIC_INT = 0x46546C67 # b"glTF" interpreted as little-endian uint32
_GLB_JSON_CHUNK_TYPE = 0x4E4F534A # "JSON"
_GLB_BIN_CHUNK_TYPE = 0x004E4942 # "BIN\0"
# Whitespace allowed around a GLB JSON chunk. The spec pads with spaces (0x20),
# but be lenient with null bytes and other whitespace that real exporters emit.
_JSON_CHUNK_TRIM = b" \t\r\n\x00"
def looks_like_gltf(content: bytes, filename: Optional[str] = None) -> bool:
"""Return True when the bytes or filename indicate a glTF/GLB asset."""
if content.startswith(_GLB_MAGIC):
return True
if filename:
lowered = filename.lower()
if lowered.endswith(".gltf") or lowered.endswith(".glb"):
return True
# A bare JSON buffer (e.g. uploaded without an extension) that has the
# glTF asset marker is also a glTF file.
stripped = content.lstrip()
if stripped.startswith(b"{"):
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError):
return False
return isinstance(payload, dict) and "asset" in payload and "version" in payload.get("asset", {})
return False
def _parse_glb(content: bytes) -> dict[str, Any]:
"""Parse the JSON chunk of a GLB binary container."""
if len(content) < 12:
raise ValueError("GLB file is too short")
magic, _version, _length = struct.unpack_from("<III", content, 0)
if magic != _GLB_MAGIC_INT:
raise ValueError("invalid GLB magic")
offset = 12
json_chunk: Optional[dict[str, Any]] = None
while offset + 8 <= len(content):
chunk_length, chunk_type = struct.unpack_from("<II", content, offset)
offset += 8
chunk_end = offset + chunk_length
if chunk_end > len(content):
raise ValueError("GLB chunk overruns file boundary")
chunk_data = content[offset:chunk_end]
if chunk_type == _GLB_JSON_CHUNK_TYPE:
try:
json_chunk = json.loads(chunk_data.strip(_JSON_CHUNK_TRIM).decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid GLB JSON chunk: {exc}") from exc
offset = chunk_end
if json_chunk is None:
raise ValueError("GLB file does not contain a JSON chunk")
return json_chunk
def _parse_gltf_json(content: bytes) -> dict[str, Any]:
"""Parse a plain .gltf JSON file."""
stripped = content.lstrip()
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid glTF JSON: {exc}") from exc
if not isinstance(payload, dict):
raise ValueError("glTF JSON root must be an object")
return payload
def _position_accessor_counts(gltf: dict[str, Any]) -> list[int]:
"""Return POSITION accessor counts for every mesh primitive."""
counts: list[int] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
count = accessor.get("count")
if isinstance(count, int):
counts.append(count)
return counts
def _position_bounds(gltf: dict[str, Any]) -> list[list[float]]:
"""Return min/max bounds for every POSITION accessor that declares them."""
bounds: list[list[float]] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
minimum = accessor.get("min")
maximum = accessor.get("max")
if isinstance(minimum, list) and isinstance(maximum, list):
bounds.append([float(x) for x in minimum])
bounds.append([float(x) for x in maximum])
return bounds
def _texture_refs(gltf: dict[str, Any]) -> list[str]:
"""Collect external texture source references from the image array."""
refs: list[str] = []
for index, image in enumerate(gltf.get("images", [])):
uri = image.get("uri")
if isinstance(uri, str) and not uri.startswith("data:"):
refs.append(uri)
continue
name = image.get("name")
if isinstance(name, str) and name:
refs.append(name)
continue
if isinstance(uri, str):
# Embedded data URI; keep a stable, non-huge reference.
refs.append(f"data:{index}")
continue
buffer_view = image.get("bufferView")
if buffer_view is not None:
refs.append(f"bufferView:{buffer_view}")
continue
refs.append(f"image:{index}")
return refs
def extract_gltf_metadata(content: bytes) -> dict[str, Any]:
"""Extract upload-relevant metadata from glTF/GLB bytes.
Raises ValueError for malformed glTF content. The returned dict contains:
mesh_count, vertex_count, has_animation, texture_refs,
bounding_box_min, bounding_box_max.
"""
if content.startswith(_GLB_MAGIC):
gltf = _parse_glb(content)
else:
gltf = _parse_gltf_json(content)
position_counts = _position_accessor_counts(gltf)
bounds = _position_bounds(gltf)
if bounds:
bounding_box_min = [min(axis) for axis in zip(*bounds[::2])]
bounding_box_max = [max(axis) for axis in zip(*bounds[1::2])]
else:
bounding_box_min = [0.0, 0.0, 0.0]
bounding_box_max = [0.0, 0.0, 0.0]
return {
"mesh_count": len(gltf.get("meshes", [])),
"vertex_count": sum(position_counts),
"has_animation": bool(gltf.get("animations")),
"texture_refs": _texture_refs(gltf),
"bounding_box_min": bounding_box_min,
"bounding_box_max": bounding_box_max,
}
+196
View File
@@ -0,0 +1,196 @@
"""Redis-backed presence store.
Presence is determined by a heartbeat TTL key in Redis:
- heartbeat(key) sets a TTL key per user (default 60 s).
- is_online(user_id) checks whether the key exists.
- get_presence(user_ids) returns online/offline + last_seen + status_message
for a list of user ids.
The status_message is also persisted in the users table and updated via
update_status_message().
"""
from __future__ import annotations
import logging
from datetime import datetime, timezone
from typing import Any
import redis.asyncio as aioredis
from app.config import settings
logger = logging.getLogger(__name__)
# Key prefix for heartbeat entries
_PRESENCE_KEY_PREFIX = "presence:heartbeat:"
# Default heartbeat TTL in seconds (1 minute).
# Clients should heartbeat at least once per interval.
_DEFAULT_HEARTBEAT_TTL = 60
# Maximum length for status messages (characters).
_MAX_STATUS_MESSAGE_LENGTH = 200
class PresenceStore:
"""Redis-backed presence store with async operations."""
def __init__(self, redis_url: str = settings.REDIS_URL, heartbeat_ttl: int = _DEFAULT_HEARTBEAT_TTL):
self._redis_url = redis_url
self._heartbeat_ttl = heartbeat_ttl
self._client: aioredis.Redis | None = None
# ------------------------------------------------------------------
# Lifecycle
# ------------------------------------------------------------------
async def connect(self) -> None:
"""Connect to Redis."""
self._client = aioredis.from_url(
self._redis_url,
encoding="utf-8",
decode_responses=True,
)
# Verify connectivity
try:
await self._client.ping()
except Exception as exc:
logger.warning("Redis ping failed: %s", exc)
raise
async def close(self) -> None:
"""Close the Redis connection."""
if self._client is not None:
await self._client.close()
self._client = None
@property
def client(self) -> aioredis.Redis:
"""Return the Redis client, raising if not connected."""
if self._client is None:
raise RuntimeError("PresenceStore is not connected. Call connect() first.")
return self._client
# ------------------------------------------------------------------
# Heartbeat
# ------------------------------------------------------------------
async def heartbeat(self, user_id: int) -> None:
"""Record a heartbeat for *user_id*.
Sets a TTL key so that the user is considered online as long as
heartbeats arrive at least once per heartbeat_ttl seconds.
"""
key = self._heartbeat_key(user_id)
await self.client.set(key, "1", ex=self._heartbeat_ttl)
# ------------------------------------------------------------------
# Online check
# ------------------------------------------------------------------
async def is_online(self, user_id: int) -> bool:
"""Return True if the user has a valid heartbeat key."""
key = self._heartbeat_key(user_id)
exists = await self.client.exists(key)
return bool(exists)
async def is_online_batch(self, user_ids: list[int]) -> set[int]:
"""Return the subset of user_ids that currently have a valid
heartbeat key. Uses MGET (one round trip) rather than one EXISTS
per user."""
if not user_ids:
return set()
keys = [self._heartbeat_key(uid) for uid in user_ids]
values = await self.client.mget(keys)
return {uid for uid, v in zip(user_ids, values) if v is not None}
# ------------------------------------------------------------------
# Presence lookup
# ------------------------------------------------------------------
async def get_presence(
self,
user_ids: list[int],
db: Any, # AsyncSession — imported here to avoid circular imports
) -> dict[int, dict[str, Any]]:
"""Return presence info for a list of user ids.
Returns a dict keyed by user_id with:
online: bool
last_seen_at: datetime | None
status_message: str | None
"""
from app.models.user import User
from sqlalchemy import select
result = await db.execute(select(User).where(User.id.in_(user_ids)))
users = result.scalars().all()
user_map = {u.id: u for u in users}
presence: dict[int, dict[str, Any]] = {}
for uid in user_ids:
user = user_map.get(uid)
online = await self.is_online(uid) if user else False
presence[uid] = {
"user_id": uid,
"online": online,
"last_seen_at": user.last_seen_at if user else None,
"status_message": user.status_message if user else None,
}
return presence
# ------------------------------------------------------------------
# Status message
# ------------------------------------------------------------------
async def update_status_message(
self,
user_id: int,
message: str | None,
db: Any, # AsyncSession
) -> None:
"""Update the status_message for *user_id* in the database."""
from app.models.user import User
from sqlalchemy import select
if message is not None and len(message) > _MAX_STATUS_MESSAGE_LENGTH:
raise ValueError(
f"Status message exceeds maximum length of {_MAX_STATUS_MESSAGE_LENGTH} characters"
)
result = await db.execute(select(User).where(User.id == user_id))
user = result.scalar_one_or_none()
if user is None:
raise ValueError(f"User {user_id} not found")
user.status_message = message
user.last_seen_at = datetime.now(timezone.utc)
await db.commit()
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
@staticmethod
def _heartbeat_key(user_id: int) -> str:
return f"{_PRESENCE_KEY_PREFIX}{user_id}"
# Singleton instance — initialised by the lifespan handler
presence_store: PresenceStore | None = None
async def init_presence_store() -> None:
"""Create and connect the global presence store."""
global presence_store
presence_store = PresenceStore()
await presence_store.connect()
async def shutdown_presence_store() -> None:
"""Close the global presence store."""
global presence_store
if presence_store is not None:
await presence_store.close()
presence_store = None
+2 -2
View File
@@ -8,7 +8,7 @@ services:
POSTGRES_PASSWORD: agp_password
POSTGRES_DB: agp_db
ports:
- "${POSTGRES_HOST_PORT:-5432}:5432"
- "5432:5432"
volumes:
- postgres_data:/var/lib/postgresql/data
healthcheck:
@@ -20,7 +20,7 @@ services:
redis:
image: redis:7-alpine
ports:
- "${REDIS_HOST_PORT:-6379}:6379"
- "6379:6379"
volumes:
- redis_data:/data
healthcheck:
-3
View File
@@ -1,3 +0,0 @@
[pytest]
asyncio_mode = auto
testpaths = tests
-8
View File
@@ -9,14 +9,6 @@ pydantic==2.10.3
pydantic-settings==2.7.0
python-jose[cryptography]==3.3.0
passlib[bcrypt]==1.7.4
# passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
# backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed --
# hashing/verifying a password then raises "password cannot be longer than
# 72 bytes" (a misleading downstream symptom of the real AttributeError:
# module 'bcrypt' has no attribute '__about__') on every call. Without this
# pin, `pip install -r requirements.txt` silently grabs whatever the latest
# bcrypt is and breaks register/login outright. Pin below 4.1 explicitly.
bcrypt==4.0.1
python-multipart==0.0.20
email-validator==2.2.0
httpx==0.28.1
View File
-174
View File
@@ -1,174 +0,0 @@
"""Shared pytest fixtures + hermetic-DB bootstrap.
The integration tests hit a real Postgres (Postgres-specific types: JSONB,
native ENUMs). To make ``cd backend && pytest`` work from a clean checkout
with no manual setup, ``pytest_configure`` below brings up an ephemeral
Postgres via docker compose and runs the migrations IF ``DATABASE_URL`` is
not already pointing at a reachable database. When it is (dev loop, or the
checkpoint runner which stands the DB up itself), that path is skipped and
the existing database is reused.
If Docker isn't available and no DB is reachable, the whole DB-backed suite
is skipped with a clear message rather than erroring out 60+ times.
"""
import asyncio
import os
import socket
import subprocess
import sys
import time
from pathlib import Path
from urllib.parse import urlsplit
import pytest
from sqlalchemy import text
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.database import get_db
from app.main import app
TEST_TABLES = ("avatar_loadouts", "assets", "worlds", "sessions", "refresh_tokens", "users")
BACKEND_DIR = Path(__file__).resolve().parents[1]
_COMPOSE_PROJECT = "agp-pytest"
_EPHEMERAL_PG_PORT = 25432
# Set by _ensure_database() when it starts a container it owns; torn down in
# pytest_unconfigure.
_started_container = False
_db_unavailable_reason: str | None = None
def _port_open(host: str, port: int, timeout: float = 1.0) -> bool:
try:
with socket.create_connection((host, port), timeout=timeout):
return True
except OSError:
return False
def _db_reachable(url: str) -> bool:
parts = urlsplit(url)
return _port_open(parts.hostname or "localhost", parts.port or 5432)
def _run(cmd: list[str], **kw) -> subprocess.CompletedProcess:
return subprocess.run(cmd, cwd=BACKEND_DIR, capture_output=True, text=True, **kw)
def pytest_configure(config):
global _started_container, _db_unavailable_reason
if _db_reachable(settings.DATABASE_URL):
return # dev loop / checkpoint runner already provided one
if not _run(["docker", "--version"]).returncode == 0:
_db_unavailable_reason = (
"no reachable DATABASE_URL and docker is unavailable -- run the "
"checkpoint suite (scripts/run_checkpoint_tests.py) or start Postgres "
"manually"
)
return
env = os.environ.copy()
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
up = _run(["docker", "compose", "up", "-d", "postgres"], env=env)
if up.returncode != 0:
_db_unavailable_reason = f"docker compose up postgres failed:\n{up.stderr[-800:]}"
return
_started_container = True
for _ in range(30):
r = _run(
["docker", "compose", "exec", "-T", "postgres",
"pg_isready", "-U", "agp_user", "-d", "agp_db"],
env=env,
)
if r.returncode == 0:
break
time.sleep(1)
else:
_db_unavailable_reason = "ephemeral Postgres never became ready"
return
url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{_EPHEMERAL_PG_PORT}/agp_db"
os.environ["DATABASE_URL"] = url
settings.DATABASE_URL = url
mig = _run([sys.executable, "-m", "alembic", "upgrade", "head"],
env={**os.environ, "DATABASE_URL": url})
if mig.returncode != 0:
_db_unavailable_reason = f"alembic upgrade head failed:\n{mig.stderr[-800:]}"
def pytest_unconfigure(config):
if not _started_container:
return
env = os.environ.copy()
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
_run(["docker", "compose", "down", "-v"], env=env)
@pytest.fixture(scope="session", autouse=True)
def _reset_database():
"""Truncate all application tables once per test session."""
if _db_unavailable_reason:
pytest.skip(_db_unavailable_reason, allow_module_level=True)
async def _truncate() -> None:
engine = create_async_engine(settings.DATABASE_URL)
async with engine.begin() as conn:
await conn.execute(text(f"TRUNCATE TABLE {', '.join(TEST_TABLES)} CASCADE"))
await engine.dispose()
asyncio.run(_truncate())
yield
@pytest.fixture(autouse=True)
def _reset_rate_limiter():
"""Every TestClient request looks like the same client IP, so the
per-IP auth limiter would trip mid-suite. Clear it between tests; the
dedicated rate-limit test disables this to exercise the real behaviour.
"""
from app import rate_limit
rate_limit.reset_all()
yield
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test.
Deliberately does NOT reuse app.database's shared engine: FastAPI's
(sync) TestClient runs each request through anyio's blocking-portal
machinery, which can hand different requests different event loops.
asyncpg connections are bound to the loop they were created on, so
reusing one from the shared pool across requests raises "attached to a
different loop" the moment a test makes more than one request. NullPool
sidesteps it: every checkout is a brand-new connection.
"""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
-104
View File
@@ -1,104 +0,0 @@
"""Tests for the 18+ age gate on user registration."""
from datetime import date, timedelta
import pytest
from fastapi.testclient import TestClient
from app.main import app
from app.routers.auth import calculate_age, MIN_AGE, RegisterRequest
class TestCalculateAge:
"""Unit tests for the calculate_age helper."""
def test_exactly_18(self):
today = date(2026, 6, 15)
dob = today.replace(year=today.year - 18)
assert calculate_age(dob, today=today) == 18
def test_just_turned_18(self):
today = date(2026, 6, 15)
dob = today.replace(year=today.year - 18) - timedelta(days=1)
assert calculate_age(dob, today=today) == 18
def test_one_day_short_of_18(self):
today = date(2026, 6, 15)
dob = today.replace(year=today.year - 18) + timedelta(days=1)
assert calculate_age(dob, today=today) == 17
def test_leap_day_birthday_before(self):
assert calculate_age(date(2000, 2, 29), today=date(2024, 2, 28)) == 23
def test_leap_day_birthday_after(self):
assert calculate_age(date(2000, 2, 29), today=date(2024, 3, 1)) == 24
class TestRegisterRequestDob:
def test_dob_parsed_from_iso_string(self):
req = RegisterRequest(username="u", email="u@example.com", password="p",
date_of_birth="1990-01-01")
assert req.date_of_birth == date(1990, 1, 1)
def test_dob_required(self):
with pytest.raises(Exception):
RegisterRequest(username="u", email="u@example.com", password="p")
def test_bad_dob_string_rejected(self):
with pytest.raises(Exception):
RegisterRequest(username="u", email="u@example.com", password="p",
date_of_birth="not-a-date")
class TestRegisterAgeGate:
"""End-to-end: the /register endpoint computes age from the DOB."""
def _dob_for_age(self, years: int) -> str:
return (date.today().replace(year=date.today().year - years)).isoformat()
def test_adult_accepted(self):
client = TestClient(app)
r = client.post("/api/auth/register", json={
"username": "gate_adult", "email": "gate_adult@e.com",
"password": "secret123", "date_of_birth": self._dob_for_age(25),
})
assert r.status_code == 201, r.text
def test_minor_rejected(self):
client = TestClient(app)
r = client.post("/api/auth/register", json={
"username": "gate_minor", "email": "gate_minor@e.com",
"password": "secret123", "date_of_birth": self._dob_for_age(15),
})
assert r.status_code == 403
assert str(MIN_AGE) in r.json()["detail"]
def test_exactly_18_accepted(self):
client = TestClient(app)
r = client.post("/api/auth/register", json={
"username": "gate_18", "email": "gate_18@e.com",
"password": "secret123",
"date_of_birth": (date.today().replace(year=date.today().year - 18) - timedelta(days=1)).isoformat(),
})
assert r.status_code == 201, r.text
def test_future_dob_rejected(self):
client = TestClient(app)
r = client.post("/api/auth/register", json={
"username": "gate_future", "email": "gate_future@e.com",
"password": "secret123", "date_of_birth": "2999-01-01",
})
assert r.status_code == 400
def test_dob_is_stored(self):
client = TestClient(app)
dob = self._dob_for_age(30)
reg = client.post("/api/auth/register", json={
"username": "gate_stored", "email": "gate_stored@e.com",
"password": "secret123", "date_of_birth": dob,
})
assert reg.status_code == 201
me = client.get("/api/auth/me", headers={
"Authorization": f"Bearer {reg.json()['access_token']}"
})
assert me.json()["date_of_birth"] == dob
-251
View File
@@ -1,251 +0,0 @@
"""Integration tests for the auth endpoints (register + login).
These tests hit the real FastAPI app against the real configured database
(DATABASE_URL -- Postgres via Alembic migrations in CI/dev, not an isolated
in-memory DB), so they exercise the full stack: Pydantic validation → DB →
JWT → response. Requires migrations already applied (alembic upgrade head)
before running.
"""
import pytest
from fastapi.testclient import TestClient
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
from app.routers.auth import pwd_context
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test.
Deliberately does NOT reuse app.database's shared engine: FastAPI's
(sync) TestClient runs each request through anyio's blocking-portal
machinery, which can hand different requests different event loops.
asyncpg connections are bound to the loop they were created on, so
reusing one from the shared engine's connection pool across requests
raises "cannot perform operation: another operation is in progress" the
moment a test makes more than one request (register-then-login,
register-twice, etc.) -- confirmed this is the actual cause, not a bug
in the endpoints themselves. NullPool sidesteps it: every checkout is a
brand-new connection, never handed to a different loop than the one
that opened it.
"""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Register endpoint
# ---------------------------------------------------------------------------
class TestRegister:
"""Tests for POST /api/auth/register."""
def test_register_success(self):
"""A valid registration returns 201 with a token."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "newuser",
"email": "new@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 201
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
def test_register_rejects_under_18(self):
"""A DOB that computes to under 18 gets a 403 (see test_auth_age_gate
for the age-math coverage)."""
from datetime import date
client = TestClient(app)
minor_dob = date.today().replace(year=date.today().year - 14).isoformat()
resp = client.post(
"/api/auth/register",
json={
"username": "kid",
"email": "kid@example.com",
"password": "secret123",
"date_of_birth": minor_dob,
},
)
assert resp.status_code == 403
assert "at least 18" in resp.json()["detail"]
def test_register_rejects_duplicate_username(self):
"""Registering the same username twice returns 409."""
client = TestClient(app)
# First registration
client.post(
"/api/auth/register",
json={
"username": "duplicate",
"email": "dup1@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
# Second registration with same username, different email
resp = client.post(
"/api/auth/register",
json={
"username": "duplicate",
"email": "dup2@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 409
assert "Username already registered" in resp.json()["detail"]
def test_register_rejects_duplicate_email(self):
"""Registering the same email twice returns 409."""
client = TestClient(app)
client.post(
"/api/auth/register",
json={
"username": "user1",
"email": "same@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
resp = client.post(
"/api/auth/register",
json={
"username": "user2",
"email": "same@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 409
assert "Email already registered" in resp.json()["detail"]
def test_register_missing_dob(self):
"""Missing the required date_of_birth field returns 422."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "user",
"email": "user@example.com",
"password": "secret123",
},
)
assert resp.status_code == 422
# ---------------------------------------------------------------------------
# Login endpoint
# ---------------------------------------------------------------------------
class TestLogin:
"""Tests for POST /api/auth/login."""
def _create_user(self, username: str, password: str, email: str = None):
"""Helper to create a user via register."""
client = TestClient(app)
if email is None:
email = f"{username}@example.com"
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": email,
"password": password,
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 201
return resp.json()["access_token"]
def test_login_success(self):
"""Correct credentials return a token."""
self._create_user("loginuser", "correctpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "loginuser", "password": "correctpass"},
)
assert resp.status_code == 200
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
def test_login_wrong_password(self):
"""Wrong password returns 401."""
# Distinct username from test_login_success -- there's no per-test
# DB rollback/isolation here (real Postgres via the app's own
# dependency-overridden session), so reusing "loginuser" collided
# with the user that test already created (409 on register instead
# of the intended 401-on-login assertion this test is actually for).
self._create_user("loginuser_wrongpass", "correctpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "loginuser_wrongpass", "password": "wrongpass"},
)
assert resp.status_code == 401
assert "Incorrect username or password" in resp.json()["detail"]
def test_login_nonexistent_user(self):
"""Non-existent user returns 401 (not 404)."""
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "nobody", "password": "any"},
)
assert resp.status_code == 401
assert "Incorrect username or password" in resp.json()["detail"]
def test_login_accepts_form_encoded(self):
"""Login accepts application/x-www-form-urlencoded (OAuth2)."""
self._create_user("formuser", "formpass")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "formuser", "password": "formpass"},
)
assert resp.status_code == 200
assert "access_token" in resp.json()
def test_login_token_is_valid_jwt(self):
"""The returned token is a valid JWT that can be decoded."""
self._create_user("jwttoken", "jwt123")
client = TestClient(app)
resp = client.post(
"/api/auth/login",
data={"username": "jwttoken", "password": "jwt123"},
)
token = resp.json()["access_token"]
# Verify it's a 3-part JWT
parts = token.split(".")
assert len(parts) == 3
-171
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@@ -1,171 +0,0 @@
"""Tests for expired-token rejection across auth endpoints.
Covers two distinct expiry paths:
1. An *access* JWT whose ``exp`` claim is in the past must be rejected
with 401 by ``GET /api/auth/me`` (jose's built-in ``exp`` validation).
2. A *refresh* token whose persisted ``expires_at`` is in the past must be
rejected with 401 by ``POST /api/auth/refresh`` even though its JWT
signature is still valid.
Requires migrations already applied (alembic upgrade head) before running.
"""
import asyncio
from datetime import datetime, timedelta, timezone
import pytest
from fastapi.testclient import TestClient
from jose import jwt
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
from app.models.session import RefreshToken
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test."""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
def _mint_access_token(exp: datetime) -> str:
"""Mint an RS256 access token with an explicit ``exp`` claim."""
return jwt.encode(
{"sub": "1", "exp": exp},
settings.private_pem,
algorithm=settings.ALGORITHM,
)
def _expire_refresh_token_in_db(token: str) -> None:
"""Set the persisted refresh token's ``expires_at`` into the past."""
async def _do():
engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
session_factory = async_sessionmaker(engine, expire_on_commit=False)
async with session_factory() as session:
from sqlalchemy import update
await session.execute(
update(RefreshToken)
.where(RefreshToken.token == token)
.values(expires_at=datetime.now(timezone.utc) - timedelta(hours=1))
)
await session.commit()
await engine.dispose()
asyncio.run(_do())
def _register_user(client: TestClient, username: str) -> str:
"""Register a user and return its refresh token."""
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": f"{username}@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 201
return resp.json()["refresh_token"]
# ---------------------------------------------------------------------------
# Expired access token (GET /api/auth/me)
# ---------------------------------------------------------------------------
class TestExpiredAccessToken:
def test_expired_access_token_is_rejected_by_me(self):
"""An access JWT with a past exp claim returns 401 on /me."""
client = TestClient(app)
expired_token = _mint_access_token(
datetime.now(timezone.utc) - timedelta(minutes=5)
)
resp = client.get(
"/api/auth/me",
headers={"Authorization": f"Bearer {expired_token}"},
)
assert resp.status_code == 401
assert "Could not validate credentials" in resp.json()["detail"]
def test_garbage_access_token_is_rejected_by_me(self):
"""A non-JWT bearer token returns 401 on /me."""
client = TestClient(app)
resp = client.get(
"/api/auth/me",
headers={"Authorization": "Bearer not-a-real-jwt"},
)
assert resp.status_code == 401
def test_missing_bearer_token_returns_401(self):
"""No Authorization header at all returns 401 on /me."""
client = TestClient(app)
resp = client.get("/api/auth/me")
assert resp.status_code == 401
# ---------------------------------------------------------------------------
# Expired refresh token (POST /api/auth/refresh)
# ---------------------------------------------------------------------------
class TestExpiredRefreshToken:
def test_expired_refresh_token_is_rejected(self):
"""A refresh token whose DB expires_at is in the past returns 401."""
client = TestClient(app)
refresh_token = _register_user(client, "expired_rt_user")
# Force the persisted record to be expired while its JWT signature
# is still valid.
_expire_refresh_token_in_db(refresh_token)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 401
assert "Invalid or expired refresh token" in resp.json()["detail"]
def test_expired_refresh_token_jwt_is_rejected(self):
"""A refresh JWT with a past exp claim is rejected before DB lookup."""
client = TestClient(app)
expired_jwt = jwt.encode(
{"sub": "1", "exp": datetime.now(timezone.utc) - timedelta(minutes=5)},
settings.private_pem,
algorithm=settings.ALGORITHM,
)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": expired_jwt},
)
assert resp.status_code == 401
assert "Invalid or expired refresh token" in resp.json()["detail"]
-91
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@@ -1,91 +0,0 @@
"""Integration tests for GET/PUT /api/avatar/loadout.
Hits the real app against the configured Postgres (same contract as the
other integration tests -- migrations applied first).
"""
import pytest
from fastapi.testclient import TestClient
from app.main import app
from app.models.avatar_loadout import DEFAULT_LOADOUT
def _auth_headers(client: TestClient, username: str) -> dict:
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": f"{username}@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 201, resp.text
return {"Authorization": f"Bearer {resp.json()['access_token']}"}
class TestGetLoadout:
def test_new_user_gets_the_default(self):
client = TestClient(app)
headers = _auth_headers(client, "av_default")
resp = client.get("/api/avatar/loadout", headers=headers)
assert resp.status_code == 200
body = resp.json()
assert body["is_default"] is True
assert body["data"] == DEFAULT_LOADOUT
def test_requires_auth(self):
client = TestClient(app)
assert client.get("/api/avatar/loadout").status_code == 401
class TestPutLoadout:
def test_save_then_read_back(self):
client = TestClient(app)
headers = _auth_headers(client, "av_save")
loadout = {
"base_body": "base_human_male_01",
"slots": {"hair": "hair_mohawk_01", "accessory": ["accessory_belt_01"]},
"skin_tone": {"r": 0.8, "g": 0.6, "b": 0.5, "a": 1.0},
}
put = client.put("/api/avatar/loadout", headers=headers, json={"data": loadout})
assert put.status_code == 200, put.text
assert put.json()["is_default"] is False
got = client.get("/api/avatar/loadout", headers=headers)
assert got.status_code == 200
assert got.json()["is_default"] is False
assert got.json()["data"] == loadout
def test_put_is_idempotent_replace(self):
client = TestClient(app)
headers = _auth_headers(client, "av_replace")
client.put(
"/api/avatar/loadout", headers=headers,
json={"data": {"base_body": "base_human_male_01", "slots": {"hair": "hair_mohawk_01"}}},
)
second = {"base_body": "base_human_male_01", "slots": {"chest": "chest_bandit_01"}}
client.put("/api/avatar/loadout", headers=headers, json={"data": second})
got = client.get("/api/avatar/loadout", headers=headers)
assert got.json()["data"] == second
def test_rejects_missing_base_body(self):
client = TestClient(app)
headers = _auth_headers(client, "av_nobase")
resp = client.put("/api/avatar/loadout", headers=headers, json={"data": {"slots": {}}})
assert resp.status_code == 422
def test_rejects_non_object_slots(self):
client = TestClient(app)
headers = _auth_headers(client, "av_badslots")
resp = client.put(
"/api/avatar/loadout", headers=headers,
json={"data": {"base_body": "base_human_male_01", "slots": "nope"}},
)
assert resp.status_code == 422
def test_requires_auth(self):
client = TestClient(app)
resp = client.put("/api/avatar/loadout", json={"data": {"base_body": "x", "slots": {}}})
assert resp.status_code == 401
-220
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@@ -1,220 +0,0 @@
"""Tests for the lightweight glTF metadata extraction service."""
import json
import struct
import pytest
from app.services.gltf import (
extract_gltf_metadata,
looks_like_gltf,
_parse_glb,
_parse_gltf_json,
)
# ---------------------------------------------------------------------------
# Test data helpers
# ---------------------------------------------------------------------------
def _make_gltf_json(
meshes: int = 1,
vertices_per_mesh: int = 24,
has_animations: bool = False,
images: list[dict] | None = None,
) -> dict:
"""Build a minimal glTF JSON structure."""
accessors = []
meshes_data = []
for i in range(meshes):
acc_index = len(accessors)
accessors.append({
"bufferView": 0,
"componentType": 5126, # FLOAT
"count": vertices_per_mesh,
"type": "VEC3",
"max": [1.0, 1.0, 1.0],
"min": [-1.0, -1.0, -1.0],
})
meshes_data.append({
"primitives": [{
"attributes": {"POSITION": acc_index},
}],
})
gltf = {
"asset": {"version": "2.0"},
"accessors": accessors,
"meshes": meshes_data,
}
if has_animations:
gltf["animations"] = [{"name": "anim1", "channels": [], "samplers": []}]
if images:
gltf["images"] = images
return gltf
def _make_glb(gltf_json: dict) -> bytes:
"""Wrap *gltf_json* in a minimal GLB binary container."""
json_bytes = json.dumps(gltf_json).encode("utf-8")
json_length = len(json_bytes)
# Pad JSON chunk to 4-byte boundary.
json_padding = (4 - json_length % 4) % 4
json_chunk = json_bytes + b"\x00" * json_padding
json_chunk_type = 0x4E4F534A # "JSON"
# No BIN chunk.
bin_length = 0
bin_chunk_type = 0x004E4942
total_length = 12 + 8 + len(json_chunk) + 8 + bin_length
header = struct.pack("<III", 0x46546C67, 2, total_length) # magic, version, length
json_header = struct.pack("<II", len(json_chunk), json_chunk_type)
if bin_length > 0:
bin_header = struct.pack("<II", bin_length, bin_chunk_type)
else:
bin_header = b""
return header + json_header + json_chunk + bin_header
# ---------------------------------------------------------------------------
# looks_like_gltf
# ---------------------------------------------------------------------------
class TestLooksLikeGltf:
def test_glb_magic(self):
assert looks_like_gltf(b"glTF\x00\x00\x00\x00") is True
def test_gltf_extension(self):
assert looks_like_gltf(b'{"asset":{"version":"2.0"}}', "model.gltf") is True
def test_glb_extension(self):
assert looks_like_gltf(b"some binary", "model.glb") is True
def test_json_with_asset_version(self):
payload = json.dumps({"asset": {"version": "2.0"}}).encode()
assert looks_like_gltf(payload) is True
def test_plain_json_no_asset(self):
payload = json.dumps({"foo": "bar"}).encode()
assert looks_like_gltf(payload) is False
def test_non_json_bytes(self):
assert looks_like_gltf(b"\x89PNG\r\n\x1a\n") is False
# ---------------------------------------------------------------------------
# _parse_glb
# ---------------------------------------------------------------------------
class TestParseGlb:
def test_parses_valid_glb(self):
gltf_json = _make_gltf_json()
glb = _make_glb(gltf_json)
result = _parse_glb(glb)
assert result["asset"]["version"] == "2.0"
assert len(result["meshes"]) == 1
def test_rejects_too_short(self):
with pytest.raises(ValueError, match="too short"):
_parse_glb(b"glTF\x00\x00")
def test_rejects_invalid_magic(self):
with pytest.raises(ValueError, match="invalid GLB magic"):
_parse_glb(b"NOTglTF\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00")
# ---------------------------------------------------------------------------
# _parse_gltf_json
# ---------------------------------------------------------------------------
class TestParseGltfJson:
def test_parses_valid_gltf(self):
gltf_json = _make_gltf_json()
result = _parse_gltf_json(json.dumps(gltf_json).encode())
assert result["asset"]["version"] == "2.0"
def test_rejects_non_object(self):
with pytest.raises(ValueError, match="root must be an object"):
_parse_gltf_json(b"[1, 2, 3]")
# ---------------------------------------------------------------------------
# extract_gltf_metadata (GLB path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGlb:
def test_basic_glb(self):
gltf_json = _make_gltf_json(meshes=1, vertices_per_mesh=24)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 1
assert meta["vertex_count"] == 24
assert meta["has_animation"] is False
assert meta["bounding_box_min"] == [-1.0, -1.0, -1.0]
assert meta["bounding_box_max"] == [1.0, 1.0, 1.0]
assert meta["texture_refs"] == []
def test_multiple_meshes(self):
gltf_json = _make_gltf_json(meshes=3, vertices_per_mesh=12)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 3
assert meta["vertex_count"] == 36
def test_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["has_animation"] is True
def test_with_external_texture(self):
gltf_json = _make_gltf_json(images=[{"uri": "textures/rock.png"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["textures/rock.png"]
def test_with_named_texture(self):
gltf_json = _make_gltf_json(images=[{"name": "my_texture"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["my_texture"]
def test_empty_meshes(self):
gltf_json = _make_gltf_json(meshes=0)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 0
assert meta["vertex_count"] == 0
assert meta["bounding_box_min"] == [0.0, 0.0, 0.0]
assert meta["bounding_box_max"] == [0.0, 0.0, 0.0]
# ---------------------------------------------------------------------------
# extract_gltf_metadata (plain .gltf JSON path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGltfJson:
def test_plain_gltf(self):
gltf_json = _make_gltf_json(meshes=2, vertices_per_mesh=8)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["mesh_count"] == 2
assert meta["vertex_count"] == 16
assert meta["has_animation"] is False
def test_plain_gltf_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["has_animation"] is True
# ---------------------------------------------------------------------------
# Error handling
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataErrors:
def test_invalid_glb(self):
with pytest.raises(ValueError):
extract_gltf_metadata(b"not a glb")
def test_invalid_gltf_json(self):
with pytest.raises(ValueError):
_parse_gltf_json(b"[1, 2, 3]")
-56
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@@ -1,56 +0,0 @@
"""The auth endpoints are rate-limited per client IP."""
import pytest
from fastapi.testclient import TestClient
from app import rate_limit
from app.config import settings
from app.main import app
@pytest.fixture(autouse=True)
def _clean_limiter():
# This module tests the limiter itself: force it on (the checkpoint
# runner disables it suite-wide via RATE_LIMIT_ENABLED) and start each
# test from an empty window.
prev = settings.RATE_LIMIT_ENABLED
settings.RATE_LIMIT_ENABLED = True
rate_limit.reset_all()
yield
rate_limit.reset_all()
settings.RATE_LIMIT_ENABLED = prev
def test_login_is_limited_after_the_threshold():
client = TestClient(app)
codes = []
for i in range(15):
r = client.post("/api/auth/login", data={"username": f"nobody{i}", "password": "x"})
codes.append(r.status_code)
# First 10 get through to the (failing) auth check; the rest are 429.
assert codes[:10] == [401] * 10
assert 429 in codes[10:]
assert codes[-1] == 429
def test_register_shares_the_same_bucket():
client = TestClient(app)
# Burn the budget on login...
for i in range(10):
client.post("/api/auth/login", data={"username": f"x{i}", "password": "y"})
# ...register from the same IP is now blocked too.
r = client.post("/api/auth/register", json={
"username": "rl_user", "email": "rl@e.com",
"password": "secret123", "date_of_birth": "1990-01-01",
})
assert r.status_code == 429
assert "Retry-After" in r.headers
def test_limiter_window_is_per_key():
limiter = rate_limit.SlidingWindowLimiter(max_hits=2, window_seconds=60)
limiter.check("a")
limiter.check("a")
with pytest.raises(Exception):
limiter.check("a")
limiter.check("b") # different key, unaffected
-201
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@@ -1,201 +0,0 @@
"""Tests for the POST /api/auth/refresh endpoint.
These tests exercise the full stack: register → get refresh token →
refresh → new access token. Requires migrations already applied
(alembic upgrade head) before running.
"""
import pytest
from fastapi.testclient import TestClient
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
from sqlalchemy.pool import NullPool
from app.config import settings
from app.main import app
from app.database import get_db
# ---------------------------------------------------------------------------
# Test fixtures
# ---------------------------------------------------------------------------
@pytest.fixture(autouse=True)
def _override_db():
"""Override get_db so the app uses a fresh session per test."""
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
async def _get_db():
async_session = test_session_factory()
try:
yield async_session
await async_session.commit()
except Exception:
await async_session.rollback()
raise
finally:
await async_session.close()
app.dependency_overrides[get_db] = _get_db
yield
app.dependency_overrides.clear()
# ---------------------------------------------------------------------------
# Refresh endpoint tests
# ---------------------------------------------------------------------------
class TestRefresh:
"""Tests for POST /api/auth/refresh."""
def _register_user(self, username: str, password: str, email: str = None):
"""Helper to register a user and return the refresh token."""
client = TestClient(app)
if email is None:
email = f"{username}@example.com"
resp = client.post(
"/api/auth/register",
json={
"username": username,
"email": email,
"password": password,
"date_of_birth": "1990-01-01",
},
)
assert resp.status_code == 201
return resp.json()["refresh_token"]
def test_refresh_success(self):
"""A valid refresh token returns a new access token."""
refresh_token = self._register_user("refep_refreshuser", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
data = resp.json()
assert "access_token" in data
assert data["token_type"] == "bearer"
# The refresh token in the response is the same one we sent
assert data["refresh_token"] == refresh_token
def test_refresh_returns_different_access_token(self):
"""Refreshing produces a new access token (different from any previous)."""
refresh_token = self._register_user("refep_refreshtoken", "secret123")
client = TestClient(app)
# First refresh
resp1 = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp1.status_code == 200
access_token_1 = resp1.json()["access_token"]
# Second refresh
resp2 = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp2.status_code == 200
access_token_2 = resp2.json()["access_token"]
# Each refresh should produce a new access token
assert access_token_1 != access_token_2
def test_refresh_invalid_token(self):
"""An invalid (garbage) refresh token returns 401."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": "not.a.jwt.token"},
)
assert resp.status_code == 401
assert "Invalid or expired refresh token" in resp.json()["detail"]
def test_refresh_empty_body(self):
"""Missing refresh_token field returns 422 validation error."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={},
)
assert resp.status_code == 422
def test_refresh_missing_field(self):
"""No body at all returns 422."""
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
content="{}",
headers={"Content-Type": "application/json"},
)
assert resp.status_code == 422
def test_refresh_with_login_token(self):
"""A refresh token obtained from login also works for /refresh."""
client = TestClient(app)
# Register first
client.post(
"/api/auth/register",
json={
"username": "refep_loginrefuser",
"email": "loginref@example.com",
"password": "secret123",
"date_of_birth": "1990-01-01",
},
)
# Login to get a refresh token
login_resp = client.post(
"/api/auth/login",
data={"username": "refep_loginrefuser", "password": "secret123"},
)
assert login_resp.status_code == 200
refresh_token = login_resp.json()["refresh_token"]
# Use it to refresh
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
assert "access_token" in resp.json()
def test_refresh_access_token_is_valid_jwt(self):
"""The access token returned by /refresh is a valid JWT."""
from jose import jwt
refresh_token = self._register_user("refep_jwttoken", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
access_token = resp.json()["access_token"]
# Verify it's a 3-part JWT
parts = access_token.split(".")
assert len(parts) == 3
# Verify it decodes with the public key
payload = jwt.decode(
access_token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert "sub" in payload
assert "exp" in payload
def test_refresh_expires_minutes_in_response(self):
"""The response includes access_token_expires_minutes."""
refresh_token = self._register_user("refep_expiretest", "secret123")
client = TestClient(app)
resp = client.post(
"/api/auth/refresh",
json={"refresh_token": refresh_token},
)
assert resp.status_code == 200
assert "access_token_expires_minutes" in resp.json()
assert resp.json()["access_token_expires_minutes"] == settings.ACCESS_TOKEN_EXPIRE_MINUTES
-79
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@@ -1,79 +0,0 @@
"""Tests for refresh token uniqueness (jti claim) and model column length."""
import uuid
from datetime import datetime, timedelta, timezone
import pytest
from jose import jwt
from app.config import settings
from app.routers.auth import _create_refresh_token
from app.models.session import RefreshToken
class TestRefreshTokenJtiUniqueness:
"""Verify that _create_refresh_token produces unique tokens even when
called with identical data in rapid succession (issue #1 from review)."""
def test_two_calls_produce_different_tokens(self):
"""Two calls with the same sub produce different JWTs because of jti."""
token_a = _create_refresh_token({"sub": "42"})
token_b = _create_refresh_token({"sub": "42"})
assert token_a != token_b
def test_jti_is_valid_uuid(self):
"""The jti claim inside the refresh token is a valid UUID."""
token = _create_refresh_token({"sub": "1"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert "jti" in payload
# Verify it parses as a UUID (raises ValueError if not)
uuid.UUID(payload["jti"])
def test_each_token_has_unique_jti(self):
"""Generate 100 tokens for the same user — all jtis must differ."""
jtis = set()
for _ in range(100):
token = _create_refresh_token({"sub": "999"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
jtis.add(payload["jti"])
assert len(jtis) == 100
def test_jti_survives_decode(self):
"""The jti claim is present and correct after decode."""
token = _create_refresh_token({"sub": "7"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert payload["sub"] == "7"
assert "jti" in payload
assert "exp" in payload
class TestRefreshTokenModelColumnLength:
"""Verify the model's token column length matches the migration (issue #2)."""
def test_token_column_has_length_512(self):
"""RefreshToken.token column should be String(512), not unbounded."""
from sqlalchemy import inspect
# Get the column definition from the model's table
column = RefreshToken.__table__.columns["token"]
# The type should be String with length 512
assert column.type.length == 512
def test_token_column_type_is_string(self):
"""The token column should be a String type."""
from sqlalchemy import String as SAString
column = RefreshToken.__table__.columns["token"]
assert isinstance(column.type, SAString)
-54
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@@ -1,54 +0,0 @@
"""Tests for POST /api/worlds/{id}/join.
The happy path spawns a real Godot process, so it's covered by a manual /
checkpoint integration test, not here. These cover the envelope: auth,
visibility, and the 503 when orchestration is disabled (the default).
"""
import pytest
from fastapi.testclient import TestClient
from app.main import app
def _auth(client: TestClient, name: str) -> tuple[dict, int]:
r = client.post("/api/auth/register", json={
"username": name, "email": f"{name}@e.com", "password": "secret123", "date_of_birth": "1990-01-01",
})
assert r.status_code == 201, r.text
headers = {"Authorization": f"Bearer {r.json()['access_token']}"}
me = client.get("/api/users/me", headers=headers)
return headers, me.json()["id"]
def _make_world(client: TestClient, headers: dict, visibility: str = "public") -> int:
r = client.post("/api/worlds/", headers=headers, json={"name": "W", "visibility": visibility})
assert r.status_code == 201, r.text
return r.json()["id"]
class TestJoinWorld:
def test_requires_auth(self):
client = TestClient(app)
assert client.post("/api/worlds/1/join").status_code == 401
def test_unknown_world_is_404(self):
client = TestClient(app)
headers, _ = _auth(client, "join_404")
assert client.post("/api/worlds/999999/join", headers=headers).status_code == 404
def test_private_world_of_another_user_is_404(self):
client = TestClient(app)
owner_headers, _ = _auth(client, "join_owner")
wid = _make_world(client, owner_headers, "private")
other_headers, _ = _auth(client, "join_other")
assert client.post(f"/api/worlds/{wid}/join", headers=other_headers).status_code == 404
def test_disabled_orchestration_returns_503(self):
# GAME_SERVERS_ENABLED defaults to False in tests.
client = TestClient(app)
headers, _ = _auth(client, "join_503")
wid = _make_world(client, headers, "public")
r = client.post(f"/api/worlds/{wid}/join", headers=headers)
assert r.status_code == 503
assert "not enabled" in r.json()["detail"]
-31
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@@ -449,37 +449,6 @@ The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
---
## 9a. Loadout Persistence (implemented, PC3 Phase 1)
**Storage.** One row per user in `avatar_loadouts` (`user_id` PK/FK,
`data` JSONB, timestamps). The entire loadout is stored as a single JSON
document in the exact shape the client's `AvatarLoadout.to_json()` emits
(`{"base_body": str, "slots": {...}, "skin_tone"?: {r,g,b,a}}`) rather than
exploded into columns.
**Why one JSON blob, not columns.** The server has no copy of the asset
catalog (`assets/avatars/catalog.json` ships with the client). It therefore
cannot meaningfully validate *which* asset belongs in *which* slot, whether
an asset exists, or slot-exclusivity rules — that validation stays on the
client (`AvatarLoadout.validate()` against the loaded `AvatarCatalog`). The
server enforces only the envelope: a JSON object with a non-empty string
`base_body`, an object `slots`, and a sane size cap. Keeping the schema
opaque to the server also means catalog/loadout-shape changes don't need a
migration.
**Endpoints** (`/api/avatar`, bearer auth):
| Method | Path | Behaviour |
|---|---|---|
| `GET` | `/loadout` | The user's saved loadout, or the server default (`{"base_body": "base_human_male_01", "slots": {}}`, `is_default: true`) if they have never saved one. |
| `PUT` | `/loadout` | Replace the user's loadout (full document, not a patch). |
**Defaults.** A brand-new account has no row; `GET` returns
`models.avatar_loadout.DEFAULT_LOADOUT` with `is_default: true` so the client
can distinguish "never customised" from "customised back to the base look".
---
## 10. Summary
| Concern | Decision |
+3 -18
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@@ -227,33 +227,18 @@ An account has an **age verification status**:
### 5.2 Tier 1 — Self-Declaration Flow
> **Implemented, PC3 Phase 3.** `POST /api/auth/register` now takes a real
> `date_of_birth` (ISO `YYYY-MM-DD`), not the throwaway `over_18` boolean it
> had before. The server computes age (`auth.calculate_age`) and rejects
> anyone under `auth.MIN_AGE` (18) with a **403** — this platform is
> adults-only, so there is no "minor, restricted" tier here (the 13+ rows
> below are the general design, not the current gate). A future-in-the-past
> or nonsensical date is a **400**. The DOB is stored on the user row and
> surfaced only back to that user (`/api/auth/me`), never to other players.
>
> **Limitation, stated plainly:** this is still self-attested — a determined
> user can enter a false DOB. It is a concrete, stored, legally-meaningful
> data point (matching how most platforms gate before adding hard checks)
> and the seam for Tier 2. Encryption-at-rest for the DOB column and the
> Tier 2 ID-check hook below are **not yet implemented**.
```
User submits { date_of_birth }
│
▼
Server validates format & plausibility (real date, not in future)
Server validates format & plausibility (age 13–120, not in future)
│
▼
Compute age from DOB
│
▼
age >= 18 ──► status = self_declared (adult) ← the current gate
age >= 13 ──► status = self_declared (minor, restricted) ← design only
age >= 18 ──► status = self_declared (adult)
age >= 13 ──► status = self_declared (minor, restricted)
age < 13 ──► status = rejected (below minimum platform age)
```
-56
View File
@@ -237,62 +237,6 @@ snapshot_state:
---
## 7a. Server Orchestration (implemented, PC3 Phase 2)
**One dedicated server process per world**, spawned on demand.
```
client backend (single worker) host
│ POST /api/worlds/{id}/join (bearer JWT) │
│ ───────────────────────────▶ GameServerSupervisor │
│ ensure_server(world_id): │
│ if none running for world ─── spawn:
│ godot --headless
│ res://scenes/server.tscn --
│ --port <p> --world <id>
│ --status-file <path>
│ ◀─────────────────────────── { host, port, world_id } │
│ │
│ ENet connect host:port ───────────────────────────────────▶ dedicated server
```
- **Supervisor** (`backend/app/services/game_servers.py`): in-process singleton,
so the backend MUST run single-worker. Keys servers by `world_id`. Allocates
ports from `GAME_SERVER_PORT_MIN..MAX`. A background reaper kills a world's
server once its **status file** (`{players, tick, updated}`, rewritten by the
server ~1×/s) reports `players == 0` for `GAME_SERVER_IDLE_TIMEOUT_SECONDS`.
No crash-restart — the next join respawns.
- **Enable flag:** `GAME_SERVERS_ENABLED` (default off). The checkpoint/playtest
launcher (`pm/checkpoint_ops.py`) turns it on, passes `GODOT_BIN`,
`GAME_PROJECT_DIR`, and `GAME_SERVER_HOST` (the LAN IP baked into the `.exe`).
A backend with it off returns **503** from `/join`, and the client falls back
to local single-player.
- **Per-world content:** all worlds currently load the same test level (M2/M7
work). `world_id` still scopes a distinct process + session.
### 7b. Client play path
`world_list.gd` → `POST /join` → `Session.begin(world_id, host, port)` →
load `game.tscn`. `game.gd` sees `Session.active` and connects a
`NetworkClient`:
- **Local player** keeps predicting with its own collision-aware
`CharacterBody3D` (`player.gd`) — that *is* the prediction. Its input frame
(`player.net_input`) is forwarded to the server every physics tick.
- **Correction backstop:** if the local position drifts from the server's by
more than `CORRECTION_THRESHOLD` (1.5 m — generous; catches teleport / a wall
walked through / real desync, not prediction noise) it snaps.
- **Remote players:** rendered from snapshots, position lerped. *Appearance sync
is a follow-up* — remotes currently show as labelled capsules; the server
does not yet replicate avatar loadouts.
- **Disconnect** → status message → back to the world list.
The `NetworkClient`'s own flat-plane prediction + input-replay reconciliation
(§5) is exercised by `smoke_test_network_client.gd`; the collision-aware game
path above uses the lighter `send_input()` + drift-snap instead.
---
## 8. Security & Anti-Cheat
- **No client-authoritative gameplay values.** Clients only send *inputs* and
-194
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@@ -1,194 +0,0 @@
# PC2 Test Level & Player Spawn — Design Note
> **Status:** Decided (PC2)
> **Owner:** Architecture
> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
> (2) build the player & spawn it. Both must be able to follow this note
> without further design decisions.
## 1. Decision: static scene, not chunk streaming
**The PC2 playable test level is a single, hand-authored, static Godot 3D
scene.** It is **not** built through the chunk streaming system
(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
`chunk_data_decoder.gd`).
This is a deliberate decision, not a default:
- **The streaming system has never been exercised with real content.** It is a
faithful port of the `docs/architecture/world.md` format spec, but nothing in
the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
and no `_server_rpc`, so at runtime it does nothing. There is no server-side
chunk authoring/streaming endpoint to integrate against.
- **PC2 scope is single-player, local-only, no networking.** The value of chunk
streaming is server-authoritative streaming around a moving player across a
network boundary. None of those preconditions exist in PC2, so exercising the
pipeline here would mean building a chunk *authoring + serving* path first —
clearly out of checkpoint scope.
- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
level and walk around" working**, which is the actual PC2 outcome being tested.
Chunk streaming is **not removed and not broken by this decision** — it stays as
an optional, later milestone. The static level is the PC2 proof of the *player*
and *camera/physics* half of the problem; chunk streaming remains the later proof
of the *world data* half.
## 2. Where things live
| Artifact | Path | Owned by |
|---|---|---|
| Test level scene | `scenes/worlds/test_level.tscn` | level task |
| Player scene | `scenes/player.tscn` | player task |
| Player controller script | `scripts/player.gd` | player task |
| Game composition scene | `scenes/game.tscn` | player task |
- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
reference to `test_level`; it discovers the spawn point at runtime (see §3).
## 3. Player spawn convention
The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
That node's world transform is the spawn point.
- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
carries no gameplay behavior — it is the established Godot idiom for "position
hint." (Confirmed present in Godot 4.6.2.)
- The marker's **position** is authoritative; its rotation is ignored by the
player (spawn yaw is the player's concern, default forward is fine).
- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
the ground top is `y = 0`) so the player capsule does not spawn intersecting
the floor and get popped out by the physics solver.
- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
multiple spawns, that is a later convention — not PC2.)
**Lookup rule (implemented by `player.gd`, not by the level):**
```
# in player.gd _ready()
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
if spawn is Node3D:
global_position = spawn.global_position
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0) # fallback, do not crash
```
The lookup runs from the current scene root so it finds the marker whether it is
a direct child of the level instance or nested under a `Level` wrapper. The
fallback keeps the player runnable in a scene that forgot its marker, but a
**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
on it (see §6).
## 4. Composition (who puts level + player together)
`scenes/game.tscn` is the PC2 playable entry point:
```
Game (Node3D)
├── Level (instance of res://scenes/worlds/test_level.tscn)
└── Player (instance of res://scenes/player.tscn)
```
- `Game` is a plain `Node3D` with **no script** — composition is done by scene
instantiation, not code, so there is nothing to keep in sync.
- The **level scene is self-contained and has zero dependency on the player** —
it loads and is smoke-testable on its own. The level task does not instance or
reference `player.tscn`.
- The **player scene is self-contained and has zero dependency on any specific
level** — it only requires that the *current scene* contains a `PlayerSpawn`.
- Ownership of `game.tscn` goes to the **player task**, which depends on the
level task having landed `test_level.tscn` first (chain with `depends_on`).
## 5. Level content requirements (level task)
`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
children:
| Node | Type | Notes |
|---|---|---|
| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
Notes:
- **Do not** add any `script` to the level. It is pure content. Any per-level
behavior belongs to the player (or a future game-mode script), not the level.
- Keep the whole level on the XZ plane around the origin; nothing off at extreme
coordinates, no thin walls the capsule can tunnel through.
## 6. Player contract (player task)
`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
Minimum for PC2:
- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
the lowest-risk choice; third-person is fine too but is more work.
- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
gracefully.
- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
may be split into its own task if the controller grows.
- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
The player must work when instanced under `Game` alongside a level; it must not
assume it is the only node in the scene.
## 7. Entry point / how a human plays it
- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
(e.g. `godot --path . scenes/game.tscn`), or temporarily set
`application/run/main_scene` to it.
- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
for this note** and out of scope for the level/player tasks. The current menu
flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
the test level, that navigation wiring is its own small task — do not fold it
into level or player.
## 8. Validation (both tasks must run this before "done")
```sh
# one-time, first checkout only — builds the class/import cache
godot --headless --path . --import
# then, to catch parse/load errors:
godot --headless --path . --quit
```
- **Level task:** additionally load `test_level.tscn` headlessly and assert it
(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
positioned ≥ 1.0 m above the ground top. A smoke script following the existing
`scripts/smoke_test_*.gd` pattern is the right vehicle.
- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
and asserts the player's global position equals the `PlayerSpawn` position
(within a small epsilon). This is the check that proves the spawn convention
actually wired through — not just "the scene loads."
## 9. Explicitly out of scope for PC2
- Networking / multiplayer / prediction (single-player, local-only).
- Chunk streaming integration and server-side chunk authoring/serving.
- Avatar customization UI and glTF avatar loading.
- Join-a-world navigation from the world list.
- Any content moderation / age-gating logic in the level.
## 10. Summary
| Concern | Decision |
|---|---|
| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
| Level location | `scenes/worlds/test_level.tscn` |
| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
-72
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@@ -1,72 +0,0 @@
# Package Checkpoint 1 (PC1)
Validated 2026-08-20 against `main` commit `927f9bd`, from a genuinely fresh
clone (not a reused agent workspace).
## Automated validation
Run with `scripts/run_checkpoint_tests.py` — see
`docs/testing/test_inventory.md` for exactly what each suite covers.
| Check | Result |
|---|---|
| Alembic migrations, fresh DB | PASS |
| Backend pytest | 68/68 PASS |
| Godot smoke tests (4 files) | ALL PASS |
| Linux export (`agp-game.x86_64`) | Builds, verified as a real ELF64 binary |
| Windows export (`agp-game.exe`) | Builds, verified as a real PE32+ binary |
## Problems found during this checkpoint (fixed, tracked as tasks)
- Roadmap showed the Godot Engine Scaffold feature amber despite 6/6 tasks
done — a historical data gap (a review-feedback follow-up task's
supersession link was never recorded, predating when that field started
being tracked). Backfilled in the PM database; confirmed green.
- `docs/testing/test_inventory.md` was stale (said 38 backend tests,
actually 68; said no integration tests existed, 4 real ones had landed).
Fixed via task `398bf1a22a2d` / PR #40.
## What's actually testable right now
Login/register/browse-worlds only — there's no joinable gameplay yet. That's
the real scope of PC1; don't expect more when playtesting.
- Register a new account (18+ only, rejected otherwise)
- Log out, log back in with the same credentials
- Play → Browse Worlds — loads a (currently empty) world list with no errors
## Manual playtest: backend on cloudbison, client on pinkbison
As of 2026-08-20 this is dashboard-controlled — no terminal commands, no
env vars, no editing files. Foolproof enough to hand to someone else.
### 1. On cloudbison — the AGP dashboard
Open the dashboard (`http://cloudbison:7070`, or its Tailscale address) and
go to **PC1** in the nav bar (`/checkpoint/PC1`). Click **Start Backend** —
it pulls the latest `main`, stands up Postgres, runs migrations, and starts
the API server, all in one step. The page shows the LAN address it's
reachable at once it's up (under a minute).
When you're done playtesting, click **Stop & Clean Up** on the same page —
it tears down everything that step started (API server, Postgres
container, its volume and network). Nothing is left running or lying
around afterward, even if the dashboard itself gets restarted in between.
### 2. On pinkbison — download and run the .exe
Same dashboard page: click **Build .exe** the first time (or **Rebuild** to
pick up newer changes) — this pulls the latest `main` and exports a Windows
binary with cloudbison's backend address already baked in. Click
**Download agp-game.exe**, copy it to pinkbison, and just run it. No
environment variable, no config file, no build step on pinkbison at all.
### 3. Tear down when done
**Stop & Clean Up** on the dashboard page. That's it.
## Status
`config/checkpoint_focus_feature_ids` in the AGP framework (`~/agp`) still
restricts agent claiming to the 5 PC1-scope features. Agents will not move
on to post-PC1 work until that's widened.
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# Package Checkpoint 3 (PC3)
> **Status: partial.** PC3's planned scope was M4-avatars + M5-multiplayer +
> Foundation Hardening + M6–M10 (see `docs/build-plan-v1.md`). As of
> 2026-09-05, **M4, M5, and most of Foundation Hardening are done and
> checkpoint-verified**; M6–M10 have not been started. This doc records what
> is real. Whether to call this "PC3" (redefined scope, M6–M10 → PC4) or keep
> PC3 open is a user decision.
Built by Claude directly (fleet offline), branch `pc3` → `main`.
## What's real and verified (`scripts/run_checkpoint_tests.py`, all green)
| Check | Result |
|---|---|
| Alembic migrations, fresh DB | PASS |
| Backend `pytest` | 77/77 PASS (hermetic — auto-starts an ephemeral Postgres) |
| Godot smoke tests (~16 files) | ALL PASS |
| `smoke_test_network_client` (real dedicated server) | 4/4 PASS |
| 2-player multiplayer (`run_multiplayer_2p_test.sh`) | PASS |
| Fresh-clone boot (`verify_fresh_clone.sh`) | PASS |
| Linux + Windows exports | Build as real ELF64 / PE32+ binaries |
### M4 — Avatars in the game
- Placeholder avatar pack (14 GLBs, rigged 24-bone base body + attachments)
generated by `scripts/tools/gen_placeholder_avatars.gd`. Real art is a
content swap — catalog paths are stable.
- The avatar **loader was fixed** — it had never run against a real skeleton
(`Skeleton3D.has_bone()` isn't a Godot 4 method; the bone-copy dropped the
skin binding; attachments were parsed then discarded).
- `avatar_visualizer.gd` **rewritten** — the old one referenced a loader API
that never existed and didn't compile.
- Persistence: `avatar_loadouts` table + `GET/PUT /api/avatar/loadout`
(loadout stored as one JSON doc; server validates the envelope only).
- Wired into gameplay: the in-world player renders as the assembled avatar
(not a capsule); the loadout is fetched at login; "Customize Avatar" from
the main menu saves through to the backend.
- **Follow-up:** camera is still first-person, so the local player doesn't
see their own avatar much (third-person is a polish item); remote players'
avatar appearance is not replicated yet (they show as labelled capsules).
### M5 — Real multiplayer
- `server.gd` **actually runs a sim now** — loads the world level, spawns a
server player per peer, processes each peer's input queue in seq order at a
fixed 30 Hz, broadcasts full snapshots with a per-peer `last_seq`. (The
input queue was a no-op before.)
- `network_client.gd` reconciliation **replays in-flight inputs** from the
authoritative state (drops acked ones), snaps only on real drift.
- **Server orchestration** (`backend/app/services/game_servers.py`): one
headless Godot dedicated-server process per world, spawned on demand by
`POST /api/worlds/{id}/join`, port-allocated, with a status-file idle
reaper. Off by default; the playtest launcher (`checkpoint_ops.py`)
enables it.
- **Client play path**: world browser → `/join` → `Session` → `game.tscn`
connects → local player predicts with collision, input forwarded, server
position is a drift backstop, remote players render from snapshots,
disconnect returns to the world list. Falls back to local single-player
when the backend has no orchestration.
- **Verified**: two real client processes each `register → /join → play`,
hosted on an orchestrated server, see and move relative to each other
(`run_game_multiplayer_test.sh`).
### Foundation Hardening
- **Hermetic backend tests** — `cd backend && pytest` works from a clean
checkout (auto ephemeral Postgres + migrations, torn down after); skips
cleanly with a message if there's no Docker.
- **Fresh-clone boot check** — `verify_fresh_clone.sh` exports a pristine
tree, imports from scratch, boots headless, fails on any script error.
Also fixed the root cause: a stale `.godot/global_script_class_cache.cfg`
was committed to the repo.
- **Real age verification** — `/register` takes a date of birth (not a
checkbox), server computes age, 403 under 18. Still self-attested; the
limitation and the ID-check hook are documented
(`content_moderation.md` 5.2).
- **Auth rate limiting** — 10 attempts / min / IP on `/register` + `/login`.
- **CI workflow** — `.forgejo/workflows/checkpoint.yml` written, **not
running yet**: needs the operator to enable Forgejo Actions + register a
`host` runner (one-time; see `docs/ci.md`). Interim gate is
`run_checkpoint_tests.py` by hand / the dashboard.
## Not in PC3 (planned but not started)
- **M2** server-side world persistence
- **M6** scripting sandbox
- **M7** in-game editor
- **M8** social / chat
- **M9** economy
- **M10** discovery
## Playtest
Same as PC2 — grab the exe from the dashboard's `/checkpoints`, backend
pointed at it. New: with multiple people in the same world you now actually
see each other move.
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# CI
`.gitea/workflows/checkpoint.yml` runs the full checkpoint suite
(`scripts/run_checkpoint_tests.py`: migrations on a fresh DB, backend
`pytest`, all Godot smoke tests, the 2-player multiplayer test, and the
fresh-clone boot check) on **every push to `main` and every PR**.
## Status: live
Set up 2026-09-05:
- Gitea Actions enabled (`[actions] ENABLED = true` in
`/DATA/AppData/forgejo/gitea/conf/app.ini`, container restarted; a
timestamped `.bak` is next to it).
- `act_runner` v0.2.13 registered as **`agp-host`** with label **`host`**
(host execution mode — jobs run directly on the AGP box, which already
has Docker, `~/godot/godot`, and Python). Lives in `~/act-runner/`.
- Green on the first successful run (`d76bf4d`).
The workflow uses **no JavaScript actions** (no `actions/checkout`), so the
host needs no Node: checkout is a shallow `git fetch` from the local Gitea
using the injected `${{ github.token }}`, and the suite runs in a venv the
job builds (host Python is PEP-668 externally-managed).
## Make the runner permanent (one command, needs sudo)
The runner currently runs as a plain background process — it won't survive a
reboot. A unit file is ready at `~/act-runner/act-runner.service`:
```bash
sudo cp ~/act-runner/act-runner.service /etc/systemd/system/
sudo systemctl daemon-reload
pkill -f 'act_runner daemon' # stop the temporary background one
sudo systemctl enable --now act-runner
```
## Interim / local
```bash
python scripts/run_checkpoint_tests.py
```
— also what `/checkpoint/<PC>` on the dashboard runs before a playtest build.
## Security note
A host-mode runner executes whatever a workflow says, directly on the box,
as `daddy` (in the `docker` group). Fine for a single-maintainer private
repo; revisit if the repo gets outside contributors (switch to a
docker-mode runner or an isolated VM).
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# MVP Vertical Slice: Client-Server Wiring — Plan
## Goal
Prove the real Godot client and the real backend can talk: **a user can register/log in
and see a list of worlds from the game client**. Nothing more. Gameplay, join-a-world,
chat, avatar, Discovery search/tags/trending, Social/Economy/Trust & Safety are all
explicitly out of scope.
## Verified backend contract (as of this writing)
- `POST /api/auth/register` — JSON body `{username, email, password, date_of_birth}`.
`date_of_birth` is a `YYYY-MM-DD` string. Returns `201 {access_token, token_type}`.
Rejects under-18 with `400`.
- `POST /api/auth/login` — OAuth2 **form-encoded** (`application/x-www-form-urlencoded`)
`username` + `password` (this is NOT a JSON endpoint). Returns `{access_token, token_type}`.
- `GET /api/worlds` — **requires auth** (`CurrentUser`), returns a JSON array of
`{id, name, description, visibility, owner_id, created_at}`. There is no unauthenticated
public-worlds path, so the worlds list screen can only be shown after login/register.
- `GET /api/health` — unauthenticated, `{status, app}`.
- Base URL: uvicorn default `http://127.0.0.1:8000` (must be configurable in the client).
- CORS is irrelevant to the native Godot `HTTPRequest` client (no browser origin).
## Task breakdown
| # | Type | Task | Depends on |
|---|------|------|-----------|
| 1 | architecture | `ApiClient` autoload: HTTP + JWT storage + error contract | — |
| 2 | implementation | Main-menu **login + register** UI built & wired (form-encoded + JSON/age gate) | 1 |
| 3 | implementation | **World list** screen consuming `GET /api/worlds` | 1 |
| 4 | testing | End-to-end headless smoke test + manual verify | 1,2,3 |
## Design decisions captured (resolved in task 1)
- Token storage: in-memory singleton property for the MVP; a `save_to_disk` seam is left
open but not required yet (no re-login on restart in this slice).
- Error contract: every call returns a discriminated result (`ok`/`error`) so callers
never crash on network failure; non-2xx surfaces `{status, detail}` from the backend.
- Base URL: read from a ProjectSetting, defaulting to `http://127.0.0.1:8000`.
- Login is form-encoded; register is JSON — the client helper must support both content types.
## Notes
- The main-menu auth UI does **not** exist yet (main_menu.gd currently has only Play/Quit
stubs). Task 2 must **build** the login/register UI, not merely wire an existing one.
- The world-list screen also needs to be **built** (a new scene), not just wired.
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# Economy — Currency, Marketplace & Creator Payouts — Plan
> **Status:** Planned
> **Owner:** Platform team
> **Feature ID:** `economy`
> **Godot version:** 4.6.2 stable
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
## 1. Overview
This document breaks the **Economy** feature into user stories and right-sized
implementation tasks. The feature delivers:
- **Virtual currency ("Credits")** — a single, server-authoritative currency
with an immutable, append-only transaction ledger.
- **Premium purchase** — buying Credits with real money through a pluggable
payment-provider hook.
- **Marketplace** — user-generated content (UGC) listings where creators sell
items (assets, avatar items, experience passes) to players for Credits.
- **Creator payouts** — accumulating creator earnings and paying them out to
external accounts through a pluggable payout-provider hook.
- **Godot client** — wallet/transaction history, marketplace browse/buy/sell,
and creator payout screens.
The economy is the monetization backbone of the platform. Because it moves
virtual value between real people, correctness (no double-spend, no lost funds,
no balance drift) and safety (fraud prevention, moderation, audit) are treated
as **blocking requirements**, not add-ons.
## 2. Why correctness is the differentiator
The platform is a creator economy (players buy UGC from other players). The
economy is the highest-risk surface after chat: a single arithmetic or
concurrency bug can mint or destroy value and irreversibly erode trust.
Correctness is therefore designed in from the start:
- **One currency, integer units.** Credits are whole-number integers. There are
no floats, no rounding, and no client-computed totals.
- **Append-only ledger.** Every balance change is a row in a `transactions`
table with a signed amount, a `balance_after` snapshot, a reference to the
event that caused it, and an **idempotency key** so retries cannot double
credit or double debit.
- **Atomic, locked mutations.** Balance changes run in a single database
transaction with row locking (`SELECT ... FOR UPDATE`) so concurrent
purchases/payouts cannot race.
- **Escrow hold.** Marketplace proceeds are held in `pending_escrow` for a
configurable window before becoming available to the seller, so fraudulent
or moderated sales can be reversed without clawing back paid-out funds.
- **Server-authoritative fees.** The platform commission is computed
server-side from a configured rate; the client never supplies the fee or the
seller's net.
## 3. Existing constraints (do not re-build)
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
`app/dependencies.py`. All economy endpoints reuse this.
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
Existing tables: `users`, `sessions`, `worlds`, `assets`.
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
idempotency short-caching and rate limiting.
- **Models:** `User` (owner_id), `Asset` (owner_id, is_public, asset_type).
Marketplace items reference existing `assets` rows and/or avatar items.
- **Content moderation:** `docs/architecture/content_moderation.md` defines
flag vocabulary, age gate, and moderation actions. Marketplace items and
listings must inherit and enforce these rules (see §7).
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no economy UI yet.
## 4. Key design decisions
| Concern | Decision |
|---|---|
| Currency model | Single virtual currency **"Credits" (CR)**, integer units. One wallet row per user; no fractional amounts. |
| Ledger | Append-only `transactions` table: signed `amount`, `balance_after`, `reference_type`/`reference_id`, unique `idempotency_key`. |
| Concurrency | `SELECT ... FOR UPDATE` on the wallet row inside the mutation transaction; never read-modify-write from stale data. |
| Payments | Pluggable `PaymentProvider` interface with a **no-op default** that simulates a confirmed payment for dev/testing (clearly flagged). Stripe/PayPal later. |
| Marketplace items | `catalog_items` (what is sold) + `marketplace_listings` (a seller's offer with a price/status). One item can have multiple listings over time. |
| Purchase flow | Atomic transaction: debit buyer → hold funds in escrow (`pending_escrow`) → grant item. Platform fee computed server-side. |
| Escrow | Configurable hold window (default 72h) before `pending_escrow` becomes available seller earnings. Refunds during the window reverse the sale. |
| Fees | Single configurable `MARKETPLACE_FEE_RATE` (default `0.30`). `seller_net = floor(price * (1 - fee_rate))`. |
| Creator balance | `creator_balances` table: `available` (earned, payable), `pending` (inside an open payout request), `lifetime_earned`. Updated in the same transaction as the sale completion. |
| Payouts | Pluggable `PayoutProvider.pay()` with a no-op default (simulated external ref). Minimum payout threshold, admin review for large payouts. |
| Idempotency | Every money-moving request carries a client-generated `Idempotency-Key`; duplicate keys return the original result. |
| Rate limiting | Redis token-bucket dependency reused from the social feature for purchase/listing/payout endpoints. |
| Moderation | Listings enforce content flags + age gate; moderators can `delist`/`remove`; fraud/chargeback reversal is an audited admin action. |
## 5. User stories
### US-1 Currency & wallet
As a player, I can see my Credit balance and transaction history, and the system
credits/debits my wallet only through server-authoritative events.
**Acceptance criteria**
- Exactly one wallet per user, created lazily on first use.
- Balance is always a non-negative integer; no operation can make it negative.
- Every mutation appends an immutable ledger row with amount, resulting balance,
reference, and idempotency key.
- Retrying a request with the same idempotency key does not double-apply.
- `GET` endpoints expose current balance and paged transaction history.
### US-2 Premium purchase (buy Credits)
As a player, I can purchase Credits with real money and have them credited only
after the payment is confirmed.
**Acceptance criteria**
- A purchase session is created through the payment provider (or the no-op
default) and is idempotent.
- Credits are granted exactly once, only after a verified provider confirmation
(webhook/confirm endpoint), never on client claim.
- Purchase amounts are bounded and server-defined; clients cannot pick arbitrary
prices.
- Confirmation is idempotent and audited (provider reference recorded).
### US-3 Marketplace listing (sell)
As a creator, I can list a catalog item for sale at a Credit price and
manage/remove my listings.
**Acceptance criteria**
- A listing references a valid `catalog_item` owned by the seller (or an
authorized seller).
- Price is bounded (min/max) and set server-side; status transitions are
explicit (`active`, `sold`, `delisted`, `removed_by_moderation`).
- Only the seller (or a moderator) can update/remove a listing.
- Listings are searchable/filterable (item type, price range, owner).
### US-4 Marketplace purchase (buy)
As a player, I can buy a listed item. The purchase is atomic, holds funds in
escrow, grants the item, and splits the payment between platform and seller.
**Acceptance criteria**
- A single transaction debits the buyer, holds funds in escrow, and grants the
item — no partial states on failure.
- Platform fee and seller net are computed server-side from the configured rate.
- After the escrow hold window, funds move from escrow to the seller's
available balance.
- Refunds during the hold window reverse the sale and return funds to the buyer.
- Concurrent purchases of a one-of-a-kind listing cannot both succeed.
### US-5 Creator payouts
As a creator, I can view my earned balance, request a payout, and track its
status; admins can review and approve/reject payouts.
**Acceptance criteria**
- Available balance is derived only from completed (escrow-released) sales and
completed payouts; it never goes negative.
- Payout requests are bounded (min threshold, max per period) and rate-limited.
- Large payouts require admin review; all payout requests carry an audit trail
(requested by, reviewed by, provider reference, status).
- The payout provider is called exactly once; idempotent on retry.
### US-6 Godot client
As a player, I can manage Credits, browse/buy/sell marketplace items, and manage
payouts from the game UI.
**Acceptance criteria**
- An API client handles JWT auth, HTTP, and idempotency keys for all economy
calls.
- Dedicated screens: wallet + transaction history, marketplace browse/buy,
sell-listing, and creator payout.
- The client never computes balances, fees, or seller nets — it only displays
server responses.
## 6. Task breakdown
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
are sequential for dependency chaining.
| # | Task | Story | Depends on |
|---|------|-------|-----------|
| 1 | Wallet & ledger models + Alembic migration (`wallets`, `transactions`) | US-1 | — |
| 2 | Wallet service (atomic credit/debit, idempotency, locking) + wallet/transactions API | US-1 | 1 |
| 3 | Premium purchase: `PaymentProvider` interface + purchase/confirm endpoints | US-2 | 1 |
| 4 | Catalog item & listing models + migration (`catalog_items`, `marketplace_listings`, `creator_balances`) | US-3 | 1 |
| 5 | Marketplace listing API (create/list/search/update/remove) | US-3 | 4 |
| 6 | Marketplace purchase service + API (atomic escrow, fee split, item grant) | US-4 | 2, 4, 5 |
| 7 | Creator payout request models + API (`payout_requests`) | US-5 | 2, 6 |
| 8 | Payout admin review + `PayoutProvider` + audit | US-5 | 7 |
| 9 | Marketplace moderation + content-flag/age-gate enforcement | cross-cutting | 5, 6 |
| 10 | Godot economy API client (auth + HTTP + idempotency) | US-6 | 2 |
| 11 | Godot wallet & transaction history UI | US-6 | 10 |
| 12 | Godot marketplace browse/buy UI | US-6 | 6, 10 |
| 13 | Godot selling & payout UI | US-6 | 5, 7, 10 |
## 7. Phasing
- **Phase 1 (currency + payments):** tasks 1–3. The foundation — ledger and
money movement must be rock-solid before anything spends Credits.
- **Phase 2 (marketplace):** tasks 4–6. Listing and atomic purchase with escrow.
- **Phase 3 (payouts):** tasks 7–8. Turn released escrow into creator payouts.
- **Phase 4 (moderation):** task 9. Lock down the marketplace against mature
content and abuse.
- **Phase 5 (client):** tasks 10–13, each landing after its backend dependency.
## 8. Data model sketch
```text
wallets
id bigint PK
user_id int UNIQUE FK -> users.id
balance bigint NOT NULL DEFAULT 0 CHECK (balance >= 0)
created_at timestamptz
updated_at timestamptz
transactions (append-only ledger)
id bigint PK
wallet_id bigint FK -> wallets.id
type enum(credit_purchase, marketplace_purchase,
marketplace_sale, escrow_release, payout,
refund, admin_adjustment)
amount bigint NOT NULL (signed)
balance_after bigint NOT NULL
reference_type text (e.g. "purchase", "sale", "payout_request")
reference_id text
idempotency_key text UNIQUE
metadata_json jsonb
created_at timestamptz
catalog_items
id bigint PK
owner_id int FK -> users.id
asset_id int FK -> assets.id (nullable; null for non-asset virtual items)
item_type enum(asset, avatar_item, experience_pass)
name text
description text
metadata_json jsonb
created_at timestamptz
marketplace_listings
id bigint PK
catalog_item_id bigint FK -> catalog_items.id
seller_id int FK -> users.id
price bigint NOT NULL CHECK (price > 0)
status enum(active, sold, delisted, removed_by_moderation)
created_at timestamptz
updated_at timestamptz
purchases
id bigint PK
listing_id bigint FK -> marketplace_listings.id
buyer_id int FK -> users.id
seller_id int FK -> users.id
price bigint NOT NULL
platform_fee bigint NOT NULL
seller_net bigint NOT NULL
status enum(pending_escrow, completed, refunded, reversed)
escrow_hold_until timestamptz
created_at timestamptz
creator_balances
id bigint PK
user_id int UNIQUE FK -> users.id
available bigint NOT NULL DEFAULT 0
pending bigint NOT NULL DEFAULT 0
lifetime_earned bigint NOT NULL DEFAULT 0
updated_at timestamptz
payout_requests
id bigint PK
creator_id int FK -> users.id
amount bigint NOT NULL CHECK (amount > 0)
status enum(pending, approved, paid, rejected)
external_ref text
provider_ref text
requested_by int FK -> users.id
reviewed_by int FK -> users.id (nullable)
reviewed_at timestamptz
created_at timestamptz
```
## 9. Security, anti-fraud & audit
- **Server-authoritative balances/fees:** clients never compute totals; amounts
are validated server-side against bounds and the current listing.
- **Row locking:** wallet and creator-balance mutations use `SELECT ... FOR
UPDATE` within one transaction.
- **Idempotency:** every money-moving endpoint requires an `Idempotency-Key`;
duplicate keys return the stored original outcome.
- **Rate limiting:** purchase, listing, and payout endpoints are token-bucket
rate-limited per user.
- **Escrow & reversibility:** funds are not payable until the hold window
elapses; chargebacks/refunds reverse before release.
- **Moderation:** listings carry the item's effective content flags; mature
items require age verification (per `content_moderation.md`); moderators can
`delist`/`remove` and trigger audited reversals.
- **Audit:** the ledger plus `payout_requests` review fields form an append-only
audit trail for every movement of value.
## 10. Out of scope for this feature
- Real Stripe/PayPal/KYC integrations (provider interfaces leave the hooks; the
defaults are deterministic no-ops).
- Subscriptions, recurring billing, or premium memberships.
- Gift cards, promotional codes, or user-to-user Credit transfers.
- Partial refunds, chargeback disputes, and seller tax/VAT handling.
- In-world vending machines / scripted economy triggers (future, built on this
ledger via the scripting sandbox).
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# Testing at Package Checkpoints
A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few
real milestones, the client and server builds get packaged together and
independently reviewed before anyone calls anything actually done. See
`project_agp` in Claude's memory, or ask, for the full definition; this
doc is just the mechanical "how do I run the tests" part of that review.
## Running the suite
```
python scripts/run_checkpoint_tests.py
```
Brings up a throwaway Postgres, runs Alembic migrations against it, runs the
backend pytest suite, starts the backend server, and runs every Godot
headless smoke test (`scripts/smoke_test_*.gd`) against it. Tears the
Postgres container down afterward (`--keep-postgres` to skip that if you
want to poke at the DB after a failure).
If port 5432 is already taken on the machine, pass `--postgres-port` with
something else.
Exit code is 0 only if everything that actually ran passed — suites with
nothing to run yet (no Godot binary found, no smoke test scripts yet) are
reported SKIPPED, not treated as a failure.
## What this does and doesn't prove
Passing this script means: migrations apply cleanly to a genuinely empty
database, the backend's unit-level logic is correct, and whatever Godot
smoke tests exist actually round-trip against a live backend. It does
**not** mean full endpoint/integration coverage exists — see
`test_inventory.md` for the current, honest list of what's tested and what
isn't. A checkpoint review should still involve reading the actual diffs
for anything this script's current coverage doesn't reach, not just running
green and calling it done.
## Growing this over time
As real integration tests get added (endpoint tests hitting the FastAPI app,
more Godot smoke coverage beyond `health_check`), they should land under
`backend/tests/` / `scripts/smoke_test_*.gd` respectively — this script
picks up new files automatically, nothing to register by hand. Update
`test_inventory.md`'s tables when you do, so the inventory stays a source
of truth instead of quietly going stale.
Eventual goal (not implemented yet): gate merges to `main` on this script
passing, the same way a real CI pipeline would. For now it's a manual step
run at checkpoint review time.
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# Test Inventory
What automated coverage actually exists, what it actually verifies, and what
doesn't have coverage yet. Keep this current as tests are added — it's the
thing a Package Checkpoint review (see `docs/testing/README.md`) reads first
to know what "run the tests" actually checked.
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
Last verified against `main`: 2026-08-21 — migrations + pytest + all 11
Godot smoke tests, all clean. PC1's real playtest-found bugs (login form
unreachable, 1px world cards, Play → Back losing the session) are covered
by the smoke tests below so they can't silently regress. PC2 (basic
playable world + character + movement) landed 2026-08-20/21 — see
`docs/checkpoints/` once a PC2 record exists, and the three new smoke
tests below (`smoke_test_test_level.gd`, `smoke_test_player.gd`,
`smoke_test_enter_world.gd`) for what's actually verified. The avatar
loader/customization system (`smoke_test_avatar_system.gd`) also landed
2026-08-21 — real glTF-based loading with graceful failure on missing
assets, verified since `assets/avatars/*.glb` model files don't exist yet.
## Backend — `backend/tests/` (pytest)
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
reachable Postgres — see the runner script).
**Current total: 61 tests, all passing on a clean `main` checkout.**
| File | Tests | What it covers |
|---|---|---|
| `test_auth_age_gate.py` | 11 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year — kept as a tested utility for a future real-DOB pass even though `/register` no longer calls it) + `RegisterRequest.over_18` field tests (true accepted, false accepted, missing rejected). 2026-08-20: the register flow was simplified from collecting/validating a date of birth to a plain client-side "I am 18 or older" confirmation, so the old date-validation parametrized cases were replaced. Backs the 18+ registration gate (PR #23, revised PC1). |
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
| `test_auth_endpoints.py` | 10 | **Integration tests** for `POST /api/auth/register` and `POST /api/auth/login` against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), `over_18=false` rejection (400), missing `over_18` field (422), successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens. |
| `test_refresh_endpoint.py` | 8 | **Integration tests** for `POST /api/auth/refresh`. Covers: successful refresh (200, new access token, same refresh token returned), refresh produces different access tokens on repeated calls, invalid refresh token (401), empty body (422), missing field (422), refresh token from login also works, returned access token is valid JWT decodable with public key, `access_token_expires_minutes` in response. |
| `test_refresh_token_jti.py` | 6 | Unit tests for refresh token uniqueness (jti claim) and model column length. Covers: two calls with same sub produce different tokens (jti uniqueness), jti is valid UUID, rapid repeated calls all produce unique jtis, jti survives decode, `RefreshToken.token` column is `String(512)`, column type is `String`. |
| `test_auth_expired_token.py` | 5 | **Integration tests** for expired-token rejection across auth endpoints. Covers: expired access JWT rejected by `GET /api/auth/me` (401), garbage access token rejected by `/me` (401), missing bearer token returns 401, expired refresh token (DB `expires_at` in past) rejected by `/refresh` (401), expired refresh JWT (past `exp` claim) rejected before DB lookup (401). |
**What these are, honestly:** a mix of pure unit tests (`test_auth_age_gate.py`,
`test_gltf_metadata.py`, `test_refresh_token_jti.py`) and real integration tests
(`test_auth_endpoints.py`, `test_refresh_endpoint.py`, `test_auth_expired_token.py`)
that hit the FastAPI app against a real Postgres database via `TestClient`.
The integration tests exercise the full stack: Pydantic validation → DB →
JWT → response. The suite is also re-runnable without manual cleanup —
`backend/tests/conftest.py` has a session-scoped autouse fixture that
truncates all app tables once before the suite runs.
**Known coverage gaps** (real gaps, not placeholders — nothing enforces filling
these yet):
- No endpoint tests for `GET /api/worlds`, `GET /api/assets/*`, or any
world/asset CRUD routes — only auth endpoints have integration coverage
(`GET /api/worlds` is covered indirectly via the Godot smoke tests below).
- No tests for the moderation schema/migration beyond "the migration runs."
- No tests for the `GET /api/auth/me` endpoint's response body (only its
auth-header validation is covered via expired-token tests).
- No tests for session management (create/validate/revoke sessions).
## Godot client — `scripts/smoke_test_*.gd`
**12 smoke tests merged into `main`.** Ten need a live backend, one
(`smoke_test_network_client.gd`) needs a live dedicated server instead,
and one (`smoke_test_avatar_system.gd`) needs neither — it only exercises
local catalog/loadout/loader logic. Backend-dependent tests read
`AGP_API_BASE_URL` env var, falling back to the
`application/agp/api_base_url` project setting (default
`http://127.0.0.1:8000`) if unset.
| File | What it covers |
|---|---|
| `smoke_test_api.gd` | Exercises `ApiClient.health_check()` against a live backend. Verifies the real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure. |
| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), `over_18=false` registration (400), correct login (200), wrong password (401), nonexistent user (401). |
| `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. |
| `smoke_test_world_list.gd` | Registers a user, **seeds a real world via `POST /api/worlds/`** (without this, `run_checkpoint_tests.py`'s always-fresh DB means the populated-card render path never actually runs in CI, only the empty-list path would), instantiates `world_list.tscn` as a real scene, waits for `_refresh_worlds()` to complete, confirms it reached the populated (not empty) state, and asserts **each rendered card's real computed width is >= 200px**. That last check is the one that matters: 2026-08-20, a real bug shipped where every card existed in the tree with a non-zero child count and no crash, but rendered at 1.0px wide (`ScrollContainer`'s `size_flags_horizontal`/`vertical` used the raw integer `4` = `Control.SIZE_SHRINK_CENTER` instead of `3` = `SIZE_EXPAND_FILL`) — invisible on screen, and a child-count-only check would never have caught it. Confirmed by deliberately reintroducing the bug: card width check correctly fails at 25px. |
| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
| `smoke_test_main_menu_back.gd` | Regression test for Play → Back logging the user out even with a valid token still held. Registers a user, loads `main_menu.tscn` (asserts it restores the authenticated state via a real `auth_state_ready` signal wait, not a frame-count guess), clicks Play → `world_list.tscn`, clicks Back → `main_menu.tscn`, and asserts the menu is still authenticated. Checks `WelcomeLabel.is_visible_in_tree()`, not just `.visible` — the label lives inside AuthPanel, so `.visible` alone is a false positive if the panel itself is hidden (a real bug briefly present: `_show_authenticated()` hid AuthPanel while claiming the welcome label was visible, which rendered nothing). |
| `smoke_test_test_level.gd` | Loads `scenes/worlds/test_level.tscn` directly (the level is player-agnostic and self-contained per `docs/architecture/pc2_test_level.md` §4) and confirms it has real content: 5 props, a `DirectionalLight3D` ("Sun"), and a `WorldEnvironment` — not an empty void. |
| `smoke_test_player.gd` | Loads `scenes/game.tscn` and confirms the player exists as a real `CharacterBody3D` with a `CollisionShape3D`+shape, a `CapsuleMesh`, and spawns at the level's `PlayerSpawn` marker position. Also asserts `JUMP_VELOCITY` is positive and a `Camera3D` exists and is `current` — both were real bugs found 2026-08-20/21 (jump velocity was negative, pushing the player down instead of up; no camera existed at all, so the game was unplayable even though the character could technically move). Structural checks only — real movement/jump *direction* correctness was verified separately via a throwaway headless physics simulation during development, not by an automated test that's part of this suite. |
| `smoke_test_enter_world.gd` | The full PC2 path end to end: register → seed a real world → load `world_list.tscn` → click the real "Enter World" button on a real card (found by walking the card's children, not by index, so it doesn't silently pass if the card layout changes) → confirms `scenes/game.tscn` actually becomes `current_scene` with the player spawned at the level's `PlayerSpawn` marker → sends a real `KEY_ESCAPE` input event (not a direct method call) and confirms it returns to `world_list.tscn`. This is the test that proves "browse → enter → walk around → leave" actually works as one continuous flow, not just that each piece works in isolation. |
| `smoke_test_network_client.gd` | **Real two-process integration test** for `scripts/network_client.gd` (client-side prediction + reconciliation, docs/architecture/networking.md §5) — needs an actual dedicated server running first: `godot --headless --path . scenes/server.tscn &`, *not* the usual HTTP backend. Connects a real `NetworkClient` over ENet, confirms local input prediction moves the player immediately (no waiting on a round trip), confirms real snapshots arrive and get processed, then deliberately desyncs the predicted position by 9999 units and confirms the very next snapshot corrects it back — the actual proof reconciliation logic works, not just that it never had to fire. Known simplification, stated in the script's own docstring: the server's snapshot doesn't currently echo back a per-peer "last input seq processed," so reconciliation corrects against the *most recent* prediction rather than true tick-exact rollback-and-replay (docs/architecture/networking.md §5.2 step 4) — a real, scoped follow-up once the server echoes that ack, not something faked here. |
| `smoke_test_avatar_system.gd` | Confirms `AvatarSystem` is a real autoload, the committed `assets/avatars/catalog.json` actually parses, `get_assets_for_slot("base_body")` returns real entries, an `AvatarLoadout` can set `base_body` and equip a real catalog accessory, the loadout round-trips through `to_json()`/`load_loadout_from_json()`, and — since `assets/avatars/*.glb` model files don't exist yet — that `AvatarLoader.load_base_body()` against a real catalog entry with a missing file fails *gracefully*: returns `null` and emits `load_error` rather than crashing. Visual rendering itself can't be verified until real assets exist. |
Run (once, to build the class cache): `godot --headless --path . --import`,
then for each smoke test: `godot --headless --path . --script
res://scripts/smoke_test_<name>.gd` — **no `--quit`**, it kills these before
their awaited HTTP calls finish.
**Known gaps:**
- No smoke tests for chunk loading/streaming (`chunk.gd`, `chunk_scene.gd`).
- No smoke tests for dynamic/static object nodes.
- All smoke tests require a live backend; no offline/unit smoke tests exist.
- `smoke_test_world_list.gd` and `smoke_test_main_menu_*.gd` are the only
ones that exercise a real `.tscn` scene instantiation — others only test
the `ApiClient` autoload directly.
- `get_me()` (`GET /auth/me`) is implemented in `scripts/api_client.gd` but
has no smoke coverage yet.
- The Login path (as opposed to Register) through `main_menu.gd` isn't
separately smoke-tested — it shares the same `_on_auth_button_pressed()`/
`_on_auth_complete()` code path already exercised for Register, but that's
inference, not a direct check.
## Client export
`scripts/build.sh` produces real Linux (`agp-game.x86_64`) and Windows
(`agp-game.exe`) binaries via `--export-release`. Verified 2026-08-20: both
exports complete clean from a fresh checkout and produce valid binaries
(confirmed via `file` — real ELF64/PE32+, not empty or truncated). Neither
export is exercised by an automated GUI test (headless Godot can't drive a
window) — actually launching and clicking through the exported binary is a
manual step, see `docs/checkpoints/PC1.md` for playtest instructions.
## What "full coverage" should eventually mean here
Not defined precisely yet — the honest target as of 2026-08-20 is
"integration tests for every endpoint + smoke tests for every major scene."
As real integration/endpoint tests get added, update the tables above
rather than letting this doc drift stale; a wrong inventory is worse than
no inventory.
-74
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@@ -1,74 +0,0 @@
[preset.0]
name="Linux"
platform="Linux/X11"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter="*.json"
exclude_filter=""
export_path="export/linux/agp-game.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
[preset.1]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter="*.json"
exclude_filter=""
export_path="export/windows/agp-game.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
codesign/enable=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
d3d12/agility_sdk_multizip=0
-39
View File
@@ -9,54 +9,15 @@ config_version=5
config/name="AGP-Game"
run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.6.2")
agp/api_base_url="http://127.0.0.1:8000"
[autoload]
ApiClient="*res://scripts/api_client.gd"
AvatarSystem="*res://scripts/avatar/avatar_system.gd"
Session="*res://scripts/session.gd"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
[input]
move_forward={
"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":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
move_left={
"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":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_right={
"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":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
move_down={
"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":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]
; Fixed 30 Hz sim -- the multiplayer server, client prediction, and snapshot
; rate all key off this. See docs/architecture/networking.md 3.1.
common/physics_ticks_per_second=30
[rendering]
renderer/rendering_method="gl_compatibility"
+1
View File
@@ -0,0 +1 @@
-12
View File
@@ -1,12 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://avatar_customization"]
[ext_resource type="Script" path="res://scripts/avatar_customization_screen.gd" id="1"]
[node name="AvatarCustomization" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
-6
View File
@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://c0avpre7dev0rig"]
[ext_resource type="Script" path="res://scripts/tools/avatar_preview.gd" id="1"]
[node name="AvatarPreview" type="Node3D"]
script = ExtResource("1")
-6
View File
@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://bqs8xk2rig0dev"]
[ext_resource type="Script" path="res://scripts/tools/screenshot_rig.gd" id="1"]
[node name="ScreenshotRig" type="Node"]
script = ExtResource("1")
-12
View File
@@ -1,12 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://game_scene_pc2"]
[ext_resource type="Script" path="res://scripts/game.gd" id="0_game"]
[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
[node name="Game" type="Node3D"]
script = ExtResource("0_game")
[node name="Level" parent="." instance=ExtResource("1_level")]
[node name="Player" parent="." instance=ExtResource("2_player")]
+1 -91
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=2 format=3 uid="uid://main_menu_scene"]
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
@@ -29,105 +29,15 @@ text = "AGP Game"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 72
[node name="AuthButtonsRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
theme_override_constants/separation = 16
alignment = 1
[node name="LoginButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
layout_mode = 1
text = "Login"
size_flags_horizontal = 3
[node name="RegisterButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
layout_mode = 1
text = "Register"
size_flags_horizontal = 3
[node name="AuthPanel" type="PanelContainer" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
visible = false
[node name="MarginContainer" type="MarginContainer" parent="CenterContainer/VBoxContainer/AuthPanel"]
layout_mode = 1
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="AuthVBox" type="VBoxContainer" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer"]
layout_mode = 1
theme_override_constants/separation = 8
size_flags_horizontal = 3
[node name="AuthModeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Login"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 24
[node name="UsernameEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
placeholder_text = "Username"
size_flags_horizontal = 3
[node name="PasswordEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
placeholder_text = "Password"
size_flags_horizontal = 3
echo_password = true
[node name="EmailEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
placeholder_text = "Email"
size_flags_horizontal = 3
[node name="DobEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
size_flags_horizontal = 3
placeholder_text = "Date of birth (YYYY-MM-DD)"
[node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Login"
size_flags_horizontal = 3
[node name="AuthStatusLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = ""
horizontal_alignment = 1
autowrap_mode = 2
visible = false
[node name="WelcomeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
text = ""
horizontal_alignment = 1
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
text = "Play"
size_flags_horizontal = 4
[node name="CustomizeButton" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
text = "Customize Avatar"
size_flags_horizontal = 4
disabled = true
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
text = "Quit"
size_flags_horizontal = 4
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton" to="." method="_on_login_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton" to="." method="_on_register_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/CustomizeButton" to="." method="_on_customize_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"]
-36
View File
@@ -1,36 +0,0 @@
[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
height = 1.6
[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
radius = 0.35
height = 1.6
[node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 1
script = ExtResource("1_player")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape1")
[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh1")
[node name="CameraPivot" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
[node name="SpringArm3D" type="SpringArm3D" parent="CameraPivot"]
spring_length = 3.5
margin = 0.2
[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"]
current = true
[node name="Inventory" type="Node" parent="."]
script = ExtResource("2_inventory")
-6
View File
@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/server.gd" id="1_server"]
[node name="Server" type="Node"]
script = ExtResource("1_server")
-15
View File
@@ -1,15 +0,0 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape_server_player"]
radius = 0.35
height = 1.6
[node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 1
script = ExtResource("1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape_server_player")
-78
View File
@@ -1,78 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/world_list.gd" id="1_wl"]
[node name="WorldList" type="Control"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_wl")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 8
[node name="HeaderHBox" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 3
size_flags_horizontal = 3
theme_override_constants/separation = 16
[node name="BackButton" type="Button" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "< Back"
size_flags_horizontal = 0
[node name="TitleLabel" type="Label" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "Browse Worlds"
horizontal_alignment = 1
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 28
[node name="RefreshButton" type="Button" parent="VBoxContainer/HeaderHBox"]
layout_mode = 3
text = "Refresh"
size_flags_horizontal = 0
[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
layout_mode = 3
size_flags_horizontal = 3
size_flags_vertical = 3
horizontal_mode = 2
vertical_mode = 2
[node name="WorldList" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
layout_mode = 3
size_flags_horizontal = 3
theme_override_constants/separation = 8
[node name="LoadingLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = "Loading worlds..."
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[node name="ErrorLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = ""
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[node name="EmptyLabel" type="Label" parent="VBoxContainer"]
layout_mode = 3
text = ""
visible = false
horizontal_alignment = 1
theme_override_font_sizes/font_size = 18
[connection signal="pressed" from="VBoxContainer/HeaderHBox/BackButton" to="." method="_on_back_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HeaderHBox/RefreshButton" to="." method="_on_refresh_button_pressed"]
-141
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@@ -1,141 +0,0 @@
[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)
[sub_resource type="BoxMesh" id="BoxMesh_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
top_radius = 1.0
height = 4.0
[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
top_radius = 1.0
bottom_radius = 1.0
height = 4.0
subdivisions_top_radius = 8
[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
radius = 1.0
[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
radius = 1.0
subdivisions_ring = 12
subdivisions_height = 12
[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
radius = 0.5
[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
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)
ambient_light_source = 2
ambient_light_color = Color(0.7, 0.75, 0.82, 1)
ambient_light_energy = 0.8
[node name="TestLevel" type="Node3D"]
[node name="Ground" type="StaticBody3D" parent="."]
position = Vector3(0, -0.5, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_ground")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("BoxMesh_ground")
[node name="Props" type="Node3D" parent="."]
[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
position = Vector3(8, 1.5, 8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
shape = SubResource("BoxShape3D_prop1")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
mesh = SubResource("BoxMesh_prop1")
[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
position = Vector3(-8, 0.5, 6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
shape = SubResource("BoxShape3D_prop2")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
mesh = SubResource("BoxMesh_prop2")
[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
position = Vector3(6, 2.0, -8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
shape = SubResource("CylinderShape3D_prop3")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
mesh = SubResource("CylinderMesh_prop3")
[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
position = Vector3(-6, 1.0, -6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
shape = SubResource("SphereShape3D_prop4")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
mesh = SubResource("SphereMesh_prop4")
[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
position = Vector3(0, 0.5, 12)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
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
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("WorldEnvironment_env")
[node name="PlayerSpawn" type="Marker3D" parent="."]
position = Vector3(0, 1.5, 0)
-316
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@@ -1,316 +0,0 @@
extends Node
## Central HTTP client singleton (autoload name: "ApiClient").
##
## Every network call in the game flows through this class. Callers use the
## high-level helpers ([method login], [method register], [method get_worlds],
## [method health_check], [method get_me]) or the generic [method request]
## primitive. All results conform to the result-dictionary contract below.
##
## [b]Result Dictionary Contract[/b]
## Every public method returns (after `await`) a Dictionary with this shape:
##
## {
## "ok": bool, # true for HTTP 2xx, false otherwise
## "status": int, # HTTP status code (0 on network failure)
## "data": Variant, # parsed JSON body on success (null otherwise)
## "detail": String, # human-readable message
## }
##
## Network failures (timeout / DNS / refused connection) return `status == 0`
## with a `detail` describing the transport failure. Non-2xx responses return
## the real HTTP status and the backend's `detail` field from the JSON error
## body when present. No caller can crash on a failed request.
##
## [b]Token storage[/b]
## JWTs are kept in memory. [method set_token] is the single seam for future
## disk persistence (override it to save to `user://`).
##
## [b]Usage[/b]
## var result: Dictionary = await ApiClient.login("alice", "secret")
## if result.ok:
## print("Logged in!")
## else:
## print("Error: ", result.detail)
# ---------------------------------------------------------------------------
# Token storage
# ---------------------------------------------------------------------------
var _access_token: String = ""
var _token_type: String = "Bearer"
## Full Authorization header value, e.g. "Bearer eyJ...". Empty if no token.
var bearer_token: String:
get:
return _token_type + " " + _access_token if _access_token != "" else ""
## Whether an access token is currently stored.
func has_token() -> bool:
return _access_token != ""
## Set the access token (called after login / register / token refresh).
## This is the persistence seam: override to also write to disk.
func set_token(access_token: String, token_type: String = "Bearer") -> void:
_access_token = access_token
_token_type = token_type
## Clear stored tokens.
func clear_token() -> void:
_access_token = ""
_token_type = "Bearer"
# ---------------------------------------------------------------------------
# Configuration
# ---------------------------------------------------------------------------
var _base_url: String = "http://127.0.0.1:8000"
## Request timeout in seconds. 0 disables the timeout.
var timeout_seconds: float = 10.0
func _ready() -> void:
# Environment variable override (e.g. for headless smoke tests against a
# backend on a non-default port). Falls back to the ProjectSetting, then
# to the documented default.
var env_url := OS.get_environment("AGP_API_BASE_URL")
if env_url != "":
_base_url = env_url.rstrip("/")
else:
_base_url = str(ProjectSettings.get_setting(
"application/agp/api_base_url",
"http://127.0.0.1:8000"
)).rstrip("/")
# ---------------------------------------------------------------------------
# Core request primitive
# ---------------------------------------------------------------------------
## Generic request primitive. Awaitable via `await`.
##
## Uses a dedicated HTTPRequest node per call so concurrent requests can never
## cross-talk, and so the result maps 1:1 to the awaiting caller.
##
## @param method HTTPClient.Method enum value (GET/POST/PUT/PATCH/DELETE).
## @param path URL path, e.g. "/api/health".
## @param body Request body string (JSON or form-encoded).
## @param content_type "application/json" or "application/x-www-form-urlencoded".
## @param require_auth If true, attach the stored bearer token when present.
## @return Result dictionary conforming to the contract.
func request(
method: HTTPClient.Method,
path: String,
body: String = "",
content_type: String = "application/json",
require_auth: bool = false
) -> Dictionary:
var http := HTTPRequest.new()
http.timeout = timeout_seconds
http.max_redirects = 8
http.accept_gzip = true
add_child(http)
var headers := PackedStringArray()
headers.append("Accept: application/json")
if content_type != "":
headers.append("Content-Type: " + content_type)
if require_auth and has_token():
headers.append("Authorization: " + bearer_token)
var url := _base_url + path
var err := http.request(url, headers, method, body)
if err != OK:
http.queue_free()
return _make_result(false, 0, null, "Failed to start request: " + _error_string(err))
# request_completed emits (result, response_code, headers, body).
var args: Array = await http.request_completed
var result_code: int = args[0]
var response_code: int = args[1]
var response_body: PackedByteArray = args[3]
http.queue_free()
# Transport-level failure (timeout / DNS / refused / TLS, etc.).
if result_code != HTTPRequest.RESULT_SUCCESS:
return _make_result(false, 0, null, _transport_error_detail(result_code))
# Server accepted the connection but returned no HTTP status line.
if response_code == 0:
return _make_result(false, 0, null, "No response received from server.")
var json_string := response_body.get_string_from_utf8()
var ok := response_code >= 200 and response_code < 300
if ok:
var data: Variant = _parse_json(json_string)
return _make_result(true, response_code, data, "OK")
# Non-2xx: surface the backend's "detail" message when available.
var detail := "HTTP error %d" % response_code
var parsed: Variant = _parse_json(json_string)
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
detail = str((parsed as Dictionary)["detail"])
return _make_result(false, response_code, null, detail)
# ---------------------------------------------------------------------------
# High-level helpers
# ---------------------------------------------------------------------------
## Log in with username/password (OAuth2PasswordRequestForm).
## On success stores the returned access token.
func login(username: String, password: String) -> Dictionary:
var form := "username=" + username.uri_encode() + "&password=" + password.uri_encode()
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/login",
form,
"application/x-www-form-urlencoded",
false
)
_store_token_from_result(result)
return result
## Register a new user. On success stores the returned access token.
## @param date_of_birth ISO "YYYY-MM-DD". The backend computes age from it
## and rejects under-18s (403).
func register(
username: String,
email: String,
password: String,
date_of_birth: String
) -> Dictionary:
var payload := {
"username": username,
"email": email,
"password": password,
"date_of_birth": date_of_birth,
}
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/register",
JSON.stringify(payload),
"application/json",
false
)
_store_token_from_result(result)
return result
## List worlds visible to the current user (requires auth).
## @param visibility Optional filter: "public", "private", "friends_only".
func get_worlds(skip: int = 0, limit: int = 50, visibility: String = "") -> Dictionary:
var path := "/api/worlds/?skip=%d&limit=%d" % [skip, limit]
if visibility != "":
path += "&visibility=" + visibility.uri_encode()
return await request(HTTPClient.METHOD_GET, path, "", "application/json", true)
## Ping the backend health endpoint (no auth).
func health_check() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/health", "", "application/json", false)
## Fetch the current user's profile from the stored JWT (requires auth).
func get_me() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/users/me", "", "application/json", true)
## Fetch the current user's saved avatar loadout (requires auth).
## On success, result.data is {"data": <loadout dict>, "is_default": bool} --
## `is_default` true means the user has never customised and this is the
## server default.
func get_avatar_loadout() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/avatar/loadout", "", "application/json", true)
## Ask the backend for a dedicated server to host [param world_id] and return
## its address. On success result.data is {"world_id", "host", "port"}.
## 503 if this backend has no game-server orchestration.
func join_world(world_id: int) -> Dictionary:
return await request(HTTPClient.METHOD_POST, "/api/worlds/%d/join" % world_id, "", "application/json", true)
## Save (replace) the current user's avatar loadout (requires auth).
## @param loadout A dict in the AvatarLoadout.to_json() shape
## ({"base_body": String, "slots": {...}, "skin_tone"?: {...}}).
func save_avatar_loadout(loadout: Dictionary) -> Dictionary:
var body := JSON.stringify({"data": loadout})
return await request(HTTPClient.METHOD_PUT, "/api/avatar/loadout", body, "application/json", true)
# ---------------------------------------------------------------------------
# Internals
# ---------------------------------------------------------------------------
func _store_token_from_result(result: Dictionary) -> void:
if result.ok and result.data is Dictionary:
var token: String = str((result.data as Dictionary).get("access_token", ""))
if token != "":
set_token(token)
func _parse_json(text: String) -> Variant:
if text == "":
return null
var parsed: Variant = JSON.parse_string(text)
if parsed == null:
# null is ambiguous (valid JSON "null" vs parse failure). Fall back to
# the raw string so callers never lose the body entirely.
return text if text != "null" else null
return parsed
func _make_result(ok: bool, status: int, data: Variant, detail: String) -> Dictionary:
return {
"ok": ok,
"status": status,
"data": data,
"detail": detail,
}
func _transport_error_detail(result_code: int) -> String:
match result_code:
HTTPRequest.RESULT_CANT_CONNECT:
return "Could not connect to server. Is it running?"
HTTPRequest.RESULT_CANT_RESOLVE:
return "Could not resolve server hostname."
HTTPRequest.RESULT_CONNECTION_ERROR:
return "Connection error."
HTTPRequest.RESULT_TLS_HANDSHAKE_ERROR:
return "TLS handshake failed."
HTTPRequest.RESULT_NO_RESPONSE:
return "No response from server."
HTTPRequest.RESULT_BODY_SIZE_LIMIT_EXCEEDED:
return "Response body too large."
HTTPRequest.RESULT_BODY_DECOMPRESS_FAILED:
return "Failed to decompress response body."
HTTPRequest.RESULT_REQUEST_FAILED:
return "Request failed."
HTTPRequest.RESULT_TIMEOUT:
return "Request timed out."
_:
return "Network error (code %d)." % result_code
func _error_string(err_code: int) -> String:
match err_code:
OK:
return "OK"
ERR_UNCONFIGURED:
return "HTTPRequest not configured (not in tree)."
ERR_BUSY:
return "HTTPRequest is busy with a previous request."
ERR_INVALID_PARAMETER:
return "Invalid URL format."
ERR_CANT_CONNECT:
return "Cannot connect to host."
_:
return "Unknown error (%d)." % err_code
-1
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@@ -1 +0,0 @@
uid://cjd0uhll7iylj
-184
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@@ -1,184 +0,0 @@
## AvatarCatalog - Asset catalog management.
##
## Manages the mapping of asset IDs to their metadata and resource paths.
## Loads the catalog manifest from disk and provides lookup by ID and slot.
##
## The catalog is loaded from `res://assets/avatars/catalog.json` which follows
## the format specified in avatar.md §7.2.
class_name AvatarCatalog
extends RefCounted
# Preloaded rather than referenced by global class_name -- see avatar_loadout.gd.
const AvatarLoadout := preload("res://scripts/avatar/avatar_loadout.gd")
## Emitted when the catalog is loaded successfully.
signal catalog_loaded
## Emitted when the catalog fails to load.
signal catalog_load_failed(error_message: String)
## Catalog manifest structure:
## { "assets": { "id": { "type", "slot", "path", "version", ... } } }
var _catalog: Dictionary = {}
var _loaded: bool = false
var _catalog_path: String = "res://assets/avatars/catalog.json"
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## 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:
var err = FileAccess.get_open_error()
catalog_load_failed.emit("Cannot open catalog: %s (error %d)" % [path, err])
return err
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:
catalog_load_failed.emit("Invalid JSON in catalog: %s" % path)
return ERR_PARSE_ERROR
var json: Dictionary = result as Dictionary
if not json.has("assets"):
catalog_load_failed.emit("Catalog missing 'assets' key")
return ERR_INVALID_DATA
_catalog = json["assets"]
_loaded = true
catalog_loaded.emit()
return OK
## Check if the catalog has been loaded.
func is_loaded() -> bool:
return _loaded
## Resolve an asset by its ID.
## Returns a Dictionary with keys: type, slot, path, version, etc.
## Returns null if the asset ID is not found.
func resolve(id: String) -> Dictionary:
if not _loaded:
return {}
return _catalog.get(id, {})
## Check if an asset ID exists in the catalog.
func has_asset(id: String) -> bool:
if not _loaded:
return false
return _catalog.has(id)
## Get all assets that belong to a given slot.
## Returns an array of asset ID strings.
func get_assets_by_slot(slot: String) -> Array[String]:
if not _loaded:
return []
var result: Array[String] = []
for id in _catalog:
var asset: Dictionary = _catalog[id]
if asset.get("slot") == slot:
result.append(id)
return result
## Get all asset IDs in the catalog.
func get_all_ids() -> Array[String]:
if not _loaded:
return []
return _catalog.keys()
## Validate a loadout against the catalog.
## Returns a Dictionary with "valid" (bool) and "errors" (Array[String]).
func validate_loadout(loadout: AvatarLoadout) -> Dictionary:
var errors: Array[String] = []
# Check base_body
if loadout.base_body.is_empty():
errors.append("Loadout missing base_body")
elif not has_asset(loadout.base_body):
errors.append("Unknown base_body asset: %s" % loadout.base_body)
else:
var base: Dictionary = resolve(loadout.base_body)
if base.get("type") != "base_body":
errors.append("base_body asset '%s' is not type 'base_body'" % loadout.base_body)
# Check each slot
for slot_id in loadout.slots:
var slot_value = loadout.slots[slot_id]
if slot_value == null:
continue
if slot_id == "accessory":
# Accessory is an array
if not slot_value is Array:
errors.append("Slot '%s' must be an array" % slot_id)
continue
for item_id in slot_value:
if not has_asset(item_id):
errors.append("Unknown accessory asset: %s" % item_id)
else:
var asset: Dictionary = resolve(item_id)
if asset.get("slot") != slot_id:
errors.append("Accessory '%s' slot '%s' does not match slot '%s'" % [
item_id, asset.get("slot"), slot_id
])
else:
# Exclusive slot - single value
if not slot_value is String:
errors.append("Slot '%s' must be a string or null" % slot_id)
continue
if not has_asset(slot_value):
errors.append("Unknown asset in slot '%s': %s" % [slot_id, slot_value])
else:
var asset: Dictionary = resolve(slot_value)
if asset.get("slot") != slot_id:
errors.append("Asset '%s' slot '%s' does not match slot '%s'" % [
slot_value, asset.get("slot"), slot_id
])
return {
"valid": errors.is_empty(),
"errors": errors
}
## Compute a hash of the loadout for change detection.
## Returns a 32-bit hash value (GDScript has no fixed-width uint type — int
## is 64-bit signed, the value is just constrained to 32 bits of range).
static func compute_loadout_hash(loadout: AvatarLoadout) -> int:
var hasher = HashingContext.new()
hasher.start(HashingContext.HASH_SHA256)
hasher.update(loadout.base_body.to_utf8_buffer())
for slot_id in loadout.slots:
var slot_value = loadout.slots[slot_id]
hasher.update(slot_id.to_utf8_buffer())
if slot_value is Array:
for item in slot_value:
hasher.update(item.to_utf8_buffer())
elif slot_value is String:
hasher.update(slot_value.to_utf8_buffer())
var hash_bytes = hasher.finish()
return hash_bytes[0] | (hash_bytes[1] << 8) | (hash_bytes[2] << 16) | (hash_bytes[3] << 24)
## Get the catalog path.
func get_catalog_path() -> String:
return _catalog_path
-1
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@@ -1 +0,0 @@
uid://ceyugve7rjxqs
-621
View File
@@ -1,621 +0,0 @@
## AvatarCustomizationUI
##
## The in-game avatar customization screen. Lets the player:
## - See a live preview of their avatar.
## - Browse and equip/unequip items per slot.
## - Adjust skin tone.
## - Save / load loadouts.
##
## The UI is built programmatically so it works without a pre-authored .tscn.
## It is a Control node that can be added to any scene.
class_name AvatarCustomizationUI
extends Control
# Preloaded rather than referenced by global class_name -- see avatar_loadout.gd.
const AvatarLoadout := preload("res://scripts/avatar/avatar_loadout.gd")
const AvatarCatalog := preload("res://scripts/avatar/avatar_catalog.gd")
const AvatarLoader := preload("res://scripts/avatar/avatar_loader.gd")
const AvatarVisualizer := preload("res://scripts/avatar/avatar_visualizer.gd")
const AvatarSlotRegistry := preload("res://scripts/avatar/avatar_slot_registry.gd")
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when the player closes the customization screen.
signal closed
## Emitted when the loadout changes (after equip/unequip/skin-tone).
signal loadout_changed(loadout: AvatarLoadout)
# ---------------------------------------------------------------------------
# Exports / config
# ---------------------------------------------------------------------------
## Path to the asset catalog manifest.
@export var catalog_path: String = "res://assets/avatars/catalog.json"
## The default base body to use when none is equipped.
@export var default_base_body: String = "base_human_male_01"
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## The current loadout being edited.
var loadout: AvatarLoadout = null
## The AvatarSystem singleton (set in _ready).
var _system: Node = null
## The catalog (owned by AvatarSystem).
var _catalog: AvatarCatalog = null
## The loader (owned by AvatarSystem).
var _loader: AvatarLoader = null
## The visualizer that renders the preview.
var _visualizer: AvatarVisualizer = null
## The preview viewport container.
var _preview_container: SubViewportContainer = null
## The preview viewport.
var _preview_viewport: SubViewport = null
## The preview camera.
var _preview_camera: Camera3D = null
## The preview avatar root.
var _preview_root: Node3D = null
## Currently selected slot id.
var _selected_slot: String = ""
## Skin: a base colour picked from a swatch, plus a shade multiplier from the
## slider (0.5 = the swatch as-is, lower = darker, higher = lighter). The
## first swatch is the placeholder default yellow.
const SKIN_SWATCHES: Array[Color] = [
Color(0.96, 0.80, 0.19), # yellow (default)
Color(0.95, 0.78, 0.66), # pale
Color(0.83, 0.62, 0.46), # tan
Color(0.55, 0.38, 0.27), # brown
Color(0.33, 0.21, 0.15), # deep brown
Color(0.62, 0.62, 0.64), # grey
Color(0.78, 0.24, 0.24), # red
Color(0.30, 0.62, 0.34), # green
Color(0.26, 0.46, 0.76), # blue
Color(0.62, 0.36, 0.72), # purple
]
var _skin_base: Color = SKIN_SWATCHES[0]
## Turntable: the preview avatar's Y rotation (radians), whether the player is
## currently dragging it, and how long since they last touched it (drives the
## slow idle auto-spin). Starts facing the camera.
var _turntable_yaw: float = PI
var _turntable_dragging: bool = false
var _turntable_idle: float = 0.0
const _TURNTABLE_IDLE_SPIN_DELAY := 2.5
const _TURNTABLE_IDLE_SPIN_SPEED := 0.5
const _TURNTABLE_DRAG_SPEED := 0.01
## UI node references.
var _slot_list: VBoxContainer = null
var _item_list: VBoxContainer = null
var _slot_label: Label = null
var _item_label: Label = null
var _skin_tone_slider: HSlider = null
var _status_label: Label = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Grab the AvatarSystem autoload.
_system = get_node_or_null("/root/AvatarSystem")
if _system == null:
push_error("AvatarCustomizationUI: AvatarSystem autoload not found")
return
_catalog = _system.catalog
_loader = _system.loader
# Load the catalog if not already loaded.
if _catalog != null and not _catalog.is_loaded():
_catalog.load_catalog(catalog_path)
# Build the UI.
_build_ui()
# Seed from the player's live loadout (set at login) if there is one, so
# the screen opens showing what they're actually wearing; otherwise start
# from a bare default.
if _system != null and _system.current_loadout != null:
loadout = AvatarLoadout.from_json(_system.current_loadout.to_json())
if loadout == null or not loadout.validate():
loadout = AvatarLoadout.new()
loadout.base_body = default_base_body
# Initialize the visualizer.
_visualizer = AvatarVisualizer.new()
# Populate the slot list.
_populate_slots()
# Select the first slot.
if AvatarSlotRegistry.SLOT_IDS.size() > 0:
_select_slot(AvatarSlotRegistry.SLOT_IDS[0])
# Refresh the preview.
_refresh_preview()
# ---------------------------------------------------------------------------
# UI construction
# ---------------------------------------------------------------------------
## Build the entire UI tree programmatically.
func _build_ui() -> void:
# Root layout: horizontal split (preview | controls).
var root_hbox := HBoxContainer.new()
root_hbox.name = "RootLayout"
root_hbox.set_anchors_preset(Control.PRESET_FULL_RECT)
root_hbox.add_theme_constant_override("separation", 16)
add_child(root_hbox)
# --- Left: preview (takes all the leftover width) ---
var preview_panel := PanelContainer.new()
preview_panel.name = "PreviewPanel"
preview_panel.custom_minimum_size = Vector2(420, 0)
preview_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
root_hbox.add_child(preview_panel)
var preview_margin := MarginContainer.new()
preview_margin.add_theme_constant_override("margin_left", 8)
preview_margin.add_theme_constant_override("margin_right", 8)
preview_margin.add_theme_constant_override("margin_top", 8)
preview_margin.add_theme_constant_override("margin_bottom", 8)
preview_panel.add_child(preview_margin)
var preview_vbox := VBoxContainer.new()
preview_vbox.add_theme_constant_override("separation", 6)
preview_margin.add_child(preview_vbox)
_preview_container = SubViewportContainer.new()
_preview_container.name = "PreviewViewportContainer"
_preview_container.stretch = true
_preview_container.custom_minimum_size = Vector2(400, 520)
_preview_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_preview_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
_preview_container.mouse_filter = Control.MOUSE_FILTER_STOP
_preview_container.gui_input.connect(_on_preview_gui_input)
preview_vbox.add_child(_preview_container)
var rotate_hint := Label.new()
rotate_hint.text = "drag to rotate"
rotate_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
rotate_hint.add_theme_color_override("font_color", Color(1, 1, 1, 0.5))
rotate_hint.add_theme_font_size_override("font_size", 12)
preview_vbox.add_child(rotate_hint)
_preview_viewport = SubViewport.new()
_preview_viewport.name = "PreviewViewport"
_preview_viewport.size = Vector2i(400, 520)
_preview_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
_preview_viewport.transparent_bg = true
# Its own 3D world -- a SubViewport that shares the (Control-only) main
# world has no scenario/environment set up and renders nothing.
_preview_viewport.own_world_3d = true
_preview_container.add_child(_preview_viewport)
# Environment: ambient fill so the model reads even from a bad light angle.
var world_env := WorldEnvironment.new()
world_env.name = "PreviewEnv"
var env := Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.10, 0.11, 0.14)
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.62, 0.64, 0.7)
env.ambient_light_energy = 0.7
world_env.environment = env
_preview_viewport.add_child(world_env)
# Camera for the preview -- framed to fit the full ~2 m avatar.
_preview_camera = Camera3D.new()
_preview_camera.name = "PreviewCamera"
# look_at needs a global transform, which only exists once in the tree.
_preview_camera.look_at_from_position(
Vector3(0, 1.05, 3.5), Vector3(0, 0.98, 0), Vector3.UP)
_preview_camera.current = true
_preview_viewport.add_child(_preview_camera)
# Avatar root inside the viewport.
_preview_root = Node3D.new()
_preview_root.name = "AvatarPreviewRoot"
_preview_viewport.add_child(_preview_root)
# Key + fill lights so the avatar is clearly visible.
var key := DirectionalLight3D.new()
key.name = "PreviewKeyLight"
key.rotation_degrees = Vector3(-35, 35, 0)
key.light_energy = 1.0
_preview_viewport.add_child(key)
var fill := DirectionalLight3D.new()
fill.name = "PreviewFillLight"
fill.rotation_degrees = Vector3(-20, -140, 0)
fill.light_energy = 0.35
_preview_viewport.add_child(fill)
# --- Right: controls ---
var controls_panel := PanelContainer.new()
controls_panel.name = "ControlsPanel"
controls_panel.custom_minimum_size = Vector2(520, 0)
root_hbox.add_child(controls_panel)
var controls_margin := MarginContainer.new()
controls_margin.add_theme_constant_override("margin_left", 12)
controls_margin.add_theme_constant_override("margin_right", 12)
controls_margin.add_theme_constant_override("margin_top", 12)
controls_margin.add_theme_constant_override("margin_bottom", 12)
controls_panel.add_child(controls_margin)
var controls_vbox := VBoxContainer.new()
controls_vbox.name = "Controls"
controls_vbox.add_theme_constant_override("separation", 8)
controls_margin.add_child(controls_vbox)
# Title.
var title := Label.new()
title.text = "Avatar Customization"
title.add_theme_font_size_override("font_size", 24)
controls_vbox.add_child(title)
# Slot selector.
var slot_header := Label.new()
slot_header.text = "Slots"
slot_header.add_theme_font_size_override("font_size", 16)
controls_vbox.add_child(slot_header)
var slot_scroll := ScrollContainer.new()
slot_scroll.custom_minimum_size = Vector2(0, 160)
controls_vbox.add_child(slot_scroll)
_slot_list = VBoxContainer.new()
_slot_list.name = "SlotList"
_slot_list.add_theme_constant_override("separation", 4)
slot_scroll.add_child(_slot_list)
# Item selector for the selected slot.
var item_header := Label.new()
item_header.text = "Items"
item_header.add_theme_font_size_override("font_size", 16)
controls_vbox.add_child(item_header)
var item_scroll := ScrollContainer.new()
item_scroll.custom_minimum_size = Vector2(0, 200)
controls_vbox.add_child(item_scroll)
_item_list = VBoxContainer.new()
_item_list.name = "ItemList"
_item_list.add_theme_constant_override("separation", 4)
item_scroll.add_child(_item_list)
# Skin colour: a row of preset swatches + a shade slider that darkens or
# lightens the picked colour. The first swatch is the default yellow.
var skin_header := Label.new()
skin_header.text = "Skin Colour"
skin_header.add_theme_font_size_override("font_size", 16)
controls_vbox.add_child(skin_header)
var swatch_grid := GridContainer.new()
swatch_grid.columns = 5
swatch_grid.add_theme_constant_override("h_separation", 4)
swatch_grid.add_theme_constant_override("v_separation", 4)
controls_vbox.add_child(swatch_grid)
for c in SKIN_SWATCHES:
swatch_grid.add_child(_make_swatch(c))
var shade_label := Label.new()
shade_label.text = "Shade"
shade_label.add_theme_font_size_override("font_size", 13)
controls_vbox.add_child(shade_label)
_skin_tone_slider = HSlider.new()
_skin_tone_slider.name = "ShadeSlider"
_skin_tone_slider.min_value = 0.0
_skin_tone_slider.max_value = 1.0
_skin_tone_slider.step = 0.01
_skin_tone_slider.value = 0.5
_skin_tone_slider.custom_minimum_size = Vector2(0, 24)
_skin_tone_slider.value_changed.connect(_on_skin_tone_changed)
controls_vbox.add_child(_skin_tone_slider)
# Status / error label.
_status_label = Label.new()
_status_label.name = "StatusLabel"
_status_label.text = ""
_status_label.add_theme_color_override("font_color", Color(1, 0.4, 0.4))
_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
controls_vbox.add_child(_status_label)
# Action buttons.
var button_row := HBoxContainer.new()
button_row.add_theme_constant_override("separation", 8)
controls_vbox.add_child(button_row)
var save_btn := Button.new()
save_btn.text = "Save Loadout"
save_btn.pressed.connect(_on_save_pressed)
button_row.add_child(save_btn)
var load_btn := Button.new()
load_btn.text = "Load Loadout"
load_btn.pressed.connect(_on_load_pressed)
button_row.add_child(load_btn)
var close_btn := Button.new()
close_btn.text = "Close"
close_btn.pressed.connect(_on_close_pressed)
button_row.add_child(close_btn)
# ---------------------------------------------------------------------------
# Slot / item population
# ---------------------------------------------------------------------------
## Populate the slot list with buttons for each slot.
func _populate_slots() -> void:
if _slot_list == null:
return
# Clear existing children.
for child in _slot_list.get_children():
child.queue_free()
for slot_id in AvatarSlotRegistry.SLOT_IDS:
var btn := Button.new()
btn.name = "Slot_%s" % slot_id
btn.text = slot_id
btn.toggle_mode = true
btn.pressed.connect(_on_slot_button_pressed.bind(slot_id))
_slot_list.add_child(btn)
## Populate the item list for the currently selected slot.
func _populate_items() -> void:
if _item_list == null or _selected_slot.is_empty():
return
# Clear existing children.
for child in _item_list.get_children():
child.queue_free()
if _catalog == null:
return
# Get assets for this slot.
var assets: Array[String] = _catalog.get_assets_by_slot(_selected_slot)
# "None" button to unequip.
var none_btn := Button.new()
none_btn.text = "(none)"
none_btn.pressed.connect(_on_equip_pressed.bind(""))
_item_list.add_child(none_btn)
for asset_id in assets:
var btn := Button.new()
btn.text = asset_id
btn.pressed.connect(_on_equip_pressed.bind(asset_id))
_item_list.add_child(btn)
# ---------------------------------------------------------------------------
# Slot selection
# ---------------------------------------------------------------------------
## Handle a slot button press.
func _on_slot_button_pressed(slot_id: String) -> void:
_select_slot(slot_id)
## Select a slot and refresh the item list.
func _select_slot(slot_id: String) -> void:
_selected_slot = slot_id
# Update button toggle states.
if _slot_list != null:
for child in _slot_list.get_children():
if child is Button:
var btn := child as Button
btn.button_pressed = (btn.name == "Slot_%s" % slot_id)
_populate_items()
# ---------------------------------------------------------------------------
# Equip / unequip
# ---------------------------------------------------------------------------
## Handle an equip/unequip action for the selected slot.
func _on_equip_pressed(asset_id: String) -> void:
if loadout == null or _selected_slot.is_empty():
return
if _selected_slot == "accessory":
if asset_id.is_empty():
# Clear all accessories.
loadout.slots["accessory"] = []
else:
loadout.add_accessory(asset_id)
else:
loadout.set_equipment(_selected_slot, asset_id)
_refresh_preview()
loadout_changed.emit(loadout)
# ---------------------------------------------------------------------------
# Turntable (drag to rotate the preview, slow auto-spin when idle)
# ---------------------------------------------------------------------------
func _process(delta: float) -> void:
if _preview_root == null:
return
if _turntable_dragging:
_turntable_idle = 0.0
else:
_turntable_idle += delta
if _turntable_idle > _TURNTABLE_IDLE_SPIN_DELAY:
_turntable_yaw += delta * _TURNTABLE_IDLE_SPIN_SPEED
_preview_root.rotation.y = _turntable_yaw
func _on_preview_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
_turntable_dragging = event.pressed
_turntable_idle = 0.0
elif event is InputEventMouseMotion and _turntable_dragging:
_turntable_yaw -= event.relative.x * _TURNTABLE_DRAG_SPEED
_turntable_idle = 0.0
# ---------------------------------------------------------------------------
# Preview refresh
# ---------------------------------------------------------------------------
## Rebuild the avatar preview from the current loadout.
func _refresh_preview() -> void:
if _visualizer == null or _preview_root == null:
return
# Clear the preview root.
for child in _preview_root.get_children():
child.queue_free()
# Validate the loadout.
if loadout == null or loadout.base_body.is_empty():
_status_label.text = "No base body selected."
return
# Build the render tree.
_visualizer.load_loadout(loadout, _preview_root)
# Show any validation errors.
if not loadout.validation_errors.is_empty():
_status_label.text = "\n".join(loadout.validation_errors)
else:
_status_label.text = ""
# ---------------------------------------------------------------------------
# Skin tone
# ---------------------------------------------------------------------------
## Build one clickable colour swatch.
func _make_swatch(color: Color) -> Button:
var b := Button.new()
b.custom_minimum_size = Vector2(40, 30)
b.tooltip_text = "#" + color.to_html(false)
for state in ["normal", "hover", "pressed", "focus", "disabled"]:
var sb := StyleBoxFlat.new()
sb.bg_color = color
sb.set_corner_radius_all(3)
if state == "hover" or state == "pressed" or state == "focus":
sb.set_border_width_all(2)
sb.border_color = Color.WHITE
b.add_theme_stylebox_override(state, sb)
b.pressed.connect(_on_skin_swatch_pressed.bind(color))
return b
func _on_skin_swatch_pressed(color: Color) -> void:
_skin_base = color
_apply_skin_colour()
func _on_skin_tone_changed(_value: float) -> void:
_apply_skin_colour()
## Combine the picked swatch with the shade slider and push it to the loadout.
func _apply_skin_colour() -> void:
if loadout == null:
return
var shade: float = _skin_tone_slider.value if _skin_tone_slider != null else 0.5
var col := _skin_base
if shade < 0.5:
col = _skin_base.lerp(Color.BLACK, (0.5 - shade) * 1.7)
elif shade > 0.5:
col = _skin_base.lerp(Color.WHITE, (shade - 0.5) * 1.3)
col.a = 1.0
loadout.skin_tone = col
_refresh_preview()
loadout_changed.emit(loadout)
# ---------------------------------------------------------------------------
# Save / load
# ---------------------------------------------------------------------------
func _on_save_pressed() -> void:
if loadout == null:
return
# Local cache (offline fallback / fast reopen).
var json := loadout.to_json()
var file := FileAccess.open("user://loadout.json", FileAccess.WRITE)
if file:
file.store_string(json)
file.close()
# Apply to the live in-world avatar immediately.
if _system != null:
_system.set_loadout_from_dict(JSON.parse_string(json))
# Persist to the backend if we're signed in.
var api := get_node_or_null("/root/ApiClient")
if api != null and api.has_token():
_status_label.text = "Saving…"
var res: Dictionary = await api.save_avatar_loadout(JSON.parse_string(json))
_status_label.text = "Saved." if res.get("ok", false) else "Saved locally (backend: %s)" % res.get("detail", "error")
else:
_status_label.text = "Saved locally (not signed in)."
func _on_load_pressed() -> void:
if not FileAccess.file_exists("user://loadout.json"):
_status_label.text = "No saved loadout found."
return
var file := FileAccess.open("user://loadout.json", FileAccess.READ)
if file == null:
_status_label.text = "Failed to open saved loadout."
return
var json := file.get_as_text()
file.close()
var loaded := AvatarLoadout.from_json(json)
if not loaded.validation_errors.is_empty():
_status_label.text = "Saved loadout invalid: %s" % "\n".join(loaded.validation_errors)
return
loadout = loaded
_refresh_preview()
loadout_changed.emit(loadout)
_status_label.text = "Loadout loaded."
# ---------------------------------------------------------------------------
# Close
# ---------------------------------------------------------------------------
func _on_close_pressed() -> void:
closed.emit()
queue_free()

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