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# Social — Friends, Chat & Groups — Plan
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> **Status:** Planned
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> **Owner:** Platform team
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> **Feature ID:** `social`
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> **Godot version:** 4.6.2 stable
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> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
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## 1. Overview
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This document breaks the **Social** feature into user stories and right-sized
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implementation tasks. The feature delivers:
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- **Friends & following** — a friend request/accept model plus a one-way follow
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relationship, with block lists.
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- **Presence & status** — online/offline, custom status message, last-seen.
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- **Chat** — direct messages (DM) and in-experience (world/room) chat with
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**first-class safety**: server-side text filtering, report-message, and rate
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limiting.
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- **Groups** — named groups with roles (owner/admin/member) and a simple group
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page.
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- **Public profiles** — avatar, bio, favorite experiences, and a friends list
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that respects privacy settings.
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## 2. Why chat safety is the differentiator
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The platform is explicitly meant to pull adults away from a youth-oriented
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competitor. Chat is the highest-risk surface: it is real-time, user-generated,
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and where abuse happens fastest. Safety is therefore treated as a **blocking
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requirement**, not an add-on:
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- Every message passes a **server-side text filter** before it is stored or
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delivered. The client filter is cosmetic only; the server is authoritative.
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- Every message can be **reported**; reports flow into a moderation queue with
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actor + reason + audit trail (mirroring `content_moderation.md`).
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- Sending is **rate limited** per user (Redis token bucket) to stop flooding and
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harassment-by-volume.
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- Report and block are always reachable from a message context in the UI.
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## 3. Existing constraints (do not re-build)
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- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
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`app/dependencies.py`. All social endpoints reuse this.
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- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
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- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
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presence and rate limiting.
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- **Models:** `User`, `World` (owner_id), `Asset` (owner_id, is_public). Avatars
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and favorite-experience references point at existing rows.
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- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no social UI yet.
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## 4. Key design decisions
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| Concern | Decision |
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|---|---|
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| Message transport | REST for send/history; **WebSocket** gateway for real-time delivery + presence (matches `networking.md`'s "WebSocket as secondary transport" for chat) |
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| Presence store | Redis (TTL heartbeat) + persisted `last_seen_at` on the user record |
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| Text filtering | Pluggable `TextFilter` interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
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| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
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| Reports | `message_reports` table + moderation endpoints (list/review/resolve) with audit fields |
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| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
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| Privacy | Per-user settings JSON (`profile_visibility`, `friends_list_visibility`, `favorites_visibility`) enforced server-side on every read |
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| Groups | `groups` + `group_members` (role: owner/admin/member) + group page aggregate endpoint |
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| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
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## 5. User stories
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### US-1 Friends & following
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As a player, I can send a friend request, accept/decline incoming requests,
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unfriend, follow/unfollow other players, and block users so they can't interact
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with me.
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**Acceptance criteria**
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- Friend requests are one-directional until accepted; accepted friendships are mutual.
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- Follow is one-way and requires no approval.
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- Block prevents DMs, hides the blocked user's profile/friends interactions, and
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removes any existing friendship/follow between the two.
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- Duplicate/self requests are rejected idempotently.
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### US-2 Presence & status
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As a player, I can see whether my friends are online, their custom status, and
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when they were last seen.
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**Acceptance criteria**
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- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
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- `last_seen_at` persists and is visible (subject to privacy settings).
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- Custom status text is optional and length-limited.
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### US-3 Public profiles
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As a player, I can view a public profile page showing avatar, bio, favorite
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experiences, and a friends list that respects the owner's privacy settings.
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**Acceptance criteria**
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- Avatar and bio are editable by the owner only.
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- Favorite experiences reference existing `World` rows.
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- A viewer sees only the sections the owner's privacy settings allow; blocked
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users see a restricted view.
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### US-4 Chat (DM + in-experience) with safety
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As a player, I can send direct messages and chat inside a world/room. Messages
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are filtered, rate limited, and reportable.
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**Acceptance criteria**
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- Server filters message text before storing/delivering; filtered content is either
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rejected (blocking) or redacted (configurable per filter policy).
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- Send rate is limited per user (token bucket); excess sends get `429`.
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- Every message has a stable id, author, timestamp, and conversation/world scope.
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- Any message can be reported with a reason; reports are stored and reviewable.
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- Real-time delivery over WebSocket with REST fallback for history.
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### US-5 Groups
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As a player, I can create a group, join/leave groups, and (as owner/admin)
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manage roles and view a simple group page.
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**Acceptance criteria**
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- Each group has exactly one owner and any number of admins/members.
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- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
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- Group page lists name, description, member list with roles, and member count.
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### US-6 Godot client
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As a player, I can access friends, presence, chat, profiles, and groups from the
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game UI.
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**Acceptance criteria**
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- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
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- Dedicated screens/panels: friends+presence, DM & world chat (with report),
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profile page, group page.
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- Client-side filtering is cosmetic; server responses remain authoritative.
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## 6. Task breakdown
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Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
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are sequential for dependency chaining.
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| # | Task | Story | Depends on |
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|---|------|-------|-----------|
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| 1 | Friends/follow/block models + Alembic migration | US-1 | — |
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| 2 | Friends & follow API router | US-1 | 1 |
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| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
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| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
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| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
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| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
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| 7 | Text filtering service + profanity config | US-4 | — |
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| 8 | Redis rate-limiting dependency | US-4 | — |
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| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
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| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
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| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
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| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
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| 13 | Group + membership models + migration | US-5 | — |
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| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
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| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
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| 16 | Godot friends & presence UI | US-6 | 3, 15 |
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| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
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| 18 | Godot profile page UI | US-6 | 5, 15 |
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| 19 | Godot groups UI + group page | US-6 | 14, 15 |
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## 7. Phasing
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- **Phase 1 (data + core APIs):** tasks 1–5 (friends, presence, profiles).
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- **Phase 2 (chat safety — the differentiator):** tasks 6–12 (chat + safety +
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realtime). This is the critical path and highest priority.
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- **Phase 3 (groups):** tasks 13–14.
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- **Phase 4 (client):** tasks 15–19, each landing after its backend dependency.
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## 8. Out of scope for this feature
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- Age verification / maturity gating (covered by `content_moderation.md`).
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- Voice chat, media/image messages, message editing/deletion history.
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- Third-party profanity/toxicity vendors (the `TextFilter` interface leaves a
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hook, but the default is deterministic and dependency-free).
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- Mobile push notifications.
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Block a user