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Author SHA1 Message Date
claude-checkpoint-tooling 87575eec43 Pin bcrypt<4.1 to fix passlib 1.7.4 compatibility
passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed. Every
hash_password/verify_password call was raising 'password cannot be longer
than 72 bytes' -- a misleading downstream symptom of the real
AttributeError: module 'bcrypt' has no attribute '__about__'.

Without this pin, pip install -r requirements.txt silently grabs whatever
the latest bcrypt is and breaks register/login outright -- confirmed this
broke 3 separate pieces of work this session (manual register curl tests,
and now a real Godot smoke test) purely from environment drift, not from
any actual code bug. Verified the fix works from a genuinely clean venv +
pip install, not just patching the already-installed shared venv.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 21:06:41 +00:00
reviewer-bot f64ffd6422 Merge pull request 'Write headless Godot export CI script' (#32) from agent/a7d462fe1322 into main 2026-08-19 17:16:46 +00:00
reviewer-bot 7e28e2b525 Merge pull request 'Add test inventory + checkpoint test runner' (#31) from docs/test-inventory-and-runner into main 2026-08-19 17:01:42 +00:00
coder-bot 99be8f1dab Write headless Godot export CI script
Adds export_presets.cfg (Linux/X11 + Windows Desktop, x86_64) -- didn't
exist at all before this, which is why the task got stuck: you can't run
godot --export-release without presets already defined, and Godot only
auto-generates this file interactively through the editor. Hand-wrote a
minimal valid one and verified both platforms actually export and produce
real binaries (not just that the command exits 0):
- export/linux/agp-game.x86_64 -- confirmed real ELF 64-bit executable via `file`
- export/windows/agp-game.exe -- 104MB PE binary

scripts/build.sh wraps both exports, documents the exact Godot version +
export template requirement, and was run end-to-end (not just written) to
confirm it works as a real CI entrypoint would invoke it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:54:50 +00:00
reviewer-bot b3e66fc072 Merge pull request 'Architecture: ApiClient autoload (HTTP + JWT + error contract)' (#29) from agent/5b3da417b50c into main 2026-08-19 15:45:01 +00:00
claude-checkpoint-tooling 634b2e39c0 Add test inventory + checkpoint test runner
docs/testing/test_inventory.md: honest, current list of what automated
coverage actually exists (38 backend pytest tests across 2 files, 0 Godot
tests merged yet) and what doesn't (no integration/endpoint tests at all,
no coverage yet for the in-review RS256/moderation work) -- verified
against a genuinely fresh checkout + fresh Postgres, not just read off the
file tree.

scripts/run_checkpoint_tests.py: runs the whole inventory in one shot --
throwaway Postgres, migrations, pytest, then starts the backend server and
runs every scripts/smoke_test_*.gd against it headlessly. Verified working
both with and without a smoke test present (temporarily tested against
PC1's not-yet-merged scripts/api_client.gd + smoke_test_api.gd, removed
before this commit -- that PR carries its own files).

docs/testing/README.md: what running this at a Package Checkpoint review
does and doesn't prove, and how to grow the inventory as real coverage
gets added.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:18:49 +00:00
reviewer-bot 1c75367c87 Merge pull request 'Address review feedback: Plan: MVP Vertical Slice: Client-Server Wiring' (#28) from agent/76aa20cd2e45 into main 2026-08-19 15:11:39 +00:00
architect-bot ef21bf9d69 Fix smoke test: resolve ApiClient via get_node, defer one frame before first request
Two Godot --script-mode-only quirks, neither a bug in ApiClient itself
(verified working against a real backend, health_check returns 200):
1. Bare autoload identifiers don't resolve at compile time in --script/
   SceneTree runs (the node exists at runtime, root.has_node() is true,
   but referencing it as a plain global name fails to compile) -- use
   get_node() instead.
2. A freshly add_child()'d HTTPRequest isn't reliably "inside tree" yet
   at _initialize() time, since --script mode hasn't processed a frame
   yet -- one process_frame await fixes it.

Verified: full smoke test now passes end-to-end against a live backend
(docker compose postgres + alembic migrations + uvicorn), confirming
ApiClient.health_check() genuinely round-trips.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 14:40:51 +00:00
architect-bot e06cd2a23d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:31:35 +00:00
architect-bot 77f9b74286 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:12:56 +00:00
planner-bot 6238078565 WIP checkpoint: Address review feedback: Plan: MVP Vertical Slice: Client-Server Wiring 2026-08-19 14:12:45 +00:00
architect-bot 6108c63c46 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 109c6ef1a0 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 33c5236a2d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 4bb4e9fb8a WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot ffbc4849a7 Recovered orphaned WIP before switching to a new task 2026-08-19 14:11:47 +00:00
reviewer-bot a29cfc74af Merge pull request 'US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction' (#27) from agent/25d5046bb30c into main 2026-08-19 13:58:16 +00:00
reviewer-bot aa2f79b125 Merge pull request 'Plan: MVP Vertical Slice: Client-Server Wiring' (#26) from agent/21694e349045 into main 2026-08-19 13:13:32 +00:00
planner-bot 8551d14591 docs: MVP vertical slice planning doc for client-server wiring
- Architecture task: ApiClient autoload (HTTP + JWT + error contract)
- Implementation task: Login/Register UI wired to /api/auth
- Implementation task: Browse worlds screen wired to GET /api/worlds
- Validation task: End-to-end smoke test (login + list worlds)
2026-08-19 12:39:33 +00:00
architect-bot 073813f3e7 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:37:46 +00:00
architect-bot cc971ee9f5 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:32:46 +00:00
architect-bot 54abe7ee96 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:32:06 +00:00
coder-bot a7cf385d0d WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:31:05 +00:00
coder-bot b5525665dd WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:31:05 +00:00
agent-bot ff610c0466 Merge pull request 'Fix migration 0001_initial double CREATE TYPE + port collision' (#25) from fix/migration-0001-double-enum-and-port-collision into main 2026-08-18 21:57:01 +00:00
claude-mvp-fix acbc518b4a Fix migration 0001_initial: double CREATE TYPE crashes every clean bootstrap
world_visibility and asset_type were each declared twice: once explicitly
via `.create(checkfirst=True)`, and again implicitly by SQLAlchemy when
create_table() compiled the inline postgresql.ENUM() column type (which
defaults create_type=True). On a genuinely empty database this raises
asyncpg.DuplicateObjectError mid-transaction and the migration never
completes -- verified this was true 100% of the time from a fresh
container, meaning the backend has never successfully bootstrapped from
scratch. Fixed by passing create_type=False on the inline column
declarations, since the type is already created explicitly above.

Also parameterized both services' host ports (POSTGRES_HOST_PORT /
REDIS_HOST_PORT, defaulting to the original 5432/6379) so concurrent
agent workspaces sharing this same docker-compose.yml can run isolated
databases without colliding on the host port.
2026-08-18 21:55:34 +00:00
reviewer-bot 25a8900357 Merge pull request 'Plan: Economy — Currency, Marketplace & Creator Payouts' (#22) from agent/f96c351dfa5e into main 2026-08-18 17:31:08 +00:00
reviewer-bot 5a1f99eb28 Merge pull request 'Enforce 18+ age gate at account registration' (#23) from agent/7fedeb122f7e into main 2026-08-18 16:36:43 +00:00
coder-bot cb95895612 Recovered orphaned WIP before switching to a new task 2026-08-18 15:33:32 +00:00
coder-bot 62889f39f1 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:32:16 +00:00
coder-bot ef646a8e54 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot e4d3fe566b WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot 1d0222d980 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot 433d5d8f9f WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
planner-bot 30b8dc6de2 WIP checkpoint: Plan: Economy — Currency, Marketplace & Creator Payouts 2026-08-18 15:12:46 +00:00
reviewer-bot a9947a0a80 Merge pull request 'Plan: Social — Friends, Chat & Groups' (#21) from agent/5b8c6bf79631 into main 2026-08-18 14:56:28 +00:00
reviewer-bot 99762887be Merge pull request 'Address review feedback: Implement chunk streaming system in GDScript' (#20) from agent/bd718b31b595 into main 2026-08-18 14:41:08 +00:00
reviewer-bot dbdc01f8d6 Merge remote-tracking branch 'origin/main' into merge-fix
# Conflicts:
#	.gitignore
#	project.godot
2026-08-18 14:40:41 +00:00
planner-bot 1061dc0742 WIP checkpoint: Plan: Social — Friends, Chat & Groups 2026-08-18 14:40:30 +00:00
coder-bot 88cd255040 WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 13:12:51 +00:00
coder-bot 93d83a28fc WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 13:11:54 +00:00
coder-bot 25f2dffc53 WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 02:45:44 +00:00
coder-bot 929c69e5da WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 02:40:34 +00:00
coder-bot 1c5c0f8c8e WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:15:16 +00:00
coder-bot 97e0804dfe WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:14:34 +00:00
coder-bot 342d0f69d9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:14:14 +00:00
coder-bot 97949d6b44 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:08:24 +00:00
coder-bot 720cf6f6b9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:03:28 +00:00
coder-bot d752cf5280 Recovered orphaned WIP before switching to a new task 2026-08-17 21:57:57 +00:00
coder-bot 504c92301a WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:57:04 +00:00
coder-bot 67f6a9c43f WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:54:29 +00:00
coder-bot 5c0a61870f WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:46:23 +00:00
coder-bot cc27d73ca6 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:36:13 +00:00
coder-bot 62172e0ee4 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:23:53 +00:00
coder-bot ce2690e8b9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:23:26 +00:00
agent-bot 8e2f17f159 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
agent-bot 2d4a7e91cb WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
agent-bot 2ad8e34971 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
agent-bot 7e81c09265 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
49 changed files with 3757 additions and 10 deletions
+11
View File
@@ -1,2 +1,13 @@
# Godot 4 editor cache/import directory # Godot 4 editor cache/import directory
.godot/ .godot/
# Godot export artifacts
export/
*.tmp
# OS
.DS_Store
Thumbs.db
# Godot UID files (regenerated from path)
*.uid
+3 -2
View File
@@ -69,7 +69,8 @@ def upgrade() -> None:
sa.Column( sa.Column(
"visibility", "visibility",
postgresql.ENUM( postgresql.ENUM(
"public", "private", "friends_only", name="world_visibility" "public", "private", "friends_only", name="world_visibility",
create_type=False,
), ),
nullable=True, nullable=True,
), ),
@@ -89,7 +90,7 @@ def upgrade() -> None:
"asset_type", "asset_type",
postgresql.ENUM( postgresql.ENUM(
"image", "audio", "video", "document", "model_3d", "other", "image", "audio", "video", "document", "model_3d", "other",
name="asset_type", name="asset_type", create_type=False,
), ),
nullable=False, nullable=False,
), ),
@@ -0,0 +1,30 @@
"""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
View File
@@ -30,6 +30,7 @@ class Settings(BaseSettings):
# File uploads # File uploads
UPLOAD_DIR: str = "uploads" UPLOAD_DIR: str = "uploads"
MAX_UPLOAD_SIZE_MB: int = 100 MAX_UPLOAD_SIZE_MB: int = 100
GLTF_MAX_FILE_SIZE_MB: int = 200
model_config = SettingsConfigDict( model_config = SettingsConfigDict(
env_file=".env", env_file=".env",
+17 -1
View File
@@ -1,4 +1,7 @@
from sqlalchemy import Column, Integer, String, Boolean, DateTime from datetime import date
from typing import Optional
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
from sqlalchemy.orm import relationship from sqlalchemy.orm import relationship
from sqlalchemy.sql import func from sqlalchemy.sql import func
@@ -12,6 +15,7 @@ class User(Base):
username = Column(String(50), unique=True, index=True, nullable=False) username = Column(String(50), unique=True, index=True, nullable=False)
email = Column(String(120), unique=True, index=True, nullable=False) email = Column(String(120), unique=True, index=True, nullable=False)
hashed_password = Column(String(255), nullable=False) hashed_password = Column(String(255), nullable=False)
date_of_birth = Column(Date, nullable=True)
is_active = Column(Boolean, default=True) is_active = Column(Boolean, default=True)
created_at = Column(DateTime(timezone=True), server_default=func.now()) created_at = Column(DateTime(timezone=True), server_default=func.now())
updated_at = Column(DateTime(timezone=True), onupdate=func.now()) updated_at = Column(DateTime(timezone=True), onupdate=func.now())
@@ -19,3 +23,15 @@ class User(Base):
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan") sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
worlds = relationship("World", back_populates="owner") worlds = relationship("World", back_populates="owner")
assets = relationship("Asset", back_populates="owner") assets = relationship("Asset", back_populates="owner")
@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
+36 -2
View File
@@ -1,5 +1,6 @@
"""Asset management router.""" """Asset management router."""
import json
import os import os
from pathlib import Path from pathlib import Path
from typing import Optional from typing import Optional
@@ -13,6 +14,7 @@ from app.database import get_db
from app.dependencies import CurrentUser from app.dependencies import CurrentUser
from app.models.asset import Asset, AssetType from app.models.asset import Asset, AssetType
from app.models.world import World from app.models.world import World
from app.services import gltf as gltf_service
from pydantic import BaseModel, Field from pydantic import BaseModel, Field
router = APIRouter() router = APIRouter()
@@ -64,6 +66,14 @@ def _sanitize_filename(filename: str) -> str:
return safe or "file" 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 --- # --- Endpoints ---
@router.post("/", response_model=AssetResponse, status_code=201) @router.post("/", response_model=AssetResponse, status_code=201)
@@ -183,10 +193,16 @@ async def upload_asset_file(
# Sanitize filename to prevent path traversal. # Sanitize filename to prevent path traversal.
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}") safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
# Validate file size against configured maximum. # Read the file content.
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
content = await file.read() content = await file.read()
file_size = len(content) 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: if file_size > max_bytes:
raise HTTPException( raise HTTPException(
status_code=413, status_code=413,
@@ -200,10 +216,28 @@ async def upload_asset_file(
file_path = upload_dir / stored_name file_path = upload_dir / stored_name
file_path.write_bytes(content) 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.file_path = str(file_path)
asset.mime_type = file.content_type asset.mime_type = file.content_type
asset.file_size = file_size 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.commit()
await db.refresh(asset) await db.refresh(asset)
return asset return asset
+49 -3
View File
@@ -1,10 +1,10 @@
"""Authentication router - login, register, token refresh.""" """Authentication router - login, register, token refresh."""
from datetime import datetime, timedelta, timezone from datetime import date, datetime, timedelta, timezone
from fastapi import APIRouter, Depends, HTTPException, status from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm from fastapi.security import OAuth2PasswordRequestForm
from pydantic import BaseModel, EmailStr from pydantic import BaseModel, EmailStr, field_validator
from jose import jwt from jose import jwt
from passlib.context import CryptContext from passlib.context import CryptContext
@@ -32,12 +32,24 @@ class RegisterRequest(BaseModel):
username: str username: str
email: EmailStr email: EmailStr
password: str password: str
date_of_birth: str # ISO format date string (YYYY-MM-DD)
@field_validator("date_of_birth")
@classmethod
def validate_date_of_birth(cls, v: str) -> str:
"""Validate that the date string is a valid date in YYYY-MM-DD format."""
try:
datetime.strptime(v, "%Y-%m-%d")
except ValueError:
raise ValueError("date_of_birth must be in YYYY-MM-DD format")
return v
class UserResponse(BaseModel): class UserResponse(BaseModel):
id: int id: int
username: str username: str
email: str email: str
date_of_birth: str | None = None
is_active: bool is_active: bool
created_at: datetime | None = None created_at: datetime | None = None
@@ -65,11 +77,44 @@ def hash_password(password: str) -> str:
return pwd_context.hash(password) return pwd_context.hash(password)
def calculate_age(birth_date: date, today: date | None = None) -> int:
"""Calculate age in years from a birth date.
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
# --- Endpoints --- # --- Endpoints ---
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED) @router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)): async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return an access token.""" """Register a new user and return an access token.
Requires date_of_birth and rejects users under 18.
"""
# Parse and validate date_of_birth
dob = datetime.strptime(req.date_of_birth, "%Y-%m-%d").date()
age = calculate_age(dob)
if age < 18:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail=f"Must be 18 or older to register (provided date of birth: {req.date_of_birth})",
)
# Check if username already exists # Check if username already exists
result = await db.execute(select(User).where(User.username == req.username)) result = await db.execute(select(User).where(User.username == req.username))
if result.scalar_one_or_none(): if result.scalar_one_or_none():
@@ -90,6 +135,7 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
username=req.username, username=req.username,
email=req.email, email=req.email,
hashed_password=hash_password(req.password), hashed_password=hash_password(req.password),
date_of_birth=dob,
) )
db.add(user) db.add(user)
await db.commit() await db.commit()
View File
+197
View File
@@ -0,0 +1,197 @@
"""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,
}
+2 -2
View File
@@ -8,7 +8,7 @@ services:
POSTGRES_PASSWORD: agp_password POSTGRES_PASSWORD: agp_password
POSTGRES_DB: agp_db POSTGRES_DB: agp_db
ports: ports:
- "5432:5432" - "${POSTGRES_HOST_PORT:-5432}:5432"
volumes: volumes:
- postgres_data:/var/lib/postgresql/data - postgres_data:/var/lib/postgresql/data
healthcheck: healthcheck:
@@ -20,7 +20,7 @@ services:
redis: redis:
image: redis:7-alpine image: redis:7-alpine
ports: ports:
- "6379:6379" - "${REDIS_HOST_PORT:-6379}:6379"
volumes: volumes:
- redis_data:/data - redis_data:/data
healthcheck: healthcheck:
+3
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@@ -0,0 +1,3 @@
[pytest]
asyncio_mode = auto
testpaths = tests
+8
View File
@@ -9,6 +9,14 @@ pydantic==2.10.3
pydantic-settings==2.7.0 pydantic-settings==2.7.0
python-jose[cryptography]==3.3.0 python-jose[cryptography]==3.3.0
passlib[bcrypt]==1.7.4 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 python-multipart==0.0.20
email-validator==2.2.0 email-validator==2.2.0
httpx==0.28.1 httpx==0.28.1
View File
+94
View File
@@ -0,0 +1,94 @@
"""Tests for the 18+ age gate on user registration."""
from datetime import date, timedelta
import pytest
from app.routers.auth import calculate_age
class TestCalculateAge:
"""Unit tests for the calculate_age helper."""
def test_exactly_18(self):
"""A person born exactly 18 years ago today is 18."""
today = date(2025, 6, 15)
dob = today.replace(year=today.year - 18)
assert calculate_age(dob, today=today) == 18
def test_just_turned_18(self):
"""A person who turned 18 yesterday is 18."""
today = date(2025, 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):
"""A person born one day after their 18th birthday is 17."""
today = date(2025, 6, 15)
dob = today.replace(year=today.year - 18) + timedelta(days=1)
assert calculate_age(dob, today=today) == 17
def test_17_years_old(self):
"""A person who is 17 years old today is 17."""
today = date(2025, 6, 15)
dob = date(2008, 6, 15)
assert calculate_age(dob, today=today) == 17
def test_65_years_old(self):
"""A person who is 65 is correctly calculated."""
today = date(2025, 6, 15)
dob = today.replace(year=today.year - 65)
assert calculate_age(dob, today=today) == 65
def test_newborn(self):
"""A newborn is 0."""
today = date(2025, 6, 15)
dob = today
assert calculate_age(dob, today=today) == 0
def test_birthday_not_yet_this_year(self):
"""Person born Dec 31, 2000 — on Jan 1, 2025 they are still 24."""
dob = date(2000, 12, 31)
assert calculate_age(dob, today=date(2025, 1, 1)) == 24
def test_birthday_today(self):
"""Person born Dec 31, 2000 — on Dec 31, 2024 they turn 24."""
dob = date(2000, 12, 31)
assert calculate_age(dob, today=date(2024, 12, 31)) == 24
class TestRegisterRequestDateValidation:
"""Tests for the RegisterRequest date_of_birth field validator."""
@pytest.mark.parametrize(
"dob",
[
"2000-01-01",
"1990-12-31",
"2004-02-29", # leap day
],
)
def test_valid_dates(self, dob):
"""Valid YYYY-MM-DD dates pass validation."""
from app.routers.auth import RegisterRequest
req = RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
assert req.date_of_birth == dob
@pytest.mark.parametrize(
"dob",
[
"01-01-2000",
"2000/01/01",
"2000-13-01",
"2000-00-10",
"not-a-date",
"",
],
)
def test_invalid_dates_rejected(self, dob):
"""Invalid dates are rejected by the validator."""
from app.routers.auth import RegisterRequest
with pytest.raises(ValueError):
RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
+220
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@@ -0,0 +1,220 @@
"""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]")
+41
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@@ -0,0 +1,41 @@
# 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.
+295
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@@ -0,0 +1,295 @@
# 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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# Social — Friends, Chat & Groups — Plan
> **Status:** Planned
> **Owner:** Platform team
> **Feature ID:** `social`
> **Godot version:** 4.6.2 stable
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
## 1. Overview
This document breaks the **Social** feature into user stories and right-sized
implementation tasks. The feature delivers:
- **Friends & following** — a friend request/accept model plus a one-way follow
relationship, with block lists.
- **Presence & status** — online/offline, custom status message, last-seen.
- **Chat** — direct messages (DM) and in-experience (world/room) chat with
**first-class safety**: server-side text filtering, report-message, and rate
limiting.
- **Groups** — named groups with roles (owner/admin/member) and a simple group
page.
- **Public profiles** — avatar, bio, favorite experiences, and a friends list
that respects privacy settings.
## 2. Why chat safety is the differentiator
The platform is explicitly meant to pull adults away from a youth-oriented
competitor. Chat is the highest-risk surface: it is real-time, user-generated,
and where abuse happens fastest. Safety is therefore treated as a **blocking
requirement**, not an add-on:
- Every message passes a **server-side text filter** before it is stored or
delivered. The client filter is cosmetic only; the server is authoritative.
- Every message can be **reported**; reports flow into a moderation queue with
actor + reason + audit trail (mirroring `content_moderation.md`).
- Sending is **rate limited** per user (Redis token bucket) to stop flooding and
harassment-by-volume.
- Report and block are always reachable from a message context in the UI.
## 3. Existing constraints (do not re-build)
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
`app/dependencies.py`. All social endpoints reuse this.
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
presence and rate limiting.
- **Models:** `User`, `World` (owner_id), `Asset` (owner_id, is_public). Avatars
and favorite-experience references point at existing rows.
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no social UI yet.
## 4. Key design decisions
| Concern | Decision |
|---|---|
| Message transport | REST for send/history; **WebSocket** gateway for real-time delivery + presence (matches `networking.md`'s "WebSocket as secondary transport" for chat) |
| Presence store | Redis (TTL heartbeat) + persisted `last_seen_at` on the user record |
| Text filtering | Pluggable `TextFilter` interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
| Reports | `message_reports` table + moderation endpoints (list/review/resolve) with audit fields |
| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
| Privacy | Per-user settings JSON (`profile_visibility`, `friends_list_visibility`, `favorites_visibility`) enforced server-side on every read |
| Groups | `groups` + `group_members` (role: owner/admin/member) + group page aggregate endpoint |
| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
## 5. User stories
### US-1 Friends & following
As a player, I can send a friend request, accept/decline incoming requests,
unfriend, follow/unfollow other players, and block users so they can't interact
with me.
**Acceptance criteria**
- Friend requests are one-directional until accepted; accepted friendships are mutual.
- Follow is one-way and requires no approval.
- Block prevents DMs, hides the blocked user's profile/friends interactions, and
removes any existing friendship/follow between the two.
- Duplicate/self requests are rejected idempotently.
### US-2 Presence & status
As a player, I can see whether my friends are online, their custom status, and
when they were last seen.
**Acceptance criteria**
- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
- `last_seen_at` persists and is visible (subject to privacy settings).
- Custom status text is optional and length-limited.
### US-3 Public profiles
As a player, I can view a public profile page showing avatar, bio, favorite
experiences, and a friends list that respects the owner's privacy settings.
**Acceptance criteria**
- Avatar and bio are editable by the owner only.
- Favorite experiences reference existing `World` rows.
- A viewer sees only the sections the owner's privacy settings allow; blocked
users see a restricted view.
### US-4 Chat (DM + in-experience) with safety
As a player, I can send direct messages and chat inside a world/room. Messages
are filtered, rate limited, and reportable.
**Acceptance criteria**
- Server filters message text before storing/delivering; filtered content is either
rejected (blocking) or redacted (configurable per filter policy).
- Send rate is limited per user (token bucket); excess sends get `429`.
- Every message has a stable id, author, timestamp, and conversation/world scope.
- Any message can be reported with a reason; reports are stored and reviewable.
- Real-time delivery over WebSocket with REST fallback for history.
### US-5 Groups
As a player, I can create a group, join/leave groups, and (as owner/admin)
manage roles and view a simple group page.
**Acceptance criteria**
- Each group has exactly one owner and any number of admins/members.
- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
- Group page lists name, description, member list with roles, and member count.
### US-6 Godot client
As a player, I can access friends, presence, chat, profiles, and groups from the
game UI.
**Acceptance criteria**
- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
- Dedicated screens/panels: friends+presence, DM & world chat (with report),
profile page, group page.
- Client-side filtering is cosmetic; server responses remain authoritative.
## 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 | Friends/follow/block models + Alembic migration | US-1 | — |
| 2 | Friends & follow API router | US-1 | 1 |
| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
| 7 | Text filtering service + profanity config | US-4 | — |
| 8 | Redis rate-limiting dependency | US-4 | — |
| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
| 13 | Group + membership models + migration | US-5 | — |
| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
| 16 | Godot friends & presence UI | US-6 | 3, 15 |
| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
| 18 | Godot profile page UI | US-6 | 5, 15 |
| 19 | Godot groups UI + group page | US-6 | 14, 15 |
## 7. Phasing
- **Phase 1 (data + core APIs):** tasks 1–5 (friends, presence, profiles).
- **Phase 2 (chat safety — the differentiator):** tasks 6–12 (chat + safety +
realtime). This is the critical path and highest priority.
- **Phase 3 (groups):** tasks 13–14.
- **Phase 4 (client):** tasks 15–19, each landing after its backend dependency.
## 8. Out of scope for this feature
- Age verification / maturity gating (covered by `content_moderation.md`).
- Voice chat, media/image messages, message editing/deletion history.
- Third-party profanity/toxicity vendors (the `TextFilter` interface leaves a
hook, but the default is deterministic and dependency-free).
- Mobile push notifications.
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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`: 2026-08-19 (commit `1c75367`).
## Backend — `backend/tests/` (pytest)
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
reachable Postgres — see the runner script; most of these tests don't
actually touch the DB, but the app's import chain requires a valid URL to
construct).
**Current total: 38 tests, all passing on a clean `main` checkout.**
| File | Tests | What it covers |
|---|---|---|
| `test_auth_age_gate.py` | 10 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year) + `RegisterRequest` date-of-birth validation (parametrized valid/invalid date rejection). Backs the 18+ registration gate (PR #23). |
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
**What these are, honestly:** pure unit tests of standalone functions
(`calculate_age`, the glTF parser, Pydantic validators). None of them spin
up the FastAPI app or hit a real endpoint — they run in ~1s and don't
actually need Postgres reachable at all (the import chain just needs a
syntactically valid `DATABASE_URL`, nothing connects during collection).
**Known coverage gaps** (real gaps, not placeholders — nothing enforces filling
these yet):
- No integration/endpoint tests at all — `/register`, `/login`, `/refresh`,
`/worlds`, `/assets/*` have zero tests that actually call them through
the FastAPI app (e.g. via `httpx.AsyncClient` + `ASGITransport`) against a
real (or test) database. Everything currently shipped works because it
was manually verified at merge time (checkpoint review), not because a
test asserts it.
- No tests for the RS256 auth upgrade (key generation, refresh-token
issuance/persistence) — PR #30, pending review as of this writing,
manually verified (correct key usage, all 38 existing tests still pass)
but not covered by an automated test of its own yet.
- No tests for the moderation schema/migration (in progress as of this
writing) beyond "the migration runs."
## Godot client — `scripts/smoke_test_*.gd`
**Nothing merged into `main` yet as of this writing** — `sandbox_probe/test_script.gd`
is the only Godot script on `main` right now, and it's **not a real
test** (a leftover manual probe, returns a hardcoded string, asserts
nothing). Don't count it toward coverage; delete or repurpose it if anyone
actually needs a sandbox probe again.
`scripts/smoke_test_api.gd` (PC1, PR #29, pending review as of this writing)
will be the first real one once merged — `ApiClient` autoload's
`health_check()` against a **live backend** (set `AGP_API_BASE_URL` to point
at one), verified by hand end-to-end before opening the PR: exercises the
real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, the
result-dictionary contract), not just that the script compiles. Exits 1 on
failure, so it's CI/script-friendly.
Run (once merged): `godot --headless --path . --import` once (builds the
class cache — skip this and every `class_name`-declared class falsely
errors as undeclared), then for each `scripts/smoke_test_*.gd`:
`godot --headless --path . --script res://scripts/<name>.gd`
**Known gap once it lands:** only `health_check()` is exercised end-to-end.
`login`, `register`, `get_worlds`, `get_me` are implemented (see
`scripts/api_client.gd`) but have no smoke coverage yet — each would need a
real user/world fixture in the target backend to test against meaningfully.
## What "full coverage" should eventually mean here
Not defined precisely yet — the honest target as of 2026-08-19 is just
"more than pure-function unit tests." As real integration/endpoint tests get
added, update the tables above rather than letting this doc drift stale;
a wrong inventory is worse than no inventory.
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[preset.0]
name="Linux"
platform="Linux/X11"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/linux/agp-game.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
[preset.1]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/windows/agp-game.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
codesign/enable=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
d3d12/agility_sdk_multizip=0
+3
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@@ -9,9 +9,12 @@ config_version=5
config/name="AGP-Game" config/name="AGP-Game"
run/main_scene="res://scenes/main_menu.tscn" run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.6.2") config/features=PackedStringArray("4.6.2")
agp/api_base_url="http://127.0.0.1:8000"
[autoload] [autoload]
ApiClient="*res://scripts/api_client.gd"
[display] [display]
window/size/viewport_width=1920 window/size/viewport_width=1920
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[gd_scene load_steps=2 format=3 uid="uid://main_scene"]
[ext_resource type="Script" path="res://scripts/chunk_stream_manager.gd" id="1_chunk_stream"]
[node name="Main" type="Node3D"]
script = ExtResource("1_chunk_stream")
+292
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extends Node
## Central HTTP client singleton (autoload name: "ApiClient").
##
## Every network call in the game flows through this class. Callers use the
## high-level helpers ([method login], [method register], [method get_worlds],
## [method health_check], [method get_me]) or the generic [method request]
## primitive. All results conform to the result-dictionary contract below.
##
## [b]Result Dictionary Contract[/b]
## Every public method returns (after `await`) a Dictionary with this shape:
##
## {
## "ok": bool, # true for HTTP 2xx, false otherwise
## "status": int, # HTTP status code (0 on network failure)
## "data": Variant, # parsed JSON body on success (null otherwise)
## "detail": String, # human-readable message
## }
##
## Network failures (timeout / DNS / refused connection) return `status == 0`
## with a `detail` describing the transport failure. Non-2xx responses return
## the real HTTP status and the backend's `detail` field from the JSON error
## body when present. No caller can crash on a failed request.
##
## [b]Token storage[/b]
## JWTs are kept in memory. [method set_token] is the single seam for future
## disk persistence (override it to save to `user://`).
##
## [b]Usage[/b]
## var result: Dictionary = await ApiClient.login("alice", "secret")
## if result.ok:
## print("Logged in!")
## else:
## print("Error: ", result.detail)
# ---------------------------------------------------------------------------
# Token storage
# ---------------------------------------------------------------------------
var _access_token: String = ""
var _token_type: String = "Bearer"
## Full Authorization header value, e.g. "Bearer eyJ...". Empty if no token.
var bearer_token: String:
get:
return _token_type + " " + _access_token if _access_token != "" else ""
## Whether an access token is currently stored.
func has_token() -> bool:
return _access_token != ""
## Set the access token (called after login / register / token refresh).
## This is the persistence seam: override to also write to disk.
func set_token(access_token: String, token_type: String = "Bearer") -> void:
_access_token = access_token
_token_type = token_type
## Clear stored tokens.
func clear_token() -> void:
_access_token = ""
_token_type = "Bearer"
# ---------------------------------------------------------------------------
# Configuration
# ---------------------------------------------------------------------------
var _base_url: String = "http://127.0.0.1:8000"
## Request timeout in seconds. 0 disables the timeout.
var timeout_seconds: float = 10.0
func _ready() -> void:
# Environment variable override (e.g. for headless smoke tests against a
# backend on a non-default port). Falls back to the ProjectSetting, then
# to the documented default.
var env_url := OS.get_environment("AGP_API_BASE_URL")
if env_url != "":
_base_url = env_url.rstrip("/")
else:
_base_url = str(ProjectSettings.get_setting(
"application/agp/api_base_url",
"http://127.0.0.1:8000"
)).rstrip("/")
# ---------------------------------------------------------------------------
# Core request primitive
# ---------------------------------------------------------------------------
## Generic request primitive. Awaitable via `await`.
##
## Uses a dedicated HTTPRequest node per call so concurrent requests can never
## cross-talk, and so the result maps 1:1 to the awaiting caller.
##
## @param method HTTPClient.Method enum value (GET/POST/PUT/PATCH/DELETE).
## @param path URL path, e.g. "/api/health".
## @param body Request body string (JSON or form-encoded).
## @param content_type "application/json" or "application/x-www-form-urlencoded".
## @param require_auth If true, attach the stored bearer token when present.
## @return Result dictionary conforming to the contract.
func request(
method: HTTPClient.Method,
path: String,
body: String = "",
content_type: String = "application/json",
require_auth: bool = false
) -> Dictionary:
var http := HTTPRequest.new()
http.timeout = timeout_seconds
http.max_redirects = 8
http.accept_gzip = true
add_child(http)
var headers := PackedStringArray()
headers.append("Accept: application/json")
if content_type != "":
headers.append("Content-Type: " + content_type)
if require_auth and has_token():
headers.append("Authorization: " + bearer_token)
var url := _base_url + path
var err := http.request(url, headers, method, body)
if err != OK:
http.queue_free()
return _make_result(false, 0, null, "Failed to start request: " + _error_string(err))
# request_completed emits (result, response_code, headers, body).
var args: Array = await http.request_completed
var result_code: int = args[0]
var response_code: int = args[1]
var response_body: PackedByteArray = args[3]
http.queue_free()
# Transport-level failure (timeout / DNS / refused / TLS, etc.).
if result_code != HTTPRequest.RESULT_SUCCESS:
return _make_result(false, 0, null, _transport_error_detail(result_code))
# Server accepted the connection but returned no HTTP status line.
if response_code == 0:
return _make_result(false, 0, null, "No response received from server.")
var json_string := response_body.get_string_from_utf8()
var ok := response_code >= 200 and response_code < 300
if ok:
var data: Variant = _parse_json(json_string)
return _make_result(true, response_code, data, "OK")
# Non-2xx: surface the backend's "detail" message when available.
var detail := "HTTP error %d" % response_code
var parsed: Variant = _parse_json(json_string)
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
detail = str((parsed as Dictionary)["detail"])
return _make_result(false, response_code, null, detail)
# ---------------------------------------------------------------------------
# High-level helpers
# ---------------------------------------------------------------------------
## Log in with username/password (OAuth2PasswordRequestForm).
## On success stores the returned access token.
func login(username: String, password: String) -> Dictionary:
var form := "username=" + username.uri_encode() + "&password=" + password.uri_encode()
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/login",
form,
"application/x-www-form-urlencoded",
false
)
_store_token_from_result(result)
return result
## Register a new user. On success stores the returned access token.
## @param date_of_birth ISO date string "YYYY-MM-DD".
func register(
username: String,
email: String,
password: String,
date_of_birth: String
) -> Dictionary:
var payload := {
"username": username,
"email": email,
"password": password,
"date_of_birth": date_of_birth,
}
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/register",
JSON.stringify(payload),
"application/json",
false
)
_store_token_from_result(result)
return result
## List worlds visible to the current user (requires auth).
## @param visibility Optional filter: "public", "private", "friends_only".
func get_worlds(skip: int = 0, limit: int = 50, visibility: String = "") -> Dictionary:
var path := "/api/worlds/?skip=%d&limit=%d" % [skip, limit]
if visibility != "":
path += "&visibility=" + visibility.uri_encode()
return await request(HTTPClient.METHOD_GET, path, "", "application/json", true)
## Ping the backend health endpoint (no auth).
func health_check() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/health", "", "application/json", false)
## Fetch the current user's profile from the stored JWT (requires auth).
func get_me() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/users/me", "", "application/json", true)
# ---------------------------------------------------------------------------
# Internals
# ---------------------------------------------------------------------------
func _store_token_from_result(result: Dictionary) -> void:
if result.ok and result.data is Dictionary:
var token: String = str((result.data as Dictionary).get("access_token", ""))
if token != "":
set_token(token)
func _parse_json(text: String) -> Variant:
if text == "":
return null
var parsed: Variant = JSON.parse_string(text)
if parsed == null:
# null is ambiguous (valid JSON "null" vs parse failure). Fall back to
# the raw string so callers never lose the body entirely.
return text if text != "null" else null
return parsed
func _make_result(ok: bool, status: int, data: Variant, detail: String) -> Dictionary:
return {
"ok": ok,
"status": status,
"data": data,
"detail": detail,
}
func _transport_error_detail(result_code: int) -> String:
match result_code:
HTTPRequest.RESULT_CANT_CONNECT:
return "Could not connect to server. Is it running?"
HTTPRequest.RESULT_CANT_RESOLVE:
return "Could not resolve server hostname."
HTTPRequest.RESULT_CONNECTION_ERROR:
return "Connection error."
HTTPRequest.RESULT_TLS_HANDSHAKE_ERROR:
return "TLS handshake failed."
HTTPRequest.RESULT_NO_RESPONSE:
return "No response from server."
HTTPRequest.RESULT_BODY_SIZE_LIMIT_EXCEEDED:
return "Response body too large."
HTTPRequest.RESULT_BODY_DECOMPRESS_FAILED:
return "Failed to decompress response body."
HTTPRequest.RESULT_REQUEST_FAILED:
return "Request failed."
HTTPRequest.RESULT_TIMEOUT:
return "Request timed out."
_:
return "Network error (code %d)." % result_code
func _error_string(err_code: int) -> String:
match err_code:
OK:
return "OK"
ERR_UNCONFIGURED:
return "HTTPRequest not configured (not in tree)."
ERR_BUSY:
return "HTTPRequest is busy with a previous request."
ERR_INVALID_PARAMETER:
return "Invalid URL format."
ERR_CANT_CONNECT:
return "Cannot connect to host."
_:
return "Unknown error (%d)." % err_code
+1
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@@ -0,0 +1 @@
uid://cjd0uhll7iylj
+42
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@@ -0,0 +1,42 @@
#!/usr/bin/env bash
# Headless CI export for Linux and Windows.
#
# Requires:
# - Godot 4.6.2 (the exact version this project + export_presets.cfg were
# built against; a different Godot minor version's export templates are
# not guaranteed compatible)
# - The matching export templates installed at
# ~/.local/share/godot/export_templates/4.6.2.stable/
# (download: https://godotengine.org/download/archive/4.6.2-stable/,
# "Export templates" -- NOT the same as the editor download)
# - godot on PATH (or set GODOT_BIN below)
#
# Usage: scripts/build.sh
# Output: export/linux/agp-game.x86_64, export/windows/agp-game.exe
set -euo pipefail
cd "$(dirname "$0")/.."
GODOT_BIN="${GODOT_BIN:-godot}"
if ! command -v "$GODOT_BIN" >/dev/null 2>&1; then
if [ -x "$HOME/godot/godot" ]; then
GODOT_BIN="$HOME/godot/godot"
else
echo "godot binary not found (checked PATH and ~/godot/godot)." >&2
exit 1
fi
fi
echo "Godot version: $("$GODOT_BIN" --version)"
mkdir -p export/linux export/windows
echo "=== Exporting Linux/X11 ==="
"$GODOT_BIN" --headless --path . --export-release "Linux" export/linux/agp-game.x86_64
echo "=== Exporting Windows Desktop ==="
"$GODOT_BIN" --headless --path . --export-release "Windows Desktop" export/windows/agp-game.exe
echo ""
echo "Build artifacts:"
ls -la export/linux export/windows
+105
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class_name Chunk
extends Node3D
## A single world chunk. Holds the chunk coordinate, bounds, and the
## visual/gameplay content for that region of the world.
##
## Chunks are the atomic unit of world geometry, gameplay objects, and
## persistence (see docs/architecture/world.md). The server loads and saves
## whole chunks; clients stream the chunks around them.
## Default chunk dimensions in world units (tiles). Matches the constants in
## docs/architecture/world.md section 2.2.
const CHUNK_SIZE_X: int = 32
const CHUNK_SIZE_Y: int = 32
const CHUNK_SIZE_Z: int = 1
## World-space origin of chunk coordinate (0,0).
const CHUNK_ORIGIN := Vector3(0.0, 0.0, 0.0)
## Chunk coordinate (cx, cy, cz) in chunk space.
var coord := Vector3i.ZERO
## The canonical chunk key: "{world_id}:{room_id}:{cx}:{cy}:{cz}".
var key: String = ""
## World and room identifiers this chunk belongs to.
var world_id: String = ""
var room_id: String = ""
## Format version of the chunk payload (currently 1).
var format_version: int = 1
## Revision counter, incremented on every write. Used for optimistic
## concurrency and change detection.
var revision: int = 0
## Whether this chunk has been modified in memory but not yet flushed.
var dirty: bool = false
## Container for static objects (props, geometry) in this chunk.
var objects: Array[Node3D] = []
## Container for dynamic object templates (spawnable entities).
var dynamic_templates: Array[Node3D] = []
## The world-space bounding box of this chunk.
var bounds: AABB
func _init(p_coord: Vector3i = Vector3i.ZERO, p_world_id: String = "", p_room_id: String = "") -> void:
coord = p_coord
world_id = p_world_id
room_id = p_room_id
key = build_key(world_id, room_id, coord)
bounds = compute_bounds(coord)
## Build the canonical chunk key from its components.
static func build_key(p_world_id: String, p_room_id: String, p_coord: Vector3i) -> String:
return "%s:%s:%d:%d:%d" % [p_world_id, p_room_id, p_coord.x, p_coord.y, p_coord.z]
## Compute the world-space bounding box for a chunk coordinate.
static func compute_bounds(p_coord: Vector3i) -> AABB:
var min_pos := Vector3(
CHUNK_ORIGIN.x + p_coord.x * CHUNK_SIZE_X,
CHUNK_ORIGIN.y + p_coord.y * CHUNK_SIZE_Y,
CHUNK_ORIGIN.z + p_coord.z * CHUNK_SIZE_Z
)
return AABB(min_pos, Vector3(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z))
## Compute the chunk coordinate that contains a world-space position.
static func coord_for_position(p_pos: Vector3) -> Vector3i:
return Vector3i(
int(floor((p_pos.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)),
int(floor((p_pos.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)),
int(floor((p_pos.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z))
)
## Add a static object to this chunk.
func add_object(p_object: Node3D) -> void:
objects.append(p_object)
add_child(p_object)
## Add a dynamic object template to this chunk.
func add_dynamic_template(p_template: Node3D) -> void:
dynamic_templates.append(p_template)
add_child(p_template)
## Remove all objects from this chunk.
func clear_objects() -> void:
for obj in objects:
if is_instance_valid(obj):
obj.queue_free()
objects.clear()
dynamic_templates.clear()
## Mark this chunk as dirty (modified but not yet persisted).
func mark_dirty() -> void:
dirty = true
revision += 1
+1
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@@ -0,0 +1 @@
uid://dc6j7kqjitc6g
+667
View File
@@ -0,0 +1,667 @@
class_name ChunkDataDecoder
extends RefCounted
## Decodes chunk binary payloads (and JSON) into logical chunk data.
##
## Implements the binary format spec from docs/architecture/world.md §3.6.
## Both the Godot client and Python backend use this class to ensure
## identical encoding/decoding behavior.
##
## ## Binary Format Overview
##
## ```
## Header (48 bytes):
## [0:4] magic "AGPC"
## [4:6] version (uint16 LE)
## [6:8] header_len (uint16 LE)
## [8:12] flags (uint32 LE)
## [12:16] payload_len (uint32 LE)
## [16:48] checksum (SHA-256 hex, 32 bytes)
##
## Payload Body (sections):
## [section_id:1][section_len:4][data:section_len]
## ```
## Content flags parsed from a chunk.
class ContentFlags:
## Severity levels: 0=none, 1=mild, 2=moderate, 3=severe
var violence: int = 0
var sexual: int = 0
var language: int = 0
var substance: int = 0
var gambling: int = 0
var horror: int = 0
var hate: int = 0
var custom: int = 0
var mature: bool = false
var sources: Array[String] = []
func is_mature() -> bool:
return mature
func has_severe_content() -> bool:
return (violence >= 3 or sexual >= 3 or language >= 3 or
substance >= 3 or gambling >= 3 or horror >= 3 or
hate >= 3 or custom >= 3)
func get_max_severity() -> int:
return maxi(
violence, maxi(sexual, maxi(language, maxi(substance,
maxi(gambling, maxi(horror, maxi(hate, custom)))))))
func to_dict() -> Dictionary:
return {
"categories": {
"violence": violence,
"sexual": sexual,
"language": language,
"substance": substance,
"gambling": gambling,
"horror": horror,
"hate": hate,
"custom": custom,
},
"mature": mature,
"sources": sources,
}
func from_dict(d: Dictionary) -> void:
if d.has("categories"):
violence = d["categories"].get("violence", 0)
sexual = d["categories"].get("sexual", 0)
language = d["categories"].get("language", 0)
substance = d["categories"].get("substance", 0)
gambling = d["categories"].get("gambling", 0)
horror = d["categories"].get("horror", 0)
hate = d["categories"].get("hate", 0)
custom = d["categories"].get("custom", 0)
mature = d.get("mature", false)
sources = d.get("sources", [])
## A tile layer definition (palette + dense tile indices).
class TileLayerData:
var name: String = ""
var layer_id: int = 0
var width: int = 0
var height: int = 0
var depth: int = 1
var palette: Array[TileDef] = []
var tiles: PackedInt32Array = PackedInt32Array()
func tile_count() -> int:
return width * height * depth
func get_tile(x: int, y: int, z: int = 0) -> int:
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
return 0 # Out of bounds returns empty tile
var idx := (z * height + y) * width + x
if idx < tiles.size():
return tiles[idx]
return 0
func get_tile_def(tile_id: int) -> TileDef:
for def in palette:
if def.id == tile_id:
return def
return null
## A world object parsed from chunk data.
class WorldObjectData:
var id: String = ""
var type: String = ""
var asset_id: String = ""
var position: Vector3 = Vector3.ZERO
var rotation: Vector4 = Vector4(0, 0, 0, 1)
var scale: Vector3 = Vector3.ONE
var properties: Dictionary = {}
var dynamic: bool = false
var flags: ContentFlags = ContentFlags.new()
## The complete decoded chunk payload.
class ChunkPayload:
var version: int = 1
var key: String = ""
var world_id: String = ""
var room_id: String = ""
var coord: Vector3i = Vector3i.ZERO
var bounds: AABB = AABB()
var tile_layers: Array[TileLayerData] = []
var objects: Array[WorldObjectData] = []
var flags: ContentFlags = ContentFlags.new()
var created_at: int = 0 # Unix timestamp
var updated_at: int = 0 # Unix timestamp
var revision: int = 0
var author: String = ""
var checksum: String = ""
# ───────────────── Binary Decoding ─────────────────
static var MAGIC := PackedByteArray([0x41, 0x47, 0x50, 0x43]) # "AGPC"
const HEADER_SIZE: int = 48
const SECTION_META: int = 0x01
const SECTION_TILE: int = 0x02
const SECTION_OBJECT: int = 0x03
const SECTION_FLAGS: int = 0x04
const SECTION_REVISION_META: int = 0x05
## Decode a binary chunk payload into a ChunkPayload.
## Returns null if the data is invalid or version is unsupported.
static func decode_binary(data: PackedByteArray) -> ChunkPayload:
if data.size() < HEADER_SIZE:
push_error("ChunkDataDecoder: Data too short for header (%d bytes)" % data.size())
return null
# Verify magic
var magic := PackedByteArray(data.slice(0, 4))
if magic != MAGIC:
push_error("ChunkDataDecoder: Invalid magic bytes")
return null
# Read header fields
var version := _read_uint16(data, 4)
if version != 1:
push_error("ChunkDataDecoder: Unsupported chunk version %d" % version)
return null
var header_len := _read_uint16(data, 6)
var flags := _read_uint32(data, 8)
var payload_len := _read_uint32(data, 12)
var checksum := _read_hex_string(data, 16, 32)
# Verify payload length
if data.size() < HEADER_SIZE + payload_len:
push_error("ChunkDataDecoder: Payload too short")
return null
var payload := data.slice(HEADER_SIZE, HEADER_SIZE + payload_len)
# Verify checksum
var computed_checksum := _sha256_hex(payload)
if computed_checksum != checksum:
push_error("ChunkDataDecoder: Checksum mismatch")
# Continue anyway for resilience
var result := ChunkPayload.new()
result.version = version
result.checksum = checksum
# Parse sections
var offset := 0
while offset < payload.size():
if offset + 5 > payload.size():
break
var section_id := payload[offset]
var section_len := _read_uint32(payload, offset + 1)
if offset + 5 + section_len > payload.size():
break
var section_data := payload.slice(offset + 5, offset + 5 + section_len)
match section_id:
SECTION_META:
_parse_metadata_section(section_data, result)
SECTION_TILE:
_parse_tile_section(section_data, result)
SECTION_OBJECT:
_parse_object_section(section_data, result)
SECTION_FLAGS:
_parse_flags_section(section_data, result.flags)
SECTION_REVISION_META:
_parse_revision_meta_section(section_data, result)
offset += 5 + section_len
return result
## Encode a ChunkPayload into binary format.
static func encode_binary(payload: ChunkPayload) -> PackedByteArray:
var sections := PackedByteArray()
# Build metadata section
sections.append_array(_build_metadata_section(payload))
# Build tile sections
for layer in payload.tile_layers:
sections.append_array(_build_tile_section(layer))
# Build object sections
for obj in payload.objects:
sections.append_array(_build_object_section(obj))
# Build flags section
sections.append_array(_build_flags_section(payload.flags))
# Build revision meta section
sections.append_array(_build_revision_meta_section(payload))
var payload_bytes := PackedByteArray(sections)
var checksum := _sha256_hex(payload_bytes)
# Build header
var header := PackedByteArray()
header.append_array(MAGIC)
header.append_array(_write_uint16(1)) # version
header.append_array(_write_uint16(0)) # header_len (after this field)
header.append_array(_write_uint32(0)) # flags
header.append_array(_write_uint32(payload_bytes.size()))
header.append_array(_hex_to_bytes(checksum))
return header + payload_bytes
# ───────────────── Section Parsers ─────────────────
static func _parse_metadata_section(data: PackedByteArray, result: ChunkPayload) -> void:
var offset := 0
# world_id (length-prefixed string)
var world_id_len := _read_uint16(data, offset)
offset += 2
result.world_id = data.slice(offset, offset + world_id_len).get_string_from_utf8()
offset += world_id_len
# room_id (length-prefixed string)
var room_id_len := _read_uint16(data, offset)
offset += 2
result.room_id = data.slice(offset, offset + room_id_len).get_string_from_utf8()
offset += room_id_len
# coord (3 × int32)
result.coord = Vector3i(
_read_int32(data, offset),
_read_int32(data, offset + 4),
_read_int32(data, offset + 8)
)
offset += 12
# bounds (6 × float32)
var min_pos := Vector3(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8)
)
var max_pos := Vector3(
_read_float32(data, offset + 12),
_read_float32(data, offset + 16),
_read_float32(data, offset + 20)
)
result.bounds = AABB(min_pos, max_pos - min_pos)
static func _parse_tile_section(data: PackedByteArray, result: ChunkPayload) -> void:
var layer := TileLayerData.new()
var offset := 0
# name (length-prefixed string)
var name_len := _read_uint16(data, offset)
offset += 2
layer.name = data.slice(offset, offset + name_len).get_string_from_utf8()
offset += name_len
# layer_id (uint16)
layer.layer_id = _read_uint16(data, offset)
offset += 2
# dimensions (3 × uint16)
layer.width = _read_uint16(data, offset)
offset += 2
layer.height = _read_uint16(data, offset)
offset += 2
layer.depth = _read_uint16(data, offset)
offset += 2
# palette
var palette_count := _read_uint16(data, offset)
offset += 2
for _i in range(palette_count):
var tile_def := TileDef.new()
tile_def.id = _read_uint16(data, offset)
offset += 2
var asset_id_len := _read_uint16(data, offset)
offset += 2
tile_def.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
offset += asset_id_len
tile_def.solid = data[offset] != 0
offset += 1
tile_def.flags = _read_uint32(data, offset)
offset += 4
tile_def.variants = data[offset]
offset += 1
layer.palette.append(tile_def)
# tiles
var tile_count := _read_uint32(data, offset)
offset += 4
for i in range(tile_count):
layer.tiles.append(_read_uint16(data, offset))
offset += 2
result.tile_layers.append(layer)
static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -> void:
var obj := WorldObjectData.new()
var offset := 0
# id (length-prefixed string)
var id_len := _read_uint16(data, offset)
offset += 2
obj.id = data.slice(offset, offset + id_len).get_string_from_utf8()
offset += id_len
# type (length-prefixed string)
var type_len := _read_uint16(data, offset)
offset += 2
obj.type = data.slice(offset, offset + type_len).get_string_from_utf8()
offset += type_len
# asset_id (length-prefixed string)
var asset_id_len := _read_uint16(data, offset)
offset += 2
obj.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
offset += asset_id_len
# position (3 × float32)
obj.position = Vector3(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8)
)
offset += 12
# rotation (4 × float32)
obj.rotation = Vector4(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8),
_read_float32(data, offset + 12)
)
offset += 16
# scale (3 × float32)
obj.scale = Vector3(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8)
)
offset += 12
# dynamic (uint8)
obj.dynamic = data[offset] != 0
offset += 1
# properties (length-prefixed JSON string)
var props_len := _read_uint16(data, offset)
offset += 2
var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
offset += props_len
obj.properties = JSON.parse_string(props_str) or {}
# flags (ContentFlags)
obj.flags.violence = data[offset]
offset += 1
obj.flags.sexual = data[offset]
offset += 1
obj.flags.language = data[offset]
offset += 1
obj.flags.substance = data[offset]
offset += 1
obj.flags.gambling = data[offset]
offset += 1
obj.flags.horror = data[offset]
offset += 1
obj.flags.hate = data[offset]
offset += 1
obj.flags.custom = data[offset]
offset += 1
obj.flags.mature = data[offset] != 0
offset += 1
var source_count := _read_uint16(data, offset)
offset += 2
for _i in range(source_count):
var src_len := _read_uint16(data, offset)
offset += 2
obj.flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
offset += src_len
result.objects.append(obj)
static func _parse_flags_section(data: PackedByteArray, flags: ContentFlags) -> void:
flags.violence = data[0]
flags.sexual = data[1]
flags.language = data[2]
flags.substance = data[3]
flags.gambling = data[4]
flags.horror = data[5]
flags.hate = data[6]
flags.custom = data[7]
flags.mature = data[8] != 0
var offset := 9
var source_count := _read_uint16(data, offset)
offset += 2
for _i in range(source_count):
var src_len := _read_uint16(data, offset)
offset += 2
flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
offset += src_len
static func _parse_revision_meta_section(data: PackedByteArray, result: ChunkPayload) -> void:
var offset := 0
# created_at (int64 unix)
result.created_at = _read_int64(data, offset)
offset += 8
# updated_at (int64 unix)
result.updated_at = _read_int64(data, offset)
offset += 8
# revision (uint32)
result.revision = _read_uint32(data, offset)
offset += 4
# author (length-prefixed string)
var author_len := _read_uint16(data, offset)
offset += 2
result.author = data.slice(offset, offset + author_len).get_string_from_utf8()
# ───────────────── Section Builders ─────────────────
static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_string(payload.world_id))
data.append_array(_write_string(payload.room_id))
data.append_array(_write_int32(payload.coord.x))
data.append_array(_write_int32(payload.coord.y))
data.append_array(_write_int32(payload.coord.z))
data.append_array(_write_float32(payload.bounds.position.x))
data.append_array(_write_float32(payload.bounds.position.y))
data.append_array(_write_float32(payload.bounds.position.z))
data.append_array(_write_float32(payload.bounds.size.x))
data.append_array(_write_float32(payload.bounds.size.y))
data.append_array(_write_float32(payload.bounds.size.z))
return data
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_string(layer.name))
data.append_array(_write_uint16(layer.layer_id))
data.append_array(_write_uint16(layer.width))
data.append_array(_write_uint16(layer.height))
data.append_array(_write_uint16(layer.depth))
data.append_array(_write_uint16(layer.palette.size()))
for tile_def in layer.palette:
data.append_array(_write_uint16(tile_def.id))
data.append_array(_write_string(tile_def.asset_id))
data.append(tile_def.solid as int)
data.append_array(_write_uint32(tile_def.flags))
data.append(tile_def.variants)
data.append_array(_write_uint32(layer.tiles.size()))
for tile_id in layer.tiles:
data.append_array(_write_uint16(tile_id))
return _wrap_section(data, SECTION_TILE)
static func _build_object_section(obj: WorldObjectData) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_string(obj.id))
data.append_array(_write_string(obj.type))
data.append_array(_write_string(obj.asset_id))
data.append_array(_write_float32(obj.position.x))
data.append_array(_write_float32(obj.position.y))
data.append_array(_write_float32(obj.position.z))
data.append_array(_write_float32(obj.rotation.x))
data.append_array(_write_float32(obj.rotation.y))
data.append_array(_write_float32(obj.rotation.z))
data.append_array(_write_float32(obj.rotation.w))
data.append_array(_write_float32(obj.scale.x))
data.append_array(_write_float32(obj.scale.y))
data.append_array(_write_float32(obj.scale.z))
data.append(obj.dynamic as int)
var props_json := JSON.stringify(obj.properties, " ")
data.append_array(_write_string(props_json))
data.append(obj.flags.violence)
data.append(obj.flags.sexual)
data.append(obj.flags.language)
data.append(obj.flags.substance)
data.append(obj.flags.gambling)
data.append(obj.flags.horror)
data.append(obj.flags.hate)
data.append(obj.flags.custom)
data.append(obj.flags.mature as int)
data.append_array(_write_uint16(obj.flags.sources.size()))
for src in obj.flags.sources:
data.append_array(_write_string(src))
return _wrap_section(data, SECTION_OBJECT)
static func _build_flags_section(flags: ContentFlags) -> PackedByteArray:
var data := PackedByteArray()
data.append(flags.violence)
data.append(flags.sexual)
data.append(flags.language)
data.append(flags.substance)
data.append(flags.gambling)
data.append(flags.horror)
data.append(flags.hate)
data.append(flags.custom)
data.append(flags.mature as int)
data.append_array(_write_uint16(flags.sources.size()))
for src in flags.sources:
data.append_array(_write_string(src))
return _wrap_section(data, SECTION_FLAGS)
static func _build_revision_meta_section(payload: ChunkPayload) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_int64(payload.created_at))
data.append_array(_write_int64(payload.updated_at))
data.append_array(_write_uint32(payload.revision))
data.append_array(_write_string(payload.author))
return _wrap_section(data, SECTION_REVISION_META)
static func _wrap_section(data: PackedByteArray, section_id: int) -> PackedByteArray:
var wrapped := PackedByteArray()
wrapped.append(section_id)
wrapped.append_array(_write_uint32(data.size()))
wrapped.append_array(data)
return wrapped
# ───────────────── Binary Helpers ─────────────────
static func _read_uint16(data: PackedByteArray, offset: int) -> int:
return data[offset] | (data[offset + 1] << 8)
static func _read_uint32(data: PackedByteArray, offset: int) -> int:
return (data[offset] | (data[offset + 1] << 8) |
(data[offset + 2] << 16) | (data[offset + 3] << 24))
static func _read_int32(data: PackedByteArray, offset: int) -> int:
var val := _read_uint32(data, offset)
if val >= 0x80000000:
return val - 0x100000000
return val
static func _read_int64(data: PackedByteArray, offset: int) -> int:
var lo := _read_uint32(data, offset)
var hi := _read_uint32(data, offset + 4)
return hi * 0x100000000 + lo
static func _read_float32(data: PackedByteArray, offset: int) -> float:
var bits := _read_uint32(data, offset)
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
var hex_chars := "0123456789abcdef"
var result := ""
for i in range(length):
var byte_val := data[offset + i]
result += hex_chars[byte_val >> 4]
result += hex_chars[byte_val & 0x0F]
return result
static func _write_uint16(val: int) -> PackedByteArray:
return PackedByteArray([(val & 0xFF), (val >> 8) & 0xFF])
static func _write_uint32(val: int) -> PackedByteArray:
return PackedByteArray([
val & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF
])
static func _write_int32(val: int) -> PackedByteArray:
return _write_uint32(val)
static func _write_int64(val: int) -> PackedByteArray:
var lo := val & 0xFFFFFFFF
var hi := (val >> 32) & 0xFFFFFFFF
return _write_uint32(lo) + _write_uint32(hi)
static func _write_float32(val: float) -> PackedByteArray:
var bits := val as int
return _write_uint32(bits)
static func _write_string(s: String) -> PackedByteArray:
var bytes := s.to_utf8_buffer()
return _write_uint16(bytes.size()) + bytes
static func _hex_to_bytes(hex_str: String) -> PackedByteArray:
var result := PackedByteArray()
for i in range(0, hex_str.length(), 2):
var byte_val := ("0x" + hex_str.substr(i, 2)).hex_to_int()
result.append(byte_val)
return result
# ───────────────── SHA-256 ─────────────────
static func _sha256_hex(data: PackedByteArray) -> String:
var ctx := HashingContext.new()
ctx.start(HashingContext.HASH_SHA256)
ctx.update(data)
var hash := ctx.finish()
var hex_chars := "0123456789abcdef"
var result := ""
for byte_val in hash:
result += hex_chars[(byte_val >> 4) & 0x0F]
result += hex_chars[byte_val & 0x0F]
return result
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class_name ChunkScene
extends Node3D
## A visual representation of a single loaded world chunk.
##
## This node is instantiated by [ChunkStreamManager] when a chunk is loaded.
## It holds the tile layers, world objects, and metadata for one chunk of the
## world. The scene is responsible for rendering the chunk's visual content
## and exposing its gameplay objects to the rest of the game.
##
## ## Structure
##
## ```
## ChunkScene (Node3D)
## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
## ├── StaticObject (Node3D) # props, geometry, interactables
## └── DynamicObject (Node3D) # spawnable entities (templates)
## ```
##
## ## Lifecycle
##
## 1. [ChunkStreamManager] requests chunk data from the server.
## 2. Server responds with binary payload.
## 3. [ChunkStreamManager] decodes the payload and creates a [ChunkScene].
## 4. [ChunkScene] populates itself with tile layers and objects.
## 5. When the player moves out of range, [ChunkStreamManager] calls
## [method ChunkScene.queue_free] to unload it.
## The chunk coordinate this scene represents.
var coord: Vector3i = Vector3i.ZERO
## The canonical chunk key.
var key: String = ""
## World-space bounding box of this chunk.
var bounds: AABB = AABB()
## Format version of the chunk data.
var format_version: int = 1
## Revision counter from the server.
var revision: int = 0
## List of tile layers in this chunk.
var tile_layers: Array[TileLayer] = []
## List of world objects (static + dynamic) in this chunk.
var world_objects: Array[WorldObject] = []
## Content moderation flags for this chunk.
var content_flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
## Whether this chunk has been modified locally (not yet synced to server).
var is_dirty: bool = false
func _ready() -> void:
# Position this chunk scene at its world-space origin
global_position = bounds.position
# Set up collision shape for the chunk bounds
_setup_collision()
func _setup_collision() -> void:
# Add a collision shape for the chunk's bounding box
var collision := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = bounds.size
collision.shape = shape
collision.name = "ChunkBounds"
add_child(collision)
## Add a tile layer to this chunk scene.
func add_tile_layer(layer: TileLayer) -> void:
tile_layers.append(layer)
var layer_node := TileLayerNode.new()
layer_node.tile_layer = layer
layer_node.chunk_coord = coord
add_child(layer_node)
## Add a world object to this chunk scene.
func add_object(obj: WorldObject) -> void:
world_objects.append(obj)
if obj.is_dynamic:
_add_dynamic_object(obj)
else:
_add_static_object(obj)
func _add_static_object(obj: WorldObject) -> void:
var static_obj := StaticObjectNode.new()
static_obj.world_object = obj
static_obj.position = obj.position
static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
static_obj.scale = obj.scale
static_obj.name = "static_%s" % obj.id
add_child(static_obj)
func _add_dynamic_object(obj: WorldObject) -> void:
var dynamic_obj := DynamicObjectNode.new()
dynamic_obj.world_object = obj
dynamic_obj.position = obj.position
dynamic_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
dynamic_obj.scale = obj.scale
dynamic_obj.name = "dynamic_%s" % obj.id
add_child(dynamic_obj)
## Get a world object by its ID.
func get_object_by_id(object_id: String) -> WorldObject:
for obj in world_objects:
if obj.id == object_id:
return obj
return null
## Get all static objects in this chunk.
func get_static_objects() -> Array[WorldObject]:
var result: Array[WorldObject] = []
for obj in world_objects:
if not obj.is_dynamic:
result.append(obj)
return result
## Get all dynamic object templates in this chunk.
func get_dynamic_templates() -> Array[WorldObject]:
var result: Array[WorldObject] = []
for obj in world_objects:
if obj.is_dynamic:
result.append(obj)
return result
## Mark this chunk as dirty (locally modified).
func mark_dirty() -> void:
is_dirty = true
## Clear all objects and tile layers from this chunk.
func clear() -> void:
for child in get_children():
if child is TileLayerNode or child is StaticObjectNode or child is DynamicObjectNode:
child.queue_free()
tile_layers.clear()
world_objects.clear()
## Get the world-space position of a tile within this chunk.
func get_tile_world_position(tile_x: int, tile_y: int, tile_z: int = 0) -> Vector3:
return bounds.position + Vector3(
tile_x * 1.0, # Tile size is 1 world unit
tile_y * 1.0,
tile_z * 1.0
)
## Check if a world-space position is within this chunk's bounds.
func contains_position(pos: Vector3) -> bool:
return bounds.has_point(pos)
## Check if a chunk coordinate is adjacent to this chunk.
func is_adjacent(other_coord: Vector3i) -> bool:
var dx: int = abs(coord.x - other_coord.x)
var dy: int = abs(coord.y - other_coord.y)
var dz: int = abs(coord.z - other_coord.z)
return dx <= 1 and dy <= 1 and dz <= 1 and (dx + dy + dz) > 0
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class_name ChunkStreamManager
extends Node
## Manages loading and unloading of world chunks based on player position.
##
## This is the central orchestrator for the chunk streaming system. It monitors
## the player's position, determines which chunks should be loaded, requests
## chunk data from the server, instantiates ChunkScene nodes, and unloads
## chunks that fall outside the streaming radius.
##
## ## Design
##
## - **Streaming radius** defines how many chunks around the player are kept
## loaded. Chunks beyond this radius are unloaded to save memory and CPU.
## - **Load priority** ensures chunks closer to the player are loaded first,
## preventing visual pop-in at the edge of the view.
## - **Server communication** uses the RPCs defined in docs/architecture/world.md
## (§5.3): `request_chunk`, `chunk_data`, `chunk_invalidated`.
##
## ## Usage
##
## Add this node to your scene tree and set the `player` reference:
## ```gdscript
## var stream_manager: ChunkStreamManager = $ChunkStreamManager
## stream_manager.player = $Player
## stream_manager.streaming_radius = 4 # chunks
## ```
## Number of chunks (radius) to keep loaded around the player.
## A radius of 2 means a 5x5 grid of chunks centered on the player.
## Higher values increase memory usage but reduce streaming pop-in.
@export var streaming_radius: int = 3
## Maximum number of chunks to load per frame. Prevents frame spikes during
## rapid movement or when entering a new area.
@export var max_loads_per_frame: int = 4
## Maximum number of chunks to unload per frame.
@export var max_unloads_per_frame: int = 4
## Distance (in chunks) from the streaming radius edge before a chunk is
## considered for unloading. Prevents rapid load/unload cycling.
@export var unload_margin: int = 1
## Emitted when a chunk finishes loading.
signal chunk_loaded(chunk_coord: Vector3i, chunk_scene: Node)
## Emitted when a chunk is unloaded.
signal chunk_unloaded(chunk_coord: Vector3i)
## Emitted when a chunk fails to load (e.g., server error).
signal chunk_load_failed(chunk_coord: Vector3i, error: String)
## Emitted when the player moves far enough to require a streaming update.
signal streaming_updated
## Reference to the player node. Must be set before the manager starts.
var player: Node3D = null
## The current player chunk coordinate.
var _player_chunk_coord: Vector3i = Vector3i.ZERO
## Map of loaded chunk coordinates to their scene nodes.
var _loaded_chunks: Dictionary = {}
## Queue of chunk coordinates pending load, sorted by distance from player.
var _load_queue: Array[Vector3i] = []
## Queue of chunk coordinates pending unload.
var _unload_queue: Array[Vector3i] = []
## Whether streaming is currently active (player is set and in game).
var is_active: bool = false
## The server RPC interface for chunk data. Set by the networking layer.
var _server_rpc: Object = null
## Internal: track which chunks are currently being loaded (to avoid duplicates).
var _loading_in_progress: Dictionary = {}
## Internal: time accumulator for throttled streaming updates.
var _update_accumulator: float = 0.0
## Internal: interval between streaming updates (seconds).
const UPDATE_INTERVAL: float = 0.1
func _ready() -> void:
# Streaming is driven from _process (main thread) so we can safely
# manipulate the scene tree. No background thread is used.
set_process(true)
func _process(delta: float) -> void:
if not is_active or player == null:
return
_update_accumulator += delta
if _update_accumulator < UPDATE_INTERVAL:
return
_update_accumulator = 0.0
_update_streaming()
_process_load_queue()
_process_unload_queue()
streaming_updated.emit()
func _update_streaming() -> void:
if player == null or not is_inside_tree():
return
var current_coord: Vector3i = Chunk.coord_for_position(player.global_position)
if current_coord == _player_chunk_coord:
return
_player_chunk_coord = current_coord
_rebuild_queues()
func _rebuild_queues() -> void:
var target_set: Dictionary = _compute_target_chunks()
# Determine which chunks need to be loaded
var to_load: Array[Vector3i] = []
for coord in target_set:
if not _loaded_chunks.has(coord) and not _loading_in_progress.has(coord):
to_load.append(coord)
# Sort by distance from player (closest first)
to_load.sort_custom(_compare_distance)
_load_queue = to_load
# Determine which chunks need to be unloaded
var to_unload: Array[Vector3i] = []
for coord in _loaded_chunks:
if not target_set.has(coord):
to_unload.append(coord)
to_unload.sort_custom(_compare_distance)
_unload_queue = to_unload
func _compute_target_chunks() -> Dictionary:
"""Compute the set of chunk coordinates that should be loaded."""
var target: Dictionary = {}
var half: int = streaming_radius
for dx in range(-half, half + 1):
for dy in range(-half, half + 1):
for dz in range(-half, half + 1):
var coord: Vector3i = Vector3i(
_player_chunk_coord.x + dx,
_player_chunk_coord.y + dy,
_player_chunk_coord.z + dz
)
target[coord] = coord
return target
func _compare_distance(a: Vector3i, b: Vector3i) -> bool:
"""Compare chunk coordinates by distance from player chunk."""
var dist_a: int = _chunk_distance_squared(_player_chunk_coord, a)
var dist_b: int = _chunk_distance_squared(_player_chunk_coord, b)
return dist_a < dist_b
func _chunk_distance_squared(a: Vector3i, b: Vector3i) -> int:
var dx: int = a.x - b.x
var dy: int = a.y - b.y
var dz: int = a.z - b.z
return dx * dx + dy * dy + dz * dz
func _process_load_queue() -> void:
var count: int = 0
while count < max_loads_per_frame and not _load_queue.is_empty():
var coord: Vector3i = _load_queue.pop_front()
_load_chunk(coord)
count += 1
func _process_unload_queue() -> void:
var count: int = 0
while count < max_unloads_per_frame and not _unload_queue.is_empty():
var coord: Vector3i = _unload_queue.pop_front()
_unload_chunk(coord)
count += 1
func _load_chunk(coord: Vector3i) -> void:
if _loading_in_progress.has(coord):
return
_loading_in_progress[coord] = true
# Request chunk data from server via RPC
if _server_rpc != null and _server_rpc.has_method("request_chunk"):
_server_rpc.request_chunk(Chunk.build_key(
"", "", coord
))
else:
# Fallback: try to load from local cache or create empty chunk
_instantiate_chunk_scene(coord)
func _on_chunk_data_received(key: String, binary_data: PackedByteArray) -> void:
"""Called by the networking layer when chunk data arrives from server."""
var coord: Vector3i = _parse_coord_from_key(key)
if coord == null:
return
_loading_in_progress.erase(coord)
# Decode the binary chunk data
var chunk_data: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(binary_data)
if chunk_data == null:
chunk_load_failed.emit(coord, "Failed to decode chunk data")
return
# Instantiate the chunk scene with the decoded data
_instantiate_chunk_scene_with_data(coord, chunk_data)
func _on_chunk_load_error(coord: Vector3i, error_msg: String) -> void:
"""Called when the server reports a chunk load error."""
_loading_in_progress.erase(coord)
chunk_load_failed.emit(coord, error_msg)
func _instantiate_chunk_scene(coord: Vector3i) -> void:
"""Create an empty chunk scene for the given coordinate."""
var chunk_scene: ChunkScene = ChunkScene.new()
chunk_scene.coord = coord
chunk_scene.key = Chunk.build_key("", "", coord)
chunk_scene.bounds = Chunk.compute_bounds(coord)
_add_loaded_chunk(coord, chunk_scene)
func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
"""Create a chunk scene populated with server data."""
var chunk_scene: ChunkScene = ChunkScene.new()
chunk_scene.coord = coord
chunk_scene.key = data.key
chunk_scene.bounds = data.bounds
chunk_scene.format_version = data.format_version
chunk_scene.revision = data.revision
# Add tiles
for layer in data.tile_layers:
var tile_layer: TileLayer = TileLayer.new()
tile_layer.name = layer.name
tile_layer.layer_id = layer.layer_id
tile_layer.width = layer.width
tile_layer.height = layer.height
tile_layer.depth = layer.depth
tile_layer.palette = layer.palette
tile_layer.tiles = layer.tiles
chunk_scene.add_tile_layer(tile_layer)
# Add objects
for obj_data in data.objects:
var world_obj: WorldObject = WorldObject.new()
world_obj.id = obj_data.id
world_obj.type = obj_data.type
world_obj.asset_id = obj_data.asset_id
world_obj.position = obj_data.position
world_obj.rotation = obj_data.rotation
world_obj.scale = obj_data.scale
world_obj.properties = obj_data.properties
world_obj.is_dynamic = obj_data.dynamic
world_obj.flags = obj_data.flags
chunk_scene.add_object(world_obj)
# Add content flags
chunk_scene.content_flags = data.flags
_add_loaded_chunk(coord, chunk_scene)
func _add_loaded_chunk(coord: Vector3i, chunk_scene: Node) -> void:
_loaded_chunks[coord] = chunk_scene
add_child(chunk_scene)
_loading_in_progress.erase(coord)
chunk_loaded.emit(coord, chunk_scene)
func _unload_chunk(coord: Vector3i) -> void:
if not _loaded_chunks.has(coord):
return
var chunk_scene: Node = _loaded_chunks[coord]
if is_instance_valid(chunk_scene):
chunk_scene.queue_free()
_loaded_chunks.erase(coord)
chunk_unloaded.emit(coord)
func _on_player_position_changed() -> void:
"""Call this when the player position changes significantly."""
if player != null:
_update_streaming()
func set_server_rpc(rpc_interface: Object) -> void:
"""Set the server RPC interface for chunk requests."""
_server_rpc = rpc_interface
func get_loaded_chunk(coord: Vector3i) -> Node:
"""Get a loaded chunk scene by coordinate, or null if not loaded."""
return _loaded_chunks.get(coord, null)
func is_chunk_loaded(coord: Vector3i) -> bool:
"""Check if a chunk is currently loaded."""
return _loaded_chunks.has(coord)
func get_loaded_chunk_count() -> int:
"""Get the number of currently loaded chunks."""
return _loaded_chunks.size()
func get_all_loaded_coords() -> Array[Vector3i]:
"""Get all currently loaded chunk coordinates."""
var coords: Array[Vector3i] = []
for key in _loaded_chunks:
coords.append(key)
return coords
func force_reload_chunk(coord: Vector3i) -> void:
"""Force reload a specific chunk (e.g., after server update)."""
if _loaded_chunks.has(coord):
_unload_chunk(coord)
if not _loading_in_progress.has(coord):
_load_chunk(coord)
func clear_all_chunks() -> void:
"""Unload all chunks immediately."""
var coords: Array[Vector3i] = get_all_loaded_coords()
for coord in coords:
_unload_chunk(coord)
_load_queue.clear()
_unload_queue.clear()
func _parse_coord_from_key(key: String) -> Variant:
"""Parse chunk coordinate from a canonical chunk key."""
var parts: Array[String] = key.split(":")
if parts.size() < 5:
return null
return Vector3i(
int(parts[2]),
int(parts[3]),
int(parts[4])
)
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uid://8yokqwe23c23
+68
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class_name DynamicObjectNode
extends Node3D
## A visual representation of a dynamic (spawnable) world object template.
##
## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
## Dynamic objects are stored as *templates* in the chunk; their runtime state
## (position, health, inventory) is managed by the entity system, not by this
## node. This node renders the template's visual representation so the object
## is visible in the world.
##
## ## Structure
##
## ```
## DynamicObjectNode (Node3D)
## └── MeshInstance3D # the object's visual mesh
## ```
## The world object data this node represents.
var world_object: WorldObject = null
## The loaded mesh instance (or placeholder).
var _mesh_instance: MeshInstance3D = null
func _ready() -> void:
if world_object == null:
return
_load_mesh()
## Load and attach the object's mesh.
func _load_mesh() -> void:
_mesh_instance = MeshInstance3D.new()
_mesh_instance.name = "mesh"
var mesh := _load_asset_mesh(world_object.asset_id)
if mesh == null:
mesh = _make_placeholder_mesh()
_mesh_instance.mesh = mesh
add_child(_mesh_instance)
## Attempt to load a mesh from the asset path.
func _load_asset_mesh(asset_id: String) -> Mesh:
if asset_id.is_empty():
return null
var path := "res://assets/%s" % asset_id
if ResourceLoader.exists(path):
var res := load(path)
if res is Mesh:
return res
return null
## Create a simple placeholder sphere mesh when the real asset is unavailable.
func _make_placeholder_mesh() -> Mesh:
var mesh := SphereMesh.new()
mesh.radius = 0.5
mesh.height = 1.0
return mesh
## Get the world object's display name.
func get_display_name() -> String:
if world_object == null:
return ""
return world_object.get_display_name()
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uid://dyjqcstdnr4u1
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uid://bgnc3iamfgf6k
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#!/usr/bin/env python3
"""Run the full automated test inventory for a Package Checkpoint review.
See docs/testing/test_inventory.md for what each suite actually covers (and
doesn't) -- keep that doc in sync as tests are added, this script just runs
whatever's there.
Usage:
python scripts/run_checkpoint_tests.py [--keep-postgres] [--postgres-port PORT]
Exits 0 if everything that ran passed, 1 otherwise. Suites with nothing to
run (e.g. no scripts/smoke_test_*.gd yet, or no Godot binary found) are
reported as SKIPPED, not counted as a failure.
"""
import argparse
import glob
import os
import shutil
import subprocess
import sys
import time
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
BACKEND = ROOT / "backend"
def run(cmd, cwd=None, env=None, capture=False):
print(f"$ {' '.join(cmd)}" + (f" (cwd={cwd})" if cwd else ""))
return subprocess.run(cmd, cwd=cwd, env=env, capture_output=capture, text=True)
def find_godot():
for candidate in ("godot", str(Path.home() / "godot" / "godot")):
if shutil.which(candidate) or Path(candidate).is_file():
return candidate
return None
def wait_for_http(url: str, timeout_s: int = 20) -> bool:
import urllib.request
import urllib.error
deadline = time.time() + timeout_s
while time.time() < deadline:
try:
with urllib.request.urlopen(url, timeout=2) as resp:
if resp.status == 200:
return True
except (urllib.error.URLError, ConnectionError, OSError):
pass
time.sleep(1)
return False
def main():
parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
parser.add_argument("--keep-postgres", action="store_true",
help="Don't tear down the checkpoint Postgres container afterward")
parser.add_argument("--postgres-port", default=os.environ.get("CHECKPOINT_POSTGRES_PORT", "5432"),
help="Host port for the checkpoint's own Postgres container (default 5432 -- "
"override if that's already in use on this machine)")
parser.add_argument("--backend-port", default=os.environ.get("CHECKPOINT_BACKEND_PORT", "18080"),
help="Port to run the backend server on for the Godot smoke tests")
args = parser.parse_args()
results = {}
# --- Backend: bring up Postgres ---
compose_env = os.environ.copy()
compose_env["COMPOSE_PROJECT_NAME"] = "agp-checkpoint"
compose_env["POSTGRES_HOST_PORT"] = args.postgres_port
compose_env["POSTGRES_PORT"] = args.postgres_port # some branches use this name instead, see tools/definitions.py
print("=== Backend: bringing up Postgres ===")
run(["docker", "compose", "up", "-d", "postgres"], cwd=BACKEND, env=compose_env)
print("Waiting for Postgres to be ready...")
pg_ready = False
for _ in range(20):
r = run(["docker", "compose", "exec", "-T", "postgres", "pg_isready", "-U", "agp_user", "-d", "agp_db"],
cwd=BACKEND, env=compose_env, capture=True)
if r.returncode == 0:
pg_ready = True
break
time.sleep(1)
if not pg_ready:
print("Postgres never became ready -- aborting.")
sys.exit(1)
db_url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{args.postgres_port}/agp_db"
backend_env = os.environ.copy()
backend_env["DATABASE_URL"] = db_url
print("\n=== Backend: alembic upgrade head ===")
r = run([sys.executable, "-m", "alembic", "upgrade", "head"], cwd=BACKEND, env=backend_env)
results["migrations (fresh DB)"] = r.returncode == 0
print("\n=== Backend: pytest ===")
r = run([sys.executable, "-m", "pytest", "-v"], cwd=BACKEND, env=backend_env)
results["backend pytest"] = r.returncode == 0
# --- Godot: headless smoke tests (need a live backend server) ---
godot_bin = find_godot()
smoke_tests = sorted(glob.glob(str(ROOT / "scripts" / "smoke_test_*.gd")))
if not godot_bin:
print("\n=== Godot: binary not found (checked PATH and ~/godot/godot), skipping smoke tests ===")
results["godot smoke tests"] = None
elif not smoke_tests:
print("\n=== Godot: no scripts/smoke_test_*.gd found yet, nothing to run ===")
results["godot smoke tests"] = None
else:
print(f"\n=== Backend: starting server on :{args.backend_port} for Godot smoke tests ===")
server_proc = subprocess.Popen(
[sys.executable, "-m", "uvicorn", "app.main:app", "--host", "127.0.0.1", "--port", args.backend_port],
cwd=BACKEND, env=backend_env,
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
)
try:
base_url = f"http://127.0.0.1:{args.backend_port}"
if not wait_for_http(f"{base_url}/api/health"):
print("Backend server never became healthy -- skipping Godot smoke tests.")
results["godot smoke tests"] = False
else:
godot_env = os.environ.copy()
godot_env["AGP_API_BASE_URL"] = base_url
print("=== Godot: import pass (builds the class cache) ===")
run([godot_bin, "--headless", "--path", str(ROOT), "--import"], env=godot_env)
run([godot_bin, "--headless", "--path", str(ROOT), "--quit"], env=godot_env)
godot_ok = True
for test in smoke_tests:
rel = os.path.relpath(test, ROOT)
print(f"\n--- {rel} ---")
r = run([godot_bin, "--headless", "--path", str(ROOT), "--script", f"res://{rel}"], env=godot_env)
if r.returncode != 0:
godot_ok = False
results["godot smoke tests"] = godot_ok
finally:
server_proc.terminate()
try:
server_proc.wait(timeout=10)
except subprocess.TimeoutExpired:
server_proc.kill()
if not args.keep_postgres:
print("\n=== Backend: tearing down checkpoint Postgres ===")
run(["docker", "compose", "down", "-v", "postgres"], cwd=BACKEND, env=compose_env)
# --- Summary ---
print("\n" + "=" * 50)
print("SUMMARY")
print("=" * 50)
overall_ok = True
for name, ok in results.items():
if ok is None:
print(f" {name}: SKIPPED")
elif ok:
print(f" {name}: PASS")
else:
print(f" {name}: FAIL")
overall_ok = False
print("\nSee docs/testing/test_inventory.md for what each suite actually covers (and doesn't).")
sys.exit(0 if overall_ok else 1)
if __name__ == "__main__":
main()
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extends SceneTree
## Headless smoke test for the ApiClient autoload.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_api.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
##
## Calls the real autoload's `health_check()` (which exercises the generic
## `request()` primitive) and exits 0 on a `status == "ok"` response, 1
## otherwise. This script is intentionally NOT wired into any game scene.
func _initialize() -> void:
_run()
func _run() -> void:
# _initialize() fires before the SceneTree has processed its first frame,
# so a freshly add_child()'d HTTPRequest node isn't reliably considered
# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
# of delay is enough; this only matters for --script mode, not a real
# running game.
await process_frame
# Godot's --script/SceneTree runner doesn't resolve autoload singletons
# as bare global identifiers at compile time (the node exists at
# runtime -- root.has_node("ApiClient") is true -- but referencing it as
# a plain identifier fails with "Identifier not found: ApiClient" during
# script compilation). get_node sidesteps compile-time resolution
# entirely. This only affects --script mode; a real game scene resolves
# the bare autoload name normally.
var api_client := root.get_node("ApiClient")
print("SMOKE: calling ApiClient.health_check() ...")
var result: Dictionary = await api_client.health_check()
print("SMOKE: result = ", result)
if result.ok \
and result.data is Dictionary \
and str((result.data as Dictionary).get("status", "")) == "ok":
print("SMOKE RESULT: PASS (status=ok)")
quit(0)
else:
printerr("SMOKE RESULT: FAIL")
quit(1)
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class_name StaticObjectNode
extends Node3D
## A visual representation of a static world object within a chunk.
##
## This node is instantiated by [ChunkScene] for each static (non-dynamic)
## [WorldObject]. It renders the object's mesh (referenced by `asset_id`) at
## the object's transform. If the asset is not yet loaded, a placeholder mesh
## is shown.
##
## ## Structure
##
## ```
## StaticObjectNode (Node3D)
## └── MeshInstance3D # the object's visual mesh
## ```
## The world object data this node represents.
var world_object: WorldObject = null
## The loaded mesh instance (or placeholder).
var _mesh_instance: MeshInstance3D = null
func _ready() -> void:
if world_object == null:
return
_load_mesh()
## Load and attach the object's mesh.
func _load_mesh() -> void:
_mesh_instance = MeshInstance3D.new()
_mesh_instance.name = "mesh"
# Try to load the asset by its id (path). Fall back to a placeholder.
var mesh := _load_asset_mesh(world_object.asset_id)
if mesh == null:
mesh = _make_placeholder_mesh()
_mesh_instance.mesh = mesh
add_child(_mesh_instance)
## Attempt to load a mesh from the asset path.
func _load_asset_mesh(asset_id: String) -> Mesh:
if asset_id.is_empty():
return null
var path := "res://assets/%s" % asset_id
if ResourceLoader.exists(path):
var res := load(path)
if res is Mesh:
return res
return null
## Create a simple placeholder box mesh when the real asset is unavailable.
func _make_placeholder_mesh() -> Mesh:
var mesh := BoxMesh.new()
mesh.size = Vector3(1.0, 1.0, 1.0)
return mesh
## Get the world object's display name.
func get_display_name() -> String:
if world_object == null:
return ""
return world_object.get_display_name()
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+42
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class_name TileDef
extends RefCounted
## A single tile definition (palette entry) within a tile layer.
##
## Maps a tile ID to its asset reference and gameplay flags. See
## docs/architecture/world.md §3.2.
## Tile ID (index into the layer palette). 0 is reserved for empty/air.
var id: int = 0
## Reference to the tile/terrain asset.
var asset_id: String = ""
## Whether this tile has collision.
var solid: bool = false
## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
var flags: int = 0
## Number of visual variants for this tile.
var variants: int = 1
func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
p_flags: int = 0, p_variants: int = 1) -> void:
id = p_id
asset_id = p_asset_id
solid = p_solid
flags = p_flags
variants = p_variants
func is_walkable() -> bool:
return (flags & 0x01) != 0
func is_climbable() -> bool:
return (flags & 0x02) != 0
func is_liquid() -> bool:
return (flags & 0x04) != 0
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uid://bavmpbmthilbx
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class_name TileLayer
extends RefCounted
## A single tile layer within a chunk.
##
## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
## definitions, and the layer metadata. This is the runtime representation of
## the `TileLayer` from the chunk data format (see docs/architecture/world.md
## §3.2).
## Layer name (e.g. "ground", "walls", "decor").
var name: String = ""
## Numeric layer id, unique within the chunk.
var layer_id: int = 0
## Grid dimensions in tiles.
var width: int = 0
var height: int = 0
var depth: int = 1
## Palette mapping tile IDs to tile definitions (shared per layer).
var palette: Array[TileDef] = []
## Dense, row-major tile IDs. Length = width * height * depth.
var tiles: PackedInt32Array = PackedInt32Array()
func _init(
p_layer_name: String = "",
p_layer_id: int = 0,
p_width: int = 0,
p_height: int = 0,
p_depth: int = 1
) -> void:
name = p_layer_name
layer_id = p_layer_id
width = p_width
height = p_height
depth = p_depth
## Total number of tiles in this layer.
func tile_count() -> int:
return width * height * depth
## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
func get_tile(x: int, y: int, z: int = 0) -> int:
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
return 0
var idx := (z * height + y) * width + x
if idx < tiles.size():
return tiles[idx]
return 0
## Set the tile ID at (x, y, z). No-op if out of bounds.
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
return
var idx := (z * height + y) * width + x
if idx < tiles.size():
tiles[idx] = tile_id
## Get the tile definition for a tile ID, or null if not in the palette.
func get_tile_def(tile_id: int) -> TileDef:
for def in palette:
if def.id == tile_id:
return def
return null
## Whether the tile at (x, y, z) is solid (collision).
func is_solid(x: int, y: int, z: int = 0) -> bool:
var def := get_tile_def(get_tile(x, y, z))
return def != null and def.solid
## Whether the tile at (x, y, z) is walkable.
func is_walkable(x: int, y: int, z: int = 0) -> bool:
var def := get_tile_def(get_tile(x, y, z))
return def != null and def.is_walkable()
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uid://came2ygke3ajs
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class_name TileLayerNode
extends Node3D
## A visual representation of a single tile layer within a chunk.
##
## This node is instantiated by [ChunkScene] for each tile layer in a chunk.
## It renders the layer's tiles as instanced meshes (one per tile definition
## in the palette) using [MultiMeshInstance3D] for efficiency.
##
## ## Structure
##
## ```
## TileLayerNode (Node3D)
## └── MultiMeshInstance3D # one per palette entry (tile definition)
## ```
## The tile layer data this node renders.
var tile_layer: TileLayer = null
## The chunk coordinate this layer belongs to (for world positioning).
var chunk_coord: Vector3i = Vector3i.ZERO
## Tile size in world units (each tile is 1x1x1).
const TILE_SIZE: float = 1.0
## Cache of MultiMeshInstance3D nodes, keyed by tile definition id.
var _mesh_instances: Dictionary = {}
func _ready() -> void:
if tile_layer == null:
return
_build_meshes()
## Build the MultiMesh instances for each tile definition in the palette.
func _build_meshes() -> void:
for tile_def in tile_layer.palette:
if tile_def.id == 0:
continue # Tile 0 is "empty/air", no mesh needed
_create_mesh_for_tile(tile_def)
func _create_mesh_for_tile(tile_def: TileDef) -> void:
# Count how many cells use this tile definition
var count := 0
for tile_id in tile_layer.tiles:
if tile_id == tile_def.id:
count += 1
if count == 0:
return
var multi_mesh := MultiMesh.new()
multi_mesh.transform_format = MultiMesh.TRANSFORM_3D
multi_mesh.mesh = _make_unit_cube_mesh()
multi_mesh.instance_count = count
var instance_idx := 0
for z in range(tile_layer.depth):
for y in range(tile_layer.height):
for x in range(tile_layer.width):
var tile_id := tile_layer.get_tile(x, y, z)
if tile_id != tile_def.id:
continue
var world_pos := _tile_to_world(x, y, z)
var xform := Transform3D(Basis(), world_pos)
multi_mesh.set_instance_transform(instance_idx, xform)
instance_idx += 1
var mesh_instance := MultiMeshInstance3D.new()
mesh_instance.multimesh = multi_mesh
mesh_instance.name = "tiles_%d" % tile_def.id
add_child(mesh_instance)
_mesh_instances[tile_def.id] = mesh_instance
## Convert a tile grid coordinate to a world-space position (center of tile).
func _tile_to_world(x: int, y: int, z: int) -> Vector3:
var origin := Vector3(
chunk_coord.x * tile_layer.width,
chunk_coord.y * tile_layer.height,
chunk_coord.z * tile_layer.depth
)
return origin + Vector3(
x * TILE_SIZE + TILE_SIZE * 0.5,
y * TILE_SIZE + TILE_SIZE * 0.5,
z * TILE_SIZE + TILE_SIZE * 0.5
)
## Create a simple unit cube mesh for tile rendering.
func _make_unit_cube_mesh() -> Mesh:
var mesh := BoxMesh.new()
mesh.size = Vector3(TILE_SIZE, TILE_SIZE, TILE_SIZE)
return mesh
## Get the tile definition at a grid position, or null if empty.
func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
if tile_layer == null:
return null
var tile_id := tile_layer.get_tile(x, y, z)
if tile_id == 0:
return null
return tile_layer.get_tile_def(tile_id)
## Clear all rendered meshes.
func clear() -> void:
for child in get_children():
child.queue_free()
_mesh_instances.clear()
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+135
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class_name WorldObject
extends RefCounted
## A world object (static or dynamic) within a chunk.
##
## This is the runtime representation of a WorldObject from the chunk data
## format (see docs/architecture/world.md §3.3). It holds the object's
## identity, transform, properties, and moderation flags.
## Stable object ID, unique within the chunk.
var id: String = ""
## Object type (e.g. "prop", "interactable", "spawn_point", "door").
var type: String = ""
## Reference to the object's mesh/glTF asset.
var asset_id: String = ""
## World-space position.
var position: Vector3 = Vector3.ZERO
## World-space rotation as a quaternion (x, y, z, w).
var rotation: Vector4 = Vector4(0, 0, 0, 1)
## World-space scale.
var scale: Vector3 = Vector3.ONE
## Type-specific key/value properties.
var properties: Dictionary = {}
## Whether this is a spawnable dynamic entity (true) or static (false).
var is_dynamic: bool = false
## Per-object content moderation flags.
var flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
## Whether this object has been modified locally.
var is_dirty: bool = false
func _init(
p_id: String = "",
p_type: String = "",
p_asset_id: String = "",
p_position: Vector3 = Vector3.ZERO,
p_rotation: Vector4 = Vector4(0, 0, 0, 1),
p_scale: Vector3 = Vector3.ONE,
p_properties: Dictionary = {},
p_dynamic: bool = false,
p_flags: ChunkDataDecoder.ContentFlags = null
) -> void:
id = p_id
type = p_type
asset_id = p_asset_id
position = p_position
rotation = p_rotation
scale = p_scale
properties = p_properties
is_dynamic = p_dynamic
if p_flags != null:
flags = p_flags
## Get a property value by key.
func get_property(key: String) -> Variant:
return properties.get(key)
## Set a property value.
func set_property(key: String, value: Variant) -> void:
properties[key] = value
is_dirty = true
## Check if this object is walkable (based on properties).
func is_walkable() -> bool:
return properties.get("walkable", true)
## Check if this object is climbable (based on properties).
func is_climbable() -> bool:
return properties.get("climbable", false)
## Check if this object is interactable.
func is_interactable() -> bool:
return type == "interactable" or properties.get("interactable", false)
## Get the object's display name.
func get_display_name() -> String:
return properties.get("display_name", id)
## Serialize this object to a dictionary (for networking).
func to_dict() -> Dictionary:
return {
"id": id,
"type": type,
"asset_id": asset_id,
"position": [position.x, position.y, position.z],
"rotation": [rotation.x, rotation.y, rotation.z, rotation.w],
"scale": [scale.x, scale.y, scale.z],
"properties": properties,
"dynamic": is_dynamic,
}
## Create a WorldObject from a dictionary (for networking).
static func from_dict(d: Dictionary) -> WorldObject:
var pos := Vector3(
d.get("position", [0, 0, 0])[0],
d.get("position", [0, 0, 0])[1],
d.get("position", [0, 0, 0])[2]
)
var rot := Vector4(
d.get("rotation", [0, 0, 0, 1])[0],
d.get("rotation", [0, 0, 0, 1])[1],
d.get("rotation", [0, 0, 0, 1])[2],
d.get("rotation", [0, 0, 0, 1])[3]
)
var scl := Vector3(
d.get("scale", [1, 1, 1])[0],
d.get("scale", [1, 1, 1])[1],
d.get("scale", [1, 1, 1])[2]
)
return WorldObject.new(
d.get("id", ""),
d.get("type", ""),
d.get("asset_id", ""),
pos,
rot,
scl,
d.get("properties", {}),
d.get("dynamic", false),
)
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uid://cxut2ghbsvobn