Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 54ba6cd058 |
@@ -1,462 +0,0 @@
|
|||||||
# Avatar Component System & glTF Attachment Spec
|
|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** Server authority + client prediction, world chunk data format
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document specifies the **avatar component system** for **agp-game**, a
|
|
||||||
Godot-based multiplayer game. It defines:
|
|
||||||
|
|
||||||
- How an avatar is decomposed into **body parts** and **attachment slots**.
|
|
||||||
- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
|
|
||||||
base body.
|
|
||||||
- The **glTF/GLB format requirements** that all avatar assets must satisfy so
|
|
||||||
they can be loaded, skinned, and networked consistently.
|
|
||||||
|
|
||||||
The goal is a **modular, data-driven avatar pipeline**: a single base body rig
|
|
||||||
plus swappable attachments, all authored in glTF and consumed by a shared Godot
|
|
||||||
runtime. This enables player customization, cosmetic monetization, and
|
|
||||||
server-authoritative validation of what a player is wearing.
|
|
||||||
|
|
||||||
### 1.1 Design Goals
|
|
||||||
|
|
||||||
- **Modularity:** Body parts and attachments are independent assets that can be
|
|
||||||
combined at runtime without re-exporting.
|
|
||||||
- **Consistency:** A single, well-defined skeleton and slot convention so any
|
|
||||||
attachment fits any base body.
|
|
||||||
- **Networkability:** The avatar's composition is expressed as a compact,
|
|
||||||
serializable **loadout** that the server can validate and replicate.
|
|
||||||
- **Performance:** Attachments are skinned to the same skeleton and share
|
|
||||||
materials where possible to minimize draw calls and skinning cost.
|
|
||||||
- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
|
|
||||||
by a build-time checker.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Avatar Decomposition
|
|
||||||
|
|
||||||
### 2.1 The Base Body
|
|
||||||
|
|
||||||
Every avatar is built on a **base body** — a single glTF asset containing:
|
|
||||||
|
|
||||||
- A **skeleton** (the canonical rig, see §3).
|
|
||||||
- A **base mesh** for the skin/body (head, torso, arms, legs).
|
|
||||||
- **Attachment points** (empty nodes) that define where accessories mount.
|
|
||||||
|
|
||||||
The base body is the only asset that carries the skeleton. Attachments reference
|
|
||||||
the skeleton by **bone name** and are skinned to it; they never carry their own
|
|
||||||
rig.
|
|
||||||
|
|
||||||
### 2.2 Body Parts vs. Attachments
|
|
||||||
|
|
||||||
Two distinct concepts:
|
|
||||||
|
|
||||||
| Concept | Definition | Example |
|
|
||||||
|----------------|-------------------------------------------------------------------------|----------------------------------|
|
|
||||||
| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
|
|
||||||
| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
|
|
||||||
|
|
||||||
The distinction matters for **slot exclusivity** and **layering**:
|
|
||||||
|
|
||||||
- **Body parts** are *exclusive* per slot — only one head can be equipped.
|
|
||||||
- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
|
|
||||||
above the head mesh.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Skeleton & Slot Convention
|
|
||||||
|
|
||||||
### 3.1 Canonical Skeleton
|
|
||||||
|
|
||||||
All avatars share a **canonical skeleton** with a fixed set of bone names. This
|
|
||||||
is the contract that lets any attachment fit any body. The skeleton follows a
|
|
||||||
humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
|
|
||||||
|
|
||||||
Required bones (subset of the full rig):
|
|
||||||
|
|
||||||
```
|
|
||||||
Root
|
|
||||||
├── Hips
|
|
||||||
│ ├── Spine
|
|
||||||
│ │ ├── Chest
|
|
||||||
│ │ │ ├── Neck
|
|
||||||
│ │ │ │ └── Head
|
|
||||||
│ │ │ │ ├── HeadTop # hat / hair mount
|
|
||||||
│ │ │ │ ├── Jaw # face accessories
|
|
||||||
│ │ │ │ └── LeftEye / RightEye
|
|
||||||
│ │ │ ├── LeftShoulder
|
|
||||||
│ │ │ │ └── LeftUpperArm
|
|
||||||
│ │ │ │ └── LeftLowerArm
|
|
||||||
│ │ │ │ └── LeftHand
|
|
||||||
│ │ │ └── RightShoulder
|
|
||||||
│ │ │ └── RightUpperArm
|
|
||||||
│ │ │ └── RightLowerArm
|
|
||||||
│ │ │ └── RightHand
|
|
||||||
│ │ └── (Chest children for torso attachments)
|
|
||||||
│ ├── LeftUpperLeg
|
|
||||||
│ │ └── LeftLowerLeg
|
|
||||||
│ │ └── LeftFoot
|
|
||||||
│ └── RightUpperLeg
|
|
||||||
│ └── RightLowerLeg
|
|
||||||
│ └── RightFoot
|
|
||||||
```
|
|
||||||
|
|
||||||
**Rules:**
|
|
||||||
|
|
||||||
- Bone names are **case-sensitive** and must match exactly.
|
|
||||||
- The skeleton is **T-pose** at rest for consistent skinning.
|
|
||||||
- Attachments must be skinned to **at least** the bones they deform; static
|
|
||||||
accessories may be parented to a single bone (e.g., a hat parented to `Head`).
|
|
||||||
|
|
||||||
### 3.2 Attachment Slots
|
|
||||||
|
|
||||||
Slots are the **logical mount points** for body parts and attachments. Each slot
|
|
||||||
maps to one or more bones and defines what can be equipped there.
|
|
||||||
|
|
||||||
| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
|
|
||||||
|----------------|--------------|--------------------|-------------|-------------------------------|
|
|
||||||
| `head` | body part | `Head` | exclusive | alternate head, face |
|
|
||||||
| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
|
|
||||||
| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
|
|
||||||
| `torso` | body part | `Chest` | exclusive | alternate torso |
|
|
||||||
| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
|
|
||||||
| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
|
|
||||||
| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
|
|
||||||
| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
|
|
||||||
| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
|
|
||||||
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
|
|
||||||
| `legs` | body part | `Hips` | exclusive | alternate legs |
|
|
||||||
| `pants` | attachment | `Hips` | exclusive | pants, skirts |
|
|
||||||
| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
|
|
||||||
| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
|
|
||||||
| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
|
|
||||||
|
|
||||||
**Slot semantics:**
|
|
||||||
|
|
||||||
- **`exclusive`** slots allow at most one equipped item at a time.
|
|
||||||
- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
|
|
||||||
simultaneously (bounded by a configurable limit, e.g., 8).
|
|
||||||
- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
|
|
||||||
the corresponding base mesh. When a body part is equipped, the base mesh for
|
|
||||||
that region is hidden.
|
|
||||||
- **Attachment slots** layer on top of the base mesh and never hide it.
|
|
||||||
|
|
||||||
### 3.3 Slot → Bone Mapping
|
|
||||||
|
|
||||||
Each slot declares a **primary mount bone** and an optional **secondary bone
|
|
||||||
list** for skinning. The runtime uses this to:
|
|
||||||
|
|
||||||
1. Parent static accessories to the mount bone.
|
|
||||||
2. Skin skinned attachments to the union of the slot's bones.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. glTF/GLB Format Requirements
|
|
||||||
|
|
||||||
All avatar assets (base bodies, body parts, attachments) are distributed as
|
|
||||||
**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
|
|
||||||
container). GLB is the preferred distribution format for runtime loading.
|
|
||||||
|
|
||||||
### 4.1 Required Conventions
|
|
||||||
|
|
||||||
| Concern | Requirement |
|
|
||||||
|--------------------|------------------------------------------------------------------------------|
|
|
||||||
| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
|
|
||||||
| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
|
|
||||||
| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
|
|
||||||
| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
|
|
||||||
| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
|
|
||||||
| **Pose** | T-pose at rest. |
|
|
||||||
| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
|
|
||||||
| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
|
|
||||||
| **Animation** | Optional. If present, must not rename or remove canonical bones. |
|
|
||||||
|
|
||||||
### 4.2 Asset Metadata (extras)
|
|
||||||
|
|
||||||
Each asset **must** declare its slot and identity in the glTF `asset.extras`
|
|
||||||
object. This is the machine-readable contract consumed by the build pipeline and
|
|
||||||
runtime.
|
|
||||||
|
|
||||||
```json
|
|
||||||
{
|
|
||||||
"asset": {
|
|
||||||
"version": "2.0",
|
|
||||||
"extras": {
|
|
||||||
"agp": {
|
|
||||||
"type": "attachment", // "base_body" | "body_part" | "attachment"
|
|
||||||
"slot": "chest", // slot ID from §3.2
|
|
||||||
"id": "shirt_bandit_01", // globally unique asset id
|
|
||||||
"display_name": "Bandit Shirt",
|
|
||||||
"version": "1.0.0",
|
|
||||||
"mount_bone": "Chest", // primary mount bone
|
|
||||||
"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
|
|
||||||
"exclusive": true, // matches slot exclusivity
|
|
||||||
"tags": ["cloth", "common"],
|
|
||||||
"author": "platform-team"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
**Validation rules for `extras.agp`:**
|
|
||||||
|
|
||||||
- `type` must be one of `base_body`, `body_part`, `attachment`.
|
|
||||||
- `slot` must be a known slot ID (§3.2).
|
|
||||||
- `mount_bone` must exist in the canonical skeleton.
|
|
||||||
- `skin_bones` must all exist in the canonical skeleton.
|
|
||||||
- `exclusive` must match the slot's declared exclusivity.
|
|
||||||
- `id` must be unique across the asset catalog.
|
|
||||||
|
|
||||||
### 4.3 Node Naming Convention
|
|
||||||
|
|
||||||
To make assets self-describing and mergeable, nodes follow a convention:
|
|
||||||
|
|
||||||
- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
|
|
||||||
- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
|
|
||||||
- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
|
|
||||||
`chest_shirt_bandit_01`).
|
|
||||||
- **Attachment points** (empty nodes) on the base body are named
|
|
||||||
`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
|
|
||||||
|
|
||||||
### 4.4 Material & Texture Requirements
|
|
||||||
|
|
||||||
- All materials use the **metallic-roughness** PBR model.
|
|
||||||
- Textures are embedded in the GLB or referenced as external files; external
|
|
||||||
references must be relative paths within the asset package.
|
|
||||||
- **Color customization** is supported via a `baseColorFactor` tint applied at
|
|
||||||
runtime (multiplied over the albedo). Assets should use a neutral albedo
|
|
||||||
(white/gray) where tinting is intended.
|
|
||||||
- **Masked/transparent** materials must set the correct alpha mode
|
|
||||||
(`MASK` or `BLEND`) and `alphaCutoff`.
|
|
||||||
|
|
||||||
### 4.5 Skeleton Merging at Runtime
|
|
||||||
|
|
||||||
When an attachment is loaded, the runtime **merges** it onto the base body:
|
|
||||||
|
|
||||||
1. Load the base body (skeleton + base meshes).
|
|
||||||
2. Load each equipped attachment.
|
|
||||||
3. For each attachment, **re-target its skin** to the base body's skeleton by
|
|
||||||
bone name (no re-export needed).
|
|
||||||
4. Parent static accessories to their `mount_bone`.
|
|
||||||
5. Hide base meshes for any equipped body-part slots.
|
|
||||||
6. Apply material tints and merge into the render tree.
|
|
||||||
|
|
||||||
The merge is **name-based** — bone names must match exactly (§3.1). This is the
|
|
||||||
core reason for the strict naming contract.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Loadout Model (Network & Persistence)
|
|
||||||
|
|
||||||
The avatar's composition is serialized as a **loadout** — a compact, ordered
|
|
||||||
list of equipped asset IDs. This is what the server validates, persists, and
|
|
||||||
replicates.
|
|
||||||
|
|
||||||
### 5.1 Loadout JSON
|
|
||||||
|
|
||||||
```json
|
|
||||||
{
|
|
||||||
"base_body": "base_human_male_01",
|
|
||||||
"slots": {
|
|
||||||
"head": "head_cyber_01",
|
|
||||||
"hair": "hair_mohawk_01",
|
|
||||||
"face": null,
|
|
||||||
"torso": null,
|
|
||||||
"chest": "chest_bandit_01",
|
|
||||||
"back": "backpack_01",
|
|
||||||
"left_arm": null,
|
|
||||||
"right_arm": null,
|
|
||||||
"left_hand": "glove_leather_01",
|
|
||||||
"right_hand": "glove_leather_01",
|
|
||||||
"legs": null,
|
|
||||||
"pants": "pants_cargo_01",
|
|
||||||
"left_foot": "shoe_boot_01",
|
|
||||||
"right_foot": "shoe_boot_01",
|
|
||||||
"accessory": ["belt_01", "necklace_01"]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
**Rules:**
|
|
||||||
|
|
||||||
- `base_body` is required and must reference a valid `base_body` asset.
|
|
||||||
- Each exclusive slot holds **at most one** asset id (or `null`).
|
|
||||||
- `accessory` is an array (0..N, bounded).
|
|
||||||
- The server validates that every id exists in the catalog and that slot
|
|
||||||
exclusivity is respected.
|
|
||||||
|
|
||||||
### 5.2 Network Replication
|
|
||||||
|
|
||||||
The loadout is replicated as part of the player's spawn/state data:
|
|
||||||
|
|
||||||
```
|
|
||||||
spawn_entity:
|
|
||||||
entity_id: uint32
|
|
||||||
type: player
|
|
||||||
transform: { x, y, rot }
|
|
||||||
props:
|
|
||||||
loadout_hash: uint32 # hash of the loadout for change detection
|
|
||||||
loadout: { ... } # full loadout on spawn / on change
|
|
||||||
```
|
|
||||||
|
|
||||||
- The **full loadout** is sent on spawn and whenever it changes (reliable).
|
|
||||||
- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
|
|
||||||
- The server is the **authority** on the loadout; clients send *requests* to
|
|
||||||
change equipment, and the server validates and broadcasts the result.
|
|
||||||
|
|
||||||
### 5.3 Server-Side Validation
|
|
||||||
|
|
||||||
The server rejects a loadout if:
|
|
||||||
|
|
||||||
- `base_body` is missing or unknown.
|
|
||||||
- Any slot references an unknown asset id.
|
|
||||||
- An exclusive slot has more than one item.
|
|
||||||
- An asset's declared `slot` does not match the slot it is placed in.
|
|
||||||
- The accessory list exceeds the configured limit.
|
|
||||||
- The asset is not owned/unlocked by the player (for gated cosmetics).
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Godot Runtime Architecture
|
|
||||||
|
|
||||||
### 6.1 Node Structure
|
|
||||||
|
|
||||||
```
|
|
||||||
Avatar (Node3D)
|
|
||||||
├── Skeleton3D # canonical skeleton (from base body)
|
|
||||||
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
|
|
||||||
│ ├── head_Mesh
|
|
||||||
│ ├── torso_Mesh
|
|
||||||
│ └── ...
|
|
||||||
├── Attachments # equipped attachments
|
|
||||||
│ ├── chest_shirt_bandit_01
|
|
||||||
│ ├── hair_mohawk_01
|
|
||||||
│ └── ...
|
|
||||||
└── AttachmentPoints # empty nodes for dynamic mounting
|
|
||||||
├── attach_head
|
|
||||||
├── attach_left_hand
|
|
||||||
└── ...
|
|
||||||
```
|
|
||||||
|
|
||||||
### 6.2 Core Classes
|
|
||||||
|
|
||||||
| Class | Responsibility |
|
|
||||||
|--------------------------|-------------------------------------------------------------|
|
|
||||||
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
|
|
||||||
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
|
|
||||||
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
|
|
||||||
| `AvatarLoadout` | Serializable loadout model + validation. |
|
|
||||||
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
|
|
||||||
| `AvatarVisualizer` | Builds the render tree from a loadout. |
|
|
||||||
|
|
||||||
### 6.3 Loading Pipeline
|
|
||||||
|
|
||||||
```
|
|
||||||
loadout JSON
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
for each equipped slot:
|
|
||||||
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Avatar node ready for render
|
|
||||||
```
|
|
||||||
|
|
||||||
### 6.4 Performance Considerations
|
|
||||||
|
|
||||||
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
|
|
||||||
computed once per frame.
|
|
||||||
- **Material batching:** Attachments that share a material are merged into a
|
|
||||||
single mesh where possible (static accessories).
|
|
||||||
- **LOD:** Optional LOD variants per asset; the runtime selects based on
|
|
||||||
distance.
|
|
||||||
- **Caching:** Resolved loadouts and imported GLB resources are cached by
|
|
||||||
`AvatarCatalog` to avoid re-importing on respawn or re-join.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Asset Pipeline & Validation
|
|
||||||
|
|
||||||
### 7.1 Build-Time Validation
|
|
||||||
|
|
||||||
A build-time checker validates every asset before it enters the catalog:
|
|
||||||
|
|
||||||
1. **Format check:** valid glTF 2.0 / GLB.
|
|
||||||
2. **Metadata check:** `extras.agp` present and valid (§4.2).
|
|
||||||
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
|
|
||||||
4. **Slot check:** `slot` is known and `exclusive` matches.
|
|
||||||
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
|
|
||||||
6. **Texture check:** sizes, formats, and alpha modes are valid.
|
|
||||||
7. **Uniqueness check:** `id` is unique.
|
|
||||||
|
|
||||||
### 7.2 Catalog Manifest
|
|
||||||
|
|
||||||
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
|
|
||||||
|
|
||||||
```json
|
|
||||||
{
|
|
||||||
"assets": {
|
|
||||||
"base_human_male_01": {
|
|
||||||
"type": "base_body",
|
|
||||||
"path": "res://assets/avatars/base_human_male_01.glb",
|
|
||||||
"version": "1.0.0"
|
|
||||||
},
|
|
||||||
"chest_bandit_01": {
|
|
||||||
"type": "attachment",
|
|
||||||
"slot": "chest",
|
|
||||||
"path": "res://assets/avatars/chest_bandit_01.glb",
|
|
||||||
"version": "1.0.0"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Security & Anti-Cheat
|
|
||||||
|
|
||||||
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
|
|
||||||
the server validates against the catalog and the player's owned items.
|
|
||||||
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
|
|
||||||
reference catalog ids only.
|
|
||||||
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
|
|
||||||
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
|
|
||||||
stale loadout state.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Morph targets / blendshapes:** Support for facial expressions and body
|
|
||||||
morphs (e.g., height, muscle) via glTF morph targets.
|
|
||||||
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
|
|
||||||
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
|
|
||||||
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
|
|
||||||
humanoid avatars) as an import source.
|
|
||||||
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Summary
|
|
||||||
|
|
||||||
| Concern | Decision |
|
|
||||||
|------------------------|-------------------------------------------------------|
|
|
||||||
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
|
|
||||||
| Skeleton | Single canonical humanoid skeleton, name-based merge |
|
|
||||||
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
|
|
||||||
| Loadout | Compact JSON; server-authoritative and validated |
|
|
||||||
| Replication | Full loadout on spawn/change + `loadout_hash` |
|
|
||||||
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
|
|
||||||
| Validation | Build-time asset checker + runtime catalog validation |
|
|
||||||
@@ -1,426 +0,0 @@
|
|||||||
# Content Moderation & Age Verification Architecture
|
|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** Server authority + client prediction, avatar component system, backend auth (JWT)
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document specifies the **content moderation** and **age verification**
|
|
||||||
architecture for **agp-game**, a Godot-based multiplayer game built by
|
|
||||||
autonomous agents. It defines:
|
|
||||||
|
|
||||||
- How **content flags** propagate through the system across the three primary
|
|
||||||
content types: **assets**, **rooms**, and **scripts**.
|
|
||||||
- How flags are **evaluated, aggregated, and enforced** at load time, at
|
|
||||||
runtime, and at the network boundary.
|
|
||||||
- The **age verification flow**, combining a lightweight **self-declaration**
|
|
||||||
with an optional **ID check hook** for higher-assurance verification.
|
|
||||||
|
|
||||||
The goal is a **single, consistent moderation pipeline** that applies the same
|
|
||||||
rules to user-generated content (UGC) regardless of whether it is a 3D asset, a
|
|
||||||
room definition, or a script, and that gates access to mature content behind a
|
|
||||||
verifiable age gate.
|
|
||||||
|
|
||||||
### 1.1 Design Goals
|
|
||||||
|
|
||||||
- **Uniformity:** One flag vocabulary and one propagation mechanism across
|
|
||||||
assets, rooms, and scripts.
|
|
||||||
- **Composability:** Flags on a room aggregate the flags of the assets and
|
|
||||||
scripts it contains; flags on a world aggregate the flags of its rooms.
|
|
||||||
- **Enforcement at the boundary:** The server is authoritative for what content
|
|
||||||
a client may load or receive, mirroring the server-authoritative networking
|
|
||||||
model.
|
|
||||||
- **Privacy-preserving age checks:** Self-declaration requires no PII; the ID
|
|
||||||
check hook is optional, pluggable, and never stores raw identity documents.
|
|
||||||
- **Auditability:** Every flag decision is logged with a reason, an actor, and
|
|
||||||
a timestamp so moderation actions are reviewable.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Content Flag Vocabulary
|
|
||||||
|
|
||||||
All content carries a set of **content flags**. A flag is a typed, immutable
|
|
||||||
label with a **severity** and a **scope**. Flags are the atomic unit of
|
|
||||||
moderation; everything else (aggregation, enforcement, gating) operates on
|
|
||||||
flags.
|
|
||||||
|
|
||||||
### 2.1 Flag Definition
|
|
||||||
|
|
||||||
A flag is a structured record:
|
|
||||||
|
|
||||||
| Field | Type | Description |
|
|
||||||
|------------|-----------|--------------------------------------------------------------------------|
|
|
||||||
| `id` | `string` | Stable machine-readable identifier, e.g. `violence.gore`. |
|
|
||||||
| `label` | `string` | Human-readable name, e.g. "Graphic Gore". |
|
|
||||||
| `category` | `enum` | One of `violence`, `sexual`, `language`, `substance`, `gambling`, `horror`, `hate`, `custom`. |
|
|
||||||
| `severity` | `enum` | One of `none`, `mild`, `moderate`, `severe`. |
|
|
||||||
| `scope` | `enum` | One of `visual`, `audio`, `text`, `behavior`, `interaction`. |
|
|
||||||
| `mature` | `bool` | Whether this flag triggers the age gate (see §5). |
|
|
||||||
| `reason` | `string` | Free-text justification supplied by the flagger. |
|
|
||||||
| `source` | `enum` | One of `author`, `moderator`, `automated`, `community`. |
|
|
||||||
|
|
||||||
### 2.2 Canonical Flag Set
|
|
||||||
|
|
||||||
The platform defines a **canonical registry** of flags so that different
|
|
||||||
content types and different flaggers use the same vocabulary. Examples:
|
|
||||||
|
|
||||||
| id | category | severity | scope | mature |
|
|
||||||
|-----------------------------|------------|-----------|--------------|--------|
|
|
||||||
| `violence.none` | violence | none | visual | false |
|
|
||||||
| `violence.mild` | violence | mild | visual | false |
|
|
||||||
| `violence.gore` | violence | severe | visual | true |
|
|
||||||
| `sexual.suggestive` | sexual | mild | visual | true |
|
|
||||||
| `sexual.explicit` | sexual | severe | visual | true |
|
|
||||||
| `language.mild` | language | mild | text | false |
|
|
||||||
| `language.profanity` | language | moderate | text | false |
|
|
||||||
| `substance.references` | substance | mild | text | false |
|
|
||||||
| `gambling.simulated` | gambling | moderate | behavior | true |
|
|
||||||
| `horror.jumpscare` | horror | mild | audio/visual | false |
|
|
||||||
| `hate.hateful` | hate | severe | text | true |
|
|
||||||
|
|
||||||
The registry is **data-driven** (a JSON/YAML manifest shipped with the server)
|
|
||||||
so new flags can be added without code changes.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Flag Propagation Model
|
|
||||||
|
|
||||||
Flags propagate through the system along the **content dependency graph**. The
|
|
||||||
three content types form a hierarchy:
|
|
||||||
|
|
||||||
```
|
|
||||||
World
|
|
||||||
└── Room
|
|
||||||
├── Asset (mesh, texture, audio, animation, material)
|
|
||||||
└── Script (behavior, dialogue, event logic)
|
|
||||||
```
|
|
||||||
|
|
||||||
### 3.1 Propagation Rules
|
|
||||||
|
|
||||||
1. **Explicit flags** are set directly on a content item by its author or a
|
|
||||||
moderator.
|
|
||||||
2. **Inherited flags** flow upward: a room's effective flag set is the **union**
|
|
||||||
of its own explicit flags and the flags of every asset and script it
|
|
||||||
references.
|
|
||||||
3. **Aggregation** uses the **maximum severity** per category across all
|
|
||||||
contributing items. A room containing one `violence.gore` asset and one
|
|
||||||
`violence.none` asset is `violence.severe`.
|
|
||||||
4. **Maturity is monotonic:** if any contributing item is `mature`, the
|
|
||||||
containing room and world are `mature`.
|
|
||||||
5. **Cycles are impossible** by construction: content references form a DAG
|
|
||||||
(an asset cannot contain a room; a room cannot contain itself).
|
|
||||||
|
|
||||||
### 3.2 Propagation Through the Pipeline
|
|
||||||
|
|
||||||
Flags are attached at **authoring time** and carried through every stage:
|
|
||||||
|
|
||||||
```
|
|
||||||
Authoring ──► Upload ──► Validation ──► Storage ──► Distribution ──► Runtime
|
|
||||||
│ │ │ │ │ │
|
|
||||||
│ flag │ flag │ automated │ flag │ flag │ flag
|
|
||||||
│ declared │ preserved │ scan adds │ indexed │ re-checked │ enforced
|
|
||||||
│ │ │ flags │ │ │
|
|
||||||
```
|
|
||||||
|
|
||||||
| Stage | Responsibility |
|
|
||||||
|--------------|-------------------------------------------------------------------------|
|
|
||||||
| **Authoring**| Author declares flags in the editor/upload UI. |
|
|
||||||
| **Upload** | Flags are validated against the canonical registry; unknown flags rejected. |
|
|
||||||
| **Validation**| Automated scanner (hash-based + heuristic) adds flags for detected content. |
|
|
||||||
| **Storage** | Flags are stored alongside the content record and indexed for queries. |
|
|
||||||
| **Distribution**| Flags are re-checked against the current registry before serving. |
|
|
||||||
| **Runtime** | The client enforces flags before loading content (see §4). |
|
|
||||||
|
|
||||||
### 3.3 Data Model
|
|
||||||
|
|
||||||
Flags are stored as a **normalized join table** so they can be queried and
|
|
||||||
aggregated efficiently:
|
|
||||||
|
|
||||||
```
|
|
||||||
content_item (id, type, owner_id, ...)
|
|
||||||
content_flag (content_id, flag_id, source, reason, created_at, actor_id)
|
|
||||||
flag_registry (id, category, severity, scope, mature, ...)
|
|
||||||
```
|
|
||||||
|
|
||||||
Aggregation is computed by a SQL view / query that joins a content item's
|
|
||||||
transitive dependencies. Because the graph is a DAG, this is a bounded
|
|
||||||
recursive query (PostgreSQL `WITH RECURSIVE`).
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. Enforcement
|
|
||||||
|
|
||||||
Enforcement happens at three layers, in order:
|
|
||||||
|
|
||||||
### 4.1 Load-Time Enforcement (Server)
|
|
||||||
|
|
||||||
Before a client is allowed to **request** content, the server evaluates the
|
|
||||||
content's effective flag set against the requesting account's **content
|
|
||||||
preferences** and **age verification status**:
|
|
||||||
|
|
||||||
- If the content is `mature` and the account is **not age-verified**, the
|
|
||||||
request is **rejected** with a `403 MATURE_CONTENT_REQUIRES_VERIFICATION`.
|
|
||||||
- If the content's flags exceed the account's **content filter** (a per-account
|
|
||||||
severity threshold per category), the request is rejected or the offending
|
|
||||||
content is **stripped** (e.g., audio muted, mesh hidden, script not loaded).
|
|
||||||
|
|
||||||
### 4.2 Runtime Enforcement (Client)
|
|
||||||
|
|
||||||
The client receives a **manifest** of allowed content from the server. It never
|
|
||||||
loads content that is not in the manifest. This prevents a malicious or buggy
|
|
||||||
client from bypassing the server's filter by loading content directly.
|
|
||||||
|
|
||||||
- Assets not in the manifest are **not instantiated**.
|
|
||||||
- Scripts not in the manifest are **not executed**.
|
|
||||||
- Rooms not in the manifest are **not entered**.
|
|
||||||
|
|
||||||
### 4.3 Network Boundary Enforcement
|
|
||||||
|
|
||||||
The server **filters replication** based on flags:
|
|
||||||
|
|
||||||
- Mature or filtered content is **not replicated** to clients that cannot
|
|
||||||
receive it.
|
|
||||||
- A room's flag set is broadcast in the room metadata so clients can show a
|
|
||||||
warning before entry.
|
|
||||||
|
|
||||||
### 4.4 Enforcement Decision Flow
|
|
||||||
|
|
||||||
```
|
|
||||||
Client requests content C for account A
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Compute effective flags F(C) [union + max-severity aggregation]
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Is A age-verified? ──no──► Is F(C).mature? ──yes──► REJECT (403)
|
|
||||||
│ yes │ no
|
|
||||||
▼ ▼
|
|
||||||
Does F(C) exceed A's filter? ──► yes ──► REJECT or STRIP
|
|
||||||
│ no
|
|
||||||
▼
|
|
||||||
Serve content + manifest
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Age Verification Flow
|
|
||||||
|
|
||||||
Age verification is a **two-tier** system:
|
|
||||||
|
|
||||||
- **Tier 1 — Self-declaration:** The user asserts their date of birth. This is
|
|
||||||
fast, requires no PII beyond a birthdate, and is sufficient for most content.
|
|
||||||
- **Tier 2 — ID check (optional hook):** A pluggable identity-verification
|
|
||||||
provider confirms the user is an adult. This raises the account's assurance
|
|
||||||
level and unlocks the highest maturity tier.
|
|
||||||
|
|
||||||
### 5.1 Verification States
|
|
||||||
|
|
||||||
An account has an **age verification status**:
|
|
||||||
|
|
||||||
| Status | Meaning |
|
|
||||||
|-------------------|----------------------------------------------------------------------|
|
|
||||||
| `unverified` | No declaration on file. |
|
|
||||||
| `self_declared` | User declared a birthdate; **not** independently confirmed. |
|
|
||||||
| `id_verified` | User passed the ID check hook; independently confirmed adult. |
|
|
||||||
| `rejected` | ID check failed or declaration was inconsistent. |
|
|
||||||
|
|
||||||
### 5.2 Tier 1 — Self-Declaration Flow
|
|
||||||
|
|
||||||
```
|
|
||||||
User submits { date_of_birth }
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Server validates format & plausibility (age 13–120, not in future)
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Compute age from DOB
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
age >= 18 ──► status = self_declared (adult)
|
|
||||||
age >= 13 ──► status = self_declared (minor, restricted)
|
|
||||||
age < 13 ──► status = rejected (below minimum platform age)
|
|
||||||
```
|
|
||||||
|
|
||||||
- The DOB is stored **encrypted at rest** and is **never exposed** to other
|
|
||||||
players.
|
|
||||||
- A user may **upgrade** from `self_declared` to `id_verified` at any time via
|
|
||||||
Tier 2.
|
|
||||||
|
|
||||||
### 5.3 Tier 2 — ID Check Hook
|
|
||||||
|
|
||||||
The ID check is an **optional, pluggable hook**. The platform defines an
|
|
||||||
interface; concrete providers (e.g., a third-party KYC service) implement it.
|
|
||||||
|
|
||||||
```
|
|
||||||
User requests ID verification
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Server creates a verification session (idempotent, expiring)
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Server calls provider hook: verify(identity_token) -> { adult: bool, ref: string }
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
adult == true ──► status = id_verified, store provider ref (not raw doc)
|
|
||||||
adult == false ─► status = rejected
|
|
||||||
provider error ──► status unchanged, retry allowed
|
|
||||||
```
|
|
||||||
|
|
||||||
**Privacy guarantees:**
|
|
||||||
|
|
||||||
- The platform **never stores** the raw identity document or image.
|
|
||||||
- Only the provider's **opaque reference** and the boolean `adult` result are
|
|
||||||
persisted.
|
|
||||||
- The hook is **asynchronous and idempotent**; a session can be retried without
|
|
||||||
double-charging or double-verifying.
|
|
||||||
|
|
||||||
### 5.4 Hook Interface
|
|
||||||
|
|
||||||
The ID check hook is defined as a backend interface (FastAPI dependency /
|
|
||||||
abstract service):
|
|
||||||
|
|
||||||
```python
|
|
||||||
class IdentityVerificationProvider(Protocol):
|
|
||||||
def create_session(self, user_id: str) -> VerificationSession: ...
|
|
||||||
def verify(self, session_id: str, identity_token: str) -> VerificationResult: ...
|
|
||||||
|
|
||||||
class VerificationResult:
|
|
||||||
adult: bool
|
|
||||||
provider_ref: str | None
|
|
||||||
error: str | None
|
|
||||||
```
|
|
||||||
|
|
||||||
A default **no-op provider** returns `adult=False` with a clear error, so the
|
|
||||||
system runs without any third-party integration until one is configured.
|
|
||||||
|
|
||||||
### 5.5 Age Gate Enforcement
|
|
||||||
|
|
||||||
The age gate is enforced at **load time** (see §4.1):
|
|
||||||
|
|
||||||
| Verification status | Can access `mature` content? |
|
|
||||||
|---------------------|------------------------------|
|
|
||||||
| `unverified` | No |
|
|
||||||
| `self_declared` | Yes (adult) / No (minor) |
|
|
||||||
| `id_verified` | Yes |
|
|
||||||
| `rejected` | No |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Moderation Workflow
|
|
||||||
|
|
||||||
### 6.1 Flagging Sources
|
|
||||||
|
|
||||||
Content can be flagged by:
|
|
||||||
|
|
||||||
- **Author** (self-declared at upload).
|
|
||||||
- **Automated scanner** (hash-based detection, heuristic analysis).
|
|
||||||
- **Community** (players report content; reports become flags after review).
|
|
||||||
- **Moderator** (manual review and override).
|
|
||||||
|
|
||||||
### 6.2 Review Queue
|
|
||||||
|
|
||||||
Community and automated flags enter a **review queue**. A moderator either:
|
|
||||||
|
|
||||||
- **Approves** the flag (it becomes authoritative), or
|
|
||||||
- **Rejects** the flag (it is discarded), or
|
|
||||||
- **Escalates** to a senior moderator for severe/hate flags.
|
|
||||||
|
|
||||||
### 6.3 Actions
|
|
||||||
|
|
||||||
Once a flag is authoritative, a moderator can take actions:
|
|
||||||
|
|
||||||
| Action | Effect |
|
|
||||||
|-----------------|---------------------------------------------------------------|
|
|
||||||
| `warn` | Notify the author; content remains. |
|
|
||||||
| `restrict` | Content hidden from users below a filter threshold. |
|
|
||||||
| `age_gate` | Content marked `mature`; requires age verification. |
|
|
||||||
| `remove` | Content taken down; not served. |
|
|
||||||
| `ban_author` | Author's upload privileges suspended. |
|
|
||||||
|
|
||||||
### 6.4 Audit Log
|
|
||||||
|
|
||||||
Every flag and action is written to an **audit log**:
|
|
||||||
|
|
||||||
```
|
|
||||||
audit_event (id, content_id, actor_id, action, flag_id, reason, created_at)
|
|
||||||
```
|
|
||||||
|
|
||||||
This log is append-only and used for transparency and dispute resolution.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Client-Side Integration (Godot)
|
|
||||||
|
|
||||||
### 7.1 Content Manifest
|
|
||||||
|
|
||||||
The server sends each client a **content manifest** — the set of content the
|
|
||||||
client is permitted to load, derived from the account's verification status and
|
|
||||||
filter. The Godot client:
|
|
||||||
|
|
||||||
- Loads only manifest-listed assets.
|
|
||||||
- Executes only manifest-listed scripts.
|
|
||||||
- Shows a **maturity warning** dialog before entering a room whose effective
|
|
||||||
flags include `mature` content.
|
|
||||||
|
|
||||||
### 7.2 Flag Metadata on Content
|
|
||||||
|
|
||||||
Each content resource carries a `content_flags` metadata field (a Godot
|
|
||||||
`Dictionary` or custom `Resource`). The client uses this for local UI decisions
|
|
||||||
(e.g., showing a warning icon) but **never** as the authority for whether to
|
|
||||||
load — the server manifest is authoritative.
|
|
||||||
|
|
||||||
### 7.3 Age Verification UI
|
|
||||||
|
|
||||||
The client exposes an **age verification screen**:
|
|
||||||
|
|
||||||
- Tier 1: a date-of-birth picker.
|
|
||||||
- Tier 2: a button that opens the ID check provider flow (deep link / webview).
|
|
||||||
|
|
||||||
The client calls the backend endpoints (§8) and reflects the resulting status.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Backend API Surface
|
|
||||||
|
|
||||||
| Method | Path | Description |
|
|
||||||
|--------|-----------------------------------|------------------------------------------------|
|
|
||||||
| `POST` | `/v1/age/declare` | Submit self-declared DOB (Tier 1). |
|
|
||||||
| `POST` | `/v1/age/verify/session` | Create an ID-check session (Tier 2). |
|
|
||||||
| `POST` | `/v1/age/verify/confirm` | Confirm an ID-check session with a token. |
|
|
||||||
| `GET` | `/v1/age/status` | Return the account's verification status. |
|
|
||||||
| `GET` | `/v1/content/{id}/flags` | Return a content item's effective flags. |
|
|
||||||
| `POST` | `/v1/content/{id}/flags` | Add a flag (author/community). |
|
|
||||||
| `POST` | `/v1/moderation/review/{flag_id}` | Moderator approve/reject/escalate. |
|
|
||||||
| `POST` | `/v1/moderation/action` | Apply a moderation action. |
|
|
||||||
| `GET` | `/v1/manifest` | Return the client's permitted content manifest.|
|
|
||||||
|
|
||||||
All endpoints require a valid **JWT** (matching the existing auth stack). The
|
|
||||||
age endpoints additionally require the account to be in a non-`rejected` state.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Security & Privacy Considerations
|
|
||||||
|
|
||||||
- **DOB encryption:** Self-declared birthdates are encrypted at rest; only the
|
|
||||||
derived age and verification status are used in authorization decisions.
|
|
||||||
- **No raw identity storage:** The ID check hook persists only a provider
|
|
||||||
reference and a boolean result.
|
|
||||||
- **Server authority:** The client manifest prevents bypass; the client never
|
|
||||||
trusts its own flag metadata for access decisions.
|
|
||||||
- **Rate limiting:** Age-declaration and ID-check endpoints are rate-limited to
|
|
||||||
prevent abuse and enumeration.
|
|
||||||
- **Auditability:** All flag and verification events are logged append-only.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Regional age thresholds:** Different jurisdictions may require different
|
|
||||||
minimum ages; the threshold should be configurable per region.
|
|
||||||
- **Parental controls:** A future feature may let a parent set a content filter
|
|
||||||
on a minor's account.
|
|
||||||
- **Automated scanner accuracy:** The heuristic scanner may produce false
|
|
||||||
positives; a confidence score should be attached to automated flags.
|
|
||||||
- **Offline / local content:** How flags apply to locally-authored content that
|
|
||||||
is never uploaded remains to be defined.
|
|
||||||
@@ -1,369 +0,0 @@
|
|||||||
# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
|
|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** World chunk data format & persistence, server authority + client
|
|
||||||
> prediction, content moderation & age verification, avatar component system
|
|
||||||
> **Godot version:** 4.6.2 stable
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document evaluates the two primary ways to build the **world/level
|
|
||||||
authoring tool** for **agp-game**:
|
|
||||||
|
|
||||||
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
|
|
||||||
panels, dock widgets, and tools that operate on the project's scenes and
|
|
||||||
resources.
|
|
||||||
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
|
|
||||||
`Control` nodes) that runs inside the running game, editing the game's own
|
|
||||||
world data.
|
|
||||||
|
|
||||||
The goal is to pick the approach that best fits the platform's constraints:
|
|
||||||
a **server-authoritative** multiplayer game where the **world is stored as
|
|
||||||
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
|
|
||||||
`content_moderation.md`), and the client is a **shipped binary** that players
|
|
||||||
run (not a dev tool).
|
|
||||||
|
|
||||||
This document is a **decision record**: it lays out the trade-offs, gives a
|
|
||||||
clear recommendation, and defines the resulting architecture boundaries.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Context & Constraints
|
|
||||||
|
|
||||||
Before comparing the two approaches, we must fix the constraints that drive the
|
|
||||||
decision. These come from the existing architecture docs.
|
|
||||||
|
|
||||||
### 2.1 The World Is Data, Not Scenes
|
|
||||||
|
|
||||||
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
|
|
||||||
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
|
|
||||||
of load, save, and stream. The **server is the only writer** to the store;
|
|
||||||
clients submit **deltas** against a `base_revision` and the server validates and
|
|
||||||
applies them.
|
|
||||||
|
|
||||||
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
|
|
||||||
files. Whatever editor we build must serialize to the chunk contract, not to
|
|
||||||
Godot scene resources.
|
|
||||||
|
|
||||||
### 2.2 Server-Authoritative & Moderation-Aware
|
|
||||||
|
|
||||||
- The server validates every edit (schema, bounds, moderation) before
|
|
||||||
persisting (`world.md` §5.4).
|
|
||||||
- Content carries **content flags** aggregated from referenced assets/scripts
|
|
||||||
(`content_moderation.md` §3). Mature content is gated behind age verification.
|
|
||||||
- The client receives a **content manifest** and never loads content not in it.
|
|
||||||
|
|
||||||
**Implication:** An editor that runs on a **player's machine** cannot be the
|
|
||||||
authority on what gets published. Editing must go through the server's
|
|
||||||
validation pipeline, and the editor must surface moderation flags.
|
|
||||||
|
|
||||||
### 2.3 The Client Is a Shipped Binary
|
|
||||||
|
|
||||||
The game is a multiplayer product. Players run a **release build**. The Godot
|
|
||||||
editor is a **development tool** that players do not have.
|
|
||||||
|
|
||||||
**Implication:** If authoring is a first-class *player* feature (user-generated
|
|
||||||
content), the editor must ship inside the game binary. If authoring is a
|
|
||||||
*developer/platform* feature, it can live in the editor.
|
|
||||||
|
|
||||||
### 2.4 Two Distinct Audiences
|
|
||||||
|
|
||||||
The evaluation must separate two audiences, because they have opposite needs:
|
|
||||||
|
|
||||||
| Audience | Who | Where they run | What they build |
|
|
||||||
|----------|-----|----------------|-----------------|
|
|
||||||
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
|
||||||
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
|
||||||
|
|
||||||
The two approaches map cleanly onto these audiences, and the right answer is
|
|
||||||
likely **both** — but with a clear primary recommendation.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Approach (a): Godot Editor Plugin
|
|
||||||
|
|
||||||
### 3.1 What It Is
|
|
||||||
|
|
||||||
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
|
|
||||||
the editor via the `EditorPlugin` API. It can add:
|
|
||||||
|
|
||||||
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
|
|
||||||
- **Toolbar buttons** (`add_control_to_container`).
|
|
||||||
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
|
|
||||||
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
|
|
||||||
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
|
|
||||||
- **Menu entries** (`add_tool_menu_item`).
|
|
||||||
|
|
||||||
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
|
|
||||||
|
|
||||||
### 3.2 Pros
|
|
||||||
|
|
||||||
- **Full editor power for free:** You get the scene tree, inspector, viewport
|
|
||||||
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
|
||||||
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
|
|
||||||
exactly what the editor is built for. Great for authoring **base content**
|
|
||||||
(rooms, templates, avatar base bodies).
|
|
||||||
- **Fast iteration for devs:** The platform team can build and test levels
|
|
||||||
directly in the tool they already use.
|
|
||||||
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
|
||||||
- **No runtime footprint:** Editor-only code is stripped from export builds
|
|
||||||
(`@tool` scripts and editor plugins are not shipped to players).
|
|
||||||
|
|
||||||
### 3.3 Cons
|
|
||||||
|
|
||||||
- **Not available to players.** Players don't run the Godot editor. Any
|
|
||||||
player-facing UGC authoring cannot use this approach.
|
|
||||||
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
|
||||||
model; deep customization is limited by what the editor API exposes.
|
|
||||||
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
|
||||||
plugins are more brittle across upgrades than game code.
|
|
||||||
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
|
|
||||||
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
|
||||||
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
|
||||||
drift.
|
|
||||||
- **Single-user, local.** The editor edits local files. It does not natively
|
|
||||||
talk to our server-authoritative chunk store or the moderation pipeline.
|
|
||||||
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
|
||||||
the editor headless, which is heavier than testing game code.
|
|
||||||
|
|
||||||
### 3.4 Fit for Our Constraints
|
|
||||||
|
|
||||||
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
|
||||||
base worlds, rooms, and templates.
|
|
||||||
- **Player UGC:** Not applicable. Players cannot run the editor.
|
|
||||||
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
|
||||||
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. Approach (b): In-Game Editor
|
|
||||||
|
|
||||||
### 4.1 What It Is
|
|
||||||
|
|
||||||
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
|
||||||
buttons, toolbars) that run inside the running game. It edits the game's own
|
|
||||||
world data model (chunks) and submits edits through the normal server pipeline.
|
|
||||||
|
|
||||||
### 4.2 Pros
|
|
||||||
|
|
||||||
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
|
||||||
authoring is possible** — the core requirement for a user-generated-content
|
|
||||||
platform.
|
|
||||||
- **Data-native.** The editor operates directly on the **chunk model**
|
|
||||||
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
|
||||||
- **Server-authoritative by construction.** Edits go through the same
|
|
||||||
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
|
||||||
moderation apply uniformly. The editor cannot bypass the server.
|
|
||||||
- **Moderation-aware.** Because edits flow through the server, content flags are
|
|
||||||
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
|
||||||
can surface flags and gate mature content.
|
|
||||||
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
|
||||||
the game; no separate editor theme to maintain.
|
|
||||||
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
|
||||||
headlessly and unit-tested like any other system.
|
|
||||||
|
|
||||||
### 4.3 Cons
|
|
||||||
|
|
||||||
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
|
||||||
We must implement selection, snapping, undo/redo, viewport navigation, and
|
|
||||||
property editing ourselves.
|
|
||||||
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
|
||||||
behind a feature flag / separate scene that is only instantiated on demand).
|
|
||||||
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
|
||||||
its own architecture (tool modes, gizmos, palette, inspector).
|
|
||||||
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
|
||||||
material is better done in the Godot editor / DCC tools. The in-game editor
|
|
||||||
should focus on **world composition** (placing tiles and objects), not asset
|
|
||||||
creation.
|
|
||||||
|
|
||||||
### 4.4 Fit for Our Constraints
|
|
||||||
|
|
||||||
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
|
||||||
- **Player UGC:** The **only** viable approach. Players can only author through
|
|
||||||
the shipped game.
|
|
||||||
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
|
||||||
that submits validated deltas.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Comparison Matrix
|
|
||||||
|
|
||||||
| Criterion | (a) Editor plugin | (b) In-game editor |
|
|
||||||
|-----------|-------------------|--------------------|
|
|
||||||
| Ships to players | ❌ No | ✅ Yes |
|
|
||||||
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
|
||||||
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
|
||||||
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
|
||||||
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
|
||||||
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
|
||||||
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
|
||||||
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
|
||||||
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
|
||||||
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
|
||||||
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Recommendation
|
|
||||||
|
|
||||||
**Primary recommendation: build the in-game editor (b) as the platform's
|
|
||||||
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
|
||||||
internal dev convenience.**
|
|
||||||
|
|
||||||
### 6.1 Rationale
|
|
||||||
|
|
||||||
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
|
||||||
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
|
||||||
editor, so **only an in-game editor can deliver player authoring**. This is a
|
|
||||||
hard requirement that the editor-plugin approach cannot meet.
|
|
||||||
|
|
||||||
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
|
||||||
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
|
||||||
and submits them through the server pipeline. An editor plugin would force a
|
|
||||||
scene↔chunk translation layer that is a constant source of drift and bugs.
|
|
||||||
|
|
||||||
3. **Server authority and moderation fall out naturally.** Because in-game
|
|
||||||
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
|
||||||
revisioning, optimistic concurrency, and content-flag enforcement
|
|
||||||
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
|
||||||
server — which is exactly what a moderation-aware UGC platform needs.
|
|
||||||
|
|
||||||
4. **The editor-plugin's strengths are not what we need.** Its free features
|
|
||||||
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
|
||||||
Our authoring is world composition against a chunk contract, not scene
|
|
||||||
editing. The plugin's main win — deep asset authoring — is better served by
|
|
||||||
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
|
||||||
must maintain.
|
|
||||||
|
|
||||||
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
|
||||||
|
|
||||||
We still recommend a **small, optional** editor plugin for the **platform team**
|
|
||||||
to author **base content** (base rooms, templates, avatar base bodies, test
|
|
||||||
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
|
||||||
product feature:
|
|
||||||
|
|
||||||
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
|
||||||
in-game editor) so dev-authored content flows into the same pipeline.
|
|
||||||
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
|
||||||
- It should be kept thin to minimize editor-API churn risk.
|
|
||||||
|
|
||||||
### 6.3 Scope Boundary
|
|
||||||
|
|
||||||
To keep the in-game editor tractable, define its scope clearly:
|
|
||||||
|
|
||||||
- **In scope (world composition):** placing tiles, placing static/dynamic
|
|
||||||
objects, setting transforms, editing object properties, saving/loading chunks,
|
|
||||||
submitting edits to the server, showing moderation flags.
|
|
||||||
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
|
||||||
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
|
||||||
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
|
||||||
catalog assets by id; it does not create them.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Resulting Architecture
|
|
||||||
|
|
||||||
### 7.1 Shared Editor Core
|
|
||||||
|
|
||||||
Both the in-game editor and the (optional) dev plugin should share a single
|
|
||||||
**editor core** that operates on the chunk model. This avoids two divergent
|
|
||||||
implementations.
|
|
||||||
|
|
||||||
```
|
|
||||||
EditorCore (shared, data-native)
|
|
||||||
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
|
||||||
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
|
||||||
├── EditSession # base_revision tracking, delta generation
|
|
||||||
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
|
||||||
├── UndoRedoStack # command pattern over chunk mutations
|
|
||||||
├── SelectionManager # selected tiles/objects
|
|
||||||
├── ToolRegistry # brush, object-place, select, erase, etc.
|
|
||||||
└── ModerationView # surfaces content flags; gates mature content
|
|
||||||
```
|
|
||||||
|
|
||||||
### 7.2 In-Game Editor (Primary)
|
|
||||||
|
|
||||||
```
|
|
||||||
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
|
||||||
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
|
||||||
├── Toolbar # tool mode switcher
|
|
||||||
├── PalettePanel # tile/object palette (from catalog)
|
|
||||||
├── InspectorPanel # property editor for selected object
|
|
||||||
├── ChunkBrowser # load/save chunks, list rooms
|
|
||||||
└── EditorCore # shared core (above)
|
|
||||||
```
|
|
||||||
|
|
||||||
- Instantiated only when the player enters "build mode" (a separate scene /
|
|
||||||
feature flag), so the runtime footprint is negligible during normal play.
|
|
||||||
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
|
||||||
by re-fetching and re-applying (`world.md` §5.4).
|
|
||||||
|
|
||||||
### 7.3 Dev Editor Plugin (Optional, Thin)
|
|
||||||
|
|
||||||
```
|
|
||||||
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
|
||||||
├── Dock panel: "Chunk Export"
|
|
||||||
├── Reads the current scene / selected nodes
|
|
||||||
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
|
||||||
└── Exports a .chunk.json / submits to a dev server
|
|
||||||
```
|
|
||||||
|
|
||||||
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
|
||||||
author base content in the editor and push it into the same chunk pipeline.
|
|
||||||
|
|
||||||
### 7.4 Data Flow
|
|
||||||
|
|
||||||
```
|
|
||||||
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
|
||||||
^ | validate
|
|
||||||
| | apply
|
|
||||||
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
|
||||||
v
|
|
||||||
SQLite (world.db)
|
|
||||||
|
|
||||||
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
|
||||||
```
|
|
||||||
|
|
||||||
Both paths converge on the **same server validation pipeline**, so moderation
|
|
||||||
and revisioning are uniform regardless of authoring surface.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Risks & Mitigations
|
|
||||||
|
|
||||||
| Risk | Mitigation |
|
|
||||||
|------|------------|
|
|
||||||
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
|
||||||
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
|
||||||
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
|
||||||
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
|
||||||
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
|
||||||
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
|
||||||
editor (volumetric chunks) is future work (`world.md` §8).
|
|
||||||
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
|
||||||
— the optimistic-concurrency model already supports it, but the UX (live
|
|
||||||
cursors, conflict resolution) is unspecified.
|
|
||||||
- **Template library:** A curated set of room templates players can start from.
|
|
||||||
- **Publish/review flow:** How a player's authored room enters the moderation
|
|
||||||
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Summary
|
|
||||||
|
|
||||||
| Concern | Decision |
|
|
||||||
|---------|----------|
|
|
||||||
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
|
||||||
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
|
||||||
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
|
||||||
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
|
||||||
| Moderation | Enforced at the server boundary for both paths |
|
|
||||||
| In-game editor scope | World composition only; asset creation is out of scope |
|
|
||||||
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
|
||||||
@@ -1,286 +0,0 @@
|
|||||||
# Multiplayer Networking Architecture
|
|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** Server authority + client prediction
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document specifies the multiplayer networking architecture for **agp-game**,
|
|
||||||
a Godot-based game built by autonomous agents. The architecture follows a
|
|
||||||
**server-authoritative model with client-side prediction and reconciliation**,
|
|
||||||
which is the industry standard for fast-paced, competitive multiplayer games.
|
|
||||||
|
|
||||||
The goals of this architecture are:
|
|
||||||
|
|
||||||
- **Fairness & anti-cheat:** The server is the single source of truth for all
|
|
||||||
gameplay state. Clients never directly mutate world state.
|
|
||||||
- **Responsiveness:** Client-side prediction hides network latency so local input
|
|
||||||
feels immediate.
|
|
||||||
- **Determinism:** The server runs a fixed-timestep simulation so that state is
|
|
||||||
reproducible and testable.
|
|
||||||
- **Scalability:** A clear separation between transport, simulation, and
|
|
||||||
replication layers allows the server to be tuned independently.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Transport Choice: ENet over WebSocket
|
|
||||||
|
|
||||||
### 2.1 Decision
|
|
||||||
|
|
||||||
We choose **ENet** as the primary transport for gameplay traffic.
|
|
||||||
|
|
||||||
### 2.2 Justification
|
|
||||||
|
|
||||||
| Criterion | ENet | WebSocket (TCP) |
|
|
||||||
|----------------------|----------------------------------------|-------------------------------------|
|
|
||||||
| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
|
|
||||||
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
|
|
||||||
| **Packet ordering** | Per-channel ordering | Global strict ordering |
|
|
||||||
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
|
|
||||||
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
|
|
||||||
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
|
|
||||||
|
|
||||||
**Rationale:**
|
|
||||||
|
|
||||||
- **Movement & state replication** are latency-sensitive and tolerate occasional
|
|
||||||
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
|
|
||||||
frequency without head-of-line blocking.
|
|
||||||
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
|
|
||||||
*reliable* channel, giving us exactly the semantics we need without TCP's
|
|
||||||
retransmission stalls.
|
|
||||||
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
|
|
||||||
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
|
|
||||||
|
|
||||||
### 2.3 WebSocket as a Secondary Transport
|
|
||||||
|
|
||||||
WebSocket remains available as a **secondary transport** for:
|
|
||||||
|
|
||||||
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
|
|
||||||
- **Browser builds** where raw UDP/ENet is unavailable.
|
|
||||||
- **Admin / telemetry** channels.
|
|
||||||
|
|
||||||
The transport layer is abstracted behind an interface so gameplay code does not
|
|
||||||
depend on the underlying protocol.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Server-Side Game Loop
|
|
||||||
|
|
||||||
### 3.1 Tick Rate
|
|
||||||
|
|
||||||
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
|
|
||||||
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
|
|
||||||
|
|
||||||
**Justification:**
|
|
||||||
|
|
||||||
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
|
|
||||||
action game while keeping CPU and bandwidth costs predictable.
|
|
||||||
- A fixed timestep (rather than delta-time) makes the simulation deterministic
|
|
||||||
and testable.
|
|
||||||
- The tick rate is a **configuration constant** so it can be raised (e.g., to
|
|
||||||
60 Hz) for competitive modes without architectural changes.
|
|
||||||
|
|
||||||
### 3.2 Authority Model
|
|
||||||
|
|
||||||
- **Server is authoritative** for:
|
|
||||||
- Player position, velocity, and physics state.
|
|
||||||
- Health, damage, and death.
|
|
||||||
- Item pickups, inventory, and world-object state.
|
|
||||||
- Spawning and despawning of entities.
|
|
||||||
- Game rules, scoring, and win/lose conditions.
|
|
||||||
- **Client is authoritative** for:
|
|
||||||
- Its own *input* (which keys/buttons are pressed).
|
|
||||||
- Local camera and UI.
|
|
||||||
- Cosmetic / non-gameplay presentation.
|
|
||||||
|
|
||||||
### 3.3 Server Loop Pseudocode
|
|
||||||
|
|
||||||
```
|
|
||||||
while server_running:
|
|
||||||
process_network_inbound() # read client inputs & RPCs
|
|
||||||
for _ in range(ticks_to_advance):
|
|
||||||
simulate_tick() # fixed 30 Hz step
|
|
||||||
broadcast_snapshots() # replicate authoritative state
|
|
||||||
process_network_outbound() # flush reliable/unreliable channels
|
|
||||||
```
|
|
||||||
|
|
||||||
The server accumulates real elapsed time and advances the simulation in fixed
|
|
||||||
`TICK_DURATION` increments, decoupling simulation from frame rate.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. RPC Call Patterns
|
|
||||||
|
|
||||||
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
|
|
||||||
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
|
|
||||||
|
|
||||||
### 4.1 Client → Server (Input & Requests)
|
|
||||||
|
|
||||||
| RPC | Channel | Payload | Notes |
|
|
||||||
|------------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
|
|
||||||
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
|
|
||||||
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
|
|
||||||
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
|
|
||||||
| `request_respawn` | reliable | `{}` | After death |
|
|
||||||
|
|
||||||
**Design notes:**
|
|
||||||
|
|
||||||
- **Input is batched** per client tick and sent with a monotonically increasing
|
|
||||||
`seq` so the server can detect gaps and the client can reconcile.
|
|
||||||
- **Interactions are reliable** because they are discrete, must-happen events
|
|
||||||
(opening a door, picking up an item). Losing them would corrupt world state.
|
|
||||||
|
|
||||||
### 4.2 Server → Client (State & Events)
|
|
||||||
|
|
||||||
| RPC | Channel | Payload | Notes |
|
|
||||||
|------------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
|
|
||||||
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
|
|
||||||
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
|
|
||||||
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
|
|
||||||
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
|
|
||||||
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
|
|
||||||
|
|
||||||
### 4.3 Broadcast vs. Targeted
|
|
||||||
|
|
||||||
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
|
|
||||||
`despawn_entity`, `game_event`.
|
|
||||||
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
|
|
||||||
players), and any player-private data.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Client-Side Prediction & Reconciliation
|
|
||||||
|
|
||||||
### 5.1 Prediction
|
|
||||||
|
|
||||||
- The client runs a **local copy of the movement simulation** using the same
|
|
||||||
physics constants as the server.
|
|
||||||
- When the player provides input, the client:
|
|
||||||
1. Applies the input to its local player immediately.
|
|
||||||
2. Renders the predicted position.
|
|
||||||
3. Sends the input to the server (batched, with `seq`).
|
|
||||||
|
|
||||||
### 5.2 Reconciliation
|
|
||||||
|
|
||||||
- The server sends authoritative `snapshot_state` at 30 Hz containing the
|
|
||||||
server's tick number and authoritative player positions.
|
|
||||||
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
|
|
||||||
- On receiving a snapshot:
|
|
||||||
1. Find the last predicted state that matches the server's tick.
|
|
||||||
2. Compute the **error** between predicted and authoritative position.
|
|
||||||
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
|
|
||||||
player to the authoritative position (error correction).
|
|
||||||
4. Re-simulate any inputs that occurred after the server's tick (rollback).
|
|
||||||
|
|
||||||
### 5.3 Interpolation of Remote Entities
|
|
||||||
|
|
||||||
- **Local player:** predicted + reconciled (see above).
|
|
||||||
- **Remote players / entities:** rendered with **interpolation delay** of
|
|
||||||
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
|
|
||||||
- The client buffers the last N snapshots and interpolates between them.
|
|
||||||
|
|
||||||
### 5.4 Prediction Buffer Sizing
|
|
||||||
|
|
||||||
- Buffer size is adaptive based on measured RTT.
|
|
||||||
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Entity & World State Replication
|
|
||||||
|
|
||||||
### 6.1 Entity Model
|
|
||||||
|
|
||||||
Every networked entity has:
|
|
||||||
|
|
||||||
- A globally unique `entity_id` (server-assigned).
|
|
||||||
- An `EntityType` (player, enemy, item, projectile, door, ...).
|
|
||||||
- A `Transform` (position, rotation).
|
|
||||||
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
|
|
||||||
|
|
||||||
### 6.2 Snapshot Format
|
|
||||||
|
|
||||||
```
|
|
||||||
snapshot_state:
|
|
||||||
tick: uint32
|
|
||||||
entities:
|
|
||||||
- entity_id: uint32
|
|
||||||
type: uint8
|
|
||||||
transform: { x, y, rot }
|
|
||||||
props: { ... } # delta-encoded where possible
|
|
||||||
player_states:
|
|
||||||
- peer_id: int
|
|
||||||
entity_id: uint32
|
|
||||||
health: int
|
|
||||||
state: uint8
|
|
||||||
```
|
|
||||||
|
|
||||||
### 6.3 Delta Compression
|
|
||||||
|
|
||||||
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
|
|
||||||
- Static or unchanged entities are omitted from the snapshot.
|
|
||||||
- This keeps bandwidth proportional to *activity*, not world size.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Connection & Session Lifecycle
|
|
||||||
|
|
||||||
1. **Connect:** Client opens an ENet connection to the server.
|
|
||||||
2. **Authenticate / Join:** Client sends `request_join`; server validates and
|
|
||||||
assigns a `peer_id` and spawns the player entity.
|
|
||||||
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
|
|
||||||
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
|
|
||||||
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
|
|
||||||
and cleans up session state.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Security & Anti-Cheat
|
|
||||||
|
|
||||||
- **No client-authoritative gameplay values.** Clients only send *inputs* and
|
|
||||||
*requests*; the server computes all outcomes.
|
|
||||||
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
|
|
||||||
positions, and validates interaction targets.
|
|
||||||
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
|
|
||||||
- **Sequence validation:** Gaps or replays in input `seq` are detected and
|
|
||||||
rejected.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Testing & Determinism
|
|
||||||
|
|
||||||
- The simulation is a **pure function of (state, inputs, tick)** so it can be
|
|
||||||
unit-tested headlessly.
|
|
||||||
- A **replay system** records inputs and can re-simulate to verify server and
|
|
||||||
client produce identical results.
|
|
||||||
- Network code is tested with a **mock transport** that can inject latency,
|
|
||||||
jitter, and packet loss.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Interest management / spatial partitioning:** For large worlds, restrict
|
|
||||||
snapshots to entities near each client (AOI culling).
|
|
||||||
- **Server-side physics:** Decide whether to use Godot's physics server on the
|
|
||||||
host or a custom deterministic physics step.
|
|
||||||
- **Dedicated server vs. listen server:** The architecture supports both; a
|
|
||||||
dedicated headless server is the target for production.
|
|
||||||
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 11. Summary
|
|
||||||
|
|
||||||
| Concern | Decision |
|
|
||||||
|------------------------|-------------------------------------------------|
|
|
||||||
| Transport | ENet (primary), WebSocket (secondary) |
|
|
||||||
| Tick rate | 30 Hz fixed timestep |
|
|
||||||
| Authority | Server-authoritative; client sends input only |
|
|
||||||
| Prediction | Client-side prediction + reconciliation |
|
|
||||||
| Remote interpolation | 2-tick interpolation delay |
|
|
||||||
| Replication | Delta-compressed snapshots at 30 Hz |
|
|
||||||
| Interaction RPCs | Reliable channel |
|
|
||||||
| Movement input | Unreliable channel, batched with sequence |
|
|
||||||
@@ -252,11 +252,6 @@ logical model serialized directly.
|
|||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
> **Note on the example checksum:** The value shown above is illustrative only.
|
|
||||||
> In practice the `checksum` field is the SHA-256 of the canonical binary
|
|
||||||
> payload body (see §3.6.3), not of the JSON text. The value here is a
|
|
||||||
> placeholder for documentation purposes.
|
|
||||||
|
|
||||||
### 3.6 Binary Encoding
|
### 3.6 Binary Encoding
|
||||||
|
|
||||||
The binary encoding is the **runtime and network** representation. It is compact
|
The binary encoding is the **runtime and network** representation. It is compact
|
||||||
@@ -486,16 +481,6 @@ CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
|
|||||||
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
||||||
```
|
```
|
||||||
|
|
||||||
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
|
|
||||||
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
|
|
||||||
commits a chunk, the service layer performs a **delete-and-reinsert** of that
|
|
||||||
chunk's object rows in the same transaction: it deletes all rows for
|
|
||||||
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
|
|
||||||
index transactionally consistent with the payload and avoids the complexity and
|
|
||||||
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
|
|
||||||
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
|
|
||||||
utility is provided for this).
|
|
||||||
|
|
||||||
### 4.6 `content_flags`
|
### 4.6 `content_flags`
|
||||||
|
|
||||||
Persists the aggregated moderation flags per chunk (and optionally per object).
|
Persists the aggregated moderation flags per chunk (and optionally per object).
|
||||||
@@ -505,7 +490,7 @@ payloads.
|
|||||||
```sql
|
```sql
|
||||||
CREATE TABLE content_flags (
|
CREATE TABLE content_flags (
|
||||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||||
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
|
object_id TEXT, -- NULL = chunk-level flag
|
||||||
violence INTEGER NOT NULL DEFAULT 0,
|
violence INTEGER NOT NULL DEFAULT 0,
|
||||||
sexual INTEGER NOT NULL DEFAULT 0,
|
sexual INTEGER NOT NULL DEFAULT 0,
|
||||||
language INTEGER NOT NULL DEFAULT 0,
|
language INTEGER NOT NULL DEFAULT 0,
|
||||||
@@ -523,16 +508,6 @@ CREATE INDEX idx_content_flags_mature ON content_flags(mature);
|
|||||||
|
|
||||||
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
||||||
|
|
||||||
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
|
|
||||||
value `''` (empty string)** in `object_id` rather than `NULL`. This is
|
|
||||||
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
|
|
||||||
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
|
|
||||||
could be inserted accidentally. Using `''` as the sentinel means the composite
|
|
||||||
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
|
|
||||||
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
|
|
||||||
(which is never empty). The application layer treats `object_id = ''` as
|
|
||||||
"chunk-level" and any non-empty value as "object-level".
|
|
||||||
|
|
||||||
### 4.7 `revisions`
|
### 4.7 `revisions`
|
||||||
|
|
||||||
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
||||||
@@ -541,31 +516,16 @@ replication of changes.
|
|||||||
```sql
|
```sql
|
||||||
CREATE TABLE revisions (
|
CREATE TABLE revisions (
|
||||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||||
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
|
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||||
revision INTEGER NOT NULL,
|
revision INTEGER NOT NULL,
|
||||||
actor TEXT NOT NULL, -- user / agent id
|
actor TEXT NOT NULL, -- user / agent id
|
||||||
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
||||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
checksum TEXT NOT NULL,
|
||||||
payload BLOB, -- full binary payload at this revision
|
|
||||||
created_at TEXT NOT NULL
|
created_at TEXT NOT NULL
|
||||||
);
|
);
|
||||||
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
||||||
```
|
```
|
||||||
|
|
||||||
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
|
|
||||||
at each revision. This is what makes rollback possible: to restore a chunk to a
|
|
||||||
previous revision, the server reads the `payload` of the target revision and
|
|
||||||
writes it back to `chunks.payload` (incrementing `revision` and appending a new
|
|
||||||
`revisions` row). Without the payload, only the checksum would be available,
|
|
||||||
which is insufficient to reconstruct the chunk.
|
|
||||||
|
|
||||||
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
|
|
||||||
This means deleting a chunk does **not** cascade-delete its revision history —
|
|
||||||
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
|
|
||||||
string is still stored so the history can be correlated to a chunk that existed
|
|
||||||
at that time.) If a chunk is later recreated with the same key, its history is
|
|
||||||
still intact.
|
|
||||||
|
|
||||||
### 4.8 Schema Versioning & Migrations
|
### 4.8 Schema Versioning & Migrations
|
||||||
|
|
||||||
The database carries a schema version in a `meta` table:
|
The database carries a schema version in a `meta` table:
|
||||||
@@ -606,8 +566,6 @@ class WorldStore:
|
|||||||
bounds: Bounds | None = None) -> list[str]: ...
|
bounds: Bounds | None = None) -> list[str]: ...
|
||||||
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
||||||
def flush_dirty(self) -> int: ...
|
def flush_dirty(self) -> int: ...
|
||||||
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
|
|
||||||
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
|
|
||||||
def migrate(self) -> None: ...
|
def migrate(self) -> None: ...
|
||||||
```
|
```
|
||||||
|
|
||||||
@@ -670,18 +628,6 @@ memory and flushes them to SQLite in batches:
|
|||||||
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
||||||
durability at shutdown and on a configurable interval.
|
durability at shutdown and on a configurable interval.
|
||||||
|
|
||||||
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
|
|
||||||
exists specifically to support recovery if the process crashes before a flush
|
|
||||||
completes. On startup, the server scans for rows where `dirty = 1` and treats
|
|
||||||
them as **unflushed in-memory state that was lost** — it re-reads the last
|
|
||||||
persisted payload from `chunks.payload` (the last durable state) and clears the
|
|
||||||
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
|
|
||||||
not durable; discard the in-memory delta and fall back to the persisted
|
|
||||||
payload." This guarantees that the on-disk state is always a consistent,
|
|
||||||
previously-committed snapshot, never a partially-written chunk. (The in-memory
|
|
||||||
dirty set is authoritative during normal operation; the `dirty` column is only a
|
|
||||||
recovery marker.)
|
|
||||||
|
|
||||||
### 5.6 Streaming & Caching
|
### 5.6 Streaming & Caching
|
||||||
|
|
||||||
- The server streams only the chunks a client needs (those within the client's
|
- The server streams only the chunks a client needs (those within the client's
|
||||||
|
|||||||
Reference in New Issue
Block a user