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reviewer-bot cea0835244 Recovered orphaned WIP before switching to a new task 2026-08-18 14:07:32 +00:00
reviewer-bot a5834a0e85 WIP checkpoint: Review: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 13:57:27 +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
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# Godot editor cache / generated files
.godot/
# Godot export artifacts
export/
*.tmp
# OS
.DS_Store
Thumbs.db
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# 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 |
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; but it can also be edited by hand.
config_version=5
[application]
config/name="AGP Game"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.6.2")
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
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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")
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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
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uid://dc6j7kqjitc6g
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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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uid://bv445xrd6f5tk
+170
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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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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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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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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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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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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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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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Godot Engine v4.6.2.stable.official.71f334935 - https://godotengine.org
roundtrip bounds.position = (0.0, 0.0, 0.0) (expected (0.5, 1.5, 2.5))
roundtrip coord = (0, 0, 0) (expected (1, 2, 3))
format_version present? -> <null>
version field -> 1
SCRIPT ERROR: Invalid assignment of property or key 'properties' with value of type 'bool' on a base object of type 'RefCounted (WorldObjectData)'.
at: _parse_object_section (res://scripts/chunk_data_decoder.gd:407)
GDScript backtrace (most recent call first):
[0] _parse_object_section (res://scripts/chunk_data_decoder.gd:407)
[1] _init (res://test_review.gd:25)
SCRIPT ERROR: Out of bounds get index '0' (on base: 'Array[WorldObjectData]')
at: _init (res://test_review.gd:26)
GDScript backtrace (most recent call first):
[0] _init (res://test_review.gd:26)
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extends SceneTree
func _init() -> void:
# 1. float32 encode/decode
var b: PackedByteArray = ChunkDataDecoder._write_float32(0.5)
print("float32(0.5) bytes = ", b, " (expected 00 00 00 3f)")
var decoded_f: float = ChunkDataDecoder._read_float32(PackedByteArray([0x00, 0x00, 0x00, 0x3f]), 0)
print("read_float32 of 0x3f000000 = ", decoded_f, " (expected 0.5)")
# 2. metadata section wrapping: inspect first bytes of encoded payload
var payload: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.ChunkPayload.new()
payload.world_id = "w"
payload.room_id = "r"
payload.coord = Vector3i(1, 2, 3)
var meta: PackedByteArray = ChunkDataDecoder._build_metadata_section(payload)
print("metadata section first 12 bytes = ", meta.slice(0, 12))
# 3. properties parse with empty-ish string
var props_str := "{}"
var val = JSON.parse_string(props_str) or {}
print("'JSON.parse_string(props_str) or {{}}' type = ", typeof(val), " value = ", val)
quit()