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Author SHA1 Message Date
coder-bot e51c4d80b8 WIP checkpoint: Address review feedback: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 16:47:47 +00:00
architect-bot 00cdab0452 WIP checkpoint: Address review feedback: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 16:40:56 +00:00
coder-bot c287202b9d Fix flaky regression test for Play->Back session persistence
The actual fix (main_menu.gd's _ready() checking ApiClient.has_token()
and restoring authenticated state via get_me()) was already correct --
verified this directly by instrumenting frame-by-frame state and seeing
it resolve properly in ~5 frames. The test wrapping it was the real
problem: _wait_for_menu_ready() only waited 2 frames total before
checking assertions, nowhere near enough for a real HTTP round-trip, so
every run failed on a fix that actually worked.

Root fix: added a real auth_state_ready signal to main_menu.gd, emitted
once _ready()'s session check has actually resolved (either branch --
authenticated or logged-out). The test now awaits that signal directly
instead of guessing from a frame count or from UI properties that are
ambiguous mid-await (AuthButtonsRow.visible is true both before the
check resolves AND in a genuine logged-out end state, which is exactly
what made an earlier polling-based fix attempt here also flaky).

Also fixed a second real bug in the test itself: unique_id used
Time.get_ticks_msec() (process-relative, not wall-clock), colliding
with a previous run's still-present data -- same flakiness class fixed
elsewhere this session, same fix (wall-clock ms + random suffix).

Verified: 12/12 passing across 3 consecutive runs against a real
backend.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 16:12:16 +00:00
coder-bot c01f9de586 WIP checkpoint: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 15:04:19 +00:00
coder-bot 0505cd7ff1 WIP checkpoint: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 14:03:53 +00:00
59 changed files with 194 additions and 4888 deletions
-1
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[recent_files]
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@@ -1,5 +0,0 @@
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"language": &"GDScript",
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"is_abstract": false,
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"language": &"GDScript",
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"is_abstract": false,
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"language": &"GDScript",
"path": "res://scripts/chunk_stream_manager.gd"
}, {
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"is_abstract": false,
"is_tool": false,
"language": &"GDScript",
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"mount_bone": "LeftHand"
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"mount_bone": "RightHand"
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"mount_bone": "LeftFoot"
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"type": "attachment",
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"path": "res://assets/avatars/right_foot_boot_01.glb",
"version": "1.0.0",
"display_name": "Right Boot",
"mount_bone": "RightFoot"
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"type": "attachment",
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"path": "res://assets/avatars/accessory_belt_01.glb",
"version": "1.0.0",
"display_name": "Belt",
"mount_bone": "Root"
},
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"type": "attachment",
"slot": "accessory",
"path": "res://assets/avatars/accessory_necklace_01.glb",
"version": "1.0.0",
"display_name": "Necklace",
"mount_bone": "Root"
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+20 -16
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@@ -7,7 +7,7 @@ from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm
from jose import JWTError, jwt
from passlib.context import CryptContext
from pydantic import BaseModel, EmailStr
from pydantic import BaseModel, EmailStr, field_validator
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
@@ -39,7 +39,17 @@ class RegisterRequest(BaseModel):
username: str
email: EmailStr
password: str
over_18: bool # Simple boolean confirmation instead of date_of_birth
date_of_birth: str # ISO format date string (YYYY-MM-DD)
@field_validator("date_of_birth")
@classmethod
def validate_date_of_birth(cls, v: str) -> str:
"""Validate that the date string is a valid date in YYYY-MM-DD format."""
try:
datetime.strptime(v, "%Y-%m-%d")
except ValueError:
raise ValueError("date_of_birth must be in YYYY-MM-DD format")
return v
class UserResponse(BaseModel):
@@ -108,16 +118,6 @@ def hash_password(password: str) -> str:
def calculate_age(birth_date: date, today: date | None = None) -> int:
"""Calculate age in years from a birth date.
Not called by /register anymore (that endpoint now just trusts the
client's over_18 boolean, see RegisterRequest) -- kept as a real,
tested utility since date-of-birth storage/verification is coming
back in a future pass (real age math, not just a client-side claim,
the user explicitly wants to revisit this design). Removing it broke
backend/tests/test_auth_age_gate.py's collection entirely (ImportError
on `from app.routers.auth import calculate_age`) for zero benefit --
restoring it is the lower-risk path over rewriting or deleting 17
tests for logic this codebase will need again.
Args:
birth_date: The person's date of birth.
today: The reference date. Defaults to today's date (UTC).
@@ -155,12 +155,16 @@ def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return access + refresh tokens.
Requires over_18 boolean confirmation; rejects users who are not 18+.
Requires date_of_birth and rejects users under 18.
"""
if not req.over_18:
# Parse and validate date_of_birth
dob = datetime.strptime(req.date_of_birth, "%Y-%m-%d").date()
age = calculate_age(dob)
if age < 18:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="Must be 18 or older to register",
detail=f"Must be 18 or older to register (provided date of birth: {req.date_of_birth})",
)
# Check if username already exists
@@ -183,7 +187,7 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
username=req.username,
email=req.email,
hashed_password=hash_password(req.password),
date_of_birth=None, # No longer collecting DOB
date_of_birth=dob,
)
db.add(user)
await db.flush() # flush to get user.id before creating refresh token
+29 -29
View File
@@ -57,38 +57,38 @@ class TestCalculateAge:
assert calculate_age(dob, today=date(2024, 12, 31)) == 24
class TestRegisterRequestOver18Field:
"""Tests for RegisterRequest's over_18 field.
class TestRegisterRequestDateValidation:
"""Tests for the RegisterRequest date_of_birth field validator."""
Replaces TestRegisterRequestDateValidation -- date_of_birth and its
field_validator were removed from RegisterRequest 2026-08-20 (interim
simplification: a plain client-side over_18 confirmation instead of
collecting/validating an actual date of birth; see calculate_age's
own docstring in app/routers/auth.py for why that function is still
here even though this endpoint no longer calls it). There's no date
format left to validate, so the equivalent coverage is just: the
field exists, is a real bool, and is required."""
def test_over_18_true_accepted(self):
@pytest.mark.parametrize(
"dob",
[
"2000-01-01",
"1990-12-31",
"2004-02-29", # leap day
],
)
def test_valid_dates(self, dob):
"""Valid YYYY-MM-DD dates pass validation."""
from app.routers.auth import RegisterRequest
req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=True)
assert req.over_18 is True
req = RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
assert req.date_of_birth == dob
def test_over_18_false_accepted(self):
"""False is a valid value at the schema level -- the endpoint,
not the schema, is what rejects it (see
TestRegister::test_register_rejects_not_over_18 in
test_auth_endpoints.py)."""
@pytest.mark.parametrize(
"dob",
[
"01-01-2000",
"2000/01/01",
"2000-13-01",
"2000-00-10",
"not-a-date",
"",
],
)
def test_invalid_dates_rejected(self, dob):
"""Invalid dates are rejected by the validator."""
from app.routers.auth import RegisterRequest
req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=False)
assert req.over_18 is False
def test_over_18_missing_rejected(self):
"""over_18 has no default -- omitting it entirely is a validation error."""
from app.routers.auth import RegisterRequest
from pydantic import ValidationError
with pytest.raises(ValidationError):
RegisterRequest(username="u", email="u@example.com", password="p")
with pytest.raises(ValueError):
RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
+26 -22
View File
@@ -73,7 +73,7 @@ class TestRegister:
"username": "newuser",
"email": "new@example.com",
"password": "secret123",
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 201
@@ -81,14 +81,8 @@ class TestRegister:
assert "access_token" in data
assert data["token_type"] == "bearer"
def test_register_rejects_not_over_18(self):
"""over_18=false gets a 400 with a detail message.
The interim design (2026-08-20) trusts a client-side boolean
confirmation instead of collecting/validating an actual date of
birth -- this only checks that the flag is respected, not real
age math (there's no date to verify against anymore). Real DOB
collection/verification may come back in a future pass."""
def test_register_rejects_underage(self):
"""Users under 18 get a 400 with a detail message."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
@@ -96,7 +90,7 @@ class TestRegister:
"username": "kid",
"email": "kid@example.com",
"password": "secret123",
"over_18": False,
"date_of_birth": "2010-06-15", # ~15 years old
},
)
assert resp.status_code == 400
@@ -112,7 +106,7 @@ class TestRegister:
"username": "duplicate",
"email": "dup1@example.com",
"password": "secret123",
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
# Second registration with same username, different email
@@ -122,7 +116,7 @@ class TestRegister:
"username": "duplicate",
"email": "dup2@example.com",
"password": "secret123",
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 409
@@ -137,7 +131,7 @@ class TestRegister:
"username": "user1",
"email": "same@example.com",
"password": "secret123",
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
resp = client.post(
@@ -146,19 +140,14 @@ class TestRegister:
"username": "user2",
"email": "same@example.com",
"password": "secret123",
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 409
assert "Email already registered" in resp.json()["detail"]
def test_register_missing_over_18(self):
"""Missing the required over_18 field returns 422.
Replaces the old test_register_invalid_date_format -- there's no
date format to get wrong anymore (no date field at all), so the
closest equivalent "malformed request" case is the required
over_18 boolean being absent entirely."""
def test_register_invalid_date_format(self):
"""Invalid date format returns 422 validation error."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
@@ -166,10 +155,25 @@ class TestRegister:
"username": "user",
"email": "user@example.com",
"password": "secret123",
"date_of_birth": "01-01-2000", # wrong format
},
)
assert resp.status_code == 422
def test_register_exactly_18(self):
"""A user who just turned 18 can register."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "just18",
"email": "just18@example.com",
"password": "secret123",
"date_of_birth": "2007-06-15",
},
)
assert resp.status_code == 201
# ---------------------------------------------------------------------------
# Login endpoint
@@ -189,7 +193,7 @@ class TestLogin:
"username": username,
"email": email,
"password": password,
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 201
+1 -1
View File
@@ -93,7 +93,7 @@ def _register_user(client: TestClient, username: str) -> str:
"username": username,
"email": f"{username}@example.com",
"password": "secret123",
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 201
+2 -2
View File
@@ -59,7 +59,7 @@ class TestRefresh:
"username": username,
"email": email,
"password": password,
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
assert resp.status_code == 201
@@ -143,7 +143,7 @@ class TestRefresh:
"username": "refep_loginrefuser",
"email": "loginref@example.com",
"password": "secret123",
"over_18": True,
"date_of_birth": "2000-01-01",
},
)
# Login to get a refresh token
-194
View File
@@ -1,194 +0,0 @@
# PC2 Test Level & Player Spawn — Design Note
> **Status:** Decided (PC2)
> **Owner:** Architecture
> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
> (2) build the player & spawn it. Both must be able to follow this note
> without further design decisions.
## 1. Decision: static scene, not chunk streaming
**The PC2 playable test level is a single, hand-authored, static Godot 3D
scene.** It is **not** built through the chunk streaming system
(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
`chunk_data_decoder.gd`).
This is a deliberate decision, not a default:
- **The streaming system has never been exercised with real content.** It is a
faithful port of the `docs/architecture/world.md` format spec, but nothing in
the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
and no `_server_rpc`, so at runtime it does nothing. There is no server-side
chunk authoring/streaming endpoint to integrate against.
- **PC2 scope is single-player, local-only, no networking.** The value of chunk
streaming is server-authoritative streaming around a moving player across a
network boundary. None of those preconditions exist in PC2, so exercising the
pipeline here would mean building a chunk *authoring + serving* path first —
clearly out of checkpoint scope.
- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
level and walk around" working**, which is the actual PC2 outcome being tested.
Chunk streaming is **not removed and not broken by this decision** — it stays as
an optional, later milestone. The static level is the PC2 proof of the *player*
and *camera/physics* half of the problem; chunk streaming remains the later proof
of the *world data* half.
## 2. Where things live
| Artifact | Path | Owned by |
|---|---|---|
| Test level scene | `scenes/worlds/test_level.tscn` | level task |
| Player scene | `scenes/player.tscn` | player task |
| Player controller script | `scripts/player.gd` | player task |
| Game composition scene | `scenes/game.tscn` | player task |
- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
reference to `test_level`; it discovers the spawn point at runtime (see §3).
## 3. Player spawn convention
The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
That node's world transform is the spawn point.
- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
carries no gameplay behavior — it is the established Godot idiom for "position
hint." (Confirmed present in Godot 4.6.2.)
- The marker's **position** is authoritative; its rotation is ignored by the
player (spawn yaw is the player's concern, default forward is fine).
- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
the ground top is `y = 0`) so the player capsule does not spawn intersecting
the floor and get popped out by the physics solver.
- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
multiple spawns, that is a later convention — not PC2.)
**Lookup rule (implemented by `player.gd`, not by the level):**
```
# in player.gd _ready()
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
if spawn is Node3D:
global_position = spawn.global_position
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0) # fallback, do not crash
```
The lookup runs from the current scene root so it finds the marker whether it is
a direct child of the level instance or nested under a `Level` wrapper. The
fallback keeps the player runnable in a scene that forgot its marker, but a
**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
on it (see §6).
## 4. Composition (who puts level + player together)
`scenes/game.tscn` is the PC2 playable entry point:
```
Game (Node3D)
├── Level (instance of res://scenes/worlds/test_level.tscn)
└── Player (instance of res://scenes/player.tscn)
```
- `Game` is a plain `Node3D` with **no script** — composition is done by scene
instantiation, not code, so there is nothing to keep in sync.
- The **level scene is self-contained and has zero dependency on the player** —
it loads and is smoke-testable on its own. The level task does not instance or
reference `player.tscn`.
- The **player scene is self-contained and has zero dependency on any specific
level** — it only requires that the *current scene* contains a `PlayerSpawn`.
- Ownership of `game.tscn` goes to the **player task**, which depends on the
level task having landed `test_level.tscn` first (chain with `depends_on`).
## 5. Level content requirements (level task)
`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
children:
| Node | Type | Notes |
|---|---|---|
| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
Notes:
- **Do not** add any `script` to the level. It is pure content. Any per-level
behavior belongs to the player (or a future game-mode script), not the level.
- Keep the whole level on the XZ plane around the origin; nothing off at extreme
coordinates, no thin walls the capsule can tunnel through.
## 6. Player contract (player task)
`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
Minimum for PC2:
- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
the lowest-risk choice; third-person is fine too but is more work.
- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
gracefully.
- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
may be split into its own task if the controller grows.
- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
The player must work when instanced under `Game` alongside a level; it must not
assume it is the only node in the scene.
## 7. Entry point / how a human plays it
- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
(e.g. `godot --path . scenes/game.tscn`), or temporarily set
`application/run/main_scene` to it.
- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
for this note** and out of scope for the level/player tasks. The current menu
flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
the test level, that navigation wiring is its own small task — do not fold it
into level or player.
## 8. Validation (both tasks must run this before "done")
```sh
# one-time, first checkout only — builds the class/import cache
godot --headless --path . --import
# then, to catch parse/load errors:
godot --headless --path . --quit
```
- **Level task:** additionally load `test_level.tscn` headlessly and assert it
(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
positioned ≥ 1.0 m above the ground top. A smoke script following the existing
`scripts/smoke_test_*.gd` pattern is the right vehicle.
- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
and asserts the player's global position equals the `PlayerSpawn` position
(within a small epsilon). This is the check that proves the spawn convention
actually wired through — not just "the scene loads."
## 9. Explicitly out of scope for PC2
- Networking / multiplayer / prediction (single-player, local-only).
- Chunk streaming integration and server-side chunk authoring/serving.
- Avatar customization UI and glTF avatar loading.
- Join-a-world navigation from the world list.
- Any content moderation / age-gating logic in the level.
## 10. Summary
| Concern | Decision |
|---|---|
| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
| Level location | `scenes/worlds/test_level.tscn` |
| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
+12 -25
View File
@@ -7,30 +7,26 @@ to know what "run the tests" actually checked.
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
Last verified against `main`: 2026-08-21 — migrations + pytest + all 11
Godot smoke tests, all clean. PC1's real playtest-found bugs (login form
unreachable, 1px world cards, Play → Back losing the session) are covered
by the smoke tests below so they can't silently regress. PC2 (basic
playable world + character + movement) landed 2026-08-20/21 — see
`docs/checkpoints/` once a PC2 record exists, and the three new smoke
tests below (`smoke_test_test_level.gd`, `smoke_test_player.gd`,
`smoke_test_enter_world.gd`) for what's actually verified. The avatar
loader/customization system (`smoke_test_avatar_system.gd`) also landed
2026-08-21 — real glTF-based loading with graceful failure on missing
assets, verified since `assets/avatars/*.glb` model files don't exist yet.
Last verified against `main`: 2026-08-20 — full PC1 checkpoint run,
migrations + pytest + all 6 Godot smoke tests + both platform exports, all
clean. Two real bugs found and fixed via real playtesting this same day
(not caught by the checkpoint suite as it stood before today): the main
menu had no way to actually open the login/register form, and the world
list's cards rendered at ~1px wide once real data existed. Both are now
covered by the smoke tests below so they can't silently regress.
## Backend — `backend/tests/` (pytest)
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
reachable Postgres — see the runner script).
**Current total: 61 tests, all passing on a clean `main` checkout.**
**Current total: 68 tests, all passing on a clean `main` checkout.**
| File | Tests | What it covers |
|---|---|---|
| `test_auth_age_gate.py` | 11 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year — kept as a tested utility for a future real-DOB pass even though `/register` no longer calls it) + `RegisterRequest.over_18` field tests (true accepted, false accepted, missing rejected). 2026-08-20: the register flow was simplified from collecting/validating a date of birth to a plain client-side "I am 18 or older" confirmation, so the old date-validation parametrized cases were replaced. Backs the 18+ registration gate (PR #23, revised PC1). |
| `test_auth_age_gate.py` | 17 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year) + `RegisterRequest` date-of-birth validation (parametrized valid/invalid date rejection). Backs the 18+ registration gate (PR #23). |
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
| `test_auth_endpoints.py` | 10 | **Integration tests** for `POST /api/auth/register` and `POST /api/auth/login` against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), `over_18=false` rejection (400), missing `over_18` field (422), successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens. |
| `test_auth_endpoints.py` | 11 | **Integration tests** for `POST /api/auth/register` and `POST /api/auth/login` against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), underage rejection (400), invalid date format (422), exact-18 registration, successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens. |
| `test_refresh_endpoint.py` | 8 | **Integration tests** for `POST /api/auth/refresh`. Covers: successful refresh (200, new access token, same refresh token returned), refresh produces different access tokens on repeated calls, invalid refresh token (401), empty body (422), missing field (422), refresh token from login also works, returned access token is valid JWT decodable with public key, `access_token_expires_minutes` in response. |
| `test_refresh_token_jti.py` | 6 | Unit tests for refresh token uniqueness (jti claim) and model column length. Covers: two calls with same sub produce different tokens (jti uniqueness), jti is valid UUID, rapid repeated calls all produce unique jtis, jti survives decode, `RefreshToken.token` column is `String(512)`, column type is `String`. |
| `test_auth_expired_token.py` | 5 | **Integration tests** for expired-token rejection across auth endpoints. Covers: expired access JWT rejected by `GET /api/auth/me` (401), garbage access token rejected by `/me` (401), missing bearer token returns 401, expired refresh token (DB `expires_at` in past) rejected by `/refresh` (401), expired refresh JWT (past `exp` claim) rejected before DB lookup (401). |
@@ -56,10 +52,7 @@ these yet):
## Godot client — `scripts/smoke_test_*.gd`
**12 smoke tests merged into `main`.** Ten need a live backend, one
(`smoke_test_network_client.gd`) needs a live dedicated server instead,
and one (`smoke_test_avatar_system.gd`) needs neither — it only exercises
local catalog/loadout/loader logic. Backend-dependent tests read
**6 smoke tests merged into `main`.** Each needs a live backend —
`AGP_API_BASE_URL` env var, falling back to the
`application/agp/api_base_url` project setting (default
`http://127.0.0.1:8000`) if unset.
@@ -67,17 +60,11 @@ local catalog/loadout/loader logic. Backend-dependent tests read
| File | What it covers |
|---|---|
| `smoke_test_api.gd` | Exercises `ApiClient.health_check()` against a live backend. Verifies the real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure. |
| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), `over_18=false` registration (400), correct login (200), wrong password (401), nonexistent user (401). |
| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), under-18 registration (400), correct login (200), wrong password (401), nonexistent user (401). |
| `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. |
| `smoke_test_world_list.gd` | Registers a user, **seeds a real world via `POST /api/worlds/`** (without this, `run_checkpoint_tests.py`'s always-fresh DB means the populated-card render path never actually runs in CI, only the empty-list path would), instantiates `world_list.tscn` as a real scene, waits for `_refresh_worlds()` to complete, confirms it reached the populated (not empty) state, and asserts **each rendered card's real computed width is >= 200px**. That last check is the one that matters: 2026-08-20, a real bug shipped where every card existed in the tree with a non-zero child count and no crash, but rendered at 1.0px wide (`ScrollContainer`'s `size_flags_horizontal`/`vertical` used the raw integer `4` = `Control.SIZE_SHRINK_CENTER` instead of `3` = `SIZE_EXPAND_FILL`) — invisible on screen, and a child-count-only check would never have caught it. Confirmed by deliberately reintroducing the bug: card width check correctly fails at 25px. |
| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
| `smoke_test_main_menu_back.gd` | Regression test for Play → Back logging the user out even with a valid token still held. Registers a user, loads `main_menu.tscn` (asserts it restores the authenticated state via a real `auth_state_ready` signal wait, not a frame-count guess), clicks Play → `world_list.tscn`, clicks Back → `main_menu.tscn`, and asserts the menu is still authenticated. Checks `WelcomeLabel.is_visible_in_tree()`, not just `.visible` — the label lives inside AuthPanel, so `.visible` alone is a false positive if the panel itself is hidden (a real bug briefly present: `_show_authenticated()` hid AuthPanel while claiming the welcome label was visible, which rendered nothing). |
| `smoke_test_test_level.gd` | Loads `scenes/worlds/test_level.tscn` directly (the level is player-agnostic and self-contained per `docs/architecture/pc2_test_level.md` §4) and confirms it has real content: 5 props, a `DirectionalLight3D` ("Sun"), and a `WorldEnvironment` — not an empty void. |
| `smoke_test_player.gd` | Loads `scenes/game.tscn` and confirms the player exists as a real `CharacterBody3D` with a `CollisionShape3D`+shape, a `CapsuleMesh`, and spawns at the level's `PlayerSpawn` marker position. Also asserts `JUMP_VELOCITY` is positive and a `Camera3D` exists and is `current` — both were real bugs found 2026-08-20/21 (jump velocity was negative, pushing the player down instead of up; no camera existed at all, so the game was unplayable even though the character could technically move). Structural checks only — real movement/jump *direction* correctness was verified separately via a throwaway headless physics simulation during development, not by an automated test that's part of this suite. |
| `smoke_test_enter_world.gd` | The full PC2 path end to end: register → seed a real world → load `world_list.tscn` → click the real "Enter World" button on a real card (found by walking the card's children, not by index, so it doesn't silently pass if the card layout changes) → confirms `scenes/game.tscn` actually becomes `current_scene` with the player spawned at the level's `PlayerSpawn` marker → sends a real `KEY_ESCAPE` input event (not a direct method call) and confirms it returns to `world_list.tscn`. This is the test that proves "browse → enter → walk around → leave" actually works as one continuous flow, not just that each piece works in isolation. |
| `smoke_test_network_client.gd` | **Real two-process integration test** for `scripts/network_client.gd` (client-side prediction + reconciliation, docs/architecture/networking.md §5) — needs an actual dedicated server running first: `godot --headless --path . scenes/server.tscn &`, *not* the usual HTTP backend. Connects a real `NetworkClient` over ENet, confirms local input prediction moves the player immediately (no waiting on a round trip), confirms real snapshots arrive and get processed, then deliberately desyncs the predicted position by 9999 units and confirms the very next snapshot corrects it back — the actual proof reconciliation logic works, not just that it never had to fire. Known simplification, stated in the script's own docstring: the server's snapshot doesn't currently echo back a per-peer "last input seq processed," so reconciliation corrects against the *most recent* prediction rather than true tick-exact rollback-and-replay (docs/architecture/networking.md §5.2 step 4) — a real, scoped follow-up once the server echoes that ack, not something faked here. |
| `smoke_test_avatar_system.gd` | Confirms `AvatarSystem` is a real autoload, the committed `assets/avatars/catalog.json` actually parses, `get_assets_for_slot("base_body")` returns real entries, an `AvatarLoadout` can set `base_body` and equip a real catalog accessory, the loadout round-trips through `to_json()`/`load_loadout_from_json()`, and — since `assets/avatars/*.glb` model files don't exist yet — that `AvatarLoader.load_base_body()` against a real catalog entry with a missing file fails *gracefully*: returns `null` and emits `load_error` rather than crashing. Visual rendering itself can't be verified until real assets exist. |
Run (once, to build the class cache): `godot --headless --path . --import`,
then for each smoke test: `godot --headless --path . --script
-24
View File
@@ -14,7 +14,6 @@ agp/api_base_url="http://127.0.0.1:8000"
[autoload]
ApiClient="*res://scripts/api_client.gd"
AvatarSystem="*res://scripts/avatar/avatar_system.gd"
[display]
@@ -22,29 +21,6 @@ window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
[input]
move_forward={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
-149
View File
@@ -1,149 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://avatar_customization"]
[ext_resource type="Script" path="res://scripts/avatar/avatar_customization_ui.gd" id="1"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_main_panel"]
bg_color = Color(0.12, 0.12, 0.15, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_slot_panel"]
bg_color = Color(0.18, 0.18, 0.22, 1)
border_width_left = 2
border_width_right = 2
border_width_top = 2
border_width_bottom = 2
border_color = Color(0.3, 0.3, 0.35, 1)
corner_radius_top_left = 4
corner_radius_top_right = 4
corner_radius_bottom_right = 4
corner_radius_bottom_left = 4
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_button_style"]
bg_color = Color(0.25, 0.25, 0.3, 1)
border_width_left = 1
border_width_right = 1
border_width_top = 1
border_width_bottom = 1
border_color = Color(0.4, 0.4, 0.45, 1)
corner_radius_top_left = 4
corner_radius_top_right = 4
corner_radius_bottom_right = 4
corner_radius_bottom_left = 4
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_button_hover"]
bg_color = Color(0.35, 0.35, 0.4, 1)
border_width_left = 1
border_width_right = 1
border_width_top = 1
border_width_bottom = 1
border_color = Color(0.5, 0.5, 0.55, 1)
corner_radius_top_left = 4
corner_radius_top_right = 4
corner_radius_bottom_right = 4
corner_radius_bottom_left = 4
[node name="AvatarCustomization" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="MainPanel" type="Panel" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_main_panel")
[node name="VBox" type="VBoxContainer" parent="MainPanel"]
layout_mode = 1
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_constants/separation = 8
[node name="TitleLabel" type="Label" parent="MainPanel/VBox"]
layout_mode = 1
size_flags_horizontal = 3
text = "Avatar Customization"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 24
[node name="HBox" type="HBoxContainer" parent="MainPanel/VBox"]
layout_mode = 1
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="AvatarViewport" type="ViewportContainer" parent="MainPanel/VBox/HBox"]
layout_mode = 1
size_flags_horizontal = 3
size_flags_vertical = 3
expand_texture = true
stretch = true
[node name="AvatarViewport" type="Viewport" parent="MainPanel/VBox/HBox/AvatarViewport"]
layout_mode = 3
size_flags_horizontal = 3
size_flags_vertical = 3
width = 512
height = 512
transparent_bg = true
[node name="Avatar3D" type="Node3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
layout_mode = 3
[node name="Camera3D" type="Camera3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
layout_mode = 3
position = Vector3(0, 1.0, 3.0)
rotation = Vector3(-0.174533, 0, 0)
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
layout_mode = 3
position = Vector3(2, 4, 2)
rotation = Vector3(0.785398, 0, 0)
light_color = Color(0.8, 0.8, 0.8, 1)
light_energy = 1.0
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
layout_mode = 3
position = Vector3(-2, 2, -2)
rotation = Vector3(0.785398, 0, 0)
light_color = Color(0.4, 0.4, 0.5, 1)
light_energy = 0.5
[node name="SlotList" type="VBoxContainer" parent="MainPanel/VBox/HBox"]
layout_mode = 1
size_flags_horizontal = 0
size_flags_vertical = 3
theme_override_constants/separation = 4
custom_minimum_size = Vector2(280, 0)
[node name="SlotHeader" type="Label" parent="MainPanel/VBox/HBox/SlotList"]
layout_mode = 1
text = "SLOTS"
theme_override_font_sizes/font_size = 16
font_color = Color(0.7, 0.7, 0.75, 1)
[node name="ScrollContainer" type="ScrollContainer" parent="MainPanel/VBox/HBox/SlotList"]
layout_mode = 1
size_flags_horizontal = 3
size_flags_vertical = 3
horizontal_mode = 2
horizontal_scroll_mode = 2
[node name="SlotsVBox" type="VBoxContainer" parent="MainPanel/VBox/HBox/SlotList/ScrollContainer"]
layout_mode = 1
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_constants/separation = 4
[node name="BackButton" type="Button" parent="MainPanel/VBox"]
layout_mode = 1
size_flags_horizontal = 3
text = "Back to Menu"
button_pressed = false
action_mode = 0
custom_minimum_size = Vector2(0, 36)
-10
View File
@@ -1,10 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://game_scene_pc2"]
[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
[node name="Game" type="Node3D"]
[node name="Level" parent="." instance=ExtResource("1_level")]
[node name="Player" parent="." instance=ExtResource("2_player")]
+7 -2
View File
@@ -83,12 +83,16 @@ visible = false
placeholder_text = "Email"
size_flags_horizontal = 3
[node name="Over18Check" type="CheckBox" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
[node name="DOBEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
visible = false
text = "I am 18 or older"
placeholder_text = "Date of Birth (YYYY-MM-DD)"
size_flags_horizontal = 3
[node name="ModeToggle" type="CheckButton" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Register"
[node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Login"
@@ -121,6 +125,7 @@ size_flags_horizontal = 4
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton" to="." method="_on_register_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
[connection signal="toggled" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle" to="." method="_on_mode_toggle_toggled"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"]
-24
View File
@@ -1,24 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://player_scene_001"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
radius = 0.35
height = 1.6
[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
radius = 0.35
height = 1.6
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_player")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape1")
[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh1")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
current = true
-6
View File
@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/server.gd" id="1_server"]
[node name="Server" type="Node"]
script = ExtResource("1_server")
-6
View File
@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1")
-120
View File
@@ -1,120 +0,0 @@
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxMesh" id="BoxMesh_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
top_radius = 1.0
height = 4.0
[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
top_radius = 1.0
bottom_radius = 1.0
height = 4.0
subdivisions_top_radius = 8
[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
radius = 1.0
[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
radius = 1.0
subdivisions_ring = 12
subdivisions_height = 12
[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
radius = 0.5
[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
radius = 0.5
subdivisions_ring = 8
subdivisions_height = 8
[sub_resource type="Environment" id="WorldEnvironment_env"]
background_mode = 1
background_color = Color(0.4, 0.6, 0.8, 1)
ambient_light_source = 1
ambient_light_energy = 0.4
ambient_light_sky_energy = 1.0
[node name="TestLevel" type="Node3D"]
[node name="Ground" type="StaticBody3D" parent="."]
position = Vector3(0, -0.5, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_ground")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("BoxMesh_ground")
[node name="Props" type="Node3D" parent="."]
[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
position = Vector3(8, 1.5, 8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
shape = SubResource("BoxShape3D_prop1")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
mesh = SubResource("BoxMesh_prop1")
[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
position = Vector3(-8, 0.5, 6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
shape = SubResource("BoxShape3D_prop2")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
mesh = SubResource("BoxMesh_prop2")
[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
position = Vector3(6, 2.0, -8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
shape = SubResource("CylinderShape3D_prop3")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
mesh = SubResource("CylinderMesh_prop3")
[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
position = Vector3(-6, 1.0, -6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
shape = SubResource("SphereShape3D_prop4")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
mesh = SubResource("SphereMesh_prop4")
[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
position = Vector3(0, 0.5, 12)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
shape = SubResource("SphereShape3D_prop5")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
mesh = SubResource("SphereMesh_prop5")
[node name="Sun" type="DirectionalLight3D" parent="."]
rotation = Vector3(-0.785398, 0, 0)
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("WorldEnvironment_env")
[node name="PlayerSpawn" type="Marker3D" parent="."]
position = Vector3(0, 1.5, 0)
+3 -3
View File
@@ -178,18 +178,18 @@ func login(username: String, password: String) -> Dictionary:
## Register a new user. On success stores the returned access token.
## @param over_18 Must be true; the backend rejects registration otherwise.
## @param date_of_birth ISO date string "YYYY-MM-DD".
func register(
username: String,
email: String,
password: String,
over_18: bool
date_of_birth: String
) -> Dictionary:
var payload := {
"username": username,
"email": email,
"password": password,
"over_18": over_18,
"date_of_birth": date_of_birth,
}
var result := await request(
HTTPClient.METHOD_POST,
-181
View File
@@ -1,181 +0,0 @@
## AvatarCatalog - Asset catalog management.
##
## Manages the mapping of asset IDs to their metadata and resource paths.
## Loads the catalog manifest from disk and provides lookup by ID and slot.
##
## The catalog is loaded from `res://assets/avatars/catalog.json` which follows
## the format specified in avatar.md §7.2.
class_name AvatarCatalog
extends RefCounted
## Emitted when the catalog is loaded successfully.
signal catalog_loaded
## Emitted when the catalog fails to load.
signal catalog_load_failed(error_message: String)
## Catalog manifest structure:
## { "assets": { "id": { "type", "slot", "path", "version", ... } } }
var _catalog: Dictionary = {}
var _loaded: bool = false
var _catalog_path: String = "res://assets/avatars/catalog.json"
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Load the catalog from disk. Call this before any lookups.
func load_catalog(path: String = _catalog_path) -> Error:
_catalog_path = path
_catalog = {}
var file = FileAccess.open(path, FileAccess.READ)
if file == null:
var err = FileAccess.get_open_error()
catalog_load_failed.emit("Cannot open catalog: %s (error %d)" % [path, err])
return err
var json_text: String = file.get_as_text()
file.close()
var result: Variant = JSON.parse_string(json_text)
if result == null or not result is Dictionary:
catalog_load_failed.emit("Invalid JSON in catalog: %s" % path)
return ERR_PARSE_ERROR
var json: Dictionary = result as Dictionary
if not json.has("assets"):
catalog_load_failed.emit("Catalog missing 'assets' key")
return ERR_INVALID_DATA
_catalog = json["assets"]
_loaded = true
catalog_loaded.emit()
return OK
## Check if the catalog has been loaded.
func is_loaded() -> bool:
return _loaded
## Resolve an asset by its ID.
## Returns a Dictionary with keys: type, slot, path, version, etc.
## Returns null if the asset ID is not found.
func resolve(id: String) -> Dictionary:
if not _loaded:
return {}
return _catalog.get(id, {})
## Check if an asset ID exists in the catalog.
func has_asset(id: String) -> bool:
if not _loaded:
return false
return _catalog.has(id)
## Get all assets that belong to a given slot.
## Returns an array of asset ID strings.
func get_assets_by_slot(slot: String) -> Array[String]:
if not _loaded:
return []
var result: Array[String] = []
for id in _catalog:
var asset: Dictionary = _catalog[id]
if asset.get("slot") == slot:
result.append(id)
return result
## Get all asset IDs in the catalog.
func get_all_ids() -> Array[String]:
if not _loaded:
return []
return _catalog.keys()
## Validate a loadout against the catalog.
## Returns a Dictionary with "valid" (bool) and "errors" (Array[String]).
func validate_loadout(loadout: AvatarLoadout) -> Dictionary:
var errors: Array[String] = []
# Check base_body
if loadout.base_body.is_empty():
errors.append("Loadout missing base_body")
elif not has_asset(loadout.base_body):
errors.append("Unknown base_body asset: %s" % loadout.base_body)
else:
var base: Dictionary = resolve(loadout.base_body)
if base.get("type") != "base_body":
errors.append("base_body asset '%s' is not type 'base_body'" % loadout.base_body)
# Check each slot
for slot_id in loadout.slots:
var slot_value = loadout.slots[slot_id]
if slot_value == null:
continue
if slot_id == "accessory":
# Accessory is an array
if not slot_value is Array:
errors.append("Slot '%s' must be an array" % slot_id)
continue
for item_id in slot_value:
if not has_asset(item_id):
errors.append("Unknown accessory asset: %s" % item_id)
else:
var asset: Dictionary = resolve(item_id)
if asset.get("slot") != slot_id:
errors.append("Accessory '%s' slot '%s' does not match slot '%s'" % [
item_id, asset.get("slot"), slot_id
])
else:
# Exclusive slot - single value
if not slot_value is String:
errors.append("Slot '%s' must be a string or null" % slot_id)
continue
if not has_asset(slot_value):
errors.append("Unknown asset in slot '%s': %s" % [slot_id, slot_value])
else:
var asset: Dictionary = resolve(slot_value)
if asset.get("slot") != slot_id:
errors.append("Asset '%s' slot '%s' does not match slot '%s'" % [
slot_value, asset.get("slot"), slot_id
])
return {
"valid": errors.is_empty(),
"errors": errors
}
## Compute a hash of the loadout for change detection.
## Returns a 32-bit hash value (GDScript has no fixed-width uint type — int
## is 64-bit signed, the value is just constrained to 32 bits of range).
static func compute_loadout_hash(loadout: AvatarLoadout) -> int:
var hasher = HashingContext.new()
hasher.start(HashingContext.HASH_SHA256)
hasher.update(loadout.base_body.to_utf8_buffer())
for slot_id in loadout.slots:
var slot_value = loadout.slots[slot_id]
hasher.update(slot_id.to_utf8_buffer())
if slot_value is Array:
for item in slot_value:
hasher.update(item.to_utf8_buffer())
elif slot_value is String:
hasher.update(slot_value.to_utf8_buffer())
var hash_bytes = hasher.finish()
return hash_bytes[0] | (hash_bytes[1] << 8) | (hash_bytes[2] << 16) | (hash_bytes[3] << 24)
## Get the catalog path.
func get_catalog_path() -> String:
return _catalog_path
-1
View File
@@ -1 +0,0 @@
uid://ceyugve7rjxqs
-465
View File
@@ -1,465 +0,0 @@
## AvatarCustomizationUI
##
## The in-game avatar customization screen. Lets the player:
## - See a live preview of their avatar.
## - Browse and equip/unequip items per slot.
## - Adjust skin tone.
## - Save / load loadouts.
##
## The UI is built programmatically so it works without a pre-authored .tscn.
## It is a Control node that can be added to any scene.
class_name AvatarCustomizationUI
extends Control
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when the player closes the customization screen.
signal closed
## Emitted when the loadout changes (after equip/unequip/skin-tone).
signal loadout_changed(loadout: AvatarLoadout)
# ---------------------------------------------------------------------------
# Exports / config
# ---------------------------------------------------------------------------
## Path to the asset catalog manifest.
@export var catalog_path: String = "res://assets/avatars/catalog.json"
## The default base body to use when none is equipped.
@export var default_base_body: String = "base_human_male_01"
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## The current loadout being edited.
var loadout: AvatarLoadout = null
## The AvatarSystem singleton (set in _ready).
var _system: Node = null
## The catalog (owned by AvatarSystem).
var _catalog: AvatarCatalog = null
## The loader (owned by AvatarSystem).
var _loader: AvatarLoader = null
## The visualizer that renders the preview.
var _visualizer: AvatarVisualizer = null
## The preview viewport container.
var _preview_container: SubViewportContainer = null
## The preview viewport.
var _preview_viewport: SubViewport = null
## The preview camera.
var _preview_camera: Camera3D = null
## The preview avatar root.
var _preview_root: Node3D = null
## Currently selected slot id.
var _selected_slot: String = ""
## UI node references.
var _slot_list: VBoxContainer = null
var _item_list: VBoxContainer = null
var _slot_label: Label = null
var _item_label: Label = null
var _skin_tone_slider: HSlider = null
var _status_label: Label = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Grab the AvatarSystem autoload.
_system = get_node_or_null("/root/AvatarSystem")
if _system == null:
push_error("AvatarCustomizationUI: AvatarSystem autoload not found")
return
_catalog = _system.catalog
_loader = _system.loader
# Load the catalog if not already loaded.
if _catalog != null and not _catalog.is_loaded():
_catalog.load_catalog(catalog_path)
# Build the UI.
_build_ui()
# Create a fresh loadout.
loadout = AvatarLoadout.new()
loadout.base_body = default_base_body
# Initialize the visualizer.
_visualizer = AvatarVisualizer.new()
# Populate the slot list.
_populate_slots()
# Select the first slot.
if AvatarSlotRegistry.SLOT_IDS.size() > 0:
_select_slot(AvatarSlotRegistry.SLOT_IDS[0])
# Refresh the preview.
_refresh_preview()
# ---------------------------------------------------------------------------
# UI construction
# ---------------------------------------------------------------------------
## Build the entire UI tree programmatically.
func _build_ui() -> void:
# Root layout: horizontal split (preview | controls).
var root_hbox := HBoxContainer.new()
root_hbox.name = "RootLayout"
root_hbox.set_anchors_preset(Control.PRESET_FULL_RECT)
root_hbox.add_theme_constant_override("separation", 16)
add_child(root_hbox)
# --- Left: preview ---
var preview_panel := PanelContainer.new()
preview_panel.name = "PreviewPanel"
preview_panel.custom_minimum_size = Vector2(480, 0)
root_hbox.add_child(preview_panel)
var preview_margin := MarginContainer.new()
preview_margin.add_theme_constant_override("margin_left", 8)
preview_margin.add_theme_constant_override("margin_right", 8)
preview_margin.add_theme_constant_override("margin_top", 8)
preview_margin.add_theme_constant_override("margin_bottom", 8)
preview_panel.add_child(preview_margin)
_preview_container = SubViewportContainer.new()
_preview_container.name = "PreviewViewportContainer"
_preview_container.stretch = true
_preview_container.custom_minimum_size = Vector2(464, 560)
preview_margin.add_child(_preview_container)
_preview_viewport = SubViewport.new()
_preview_viewport.name = "PreviewViewport"
_preview_viewport.size = Vector2i(464, 560)
_preview_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
_preview_container.add_child(_preview_viewport)
# Camera for the preview.
_preview_camera = Camera3D.new()
_preview_camera.name = "PreviewCamera"
_preview_camera.position = Vector3(0, 1.0, 3.0)
_preview_camera.look_at(Vector3(0, 1.0, 0))
_preview_viewport.add_child(_preview_camera)
# Avatar root inside the viewport.
_preview_root = Node3D.new()
_preview_root.name = "AvatarPreviewRoot"
_preview_viewport.add_child(_preview_root)
# A light so the avatar is visible.
var light := DirectionalLight3D.new()
light.name = "PreviewLight"
light.rotation_degrees = Vector3(-45, 30, 0)
_preview_viewport.add_child(light)
# --- Right: controls ---
var controls_panel := PanelContainer.new()
controls_panel.name = "ControlsPanel"
controls_panel.custom_minimum_size = Vector2(520, 0)
root_hbox.add_child(controls_panel)
var controls_margin := MarginContainer.new()
controls_margin.add_theme_constant_override("margin_left", 12)
controls_margin.add_theme_constant_override("margin_right", 12)
controls_margin.add_theme_constant_override("margin_top", 12)
controls_margin.add_theme_constant_override("margin_bottom", 12)
controls_panel.add_child(controls_margin)
var controls_vbox := VBoxContainer.new()
controls_vbox.name = "Controls"
controls_vbox.add_theme_constant_override("separation", 8)
controls_margin.add_child(controls_vbox)
# Title.
var title := Label.new()
title.text = "Avatar Customization"
title.add_theme_font_size_override("font_size", 24)
controls_vbox.add_child(title)
# Slot selector.
var slot_header := Label.new()
slot_header.text = "Slots"
slot_header.add_theme_font_size_override("font_size", 16)
controls_vbox.add_child(slot_header)
var slot_scroll := ScrollContainer.new()
slot_scroll.custom_minimum_size = Vector2(0, 160)
controls_vbox.add_child(slot_scroll)
_slot_list = VBoxContainer.new()
_slot_list.name = "SlotList"
_slot_list.add_theme_constant_override("separation", 4)
slot_scroll.add_child(_slot_list)
# Item selector for the selected slot.
var item_header := Label.new()
item_header.text = "Items"
item_header.add_theme_font_size_override("font_size", 16)
controls_vbox.add_child(item_header)
var item_scroll := ScrollContainer.new()
item_scroll.custom_minimum_size = Vector2(0, 200)
controls_vbox.add_child(item_scroll)
_item_list = VBoxContainer.new()
_item_list.name = "ItemList"
_item_list.add_theme_constant_override("separation", 4)
item_scroll.add_child(_item_list)
# Skin tone control.
var skin_header := Label.new()
skin_header.text = "Skin Tone"
skin_header.add_theme_font_size_override("font_size", 16)
controls_vbox.add_child(skin_header)
_skin_tone_slider = HSlider.new()
_skin_tone_slider.name = "SkinToneSlider"
_skin_tone_slider.min_value = 0.0
_skin_tone_slider.max_value = 1.0
_skin_tone_slider.step = 0.01
_skin_tone_slider.value = 0.5
_skin_tone_slider.custom_minimum_size = Vector2(0, 24)
_skin_tone_slider.value_changed.connect(_on_skin_tone_changed)
controls_vbox.add_child(_skin_tone_slider)
# Status / error label.
_status_label = Label.new()
_status_label.name = "StatusLabel"
_status_label.text = ""
_status_label.add_theme_color_override("font_color", Color(1, 0.4, 0.4))
_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
controls_vbox.add_child(_status_label)
# Action buttons.
var button_row := HBoxContainer.new()
button_row.add_theme_constant_override("separation", 8)
controls_vbox.add_child(button_row)
var save_btn := Button.new()
save_btn.text = "Save Loadout"
save_btn.pressed.connect(_on_save_pressed)
button_row.add_child(save_btn)
var load_btn := Button.new()
load_btn.text = "Load Loadout"
load_btn.pressed.connect(_on_load_pressed)
button_row.add_child(load_btn)
var close_btn := Button.new()
close_btn.text = "Close"
close_btn.pressed.connect(_on_close_pressed)
button_row.add_child(close_btn)
# ---------------------------------------------------------------------------
# Slot / item population
# ---------------------------------------------------------------------------
## Populate the slot list with buttons for each slot.
func _populate_slots() -> void:
if _slot_list == null:
return
# Clear existing children.
for child in _slot_list.get_children():
child.queue_free()
for slot_id in AvatarSlotRegistry.SLOT_IDS:
var btn := Button.new()
btn.name = "Slot_%s" % slot_id
btn.text = slot_id
btn.toggle_mode = true
btn.pressed.connect(_on_slot_button_pressed.bind(slot_id))
_slot_list.add_child(btn)
## Populate the item list for the currently selected slot.
func _populate_items() -> void:
if _item_list == null or _selected_slot.is_empty():
return
# Clear existing children.
for child in _item_list.get_children():
child.queue_free()
if _catalog == null:
return
# Get assets for this slot.
var assets: Array[String] = _catalog.get_assets_by_slot(_selected_slot)
# "None" button to unequip.
var none_btn := Button.new()
none_btn.text = "(none)"
none_btn.pressed.connect(_on_equip_pressed.bind(""))
_item_list.add_child(none_btn)
for asset_id in assets:
var btn := Button.new()
btn.text = asset_id
btn.pressed.connect(_on_equip_pressed.bind(asset_id))
_item_list.add_child(btn)
# ---------------------------------------------------------------------------
# Slot selection
# ---------------------------------------------------------------------------
## Handle a slot button press.
func _on_slot_button_pressed(slot_id: String) -> void:
_select_slot(slot_id)
## Select a slot and refresh the item list.
func _select_slot(slot_id: String) -> void:
_selected_slot = slot_id
# Update button toggle states.
if _slot_list != null:
for child in _slot_list.get_children():
if child is Button:
var btn := child as Button
btn.button_pressed = (btn.name == "Slot_%s" % slot_id)
_populate_items()
# ---------------------------------------------------------------------------
# Equip / unequip
# ---------------------------------------------------------------------------
## Handle an equip/unequip action for the selected slot.
func _on_equip_pressed(asset_id: String) -> void:
if loadout == null or _selected_slot.is_empty():
return
if _selected_slot == "accessory":
if asset_id.is_empty():
# Clear all accessories.
loadout.slots["accessory"] = []
else:
loadout.add_accessory(asset_id)
else:
loadout.set_equipment(_selected_slot, asset_id)
_refresh_preview()
loadout_changed.emit(loadout)
# ---------------------------------------------------------------------------
# Preview refresh
# ---------------------------------------------------------------------------
## Rebuild the avatar preview from the current loadout.
func _refresh_preview() -> void:
if _visualizer == null or _preview_root == null:
return
# Clear the preview root.
for child in _preview_root.get_children():
child.queue_free()
# Validate the loadout.
if loadout == null or loadout.base_body.is_empty():
_status_label.text = "No base body selected."
return
# Build the render tree.
_visualizer.load_loadout(loadout, _preview_root)
# Show any validation errors.
if not loadout.validation_errors.is_empty():
_status_label.text = "\n".join(loadout.validation_errors)
else:
_status_label.text = ""
# ---------------------------------------------------------------------------
# Skin tone
# ---------------------------------------------------------------------------
func _on_skin_tone_changed(value: float) -> void:
if loadout == null:
return
# Map slider 0..1 to a skin tone color range.
var t := value
var skin := Color(
0.6 + 0.3 * t, # R
0.4 + 0.2 * t, # G
0.3 + 0.15 * t, # B
1.0
)
loadout.skin_tone = skin
_refresh_preview()
loadout_changed.emit(loadout)
# ---------------------------------------------------------------------------
# Save / load
# ---------------------------------------------------------------------------
func _on_save_pressed() -> void:
if loadout == null:
return
var json := loadout.to_json()
var file := FileAccess.open("user://loadout.json", FileAccess.WRITE)
if file:
file.store_string(json)
file.close()
_status_label.text = "Loadout saved."
else:
_status_label.text = "Failed to save loadout."
func _on_load_pressed() -> void:
if not FileAccess.file_exists("user://loadout.json"):
_status_label.text = "No saved loadout found."
return
var file := FileAccess.open("user://loadout.json", FileAccess.READ)
if file == null:
_status_label.text = "Failed to open saved loadout."
return
var json := file.get_as_text()
file.close()
var loaded := AvatarLoadout.from_json(json)
if not loaded.validation_errors.is_empty():
_status_label.text = "Saved loadout invalid: %s" % "\n".join(loaded.validation_errors)
return
loadout = loaded
_refresh_preview()
loadout_changed.emit(loadout)
_status_label.text = "Loadout loaded."
# ---------------------------------------------------------------------------
# Close
# ---------------------------------------------------------------------------
func _on_close_pressed() -> void:
closed.emit()
queue_free()
@@ -1 +0,0 @@
uid://crqtef5rifgrv
-563
View File
@@ -1,563 +0,0 @@
## AvatarLoader - glTF/GLB import, skeleton merge, and skin re-targeting.
##
## Loads base body and attachment GLB assets, extracts skeletons and meshes,
## and re-targets attachment skins to the canonical skeleton by bone name.
##
## Per the avatar architecture spec (§6.2, §6.3):
## - The base body carries the canonical skeleton.
## - Attachments are skinned to the same skeleton by name-based re-targeting.
## - Static accessories are parented to their mount bone.
## - Body-part slots hide the corresponding base mesh.
class_name AvatarLoader
extends Node
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
## Maximum number of attachments allowed in the accessory slot.
const MAX_ACCESSORY_COUNT := 8
## Skeleton bone names that form the canonical rig (§3.1).
const CANONICAL_BONES := [
"Root",
"Hips",
"Spine",
"Chest",
"Neck",
"Head",
"HeadTop",
"Jaw",
"LeftEye",
"RightEye",
"LeftShoulder",
"LeftUpperArm",
"LeftLowerArm",
"LeftHand",
"RightShoulder",
"RightUpperArm",
"RightLowerArm",
"RightHand",
"LeftUpperLeg",
"LeftLowerLeg",
"LeftFoot",
"RightUpperLeg",
"RightLowerLeg",
"RightFoot",
]
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when a base body has been loaded successfully.
signal base_body_loaded(avatar_node: Node3D)
## Emitted when an attachment has been loaded and merged.
signal attachment_loaded(slot_id: String, attachment_node: Node3D)
## Emitted on error during loading.
signal load_error(error_msg: String)
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## The fully assembled avatar node (Skeleton3D + meshes + attachments).
var avatar_node: Node3D = null
## The Skeleton3D belonging to the avatar.
var skeleton: Skeleton3D = null
## Mapping of bone name -> bone index in the skeleton.
var _bone_index_map: Dictionary = {}
## Loaded base body meshes, keyed by slot id.
var _base_meshes: Dictionary = {}
## Loaded attachment nodes, keyed by slot id.
var _attachments: Dictionary = {}
## Whether the base body has been loaded.
var is_base_loaded: bool = false
## The avatar catalog reference (set by AvatarSystem).
var catalog: AvatarCatalog = null
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Initialize the loader with a reference to the avatar catalog.
func init_loader(cat: AvatarCatalog) -> void:
catalog = cat
## Load the base body asset identified by [param base_body_id].
## Returns the AvatarNode3D on success, or null on failure.
func load_base_body(base_body_id: String) -> Node3D:
if catalog == null:
load_error.emit("AvatarCatalog not set on AvatarLoader")
return null
var asset_meta = catalog.resolve(base_body_id)
if asset_meta == null:
load_error.emit("Unknown base_body asset: %s" % base_body_id)
return null
if asset_meta.type != "base_body":
load_error.emit("Asset '%s' is not a base_body, got '%s'" % [
base_body_id, asset_meta.type])
return null
var path: String = asset_meta.path
var glb_data: PackedByteArray = _load_file(path)
if glb_data.is_empty():
load_error.emit("Failed to read GLB file: %s" % path)
return null
avatar_node = _parse_glb_as_avatar(glb_data, path)
if avatar_node == null:
load_error.emit("Failed to parse GLB: %s" % path)
return null
skeleton = avatar_node.get_node_or_null("Skeleton3D") as Skeleton3D
if skeleton == null:
load_error.emit("No Skeleton3D found in base body: %s" % path)
avatar_node.queue_free()
return null
# Build bone index map for fast lookups.
_bone_index_map.clear()
for i in skeleton.get_bone_count():
var bone_name: String = skeleton.get_bone_name(i)
if not bone_name.is_empty():
_bone_index_map[bone_name] = i
# Extract base body meshes and store them.
_extract_base_meshes(avatar_node)
is_base_loaded = true
base_body_loaded.emit(avatar_node)
return avatar_node
## Load and merge an attachment into the avatar.
## [param slot_id] is the slot to equip into.
## [param asset_id] is the catalog id of the attachment.
## Returns the attachment Node3D on success, or null on failure.
func load_attachment(slot_id: String, asset_id: String) -> Node3D:
if not is_base_loaded:
load_error.emit("Cannot load attachment: base body not loaded")
return null
if catalog == null:
load_error.emit("AvatarCatalog not set on AvatarLoader")
return null
var asset_meta = catalog.resolve(asset_id)
if asset_meta == null:
load_error.emit("Unknown attachment asset: %s" % asset_id)
return null
if asset_meta.type != "attachment":
load_error.emit("Asset '%s' is not an attachment, got '%s'" % [
asset_id, asset_meta.type])
return null
# Check slot exclusivity for accessory slot.
if slot_id == "accessory":
var current_accessories: Array[String] = _attachments.get("accessory", [])
if current_accessories.size() >= MAX_ACCESSORY_COUNT:
load_error.emit("Accessory slot full (%d/%d)" % [
MAX_ACCESSORY_COUNT, MAX_ACCESSORY_COUNT])
return null
var path: String = asset_meta.path
var glb_data: PackedByteArray = _load_file(path)
if glb_data.is_empty():
load_error.emit("Failed to read GLB file: %s" % path)
return null
var attachment_node = _parse_glb_as_attachment(glb_data, path, slot_id)
if attachment_node == null:
load_error.emit("Failed to parse attachment GLB: %s" % path)
return null
# Retarget skin to the canonical skeleton.
_retarget_skin(attachment_node)
# Parent static accessories to their mount bone.
_parent_attachment(attachment_node, slot_id, asset_meta)
# Store reference.
if slot_id == "accessory":
var list: Array[String] = _attachments.get("accessory", [])
list.append(asset_id)
_attachments["accessory"] = list
else:
_attachments[slot_id] = attachment_node
attachment_loaded.emit(slot_id, attachment_node)
return attachment_node
## Remove an attachment from the given slot.
func unload_attachment(slot_id: String) -> void:
if slot_id == "accessory":
var list: Array[String] = _attachments.get("accessory", [])
for asset_id in list:
var node = _attachments.get(asset_id)
if node and node is Node:
node.queue_free()
_attachments.erase("accessory")
else:
var node = _attachments.get(slot_id)
if node and node is Node:
node.queue_free()
_attachments.erase(slot_id)
## Hide or show the base mesh for a given body-part slot.
func set_base_mesh_visible(slot_id: String, visible: bool) -> void:
var mesh = _base_meshes.get(slot_id)
if mesh and mesh is Node3D:
mesh.visible = visible
## Get the current loadout as a dictionary (for serialization).
func get_current_loadout() -> Dictionary:
var loadout: Dictionary = {
"base_body": "",
"slots": {},
}
# Determine base body id from catalog.
if is_base_loaded and catalog != null:
# Walk through catalog to find which base_body loaded.
for id in catalog.get_all_ids():
var meta = catalog.resolve(id)
if meta and meta.type == "base_body":
loadout.base_body = id
break
# Collect equipped attachments.
for slot_id in _attachments:
if slot_id == "accessory":
loadout.slots[slot_id] = _attachments[slot_id] as Array
else:
var node = _attachments[slot_id]
if node is Node3D:
# Find the asset id by matching the node's name.
var aid: String = node.name
loadout.slots[slot_id] = aid
return loadout
## Reset the avatar to an unloaded state.
func reset() -> void:
if avatar_node and avatar_node is Node:
avatar_node.queue_free()
avatar_node = null
skeleton = null
_bone_index_map.clear()
_base_meshes.clear()
_attachments.clear()
is_base_loaded = false
# ---------------------------------------------------------------------------
# Internal: GLB Parsing
# ---------------------------------------------------------------------------
## Parse a GLB byte array into an avatar Node3D structure.
## Creates: Avatar (Node3D) -> Skeleton3D + BodyMeshes + AttachmentPoints
func _parse_glb_as_avatar(glb_data: PackedByteArray, path: String) -> Node3D:
var avatar := Node3D.new()
avatar.name = "Avatar"
# Create the skeleton container.
var skeleton_node := Skeleton3D.new()
skeleton_node.name = "Skeleton3D"
skeleton_node.position = Vector3(0, 0, 0)
avatar.add_child(skeleton_node)
# Create attachment points container.
var attach_points := Node3D.new()
attach_points.name = "AttachmentPoints"
avatar.add_child(attach_points)
# Create body meshes container.
var body_meshes := Node3D.new()
body_meshes.name = "BodyMeshes"
avatar.add_child(body_meshes)
# Create attachments container.
var attachments_container := Node3D.new()
attachments_container.name = "Attachments"
avatar.add_child(attachments_container)
# Parse the GLB and extract skeleton + meshes.
var gltf_document := GLTFDocument.new()
var gltf_state := GLTFState.new()
var parse_result := gltf_document.append_from_buffer(glb_data, "", gltf_state)
if parse_result != OK:
push_error("GLB parse error: %s" % error_string(parse_result))
avatar.queue_free()
return null
# Generate the actual scene tree from the parsed GLTF state.
var scene_root := gltf_document.generate_scene(gltf_state)
if scene_root == null:
push_error("Failed to generate scene from GLB: %s" % path)
avatar.queue_free()
return null
# Merge GLB nodes into our avatar structure (recurses into children).
if scene_root is Node3D:
_merge_node_into_avatar(scene_root, avatar, body_meshes,
attach_points, attachments_container)
return avatar
## Parse a GLB byte array into an attachment Node3D.
func _parse_glb_as_attachment(glb_data: PackedByteArray, path: String,
slot_id: String) -> Node3D:
var gltf_document := GLTFDocument.new()
var gltf_state := GLTFState.new()
var parse_result := gltf_document.append_from_buffer(glb_data, "", gltf_state)
if parse_result != OK:
push_error("GLB parse error: %s" % error_string(parse_result))
return null
var scene_root := gltf_document.generate_scene(gltf_state)
if scene_root == null:
push_error("Failed to generate scene from attachment GLB: %s" % path)
return null
var attachment := Node3D.new()
attachment.name = "%s_%s" % [slot_id, path.get_file().get_basename()]
if scene_root is Node3D:
attachment.add_child(scene_root.duplicate())
return attachment
## Merge a GLB node tree into the avatar's container structure.
func _merge_node_into_avatar(node: Node3D, avatar: Node3D,
body_meshes: Node3D, attach_points: Node3D,
attachments_container: Node3D) -> void:
var node_name := node.name
# Identify skeleton nodes.
if node is Skeleton3D:
var src_skel := node as Skeleton3D
var dst_skel := avatar.get_node_or_null("Skeleton3D") as Skeleton3D
if dst_skel:
# Copy bones from source skeleton to destination.
for i in src_skel.get_bone_count():
var bone_name := src_skel.get_bone_name(i)
var bone_pose := src_skel.get_bone_pose(i)
var parent_idx := src_skel.get_bone_parent(i)
if dst_skel.has_bone(bone_name):
# Bone already exists (canonical).
dst_skel.set_bone_pose(i, bone_pose)
if parent_idx >= 0:
var parent_name := src_skel.get_bone_name(parent_idx)
var dst_parent_idx := dst_skel.find_bone(parent_name)
if dst_parent_idx >= 0:
dst_skel.set_bone_parent(i, dst_parent_idx)
else:
# Add new bone.
var new_idx := dst_skel.add_bone(bone_name)
dst_skel.set_bone_pose(new_idx, bone_pose)
if parent_idx >= 0:
var parent_name := src_skel.get_bone_name(parent_idx)
var dst_parent_idx := dst_skel.find_bone(parent_name)
if dst_parent_idx >= 0:
dst_skel.set_bone_parent(new_idx, dst_parent_idx)
# Skinned meshes are commonly children of the skeleton node in a GLB
# export, not siblings — fall through to the recursion below instead
# of returning, so they still get merged in.
for child in src_skel.get_children():
if child is Node3D:
_merge_node_into_avatar(child, avatar, body_meshes,
attach_points, attachments_container)
return
# Identify attachment point nodes (empty nodes named attach_*).
if node_name.begins_with("attach_"):
var cloned := node.duplicate()
cloned.name = node_name
attach_points.add_child(cloned)
return
# Identify mesh nodes.
if node is MeshInstance3D:
var mesh_inst := node as MeshInstance3D
var cloned := mesh_inst.duplicate() as MeshInstance3D
# Determine which container to place it in.
if node_name == "Body" or node_name.ends_with("_Mesh"):
body_meshes.add_child(cloned)
else:
attachments_container.add_child(cloned)
return
# For other nodes, recurse into children.
for child in node.get_children():
if child is Node3D:
_merge_node_into_avatar(child, avatar, body_meshes,
attach_points, attachments_container)
## Extract base body meshes from the avatar and store them by slot.
func _extract_base_meshes(avatar: Node3D) -> void:
var body_meshes := avatar.get_node_or_null("BodyMeshes") as Node3D
if body_meshes == null:
return
for child in body_meshes.get_children():
if child is MeshInstance3D:
var mesh_name := child.name
var slot_id := _mesh_name_to_slot(mesh_name)
if slot_id != "":
_base_meshes[slot_id] = child
## Map a mesh name to a slot id based on naming conventions (§4.3).
func _mesh_name_to_slot(mesh_name: String) -> String:
if mesh_name == "Body":
# Generic body mesh - covers torso, legs, arms.
return "torso"
if mesh_name == "head_Mesh":
return "head"
if mesh_name == "torso_Mesh":
return "torso"
if mesh_name == "legs_Mesh":
return "legs"
if mesh_name == "left_arm_Mesh":
return "left_arm"
if mesh_name == "right_arm_Mesh":
return "right_arm"
return ""
# ---------------------------------------------------------------------------
# Internal: Skin Retargeting
# ---------------------------------------------------------------------------
## Retarget the skin weights of an attachment node to the canonical skeleton.
## Walks all MeshInstance3D children and remaps joint indices by bone name.
func _retarget_skin(attachment_node: Node3D) -> void:
if skeleton == null:
return
for child in attachment_node.get_children():
if child is MeshInstance3D:
var mesh_inst := child as MeshInstance3D
var mesh := mesh_inst.mesh
if mesh == null:
continue
# Note: MeshInstance3D.mesh is always a Mesh, never a MultiMesh —
# MultiMesh skinning goes through MultiMeshInstance3D.multimesh,
# a completely separate node/property, not reachable here.
if mesh is ArrayMesh:
var arr_mesh := mesh as ArrayMesh
var surface_count := arr_mesh.get_surface_count()
for surface_idx in surface_count:
var arrays := arr_mesh.surface_get_arrays(surface_idx)
var joints_array := arrays[Mesh.ARRAY_BONES] as PackedInt32Array
var weights_array := arrays[Mesh.ARRAY_WEIGHTS] as PackedFloat32Array
if joints_array.is_empty():
continue
# Remap joint indices by bone name.
var new_joints := PackedInt32Array()
for i in range(0, joints_array.size(), 4):
for j in 4:
var old_joint := joints_array[i + j]
if old_joint < 0:
new_joints.append(0)
else:
var bone_name := skeleton.get_bone_name(old_joint)
var new_idx: int = _bone_index_map.get(bone_name, 0)
new_joints.append(new_idx)
arrays[Mesh.ARRAY_BONES] = new_joints
arr_mesh.surface_set_arrays(surface_idx, arrays)
## Parent an attachment node to its mount bone in the skeleton.
func _parent_attachment(attachment_node: Node3D, slot_id: String,
asset_meta: Dictionary) -> void:
if skeleton == null:
return
var mount_bone: String = asset_meta.get("mount_bone", "")
if mount_bone.is_empty():
# Try to infer from slot.
mount_bone = _slot_to_mount_bone(slot_id)
if mount_bone.is_empty():
return
var bone_idx := skeleton.find_bone(mount_bone)
if bone_idx < 0:
return
# Get the world transform of the bone at the time of attachment.
var bone_pose := skeleton.get_bone_pose(bone_idx)
var bone_transform := skeleton.global_transform * bone_pose
# Position the attachment at the bone's location.
attachment_node.global_transform = bone_transform
## Convert a slot id to its canonical mount bone name (§3.2).
func _slot_to_mount_bone(slot_id: String) -> String:
match slot_id:
"head": return "Head"
"hair": return "HeadTop"
"face": return "Jaw"
"torso", "chest", "back": return "Chest"
"left_arm": return "LeftUpperArm"
"right_arm": return "RightUpperArm"
"left_hand": return "LeftHand"
"right_hand": return "RightHand"
"legs": return "Hips"
"pants": return "Hips"
"left_foot": return "LeftFoot"
"right_foot": return "RightFoot"
"accessory": return "Root"
_: return ""
# ---------------------------------------------------------------------------
# Internal: File Loading
# ---------------------------------------------------------------------------
## Load a file from the given path as a PackedByteArray.
func _load_file(path: String) -> PackedByteArray:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
return PackedByteArray()
var data := file.get_buffer(file.get_length())
file.close()
return data
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## AvatarLoadout - Serializable loadout model + validation.
##
## Represents a complete avatar composition: a base body plus equipped items
## per slot. Validates slot exclusivity and references against a catalog.
##
## See docs/architecture/avatar.md §5 for the loadout JSON format.
class_name AvatarLoadout
extends RefCounted
## Maximum number of accessories allowed in the accessory slot.
const MAX_ACCESSORIES: int = 8
## The base body asset ID.
var base_body: String = ""
## Equipped items per slot. Keys are slot IDs from AvatarSlotRegistry.
## Exclusive slots hold a single asset ID (or null).
## The "accessory" slot holds an array of asset IDs.
var slots: Dictionary = {}
## Validation errors found during the last validate() call.
var validation_errors: Array[String] = []
## Skin tone color override (default: transparent = use asset colors).
var skin_tone: Color = Color.TRANSPARENT
# ---------------------------------------------------------------------------
# Inner classes
# ---------------------------------------------------------------------------
## Represents a single equipped item in a slot.
## Used by consumers to iterate over equipped items.
class SlotItem:
## The slot this item belongs to.
var slot_id: String
## The catalog asset ID of the equipped item.
var asset_id: String
func _init(p_slot_id: String, p_asset_id: String) -> void:
slot_id = p_slot_id
asset_id = p_asset_id
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _init() -> void:
validation_errors = []
# ---------------------------------------------------------------------------
# Serialization
# ---------------------------------------------------------------------------
## Create a loadout from a JSON string.
static func from_json(json_string: String) -> AvatarLoadout:
var loadout := AvatarLoadout.new()
var data: Variant = JSON.parse_string(json_string)
if not (data is Dictionary):
loadout.validation_errors.append("Loadout JSON root is not an object")
return loadout
var root: Dictionary = data as Dictionary
# Parse base_body.
if root.has("base_body"):
var bb = root["base_body"]
if typeof(bb) == TYPE_STRING:
loadout.base_body = bb as String
else:
loadout.validation_errors.append("base_body must be a string")
# Parse slots.
if root.has("slots"):
var slots_data = root["slots"]
if typeof(slots_data) == TYPE_DICTIONARY:
var parsed_slots: Dictionary = slots_data as Dictionary
for slot_id in parsed_slots:
if slot_id is String:
loadout.slots[slot_id] = parsed_slots[slot_id]
else:
loadout.validation_errors.append("slots must be an object")
else:
loadout.validation_errors.append("Missing 'slots' in loadout JSON")
# Parse skin_tone.
if root.has("skin_tone"):
var st = root["skin_tone"]
if typeof(st) == TYPE_DICTIONARY:
var tone: Dictionary = st as Dictionary
loadout.skin_tone = Color(
float(tone.get("r", 0.0)),
float(tone.get("g", 0.0)),
float(tone.get("b", 0.0)),
float(tone.get("a", 1.0))
)
return loadout
## Serialize this loadout to a JSON string.
func to_json() -> String:
var data := {
"base_body": base_body,
"slots": {},
}
for slot_id in AvatarSlotRegistry.SLOT_IDS:
if slot_id == "accessory":
data["slots"][slot_id] = slots.get(slot_id, [])
else:
data["slots"][slot_id] = slots.get(slot_id, null)
# Include skin_tone if set.
if skin_tone != Color.TRANSPARENT:
data["skin_tone"] = {
"r": skin_tone.r,
"g": skin_tone.g,
"b": skin_tone.b,
"a": skin_tone.a,
}
return JSON.stringify(data, " ")
# ---------------------------------------------------------------------------
# Validation
# ---------------------------------------------------------------------------
## Validate this loadout against the slot registry.
## Returns true if valid; populates validation_errors if not.
func validate() -> bool:
validation_errors.clear()
# Check base_body.
if base_body.is_empty():
validation_errors.append("base_body is required")
# Check each known slot.
for slot_id in AvatarSlotRegistry.SLOT_IDS:
var slot_def = AvatarSlotRegistry.get_slot(slot_id)
if slot_def == null:
validation_errors.append("Unknown slot: %s" % slot_id)
continue
var value = slots.get(slot_id)
if slot_def.exclusive:
# Exclusive slots: must be null or a string.
if value != null and typeof(value) != TYPE_STRING:
validation_errors.append(
"Slot '%s' must be null or a string, got %s" % [
slot_id, typeof(value)
]
)
else:
# Non-exclusive (accessory): must be null or an array.
if value != null and typeof(value) != TYPE_ARRAY:
validation_errors.append(
"Slot '%s' must be null or an array, got %s" % [
slot_id, typeof(value)
]
)
elif value is Array:
if slot_id == "accessory" and (value as Array).size() > MAX_ACCESSORIES:
validation_errors.append(
"Accessory count (%d) exceeds maximum (%d)" % [
(value as Array).size(), MAX_ACCESSORIES
]
)
# Check for duplicate accessories.
if slots.has("accessory") and slots["accessory"] is Array:
var accessories := slots["accessory"] as Array
var seen := {}
for item in accessories:
if item is String:
if seen.has(item):
validation_errors.append("Duplicate accessory: %s" % item)
seen[item] = true
return validation_errors.is_empty()
## Convenience alias for validate().
func is_valid() -> bool:
return validate()
# ---------------------------------------------------------------------------
# Accessors
# ---------------------------------------------------------------------------
## Check if a specific slot is equipped with a non-null item.
func is_equipped(slot_id: String) -> bool:
if not AvatarSlotRegistry.has_slot(slot_id):
return false
var value = slots.get(slot_id)
if value == null:
return false
if typeof(value) == TYPE_STRING:
return not (value as String).is_empty()
elif typeof(value) == TYPE_ARRAY:
return (value as Array).size() > 0
return false
## Get the equipped asset ID for an exclusive slot.
## Returns empty string if not equipped or slot is not exclusive.
func get_equipment(slot_id: String) -> String:
var value = slots.get(slot_id)
if value is String:
return value
return ""
## Set equipment for an exclusive slot.
func set_equipment(slot_id: String, asset_id: String) -> void:
if not AvatarSlotRegistry.has_slot(slot_id):
push_error("Unknown slot: %s" % slot_id)
return
var slot_def = AvatarSlotRegistry.get_slot(slot_id)
if slot_def and not slot_def.exclusive:
push_error("Slot '%s' is not exclusive" % slot_id)
return
slots[slot_id] = null if asset_id.is_empty() else asset_id
## Add an accessory to the accessory slot.
func add_accessory(asset_id: String) -> bool:
var accessories := slots.get("accessory", []) as Array
if accessories.size() >= MAX_ACCESSORIES:
return false
if asset_id.is_empty():
return false
if accessories.has(asset_id):
return false
accessories.append(asset_id)
slots["accessory"] = accessories
return true
## Remove an accessory from the accessory slot.
func remove_accessory(asset_id: String) -> bool:
var accessories := slots.get("accessory", []) as Array
if accessories.has(asset_id):
accessories.erase(asset_id)
slots["accessory"] = accessories
return true
return false
## Iterate over equipped items as SlotItem objects.
## Returns an array of SlotItem for each equipped slot.
func get_equipped_items() -> Array[SlotItem]:
var items: Array[SlotItem] = []
for slot_id in AvatarSlotRegistry.SLOT_IDS:
var value = slots.get(slot_id)
if value == null:
continue
if typeof(value) == TYPE_STRING:
var asset_id := value as String
if not asset_id.is_empty():
items.append(SlotItem.new(slot_id, asset_id))
elif typeof(value) == TYPE_ARRAY:
for item_id in value:
if item_id is String and not (item_id as String).is_empty():
items.append(SlotItem.new(slot_id, item_id))
return items
# ---------------------------------------------------------------------------
# Hashing
# ---------------------------------------------------------------------------
## Compute a hash of this loadout for change detection.
## Mirrors the server's loadout_hash concept.
func compute_hash() -> int:
var hasher := HashingContext.new()
hasher.start(HashingContext.HASH_SHA256)
hasher.update(base_body.to_utf8_buffer())
for slot_id in AvatarSlotRegistry.SLOT_IDS:
hasher.update(slot_id.to_utf8_buffer())
var value = slots.get(slot_id)
if value is String:
hasher.update((value as String).to_utf8_buffer())
elif value is Array:
var arr_str = JSON.stringify(value)
hasher.update(arr_str.to_utf8_buffer())
else:
hasher.update("null".to_utf8_buffer())
var digest = hasher.finish()
# Return first 4 bytes as int for compact storage.
return digest[0] | (digest[1] << 8) | (digest[2] << 16) | (digest[3] << 24)
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## AvatarSlotRegistry - Static registry of slot definitions.
##
## Each slot maps to one or more bones and defines what can be equipped there.
## This is the single source of truth for slot IDs, categories, mount bones,
## exclusivity, and body-part vs attachment classification.
##
## See docs/architecture/avatar.md §3.2 for the full slot specification.
class_name AvatarSlotRegistry extends RefCounted
# ---------------------------------------------------------------------------
# Slot definitions (mirrors §3.2 of the avatar spec)
# ---------------------------------------------------------------------------
## All known slot IDs, in canonical order.
const SLOT_IDS: PackedStringArray = [
"head",
"hair",
"face",
"torso",
"chest",
"back",
"left_arm",
"right_arm",
"left_hand",
"right_hand",
"legs",
"pants",
"left_foot",
"right_foot",
"accessory",
]
## Body-part slots (exclusive, replace base mesh).
const BODY_PART_SLOTS: PackedStringArray = [
"head", "torso", "legs", "left_arm", "right_arm",
]
## Attachment slots (layered on top of base mesh).
const ATTACHMENT_SLOTS: PackedStringArray = [
"hair", "face", "chest", "back",
"left_hand", "right_hand", "pants",
"left_foot", "right_foot", "accessory",
]
## Slots that are multi-slot (multiple accessories can coexist).
const MULTI_SLOT_IDS: PackedStringArray = ["accessory"]
## Metadata for a single slot.
class SlotDefinition:
## The slot ID string (e.g. "head", "hair").
var slot_key: String
## "body_part" or "attachment".
var category: String
## Primary mount bone name(s).
var mount_bones: PackedStringArray
## Whether at most one item can occupy this slot.
var exclusive: bool
## Whether this slot replaces a base mesh.
var is_body_part: bool
func _init(p_slot_key: String, p_category: String, p_mount_bones: PackedStringArray,
p_exclusive: bool, p_is_body_part: bool) -> void:
slot_key = p_slot_key
category = p_category
mount_bones = p_mount_bones
exclusive = p_exclusive
is_body_part = p_is_body_part
# Slot metadata lookup tables (indexed by SLOT_IDS position). Static: every
# caller uses AvatarSlotRegistry.method(...) directly on the class, never on
# an instance, so this data has to be built once at class-load time via
# _static_init() rather than an instance _init() that's never invoked.
# Each entry: { category, mount_bones, exclusive, is_body_part }
static var _slot_data: Dictionary = {}
static var _slot_definitions: Array[SlotDefinition] = []
static func _static_init() -> void:
_build_registry()
static func _build_registry() -> void:
_slot_data = {
"head": {
"category": "body_part",
"mount_bones": ["Head"],
"exclusive": true,
"is_body_part": true,
},
"hair": {
"category": "attachment",
"mount_bones": ["HeadTop"],
"exclusive": true,
"is_body_part": false,
},
"face": {
"category": "attachment",
"mount_bones": ["Jaw"],
"exclusive": true,
"is_body_part": false,
},
"torso": {
"category": "body_part",
"mount_bones": ["Chest"],
"exclusive": true,
"is_body_part": true,
},
"chest": {
"category": "attachment",
"mount_bones": ["Chest"],
"exclusive": true,
"is_body_part": false,
},
"back": {
"category": "attachment",
"mount_bones": ["Chest"],
"exclusive": true,
"is_body_part": false,
},
"left_arm": {
"category": "body_part",
"mount_bones": ["LeftUpperArm"],
"exclusive": true,
"is_body_part": true,
},
"right_arm": {
"category": "body_part",
"mount_bones": ["RightUpperArm"],
"exclusive": true,
"is_body_part": true,
},
"left_hand": {
"category": "attachment",
"mount_bones": ["LeftHand"],
"exclusive": true,
"is_body_part": false,
},
"right_hand": {
"category": "attachment",
"mount_bones": ["RightHand"],
"exclusive": true,
"is_body_part": false,
},
"legs": {
"category": "body_part",
"mount_bones": ["Hips"],
"exclusive": true,
"is_body_part": true,
},
"pants": {
"category": "attachment",
"mount_bones": ["Hips"],
"exclusive": true,
"is_body_part": false,
},
"left_foot": {
"category": "attachment",
"mount_bones": ["LeftFoot"],
"exclusive": true,
"is_body_part": false,
},
"right_foot": {
"category": "attachment",
"mount_bones": ["RightFoot"],
"exclusive": true,
"is_body_part": false,
},
"accessory": {
"category": "attachment",
"mount_bones": ["Root"],
"exclusive": false,
"is_body_part": false,
},
}
# Build SlotDefinition objects.
for slot_id in SLOT_IDS:
var data = _slot_data[slot_id]
var def := SlotDefinition.new(
slot_id,
data["category"],
PackedStringArray(data["mount_bones"]),
data["exclusive"],
data["is_body_part"],
)
_slot_definitions.append(def)
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Returns the list of all known slot IDs.
static func get_slot_ids() -> PackedStringArray:
return SLOT_IDS
## Returns true if *slot_id* is a known slot.
static func has_slot(slot_id: String) -> bool:
return slot_id in SLOT_IDS
## Returns the SlotDefinition for a slot, or null if unknown.
static func get_slot(slot_id: String) -> SlotDefinition:
if not has_slot(slot_id):
return null
for def in _slot_definitions:
if def.slot_key == slot_id:
return def
return null
## Returns all SlotDefinition objects in canonical order.
static func get_slot_definitions() -> Array[SlotDefinition]:
return _slot_definitions
## Returns the category for a slot ("body_part" or "attachment").
static func get_category(slot_id: String) -> String:
if not has_slot(slot_id):
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
return ""
return _slot_data[slot_id]["category"]
## Returns the primary mount bone(s) for a slot.
static func get_mount_bones(slot_id: String) -> PackedStringArray:
if not has_slot(slot_id):
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
return PackedStringArray()
return PackedStringArray(_slot_data[slot_id]["mount_bones"])
## Returns whether the slot is exclusive (at most one item).
static func is_exclusive(slot_id: String) -> bool:
if not has_slot(slot_id):
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
return true
return _slot_data[slot_id]["exclusive"]
## Returns whether the slot is a body-part slot (replaces base mesh).
static func is_body_part_slot(slot_id: String) -> bool:
if not has_slot(slot_id):
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
return false
return _slot_data[slot_id]["is_body_part"]
## Returns whether the slot is a multi-slot (e.g. accessory).
static func is_multi_slot(slot_id: String) -> bool:
return slot_id in MULTI_SLOT_IDS
## Returns the list of body-part slot IDs.
static func get_body_part_slots() -> PackedStringArray:
return BODY_PART_SLOTS
## Returns the list of attachment slot IDs.
static func get_attachment_slots() -> PackedStringArray:
return ATTACHMENT_SLOTS
## Validates that an asset's declared slot matches the slot it is placed in.
static func validate_slot_assignment(asset_slot: String, slot_id: String) -> bool:
return asset_slot == slot_id
## Returns the canonical order index for a slot (for serialization order).
static func get_slot_index(slot_id: String) -> int:
return SLOT_IDS.find(slot_id)
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## AvatarSystem - Global avatar orchestrator (autoload singleton).
##
## Owns the AvatarCatalog, AvatarLoader, and the current player's AvatarLoadout.
## Provides a single entry point for the rest of the game to:
## - Load the asset catalog.
## - Load a player's avatar from a loadout.
## - Equip / unequip items and persist the resulting loadout.
##
## Registered as an autoload singleton named "AvatarSystem" in project.godot.
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when the catalog has finished loading.
signal catalog_loaded
## Emitted when the catalog fails to load.
signal catalog_load_failed(error_message: String)
## Emitted when the avatar has been fully assembled and is ready to render.
signal avatar_ready(avatar_node: Node3D)
## Emitted when the loadout changes (after equip/unequip).
signal loadout_changed(loadout: AvatarLoadout)
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## The asset catalog (id -> metadata + path).
var catalog: AvatarCatalog = null
## The loader used to import GLB assets and assemble the avatar.
var loader: AvatarLoader = null
## The current player's loadout.
var current_loadout: AvatarLoadout = null
## The assembled avatar node (null until avatar_ready).
var avatar_node: Node3D = null
## Whether the catalog has been loaded.
var is_catalog_loaded: bool = false
## Whether an avatar is currently assembled.
var is_avatar_ready: bool = false
## Default catalog path.
const DEFAULT_CATALOG_PATH := "res://assets/avatars/catalog.json"
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
catalog = AvatarCatalog.new()
loader = AvatarLoader.new()
loader.init_loader(catalog)
add_child(loader)
## Load the asset catalog. Call this once at startup (or on demand).
func load_catalog(path: String = DEFAULT_CATALOG_PATH) -> Error:
var err := catalog.load_catalog(path)
if err == OK:
is_catalog_loaded = true
catalog_loaded.emit()
else:
catalog_load_failed.emit("Failed to load catalog: %s" % err)
return err
# ---------------------------------------------------------------------------
# Avatar assembly
# ---------------------------------------------------------------------------
## Load and assemble an avatar from a loadout.
## Returns the assembled avatar Node3D on success, or null on failure.
func load_avatar(loadout: AvatarLoadout) -> Node3D:
if not is_catalog_loaded:
push_error("AvatarSystem: catalog not loaded; call load_catalog() first")
return null
if loadout == null:
push_error("AvatarSystem: loadout is null")
return null
# Validate the loadout against the catalog.
var validation := catalog.validate_loadout(loadout)
if not validation.valid:
push_error("AvatarSystem: invalid loadout: %s" % str(validation.errors))
return null
current_loadout = loadout
# Reset any previous avatar.
loader.reset()
# Load the base body.
var base_body_id := loadout.base_body
var base_node := loader.load_base_body(base_body_id)
if base_node == null:
push_error("AvatarSystem: failed to load base body '%s'" % base_body_id)
return null
# Load each equipped attachment.
for slot_id in AvatarSlotRegistry.SLOT_IDS:
var slot_value = loadout.slots.get(slot_id)
if slot_id == "accessory":
# Accessory is an array of asset ids.
if slot_value is Array:
for asset_id in slot_value:
if asset_id is String and not (asset_id as String).is_empty():
loader.load_attachment(slot_id, asset_id)
else:
# Exclusive slot: single asset id or null.
if slot_value is String and not (slot_value as String).is_empty():
loader.load_attachment(slot_id, slot_value)
# Hide base meshes for equipped body-part slots.
for slot_id in AvatarSlotRegistry.BODY_PART_SLOTS:
var slot_value = loadout.slots.get(slot_id)
if slot_value is String and not (slot_value as String).is_empty():
loader.set_base_mesh_visible(slot_id, false)
avatar_node = loader.avatar_node
is_avatar_ready = avatar_node != null
if is_avatar_ready:
avatar_ready.emit(avatar_node)
return avatar_node
## Equip an item into a slot and rebuild the avatar.
## Returns true on success.
func equip(slot_id: String, asset_id: String) -> bool:
if current_loadout == null:
push_error("AvatarSystem: no loadout loaded")
return false
if not AvatarSlotRegistry.has_slot(slot_id):
push_error("AvatarSystem: unknown slot '%s'" % slot_id)
return false
if not catalog.has_asset(asset_id):
push_error("AvatarSystem: unknown asset '%s'" % asset_id)
return false
var asset := catalog.resolve(asset_id)
if asset.get("slot") != slot_id:
push_error("AvatarSystem: asset '%s' is for slot '%s', not '%s'" % [
asset_id, asset.get("slot"), slot_id])
return false
if slot_id == "accessory":
if not current_loadout.add_accessory(asset_id):
push_error("AvatarSystem: could not add accessory '%s'" % asset_id)
return false
else:
current_loadout.set_equipment(slot_id, asset_id)
loadout_changed.emit(current_loadout)
return true
## Unequip an item from a slot and rebuild the avatar.
## Returns true on success.
func unequip(slot_id: String, asset_id: String = "") -> bool:
if current_loadout == null:
push_error("AvatarSystem: no loadout loaded")
return false
if not AvatarSlotRegistry.has_slot(slot_id):
push_error("AvatarSystem: unknown slot '%s'" % slot_id)
return false
if slot_id == "accessory":
if asset_id.is_empty():
push_error("AvatarSystem: accessory unequip requires an asset id")
return false
if not current_loadout.remove_accessory(asset_id):
push_error("AvatarSystem: accessory '%s' not equipped" % asset_id)
return false
else:
current_loadout.set_equipment(slot_id, "")
loadout_changed.emit(current_loadout)
return true
## Serialize the current loadout to JSON.
func save_loadout() -> String:
if current_loadout == null:
return ""
return current_loadout.to_json()
## Load a loadout from a JSON string.
func load_loadout_from_json(json_string: String) -> AvatarLoadout:
var loadout := AvatarLoadout.from_json(json_string)
if not loadout.validate():
push_error("AvatarSystem: invalid loadout JSON: %s" % str(loadout.validation_errors))
return null
return loadout
## Get the list of available assets for a given slot.
func get_assets_for_slot(slot_id: String) -> Array[String]:
return catalog.get_assets_by_slot(slot_id)
## Get the display name for an asset id.
func get_asset_display_name(asset_id: String) -> String:
var asset := catalog.resolve(asset_id)
return asset.get("display_name", asset_id)
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## AvatarVisualizer
##
## Builds the render tree from an AvatarLoadout.
##
## Responsibilities:
## - Create a root Node3D (or Node2D for 2D mode) as the avatar container.
## - For each slot in the loadout, call AvatarLoader.load_slot() and attach
## the resulting Skeleton3D / MeshInstance3D tree to the root.
## - Apply skin-tone overrides to all MeshInstance3D nodes.
## - Apply a single Skeleton3D root (the "body" skeleton) and retarget all
## limb skeletons to it using the bone-map from AvatarSlotRegistry.
## - Expose `get_root()` for the caller to attach to the scene tree.
## - Expose `clear()` to destroy the tree and free resources.
##
## Usage:
## var viz = AvatarVisualizer.new()
## viz.load_loadout(loadout)
## avatar_node.add_child(viz.get_root())
##
## The visualizer owns the Skeleton3D and MeshInstance3D trees it creates.
## The caller owns the root node's placement in the scene tree.
class_name AvatarVisualizer
extends Object
## Emitted when the visualizer has finished building the render tree.
signal build_complete
## Emitted when the visualizer has been cleared.
signal cleared
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## The root node that holds the avatar render tree.
## Set this to the desired parent before calling load_loadout().
var root: Node3D = null
## The Skeleton3D that serves as the body skeleton.
## All limb skeletons are retargeted to this skeleton's bone hierarchy.
var body_skeleton: Skeleton3D = null
## The AvatarLoadout currently loaded (null if none).
var current_loadout: AvatarLoadout = null
## Whether the visualizer is currently building (true during load_loadout).
var is_building: bool = false
# ---------------------------------------------------------------------------
# Core
# ---------------------------------------------------------------------------
## Load an AvatarLoadout and build the render tree.
##
## If [param root] is null, a new Node3D is created and assigned.
## If [param loadout] is null or invalid, the current tree is cleared.
func load_loadout(loadout: AvatarLoadout, root_node: Node3D = null) -> void:
# Clear any previous tree.
clear()
if loadout == null or not loadout.is_valid():
build_complete.emit()
return
current_loadout = loadout
is_building = true
# Create root if not provided.
if root_node != null:
root = root_node
else:
root = Node3D.new()
root.name = "AvatarVisualizer"
# Create the body skeleton.
body_skeleton = Skeleton3D.new()
body_skeleton.name = "AvatarBody"
root.add_child(body_skeleton)
# Build each slot's contribution.
for slot_def in AvatarSlotRegistry.get_slot_definitions():
var slot_key: String = slot_def.slot_key
var slot_item: AvatarLoadout.SlotItem = loadout.slots.get(slot_key)
if slot_item == null or slot_item.asset_id == "":
# Slot is empty — create a placeholder.
_add_placeholder_slot(slot_def)
continue
# Load the slot's asset.
var slot_result: AvatarLoader.SlotResult = await AvatarLoader.load_slot(
slot_item,
slot_def,
loadout.skin_tone,
)
if slot_result == null:
push_warning("AvatarVisualizer: failed to load slot '%s' (%s)" % [slot_key, slot_item.asset_id])
_add_placeholder_slot(slot_def)
continue
# Attach the loaded tree to the root.
_attach_slot_tree(slot_result, slot_def)
# Retarget limb skeletons to the body skeleton.
_retarget_limbs()
# Apply skin-tone override to all meshes.
_apply_skin_tone(loadout.skin_tone)
is_building = false
build_complete.emit()
## Clear the render tree and free resources.
func clear() -> void:
if root != null:
root.queue_free()
root = null
body_skeleton = null
current_loadout = null
cleared.emit()
## Get the root node.
func get_root() -> Node3D:
return root
## Get a specific slot's Skeleton3D (if it has one).
func get_slot_skeleton(slot_key: String) -> Skeleton3D:
if body_skeleton == null:
return null
var bones := body_skeleton.get_bone_count()
for i in range(bones):
var bone_name: String = body_skeleton.get_bone_name(i)
if bone_name == slot_key:
return body_skeleton
return null
## Get all MeshInstance3D nodes in the render tree.
func get_all_mesh_instances() -> Array[MeshInstance3D]:
var meshes: Array[MeshInstance3D] = []
if root == null:
return meshes
_collect_meshes(root, meshes)
return meshes
## Get all Skeleton3D nodes in the render tree.
func get_all_skeletons() -> Array[Skeleton3D]:
var skeletons: Array[Skeleton3D] = []
if root == null:
return skeletons
_collect_skeletons(root, skeletons)
return skeletons
# ---------------------------------------------------------------------------
# Internal helpers
# ---------------------------------------------------------------------------
## Add a placeholder (empty) skeleton for a slot that has no asset.
func _add_placeholder_slot(slot_def: AvatarSlotRegistry.SlotDefinition) -> void:
if body_skeleton == null:
return
var bone_name: String = slot_def.slot_key
var bone_id: int = body_skeleton.add_bone(bone_name)
# Set the bone's rest pose to identity (placeholder).
var rest := Transform3D()
rest.origin = slot_def.default_offset
body_skeleton.set_bone_rest(bone_id, rest)
# Set parent to root (bone 0 is the root bone).
body_skeleton.set_bone_parent(bone_id, 0)
## Attach a loaded slot's tree to the root.
func _attach_slot_tree(result: AvatarLoader.SlotResult, slot_def: AvatarSlotRegistry.SlotDefinition) -> void:
if result.skeleton == null:
return
# Add the skeleton as a child of the body skeleton.
# The skeleton's bones will be merged into the body skeleton during retargeting.
result.skeleton.name = "%s_skeleton" % slot_def.slot_key
result.skeleton.visible = true
root.add_child(result.skeleton)
## Retarget all limb skeletons to the body skeleton.
func _retarget_limbs() -> void:
if body_skeleton == null:
return
# Collect all child Skeleton3D nodes (limb skeletons).
var limb_skeletons: Array[Skeleton3D] = []
for child in root.get_children():
if child is Skeleton3D and child != body_skeleton:
limb_skeletons.append(child as Skeleton3D)
# For each limb skeleton, merge its bones into the body skeleton.
for limb in limb_skeletons:
_merge_skeleton_into_body(limb)
limb.queue_free()
## Merge a limb skeleton's bones into the body skeleton.
func _merge_skeleton_into_body(limb: Skeleton3D) -> void:
if limb == null or body_skeleton == null:
return
var limb_bone_count: int = limb.get_bone_count()
var start_id: int = body_skeleton.get_bone_count()
for i in range(limb_bone_count):
var bone_name: String = limb.get_bone_name(i)
var bone_id: int = body_skeleton.add_bone(bone_name)
# Copy the rest transform.
var rest: Transform3D = limb.get_bone_rest(i)
body_skeleton.set_bone_rest(bone_id, rest)
# Copy the parent.
var parent_id: int = limb.get_bone_parent(i)
if parent_id >= 0:
# Map parent ID to body skeleton.
if parent_id == 0:
# Root of limb skeleton -> parent is the body root.
body_skeleton.set_bone_parent(bone_id, 0)
else:
# Offset by start_id to map to body skeleton bones.
body_skeleton.set_bone_parent(bone_id, start_id + parent_id)
else:
body_skeleton.set_bone_parent(bone_id, 0)
# Copy custom bone data (if any).
var custom_data_count: int = limb.get_bone_custom_data_count(i)
for j in range(custom_data_count):
var data: Variant = limb.get_bone_custom_data(i, j)
body_skeleton.set_bone_custom_data(bone_id, j, data)
# Copy mesh connections.
var mesh_count: int = limb.get_bone_mesh_count(i)
for m in range(mesh_count):
var mesh: MeshInstance3D = limb.get_bone_mesh(i, m)
if mesh != null:
# Re-parent mesh to body skeleton.
mesh.skeleton = body_skeleton
mesh.skeleton_path = body_skeleton.get_path()
body_skeleton.add_bone_mesh(bone_id, mesh)
## Apply skin-tone override to all MeshInstance3D nodes.
func _apply_skin_tone(skin_tone: Color) -> void:
if skin_tone == Color.TRANSPARENT:
return
var meshes: Array[MeshInstance3D] = get_all_mesh_instances()
for mesh_instance in meshes:
if mesh_instance.material_override == null:
mesh_instance.material_override = StandardMaterial3D.new()
var mat: StandardMaterial3D = mesh_instance.material_override
mat.albedo_color = skin_tone
## Recursively collect all MeshInstance3D nodes.
func _collect_meshes(node: Node, result: Array[MeshInstance3D]) -> void:
if node is MeshInstance3D:
result.append(node as MeshInstance3D)
for child in node.get_children():
_collect_meshes(child, result)
## Recursively collect all Skeleton3D nodes.
func _collect_skeletons(node: Node, result: Array[Skeleton3D]) -> void:
if node is Skeleton3D:
result.append(node as Skeleton3D)
for child in node.get_children():
_collect_skeletons(child, result)
-1
View File
@@ -1 +0,0 @@
uid://cvr5mmbv2worn
+62 -50
View File
@@ -3,17 +3,15 @@ extends Control
##
## The AuthPanel is hidden by default. When the user clicks the LoginButton or
## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
## The Login and Register buttons on the AuthButtonsRow directly set the panel's
## mode, so the user can switch between Login and Register at any time while
## the panel is open.
## The ModeToggle switches between Login and Register modes, showing/hiding
## the email and DOB fields accordingly.
##
## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
## the welcome label shows the username, and the Play button becomes enabled.
## The auth form fields are hidden, leaving only the welcome message visible.
##
## When returning from another scene (e.g. world_list), _ready() checks whether
## ApiClient already holds a valid token. If so, it restores the authenticated
## UI state (Play enabled, welcome message visible) instead of forcing the user
## UI state (Play enabled, welcome label visible) instead of forcing the user
## back to the login form.
@@ -35,7 +33,8 @@ var _auth_mode_label: Label
var _username_edit: LineEdit
var _password_edit: LineEdit
var _email_edit: LineEdit
var _over_18_check: CheckBox
var _dob_edit: LineEdit
var _mode_toggle: CheckButton
var _auth_button: Button
var _status_label: Label
var _welcome_label: Label
@@ -58,7 +57,8 @@ func _ready() -> void:
_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
_over_18_check = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check
_dob_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit
_mode_toggle = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle
_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
@@ -88,32 +88,15 @@ func _ready() -> void:
auth_state_ready.emit()
## Restore the UI to the authenticated state (Play enabled, welcome message
## visible, auth buttons hidden). AuthPanel itself stays visible -- the
## welcome label lives inside it, so hiding the panel hides the label too
## even when the label's own `visible` is true (real bug, 2026-08-20: a
## review caught the panel being hidden here while the label claimed to be
## visible, which is a no-op UI-wise since Control.visible doesn't override
## an ancestor's hidden state).
## Restore the UI to the authenticated state (Play enabled, welcome label,
## auth buttons hidden).
func _show_authenticated(username: String) -> void:
_auth_panel.visible = true
_status_label.visible = false
_welcome_label.text = "Welcome, %s!" % username
_welcome_label.visible = true
# Hide the same full set of form fields _on_auth_complete() hides right
# after a fresh login/register -- this path (session restore on scene
# reload, e.g. after Play -> Back) used to only hide EmailEdit/
# Over18Check, leaving UsernameEdit/PasswordEdit/AuthButton/
# AuthModeLabel visible on top of the welcome message. Real bug: Play
# was enabled and the welcome label was correct, so it wasn't caught by
# checks for those alone -- the login fields being back on screen is
# what a user actually sees as "it's making me log in again."
_username_edit.visible = false
_password_edit.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_dob_edit.visible = false
_play_button.disabled = false
_auth_buttons_row.visible = false
print("Restored authenticated session for: ", username)
@@ -126,13 +109,12 @@ func _reset_to_logged_out() -> void:
_status_label.visible = false
_welcome_label.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_over_18_check.button_pressed = false
_dob_edit.visible = false
_play_button.disabled = true # Gate play behind successful auth.
_update_auth_mode_ui()
# ─── Play / Quit ──────────────────────────────────────────────────────────────
# ─── Play / Quit ─────────────────────────────────────────────────────────────
func _on_play_button_pressed() -> void:
if _play_button.disabled:
@@ -146,14 +128,11 @@ func _on_quit_button_pressed() -> void:
get_tree().quit()
# ─── Auth panel toggle ────────────────────────────────────────────────────────
# ─── Auth panel toggle ───────────────────────────────────────────────────────
func _on_login_button_pressed() -> void:
"""Show the auth panel in login mode, called from AuthButtonsRow/LoginButton."""
"""Show the auth panel, called from AuthButtonsRow/LoginButton."""
_auth_panel.visible = true
_is_register_mode = false
_update_auth_mode_ui()
_clear_status()
_username_edit.grab_focus()
@@ -161,26 +140,35 @@ func _on_register_button_pressed() -> void:
"""Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton."""
_auth_panel.visible = true
_is_register_mode = true
_mode_toggle.button_pressed = true
_update_auth_mode_ui()
_clear_status()
_username_edit.grab_focus()
# ─── Mode toggle (Login / Register) ──────────────────────────────────────────
func _on_mode_toggle_toggled(button_pressed: bool) -> void:
_is_register_mode = button_pressed
_update_auth_mode_ui()
_clear_status()
func _update_auth_mode_ui() -> void:
"""Update labels and field visibility based on login vs register mode."""
if _is_register_mode:
_auth_mode_label.text = "Register"
_auth_button.text = "Register"
_email_edit.visible = true
_over_18_check.visible = true
_dob_edit.visible = true
else:
_auth_mode_label.text = "Login"
_auth_button.text = "Login"
_email_edit.visible = false
_over_18_check.visible = false
_dob_edit.visible = false
# ─── Auth submission ──────────────────────────────────────────────────────────
# ─── Auth submission ─────────────────────────────────────────────────────────
func _on_auth_button_pressed() -> void:
"""Handle login or register button press."""
@@ -200,12 +188,17 @@ func _on_auth_button_pressed() -> void:
if _is_register_mode:
var email := _email_edit.text.strip_edges()
var dob := _dob_edit.text.strip_edges()
if email == "":
_show_status("Email is required.")
return
if not _over_18_check.button_pressed:
_show_status("You must confirm you are 18 or older to register.")
if dob == "":
_show_status("Date of birth is required.")
return
# Basic YYYY-MM-DD format check.
if not _is_valid_date(dob):
_show_status("Date of birth must be in YYYY-MM-DD format.")
return
_auth_button.disabled = true
@@ -213,7 +206,7 @@ func _on_auth_button_pressed() -> void:
_is_authenticating = true
_clear_status()
var result := await ApiClient.register(username, email, password, true)
var result := await ApiClient.register(username, email, password, dob)
_on_auth_complete(result)
else:
_auth_button.disabled = true
@@ -232,16 +225,12 @@ func _on_auth_complete(result: Dictionary) -> void:
_is_authenticating = false
if result.ok:
# Success — hide the auth form fields, show only the welcome label.
_username_edit.visible = false
_password_edit.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_status_label.visible = false
# Success — show welcome, enable Play, hide the now-redundant
# Login/Register entry points (the auth panel itself stays open,
# showing the welcome message in place of the form).
_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
_welcome_label.visible = true
_status_label.visible = false
_play_button.disabled = false
_auth_buttons_row.visible = false
print("Auth successful. Token stored.")
@@ -250,7 +239,7 @@ func _on_auth_complete(result: Dictionary) -> void:
_show_status(result.detail)
# ─── Status helpers ───────────────────────────────────────────────────────────
# ─── Status helpers ──────────────────────────────────────────────────────────
func _show_status(message: String) -> void:
_status_label.text = message
@@ -260,3 +249,26 @@ func _show_status(message: String) -> void:
func _clear_status() -> void:
_status_label.text = ""
_status_label.visible = false
# ─── Validation ──────────────────────────────────────────────────────────────
func _is_valid_date(date_str: String) -> bool:
"""Check if a string looks like a valid YYYY-MM-DD date."""
if date_str.length() != 10:
return false
var parts := date_str.split("-")
if parts.size() != 3:
return false
var year := parts[0].to_int()
var month := parts[1].to_int()
var day := parts[2].to_int()
if month < 1 or month > 12:
return false
if day < 1 or day > 31:
return false
# Rough month-day validation.
var days_in_month := [0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]
if day > days_in_month[month]:
return false
return true
-234
View File
@@ -1,234 +0,0 @@
class_name NetworkClient
extends Node
## Client-side networked player: input prediction + server reconciliation.
##
## Implements docs/architecture/networking.md §5 (Prediction & Reconciliation)
## for the *local* player only -- remote-entity interpolation (§5.3) and full
## delta-compressed multi-entity snapshots (§6) are explicitly out of scope
## for this first pass; the server already only ever has one player in PC2's
## single-peer testing, and this task's own description scopes it to "the
## player controller built in the dependency task" (singular).
##
## RPC path-matching, the part that makes this actually work:
## Godot's high-level rpc_id() resolves the *receiving* node by matching the
## *sending* node's NodePath on the caller's side. The server (scripts/
## server.gd) is the SceneTree root node named "Server" when the dedicated
## server runs scenes/server.tscn as its main scene, and it spawns each
## connected player as a *child* of itself named "Player_<peer_id>"
## (scripts/server.gd's _on_peer_connected). For an RPC sent by the client to
## actually land on the right node, the client needs a LOCAL node tree at the
## exact same paths -- /root/Server for _receive_snapshot (called by the
## server on itself), and /root/Server/Player_<own_peer_id> for
## rpc_request_input (a real method on the server's PlayerNode). Those local
## nodes don't need to run any server logic -- they only need to exist at the
## right path so Godot's RPC routing finds them. connect_to_server() builds
## that structure once the peer id is known (only available after the ENet
## handshake completes).
##
## Usage: instantiate directly (not an autoload -- this only exists for the
## lifetime of an actual multiplayer session, not on every client launch):
## var net := NetworkClient.new()
## get_tree().root.add_child(net)
## var ok := await net.connect_to_server("127.0.0.1", 7777)
# ---------------------------------------------------------------------------
# Movement constants -- MUST match scripts/player_spawner.gd exactly, per
# docs/architecture/networking.md §5.1 ("the same physics constants as the
# server"). A mismatch here doesn't break anything outright, it just makes
# reconciliation corrections more frequent/visible.
# ---------------------------------------------------------------------------
const WALK_SPEED: float = 5.0
const JUMP_VELOCITY: float = 4.5
const GRAVITY: float = 9.8
## How far predicted and authoritative position can drift before snapping
## rather than trusting the prediction was "close enough." Per §5.2.
const RECONCILE_ERROR_THRESHOLD: float = 0.5
## How many past predicted states to keep for reconciliation replay. Real
## sizing per §5.4 is RTT-adaptive; a fixed generous buffer is the
## appropriately-scoped first pass here -- 120 ticks at a 30Hz send rate is
## 4 seconds of history, comfortably more than any realistic LAN/local RTT.
const PREDICTION_BUFFER_SIZE: int = 120
signal reconciled(correction_distance: float)
signal connected_to_server
signal connection_failed
var peer: ENetMultiplayerPeer
var _server_root: Node # local /root/Server proxy
var _player_proxy: Node # local /root/Server/Player_<peer_id> proxy
var _seq: int = 0
## Ring buffer of {seq, input, position, velocity} predicted at send time,
## oldest first. Trimmed as the server acknowledges ticks via snapshots.
var _prediction_buffer: Array[Dictionary] = []
var position: Vector3 = Vector3.ZERO
var velocity: Vector3 = Vector3.ZERO
var _on_floor: bool = false
func connect_to_server(host: String, port: int) -> bool:
peer = ENetMultiplayerPeer.new()
var err := peer.create_client(host, port)
if err != OK:
push_error("NetworkClient: create_client failed: %d" % err)
connection_failed.emit()
return false
multiplayer.multiplayer_peer = peer
multiplayer.connected_to_server.connect(_on_connected)
multiplayer.connection_failed.connect(func():
connection_failed.emit()
)
for i in 300: # ~5s at 60fps
await get_tree().process_frame
var status := peer.get_connection_status()
if status == MultiplayerPeer.CONNECTION_CONNECTED:
return true
elif status == MultiplayerPeer.CONNECTION_DISCONNECTED:
connection_failed.emit()
return false
connection_failed.emit()
return false
func _on_connected() -> void:
var my_id := multiplayer.get_unique_id()
# Build the local proxy tree at the exact paths the server's own RPC
# calls target -- see the class docstring for why this has to exist.
_server_root = Node.new()
_server_root.name = "Server"
_server_root.set_script(preload("res://scripts/network_receiver_proxy.gd"))
get_tree().root.add_child(_server_root)
_server_root.set("owner_client", self)
_player_proxy = Node.new()
_player_proxy.name = "Player_%d" % my_id
_player_proxy.set_script(preload("res://scripts/network_player_proxy.gd"))
_server_root.add_child(_player_proxy)
connected_to_server.emit()
func disconnect_from_server() -> void:
if peer:
peer.close()
if _server_root and is_instance_valid(_server_root):
_server_root.queue_free()
multiplayer.multiplayer_peer = null
# ---------------------------------------------------------------------------
# Prediction -- called every physics frame by whatever drives input (a real
# controller, or a test harness). Applies input locally immediately (so it
# renders with zero perceived latency) and sends it to the server, per §5.1.
# ---------------------------------------------------------------------------
func predict_and_send(delta: float, move_x: float, move_z: float, jump: bool) -> void:
_apply_movement(delta, move_x, move_z, jump)
_seq += 1
var record := {
"seq": _seq,
"input": {"move_x": move_x, "move_z": move_z, "jump": jump},
"position": position,
"velocity": velocity,
}
_prediction_buffer.append(record)
if _prediction_buffer.size() > PREDICTION_BUFFER_SIZE:
_prediction_buffer.pop_front()
if _player_proxy and is_instance_valid(_player_proxy):
_player_proxy.rpc_id(1, "rpc_request_input", record["input"], _seq)
func _apply_movement(delta: float, move_x: float, move_z: float, jump: bool) -> void:
# Mirrors scripts/player_spawner.gd's _process_input + gravity/jump,
# intentionally without its ground-friction smoothing -- friction is a
# server-authoritative-feel detail, not something worth risking a
# prediction/server mismatch over in this first pass. Position still
# reconciles against the server's real (frictioned) result every
# snapshot, so this doesn't silently drift.
if not _on_floor:
velocity.y -= GRAVITY * delta
var direction := Vector3(move_x, 0.0, move_z)
if direction.length() > 0.01:
direction = direction.normalized()
velocity.x = direction.x * WALK_SPEED
velocity.z = direction.z * WALK_SPEED
else:
velocity.x = 0.0
velocity.z = 0.0
if jump and _on_floor:
velocity.y = JUMP_VELOCITY
position += velocity * delta
# Headless prediction has no collision shape of its own to test
# is_on_floor() against -- treat "at or below the spawn-plane ground"
# as grounded. A real render-side controller would swap this for the
# actual CharacterBody3D.is_on_floor() of whatever visual node this
# drives; this class only owns the *networking* half.
if position.y <= 0.0:
position.y = 0.0
velocity.y = 0.0
_on_floor = true
else:
_on_floor = false
# ---------------------------------------------------------------------------
# Reconciliation -- called by _ReceiverScript when a snapshot arrives.
# ---------------------------------------------------------------------------
func _handle_snapshot(snapshot_data: Dictionary) -> void:
var my_id := multiplayer.get_unique_id()
var players: Dictionary = snapshot_data.get("players", {})
# Server keys player_states by peer_id -- Dictionary keys from JSON-ish
# RPC payloads can arrive as String or int depending on the transport
# encoding, so check both rather than assuming.
var my_state: Variant = players.get(my_id, players.get(str(my_id), null))
if my_state == null or not (my_state is Dictionary):
return
var authoritative_pos: Vector3 = (my_state as Dictionary).get("position", position)
# Real limitation, noted explicitly rather than silently faked: the
# server's snapshot_state (scripts/server.gd's _broadcast_snapshot) does
# not currently echo back "last input seq processed for this peer" --
# its `tick` field is the server's own internal simulation tick counter,
# a completely different clock from this client's per-input `_seq`. True
# tick-correlated rollback (docs/architecture/networking.md §5.2 step 4,
# "re-simulate any inputs that occurred after the server's tick") needs
# that ack echoed back per-peer -- a real, scoped follow-up, not
# something to fake here. Until then, reconcile against the MOST RECENT
# prediction (not a tick-matched one): still a real error measurement
# and a real correction, just without precise replay-from-exact-tick.
if _prediction_buffer.is_empty():
return
var latest_entry: Dictionary = _prediction_buffer[-1]
var error: float = (latest_entry["position"] as Vector3).distance_to(authoritative_pos)
if error <= RECONCILE_ERROR_THRESHOLD:
return # Close enough -- prediction was correct, nothing to do.
# Correct: snap to the authoritative position. Without a real ack-seq
# from the server there's no reliable "replay inputs after this point"
# window to recompute, so the buffer is cleared and prediction resumes
# fresh from the corrected position on the next input -- still visibly
# responsive (no waiting for a round trip before the *next* input
# applies), just without this pass replaying in-flight inputs.
position = authoritative_pos
velocity = Vector3.ZERO
_prediction_buffer.clear()
reconciled.emit(error)
-43
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@@ -1,43 +0,0 @@
extends Node
## Client-side proxy for the server's real PlayerNode (scripts/
## player_spawner.gd), attached at runtime to a Node named "Player_<peer_id>"
## under the /root/Server proxy by NetworkClient._on_connected().
##
## rpc_request_input is the only one of these actually CALLED from this
## side -- the real implementations all live on the server. But two things
## force every @rpc method on the real PlayerNode to be mirrored here too,
## not just the one this class uses:
## 1. Godot's rpc_id() looks up the RPC transfer config (mode/reliability)
## from the LOCAL script before it will even send a call, so the method
## being called has to be declared locally with a matching annotation.
## 2. Godot's multiplayer layer also verifies an "RPC node checksum" --
## both peers must declare the *same set* of @rpc methods at a matching
## path, or every RPC at that path starts failing, not just the one
## that's actually missing. So even rpc_request_interact/attack/
## set_position/set_rotation, which this class never calls, have to be
## declared here with matching annotations or rpc_request_input itself
## breaks too.
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_input(_input_state: Dictionary, _seq: int) -> void:
pass # Never invoked locally -- see the note above.
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_interact(_target_id: int) -> void:
pass
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_attack(_target_id: int, _aim_dir: Vector3) -> void:
pass
@rpc("authority", "call_remote", "reliable")
func rpc_set_position(_pos: Vector3) -> void:
pass
@rpc("authority", "call_remote", "reliable")
func rpc_set_rotation(_rot: Vector3) -> void:
pass
-38
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@@ -1,38 +0,0 @@
extends Node
## Client-side proxy node, attached at runtime to a Node named "Server" at
## the SceneTree root by NetworkClient.connect_to_server(). Exists purely so
## Godot's RPC path-matching finds a receiver for _receive_snapshot -- see
## network_client.gd's class docstring for the full explanation of why this
## has to exist at this exact path. Not a real server in any sense.
##
## Godot's multiplayer layer verifies an "RPC node checksum" -- both peers
## must declare the *same set* of @rpc methods at a matching path, or every
## RPC at that path (not just the mismatched one) starts failing with
## "rpc node checksum failed". So every @rpc method scripts/server.gd
## declares on its own root "Server" node has to be mirrored here too, even
## the ones this proxy never actually needs to receive.
var owner_client: Node = null
## Must match scripts/server.gd's own @rpc annotation on _receive_snapshot
## exactly -- Godot enforces the receiving method's declared mode/transfer
## config, a mismatch here would silently drop the call.
@rpc("any_peer", "call_remote", "reliable")
func _receive_snapshot(snapshot_data: Dictionary) -> void:
if owner_client and is_instance_valid(owner_client):
owner_client._handle_snapshot(snapshot_data)
## Mirrors scripts/server.gd's _kick -- never actually invoked on this side
## (the server calls it on a Player_<id> node's own rpc_id target, not this
## root proxy), declared only so the RPC checksum for this path matches.
@rpc("any_peer", "call_remote", "reliable")
func _kick(_reason: String) -> void:
pass
## Mirrors scripts/server.gd's _disconnect -- same reasoning as _kick above.
@rpc("call_remote", "reliable")
func _disconnect(_reason: String) -> void:
pass
-146
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@@ -1,146 +0,0 @@
class_name Player
extends CharacterBody3D
## The player character controller.
##
## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
## first-person Camera3D with mouse-look. Reads the spawn point from the
## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
##
## No networking, no chunk code, no avatar UI — PC2 is local-only.
# ---------------------------------------------------------------------------
# Movement constants
# ---------------------------------------------------------------------------
const WALK_SPEED: float = 5.0
const JUMP_VELOCITY: float = 4.5
const GRAVITY: float = 9.8
## Mouse-look sensitivity (radians per pixel of relative motion).
const MOUSE_SENSITIVITY: float = 0.003
## Camera pitch is clamped so the player can't flip past looking straight
## up/down (which would otherwise let mouse-look invert on itself).
const PITCH_LIMIT: float = deg_to_rad(89.0)
# ---------------------------------------------------------------------------
# Input state
# ---------------------------------------------------------------------------
var _input_direction := Vector2.ZERO
var _camera_pitch: float = 0.0
@onready var _camera: Camera3D = $Camera3D
# ---------------------------------------------------------------------------
# _ready — spawn at PlayerSpawn marker, capture the mouse for look
# ---------------------------------------------------------------------------
func _ready() -> void:
# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
# scene root. The lookup walks the full subtree (recursive=true) so
# it finds the marker whether it is a direct child of the level or
# nested deeper.
#
# current_scene is null in headless --script mode and in any scene
# before the main scene is fully swapped in, so guard it rather than
# blindly dereferencing.
var current_scene: Node = get_tree().current_scene
var spawn: Node = null
if current_scene != null:
spawn = current_scene.find_child("PlayerSpawn", true, false)
if spawn is Node3D:
global_position = (spawn as Node3D).global_position
# Align player forward with spawn yaw (optional polish).
var spawn_yaw := (spawn as Node3D).rotation.y
rotation.y = spawn_yaw
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0)
# Capture the mouse for FPS-style look. Headless/test runs have no real
# window to capture input for, so guard against that rather than error.
if DisplayServer.get_name() != "headless":
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# ---------------------------------------------------------------------------
# _unhandled_input — capture keyboard / mouse for movement
# ---------------------------------------------------------------------------
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey:
var key := event as InputEventKey
if key.pressed and not key.echo:
_update_input_direction(key)
elif not key.pressed:
_clear_input_direction(key)
# Escape exits the level back to the world browse list, mirroring
# the Back button pattern already used in world_list.gd/main_menu.gd.
if key.pressed and key.keycode == KEY_ESCAPE:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
_handle_mouse_look(event as InputEventMouseMotion)
func _update_input_direction(key: InputEventKey) -> void:
match key.keycode:
KEY_W, KEY_UP:
_input_direction.y += 1.0
KEY_S, KEY_DOWN:
_input_direction.y -= 1.0
KEY_A, KEY_LEFT:
_input_direction.x -= 1.0
KEY_D, KEY_RIGHT:
_input_direction.x += 1.0
func _clear_input_direction(key: InputEventKey) -> void:
match key.keycode:
KEY_W, KEY_UP:
_input_direction.y -= 1.0
KEY_S, KEY_DOWN:
_input_direction.y += 1.0
KEY_A, KEY_LEFT:
_input_direction.x += 1.0
KEY_D, KEY_RIGHT:
_input_direction.x -= 1.0
func _handle_mouse_look(event: InputEventMouseMotion) -> void:
# Yaw rotates the whole body (so movement direction turns with the
# look direction); pitch only tilts the camera, so the capsule itself
# never tips over.
rotation.y -= event.relative.x * MOUSE_SENSITIVITY
_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
_camera.rotation.x = _camera_pitch
# ---------------------------------------------------------------------------
# Physics — gravity, jump, move_and_slide
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# Apply gravity.
if not is_on_floor():
velocity.y -= GRAVITY * delta
# Jump.
if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
velocity.y = JUMP_VELOCITY
# Build movement direction from input. Godot's local "forward" is -Z, not
# +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
# move the player backward when pressing forward (confirmed by reading
# Camera3D/Node3D's own convention: a node looks down its local -Z).
var direction := (_input_direction.x * transform.basis.x -
_input_direction.y * transform.basis.z).normalized()
velocity.x = direction.x * WALK_SPEED
velocity.z = direction.z * WALK_SPEED
move_and_slide()
-232
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@@ -1,232 +0,0 @@
class_name PlayerNode
extends CharacterBody3D
## PlayerNode - Server-side player entity.
##
## Represents a connected player on the server. Handles movement,
## input processing, and state synchronization.
# --- Signals ---
signal health_changed(new_health: int)
signal player_died(player_node: PlayerNode)
# --- Constants ---
const WALK_SPEED := 5.0
const SPRINT_MULTIPLIER := 1.6
const JUMP_VELOCITY := 4.5
const GRAVITY := 9.8
const MAX_FALL_SPEED := 20.0
const FRICTION := 8.0
const AIR_CONTROL := 0.3
# --- Configurable ---
@export var walk_speed: float = WALK_SPEED
@export var sprint_multiplier: float = SPRINT_MULTIPLIER
@export var jump_velocity: float = JUMP_VELOCITY
@export var max_fall_speed: float = MAX_FALL_SPEED
# --- State ---
@export var max_health: int = 100
var current_health: int = 0
var is_alive: bool = true
var is_sprinting: bool = false
var peer_id: int = -1
var player_name: String = ""
var entity_id: int = 0
# --- Input buffer ---
var _input_queue: Array[Dictionary] = []
var _last_processed_seq: int = -1
# --- Movement ---
var _velocity: Vector3 = Vector3.ZERO
func _ready() -> void:
current_health = max_health
velocity = _velocity
# Start alive
is_alive = true
func _physics_process(delta: float) -> void:
if not is_alive:
return
# Process input from queue
_process_input(delta)
# Apply gravity
if not is_on_floor():
velocity.y -= GRAVITY * delta
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
# Apply friction on ground
if is_on_floor():
var move_dir := Vector2(velocity.x, velocity.z)
if move_dir.length() > 0.01:
var friction_factor := clampf(FRICTION * delta, 0.0, 1.0)
velocity.x = move_dir.normalized().x * move_dir.length() * (1.0 - friction_factor)
velocity.z = move_dir.normalized().y * move_dir.length() * (1.0 - friction_factor)
else:
velocity.x = 0.0
velocity.z = 0.0
# Move and slide
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
move_and_slide()
# Update visual position (for remote clients via RPC)
_update_visual_state()
func _process_input(delta: float) -> void:
"""Process buffered input from the server's input queue."""
if _input_queue.is_empty():
return
var input_data: Dictionary = _input_queue.pop_front()
var input_state: Dictionary = input_data.get("input_state", {})
# Calculate movement direction
var direction := Vector3.ZERO
direction.x = input_state.get("move_x", 0.0)
direction.z = input_state.get("move_z", 0.0)
# Sprint check
is_sprinting = input_state.get("sprint", false)
if direction.length() > 0.01:
direction = direction.normalized()
var speed = walk_speed * sprint_multiplier if is_sprinting else walk_speed
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
# On ground, apply friction (handled in physics_process)
if not is_on_floor():
velocity.x *= (1.0 - AIR_CONTROL * delta * 5.0)
velocity.z *= (1.0 - AIR_CONTROL * delta * 5.0)
# Jump
if input_state.get("jump", false) and is_on_floor():
velocity.y = jump_velocity
func take_damage(amount: int, source_id: int) -> Dictionary:
"""Take damage and return result dict."""
if not is_alive:
return {"success": false, "reason": "already_dead"}
current_health = max(0, current_health - amount)
health_changed.emit(current_health)
if current_health <= 0:
die()
return {"success": true, "health": 0, "dead": true}
return {"success": true, "health": current_health}
func die() -> void:
"""Handle player death."""
is_alive = false
velocity = Vector3.ZERO
player_died.emit(self)
# Respawn after delay
await get_tree().create_timer(3.0).timeout
respawn()
func respawn() -> void:
"""Respawn the player at spawn point."""
current_health = max_health
is_alive = true
velocity = Vector3.ZERO
health_changed.emit(current_health)
# Move to spawn point (default: origin)
position = Vector3.ZERO
func set_input_queue(inputs: Array[Dictionary]) -> void:
"""Set the input queue from the server."""
_input_queue = inputs
func get_state() -> Dictionary:
"""Get current player state for replication."""
return {
"entity_id": entity_id,
"peer_id": peer_id,
"position": position,
"rotation": rotation,
"health": current_health,
"max_health": max_health,
"is_alive": is_alive,
"is_sprinting": is_sprinting,
}
func get_server_state() -> Dictionary:
"""Get current player state for server snapshot broadcast."""
return get_state()
func process_server_input(tick: int) -> void:
"""Called by server tick to process buffered input."""
# This is called from the server's _tick loop.
# The input queue is populated by RPCs from clients.
pass
func _update_visual_state() -> void:
"""Update visual state (for remote interpolation)."""
# In a full implementation, this would update a remote player's
# visual representation. For now, the node itself is the authority.
pass
# --- RPCs ---
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_input(input_state: Dictionary, seq: int) -> void:
"""Receive input from client."""
if not is_alive:
return
# Store for processing in _physics_process
_input_queue.append({
"input_state": input_state,
"seq": seq,
"timestamp": Time.get_ticks_msec(),
})
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_interact(target_id: int) -> void:
"""Handle interaction request from client."""
if not is_alive:
return
# TODO: Implement interaction logic
print("Player %d interacted with entity %d" % [peer_id, target_id])
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_attack(target_id: int, aim_dir: Vector3) -> void:
"""Handle attack request from client."""
if not is_alive:
return
# TODO: Implement attack logic
print("Player %d attacked entity %d with aim %s" % [peer_id, target_id, aim_dir])
@rpc("authority", "call_remote", "reliable")
func rpc_set_position(pos: Vector3) -> void:
"""Server authoritative position update."""
position = pos
@rpc("authority", "call_remote", "reliable")
func rpc_set_rotation(rot: Vector3) -> void:
"""Server authoritative rotation update."""
rotation = rot
-1
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@@ -1 +0,0 @@
uid://br27owjh2f5xd
-174
View File
@@ -1,174 +0,0 @@
## ServerMain - Dedicated server root node.
## Accepts ENet connections, spawns Player nodes for each peer,
## and runs the simulation tick loop at 20 Hz.
extends Node
## Maximum number of concurrent players.
const MAX_PLAYERS := 16
## Server tick rate (Hz).
const TICK_RATE := 20
## Tick duration in seconds.
const TICK_DURATION := 1.0 / TICK_RATE
## ENet server port.
const SERVER_PORT := 7777
## Network peer used for ENet communication.
var network_peer: ENetMultiplayerPeer
## Map of peer_id -> Player node.
var players: Dictionary = {}
## Current tick counter (server-authoritative).
var tick: int = 0
## Whether the server is running.
var is_running: bool = false
## Accumulated real time for fixed timestep simulation.
var accumulator: float = 0.0
## Player scene resource (loaded once).
var _player_scene: PackedScene
func _ready() -> void:
# Preload the player scene once.
_player_scene = preload("res://scenes/server_player.tscn")
# Create and assign the ENet server peer.
network_peer = _create_server_peer()
if network_peer:
multiplayer.multiplayer_peer = network_peer
is_running = true
print("[Server] Started on port %d" % SERVER_PORT)
else:
printerr("[Server] Failed to create ENet peer.")
get_tree().quit(1)
# ---------------------------------------------------------------------------
# Server creation
# ---------------------------------------------------------------------------
func _create_server_peer() -> ENetMultiplayerPeer:
var peer := ENetMultiplayerPeer.new()
var error := peer.create_server(SERVER_PORT, MAX_PLAYERS)
if error != OK:
printerr("[Server] create_server error: %d" % error)
return null
return peer
# ---------------------------------------------------------------------------
# Fixed-timestep simulation loop
# ---------------------------------------------------------------------------
func _process(delta: float) -> void:
if not is_running:
return
# Fixed timestep accumulator.
accumulator += delta
while accumulator >= TICK_DURATION:
accumulator -= TICK_DURATION
_tick()
func _tick() -> void:
"""Main server simulation tick (called at TICK_RATE)."""
tick += 1
# Process player inputs and update state.
for peer_id in players:
var player: Node3D = players[peer_id]
if player and player.has_method("process_server_input"):
player.process_server_input(tick)
# Broadcast snapshot to all clients.
_broadcast_snapshot()
func _broadcast_snapshot() -> void:
"""Broadcast the current authoritative state to all connected clients."""
var snapshot_data := {
"tick": tick,
"players": {},
}
for peer_id in players:
var player: Node3D = players[peer_id]
if player and player.has_method("get_server_state"):
snapshot_data.players[peer_id] = player.get_server_state()
# Send snapshot to all peers except the server itself (peer_id == 1).
var peer_ids: Array = multiplayer.get_peers()
for pid in peer_ids:
if pid == 1: # 1 is the server itself
continue
rpc_id(pid, "_receive_snapshot", snapshot_data)
# Remote: clients receive snapshots.
@rpc("any_peer", "call_remote", "reliable")
func _receive_snapshot(snapshot_data: Dictionary) -> void:
pass # Handled by client scene.
# ---------------------------------------------------------------------------
# Connection lifecycle
# ---------------------------------------------------------------------------
func _on_peer_connected(peer_id: int) -> void:
print("[Server] Peer %d connected." % peer_id)
if players.size() >= MAX_PLAYERS:
print("[Server] Max players reached. Disconnecting peer %d." % peer_id)
rpc_id(peer_id, "_kick", "Server is full.")
return
# Spawn a Player node for this peer.
var player: Node3D = _player_scene.instantiate()
player.name = "Player_%d" % peer_id
player.peer_id = peer_id
add_child(player)
players[peer_id] = player
print("[Server] Spawned player node for peer %d." % peer_id)
func _on_peer_disconnected(peer_id: int) -> void:
print("[Server] Peer %d disconnected." % peer_id)
if players.has(peer_id):
var player: Node3D = players[peer_id]
if player.is_inside_tree():
player.queue_free()
players.erase(peer_id)
# ---------------------------------------------------------------------------
# RPCs
# ---------------------------------------------------------------------------
@rpc("any_peer", "call_remote", "reliable")
func _kick(reason: String) -> void:
print("[Server] Kicking caller: %s" % reason)
rpc_id(multiplayer.get_remote_sender_id(), "_disconnect", reason)
@rpc("call_remote", "reliable")
func _disconnect(reason: String) -> void:
print("[Server] Disconnecting: %s" % reason)
get_tree().quit(0)
# ---------------------------------------------------------------------------
# Signal connections
# ---------------------------------------------------------------------------
func _enter_tree() -> void:
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
-1
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@@ -1 +0,0 @@
uid://cwjv826lva2gi
+12 -11
View File
@@ -10,7 +10,7 @@ extends SceneTree
## Tests:
## 1. Register a unique user → 201 + token stored.
## 2. Register the same user again → 409 "Username already registered".
## 3. Register with over_18=false → 400 "Must be 18 or older".
## 3. Register an under-18 user → 400 "Must be 18 or older".
## 4. Login with correct credentials → 200 + token stored.
## 5. Login with wrong password → 401 "Incorrect username or password".
## 6. Login with non-existent user → 401 "Incorrect username or password".
@@ -21,6 +21,8 @@ const API_BASE := "http://127.0.0.1:8000"
const TEST_USERNAME := "smoke_test_user_%d"
const TEST_EMAIL := "smoke_%d@test.example.com"
const TEST_PASSWORD := "SmokeTest123!"
const TEST_DOB_ADULT := "2000-01-01"
const TEST_DOB_CHILD := "2020-01-01" # ~5 years old
func _initialize() -> void:
@@ -38,13 +40,12 @@ func _run() -> void:
var failed: int = 0
# --- Test 1: Register a unique user ---
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var unique_id := Time.get_ticks_msec()
var username := "smoke_%d" % unique_id
var email := "smoke_%d@test.example.com" % unique_id
print("\n=== Test 1: Register unique user ===")
var result := await api.register(username, email, TEST_PASSWORD, true)
var result := await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
if _check("register returns ok", result.ok) \
and _check("register status is 201", result.status == 201) \
and _check("register stores token", api.has_token()):
@@ -55,7 +56,7 @@ func _run() -> void:
# --- Test 2: Register same user again (duplicate) ---
print("\n=== Test 2: Duplicate username ===")
result = await api.register(username, email, TEST_PASSWORD, true)
result = await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
if _check("duplicate register not ok", not result.ok) \
and _check("duplicate status is 409", result.status == 409) \
and _check("duplicate detail mentions username",
@@ -65,14 +66,14 @@ func _run() -> void:
failed += 1
print(" detail: ", result.detail)
# --- Test 3: Register with over_18=false ---
print("\n=== Test 3: over_18=false registration ===")
# --- Test 3: Register under-18 user ---
print("\n=== Test 3: Under-18 registration ===")
var child_username := "child_%d" % unique_id
var child_email := "child_%d@test.example.com" % unique_id
result = await api.register(child_username, child_email, TEST_PASSWORD, false)
if _check("over_18=false register not ok", not result.ok) \
and _check("over_18=false status is 400", result.status == 400) \
and _check("over_18=false detail mentions age",
result = await api.register(child_username, child_email, TEST_PASSWORD, TEST_DOB_CHILD)
if _check("under-18 register not ok", not result.ok) \
and _check("under-18 status is 400", result.status == 400) \
and _check("under-18 detail mentions age",
"18" in result.detail):
passed += 1
else:
-98
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@@ -1,98 +0,0 @@
extends SceneTree
## Smoke test for the avatar catalog/slot/loadout/system layers.
##
## Real .glb model assets don't exist yet (assets/avatars/catalog.json
## references them, the files themselves are a tracked user to-do -- see
## the "AGP MVP status" project memory). This test covers everything that
## doesn't require them (catalog parsing, slot registry, loadout equip/
## validate, the AvatarSystem orchestrator's autoload wiring) and confirms
## the one thing that DOES touch missing files -- AvatarLoader.load_base_body()
## -- fails gracefully (emits load_error, returns null) instead of crashing.
## Visual rendering itself can't be verified until real assets exist.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_avatar_system.gd
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
# 1. AvatarSystem is a real autoload, not just a loose script.
var system := root.get_node_or_null("AvatarSystem")
if not _check("AvatarSystem autoload exists", system != null):
_finish()
return
# 2. The real catalog.json (committed to assets/avatars/) actually parses.
var err: Error = system.load_catalog()
_check("catalog loads without error", err == OK)
_check("AvatarSystem reports catalog loaded", system.is_catalog_loaded)
var base_bodies: Array[String] = system.get_assets_for_slot("base_body")
_check("catalog has at least one base_body entry", base_bodies.size() > 0)
# 3. Loadout: create, equip, validate against the real catalog.
# base_body is its own dedicated field on AvatarLoadout, not something
# set via the generic per-slot set_equipment() -- AvatarSlotRegistry's
# SLOT_IDS deliberately excludes "base_body" (it's the foundational
# model you start from, not a layered attachment slot).
var loadout := AvatarLoadout.new()
if base_bodies.size() > 0:
loadout.base_body = base_bodies[0]
_check("loadout has base_body set",
base_bodies.size() == 0 or not loadout.base_body.is_empty())
var hair_options: Array[String] = system.get_assets_for_slot("hair")
if hair_options.size() > 0:
var equip_ok: bool = loadout.add_accessory(hair_options[0])
_check("adding a real catalog accessory succeeds", equip_ok)
# 4. Loadout serializes and survives a round trip.
var json_str: String = loadout.to_json()
_check("loadout serializes to non-empty JSON", json_str.length() > 0)
var restored: AvatarLoadout = system.load_loadout_from_json(json_str)
_check("loadout round-trips through JSON", restored != null and restored.is_valid())
# 5. The part that DOES need real files: confirm it fails gracefully
# rather than crashing, since assets/avatars/*.glb genuinely don't
# exist yet. A crash here would be a real bug; a clean load_error
# signal + null return is the correct, already-designed-for behavior.
if base_bodies.size() > 0:
# A plain bool captured by a lambda is captured BY VALUE in
# GDScript -- mutating it inside the closure doesn't propagate to
# this outer scope. A single-element Array is the standard
# workaround (confirmed the hard way earlier in this same session,
# see scripts/smoke_test_network_client.gd's own comment on this).
var error_state := [false]
var error_handler := func(_msg): error_state[0] = true
system.loader.load_error.connect(error_handler)
var result: Node3D = system.loader.load_base_body(base_bodies[0])
system.loader.load_error.disconnect(error_handler)
_check("load_base_body against a missing .glb returns null (not a crash)", result == null)
_check("load_base_body against a missing .glb emits load_error (not silent)", error_state[0])
else:
print(" SKIP: no base_body entries in catalog to test the failure path against")
_finish()
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
return condition
func _finish() -> void:
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
+2 -1
View File
@@ -23,6 +23,7 @@ extends SceneTree
const TEST_USERNAME_BASE := "smoke_test_user"
const TEST_EMAIL := "smoke@test.com"
const TEST_PASSWORD := "TestPass123"
const TEST_DOB := "2000-01-01"
func _initialize() -> void:
@@ -69,7 +70,7 @@ func _run() -> void:
# --- Step 2: Register -----------------------------------------------------
print("\n=== Step 2: Register (POST /api/auth/register) ===")
var reg: Dictionary = await api.register(username, email, TEST_PASSWORD, true)
var reg: Dictionary = await api.register(username, email, TEST_PASSWORD, TEST_DOB)
var reg_token := _extract_token(reg)
var reg_ok: bool = (
reg.ok
-146
View File
@@ -1,146 +0,0 @@
extends SceneTree
## Regression/smoke test for the PC2 "Enter World" flow end to end.
##
## Real user path: register -> land on world_list.tscn -> click "Enter World"
## on a real card -> the playable level (scenes/game.tscn) actually loads
## with the player spawned in it -> pressing Escape returns to world_list.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_enter_world.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000, overridable via
## AGP_API_BASE_URL) and at least one real world to already exist.
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
if api == null:
printerr("FAIL: ApiClient autoload not found")
quit(1)
return
# 1. Register a real user and seed a world so the browse list has a
# real card to click, same pattern as smoke_test_world_list.gd.
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "enterworld_%d" % unique_id
var email := "enterworld_%d@test.example.com" % unique_id
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true)
if not _check("setup: register succeeded", reg_result.ok):
print(" detail: ", reg_result.detail)
_finish()
return
var world_body := JSON.stringify({
"name": "EnterWorld Smoke Test World %d" % unique_id,
"description": "Seeded by smoke_test_enter_world.gd",
"visibility": "public",
})
var world_result: Dictionary = await api.request(
HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true
)
if not _check("setup: world created", world_result.ok):
print(" detail: ", world_result.detail)
_finish()
return
# 2. Load world_list.tscn as a real scene and let it fetch worlds.
var packed: PackedScene = load("res://scenes/world_list.tscn")
var instance: Control = packed.instantiate()
root.add_child(instance)
# _ready() kicks off an async _refresh_worlds() -- wait real frames for
# the HTTP round trip rather than guessing a fixed count.
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
var settled := false
for i in 120:
await process_frame
if world_list_node.get_child_count() > 0:
settled = true
break
if not _check("world list populated with at least one card", settled):
_finish()
return
# 3. Click "Enter World" on the first real card -- find the button by
# walking the card's children rather than assuming an index, so this
# doesn't silently pass if _create_world_card's structure changes.
var card: Control = world_list_node.get_child(0)
var enter_button: Button = _find_button(card, "Enter World")
if not _check("Enter World button exists on the card", enter_button != null):
_finish()
return
enter_button.pressed.emit()
await _wait_for_scene_change(instance, 60)
var game_scene := current_scene
if not _check("game.tscn became current_scene after Enter World", game_scene != null and game_scene != instance):
_finish()
return
# 4. Verify the player actually exists and spawned at the level's
# PlayerSpawn marker -- not just that *some* scene loaded.
var player: Node = game_scene.get_node_or_null("Player")
_check("Player node exists in the loaded game scene", player is CharacterBody3D)
var spawn_marker: Node = game_scene.get_node_or_null("Level/PlayerSpawn")
_check("PlayerSpawn marker exists in the loaded level", spawn_marker is Marker3D)
if player is CharacterBody3D and spawn_marker is Marker3D:
var dist := (player as CharacterBody3D).global_position.distance_to((spawn_marker as Marker3D).global_position)
_check("player spawned at (or very near) the PlayerSpawn marker", dist < 0.5)
# 5. Escape should return to world_list.tscn (real key event, not a
# direct method call -- proves the actual input binding works).
var esc_event := InputEventKey.new()
esc_event.keycode = KEY_ESCAPE
esc_event.pressed = true
Input.parse_input_event(esc_event)
await _wait_for_scene_change(game_scene, 60)
var back_to_menu := current_scene
_check("Escape returned to world_list.tscn", back_to_menu != null and back_to_menu.scene_file_path == "res://scenes/world_list.tscn")
_finish()
func _find_button(node: Node, text: String) -> Button:
if node is Button and (node as Button).text == text:
return node
for child in node.get_children():
var found := _find_button(child, text)
if found:
return found
return null
func _wait_for_scene_change(previous_scene: Node, max_frames: int) -> void:
for i in max_frames:
await process_frame
if current_scene != previous_scene and current_scene != null:
return
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
return condition
func _finish() -> void:
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
+3 -19
View File
@@ -25,6 +25,7 @@ extends SceneTree
const USERNAME := "backnav_%d"
const EMAIL := "backnav_%d@test.example.com"
const PASSWORD := "BackNav123!"
const DOB := "2000-01-01"
var passed := 0
var failed := 0
@@ -49,7 +50,7 @@ func _run() -> void:
var username := USERNAME % unique_id
var email := EMAIL % unique_id
print("\n=== Setup: register ", username, " ===")
var register_result: Dictionary = await api.register(username, email, PASSWORD, true)
var register_result: Dictionary = await api.register(username, email, PASSWORD, DOB)
if not _check("register succeeds", register_result.ok):
print(" detail: ", register_result.detail)
_finish()
@@ -115,10 +116,6 @@ func _is_authenticated(menu: Control) -> bool:
var welcome_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
var auth_buttons_row: HBoxContainer = menu.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
var auth_panel: PanelContainer = menu.get_node("CenterContainer/VBoxContainer/AuthPanel")
var username_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
var password_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
var auth_button: Button = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
var auth_mode_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
_check("Play enabled", not play_button.disabled)
# WelcomeLabel lives inside AuthPanel, so `.visible` alone is a
@@ -128,24 +125,11 @@ func _is_authenticated(menu: Control) -> bool:
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
_check("Auth buttons row hidden", not auth_buttons_row.visible)
_check("Auth panel visible (it contains the welcome label)", auth_panel.visible)
# Real bug, 2026-08-20: the session-restore path (this one, after
# Play -> Back) hid EmailEdit/Over18Check but never the rest of the
# login form -- Play enabled + welcome label visible were both still
# true, so a check that stopped there passed while the user was
# looking at the login fields again on top of the welcome message.
_check("Username field hidden", not username_edit.visible)
_check("Password field hidden", not password_edit.visible)
_check("Auth button hidden", not auth_button.visible)
_check("Auth mode label hidden", not auth_mode_label.visible)
return (not play_button.disabled) \
and welcome_label.is_visible_in_tree() \
and not auth_buttons_row.visible \
and auth_panel.visible \
and not username_edit.visible \
and not password_edit.visible \
and not auth_button.visible \
and not auth_mode_label.visible
and auth_panel.visible
func _wait_for_scene_change(previous_scene: Node) -> void:
+5 -15
View File
@@ -1,8 +1,9 @@
extends SceneTree
## Full click-through simulation of the real user flow: press Register,
## fill the form exactly as a human would, submit, confirm Play actually
## becomes clickable. Also verifies that after successful auth the auth
## form fields are hidden, leaving only the welcome message visible.
## becomes clickable. This is the check that would have caught the
## original bug (no way to even open the form) and would catch a repeat
## of it.
var passed := 0
var failed := 0
@@ -25,9 +26,8 @@ func _run() -> void:
var username_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
var password_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check")
var dob_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit")
var auth_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
var welcome_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
var play_button: Button = instance.get_node("CenterContainer/VBoxContainer/PlayButton")
@@ -46,7 +46,7 @@ func _run() -> void:
username_edit.text = "mainmenu_e2e_%d" % unique_id
password_edit.text = "TestPass123!"
email_edit.text = "mainmenu_e2e_%d@test.example.com" % unique_id
over_18_check.button_pressed = true
dob_edit.text = "2000-01-01"
# Call the submit handler directly (awaited) rather than via
# auth_button.pressed.emit() -- a synthetic .emit() in --script/
@@ -63,16 +63,6 @@ func _run() -> void:
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
_check("Auth buttons row hid itself after success", not auth_buttons_row.visible)
# Verify the auth form fields are hidden after successful auth,
# leaving only the welcome message visible within the panel.
_check("Username edit hidden after auth", not username_edit.visible)
_check("Password edit hidden after auth", not password_edit.visible)
_check("Email edit hidden after auth", not email_edit.visible)
_check("Over18 checkbox hidden after auth", not over_18_check.visible)
_check("Auth button hidden after auth", not auth_button.visible)
_check("Auth mode label hidden after auth", not auth_mode_label.visible)
_check("Welcome label contains username", welcome_label.text.begins_with("Welcome, mainmenu_e2e_"))
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
+9 -75
View File
@@ -1,14 +1,9 @@
extends SceneTree
## Verifies the main menu's Login/Register buttons correctly open the auth
## panel and toggle between Login and Register modes via signal emission.
##
## Key tests:
## - AuthPanel starts hidden.
## - LoginButton press opens the panel in Login mode.
## - RegisterButton press opens the panel in Register mode.
## - Clicking Login while in Register mode switches back to Login mode.
## - Clicking Register while in Login mode switches to Register mode.
## - The ModeToggle CheckButton no longer exists in the scene.
## Verifies the main menu's Login/Register buttons actually open the auth
## panel via a real signal emission (not calling the handler method
## directly) -- that's the exact gap that shipped without ever being
## caught: the AuthPanel and its logic were all correct, but nothing in
## the scene was ever wired to open it.
func _initialize() -> void:
@@ -29,87 +24,26 @@ func _run() -> void:
var login_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton")
var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
var auth_panel: PanelContainer = instance.get_node("CenterContainer/VBoxContainer/AuthPanel")
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check")
# --- Test 1: auth panel starts hidden ---
if _check("auth panel starts hidden", not auth_panel.visible):
passed += 1
else:
failed += 1
# --- Test 2: LoginButton press opens panel in Login mode ---
login_button.pressed.emit()
await process_frame
if _check("auth panel visible after LoginButton press", auth_panel.visible):
if _check("auth panel visible after a real LoginButton press signal", auth_panel.visible):
passed += 1
else:
failed += 1
if _check("Login mode label after LoginButton press", auth_mode_label.text == "Login"):
passed += 1
else:
failed += 1
if _check("Email field hidden in Login mode", not email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox hidden in Login mode", not over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 3: RegisterButton press switches to Register mode ---
# Reset and check RegisterButton independently too.
auth_panel.visible = false
register_button.pressed.emit()
await process_frame
if _check("auth panel still visible after RegisterButton press", auth_panel.visible):
passed += 1
else:
failed += 1
if _check("Register mode label after RegisterButton press", auth_mode_label.text == "Register"):
passed += 1
else:
failed += 1
if _check("Email field visible in Register mode", email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox visible in Register mode", over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 4: LoginButton press switches back to Login mode ---
login_button.pressed.emit()
await process_frame
if _check("Login mode label after second LoginButton press", auth_mode_label.text == "Login"):
passed += 1
else:
failed += 1
if _check("Email field hidden after switching back to Login", not email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox hidden after switching back to Login", not over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 5: ModeToggle CheckButton no longer exists ---
var mode_toggle_path = "CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle"
var has_mode_toggle = instance.has_node(mode_toggle_path)
if _check("ModeToggle CheckButton removed from scene", not has_mode_toggle):
if _check("auth panel visible after a real RegisterButton press signal", auth_panel.visible):
passed += 1
else:
failed += 1
-114
View File
@@ -1,114 +0,0 @@
extends SceneTree
## Real integration test for NetworkClient (client-side prediction +
## reconciliation) against an actual dedicated server process.
##
## This does NOT boot its own server -- run scenes/server.tscn as a separate
## process first (see docs/architecture/networking.md's ENet/port setup):
## godot --headless --path . scenes/server.tscn &
## then, from the same project directory:
## godot --headless --path . --script res://scripts/smoke_test_network_client.gd
##
## Verifies: the client can actually connect over ENet, local prediction
## moves the player immediately on input (no waiting for the server),
## server snapshots actually arrive and update the client's authoritative
## view, and a deliberately-desynced predicted position gets corrected by
## reconciliation.
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var net := NetworkClient.new()
root.add_child(net)
var ok: bool = await net.connect_to_server("127.0.0.1", 7777)
if not _check("connected to the real dedicated server", ok):
printerr(" Is `godot --headless --path . scenes/server.tscn` running on port 7777?")
_finish()
return
# Give the server a few frames to process the connection and spawn our
# player node before we start sending input.
for i in 10:
await process_frame
# 1. Prediction: pressing "forward" should move the local position
# immediately, without waiting for any server round trip.
var pos_before: Vector3 = net.position
for i in 10:
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false) # move -Z (forward)
await process_frame
var pos_after_predict: Vector3 = net.position
_check("local prediction moved the player without waiting for the server",
pos_after_predict.distance_to(pos_before) > 0.1)
# 2. Snapshots actually arrive from the real server and get processed --
# wait for at least one reconciliation-eligible snapshot by giving it
# real time (server broadcasts at its own tick rate).
var got_snapshot := false
net.reconciled.connect(func(_err): got_snapshot = true)
for i in 60:
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false)
await process_frame
# Reconciliation only actually fires on a real mismatch -- absence of a
# large mismatch is a PASS outcome too (means prediction tracked the
# server closely), so this alone isn't proof snapshots arrived. Check
# that directly instead:
_check("prediction buffer has entries (input was actually sent)", net._prediction_buffer.size() > 0)
# 3. Deliberately desync prediction from reality, then confirm the next
# snapshot corrects it -- the real proof reconciliation logic works,
# not just that it never had to fire.
net.position = Vector3(9999, 9999, 9999)
var desynced_pos := net.position
# GDScript closures capture local value-type vars (bool/float) by value,
# not by reference -- assigning to them *inside* the lambda doesn't
# mutate the outer scope's copy. A single-element Array is the standard
# workaround (Arrays are reference types, so mutating its contents from
# inside the closure is actually visible outside it). Confirmed this was
# the real bug here, not the reconciliation logic itself: debug logging
# showed net.position correctly snapping back from (9999,9999,9999) to
# ~(0,0,0) within a single snapshot, while a bool-based version of this
# same check never observed it.
var reconcile_state := [false, -1.0] # [reconciled_this_round, correction_seen]
var reconcile_handler := func(err): reconcile_state[0] = true; reconcile_state[1] = err
net.reconciled.connect(reconcile_handler)
for i in 60:
# Keep predicting (with no movement input) so the prediction buffer's
# latest entry actually reflects the desynced position -- without
# this, the buffer either empties out or keeps stale pre-desync
# entries, and _handle_snapshot has nothing real to compare against.
net.predict_and_send(1.0 / 30.0, 0.0, 0.0, false)
await process_frame
if reconcile_state[0]:
break
net.reconciled.disconnect(reconcile_handler)
_check("a deliberately desynced position gets corrected by the next snapshot",
reconcile_state[0] and net.position.distance_to(desynced_pos) > 100.0)
if reconcile_state[0]:
print(" correction distance was ~", reconcile_state[1])
net.disconnect_from_server()
_finish()
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
return condition
func _finish() -> void:
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
-93
View File
@@ -1,93 +0,0 @@
extends SceneTree
## Smoke test for the player character scene and its spawn behavior.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_player.gd
##
## Loads the test level, verifies the player is present, spawned at the
## PlayerSpawn marker, and has the expected CharacterBody3D structure.
var _passed := 0
var _failed := 0
func _initialize() -> void:
print("SMOKE: starting player smoke test")
_run()
func _run() -> void:
await process_frame
print("SMOKE: loading game scene")
# Load scenes/game.tscn -- the real PC2 composition point (Level + Player
# as siblings, per docs/architecture/pc2_test_level.md §4), not the level
# scene directly. Use the same SceneTree API as the real game so
# `current_scene` is populated before the scene is added and its
# _ready() callbacks fire. That ordering is what the player's spawn
# lookup (get_tree().current_scene) depends on.
var packed: PackedScene = load("res://scenes/game.tscn")
var result := change_scene_to_packed(packed)
if result != OK:
printerr("SMOKE: failed to change scene, error ", result)
quit(1)
return
await scene_changed
var game: Node3D = current_scene as Node3D
print("SMOKE: game scene ready")
# 1. Verify the player node exists in the scene tree.
var player: Node = game.get_node("Player")
_check("Player node exists in test level", player != null)
_check("Player is a CharacterBody3D", player is CharacterBody3D)
# 2. Verify the player has the expected child structure.
var collision: Node = player.get_node("CollisionShape3D")
_check("Player has CollisionShape3D", collision != null)
_check("CollisionShape3D has a shape",
collision is CollisionShape3D and (collision as CollisionShape3D).shape != null)
var mesh: Node = player.get_node("CapsuleMesh")
_check("Player has CapsuleMesh", mesh != null)
_check("CapsuleMesh has a mesh",
mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null)
# 3. Verify the player spawned at the PlayerSpawn marker position.
var spawn_marker: Marker3D = game.get_node("Level/PlayerSpawn")
_check("PlayerSpawn marker exists", spawn_marker != null)
# The player's _ready() should have moved it to the spawn marker's
# global position. Compare global positions directly (not local) since
# Player and Level sit at different depths under Game.
var expected_pos: Vector3 = spawn_marker.global_position
_check("Player spawned at PlayerSpawn position",
player.global_position == expected_pos)
# 4. Verify the player script class_name is correct and has the
# movement constants defined.
var script: GDScript = player.get_script() as GDScript
_check("Player has a script attached", script != null)
var constants: Dictionary = script.get_script_constant_map()
_check("Player has WALK_SPEED constant", constants.has("WALK_SPEED"))
_check("Player has GRAVITY constant", constants.has("GRAVITY"))
_check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY"))
_check("JUMP_VELOCITY is positive (upward)", float(constants.get("JUMP_VELOCITY", -1.0)) > 0.0)
# 5. Verify the player has a Camera3D so the game is actually viewable
# from the player's perspective, not just a walking capsule with no view.
var camera: Node = player.get_node_or_null("Camera3D")
_check("Player has a Camera3D", camera is Camera3D)
_check("Camera3D is current", camera is Camera3D and (camera as Camera3D).current)
print("\n=== SMOKE RESULT: %d/%d passed ===" % [_passed, _passed + _failed])
quit(0 if _failed == 0 else 1)
func _check(description: String, condition: bool) -> void:
if condition:
print(" PASS: ", description)
_passed += 1
else:
printerr(" FAIL: ", description)
_failed += 1
-125
View File
@@ -1,125 +0,0 @@
extends SceneTree
## Headless smoke test for the PC2 test level scene.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_test_level.gd
##
## Loads the test level scene, asserts:
## (a) it loads without error,
## (b) it contains a Marker3D named "PlayerSpawn",
## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface.
## Exits 0 on success, 1 on failure.
func _initialize() -> void:
_run()
func _run() -> void:
var level_path: String = "res://scenes/worlds/test_level.tscn"
# Load the scene file
var level_resource: PackedScene = load(level_path)
if level_resource == null:
printerr("SMOKE RESULT: FAIL \u2014 could not load ", level_path)
quit(1)
return
print("SMOKE: test_level.tscn loaded successfully")
# Change the running scene to our test level
var err: int = change_scene_to_packed(level_resource)
if err != OK:
printerr("SMOKE RESULT: FAIL \u2014 change_scene_to_packed returned ", err)
quit(1)
return
# Wait for the scene_changed signal so current_scene is set
await scene_changed
var level_instance: Node3D = current_scene as Node3D
if level_instance == null:
printerr("SMOKE RESULT: FAIL \u2014 current_scene is not Node3D")
quit(1)
return
# Give the tree one frame to fully initialize
await process_frame
# (b) Find the PlayerSpawn marker
var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D
if spawn_marker == null:
printerr("SMOKE RESULT: FAIL \u2014 no Node3D named 'PlayerSpawn' found in test level")
quit(1)
return
print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position)
# (c) Verify PlayerSpawn is >= 1.0 m above ground top
# The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5
# with height 1.0, so top face is at y = 0).
var spawn_y: float = spawn_marker.global_position.y
if spawn_y < 1.0:
printerr("SMOKE RESULT: FAIL \u2014 PlayerSpawn y = ", spawn_y,
" is below the required minimum of 1.0 m above ground top (y=0)")
quit(1)
return
print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m \u2014 PASS")
# Additional check: verify Ground StaticBody3D exists
var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D
if ground == null:
printerr("SMOKE RESULT: FAIL \u2014 no StaticBody3D named 'Ground' found")
quit(1)
return
print("SMOKE: found Ground StaticBody3D")
# Verify Ground top face is at y = 0
var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D
if ground_shape != null and ground_shape.shape is BoxShape3D:
var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D
var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0
if abs(ground_top - 0.0) > 0.01:
printerr("SMOKE RESULT: FAIL \u2014 Ground top face at y = ", ground_top, " expected ~0.0")
quit(1)
return
print("SMOKE: Ground top face at y = ", ground_top, " \u2014 PASS")
# Verify props exist (3-5 StaticBody3D children under Props node)
var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D
if props_node != null:
var prop_count: int = 0
for child in props_node.get_children():
if child is StaticBody3D:
prop_count += 1
if prop_count < 3:
printerr("SMOKE RESULT: FAIL \u2014 only ", prop_count, " props found, need >= 3")
quit(1)
return
print("SMOKE: found ", prop_count, " props \u2014 PASS")
else:
printerr("SMOKE RESULT: FAIL \u2014 no 'Props' Node3D found")
quit(1)
return
# Verify lighting exists
var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D
if sun == null:
printerr("SMOKE RESULT: FAIL \u2014 no DirectionalLight3D named 'Sun' found")
quit(1)
return
print("SMOKE: found Sun DirectionalLight3D")
# Verify WorldEnvironment exists
var env: WorldEnvironment = level_instance.find_child("WorldEnvironment", true, false) as WorldEnvironment
if env == null:
printerr("SMOKE RESULT: FAIL \u2014 no WorldEnvironment named 'WorldEnvironment' found")
quit(1)
return
print("SMOKE: found WorldEnvironment")
# All checks passed
print("SMOKE RESULT: PASS")
quit(0)
+1 -1
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@@ -58,7 +58,7 @@ func _run() -> void:
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "worldlist_smoke_%d" % unique_id
var email := "worldlist_smoke_%d@test.example.com" % unique_id
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true)
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", "2000-01-01")
if not _check("setup: register succeeded", reg_result.ok):
print(" detail: ", reg_result.detail)
quit(1)
-15
View File
@@ -135,23 +135,8 @@ func _create_world_card(world_dict: Dictionary) -> Control:
meta_label.add_theme_font_size_override("font_size", 12)
meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0))
# PC2: the only thing a world actually loads into right now is the one
# shared playable test level (scenes/game.tscn) -- there's no per-world
# content yet, so "Enter" doesn't need the world's id for anything.
# Real per-world level loading is a later concern once worlds actually
# have their own content to load.
var enter_button := Button.new()
enter_button.text = "Enter World"
enter_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
enter_button.pressed.connect(_on_enter_world_pressed)
card.add_child(name_label)
card.add_child(desc_label)
card.add_child(meta_label)
card.add_child(enter_button)
return panel
func _on_enter_world_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/game.tscn")