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63f7b34db8d8cdea90c76aacccf841ec
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::res://::1787259973
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README.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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::res://docs/::1787259973
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::res://docs/architecture/::1787259973
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avatar.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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content_moderation.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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networking.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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::res://scenes/::1787259973
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player.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
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server.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::
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::res://scripts/::1787259973
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player_spawner.gd::GDScript::3637338339553764865::1787259973::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
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server.gd::GDScript::6336910781803684784::1787259973::0::1::::<>Node<><>0<>0<><>::
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[game_view]
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select_mode=0
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[editor_metadata]
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executable_path="/home/daddy/godot/godot"
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[recent_files]
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scenes=["res://scenes/server.tscn"]
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[folding]
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node_unfolds=[]
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resource_unfolds=[]
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nodes_folded=[]
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list=[{
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"base": &"CharacterBody3D",
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"class": &"PlayerNode",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/player_spawner.gd"
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}]
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Binary file not shown.
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# GDScript Sandboxing for User-Written Scripts
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||||||
|
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||||||
> **Status:** Proposed
|
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> **Owner:** Platform team
|
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||||||
> **Related:** Content moderation & age verification (scripts are one of the
|
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||||||
> three moderated content types), avatar component system
|
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||||||
|
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||||||
## 1. Overview
|
|
||||||
|
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This document evaluates how to safely run **user-written scripts** as part of
|
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UGC (user-generated content) in **agp-game**, and recommends an approach.
|
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||||||
|
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||||||
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
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none of the three options named in the original task hold up under testing.**
|
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A script running anywhere inside the Godot process — however it's loaded,
|
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parented, or wrapped — runs with full engine privileges: arbitrary process
|
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execution, full filesystem read/write, and raw network access. Sandboxing
|
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has to happen *outside* the scripting language, not through an in-engine
|
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||||||
restriction mechanism, because no such mechanism exists.
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||||||
|
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||||||
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
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in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
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||||||
some of which (see §2.1) describes APIs that don't actually exist in this
|
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||||||
version.
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|
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||||||
## 2. Options Evaluated
|
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|
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||||||
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
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||||||
|
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||||||
There is no `ScriptServer` class in Godot 4.6.2:
|
|
||||||
|
|
||||||
```
|
|
||||||
ClassDB.class_exists("ScriptServer") → false
|
|
||||||
```
|
|
||||||
|
|
||||||
There's also no project setting to disable engine subsystems for scripts —
|
|
||||||
none of `application/run/disable_os`, `disable_file_access`, or
|
|
||||||
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
|
||||||
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
|
||||||
assumes a flag like this exists needs to be dropped; it was likely conflated
|
|
||||||
with sandboxing features from a different engine/scripting ecosystem, or
|
|
||||||
with **export template stripping** (which controls what ships in a build,
|
|
||||||
not what a script can call at runtime).
|
|
||||||
|
|
||||||
Directly probed capabilities of an ordinary GDScript running as a normal
|
|
||||||
node script, no special setup:
|
|
||||||
|
|
||||||
| Capability | Available to any script? |
|
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||||||
|---|---|
|
|
||||||
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
|
||||||
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
|
||||||
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
|
||||||
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
|
||||||
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
|
||||||
|
|
||||||
**Verdict: rejected.** There is nothing to configure here — the restriction
|
|
||||||
surface this option assumed doesn't exist in the engine.
|
|
||||||
|
|
||||||
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
|
||||||
|
|
||||||
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
|
||||||
scene subtree its own render target and can gate input propagation) — it is
|
|
||||||
not a security or scripting boundary. A script attached to any node inside a
|
|
||||||
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
|
||||||
the exact same access to `OS`, `FileAccess`, networking classes, and
|
|
||||||
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
|
||||||
"inside" a SubViewport changes what API calls are reachable from a script.
|
|
||||||
|
|
||||||
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
|
||||||
the security problem the task is asking about. Worth keeping in mind for
|
|
||||||
other purposes (e.g. isolated preview rendering of user avatars), but it
|
|
||||||
provides zero script sandboxing.
|
|
||||||
|
|
||||||
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
|
||||||
|
|
||||||
Two ways to read this option, tested separately:
|
|
||||||
|
|
||||||
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
|
||||||
practical — this means re-implementing (and then indefinitely maintaining,
|
|
||||||
in lockstep with every Godot release) a full language interpreter outside
|
|
||||||
the engine. Far more engineering than the problem justifies.
|
|
||||||
|
|
||||||
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
|
||||||
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
|
||||||
a single expression, no control flow, no arbitrary statements. But it isn't
|
|
||||||
safe by default: it can still reach through to unsafe engine methods if you
|
|
||||||
aren't careful about what object you hand it as a base instance:
|
|
||||||
|
|
||||||
```gdscript
|
|
||||||
var expr = Expression.new()
|
|
||||||
expr.parse("get_environment('HOME')", ["OS"])
|
|
||||||
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
|
||||||
```
|
|
||||||
|
|
||||||
So `Expression` is a viable building block only if the host **never passes
|
|
||||||
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
|
||||||
allowlisting work still has to happen at the call site, `Expression` itself
|
|
||||||
enforces none of it.
|
|
||||||
|
|
||||||
**Static text pattern-matching (blocklisting dangerous substrings like
|
|
||||||
`"OS.execute"` before parsing) was also probed and is not a real
|
|
||||||
defense** — it's trivially defeated by string concatenation, `call()`,
|
|
||||||
`Callable`, or any other indirection, and produces false confidence.
|
|
||||||
|
|
||||||
**Verdict: partially viable, but only as a foundation, not a solution on
|
|
||||||
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
|
||||||
raw `Expression`) with an explicit allowlist of safe operations and *no
|
|
||||||
ability to reference engine singletons or arbitrary objects* is the only
|
|
||||||
version of "custom interpreter" that's actually safe. This is real
|
|
||||||
engineering effort, not a config flag.
|
|
||||||
|
|
||||||
## 3. Recommendation
|
|
||||||
|
|
||||||
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
|
||||||
in-engine options provide a real boundary, the two approaches actually worth
|
|
||||||
building are, in order of recommended priority:
|
|
||||||
|
|
||||||
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
|
||||||
scripting. Most UGC scripting needs in a game like this (custom
|
|
||||||
interactions, simple triggers, item behaviors) don't need a general
|
|
||||||
programming language — they need a small set of declarative
|
|
||||||
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
|
||||||
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
|
||||||
code) and interpreted by trusted, hand-written GDScript on the engine
|
|
||||||
side. This has *zero* attack surface by construction — there's no
|
|
||||||
interpreter to escape because there's no general execution, just a
|
|
||||||
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
|
||||||
the actual UGC use cases in this game and should be scoped against real
|
|
||||||
feature requirements before assuming more is needed.
|
|
||||||
|
|
||||||
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
|
||||||
at the OS level, not the engine level: run untrusted scripts in a
|
|
||||||
**separate process** (a stripped-down Godot instance or a dedicated
|
|
||||||
interpreter) under OS sandboxing (a restricted user account, a
|
|
||||||
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
|
||||||
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
|
||||||
operations. This is the only approach that provides a real security
|
|
||||||
boundary for arbitrary code, because it doesn't depend on the scripting
|
|
||||||
language cooperating — the OS enforces it. Substantially more
|
|
||||||
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
|
||||||
can't express what's needed.
|
|
||||||
|
|
||||||
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
|
||||||
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
|
||||||
none provide a real boundary (§2).
|
|
||||||
|
|
||||||
## 4. Open Questions
|
|
||||||
|
|
||||||
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
|
||||||
simple item/state effects, dialogue branching?) This determines whether
|
|
||||||
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
|
||||||
needed. Needs a concrete feature list before implementation starts.
|
|
||||||
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
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|
||||||
Affects resource cost and isolation guarantees.
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|
||||||
- Interaction with the content moderation pipeline (`content_moderation.md`):
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|
||||||
scripts as a moderated content type still need a moderation flag path
|
|
||||||
regardless of which execution model is chosen — a DSL makes static
|
|
||||||
analysis of *what a script can possibly do* far easier than it would be
|
|
||||||
for general code, which is an additional point in its favor.
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|
||||||
@@ -1,737 +0,0 @@
|
|||||||
# World Chunk Data Format & Persistence Architecture
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|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document specifies the **world chunk data format** and **persistence
|
|
||||||
schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
|
|
||||||
agents. It defines:
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|
||||||
|
|
||||||
- The **chunk data format** — both a human-readable **JSON** form (for
|
|
||||||
authoring, tooling, and debugging) and a compact **binary** form (for
|
|
||||||
runtime loading and network transfer).
|
|
||||||
- The **SQLite schema** that persists world state on the server, including
|
|
||||||
chunk metadata, chunk payloads, and the world/room hierarchy.
|
|
||||||
- The **read/write API** that the server and client use to load, save, and
|
|
||||||
stream chunks.
|
|
||||||
|
|
||||||
The goal is a **single, versioned chunk contract** that is shared across the
|
|
||||||
Godot client, the Python backend, and the persistence layer. A chunk is the
|
|
||||||
atomic unit of world geometry, gameplay objects, and persistence — the server
|
|
||||||
loads and saves whole chunks, and clients stream the chunks around them.
|
|
||||||
|
|
||||||
### 1.1 Design Goals
|
|
||||||
|
|
||||||
- **Versioned & forward-compatible:** Every chunk carries a format version so
|
|
||||||
the loader can migrate old data and reject unknown future data gracefully.
|
|
||||||
- **Dual representation:** JSON for authoring/debugging, binary for
|
|
||||||
runtime/network. Both encode the *same* logical model so there is exactly one
|
|
||||||
source of truth for the schema.
|
|
||||||
- **Server-authoritative persistence:** The server is the only writer to the
|
|
||||||
SQLite store. Clients submit *edits* (deltas) and the server applies and
|
|
||||||
persists them, mirroring the server-authoritative networking model.
|
|
||||||
- **Chunk-granular persistence:** Persistence happens at chunk granularity so
|
|
||||||
the server can save a dirty chunk without rewriting the whole world, and can
|
|
||||||
stream only the chunks a client needs.
|
|
||||||
- **Deterministic & testable:** The binary format is byte-stable for a given
|
|
||||||
logical payload, enabling checksums, caching, and reproducible tests.
|
|
||||||
- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
|
|
||||||
content flags (see `content_moderation.md`); the persistence layer stores the
|
|
||||||
moderation state alongside chunk data so enforcement can happen at load time.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. World Model & Chunking
|
|
||||||
|
|
||||||
### 2.1 World Hierarchy
|
|
||||||
|
|
||||||
The world is organized as a hierarchy that matches the moderation content graph:
|
|
||||||
|
|
||||||
```
|
|
||||||
World
|
|
||||||
└── Room
|
|
||||||
└── Chunk (the atomic persistence & streaming unit)
|
|
||||||
├── Tiles / Terrain
|
|
||||||
├── Static objects (props, geometry)
|
|
||||||
├── Dynamic objects (spawnable entities, interactables)
|
|
||||||
└── Metadata (flags, version, timestamps)
|
|
||||||
```
|
|
||||||
|
|
||||||
- A **World** is the top-level container (a named, versioned space).
|
|
||||||
- A **Room** is a bounded region within a world (a level, a building, a zone).
|
|
||||||
- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
|
|
||||||
load, save, and stream.
|
|
||||||
|
|
||||||
### 2.2 Chunk Dimensions
|
|
||||||
|
|
||||||
Chunks are **fixed-size, axis-aligned boxes** in world space. The default
|
|
||||||
dimensions are a configuration constant so they can be tuned per world:
|
|
||||||
|
|
||||||
| Constant | Default | Description |
|
|
||||||
|---------------------|---------|----------------------------------------------------|
|
|
||||||
| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
|
|
||||||
| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
|
|
||||||
| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
|
|
||||||
| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
|
|
||||||
|
|
||||||
A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
|
|
||||||
computed from a world-space position `p` as:
|
|
||||||
|
|
||||||
```
|
|
||||||
cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
|
|
||||||
cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
|
|
||||||
cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
|
|
||||||
```
|
|
||||||
|
|
||||||
The chunk's world-space bounding box is therefore:
|
|
||||||
|
|
||||||
```
|
|
||||||
min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
|
|
||||||
max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
|
|
||||||
```
|
|
||||||
|
|
||||||
### 2.3 Chunk Coordinate Key
|
|
||||||
|
|
||||||
For storage and lookup, a chunk is addressed by a **canonical string key**:
|
|
||||||
|
|
||||||
```
|
|
||||||
"{world_id}:{room_id}:{cx}:{cy}:{cz}"
|
|
||||||
```
|
|
||||||
|
|
||||||
Example: `"w_0001:r_0001:12:-4:0"`. This key is the primary lookup key in the
|
|
||||||
SQLite `chunks` table and is used in the read/write API.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Chunk Data Format
|
|
||||||
|
|
||||||
### 3.1 Logical Model
|
|
||||||
|
|
||||||
Both the JSON and binary encodings serialize the same logical chunk model. The
|
|
||||||
logical model is defined here once; the two encodings are projections of it.
|
|
||||||
|
|
||||||
```
|
|
||||||
Chunk
|
|
||||||
├── version : uint (format version, currently 1)
|
|
||||||
├── key : string (canonical chunk key, see §2.3)
|
|
||||||
├── world_id : string
|
|
||||||
├── room_id : string
|
|
||||||
├── coord : { cx, cy, cz } (int)
|
|
||||||
├── bounds : { min_x, min_y, min_z, max_x, max_y, max_z } (float)
|
|
||||||
├── tiles : TileLayer[] (terrain / tile data)
|
|
||||||
├── objects : WorldObject[] (static + dynamic objects)
|
|
||||||
├── flags : ContentFlags (moderation flags, see §3.5)
|
|
||||||
├── meta : { created_at, updated_at, revision, author }
|
|
||||||
└── checksum : string (SHA-256 of canonical payload)
|
|
||||||
```
|
|
||||||
|
|
||||||
### 3.2 Tile Layer
|
|
||||||
|
|
||||||
A chunk's terrain is stored as one or more **tile layers**. Each layer is a
|
|
||||||
dense grid of tile IDs of size `CHUNK_SIZE_X × CHUNK_SIZE_Y` (× `CHUNK_SIZE_Z`
|
|
||||||
for volumetric worlds).
|
|
||||||
|
|
||||||
```
|
|
||||||
TileLayer
|
|
||||||
├── name : string (e.g. "ground", "walls", "decor")
|
|
||||||
├── layer_id : uint
|
|
||||||
├── width : uint (= CHUNK_SIZE_X)
|
|
||||||
├── height : uint (= CHUNK_SIZE_Y)
|
|
||||||
├── depth : uint (= CHUNK_SIZE_Z)
|
|
||||||
├── tiles : uint[] (flattened tile IDs, row-major, length = w*h*d)
|
|
||||||
└── palette : TileDef[] (tile ID → tile definition, shared per layer)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Tile encoding:** A tile ID is a `uint16` index into the layer's `palette`.
|
|
||||||
`0` is reserved for "empty/air". The palette maps each tile ID to a `TileDef`:
|
|
||||||
|
|
||||||
```
|
|
||||||
TileDef
|
|
||||||
├── id : uint16
|
|
||||||
├── asset_id : string (reference to a tile/terrain asset)
|
|
||||||
├── solid : bool (collision)
|
|
||||||
├── flags : uint32 (bitmask: walkable, climbable, liquid, ...)
|
|
||||||
└── variants : uint8 (number of visual variants for this tile)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Rationale for palette + indices:** Storing dense `uint16` indices rather than
|
|
||||||
full asset strings per cell keeps the binary payload small (2 bytes/cell) while
|
|
||||||
the palette (shared across the layer) carries the rich per-tile metadata.
|
|
||||||
|
|
||||||
### 3.3 World Objects
|
|
||||||
|
|
||||||
Objects are the non-tile entities in a chunk: static props, interactables,
|
|
||||||
spawn points, and dynamic-object templates.
|
|
||||||
|
|
||||||
```
|
|
||||||
WorldObject
|
|
||||||
├── id : string (stable object id, unique within the chunk)
|
|
||||||
├── type : string (e.g. "prop", "interactable", "spawn_point", "door")
|
|
||||||
├── asset_id : string (reference to the object's mesh/glTF asset)
|
|
||||||
├── transform : { pos: [x,y,z], rot: [x,y,z,w], scale: [x,y,z] }
|
|
||||||
├── properties : object (type-specific key/value map, JSON-typed)
|
|
||||||
├── dynamic : bool (true if this is a spawnable dynamic entity)
|
|
||||||
└── flags : ContentFlags (per-object moderation flags)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Dynamic objects** are stored as *templates* in the chunk. Their *runtime
|
|
||||||
state* (position, health, inventory) is **not** stored in the chunk; it lives
|
|
||||||
in the runtime entity store and is persisted separately (see §4.4). This keeps
|
|
||||||
chunks stable and diffable — a chunk only changes when its *static* content
|
|
||||||
changes.
|
|
||||||
|
|
||||||
### 3.4 Content Flags
|
|
||||||
|
|
||||||
Each chunk (and each object) carries a **content flag set** that is the
|
|
||||||
aggregate of the moderation flags of the assets and scripts it references. This
|
|
||||||
mirrors the aggregation rules in `content_moderation.md`:
|
|
||||||
|
|
||||||
```
|
|
||||||
ContentFlags
|
|
||||||
├── categories : { violence, sexual, language, substance, gambling, horror, hate, custom }
|
|
||||||
│ (each → severity: none|mild|moderate|severe)
|
|
||||||
├── mature : bool (true if any contributing item is mature)
|
|
||||||
└── sources : string[] (flag ids that contributed, for audit)
|
|
||||||
```
|
|
||||||
|
|
||||||
The server computes and persists these flags at write time so that enforcement
|
|
||||||
(age gating, content filtering) can happen at load time without re-scanning
|
|
||||||
assets.
|
|
||||||
|
|
||||||
### 3.5 JSON Encoding
|
|
||||||
|
|
||||||
The JSON encoding is the **authoring and debugging** representation. It is
|
|
||||||
human-readable, diffable, and used by tools and tests. It is the canonical
|
|
||||||
logical model serialized directly.
|
|
||||||
|
|
||||||
```json
|
|
||||||
{
|
|
||||||
"version": 1,
|
|
||||||
"key": "w_0001:r_0001:12:-4:0",
|
|
||||||
"world_id": "w_0001",
|
|
||||||
"room_id": "r_0001",
|
|
||||||
"coord": { "cx": 12, "cy": -4, "cz": 0 },
|
|
||||||
"bounds": { "min_x": 384.0, "min_y": -128.0, "min_z": 0.0,
|
|
||||||
"max_x": 416.0, "max_y": -96.0, "max_z": 1.0 },
|
|
||||||
"tiles": [
|
|
||||||
{
|
|
||||||
"name": "ground",
|
|
||||||
"layer_id": 0,
|
|
||||||
"width": 32,
|
|
||||||
"height": 32,
|
|
||||||
"depth": 1,
|
|
||||||
"palette": [
|
|
||||||
{ "id": 0, "asset_id": "", "solid": false, "flags": 0, "variants": 1 },
|
|
||||||
{ "id": 1, "asset_id": "tiles/grass", "solid": false, "flags": 1, "variants": 4 }
|
|
||||||
],
|
|
||||||
"tiles": [0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"objects": [
|
|
||||||
{
|
|
||||||
"id": "obj_0001",
|
|
||||||
"type": "interactable",
|
|
||||||
"asset_id": "props/chest",
|
|
||||||
"transform": { "pos": [400.0, -110.0, 0.0],
|
|
||||||
"rot": [0.0, 0.0, 0.0, 1.0],
|
|
||||||
"scale": [1.0, 1.0, 1.0] },
|
|
||||||
"properties": { "loot_table": "chest_basic", "locked": false },
|
|
||||||
"dynamic": false,
|
|
||||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] }
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] },
|
|
||||||
"meta": { "created_at": "2026-08-17T00:00:00Z",
|
|
||||||
"updated_at": "2026-08-17T00:00:00Z",
|
|
||||||
"revision": 3,
|
|
||||||
"author": "agent-bot" },
|
|
||||||
"checksum": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
> **Note on the example checksum:** The value shown above is illustrative only.
|
|
||||||
> In practice the `checksum` field is the SHA-256 of the canonical binary
|
|
||||||
> payload body (see §3.6.3), not of the JSON text. The value here is a
|
|
||||||
> placeholder for documentation purposes.
|
|
||||||
|
|
||||||
### 3.6 Binary Encoding
|
|
||||||
|
|
||||||
The binary encoding is the **runtime and network** representation. It is compact
|
|
||||||
and byte-stable. It uses a simple, explicitly-specified layout (no external
|
|
||||||
serialization library) so it can be produced and consumed identically by the
|
|
||||||
Godot client (GDScript) and the Python backend.
|
|
||||||
|
|
||||||
#### 3.6.1 Header
|
|
||||||
|
|
||||||
| Offset | Size | Field | Type / Encoding |
|
|
||||||
|--------|------|--------------|------------------------------------------|
|
|
||||||
| 0 | 4 | magic | ASCII `"AGPC"` (0x41 0x47 0x50 0x43) |
|
|
||||||
| 4 | 2 | version | `uint16` LE (currently `1`) |
|
|
||||||
| 6 | 2 | header_len | `uint16` LE (bytes of header after this) |
|
|
||||||
| 8 | 4 | flags | `uint32` LE (bitmask, reserved) |
|
|
||||||
| 12 | 4 | payload_len | `uint32` LE (bytes of payload body) |
|
|
||||||
| 16 | 32 | checksum | SHA-256 of payload body (hex, 32 bytes) |
|
|
||||||
|
|
||||||
Total header size: **48 bytes**.
|
|
||||||
|
|
||||||
#### 3.6.2 Payload Body
|
|
||||||
|
|
||||||
The payload body is a sequence of typed sections. Each section has a small
|
|
||||||
header:
|
|
||||||
|
|
||||||
| Offset | Size | Field | Type / Encoding |
|
|
||||||
|--------|------|------------|----------------------------|
|
|
||||||
| 0 | 1 | section_id | `uint8` (see table below) |
|
|
||||||
| 1 | 4 | section_len| `uint32` LE (bytes of section data) |
|
|
||||||
| 5 | ... | data | section-specific |
|
|
||||||
|
|
||||||
Section IDs:
|
|
||||||
|
|
||||||
| section_id | Section | Data layout |
|
|
||||||
|------------|----------------|-------------------------------------------------------------------|
|
|
||||||
| `0x01` | metadata | world_id, room_id (length-prefixed strings), coord (3×int32), bounds (6×float32) |
|
|
||||||
| `0x02` | tile layer | name, layer_id, dims (3×uint16), palette, dense tile indices |
|
|
||||||
| `0x03` | object | one `WorldObject` (repeated; one section per object) |
|
|
||||||
| `0x04` | content flags | category severities (8×uint8), mature (uint8), sources (string list) |
|
|
||||||
| `0x05` | meta | created_at, updated_at (int64 unix), revision (uint32), author (string) |
|
|
||||||
|
|
||||||
**String encoding:** length-prefixed UTF-8 — `uint16` LE byte length followed by
|
|
||||||
the UTF-8 bytes.
|
|
||||||
|
|
||||||
**Tile layer data layout (section `0x02`):**
|
|
||||||
|
|
||||||
```
|
|
||||||
name : string
|
|
||||||
layer_id : uint16 LE
|
|
||||||
width : uint16 LE
|
|
||||||
height : uint16 LE
|
|
||||||
depth : uint16 LE
|
|
||||||
palette_count : uint16 LE
|
|
||||||
palette : palette_count × TileDef
|
|
||||||
tile_count : uint32 LE
|
|
||||||
tiles : tile_count × uint16 LE (dense, row-major)
|
|
||||||
```
|
|
||||||
|
|
||||||
```
|
|
||||||
TileDef:
|
|
||||||
id : uint16 LE
|
|
||||||
asset_id : string
|
|
||||||
solid : uint8
|
|
||||||
flags : uint32 LE
|
|
||||||
variants : uint8
|
|
||||||
```
|
|
||||||
|
|
||||||
**Object data layout (section `0x03`):**
|
|
||||||
|
|
||||||
```
|
|
||||||
id : string
|
|
||||||
type : string
|
|
||||||
asset_id : string
|
|
||||||
pos : 3 × float32
|
|
||||||
rot : 4 × float32
|
|
||||||
scale : 3 × float32
|
|
||||||
dynamic : uint8
|
|
||||||
properties : JSON string (length-prefixed)
|
|
||||||
flags : ContentFlags (see 0x04 layout)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Content flags layout (section `0x04`):**
|
|
||||||
|
|
||||||
```
|
|
||||||
violence, sexual, language, substance, gambling, horror, hate, custom
|
|
||||||
: 8 × uint8 (severity enum: 0=none,1=mild,2=moderate,3=severe)
|
|
||||||
mature : uint8
|
|
||||||
source_count: uint16 LE
|
|
||||||
sources : source_count × string
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 3.6.3 Byte-Stability
|
|
||||||
|
|
||||||
For a given logical payload, the binary encoding is **deterministic**:
|
|
||||||
|
|
||||||
- All integers are little-endian.
|
|
||||||
- All strings are UTF-8, length-prefixed, and never null-terminated.
|
|
||||||
- Maps (e.g. `properties`) are serialized as a **canonical JSON string** with
|
|
||||||
keys sorted lexicographically.
|
|
||||||
- The `checksum` is the SHA-256 of the payload body bytes.
|
|
||||||
|
|
||||||
This guarantees that two encoders produce identical bytes, enabling content
|
|
||||||
addressing, caching, and reproducible tests.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. SQLite Persistence Schema
|
|
||||||
|
|
||||||
The server persists world state in a **SQLite** database. SQLite is chosen for
|
|
||||||
its zero-configuration, single-file, transactional, and embedded nature — ideal
|
|
||||||
for a server that owns the world store and needs ACID guarantees without a
|
|
||||||
separate database process.
|
|
||||||
|
|
||||||
### 4.1 Database Layout
|
|
||||||
|
|
||||||
The database file is `world.db` (path configurable). It contains the following
|
|
||||||
tables:
|
|
||||||
|
|
||||||
```
|
|
||||||
worlds
|
|
||||||
rooms
|
|
||||||
chunks
|
|
||||||
chunk_objects
|
|
||||||
content_flags
|
|
||||||
revisions
|
|
||||||
```
|
|
||||||
|
|
||||||
### 4.2 `worlds`
|
|
||||||
|
|
||||||
Top-level world containers.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE worlds (
|
|
||||||
id TEXT PRIMARY KEY, -- e.g. 'w_0001'
|
|
||||||
name TEXT NOT NULL,
|
|
||||||
description TEXT,
|
|
||||||
chunk_size_x INTEGER NOT NULL DEFAULT 32,
|
|
||||||
chunk_size_y INTEGER NOT NULL DEFAULT 32,
|
|
||||||
chunk_size_z INTEGER NOT NULL DEFAULT 1,
|
|
||||||
origin_x REAL NOT NULL DEFAULT 0,
|
|
||||||
origin_y REAL NOT NULL DEFAULT 0,
|
|
||||||
origin_z REAL NOT NULL DEFAULT 0,
|
|
||||||
created_at TEXT NOT NULL, -- ISO-8601 UTC
|
|
||||||
updated_at TEXT NOT NULL
|
|
||||||
);
|
|
||||||
```
|
|
||||||
|
|
||||||
### 4.3 `rooms`
|
|
||||||
|
|
||||||
Rooms within a world.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE rooms (
|
|
||||||
id TEXT PRIMARY KEY, -- e.g. 'r_0001'
|
|
||||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
|
||||||
name TEXT NOT NULL,
|
|
||||||
bounds_min_x REAL NOT NULL,
|
|
||||||
bounds_min_y REAL NOT NULL,
|
|
||||||
bounds_min_z REAL NOT NULL DEFAULT 0,
|
|
||||||
bounds_max_x REAL NOT NULL,
|
|
||||||
bounds_max_y REAL NOT NULL,
|
|
||||||
bounds_max_z REAL NOT NULL DEFAULT 1,
|
|
||||||
created_at TEXT NOT NULL,
|
|
||||||
updated_at TEXT NOT NULL,
|
|
||||||
UNIQUE (world_id, name)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_rooms_world ON rooms(world_id);
|
|
||||||
```
|
|
||||||
|
|
||||||
### 4.4 `chunks`
|
|
||||||
|
|
||||||
The core persistence table. One row per chunk. The **payload** is stored as a
|
|
||||||
BLOB in the **binary format** (§3.6); the JSON form is derived on demand for
|
|
||||||
authoring/debugging and is not stored (to avoid dual-write drift).
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE chunks (
|
|
||||||
key TEXT PRIMARY KEY, -- canonical key 'world:room:cx:cy:cz'
|
|
||||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
|
||||||
room_id TEXT NOT NULL REFERENCES rooms(id) ON DELETE CASCADE,
|
|
||||||
cx INTEGER NOT NULL,
|
|
||||||
cy INTEGER NOT NULL,
|
|
||||||
cz INTEGER NOT NULL DEFAULT 0,
|
|
||||||
format_version INTEGER NOT NULL DEFAULT 1,
|
|
||||||
payload BLOB NOT NULL, -- binary chunk encoding (§3.6)
|
|
||||||
payload_len INTEGER NOT NULL,
|
|
||||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
|
||||||
revision INTEGER NOT NULL DEFAULT 0,
|
|
||||||
dirty INTEGER NOT NULL DEFAULT 0, -- 1 = needs flush to disk
|
|
||||||
created_at TEXT NOT NULL,
|
|
||||||
updated_at TEXT NOT NULL,
|
|
||||||
UNIQUE (world_id, room_id, cx, cy, cz)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_chunks_world_room ON chunks(world_id, room_id);
|
|
||||||
CREATE INDEX idx_chunks_coord ON chunks(cx, cy, cz);
|
|
||||||
```
|
|
||||||
|
|
||||||
**Design notes:**
|
|
||||||
|
|
||||||
- The `payload` BLOB is the single source of truth for chunk content. The
|
|
||||||
`checksum` guards against corruption and enables content addressing.
|
|
||||||
- `revision` increments on every write; it is used for optimistic concurrency
|
|
||||||
and change detection (see §5.4).
|
|
||||||
- `dirty` marks chunks that have been modified in memory but not yet flushed,
|
|
||||||
enabling a write-behind persistence strategy (see §5.5).
|
|
||||||
|
|
||||||
### 4.5 `chunk_objects`
|
|
||||||
|
|
||||||
A denormalized, queryable index of the objects inside each chunk. This is
|
|
||||||
**derived** from the chunk payload and kept in sync by the write path. It exists
|
|
||||||
so the server can answer queries like "which chunks contain a door?" without
|
|
||||||
parsing every payload BLOB.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE chunk_objects (
|
|
||||||
id TEXT NOT NULL, -- object id (unique within chunk)
|
|
||||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
|
||||||
type TEXT NOT NULL, -- 'prop', 'interactable', ...
|
|
||||||
asset_id TEXT,
|
|
||||||
dynamic INTEGER NOT NULL DEFAULT 0,
|
|
||||||
pos_x REAL NOT NULL,
|
|
||||||
pos_y REAL NOT NULL,
|
|
||||||
pos_z REAL NOT NULL DEFAULT 0,
|
|
||||||
PRIMARY KEY (chunk_key, id)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
|
|
||||||
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
|
||||||
```
|
|
||||||
|
|
||||||
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
|
|
||||||
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
|
|
||||||
commits a chunk, the service layer performs a **delete-and-reinsert** of that
|
|
||||||
chunk's object rows in the same transaction: it deletes all rows for
|
|
||||||
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
|
|
||||||
index transactionally consistent with the payload and avoids the complexity and
|
|
||||||
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
|
|
||||||
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
|
|
||||||
utility is provided for this).
|
|
||||||
|
|
||||||
### 4.6 `content_flags`
|
|
||||||
|
|
||||||
Persists the aggregated moderation flags per chunk (and optionally per object).
|
|
||||||
This lets the server enforce age/content gates at load time without parsing
|
|
||||||
payloads.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE content_flags (
|
|
||||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
|
||||||
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
|
|
||||||
violence INTEGER NOT NULL DEFAULT 0,
|
|
||||||
sexual INTEGER NOT NULL DEFAULT 0,
|
|
||||||
language INTEGER NOT NULL DEFAULT 0,
|
|
||||||
substance INTEGER NOT NULL DEFAULT 0,
|
|
||||||
gambling INTEGER NOT NULL DEFAULT 0,
|
|
||||||
horror INTEGER NOT NULL DEFAULT 0,
|
|
||||||
hate INTEGER NOT NULL DEFAULT 0,
|
|
||||||
custom INTEGER NOT NULL DEFAULT 0,
|
|
||||||
mature INTEGER NOT NULL DEFAULT 0,
|
|
||||||
sources TEXT NOT NULL DEFAULT '[]', -- JSON array of flag ids
|
|
||||||
PRIMARY KEY (chunk_key, object_id)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_content_flags_mature ON content_flags(mature);
|
|
||||||
```
|
|
||||||
|
|
||||||
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
|
||||||
|
|
||||||
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
|
|
||||||
value `''` (empty string)** in `object_id` rather than `NULL`. This is
|
|
||||||
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
|
|
||||||
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
|
|
||||||
could be inserted accidentally. Using `''` as the sentinel means the composite
|
|
||||||
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
|
|
||||||
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
|
|
||||||
(which is never empty). The application layer treats `object_id = ''` as
|
|
||||||
"chunk-level" and any non-empty value as "object-level".
|
|
||||||
|
|
||||||
### 4.7 `revisions`
|
|
||||||
|
|
||||||
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
|
||||||
replication of changes.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE revisions (
|
|
||||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
|
||||||
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
|
|
||||||
revision INTEGER NOT NULL,
|
|
||||||
actor TEXT NOT NULL, -- user / agent id
|
|
||||||
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
|
||||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
|
||||||
payload BLOB, -- full binary payload at this revision
|
|
||||||
created_at TEXT NOT NULL
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
|
||||||
```
|
|
||||||
|
|
||||||
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
|
|
||||||
at each revision. This is what makes rollback possible: to restore a chunk to a
|
|
||||||
previous revision, the server reads the `payload` of the target revision and
|
|
||||||
writes it back to `chunks.payload` (incrementing `revision` and appending a new
|
|
||||||
`revisions` row). Without the payload, only the checksum would be available,
|
|
||||||
which is insufficient to reconstruct the chunk.
|
|
||||||
|
|
||||||
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
|
|
||||||
This means deleting a chunk does **not** cascade-delete its revision history —
|
|
||||||
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
|
|
||||||
string is still stored so the history can be correlated to a chunk that existed
|
|
||||||
at that time.) If a chunk is later recreated with the same key, its history is
|
|
||||||
still intact.
|
|
||||||
|
|
||||||
### 4.8 Schema Versioning & Migrations
|
|
||||||
|
|
||||||
The database carries a schema version in a `meta` table:
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE meta (
|
|
||||||
key TEXT PRIMARY KEY,
|
|
||||||
value TEXT NOT NULL
|
|
||||||
);
|
|
||||||
-- seed: INSERT INTO meta(key, value) VALUES ('schema_version', '1');
|
|
||||||
```
|
|
||||||
|
|
||||||
Migrations are applied in order at startup. Each migration is a numbered SQL
|
|
||||||
script; the server tracks the applied version in `meta` and applies any pending
|
|
||||||
migrations transactionally. This keeps the schema forward-compatible as the
|
|
||||||
chunk format evolves.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Read/Write API
|
|
||||||
|
|
||||||
The API is exposed as a **Python service layer** on the backend (the same
|
|
||||||
process that owns the SQLite store) and consumed by the Godot client over the
|
|
||||||
network transport (see `networking.md`). The service layer is the **only**
|
|
||||||
writer to the database; clients never touch SQLite directly.
|
|
||||||
|
|
||||||
### 5.1 Service Interface (Python)
|
|
||||||
|
|
||||||
```python
|
|
||||||
class WorldStore:
|
|
||||||
"""Owns the SQLite connection and chunk read/write operations."""
|
|
||||||
|
|
||||||
def get_chunk(self, key: str) -> Chunk | None: ...
|
|
||||||
def get_chunk_binary(self, key: str) -> bytes | None: ...
|
|
||||||
def put_chunk(self, chunk: Chunk, actor: str) -> Chunk: ...
|
|
||||||
def delete_chunk(self, key: str, actor: str) -> None: ...
|
|
||||||
def list_chunks(self, world_id: str, room_id: str | None = None,
|
|
||||||
bounds: Bounds | None = None) -> list[str]: ...
|
|
||||||
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
|
||||||
def flush_dirty(self) -> int: ...
|
|
||||||
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
|
|
||||||
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
|
|
||||||
def migrate(self) -> None: ...
|
|
||||||
```
|
|
||||||
|
|
||||||
### 5.2 Encoding Helpers
|
|
||||||
|
|
||||||
The service layer provides symmetric encode/decode functions shared by the
|
|
||||||
client and server:
|
|
||||||
|
|
||||||
```python
|
|
||||||
def encode_binary(chunk: Chunk) -> bytes: ...
|
|
||||||
def decode_binary(data: bytes) -> Chunk: ...
|
|
||||||
def encode_json(chunk: Chunk) -> str: ...
|
|
||||||
def decode_json(text: str) -> Chunk: ...
|
|
||||||
def checksum(payload: bytes) -> str: ...
|
|
||||||
```
|
|
||||||
|
|
||||||
These are the single implementation of the format spec (§3), so the Godot
|
|
||||||
client and Python backend never drift.
|
|
||||||
|
|
||||||
### 5.3 Network RPCs
|
|
||||||
|
|
||||||
The chunk API is exposed to the client via RPCs (matching the networking
|
|
||||||
architecture). All chunk traffic is **reliable** (chunks are discrete,
|
|
||||||
must-arrive data).
|
|
||||||
|
|
||||||
| RPC | Direction | Payload | Notes |
|
|
||||||
|----------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `request_chunk` | C → S | `{ key }` | Client asks for a chunk |
|
|
||||||
| `chunk_data` | S → C | `{ key, binary_payload, checksum }` | Server streams a chunk |
|
|
||||||
| `request_chunk_edit` | C → S | `{ key, base_revision, delta }` | Client submits an edit |
|
|
||||||
| `chunk_edit_result` | S → C | `{ key, success, new_revision, error? }` | Acknowledges an edit |
|
|
||||||
| `chunk_invalidated` | S → C | `{ key, new_revision }` | Server pushes a change |
|
|
||||||
| `request_chunk_flags` | C → S | `{ key }` | Age/content gate check |
|
|
||||||
|
|
||||||
### 5.4 Edit & Concurrency Model
|
|
||||||
|
|
||||||
- **Read:** Client requests a chunk; server returns the binary payload and its
|
|
||||||
`revision`.
|
|
||||||
- **Edit:** Client submits a **delta** against a known `base_revision`. The
|
|
||||||
server applies the delta, increments `revision`, persists, and returns the new
|
|
||||||
revision.
|
|
||||||
- **Optimistic concurrency:** If the chunk's current revision differs from the
|
|
||||||
client's `base_revision`, the server rejects the edit with a conflict error
|
|
||||||
and the client re-fetches and re-applies. This prevents lost updates when two
|
|
||||||
clients edit the same chunk.
|
|
||||||
- **Deltas:** A delta is a JSON patch (RFC 6902 style) applied to the chunk's
|
|
||||||
logical model. The server validates the patched chunk (schema, bounds,
|
|
||||||
moderation) before persisting.
|
|
||||||
|
|
||||||
### 5.5 Write-Behind Persistence
|
|
||||||
|
|
||||||
To amortize disk I/O, the server keeps a **dirty set** of chunks modified in
|
|
||||||
memory and flushes them to SQLite in batches:
|
|
||||||
|
|
||||||
1. `put_chunk` updates the in-memory chunk and marks it `dirty`.
|
|
||||||
2. A background flusher periodically calls `flush_dirty()`, which writes all
|
|
||||||
dirty chunks in a single transaction and clears the `dirty` flag.
|
|
||||||
3. On graceful shutdown, `flush_dirty()` is called to ensure durability.
|
|
||||||
|
|
||||||
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
|
||||||
durability at shutdown and on a configurable interval.
|
|
||||||
|
|
||||||
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
|
|
||||||
exists specifically to support recovery if the process crashes before a flush
|
|
||||||
completes. On startup, the server scans for rows where `dirty = 1` and treats
|
|
||||||
them as **unflushed in-memory state that was lost** — it re-reads the last
|
|
||||||
persisted payload from `chunks.payload` (the last durable state) and clears the
|
|
||||||
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
|
|
||||||
not durable; discard the in-memory delta and fall back to the persisted
|
|
||||||
payload." This guarantees that the on-disk state is always a consistent,
|
|
||||||
previously-committed snapshot, never a partially-written chunk. (The in-memory
|
|
||||||
dirty set is authoritative during normal operation; the `dirty` column is only a
|
|
||||||
recovery marker.)
|
|
||||||
|
|
||||||
### 5.6 Streaming & Caching
|
|
||||||
|
|
||||||
- The server streams only the chunks a client needs (those within the client's
|
|
||||||
view radius), using `list_chunks` with a bounds query.
|
|
||||||
- Chunks are cached in memory (LRU) keyed by `key`; the cache is invalidated on
|
|
||||||
write.
|
|
||||||
- The binary payload is content-addressed by `checksum`, so unchanged chunks can
|
|
||||||
be served from cache without re-reading SQLite.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Format Versioning & Migration
|
|
||||||
|
|
||||||
- The chunk format `version` field (currently `1`) is checked on decode. A
|
|
||||||
decoder that encounters a higher version than it supports **rejects** the
|
|
||||||
chunk with a clear error rather than misreading it.
|
|
||||||
- The SQLite `schema_version` in `meta` drives database migrations (§4.8).
|
|
||||||
- Chunk payloads are migrated **lazily**: when a chunk is read and its
|
|
||||||
`format_version` is older than the current one, the server migrates it to the
|
|
||||||
current version in memory and marks it dirty so it is rewritten on the next
|
|
||||||
flush. This avoids a costly full-world migration at startup.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Security & Integrity
|
|
||||||
|
|
||||||
- **Server-authoritative writes:** Only the `WorldStore` writes to SQLite;
|
|
||||||
clients submit deltas that are validated before application.
|
|
||||||
- **Checksum verification:** Every chunk payload is checksummed (SHA-256) on
|
|
||||||
write and verified on read. Corruption is detected and the chunk is re-fetched
|
|
||||||
or flagged.
|
|
||||||
- **Bounds validation:** Chunk coordinates and object positions are validated
|
|
||||||
against the world's chunk dimensions and room bounds before persistence.
|
|
||||||
- **Moderation enforcement:** `content_flags` are checked at load time; mature
|
|
||||||
chunks are gated behind the age-verification flow (see `content_moderation.md`).
|
|
||||||
- **Input validation:** All string fields are length-limited and validated
|
|
||||||
against allowed character sets to prevent injection and oversized payloads.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Volumetric worlds:** The schema and format already support `CHUNK_SIZE_Z >
|
|
||||||
1`, but the tooling and streaming for 3D chunks are not yet specified.
|
|
||||||
- **Chunk compression:** For very large worlds, the binary payload could be
|
|
||||||
compressed (e.g. zstd) before storage/transfer. The header reserves a `flags`
|
|
||||||
bitmask for a compression flag.
|
|
||||||
- **Multi-server sharding:** If a single SQLite file becomes a bottleneck, the
|
|
||||||
`chunks` table could be sharded by `world_id` across multiple databases. The
|
|
||||||
key design already supports this (world_id is a leading key component).
|
|
||||||
- **Delta compression for streaming:** Instead of sending full chunks, the
|
|
||||||
server could send only the delta between revisions to reduce bandwidth for
|
|
||||||
frequently-updated chunks.
|
|
||||||
+31
-8
@@ -6,19 +6,42 @@ config_version=5
|
|||||||
|
|
||||||
[application]
|
[application]
|
||||||
|
|
||||||
config/name="AGP-Game"
|
config/name="AGP Game"
|
||||||
run/main_scene="res://scenes/main_menu.tscn"
|
run/main_scene="res://scenes/server.tscn"
|
||||||
config/features=PackedStringArray("4.6.2")
|
config/features=PackedStringArray("4.6.2.stable")
|
||||||
|
|
||||||
[autoload]
|
[autoload]
|
||||||
|
|
||||||
|
Server="*res://scripts/server.gd"
|
||||||
|
|
||||||
[display]
|
[display]
|
||||||
|
|
||||||
window/size/viewport_width=1920
|
window/size/viewport_width=1280
|
||||||
window/size/viewport_height=1080
|
window/size/viewport_height=720
|
||||||
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]
|
[rendering]
|
||||||
|
|
||||||
renderer/rendering_method="gl_compatibility"
|
renderer/rendering_method="forward_plus"
|
||||||
renderer/rendering_method.mobile="gl_compatibility"
|
|
||||||
|
|||||||
@@ -1,174 +0,0 @@
|
|||||||
extends Node
|
|
||||||
|
|
||||||
func _ready():
|
|
||||||
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
|
||||||
probe_script_loading()
|
|
||||||
probe_os_apis()
|
|
||||||
probe_file_access()
|
|
||||||
probe_network()
|
|
||||||
probe_classdb()
|
|
||||||
probe_expression_engine()
|
|
||||||
probe_engine_singletons()
|
|
||||||
probe_worker_threads()
|
|
||||||
probe_project_settings()
|
|
||||||
probe_allowlist()
|
|
||||||
print("=== SANDBOX PROBE 6 END ===")
|
|
||||||
get_tree().quit()
|
|
||||||
|
|
||||||
func probe_script_loading():
|
|
||||||
print("--- Script loading ---")
|
|
||||||
var gd = GDScript.new()
|
|
||||||
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
|
||||||
var err = gd.reload()
|
|
||||||
print("GDScript.reload() from source_code err=", err)
|
|
||||||
if err == OK:
|
|
||||||
var inst = gd.new()
|
|
||||||
print(" instantiated, hello()=", inst.call("hello"))
|
|
||||||
var res = load("res://test_script.gd")
|
|
||||||
print("load('res://test_script.gd') = ", res)
|
|
||||||
if res:
|
|
||||||
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
|
||||||
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
|
||||||
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
|
||||||
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
|
||||||
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
|
||||||
|
|
||||||
func probe_os_apis():
|
|
||||||
print("--- OS APIs ---")
|
|
||||||
var out = []
|
|
||||||
var exit_code = OS.execute("echo", ["hello"], out)
|
|
||||||
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
|
||||||
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
|
||||||
print("OS has 'create_process': ", OS.has_method("create_process"))
|
|
||||||
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
|
||||||
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
|
||||||
print("OS.get_executable_path() = ", OS.get_executable_path())
|
|
||||||
|
|
||||||
func probe_file_access():
|
|
||||||
print("--- File access ---")
|
|
||||||
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
|
||||||
print("FileAccess.open('/etc/hostname') = ", f)
|
|
||||||
if f:
|
|
||||||
print(" content: ", f.get_as_text())
|
|
||||||
f.close()
|
|
||||||
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
|
||||||
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
|
||||||
if w:
|
|
||||||
w.store_string("probe")
|
|
||||||
w.close()
|
|
||||||
print(" wrote to /tmp OK")
|
|
||||||
var dir = DirAccess.open("/")
|
|
||||||
print("DirAccess.open('/') = ", dir)
|
|
||||||
if dir:
|
|
||||||
var names = dir.get_files()
|
|
||||||
print(" root files count: ", names.size())
|
|
||||||
var res_dir = DirAccess.open("res://")
|
|
||||||
print("DirAccess.open('res://') = ", res_dir)
|
|
||||||
var user_dir = DirAccess.open("user://")
|
|
||||||
print("DirAccess.open('user://') = ", user_dir)
|
|
||||||
|
|
||||||
func probe_network():
|
|
||||||
print("--- Network ---")
|
|
||||||
var tcp = TCPServer.new()
|
|
||||||
var bind_err = tcp.listen(0)
|
|
||||||
print("TCPServer.listen(0) err=", bind_err)
|
|
||||||
var http = HTTPClient.new()
|
|
||||||
print("HTTPClient instantiated: ", http != null)
|
|
||||||
var http_req = HTTPRequest.new()
|
|
||||||
print("HTTPRequest instantiated: ", http_req != null)
|
|
||||||
var udp = PacketPeerUDP.new()
|
|
||||||
print("PacketPeerUDP instantiated: ", udp != null)
|
|
||||||
var ws = WebSocketPeer.new()
|
|
||||||
print("WebSocketPeer instantiated: ", ws != null)
|
|
||||||
|
|
||||||
func probe_classdb():
|
|
||||||
print("--- ClassDB ---")
|
|
||||||
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
|
|
||||||
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
|
|
||||||
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
|
|
||||||
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
|
||||||
var class_list = ClassDB.get_class_list()
|
|
||||||
print("ClassDB.get_class_list() count: ", class_list.size())
|
|
||||||
var os_methods = ClassDB.class_get_method_list("OS")
|
|
||||||
print("OS method count: ", os_methods.size())
|
|
||||||
var inst = ClassDB.instantiate("Node")
|
|
||||||
print("ClassDB.instantiate('Node') = ", inst)
|
|
||||||
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
|
||||||
|
|
||||||
func probe_expression_engine():
|
|
||||||
print("--- Expression engine ---")
|
|
||||||
var expr = Expression.new()
|
|
||||||
var err = expr.parse("1 + 2")
|
|
||||||
print("Expression.parse('1 + 2') err=", err)
|
|
||||||
if err == OK:
|
|
||||||
var result = expr.execute()
|
|
||||||
print(" Expression.execute() = ", result)
|
|
||||||
var expr2 = Expression.new()
|
|
||||||
err = expr2.parse("OS.get_environment('HOME')")
|
|
||||||
print("Expression.parse('OS.get_environment') err=", err)
|
|
||||||
if err == OK:
|
|
||||||
var result2 = expr2.execute()
|
|
||||||
print(" Expression.execute() = ", result2)
|
|
||||||
var expr3 = Expression.new()
|
|
||||||
err = expr3.parse("get_environment('HOME')", ["OS"])
|
|
||||||
print("Expression.parse with base_instance err=", err)
|
|
||||||
if err == OK:
|
|
||||||
var result3 = expr3.execute([], OS)
|
|
||||||
print(" Expression.execute with OS base = ", result3)
|
|
||||||
var expr4 = Expression.new()
|
|
||||||
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
|
||||||
print("Expression.parse('FileAccess.open') err=", err)
|
|
||||||
if err == OK:
|
|
||||||
var result4 = expr4.execute()
|
|
||||||
print(" Expression.execute() = ", result4)
|
|
||||||
var expr5 = Expression.new()
|
|
||||||
err = expr5.parse("get_tree().quit()")
|
|
||||||
print("Expression.parse('get_tree().quit()') err=", err)
|
|
||||||
if err == OK:
|
|
||||||
var result5 = expr5.execute()
|
|
||||||
print(" Expression.execute() = ", result5)
|
|
||||||
|
|
||||||
func probe_engine_singletons():
|
|
||||||
print("--- Engine singletons ---")
|
|
||||||
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
|
||||||
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
|
||||||
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
|
||||||
|
|
||||||
func probe_worker_threads():
|
|
||||||
print("--- Worker threads ---")
|
|
||||||
var thread = Thread.new()
|
|
||||||
print(" Thread.new() = ", thread)
|
|
||||||
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
|
||||||
|
|
||||||
func probe_project_settings():
|
|
||||||
print("--- Project settings ---")
|
|
||||||
var settings = ProjectSettings.get_property_list()
|
|
||||||
var relevant = []
|
|
||||||
for s in settings:
|
|
||||||
var name = String(s.name)
|
|
||||||
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
|
|
||||||
relevant.append(name)
|
|
||||||
print(" Sandbox/security project settings: ", relevant)
|
|
||||||
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
|
|
||||||
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
|
|
||||||
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
|
|
||||||
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
|
||||||
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
|
||||||
|
|
||||||
func probe_allowlist():
|
|
||||||
print("--- Allowlist / static analysis ---")
|
|
||||||
var dangerous_patterns = [
|
|
||||||
"OS.execute", "OS.create_process", "OS.get_environment",
|
|
||||||
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
|
||||||
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
|
||||||
"get_tree().quit", "ProjectSettings"
|
|
||||||
]
|
|
||||||
var test_script = """extends Node
|
|
||||||
func _ready():
|
|
||||||
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
|
||||||
OS.execute("rm", ["-rf", "/"])
|
|
||||||
"""
|
|
||||||
print(" Test script contains dangerous patterns:")
|
|
||||||
for p in dangerous_patterns:
|
|
||||||
if p in test_script:
|
|
||||||
print(" DETECTED: ", p)
|
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
[gd_scene load_steps=2 format=3]
|
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
|
||||||
|
|
||||||
[node name="Probe6" type="Node"]
|
|
||||||
script = ExtResource("1")
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
; Engine configuration file.
|
|
||||||
config_version=5
|
|
||||||
|
|
||||||
[application]
|
|
||||||
|
|
||||||
config/name="sandbox_probe"
|
|
||||||
run/main_scene="res://probe6.tscn"
|
|
||||||
config/features=PackedStringArray("4.6")
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
extends RefCounted
|
|
||||||
|
|
||||||
func hello():
|
|
||||||
return "from test_script.gd"
|
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[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")
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
[gd_scene load_steps=1 format=3]
|
||||||
|
|
||||||
|
[node name="Server" type="Node"]
|
||||||
@@ -0,0 +1,232 @@
|
|||||||
|
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
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://br27owjh2f5xd
|
||||||
@@ -0,0 +1,174 @@
|
|||||||
|
## 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/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)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cwjv826lva2gi
|
||||||
Reference in New Issue
Block a user