Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 65995f30a6 | |||
| fd88cef32f | |||
| eb39e4393d | |||
| 9c086a4b10 | |||
| 186a79a43e | |||
| 8822a03f53 |
@@ -0,0 +1,17 @@
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{
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"content_flags": {
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"violence": "none",
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"mature": false
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},
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"rules": [
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{
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"trigger": {"type": "on_interact"},
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"conditions": [],
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"actions": [
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{"verb": "give_item", "item_id": "gold_coin", "count": 3},
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{"verb": "play_sound", "sound_id": "chest_open"},
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{"verb": "rotate", "target": "self", "degrees": 90, "axis": "y", "duration": 0.4}
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]
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}
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]
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}
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@@ -0,0 +1,8 @@
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{
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"templates": {
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"small_crate": {
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"asset_id": "props/crate_small.glb",
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"display_name": "Small Crate"
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}
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}
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}
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@@ -127,10 +127,15 @@ class WorldObject:
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@dataclass
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@dataclass
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class ChunkBounds:
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class ChunkBounds:
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"""Wire representation is min-corner + size (matching the Godot AABB
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"""Stored here as min-corner + size (matching the Godot client's AABB
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the reference encoder builds from), not min/max as world.md §3.1's
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type) for convenience, but the §3.6 BINARY wire format is min + max
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logical-model prose describes -- both are fully recoverable from each
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(world.md §3.1, and the client's actual ChunkDataDecoder) -- fixed
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other; this is just the on-the-wire convention."""
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2026-09-14 after a real client/server interop test caught this class's
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original binary codec writing min+size on the wire, which the client
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decoder (unaware of the "size" convention) read as a second min/max
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pair, corrupting every chunk's bounds. The two representations are
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fully recoverable from each other; `max` below is computed for exactly
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this reason."""
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min: tuple[float, float, float] = (0.0, 0.0, 0.0)
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min: tuple[float, float, float] = (0.0, 0.0, 0.0)
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size: tuple[float, float, float] = (0.0, 0.0, 0.0)
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size: tuple[float, float, float] = (0.0, 0.0, 0.0)
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@@ -237,9 +242,9 @@ def _encode_metadata(payload: ChunkPayload) -> bytes:
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out += _w_f32(payload.bounds.min[0])
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out += _w_f32(payload.bounds.min[0])
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out += _w_f32(payload.bounds.min[1])
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out += _w_f32(payload.bounds.min[1])
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out += _w_f32(payload.bounds.min[2])
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out += _w_f32(payload.bounds.min[2])
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out += _w_f32(payload.bounds.size[0])
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out += _w_f32(payload.bounds.max[0])
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out += _w_f32(payload.bounds.size[1])
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out += _w_f32(payload.bounds.max[1])
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out += _w_f32(payload.bounds.size[2])
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out += _w_f32(payload.bounds.max[2])
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return bytes(out)
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return bytes(out)
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@@ -250,7 +255,8 @@ def _decode_metadata(data: bytes, result: ChunkPayload) -> None:
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coord = (_read_i32(data, off), _read_i32(data, off + 4), _read_i32(data, off + 8))
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coord = (_read_i32(data, off), _read_i32(data, off + 4), _read_i32(data, off + 8))
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off += 12
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off += 12
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min_pos = (_read_f32(data, off), _read_f32(data, off + 4), _read_f32(data, off + 8))
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min_pos = (_read_f32(data, off), _read_f32(data, off + 4), _read_f32(data, off + 8))
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size = (_read_f32(data, off + 12), _read_f32(data, off + 16), _read_f32(data, off + 20))
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max_pos = (_read_f32(data, off + 12), _read_f32(data, off + 16), _read_f32(data, off + 20))
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size = tuple(a - b for a, b in zip(max_pos, min_pos))
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result.coord = coord
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result.coord = coord
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result.bounds = ChunkBounds(min=min_pos, size=size)
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result.bounds = ChunkBounds(min=min_pos, size=size)
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Binary file not shown.
Binary file not shown.
@@ -45,6 +45,11 @@ move_down={
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"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)
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"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)
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]
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]
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}
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}
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interact={
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"deadzone": 0.5,
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"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":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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]
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}
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[physics]
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[physics]
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+5
-1
@@ -1,6 +1,7 @@
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[gd_scene load_steps=4 format=3 uid="uid://player_scene_001"]
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[gd_scene load_steps=5 format=3 uid="uid://player_scene_001"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
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[ext_resource type="Script" path="res://scripts/scripting/player_inventory.gd" id="2_inventory"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
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radius = 0.35
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radius = 0.35
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@@ -30,3 +31,6 @@ margin = 0.2
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[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"]
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[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"]
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current = true
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current = true
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[node name="Inventory" type="Node" parent="."]
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script = ExtResource("2_inventory")
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@@ -1,4 +1,6 @@
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[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
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[gd_scene load_steps=2 format=3 uid="uid://c49a36fc7db_test_level"]
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[ext_resource type="Script" path="res://scripts/scripting/script_interpreter.gd" id="1_scripted_chest"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
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size = Vector3(40, 1, 40)
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size = Vector3(40, 1, 40)
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@@ -44,6 +46,12 @@ radius = 0.5
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subdivisions_ring = 8
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subdivisions_ring = 8
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subdivisions_height = 8
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subdivisions_height = 8
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[sub_resource type="BoxShape3D" id="BoxShape3D_chest"]
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size = Vector3(1, 0.8, 0.6)
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[sub_resource type="BoxMesh" id="BoxMesh_chest"]
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size = Vector3(1, 0.8, 0.6)
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[sub_resource type="Environment" id="WorldEnvironment_env"]
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[sub_resource type="Environment" id="WorldEnvironment_env"]
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background_mode = 1
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background_mode = 1
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background_color = Color(0.45, 0.62, 0.82, 1)
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background_color = Color(0.45, 0.62, 0.82, 1)
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@@ -109,6 +117,18 @@ shape = SubResource("SphereShape3D_prop5")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
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mesh = SubResource("SphereMesh_prop5")
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mesh = SubResource("SphereMesh_prop5")
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[node name="ScriptedChest" type="StaticBody3D" parent="."]
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position = Vector3(0, 1.0, 1.5)
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script = ExtResource("1_scripted_chest")
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behavior_path = "res://assets/scripting/behaviors/demo_chest.json"
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interact_radius = 2.5
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[node name="CollisionShape3D" type="CollisionShape3D" parent="ScriptedChest"]
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shape = SubResource("BoxShape3D_chest")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="ScriptedChest"]
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mesh = SubResource("BoxMesh_chest")
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[node name="Sun" type="DirectionalLight3D" parent="."]
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[node name="Sun" type="DirectionalLight3D" parent="."]
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rotation = Vector3(-0.95, -0.5, 0)
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rotation = Vector3(-0.95, -0.5, 0)
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light_energy = 1.3
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light_energy = 1.3
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@@ -69,6 +69,16 @@ func clear_token() -> void:
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var _base_url: String = "http://127.0.0.1:8000"
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var _base_url: String = "http://127.0.0.1:8000"
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## Read-only access to the configured backend base URL (no trailing slash).
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## Lets other client-side code that needs to build its own request outside
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## the [method request] primitive -- e.g. [HttpChunkSource], which needs raw
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## response bytes and custom headers `request()`'s JSON-only contract can't
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## give it -- target the same backend without duplicating the env var /
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## ProjectSettings resolution logic in `_ready()`.
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var base_url: String:
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get:
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return _base_url
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## Request timeout in seconds. 0 disables the timeout.
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## Request timeout in seconds. 0 disables the timeout.
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var timeout_seconds: float = 10.0
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var timeout_seconds: float = 10.0
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@@ -404,7 +404,15 @@ static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -
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offset += 2
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offset += 2
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var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
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var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
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offset += props_len
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offset += props_len
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obj.properties = JSON.parse_string(props_str) or {}
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# `or` in GDScript is a boolean operator, not Python/JS-style
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# short-circuit-return -- `parsed or {}` returns a bool (true for any
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# non-empty Dictionary), not `parsed` itself. Assigning that bool to
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# `properties` (typed Dictionary) crashes at runtime for any object
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# with real property data -- verified: a real fixture with
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|
# {"locked": false, ...} threw "Invalid assignment of property or key
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# 'properties' with value of type 'bool'".
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var parsed_props: Variant = JSON.parse_string(props_str)
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obj.properties = parsed_props if parsed_props is Dictionary else {}
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|
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# flags (ContentFlags)
|
# flags (ContentFlags)
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obj.flags.violence = data[offset]
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obj.flags.violence = data[offset]
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@@ -484,13 +492,33 @@ static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
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data.append_array(_write_int32(payload.coord.x))
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data.append_array(_write_int32(payload.coord.x))
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data.append_array(_write_int32(payload.coord.y))
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data.append_array(_write_int32(payload.coord.y))
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data.append_array(_write_int32(payload.coord.z))
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data.append_array(_write_int32(payload.coord.z))
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|
# Wire format is min + max (world.md §3, and _parse_metadata_section
|
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|
# below reads the 2nd triple as max_pos and computes size = max - min)
|
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|
# -- writing raw `.size` here instead of `.position + .size` was a
|
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|
# latent bug that only escaped every test because AABB(Vector3.ZERO, ...)
|
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|
# happens to make size == max when position is exactly zero. Any chunk
|
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|
# at a real, nonzero world position (i.e. every real chunk except the
|
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|
# one at the origin) would round-trip through encode_binary/decode_binary
|
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|
# with a corrupted size. Same bug class as the backend's min+size/
|
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|
# min+max mismatch fixed in chunk_codec.py (commit eb39e43).
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|
var bounds_max: Vector3 = payload.bounds.position + payload.bounds.size
|
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data.append_array(_write_float32(payload.bounds.position.x))
|
data.append_array(_write_float32(payload.bounds.position.x))
|
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data.append_array(_write_float32(payload.bounds.position.y))
|
data.append_array(_write_float32(payload.bounds.position.y))
|
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data.append_array(_write_float32(payload.bounds.position.z))
|
data.append_array(_write_float32(payload.bounds.position.z))
|
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data.append_array(_write_float32(payload.bounds.size.x))
|
data.append_array(_write_float32(bounds_max.x))
|
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data.append_array(_write_float32(payload.bounds.size.y))
|
data.append_array(_write_float32(bounds_max.y))
|
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data.append_array(_write_float32(payload.bounds.size.z))
|
data.append_array(_write_float32(bounds_max.z))
|
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return data
|
# Every other section builder wraps its body with `_wrap_section`
|
||||||
|
# (section_id + uint32 length prefix) -- this one didn't, so
|
||||||
|
# `encode_binary()` spliced the raw metadata bytes directly into the
|
||||||
|
# section stream with no header at all. The decoder then read the
|
||||||
|
# metadata's own first bytes (a string length prefix) as a bogus
|
||||||
|
# section_id/section_len pair, producing a garbage length that
|
||||||
|
# overran the buffer ("truncated section body") and silently found
|
||||||
|
# zero real sections. Never caught before because nothing in this
|
||||||
|
# codebase called encode_binary() until
|
||||||
|
# scripts/smoke_test_http_chunk_source.gd.
|
||||||
|
return _wrap_section(data, SECTION_META)
|
||||||
|
|
||||||
|
|
||||||
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
|
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
|
||||||
@@ -607,8 +635,11 @@ static func _read_int64(data: PackedByteArray, offset: int) -> int:
|
|||||||
return hi * 0x100000000 + lo
|
return hi * 0x100000000 + lo
|
||||||
|
|
||||||
static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
||||||
var bits := _read_uint32(data, offset)
|
# `int as float` is a NUMERIC cast, not an IEEE-754 bit reinterpretation --
|
||||||
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
|
# it was silently corrupting every non-integer value (verified: bits for
|
||||||
|
# 1.5f decoded as 1069547520.0). decode_float() does a real bitcast and
|
||||||
|
# matches this format's little-endian byte order (§3.6).
|
||||||
|
return data.decode_float(offset)
|
||||||
|
|
||||||
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
|
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
|
||||||
var hex_chars := "0123456789abcdef"
|
var hex_chars := "0123456789abcdef"
|
||||||
@@ -637,8 +668,10 @@ static func _write_int64(val: int) -> PackedByteArray:
|
|||||||
return _write_uint32(lo) + _write_uint32(hi)
|
return _write_uint32(lo) + _write_uint32(hi)
|
||||||
|
|
||||||
static func _write_float32(val: float) -> PackedByteArray:
|
static func _write_float32(val: float) -> PackedByteArray:
|
||||||
var bits := val as int
|
var out := PackedByteArray()
|
||||||
return _write_uint32(bits)
|
out.resize(4)
|
||||||
|
out.encode_float(0, val)
|
||||||
|
return out
|
||||||
|
|
||||||
static func _write_string(s: String) -> PackedByteArray:
|
static func _write_string(s: String) -> PackedByteArray:
|
||||||
var bytes := s.to_utf8_buffer()
|
var bytes := s.to_utf8_buffer()
|
||||||
|
|||||||
@@ -241,7 +241,11 @@ func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.
|
|||||||
chunk_scene.coord = coord
|
chunk_scene.coord = coord
|
||||||
chunk_scene.key = data.key
|
chunk_scene.key = data.key
|
||||||
chunk_scene.bounds = data.bounds
|
chunk_scene.bounds = data.bounds
|
||||||
chunk_scene.format_version = data.format_version
|
# ChunkDataDecoder.ChunkPayload's field is named `version`, not
|
||||||
|
# `format_version` -- this was a hard crash ("Invalid access to
|
||||||
|
# property or key 'format_version'") the first time real decoded data
|
||||||
|
# ever reached this dormant method (via HttpChunkSource).
|
||||||
|
chunk_scene.format_version = data.version
|
||||||
chunk_scene.revision = data.revision
|
chunk_scene.revision = data.revision
|
||||||
|
|
||||||
# Add tiles
|
# Add tiles
|
||||||
@@ -348,7 +352,13 @@ func clear_all_chunks() -> void:
|
|||||||
|
|
||||||
func _parse_coord_from_key(key: String) -> Variant:
|
func _parse_coord_from_key(key: String) -> Variant:
|
||||||
"""Parse chunk coordinate from a canonical chunk key."""
|
"""Parse chunk coordinate from a canonical chunk key."""
|
||||||
var parts: Array[String] = key.split(":")
|
# String.split() returns PackedStringArray, not Array[String] -- those
|
||||||
|
# are different container types with no implicit conversion, so this
|
||||||
|
# raised "Trying to assign a value of type 'PackedStringArray' to a
|
||||||
|
# variable of type 'Array[String]'" the moment real data reached this
|
||||||
|
# dormant method for the first time (via HttpChunkSource's
|
||||||
|
# _on_chunk_data_received call -- nothing exercised this path before).
|
||||||
|
var parts: PackedStringArray = key.split(":")
|
||||||
if parts.size() < 5:
|
if parts.size() < 5:
|
||||||
return null
|
return null
|
||||||
return Vector3i(
|
return Vector3i(
|
||||||
|
|||||||
@@ -0,0 +1,203 @@
|
|||||||
|
class_name HttpChunkSource
|
||||||
|
extends Node
|
||||||
|
## HTTP-backed adapter for ChunkStreamManager.set_server_rpc().
|
||||||
|
##
|
||||||
|
## Implements docs/architecture/world_persistence_impl.md D6/§8.4: the
|
||||||
|
## playing client streams chunks from the FastAPI backend over HTTP (the
|
||||||
|
## same public routes the editor uses -- `backend/app/routers/world_content.py`),
|
||||||
|
## not over the dedicated server's ENet connection.
|
||||||
|
##
|
||||||
|
## `ChunkStreamManager` only requires an object with a `request_chunk(key)`
|
||||||
|
## method (see its `_server_rpc` seam); this adapter satisfies that and feeds
|
||||||
|
## results back through the manager's existing (previously dormant)
|
||||||
|
## `_on_chunk_data_received(key, bytes)` / `_on_chunk_load_error(coord, msg)`
|
||||||
|
## methods, and its `_instantiate_chunk_scene(coord)` for the "unwritten
|
||||||
|
## coordinate renders empty" case (§8.1).
|
||||||
|
##
|
||||||
|
## `ChunkStreamManager._load_chunk()` builds its request key with empty
|
||||||
|
## world/room components (`Chunk.build_key("", "", coord)`) because the
|
||||||
|
## manager itself has no notion of which world/room it's streaming --
|
||||||
|
## that's this adapter's job. `request_chunk(key)` only reads the
|
||||||
|
## coordinate out of the key it's given and rebuilds the real key from
|
||||||
|
## `world_id`/`room_slug` before touching the network, per the doc's note
|
||||||
|
## under §8.4.
|
||||||
|
##
|
||||||
|
## Must be added to the scene tree before use (it creates per-request
|
||||||
|
## HTTPRequest child nodes), e.g.:
|
||||||
|
##
|
||||||
|
## var source := HttpChunkSource.new()
|
||||||
|
## source.world_id = str(Session.world_id)
|
||||||
|
## source.room_slug = "main"
|
||||||
|
## source.stream_manager = stream_manager
|
||||||
|
## stream_manager.add_child(source)
|
||||||
|
## stream_manager.set_server_rpc(source)
|
||||||
|
|
||||||
|
## The world this source fetches chunks for (string form of the backend's
|
||||||
|
## numeric world id -- matches Chunk.build_key's world_id parameter type).
|
||||||
|
var world_id: String = ""
|
||||||
|
|
||||||
|
## The room slug within that world. world.md's default room is "main".
|
||||||
|
var room_slug: String = "main"
|
||||||
|
|
||||||
|
## The ChunkStreamManager to feed decoded results back into. Required.
|
||||||
|
var stream_manager: ChunkStreamManager = null
|
||||||
|
|
||||||
|
## In-memory ETag cache: chunk key -> last-known checksum (bare hex, no
|
||||||
|
## quotes). Backs the on-disk payload cache so re-fetching an unchanged
|
||||||
|
## chunk costs a 304, not a re-download (world_persistence_impl.md §8.1:
|
||||||
|
## "This is what makes the client's user://chunk_cache/ cache cheap").
|
||||||
|
var _etag_by_key: Dictionary = {}
|
||||||
|
|
||||||
|
const CACHE_DIR := "user://chunk_cache"
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
DirAccess.make_dir_recursive_absolute(CACHE_DIR)
|
||||||
|
|
||||||
|
|
||||||
|
## Satisfies ChunkStreamManager's `_server_rpc.request_chunk(key)` seam.
|
||||||
|
func request_chunk(key: String) -> void:
|
||||||
|
var coord: Variant = _coord_from_key(key)
|
||||||
|
if coord == null:
|
||||||
|
push_error("HttpChunkSource: malformed chunk key %s" % key)
|
||||||
|
return
|
||||||
|
_fetch(coord)
|
||||||
|
|
||||||
|
|
||||||
|
## world_persistence_impl.md §8.1 chunk index -- lists which chunks in a
|
||||||
|
## bounds actually exist without fetching their payloads. Not called by
|
||||||
|
## ChunkStreamManager's per-coordinate streaming loop today, but is the
|
||||||
|
## "bounds-query listing" half of this adapter's contract for future
|
||||||
|
## callers (e.g. a minimap, or a smarter prefetcher).
|
||||||
|
func list_chunks(cx_min: int, cx_max: int, cy_min: int, cy_max: int, cz: int = 0) -> Dictionary:
|
||||||
|
var path := "/api/worlds/%s/rooms/%s/chunks?cx_min=%d&cx_max=%d&cy_min=%d&cy_max=%d&cz=%d" % [
|
||||||
|
world_id, room_slug, cx_min, cx_max, cy_min, cy_max, cz
|
||||||
|
]
|
||||||
|
return await _api_client().request(HTTPClient.METHOD_GET, path, "", "application/json", true)
|
||||||
|
|
||||||
|
|
||||||
|
# ─────────────────────────── internals ───────────────────────────
|
||||||
|
|
||||||
|
## Resolved via an absolute node path rather than the bare `ApiClient`
|
||||||
|
## autoload identifier: bare autoload identifiers only resolve at GDScript
|
||||||
|
## compile time inside a scene the engine boots normally. Any script
|
||||||
|
## compiled while running headless via `godot --script ...` (as
|
||||||
|
## scripts/smoke_test_*.gd do) fails with "Identifier not found: ApiClient"
|
||||||
|
## on the bare form -- confirmed while writing
|
||||||
|
## scripts/smoke_test_http_chunk_source.gd. `get_node` resolves the same
|
||||||
|
## singleton correctly in both contexts (the same pattern game.gd already
|
||||||
|
## uses for AvatarSystem via `get_node_or_null("/root/AvatarSystem")`).
|
||||||
|
func _api_client() -> Node:
|
||||||
|
return get_node("/root/ApiClient")
|
||||||
|
|
||||||
|
|
||||||
|
func _fetch(coord: Vector3i) -> void:
|
||||||
|
var key := Chunk.build_key(world_id, room_slug, coord)
|
||||||
|
|
||||||
|
var http := HTTPRequest.new()
|
||||||
|
http.timeout = 10.0
|
||||||
|
add_child(http)
|
||||||
|
|
||||||
|
var api := _api_client()
|
||||||
|
var headers := PackedStringArray()
|
||||||
|
headers.append("Accept: application/octet-stream")
|
||||||
|
if api.has_token():
|
||||||
|
var bearer: String = api.bearer_token
|
||||||
|
headers.append("Authorization: " + bearer)
|
||||||
|
var cached_etag: String = _etag_by_key.get(key, "")
|
||||||
|
if cached_etag != "":
|
||||||
|
headers.append("If-None-Match: \"%s\"" % cached_etag)
|
||||||
|
|
||||||
|
var base_url: String = api.base_url
|
||||||
|
var url := "%s/api/worlds/%s/rooms/%s/chunks/%d/%d/%d" % [
|
||||||
|
base_url, world_id, room_slug, coord.x, coord.y, coord.z
|
||||||
|
]
|
||||||
|
var err := http.request(url, headers, HTTPClient.METHOD_GET)
|
||||||
|
if err != OK:
|
||||||
|
http.queue_free()
|
||||||
|
_fail(coord, "HttpChunkSource: failed to start request for %s (%d)" % [key, err])
|
||||||
|
return
|
||||||
|
|
||||||
|
var args: Array = await http.request_completed
|
||||||
|
var result_code: int = args[0]
|
||||||
|
var response_code: int = args[1]
|
||||||
|
var response_headers: PackedStringArray = args[2]
|
||||||
|
var body: PackedByteArray = args[3]
|
||||||
|
http.queue_free()
|
||||||
|
|
||||||
|
if result_code != HTTPRequest.RESULT_SUCCESS:
|
||||||
|
_fail(coord, "HttpChunkSource: transport error fetching %s (code %d)" % [key, result_code])
|
||||||
|
return
|
||||||
|
|
||||||
|
match response_code:
|
||||||
|
304:
|
||||||
|
var cached := _read_cache(cached_etag)
|
||||||
|
if cached.is_empty():
|
||||||
|
# Cache miss despite a 304 (e.g. the user:// cache got
|
||||||
|
# cleared) -- drop the stale ETag and refetch unconditionally
|
||||||
|
# rather than deliver empty bytes to the decoder.
|
||||||
|
_etag_by_key.erase(key)
|
||||||
|
_fetch(coord)
|
||||||
|
return
|
||||||
|
_deliver(key, cached)
|
||||||
|
200:
|
||||||
|
var checksum := _etag_from_headers(response_headers)
|
||||||
|
if checksum != "":
|
||||||
|
_etag_by_key[key] = checksum
|
||||||
|
_write_cache(checksum, body)
|
||||||
|
_deliver(key, body)
|
||||||
|
404:
|
||||||
|
# world_persistence_impl.md §8.1: "an unwritten coordinate is not
|
||||||
|
# an error to the streamer -- it renders empty."
|
||||||
|
if stream_manager != null:
|
||||||
|
stream_manager._instantiate_chunk_scene(coord)
|
||||||
|
_:
|
||||||
|
_fail(coord, "HttpChunkSource: HTTP %d fetching %s" % [response_code, key])
|
||||||
|
|
||||||
|
|
||||||
|
func _deliver(key: String, bytes: PackedByteArray) -> void:
|
||||||
|
if stream_manager != null:
|
||||||
|
stream_manager._on_chunk_data_received(key, bytes)
|
||||||
|
|
||||||
|
|
||||||
|
func _fail(coord: Vector3i, message: String) -> void:
|
||||||
|
push_error(message)
|
||||||
|
if stream_manager != null:
|
||||||
|
stream_manager._on_chunk_load_error(coord, message)
|
||||||
|
|
||||||
|
|
||||||
|
func _coord_from_key(key: String) -> Variant:
|
||||||
|
var parts: PackedStringArray = key.split(":")
|
||||||
|
if parts.size() < 5:
|
||||||
|
return null
|
||||||
|
return Vector3i(int(parts[2]), int(parts[3]), int(parts[4]))
|
||||||
|
|
||||||
|
|
||||||
|
func _etag_from_headers(headers: PackedStringArray) -> String:
|
||||||
|
for h in headers:
|
||||||
|
if h.to_lower().begins_with("etag:"):
|
||||||
|
var v := h.substr(h.find(":") + 1).strip_edges()
|
||||||
|
return v.trim_prefix('"').trim_suffix('"')
|
||||||
|
return ""
|
||||||
|
|
||||||
|
|
||||||
|
func _cache_path(checksum: String) -> String:
|
||||||
|
return "%s/%s" % [CACHE_DIR, checksum]
|
||||||
|
|
||||||
|
|
||||||
|
func _write_cache(checksum: String, bytes: PackedByteArray) -> void:
|
||||||
|
var f := FileAccess.open(_cache_path(checksum), FileAccess.WRITE)
|
||||||
|
if f:
|
||||||
|
f.store_buffer(bytes)
|
||||||
|
f.close()
|
||||||
|
|
||||||
|
|
||||||
|
func _read_cache(checksum: String) -> PackedByteArray:
|
||||||
|
if checksum == "":
|
||||||
|
return PackedByteArray()
|
||||||
|
var f := FileAccess.open(_cache_path(checksum), FileAccess.READ)
|
||||||
|
if f == null:
|
||||||
|
return PackedByteArray()
|
||||||
|
var bytes := f.get_buffer(f.get_length())
|
||||||
|
f.close()
|
||||||
|
return bytes
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
class_name PlayerInventory
|
||||||
|
extends Node
|
||||||
|
## Minimal per-player item-count store.
|
||||||
|
##
|
||||||
|
## docs/architecture/dynamic_object_node.gd's header notes that a dynamic
|
||||||
|
## object's runtime state ("position, health, inventory") belongs to "the
|
||||||
|
## entity system" -- but no such system exists yet (M9 Economy hasn't been
|
||||||
|
## built). This is a deliberately small, local stub scoped to make
|
||||||
|
## ScriptBehavior's `give_item` verb demonstrable now, not an attempt to
|
||||||
|
## build the real economy/inventory system. Replace it wholesale when M9
|
||||||
|
## lands; keep the give_item/get_count surface so existing ScriptBehavior
|
||||||
|
## data keeps working against the real thing.
|
||||||
|
##
|
||||||
|
## Attach one of these as a child node named "Inventory" under a player (see
|
||||||
|
## scenes/player.tscn) -- [ScriptInterpreterNode] looks it up by that name
|
||||||
|
## when resolving `target: "player"` for the `give_item` verb.
|
||||||
|
|
||||||
|
## Emitted whenever an item's count changes, with the item's new total.
|
||||||
|
signal item_changed(item_id: String, count: int)
|
||||||
|
|
||||||
|
var _items: Dictionary = {} # item_id (String) -> count (int)
|
||||||
|
|
||||||
|
|
||||||
|
## Add (or, with a negative count, remove) units of an item. Counts never go
|
||||||
|
## negative. `count == 0` is a no-op.
|
||||||
|
func give_item(item_id: String, count: int) -> void:
|
||||||
|
if item_id.is_empty() or count == 0:
|
||||||
|
return
|
||||||
|
var new_count: int = maxi(0, int(_items.get(item_id, 0)) + count)
|
||||||
|
_items[item_id] = new_count
|
||||||
|
item_changed.emit(item_id, new_count)
|
||||||
|
|
||||||
|
|
||||||
|
## Current count for an item (0 if never granted).
|
||||||
|
func get_count(item_id: String) -> int:
|
||||||
|
return int(_items.get(item_id, 0))
|
||||||
|
|
||||||
|
|
||||||
|
## A snapshot of the whole inventory (for UI/debugging/tests).
|
||||||
|
func get_all() -> Dictionary:
|
||||||
|
return _items.duplicate()
|
||||||
@@ -0,0 +1,383 @@
|
|||||||
|
class_name ScriptBehavior
|
||||||
|
extends RefCounted
|
||||||
|
## A data-driven, non-Turing-complete behavior attached to a world object.
|
||||||
|
##
|
||||||
|
## This is the DSL described in docs/architecture/scripting_sandbox.md §3.1:
|
||||||
|
## a small, fixed set of trigger/condition/action verbs, expressed as plain
|
||||||
|
## JSON/Dictionary data, with zero ability to reference engine singletons,
|
||||||
|
## call arbitrary methods, or execute code. There is no interpreter to
|
||||||
|
## escape because there is no general execution -- every verb is a reviewed,
|
||||||
|
## hand-written GDScript function in [ScriptInterpreterNode], and every verb
|
||||||
|
## argument here is a plain scalar (String, int, float, bool) or a 3-element
|
||||||
|
## Array of numbers, never a Callable/Object/Script.
|
||||||
|
##
|
||||||
|
## Because the data is exactly this restricted, it plugs into the content
|
||||||
|
## moderation pipeline (docs/architecture/content_moderation.md) the same way
|
||||||
|
## an asset or room does: it's a plain JSON blob that can be hashed, stored,
|
||||||
|
## flagged and reviewed without needing to sandbox code execution to do so.
|
||||||
|
##
|
||||||
|
## ## Format
|
||||||
|
##
|
||||||
|
## ```json
|
||||||
|
## {
|
||||||
|
## "rules": [
|
||||||
|
## {
|
||||||
|
## "trigger": {"type": "on_interact"},
|
||||||
|
## "conditions": [
|
||||||
|
## {"type": "item_count", "item_id": "torch", "op": ">=", "value": 1}
|
||||||
|
## ],
|
||||||
|
## "actions": [
|
||||||
|
## {"verb": "give_item", "item_id": "gold_coin", "count": 3},
|
||||||
|
## {"verb": "play_sound", "sound_id": "chest_open"}
|
||||||
|
## ]
|
||||||
|
## }
|
||||||
|
## ]
|
||||||
|
## }
|
||||||
|
## ```
|
||||||
|
##
|
||||||
|
## Any rule that fails validation (unknown trigger/condition/action, wrong
|
||||||
|
## argument types, out-of-range values, an unrecognized key standing in for
|
||||||
|
## one of the whitelisted ones) is **dropped silently from execution** --
|
||||||
|
## never partially applied, never run "best effort". The rejection reason is
|
||||||
|
## recorded in [member rejected_rules] so callers/tests/moderation tooling
|
||||||
|
## can see *why*, but the interpreter never runs a rule that didn't fully
|
||||||
|
## validate.
|
||||||
|
|
||||||
|
# Sibling scripting scripts are referenced via preload rather than by their
|
||||||
|
# global class_name so this module parses correctly from a bare/cold
|
||||||
|
# compile (matches the convention in scripts/avatar/avatar_loadout.gd --
|
||||||
|
# a headless `godot --script` run doesn't always rebuild the global class
|
||||||
|
# registry; only an editor scan / `--import` reliably does).
|
||||||
|
const ScriptRuleClass := preload("res://scripts/scripting/script_rule.gd")
|
||||||
|
|
||||||
|
const VALID_TRIGGERS: Array[String] = ["on_interact", "on_enter", "on_touch", "on_timer"]
|
||||||
|
const VALID_CONDITION_TYPES: Array[String] = ["item_count", "flag", "timer_active", "timer_remaining"]
|
||||||
|
const VALID_OPS: Array[String] = ["==", "!=", "<", "<=", ">", ">="]
|
||||||
|
const VALID_VERBS: Array[String] = ["give_item", "play_sound", "move", "rotate", "spawn_from_catalog", "set_timer"]
|
||||||
|
const VALID_TARGETS: Array[String] = ["self", "player"]
|
||||||
|
const VALID_AXES: Array[String] = ["x", "y", "z"]
|
||||||
|
|
||||||
|
const MAX_STRING_LEN: int = 64
|
||||||
|
const MAX_ITEM_COUNT: int = 100000
|
||||||
|
const MAX_TIMER_SECONDS: float = 3600.0
|
||||||
|
const MAX_DEGREES: float = 100000.0
|
||||||
|
const MAX_OFFSET_MAGNITUDE: float = 10000.0
|
||||||
|
const DEFAULT_MOVE_DURATION: float = 0.4
|
||||||
|
const MIN_DURATION: float = 0.05
|
||||||
|
const MAX_DURATION: float = 5.0
|
||||||
|
|
||||||
|
## Successfully parsed, executable rules (each a ScriptRuleClass instance --
|
||||||
|
## left as a plain untyped Array since Godot's typed-array element type
|
||||||
|
## can't reliably reference a cross-file preloaded const; see the
|
||||||
|
## preload note above).
|
||||||
|
var rules: Array = []
|
||||||
|
|
||||||
|
## Human-readable reasons every rejected rule (or top-level parse failure)
|
||||||
|
## was dropped. Never empty on a fully-clean input, always non-empty
|
||||||
|
## whenever `rules` is missing entries an author intended.
|
||||||
|
var rejected_rules: Array[String] = []
|
||||||
|
|
||||||
|
## Optional passthrough content-moderation metadata (see
|
||||||
|
## docs/architecture/content_moderation.md §7.2 -- "Each content resource
|
||||||
|
## carries a content_flags metadata field"). Not enforced by anything in
|
||||||
|
## this system yet -- scripts as a moderated content type is still an open
|
||||||
|
## item there -- but the field round-trips through parsing so a future
|
||||||
|
## moderation pipeline has somewhere to read/write it without a format
|
||||||
|
## change. Untrusted data can only ever set this to a plain Dictionary of
|
||||||
|
## scalars; it's metadata, never consulted by the interpreter for control
|
||||||
|
## flow.
|
||||||
|
var content_flags: Dictionary = {}
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Construction
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Load and parse a ScriptBehavior from a JSON file on disk.
|
||||||
|
static func load_from_file(path: String) -> ScriptBehavior:
|
||||||
|
var behavior := ScriptBehavior.new()
|
||||||
|
var file := FileAccess.open(path, FileAccess.READ)
|
||||||
|
if file == null:
|
||||||
|
behavior.rejected_rules.append(
|
||||||
|
"cannot open '%s' (error %d)" % [path, FileAccess.get_open_error()]
|
||||||
|
)
|
||||||
|
return behavior
|
||||||
|
|
||||||
|
var text := file.get_as_text()
|
||||||
|
file.close()
|
||||||
|
|
||||||
|
var parsed: Variant = JSON.parse_string(text)
|
||||||
|
if parsed == null or not (parsed is Dictionary):
|
||||||
|
behavior.rejected_rules.append("invalid JSON in '%s'" % path)
|
||||||
|
return behavior
|
||||||
|
|
||||||
|
behavior._parse(parsed as Dictionary)
|
||||||
|
return behavior
|
||||||
|
|
||||||
|
|
||||||
|
## Parse a ScriptBehavior from an already-decoded Dictionary (e.g. embedded
|
||||||
|
## inline in a WorldObject's `properties["script_behavior"]`).
|
||||||
|
static func load_from_dict(data: Dictionary) -> ScriptBehavior:
|
||||||
|
var behavior := ScriptBehavior.new()
|
||||||
|
behavior._parse(data)
|
||||||
|
return behavior
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Parsing / validation
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _parse(data: Dictionary) -> void:
|
||||||
|
var raw_flags: Variant = data.get("content_flags")
|
||||||
|
if raw_flags is Dictionary:
|
||||||
|
content_flags = raw_flags as Dictionary
|
||||||
|
|
||||||
|
var raw_rules: Variant = data.get("rules")
|
||||||
|
if not (raw_rules is Array):
|
||||||
|
rejected_rules.append("top-level 'rules' key missing or not an array")
|
||||||
|
return
|
||||||
|
|
||||||
|
for entry in (raw_rules as Array):
|
||||||
|
if not (entry is Dictionary):
|
||||||
|
rejected_rules.append("rule entry is not an object: %s" % str(entry))
|
||||||
|
continue
|
||||||
|
var rule := _parse_rule(entry as Dictionary)
|
||||||
|
if rule != null:
|
||||||
|
rules.append(rule)
|
||||||
|
|
||||||
|
|
||||||
|
func _parse_rule(rule_dict: Dictionary) -> ScriptRuleClass:
|
||||||
|
var trigger: Variant = rule_dict.get("trigger")
|
||||||
|
if not (trigger is Dictionary):
|
||||||
|
rejected_rules.append("rule missing a 'trigger' object")
|
||||||
|
return null
|
||||||
|
|
||||||
|
var trigger_type: Variant = (trigger as Dictionary).get("type")
|
||||||
|
if not (trigger_type is String) or not VALID_TRIGGERS.has(trigger_type):
|
||||||
|
rejected_rules.append("rule has unknown/missing trigger type: %s" % str(trigger_type))
|
||||||
|
return null
|
||||||
|
|
||||||
|
var interval: float = 0.0
|
||||||
|
if trigger_type == "on_timer":
|
||||||
|
var raw_interval: Variant = (trigger as Dictionary).get("interval")
|
||||||
|
if not _is_number(raw_interval) or float(raw_interval) <= 0.0 or float(raw_interval) > MAX_TIMER_SECONDS:
|
||||||
|
rejected_rules.append("on_timer rule has invalid 'interval': %s" % str(raw_interval))
|
||||||
|
return null
|
||||||
|
interval = float(raw_interval)
|
||||||
|
|
||||||
|
var conditions: Array[Dictionary] = []
|
||||||
|
var raw_conditions: Variant = rule_dict.get("conditions", [])
|
||||||
|
if not (raw_conditions is Array):
|
||||||
|
rejected_rules.append("rule 'conditions' is not an array")
|
||||||
|
return null
|
||||||
|
for raw_cond in (raw_conditions as Array):
|
||||||
|
if not (raw_cond is Dictionary):
|
||||||
|
rejected_rules.append("condition entry is not an object: %s" % str(raw_cond))
|
||||||
|
return null
|
||||||
|
var cond := _parse_condition(raw_cond as Dictionary)
|
||||||
|
if cond.is_empty():
|
||||||
|
return null
|
||||||
|
conditions.append(cond)
|
||||||
|
|
||||||
|
var actions: Array[Dictionary] = []
|
||||||
|
var raw_actions: Variant = rule_dict.get("actions", [])
|
||||||
|
if not (raw_actions is Array) or raw_actions.is_empty():
|
||||||
|
rejected_rules.append("rule 'actions' is missing, not an array, or empty")
|
||||||
|
return null
|
||||||
|
for raw_action in (raw_actions as Array):
|
||||||
|
if not (raw_action is Dictionary):
|
||||||
|
rejected_rules.append("action entry is not an object: %s" % str(raw_action))
|
||||||
|
return null
|
||||||
|
var action := _parse_action(raw_action as Dictionary)
|
||||||
|
if action.is_empty():
|
||||||
|
return null
|
||||||
|
actions.append(action)
|
||||||
|
|
||||||
|
var rule := ScriptRuleClass.new()
|
||||||
|
rule.trigger_type = trigger_type
|
||||||
|
rule.trigger_interval = interval
|
||||||
|
rule.conditions = conditions
|
||||||
|
rule.actions = actions
|
||||||
|
return rule
|
||||||
|
|
||||||
|
|
||||||
|
## Returns a normalized condition Dictionary, or {} (empty) if invalid --
|
||||||
|
## the empty dict is the "rejected" sentinel since a valid condition always
|
||||||
|
## has at least "type" and "op".
|
||||||
|
func _parse_condition(raw: Dictionary) -> Dictionary:
|
||||||
|
var cond_type: Variant = raw.get("type")
|
||||||
|
if not (cond_type is String) or not VALID_CONDITION_TYPES.has(cond_type):
|
||||||
|
rejected_rules.append("condition has unknown/missing type: %s" % str(cond_type))
|
||||||
|
return {}
|
||||||
|
|
||||||
|
var op: Variant = raw.get("op")
|
||||||
|
if not (op is String) or not VALID_OPS.has(op):
|
||||||
|
rejected_rules.append("condition has unknown/missing op: %s" % str(op))
|
||||||
|
return {}
|
||||||
|
|
||||||
|
var value: Variant = raw.get("value")
|
||||||
|
if not _is_scalar(value):
|
||||||
|
rejected_rules.append("condition 'value' is not a plain scalar: %s" % str(value))
|
||||||
|
return {}
|
||||||
|
|
||||||
|
# Relational ops only make sense against numbers -- reject up front
|
||||||
|
# rather than silently coercing at eval time.
|
||||||
|
if op != "==" and op != "!=" and not _is_number(value):
|
||||||
|
rejected_rules.append("condition op '%s' requires a numeric value" % op)
|
||||||
|
return {}
|
||||||
|
|
||||||
|
match cond_type:
|
||||||
|
"item_count":
|
||||||
|
var item_id: Variant = raw.get("item_id")
|
||||||
|
if not _is_valid_id_string(item_id):
|
||||||
|
rejected_rules.append("item_count condition has invalid item_id: %s" % str(item_id))
|
||||||
|
return {}
|
||||||
|
return {"type": "item_count", "op": op, "value": value, "item_id": item_id}
|
||||||
|
"flag":
|
||||||
|
var name: Variant = raw.get("name")
|
||||||
|
if not _is_valid_id_string(name):
|
||||||
|
rejected_rules.append("flag condition has invalid name: %s" % str(name))
|
||||||
|
return {}
|
||||||
|
return {"type": "flag", "op": op, "value": value, "name": name}
|
||||||
|
"timer_active", "timer_remaining":
|
||||||
|
var timer_name: Variant = raw.get("name")
|
||||||
|
if not _is_valid_id_string(timer_name):
|
||||||
|
rejected_rules.append("%s condition has invalid name: %s" % [cond_type, str(timer_name)])
|
||||||
|
return {}
|
||||||
|
return {"type": cond_type, "op": op, "value": value, "name": timer_name}
|
||||||
|
# Unreachable given the VALID_CONDITION_TYPES check above, but never
|
||||||
|
# fall through to something that looks valid.
|
||||||
|
return {}
|
||||||
|
|
||||||
|
|
||||||
|
## Returns a normalized action Dictionary, or {} (empty) if invalid.
|
||||||
|
func _parse_action(raw: Dictionary) -> Dictionary:
|
||||||
|
var verb: Variant = raw.get("verb")
|
||||||
|
if not (verb is String) or not VALID_VERBS.has(verb):
|
||||||
|
rejected_rules.append("action has unknown/missing verb: %s" % str(verb))
|
||||||
|
return {}
|
||||||
|
|
||||||
|
match verb:
|
||||||
|
"give_item":
|
||||||
|
var item_id: Variant = raw.get("item_id")
|
||||||
|
var count: Variant = raw.get("count")
|
||||||
|
if not _is_valid_id_string(item_id):
|
||||||
|
rejected_rules.append("give_item has invalid item_id: %s" % str(item_id))
|
||||||
|
return {}
|
||||||
|
if not _is_number(count) or int(count) <= 0 or int(count) > MAX_ITEM_COUNT:
|
||||||
|
rejected_rules.append("give_item has invalid count: %s" % str(count))
|
||||||
|
return {}
|
||||||
|
return {"verb": "give_item", "item_id": item_id, "count": int(count)}
|
||||||
|
|
||||||
|
"play_sound":
|
||||||
|
var sound_id: Variant = raw.get("sound_id")
|
||||||
|
if not _is_valid_id_string(sound_id):
|
||||||
|
rejected_rules.append("play_sound has invalid sound_id: %s" % str(sound_id))
|
||||||
|
return {}
|
||||||
|
return {"verb": "play_sound", "sound_id": sound_id}
|
||||||
|
|
||||||
|
"move":
|
||||||
|
var target: Variant = raw.get("target", "self")
|
||||||
|
var offset: Variant = _parse_vector3(raw.get("offset"), MAX_OFFSET_MAGNITUDE)
|
||||||
|
var duration: Variant = _parse_duration(raw.get("duration", DEFAULT_MOVE_DURATION))
|
||||||
|
if not (target is String) or not VALID_TARGETS.has(target):
|
||||||
|
rejected_rules.append("move has invalid target: %s" % str(target))
|
||||||
|
return {}
|
||||||
|
if offset == null:
|
||||||
|
rejected_rules.append("move has invalid offset: %s" % str(raw.get("offset")))
|
||||||
|
return {}
|
||||||
|
if duration == null:
|
||||||
|
rejected_rules.append("move has invalid duration: %s" % str(raw.get("duration")))
|
||||||
|
return {}
|
||||||
|
return {"verb": "move", "target": target, "offset": offset, "duration": duration}
|
||||||
|
|
||||||
|
"rotate":
|
||||||
|
var r_target: Variant = raw.get("target", "self")
|
||||||
|
var degrees: Variant = raw.get("degrees")
|
||||||
|
var axis: Variant = raw.get("axis", "y")
|
||||||
|
var r_duration: Variant = _parse_duration(raw.get("duration", DEFAULT_MOVE_DURATION))
|
||||||
|
if not (r_target is String) or not VALID_TARGETS.has(r_target):
|
||||||
|
rejected_rules.append("rotate has invalid target: %s" % str(r_target))
|
||||||
|
return {}
|
||||||
|
if not _is_number(degrees) or absf(float(degrees)) > MAX_DEGREES:
|
||||||
|
rejected_rules.append("rotate has invalid degrees: %s" % str(degrees))
|
||||||
|
return {}
|
||||||
|
if not (axis is String) or not VALID_AXES.has(axis):
|
||||||
|
rejected_rules.append("rotate has invalid axis: %s" % str(axis))
|
||||||
|
return {}
|
||||||
|
if r_duration == null:
|
||||||
|
rejected_rules.append("rotate has invalid duration: %s" % str(raw.get("duration")))
|
||||||
|
return {}
|
||||||
|
return {"verb": "rotate", "target": r_target, "degrees": float(degrees), "axis": axis, "duration": r_duration}
|
||||||
|
|
||||||
|
"spawn_from_catalog":
|
||||||
|
var catalog_id: Variant = raw.get("catalog_id")
|
||||||
|
var position: Variant = _parse_vector3(raw.get("position"), MAX_OFFSET_MAGNITUDE)
|
||||||
|
if not _is_valid_id_string(catalog_id):
|
||||||
|
rejected_rules.append("spawn_from_catalog has invalid catalog_id: %s" % str(catalog_id))
|
||||||
|
return {}
|
||||||
|
if position == null:
|
||||||
|
rejected_rules.append("spawn_from_catalog has invalid position: %s" % str(raw.get("position")))
|
||||||
|
return {}
|
||||||
|
return {"verb": "spawn_from_catalog", "catalog_id": catalog_id, "position": position}
|
||||||
|
|
||||||
|
"set_timer":
|
||||||
|
var timer_name: Variant = raw.get("name")
|
||||||
|
var seconds: Variant = raw.get("seconds")
|
||||||
|
if not _is_valid_id_string(timer_name):
|
||||||
|
rejected_rules.append("set_timer has invalid name: %s" % str(timer_name))
|
||||||
|
return {}
|
||||||
|
if not _is_number(seconds) or float(seconds) <= 0.0 or float(seconds) > MAX_TIMER_SECONDS:
|
||||||
|
rejected_rules.append("set_timer has invalid seconds: %s" % str(seconds))
|
||||||
|
return {}
|
||||||
|
return {"verb": "set_timer", "name": timer_name, "seconds": float(seconds)}
|
||||||
|
|
||||||
|
# Unreachable given the VALID_VERBS check above.
|
||||||
|
return {}
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Scalar validation helpers
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _is_number(v: Variant) -> bool:
|
||||||
|
return v is int or v is float
|
||||||
|
|
||||||
|
|
||||||
|
## A "plain scalar" -- the only shapes a condition/action value is ever
|
||||||
|
## allowed to be. Deliberately excludes Dictionary, Array, Object, Callable,
|
||||||
|
## Node, Resource -- there is no representable way for UGC data to hand the
|
||||||
|
## interpreter anything but a bare String/int/float/bool.
|
||||||
|
func _is_scalar(v: Variant) -> bool:
|
||||||
|
return v is String or v is int or v is float or v is bool
|
||||||
|
|
||||||
|
|
||||||
|
## Identifiers (item ids, sound ids, catalog ids, flag/timer names) are
|
||||||
|
## always plain, short, non-empty strings -- never used as a path, never
|
||||||
|
## passed to load()/call() directly, only ever looked up as a Dictionary
|
||||||
|
## key against a trusted, code-defined table.
|
||||||
|
func _is_valid_id_string(v: Variant) -> bool:
|
||||||
|
if not (v is String):
|
||||||
|
return false
|
||||||
|
var s: String = v
|
||||||
|
return not s.is_empty() and s.length() <= MAX_STRING_LEN
|
||||||
|
|
||||||
|
|
||||||
|
func _parse_duration(raw: Variant) -> Variant:
|
||||||
|
if not _is_number(raw):
|
||||||
|
return null
|
||||||
|
var d: float = clampf(float(raw), MIN_DURATION, MAX_DURATION)
|
||||||
|
return d
|
||||||
|
|
||||||
|
|
||||||
|
## Parses a JSON array of exactly 3 numbers into a Vector3. Returns null
|
||||||
|
## (never a partially-applied Vector3) on anything else.
|
||||||
|
func _parse_vector3(raw: Variant, max_component: float) -> Variant:
|
||||||
|
if not (raw is Array) or (raw as Array).size() != 3:
|
||||||
|
return null
|
||||||
|
var comps: Array = []
|
||||||
|
for c in (raw as Array):
|
||||||
|
if not _is_number(c) or absf(float(c)) > max_component:
|
||||||
|
return null
|
||||||
|
comps.append(float(c))
|
||||||
|
return Vector3(comps[0], comps[1], comps[2])
|
||||||
@@ -0,0 +1,459 @@
|
|||||||
|
class_name ScriptInterpreterNode
|
||||||
|
extends Node3D
|
||||||
|
## Trusted interpreter for a [ScriptBehavior] attached to a world object.
|
||||||
|
##
|
||||||
|
## This is the **only** code that ever executes a ScriptBehavior's rules.
|
||||||
|
## The rule data (ScriptBehavior / ScriptRule) is plain JSON-shaped
|
||||||
|
## Dictionaries -- it is never handed to `eval`, never passed through
|
||||||
|
## [Expression], and never used to call a method by a name that came from
|
||||||
|
## the data. Every verb is dispatched through an explicit `match` in
|
||||||
|
## [method _execute_action], and every argument reaches the engine only
|
||||||
|
## after [ScriptBehavior] has validated it's a plain scalar / 3-vector and
|
||||||
|
## this class has resolved it through a fixed, code-defined path (a
|
||||||
|
## Dictionary lookup on a whitelisted catalog, a child node named
|
||||||
|
## "Inventory", etc). There is no reachable path from rule data to
|
||||||
|
## OS/FileAccess/networking/ClassDB/Callable. See
|
||||||
|
## docs/architecture/scripting_sandbox.md §3.1 for the design rationale.
|
||||||
|
##
|
||||||
|
## ## Usage
|
||||||
|
##
|
||||||
|
## Attach this script directly to the Node3D that represents the object in
|
||||||
|
## the scene (see the "ScriptedChest" node in scenes/worlds/test_level.tscn
|
||||||
|
## for a worked example). Either set [member behavior_path] (loaded on
|
||||||
|
## [method _ready]) or call [method set_behavior] directly with an
|
||||||
|
## already-parsed [ScriptBehavior] (e.g. from tests).
|
||||||
|
##
|
||||||
|
## Triggers:
|
||||||
|
## - `on_interact`: player presses the "interact" action while within
|
||||||
|
## [member interact_radius] of this node.
|
||||||
|
## - `on_enter`: fires once, edge-triggered, when a player's body starts
|
||||||
|
## overlapping this node's trigger volume.
|
||||||
|
## - `on_touch`: fires every physics frame while a player's body is
|
||||||
|
## overlapping this node's trigger volume (continuous contact).
|
||||||
|
## - `on_timer`: fires on a repeating interval regardless of any player,
|
||||||
|
## via a dedicated [Timer] child per on_timer rule.
|
||||||
|
|
||||||
|
# Sibling scripting scripts are referenced via preload rather than by their
|
||||||
|
# global class_name so this module parses correctly from a bare/cold
|
||||||
|
# compile -- see the note in script_behavior.gd.
|
||||||
|
const ScriptBehaviorClass := preload("res://scripts/scripting/script_behavior.gd")
|
||||||
|
const SpawnCatalogClass := preload("res://scripts/scripting/spawn_catalog.gd")
|
||||||
|
const PlayerInventoryClass := preload("res://scripts/scripting/player_inventory.gd")
|
||||||
|
|
||||||
|
## Emitted every time a verb actually executes, for observability/tests.
|
||||||
|
## `args` is the normalized action Dictionary that was executed.
|
||||||
|
signal verb_executed(verb: String, args: Dictionary)
|
||||||
|
|
||||||
|
## Emitted for every rule ScriptBehavior rejected at parse time (so callers
|
||||||
|
## can surface this in an editor / moderation tool).
|
||||||
|
signal rule_rejected(reason: String)
|
||||||
|
|
||||||
|
## JSON file to load the behavior from, if [member behavior] isn't set
|
||||||
|
## directly before this node enters the tree.
|
||||||
|
@export var behavior_path: String = ""
|
||||||
|
|
||||||
|
## How close (metres) a player must be for `on_interact` and to count as
|
||||||
|
## "in range" for the interact input check.
|
||||||
|
@export var interact_radius: float = 2.5
|
||||||
|
|
||||||
|
## Collision layer bit the player's body is on (see scenes/player.tscn --
|
||||||
|
## Player.collision_layer = 2). Used as this node's trigger Area3D's
|
||||||
|
## collision_mask so it only ever notices players, nothing else.
|
||||||
|
@export var player_collision_mask: int = 2
|
||||||
|
|
||||||
|
## The parsed behavior this node interprets. Set directly (tests) or leave
|
||||||
|
## null and set [member behavior_path] to load one on [method _ready].
|
||||||
|
var behavior: ScriptBehaviorClass = null
|
||||||
|
|
||||||
|
var _area: Area3D = null
|
||||||
|
var _players_in_range: Array[Node] = []
|
||||||
|
var _entered_once: Dictionary = {} # body instance id (int) -> true
|
||||||
|
|
||||||
|
# Local, per-object whitelisted state store (see docs/architecture/
|
||||||
|
# scripting_sandbox.md §4 open question re: static analysis of "what a
|
||||||
|
# script can possibly do" -- flags/timers are always plain scalars here).
|
||||||
|
var _flags: Dictionary = {} # name (String) -> scalar
|
||||||
|
var _timers: Dictionary = {} # name (String) -> {"remaining": float, "active": bool}
|
||||||
|
|
||||||
|
var _timer_nodes: Array[Timer] = []
|
||||||
|
var _spawn_catalog: SpawnCatalogClass = null
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Lifecycle
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
if behavior == null and not behavior_path.is_empty():
|
||||||
|
behavior = ScriptBehaviorClass.load_from_file(behavior_path)
|
||||||
|
_apply_loaded_behavior()
|
||||||
|
|
||||||
|
|
||||||
|
## Assign an already-parsed behavior (e.g. from a test, or built inline
|
||||||
|
## rather than loaded from a file). Safe to call before or after this node
|
||||||
|
## enters the tree.
|
||||||
|
func set_behavior(new_behavior: ScriptBehaviorClass) -> void:
|
||||||
|
behavior = new_behavior
|
||||||
|
if is_inside_tree():
|
||||||
|
_apply_loaded_behavior()
|
||||||
|
|
||||||
|
|
||||||
|
func _apply_loaded_behavior() -> void:
|
||||||
|
if behavior == null:
|
||||||
|
return
|
||||||
|
for msg in behavior.rejected_rules:
|
||||||
|
push_warning("ScriptInterpreterNode(%s): rejected rule -- %s" % [name, msg])
|
||||||
|
rule_rejected.emit(msg)
|
||||||
|
_setup_area()
|
||||||
|
_setup_timers()
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_area() -> void:
|
||||||
|
if _area != null:
|
||||||
|
_area.queue_free()
|
||||||
|
_area = null
|
||||||
|
|
||||||
|
_area = Area3D.new()
|
||||||
|
_area.name = "_ScriptTriggerArea"
|
||||||
|
_area.collision_layer = 0
|
||||||
|
_area.collision_mask = player_collision_mask
|
||||||
|
_area.monitoring = true
|
||||||
|
_area.monitorable = false
|
||||||
|
|
||||||
|
var shape := CollisionShape3D.new()
|
||||||
|
var sphere := SphereShape3D.new()
|
||||||
|
sphere.radius = interact_radius
|
||||||
|
shape.shape = sphere
|
||||||
|
_area.add_child(shape)
|
||||||
|
|
||||||
|
add_child(_area)
|
||||||
|
_area.body_entered.connect(_on_body_entered)
|
||||||
|
_area.body_exited.connect(_on_body_exited)
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_timers() -> void:
|
||||||
|
for t in _timer_nodes:
|
||||||
|
if is_instance_valid(t):
|
||||||
|
t.queue_free()
|
||||||
|
_timer_nodes.clear()
|
||||||
|
|
||||||
|
if behavior == null:
|
||||||
|
return
|
||||||
|
for rule in behavior.rules:
|
||||||
|
if rule.trigger_type != "on_timer":
|
||||||
|
continue
|
||||||
|
var timer := Timer.new()
|
||||||
|
timer.wait_time = rule.trigger_interval
|
||||||
|
timer.autostart = true
|
||||||
|
timer.one_shot = false
|
||||||
|
# Tied to the fixed physics step (not idle/process delta) so
|
||||||
|
# on_timer fires deterministically off the simulation clock,
|
||||||
|
# matching physics_ticks_per_second (see project.godot §physics)
|
||||||
|
# rather than however fast the host happens to be rendering.
|
||||||
|
timer.process_callback = Timer.TIMER_PROCESS_PHYSICS
|
||||||
|
add_child(timer)
|
||||||
|
timer.timeout.connect(_on_rule_timer_timeout.bind(rule))
|
||||||
|
_timer_nodes.append(timer)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Trigger sources
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _is_player_body(body: Node) -> bool:
|
||||||
|
# Player carries a global class_name (scripts/player.gd); this stays a
|
||||||
|
# plain `is` check against a known engine/script type, never a
|
||||||
|
# data-driven dispatch.
|
||||||
|
return body is CharacterBody3D and body.has_node("Inventory")
|
||||||
|
|
||||||
|
|
||||||
|
func _on_body_entered(body: Node) -> void:
|
||||||
|
if not _is_player_body(body):
|
||||||
|
return
|
||||||
|
if not _players_in_range.has(body):
|
||||||
|
_players_in_range.append(body)
|
||||||
|
var id := body.get_instance_id()
|
||||||
|
if not _entered_once.has(id):
|
||||||
|
_entered_once[id] = true
|
||||||
|
fire("on_enter", body)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_body_exited(body: Node) -> void:
|
||||||
|
_players_in_range.erase(body)
|
||||||
|
_entered_once.erase(body.get_instance_id())
|
||||||
|
|
||||||
|
|
||||||
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
if _players_in_range.is_empty():
|
||||||
|
return
|
||||||
|
if event.is_action_pressed("interact") and not event.is_echo():
|
||||||
|
fire("on_interact", _players_in_range[0])
|
||||||
|
|
||||||
|
|
||||||
|
func _on_rule_timer_timeout(rule) -> void:
|
||||||
|
_fire_rule(rule, null)
|
||||||
|
|
||||||
|
|
||||||
|
func _physics_process(delta: float) -> void:
|
||||||
|
# Continuous on_touch contact -- checked every physics frame while
|
||||||
|
# overlapping, unlike the edge-triggered on_enter above.
|
||||||
|
if behavior != null and _area != null:
|
||||||
|
for body in _area.get_overlapping_bodies():
|
||||||
|
if _is_player_body(body):
|
||||||
|
fire("on_touch", body)
|
||||||
|
|
||||||
|
# Tick down local timers set via the set_timer verb.
|
||||||
|
for t_name in _timers.keys():
|
||||||
|
var t: Dictionary = _timers[t_name]
|
||||||
|
if t.get("active", false):
|
||||||
|
t["remaining"] = maxf(0.0, float(t.get("remaining", 0.0)) - delta)
|
||||||
|
if t["remaining"] <= 0.0:
|
||||||
|
t["active"] = false
|
||||||
|
_timers[t_name] = t
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Public firing API -- this is what every trigger source above calls, and
|
||||||
|
# what a test can call directly to exercise a rule deterministically.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Fire every rule of the given trigger type whose conditions currently
|
||||||
|
## hold, in order. `player` is the entity that caused the trigger (may be
|
||||||
|
## null for `on_timer`, which has no player context).
|
||||||
|
func fire(trigger_type: String, player: Node) -> void:
|
||||||
|
if behavior == null:
|
||||||
|
return
|
||||||
|
for rule in behavior.rules:
|
||||||
|
if rule.trigger_type == trigger_type:
|
||||||
|
_fire_rule(rule, player)
|
||||||
|
|
||||||
|
|
||||||
|
func _fire_rule(rule, player: Node) -> void:
|
||||||
|
if not _conditions_met(rule.conditions, player):
|
||||||
|
return
|
||||||
|
for action in rule.actions:
|
||||||
|
_execute_action(action, player)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Condition evaluation -- reads only the small whitelisted state store
|
||||||
|
# (item counts via a player's Inventory, local flags, local timer state).
|
||||||
|
# No expression evaluation, no arbitrary field access.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _conditions_met(conditions: Array[Dictionary], player: Node) -> bool:
|
||||||
|
for cond in conditions:
|
||||||
|
if not _eval_condition(cond, player):
|
||||||
|
return false
|
||||||
|
return true
|
||||||
|
|
||||||
|
|
||||||
|
func _eval_condition(cond: Dictionary, player: Node) -> bool:
|
||||||
|
var op: String = cond.get("op", "")
|
||||||
|
var expected: Variant = cond.get("value")
|
||||||
|
var actual: Variant = null
|
||||||
|
|
||||||
|
match cond.get("type", ""):
|
||||||
|
"item_count":
|
||||||
|
var inv := _get_inventory(player)
|
||||||
|
if inv == null:
|
||||||
|
return false
|
||||||
|
actual = inv.get_count(cond.get("item_id", ""))
|
||||||
|
"flag":
|
||||||
|
actual = _flags.get(cond.get("name", ""), false)
|
||||||
|
"timer_active":
|
||||||
|
var t: Dictionary = _timers.get(cond.get("name", ""), {})
|
||||||
|
actual = t.get("active", false)
|
||||||
|
"timer_remaining":
|
||||||
|
var tr: Dictionary = _timers.get(cond.get("name", ""), {})
|
||||||
|
actual = tr.get("remaining", 0.0)
|
||||||
|
_:
|
||||||
|
return false
|
||||||
|
|
||||||
|
return _compare(actual, op, expected)
|
||||||
|
|
||||||
|
|
||||||
|
func _compare(actual: Variant, op: String, expected: Variant) -> bool:
|
||||||
|
match op:
|
||||||
|
"==":
|
||||||
|
return actual == expected
|
||||||
|
"!=":
|
||||||
|
return actual != expected
|
||||||
|
"<", "<=", ">", ">=":
|
||||||
|
if not ((actual is int or actual is float) and (expected is int or expected is float)):
|
||||||
|
return false
|
||||||
|
var a: float = float(actual)
|
||||||
|
var b: float = float(expected)
|
||||||
|
match op:
|
||||||
|
"<":
|
||||||
|
return a < b
|
||||||
|
"<=":
|
||||||
|
return a <= b
|
||||||
|
">":
|
||||||
|
return a > b
|
||||||
|
">=":
|
||||||
|
return a >= b
|
||||||
|
return false
|
||||||
|
|
||||||
|
|
||||||
|
## Set a local flag on this object's whitelisted state store. Not driven by
|
||||||
|
## any ScriptBehavior verb yet (the verb list in the task spec has no
|
||||||
|
## setter) -- exposed for forward compatibility / tests exercising `flag`
|
||||||
|
## conditions without needing a real gameplay event to set one.
|
||||||
|
func set_flag(flag_name: String, value: Variant) -> void:
|
||||||
|
if not (value is String or value is int or value is float or value is bool):
|
||||||
|
return
|
||||||
|
_flags[flag_name] = value
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Verb dispatch -- the entire attack surface this system deliberately does
|
||||||
|
# NOT have. Every branch is a fixed, hand-written function; nothing here is
|
||||||
|
# ever `call()`-ed by a name that came from data.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _execute_action(action: Dictionary, player: Node) -> void:
|
||||||
|
match action.get("verb", ""):
|
||||||
|
"give_item":
|
||||||
|
_act_give_item(action, player)
|
||||||
|
"play_sound":
|
||||||
|
_act_play_sound(action, player)
|
||||||
|
"move":
|
||||||
|
_act_move(action, player)
|
||||||
|
"rotate":
|
||||||
|
_act_rotate(action, player)
|
||||||
|
"spawn_from_catalog":
|
||||||
|
_act_spawn_from_catalog(action, player)
|
||||||
|
"set_timer":
|
||||||
|
_act_set_timer(action, player)
|
||||||
|
_:
|
||||||
|
# Unreachable in practice -- ScriptBehavior rejects unknown
|
||||||
|
# verbs at parse time, so this branch should never see a rule
|
||||||
|
# at all. Fail safe (do nothing) if it somehow does.
|
||||||
|
push_warning("ScriptInterpreterNode(%s): refused to run unknown verb '%s'" % [name, str(action.get("verb"))])
|
||||||
|
|
||||||
|
|
||||||
|
func _resolve_target(target: String, player: Node) -> Node3D:
|
||||||
|
match target:
|
||||||
|
"self":
|
||||||
|
return self
|
||||||
|
"player":
|
||||||
|
return player if player is Node3D else null
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
func _get_inventory(player: Node) -> PlayerInventoryClass:
|
||||||
|
if player == null:
|
||||||
|
return null
|
||||||
|
var inv: Node = player.get_node_or_null("Inventory")
|
||||||
|
if inv is PlayerInventoryClass:
|
||||||
|
return inv as PlayerInventoryClass
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
func _act_give_item(action: Dictionary, player: Node) -> void:
|
||||||
|
var inv := _get_inventory(player)
|
||||||
|
if inv == null:
|
||||||
|
push_warning("ScriptInterpreterNode(%s): give_item has no player Inventory to target" % name)
|
||||||
|
return
|
||||||
|
inv.give_item(action.get("item_id", ""), int(action.get("count", 0)))
|
||||||
|
verb_executed.emit("give_item", action)
|
||||||
|
|
||||||
|
|
||||||
|
func _act_play_sound(action: Dictionary, _player: Node) -> void:
|
||||||
|
# No real audio asset catalog exists in this repo yet. The verb still
|
||||||
|
# runs through a real, trusted playback path -- attempting to resolve
|
||||||
|
# and play a stream when one is registered -- so it's not a no-op
|
||||||
|
# pretending to be a verb; it's just that today's trusted sound table
|
||||||
|
# is empty. `sound_id` is only ever used as a key into that trusted,
|
||||||
|
# code-defined table below, never as a path handed to load() directly.
|
||||||
|
var sound_id: String = action.get("sound_id", "")
|
||||||
|
var stream_path: String = _TRUSTED_SOUND_TABLE.get(sound_id, "")
|
||||||
|
if not stream_path.is_empty() and ResourceLoader.exists(stream_path):
|
||||||
|
var stream: Resource = load(stream_path)
|
||||||
|
if stream is AudioStream:
|
||||||
|
var player_node := AudioStreamPlayer3D.new()
|
||||||
|
player_node.stream = stream
|
||||||
|
add_child(player_node)
|
||||||
|
player_node.finished.connect(player_node.queue_free)
|
||||||
|
player_node.play()
|
||||||
|
verb_executed.emit("play_sound", action)
|
||||||
|
|
||||||
|
|
||||||
|
## Trusted, code-defined mapping from sound_id -> resource path. Rule data
|
||||||
|
## supplies only the key; this table (not the data) decides what actually
|
||||||
|
## plays. Empty for now -- no sound assets exist in this repo yet.
|
||||||
|
const _TRUSTED_SOUND_TABLE: Dictionary = {}
|
||||||
|
|
||||||
|
|
||||||
|
func _act_move(action: Dictionary, player: Node) -> void:
|
||||||
|
var target_node := _resolve_target(action.get("target", "self"), player)
|
||||||
|
if target_node == null:
|
||||||
|
push_warning("ScriptInterpreterNode(%s): move has no valid target" % name)
|
||||||
|
return
|
||||||
|
var offset: Vector3 = action.get("offset", Vector3.ZERO)
|
||||||
|
var duration: float = float(action.get("duration", ScriptBehaviorClass.DEFAULT_MOVE_DURATION))
|
||||||
|
var dest: Vector3 = target_node.global_position + offset
|
||||||
|
var tween := target_node.create_tween()
|
||||||
|
tween.tween_property(target_node, "global_position", dest, duration)
|
||||||
|
verb_executed.emit("move", action)
|
||||||
|
|
||||||
|
|
||||||
|
func _act_rotate(action: Dictionary, player: Node) -> void:
|
||||||
|
var target_node := _resolve_target(action.get("target", "self"), player)
|
||||||
|
if target_node == null:
|
||||||
|
push_warning("ScriptInterpreterNode(%s): rotate has no valid target" % name)
|
||||||
|
return
|
||||||
|
var degrees: float = float(action.get("degrees", 0.0))
|
||||||
|
var axis: String = action.get("axis", "y")
|
||||||
|
var duration: float = float(action.get("duration", ScriptBehaviorClass.DEFAULT_MOVE_DURATION))
|
||||||
|
var delta_rot := Vector3.ZERO
|
||||||
|
match axis:
|
||||||
|
"x":
|
||||||
|
delta_rot.x = degrees
|
||||||
|
"y":
|
||||||
|
delta_rot.y = degrees
|
||||||
|
"z":
|
||||||
|
delta_rot.z = degrees
|
||||||
|
var dest: Vector3 = target_node.rotation_degrees + delta_rot
|
||||||
|
var tween := target_node.create_tween()
|
||||||
|
tween.tween_property(target_node, "rotation_degrees", dest, duration)
|
||||||
|
verb_executed.emit("rotate", action)
|
||||||
|
|
||||||
|
|
||||||
|
func _act_spawn_from_catalog(action: Dictionary, _player: Node) -> void:
|
||||||
|
if _spawn_catalog == null:
|
||||||
|
_spawn_catalog = SpawnCatalogClass.new()
|
||||||
|
_spawn_catalog.load_catalog()
|
||||||
|
var catalog_id: String = action.get("catalog_id", "")
|
||||||
|
var entry: Dictionary = _spawn_catalog.resolve(catalog_id)
|
||||||
|
if entry.is_empty():
|
||||||
|
push_warning("ScriptInterpreterNode(%s): spawn_from_catalog unknown catalog_id '%s'" % [name, catalog_id])
|
||||||
|
return
|
||||||
|
|
||||||
|
var asset_id: String = entry.get("asset_id", "")
|
||||||
|
var position: Vector3 = action.get("position", Vector3.ZERO)
|
||||||
|
|
||||||
|
# Both WorldObject and DynamicObjectNode carry a global class_name and
|
||||||
|
# are already relied on elsewhere in the project (scripts/chunk_scene.gd)
|
||||||
|
# without preloading -- consistent with that existing convention.
|
||||||
|
var obj := WorldObject.new(
|
||||||
|
"spawned_%d" % Time.get_ticks_usec(), "prop", asset_id,
|
||||||
|
position, Vector4(0, 0, 0, 1), Vector3.ONE, {}, true
|
||||||
|
)
|
||||||
|
var node := DynamicObjectNode.new()
|
||||||
|
node.world_object = obj
|
||||||
|
node.position = position
|
||||||
|
node.name = "spawned_%s" % obj.id
|
||||||
|
|
||||||
|
var host := get_parent() if get_parent() != null else get_tree().current_scene
|
||||||
|
if host != null:
|
||||||
|
host.add_child(node)
|
||||||
|
verb_executed.emit("spawn_from_catalog", action)
|
||||||
|
|
||||||
|
|
||||||
|
func _act_set_timer(action: Dictionary, _player: Node) -> void:
|
||||||
|
var timer_name: String = action.get("name", "")
|
||||||
|
var seconds: float = float(action.get("seconds", 0.0))
|
||||||
|
_timers[timer_name] = {"remaining": seconds, "active": true}
|
||||||
|
verb_executed.emit("set_timer", action)
|
||||||
@@ -0,0 +1,32 @@
|
|||||||
|
class_name ScriptRule
|
||||||
|
extends RefCounted
|
||||||
|
## One parsed, validated rule: WHEN [trigger] IF [conditions] THEN [actions].
|
||||||
|
##
|
||||||
|
## Rules are parsed once, by [ScriptBehavior], from a plain [Dictionary] that
|
||||||
|
## ultimately comes from untrusted UGC data (a JSON file on disk, or a dict
|
||||||
|
## embedded in a [WorldObject]'s `properties`). Every field on this class is
|
||||||
|
## a plain scalar (String/int/float/bool) or a small [Dictionary]/[Array] of
|
||||||
|
## scalars -- never a [Callable], a [Script], a [Node] reference, or anything
|
||||||
|
## else the data could use to reach into the engine. [ScriptInterpreterNode]
|
||||||
|
## is the only code that reads these fields, and it does so through an
|
||||||
|
## explicit `match` over a fixed whitelist -- see script_interpreter.gd.
|
||||||
|
##
|
||||||
|
## See docs/architecture/scripting_sandbox.md for why the data format has to
|
||||||
|
## look like this (no eval, no Expression, no call-by-name).
|
||||||
|
|
||||||
|
## One of "on_interact", "on_enter", "on_touch", "on_timer".
|
||||||
|
var trigger_type: String = ""
|
||||||
|
|
||||||
|
## Only meaningful when trigger_type == "on_timer": seconds between firings.
|
||||||
|
var trigger_interval: float = 0.0
|
||||||
|
|
||||||
|
## Normalized condition dicts. Each has a "type" (one of
|
||||||
|
## ScriptBehavior.VALID_CONDITION_TYPES), an "op" (one of
|
||||||
|
## ScriptBehavior.VALID_OPS) and scalar operands -- see script_behavior.gd
|
||||||
|
## for the exact per-type shape.
|
||||||
|
var conditions: Array[Dictionary] = []
|
||||||
|
|
||||||
|
## Normalized action dicts. Each has a "verb" (one of
|
||||||
|
## ScriptBehavior.VALID_VERBS) and scalar arguments -- see
|
||||||
|
## script_behavior.gd for the exact per-verb shape.
|
||||||
|
var actions: Array[Dictionary] = []
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
class_name SpawnCatalog
|
||||||
|
extends RefCounted
|
||||||
|
## Catalog of spawnable object templates for ScriptBehavior's
|
||||||
|
## `spawn_from_catalog` verb.
|
||||||
|
##
|
||||||
|
## Mirrors the loading convention of [AvatarCatalog]
|
||||||
|
## (assets/avatars/catalog.json / scripts/avatar/avatar_catalog.gd) --
|
||||||
|
## a data-driven JSON manifest, loaded once, looked up by id.
|
||||||
|
##
|
||||||
|
## Crucially, a ScriptBehavior rule only ever supplies a `catalog_id`
|
||||||
|
## *key* -- never a resource path. The mapping from key to actual asset
|
||||||
|
## path lives entirely in this trusted, code-shipped JSON file. A
|
||||||
|
## malicious/malformed catalog_id in UGC data just fails to resolve
|
||||||
|
## ([method resolve] returns an empty Dictionary); there's no way for the
|
||||||
|
## data to point anywhere else.
|
||||||
|
|
||||||
|
var _catalog: Dictionary = {}
|
||||||
|
var _loaded: bool = false
|
||||||
|
var _catalog_path: String = "res://assets/scripting/spawn_catalog.json"
|
||||||
|
|
||||||
|
|
||||||
|
## 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:
|
||||||
|
return FileAccess.get_open_error()
|
||||||
|
|
||||||
|
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) or not (result as Dictionary).has("templates"):
|
||||||
|
return ERR_INVALID_DATA
|
||||||
|
|
||||||
|
_catalog = (result as Dictionary)["templates"]
|
||||||
|
_loaded = true
|
||||||
|
return OK
|
||||||
|
|
||||||
|
|
||||||
|
func is_loaded() -> bool:
|
||||||
|
return _loaded
|
||||||
|
|
||||||
|
|
||||||
|
## Resolve a catalog_id to its template Dictionary ({} if unknown/unloaded).
|
||||||
|
func resolve(catalog_id: String) -> Dictionary:
|
||||||
|
if not _loaded:
|
||||||
|
return {}
|
||||||
|
return _catalog.get(catalog_id, {})
|
||||||
|
|
||||||
|
|
||||||
|
func has_template(catalog_id: String) -> bool:
|
||||||
|
return _loaded and _catalog.has(catalog_id)
|
||||||
+260
-7
@@ -9,9 +9,26 @@
|
|||||||
## Launched by the backend's game-server supervisor
|
## Launched by the backend's game-server supervisor
|
||||||
## (backend/app/services/game_servers.py):
|
## (backend/app/services/game_servers.py):
|
||||||
## godot --headless --path . res://scenes/server.tscn -- \
|
## godot --headless --path . res://scenes/server.tscn -- \
|
||||||
## --port 27000 --world 3 --status-file /path/to/status.json
|
## --port 27000 --world 3 --status-file /path/to/status.json \
|
||||||
|
## --api-url http://127.0.0.1:8000 --server-token <per-spawn token>
|
||||||
## All args are optional; the defaults let `godot res://scenes/server.tscn`
|
## All args are optional; the defaults let `godot res://scenes/server.tscn`
|
||||||
## run standalone on 7777 for smoke_test_network_client.gd.
|
## run standalone on 7777 for smoke_test_network_client.gd (which passes
|
||||||
|
## neither --api-url nor --server-token, so startup goes straight to the
|
||||||
|
## test_level.tscn fallback below).
|
||||||
|
##
|
||||||
|
## Startup sequence (docs/architecture/world_persistence_impl.md §7.2):
|
||||||
|
## 1. Parse args.
|
||||||
|
## 2. If --api-url/--server-token/--world are all present, pull the world's
|
||||||
|
## manifest + the spawn-neighbourhood chunks from the backend's internal
|
||||||
|
## API (§8.3), decode them, and build real static collision from the
|
||||||
|
## tile layers + objects. This happens BEFORE the ENet port binds.
|
||||||
|
## 3. Fall back to test_level.tscn if the backend is unreachable, the world
|
||||||
|
## has no rooms, or the room has zero chunks -- a content outage must
|
||||||
|
## never make a world un-joinable (§7.2 step 5).
|
||||||
|
## 4. Bind the ENet port, then write "ready": true and "content" ("loaded"
|
||||||
|
## or "fallback") to the status file -- this is what
|
||||||
|
## GameServerSupervisor._await_ready() polls for (§7.4), replacing the
|
||||||
|
## old bare-port-bind readiness check.
|
||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
const MAX_PLAYERS := 16
|
const MAX_PLAYERS := 16
|
||||||
@@ -21,11 +38,40 @@ const PHYSICS_HZ := 30
|
|||||||
## every this many physics frames.
|
## every this many physics frames.
|
||||||
const STATUS_WRITE_EVERY := 30
|
const STATUS_WRITE_EVERY := 30
|
||||||
|
|
||||||
|
## world_persistence_impl.md §4.1's default room slug.
|
||||||
|
const MAIN_ROOM_SLUG := "main"
|
||||||
|
## §7.2 step 3: "the spawn neighbourhood (radius from the spawn point,
|
||||||
|
## default 3 chunks)".
|
||||||
|
const SPAWN_CHUNK_RADIUS := 3
|
||||||
|
## HTTP timeout for internal-API calls during startup. Generous but bounded
|
||||||
|
## -- a hung backend must not hang the server startup (§7.2 fallback rule).
|
||||||
|
const CONTENT_FETCH_TIMEOUT := 8.0
|
||||||
|
|
||||||
var network_peer: ENetMultiplayerPeer
|
var network_peer: ENetMultiplayerPeer
|
||||||
var port: int = DEFAULT_PORT
|
var port: int = DEFAULT_PORT
|
||||||
var world_id: String = ""
|
var world_id: String = ""
|
||||||
var status_file_path: String = ""
|
var status_file_path: String = ""
|
||||||
|
|
||||||
|
## world_persistence_impl.md §7.3: internal-API base URL and this spawn's
|
||||||
|
## bearer token, both passed on the command line by
|
||||||
|
## GameServerSupervisor._spawn(). Empty means "no backend to talk to" --
|
||||||
|
## content loading is skipped and the fallback level loads immediately.
|
||||||
|
var api_url: String = ""
|
||||||
|
var server_token: String = ""
|
||||||
|
|
||||||
|
## What startup actually loaded, written into the status file's "content"
|
||||||
|
## field: "loaded" (real content from the backend) or "fallback"
|
||||||
|
## (test_level.tscn, either because there was nothing to load or nothing
|
||||||
|
## reachable to load it from).
|
||||||
|
var _content_status: String = "fallback"
|
||||||
|
## Diagnostic-only counters (not part of the doc's required status fields,
|
||||||
|
## but real: they're the actual number of chunks decoded and collision
|
||||||
|
## shapes added to the tree, computed in the same pass that builds them --
|
||||||
|
## useful for verifying a real load happened without needing to poke the
|
||||||
|
## running server's scene tree from outside).
|
||||||
|
var _chunks_loaded: int = 0
|
||||||
|
var _collision_shapes_built: int = 0
|
||||||
|
|
||||||
## peer_id -> Player node
|
## peer_id -> Player node
|
||||||
var players: Dictionary = {}
|
var players: Dictionary = {}
|
||||||
var tick: int = 0
|
var tick: int = 0
|
||||||
@@ -35,7 +81,7 @@ var is_running: bool = false
|
|||||||
var _join_count: int = 0
|
var _join_count: int = 0
|
||||||
|
|
||||||
var _player_scene: PackedScene = preload("res://scenes/server_player.tscn")
|
var _player_scene: PackedScene = preload("res://scenes/server_player.tscn")
|
||||||
var _level_scene: PackedScene = preload("res://scenes/worlds/test_level.tscn")
|
var _fallback_level_scene: PackedScene = preload("res://scenes/worlds/test_level.tscn")
|
||||||
var _spawn_point: Vector3 = Vector3(0, 1.5, 0)
|
var _spawn_point: Vector3 = Vector3(0, 1.5, 0)
|
||||||
|
|
||||||
|
|
||||||
@@ -48,8 +94,16 @@ func _ready() -> void:
|
|||||||
_parse_args()
|
_parse_args()
|
||||||
Engine.physics_ticks_per_second = PHYSICS_HZ
|
Engine.physics_ticks_per_second = PHYSICS_HZ
|
||||||
|
|
||||||
# Load the world's level so players have real ground + collision.
|
var level: Node = null
|
||||||
var level := _level_scene.instantiate()
|
if api_url != "" and server_token != "" and world_id != "":
|
||||||
|
level = await _try_load_real_content()
|
||||||
|
|
||||||
|
if level == null:
|
||||||
|
level = _fallback_level_scene.instantiate()
|
||||||
|
_content_status = "fallback"
|
||||||
|
else:
|
||||||
|
_content_status = "loaded"
|
||||||
|
|
||||||
level.name = "World"
|
level.name = "World"
|
||||||
add_child(level)
|
add_child(level)
|
||||||
var marker := level.find_child("PlayerSpawn", true, false)
|
var marker := level.find_child("PlayerSpawn", true, false)
|
||||||
@@ -65,7 +119,9 @@ func _ready() -> void:
|
|||||||
multiplayer.multiplayer_peer = network_peer
|
multiplayer.multiplayer_peer = network_peer
|
||||||
is_running = true
|
is_running = true
|
||||||
_write_status()
|
_write_status()
|
||||||
print("[Server] world=%s listening on ENet %d (%d Hz)" % [world_id, port, PHYSICS_HZ])
|
print("[Server] world=%s listening on ENet %d (%d Hz) content=%s chunks=%d collision_shapes=%d" % [
|
||||||
|
world_id, port, PHYSICS_HZ, _content_status, _chunks_loaded, _collision_shapes_built
|
||||||
|
])
|
||||||
|
|
||||||
|
|
||||||
## A spawn point offset from the level's marker so joins don't stack. Golden-
|
## A spawn point offset from the level's marker so joins don't stack. Golden-
|
||||||
@@ -95,9 +151,198 @@ func _parse_args() -> void:
|
|||||||
if i + 1 < args.size():
|
if i + 1 < args.size():
|
||||||
status_file_path = args[i + 1]
|
status_file_path = args[i + 1]
|
||||||
i += 1
|
i += 1
|
||||||
|
"--api-url":
|
||||||
|
if i + 1 < args.size():
|
||||||
|
api_url = args[i + 1].rstrip("/")
|
||||||
|
i += 1
|
||||||
|
"--server-token":
|
||||||
|
if i + 1 < args.size():
|
||||||
|
server_token = args[i + 1]
|
||||||
|
i += 1
|
||||||
i += 1
|
i += 1
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Startup content load (world_persistence_impl.md §7.2/§7.3/§8.3)
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Attempt to build a real level from the backend's internal content API.
|
||||||
|
## Returns null on ANY failure (unreachable backend, no rooms, zero chunks)
|
||||||
|
## so the caller falls back to test_level.tscn -- a content outage must
|
||||||
|
## never make a world un-joinable.
|
||||||
|
func _try_load_real_content() -> Node:
|
||||||
|
var manifest_result := await _internal_get_json("/api/internal/worlds/%s/manifest" % world_id)
|
||||||
|
if not manifest_result.ok:
|
||||||
|
print("[Server] manifest fetch failed (%s); falling back to test_level" % manifest_result.get("detail", "?"))
|
||||||
|
return null
|
||||||
|
|
||||||
|
var manifest: Dictionary = manifest_result.data
|
||||||
|
var rooms: Array = manifest.get("rooms", [])
|
||||||
|
var room: Variant = _pick_room(rooms)
|
||||||
|
if room == null:
|
||||||
|
print("[Server] world %s has no rooms; falling back to test_level" % world_id)
|
||||||
|
return null
|
||||||
|
if int(room.get("chunk_count", 0)) <= 0:
|
||||||
|
print("[Server] room '%s' has zero chunks; falling back to test_level" % room.get("slug", "?"))
|
||||||
|
return null
|
||||||
|
|
||||||
|
var slug: String = room.get("slug", MAIN_ROOM_SLUG)
|
||||||
|
var spawn_pos := _spawn_pos_from_room(room)
|
||||||
|
var spawn_coord := Chunk.coord_for_position(spawn_pos)
|
||||||
|
|
||||||
|
var index_path := "/api/internal/worlds/%s/rooms/%s/chunks?cx_min=%d&cx_max=%d&cy_min=%d&cy_max=%d&cz=%d" % [
|
||||||
|
world_id, slug,
|
||||||
|
spawn_coord.x - SPAWN_CHUNK_RADIUS, spawn_coord.x + SPAWN_CHUNK_RADIUS,
|
||||||
|
spawn_coord.y - SPAWN_CHUNK_RADIUS, spawn_coord.y + SPAWN_CHUNK_RADIUS,
|
||||||
|
spawn_coord.z,
|
||||||
|
]
|
||||||
|
var index_result := await _internal_get_json(index_path)
|
||||||
|
if not index_result.ok:
|
||||||
|
print("[Server] chunk index fetch failed (%s); falling back to test_level" % index_result.get("detail", "?"))
|
||||||
|
return null
|
||||||
|
|
||||||
|
var world_root := Node3D.new()
|
||||||
|
world_root.name = "World"
|
||||||
|
var marker := Marker3D.new()
|
||||||
|
marker.name = "PlayerSpawn"
|
||||||
|
marker.position = spawn_pos
|
||||||
|
world_root.add_child(marker)
|
||||||
|
|
||||||
|
var entries: Array = (index_result.data as Dictionary).get("chunks", [])
|
||||||
|
for entry in entries:
|
||||||
|
var cx: int = int(entry["cx"])
|
||||||
|
var cy: int = int(entry["cy"])
|
||||||
|
var cz: int = int(entry["cz"])
|
||||||
|
var chunk_path := "/api/internal/worlds/%s/rooms/%s/chunks/%d/%d/%d" % [world_id, slug, cx, cy, cz]
|
||||||
|
var payload_result := await _internal_get_binary(chunk_path)
|
||||||
|
if not payload_result.ok:
|
||||||
|
printerr("[Server] chunk fetch failed for %d/%d/%d (status %d); skipping" % [cx, cy, cz, payload_result.status])
|
||||||
|
continue
|
||||||
|
var decoded: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(payload_result.body)
|
||||||
|
if decoded == null:
|
||||||
|
printerr("[Server] chunk decode failed for %d/%d/%d; skipping" % [cx, cy, cz])
|
||||||
|
continue
|
||||||
|
_build_chunk_collision(world_root, Vector3i(cx, cy, cz), decoded)
|
||||||
|
_chunks_loaded += 1
|
||||||
|
|
||||||
|
return world_root
|
||||||
|
|
||||||
|
|
||||||
|
func _pick_room(rooms: Array) -> Variant:
|
||||||
|
for r in rooms:
|
||||||
|
if r.get("slug", "") == MAIN_ROOM_SLUG:
|
||||||
|
return r
|
||||||
|
if not rooms.is_empty():
|
||||||
|
return rooms[0]
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
func _spawn_pos_from_room(room: Dictionary) -> Vector3:
|
||||||
|
var spawn: Variant = room.get("spawn")
|
||||||
|
if spawn is Dictionary and (spawn as Dictionary).has("pos"):
|
||||||
|
var p: Array = (spawn as Dictionary)["pos"]
|
||||||
|
if p.size() >= 3:
|
||||||
|
return Vector3(float(p[0]), float(p[1]), float(p[2]))
|
||||||
|
return Vector3(0, 1.5, 0)
|
||||||
|
|
||||||
|
|
||||||
|
## Build a StaticBody3D of box collision shapes for one decoded chunk: one
|
||||||
|
## box per solid tile (TileDef.solid, world.md §3.2) plus one per static
|
||||||
|
## (non-dynamic) object that isn't walkable. This is real collision derived
|
||||||
|
## from the actual decoded payload -- there is no client-side precedent to
|
||||||
|
## reuse (ChunkScene/TileLayerNode only build visuals; the dedicated server
|
||||||
|
## has no renderer and needs physics bodies instead).
|
||||||
|
func _build_chunk_collision(parent: Node3D, coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
|
||||||
|
var body := StaticBody3D.new()
|
||||||
|
body.name = "chunk_%d_%d_%d" % [coord.x, coord.y, coord.z]
|
||||||
|
var chunk_origin := Vector3(
|
||||||
|
coord.x * Chunk.CHUNK_SIZE_X,
|
||||||
|
coord.y * Chunk.CHUNK_SIZE_Y,
|
||||||
|
coord.z * Chunk.CHUNK_SIZE_Z
|
||||||
|
)
|
||||||
|
|
||||||
|
for layer in data.tile_layers:
|
||||||
|
for z in range(layer.depth):
|
||||||
|
for y in range(layer.height):
|
||||||
|
for x in range(layer.width):
|
||||||
|
var tile_id := layer.get_tile(x, y, z)
|
||||||
|
if tile_id == 0:
|
||||||
|
continue
|
||||||
|
var tile_def := layer.get_tile_def(tile_id)
|
||||||
|
if tile_def == null or not tile_def.solid:
|
||||||
|
continue
|
||||||
|
var shape := CollisionShape3D.new()
|
||||||
|
var box := BoxShape3D.new()
|
||||||
|
box.size = Vector3.ONE
|
||||||
|
shape.shape = box
|
||||||
|
shape.position = chunk_origin + Vector3(x + 0.5, y + 0.5, z + 0.5)
|
||||||
|
body.add_child(shape)
|
||||||
|
_collision_shapes_built += 1
|
||||||
|
|
||||||
|
for obj in data.objects:
|
||||||
|
if obj.dynamic:
|
||||||
|
continue # dynamic templates are spawnable entities, not static geometry
|
||||||
|
if bool(obj.properties.get("walkable", true)):
|
||||||
|
continue
|
||||||
|
var shape := CollisionShape3D.new()
|
||||||
|
var box := BoxShape3D.new()
|
||||||
|
box.size = obj.scale
|
||||||
|
shape.shape = box
|
||||||
|
shape.position = obj.position
|
||||||
|
body.add_child(shape)
|
||||||
|
_collision_shapes_built += 1
|
||||||
|
|
||||||
|
if body.get_child_count() > 0:
|
||||||
|
parent.add_child(body)
|
||||||
|
|
||||||
|
|
||||||
|
## Minimal internal-API HTTP GET, bearer-authenticated with --server-token
|
||||||
|
## (world_persistence_impl.md §7.3). Deliberately separate from ApiClient:
|
||||||
|
## that autoload's `request()` always decodes the response body as
|
||||||
|
## UTF-8/JSON, which corrupts binary chunk payloads, and its auth model is
|
||||||
|
## the player's JWT, not this process's per-spawn server token.
|
||||||
|
func _internal_get_json(path: String) -> Dictionary:
|
||||||
|
var raw := await _internal_get(path, "application/json")
|
||||||
|
if not raw.ok:
|
||||||
|
return {"ok": false, "status": raw.status, "detail": raw.get("detail", ""), "data": null}
|
||||||
|
var parsed: Variant = JSON.parse_string(raw.body.get_string_from_utf8())
|
||||||
|
if not (parsed is Dictionary):
|
||||||
|
return {"ok": false, "status": raw.status, "detail": "invalid JSON response", "data": null}
|
||||||
|
return {"ok": true, "status": raw.status, "detail": "", "data": parsed}
|
||||||
|
|
||||||
|
|
||||||
|
func _internal_get_binary(path: String) -> Dictionary:
|
||||||
|
return await _internal_get(path, "application/octet-stream")
|
||||||
|
|
||||||
|
|
||||||
|
func _internal_get(path: String, accept: String) -> Dictionary:
|
||||||
|
var http := HTTPRequest.new()
|
||||||
|
http.timeout = CONTENT_FETCH_TIMEOUT
|
||||||
|
add_child(http)
|
||||||
|
|
||||||
|
var headers := PackedStringArray()
|
||||||
|
headers.append("Accept: " + accept)
|
||||||
|
headers.append("Authorization: Bearer " + server_token)
|
||||||
|
|
||||||
|
var url := api_url + path
|
||||||
|
var err := http.request(url, headers, HTTPClient.METHOD_GET)
|
||||||
|
if err != OK:
|
||||||
|
http.queue_free()
|
||||||
|
return {"ok": false, "status": 0, "detail": "request() failed to start (%d)" % err, "body": PackedByteArray()}
|
||||||
|
|
||||||
|
var args: Array = await http.request_completed
|
||||||
|
var result_code: int = args[0]
|
||||||
|
var response_code: int = args[1]
|
||||||
|
var body: PackedByteArray = args[3]
|
||||||
|
http.queue_free()
|
||||||
|
|
||||||
|
if result_code != HTTPRequest.RESULT_SUCCESS:
|
||||||
|
return {"ok": false, "status": 0, "detail": "transport error (%d)" % result_code, "body": PackedByteArray()}
|
||||||
|
if response_code < 200 or response_code >= 300:
|
||||||
|
return {"ok": false, "status": response_code, "detail": "HTTP %d" % response_code, "body": body}
|
||||||
|
return {"ok": true, "status": response_code, "detail": "", "body": body}
|
||||||
|
|
||||||
|
|
||||||
func _physics_process(_delta: float) -> void:
|
func _physics_process(_delta: float) -> void:
|
||||||
if not is_running:
|
if not is_running:
|
||||||
return
|
return
|
||||||
@@ -176,7 +421,8 @@ func _on_peer_disconnected(peer_id: int) -> void:
|
|||||||
|
|
||||||
|
|
||||||
# ---------------------------------------------------------------------------
|
# ---------------------------------------------------------------------------
|
||||||
# Status file for the supervisor's idle reaper
|
# Status file for the supervisor's idle reaper + readiness wait
|
||||||
|
# (world_persistence_impl.md §7.4 / game_servers.py's _await_ready)
|
||||||
# ---------------------------------------------------------------------------
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
func _write_status() -> void:
|
func _write_status() -> void:
|
||||||
@@ -190,5 +436,12 @@ func _write_status() -> void:
|
|||||||
"players": players.size(),
|
"players": players.size(),
|
||||||
"tick": tick,
|
"tick": tick,
|
||||||
"updated": Time.get_unix_time_from_system(),
|
"updated": Time.get_unix_time_from_system(),
|
||||||
|
# game_servers.py's _await_ready() polls for this -- only ever
|
||||||
|
# written true, and only once content has been decided (loaded
|
||||||
|
# or fallen back) AND create_server() has already succeeded.
|
||||||
|
"ready": is_running,
|
||||||
|
"content": _content_status,
|
||||||
|
"chunks_loaded": _chunks_loaded,
|
||||||
|
"collision_shapes": _collision_shapes_built,
|
||||||
}))
|
}))
|
||||||
f.close()
|
f.close()
|
||||||
|
|||||||
@@ -0,0 +1,132 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Proves the client-side ChunkDataDecoder decodes the backend's exact golden
|
||||||
|
## fixture files (backend/tests/fixtures/chunks/*.bin) with byte-identical
|
||||||
|
## logical values -- the actual cross-language contract this whole
|
||||||
|
## persistence system depends on. Also regression-covers the float32
|
||||||
|
## int<->float numeric-cast bug (fixed alongside this test): `bits as float`
|
||||||
|
## silently corrupted every non-integer value (1.5 decoded as 1069547520.0).
|
||||||
|
##
|
||||||
|
## Run: ~/godot/godot --headless --script res://scripts/smoke_test_chunk_codec_interop.gd
|
||||||
|
|
||||||
|
const FIXTURES_DIR := "res://backend/tests/fixtures/chunks/"
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _check(label: String, cond: bool) -> void:
|
||||||
|
if cond:
|
||||||
|
passed += 1
|
||||||
|
print(" PASS: ", label)
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" FAIL: ", label)
|
||||||
|
|
||||||
|
|
||||||
|
func _init() -> void:
|
||||||
|
_test_float32_roundtrip()
|
||||||
|
_test_empty_chunk_fixture()
|
||||||
|
_test_simple_tile_chunk_fixture()
|
||||||
|
_test_chunk_with_objects_fixture()
|
||||||
|
_test_nonzero_bounds_roundtrip()
|
||||||
|
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
|
|
||||||
|
|
||||||
|
func _test_nonzero_bounds_roundtrip() -> void:
|
||||||
|
print("--- client-local encode_binary/decode_binary round-trip, nonzero bounds position ---")
|
||||||
|
# Regression for a real bug: _build_metadata_section used to write raw
|
||||||
|
# `bounds.size` into the wire's 2nd float triple, but the wire format
|
||||||
|
# (and _parse_metadata_section) treats that triple as max_pos, deriving
|
||||||
|
# size = max - min. AABB(Vector3.ZERO, size) masks this (size == max
|
||||||
|
# when position is 0), so this specifically uses a real, nonzero chunk
|
||||||
|
# position -- e.g. the chunk at coord (3,-1,0), matching the backend
|
||||||
|
# golden fixture's own bounds.position (96,-32,0) -- to catch it for real.
|
||||||
|
var payload := ChunkDataDecoder.ChunkPayload.new()
|
||||||
|
payload.world_id = "1"
|
||||||
|
payload.room_id = "main"
|
||||||
|
payload.coord = Vector3i(3, -1, 0)
|
||||||
|
payload.bounds = AABB(Vector3(96.0, -32.0, 0.0), Vector3(32.0, 32.0, 1.0))
|
||||||
|
|
||||||
|
var encoded := ChunkDataDecoder.encode_binary(payload)
|
||||||
|
var decoded: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(encoded)
|
||||||
|
_check("decoded without error", decoded != null)
|
||||||
|
if decoded == null:
|
||||||
|
return
|
||||||
|
_check("bounds.position survives round-trip (96,-32,0)", decoded.bounds.position.is_equal_approx(Vector3(96.0, -32.0, 0.0)))
|
||||||
|
_check("bounds.size survives round-trip (32,32,1) -- the actual regression check", decoded.bounds.size.is_equal_approx(Vector3(32.0, 32.0, 1.0)))
|
||||||
|
|
||||||
|
|
||||||
|
func _read_fixture(name: String) -> PackedByteArray:
|
||||||
|
var f := FileAccess.open(FIXTURES_DIR + name, FileAccess.READ)
|
||||||
|
if f == null:
|
||||||
|
push_error("Could not open fixture: " + name)
|
||||||
|
return PackedByteArray()
|
||||||
|
return f.get_buffer(f.get_length())
|
||||||
|
|
||||||
|
|
||||||
|
func _test_float32_roundtrip() -> void:
|
||||||
|
print("--- float32 bitcast regression (the actual bug this fix addresses) ---")
|
||||||
|
for val in [1.5, -110.25, 0.5, 3.14159, -0.001, 0.0, 100.0]:
|
||||||
|
var encoded: PackedByteArray = ChunkDataDecoder._write_float32(val)
|
||||||
|
var decoded: float = ChunkDataDecoder._read_float32(encoded, 0)
|
||||||
|
_check("float32 round-trip for %s (got %s)" % [val, decoded], is_equal_approx(decoded, val))
|
||||||
|
# The specific regression case: 1.5 must NOT decode as 1069547520.0
|
||||||
|
# (the old `bits as float` numeric-cast bug's actual observed output).
|
||||||
|
var bad_encoded := ChunkDataDecoder._write_float32(1.5)
|
||||||
|
var bad_decoded: float = ChunkDataDecoder._read_float32(bad_encoded, 0)
|
||||||
|
_check("1.5 does not decode as the old numeric-cast bug's 1069547520.0", not is_equal_approx(bad_decoded, 1069547520.0))
|
||||||
|
|
||||||
|
|
||||||
|
func _test_empty_chunk_fixture() -> void:
|
||||||
|
print("--- backend golden fixture: empty_chunk.bin ---")
|
||||||
|
var data := _read_fixture("empty_chunk.bin")
|
||||||
|
_check("fixture file read (non-empty)", data.size() > 0)
|
||||||
|
var payload: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(data)
|
||||||
|
_check("decoded without error", payload != null)
|
||||||
|
if payload == null:
|
||||||
|
return
|
||||||
|
_check("world_id matches backend fixture (7)", payload.world_id == "7")
|
||||||
|
_check("no tile layers", payload.tile_layers.is_empty())
|
||||||
|
_check("no objects", payload.objects.is_empty())
|
||||||
|
_check("revision matches backend fixture (1)", payload.revision == 1)
|
||||||
|
|
||||||
|
|
||||||
|
func _test_simple_tile_chunk_fixture() -> void:
|
||||||
|
print("--- backend golden fixture: simple_tile_chunk.bin ---")
|
||||||
|
var data := _read_fixture("simple_tile_chunk.bin")
|
||||||
|
var payload: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(data)
|
||||||
|
_check("decoded without error", payload != null)
|
||||||
|
if payload == null:
|
||||||
|
return
|
||||||
|
_check("world_id matches (12)", payload.world_id == "12")
|
||||||
|
_check("coord matches (3,-1,0)", payload.coord == Vector3i(3, -1, 0))
|
||||||
|
_check("bounds.position matches (96.0,-32.0,0.0) -- non-trivial floats", payload.bounds.position.is_equal_approx(Vector3(96.0, -32.0, 0.0)))
|
||||||
|
_check("bounds.size matches (32.0,32.0,1.0)", payload.bounds.size.is_equal_approx(Vector3(32.0, 32.0, 1.0)))
|
||||||
|
_check("one tile layer parsed", payload.tile_layers.size() == 1)
|
||||||
|
if payload.tile_layers.size() == 1:
|
||||||
|
var layer: ChunkDataDecoder.TileLayerData = payload.tile_layers[0]
|
||||||
|
_check("tile layer dims 4x4x1", layer.width == 4 and layer.height == 4 and layer.depth == 1)
|
||||||
|
_check("tile data matches backend fixture", layer.tiles == PackedInt32Array([0, 1, 1, 0, 1, 2, 2, 1, 1, 2, 2, 1, 0, 1, 1, 0]))
|
||||||
|
_check("revision matches (2)", payload.revision == 2)
|
||||||
|
|
||||||
|
|
||||||
|
func _test_chunk_with_objects_fixture() -> void:
|
||||||
|
print("--- backend golden fixture: chunk_with_objects.bin (real non-integer floats) ---")
|
||||||
|
var data := _read_fixture("chunk_with_objects.bin")
|
||||||
|
var payload: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(data)
|
||||||
|
_check("decoded without error", payload != null)
|
||||||
|
if payload == null:
|
||||||
|
return
|
||||||
|
_check("one object parsed", payload.objects.size() >= 1)
|
||||||
|
if payload.objects.is_empty():
|
||||||
|
return
|
||||||
|
var obj: ChunkDataDecoder.WorldObjectData = payload.objects[0]
|
||||||
|
_check("object id matches (obj_0001)", obj.id == "obj_0001")
|
||||||
|
_check("object asset_id matches (props/chest)", obj.asset_id == "props/chest")
|
||||||
|
# The core regression check: these are exactly the kind of non-integer
|
||||||
|
# values that decoded as garbage under the old `bits as float` bug.
|
||||||
|
_check("object position.x matches 101.5 exactly (was the corrupted value)", is_equal_approx(obj.position.x, 101.5))
|
||||||
|
_check("object position.y matches -110.25 exactly (was the corrupted value)", is_equal_approx(obj.position.y, -110.25))
|
||||||
|
_check("object position.z matches 0.5 exactly (was the corrupted value)", is_equal_approx(obj.position.z, 0.5))
|
||||||
@@ -0,0 +1,189 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Real integration test for HttpChunkSource against a live backend.
|
||||||
|
##
|
||||||
|
## Covers docs/architecture/world_persistence_impl.md D6/§8.4: the client
|
||||||
|
## streams chunks over HTTP through the same ChunkStreamManager.set_server_rpc()
|
||||||
|
## seam a fake/ENet source would use. This proves the adapter actually
|
||||||
|
## satisfies that seam end-to-end -- a real PUT'd chunk decodes into a real
|
||||||
|
## ChunkScene with real tile layers + objects, an unwritten coordinate
|
||||||
|
## "renders empty" instead of erroring, and a second fetch of an unchanged
|
||||||
|
## chunk round-trips through the 304/ETag cache path without failing.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_http_chunk_source.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).
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var api := root.get_node("ApiClient")
|
||||||
|
|
||||||
|
randomize()
|
||||||
|
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
|
||||||
|
var username := "httpchunk_%d" % unique_id
|
||||||
|
var email := "httpchunk_%d@test.example.com" % unique_id
|
||||||
|
var reg: Dictionary = await api.register(username, email, "SmokeTest123!", "1990-01-01")
|
||||||
|
if not _check("setup: register succeeded", reg.ok):
|
||||||
|
print(" detail: ", reg.detail)
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
var world_body := JSON.stringify({
|
||||||
|
"name": "HttpChunkSource Smoke World %d" % unique_id,
|
||||||
|
"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
|
||||||
|
var world_id: int = (world_result.data as Dictionary)["id"]
|
||||||
|
|
||||||
|
# Seed a real chunk at (0,0,0): one solid tile + one static object, built
|
||||||
|
# with the same client-side codec HttpChunkSource's decode path uses on
|
||||||
|
# the way back in (round-tripping through the real backend, not a mock).
|
||||||
|
var chunk_payload := _build_test_chunk(world_id)
|
||||||
|
var encoded := ChunkDataDecoder.encode_binary(chunk_payload)
|
||||||
|
# ApiClient.request() only takes a String body, which can't carry
|
||||||
|
# arbitrary binary safely -- PUT with a dedicated HTTPRequest instead
|
||||||
|
# (request_raw takes a real PackedByteArray), matching what the real
|
||||||
|
# backend test suite sends.
|
||||||
|
var put_result: Dictionary = await _put_binary(api, world_id, encoded)
|
||||||
|
if not _check("setup: chunk PUT succeeded", put_result.ok):
|
||||||
|
print(" detail: ", put_result.detail)
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# Build the real ChunkStreamManager + HttpChunkSource pair and wire them
|
||||||
|
# exactly as real gameplay code would.
|
||||||
|
var manager := ChunkStreamManager.new()
|
||||||
|
root.add_child(manager)
|
||||||
|
var source := HttpChunkSource.new()
|
||||||
|
source.world_id = str(world_id)
|
||||||
|
source.room_slug = "main"
|
||||||
|
source.stream_manager = manager
|
||||||
|
manager.add_child(source)
|
||||||
|
manager.set_server_rpc(source)
|
||||||
|
|
||||||
|
# 1. A written coordinate decodes into a real ChunkScene.
|
||||||
|
manager._load_chunk(Vector3i(0, 0, 0))
|
||||||
|
var chunk_scene: Node = await _wait_for_chunk(manager, Vector3i(0, 0, 0))
|
||||||
|
_check("written chunk (0,0,0) loaded via HttpChunkSource", chunk_scene != null)
|
||||||
|
if chunk_scene != null:
|
||||||
|
_check("loaded chunk has 1 tile layer", chunk_scene.tile_layers.size() == 1)
|
||||||
|
_check("loaded chunk tile layer has the expected solid tile",
|
||||||
|
chunk_scene.tile_layers[0].tiles[0] == 1)
|
||||||
|
_check("loaded chunk has 1 world object", chunk_scene.world_objects.size() == 1)
|
||||||
|
|
||||||
|
# 2. An unwritten coordinate renders empty, not an error.
|
||||||
|
manager._load_chunk(Vector3i(9, 9, 0))
|
||||||
|
var empty_scene: Node = await _wait_for_chunk(manager, Vector3i(9, 9, 0))
|
||||||
|
_check("unwritten chunk (9,9,0) still resolves (renders empty)", empty_scene != null)
|
||||||
|
if empty_scene != null:
|
||||||
|
_check("unwritten chunk has no tile layers", empty_scene.tile_layers.is_empty())
|
||||||
|
|
||||||
|
# 3. Re-fetching the same written chunk exercises the ETag/304 path
|
||||||
|
# (can't observe the wire status code directly here, but a stale cache
|
||||||
|
# entry or a broken conditional-request path would either error or
|
||||||
|
# silently return corrupt/empty data -- this proves it doesn't).
|
||||||
|
manager.force_reload_chunk(Vector3i(0, 0, 0))
|
||||||
|
var refetched: Node = await _wait_for_chunk(manager, Vector3i(0, 0, 0))
|
||||||
|
_check("re-fetch of unchanged chunk (0,0,0) round-trips via cache/304 path", refetched != null)
|
||||||
|
if refetched != null:
|
||||||
|
_check("re-fetched chunk still has 1 tile layer", refetched.tile_layers.size() == 1)
|
||||||
|
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
|
||||||
|
func _build_test_chunk(world_id: int) -> ChunkDataDecoder.ChunkPayload:
|
||||||
|
var layer := ChunkDataDecoder.TileLayerData.new()
|
||||||
|
layer.name = "ground"
|
||||||
|
layer.layer_id = 0
|
||||||
|
layer.width = 32
|
||||||
|
layer.height = 32
|
||||||
|
layer.depth = 1
|
||||||
|
var empty_def := TileDef.new(0, "", false, 0, 1)
|
||||||
|
var solid_def := TileDef.new(1, "tiles/stone", true, 0, 1)
|
||||||
|
layer.palette = [empty_def, solid_def]
|
||||||
|
var tiles := PackedInt32Array()
|
||||||
|
tiles.resize(32 * 32 * 1)
|
||||||
|
tiles[0] = 1 # (x=0, y=0, z=0) solid
|
||||||
|
layer.tiles = tiles
|
||||||
|
|
||||||
|
var obj := ChunkDataDecoder.WorldObjectData.new()
|
||||||
|
obj.id = "obj_1"
|
||||||
|
obj.type = "prop"
|
||||||
|
obj.asset_id = "props/rock"
|
||||||
|
obj.position = Vector3(1.0, 1.0, 0.0)
|
||||||
|
obj.properties = {"tag": "smoke"}
|
||||||
|
|
||||||
|
var payload := ChunkDataDecoder.ChunkPayload.new()
|
||||||
|
payload.world_id = str(world_id)
|
||||||
|
payload.room_id = "main"
|
||||||
|
payload.coord = Vector3i(0, 0, 0)
|
||||||
|
payload.bounds = AABB(Vector3.ZERO, Vector3(32, 32, 1))
|
||||||
|
payload.tile_layers = [layer]
|
||||||
|
payload.objects = [obj]
|
||||||
|
payload.revision = 1
|
||||||
|
payload.author = "smoke_test"
|
||||||
|
payload.created_at = 1700000000
|
||||||
|
payload.updated_at = 1700000000
|
||||||
|
return payload
|
||||||
|
|
||||||
|
|
||||||
|
func _put_binary(api: Object, world_id: int, bytes: PackedByteArray) -> Dictionary:
|
||||||
|
var http := HTTPRequest.new()
|
||||||
|
root.add_child(http)
|
||||||
|
var bearer: String = api.bearer_token
|
||||||
|
var headers := PackedStringArray([
|
||||||
|
"Content-Type: application/octet-stream",
|
||||||
|
"X-Base-Revision: 0",
|
||||||
|
"Authorization: " + bearer,
|
||||||
|
])
|
||||||
|
var base: String = api.base_url
|
||||||
|
var url := base + "/api/worlds/%d/rooms/main/chunks/0/0/0" % world_id
|
||||||
|
var err := http.request_raw(url, headers, HTTPClient.METHOD_PUT, bytes)
|
||||||
|
if err != OK:
|
||||||
|
http.queue_free()
|
||||||
|
return {"ok": false, "detail": "request_raw failed (%d)" % err}
|
||||||
|
var args: Array = await http.request_completed
|
||||||
|
var response_code: int = args[1]
|
||||||
|
var body: PackedByteArray = args[3]
|
||||||
|
http.queue_free()
|
||||||
|
return {"ok": response_code >= 200 and response_code < 300, "status": response_code, "detail": body.get_string_from_utf8()}
|
||||||
|
|
||||||
|
|
||||||
|
func _wait_for_chunk(manager: ChunkStreamManager, coord: Vector3i, max_frames: int = 120) -> Node:
|
||||||
|
for i in max_frames:
|
||||||
|
await process_frame
|
||||||
|
if manager.is_chunk_loaded(coord):
|
||||||
|
return manager.get_loaded_chunk(coord)
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
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)
|
||||||
@@ -0,0 +1,462 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Smoke test for the ScriptBehavior DSL + ScriptInterpreterNode.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_script_behavior.gd
|
||||||
|
##
|
||||||
|
## Covers, in order:
|
||||||
|
## 1. Parsing/validation: a well-formed behavior parses cleanly; malformed
|
||||||
|
## or unsafe rules (unknown verb, unknown trigger, non-scalar
|
||||||
|
## arguments meant to smuggle something unsafe, unknown condition
|
||||||
|
## type/op) are rejected at parse time and never make it into
|
||||||
|
## `rules` -- never partially applied.
|
||||||
|
## 2. A behavior mixing one bad rule with one good rule in the same file:
|
||||||
|
## the good rule still parses and still executes; the bad rule is
|
||||||
|
## dropped, not silently run.
|
||||||
|
## 3. The real demo wired into scenes/worlds/test_level.tscn
|
||||||
|
## ("ScriptedChest"): loading scenes/game.tscn actually gets a
|
||||||
|
## ScriptInterpreterNode with the demo behavior loaded, a Player with
|
||||||
|
## a real Inventory, and pressing the real "interact" action while in
|
||||||
|
## range actually runs give_item / play_sound / rotate -- proven by
|
||||||
|
## observing the Inventory's item count change and the interpreter's
|
||||||
|
## verb_executed signal, not by calling private methods directly.
|
||||||
|
|
||||||
|
const ScriptBehaviorClass := preload("res://scripts/scripting/script_behavior.gd")
|
||||||
|
const ScriptInterpreterNodeClass := preload("res://scripts/scripting/script_interpreter.gd")
|
||||||
|
const PlayerInventoryClass := preload("res://scripts/scripting/player_inventory.gd")
|
||||||
|
const DynamicObjectNodeClass := preload("res://scripts/dynamic_object_node.gd")
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
_test_valid_behavior_parses()
|
||||||
|
_test_malformed_rules_are_rejected()
|
||||||
|
_test_mixed_good_and_bad_rules()
|
||||||
|
await _test_on_timer_trigger()
|
||||||
|
_test_condition_gating()
|
||||||
|
await _test_remaining_verbs()
|
||||||
|
await _test_wired_demo_in_game_scene()
|
||||||
|
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# 1. A well-formed behavior parses cleanly.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _test_valid_behavior_parses() -> void:
|
||||||
|
print("--- valid behavior parses cleanly ---")
|
||||||
|
var data := {
|
||||||
|
"rules": [
|
||||||
|
{
|
||||||
|
"trigger": {"type": "on_interact"},
|
||||||
|
"conditions": [],
|
||||||
|
"actions": [
|
||||||
|
{"verb": "give_item", "item_id": "gold_coin", "count": 3},
|
||||||
|
{"verb": "play_sound", "sound_id": "chime"},
|
||||||
|
],
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||||
|
_check("valid behavior has exactly one rule", behavior.rules.size() == 1)
|
||||||
|
_check("valid behavior has no rejected rules", behavior.rejected_rules.is_empty())
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# 2. Malformed / unsafe rules never make it into `rules`.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _test_malformed_rules_are_rejected() -> void:
|
||||||
|
print("--- malformed/unsafe rules are safely rejected, not executed ---")
|
||||||
|
|
||||||
|
# Unknown verb -- e.g. an attempt to invoke something outside the
|
||||||
|
# whitelist entirely.
|
||||||
|
_expect_rejected("unknown verb", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "os_execute", "command": "rm -rf /"}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# Unknown trigger type.
|
||||||
|
_expect_rejected("unknown trigger type", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_explode"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# on_timer with a missing/invalid interval.
|
||||||
|
_expect_rejected("on_timer missing interval", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_timer"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# Attempt to smuggle a non-scalar (a nested object, the shape an
|
||||||
|
# engine-reaching payload would need) as an item_id.
|
||||||
|
_expect_rejected("non-scalar item_id", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": {"call": "OS.execute"}, "count": 1}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# Negative/absurd count.
|
||||||
|
_expect_rejected("out-of-range count", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "x", "count": -5}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# Invalid target (not "self"/"player").
|
||||||
|
_expect_rejected("invalid move target", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "move", "target": "world_root", "offset": [0, 1, 0]}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# Unknown condition type/op.
|
||||||
|
_expect_rejected("unknown condition type", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_interact"},
|
||||||
|
"conditions": [{"type": "player_health", "op": "==", "value": 100}],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
_expect_rejected("unknown condition op", {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_interact"},
|
||||||
|
"conditions": [{"type": "item_count", "item_id": "x", "op": "~=", "value": 1}],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
|
||||||
|
}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# Missing actions entirely.
|
||||||
|
_expect_rejected("empty actions array", {
|
||||||
|
"rules": [{"trigger": {"type": "on_interact"}, "conditions": [], "actions": []}]
|
||||||
|
})
|
||||||
|
|
||||||
|
# No "rules" key at all.
|
||||||
|
_expect_rejected("missing top-level rules key", {"not_rules": []})
|
||||||
|
|
||||||
|
|
||||||
|
func _expect_rejected(label: String, data: Dictionary) -> void:
|
||||||
|
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||||
|
_check("%s -> zero rules parsed" % label, behavior.rules.is_empty())
|
||||||
|
_check("%s -> rejection reason recorded" % label, not behavior.rejected_rules.is_empty())
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# 2b. A bad rule alongside a good rule in the SAME behavior: the good one
|
||||||
|
# still parses and still runs; the bad one is dropped, not run "best
|
||||||
|
# effort" and not blocking the good rule either.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _test_mixed_good_and_bad_rules() -> void:
|
||||||
|
print("--- one bad rule does not block or corrupt a sibling good rule ---")
|
||||||
|
var data := {
|
||||||
|
"rules": [
|
||||||
|
{
|
||||||
|
# Bad: unknown verb, should be dropped silently.
|
||||||
|
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "eval", "code": "OS.execute('id', [])"}],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
# Good: should parse and, when fired, actually run.
|
||||||
|
"trigger": {"type": "on_interact"}, "conditions": [],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "mixed_test_item", "count": 2}],
|
||||||
|
},
|
||||||
|
]
|
||||||
|
}
|
||||||
|
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||||
|
_check("mixed behavior kept only the good rule", behavior.rules.size() == 1)
|
||||||
|
_check("mixed behavior recorded the bad rule's rejection", not behavior.rejected_rules.is_empty())
|
||||||
|
|
||||||
|
var interpreter := ScriptInterpreterNodeClass.new()
|
||||||
|
interpreter.set_behavior(behavior)
|
||||||
|
root.add_child(interpreter)
|
||||||
|
|
||||||
|
var fake_player := Node3D.new()
|
||||||
|
fake_player.name = "FakePlayer"
|
||||||
|
var inv := PlayerInventoryClass.new()
|
||||||
|
inv.name = "Inventory"
|
||||||
|
fake_player.add_child(inv)
|
||||||
|
root.add_child(fake_player)
|
||||||
|
|
||||||
|
interpreter.fire("on_interact", fake_player)
|
||||||
|
_check("the surviving good rule actually executed", inv.get_count("mixed_test_item") == 2)
|
||||||
|
|
||||||
|
interpreter.queue_free()
|
||||||
|
fake_player.queue_free()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# 3b. on_timer actually fires on its own, with no player/interact/touch
|
||||||
|
# involved at all -- driven purely by a real Timer node ticking down.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _test_on_timer_trigger() -> void:
|
||||||
|
print("--- on_timer fires repeatedly on its own ---")
|
||||||
|
var data := {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_timer", "interval": 0.05},
|
||||||
|
"conditions": [],
|
||||||
|
"actions": [{"verb": "set_timer", "name": "ticked", "seconds": 60}],
|
||||||
|
}]
|
||||||
|
}
|
||||||
|
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||||
|
_check("on_timer behavior parsed", behavior.rules.size() == 1)
|
||||||
|
|
||||||
|
var interpreter := ScriptInterpreterNodeClass.new()
|
||||||
|
interpreter.set_behavior(behavior)
|
||||||
|
root.add_child(interpreter)
|
||||||
|
|
||||||
|
# A plain int captured by a lambda is captured by value in GDScript
|
||||||
|
# closures (the outer variable never sees the mutation) -- an Array's
|
||||||
|
# *reference* is what gets captured, so appends are visible outside.
|
||||||
|
var fire_log: Array = []
|
||||||
|
interpreter.verb_executed.connect(func(_verb, _args): fire_log.append(true))
|
||||||
|
|
||||||
|
for i in 30:
|
||||||
|
await physics_frame
|
||||||
|
|
||||||
|
_check("on_timer fired at least once with no trigger source but time",
|
||||||
|
fire_log.size() >= 1)
|
||||||
|
|
||||||
|
interpreter.queue_free()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# 4. Conditions actually gate execution (not just parse).
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _test_condition_gating() -> void:
|
||||||
|
print("--- conditions gate whether an action runs ---")
|
||||||
|
var data := {
|
||||||
|
"rules": [{
|
||||||
|
"trigger": {"type": "on_interact"},
|
||||||
|
"conditions": [{"type": "item_count", "item_id": "key", "op": ">=", "value": 1}],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "treasure", "count": 1}],
|
||||||
|
}]
|
||||||
|
}
|
||||||
|
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||||
|
_check("conditioned behavior parsed", behavior.rules.size() == 1)
|
||||||
|
|
||||||
|
var interpreter := ScriptInterpreterNodeClass.new()
|
||||||
|
interpreter.set_behavior(behavior)
|
||||||
|
root.add_child(interpreter)
|
||||||
|
|
||||||
|
var fake_player := Node3D.new()
|
||||||
|
var inv := PlayerInventoryClass.new()
|
||||||
|
inv.name = "Inventory"
|
||||||
|
fake_player.add_child(inv)
|
||||||
|
root.add_child(fake_player)
|
||||||
|
|
||||||
|
interpreter.fire("on_interact", fake_player)
|
||||||
|
_check("condition not met -> action did not run", inv.get_count("treasure") == 0)
|
||||||
|
|
||||||
|
inv.give_item("key", 1)
|
||||||
|
interpreter.fire("on_interact", fake_player)
|
||||||
|
_check("condition met -> action ran", inv.get_count("treasure") == 1)
|
||||||
|
|
||||||
|
interpreter.queue_free()
|
||||||
|
fake_player.queue_free()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# 2c. The remaining three verbs (move, spawn_from_catalog, set_timer) plus
|
||||||
|
# the timer_active condition -- not exercised by the wired chest demo
|
||||||
|
# (which only needs give_item/play_sound/rotate), so each gets a direct
|
||||||
|
# check here that it actually does something real.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _test_remaining_verbs() -> void:
|
||||||
|
print("--- move / spawn_from_catalog / set_timer + timer_active condition ---")
|
||||||
|
var data := {
|
||||||
|
"rules": [
|
||||||
|
{
|
||||||
|
# Only grants the item while the "cooldown" timer is NOT
|
||||||
|
# active -- proves timer_active is actually read back.
|
||||||
|
"trigger": {"type": "on_interact"},
|
||||||
|
"conditions": [{"type": "timer_active", "name": "cooldown", "op": "==", "value": false}],
|
||||||
|
"actions": [{"verb": "give_item", "item_id": "cooldown_test_item", "count": 1}],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"trigger": {"type": "on_interact"},
|
||||||
|
"conditions": [],
|
||||||
|
"actions": [
|
||||||
|
{"verb": "set_timer", "name": "cooldown", "seconds": 10},
|
||||||
|
{"verb": "move", "target": "self", "offset": [0, 0, -2], "duration": 0.2},
|
||||||
|
{"verb": "spawn_from_catalog", "catalog_id": "small_crate", "position": [5, 0, 5]},
|
||||||
|
],
|
||||||
|
},
|
||||||
|
]
|
||||||
|
}
|
||||||
|
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
|
||||||
|
_check("remaining-verbs behavior parsed with no rejections", behavior.rejected_rules.is_empty())
|
||||||
|
|
||||||
|
var interpreter := ScriptInterpreterNodeClass.new()
|
||||||
|
interpreter.set_behavior(behavior)
|
||||||
|
root.add_child(interpreter)
|
||||||
|
var start_position: Vector3 = interpreter.position
|
||||||
|
|
||||||
|
var fake_player := Node3D.new()
|
||||||
|
var inv := PlayerInventoryClass.new()
|
||||||
|
inv.name = "Inventory"
|
||||||
|
fake_player.add_child(inv)
|
||||||
|
root.add_child(fake_player)
|
||||||
|
|
||||||
|
# First trigger: cooldown isn't active yet -> item granted, then the
|
||||||
|
# second rule starts the cooldown timer and moves/spawns.
|
||||||
|
interpreter.fire("on_interact", fake_player)
|
||||||
|
_check("give_item ran while timer_active was false",
|
||||||
|
inv.get_count("cooldown_test_item") == 1)
|
||||||
|
|
||||||
|
# Second trigger, same frame: set_timer's effect must already be
|
||||||
|
# visible to a condition evaluated afterward -- this is the whole
|
||||||
|
# point of the timer_active/timer_remaining state store existing.
|
||||||
|
interpreter.fire("on_interact", fake_player)
|
||||||
|
_check("give_item did NOT run again once the cooldown timer was active",
|
||||||
|
inv.get_count("cooldown_test_item") == 1)
|
||||||
|
|
||||||
|
# move() animates over a real Tween, not a teleport -- wait it out.
|
||||||
|
for i in 20:
|
||||||
|
await physics_frame
|
||||||
|
var moved: Vector3 = interpreter.position
|
||||||
|
_check("move actually relocated the object (not instantly, via a Tween)",
|
||||||
|
moved.distance_to(start_position + Vector3(0, 0, -2)) < 0.05)
|
||||||
|
|
||||||
|
# spawn_from_catalog should have added a real DynamicObjectNode sibling.
|
||||||
|
var spawned: Node = null
|
||||||
|
for child in root.get_children():
|
||||||
|
if child is DynamicObjectNodeClass and (child as Node).name.begins_with("spawned_"):
|
||||||
|
spawned = child
|
||||||
|
_check("spawn_from_catalog actually added a DynamicObjectNode to the tree", spawned != null)
|
||||||
|
if spawned != null:
|
||||||
|
var dyn := spawned as DynamicObjectNodeClass
|
||||||
|
_check("spawned object resolved asset_id via the trusted catalog (not the raw data)",
|
||||||
|
dyn.world_object != null and dyn.world_object.asset_id == "props/crate_small.glb")
|
||||||
|
_check("spawned object placed at the requested position",
|
||||||
|
dyn.position.distance_to(Vector3(5, 0, 5)) < 0.01)
|
||||||
|
spawned.queue_free()
|
||||||
|
|
||||||
|
interpreter.queue_free()
|
||||||
|
fake_player.queue_free()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# 3. The real demo wired into the actual playable scene.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _test_wired_demo_in_game_scene() -> void:
|
||||||
|
print("--- real demo: ScriptedChest in scenes/worlds/test_level.tscn via scenes/game.tscn ---")
|
||||||
|
|
||||||
|
var packed: PackedScene = load("res://scenes/game.tscn")
|
||||||
|
var result := change_scene_to_packed(packed)
|
||||||
|
if not _check("game scene loaded", result == OK):
|
||||||
|
return
|
||||||
|
await scene_changed
|
||||||
|
|
||||||
|
var game: Node3D = current_scene as Node3D
|
||||||
|
var player: Node = game.get_node_or_null("Player")
|
||||||
|
if not _check("Player exists in loaded scene", player is CharacterBody3D):
|
||||||
|
return
|
||||||
|
|
||||||
|
var inventory: Node = player.get_node_or_null("Inventory")
|
||||||
|
if not _check("Player has a real Inventory node", inventory is PlayerInventoryClass):
|
||||||
|
return
|
||||||
|
|
||||||
|
var chest: Node = game.get_node_or_null("Level/ScriptedChest")
|
||||||
|
if not _check("ScriptedChest exists in the level", chest != null):
|
||||||
|
return
|
||||||
|
if not _check("ScriptedChest has the ScriptInterpreterNode script", chest is ScriptInterpreterNodeClass):
|
||||||
|
return
|
||||||
|
|
||||||
|
var interpreter: ScriptInterpreterNodeClass = chest as ScriptInterpreterNodeClass
|
||||||
|
# Let _ready() load the behavior and build its Area3D/timers.
|
||||||
|
await process_frame
|
||||||
|
_check("ScriptedChest's behavior loaded from disk", interpreter.behavior != null)
|
||||||
|
if interpreter.behavior != null:
|
||||||
|
_check("demo_chest.json parsed with no rejected rules",
|
||||||
|
interpreter.behavior.rejected_rules.is_empty())
|
||||||
|
|
||||||
|
var executed_verbs: Array[String] = []
|
||||||
|
interpreter.verb_executed.connect(func(verb, _args): executed_verbs.append(verb))
|
||||||
|
|
||||||
|
# Let physics settle: the player falls onto the ground and the
|
||||||
|
# ScriptedChest's trigger Area3D needs a few physics frames to notice
|
||||||
|
# the overlap before the interact key check has anyone "in range".
|
||||||
|
for i in 60:
|
||||||
|
await physics_frame
|
||||||
|
|
||||||
|
var before_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
|
||||||
|
var before_rot_y: float = interpreter.rotation_degrees.y
|
||||||
|
|
||||||
|
# A real input event, exactly like a player pressing E -- not a direct
|
||||||
|
# call into the interpreter's action methods.
|
||||||
|
var interact_event := InputEventKey.new()
|
||||||
|
interact_event.keycode = KEY_E
|
||||||
|
interact_event.physical_keycode = KEY_E
|
||||||
|
interact_event.pressed = true
|
||||||
|
Input.parse_input_event(interact_event)
|
||||||
|
|
||||||
|
for i in 10:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var after_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
|
||||||
|
_check("pressing 'interact' near the chest granted gold_coin via give_item",
|
||||||
|
after_count == before_count + 3)
|
||||||
|
_check("give_item actually executed (verb_executed signal)", executed_verbs.has("give_item"))
|
||||||
|
_check("play_sound actually executed (verb_executed signal)", executed_verbs.has("play_sound"))
|
||||||
|
_check("rotate actually executed (verb_executed signal)", executed_verbs.has("rotate"))
|
||||||
|
|
||||||
|
# rotate animates over 0.4s via a real Tween -- wait it out, then check
|
||||||
|
# the chest's rotation actually changed (not teleported instantly, but
|
||||||
|
# not stuck at the start either).
|
||||||
|
for i in 40:
|
||||||
|
await physics_frame
|
||||||
|
var after_rot_y: float = interpreter.rotation_degrees.y
|
||||||
|
_check("rotate actually moved the chest's rotation",
|
||||||
|
absf(wrapf(after_rot_y - before_rot_y - 90.0, -180.0, 180.0)) < 1.0)
|
||||||
|
|
||||||
|
# Pressing interact again with the player out of a fresh area-entry
|
||||||
|
# state should still work (rule has no conditions/limits) -- give_item
|
||||||
|
# is cumulative, proving repeated real triggers keep working.
|
||||||
|
var interact_event2 := InputEventKey.new()
|
||||||
|
interact_event2.keycode = KEY_E
|
||||||
|
interact_event2.physical_keycode = KEY_E
|
||||||
|
interact_event2.pressed = true
|
||||||
|
Input.parse_input_event(interact_event2)
|
||||||
|
for i in 10:
|
||||||
|
await process_frame
|
||||||
|
var final_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
|
||||||
|
_check("a second real interact press granted gold_coin again",
|
||||||
|
final_count == after_count + 3)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Helpers
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
failed += 1
|
||||||
|
return condition
|
||||||
Reference in New Issue
Block a user