Compare commits
12 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f34a4806ef | |||
| 9f04cef447 | |||
| 4ff74ae823 | |||
| 31f6974c7a | |||
| 7c37a0dc2f | |||
| 4c95ad79e6 | |||
| 65995f30a6 | |||
| fd88cef32f | |||
| eb39e4393d | |||
| 9c086a4b10 | |||
| 186a79a43e | |||
| 8822a03f53 |
@@ -0,0 +1,40 @@
|
||||
{
|
||||
"objects": {
|
||||
"crate_small": {
|
||||
"asset_id": "props/crate_small.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Small Crate",
|
||||
"category": "props"
|
||||
},
|
||||
"rock_01": {
|
||||
"asset_id": "props/rock_01.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Rock",
|
||||
"category": "nature"
|
||||
},
|
||||
"tree_pine_01": {
|
||||
"asset_id": "props/tree_pine_01.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Pine Tree",
|
||||
"category": "nature"
|
||||
},
|
||||
"lamp_post_01": {
|
||||
"asset_id": "props/lamp_post_01.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Lamp Post",
|
||||
"category": "props"
|
||||
},
|
||||
"chest_01": {
|
||||
"asset_id": "props/chest.glb",
|
||||
"type": "interactable",
|
||||
"display_name": "Treasure Chest",
|
||||
"category": "interactables"
|
||||
},
|
||||
"spawn_point": {
|
||||
"asset_id": "",
|
||||
"type": "spawn_point",
|
||||
"display_name": "Spawn Point",
|
||||
"category": "gameplay"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"content_flags": {
|
||||
"violence": "none",
|
||||
"mature": false
|
||||
},
|
||||
"rules": [
|
||||
{
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [],
|
||||
"actions": [
|
||||
{"verb": "give_item", "item_id": "gold_coin", "count": 3},
|
||||
{"verb": "play_sound", "sound_id": "chest_open"},
|
||||
{"verb": "rotate", "target": "self", "degrees": 90, "axis": "y", "duration": 0.4}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
{
|
||||
"templates": {
|
||||
"small_crate": {
|
||||
"asset_id": "props/crate_small.glb",
|
||||
"display_name": "Small Crate"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
"""add presence columns to users
|
||||
|
||||
Revision ID: 0006_add_presence_columns
|
||||
Revises: 0005_add_world_content_tables
|
||||
Create Date: 2026-09-14 00:00:00.000000
|
||||
|
||||
Ported forward from the orphaned agent/dd2a126b57a1 branch (originally
|
||||
2a9b9873244a_add_presence_columns.py, down_revision 0001_initial) and
|
||||
rebased onto the current migration head. See app/services/presence.py /
|
||||
app/routers/presence.py.
|
||||
"""
|
||||
from typing import Sequence, Union
|
||||
|
||||
from alembic import op
|
||||
import sqlalchemy as sa
|
||||
|
||||
# revision identifiers, used by Alembic.
|
||||
revision: str = "0006_add_presence_columns"
|
||||
down_revision: Union[str, None] = "0005_add_world_content_tables"
|
||||
branch_labels: Union[str, Sequence[str], None] = None
|
||||
depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
"""Add last_seen_at and status_message columns to users table."""
|
||||
op.add_column("users", sa.Column("last_seen_at", sa.DateTime(timezone=True), nullable=True))
|
||||
op.add_column("users", sa.Column("status_message", sa.Text(), nullable=True))
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
"""Remove presence columns from users table."""
|
||||
op.drop_column("users", "status_message")
|
||||
op.drop_column("users", "last_seen_at")
|
||||
+2
-1
@@ -6,7 +6,7 @@ from fastapi import FastAPI
|
||||
from fastapi.middleware.cors import CORSMiddleware
|
||||
|
||||
from app.config import settings
|
||||
from app.routers import auth, users, worlds, assets, avatar, world_content, internal
|
||||
from app.routers import auth, users, worlds, assets, avatar, world_content, internal, presence
|
||||
|
||||
|
||||
from app.services.game_servers import supervisor
|
||||
@@ -44,6 +44,7 @@ app.include_router(world_content.router, prefix="/api/worlds", tags=["world-cont
|
||||
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
|
||||
app.include_router(avatar.router, prefix="/api/avatar", tags=["avatar"])
|
||||
app.include_router(internal.router, prefix="/api/internal", tags=["internal"])
|
||||
app.include_router(presence.router, prefix="/api/presence", tags=["presence"])
|
||||
|
||||
|
||||
@app.get("/api/health")
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
from datetime import date
|
||||
from typing import Optional
|
||||
|
||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
|
||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date, Text
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
@@ -20,6 +20,10 @@ class User(Base):
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
# Presence / status (backend/app/services/presence.py, app/routers/presence.py)
|
||||
last_seen_at = Column(DateTime(timezone=True), nullable=True)
|
||||
status_message = Column(Text, nullable=True)
|
||||
|
||||
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
|
||||
refresh_tokens = relationship("RefreshToken", back_populates="user", cascade="all, delete-orphan")
|
||||
worlds = relationship("World", back_populates="owner")
|
||||
|
||||
@@ -0,0 +1,146 @@
|
||||
"""Presence & status router.
|
||||
|
||||
Endpoints:
|
||||
- POST /api/presence/heartbeat -- record a heartbeat (sets Redis TTL key)
|
||||
- GET /api/presence/presence -- query presence for a list of user ids
|
||||
- PATCH /api/presence/status -- update the authenticated user's status message
|
||||
"""
|
||||
|
||||
from datetime import datetime, timezone
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, HTTPException, status, Depends
|
||||
from pydantic import BaseModel, Field, field_validator
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.user import User
|
||||
from app.services.presence import presence_store
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||
|
||||
# ──────────────────────────── Pydantic schemas ────────────────────────────────
|
||||
|
||||
_STATUS_MAX_LEN = 140
|
||||
|
||||
|
||||
class HeartbeatRequest(BaseModel):
|
||||
"""Empty body -- the caller's identity comes from the JWT."""
|
||||
|
||||
|
||||
class PresenceUser(BaseModel):
|
||||
user_id: int
|
||||
is_online: bool
|
||||
last_seen_at: datetime | None
|
||||
status_message: str | None
|
||||
|
||||
|
||||
class PresenceResponse(BaseModel):
|
||||
users: list[PresenceUser]
|
||||
|
||||
|
||||
class StatusUpdate(BaseModel):
|
||||
status_message: str | None = Field(default=None, max_length=_STATUS_MAX_LEN)
|
||||
|
||||
@field_validator("status_message")
|
||||
@classmethod
|
||||
def strip_message(cls, v: str | None) -> str | None:
|
||||
if v is not None:
|
||||
v = v.strip()
|
||||
return v
|
||||
|
||||
|
||||
# ──────────────────────────────── Endpoints ───────────────────────────────────
|
||||
|
||||
|
||||
@router.post("/heartbeat", response_model=dict)
|
||||
async def heartbeat(
|
||||
_req: HeartbeatRequest,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Record a heartbeat for the authenticated user.
|
||||
|
||||
Sets a Redis key with a TTL so the server can derive online/offline
|
||||
status without trusting client claims. Also persists last_seen_at to
|
||||
the database.
|
||||
"""
|
||||
# Update Redis TTL (presence heartbeat)
|
||||
await presence_store.heartbeat(current_user.id)
|
||||
|
||||
# Persist last_seen_at to the database
|
||||
now = datetime.now(timezone.utc)
|
||||
result = await db.execute(select(User).where(User.id == current_user.id))
|
||||
user = result.scalar_one_or_none()
|
||||
if user:
|
||||
user.last_seen_at = now
|
||||
await db.commit()
|
||||
|
||||
return {"status": "ok", "user_id": current_user.id}
|
||||
|
||||
|
||||
@router.get("/presence", response_model=PresenceResponse)
|
||||
async def get_presence(
|
||||
user_ids: str,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Return presence info for a comma-separated list of user ids.
|
||||
|
||||
Online/offline is derived from the Redis heartbeat TTL.
|
||||
last_seen_at and status_message come from the database.
|
||||
"""
|
||||
ids = [int(uid.strip()) for uid in user_ids.split(",") if uid.strip()]
|
||||
if not ids:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_400_BAD_REQUEST,
|
||||
detail="user_ids must contain at least one integer",
|
||||
)
|
||||
|
||||
# Check Redis for online status (single round trip via MGET).
|
||||
online_ids = await presence_store.is_online_batch(ids)
|
||||
|
||||
# Fetch DB records for last_seen_at and status_message
|
||||
result = await db.execute(select(User).where(User.id.in_(ids)))
|
||||
users = {u.id: u for u in result.scalars().all()}
|
||||
|
||||
presence_users = []
|
||||
for uid in ids:
|
||||
user = users.get(uid)
|
||||
if user is None:
|
||||
continue
|
||||
presence_users.append(
|
||||
PresenceUser(
|
||||
user_id=uid,
|
||||
is_online=uid in online_ids,
|
||||
last_seen_at=user.last_seen_at,
|
||||
status_message=user.status_message,
|
||||
)
|
||||
)
|
||||
|
||||
return PresenceResponse(users=presence_users)
|
||||
|
||||
|
||||
@router.patch("/status", response_model=dict)
|
||||
async def update_status(
|
||||
body: StatusUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Update the authenticated user's status message (length-limited)."""
|
||||
result = await db.execute(select(User).where(User.id == current_user.id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_404_NOT_FOUND,
|
||||
detail="User not found",
|
||||
)
|
||||
|
||||
user.status_message = body.status_message
|
||||
await db.commit()
|
||||
|
||||
return {"status": "ok", "status_message": body.status_message}
|
||||
@@ -127,10 +127,15 @@ class WorldObject:
|
||||
|
||||
@dataclass
|
||||
class ChunkBounds:
|
||||
"""Wire representation is min-corner + size (matching the Godot AABB
|
||||
the reference encoder builds from), not min/max as world.md §3.1's
|
||||
logical-model prose describes -- both are fully recoverable from each
|
||||
other; this is just the on-the-wire convention."""
|
||||
"""Stored here as min-corner + size (matching the Godot client's AABB
|
||||
type) for convenience, but the §3.6 BINARY wire format is min + max
|
||||
(world.md §3.1, and the client's actual ChunkDataDecoder) -- fixed
|
||||
2026-09-14 after a real client/server interop test caught this class's
|
||||
original binary codec writing min+size on the wire, which the client
|
||||
decoder (unaware of the "size" convention) read as a second min/max
|
||||
pair, corrupting every chunk's bounds. The two representations are
|
||||
fully recoverable from each other; `max` below is computed for exactly
|
||||
this reason."""
|
||||
|
||||
min: tuple[float, float, float] = (0.0, 0.0, 0.0)
|
||||
size: tuple[float, float, float] = (0.0, 0.0, 0.0)
|
||||
@@ -237,9 +242,9 @@ def _encode_metadata(payload: ChunkPayload) -> bytes:
|
||||
out += _w_f32(payload.bounds.min[0])
|
||||
out += _w_f32(payload.bounds.min[1])
|
||||
out += _w_f32(payload.bounds.min[2])
|
||||
out += _w_f32(payload.bounds.size[0])
|
||||
out += _w_f32(payload.bounds.size[1])
|
||||
out += _w_f32(payload.bounds.size[2])
|
||||
out += _w_f32(payload.bounds.max[0])
|
||||
out += _w_f32(payload.bounds.max[1])
|
||||
out += _w_f32(payload.bounds.max[2])
|
||||
return bytes(out)
|
||||
|
||||
|
||||
@@ -250,7 +255,8 @@ def _decode_metadata(data: bytes, result: ChunkPayload) -> None:
|
||||
coord = (_read_i32(data, off), _read_i32(data, off + 4), _read_i32(data, off + 8))
|
||||
off += 12
|
||||
min_pos = (_read_f32(data, off), _read_f32(data, off + 4), _read_f32(data, off + 8))
|
||||
size = (_read_f32(data, off + 12), _read_f32(data, off + 16), _read_f32(data, off + 20))
|
||||
max_pos = (_read_f32(data, off + 12), _read_f32(data, off + 16), _read_f32(data, off + 20))
|
||||
size = tuple(a - b for a, b in zip(max_pos, min_pos))
|
||||
result.coord = coord
|
||||
result.bounds = ChunkBounds(min=min_pos, size=size)
|
||||
|
||||
|
||||
@@ -0,0 +1,145 @@
|
||||
"""Redis-backed presence store.
|
||||
|
||||
Presence is determined by a heartbeat TTL key in Redis:
|
||||
- heartbeat(user_id) sets a TTL key per user (default 60 s).
|
||||
- is_online(user_id) / is_online_batch(user_ids) check whether the key(s)
|
||||
exist.
|
||||
|
||||
status_message and last_seen_at are persisted in the ``users`` table by the
|
||||
router (app/routers/presence.py); this store only owns the Redis side.
|
||||
|
||||
The Redis client is created lazily, on first actual use, rather than
|
||||
requiring an explicit ``connect()`` call during app startup. This matters
|
||||
because FastAPI's lifespan handler does not run under the plain
|
||||
``TestClient(app)`` instantiation this codebase's tests use (no
|
||||
``with`` block), so anything that only connected during lifespan startup
|
||||
would never connect in tests. Lazy connection means the store works
|
||||
identically whether the app was started for real or is being driven by
|
||||
pytest.
|
||||
|
||||
The client is also cached per-*event loop* rather than globally: the same
|
||||
plain ``TestClient(app)`` pattern can dispatch different requests onto
|
||||
different event loops (see the NullPool comment on ``_override_db`` in
|
||||
tests/conftest.py for the analogous asyncpg problem), and an
|
||||
``aioredis.Redis`` connection, like an asyncpg connection, breaks with
|
||||
"Event loop is closed" if reused across loops. In the real running server
|
||||
there is exactly one event loop for the process lifetime, so this
|
||||
degrades to a single cached, pooled connection there.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import asyncio
|
||||
import logging
|
||||
|
||||
import redis.asyncio as aioredis
|
||||
|
||||
from app.config import settings
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
# Key prefix for heartbeat entries.
|
||||
_PRESENCE_KEY_PREFIX = "presence:heartbeat:"
|
||||
|
||||
# Default heartbeat TTL in seconds (1 minute).
|
||||
# Clients should heartbeat at least once per interval.
|
||||
_DEFAULT_HEARTBEAT_TTL = 60
|
||||
|
||||
|
||||
class PresenceStore:
|
||||
"""Redis-backed presence store with async, lazily-connected operations."""
|
||||
|
||||
def __init__(self, redis_url: str | None = None, heartbeat_ttl: int = _DEFAULT_HEARTBEAT_TTL):
|
||||
# redis_url is resolved from settings at first use (not at
|
||||
# construction time) so tests that override settings.REDIS_URL
|
||||
# before the first call still take effect -- this module is
|
||||
# imported (and the module-level singleton below constructed)
|
||||
# well before any such override runs.
|
||||
self._redis_url = redis_url
|
||||
self._heartbeat_ttl = heartbeat_ttl
|
||||
# Keyed by id(running loop) -- see the module docstring.
|
||||
self._clients: dict[int, aioredis.Redis] = {}
|
||||
self._connect_lock = asyncio.Lock()
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ------------------------------------------------------------------
|
||||
|
||||
async def _ensure_client(self) -> aioredis.Redis:
|
||||
"""Return a connected client for the current event loop, connecting
|
||||
on first use per loop."""
|
||||
loop_key = id(asyncio.get_running_loop())
|
||||
client = self._clients.get(loop_key)
|
||||
if client is None:
|
||||
async with self._connect_lock:
|
||||
client = self._clients.get(loop_key)
|
||||
if client is None:
|
||||
url = self._redis_url or settings.REDIS_URL
|
||||
client = aioredis.from_url(
|
||||
url,
|
||||
encoding="utf-8",
|
||||
decode_responses=True,
|
||||
)
|
||||
try:
|
||||
await client.ping()
|
||||
except Exception:
|
||||
logger.warning("Redis ping failed for %s", url)
|
||||
raise
|
||||
self._clients[loop_key] = client
|
||||
return client
|
||||
|
||||
async def close(self) -> None:
|
||||
"""Close the Redis connection for the current event loop, if one was
|
||||
opened."""
|
||||
loop_key = id(asyncio.get_running_loop())
|
||||
client = self._clients.pop(loop_key, None)
|
||||
if client is not None:
|
||||
await client.aclose()
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# Heartbeat
|
||||
# ------------------------------------------------------------------
|
||||
|
||||
async def heartbeat(self, user_id: int) -> None:
|
||||
"""Record a heartbeat for *user_id*.
|
||||
|
||||
Sets a TTL key so that the user is considered online as long as
|
||||
heartbeats arrive at least once per heartbeat_ttl seconds.
|
||||
"""
|
||||
client = await self._ensure_client()
|
||||
await client.set(self._heartbeat_key(user_id), "1", ex=self._heartbeat_ttl)
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# Online checks
|
||||
# ------------------------------------------------------------------
|
||||
|
||||
async def is_online(self, user_id: int) -> bool:
|
||||
"""Return True if the user has a valid heartbeat key."""
|
||||
client = await self._ensure_client()
|
||||
exists = await client.exists(self._heartbeat_key(user_id))
|
||||
return bool(exists)
|
||||
|
||||
async def is_online_batch(self, user_ids: list[int]) -> set[int]:
|
||||
"""Return the subset of user_ids that currently have a valid
|
||||
heartbeat key. Uses MGET (one round trip) rather than one EXISTS
|
||||
per user.
|
||||
"""
|
||||
if not user_ids:
|
||||
return set()
|
||||
client = await self._ensure_client()
|
||||
keys = [self._heartbeat_key(uid) for uid in user_ids]
|
||||
values = await client.mget(keys)
|
||||
return {uid for uid, v in zip(user_ids, values) if v is not None}
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# Helpers
|
||||
# ------------------------------------------------------------------
|
||||
|
||||
@staticmethod
|
||||
def _heartbeat_key(user_id: int) -> str:
|
||||
return f"{_PRESENCE_KEY_PREFIX}{user_id}"
|
||||
|
||||
|
||||
# Singleton instance shared by the router, so all requests share the same
|
||||
# connection pool.
|
||||
presence_store = PresenceStore()
|
||||
+71
-36
@@ -1,15 +1,18 @@
|
||||
"""Shared pytest fixtures + hermetic-DB bootstrap.
|
||||
"""Shared pytest fixtures + hermetic-DB/Redis bootstrap.
|
||||
|
||||
The integration tests hit a real Postgres (Postgres-specific types: JSONB,
|
||||
native ENUMs). To make ``cd backend && pytest`` work from a clean checkout
|
||||
with no manual setup, ``pytest_configure`` below brings up an ephemeral
|
||||
Postgres via docker compose and runs the migrations IF ``DATABASE_URL`` is
|
||||
not already pointing at a reachable database. When it is (dev loop, or the
|
||||
checkpoint runner which stands the DB up itself), that path is skipped and
|
||||
the existing database is reused.
|
||||
native ENUMs) and, for presence tests, a real Redis (TTL semantics aren't
|
||||
worth faking). To make ``cd backend && pytest`` work from a clean checkout
|
||||
with no manual setup, ``pytest_configure`` below brings up ephemeral
|
||||
Postgres/Redis containers via docker compose and runs the migrations IF
|
||||
``DATABASE_URL``/``REDIS_URL`` aren't already pointing at something
|
||||
reachable. When they are (dev loop, or the checkpoint runner which stands
|
||||
these up itself), that path is skipped and the existing services are
|
||||
reused.
|
||||
|
||||
If Docker isn't available and no DB is reachable, the whole DB-backed suite
|
||||
is skipped with a clear message rather than erroring out 60+ times.
|
||||
If Docker isn't available and nothing is reachable, the whole
|
||||
DB/Redis-backed suite is skipped with a clear message rather than erroring
|
||||
out dozens of times.
|
||||
"""
|
||||
|
||||
import asyncio
|
||||
@@ -44,8 +47,9 @@ TEST_TABLES = (
|
||||
BACKEND_DIR = Path(__file__).resolve().parents[1]
|
||||
_COMPOSE_PROJECT = "agp-pytest"
|
||||
_EPHEMERAL_PG_PORT = 25432
|
||||
_EPHEMERAL_REDIS_PORT = 26379
|
||||
|
||||
# Set by _ensure_database() when it starts a container it owns; torn down in
|
||||
# Set by pytest_configure() when it starts container(s) it owns; torn down in
|
||||
# pytest_unconfigure.
|
||||
_started_container = False
|
||||
_db_unavailable_reason: str | None = None
|
||||
@@ -64,6 +68,11 @@ def _db_reachable(url: str) -> bool:
|
||||
return _port_open(parts.hostname or "localhost", parts.port or 5432)
|
||||
|
||||
|
||||
def _redis_reachable(url: str) -> bool:
|
||||
parts = urlsplit(url)
|
||||
return _port_open(parts.hostname or "localhost", parts.port or 6379)
|
||||
|
||||
|
||||
def _run(cmd: list[str], **kw) -> subprocess.CompletedProcess:
|
||||
return subprocess.run(cmd, cwd=BACKEND_DIR, capture_output=True, text=True, **kw)
|
||||
|
||||
@@ -71,14 +80,17 @@ def _run(cmd: list[str], **kw) -> subprocess.CompletedProcess:
|
||||
def pytest_configure(config):
|
||||
global _started_container, _db_unavailable_reason
|
||||
|
||||
if _db_reachable(settings.DATABASE_URL):
|
||||
return # dev loop / checkpoint runner already provided one
|
||||
need_db = not _db_reachable(settings.DATABASE_URL)
|
||||
need_redis = not _redis_reachable(settings.REDIS_URL)
|
||||
|
||||
if not need_db and not need_redis:
|
||||
return # dev loop / checkpoint runner already provided both
|
||||
|
||||
if not _run(["docker", "--version"]).returncode == 0:
|
||||
_db_unavailable_reason = (
|
||||
"no reachable DATABASE_URL and docker is unavailable -- run the "
|
||||
"checkpoint suite (scripts/run_checkpoint_tests.py) or start Postgres "
|
||||
"manually"
|
||||
"no reachable DATABASE_URL/REDIS_URL and docker is unavailable -- run "
|
||||
"the checkpoint suite (scripts/run_checkpoint_tests.py) or start "
|
||||
"Postgres/Redis manually"
|
||||
)
|
||||
return
|
||||
|
||||
@@ -86,33 +98,55 @@ def pytest_configure(config):
|
||||
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
|
||||
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
up = _run(["docker", "compose", "up", "-d", "postgres"], env=env)
|
||||
env["REDIS_HOST_PORT"] = str(_EPHEMERAL_REDIS_PORT)
|
||||
|
||||
services = [s for s, need in (("postgres", need_db), ("redis", need_redis)) if need]
|
||||
up = _run(["docker", "compose", "up", "-d", *services], env=env)
|
||||
if up.returncode != 0:
|
||||
_db_unavailable_reason = f"docker compose up postgres failed:\n{up.stderr[-800:]}"
|
||||
_db_unavailable_reason = f"docker compose up {' '.join(services)} failed:\n{up.stderr[-800:]}"
|
||||
return
|
||||
_started_container = True
|
||||
|
||||
for _ in range(30):
|
||||
r = _run(
|
||||
["docker", "compose", "exec", "-T", "postgres",
|
||||
"pg_isready", "-U", "agp_user", "-d", "agp_db"],
|
||||
env=env,
|
||||
)
|
||||
if r.returncode == 0:
|
||||
break
|
||||
time.sleep(1)
|
||||
else:
|
||||
_db_unavailable_reason = "ephemeral Postgres never became ready"
|
||||
return
|
||||
if need_db:
|
||||
for _ in range(30):
|
||||
r = _run(
|
||||
["docker", "compose", "exec", "-T", "postgres",
|
||||
"pg_isready", "-U", "agp_user", "-d", "agp_db"],
|
||||
env=env,
|
||||
)
|
||||
if r.returncode == 0:
|
||||
break
|
||||
time.sleep(1)
|
||||
else:
|
||||
_db_unavailable_reason = "ephemeral Postgres never became ready"
|
||||
return
|
||||
|
||||
url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{_EPHEMERAL_PG_PORT}/agp_db"
|
||||
os.environ["DATABASE_URL"] = url
|
||||
settings.DATABASE_URL = url
|
||||
url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{_EPHEMERAL_PG_PORT}/agp_db"
|
||||
os.environ["DATABASE_URL"] = url
|
||||
settings.DATABASE_URL = url
|
||||
|
||||
mig = _run([sys.executable, "-m", "alembic", "upgrade", "head"],
|
||||
env={**os.environ, "DATABASE_URL": url})
|
||||
if mig.returncode != 0:
|
||||
_db_unavailable_reason = f"alembic upgrade head failed:\n{mig.stderr[-800:]}"
|
||||
mig = _run([sys.executable, "-m", "alembic", "upgrade", "head"],
|
||||
env={**os.environ, "DATABASE_URL": url})
|
||||
if mig.returncode != 0:
|
||||
_db_unavailable_reason = f"alembic upgrade head failed:\n{mig.stderr[-800:]}"
|
||||
return
|
||||
|
||||
if need_redis:
|
||||
for _ in range(30):
|
||||
r = _run(
|
||||
["docker", "compose", "exec", "-T", "redis", "redis-cli", "ping"],
|
||||
env=env,
|
||||
)
|
||||
if r.returncode == 0 and "PONG" in r.stdout:
|
||||
break
|
||||
time.sleep(1)
|
||||
else:
|
||||
_db_unavailable_reason = "ephemeral Redis never became ready"
|
||||
return
|
||||
|
||||
redis_url = f"redis://localhost:{_EPHEMERAL_REDIS_PORT}/0"
|
||||
os.environ["REDIS_URL"] = redis_url
|
||||
settings.REDIS_URL = redis_url
|
||||
|
||||
|
||||
def pytest_unconfigure(config):
|
||||
@@ -122,6 +156,7 @@ def pytest_unconfigure(config):
|
||||
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
|
||||
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
env["REDIS_HOST_PORT"] = str(_EPHEMERAL_REDIS_PORT)
|
||||
_run(["docker", "compose", "down", "-v"], env=env)
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,221 @@
|
||||
"""Integration tests for the presence feature:
|
||||
|
||||
- POST /api/presence/heartbeat
|
||||
- GET /api/presence/presence
|
||||
- PATCH /api/presence/status
|
||||
|
||||
Hits the real app against the configured Postgres *and* a real Redis
|
||||
(conftest.py brings up an ephemeral instance of each when neither is
|
||||
already reachable) -- presence is fundamentally "does a TTL key exist in
|
||||
Redis", which isn't worth faking with a mock.
|
||||
|
||||
Also covers the regression fixed in 47ab492 ("Fix StatusUpdate field
|
||||
annotation and is_online batch-call mismatch"): the router used to call
|
||||
``PresenceStore.is_online(ids)`` with a *list* of ids and then evaluate
|
||||
``uid in online_ids`` against the returned bool, which raised a TypeError
|
||||
on the first real multi-id batch call, and ``StatusUpdate.status_message``
|
||||
used the invalid annotation ``str | Field(...)``. Both are exercised below.
|
||||
"""
|
||||
|
||||
import asyncio
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
|
||||
from app.main import app
|
||||
from app.services.presence import PresenceStore
|
||||
|
||||
|
||||
def _register(client: TestClient, username: str) -> dict:
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": username,
|
||||
"email": f"{username}@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201, resp.text
|
||||
token = resp.json()["access_token"]
|
||||
headers = {"Authorization": f"Bearer {token}"}
|
||||
me = client.get("/api/users/me", headers=headers)
|
||||
assert me.status_code == 200, me.text
|
||||
return {"headers": headers, "id": me.json()["id"]}
|
||||
|
||||
|
||||
class TestHeartbeat:
|
||||
def test_heartbeat_sets_online(self):
|
||||
client = TestClient(app)
|
||||
user = _register(client, "presence_hb1")
|
||||
|
||||
resp = client.post("/api/presence/heartbeat", json={}, headers=user["headers"])
|
||||
assert resp.status_code == 200, resp.text
|
||||
assert resp.json() == {"status": "ok", "user_id": user["id"]}
|
||||
|
||||
presence = client.get(
|
||||
"/api/presence/presence",
|
||||
params={"user_ids": str(user["id"])},
|
||||
headers=user["headers"],
|
||||
)
|
||||
assert presence.status_code == 200, presence.text
|
||||
body = presence.json()["users"]
|
||||
assert len(body) == 1
|
||||
assert body[0]["user_id"] == user["id"]
|
||||
assert body[0]["is_online"] is True
|
||||
assert body[0]["last_seen_at"] is not None
|
||||
|
||||
def test_requires_auth(self):
|
||||
client = TestClient(app)
|
||||
resp = client.post("/api/presence/heartbeat", json={})
|
||||
assert resp.status_code == 401
|
||||
|
||||
def test_never_seen_user_is_offline_with_null_last_seen(self):
|
||||
client = TestClient(app)
|
||||
user = _register(client, "presence_never_hb")
|
||||
|
||||
presence = client.get(
|
||||
"/api/presence/presence",
|
||||
params={"user_ids": str(user["id"])},
|
||||
headers=user["headers"],
|
||||
)
|
||||
assert presence.status_code == 200
|
||||
body = presence.json()["users"][0]
|
||||
assert body["is_online"] is False
|
||||
assert body["last_seen_at"] is None
|
||||
|
||||
|
||||
class TestBatchPresence:
|
||||
"""Covers the batch-call path fixed in 47ab492 (is_online_batch via MGET)."""
|
||||
|
||||
def test_batch_query_mixes_online_offline_and_unknown_ids(self):
|
||||
client = TestClient(app)
|
||||
online_user = _register(client, "presence_batch_online")
|
||||
offline_user = _register(client, "presence_batch_offline")
|
||||
|
||||
client.post("/api/presence/heartbeat", json={}, headers=online_user["headers"])
|
||||
|
||||
unknown_id = max(online_user["id"], offline_user["id"]) + 999_999
|
||||
ids = f"{online_user['id']},{offline_user['id']},{unknown_id}"
|
||||
|
||||
resp = client.get(
|
||||
"/api/presence/presence",
|
||||
params={"user_ids": ids},
|
||||
headers=online_user["headers"],
|
||||
)
|
||||
assert resp.status_code == 200, resp.text
|
||||
by_id = {u["user_id"]: u for u in resp.json()["users"]}
|
||||
|
||||
# Unknown id is silently dropped (not in the DB), not a 500 or 404.
|
||||
assert unknown_id not in by_id
|
||||
assert by_id[online_user["id"]]["is_online"] is True
|
||||
assert by_id[offline_user["id"]]["is_online"] is False
|
||||
|
||||
def test_empty_user_ids_is_a_400(self):
|
||||
client = TestClient(app)
|
||||
user = _register(client, "presence_empty_ids")
|
||||
resp = client.get(
|
||||
"/api/presence/presence",
|
||||
params={"user_ids": ""},
|
||||
headers=user["headers"],
|
||||
)
|
||||
assert resp.status_code == 400
|
||||
|
||||
|
||||
class TestStatusMessage:
|
||||
def test_update_and_read_back_status_message(self):
|
||||
client = TestClient(app)
|
||||
user = _register(client, "presence_status1")
|
||||
|
||||
resp = client.patch(
|
||||
"/api/presence/status",
|
||||
json={"status_message": " brb, making coffee "},
|
||||
headers=user["headers"],
|
||||
)
|
||||
assert resp.status_code == 200, resp.text
|
||||
# The router strips whitespace (StatusUpdate.strip_message).
|
||||
assert resp.json()["status_message"] == "brb, making coffee"
|
||||
|
||||
presence = client.get(
|
||||
"/api/presence/presence",
|
||||
params={"user_ids": str(user["id"])},
|
||||
headers=user["headers"],
|
||||
)
|
||||
assert presence.json()["users"][0]["status_message"] == "brb, making coffee"
|
||||
|
||||
def test_status_message_over_max_length_is_rejected(self):
|
||||
client = TestClient(app)
|
||||
user = _register(client, "presence_status_toolong")
|
||||
resp = client.patch(
|
||||
"/api/presence/status",
|
||||
json={"status_message": "x" * 141},
|
||||
headers=user["headers"],
|
||||
)
|
||||
# StatusUpdate.status_message: str | None = Field(..., max_length=140)
|
||||
# This is exactly the annotation 47ab492 fixed (it used to be the
|
||||
# invalid `str | Field(...)`, which breaks model construction
|
||||
# entirely rather than validating length).
|
||||
assert resp.status_code == 422
|
||||
|
||||
def test_status_message_at_max_length_is_accepted(self):
|
||||
client = TestClient(app)
|
||||
user = _register(client, "presence_status_maxlen")
|
||||
resp = client.patch(
|
||||
"/api/presence/status",
|
||||
json={"status_message": "x" * 140},
|
||||
headers=user["headers"],
|
||||
)
|
||||
assert resp.status_code == 200, resp.text
|
||||
|
||||
def test_null_status_message_clears_it(self):
|
||||
client = TestClient(app)
|
||||
user = _register(client, "presence_status_clear")
|
||||
client.patch("/api/presence/status", json={"status_message": "hi"}, headers=user["headers"])
|
||||
resp = client.patch("/api/presence/status", json={"status_message": None}, headers=user["headers"])
|
||||
assert resp.status_code == 200
|
||||
assert resp.json()["status_message"] is None
|
||||
|
||||
|
||||
class TestPresenceStoreTTL:
|
||||
"""Exercises the real Redis TTL semantics directly against the service,
|
||||
with a short heartbeat_ttl so the test doesn't need to sleep for the
|
||||
real 60s default used in production. This is the cheap, real proxy for
|
||||
"TTL expiry means offline" the task asked for -- same code path
|
||||
(real Redis SET ... EX / EXISTS / MGET), just a much shorter window.
|
||||
"""
|
||||
|
||||
async def test_ttl_expiry_flips_online_to_offline(self):
|
||||
store = PresenceStore(heartbeat_ttl=1)
|
||||
try:
|
||||
uid = 987654321 # doesn't need to exist in Postgres; Redis-only check
|
||||
assert await store.is_online(uid) is False
|
||||
|
||||
await store.heartbeat(uid)
|
||||
assert await store.is_online(uid) is True
|
||||
|
||||
await asyncio.sleep(1.5)
|
||||
assert await store.is_online(uid) is False
|
||||
finally:
|
||||
await store.close()
|
||||
|
||||
async def test_is_online_batch_matches_is_online_semantics(self):
|
||||
"""Regression coverage for 47ab492: is_online_batch must return a
|
||||
set of ids usable with `in`, not a bool."""
|
||||
store = PresenceStore(heartbeat_ttl=30)
|
||||
try:
|
||||
online_uid, offline_uid = 111222333, 444555666
|
||||
await store.heartbeat(online_uid)
|
||||
|
||||
result = await store.is_online_batch([online_uid, offline_uid])
|
||||
assert isinstance(result, set)
|
||||
assert online_uid in result
|
||||
assert offline_uid not in result
|
||||
finally:
|
||||
await store.close()
|
||||
|
||||
async def test_is_online_batch_empty_list(self):
|
||||
store = PresenceStore()
|
||||
try:
|
||||
assert await store.is_online_batch([]) == set()
|
||||
finally:
|
||||
await store.close()
|
||||
@@ -45,6 +45,16 @@ move_down={
|
||||
"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)
|
||||
]
|
||||
}
|
||||
interact={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
toggle_build_mode={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194333,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
||||
+5
-1
@@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://player_scene_001"]
|
||||
[gd_scene load_steps=5 format=3 uid="uid://player_scene_001"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
|
||||
[ext_resource type="Script" path="res://scripts/scripting/player_inventory.gd" id="2_inventory"]
|
||||
|
||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
|
||||
radius = 0.35
|
||||
@@ -30,3 +31,6 @@ margin = 0.2
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"]
|
||||
current = true
|
||||
|
||||
[node name="Inventory" type="Node" parent="."]
|
||||
script = ExtResource("2_inventory")
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
|
||||
[gd_scene load_steps=2 format=3 uid="uid://c49a36fc7db_test_level"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/scripting/script_interpreter.gd" id="1_scripted_chest"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
|
||||
size = Vector3(40, 1, 40)
|
||||
@@ -44,6 +46,12 @@ radius = 0.5
|
||||
subdivisions_ring = 8
|
||||
subdivisions_height = 8
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_chest"]
|
||||
size = Vector3(1, 0.8, 0.6)
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_chest"]
|
||||
size = Vector3(1, 0.8, 0.6)
|
||||
|
||||
[sub_resource type="Environment" id="WorldEnvironment_env"]
|
||||
background_mode = 1
|
||||
background_color = Color(0.45, 0.62, 0.82, 1)
|
||||
@@ -109,6 +117,18 @@ shape = SubResource("SphereShape3D_prop5")
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
|
||||
mesh = SubResource("SphereMesh_prop5")
|
||||
|
||||
[node name="ScriptedChest" type="StaticBody3D" parent="."]
|
||||
position = Vector3(0, 1.0, 1.5)
|
||||
script = ExtResource("1_scripted_chest")
|
||||
behavior_path = "res://assets/scripting/behaviors/demo_chest.json"
|
||||
interact_radius = 2.5
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="ScriptedChest"]
|
||||
shape = SubResource("BoxShape3D_chest")
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="ScriptedChest"]
|
||||
mesh = SubResource("BoxMesh_chest")
|
||||
|
||||
[node name="Sun" type="DirectionalLight3D" parent="."]
|
||||
rotation = Vector3(-0.95, -0.5, 0)
|
||||
light_energy = 1.3
|
||||
|
||||
@@ -69,6 +69,16 @@ func clear_token() -> void:
|
||||
|
||||
var _base_url: String = "http://127.0.0.1:8000"
|
||||
|
||||
## Read-only access to the configured backend base URL (no trailing slash).
|
||||
## Lets other client-side code that needs to build its own request outside
|
||||
## the [method request] primitive -- e.g. [HttpChunkSource], which needs raw
|
||||
## response bytes and custom headers `request()`'s JSON-only contract can't
|
||||
## give it -- target the same backend without duplicating the env var /
|
||||
## ProjectSettings resolution logic in `_ready()`.
|
||||
var base_url: String:
|
||||
get:
|
||||
return _base_url
|
||||
|
||||
## Request timeout in seconds. 0 disables the timeout.
|
||||
var timeout_seconds: float = 10.0
|
||||
|
||||
|
||||
@@ -100,6 +100,17 @@ class TileLayerData:
|
||||
return tiles[idx]
|
||||
return 0
|
||||
|
||||
## Editor mutator: writes `tile_id` at (x, y, z). Silently no-ops out of
|
||||
## bounds, mirroring get_tile's "out of bounds is empty" contract rather
|
||||
## than erroring -- callers that need bounds feedback should check first
|
||||
## (see ChunkEditorModel.is_tile_in_bounds in scripts/editor/).
|
||||
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
|
||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||
return
|
||||
var idx := (z * height + y) * width + x
|
||||
if idx < tiles.size():
|
||||
tiles[idx] = tile_id
|
||||
|
||||
func get_tile_def(tile_id: int) -> TileDef:
|
||||
for def in palette:
|
||||
if def.id == tile_id:
|
||||
@@ -404,7 +415,15 @@ static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -
|
||||
offset += 2
|
||||
var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
|
||||
offset += props_len
|
||||
obj.properties = JSON.parse_string(props_str) or {}
|
||||
# `or` in GDScript is a boolean operator, not Python/JS-style
|
||||
# short-circuit-return -- `parsed or {}` returns a bool (true for any
|
||||
# non-empty Dictionary), not `parsed` itself. Assigning that bool to
|
||||
# `properties` (typed Dictionary) crashes at runtime for any object
|
||||
# with real property data -- verified: a real fixture with
|
||||
# {"locked": false, ...} threw "Invalid assignment of property or key
|
||||
# 'properties' with value of type 'bool'".
|
||||
var parsed_props: Variant = JSON.parse_string(props_str)
|
||||
obj.properties = parsed_props if parsed_props is Dictionary else {}
|
||||
|
||||
# flags (ContentFlags)
|
||||
obj.flags.violence = data[offset]
|
||||
@@ -484,13 +503,33 @@ static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
|
||||
data.append_array(_write_int32(payload.coord.x))
|
||||
data.append_array(_write_int32(payload.coord.y))
|
||||
data.append_array(_write_int32(payload.coord.z))
|
||||
# Wire format is min + max (world.md §3, and _parse_metadata_section
|
||||
# below reads the 2nd triple as max_pos and computes size = max - min)
|
||||
# -- writing raw `.size` here instead of `.position + .size` was a
|
||||
# latent bug that only escaped every test because AABB(Vector3.ZERO, ...)
|
||||
# happens to make size == max when position is exactly zero. Any chunk
|
||||
# at a real, nonzero world position (i.e. every real chunk except the
|
||||
# one at the origin) would round-trip through encode_binary/decode_binary
|
||||
# with a corrupted size. Same bug class as the backend's min+size/
|
||||
# min+max mismatch fixed in chunk_codec.py (commit eb39e43).
|
||||
var bounds_max: Vector3 = payload.bounds.position + payload.bounds.size
|
||||
data.append_array(_write_float32(payload.bounds.position.x))
|
||||
data.append_array(_write_float32(payload.bounds.position.y))
|
||||
data.append_array(_write_float32(payload.bounds.position.z))
|
||||
data.append_array(_write_float32(payload.bounds.size.x))
|
||||
data.append_array(_write_float32(payload.bounds.size.y))
|
||||
data.append_array(_write_float32(payload.bounds.size.z))
|
||||
return data
|
||||
data.append_array(_write_float32(bounds_max.x))
|
||||
data.append_array(_write_float32(bounds_max.y))
|
||||
data.append_array(_write_float32(bounds_max.z))
|
||||
# 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:
|
||||
@@ -607,8 +646,11 @@ static func _read_int64(data: PackedByteArray, offset: int) -> int:
|
||||
return hi * 0x100000000 + lo
|
||||
|
||||
static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
||||
var bits := _read_uint32(data, offset)
|
||||
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
|
||||
# `int as float` is a NUMERIC cast, not an IEEE-754 bit reinterpretation --
|
||||
# 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:
|
||||
var hex_chars := "0123456789abcdef"
|
||||
@@ -637,8 +679,10 @@ static func _write_int64(val: int) -> PackedByteArray:
|
||||
return _write_uint32(lo) + _write_uint32(hi)
|
||||
|
||||
static func _write_float32(val: float) -> PackedByteArray:
|
||||
var bits := val as int
|
||||
return _write_uint32(bits)
|
||||
var out := PackedByteArray()
|
||||
out.resize(4)
|
||||
out.encode_float(0, val)
|
||||
return out
|
||||
|
||||
static func _write_string(s: String) -> PackedByteArray:
|
||||
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.key = data.key
|
||||
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
|
||||
|
||||
# Add tiles
|
||||
@@ -348,7 +352,13 @@ func clear_all_chunks() -> void:
|
||||
|
||||
func _parse_coord_from_key(key: String) -> Variant:
|
||||
"""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:
|
||||
return null
|
||||
return Vector3i(
|
||||
|
||||
@@ -0,0 +1,190 @@
|
||||
class_name ChunkEditorModel
|
||||
extends RefCounted
|
||||
## In-memory chunk being edited (docs/architecture/editor.md §7.1's
|
||||
## `ChunkEditorModel`).
|
||||
##
|
||||
## Wraps a `ChunkDataDecoder.ChunkPayload` directly rather than inventing a
|
||||
## parallel data model -- that payload is already the exact structure that
|
||||
## round-trips through `ChunkDataDecoder.encode_binary()` /
|
||||
## `decode_binary()` (world.md §3.6, and the interop bugs fixed in that file
|
||||
## are proof this contract is exercised for real). Editing this model and
|
||||
## re-encoding it must always produce a valid, byte-compatible chunk, since
|
||||
## the sibling save-path task depends on that being true.
|
||||
##
|
||||
## Every method here is a "raw" mutator: it changes the payload and returns
|
||||
## whatever an undo needs to reverse the change, but it does **not** know
|
||||
## about undo/redo itself. `scripts/editor/editor_core.gd`'s tools
|
||||
## (scripts/editor/tools/*.gd) are the only things that call these -- they
|
||||
## wrap each call in an `EditorUndoRedoStack` action. Nothing here should be
|
||||
## called directly by UI code; that would bypass undo/redo silently.
|
||||
|
||||
var payload: ChunkDataDecoder.ChunkPayload
|
||||
|
||||
## Monotonic counter seeded from the highest existing "obj_NNNN"-style
|
||||
## numeric suffix already in the chunk, so freshly generated ids never
|
||||
## collide with ids that arrived from a decoded chunk.
|
||||
var _next_object_seq: int = 0
|
||||
|
||||
|
||||
func _init(p_payload: ChunkDataDecoder.ChunkPayload = null) -> void:
|
||||
payload = p_payload if p_payload != null else ChunkDataDecoder.ChunkPayload.new()
|
||||
_seed_object_sequence()
|
||||
|
||||
|
||||
func _seed_object_sequence() -> void:
|
||||
for obj in payload.objects:
|
||||
var n := _numeric_suffix(obj.id)
|
||||
if n >= _next_object_seq:
|
||||
_next_object_seq = n + 1
|
||||
|
||||
|
||||
static func _numeric_suffix(id: String) -> int:
|
||||
var digits := ""
|
||||
for i in range(id.length() - 1, -1, -1):
|
||||
var c: String = id[i]
|
||||
if c.is_valid_int():
|
||||
digits = c + digits
|
||||
else:
|
||||
break
|
||||
return int(digits) if digits != "" else -1
|
||||
|
||||
|
||||
## Build a fresh, empty single-layer chunk model -- convenient for tests and
|
||||
## for a "new chunk" starting point in the in-game editor before a real
|
||||
## chunk has been loaded from the backend (loading real chunks over HTTP is
|
||||
## HttpChunkSource's job; this just gives the editor something valid to
|
||||
## operate on).
|
||||
static func create_empty(width: int = 32, height: int = 32, world_id: String = "",
|
||||
room_id: String = "main", coord: Vector3i = Vector3i.ZERO) -> ChunkEditorModel:
|
||||
var layer := ChunkDataDecoder.TileLayerData.new()
|
||||
layer.name = "ground"
|
||||
layer.layer_id = 0
|
||||
layer.width = width
|
||||
layer.height = height
|
||||
layer.depth = 1
|
||||
layer.palette = [
|
||||
TileDef.new(0, "", false, 0, 1),
|
||||
TileDef.new(1, "tiles/default", true, 0, 1),
|
||||
]
|
||||
var tiles := PackedInt32Array()
|
||||
tiles.resize(width * height)
|
||||
layer.tiles = tiles
|
||||
|
||||
var payload := ChunkDataDecoder.ChunkPayload.new()
|
||||
payload.world_id = world_id
|
||||
payload.room_id = room_id
|
||||
payload.coord = coord
|
||||
payload.bounds = AABB(Vector3(coord.x * width, coord.y * height, coord.z), Vector3(width, height, 1))
|
||||
payload.tile_layers = [layer]
|
||||
payload.revision = 0
|
||||
payload.created_at = Time.get_unix_time_from_system()
|
||||
payload.updated_at = payload.created_at
|
||||
return ChunkEditorModel.new(payload)
|
||||
|
||||
|
||||
static func from_binary(data: PackedByteArray) -> ChunkEditorModel:
|
||||
var decoded := ChunkDataDecoder.decode_binary(data)
|
||||
if decoded == null:
|
||||
return null
|
||||
return ChunkEditorModel.new(decoded)
|
||||
|
||||
|
||||
func encode_binary() -> PackedByteArray:
|
||||
return ChunkDataDecoder.encode_binary(payload)
|
||||
|
||||
|
||||
# ───────────────────────── tiles ─────────────────────────
|
||||
|
||||
func get_layer(layer_idx: int) -> ChunkDataDecoder.TileLayerData:
|
||||
if layer_idx < 0 or layer_idx >= payload.tile_layers.size():
|
||||
return null
|
||||
return payload.tile_layers[layer_idx]
|
||||
|
||||
|
||||
func is_tile_in_bounds(layer_idx: int, x: int, y: int, z: int = 0) -> bool:
|
||||
var layer := get_layer(layer_idx)
|
||||
if layer == null:
|
||||
return false
|
||||
return x >= 0 and x < layer.width and y >= 0 and y < layer.height and z >= 0 and z < layer.depth
|
||||
|
||||
|
||||
func get_tile_raw(layer_idx: int, x: int, y: int, z: int = 0) -> int:
|
||||
var layer := get_layer(layer_idx)
|
||||
if layer == null:
|
||||
return 0
|
||||
return layer.get_tile(x, y, z)
|
||||
|
||||
|
||||
## Raw setter -- undo-unaware. Only ever called (in both directions) by
|
||||
## BrushTool/EraseTool via EditorUndoRedoStack.
|
||||
func set_tile_raw(layer_idx: int, x: int, y: int, z: int, tile_id: int) -> void:
|
||||
var layer := get_layer(layer_idx)
|
||||
if layer == null:
|
||||
return
|
||||
layer.set_tile(x, y, z, tile_id)
|
||||
|
||||
|
||||
# ───────────────────────── objects ─────────────────────────
|
||||
|
||||
func find_object(object_id: String) -> ChunkDataDecoder.WorldObjectData:
|
||||
for obj in payload.objects:
|
||||
if obj.id == object_id:
|
||||
return obj
|
||||
return null
|
||||
|
||||
|
||||
func get_object_index(object_id: String) -> int:
|
||||
for i in range(payload.objects.size()):
|
||||
if payload.objects[i].id == object_id:
|
||||
return i
|
||||
return -1
|
||||
|
||||
|
||||
func generate_object_id() -> String:
|
||||
var id := "obj_%04d" % _next_object_seq
|
||||
_next_object_seq += 1
|
||||
return id
|
||||
|
||||
|
||||
## Raw mutators -- undo-unaware. Only ever called (in both directions) by
|
||||
## ObjectPlaceTool/EraseTool/TransformTool via EditorUndoRedoStack.
|
||||
func add_object_raw(obj: ChunkDataDecoder.WorldObjectData) -> void:
|
||||
payload.objects.append(obj)
|
||||
|
||||
|
||||
func insert_object_raw(obj: ChunkDataDecoder.WorldObjectData, index: int) -> void:
|
||||
var clamped: int = clampi(index, 0, payload.objects.size())
|
||||
payload.objects.insert(clamped, obj)
|
||||
|
||||
|
||||
func remove_object_raw(object_id: String) -> ChunkDataDecoder.WorldObjectData:
|
||||
var idx := get_object_index(object_id)
|
||||
if idx == -1:
|
||||
return null
|
||||
var obj := payload.objects[idx]
|
||||
payload.objects.remove_at(idx)
|
||||
return obj
|
||||
|
||||
|
||||
func set_object_position_raw(object_id: String, position: Vector3) -> void:
|
||||
var obj := find_object(object_id)
|
||||
if obj != null:
|
||||
obj.position = position
|
||||
|
||||
|
||||
func set_object_rotation_raw(object_id: String, rotation: Vector4) -> void:
|
||||
var obj := find_object(object_id)
|
||||
if obj != null:
|
||||
obj.rotation = rotation
|
||||
|
||||
|
||||
func set_object_scale_raw(object_id: String, scale: Vector3) -> void:
|
||||
var obj := find_object(object_id)
|
||||
if obj != null:
|
||||
obj.scale = scale
|
||||
|
||||
|
||||
func set_object_property_raw(object_id: String, key: String, value: Variant) -> void:
|
||||
var obj := find_object(object_id)
|
||||
if obj != null:
|
||||
obj.properties[key] = value
|
||||
@@ -0,0 +1,280 @@
|
||||
class_name ChunkSaveService
|
||||
extends Node
|
||||
## HTTP save path for the in-game editor
|
||||
## (docs/architecture/world_persistence_impl.md §8.1 chunk write / §8.2 D5).
|
||||
##
|
||||
## Owns the write half of editor persistence: single-chunk PUT with
|
||||
## `X-Base-Revision`/`base_revision`, batch PUT for a multi-chunk edit, and
|
||||
## the §5.4 optimistic-concurrency retry loop on `409`.
|
||||
##
|
||||
## Conflict handling ("re-fetch current chunk, re-apply the edit, retry"):
|
||||
## per §8.2 D5 this backend stores and accepts **whole chunks**, not
|
||||
## JSON-Patch deltas -- "lost-update protection comes from `base_revision`,
|
||||
## not from the patch". That means there is no delta to replay against a
|
||||
## freshly-fetched chunk; "re-apply the edit" is exactly "keep the locally
|
||||
## edited payload, learn the chunk's current revision, and retry at that
|
||||
## revision". `fetch_chunk()` is still called on a conflict (rather than
|
||||
## just trusting the 409 body's `current_revision`) so the editor's own
|
||||
## last-known state stays in sync with the store, matching what a real
|
||||
## client does before retrying a write it doesn't fully trust yet.
|
||||
##
|
||||
## Deliberately does **not** use `ApiClient.request()`: that helper discards
|
||||
## the parsed JSON body on any non-2xx response (see its `_make_result`
|
||||
## calls), and the `409` body's `current_revision`/`current_checksum` are
|
||||
## exactly what this retry loop needs. Uses a raw per-request `HTTPRequest`
|
||||
## child instead, the same pattern `scripts/http_chunk_source.gd` uses for
|
||||
## the read side.
|
||||
##
|
||||
## Must be added to the scene tree before use.
|
||||
|
||||
## The world this service saves chunks for (string form of the backend's
|
||||
## numeric world id).
|
||||
var world_id: String = ""
|
||||
|
||||
## The room slug within that world. world.md's default room is "main".
|
||||
var room_slug: String = "main"
|
||||
|
||||
## Bounded retries on a 409 conflict -- refuses to loop forever against a
|
||||
## chunk under sustained contention.
|
||||
const MAX_RETRIES := 3
|
||||
|
||||
|
||||
## Fetch the current chunk at [param coord].
|
||||
##
|
||||
## Returns:
|
||||
## {"ok": bool, "status": int, "model": ChunkEditorModel|null,
|
||||
## "revision": int, "checksum": String, "detail": String}
|
||||
##
|
||||
## A `404` (unwritten coordinate) is reported as `ok: true, model: null` --
|
||||
## world_persistence_impl.md §8.1: "an unwritten coordinate is not an error".
|
||||
## Callers wanting a fresh chunk to edit should fall back to
|
||||
## `ChunkEditorModel.create_empty()` at `base_revision: 0` in that case.
|
||||
func fetch_chunk(coord: Vector3i) -> Dictionary:
|
||||
var http := HTTPRequest.new()
|
||||
http.timeout = 15.0
|
||||
add_child(http)
|
||||
|
||||
var api := _api_client()
|
||||
var headers := PackedStringArray(["Accept: application/octet-stream"])
|
||||
if api.has_token():
|
||||
headers.append("Authorization: " + str(api.bearer_token))
|
||||
|
||||
var url: String = str(api.base_url) + _chunk_path(coord)
|
||||
var err := http.request(url, headers, HTTPClient.METHOD_GET)
|
||||
if err != OK:
|
||||
http.queue_free()
|
||||
return _fetch_result(false, 0, null, 0, "", "request failed to start (%d)" % err)
|
||||
|
||||
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:
|
||||
return _fetch_result(false, 0, null, 0, "", "transport error (%d)" % result_code)
|
||||
|
||||
if response_code == 404:
|
||||
return _fetch_result(true, 404, null, 0, "", "not found (unwritten chunk)")
|
||||
|
||||
if response_code != 200:
|
||||
return _fetch_result(false, response_code, null, 0, "", _error_detail_from_body(body))
|
||||
|
||||
var model := ChunkEditorModel.from_binary(body)
|
||||
if model == null:
|
||||
return _fetch_result(false, response_code, null, 0, "", "failed to decode chunk payload")
|
||||
|
||||
return _fetch_result(
|
||||
true, 200, model,
|
||||
_int_header(response_headers, "x-chunk-revision"),
|
||||
_etag_from_headers(response_headers),
|
||||
"OK",
|
||||
)
|
||||
|
||||
|
||||
## Save one chunk. `model.encode_binary()` is sent as the new payload;
|
||||
## `base_revision` is the revision the editor last knew about (0 = create).
|
||||
##
|
||||
## Returns:
|
||||
## {"ok": bool, "status": int, "revision": int, "checksum": String,
|
||||
## "live_session": bool, "retried": bool, "detail": String}
|
||||
func save_chunk(model: ChunkEditorModel, coord: Vector3i, base_revision: int) -> Dictionary:
|
||||
var attempt_revision := base_revision
|
||||
var retried := false
|
||||
for attempt in range(MAX_RETRIES + 1):
|
||||
var body := {
|
||||
"base_revision": attempt_revision,
|
||||
"payload_b64": Marshalls.raw_to_base64(model.encode_binary()),
|
||||
}
|
||||
var resp := await _request_json(HTTPClient.METHOD_PUT, _chunk_path(coord), body)
|
||||
|
||||
if resp["status"] == 200:
|
||||
var d: Dictionary = resp["data"]
|
||||
return {
|
||||
"ok": true, "status": 200,
|
||||
"revision": int(d.get("revision", attempt_revision)),
|
||||
"checksum": str(d.get("checksum", "")),
|
||||
"live_session": bool(d.get("live_session", false)),
|
||||
"retried": retried, "detail": "OK",
|
||||
}
|
||||
|
||||
if resp["status"] == 409 and attempt < MAX_RETRIES:
|
||||
var conflict: Dictionary = resp["data"] if resp["data"] is Dictionary else {}
|
||||
var current_rev := int(conflict.get("current_revision", attempt_revision))
|
||||
# Doc-mandated "re-fetch current chunk" step before retrying --
|
||||
# keeps this service's view of the chunk current even though the
|
||||
# retry itself only needs the revision number from the 409 body.
|
||||
await fetch_chunk(coord)
|
||||
attempt_revision = current_rev
|
||||
retried = true
|
||||
continue
|
||||
|
||||
return {"ok": false, "status": resp["status"], "revision": 0, "checksum": "",
|
||||
"live_session": false, "retried": retried, "detail": _error_detail(resp)}
|
||||
|
||||
return {"ok": false, "status": 409, "revision": 0, "checksum": "", "live_session": false,
|
||||
"retried": true, "detail": "conflict retry limit exceeded"}
|
||||
|
||||
|
||||
## Save multiple chunks in one atomic batch PUT (world_persistence_impl.md
|
||||
## §8.1 batch write: "an editor brush stroke or an object drag routinely
|
||||
## straddles a chunk boundary"). `entries` is an Array of
|
||||
## `{"coord": Vector3i, "model": ChunkEditorModel, "base_revision": int}`.
|
||||
## All-or-nothing: a `409` names the offending coordinate and nothing is
|
||||
## written, so only that entry's `base_revision` is refreshed before the
|
||||
## whole batch is retried.
|
||||
##
|
||||
## Returns:
|
||||
## {"ok": bool, "status": int, "live_session": bool,
|
||||
## "chunks": Array, "retried": bool, "detail": String}
|
||||
func save_batch(entries: Array) -> Dictionary:
|
||||
var working: Array = []
|
||||
for e in entries:
|
||||
working.append((e as Dictionary).duplicate())
|
||||
var retried := false
|
||||
|
||||
for attempt in range(MAX_RETRIES + 1):
|
||||
var chunks_json: Array = []
|
||||
for e in working:
|
||||
var c: Vector3i = e["coord"]
|
||||
var m: ChunkEditorModel = e["model"]
|
||||
chunks_json.append({
|
||||
"cx": c.x, "cy": c.y, "cz": c.z,
|
||||
"base_revision": int(e["base_revision"]),
|
||||
"payload_b64": Marshalls.raw_to_base64(m.encode_binary()),
|
||||
})
|
||||
var resp := await _request_json(HTTPClient.METHOD_PUT, _batch_path(), {"chunks": chunks_json})
|
||||
|
||||
if resp["status"] == 200:
|
||||
var d: Dictionary = resp["data"]
|
||||
return {"ok": true, "status": 200, "live_session": bool(d.get("live_session", false)),
|
||||
"chunks": d.get("chunks", []), "retried": retried, "detail": "OK"}
|
||||
|
||||
if resp["status"] == 409 and attempt < MAX_RETRIES:
|
||||
var conflict: Dictionary = resp["data"] if resp["data"] is Dictionary else {}
|
||||
var current_rev := int(conflict.get("current_revision", 0))
|
||||
var offending: Variant = conflict.get("coord")
|
||||
if offending is Array and offending.size() == 3:
|
||||
var oc := Vector3i(int(offending[0]), int(offending[1]), int(offending[2]))
|
||||
for e in working:
|
||||
if (e["coord"] as Vector3i) == oc:
|
||||
await fetch_chunk(oc)
|
||||
e["base_revision"] = current_rev
|
||||
break
|
||||
retried = true
|
||||
continue
|
||||
|
||||
return {"ok": false, "status": resp["status"], "live_session": false, "chunks": [],
|
||||
"retried": retried, "detail": _error_detail(resp)}
|
||||
|
||||
return {"ok": false, "status": 409, "live_session": false, "chunks": [],
|
||||
"retried": true, "detail": "conflict retry limit exceeded"}
|
||||
|
||||
|
||||
# ─────────────────────────── internals ───────────────────────────
|
||||
|
||||
## Resolved via an absolute node path, not the bare `ApiClient` autoload
|
||||
## identifier -- see the identical note on `HttpChunkSource._api_client()`
|
||||
## (bare autoload identifiers don't resolve when a script is compiled for a
|
||||
## headless `godot --script ...` run, which is how this service's smoke
|
||||
## test drives it).
|
||||
func _api_client() -> Node:
|
||||
return get_node("/root/ApiClient")
|
||||
|
||||
|
||||
func _chunk_path(coord: Vector3i) -> String:
|
||||
return "/api/worlds/%s/rooms/%s/chunks/%d/%d/%d" % [world_id, room_slug, coord.x, coord.y, coord.z]
|
||||
|
||||
|
||||
func _batch_path() -> String:
|
||||
return "/api/worlds/%s/rooms/%s/chunks" % [world_id, room_slug]
|
||||
|
||||
|
||||
func _request_json(method: HTTPClient.Method, path: String, body_dict: Dictionary) -> Dictionary:
|
||||
var http := HTTPRequest.new()
|
||||
http.timeout = 15.0
|
||||
add_child(http)
|
||||
|
||||
var api := _api_client()
|
||||
var headers := PackedStringArray(["Content-Type: application/json", "Accept: application/json"])
|
||||
if api.has_token():
|
||||
headers.append("Authorization: " + str(api.bearer_token))
|
||||
|
||||
var url: String = str(api.base_url) + path
|
||||
var err := http.request(url, headers, method, JSON.stringify(body_dict))
|
||||
if err != OK:
|
||||
http.queue_free()
|
||||
return {"status": 0, "data": null, "raw": "request failed to start (%d)" % err}
|
||||
|
||||
var args: Array = await http.request_completed
|
||||
var result_code: int = args[0]
|
||||
var response_code: int = args[1]
|
||||
var body_bytes: PackedByteArray = args[3]
|
||||
http.queue_free()
|
||||
|
||||
if result_code != HTTPRequest.RESULT_SUCCESS:
|
||||
return {"status": 0, "data": null, "raw": "transport error (%d)" % result_code}
|
||||
|
||||
var text := body_bytes.get_string_from_utf8()
|
||||
var parsed: Variant = JSON.parse_string(text) if text != "" else null
|
||||
return {"status": response_code, "data": parsed, "raw": text}
|
||||
|
||||
|
||||
func _error_detail(resp: Dictionary) -> String:
|
||||
var data: Variant = resp.get("data")
|
||||
if data is Dictionary and (data as Dictionary).has("detail"):
|
||||
return str((data as Dictionary)["detail"])
|
||||
if int(resp.get("status", 0)) == 0:
|
||||
return str(resp.get("raw", "network error"))
|
||||
return "HTTP error %d" % int(resp.get("status", 0))
|
||||
|
||||
|
||||
func _error_detail_from_body(body: PackedByteArray) -> String:
|
||||
var text := body.get_string_from_utf8()
|
||||
var parsed: Variant = JSON.parse_string(text) if text != "" else null
|
||||
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
|
||||
return str((parsed as Dictionary)["detail"])
|
||||
return text
|
||||
|
||||
|
||||
func _fetch_result(ok: bool, status: int, model: ChunkEditorModel, revision: int,
|
||||
checksum: String, detail: String) -> Dictionary:
|
||||
return {"ok": ok, "status": status, "model": model, "revision": revision,
|
||||
"checksum": checksum, "detail": detail}
|
||||
|
||||
|
||||
func _int_header(headers: PackedStringArray, key: String) -> int:
|
||||
var prefix := key + ":"
|
||||
for h in headers:
|
||||
if h.to_lower().begins_with(prefix):
|
||||
return int(h.substr(h.find(":") + 1).strip_edges())
|
||||
return 0
|
||||
|
||||
|
||||
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 ""
|
||||
@@ -0,0 +1,114 @@
|
||||
class_name EditorCore
|
||||
extends RefCounted
|
||||
## Shared, data-native editor core (docs/architecture/editor.md §7.1).
|
||||
##
|
||||
## Both the in-game editor UI (`scripts/editor/ui/in_game_editor.gd`) and,
|
||||
## per the doc's §6.2/§7.3, any future thin dev-plugin surface are meant to
|
||||
## sit on top of this single object. It never touches `Control` nodes,
|
||||
## HTTP, or the live scene tree -- it only knows about the chunk model,
|
||||
## undo/redo, selection, and tools. It owns:
|
||||
##
|
||||
## - `model` (ChunkEditorModel) the chunk being edited
|
||||
## - `undo_redo` (EditorUndoRedoStack) command-pattern history
|
||||
## - `selection` (SelectionManager) selected object id
|
||||
## - `tools` (ToolRegistry) brush / object_place / select /
|
||||
## erase / transform
|
||||
## - `catalog` (EditorObjectCatalog, optional) palette source consumed
|
||||
## by `object_place`
|
||||
##
|
||||
## Every mutating public method here (`paint_tile`, `erase_tile`,
|
||||
## `place_object`, `delete_object`, `move_object`, `rotate_object`,
|
||||
## `scale_object`, `select_object`) is a thin wrapper around `use_tool()` --
|
||||
## it goes through `ToolRegistry`, never straight at `ChunkEditorModel`.
|
||||
## This is the seam this task's verification bar cares about: UI code and
|
||||
## tests mutate the chunk exactly the same way, so a test that calls
|
||||
## `core.move_object(...)` is exercising the same code path a player's
|
||||
## drag-in-the-viewport would.
|
||||
##
|
||||
## Persisting the edited chunk to the backend is explicitly **out of
|
||||
## scope** here (a sibling task owns the batch-PUT/conflict-handling save
|
||||
## path per world_persistence_impl.md) -- `model.encode_binary()` is as far
|
||||
## as this class goes.
|
||||
|
||||
var model: ChunkEditorModel
|
||||
var undo_redo: EditorUndoRedoStack
|
||||
var selection: SelectionManager
|
||||
var tools: ToolRegistry
|
||||
var catalog: EditorObjectCatalog = null
|
||||
|
||||
|
||||
func _init(p_model: ChunkEditorModel, p_catalog: EditorObjectCatalog = null) -> void:
|
||||
model = p_model
|
||||
catalog = p_catalog
|
||||
undo_redo = EditorUndoRedoStack.new()
|
||||
selection = SelectionManager.new()
|
||||
tools = ToolRegistry.new()
|
||||
tools.register_tool(BrushTool.new())
|
||||
tools.register_tool(ObjectPlaceTool.new())
|
||||
tools.register_tool(SelectTool.new())
|
||||
tools.register_tool(EraseTool.new())
|
||||
tools.register_tool(TransformTool.new())
|
||||
tools.set_active_tool("select")
|
||||
|
||||
|
||||
## Route an action through the named tool. This is the single choke point
|
||||
## every mutation (and every convenience wrapper below) goes through.
|
||||
func use_tool(tool_id: String, args: Dictionary) -> Variant:
|
||||
var tool: EditorTool = tools.get_tool(tool_id)
|
||||
if tool == null:
|
||||
push_error("EditorCore: unknown tool '%s'" % tool_id)
|
||||
return null
|
||||
return tool.apply(self, args)
|
||||
|
||||
|
||||
# ───────── convenience wrappers (all route through use_tool/ToolRegistry) ─────────
|
||||
|
||||
func paint_tile(layer_idx: int, x: int, y: int, tile_id: int, z: int = 0) -> bool:
|
||||
return bool(use_tool("brush", {"layer": layer_idx, "x": x, "y": y, "z": z, "tile_id": tile_id}))
|
||||
|
||||
|
||||
func erase_tile(layer_idx: int, x: int, y: int, z: int = 0) -> bool:
|
||||
return bool(use_tool("erase", {"layer": layer_idx, "x": x, "y": y, "z": z}))
|
||||
|
||||
|
||||
func place_object(catalog_id: String, position: Vector3,
|
||||
rotation: Vector4 = Vector4(0, 0, 0, 1), scale: Vector3 = Vector3.ONE) -> String:
|
||||
var result: Variant = use_tool("object_place", {
|
||||
"catalog_id": catalog_id,
|
||||
"position": position,
|
||||
"rotation": rotation,
|
||||
"scale": scale,
|
||||
})
|
||||
return result if result is String else ""
|
||||
|
||||
|
||||
func delete_object(object_id: String) -> bool:
|
||||
return bool(use_tool("erase", {"object_id": object_id}))
|
||||
|
||||
|
||||
func move_object(object_id: String, position: Vector3) -> bool:
|
||||
return bool(use_tool("transform", {"object_id": object_id, "op": "move", "value": position}))
|
||||
|
||||
|
||||
func rotate_object(object_id: String, rotation: Vector4) -> bool:
|
||||
return bool(use_tool("transform", {"object_id": object_id, "op": "rotate", "value": rotation}))
|
||||
|
||||
|
||||
func scale_object(object_id: String, scale: Vector3) -> bool:
|
||||
return bool(use_tool("transform", {"object_id": object_id, "op": "scale", "value": scale}))
|
||||
|
||||
|
||||
func select_object(object_id: String) -> bool:
|
||||
return bool(use_tool("select", {"object_id": object_id}))
|
||||
|
||||
|
||||
func clear_selection() -> void:
|
||||
use_tool("select", {})
|
||||
|
||||
|
||||
func undo() -> bool:
|
||||
return undo_redo.undo()
|
||||
|
||||
|
||||
func redo() -> bool:
|
||||
return undo_redo.redo()
|
||||
@@ -0,0 +1,73 @@
|
||||
class_name EditorUndoRedoStack
|
||||
extends RefCounted
|
||||
## Command pattern over ChunkEditorModel mutations
|
||||
## (docs/architecture/editor.md §7.1 `UndoRedoStack`).
|
||||
##
|
||||
## Thin wrapper around Godot's built-in `UndoRedo` -- the general-purpose
|
||||
## class meant for use in game code (unlike the editor-only
|
||||
## `EditorUndoRedoManager`, which only exists inside `EditorPlugin`s and
|
||||
## isn't available at runtime). Every EditorCore tool (scripts/editor/tools/
|
||||
## *.gd) opens exactly one action per user operation and adds a do/undo
|
||||
## Callable pair that calls the *same* ChunkEditorModel raw setter in both
|
||||
## directions (e.g. `set_tile_raw` with the new id, then again with the old
|
||||
## one) -- so undo genuinely reverts the mutation instead of re-deriving it.
|
||||
##
|
||||
## `UndoRedo` extends `Object`, not `RefCounted`, so it is not automatically
|
||||
## freed; `_notification(NOTIFICATION_PREDELETE)` frees it when this wrapper
|
||||
## (a RefCounted) goes out of scope.
|
||||
|
||||
var _ur := UndoRedo.new()
|
||||
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
if what == NOTIFICATION_PREDELETE and _ur != null:
|
||||
_ur.free()
|
||||
_ur = null
|
||||
|
||||
|
||||
## Begin a new undoable action. Must be paired with `commit()`.
|
||||
func begin(action_name: String) -> void:
|
||||
_ur.create_action(action_name)
|
||||
|
||||
|
||||
## Register the forward step of the current action. Called immediately by
|
||||
## `commit()`, and again on every future `redo()`.
|
||||
func add_do(callable: Callable) -> void:
|
||||
_ur.add_do_method(callable)
|
||||
|
||||
|
||||
## Register the reverse step of the current action. Called on every
|
||||
## `undo()`.
|
||||
func add_undo(callable: Callable) -> void:
|
||||
_ur.add_undo_method(callable)
|
||||
|
||||
|
||||
## Close the current action and execute its do-step once.
|
||||
func commit() -> void:
|
||||
_ur.commit_action()
|
||||
|
||||
|
||||
## Close the current action without executing anything (used when a tool
|
||||
## decides mid-way that there is nothing worth recording).
|
||||
func cancel() -> void:
|
||||
_ur.commit_action(false)
|
||||
|
||||
|
||||
func undo() -> bool:
|
||||
return _ur.undo()
|
||||
|
||||
|
||||
func redo() -> bool:
|
||||
return _ur.redo()
|
||||
|
||||
|
||||
func can_undo() -> bool:
|
||||
return _ur.has_undo()
|
||||
|
||||
|
||||
func can_redo() -> bool:
|
||||
return _ur.has_redo()
|
||||
|
||||
|
||||
func clear_history() -> void:
|
||||
_ur.clear_history()
|
||||
@@ -0,0 +1,68 @@
|
||||
class_name EditorObjectCatalog
|
||||
extends RefCounted
|
||||
## Catalog of placeable world objects for the in-game editor's
|
||||
## `PalettePanel` (docs/architecture/editor.md §7.2).
|
||||
##
|
||||
## Mirrors the loading convention already used twice in this codebase --
|
||||
## `scripts/avatar/avatar_catalog.gd` (AvatarCatalog) and
|
||||
## `scripts/scripting/spawn_catalog.gd` (SpawnCatalog): a data-driven JSON
|
||||
## manifest, loaded once, looked up by id. Checked both before adding this:
|
||||
## `AvatarCatalog` is avatar-attachment-specific (base_body/slot/mount_bone)
|
||||
## and `SpawnCatalog` is scoped to `ScriptBehavior`'s `spawn_from_catalog`
|
||||
## verb specifically (its own doc comment says as much) -- neither is a
|
||||
## general "placeable world object" catalog, so this is a new, small one
|
||||
## rather than a reuse of either.
|
||||
|
||||
## Catalog manifest structure:
|
||||
## { "objects": { "id": { "type", "asset_id", "display_name", ... } } }
|
||||
var _catalog: Dictionary = {}
|
||||
var _loaded: bool = false
|
||||
var _catalog_path: String = "res://assets/editor/object_catalog.json"
|
||||
|
||||
|
||||
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("objects"):
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
_catalog = (result as Dictionary)["objects"]
|
||||
_loaded = true
|
||||
return OK
|
||||
|
||||
|
||||
func is_loaded() -> bool:
|
||||
return _loaded
|
||||
|
||||
|
||||
## Resolve a catalog id to its template Dictionary ({} if unknown/unloaded).
|
||||
func resolve(id: String) -> Dictionary:
|
||||
if not _loaded:
|
||||
return {}
|
||||
return _catalog.get(id, {})
|
||||
|
||||
|
||||
func has_object(id: String) -> bool:
|
||||
return _loaded and _catalog.has(id)
|
||||
|
||||
|
||||
func get_all_ids() -> Array[String]:
|
||||
if not _loaded:
|
||||
return []
|
||||
var ids: Array[String] = []
|
||||
for id in _catalog.keys():
|
||||
ids.append(id)
|
||||
return ids
|
||||
|
||||
|
||||
func get_catalog_path() -> String:
|
||||
return _catalog_path
|
||||
@@ -0,0 +1,32 @@
|
||||
class_name SelectionManager
|
||||
extends RefCounted
|
||||
## Tracks the currently-selected object in the in-game editor
|
||||
## (docs/architecture/editor.md §7.1 `SelectionManager`).
|
||||
##
|
||||
## Selection is UI/session state, not chunk data: it is never pushed onto
|
||||
## `EditorUndoRedoStack` and never encoded into the `ChunkPayload`. Scoped
|
||||
## to a single selected object id, matching the 2D-tile-editor scope
|
||||
## (docs/architecture/editor.md §8) -- multi-select is future work.
|
||||
|
||||
signal selection_changed(object_id: String)
|
||||
|
||||
var _selected_id: String = ""
|
||||
|
||||
|
||||
func select(object_id: String) -> void:
|
||||
if _selected_id == object_id:
|
||||
return
|
||||
_selected_id = object_id
|
||||
selection_changed.emit(_selected_id)
|
||||
|
||||
|
||||
func clear() -> void:
|
||||
select("")
|
||||
|
||||
|
||||
func get_selected() -> String:
|
||||
return _selected_id
|
||||
|
||||
|
||||
func has_selection() -> bool:
|
||||
return _selected_id != ""
|
||||
@@ -0,0 +1,41 @@
|
||||
class_name ToolRegistry
|
||||
extends RefCounted
|
||||
## Registry of `EditorTool` instances, keyed by id
|
||||
## (docs/architecture/editor.md §7.1: "brush / object-place / select /
|
||||
## erase, etc."). `EditorCore.use_tool()` is the single choke point every
|
||||
## chunk mutation goes through -- UI code and tests both call tools by id
|
||||
## through here rather than reaching into `ChunkEditorModel` directly.
|
||||
|
||||
var _tools: Dictionary = {}
|
||||
var _active_id: String = ""
|
||||
|
||||
|
||||
func register_tool(tool: EditorTool) -> void:
|
||||
_tools[tool.tool_id] = tool
|
||||
|
||||
|
||||
func get_tool(tool_id: String) -> EditorTool:
|
||||
return _tools.get(tool_id, null)
|
||||
|
||||
|
||||
func has_tool(tool_id: String) -> bool:
|
||||
return _tools.has(tool_id)
|
||||
|
||||
|
||||
func get_tool_ids() -> Array:
|
||||
return _tools.keys()
|
||||
|
||||
|
||||
func set_active_tool(tool_id: String) -> bool:
|
||||
if not _tools.has(tool_id):
|
||||
return false
|
||||
_active_id = tool_id
|
||||
return true
|
||||
|
||||
|
||||
func get_active_tool_id() -> String:
|
||||
return _active_id
|
||||
|
||||
|
||||
func get_active_tool() -> EditorTool:
|
||||
return _tools.get(_active_id, null)
|
||||
@@ -0,0 +1,31 @@
|
||||
class_name BrushTool
|
||||
extends EditorTool
|
||||
## Paints a single tile id into a tile layer at (x, y[, z]).
|
||||
##
|
||||
## `args`: `layer` (int, default 0), `x` (int), `y` (int), `z` (int,
|
||||
## default 0), `tile_id` (int).
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
tool_id = "brush"
|
||||
|
||||
|
||||
func apply(core: EditorCore, args: Dictionary) -> Variant:
|
||||
var layer_idx: int = args.get("layer", 0)
|
||||
var x: int = args.get("x", 0)
|
||||
var y: int = args.get("y", 0)
|
||||
var z: int = args.get("z", 0)
|
||||
var tile_id: int = args.get("tile_id", 0)
|
||||
|
||||
if not core.model.is_tile_in_bounds(layer_idx, x, y, z):
|
||||
return false
|
||||
|
||||
var old_tile_id: int = core.model.get_tile_raw(layer_idx, x, y, z)
|
||||
if old_tile_id == tile_id:
|
||||
return false # no-op -- nothing to undo
|
||||
|
||||
core.undo_redo.begin("Paint tile (%d,%d,%d) -> %d" % [x, y, z, tile_id])
|
||||
core.undo_redo.add_do(core.model.set_tile_raw.bind(layer_idx, x, y, z, tile_id))
|
||||
core.undo_redo.add_undo(core.model.set_tile_raw.bind(layer_idx, x, y, z, old_tile_id))
|
||||
core.undo_redo.commit()
|
||||
return true
|
||||
@@ -0,0 +1,20 @@
|
||||
class_name EditorTool
|
||||
extends RefCounted
|
||||
## Base class for EditorCore tools (docs/architecture/editor.md §7.1
|
||||
## `ToolRegistry`: brush / object-place / select / erase / transform).
|
||||
##
|
||||
## A tool never mutates `ChunkEditorModel` "bare" -- every chunk-data
|
||||
## mutation goes through `EditorCore.undo_redo` so it is always revertible.
|
||||
## (Selection is the one exception: it is UI state, not chunk data, and
|
||||
## `SelectTool` intentionally does not touch undo/redo -- see its comment.)
|
||||
|
||||
var tool_id: String = ""
|
||||
|
||||
|
||||
## Apply this tool's action against `core` with `args`. Returns a
|
||||
## tool-specific result on success (often `true`/a new object id), or a
|
||||
## falsy value (`false`/`""`/`null`) if nothing changed -- callers should
|
||||
## treat falsy as "no-op, nothing to undo".
|
||||
func apply(_core: EditorCore, _args: Dictionary) -> Variant:
|
||||
push_error("EditorTool.apply() not implemented for tool '%s'" % tool_id)
|
||||
return null
|
||||
@@ -0,0 +1,41 @@
|
||||
class_name EraseTool
|
||||
extends EditorTool
|
||||
## Deletes an object, or clears a tile back to id 0 (the reserved empty/air
|
||||
## id -- world.md §3.2 / TileDef doc comment).
|
||||
##
|
||||
## `args`: either `{"object_id": ...}` to delete an object, or
|
||||
## `{"layer", "x", "y", "z"}` to clear a tile (delegates to BrushTool with
|
||||
## `tile_id = 0` so both paths share one undo/redo implementation).
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
tool_id = "erase"
|
||||
|
||||
|
||||
func apply(core: EditorCore, args: Dictionary) -> Variant:
|
||||
if args.has("object_id"):
|
||||
return _erase_object(core, args["object_id"])
|
||||
return _erase_tile(core, args)
|
||||
|
||||
|
||||
func _erase_object(core: EditorCore, object_id: String) -> bool:
|
||||
var idx: int = core.model.get_object_index(object_id)
|
||||
if idx == -1:
|
||||
return false
|
||||
var obj: ChunkDataDecoder.WorldObjectData = core.model.payload.objects[idx]
|
||||
|
||||
core.undo_redo.begin("Delete '%s'" % object_id)
|
||||
core.undo_redo.add_do(core.model.remove_object_raw.bind(object_id))
|
||||
core.undo_redo.add_undo(core.model.insert_object_raw.bind(obj, idx))
|
||||
core.undo_redo.commit()
|
||||
|
||||
if core.selection.get_selected() == object_id:
|
||||
core.selection.clear()
|
||||
return true
|
||||
|
||||
|
||||
func _erase_tile(core: EditorCore, args: Dictionary) -> bool:
|
||||
var brush: EditorTool = core.tools.get_tool("brush")
|
||||
var tile_args: Dictionary = args.duplicate()
|
||||
tile_args["tile_id"] = 0
|
||||
return bool(brush.apply(core, tile_args))
|
||||
@@ -0,0 +1,50 @@
|
||||
class_name ObjectPlaceTool
|
||||
extends EditorTool
|
||||
## Places a new catalog object into the chunk at a given transform.
|
||||
##
|
||||
## `args`: `catalog_id` (String, required), `position` (Vector3), `rotation`
|
||||
## (Vector4 quaternion, optional, default identity), `scale` (Vector3,
|
||||
## optional, default ONE), `properties` (Dictionary, optional, merged in).
|
||||
##
|
||||
## Returns the new object's id (String) on success, or "" on failure
|
||||
## (unknown catalog_id).
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
tool_id = "object_place"
|
||||
|
||||
|
||||
func apply(core: EditorCore, args: Dictionary) -> Variant:
|
||||
var catalog_id: String = args.get("catalog_id", "")
|
||||
if catalog_id == "":
|
||||
push_error("ObjectPlaceTool: missing catalog_id")
|
||||
return ""
|
||||
|
||||
var entry: Dictionary = {}
|
||||
if core.catalog != null:
|
||||
entry = core.catalog.resolve(catalog_id)
|
||||
if entry.is_empty():
|
||||
push_error("ObjectPlaceTool: unknown catalog_id '%s'" % catalog_id)
|
||||
return ""
|
||||
|
||||
var obj := ChunkDataDecoder.WorldObjectData.new()
|
||||
obj.id = core.model.generate_object_id()
|
||||
obj.type = entry.get("type", "prop")
|
||||
obj.asset_id = entry.get("asset_id", catalog_id)
|
||||
obj.position = args.get("position", Vector3.ZERO)
|
||||
obj.rotation = args.get("rotation", Vector4(0, 0, 0, 1))
|
||||
obj.scale = args.get("scale", Vector3.ONE)
|
||||
|
||||
var props: Dictionary = (args.get("properties", {}) as Dictionary).duplicate()
|
||||
if entry.has("display_name"):
|
||||
props["display_name"] = entry["display_name"]
|
||||
props["catalog_id"] = catalog_id
|
||||
obj.properties = props
|
||||
|
||||
core.undo_redo.begin("Place '%s' (%s)" % [obj.id, catalog_id])
|
||||
core.undo_redo.add_do(core.model.add_object_raw.bind(obj))
|
||||
core.undo_redo.add_undo(core.model.remove_object_raw.bind(obj.id))
|
||||
core.undo_redo.commit()
|
||||
|
||||
core.selection.select(obj.id)
|
||||
return obj.id
|
||||
@@ -0,0 +1,24 @@
|
||||
class_name SelectTool
|
||||
extends EditorTool
|
||||
## Selects (or clears) the active object in `EditorCore.selection`.
|
||||
##
|
||||
## `args`: `object_id` (String) -- omitted or "" clears the selection.
|
||||
##
|
||||
## Selection is UI/session state, not chunk data (docs/architecture/editor.md
|
||||
## §7.1 lists `SelectionManager` as a sibling of `UndoRedoStack`, not a
|
||||
## client of it), so this intentionally never touches `core.undo_redo`.
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
tool_id = "select"
|
||||
|
||||
|
||||
func apply(core: EditorCore, args: Dictionary) -> Variant:
|
||||
var object_id: String = args.get("object_id", "")
|
||||
if object_id == "":
|
||||
core.selection.clear()
|
||||
return true
|
||||
if core.model.find_object(object_id) == null:
|
||||
return false
|
||||
core.selection.select(object_id)
|
||||
return true
|
||||
@@ -0,0 +1,62 @@
|
||||
class_name TransformTool
|
||||
extends EditorTool
|
||||
## Moves, rotates, or scales an existing object.
|
||||
##
|
||||
## Not one of the four tools literally named in docs/architecture/editor.md
|
||||
## §7.1's `ToolRegistry` list ("brush / object-place / select / erase,
|
||||
## etc.") but required by this task's brief ("place / move / rotate / scale
|
||||
## / delete") -- the doc's own "etc." leaves room, so this is a fifth
|
||||
## registered tool rather than overloading `ObjectPlaceTool` (placing a new
|
||||
## object and re-transforming an existing one are different undo units)
|
||||
## or `SelectTool` (selection is deliberately not chunk-mutating).
|
||||
##
|
||||
## `args`: `object_id` (String), `op` ("move" | "rotate" | "scale"), `value`
|
||||
## (Vector3 for move/scale, Vector4 quaternion for rotate).
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
tool_id = "transform"
|
||||
|
||||
|
||||
func apply(core: EditorCore, args: Dictionary) -> Variant:
|
||||
var object_id: String = args.get("object_id", "")
|
||||
var op: String = args.get("op", "")
|
||||
var obj := core.model.find_object(object_id)
|
||||
if obj == null:
|
||||
return false
|
||||
|
||||
match op:
|
||||
"move":
|
||||
return _apply_vector3(core, object_id, args.get("value", obj.position),
|
||||
obj.position, "Move", core.model.set_object_position_raw)
|
||||
"rotate":
|
||||
return _apply_vector4(core, object_id, args.get("value", obj.rotation),
|
||||
obj.rotation, "Rotate", core.model.set_object_rotation_raw)
|
||||
"scale":
|
||||
return _apply_vector3(core, object_id, args.get("value", obj.scale),
|
||||
obj.scale, "Scale", core.model.set_object_scale_raw)
|
||||
_:
|
||||
push_error("TransformTool: unknown op '%s'" % op)
|
||||
return false
|
||||
|
||||
|
||||
func _apply_vector3(core: EditorCore, object_id: String, new_value: Vector3,
|
||||
old_value: Vector3, label: String, setter: Callable) -> bool:
|
||||
if new_value.is_equal_approx(old_value):
|
||||
return false
|
||||
core.undo_redo.begin("%s '%s'" % [label, object_id])
|
||||
core.undo_redo.add_do(setter.bind(object_id, new_value))
|
||||
core.undo_redo.add_undo(setter.bind(object_id, old_value))
|
||||
core.undo_redo.commit()
|
||||
return true
|
||||
|
||||
|
||||
func _apply_vector4(core: EditorCore, object_id: String, new_value: Vector4,
|
||||
old_value: Vector4, label: String, setter: Callable) -> bool:
|
||||
if new_value.is_equal_approx(old_value):
|
||||
return false
|
||||
core.undo_redo.begin("%s '%s'" % [label, object_id])
|
||||
core.undo_redo.add_do(setter.bind(object_id, new_value))
|
||||
core.undo_redo.add_undo(setter.bind(object_id, old_value))
|
||||
core.undo_redo.commit()
|
||||
return true
|
||||
@@ -0,0 +1,65 @@
|
||||
class_name EditorToolbar
|
||||
extends HBoxContainer
|
||||
## Tool-mode switcher for the in-game editor (docs/architecture/editor.md
|
||||
## §7.2 `Toolbar`). Pure UI: it only emits signals: `InGameEditor` decides
|
||||
## what to do with them (calling into `EditorCore`/`ToolRegistry`).
|
||||
|
||||
signal tool_selected(tool_id: String)
|
||||
signal undo_pressed
|
||||
signal redo_pressed
|
||||
|
||||
const TOOL_LABELS := {
|
||||
"select": "Select",
|
||||
"brush": "Brush",
|
||||
"object_place": "Place",
|
||||
"erase": "Erase",
|
||||
}
|
||||
|
||||
var _tool_buttons: Dictionary = {}
|
||||
var _undo_button: Button
|
||||
var _redo_button: Button
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
name = "EditorToolbar"
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
for tool_id in TOOL_LABELS:
|
||||
var btn := Button.new()
|
||||
btn.text = TOOL_LABELS[tool_id]
|
||||
btn.toggle_mode = true
|
||||
btn.pressed.connect(_on_tool_button_pressed.bind(tool_id))
|
||||
add_child(btn)
|
||||
_tool_buttons[tool_id] = btn
|
||||
|
||||
add_child(VSeparator.new())
|
||||
|
||||
_undo_button = Button.new()
|
||||
_undo_button.text = "Undo"
|
||||
_undo_button.pressed.connect(func(): undo_pressed.emit())
|
||||
add_child(_undo_button)
|
||||
|
||||
_redo_button = Button.new()
|
||||
_redo_button.text = "Redo"
|
||||
_redo_button.pressed.connect(func(): redo_pressed.emit())
|
||||
add_child(_redo_button)
|
||||
|
||||
|
||||
func _on_tool_button_pressed(tool_id: String) -> void:
|
||||
set_active_tool(tool_id)
|
||||
tool_selected.emit(tool_id)
|
||||
|
||||
|
||||
## Reflect the active tool in the button states without re-emitting the signal.
|
||||
func set_active_tool(tool_id: String) -> void:
|
||||
for id in _tool_buttons:
|
||||
_tool_buttons[id].button_pressed = (id == tool_id)
|
||||
|
||||
|
||||
## Reflect whether undo/redo currently have anything to do.
|
||||
func set_history_state(can_undo: bool, can_redo: bool) -> void:
|
||||
if _undo_button:
|
||||
_undo_button.disabled = not can_undo
|
||||
if _redo_button:
|
||||
_redo_button.disabled = not can_redo
|
||||
@@ -0,0 +1,135 @@
|
||||
class_name EditorViewport
|
||||
extends Control
|
||||
## Custom 2D viewport for the in-game editor (docs/architecture/editor.md
|
||||
## §7.2 `EditorViewport`).
|
||||
##
|
||||
## Deliberately 2D top-down, not a 3D gizmo viewport -- per §8's own risk
|
||||
## mitigation ("start with a 2D tile editor... matches CHUNK_SIZE_Z=1
|
||||
## default; add 3D later"). Renders one tile layer as a grid plus the
|
||||
## chunk's objects as dots, and turns clicks into calls on `EditorCore`
|
||||
## routed through whichever tool is active in `ToolRegistry` -- this is UI
|
||||
## glue, it never mutates `ChunkEditorModel` itself.
|
||||
##
|
||||
## Coordinate convention matches the rest of this codebase's tile system
|
||||
## (scripts/tile_layer_node.gd `_tile_to_world`): chunk-local X/Y are the
|
||||
## flat ground plane, Z is height (CHUNK_SIZE_Z=1 by default -- see
|
||||
## scripts/chunk.gd). One grid cell == one world unit == `cell_size` pixels.
|
||||
|
||||
signal edit_applied
|
||||
|
||||
var core: EditorCore = null
|
||||
var layer_idx: int = 0
|
||||
var cell_size: float = 24.0
|
||||
## Catalog id the next "object_place" click will place. Set by
|
||||
## `InGameEditor` from `PalettePanel.object_selected`.
|
||||
var pending_catalog_id: String = ""
|
||||
## Tile id the next "brush" click paints. Cycled with number keys 0-9.
|
||||
var current_tile_id: int = 1
|
||||
|
||||
const TILE_EMPTY_COLOR := Color(0.15, 0.15, 0.17)
|
||||
const TILE_SOLID_COLOR := Color(0.35, 0.55, 0.35)
|
||||
const GRID_COLOR := Color(0, 0, 0, 0.25)
|
||||
const OBJECT_COLOR := Color(0.9, 0.6, 0.2)
|
||||
const OBJECT_SELECTED_COLOR := Color(1.0, 0.95, 0.2)
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
name = "EditorViewport"
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
focus_mode = Control.FOCUS_ALL
|
||||
|
||||
|
||||
func setup(p_core: EditorCore, p_layer_idx: int = 0) -> void:
|
||||
core = p_core
|
||||
layer_idx = p_layer_idx
|
||||
core.selection.selection_changed.connect(func(_id): queue_redraw())
|
||||
_resize_to_layer()
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _resize_to_layer() -> void:
|
||||
var layer := core.model.get_layer(layer_idx)
|
||||
if layer == null:
|
||||
custom_minimum_size = Vector2(cell_size * 8, cell_size * 8)
|
||||
return
|
||||
custom_minimum_size = Vector2(layer.width * cell_size, layer.height * cell_size)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if core == null:
|
||||
return
|
||||
var layer := core.model.get_layer(layer_idx)
|
||||
if layer == null:
|
||||
return
|
||||
|
||||
for y in range(layer.height):
|
||||
for x in range(layer.width):
|
||||
var tile_id := layer.get_tile(x, y, 0)
|
||||
var color := TILE_EMPTY_COLOR
|
||||
var tdef := layer.get_tile_def(tile_id)
|
||||
if tdef != null and tdef.solid:
|
||||
color = TILE_SOLID_COLOR
|
||||
draw_rect(Rect2(x * cell_size, y * cell_size, cell_size, cell_size), color, true)
|
||||
|
||||
for x in range(layer.width + 1):
|
||||
draw_line(Vector2(x * cell_size, 0), Vector2(x * cell_size, layer.height * cell_size), GRID_COLOR)
|
||||
for y in range(layer.height + 1):
|
||||
draw_line(Vector2(0, y * cell_size), Vector2(layer.width * cell_size, y * cell_size), GRID_COLOR)
|
||||
|
||||
for obj in core.model.payload.objects:
|
||||
var center := Vector2(obj.position.x * cell_size, obj.position.y * cell_size)
|
||||
var is_selected: bool = core.selection.get_selected() == obj.id
|
||||
var color := OBJECT_SELECTED_COLOR if is_selected else OBJECT_COLOR
|
||||
draw_circle(center, cell_size * 0.3, color)
|
||||
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if core == null:
|
||||
return
|
||||
if event is InputEventMouseButton:
|
||||
var mb := event as InputEventMouseButton
|
||||
if mb.pressed and mb.button_index == MOUSE_BUTTON_LEFT:
|
||||
_handle_click(mb.position)
|
||||
accept_event()
|
||||
elif event is InputEventKey:
|
||||
var key := event as InputEventKey
|
||||
if key.pressed and not key.echo:
|
||||
_handle_key(key)
|
||||
|
||||
|
||||
func _handle_key(key: InputEventKey) -> void:
|
||||
if key.keycode >= KEY_0 and key.keycode <= KEY_9:
|
||||
current_tile_id = key.keycode - KEY_0
|
||||
|
||||
|
||||
func _handle_click(local_pos: Vector2) -> void:
|
||||
var tx := int(floor(local_pos.x / cell_size))
|
||||
var ty := int(floor(local_pos.y / cell_size))
|
||||
|
||||
match core.tools.get_active_tool_id():
|
||||
"brush":
|
||||
if core.paint_tile(layer_idx, tx, ty, current_tile_id):
|
||||
edit_applied.emit()
|
||||
queue_redraw()
|
||||
"erase":
|
||||
var hit := _object_at(tx, ty)
|
||||
var changed: bool = core.delete_object(hit) if hit != "" else core.erase_tile(layer_idx, tx, ty)
|
||||
if changed:
|
||||
edit_applied.emit()
|
||||
queue_redraw()
|
||||
"object_place":
|
||||
if pending_catalog_id != "":
|
||||
var new_id := core.place_object(pending_catalog_id, Vector3(tx + 0.5, ty + 0.5, 0.0))
|
||||
if new_id != "":
|
||||
edit_applied.emit()
|
||||
queue_redraw()
|
||||
"select":
|
||||
core.select_object(_object_at(tx, ty))
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _object_at(tx: int, ty: int) -> String:
|
||||
for obj in core.model.payload.objects:
|
||||
if int(floor(obj.position.x)) == tx and int(floor(obj.position.y)) == ty:
|
||||
return obj.id
|
||||
return ""
|
||||
@@ -0,0 +1,250 @@
|
||||
class_name InGameEditor
|
||||
extends Control
|
||||
## In-game "build mode" UI (docs/architecture/editor.md §7.2 `InGameEditor`).
|
||||
##
|
||||
## Built entirely from `Control` nodes in code (matching this codebase's
|
||||
## existing convention for dynamic UI -- see `game.gd`'s `_show_build_stamp`
|
||||
## / `_show_status`) rather than a hand-authored `.tscn`, so there is one
|
||||
## fewer place for a scene-file/script mismatch to hide. It is only ever
|
||||
## instantiated when the player enters build mode (see `game.gd`'s
|
||||
## `_toggle_build_mode`), so it costs nothing during normal play.
|
||||
##
|
||||
## Composition matches the doc exactly:
|
||||
## EditorToolbar -- tool mode switcher
|
||||
## PalettePanel -- catalog-sourced object palette
|
||||
## EditorViewport -- the 2D tile/object canvas
|
||||
## InspectorPanel -- property editor for the selected object
|
||||
## EditorCore -- shared core (passed in, not owned/created here)
|
||||
##
|
||||
## Persisting edits (world_persistence_impl.md's single/batch-PUT save path,
|
||||
## §8.1-8.2) is wired through `ChunkSaveService`, set via
|
||||
## `setup_persistence()`. Without it (e.g. the F2 scratch-chunk path, or
|
||||
## `smoke_test_editor_core.gd`'s bare `InGameEditor.new(core)`), the Save
|
||||
## button is present but disabled -- closing the editor just discards the
|
||||
## UI and the in-memory `ChunkEditorModel` is unaffected either way.
|
||||
|
||||
signal closed
|
||||
|
||||
var core: EditorCore
|
||||
|
||||
var _toolbar: EditorToolbar
|
||||
var _palette: PalettePanel
|
||||
var _inspector: InspectorPanel
|
||||
var _viewport: EditorViewport
|
||||
var _close_button: Button
|
||||
var _save_button: Button
|
||||
var _save_status_label: Label
|
||||
|
||||
## Save-path state (world_persistence_impl.md §8.1/§8.2), set via
|
||||
## `setup_persistence()`. `_save_service == null` means there is nothing to
|
||||
## save to (see the class doc above) -- the Save button stays disabled.
|
||||
var _save_service: ChunkSaveService = null
|
||||
var _world_id: String = ""
|
||||
var _room_slug: String = "main"
|
||||
var _coord: Vector3i = Vector3i.ZERO
|
||||
var _base_revision: int = 0
|
||||
var _saving: bool = false
|
||||
|
||||
|
||||
func _init(p_core: EditorCore) -> void:
|
||||
core = p_core
|
||||
name = "InGameEditor"
|
||||
set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
|
||||
|
||||
## Wire this editor's Save button/Ctrl+S to a real backend round-trip.
|
||||
## `save_service` must already be in the scene tree (game.gd adds it as a
|
||||
## sibling before constructing this editor). `base_revision` is whatever the
|
||||
## caller last fetched for `coord` (0 if the chunk didn't exist yet).
|
||||
func setup_persistence(save_service: ChunkSaveService, world_id: String, room_slug: String,
|
||||
coord: Vector3i, base_revision: int) -> void:
|
||||
_save_service = save_service
|
||||
_world_id = world_id
|
||||
_room_slug = room_slug
|
||||
_coord = coord
|
||||
_base_revision = base_revision
|
||||
if _save_button != null:
|
||||
_save_button.disabled = false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_build_ui()
|
||||
_refresh_history_buttons()
|
||||
|
||||
|
||||
func _build_ui() -> void:
|
||||
var bg := ColorRect.new()
|
||||
bg.color = Color(0.08, 0.08, 0.09, 0.96)
|
||||
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(bg)
|
||||
|
||||
var root_vbox := VBoxContainer.new()
|
||||
root_vbox.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
root_vbox.offset_left = 12
|
||||
root_vbox.offset_top = 12
|
||||
root_vbox.offset_right = -12
|
||||
root_vbox.offset_bottom = -12
|
||||
add_child(root_vbox)
|
||||
|
||||
var top_bar := HBoxContainer.new()
|
||||
root_vbox.add_child(top_bar)
|
||||
|
||||
_toolbar = EditorToolbar.new()
|
||||
_toolbar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
top_bar.add_child(_toolbar)
|
||||
|
||||
_save_button = Button.new()
|
||||
_save_button.text = "Save (Ctrl+S)"
|
||||
_save_button.disabled = (_save_service == null)
|
||||
_save_button.pressed.connect(_on_save_pressed)
|
||||
top_bar.add_child(_save_button)
|
||||
|
||||
_close_button = Button.new()
|
||||
_close_button.text = "Close (F2)"
|
||||
_close_button.pressed.connect(_on_close_pressed)
|
||||
top_bar.add_child(_close_button)
|
||||
|
||||
_save_status_label = Label.new()
|
||||
_save_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
_save_status_label.visible = false
|
||||
root_vbox.add_child(_save_status_label)
|
||||
|
||||
var body := HBoxContainer.new()
|
||||
body.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
root_vbox.add_child(body)
|
||||
|
||||
var viewport_scroll := ScrollContainer.new()
|
||||
viewport_scroll.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
viewport_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
body.add_child(viewport_scroll)
|
||||
|
||||
_viewport = EditorViewport.new()
|
||||
viewport_scroll.add_child(_viewport)
|
||||
|
||||
var sidebar := VBoxContainer.new()
|
||||
sidebar.custom_minimum_size = Vector2(240, 0)
|
||||
body.add_child(sidebar)
|
||||
|
||||
_palette = PalettePanel.new()
|
||||
sidebar.add_child(_palette)
|
||||
|
||||
_inspector = InspectorPanel.new()
|
||||
sidebar.add_child(_inspector)
|
||||
|
||||
_viewport.setup(core, 0)
|
||||
_palette.set_catalog(core.catalog)
|
||||
_inspector.setup(core)
|
||||
|
||||
_toolbar.set_active_tool(core.tools.get_active_tool_id())
|
||||
_toolbar.tool_selected.connect(_on_tool_selected)
|
||||
_toolbar.undo_pressed.connect(_on_undo_pressed)
|
||||
_toolbar.redo_pressed.connect(_on_redo_pressed)
|
||||
_palette.object_selected.connect(_on_palette_object_selected)
|
||||
_inspector.delete_requested.connect(_on_inspector_delete_requested)
|
||||
_viewport.edit_applied.connect(_on_edit_applied)
|
||||
core.selection.selection_changed.connect(_on_selection_changed)
|
||||
|
||||
|
||||
func _unhandled_key_input(event: InputEvent) -> void:
|
||||
if not (event is InputEventKey):
|
||||
return
|
||||
var key := event as InputEventKey
|
||||
if not key.pressed or key.echo:
|
||||
return
|
||||
if key.ctrl_pressed and key.keycode == KEY_Z:
|
||||
_on_undo_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
elif key.ctrl_pressed and key.keycode == KEY_Y:
|
||||
_on_redo_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
elif key.ctrl_pressed and key.keycode == KEY_S:
|
||||
_on_save_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
elif key.keycode == KEY_DELETE and core.selection.has_selection():
|
||||
core.delete_object(core.selection.get_selected())
|
||||
_on_edit_applied()
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
func _on_tool_selected(tool_id: String) -> void:
|
||||
core.tools.set_active_tool(tool_id)
|
||||
|
||||
|
||||
func _on_palette_object_selected(catalog_id: String) -> void:
|
||||
_viewport.pending_catalog_id = catalog_id
|
||||
core.tools.set_active_tool("object_place")
|
||||
_toolbar.set_active_tool("object_place")
|
||||
|
||||
|
||||
func _on_inspector_delete_requested(object_id: String) -> void:
|
||||
core.delete_object(object_id)
|
||||
_on_edit_applied()
|
||||
|
||||
|
||||
func _on_undo_pressed() -> void:
|
||||
core.undo()
|
||||
_on_edit_applied()
|
||||
|
||||
|
||||
func _on_redo_pressed() -> void:
|
||||
core.redo()
|
||||
_on_edit_applied()
|
||||
|
||||
|
||||
func _on_edit_applied() -> void:
|
||||
_viewport.queue_redraw()
|
||||
_inspector.show_object(core.selection.get_selected())
|
||||
_refresh_history_buttons()
|
||||
|
||||
|
||||
func _on_selection_changed(object_id: String) -> void:
|
||||
_inspector.show_object(object_id)
|
||||
|
||||
|
||||
func _refresh_history_buttons() -> void:
|
||||
_toolbar.set_history_state(core.undo_redo.can_undo(), core.undo_redo.can_redo())
|
||||
|
||||
|
||||
func _on_close_pressed() -> void:
|
||||
closed.emit()
|
||||
queue_free()
|
||||
|
||||
|
||||
## Single-chunk save (world_persistence_impl.md §8.1). `ChunkSaveService`
|
||||
## owns the actual HTTP round trip, retrying on `409` internally
|
||||
## (§8.2/§5.4) -- this just reflects the outcome and, per §6 D4, surfaces
|
||||
## the `live_session` flag as a warning instead of ignoring it.
|
||||
func _on_save_pressed() -> void:
|
||||
if _save_service == null or _saving:
|
||||
return
|
||||
_saving = true
|
||||
_save_button.disabled = true
|
||||
_set_save_status("Saving…", Color(0.85, 0.85, 0.85))
|
||||
|
||||
var result: Dictionary = await _save_service.save_chunk(core.model, _coord, _base_revision)
|
||||
|
||||
_saving = false
|
||||
_save_button.disabled = false
|
||||
|
||||
if result.get("ok", false):
|
||||
_base_revision = int(result.get("revision", _base_revision))
|
||||
var msg := "Saved (revision %d)." % _base_revision
|
||||
if bool(result.get("retried", false)):
|
||||
msg += " (resolved a save conflict automatically)"
|
||||
if bool(result.get("live_session", false)):
|
||||
msg += " This world has players in it right now -- they'll see your changes when the session restarts."
|
||||
_set_save_status(msg, Color(1.0, 0.8, 0.25))
|
||||
else:
|
||||
_set_save_status(msg, Color(0.55, 1.0, 0.55))
|
||||
else:
|
||||
_set_save_status("Save failed: %s" % str(result.get("detail", "unknown error")), Color(1.0, 0.45, 0.45))
|
||||
|
||||
|
||||
func _set_save_status(text: String, color: Color) -> void:
|
||||
if _save_status_label == null:
|
||||
return
|
||||
_save_status_label.text = text
|
||||
_save_status_label.add_theme_color_override("font_color", color)
|
||||
_save_status_label.visible = true
|
||||
@@ -0,0 +1,166 @@
|
||||
class_name InspectorPanel
|
||||
extends VBoxContainer
|
||||
## Property editor for the selected object (docs/architecture/editor.md
|
||||
## §7.2 `InspectorPanel`).
|
||||
##
|
||||
## 2D-tile-editor scope (docs/architecture/editor.md §8: the default world
|
||||
## is flat, `CHUNK_SIZE_Z=1`): position exposes X/Y (world-plane) plus a
|
||||
## single "height" Z for props that sit above the floor, and rotation
|
||||
## exposes one yaw field (rotation about the vertical axis) rather than a
|
||||
## full 3-axis gizmo -- deliberately not the volumetric 3D editing the doc
|
||||
## says to defer.
|
||||
##
|
||||
## Pure UI: every edit calls back into `EditorCore` (`move_object` /
|
||||
## `rotate_object` / `scale_object` / `delete_object`), so inspector edits
|
||||
## go through the exact same undo/redo path as viewport edits.
|
||||
|
||||
signal delete_requested(object_id: String)
|
||||
|
||||
var _core: EditorCore = null
|
||||
var _object_id: String = ""
|
||||
var _updating := false # guards against feedback loops while refreshing fields
|
||||
|
||||
var _id_label: Label
|
||||
var _type_label: Label
|
||||
var _asset_label: Label
|
||||
var _pos_x: SpinBox
|
||||
var _pos_y: SpinBox
|
||||
var _pos_z: SpinBox
|
||||
var _yaw: SpinBox
|
||||
var _scale_x: SpinBox
|
||||
var _scale_y: SpinBox
|
||||
var _scale_z: SpinBox
|
||||
var _delete_button: Button
|
||||
var _empty_label: Label
|
||||
var _fields_box: VBoxContainer
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
name = "InspectorPanel"
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var header := Label.new()
|
||||
header.text = "Inspector"
|
||||
add_child(header)
|
||||
|
||||
_empty_label = Label.new()
|
||||
_empty_label.text = "(nothing selected)"
|
||||
add_child(_empty_label)
|
||||
|
||||
_fields_box = VBoxContainer.new()
|
||||
_fields_box.visible = false
|
||||
add_child(_fields_box)
|
||||
|
||||
_id_label = _add_readonly_row("id")
|
||||
_type_label = _add_readonly_row("type")
|
||||
_asset_label = _add_readonly_row("asset")
|
||||
|
||||
_pos_x = _add_spinbox_row("pos x")
|
||||
_pos_y = _add_spinbox_row("pos y")
|
||||
_pos_z = _add_spinbox_row("pos z (height)")
|
||||
_pos_x.value_changed.connect(_on_position_changed)
|
||||
_pos_y.value_changed.connect(_on_position_changed)
|
||||
_pos_z.value_changed.connect(_on_position_changed)
|
||||
|
||||
_yaw = _add_spinbox_row("rotation (deg)")
|
||||
_yaw.min_value = -360.0
|
||||
_yaw.max_value = 360.0
|
||||
_yaw.step = 1.0
|
||||
_yaw.value_changed.connect(_on_yaw_changed)
|
||||
|
||||
_scale_x = _add_spinbox_row("scale x")
|
||||
_scale_y = _add_spinbox_row("scale y")
|
||||
_scale_z = _add_spinbox_row("scale z")
|
||||
_scale_x.value_changed.connect(_on_scale_changed)
|
||||
_scale_y.value_changed.connect(_on_scale_changed)
|
||||
_scale_z.value_changed.connect(_on_scale_changed)
|
||||
|
||||
_delete_button = Button.new()
|
||||
_delete_button.text = "Delete"
|
||||
_delete_button.pressed.connect(_on_delete_pressed)
|
||||
_fields_box.add_child(_delete_button)
|
||||
|
||||
|
||||
func setup(core: EditorCore) -> void:
|
||||
_core = core
|
||||
|
||||
|
||||
func show_object(object_id: String) -> void:
|
||||
_object_id = object_id
|
||||
if object_id == "" or _core == null:
|
||||
_empty_label.visible = true
|
||||
_fields_box.visible = false
|
||||
return
|
||||
|
||||
var obj := _core.model.find_object(object_id)
|
||||
if obj == null:
|
||||
_empty_label.visible = true
|
||||
_fields_box.visible = false
|
||||
return
|
||||
|
||||
_empty_label.visible = false
|
||||
_fields_box.visible = true
|
||||
|
||||
_updating = true
|
||||
_id_label.text = "id: %s" % obj.id
|
||||
_type_label.text = "type: %s" % obj.type
|
||||
_asset_label.text = "asset: %s" % obj.asset_id
|
||||
_pos_x.value = obj.position.x
|
||||
_pos_y.value = obj.position.y
|
||||
_pos_z.value = obj.position.z
|
||||
_yaw.value = rad_to_deg(Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w).get_euler().y)
|
||||
_scale_x.value = obj.scale.x
|
||||
_scale_y.value = obj.scale.y
|
||||
_scale_z.value = obj.scale.z
|
||||
_updating = false
|
||||
|
||||
|
||||
func _on_position_changed(_v: float) -> void:
|
||||
if _updating or _core == null or _object_id == "":
|
||||
return
|
||||
_core.move_object(_object_id, Vector3(_pos_x.value, _pos_y.value, _pos_z.value))
|
||||
|
||||
|
||||
func _on_yaw_changed(v: float) -> void:
|
||||
if _updating or _core == null or _object_id == "":
|
||||
return
|
||||
var quat := Quaternion(Vector3.UP, deg_to_rad(v))
|
||||
_core.rotate_object(_object_id, Vector4(quat.x, quat.y, quat.z, quat.w))
|
||||
|
||||
|
||||
func _on_scale_changed(_v: float) -> void:
|
||||
if _updating or _core == null or _object_id == "":
|
||||
return
|
||||
_core.scale_object(_object_id, Vector3(_scale_x.value, _scale_y.value, _scale_z.value))
|
||||
|
||||
|
||||
func _on_delete_pressed() -> void:
|
||||
if _object_id == "":
|
||||
return
|
||||
var id := _object_id
|
||||
delete_requested.emit(id)
|
||||
|
||||
|
||||
func _add_readonly_row(label: String) -> Label:
|
||||
var l := Label.new()
|
||||
l.text = "%s: " % label
|
||||
_fields_box.add_child(l)
|
||||
return l
|
||||
|
||||
|
||||
func _add_spinbox_row(label_text: String) -> SpinBox:
|
||||
var row := HBoxContainer.new()
|
||||
var l := Label.new()
|
||||
l.text = label_text
|
||||
l.custom_minimum_size = Vector2(90, 0)
|
||||
row.add_child(l)
|
||||
var sb := SpinBox.new()
|
||||
sb.min_value = -100000.0
|
||||
sb.max_value = 100000.0
|
||||
sb.step = 0.1
|
||||
sb.allow_greater = true
|
||||
sb.allow_lesser = true
|
||||
row.add_child(sb)
|
||||
_fields_box.add_child(row)
|
||||
return sb
|
||||
@@ -0,0 +1,57 @@
|
||||
class_name PalettePanel
|
||||
extends VBoxContainer
|
||||
## Catalog-sourced object palette (docs/architecture/editor.md §7.2
|
||||
## `PalettePanel`). Lists every id in an `EditorObjectCatalog` and emits
|
||||
## which one the player picked; `InGameEditor` remembers it as the pending
|
||||
## `catalog_id` for the next `ObjectPlaceTool` placement.
|
||||
|
||||
signal object_selected(catalog_id: String)
|
||||
|
||||
var _list: ItemList
|
||||
var _catalog: EditorObjectCatalog = null
|
||||
var _ids: Array[String] = []
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
name = "PalettePanel"
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var header := Label.new()
|
||||
header.text = "Palette"
|
||||
add_child(header)
|
||||
|
||||
_list = ItemList.new()
|
||||
_list.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
_list.item_selected.connect(_on_item_selected)
|
||||
add_child(_list)
|
||||
|
||||
|
||||
func set_catalog(catalog: EditorObjectCatalog) -> void:
|
||||
_catalog = catalog
|
||||
_refresh()
|
||||
|
||||
|
||||
func _refresh() -> void:
|
||||
_list.clear()
|
||||
_ids.clear()
|
||||
if _catalog == null or not _catalog.is_loaded():
|
||||
return
|
||||
for id in _catalog.get_all_ids():
|
||||
var entry := _catalog.resolve(id)
|
||||
var label: String = entry.get("display_name", id)
|
||||
_list.add_item(label)
|
||||
_ids.append(id)
|
||||
|
||||
|
||||
func _on_item_selected(index: int) -> void:
|
||||
if index < 0 or index >= _ids.size():
|
||||
return
|
||||
object_selected.emit(_ids[index])
|
||||
|
||||
|
||||
func get_selected_catalog_id() -> String:
|
||||
var selected: PackedInt32Array = _list.get_selected_items()
|
||||
if selected.is_empty():
|
||||
return ""
|
||||
return _ids[selected[0]]
|
||||
+130
-3
@@ -28,21 +28,148 @@ var _remotes: Dictionary = {} # peer_id -> Node3D
|
||||
var _remote_prev: Dictionary = {} # peer_id -> Vector3 (last snapshot position)
|
||||
var _status_label: Label = null
|
||||
|
||||
## Build-mode UI, gated behind toggle_build_mode (F2) -- only ever
|
||||
## instantiated once the player actually enters build mode
|
||||
## (docs/architecture/editor.md §7.2: "Instantiated only when the player
|
||||
## enters 'build mode'... so the runtime footprint is negligible during
|
||||
## normal play"). Editing is in-memory only here; the save path to the
|
||||
## backend is a sibling task (world_persistence_impl.md).
|
||||
var _build_editor: InGameEditor = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_show_build_stamp()
|
||||
if Session.active:
|
||||
if Session.editing:
|
||||
_open_editor_for_world()
|
||||
elif Session.active:
|
||||
_setup_networked()
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
# ESC leaves the world back to the browser. Handled here (the scene root
|
||||
if event.is_action_pressed("toggle_build_mode"):
|
||||
# world_persistence_impl.md §6 D4: the non-joined "Edit world" entry
|
||||
# already has its editor open from _ready() -- F2 here is the
|
||||
# scratch/in-session build mode's own toggle and doesn't apply.
|
||||
if not Session.editing:
|
||||
get_viewport().set_input_as_handled()
|
||||
_toggle_build_mode()
|
||||
return
|
||||
|
||||
# ESC leaves the world back to the browser (or, while build mode is
|
||||
# open, just closes build mode instead). Handled here (the scene root
|
||||
# that owns the connection) rather than in player.gd so the teardown is
|
||||
# a single ordered path -- doing it from two places raced _on_server_lost
|
||||
# against the scene change and looked like a crash.
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
get_viewport().set_input_as_handled()
|
||||
_leave_world()
|
||||
if Session.editing:
|
||||
# Non-joined editing has no play session to fall back into --
|
||||
# closing it means leaving, same as the Close button.
|
||||
_exit_editor_to_browser()
|
||||
elif _build_editor != null and is_instance_valid(_build_editor):
|
||||
_close_build_mode()
|
||||
else:
|
||||
_leave_world()
|
||||
|
||||
|
||||
## Entry point into the in-game editor (docs/architecture/editor.md §7.2).
|
||||
## Freezes the player and opens a fresh, empty in-memory chunk to edit --
|
||||
## loading a *real* chunk from the backend for editing is the sibling
|
||||
## save-path task's territory (it owns the HTTP round-trip); this task's
|
||||
## contract stops at "a correctly-editable in-memory ChunkEditorModel".
|
||||
func _toggle_build_mode() -> void:
|
||||
if _build_editor != null and is_instance_valid(_build_editor):
|
||||
_close_build_mode()
|
||||
else:
|
||||
_open_build_mode()
|
||||
|
||||
|
||||
func _open_build_mode() -> void:
|
||||
var model := ChunkEditorModel.create_empty(32, 32, str(Session.world_id), "main")
|
||||
var catalog := EditorObjectCatalog.new()
|
||||
var err := catalog.load_catalog()
|
||||
if err != OK:
|
||||
push_error("game.gd: failed to load editor object catalog (%d)" % err)
|
||||
var core := EditorCore.new(model, catalog)
|
||||
|
||||
_build_editor = InGameEditor.new(core)
|
||||
_build_editor.closed.connect(_close_build_mode)
|
||||
add_child(_build_editor)
|
||||
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
_player.set_physics_process(false)
|
||||
_player.set_process_unhandled_input(false)
|
||||
|
||||
|
||||
## Shared teardown for both close paths (F2 again, or the editor's own
|
||||
## Close button/`closed` signal) -- safe to call twice: `queue_free()` on an
|
||||
## already-freeing node and restoring already-restored player state are
|
||||
## both no-ops.
|
||||
func _close_build_mode() -> void:
|
||||
if _build_editor != null and is_instance_valid(_build_editor):
|
||||
_build_editor.queue_free()
|
||||
_build_editor = null
|
||||
_player.set_physics_process(true)
|
||||
_player.set_process_unhandled_input(true)
|
||||
_player._refresh_mouse_mode()
|
||||
|
||||
|
||||
## "Edit world" entry point from the world browser
|
||||
## (world_persistence_impl.md §6 D4 / §9 "Client/editor task"). Reached only
|
||||
## via Session.editing (set by world_list.gd's "Edit World" button, which
|
||||
## never calls /join) -- non-joined, no ENet connection, no dedicated
|
||||
## server. Loads the real chunk at (0,0,0) in the "main" room over HTTP so
|
||||
## there is something real to edit and save, falling back to a fresh empty
|
||||
## chunk at base_revision 0 for an unwritten coordinate (§8.1: "an unwritten
|
||||
## coordinate is not an error").
|
||||
func _open_editor_for_world() -> void:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
_player.set_physics_process(false)
|
||||
_player.set_process_unhandled_input(false)
|
||||
|
||||
var world_id_str := str(Session.world_id)
|
||||
var room_slug := "main"
|
||||
var coord := Vector3i.ZERO
|
||||
|
||||
var save_service := ChunkSaveService.new()
|
||||
save_service.world_id = world_id_str
|
||||
save_service.room_slug = room_slug
|
||||
add_child(save_service)
|
||||
|
||||
var fetch_result: Dictionary = await save_service.fetch_chunk(coord)
|
||||
|
||||
var model: ChunkEditorModel
|
||||
var base_revision := 0
|
||||
if fetch_result.get("ok", false) and fetch_result.get("model") != null:
|
||||
model = fetch_result["model"]
|
||||
base_revision = int(fetch_result.get("revision", 0))
|
||||
else:
|
||||
if not fetch_result.get("ok", false):
|
||||
push_error("game.gd: chunk fetch failed opening editor (%s) -- starting from a fresh empty chunk" % str(fetch_result.get("detail", "")))
|
||||
model = ChunkEditorModel.create_empty(32, 32, world_id_str, room_slug, coord)
|
||||
base_revision = 0
|
||||
|
||||
var catalog := EditorObjectCatalog.new()
|
||||
var err := catalog.load_catalog()
|
||||
if err != OK:
|
||||
push_error("game.gd: failed to load editor object catalog (%d)" % err)
|
||||
var core := EditorCore.new(model, catalog)
|
||||
|
||||
_build_editor = InGameEditor.new(core)
|
||||
_build_editor.setup_persistence(save_service, world_id_str, room_slug, coord, base_revision)
|
||||
_build_editor.closed.connect(_exit_editor_to_browser)
|
||||
add_child(_build_editor)
|
||||
|
||||
|
||||
## Close path for the non-joined editor (ESC, or the editor's own Close
|
||||
## button/`closed` signal) -- there is no play session underneath to fall
|
||||
## back into, so this always returns to the world browser.
|
||||
func _exit_editor_to_browser() -> void:
|
||||
if _build_editor != null and is_instance_valid(_build_editor):
|
||||
_build_editor.queue_free()
|
||||
_build_editor = null
|
||||
Session.clear()
|
||||
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
|
||||
|
||||
|
||||
func _leave_world() -> void:
|
||||
|
||||
@@ -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
|
||||
## (backend/app/services/game_servers.py):
|
||||
## 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`
|
||||
## 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
|
||||
|
||||
const MAX_PLAYERS := 16
|
||||
@@ -21,11 +38,40 @@ const PHYSICS_HZ := 30
|
||||
## every this many physics frames.
|
||||
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 port: int = DEFAULT_PORT
|
||||
var world_id: 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
|
||||
var players: Dictionary = {}
|
||||
var tick: int = 0
|
||||
@@ -35,7 +81,7 @@ var is_running: bool = false
|
||||
var _join_count: int = 0
|
||||
|
||||
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)
|
||||
|
||||
|
||||
@@ -48,8 +94,16 @@ func _ready() -> void:
|
||||
_parse_args()
|
||||
Engine.physics_ticks_per_second = PHYSICS_HZ
|
||||
|
||||
# Load the world's level so players have real ground + collision.
|
||||
var level := _level_scene.instantiate()
|
||||
var level: Node = null
|
||||
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"
|
||||
add_child(level)
|
||||
var marker := level.find_child("PlayerSpawn", true, false)
|
||||
@@ -65,7 +119,9 @@ func _ready() -> void:
|
||||
multiplayer.multiplayer_peer = network_peer
|
||||
is_running = true
|
||||
_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-
|
||||
@@ -95,9 +151,198 @@ func _parse_args() -> void:
|
||||
if i + 1 < args.size():
|
||||
status_file_path = args[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
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 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:
|
||||
if not is_running:
|
||||
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:
|
||||
@@ -190,5 +436,12 @@ func _write_status() -> void:
|
||||
"players": players.size(),
|
||||
"tick": tick,
|
||||
"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()
|
||||
|
||||
@@ -6,11 +6,19 @@ extends Node
|
||||
## POST /api/worlds/{id}/join; game.gd reads it in _ready() to decide whether
|
||||
## to run networked or fall back to local single-player (e.g. game.tscn opened
|
||||
## directly, or the backend has no orchestration).
|
||||
##
|
||||
## world_list.gd also calls begin_edit() for the "Edit world" entry point
|
||||
## (docs/architecture/world_persistence_impl.md §6 D4): editing is
|
||||
## deliberately **non-joined** -- it never calls POST /join, so `active`
|
||||
## stays false and game.gd never opens an ENet connection for it. `editing`
|
||||
## is the separate signal game.gd checks to open the in-game editor against
|
||||
## a real, HTTP-fetched chunk instead of running gameplay.
|
||||
|
||||
var world_id: int = 0
|
||||
var host: String = ""
|
||||
var port: int = 0
|
||||
var active: bool = false
|
||||
var editing: bool = false
|
||||
|
||||
|
||||
func begin(p_world_id: int, p_host: String, p_port: int) -> void:
|
||||
@@ -18,6 +26,18 @@ func begin(p_world_id: int, p_host: String, p_port: int) -> void:
|
||||
host = p_host
|
||||
port = p_port
|
||||
active = true
|
||||
editing = false
|
||||
|
||||
|
||||
## Enter "Edit world" (world_persistence_impl.md §6 D4): non-joined, no
|
||||
## ENet connection, no dedicated server. game.gd loads/saves chunks over
|
||||
## HTTP instead.
|
||||
func begin_edit(p_world_id: int) -> void:
|
||||
world_id = p_world_id
|
||||
host = ""
|
||||
port = 0
|
||||
active = false
|
||||
editing = true
|
||||
|
||||
|
||||
func clear() -> void:
|
||||
@@ -25,3 +45,4 @@ func clear() -> void:
|
||||
host = ""
|
||||
port = 0
|
||||
active = false
|
||||
editing = false
|
||||
|
||||
@@ -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 +1,260 @@
|
||||
extends SceneTree
|
||||
## Real exercise of the in-game editor's data-native core
|
||||
## (docs/architecture/editor.md §7.1/§7.2, scoped to 2D per §8).
|
||||
##
|
||||
## Loads a real chunk (the backend's golden fixture
|
||||
## backend/tests/fixtures/chunks/simple_tile_chunk.bin -- the same file
|
||||
## scripts/smoke_test_chunk_codec_interop.gd proves decodes correctly),
|
||||
## wraps it in a ChunkEditorModel, and drives every operation
|
||||
## (place/move/rotate/scale/delete an object, paint/erase a tile) through
|
||||
## the actual EditorCore.use_tool()/ToolRegistry path -- never by calling
|
||||
## ChunkEditorModel's raw setters directly, which would bypass the tool
|
||||
## layer this task was scoped to build. Then it undoes every single one of
|
||||
## those operations and checks the chunk is back to exactly its starting
|
||||
## state, redoes them all back, and finally round-trips the result through
|
||||
## encode_binary()/decode_binary() to prove the model stays a valid,
|
||||
## byte-compatible ChunkPayload throughout -- the contract the sibling
|
||||
## save-path task depends on.
|
||||
##
|
||||
## Run with:
|
||||
## ~/godot/godot --headless --path . --script res://scripts/smoke_test_editor_core.gd
|
||||
|
||||
const FIXTURE_PATH := "res://backend/tests/fixtures/chunks/simple_tile_chunk.bin"
|
||||
|
||||
var passed := 0
|
||||
var failed := 0
|
||||
|
||||
|
||||
func _check(label: String, cond: bool) -> void:
|
||||
if cond:
|
||||
passed += 1
|
||||
print(" PASS: ", label)
|
||||
else:
|
||||
failed += 1
|
||||
printerr(" FAIL: ", label)
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await _test_full_editing_loop()
|
||||
_test_catalog_rejects_unknown_id()
|
||||
_test_selection_is_not_undoable()
|
||||
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||
quit(0 if failed == 0 else 1)
|
||||
|
||||
|
||||
func _read_fixture() -> PackedByteArray:
|
||||
var f := FileAccess.open(FIXTURE_PATH, FileAccess.READ)
|
||||
if f == null:
|
||||
push_error("Could not open fixture: " + FIXTURE_PATH)
|
||||
return PackedByteArray()
|
||||
return f.get_buffer(f.get_length())
|
||||
|
||||
|
||||
func _test_full_editing_loop() -> void:
|
||||
print("--- EditorCore/ToolRegistry over a real decoded chunk (simple_tile_chunk.bin) ---")
|
||||
|
||||
var original_bytes := _read_fixture()
|
||||
_check("fixture file read (non-empty)", original_bytes.size() > 0)
|
||||
if original_bytes.is_empty():
|
||||
return
|
||||
|
||||
var model := ChunkEditorModel.from_binary(original_bytes)
|
||||
_check("ChunkEditorModel.from_binary decoded the fixture", model != null)
|
||||
if model == null:
|
||||
return
|
||||
|
||||
# Baseline sanity on the loaded real chunk before touching anything.
|
||||
_check("loaded chunk has 1 tile layer", model.payload.tile_layers.size() == 1)
|
||||
_check("loaded chunk is 4x4", model.get_layer(0).width == 4 and model.get_layer(0).height == 4)
|
||||
var baseline_tiles := (model.get_layer(0).tiles as PackedInt32Array).duplicate()
|
||||
var baseline_object_count := model.payload.objects.size()
|
||||
|
||||
var catalog := EditorObjectCatalog.new()
|
||||
var cat_err := catalog.load_catalog()
|
||||
_check("object catalog loaded", cat_err == OK)
|
||||
|
||||
var core := EditorCore.new(model, catalog)
|
||||
_check("EditorCore registers all 5 tools", core.tools.get_tool_ids().size() == 5)
|
||||
for expected_tool in ["brush", "object_place", "select", "erase", "transform"]:
|
||||
_check("ToolRegistry has tool '%s'" % expected_tool, core.tools.has_tool(expected_tool))
|
||||
|
||||
# ── 1. Paint a tile via the brush tool (through EditorCore/ToolRegistry) ──
|
||||
_check("tile (0,0) starts as 0 in the fixture", model.get_tile_raw(0, 0, 0) == 0)
|
||||
var painted := core.paint_tile(0, 0, 0, 1)
|
||||
_check("core.paint_tile (brush tool) applied", painted)
|
||||
_check("tile (0,0) is now 1 after paint", model.get_tile_raw(0, 0, 0) == 1)
|
||||
|
||||
# ── 2. Place a catalog object (through EditorCore/ToolRegistry) ──
|
||||
var obj_id := core.place_object("crate_small", Vector3(1.5, 1.5, 0.0))
|
||||
_check("core.place_object (object_place tool) returned a real id", obj_id != "")
|
||||
_check("placed object exists in the model", model.find_object(obj_id) != null)
|
||||
_check("placed object got the catalog's asset_id", model.find_object(obj_id).asset_id == "props/crate_small.glb")
|
||||
_check("placing auto-selected the new object", core.selection.get_selected() == obj_id)
|
||||
|
||||
# ── 3. Select it explicitly via the select tool ──
|
||||
_check("core.select_object (select tool)", core.select_object(obj_id))
|
||||
_check("selection reflects it", core.selection.get_selected() == obj_id)
|
||||
|
||||
# ── 4. Move / rotate / scale via the transform tool ──
|
||||
var moved := core.move_object(obj_id, Vector3(5.0, 6.0, 0.0))
|
||||
_check("core.move_object (transform tool) applied", moved)
|
||||
_check("object position updated", model.find_object(obj_id).position.is_equal_approx(Vector3(5.0, 6.0, 0.0)))
|
||||
|
||||
var new_rot := Vector4(0.0, 0.7071068, 0.0, 0.7071068) # 90 deg yaw
|
||||
var rotated := core.rotate_object(obj_id, new_rot)
|
||||
_check("core.rotate_object (transform tool) applied", rotated)
|
||||
_check("object rotation updated", model.find_object(obj_id).rotation.is_equal_approx(new_rot))
|
||||
|
||||
var scaled := core.scale_object(obj_id, Vector3(2.0, 2.0, 2.0))
|
||||
_check("core.scale_object (transform tool) applied", scaled)
|
||||
_check("object scale updated", model.find_object(obj_id).scale.is_equal_approx(Vector3(2.0, 2.0, 2.0)))
|
||||
|
||||
# ── 5. Erase a different tile (the fixture already has a nonzero tile at
|
||||
# (1,0) -- world_id 12's palette makes it a real, non-empty tile id, so
|
||||
# erase has something genuine to clear without needing a manual seed). ──
|
||||
var original_tile_1_0 := model.get_tile_raw(0, 1, 0)
|
||||
_check("tile (1,0) is nonzero in the fixture (something real to erase)", original_tile_1_0 != 0)
|
||||
var erased_tile := core.erase_tile(0, 1, 0)
|
||||
_check("core.erase_tile (erase tool) applied", erased_tile)
|
||||
_check("tile (1,0) is 0 after erase", model.get_tile_raw(0, 1, 0) == 0)
|
||||
|
||||
# ── 6. Delete the object via the erase tool ──
|
||||
var deleted := core.delete_object(obj_id)
|
||||
_check("core.delete_object (erase tool) applied", deleted)
|
||||
_check("object is gone from the model", model.find_object(obj_id) == null)
|
||||
_check("deleting the selected object cleared the selection", not core.selection.has_selection())
|
||||
|
||||
# ── 7. Undo every operation (6 ops) and verify each actually reverts ──
|
||||
print("--- undo/redo actually revert each step ---")
|
||||
_check("undo #1 (re-adds deleted object)", core.undo())
|
||||
_check("object exists again after undo", model.find_object(obj_id) != null)
|
||||
|
||||
_check("undo #2 (un-erases tile)", core.undo())
|
||||
_check("tile (1,0) is back to its original value after undo",
|
||||
model.get_tile_raw(0, 1, 0) == original_tile_1_0)
|
||||
|
||||
_check("undo #3 (un-scales)", core.undo())
|
||||
_check("scale reverted", model.find_object(obj_id).scale.is_equal_approx(Vector3.ONE))
|
||||
|
||||
_check("undo #4 (un-rotates)", core.undo())
|
||||
_check("rotation reverted", model.find_object(obj_id).rotation.is_equal_approx(Vector4(0, 0, 0, 1)))
|
||||
|
||||
_check("undo #5 (un-moves)", core.undo())
|
||||
_check("position reverted", model.find_object(obj_id).position.is_equal_approx(Vector3(1.5, 1.5, 0.0)))
|
||||
|
||||
_check("undo #6 (un-places, object removed)", core.undo())
|
||||
_check("placed object is gone after undo", model.find_object(obj_id) == null)
|
||||
|
||||
_check("undo #7 (un-paints tile)", core.undo())
|
||||
_check("tile (0,0) is back to 0 after undo", model.get_tile_raw(0, 0, 0) == 0)
|
||||
|
||||
_check("no more undo history", not core.undo_redo.can_undo())
|
||||
_check("tiles exactly match the original fixture after full undo",
|
||||
model.get_layer(0).tiles == baseline_tiles)
|
||||
_check("object count matches the original fixture after full undo",
|
||||
model.payload.objects.size() == baseline_object_count)
|
||||
|
||||
# ── 8. Redo everything back ──
|
||||
print("--- redo replays every step forward again ---")
|
||||
var redo_count := 0
|
||||
while core.redo():
|
||||
redo_count += 1
|
||||
_check("redo replayed all 7 recorded actions", redo_count == 7)
|
||||
_check("tile (0,0) painted again after full redo", model.get_tile_raw(0, 0, 0) == 1)
|
||||
_check("object gone again after full redo (last op was delete)", model.find_object(obj_id) == null)
|
||||
|
||||
# ── 9. Round-trip the final state through encode/decode ──
|
||||
print("--- encode_binary()/decode_binary() round-trip after editing ---")
|
||||
var re_encoded := model.encode_binary()
|
||||
_check("re-encoded chunk is non-empty", re_encoded.size() > 0)
|
||||
var re_decoded := ChunkDataDecoder.decode_binary(re_encoded)
|
||||
_check("re-decoded without error", re_decoded != null)
|
||||
if re_decoded != null:
|
||||
_check("re-decoded tile layer matches edited model",
|
||||
re_decoded.tile_layers[0].tiles == model.get_layer(0).tiles)
|
||||
_check("re-decoded world_id preserved", re_decoded.world_id == model.payload.world_id)
|
||||
_check("re-decoded coord preserved", re_decoded.coord == model.payload.coord)
|
||||
_check("re-decoded bounds preserved",
|
||||
re_decoded.bounds.position.is_equal_approx(model.payload.bounds.position)
|
||||
and re_decoded.bounds.size.is_equal_approx(model.payload.bounds.size))
|
||||
_check("re-decoded object count matches", re_decoded.objects.size() == model.payload.objects.size())
|
||||
|
||||
# ── 10. Also prove a fresh in-memory chunk (no fixture) works end to end,
|
||||
# including that the InGameEditor UI wires up against a real EditorCore
|
||||
# without crashing headlessly. ──
|
||||
await _test_ui_smoke()
|
||||
|
||||
|
||||
func _test_ui_smoke() -> void:
|
||||
print("--- InGameEditor UI wires up against a real EditorCore (headless, no crash) ---")
|
||||
var model := ChunkEditorModel.create_empty(8, 8, "1", "main", Vector3i.ZERO)
|
||||
var catalog := EditorObjectCatalog.new()
|
||||
catalog.load_catalog()
|
||||
var core := EditorCore.new(model, catalog)
|
||||
|
||||
var editor := InGameEditor.new(core)
|
||||
root.add_child(editor)
|
||||
await process_frame # let _ready() run so the UI is actually built
|
||||
_check("InGameEditor instantiated and added to the tree without error", is_instance_valid(editor))
|
||||
|
||||
# Drive a real placement through the viewport's own click handler (not a
|
||||
# bare model mutation) to prove the UI layer -> EditorCore wiring works.
|
||||
# EditorViewport is nested a few levels down (ScrollContainer, etc.).
|
||||
var viewport: EditorViewport = _find_viewport(editor)
|
||||
_check("EditorViewport exists in the built UI", viewport != null)
|
||||
if viewport != null:
|
||||
viewport.pending_catalog_id = "rock_01"
|
||||
core.tools.set_active_tool("object_place")
|
||||
viewport._handle_click(Vector2(20, 20)) # inside tile (0,0) at cell_size 24
|
||||
_check("clicking with object_place active through the viewport placed an object",
|
||||
model.payload.objects.size() == 1)
|
||||
|
||||
editor.queue_free()
|
||||
|
||||
|
||||
func _find_viewport(node: Node) -> EditorViewport:
|
||||
if node is EditorViewport:
|
||||
return node
|
||||
for child in node.get_children():
|
||||
var found := _find_viewport(child)
|
||||
if found != null:
|
||||
return found
|
||||
return null
|
||||
|
||||
|
||||
func _test_catalog_rejects_unknown_id() -> void:
|
||||
print("--- object_place tool rejects an unknown catalog id ---")
|
||||
var model := ChunkEditorModel.create_empty()
|
||||
var catalog := EditorObjectCatalog.new()
|
||||
catalog.load_catalog()
|
||||
var core := EditorCore.new(model, catalog)
|
||||
|
||||
var result := core.place_object("does_not_exist", Vector3.ZERO)
|
||||
_check("unknown catalog_id is rejected (empty id returned)", result == "")
|
||||
_check("nothing was added to the model", model.payload.objects.is_empty())
|
||||
_check("nothing was pushed onto the undo stack", not core.undo_redo.can_undo())
|
||||
|
||||
|
||||
func _test_selection_is_not_undoable() -> void:
|
||||
print("--- selection is UI state, not chunk data (not on the undo stack) ---")
|
||||
var model := ChunkEditorModel.create_empty()
|
||||
var catalog := EditorObjectCatalog.new()
|
||||
catalog.load_catalog()
|
||||
var core := EditorCore.new(model, catalog)
|
||||
|
||||
var obj_id := core.place_object("chest_01", Vector3(2, 2, 0))
|
||||
_check("setup: object placed", obj_id != "")
|
||||
core.select_object(obj_id)
|
||||
_check("object selected", core.selection.get_selected() == obj_id)
|
||||
|
||||
# Only one undoable action should exist (the placement) -- selecting it
|
||||
# must not have added a second one.
|
||||
core.undo()
|
||||
_check("a single undo removes the placed object (selection wasn't a 2nd undo step)",
|
||||
model.find_object(obj_id) == null)
|
||||
_check("no further undo history from selection", not core.undo_redo.can_undo())
|
||||
@@ -0,0 +1,200 @@
|
||||
extends SceneTree
|
||||
## Real integration test for ChunkSaveService against a live backend.
|
||||
##
|
||||
## Covers docs/architecture/world_persistence_impl.md §8.1/§8.2 (this task's
|
||||
## §9 "Client/editor task" items 2-3):
|
||||
## 1. single-chunk PUT with X-Base-Revision (via the JSON base_revision
|
||||
## field, exercised through the same route the client hits)
|
||||
## 2. a real 409 -> re-fetch -> retry cycle
|
||||
## 3. batch PUT of multiple chunks in one atomic call
|
||||
## 4. the live_session response flag actually reaching the caller
|
||||
## 5. persistence survives a real reload (save, then re-fetch, confirm)
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_editor_save.gd
|
||||
##
|
||||
## Requires the backend to be running (AGP_API_BASE_URL, default
|
||||
## http://127.0.0.1:8000).
|
||||
|
||||
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 := "editorsave_%d" % unique_id
|
||||
var email := "editorsave_%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": "EditorSave 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"]
|
||||
|
||||
var save_service := ChunkSaveService.new()
|
||||
save_service.world_id = str(world_id)
|
||||
save_service.room_slug = "main"
|
||||
root.add_child(save_service)
|
||||
|
||||
await _test_single_save_and_reload(save_service, world_id)
|
||||
await _test_409_retry(save_service)
|
||||
await _test_batch_save(save_service)
|
||||
await _test_live_session_flag(save_service, world_id, api)
|
||||
|
||||
_finish()
|
||||
|
||||
|
||||
## 1 + 5. Single-chunk save at (0,0,0), then a fresh fetch (simulating a
|
||||
## reload) confirms the edit actually persisted server-side.
|
||||
func _test_single_save_and_reload(save_service: ChunkSaveService, world_id: int) -> void:
|
||||
print("--- single-chunk save, then reload ---")
|
||||
var coord := Vector3i(0, 0, 0)
|
||||
var model := ChunkEditorModel.create_empty(32, 32, str(world_id), "main", coord)
|
||||
model.set_tile_raw(0, 3, 4, 0, 1)
|
||||
|
||||
var save_result: Dictionary = await save_service.save_chunk(model, coord, 0)
|
||||
if not _check("save_chunk: single PUT (base_revision 0, create) succeeded", save_result.get("ok", false)):
|
||||
print(" detail: ", save_result.get("detail", ""))
|
||||
return
|
||||
_check("save_chunk: server returned revision 1 for a fresh chunk", int(save_result.get("revision", -1)) == 1)
|
||||
_check("save_chunk: live_session present and false (no dedicated server running)",
|
||||
save_result.get("live_session", true) == false)
|
||||
|
||||
# Simulate a reload: a brand new fetch, independent of the model we just
|
||||
# edited in memory.
|
||||
var reload := ChunkSaveService.new()
|
||||
reload.world_id = str(world_id)
|
||||
reload.room_slug = "main"
|
||||
save_service.get_parent().add_child(reload)
|
||||
var fetch_result: Dictionary = await reload.fetch_chunk(coord)
|
||||
if not _check("reload: fetch after save succeeded", fetch_result.get("ok", false) and fetch_result.get("model") != null):
|
||||
print(" detail: ", fetch_result.get("detail", ""))
|
||||
reload.queue_free()
|
||||
return
|
||||
var reloaded_model: ChunkEditorModel = fetch_result["model"]
|
||||
_check("reload: revision matches what save reported", int(fetch_result.get("revision", -1)) == int(save_result.get("revision", -2)))
|
||||
_check("reload: painted tile (3,4) survived the round trip", reloaded_model.get_tile_raw(0, 3, 4) == 1)
|
||||
reload.queue_free()
|
||||
|
||||
|
||||
## 2. A real 409: two independent saves race against the same base_revision;
|
||||
## the loser's save_chunk() must transparently re-fetch + retry and still
|
||||
## succeed (this is exactly the class doc's "no delta to replay, only the
|
||||
## base to refresh" case -- the retry keeps the loser's own edit).
|
||||
func _test_409_retry(save_service: ChunkSaveService) -> void:
|
||||
print("--- real 409 conflict -> re-fetch -> retry ---")
|
||||
var coord := Vector3i(1, 0, 0)
|
||||
var world_id_str := save_service.world_id
|
||||
|
||||
var model_a := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord)
|
||||
model_a.set_tile_raw(0, 0, 0, 0, 1)
|
||||
var first: Dictionary = await save_service.save_chunk(model_a, coord, 0)
|
||||
if not _check("setup: first save at (1,0,0) succeeded", first.get("ok", false)):
|
||||
print(" detail: ", first.get("detail", ""))
|
||||
return
|
||||
var stale_revision: int = int(first.get("revision", 1))
|
||||
|
||||
# Advance the server past what "model_b" below still thinks is current,
|
||||
# by saving again from the correct revision.
|
||||
var model_advance := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord)
|
||||
model_advance.set_tile_raw(0, 1, 1, 0, 1)
|
||||
var second: Dictionary = await save_service.save_chunk(model_advance, coord, stale_revision)
|
||||
if not _check("setup: advancing save succeeded", second.get("ok", false)):
|
||||
print(" detail: ", second.get("detail", ""))
|
||||
return
|
||||
|
||||
# model_b still has the now-stale revision as its base -- this must 409
|
||||
# internally and ChunkSaveService must resolve it on its own.
|
||||
var model_b := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord)
|
||||
model_b.set_tile_raw(0, 2, 2, 0, 1)
|
||||
var conflicted: Dictionary = await save_service.save_chunk(model_b, coord, stale_revision)
|
||||
if not _check("save_chunk: stale base_revision still ends in success (409 handled internally)", conflicted.get("ok", false)):
|
||||
print(" detail: ", conflicted.get("detail", ""))
|
||||
return
|
||||
_check("save_chunk: reports that a retry actually happened", conflicted.get("retried", false) == true)
|
||||
_check("save_chunk: revision advanced past the stale one", int(conflicted.get("revision", -1)) > stale_revision)
|
||||
|
||||
# Confirm the loser's edit (not the advancing one) is what's actually
|
||||
# stored -- proves "re-apply the edit" really means "the retry keeps our
|
||||
# own locally edited payload".
|
||||
var check_fetch: Dictionary = await save_service.fetch_chunk(coord)
|
||||
_check("post-conflict fetch: the retried edit (not the earlier advance) is what's stored",
|
||||
check_fetch.get("ok", false) and (check_fetch["model"] as ChunkEditorModel).get_tile_raw(0, 2, 2) == 1)
|
||||
|
||||
|
||||
## 3. Batch PUT: two chunks written atomically in one call.
|
||||
func _test_batch_save(save_service: ChunkSaveService) -> void:
|
||||
print("--- batch PUT (multi-chunk edit) ---")
|
||||
var world_id_str := save_service.world_id
|
||||
var coord_a := Vector3i(5, 0, 0)
|
||||
var coord_b := Vector3i(5, 1, 0)
|
||||
|
||||
var model_a := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord_a)
|
||||
model_a.set_tile_raw(0, 7, 7, 0, 1)
|
||||
var model_b := ChunkEditorModel.create_empty(32, 32, world_id_str, "main", coord_b)
|
||||
model_b.set_tile_raw(0, 8, 8, 0, 1)
|
||||
|
||||
var batch_result: Dictionary = await save_service.save_batch([
|
||||
{"coord": coord_a, "model": model_a, "base_revision": 0},
|
||||
{"coord": coord_b, "model": model_b, "base_revision": 0},
|
||||
])
|
||||
if not _check("save_batch: atomic 2-chunk PUT succeeded", batch_result.get("ok", false)):
|
||||
print(" detail: ", batch_result.get("detail", ""))
|
||||
return
|
||||
_check("save_batch: response lists both chunks", (batch_result.get("chunks", []) as Array).size() == 2)
|
||||
|
||||
var fetch_a: Dictionary = await save_service.fetch_chunk(coord_a)
|
||||
var fetch_b: Dictionary = await save_service.fetch_chunk(coord_b)
|
||||
_check("save_batch: chunk A actually persisted", fetch_a.get("ok", false) and (fetch_a["model"] as ChunkEditorModel).get_tile_raw(0, 7, 7) == 1)
|
||||
_check("save_batch: chunk B actually persisted", fetch_b.get("ok", false) and (fetch_b["model"] as ChunkEditorModel).get_tile_raw(0, 8, 8) == 1)
|
||||
|
||||
|
||||
## 4. live_session: with a fake dedicated-server registration for this
|
||||
## world, a save must come back with live_session == true instead of the
|
||||
## flag being silently dropped.
|
||||
func _test_live_session_flag(save_service: ChunkSaveService, world_id: int, api: Object) -> void:
|
||||
print("--- live_session flag surfaced on a write ---")
|
||||
# There's no public API to fake a live game-server registration for this
|
||||
# world from the client side (that's internal/game_servers.py state) --
|
||||
# so this asserts the flag is at least always present and well-typed on
|
||||
# a normal save, which is what the editor UI's warning path branches on.
|
||||
var coord := Vector3i(9, 9, 0)
|
||||
var model := ChunkEditorModel.create_empty(32, 32, str(world_id), "main", coord)
|
||||
var result: Dictionary = await save_service.save_chunk(model, coord, 0)
|
||||
_check("save_chunk: result always carries a boolean live_session field", result.has("live_session") and typeof(result["live_session"]) == TYPE_BOOL)
|
||||
|
||||
|
||||
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 +1,189 @@
|
||||
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
|
||||
@@ -48,6 +48,11 @@ func _run() -> void:
|
||||
|
||||
var api := root.get_node("ApiClient")
|
||||
assert(api != null, "ApiClient autoload not found")
|
||||
# Bare autoload identifiers (e.g. `Session`) don't resolve when a script
|
||||
# is compiled for a headless `godot --script ...` run -- same note as
|
||||
# HttpChunkSource._api_client() / ChunkSaveService._api_client().
|
||||
var session := root.get_node("Session")
|
||||
assert(session != null, "Session autoload not found")
|
||||
|
||||
var passed: int = 0
|
||||
var failed: int = 0
|
||||
@@ -150,6 +155,32 @@ func _run() -> void:
|
||||
else:
|
||||
failed += 1
|
||||
|
||||
# --- Test 3: "Edit World" entry point (world_persistence_impl.md
|
||||
# §6 D4) -- shown for the seeded world's owner (this test's own
|
||||
# user), and, critically, wired to Session.begin_edit() rather than
|
||||
# ApiClient.join_world() -- pressing it must never call /join.
|
||||
print("\n=== Test 3: Edit World entry point (owner-gated, non-joined) ===")
|
||||
var owned_buttons := _find_buttons_in_first_card(world_list_node)
|
||||
var edit_button: Button = null
|
||||
for b in owned_buttons:
|
||||
if b.text == "Edit World":
|
||||
edit_button = b
|
||||
if _check("owner's card shows an Edit World button", edit_button != null):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
|
||||
if edit_button != null:
|
||||
session.clear()
|
||||
edit_button.pressed.emit()
|
||||
var editing_set: bool = session.editing and not session.active and session.world_id == int((create_result.data as Dictionary)["id"])
|
||||
if _check("pressing Edit World sets Session.editing (non-joined) for the right world, not Session.active", editing_set):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" Session: editing=%s active=%s world_id=%s" % [session.editing, session.active, session.world_id])
|
||||
session.clear()
|
||||
|
||||
# --- Summary ---
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||
if failed > 0:
|
||||
@@ -159,6 +190,22 @@ func _run() -> void:
|
||||
quit(0)
|
||||
|
||||
|
||||
## Depth-first collect every Button under the first rendered world card.
|
||||
func _find_buttons_in_first_card(world_list_node: VBoxContainer) -> Array:
|
||||
var out: Array = []
|
||||
if world_list_node.get_child_count() == 0:
|
||||
return out
|
||||
_collect_buttons(world_list_node.get_child(0), out)
|
||||
return out
|
||||
|
||||
|
||||
func _collect_buttons(node: Node, out: Array) -> void:
|
||||
if node is Button:
|
||||
out.append(node)
|
||||
for c in node.get_children():
|
||||
_collect_buttons(c, out)
|
||||
|
||||
|
||||
func _check(description: String, condition: bool) -> bool:
|
||||
if condition:
|
||||
print(" PASS: ", description)
|
||||
|
||||
+37
-1
@@ -14,6 +14,13 @@ extends Control
|
||||
@onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton
|
||||
@onready var empty_label: Label = $VBoxContainer/EmptyLabel
|
||||
|
||||
## Cached so each world card can decide whether to show "Edit World"
|
||||
## (docs/architecture/world_persistence_impl.md §5.3: chunk writes require
|
||||
## `world.owner_id == caller`, same as `update_world`) without an extra
|
||||
## round trip per card. -1 until resolved / on failure, in which case no
|
||||
## card shows the edit entry point.
|
||||
var _current_user_id: int = -1
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
refresh_button.disabled = false
|
||||
@@ -22,6 +29,11 @@ func _ready() -> void:
|
||||
error_label.visible = false
|
||||
empty_label.visible = false
|
||||
world_list.visible = false
|
||||
|
||||
var me_result: Dictionary = await ApiClient.get_me()
|
||||
if me_result.ok and me_result.data is Dictionary:
|
||||
_current_user_id = int((me_result.data as Dictionary).get("id", -1))
|
||||
|
||||
_refresh_worlds()
|
||||
|
||||
|
||||
@@ -146,10 +158,26 @@ func _create_world_card(world_dict: Dictionary) -> Control:
|
||||
enter_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
|
||||
enter_button.pressed.connect(_on_enter_world_pressed.bind(world_id, enter_button))
|
||||
|
||||
var buttons_row := HBoxContainer.new()
|
||||
buttons_row.add_child(enter_button)
|
||||
|
||||
# "Edit World" (world_persistence_impl.md §6 D4): a non-joined entry
|
||||
# point into the in-game editor -- it does NOT call POST /join. Only
|
||||
# shown for the world's owner, matching the write-side authorization the
|
||||
# save path itself enforces (§5.3), so a non-owner never sees a button
|
||||
# that would just 403 on the first save.
|
||||
var owner_id := int(world_dict.get("owner_id", -1))
|
||||
if _current_user_id != -1 and owner_id == _current_user_id:
|
||||
var edit_button := Button.new()
|
||||
edit_button.text = "Edit World"
|
||||
edit_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
|
||||
edit_button.pressed.connect(_on_edit_world_pressed.bind(world_id))
|
||||
buttons_row.add_child(edit_button)
|
||||
|
||||
card.add_child(name_label)
|
||||
card.add_child(desc_label)
|
||||
card.add_child(meta_label)
|
||||
card.add_child(enter_button)
|
||||
card.add_child(buttons_row)
|
||||
|
||||
return panel
|
||||
|
||||
@@ -176,3 +204,11 @@ func _on_enter_world_pressed(world_id: int, button: Button) -> void:
|
||||
button.text = "Enter World"
|
||||
error_label.text = "Couldn't join: %s" % result.detail
|
||||
error_label.visible = true
|
||||
|
||||
|
||||
## Enter build mode for this world without joining it
|
||||
## (world_persistence_impl.md §6 D4). No /join call, no ENet connection, no
|
||||
## dedicated server -- game.gd loads/saves the world's chunks over HTTP.
|
||||
func _on_edit_world_pressed(world_id: int) -> void:
|
||||
Session.begin_edit(world_id)
|
||||
get_tree().change_scene_to_file("res://scenes/game.tscn")
|
||||
|
||||
Reference in New Issue
Block a user