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Author SHA1 Message Date
daddy 65995f30a6 Fix latent client-side encode_binary bounds min+size/min+max bug (nonzero position)
Found during review of the persistence-plumbing branch: _build_metadata_section
wrote raw bounds.size into the wire's 2nd float triple, but the wire format
(and _parse_metadata_section) treats that triple as max_pos, computing
size = max - min. AABB(Vector3.ZERO, size) masks this since size == max when
position is 0 -- exactly what every existing test used. Any chunk at a real,
nonzero world position would silently corrupt on its own client-local
encode/decode round-trip. Same bug class as the backend's min+size/min+max
mismatch fixed in chunk_codec.py (eb39e43), just on the client side this
time. Added a regression case to smoke_test_chunk_codec_interop.gd using a
real nonzero chunk position (96,-32,0) -- 33/33 passing. Full sibling smoke
suite re-verified clean afterward.
2026-09-14 23:00:17 +00:00
daddy fd88cef32f Wire client chunk streaming + dedicated-server content load to the backend
Implements the client-side half of docs/architecture/world_persistence_impl.md
(the backend API in backend/app/routers/{world_content,internal}.py and
game_servers.py's --api-url/--server-token/_await_ready were already merged):

- scripts/http_chunk_source.gd: new HttpChunkSource adapter satisfying
  ChunkStreamManager.set_server_rpc()'s seam. Fetches chunks over HTTP from
  the public world_content API (JWT via ApiClient), with ETag/If-None-Match
  (304) support backed by a user://chunk_cache/<checksum> cache, and a
  bounds-query list_chunks() helper (§8.1's chunk index). A 404 (unwritten
  coordinate) renders empty instead of erroring, per §8.1.

- scripts/server.gd: startup now parses --api-url/--server-token, and
  before binding the ENet port fetches the world's manifest + the
  spawn-neighbourhood chunks from /api/internal (§7.2/§7.3/§8.3), decodes
  them, and builds real StaticBody3D collision from solid tiles + non-
  walkable objects. Falls back to test_level.tscn if the backend is
  unreachable, the world has no rooms, or the room has zero chunks -- never
  hangs or crashes. Writes "ready"/"content" (plus diagnostic
  chunks_loaded/collision_shapes counts) into the status file that
  game_servers.py's _await_ready() already reads.

- scripts/api_client.gd: exposes a `base_url` getter so other client code
  building its own requests (HttpChunkSource; server.gd doesn't use this
  autoload at all, since its auth model is the per-spawn server token, not
  a player JWT) can target the same backend.

Also fixes three real, previously-dormant bugs this work's first real
exercise of these code paths uncovered (nothing before this called
encode_binary() or fed real data through set_server_rpc()):

- chunk_data_decoder.gd: `_build_metadata_section` never wrapped its
  output with the section id/length header every other section builder
  uses, so `encode_binary()` produced corrupt payloads the decoder read as
  a single garbage-length section ("truncated section body").
- chunk_stream_manager.gd: `_parse_coord_from_key` assigned a
  PackedStringArray (String.split()'s real return type) to an
  Array[String]-typed variable -- a hard crash.
- chunk_stream_manager.gd: `_instantiate_chunk_scene_with_data` read a
  nonexistent `data.format_version` field; ChunkPayload's field is
  `version`.

Adds scripts/smoke_test_http_chunk_source.gd, a real end-to-end smoke test
(register, create world, PUT a real chunk, stream it back through
ChunkStreamManager + HttpChunkSource, plus the unwritten-coordinate and
304-refetch paths).

Verified against a real backend + Postgres:
- Seeded real chunk content, joined through the real
  GameServerSupervisor spawn path: status file reports
  content=loaded, chunks_loaded=1, collision_shapes=33.
- A room with zero chunks and an unreachable backend (closed port) both
  fall back to test_level.tscn cleanly (content=fallback, ready=true, no
  hang/crash).
- Full existing Godot smoke suite (16 suites, including
  smoke_test_enter_world.gd and smoke_test_network_client.gd) passes with
  no regressions.
- Backend pytest (132/132) untouched and still green -- no backend/
  changes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 22:54:56 +00:00
daddy eb39e4393d Fix 3 real client/server chunk-codec interop bugs, caught by a new golden-fixture test
checkpoint / checkpoint (push) Successful in 2m13s
No test ever exercised the client ChunkDataDecoder against real byte data
before this (M2 chunk streaming was never fed real content on PC2/PC3).
Added scripts/smoke_test_chunk_codec_interop.gd, decoding the backend's
exact golden fixtures (backend/tests/fixtures/chunks/*.bin) and asserting
byte-identical logical values -- the real cross-language contract this
whole persistence system depends on. It found three bugs on first run:

1. chunk_data_decoder.gd's _read_float32/_write_float32 used `bits as
   float`/`val as int`, a numeric cast in GDScript, not an IEEE-754
   bitcast -- silently corrupted every non-integer position/rotation/
   scale/bounds value (1.5 decoded as 1069547520.0, verified). Fixed with
   PackedByteArray.decode_float/encode_float (real bitcast, same
   little-endian order as the rest of this format).

2. backend/app/services/chunk_codec.py's binary codec wrote bounds as
   min+size, disagreeing with world.md §3's documented min+max wire
   format and with the client's actual (correct) decoder -- corrupted
   every chunk's bounds on the wire despite the backend's own JSON path
   using min+max correctly. Fixed the binary encode/decode to match the
   spec; regenerated the golden fixtures.

3. chunk_data_decoder.gd's object-properties parsing used
   `JSON.parse_string(props_str) or {}` -- GDScript's `or` is a boolean
   operator, not Python/JS-style short-circuit-return, so this silently
   evaluated to a bool for any object with real property data, crashing
   on assignment to the typed `properties: Dictionary` field. Fixed with
   an explicit type check.

Full backend suite (132/132) and 4 sibling client smoke tests re-verified
clean after all three fixes; no other `or {}`/`or []` instances of bug 3's
pattern found elsewhere in the codebase.
2026-09-14 19:56:44 +00:00
daddy 9c086a4b10 Backend: world content persistence endpoints (save/load chunk data)
Implements docs/architecture/world_persistence_impl.md §9's backend scope:
world_rooms/world_chunks/world_chunk_revisions (Postgres, migration 0005),
a Python port of the §3.6 binary chunk codec with full server-side
validation, the public save/load API (batch PUT, X-Base-Revision conflict
detection, revision history) and the internal dedicated-server-only API
(bearer-token gated), game_servers.py per-spawn tokens + a real _await_ready
replacing _await_port (which failed open past its timeout with no error --
confirmed real bug). create_world now auto-creates the main room. 132/132
backend tests pass (independently re-run), alembic upgrade/downgrade/upgrade
round-trips clean (independently re-run).
2026-09-14 19:52:07 +00:00
daddy 186a79a43e UGC scripting DSL: data-driven verb/condition interpreter
checkpoint / checkpoint (push) Successful in 1m52s
Implements docs/architecture/scripting_sandbox.md's primary recommendation
(a fixed verb/condition/trigger DSL expressed as data, zero attack
surface) rather than the out-of-process sidecar the sibling task had
originally assumed. ScriptBehavior/ScriptRule parse and whitelist rule
data at load time; ScriptInterpreterNode is the only code that ever runs,
dispatching every verb through a closed match() -- never call()-by-name
from data. Verbs: give_item, play_sound, move, rotate, spawn_from_catalog,
set_timer. Triggers: on_interact, on_enter, on_touch, on_timer. Demo
wired into test_level.tscn (ScriptedChest). 50/50 smoke assertions,
independently re-verified, including 9 distinct malformed/unsafe-rule
rejection cases and a real spawn_from_catalog resolving only through the
trusted catalog, never a raw data-supplied path.
2026-09-14 19:34:12 +00:00
daddy 8822a03f53 Add ScriptBehavior DSL: data-driven, non-Turing-complete UGC scripting
Implements the DSL that docs/architecture/scripting_sandbox.md recommends
as the primary (and, for now, sufficient) approach in place of running
untrusted GDScript in-process: a fixed set of trigger/condition/action
verbs, expressed as plain JSON data, interpreted by trusted GDScript with
zero ability to reference engine singletons, call arbitrary methods, or
execute code.

- ScriptBehavior (scripts/scripting/script_behavior.gd): parses and
  validates rules from JSON/Dictionary data. Every trigger, condition
  type/op, and verb is checked against an explicit whitelist at parse
  time; malformed or unknown entries are dropped and recorded in
  rejected_rules, never partially executed. Carries an optional
  content_flags passthrough so this data type isn't hostile to future
  moderation-queue integration (docs/architecture/content_moderation.md).
- ScriptInterpreterNode (scripts/scripting/script_interpreter.gd): the
  only code that executes rules. Triggers: on_interact (proximity +
  "interact" input action), on_enter (edge-triggered Area3D overlap),
  on_touch (continuous overlap), on_timer (physics-clocked Timer). Verbs:
  give_item, play_sound, move, rotate, spawn_from_catalog, set_timer --
  each a fixed, hand-written function; verb dispatch is an explicit
  match(), never call()-by-name from data. move/rotate animate via Tween
  rather than teleporting.
- PlayerInventory (scripts/scripting/player_inventory.gd): a small
  per-player item-count stub for give_item to target, since no real
  inventory/entity-state system exists yet (M9 Economy). Attached to
  scenes/player.tscn as "Inventory".
- SpawnCatalog (scripts/scripting/spawn_catalog.gd): trusted catalog_id ->
  asset_id lookup for spawn_from_catalog, mirroring the AvatarCatalog
  data-driven-JSON convention. Rule data only ever supplies a catalog_id
  key, never a resource path.
- Wired a real demo ("ScriptedChest") into scenes/worlds/test_level.tscn
  with an on_interact rule (give_item + play_sound + rotate), plus an
  "interact" input action (project.godot).
- scripts/smoke_test_script_behavior.gd: exercises every trigger type,
  every verb, and every condition type against the real interpreter and
  the wired demo scene, and proves unknown/malformed/unsafe rules
  (unknown verb, unknown trigger, non-scalar smuggled arguments, etc.)
  are rejected at parse time and never run -- 50/50 checks pass.
2026-09-14 19:32:22 +00:00
21 changed files with 2350 additions and 28 deletions
@@ -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}
]
}
]
}
+8
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@@ -0,0 +1,8 @@
{
"templates": {
"small_crate": {
"asset_id": "props/crate_small.glb",
"display_name": "Small Crate"
}
}
}
+14 -8
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@@ -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)
Binary file not shown.
Binary file not shown.
+5
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@@ -45,6 +45,11 @@ 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)
]
}
[physics]
+5 -1
View File
@@ -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")
+21 -1
View File
@@ -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
+10
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@@ -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
+42 -9
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@@ -404,7 +404,15 @@ 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 +492,33 @@ 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 +635,11 @@ 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 +668,10 @@ 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()
+12 -2
View File
@@ -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(
+203
View File
@@ -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
+41
View File
@@ -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()
+383
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@@ -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])
+459
View File
@@ -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)
+32
View File
@@ -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] = []
+55
View File
@@ -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
View File
@@ -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()
+132
View File
@@ -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))
+189
View File
@@ -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)
+462
View File
@@ -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