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+13
@@ -0,0 +1,13 @@
|
||||
# Godot 4 editor cache/import directory
|
||||
.godot/
|
||||
|
||||
# Godot export artifacts
|
||||
export/
|
||||
*.tmp
|
||||
|
||||
# OS
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
|
||||
# Godot UID files (regenerated from path)
|
||||
*.uid
|
||||
@@ -1,14 +0,0 @@
|
||||
63f7b34db8d8cdea90c76aacccf841ec
|
||||
::res://::1787259973
|
||||
README.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
|
||||
::res://docs/::1787259973
|
||||
::res://docs/architecture/::1787259973
|
||||
avatar.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
|
||||
content_moderation.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
|
||||
networking.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
|
||||
::res://scenes/::1787259973
|
||||
player.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
|
||||
server.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::
|
||||
::res://scripts/::1787259973
|
||||
player_spawner.gd::GDScript::3637338339553764865::1787259973::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
|
||||
server.gd::GDScript::6336910781803684784::1787259973::0::1::::<>Node<><>0<>0<><>::
|
||||
@@ -1,11 +0,0 @@
|
||||
[game_view]
|
||||
|
||||
select_mode=0
|
||||
|
||||
[editor_metadata]
|
||||
|
||||
executable_path="/home/daddy/godot/godot"
|
||||
|
||||
[recent_files]
|
||||
|
||||
scenes=["res://scenes/server.tscn"]
|
||||
@@ -1,5 +0,0 @@
|
||||
[folding]
|
||||
|
||||
node_unfolds=[]
|
||||
resource_unfolds=[]
|
||||
nodes_folded=[]
|
||||
@@ -1,9 +0,0 @@
|
||||
list=[{
|
||||
"base": &"CharacterBody3D",
|
||||
"class": &"PlayerNode",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/player_spawner.gd"
|
||||
}]
|
||||
Binary file not shown.
@@ -0,0 +1,23 @@
|
||||
# Database (async driver)
|
||||
DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
|
||||
|
||||
# Redis
|
||||
REDIS_URL=redis://localhost:6379/0
|
||||
|
||||
# JWT / Auth
|
||||
ALGORITHM=RS256
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES=60
|
||||
REFRESH_TOKEN_EXPIRE_DAYS=30
|
||||
# Directory where the RSA keypair is loaded/generated at runtime.
|
||||
# Defaults to ~/.agp/keys (outside the repo). Keys are never committed to git.
|
||||
RSA_KEY_DIR=~/.agp/keys
|
||||
|
||||
# App
|
||||
APP_NAME=AGP Backend
|
||||
APP_VERSION=0.1.0
|
||||
DEBUG=true
|
||||
CORS_ORIGINS=http://localhost:8080,http://localhost:3000
|
||||
|
||||
# File uploads
|
||||
UPLOAD_DIR=uploads
|
||||
MAX_UPLOAD_SIZE_MB=100
|
||||
@@ -0,0 +1,4 @@
|
||||
.env
|
||||
__pycache__/
|
||||
*.pyc
|
||||
.venv/
|
||||
@@ -0,0 +1,42 @@
|
||||
# Alembic configuration file.
|
||||
# Run: alembic upgrade head (to apply migrations)
|
||||
# Run: alembic revision --autogenerate -m "description" (to generate migration)
|
||||
|
||||
[alembic]
|
||||
script_location = alembic
|
||||
prepend_sys_path = .
|
||||
sqlalchemy.url = postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
|
||||
|
||||
[loggers]
|
||||
keys = root,sqlalchemy,alembic
|
||||
|
||||
[handlers]
|
||||
keys = console
|
||||
|
||||
[formatters]
|
||||
keys = generic
|
||||
|
||||
[logger_root]
|
||||
level = WARN
|
||||
handlers = console
|
||||
qualname =
|
||||
|
||||
[logger_sqlalchemy]
|
||||
level = WARN
|
||||
handlers =
|
||||
qualname = sqlalchemy.engine
|
||||
|
||||
[logger_alembic]
|
||||
level = INFO
|
||||
handlers =
|
||||
qualname = alembic
|
||||
|
||||
[handler_console]
|
||||
class = StreamHandler
|
||||
args = (sys.stderr,)
|
||||
level = NOTSET
|
||||
formatter = generic
|
||||
|
||||
[formatter_generic]
|
||||
format = %(levelname)-5.5s [%(name)s] %(message)s
|
||||
datefmt = %H:%M:%S
|
||||
@@ -0,0 +1,65 @@
|
||||
"""Alembic environment configuration."""
|
||||
|
||||
import asyncio
|
||||
from logging.config import fileConfig
|
||||
|
||||
from alembic import context
|
||||
from sqlalchemy.ext.asyncio import create_async_engine
|
||||
|
||||
from app.config import settings
|
||||
from app.database import Base
|
||||
from app.models import user, session, world, asset # noqa: F401
|
||||
|
||||
# this is the Alembic Config object, which provides
|
||||
# access to the values within the .ini file in use.
|
||||
config = context.config
|
||||
|
||||
# Interpret the config file for Python logging.
|
||||
# This line sets up loggers basically.
|
||||
if config.config_file_name is not None:
|
||||
fileConfig(config.config_file_name)
|
||||
|
||||
# add your model's MetaData object here
|
||||
# for 'autogenerate' support
|
||||
target_metadata = Base.metadata
|
||||
|
||||
|
||||
def run_migrations_offline() -> None:
|
||||
"""Run migrations in 'offline' mode."""
|
||||
url = settings.DATABASE_URL
|
||||
context.configure(
|
||||
url=url,
|
||||
target_metadata=target_metadata,
|
||||
literal_binds=True,
|
||||
dialect_opts={"paramstyle": "named"},
|
||||
)
|
||||
|
||||
with context.begin_transaction():
|
||||
context.run_migrations()
|
||||
|
||||
|
||||
def do_run_migrations(connection):
|
||||
context.configure(connection=connection, target_metadata=target_metadata)
|
||||
with context.begin_transaction():
|
||||
context.run_migrations()
|
||||
|
||||
|
||||
async def run_async_migrations():
|
||||
"""Run migrations in 'online' mode with async engine."""
|
||||
connectable = create_async_engine(settings.DATABASE_URL, echo=False)
|
||||
|
||||
async with connectable.connect() as connection:
|
||||
await connection.run_sync(do_run_migrations)
|
||||
|
||||
await connectable.dispose()
|
||||
|
||||
|
||||
def run_migrations_online() -> None:
|
||||
"""Run migrations in 'online' mode."""
|
||||
asyncio.run(run_async_migrations())
|
||||
|
||||
|
||||
if context.is_offline_mode():
|
||||
run_migrations_offline()
|
||||
else:
|
||||
run_migrations_online()
|
||||
@@ -0,0 +1,27 @@
|
||||
"""${message}
|
||||
|
||||
Revision ID: ${up_revision}
|
||||
Revises: ${down_revision | comma,n}
|
||||
Create Date: ${create_date}
|
||||
"""
|
||||
from typing import Sequence, Union
|
||||
|
||||
from alembic import op
|
||||
import sqlalchemy as sa
|
||||
${imports if imports else ""}
|
||||
|
||||
# revision identifiers, used by Alembic.
|
||||
revision: str = ${repr(up_revision)}
|
||||
down_revision: Union[str, None] = ${repr(down_revision)}
|
||||
branch_labels: Union[str, Sequence[str], None] = ${repr(branch_labels)}
|
||||
depends_on: Union[str, Sequence[str], None] = ${repr(depends_on)}
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
"""Upgrade database schema."""
|
||||
${upgrades if upgrades else "pass"}
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
"""Downgrade database schema."""
|
||||
${downgrades if downgrades else "pass"}
|
||||
@@ -0,0 +1,127 @@
|
||||
"""initial schema
|
||||
|
||||
Revision ID: 0001_initial
|
||||
Revises:
|
||||
Create Date: 2024-01-01 00:00:00.000000
|
||||
"""
|
||||
from typing import Sequence, Union
|
||||
|
||||
from alembic import op
|
||||
import sqlalchemy as sa
|
||||
from sqlalchemy.dialects import postgresql
|
||||
|
||||
# revision identifiers, used by Alembic.
|
||||
revision: str = "0001_initial"
|
||||
down_revision: Union[str, None] = None
|
||||
branch_labels: Union[str, Sequence[str], None] = None
|
||||
depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
"""Upgrade database schema."""
|
||||
# Create ENUM types
|
||||
world_visibility = postgresql.ENUM(
|
||||
"public", "private", "friends_only", name="world_visibility"
|
||||
)
|
||||
world_visibility.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
asset_type = postgresql.ENUM(
|
||||
"image", "audio", "video", "document", "model_3d", "other", name="asset_type"
|
||||
)
|
||||
asset_type.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
# Create users table
|
||||
op.create_table(
|
||||
"users",
|
||||
sa.Column("id", sa.Integer(), primary_key=True),
|
||||
sa.Column("username", sa.String(length=50), nullable=False),
|
||||
sa.Column("email", sa.String(length=120), nullable=False),
|
||||
sa.Column("hashed_password", sa.String(length=255), nullable=False),
|
||||
sa.Column("is_active", sa.Boolean(), nullable=True),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
|
||||
)
|
||||
op.create_index(op.f("ix_users_email"), "users", ["email"], unique=True)
|
||||
op.create_index(op.f("ix_users_id"), "users", ["id"], unique=False)
|
||||
op.create_index(op.f("ix_users_username"), "users", ["username"], unique=True)
|
||||
|
||||
# Create sessions table
|
||||
op.create_table(
|
||||
"sessions",
|
||||
sa.Column("id", sa.String(length=36), primary_key=True),
|
||||
sa.Column("user_id", sa.Integer(), nullable=False),
|
||||
sa.Column("token", sa.String(), nullable=False),
|
||||
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
|
||||
sa.Column("is_active", sa.Boolean(), nullable=True),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.ForeignKeyConstraint(["user_id"], ["users.id"], ondelete="CASCADE"),
|
||||
)
|
||||
op.create_index(op.f("ix_sessions_token"), "sessions", ["token"], unique=True)
|
||||
|
||||
# Create worlds table
|
||||
op.create_table(
|
||||
"worlds",
|
||||
sa.Column("id", sa.Integer(), primary_key=True),
|
||||
sa.Column("name", sa.String(length=255), nullable=False),
|
||||
sa.Column("description", sa.Text(), nullable=True),
|
||||
sa.Column("owner_id", sa.Integer(), nullable=False),
|
||||
sa.Column(
|
||||
"visibility",
|
||||
postgresql.ENUM(
|
||||
"public", "private", "friends_only", name="world_visibility",
|
||||
create_type=False,
|
||||
),
|
||||
nullable=True,
|
||||
),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
|
||||
sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
|
||||
)
|
||||
op.create_index(op.f("ix_worlds_id"), "worlds", ["id"], unique=False)
|
||||
|
||||
# Create assets table
|
||||
op.create_table(
|
||||
"assets",
|
||||
sa.Column("id", sa.Integer(), primary_key=True),
|
||||
sa.Column("name", sa.String(length=255), nullable=False),
|
||||
sa.Column("description", sa.Text(), nullable=True),
|
||||
sa.Column(
|
||||
"asset_type",
|
||||
postgresql.ENUM(
|
||||
"image", "audio", "video", "document", "model_3d", "other",
|
||||
name="asset_type", create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("file_path", sa.String(length=512), nullable=False),
|
||||
sa.Column("file_size", sa.Integer(), nullable=True),
|
||||
sa.Column("mime_type", sa.String(length=128), nullable=True),
|
||||
sa.Column("metadata_json", sa.Text(), nullable=True),
|
||||
sa.Column("world_id", sa.Integer(), nullable=True),
|
||||
sa.Column("owner_id", sa.Integer(), nullable=False),
|
||||
sa.Column("is_public", sa.Boolean(), nullable=False),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
|
||||
sa.ForeignKeyConstraint(["world_id"], ["worlds.id"]),
|
||||
)
|
||||
op.create_index(op.f("ix_assets_id"), "assets", ["id"], unique=False)
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
"""Downgrade database schema."""
|
||||
op.drop_index(op.f("ix_assets_id"), table_name="assets")
|
||||
op.drop_table("assets")
|
||||
op.drop_index(op.f("ix_worlds_id"), table_name="worlds")
|
||||
op.drop_table("worlds")
|
||||
op.drop_index(op.f("ix_sessions_token"), table_name="sessions")
|
||||
op.drop_table("sessions")
|
||||
op.drop_index(op.f("ix_users_username"), table_name="users")
|
||||
op.drop_index(op.f("ix_users_id"), table_name="users")
|
||||
op.drop_index(op.f("ix_users_email"), table_name="users")
|
||||
op.drop_table("users")
|
||||
|
||||
# Drop ENUM types
|
||||
postgresql.ENUM(name="asset_type").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="world_visibility").drop(op.get_bind(), checkfirst=True)
|
||||
@@ -0,0 +1,30 @@
|
||||
"""add date_of_birth column to users table
|
||||
|
||||
Revision ID: 0002_add_date_of_birth_to_users
|
||||
Revises: 0001_initial
|
||||
Create Date: 2025-01-01 00:00:00.000000
|
||||
|
||||
"""
|
||||
from typing import Sequence, Union
|
||||
|
||||
from alembic import op
|
||||
import sqlalchemy as sa
|
||||
|
||||
# revision identifiers, used by Alembic.
|
||||
revision: str = "0002_add_date_of_birth_to_users"
|
||||
down_revision: Union[str, None] = "0001_initial"
|
||||
branch_labels: Union[str, Sequence[str], None] = None
|
||||
depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
"""Add date_of_birth column to users table."""
|
||||
op.add_column(
|
||||
"users",
|
||||
sa.Column("date_of_birth", sa.Date(), nullable=True),
|
||||
)
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
"""Remove date_of_birth column from users table."""
|
||||
op.drop_column("users", "date_of_birth")
|
||||
@@ -0,0 +1,36 @@
|
||||
"""add refresh_tokens table
|
||||
|
||||
Revision ID: 0003_add_refresh_tokens_table
|
||||
Revises: 0002_add_date_of_birth_to_users
|
||||
Create Date: 2025-07-25 00:00:00.000000
|
||||
|
||||
"""
|
||||
from typing import Sequence, Union
|
||||
|
||||
from alembic import op
|
||||
import sqlalchemy as sa
|
||||
|
||||
# revision identifiers, used by Alembic.
|
||||
revision: str = "0003_add_refresh_tokens_table"
|
||||
down_revision: Union[str, None] = "0002_add_date_of_birth_to_users"
|
||||
branch_labels: Union[str, Sequence[str], None] = None
|
||||
depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
"""Create the refresh_tokens table."""
|
||||
op.create_table(
|
||||
"refresh_tokens",
|
||||
sa.Column("id", sa.String(36), primary_key=True),
|
||||
sa.Column("user_id", sa.Integer(), sa.ForeignKey("users.id", ondelete="CASCADE"), nullable=False),
|
||||
sa.Column("token", sa.String(512), unique=True, index=True, nullable=False),
|
||||
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
|
||||
sa.Column("is_active", sa.Boolean(), server_default=sa.text("true"), nullable=False),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
||||
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
||||
)
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
"""Drop the refresh_tokens table."""
|
||||
op.drop_table("refresh_tokens")
|
||||
@@ -0,0 +1,127 @@
|
||||
"""Application configuration via pydantic-settings."""
|
||||
|
||||
from functools import lru_cache
|
||||
from pathlib import Path
|
||||
|
||||
from cryptography.hazmat.primitives.asymmetric.rsa import (
|
||||
RSAPrivateKey,
|
||||
RSAPublicKey,
|
||||
generate_private_key,
|
||||
)
|
||||
from cryptography.hazmat.primitives.serialization import (
|
||||
Encoding,
|
||||
NoEncryption,
|
||||
PrivateFormat,
|
||||
PublicFormat,
|
||||
load_pem_private_key,
|
||||
load_pem_public_key,
|
||||
)
|
||||
from pydantic_settings import BaseSettings, SettingsConfigDict
|
||||
|
||||
|
||||
def _load_or_generate_rsa_keys(key_dir: Path) -> tuple[bytes, bytes]:
|
||||
"""Load existing RSA keys or generate a new pair.
|
||||
|
||||
Keys are stored as PEM files in *key_dir*. The directory is created
|
||||
if it does not exist. Files are named ``private.pem`` and
|
||||
``public.pem`` and are **not** committed to git.
|
||||
"""
|
||||
private_path = key_dir / "private.pem"
|
||||
public_path = key_dir / "public.pem"
|
||||
|
||||
if private_path.exists() and public_path.exists():
|
||||
private_pem = private_path.read_bytes()
|
||||
public_pem = public_path.read_bytes()
|
||||
else:
|
||||
# Generate a new 2048-bit RSA key pair
|
||||
private_key = generate_private_key(public_exponent=65537, key_size=2048)
|
||||
private_pem = private_key.private_bytes(
|
||||
Encoding.PEM,
|
||||
PrivateFormat.PKCS8,
|
||||
NoEncryption(),
|
||||
)
|
||||
public_pem = private_key.public_key().public_bytes(
|
||||
Encoding.PEM,
|
||||
PublicFormat.SubjectPublicKeyInfo,
|
||||
)
|
||||
key_dir.mkdir(parents=True, exist_ok=True)
|
||||
private_path.write_bytes(private_pem)
|
||||
public_path.write_bytes(public_pem)
|
||||
|
||||
return private_pem, public_pem
|
||||
|
||||
|
||||
class Settings(BaseSettings):
|
||||
# App
|
||||
APP_NAME: str = "AGP Backend"
|
||||
APP_VERSION: str = "0.1.0"
|
||||
DEBUG: bool = True
|
||||
|
||||
# Database (async)
|
||||
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
|
||||
|
||||
# Redis
|
||||
REDIS_URL: str = "redis://localhost:6379/0"
|
||||
|
||||
# JWT / Auth
|
||||
ALGORITHM: str = "RS256"
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
|
||||
REFRESH_TOKEN_EXPIRE_DAYS: int = 30
|
||||
|
||||
# RS256 key storage. Defaults to a directory outside the repo so the
|
||||
# generated keypair is never accidentally committed.
|
||||
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
|
||||
|
||||
# CORS
|
||||
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
||||
|
||||
# File uploads
|
||||
UPLOAD_DIR: str = "uploads"
|
||||
MAX_UPLOAD_SIZE_MB: int = 100
|
||||
GLTF_MAX_FILE_SIZE_MB: int = 200
|
||||
|
||||
model_config = SettingsConfigDict(
|
||||
env_file=".env",
|
||||
env_file_encoding="utf-8",
|
||||
case_sensitive=True,
|
||||
)
|
||||
|
||||
@property
|
||||
def cors_origins_list(self) -> list[str]:
|
||||
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
||||
|
||||
@property
|
||||
def rsa_key_dir(self) -> Path:
|
||||
return Path(self.RSA_KEY_DIR)
|
||||
|
||||
@property
|
||||
def private_pem(self) -> bytes:
|
||||
"""Return the private key PEM bytes (loads/generates on first call)."""
|
||||
private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
|
||||
return private_pem
|
||||
|
||||
@property
|
||||
def public_pem(self) -> bytes:
|
||||
"""Return the public key PEM bytes (loads/generates on first call)."""
|
||||
_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
|
||||
return public_pem
|
||||
|
||||
@property
|
||||
def private_key(self) -> RSAPrivateKey:
|
||||
"""Return the deserialized RSA private key object."""
|
||||
return load_pem_private_key(self.private_pem, password=None)
|
||||
|
||||
@property
|
||||
def public_key(self) -> RSAPublicKey:
|
||||
"""Return the deserialized RSA public key object."""
|
||||
return load_pem_public_key(self.public_pem)
|
||||
|
||||
|
||||
@lru_cache()
|
||||
def get_settings() -> Settings:
|
||||
"""Return cached settings instance."""
|
||||
return Settings()
|
||||
|
||||
|
||||
# Convenience singleton
|
||||
settings = get_settings()
|
||||
@@ -0,0 +1,42 @@
|
||||
"""Async database engine and session factory."""
|
||||
|
||||
from sqlalchemy.ext.asyncio import (
|
||||
AsyncSession,
|
||||
async_sessionmaker,
|
||||
create_async_engine,
|
||||
)
|
||||
from sqlalchemy.orm import DeclarativeBase
|
||||
|
||||
from app.config import settings
|
||||
|
||||
engine = create_async_engine(
|
||||
settings.DATABASE_URL,
|
||||
echo=settings.DEBUG,
|
||||
pool_size=10,
|
||||
max_overflow=20,
|
||||
)
|
||||
|
||||
async_session_factory = async_sessionmaker(
|
||||
engine,
|
||||
class_=AsyncSession,
|
||||
expire_on_commit=False,
|
||||
)
|
||||
|
||||
|
||||
class Base(DeclarativeBase):
|
||||
pass
|
||||
|
||||
|
||||
async def get_db() -> AsyncSession:
|
||||
"""Dependency that yields an async database session.
|
||||
|
||||
Handlers are responsible for committing or rolling back their own
|
||||
transactions. This avoids the double-commit problem where the
|
||||
session is committed both here and in the handler.
|
||||
"""
|
||||
async with async_session_factory() as session:
|
||||
try:
|
||||
yield session
|
||||
except Exception:
|
||||
await session.rollback()
|
||||
raise
|
||||
@@ -0,0 +1,55 @@
|
||||
"""Shared FastAPI dependencies, including JWT-based auth."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import Depends, HTTPException, status
|
||||
from fastapi.security import OAuth2PasswordBearer
|
||||
from jose import JWTError, jwt
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.models.user import User
|
||||
|
||||
oauth2_scheme = OAuth2PasswordBearer(tokenUrl="/api/auth/login")
|
||||
|
||||
|
||||
async def get_current_user(
|
||||
token: Annotated[str, Depends(oauth2_scheme)],
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
) -> User:
|
||||
"""Resolve the JWT bearer token to a User, or raise 401."""
|
||||
credentials_exception = HTTPException(
|
||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||
detail="Could not validate credentials",
|
||||
headers={"WWW-Authenticate": "Bearer"},
|
||||
)
|
||||
try:
|
||||
payload = jwt.decode(
|
||||
token, settings.public_pem, algorithms=[settings.ALGORITHM]
|
||||
)
|
||||
user_id: str | None = payload.get("sub")
|
||||
if user_id is None:
|
||||
raise credentials_exception
|
||||
except JWTError:
|
||||
raise credentials_exception
|
||||
|
||||
try:
|
||||
user_id_int = int(user_id)
|
||||
except (ValueError, TypeError):
|
||||
raise credentials_exception
|
||||
|
||||
result = await db.execute(select(User).where(User.id == user_id_int))
|
||||
user = result.scalar_one_or_none()
|
||||
if user is None:
|
||||
raise credentials_exception
|
||||
if not user.is_active:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_403_FORBIDDEN,
|
||||
detail="User account is inactive",
|
||||
)
|
||||
return user
|
||||
|
||||
|
||||
CurrentUser = Annotated[User, Depends(get_current_user)]
|
||||
@@ -0,0 +1,46 @@
|
||||
"""FastAPI application entry point."""
|
||||
|
||||
from contextlib import asynccontextmanager
|
||||
|
||||
from fastapi import FastAPI
|
||||
from fastapi.middleware.cors import CORSMiddleware
|
||||
|
||||
from app.config import settings
|
||||
from app.routers import auth, users, worlds, assets
|
||||
|
||||
|
||||
@asynccontextmanager
|
||||
async def lifespan(app: FastAPI):
|
||||
"""Application lifespan: startup and shutdown events."""
|
||||
# Startup: initialize database, connect to Redis, etc.
|
||||
yield
|
||||
# Shutdown: close connections, cleanup
|
||||
|
||||
|
||||
app = FastAPI(
|
||||
title=settings.APP_NAME,
|
||||
version=settings.APP_VERSION,
|
||||
description="Agentic Game Platform - Backend API",
|
||||
lifespan=lifespan,
|
||||
)
|
||||
|
||||
# CORS
|
||||
app.add_middleware(
|
||||
CORSMiddleware,
|
||||
allow_origins=settings.cors_origins_list,
|
||||
allow_credentials=True,
|
||||
allow_methods=["*"],
|
||||
allow_headers=["*"],
|
||||
)
|
||||
|
||||
# Include routers
|
||||
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
|
||||
app.include_router(users.router, prefix="/api/users", tags=["users"])
|
||||
app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
|
||||
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
|
||||
|
||||
|
||||
@app.get("/api/health")
|
||||
async def health_check():
|
||||
"""Simple health check endpoint."""
|
||||
return {"status": "ok", "app": settings.APP_NAME}
|
||||
@@ -0,0 +1,6 @@
|
||||
from app.models.user import User
|
||||
from app.models.session import Session
|
||||
from app.models.world import World
|
||||
from app.models.asset import Asset
|
||||
|
||||
__all__ = ["User", "Session", "World", "Asset"]
|
||||
@@ -0,0 +1,40 @@
|
||||
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Boolean
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class AssetType(str, enum.Enum):
|
||||
IMAGE = "image"
|
||||
AUDIO = "audio"
|
||||
VIDEO = "video"
|
||||
DOCUMENT = "document"
|
||||
MODEL_3D = "model_3d"
|
||||
OTHER = "other"
|
||||
|
||||
|
||||
class Asset(Base):
|
||||
__tablename__ = "assets"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
asset_type = Column(
|
||||
ENUM(AssetType, name="asset_type", create_type=False),
|
||||
nullable=False,
|
||||
)
|
||||
file_path = Column(String(512), nullable=False)
|
||||
file_size = Column(Integer, nullable=True)
|
||||
mime_type = Column(String(128), nullable=True)
|
||||
metadata_json = Column(Text, nullable=True)
|
||||
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
is_public = Column(Boolean, default=False, nullable=False)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="assets")
|
||||
world = relationship("World", back_populates="assets")
|
||||
@@ -0,0 +1,41 @@
|
||||
import uuid
|
||||
|
||||
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class Session(Base):
|
||||
__tablename__ = "sessions"
|
||||
|
||||
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
|
||||
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||
token = Column(String, unique=True, index=True, nullable=False)
|
||||
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
user = relationship("User", back_populates="sessions")
|
||||
|
||||
|
||||
class RefreshToken(Base):
|
||||
__tablename__ = "refresh_tokens"
|
||||
|
||||
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
|
||||
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||
# RS256 JWTs are ~420+ chars; 512 is sufficient and matches the migration.
|
||||
token = Column(String(512), unique=True, index=True, nullable=False)
|
||||
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||
is_active = Column(Boolean, nullable=False, default=True, server_default="true")
|
||||
created_at = Column(DateTime(timezone=True), nullable=False, server_default=func.now())
|
||||
updated_at = Column(
|
||||
DateTime(timezone=True),
|
||||
nullable=False,
|
||||
server_default=func.now(),
|
||||
onupdate=func.now(),
|
||||
)
|
||||
|
||||
user = relationship("User", back_populates="refresh_tokens")
|
||||
@@ -0,0 +1,38 @@
|
||||
from datetime import date
|
||||
from typing import Optional
|
||||
|
||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class User(Base):
|
||||
__tablename__ = "users"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
username = Column(String(50), unique=True, index=True, nullable=False)
|
||||
email = Column(String(120), unique=True, index=True, nullable=False)
|
||||
hashed_password = Column(String(255), nullable=False)
|
||||
date_of_birth = Column(Date, nullable=True)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
|
||||
refresh_tokens = relationship("RefreshToken", back_populates="user", cascade="all, delete-orphan")
|
||||
worlds = relationship("World", back_populates="owner")
|
||||
assets = relationship("Asset", back_populates="owner")
|
||||
|
||||
@property
|
||||
def is_adult(self) -> bool:
|
||||
"""Return True if the user is 18 or older based on date_of_birth."""
|
||||
if self.date_of_birth is None:
|
||||
return False
|
||||
today = date.today()
|
||||
age = today.year - self.date_of_birth.year
|
||||
# Adjust if birthday hasn't occurred yet this year
|
||||
if (today.month, today.day) < (self.date_of_birth.month, self.date_of_birth.day):
|
||||
age -= 1
|
||||
return age >= 18
|
||||
@@ -0,0 +1,36 @@
|
||||
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class WorldVisibility(enum.Enum):
|
||||
PUBLIC = "public"
|
||||
PRIVATE = "private"
|
||||
FRIENDS_ONLY = "friends_only"
|
||||
|
||||
|
||||
class World(Base):
|
||||
__tablename__ = "worlds"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
visibility = Column(
|
||||
ENUM(
|
||||
WorldVisibility,
|
||||
name="world_visibility",
|
||||
create_type=False,
|
||||
values_callable=lambda enum_cls: [e.value for e in enum_cls],
|
||||
),
|
||||
default=WorldVisibility.PUBLIC,
|
||||
)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="worlds")
|
||||
assets = relationship("Asset", back_populates="world", cascade="all, delete-orphan")
|
||||
@@ -0,0 +1,243 @@
|
||||
"""Asset management router."""
|
||||
|
||||
import json
|
||||
import os
|
||||
from pathlib import Path
|
||||
from typing import Optional
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, UploadFile, File, Query
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.asset import Asset, AssetType
|
||||
from app.models.world import World
|
||||
from app.services import gltf as gltf_service
|
||||
from pydantic import BaseModel, Field
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class AssetCreate(BaseModel):
|
||||
"""Schema for creating an asset reference."""
|
||||
name: str = Field(..., min_length=1, max_length=255)
|
||||
description: Optional[str] = None
|
||||
asset_type: AssetType
|
||||
world_id: Optional[int] = None
|
||||
|
||||
|
||||
class AssetResponse(BaseModel):
|
||||
"""Schema for asset responses."""
|
||||
id: int
|
||||
name: str
|
||||
description: Optional[str]
|
||||
asset_type: AssetType
|
||||
file_path: str
|
||||
file_size: Optional[int]
|
||||
mime_type: Optional[str]
|
||||
world_id: Optional[int]
|
||||
owner_id: int
|
||||
is_public: bool
|
||||
created_at: str
|
||||
updated_at: str
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
class AssetUpdate(BaseModel):
|
||||
"""Schema for updating an asset."""
|
||||
name: Optional[str] = None
|
||||
description: Optional[str] = None
|
||||
is_public: Optional[bool] = None
|
||||
|
||||
|
||||
# --- Helpers ---
|
||||
|
||||
def _sanitize_filename(filename: str) -> str:
|
||||
"""Strip path components and unsafe characters from a filename."""
|
||||
# Remove any directory components (path traversal protection).
|
||||
base = os.path.basename(filename.replace("\\", "/"))
|
||||
# Keep only safe characters.
|
||||
safe = "".join(c for c in base if c.isalnum() or c in "._-")
|
||||
return safe or "file"
|
||||
|
||||
|
||||
def _detect_asset_type(filename: Optional[str], content: bytes) -> AssetType:
|
||||
"""Detect the asset type from filename and content."""
|
||||
if filename and gltf_service.looks_like_gltf(content, filename):
|
||||
return AssetType.MODEL_3D
|
||||
# Fallback: let the caller decide based on mime_type or default.
|
||||
return AssetType.OTHER
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.post("/", response_model=AssetResponse, status_code=201)
|
||||
async def create_asset(
|
||||
payload: AssetCreate,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Create a new asset reference."""
|
||||
# Verify world ownership if world_id is provided
|
||||
if payload.world_id is not None:
|
||||
world = await db.get(World, payload.world_id)
|
||||
if world is None:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
asset = Asset(
|
||||
name=payload.name,
|
||||
description=payload.description,
|
||||
asset_type=payload.asset_type,
|
||||
file_path="", # Will be set after upload
|
||||
owner_id=current_user.id,
|
||||
world_id=payload.world_id,
|
||||
is_public=False,
|
||||
)
|
||||
db.add(asset)
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
|
||||
|
||||
@router.get("/", response_model=list[AssetResponse])
|
||||
async def list_assets(
|
||||
current_user: CurrentUser,
|
||||
world_id: Optional[int] = Query(None, description="Filter by world"),
|
||||
asset_type: Optional[AssetType] = Query(None),
|
||||
limit: int = Query(50, ge=1, le=100),
|
||||
offset: int = Query(0, ge=0),
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""List assets with optional filters."""
|
||||
stmt = select(Asset).where(Asset.owner_id == current_user.id)
|
||||
|
||||
if world_id is not None:
|
||||
stmt = stmt.where(Asset.world_id == world_id)
|
||||
if asset_type is not None:
|
||||
stmt = stmt.where(Asset.asset_type == asset_type)
|
||||
|
||||
stmt = stmt.order_by(Asset.created_at.desc()).limit(limit).offset(offset)
|
||||
result = await db.execute(stmt)
|
||||
assets = result.scalars().all()
|
||||
return assets
|
||||
|
||||
|
||||
@router.get("/{asset_id}", response_model=AssetResponse)
|
||||
async def get_asset(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Get a single asset by ID."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
return asset
|
||||
|
||||
|
||||
@router.patch("/{asset_id}", response_model=AssetResponse)
|
||||
async def update_asset(
|
||||
asset_id: int,
|
||||
payload: AssetUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Update an asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
update_data = payload.model_dump(exclude_unset=True)
|
||||
for field, value in update_data.items():
|
||||
setattr(asset, field, value)
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
|
||||
|
||||
@router.delete("/{asset_id}", status_code=204)
|
||||
async def delete_asset(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Delete an asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
await db.delete(asset)
|
||||
await db.commit()
|
||||
|
||||
|
||||
@router.post("/{asset_id}/upload", response_model=AssetResponse)
|
||||
async def upload_asset_file(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
file: UploadFile = File(...),
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Upload a file for an existing asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
# Sanitize filename to prevent path traversal.
|
||||
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
|
||||
|
||||
# Read the file content.
|
||||
content = await file.read()
|
||||
file_size = len(content)
|
||||
|
||||
# Determine which size limit to apply.
|
||||
if gltf_service.looks_like_gltf(content, file.filename):
|
||||
max_bytes = settings.GLTF_MAX_FILE_SIZE_MB * 1024 * 1024
|
||||
else:
|
||||
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
|
||||
|
||||
if file_size > max_bytes:
|
||||
raise HTTPException(
|
||||
status_code=413,
|
||||
detail=f"File size {file_size} exceeds maximum allowed size {max_bytes} bytes",
|
||||
)
|
||||
|
||||
# Write the file to the upload directory.
|
||||
upload_dir = Path(settings.UPLOAD_DIR)
|
||||
upload_dir.mkdir(parents=True, exist_ok=True)
|
||||
stored_name = f"{asset_id}_{safe_filename}"
|
||||
file_path = upload_dir / stored_name
|
||||
file_path.write_bytes(content)
|
||||
|
||||
# Detect asset type from content/filename.
|
||||
detected_type = _detect_asset_type(file.filename, content)
|
||||
|
||||
# Update asset record.
|
||||
asset.file_path = str(file_path)
|
||||
asset.mime_type = file.content_type
|
||||
asset.file_size = file_size
|
||||
|
||||
# If this is a glTF file, extract and store metadata.
|
||||
if detected_type == AssetType.MODEL_3D:
|
||||
try:
|
||||
metadata = gltf_service.extract_gltf_metadata(content)
|
||||
asset.metadata_json = json.dumps(metadata)
|
||||
# Also set the asset type to model_3d if it was auto-detected.
|
||||
if asset.asset_type == AssetType.OTHER:
|
||||
asset.asset_type = AssetType.MODEL_3D
|
||||
except ValueError as exc:
|
||||
raise HTTPException(
|
||||
status_code=400,
|
||||
detail=f"Invalid glTF file: {exc}",
|
||||
)
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
@@ -0,0 +1,315 @@
|
||||
"""Authentication router - login, register, token refresh."""
|
||||
|
||||
import uuid
|
||||
from datetime import date, datetime, timedelta, timezone
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, status
|
||||
from fastapi.security import OAuth2PasswordRequestForm
|
||||
from jose import JWTError, jwt
|
||||
from passlib.context import CryptContext
|
||||
from pydantic import BaseModel, EmailStr, field_validator
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.session import RefreshToken
|
||||
from app.models.user import User
|
||||
|
||||
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class TokenResponse(BaseModel):
|
||||
access_token: str
|
||||
refresh_token: str
|
||||
token_type: str = "bearer"
|
||||
access_token_expires_minutes: int
|
||||
|
||||
|
||||
class RefreshRequest(BaseModel):
|
||||
refresh_token: str
|
||||
|
||||
|
||||
class RegisterRequest(BaseModel):
|
||||
username: str
|
||||
email: EmailStr
|
||||
password: str
|
||||
date_of_birth: str # ISO format date string (YYYY-MM-DD)
|
||||
|
||||
@field_validator("date_of_birth")
|
||||
@classmethod
|
||||
def validate_date_of_birth(cls, v: str) -> str:
|
||||
"""Validate that the date string is a valid date in YYYY-MM-DD format."""
|
||||
try:
|
||||
datetime.strptime(v, "%Y-%m-%d")
|
||||
except ValueError:
|
||||
raise ValueError("date_of_birth must be in YYYY-MM-DD format")
|
||||
return v
|
||||
|
||||
|
||||
class UserResponse(BaseModel):
|
||||
id: int
|
||||
username: str
|
||||
email: str
|
||||
date_of_birth: str | None = None
|
||||
is_active: bool
|
||||
created_at: datetime | None = None
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
# --- Helpers ---
|
||||
|
||||
def _create_access_token(data: dict) -> str:
|
||||
"""Create a signed access token using RS256.
|
||||
|
||||
Includes a unique ``jti`` claim so that concurrent/same-second calls
|
||||
(e.g. back-to-back /refresh requests) still produce distinct tokens —
|
||||
without it, two tokens minted for the same user within the same
|
||||
second are byte-identical since ``sub``/``exp`` are the only claims.
|
||||
"""
|
||||
to_encode = data.copy()
|
||||
to_encode["jti"] = str(uuid.uuid4())
|
||||
expire = datetime.now(timezone.utc) + timedelta(
|
||||
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||
)
|
||||
to_encode.update({"exp": expire})
|
||||
return jwt.encode(
|
||||
to_encode,
|
||||
settings.private_pem,
|
||||
algorithm=settings.ALGORITHM,
|
||||
)
|
||||
|
||||
|
||||
def _create_refresh_token(data: dict) -> str:
|
||||
"""Create a signed refresh token using RS256.
|
||||
|
||||
Includes a unique ``jti`` claim so that concurrent calls produce
|
||||
distinct tokens even when issued within the same second.
|
||||
"""
|
||||
to_encode = data.copy()
|
||||
to_encode["jti"] = str(uuid.uuid4())
|
||||
expire = datetime.now(timezone.utc) + timedelta(
|
||||
days=settings.REFRESH_TOKEN_EXPIRE_DAYS
|
||||
)
|
||||
to_encode.update({"exp": expire})
|
||||
return jwt.encode(
|
||||
to_encode,
|
||||
settings.private_pem,
|
||||
algorithm=settings.ALGORITHM,
|
||||
)
|
||||
|
||||
|
||||
def verify_password(plain_password: str, hashed_password: str) -> bool:
|
||||
"""Verify a plain password against a hash."""
|
||||
return pwd_context.verify(plain_password, hashed_password)
|
||||
|
||||
|
||||
def hash_password(password: str) -> str:
|
||||
"""Hash a password."""
|
||||
return pwd_context.hash(password)
|
||||
|
||||
|
||||
def calculate_age(birth_date: date, today: date | None = None) -> int:
|
||||
"""Calculate age in years from a birth date.
|
||||
|
||||
Args:
|
||||
birth_date: The person's date of birth.
|
||||
today: The reference date. Defaults to today's date (UTC).
|
||||
|
||||
Returns:
|
||||
Age in whole years as of the reference date.
|
||||
"""
|
||||
if today is None:
|
||||
today = datetime.now(timezone.utc).date()
|
||||
|
||||
age = today.year - birth_date.year
|
||||
# Adjust if birthday hasn't occurred yet this year
|
||||
if (today.month, today.day) < (birth_date.month, birth_date.day):
|
||||
age -= 1
|
||||
return age
|
||||
|
||||
|
||||
def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
|
||||
"""Create and persist a refresh token for the given user."""
|
||||
refresh_token_value = _create_refresh_token({"sub": str(user_id)})
|
||||
refresh_token_record = RefreshToken(
|
||||
id=str(uuid.uuid4()),
|
||||
user_id=user_id,
|
||||
token=refresh_token_value,
|
||||
expires_at=datetime.now(timezone.utc)
|
||||
+ timedelta(days=settings.REFRESH_TOKEN_EXPIRE_DAYS),
|
||||
)
|
||||
db.add(refresh_token_record)
|
||||
return refresh_token_value
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
|
||||
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
||||
"""Register a new user and return access + refresh tokens.
|
||||
|
||||
Requires date_of_birth and rejects users under 18.
|
||||
"""
|
||||
# Parse and validate date_of_birth
|
||||
dob = datetime.strptime(req.date_of_birth, "%Y-%m-%d").date()
|
||||
age = calculate_age(dob)
|
||||
|
||||
if age < 18:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_400_BAD_REQUEST,
|
||||
detail=f"Must be 18 or older to register (provided date of birth: {req.date_of_birth})",
|
||||
)
|
||||
|
||||
# Check if username already exists
|
||||
result = await db.execute(select(User).where(User.username == req.username))
|
||||
if result.scalar_one_or_none():
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_409_CONFLICT,
|
||||
detail="Username already registered",
|
||||
)
|
||||
|
||||
# Check if email already exists
|
||||
result = await db.execute(select(User).where(User.email == req.email))
|
||||
if result.scalar_one_or_none():
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_409_CONFLICT,
|
||||
detail="Email already registered",
|
||||
)
|
||||
|
||||
user = User(
|
||||
username=req.username,
|
||||
email=req.email,
|
||||
hashed_password=hash_password(req.password),
|
||||
date_of_birth=dob,
|
||||
)
|
||||
db.add(user)
|
||||
await db.flush() # flush to get user.id before creating refresh token
|
||||
await db.refresh(user)
|
||||
|
||||
# Create access token
|
||||
access_token = _create_access_token({"sub": str(user.id)})
|
||||
|
||||
# Create and persist refresh token
|
||||
refresh_token_value = _issue_refresh_token(user.id, db)
|
||||
await db.commit()
|
||||
|
||||
return TokenResponse(
|
||||
access_token=access_token,
|
||||
refresh_token=refresh_token_value,
|
||||
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
|
||||
)
|
||||
|
||||
|
||||
@router.post("/login", response_model=TokenResponse)
|
||||
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
|
||||
"""Authenticate user and return access + refresh tokens.
|
||||
|
||||
Accepts form-encoded credentials (username/password) as expected by
|
||||
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
|
||||
"""
|
||||
result = await db.execute(select(User).where(User.username == form.username))
|
||||
user = result.scalar_one_or_none()
|
||||
|
||||
if not user or not verify_password(form.password, user.hashed_password):
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||
detail="Incorrect username or password",
|
||||
)
|
||||
|
||||
if not user.is_active:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_403_FORBIDDEN,
|
||||
detail="User account is inactive",
|
||||
)
|
||||
|
||||
# Create access token
|
||||
access_token = _create_access_token({"sub": str(user.id)})
|
||||
|
||||
# Create and persist refresh token
|
||||
refresh_token_value = _issue_refresh_token(user.id, db)
|
||||
await db.commit()
|
||||
|
||||
return TokenResponse(
|
||||
access_token=access_token,
|
||||
refresh_token=refresh_token_value,
|
||||
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
|
||||
)
|
||||
|
||||
|
||||
@router.post("/refresh", response_model=TokenResponse)
|
||||
async def refresh(req: RefreshRequest, db: AsyncSession = Depends(get_db)):
|
||||
"""Exchange a valid refresh token for a new access token.
|
||||
|
||||
Validates the refresh token against the database:
|
||||
- Must exist in the refresh_tokens table
|
||||
- Must not be expired (expires_at > now)
|
||||
- Must be active (is_active == true)
|
||||
|
||||
On success, returns a new access token. The refresh token itself is
|
||||
NOT rotated (the client keeps using the same refresh token).
|
||||
"""
|
||||
credentials_exception = HTTPException(
|
||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||
detail="Invalid or expired refresh token",
|
||||
)
|
||||
|
||||
# Step 1: Decode and validate the JWT signature/claims
|
||||
try:
|
||||
payload = jwt.decode(
|
||||
req.refresh_token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
except JWTError:
|
||||
raise credentials_exception
|
||||
|
||||
user_id_str: str | None = payload.get("sub")
|
||||
if user_id_str is None:
|
||||
raise credentials_exception
|
||||
|
||||
try:
|
||||
user_id = int(user_id_str)
|
||||
except (ValueError, TypeError):
|
||||
raise credentials_exception
|
||||
|
||||
# Step 2: Look up the refresh token in the database
|
||||
result = await db.execute(
|
||||
select(RefreshToken).where(
|
||||
RefreshToken.token == req.refresh_token,
|
||||
RefreshToken.user_id == user_id,
|
||||
)
|
||||
)
|
||||
stored_token = result.scalar_one_or_none()
|
||||
|
||||
if stored_token is None:
|
||||
raise credentials_exception
|
||||
|
||||
# Step 3: Check if the token is expired
|
||||
if datetime.now(timezone.utc) >= stored_token.expires_at:
|
||||
raise credentials_exception
|
||||
|
||||
# Step 4: Check if the token is active
|
||||
if not stored_token.is_active:
|
||||
raise credentials_exception
|
||||
|
||||
# Step 5: Issue a new access token
|
||||
access_token = _create_access_token({"sub": str(user_id)})
|
||||
|
||||
return TokenResponse(
|
||||
access_token=access_token,
|
||||
refresh_token=req.refresh_token, # Return the same refresh token
|
||||
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
|
||||
)
|
||||
|
||||
|
||||
@router.get("/me", response_model=UserResponse)
|
||||
async def get_current_user(current_user: CurrentUser):
|
||||
"""Get current user profile from the JWT token."""
|
||||
return current_user
|
||||
@@ -0,0 +1,106 @@
|
||||
"""User management router."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, status
|
||||
from pydantic import BaseModel, EmailStr
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.user import User
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# ─── Pydantic schemas ────────────────────────────────────────────────────────
|
||||
|
||||
class UserResponse(BaseModel):
|
||||
id: int
|
||||
username: str
|
||||
email: str
|
||||
is_active: bool
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
class UserUpdate(BaseModel):
|
||||
email: EmailStr | None = None
|
||||
is_active: bool | None = None
|
||||
|
||||
|
||||
# ─── Endpoints ───────────────────────────────────────────────────────────────
|
||||
|
||||
@router.get("/me", response_model=UserResponse)
|
||||
async def get_current_user_profile(
|
||||
current_user: CurrentUser,
|
||||
):
|
||||
"""Get the currently authenticated user's profile."""
|
||||
return current_user
|
||||
|
||||
|
||||
@router.get("/{user_id}", response_model=UserResponse)
|
||||
async def get_user(
|
||||
user_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Get a user by ID. Only the owner can view their own profile."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may view their own profile.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to view this user")
|
||||
|
||||
return user
|
||||
|
||||
|
||||
@router.patch("/{user_id}", response_model=UserResponse)
|
||||
async def update_user(
|
||||
user_id: int,
|
||||
user_update: UserUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Update a user. Only the owner can update their own account."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may update their own account.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to update this user")
|
||||
|
||||
if user_update.email is not None:
|
||||
user.email = user_update.email
|
||||
if user_update.is_active is not None:
|
||||
user.is_active = user_update.is_active
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(user)
|
||||
return user
|
||||
|
||||
|
||||
@router.delete("/{user_id}", status_code=status.HTTP_204_NO_CONTENT)
|
||||
async def delete_user(
|
||||
user_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Delete a user. Only the owner can delete their own account."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may delete their own account.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to delete this user")
|
||||
|
||||
await db.delete(user)
|
||||
await db.commit()
|
||||
@@ -0,0 +1,169 @@
|
||||
"""Worlds router - CRUD for game worlds."""
|
||||
|
||||
from datetime import datetime
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, Query
|
||||
from pydantic import BaseModel, Field
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
from sqlalchemy.orm import selectinload
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.world import World, WorldVisibility
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class WorldCreate(BaseModel):
|
||||
"""Schema for creating a world."""
|
||||
name: str = Field(..., min_length=1, max_length=255)
|
||||
description: str | None = None
|
||||
visibility: WorldVisibility = WorldVisibility.PUBLIC
|
||||
|
||||
|
||||
class WorldUpdate(BaseModel):
|
||||
"""Schema for updating a world."""
|
||||
name: str | None = Field(None, min_length=1, max_length=255)
|
||||
description: str | None = None
|
||||
visibility: WorldVisibility | None = None
|
||||
|
||||
|
||||
class WorldResponse(BaseModel):
|
||||
"""Schema for world responses."""
|
||||
id: int
|
||||
name: str
|
||||
description: str | None
|
||||
visibility: WorldVisibility
|
||||
owner_id: int
|
||||
created_at: datetime | None = None
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.get("/", response_model=list[WorldResponse])
|
||||
async def list_worlds(
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
skip: int = Query(0, ge=0),
|
||||
limit: int = Query(50, ge=1, le=100),
|
||||
visibility: WorldVisibility | None = None,
|
||||
):
|
||||
"""List worlds visible to the current user.
|
||||
|
||||
PUBLIC worlds are visible to everyone.
|
||||
PRIVATE/FRIENDS_ONLY worlds are visible to their owner.
|
||||
"""
|
||||
query = select(World).options(selectinload(World.owner))
|
||||
|
||||
# Filter by visibility if specified
|
||||
if visibility:
|
||||
query = query.where(World.visibility == visibility)
|
||||
if visibility != WorldVisibility.PUBLIC:
|
||||
# Requesting a non-public visibility explicitly must not bypass
|
||||
# ownership — otherwise any authenticated user could list every
|
||||
# PRIVATE/FRIENDS_ONLY world in the system just by passing the
|
||||
# filter, defeating the point of the check below.
|
||||
query = query.where(World.owner_id == current_user.id)
|
||||
else:
|
||||
# Show PUBLIC worlds + owner's own worlds
|
||||
query = query.where(
|
||||
(World.visibility == WorldVisibility.PUBLIC)
|
||||
| (World.owner_id == current_user.id)
|
||||
)
|
||||
|
||||
query = query.offset(skip).limit(limit).order_by(World.created_at.desc())
|
||||
result = await db.execute(query)
|
||||
worlds = result.scalars().all()
|
||||
return worlds
|
||||
|
||||
|
||||
@router.get("/{world_id}", response_model=WorldResponse)
|
||||
async def get_world(
|
||||
world_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Get a single world by ID, respecting visibility."""
|
||||
result = await db.execute(
|
||||
select(World).where(World.id == world_id).options(selectinload(World.owner))
|
||||
)
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
# Allow access if world is PUBLIC or owned by current user
|
||||
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
return world
|
||||
|
||||
|
||||
@router.post("/", response_model=WorldResponse, status_code=201)
|
||||
async def create_world(
|
||||
world_data: WorldCreate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Create a new world."""
|
||||
world = World(
|
||||
name=world_data.name,
|
||||
description=world_data.description,
|
||||
owner_id=current_user.id,
|
||||
visibility=world_data.visibility,
|
||||
)
|
||||
db.add(world)
|
||||
await db.commit()
|
||||
await db.refresh(world)
|
||||
return world
|
||||
|
||||
|
||||
@router.put("/{world_id}", response_model=WorldResponse)
|
||||
async def update_world(
|
||||
world_id: int,
|
||||
world_data: WorldUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Update an existing world."""
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
update_data = world_data.model_dump(exclude_unset=True)
|
||||
for field, value in update_data.items():
|
||||
setattr(world, field, value)
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(world)
|
||||
return world
|
||||
|
||||
|
||||
@router.delete("/{world_id}", status_code=204)
|
||||
async def delete_world(
|
||||
world_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Delete a world."""
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
await db.delete(world)
|
||||
await db.commit()
|
||||
@@ -0,0 +1,197 @@
|
||||
"""Lightweight glTF / GLB metadata extraction.
|
||||
|
||||
This module intentionally avoids heavyweight dependencies such as trimesh or
|
||||
pygltflib. For the metadata fields the asset upload pipeline needs (mesh and
|
||||
vertex counts, animation presence, texture references, and the bounding box)
|
||||
a small amount of glTF-specific parsing is sufficient and keeps the backend
|
||||
dependency-free.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import json
|
||||
import struct
|
||||
from typing import Any, Optional
|
||||
|
||||
# GLB binary header magic bytes ("glTF").
|
||||
_GLB_MAGIC = b"glTF"
|
||||
_GLB_MAGIC_INT = 0x46546C67 # b"glTF" interpreted as little-endian uint32
|
||||
_GLB_JSON_CHUNK_TYPE = 0x4E4F534A # "JSON"
|
||||
_GLB_BIN_CHUNK_TYPE = 0x004E4942 # "BIN\0"
|
||||
|
||||
# Whitespace allowed around a GLB JSON chunk. The spec pads with spaces (0x20),
|
||||
# but be lenient with null bytes and other whitespace that real exporters emit.
|
||||
_JSON_CHUNK_TRIM = b" \t\r\n\x00"
|
||||
|
||||
|
||||
def looks_like_gltf(content: bytes, filename: Optional[str] = None) -> bool:
|
||||
"""Return True when the bytes or filename indicate a glTF/GLB asset."""
|
||||
if content.startswith(_GLB_MAGIC):
|
||||
return True
|
||||
|
||||
if filename:
|
||||
lowered = filename.lower()
|
||||
if lowered.endswith(".gltf") or lowered.endswith(".glb"):
|
||||
return True
|
||||
|
||||
# A bare JSON buffer (e.g. uploaded without an extension) that has the
|
||||
# glTF asset marker is also a glTF file.
|
||||
stripped = content.lstrip()
|
||||
if stripped.startswith(b"{"):
|
||||
try:
|
||||
payload = json.loads(stripped.decode("utf-8"))
|
||||
except (ValueError, UnicodeDecodeError):
|
||||
return False
|
||||
return isinstance(payload, dict) and "asset" in payload and "version" in payload.get("asset", {})
|
||||
|
||||
return False
|
||||
|
||||
|
||||
def _parse_glb(content: bytes) -> dict[str, Any]:
|
||||
"""Parse the JSON chunk of a GLB binary container."""
|
||||
if len(content) < 12:
|
||||
raise ValueError("GLB file is too short")
|
||||
|
||||
magic, _version, _length = struct.unpack_from("<III", content, 0)
|
||||
if magic != _GLB_MAGIC_INT:
|
||||
raise ValueError("invalid GLB magic")
|
||||
|
||||
offset = 12
|
||||
json_chunk: Optional[dict[str, Any]] = None
|
||||
|
||||
while offset + 8 <= len(content):
|
||||
chunk_length, chunk_type = struct.unpack_from("<II", content, offset)
|
||||
offset += 8
|
||||
chunk_end = offset + chunk_length
|
||||
if chunk_end > len(content):
|
||||
raise ValueError("GLB chunk overruns file boundary")
|
||||
|
||||
chunk_data = content[offset:chunk_end]
|
||||
if chunk_type == _GLB_JSON_CHUNK_TYPE:
|
||||
try:
|
||||
json_chunk = json.loads(chunk_data.strip(_JSON_CHUNK_TRIM).decode("utf-8"))
|
||||
except (ValueError, UnicodeDecodeError) as exc:
|
||||
raise ValueError(f"invalid GLB JSON chunk: {exc}") from exc
|
||||
|
||||
offset = chunk_end
|
||||
|
||||
if json_chunk is None:
|
||||
raise ValueError("GLB file does not contain a JSON chunk")
|
||||
|
||||
return json_chunk
|
||||
|
||||
|
||||
def _parse_gltf_json(content: bytes) -> dict[str, Any]:
|
||||
"""Parse a plain .gltf JSON file."""
|
||||
stripped = content.lstrip()
|
||||
try:
|
||||
payload = json.loads(stripped.decode("utf-8"))
|
||||
except (ValueError, UnicodeDecodeError) as exc:
|
||||
raise ValueError(f"invalid glTF JSON: {exc}") from exc
|
||||
|
||||
if not isinstance(payload, dict):
|
||||
raise ValueError("glTF JSON root must be an object")
|
||||
return payload
|
||||
|
||||
|
||||
def _position_accessor_counts(gltf: dict[str, Any]) -> list[int]:
|
||||
"""Return POSITION accessor counts for every mesh primitive."""
|
||||
counts: list[int] = []
|
||||
accessors = gltf.get("accessors", [])
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for primitive in mesh.get("primitives", []):
|
||||
attributes = primitive.get("attributes", {})
|
||||
position_index = attributes.get("POSITION")
|
||||
if position_index is None:
|
||||
continue
|
||||
try:
|
||||
accessor = accessors[int(position_index)]
|
||||
except (IndexError, TypeError, ValueError):
|
||||
continue
|
||||
count = accessor.get("count")
|
||||
if isinstance(count, int):
|
||||
counts.append(count)
|
||||
return counts
|
||||
|
||||
|
||||
def _position_bounds(gltf: dict[str, Any]) -> list[list[float]]:
|
||||
"""Return min/max bounds for every POSITION accessor that declares them."""
|
||||
bounds: list[list[float]] = []
|
||||
accessors = gltf.get("accessors", [])
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for primitive in mesh.get("primitives", []):
|
||||
attributes = primitive.get("attributes", {})
|
||||
position_index = attributes.get("POSITION")
|
||||
if position_index is None:
|
||||
continue
|
||||
try:
|
||||
accessor = accessors[int(position_index)]
|
||||
except (IndexError, TypeError, ValueError):
|
||||
continue
|
||||
minimum = accessor.get("min")
|
||||
maximum = accessor.get("max")
|
||||
if isinstance(minimum, list) and isinstance(maximum, list):
|
||||
bounds.append([float(x) for x in minimum])
|
||||
bounds.append([float(x) for x in maximum])
|
||||
return bounds
|
||||
|
||||
|
||||
def _texture_refs(gltf: dict[str, Any]) -> list[str]:
|
||||
"""Collect external texture source references from the image array."""
|
||||
refs: list[str] = []
|
||||
for index, image in enumerate(gltf.get("images", [])):
|
||||
uri = image.get("uri")
|
||||
if isinstance(uri, str) and not uri.startswith("data:"):
|
||||
refs.append(uri)
|
||||
continue
|
||||
|
||||
name = image.get("name")
|
||||
if isinstance(name, str) and name:
|
||||
refs.append(name)
|
||||
continue
|
||||
|
||||
if isinstance(uri, str):
|
||||
# Embedded data URI; keep a stable, non-huge reference.
|
||||
refs.append(f"data:{index}")
|
||||
continue
|
||||
|
||||
buffer_view = image.get("bufferView")
|
||||
if buffer_view is not None:
|
||||
refs.append(f"bufferView:{buffer_view}")
|
||||
continue
|
||||
|
||||
refs.append(f"image:{index}")
|
||||
|
||||
return refs
|
||||
|
||||
|
||||
def extract_gltf_metadata(content: bytes) -> dict[str, Any]:
|
||||
"""Extract upload-relevant metadata from glTF/GLB bytes.
|
||||
|
||||
Raises ValueError for malformed glTF content. The returned dict contains:
|
||||
mesh_count, vertex_count, has_animation, texture_refs,
|
||||
bounding_box_min, bounding_box_max.
|
||||
"""
|
||||
if content.startswith(_GLB_MAGIC):
|
||||
gltf = _parse_glb(content)
|
||||
else:
|
||||
gltf = _parse_gltf_json(content)
|
||||
|
||||
position_counts = _position_accessor_counts(gltf)
|
||||
bounds = _position_bounds(gltf)
|
||||
|
||||
if bounds:
|
||||
bounding_box_min = [min(axis) for axis in zip(*bounds[::2])]
|
||||
bounding_box_max = [max(axis) for axis in zip(*bounds[1::2])]
|
||||
else:
|
||||
bounding_box_min = [0.0, 0.0, 0.0]
|
||||
bounding_box_max = [0.0, 0.0, 0.0]
|
||||
|
||||
return {
|
||||
"mesh_count": len(gltf.get("meshes", [])),
|
||||
"vertex_count": sum(position_counts),
|
||||
"has_animation": bool(gltf.get("animations")),
|
||||
"texture_refs": _texture_refs(gltf),
|
||||
"bounding_box_min": bounding_box_min,
|
||||
"bounding_box_max": bounding_box_max,
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
version: "3.9"
|
||||
|
||||
services:
|
||||
postgres:
|
||||
image: postgres:16-alpine
|
||||
environment:
|
||||
POSTGRES_USER: agp_user
|
||||
POSTGRES_PASSWORD: agp_password
|
||||
POSTGRES_DB: agp_db
|
||||
ports:
|
||||
- "${POSTGRES_HOST_PORT:-5432}:5432"
|
||||
volumes:
|
||||
- postgres_data:/var/lib/postgresql/data
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "pg_isready -U agp_user -d agp_db"]
|
||||
interval: 5s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
|
||||
redis:
|
||||
image: redis:7-alpine
|
||||
ports:
|
||||
- "${REDIS_HOST_PORT:-6379}:6379"
|
||||
volumes:
|
||||
- redis_data:/data
|
||||
healthcheck:
|
||||
test: ["CMD", "redis-cli", "ping"]
|
||||
interval: 5s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
|
||||
volumes:
|
||||
postgres_data:
|
||||
redis_data:
|
||||
@@ -0,0 +1,3 @@
|
||||
[pytest]
|
||||
asyncio_mode = auto
|
||||
testpaths = tests
|
||||
@@ -0,0 +1,25 @@
|
||||
fastapi==0.115.6
|
||||
uvicorn[standard]==0.34.0
|
||||
sqlalchemy==2.0.36
|
||||
alembic==1.14.0
|
||||
psycopg2-binary==2.9.10
|
||||
asyncpg==0.31.0
|
||||
redis==5.2.1
|
||||
pydantic==2.10.3
|
||||
pydantic-settings==2.7.0
|
||||
python-jose[cryptography]==3.3.0
|
||||
passlib[bcrypt]==1.7.4
|
||||
# passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
|
||||
# backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed --
|
||||
# hashing/verifying a password then raises "password cannot be longer than
|
||||
# 72 bytes" (a misleading downstream symptom of the real AttributeError:
|
||||
# module 'bcrypt' has no attribute '__about__') on every call. Without this
|
||||
# pin, `pip install -r requirements.txt` silently grabs whatever the latest
|
||||
# bcrypt is and breaks register/login outright. Pin below 4.1 explicitly.
|
||||
bcrypt==4.0.1
|
||||
python-multipart==0.0.20
|
||||
email-validator==2.2.0
|
||||
httpx==0.28.1
|
||||
pytest==8.3.4
|
||||
pytest-asyncio==0.25.0
|
||||
pytest-cov==6.0.0
|
||||
@@ -0,0 +1,94 @@
|
||||
"""Tests for the 18+ age gate on user registration."""
|
||||
|
||||
from datetime import date, timedelta
|
||||
|
||||
import pytest
|
||||
|
||||
from app.routers.auth import calculate_age
|
||||
|
||||
|
||||
class TestCalculateAge:
|
||||
"""Unit tests for the calculate_age helper."""
|
||||
|
||||
def test_exactly_18(self):
|
||||
"""A person born exactly 18 years ago today is 18."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 18)
|
||||
assert calculate_age(dob, today=today) == 18
|
||||
|
||||
def test_just_turned_18(self):
|
||||
"""A person who turned 18 yesterday is 18."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 18) - timedelta(days=1)
|
||||
assert calculate_age(dob, today=today) == 18
|
||||
|
||||
def test_one_day_short_of_18(self):
|
||||
"""A person born one day after their 18th birthday is 17."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 18) + timedelta(days=1)
|
||||
assert calculate_age(dob, today=today) == 17
|
||||
|
||||
def test_17_years_old(self):
|
||||
"""A person who is 17 years old today is 17."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = date(2008, 6, 15)
|
||||
assert calculate_age(dob, today=today) == 17
|
||||
|
||||
def test_65_years_old(self):
|
||||
"""A person who is 65 is correctly calculated."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 65)
|
||||
assert calculate_age(dob, today=today) == 65
|
||||
|
||||
def test_newborn(self):
|
||||
"""A newborn is 0."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today
|
||||
assert calculate_age(dob, today=today) == 0
|
||||
|
||||
def test_birthday_not_yet_this_year(self):
|
||||
"""Person born Dec 31, 2000 — on Jan 1, 2025 they are still 24."""
|
||||
dob = date(2000, 12, 31)
|
||||
assert calculate_age(dob, today=date(2025, 1, 1)) == 24
|
||||
|
||||
def test_birthday_today(self):
|
||||
"""Person born Dec 31, 2000 — on Dec 31, 2024 they turn 24."""
|
||||
dob = date(2000, 12, 31)
|
||||
assert calculate_age(dob, today=date(2024, 12, 31)) == 24
|
||||
|
||||
|
||||
class TestRegisterRequestDateValidation:
|
||||
"""Tests for the RegisterRequest date_of_birth field validator."""
|
||||
|
||||
@pytest.mark.parametrize(
|
||||
"dob",
|
||||
[
|
||||
"2000-01-01",
|
||||
"1990-12-31",
|
||||
"2004-02-29", # leap day
|
||||
],
|
||||
)
|
||||
def test_valid_dates(self, dob):
|
||||
"""Valid YYYY-MM-DD dates pass validation."""
|
||||
from app.routers.auth import RegisterRequest
|
||||
|
||||
req = RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
|
||||
assert req.date_of_birth == dob
|
||||
|
||||
@pytest.mark.parametrize(
|
||||
"dob",
|
||||
[
|
||||
"01-01-2000",
|
||||
"2000/01/01",
|
||||
"2000-13-01",
|
||||
"2000-00-10",
|
||||
"not-a-date",
|
||||
"",
|
||||
],
|
||||
)
|
||||
def test_invalid_dates_rejected(self, dob):
|
||||
"""Invalid dates are rejected by the validator."""
|
||||
from app.routers.auth import RegisterRequest
|
||||
|
||||
with pytest.raises(ValueError):
|
||||
RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
|
||||
@@ -0,0 +1,263 @@
|
||||
"""Integration tests for the auth endpoints (register + login).
|
||||
|
||||
These tests hit the real FastAPI app against the real configured database
|
||||
(DATABASE_URL -- Postgres via Alembic migrations in CI/dev, not an isolated
|
||||
in-memory DB), so they exercise the full stack: Pydantic validation → DB →
|
||||
JWT → response. Requires migrations already applied (alembic upgrade head)
|
||||
before running.
|
||||
"""
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||
from sqlalchemy.pool import NullPool
|
||||
|
||||
from app.config import settings
|
||||
from app.main import app
|
||||
from app.database import get_db
|
||||
from app.routers.auth import pwd_context
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Test fixtures
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@pytest.fixture(autouse=True)
|
||||
def _override_db():
|
||||
"""Override get_db so the app uses a fresh session per test.
|
||||
|
||||
Deliberately does NOT reuse app.database's shared engine: FastAPI's
|
||||
(sync) TestClient runs each request through anyio's blocking-portal
|
||||
machinery, which can hand different requests different event loops.
|
||||
asyncpg connections are bound to the loop they were created on, so
|
||||
reusing one from the shared engine's connection pool across requests
|
||||
raises "cannot perform operation: another operation is in progress" the
|
||||
moment a test makes more than one request (register-then-login,
|
||||
register-twice, etc.) -- confirmed this is the actual cause, not a bug
|
||||
in the endpoints themselves. NullPool sidesteps it: every checkout is a
|
||||
brand-new connection, never handed to a different loop than the one
|
||||
that opened it.
|
||||
"""
|
||||
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
|
||||
|
||||
async def _get_db():
|
||||
async_session = test_session_factory()
|
||||
try:
|
||||
yield async_session
|
||||
await async_session.commit()
|
||||
except Exception:
|
||||
await async_session.rollback()
|
||||
raise
|
||||
finally:
|
||||
await async_session.close()
|
||||
|
||||
app.dependency_overrides[get_db] = _get_db
|
||||
yield
|
||||
app.dependency_overrides.clear()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Register endpoint
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestRegister:
|
||||
"""Tests for POST /api/auth/register."""
|
||||
|
||||
def test_register_success(self):
|
||||
"""A valid registration returns 201 with a token."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "newuser",
|
||||
"email": "new@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201
|
||||
data = resp.json()
|
||||
assert "access_token" in data
|
||||
assert data["token_type"] == "bearer"
|
||||
|
||||
def test_register_rejects_underage(self):
|
||||
"""Users under 18 get a 400 with a detail message."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "kid",
|
||||
"email": "kid@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2010-06-15", # ~15 years old
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 400
|
||||
assert "18 or older" in resp.json()["detail"]
|
||||
|
||||
def test_register_rejects_duplicate_username(self):
|
||||
"""Registering the same username twice returns 409."""
|
||||
client = TestClient(app)
|
||||
# First registration
|
||||
client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "duplicate",
|
||||
"email": "dup1@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
# Second registration with same username, different email
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "duplicate",
|
||||
"email": "dup2@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 409
|
||||
assert "Username already registered" in resp.json()["detail"]
|
||||
|
||||
def test_register_rejects_duplicate_email(self):
|
||||
"""Registering the same email twice returns 409."""
|
||||
client = TestClient(app)
|
||||
client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "user1",
|
||||
"email": "same@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "user2",
|
||||
"email": "same@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 409
|
||||
assert "Email already registered" in resp.json()["detail"]
|
||||
|
||||
def test_register_invalid_date_format(self):
|
||||
"""Invalid date format returns 422 validation error."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "user",
|
||||
"email": "user@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "01-01-2000", # wrong format
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 422
|
||||
|
||||
def test_register_exactly_18(self):
|
||||
"""A user who just turned 18 can register."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "just18",
|
||||
"email": "just18@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2007-06-15",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Login endpoint
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestLogin:
|
||||
"""Tests for POST /api/auth/login."""
|
||||
|
||||
def _create_user(self, username: str, password: str, email: str = None):
|
||||
"""Helper to create a user via register."""
|
||||
client = TestClient(app)
|
||||
if email is None:
|
||||
email = f"{username}@example.com"
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": username,
|
||||
"email": email,
|
||||
"password": password,
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201
|
||||
return resp.json()["access_token"]
|
||||
|
||||
def test_login_success(self):
|
||||
"""Correct credentials return a token."""
|
||||
self._create_user("loginuser", "correctpass")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "loginuser", "password": "correctpass"},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
data = resp.json()
|
||||
assert "access_token" in data
|
||||
assert data["token_type"] == "bearer"
|
||||
|
||||
def test_login_wrong_password(self):
|
||||
"""Wrong password returns 401."""
|
||||
# Distinct username from test_login_success -- there's no per-test
|
||||
# DB rollback/isolation here (real Postgres via the app's own
|
||||
# dependency-overridden session), so reusing "loginuser" collided
|
||||
# with the user that test already created (409 on register instead
|
||||
# of the intended 401-on-login assertion this test is actually for).
|
||||
self._create_user("loginuser_wrongpass", "correctpass")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "loginuser_wrongpass", "password": "wrongpass"},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Incorrect username or password" in resp.json()["detail"]
|
||||
|
||||
def test_login_nonexistent_user(self):
|
||||
"""Non-existent user returns 401 (not 404)."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "nobody", "password": "any"},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Incorrect username or password" in resp.json()["detail"]
|
||||
|
||||
def test_login_accepts_form_encoded(self):
|
||||
"""Login accepts application/x-www-form-urlencoded (OAuth2)."""
|
||||
self._create_user("formuser", "formpass")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "formuser", "password": "formpass"},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
assert "access_token" in resp.json()
|
||||
|
||||
def test_login_token_is_valid_jwt(self):
|
||||
"""The returned token is a valid JWT that can be decoded."""
|
||||
self._create_user("jwttoken", "jwt123")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "jwttoken", "password": "jwt123"},
|
||||
)
|
||||
token = resp.json()["access_token"]
|
||||
# Verify it's a 3-part JWT
|
||||
parts = token.split(".")
|
||||
assert len(parts) == 3
|
||||
@@ -0,0 +1,220 @@
|
||||
"""Tests for the lightweight glTF metadata extraction service."""
|
||||
|
||||
import json
|
||||
import struct
|
||||
import pytest
|
||||
|
||||
from app.services.gltf import (
|
||||
extract_gltf_metadata,
|
||||
looks_like_gltf,
|
||||
_parse_glb,
|
||||
_parse_gltf_json,
|
||||
)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Test data helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
def _make_gltf_json(
|
||||
meshes: int = 1,
|
||||
vertices_per_mesh: int = 24,
|
||||
has_animations: bool = False,
|
||||
images: list[dict] | None = None,
|
||||
) -> dict:
|
||||
"""Build a minimal glTF JSON structure."""
|
||||
accessors = []
|
||||
meshes_data = []
|
||||
for i in range(meshes):
|
||||
acc_index = len(accessors)
|
||||
accessors.append({
|
||||
"bufferView": 0,
|
||||
"componentType": 5126, # FLOAT
|
||||
"count": vertices_per_mesh,
|
||||
"type": "VEC3",
|
||||
"max": [1.0, 1.0, 1.0],
|
||||
"min": [-1.0, -1.0, -1.0],
|
||||
})
|
||||
meshes_data.append({
|
||||
"primitives": [{
|
||||
"attributes": {"POSITION": acc_index},
|
||||
}],
|
||||
})
|
||||
gltf = {
|
||||
"asset": {"version": "2.0"},
|
||||
"accessors": accessors,
|
||||
"meshes": meshes_data,
|
||||
}
|
||||
if has_animations:
|
||||
gltf["animations"] = [{"name": "anim1", "channels": [], "samplers": []}]
|
||||
if images:
|
||||
gltf["images"] = images
|
||||
return gltf
|
||||
|
||||
|
||||
def _make_glb(gltf_json: dict) -> bytes:
|
||||
"""Wrap *gltf_json* in a minimal GLB binary container."""
|
||||
json_bytes = json.dumps(gltf_json).encode("utf-8")
|
||||
json_length = len(json_bytes)
|
||||
# Pad JSON chunk to 4-byte boundary.
|
||||
json_padding = (4 - json_length % 4) % 4
|
||||
json_chunk = json_bytes + b"\x00" * json_padding
|
||||
json_chunk_type = 0x4E4F534A # "JSON"
|
||||
# No BIN chunk.
|
||||
bin_length = 0
|
||||
bin_chunk_type = 0x004E4942
|
||||
total_length = 12 + 8 + len(json_chunk) + 8 + bin_length
|
||||
header = struct.pack("<III", 0x46546C67, 2, total_length) # magic, version, length
|
||||
json_header = struct.pack("<II", len(json_chunk), json_chunk_type)
|
||||
if bin_length > 0:
|
||||
bin_header = struct.pack("<II", bin_length, bin_chunk_type)
|
||||
else:
|
||||
bin_header = b""
|
||||
return header + json_header + json_chunk + bin_header
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# looks_like_gltf
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestLooksLikeGltf:
|
||||
def test_glb_magic(self):
|
||||
assert looks_like_gltf(b"glTF\x00\x00\x00\x00") is True
|
||||
|
||||
def test_gltf_extension(self):
|
||||
assert looks_like_gltf(b'{"asset":{"version":"2.0"}}', "model.gltf") is True
|
||||
|
||||
def test_glb_extension(self):
|
||||
assert looks_like_gltf(b"some binary", "model.glb") is True
|
||||
|
||||
def test_json_with_asset_version(self):
|
||||
payload = json.dumps({"asset": {"version": "2.0"}}).encode()
|
||||
assert looks_like_gltf(payload) is True
|
||||
|
||||
def test_plain_json_no_asset(self):
|
||||
payload = json.dumps({"foo": "bar"}).encode()
|
||||
assert looks_like_gltf(payload) is False
|
||||
|
||||
def test_non_json_bytes(self):
|
||||
assert looks_like_gltf(b"\x89PNG\r\n\x1a\n") is False
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _parse_glb
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestParseGlb:
|
||||
def test_parses_valid_glb(self):
|
||||
gltf_json = _make_gltf_json()
|
||||
glb = _make_glb(gltf_json)
|
||||
result = _parse_glb(glb)
|
||||
assert result["asset"]["version"] == "2.0"
|
||||
assert len(result["meshes"]) == 1
|
||||
|
||||
def test_rejects_too_short(self):
|
||||
with pytest.raises(ValueError, match="too short"):
|
||||
_parse_glb(b"glTF\x00\x00")
|
||||
|
||||
def test_rejects_invalid_magic(self):
|
||||
with pytest.raises(ValueError, match="invalid GLB magic"):
|
||||
_parse_glb(b"NOTglTF\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _parse_gltf_json
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestParseGltfJson:
|
||||
def test_parses_valid_gltf(self):
|
||||
gltf_json = _make_gltf_json()
|
||||
result = _parse_gltf_json(json.dumps(gltf_json).encode())
|
||||
assert result["asset"]["version"] == "2.0"
|
||||
|
||||
def test_rejects_non_object(self):
|
||||
with pytest.raises(ValueError, match="root must be an object"):
|
||||
_parse_gltf_json(b"[1, 2, 3]")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# extract_gltf_metadata (GLB path)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExtractGltfMetadataGlb:
|
||||
def test_basic_glb(self):
|
||||
gltf_json = _make_gltf_json(meshes=1, vertices_per_mesh=24)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["mesh_count"] == 1
|
||||
assert meta["vertex_count"] == 24
|
||||
assert meta["has_animation"] is False
|
||||
assert meta["bounding_box_min"] == [-1.0, -1.0, -1.0]
|
||||
assert meta["bounding_box_max"] == [1.0, 1.0, 1.0]
|
||||
assert meta["texture_refs"] == []
|
||||
|
||||
def test_multiple_meshes(self):
|
||||
gltf_json = _make_gltf_json(meshes=3, vertices_per_mesh=12)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["mesh_count"] == 3
|
||||
assert meta["vertex_count"] == 36
|
||||
|
||||
def test_with_animation(self):
|
||||
gltf_json = _make_gltf_json(has_animations=True)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["has_animation"] is True
|
||||
|
||||
def test_with_external_texture(self):
|
||||
gltf_json = _make_gltf_json(images=[{"uri": "textures/rock.png"}])
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["texture_refs"] == ["textures/rock.png"]
|
||||
|
||||
def test_with_named_texture(self):
|
||||
gltf_json = _make_gltf_json(images=[{"name": "my_texture"}])
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["texture_refs"] == ["my_texture"]
|
||||
|
||||
def test_empty_meshes(self):
|
||||
gltf_json = _make_gltf_json(meshes=0)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["mesh_count"] == 0
|
||||
assert meta["vertex_count"] == 0
|
||||
assert meta["bounding_box_min"] == [0.0, 0.0, 0.0]
|
||||
assert meta["bounding_box_max"] == [0.0, 0.0, 0.0]
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# extract_gltf_metadata (plain .gltf JSON path)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExtractGltfMetadataGltfJson:
|
||||
def test_plain_gltf(self):
|
||||
gltf_json = _make_gltf_json(meshes=2, vertices_per_mesh=8)
|
||||
raw = json.dumps(gltf_json).encode()
|
||||
meta = extract_gltf_metadata(raw)
|
||||
assert meta["mesh_count"] == 2
|
||||
assert meta["vertex_count"] == 16
|
||||
assert meta["has_animation"] is False
|
||||
|
||||
def test_plain_gltf_with_animation(self):
|
||||
gltf_json = _make_gltf_json(has_animations=True)
|
||||
raw = json.dumps(gltf_json).encode()
|
||||
meta = extract_gltf_metadata(raw)
|
||||
assert meta["has_animation"] is True
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Error handling
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExtractGltfMetadataErrors:
|
||||
def test_invalid_glb(self):
|
||||
with pytest.raises(ValueError):
|
||||
extract_gltf_metadata(b"not a glb")
|
||||
|
||||
def test_invalid_gltf_json(self):
|
||||
with pytest.raises(ValueError):
|
||||
_parse_gltf_json(b"[1, 2, 3]")
|
||||
@@ -0,0 +1,201 @@
|
||||
"""Tests for the POST /api/auth/refresh endpoint.
|
||||
|
||||
These tests exercise the full stack: register → get refresh token →
|
||||
refresh → new access token. Requires migrations already applied
|
||||
(alembic upgrade head) before running.
|
||||
"""
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||
from sqlalchemy.pool import NullPool
|
||||
|
||||
from app.config import settings
|
||||
from app.main import app
|
||||
from app.database import get_db
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Test fixtures
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@pytest.fixture(autouse=True)
|
||||
def _override_db():
|
||||
"""Override get_db so the app uses a fresh session per test."""
|
||||
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
|
||||
|
||||
async def _get_db():
|
||||
async_session = test_session_factory()
|
||||
try:
|
||||
yield async_session
|
||||
await async_session.commit()
|
||||
except Exception:
|
||||
await async_session.rollback()
|
||||
raise
|
||||
finally:
|
||||
await async_session.close()
|
||||
|
||||
app.dependency_overrides[get_db] = _get_db
|
||||
yield
|
||||
app.dependency_overrides.clear()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Refresh endpoint tests
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestRefresh:
|
||||
"""Tests for POST /api/auth/refresh."""
|
||||
|
||||
def _register_user(self, username: str, password: str, email: str = None):
|
||||
"""Helper to register a user and return the refresh token."""
|
||||
client = TestClient(app)
|
||||
if email is None:
|
||||
email = f"{username}@example.com"
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": username,
|
||||
"email": email,
|
||||
"password": password,
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201
|
||||
return resp.json()["refresh_token"]
|
||||
|
||||
def test_refresh_success(self):
|
||||
"""A valid refresh token returns a new access token."""
|
||||
refresh_token = self._register_user("refep_refreshuser", "secret123")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
data = resp.json()
|
||||
assert "access_token" in data
|
||||
assert data["token_type"] == "bearer"
|
||||
# The refresh token in the response is the same one we sent
|
||||
assert data["refresh_token"] == refresh_token
|
||||
|
||||
def test_refresh_returns_different_access_token(self):
|
||||
"""Refreshing produces a new access token (different from any previous)."""
|
||||
refresh_token = self._register_user("refep_refreshtoken", "secret123")
|
||||
client = TestClient(app)
|
||||
|
||||
# First refresh
|
||||
resp1 = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp1.status_code == 200
|
||||
access_token_1 = resp1.json()["access_token"]
|
||||
|
||||
# Second refresh
|
||||
resp2 = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp2.status_code == 200
|
||||
access_token_2 = resp2.json()["access_token"]
|
||||
|
||||
# Each refresh should produce a new access token
|
||||
assert access_token_1 != access_token_2
|
||||
|
||||
def test_refresh_invalid_token(self):
|
||||
"""An invalid (garbage) refresh token returns 401."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": "not.a.jwt.token"},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Invalid or expired refresh token" in resp.json()["detail"]
|
||||
|
||||
def test_refresh_empty_body(self):
|
||||
"""Missing refresh_token field returns 422 validation error."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={},
|
||||
)
|
||||
assert resp.status_code == 422
|
||||
|
||||
def test_refresh_missing_field(self):
|
||||
"""No body at all returns 422."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
content="{}",
|
||||
headers={"Content-Type": "application/json"},
|
||||
)
|
||||
assert resp.status_code == 422
|
||||
|
||||
def test_refresh_with_login_token(self):
|
||||
"""A refresh token obtained from login also works for /refresh."""
|
||||
client = TestClient(app)
|
||||
# Register first
|
||||
client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "refep_loginrefuser",
|
||||
"email": "loginref@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "2000-01-01",
|
||||
},
|
||||
)
|
||||
# Login to get a refresh token
|
||||
login_resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "refep_loginrefuser", "password": "secret123"},
|
||||
)
|
||||
assert login_resp.status_code == 200
|
||||
refresh_token = login_resp.json()["refresh_token"]
|
||||
|
||||
# Use it to refresh
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
assert "access_token" in resp.json()
|
||||
|
||||
def test_refresh_access_token_is_valid_jwt(self):
|
||||
"""The access token returned by /refresh is a valid JWT."""
|
||||
from jose import jwt
|
||||
|
||||
refresh_token = self._register_user("refep_jwttoken", "secret123")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
access_token = resp.json()["access_token"]
|
||||
|
||||
# Verify it's a 3-part JWT
|
||||
parts = access_token.split(".")
|
||||
assert len(parts) == 3
|
||||
|
||||
# Verify it decodes with the public key
|
||||
payload = jwt.decode(
|
||||
access_token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
assert "sub" in payload
|
||||
assert "exp" in payload
|
||||
|
||||
def test_refresh_expires_minutes_in_response(self):
|
||||
"""The response includes access_token_expires_minutes."""
|
||||
refresh_token = self._register_user("refep_expiretest", "secret123")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
assert "access_token_expires_minutes" in resp.json()
|
||||
assert resp.json()["access_token_expires_minutes"] == settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||
@@ -0,0 +1,79 @@
|
||||
"""Tests for refresh token uniqueness (jti claim) and model column length."""
|
||||
|
||||
import uuid
|
||||
from datetime import datetime, timedelta, timezone
|
||||
|
||||
import pytest
|
||||
from jose import jwt
|
||||
|
||||
from app.config import settings
|
||||
from app.routers.auth import _create_refresh_token
|
||||
from app.models.session import RefreshToken
|
||||
|
||||
|
||||
class TestRefreshTokenJtiUniqueness:
|
||||
"""Verify that _create_refresh_token produces unique tokens even when
|
||||
called with identical data in rapid succession (issue #1 from review)."""
|
||||
|
||||
def test_two_calls_produce_different_tokens(self):
|
||||
"""Two calls with the same sub produce different JWTs because of jti."""
|
||||
token_a = _create_refresh_token({"sub": "42"})
|
||||
token_b = _create_refresh_token({"sub": "42"})
|
||||
assert token_a != token_b
|
||||
|
||||
def test_jti_is_valid_uuid(self):
|
||||
"""The jti claim inside the refresh token is a valid UUID."""
|
||||
token = _create_refresh_token({"sub": "1"})
|
||||
payload = jwt.decode(
|
||||
token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
assert "jti" in payload
|
||||
# Verify it parses as a UUID (raises ValueError if not)
|
||||
uuid.UUID(payload["jti"])
|
||||
|
||||
def test_each_token_has_unique_jti(self):
|
||||
"""Generate 100 tokens for the same user — all jtis must differ."""
|
||||
jtis = set()
|
||||
for _ in range(100):
|
||||
token = _create_refresh_token({"sub": "999"})
|
||||
payload = jwt.decode(
|
||||
token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
jtis.add(payload["jti"])
|
||||
assert len(jtis) == 100
|
||||
|
||||
def test_jti_survives_decode(self):
|
||||
"""The jti claim is present and correct after decode."""
|
||||
token = _create_refresh_token({"sub": "7"})
|
||||
payload = jwt.decode(
|
||||
token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
assert payload["sub"] == "7"
|
||||
assert "jti" in payload
|
||||
assert "exp" in payload
|
||||
|
||||
|
||||
class TestRefreshTokenModelColumnLength:
|
||||
"""Verify the model's token column length matches the migration (issue #2)."""
|
||||
|
||||
def test_token_column_has_length_512(self):
|
||||
"""RefreshToken.token column should be String(512), not unbounded."""
|
||||
from sqlalchemy import inspect
|
||||
|
||||
# Get the column definition from the model's table
|
||||
column = RefreshToken.__table__.columns["token"]
|
||||
# The type should be String with length 512
|
||||
assert column.type.length == 512
|
||||
|
||||
def test_token_column_type_is_string(self):
|
||||
"""The token column should be a String type."""
|
||||
from sqlalchemy import String as SAString
|
||||
|
||||
column = RefreshToken.__table__.columns["token"]
|
||||
assert isinstance(column.type, SAString)
|
||||
@@ -0,0 +1,369 @@
|
||||
# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** World chunk data format & persistence, server authority + client
|
||||
> prediction, content moderation & age verification, avatar component system
|
||||
> **Godot version:** 4.6.2 stable
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates the two primary ways to build the **world/level
|
||||
authoring tool** for **agp-game**:
|
||||
|
||||
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
|
||||
panels, dock widgets, and tools that operate on the project's scenes and
|
||||
resources.
|
||||
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
|
||||
`Control` nodes) that runs inside the running game, editing the game's own
|
||||
world data.
|
||||
|
||||
The goal is to pick the approach that best fits the platform's constraints:
|
||||
a **server-authoritative** multiplayer game where the **world is stored as
|
||||
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
|
||||
`content_moderation.md`), and the client is a **shipped binary** that players
|
||||
run (not a dev tool).
|
||||
|
||||
This document is a **decision record**: it lays out the trade-offs, gives a
|
||||
clear recommendation, and defines the resulting architecture boundaries.
|
||||
|
||||
---
|
||||
|
||||
## 2. Context & Constraints
|
||||
|
||||
Before comparing the two approaches, we must fix the constraints that drive the
|
||||
decision. These come from the existing architecture docs.
|
||||
|
||||
### 2.1 The World Is Data, Not Scenes
|
||||
|
||||
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
|
||||
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
|
||||
of load, save, and stream. The **server is the only writer** to the store;
|
||||
clients submit **deltas** against a `base_revision` and the server validates and
|
||||
applies them.
|
||||
|
||||
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
|
||||
files. Whatever editor we build must serialize to the chunk contract, not to
|
||||
Godot scene resources.
|
||||
|
||||
### 2.2 Server-Authoritative & Moderation-Aware
|
||||
|
||||
- The server validates every edit (schema, bounds, moderation) before
|
||||
persisting (`world.md` §5.4).
|
||||
- Content carries **content flags** aggregated from referenced assets/scripts
|
||||
(`content_moderation.md` §3). Mature content is gated behind age verification.
|
||||
- The client receives a **content manifest** and never loads content not in it.
|
||||
|
||||
**Implication:** An editor that runs on a **player's machine** cannot be the
|
||||
authority on what gets published. Editing must go through the server's
|
||||
validation pipeline, and the editor must surface moderation flags.
|
||||
|
||||
### 2.3 The Client Is a Shipped Binary
|
||||
|
||||
The game is a multiplayer product. Players run a **release build**. The Godot
|
||||
editor is a **development tool** that players do not have.
|
||||
|
||||
**Implication:** If authoring is a first-class *player* feature (user-generated
|
||||
content), the editor must ship inside the game binary. If authoring is a
|
||||
*developer/platform* feature, it can live in the editor.
|
||||
|
||||
### 2.4 Two Distinct Audiences
|
||||
|
||||
The evaluation must separate two audiences, because they have opposite needs:
|
||||
|
||||
| Audience | Who | Where they run | What they build |
|
||||
|----------|-----|----------------|-----------------|
|
||||
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
||||
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
||||
|
||||
The two approaches map cleanly onto these audiences, and the right answer is
|
||||
likely **both** — but with a clear primary recommendation.
|
||||
|
||||
---
|
||||
|
||||
## 3. Approach (a): Godot Editor Plugin
|
||||
|
||||
### 3.1 What It Is
|
||||
|
||||
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
|
||||
the editor via the `EditorPlugin` API. It can add:
|
||||
|
||||
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
|
||||
- **Toolbar buttons** (`add_control_to_container`).
|
||||
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
|
||||
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
|
||||
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
|
||||
- **Menu entries** (`add_tool_menu_item`).
|
||||
|
||||
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
|
||||
|
||||
### 3.2 Pros
|
||||
|
||||
- **Full editor power for free:** You get the scene tree, inspector, viewport
|
||||
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
||||
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
|
||||
exactly what the editor is built for. Great for authoring **base content**
|
||||
(rooms, templates, avatar base bodies).
|
||||
- **Fast iteration for devs:** The platform team can build and test levels
|
||||
directly in the tool they already use.
|
||||
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
||||
- **No runtime footprint:** Editor-only code is stripped from export builds
|
||||
(`@tool` scripts and editor plugins are not shipped to players).
|
||||
|
||||
### 3.3 Cons
|
||||
|
||||
- **Not available to players.** Players don't run the Godot editor. Any
|
||||
player-facing UGC authoring cannot use this approach.
|
||||
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
||||
model; deep customization is limited by what the editor API exposes.
|
||||
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
||||
plugins are more brittle across upgrades than game code.
|
||||
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
|
||||
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
||||
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
||||
drift.
|
||||
- **Single-user, local.** The editor edits local files. It does not natively
|
||||
talk to our server-authoritative chunk store or the moderation pipeline.
|
||||
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
||||
the editor headless, which is heavier than testing game code.
|
||||
|
||||
### 3.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
||||
base worlds, rooms, and templates.
|
||||
- **Player UGC:** Not applicable. Players cannot run the editor.
|
||||
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
||||
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
||||
|
||||
---
|
||||
|
||||
## 4. Approach (b): In-Game Editor
|
||||
|
||||
### 4.1 What It Is
|
||||
|
||||
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
||||
buttons, toolbars) that run inside the running game. It edits the game's own
|
||||
world data model (chunks) and submits edits through the normal server pipeline.
|
||||
|
||||
### 4.2 Pros
|
||||
|
||||
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
||||
authoring is possible** — the core requirement for a user-generated-content
|
||||
platform.
|
||||
- **Data-native.** The editor operates directly on the **chunk model**
|
||||
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
||||
- **Server-authoritative by construction.** Edits go through the same
|
||||
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
||||
moderation apply uniformly. The editor cannot bypass the server.
|
||||
- **Moderation-aware.** Because edits flow through the server, content flags are
|
||||
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
||||
can surface flags and gate mature content.
|
||||
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
||||
the game; no separate editor theme to maintain.
|
||||
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
||||
headlessly and unit-tested like any other system.
|
||||
|
||||
### 4.3 Cons
|
||||
|
||||
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
||||
We must implement selection, snapping, undo/redo, viewport navigation, and
|
||||
property editing ourselves.
|
||||
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
||||
behind a feature flag / separate scene that is only instantiated on demand).
|
||||
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
||||
its own architecture (tool modes, gizmos, palette, inspector).
|
||||
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
||||
material is better done in the Godot editor / DCC tools. The in-game editor
|
||||
should focus on **world composition** (placing tiles and objects), not asset
|
||||
creation.
|
||||
|
||||
### 4.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
||||
- **Player UGC:** The **only** viable approach. Players can only author through
|
||||
the shipped game.
|
||||
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
||||
that submits validated deltas.
|
||||
|
||||
---
|
||||
|
||||
## 5. Comparison Matrix
|
||||
|
||||
| Criterion | (a) Editor plugin | (b) In-game editor |
|
||||
|-----------|-------------------|--------------------|
|
||||
| Ships to players | ❌ No | ✅ Yes |
|
||||
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
||||
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
||||
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
||||
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
||||
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
||||
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
||||
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
||||
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
||||
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
||||
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
||||
|
||||
---
|
||||
|
||||
## 6. Recommendation
|
||||
|
||||
**Primary recommendation: build the in-game editor (b) as the platform's
|
||||
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
||||
internal dev convenience.**
|
||||
|
||||
### 6.1 Rationale
|
||||
|
||||
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
||||
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
||||
editor, so **only an in-game editor can deliver player authoring**. This is a
|
||||
hard requirement that the editor-plugin approach cannot meet.
|
||||
|
||||
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
||||
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
||||
and submits them through the server pipeline. An editor plugin would force a
|
||||
scene↔chunk translation layer that is a constant source of drift and bugs.
|
||||
|
||||
3. **Server authority and moderation fall out naturally.** Because in-game
|
||||
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
||||
revisioning, optimistic concurrency, and content-flag enforcement
|
||||
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
||||
server — which is exactly what a moderation-aware UGC platform needs.
|
||||
|
||||
4. **The editor-plugin's strengths are not what we need.** Its free features
|
||||
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
||||
Our authoring is world composition against a chunk contract, not scene
|
||||
editing. The plugin's main win — deep asset authoring — is better served by
|
||||
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
||||
must maintain.
|
||||
|
||||
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
||||
|
||||
We still recommend a **small, optional** editor plugin for the **platform team**
|
||||
to author **base content** (base rooms, templates, avatar base bodies, test
|
||||
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
||||
product feature:
|
||||
|
||||
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
||||
in-game editor) so dev-authored content flows into the same pipeline.
|
||||
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
||||
- It should be kept thin to minimize editor-API churn risk.
|
||||
|
||||
### 6.3 Scope Boundary
|
||||
|
||||
To keep the in-game editor tractable, define its scope clearly:
|
||||
|
||||
- **In scope (world composition):** placing tiles, placing static/dynamic
|
||||
objects, setting transforms, editing object properties, saving/loading chunks,
|
||||
submitting edits to the server, showing moderation flags.
|
||||
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
||||
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
||||
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
||||
catalog assets by id; it does not create them.
|
||||
|
||||
---
|
||||
|
||||
## 7. Resulting Architecture
|
||||
|
||||
### 7.1 Shared Editor Core
|
||||
|
||||
Both the in-game editor and the (optional) dev plugin should share a single
|
||||
**editor core** that operates on the chunk model. This avoids two divergent
|
||||
implementations.
|
||||
|
||||
```
|
||||
EditorCore (shared, data-native)
|
||||
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
||||
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
||||
├── EditSession # base_revision tracking, delta generation
|
||||
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
||||
├── UndoRedoStack # command pattern over chunk mutations
|
||||
├── SelectionManager # selected tiles/objects
|
||||
├── ToolRegistry # brush, object-place, select, erase, etc.
|
||||
└── ModerationView # surfaces content flags; gates mature content
|
||||
```
|
||||
|
||||
### 7.2 In-Game Editor (Primary)
|
||||
|
||||
```
|
||||
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
||||
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
||||
├── Toolbar # tool mode switcher
|
||||
├── PalettePanel # tile/object palette (from catalog)
|
||||
├── InspectorPanel # property editor for selected object
|
||||
├── ChunkBrowser # load/save chunks, list rooms
|
||||
└── EditorCore # shared core (above)
|
||||
```
|
||||
|
||||
- Instantiated only when the player enters "build mode" (a separate scene /
|
||||
feature flag), so the runtime footprint is negligible during normal play.
|
||||
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
||||
by re-fetching and re-applying (`world.md` §5.4).
|
||||
|
||||
### 7.3 Dev Editor Plugin (Optional, Thin)
|
||||
|
||||
```
|
||||
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
||||
├── Dock panel: "Chunk Export"
|
||||
├── Reads the current scene / selected nodes
|
||||
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
||||
└── Exports a .chunk.json / submits to a dev server
|
||||
```
|
||||
|
||||
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
||||
author base content in the editor and push it into the same chunk pipeline.
|
||||
|
||||
### 7.4 Data Flow
|
||||
|
||||
```
|
||||
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
||||
^ | validate
|
||||
| | apply
|
||||
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
||||
v
|
||||
SQLite (world.db)
|
||||
|
||||
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
||||
```
|
||||
|
||||
Both paths converge on the **same server validation pipeline**, so moderation
|
||||
and revisioning are uniform regardless of authoring surface.
|
||||
|
||||
---
|
||||
|
||||
## 8. Risks & Mitigations
|
||||
|
||||
| Risk | Mitigation |
|
||||
|------|------------|
|
||||
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
||||
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
||||
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
||||
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
||||
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
||||
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
||||
|
||||
---
|
||||
|
||||
## 9. Open Questions / Future Work
|
||||
|
||||
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
||||
editor (volumetric chunks) is future work (`world.md` §8).
|
||||
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
||||
— the optimistic-concurrency model already supports it, but the UX (live
|
||||
cursors, conflict resolution) is unspecified.
|
||||
- **Template library:** A curated set of room templates players can start from.
|
||||
- **Publish/review flow:** How a player's authored room enters the moderation
|
||||
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
||||
|
||||
---
|
||||
|
||||
## 10. Summary
|
||||
|
||||
| Concern | Decision |
|
||||
|---------|----------|
|
||||
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
||||
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
||||
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
||||
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
||||
| Moderation | Enforced at the server boundary for both paths |
|
||||
| In-game editor scope | World composition only; asset creation is out of scope |
|
||||
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
||||
@@ -0,0 +1,159 @@
|
||||
# GDScript Sandboxing for User-Written Scripts
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Content moderation & age verification (scripts are one of the
|
||||
> three moderated content types), avatar component system
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates how to safely run **user-written scripts** as part of
|
||||
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||
|
||||
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||
none of the three options named in the original task hold up under testing.**
|
||||
A script running anywhere inside the Godot process — however it's loaded,
|
||||
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||
has to happen *outside* the scripting language, not through an in-engine
|
||||
restriction mechanism, because no such mechanism exists.
|
||||
|
||||
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||
version.
|
||||
|
||||
## 2. Options Evaluated
|
||||
|
||||
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||
|
||||
There is no `ScriptServer` class in Godot 4.6.2:
|
||||
|
||||
```
|
||||
ClassDB.class_exists("ScriptServer") → false
|
||||
```
|
||||
|
||||
There's also no project setting to disable engine subsystems for scripts —
|
||||
none of `application/run/disable_os`, `disable_file_access`, or
|
||||
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||
with sandboxing features from a different engine/scripting ecosystem, or
|
||||
with **export template stripping** (which controls what ships in a build,
|
||||
not what a script can call at runtime).
|
||||
|
||||
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||
node script, no special setup:
|
||||
|
||||
| Capability | Available to any script? |
|
||||
|---|---|
|
||||
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||
|
||||
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||
surface this option assumed doesn't exist in the engine.
|
||||
|
||||
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||
|
||||
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||
scene subtree its own render target and can gate input propagation) — it is
|
||||
not a security or scripting boundary. A script attached to any node inside a
|
||||
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||
|
||||
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||
the security problem the task is asking about. Worth keeping in mind for
|
||||
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||
provides zero script sandboxing.
|
||||
|
||||
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||
|
||||
Two ways to read this option, tested separately:
|
||||
|
||||
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||
practical — this means re-implementing (and then indefinitely maintaining,
|
||||
in lockstep with every Godot release) a full language interpreter outside
|
||||
the engine. Far more engineering than the problem justifies.
|
||||
|
||||
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||
safe by default: it can still reach through to unsafe engine methods if you
|
||||
aren't careful about what object you hand it as a base instance:
|
||||
|
||||
```gdscript
|
||||
var expr = Expression.new()
|
||||
expr.parse("get_environment('HOME')", ["OS"])
|
||||
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||
```
|
||||
|
||||
So `Expression` is a viable building block only if the host **never passes
|
||||
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||
allowlisting work still has to happen at the call site, `Expression` itself
|
||||
enforces none of it.
|
||||
|
||||
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||
`"OS.execute"` before parsing) was also probed and is not a real
|
||||
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||
`Callable`, or any other indirection, and produces false confidence.
|
||||
|
||||
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||
ability to reference engine singletons or arbitrary objects* is the only
|
||||
version of "custom interpreter" that's actually safe. This is real
|
||||
engineering effort, not a config flag.
|
||||
|
||||
## 3. Recommendation
|
||||
|
||||
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||
in-engine options provide a real boundary, the two approaches actually worth
|
||||
building are, in order of recommended priority:
|
||||
|
||||
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||
scripting. Most UGC scripting needs in a game like this (custom
|
||||
interactions, simple triggers, item behaviors) don't need a general
|
||||
programming language — they need a small set of declarative
|
||||
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||
side. This has *zero* attack surface by construction — there's no
|
||||
interpreter to escape because there's no general execution, just a
|
||||
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||
the actual UGC use cases in this game and should be scoped against real
|
||||
feature requirements before assuming more is needed.
|
||||
|
||||
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||
at the OS level, not the engine level: run untrusted scripts in a
|
||||
**separate process** (a stripped-down Godot instance or a dedicated
|
||||
interpreter) under OS sandboxing (a restricted user account, a
|
||||
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||
operations. This is the only approach that provides a real security
|
||||
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||
language cooperating — the OS enforces it. Substantially more
|
||||
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||
can't express what's needed.
|
||||
|
||||
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||
none provide a real boundary (§2).
|
||||
|
||||
## 4. Open Questions
|
||||
|
||||
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||
simple item/state effects, dialogue branching?) This determines whether
|
||||
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||
needed. Needs a concrete feature list before implementation starts.
|
||||
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||
Affects resource cost and isolation guarantees.
|
||||
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||
scripts as a moderated content type still need a moderation flag path
|
||||
regardless of which execution model is chosen — a DSL makes static
|
||||
analysis of *what a script can possibly do* far easier than it would be
|
||||
for general code, which is an additional point in its favor.
|
||||
@@ -0,0 +1,737 @@
|
||||
# World Chunk Data Format & Persistence Architecture
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document specifies the **world chunk data format** and **persistence
|
||||
schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
|
||||
agents. It defines:
|
||||
|
||||
- The **chunk data format** — both a human-readable **JSON** form (for
|
||||
authoring, tooling, and debugging) and a compact **binary** form (for
|
||||
runtime loading and network transfer).
|
||||
- The **SQLite schema** that persists world state on the server, including
|
||||
chunk metadata, chunk payloads, and the world/room hierarchy.
|
||||
- The **read/write API** that the server and client use to load, save, and
|
||||
stream chunks.
|
||||
|
||||
The goal is a **single, versioned chunk contract** that is shared across the
|
||||
Godot client, the Python backend, and the persistence layer. A chunk is the
|
||||
atomic unit of world geometry, gameplay objects, and persistence — the server
|
||||
loads and saves whole chunks, and clients stream the chunks around them.
|
||||
|
||||
### 1.1 Design Goals
|
||||
|
||||
- **Versioned & forward-compatible:** Every chunk carries a format version so
|
||||
the loader can migrate old data and reject unknown future data gracefully.
|
||||
- **Dual representation:** JSON for authoring/debugging, binary for
|
||||
runtime/network. Both encode the *same* logical model so there is exactly one
|
||||
source of truth for the schema.
|
||||
- **Server-authoritative persistence:** The server is the only writer to the
|
||||
SQLite store. Clients submit *edits* (deltas) and the server applies and
|
||||
persists them, mirroring the server-authoritative networking model.
|
||||
- **Chunk-granular persistence:** Persistence happens at chunk granularity so
|
||||
the server can save a dirty chunk without rewriting the whole world, and can
|
||||
stream only the chunks a client needs.
|
||||
- **Deterministic & testable:** The binary format is byte-stable for a given
|
||||
logical payload, enabling checksums, caching, and reproducible tests.
|
||||
- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
|
||||
content flags (see `content_moderation.md`); the persistence layer stores the
|
||||
moderation state alongside chunk data so enforcement can happen at load time.
|
||||
|
||||
---
|
||||
|
||||
## 2. World Model & Chunking
|
||||
|
||||
### 2.1 World Hierarchy
|
||||
|
||||
The world is organized as a hierarchy that matches the moderation content graph:
|
||||
|
||||
```
|
||||
World
|
||||
└── Room
|
||||
└── Chunk (the atomic persistence & streaming unit)
|
||||
├── Tiles / Terrain
|
||||
├── Static objects (props, geometry)
|
||||
├── Dynamic objects (spawnable entities, interactables)
|
||||
└── Metadata (flags, version, timestamps)
|
||||
```
|
||||
|
||||
- A **World** is the top-level container (a named, versioned space).
|
||||
- A **Room** is a bounded region within a world (a level, a building, a zone).
|
||||
- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
|
||||
load, save, and stream.
|
||||
|
||||
### 2.2 Chunk Dimensions
|
||||
|
||||
Chunks are **fixed-size, axis-aligned boxes** in world space. The default
|
||||
dimensions are a configuration constant so they can be tuned per world:
|
||||
|
||||
| Constant | Default | Description |
|
||||
|---------------------|---------|----------------------------------------------------|
|
||||
| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
|
||||
| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
|
||||
| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
|
||||
| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
|
||||
|
||||
A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
|
||||
computed from a world-space position `p` as:
|
||||
|
||||
```
|
||||
cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
|
||||
cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
|
||||
cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
|
||||
```
|
||||
|
||||
The chunk's world-space bounding box is therefore:
|
||||
|
||||
```
|
||||
min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
|
||||
max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
|
||||
```
|
||||
|
||||
### 2.3 Chunk Coordinate Key
|
||||
|
||||
For storage and lookup, a chunk is addressed by a **canonical string key**:
|
||||
|
||||
```
|
||||
"{world_id}:{room_id}:{cx}:{cy}:{cz}"
|
||||
```
|
||||
|
||||
Example: `"w_0001:r_0001:12:-4:0"`. This key is the primary lookup key in the
|
||||
SQLite `chunks` table and is used in the read/write API.
|
||||
|
||||
---
|
||||
|
||||
## 3. Chunk Data Format
|
||||
|
||||
### 3.1 Logical Model
|
||||
|
||||
Both the JSON and binary encodings serialize the same logical chunk model. The
|
||||
logical model is defined here once; the two encodings are projections of it.
|
||||
|
||||
```
|
||||
Chunk
|
||||
├── version : uint (format version, currently 1)
|
||||
├── key : string (canonical chunk key, see §2.3)
|
||||
├── world_id : string
|
||||
├── room_id : string
|
||||
├── coord : { cx, cy, cz } (int)
|
||||
├── bounds : { min_x, min_y, min_z, max_x, max_y, max_z } (float)
|
||||
├── tiles : TileLayer[] (terrain / tile data)
|
||||
├── objects : WorldObject[] (static + dynamic objects)
|
||||
├── flags : ContentFlags (moderation flags, see §3.5)
|
||||
├── meta : { created_at, updated_at, revision, author }
|
||||
└── checksum : string (SHA-256 of canonical payload)
|
||||
```
|
||||
|
||||
### 3.2 Tile Layer
|
||||
|
||||
A chunk's terrain is stored as one or more **tile layers**. Each layer is a
|
||||
dense grid of tile IDs of size `CHUNK_SIZE_X × CHUNK_SIZE_Y` (× `CHUNK_SIZE_Z`
|
||||
for volumetric worlds).
|
||||
|
||||
```
|
||||
TileLayer
|
||||
├── name : string (e.g. "ground", "walls", "decor")
|
||||
├── layer_id : uint
|
||||
├── width : uint (= CHUNK_SIZE_X)
|
||||
├── height : uint (= CHUNK_SIZE_Y)
|
||||
├── depth : uint (= CHUNK_SIZE_Z)
|
||||
├── tiles : uint[] (flattened tile IDs, row-major, length = w*h*d)
|
||||
└── palette : TileDef[] (tile ID → tile definition, shared per layer)
|
||||
```
|
||||
|
||||
**Tile encoding:** A tile ID is a `uint16` index into the layer's `palette`.
|
||||
`0` is reserved for "empty/air". The palette maps each tile ID to a `TileDef`:
|
||||
|
||||
```
|
||||
TileDef
|
||||
├── id : uint16
|
||||
├── asset_id : string (reference to a tile/terrain asset)
|
||||
├── solid : bool (collision)
|
||||
├── flags : uint32 (bitmask: walkable, climbable, liquid, ...)
|
||||
└── variants : uint8 (number of visual variants for this tile)
|
||||
```
|
||||
|
||||
**Rationale for palette + indices:** Storing dense `uint16` indices rather than
|
||||
full asset strings per cell keeps the binary payload small (2 bytes/cell) while
|
||||
the palette (shared across the layer) carries the rich per-tile metadata.
|
||||
|
||||
### 3.3 World Objects
|
||||
|
||||
Objects are the non-tile entities in a chunk: static props, interactables,
|
||||
spawn points, and dynamic-object templates.
|
||||
|
||||
```
|
||||
WorldObject
|
||||
├── id : string (stable object id, unique within the chunk)
|
||||
├── type : string (e.g. "prop", "interactable", "spawn_point", "door")
|
||||
├── asset_id : string (reference to the object's mesh/glTF asset)
|
||||
├── transform : { pos: [x,y,z], rot: [x,y,z,w], scale: [x,y,z] }
|
||||
├── properties : object (type-specific key/value map, JSON-typed)
|
||||
├── dynamic : bool (true if this is a spawnable dynamic entity)
|
||||
└── flags : ContentFlags (per-object moderation flags)
|
||||
```
|
||||
|
||||
**Dynamic objects** are stored as *templates* in the chunk. Their *runtime
|
||||
state* (position, health, inventory) is **not** stored in the chunk; it lives
|
||||
in the runtime entity store and is persisted separately (see §4.4). This keeps
|
||||
chunks stable and diffable — a chunk only changes when its *static* content
|
||||
changes.
|
||||
|
||||
### 3.4 Content Flags
|
||||
|
||||
Each chunk (and each object) carries a **content flag set** that is the
|
||||
aggregate of the moderation flags of the assets and scripts it references. This
|
||||
mirrors the aggregation rules in `content_moderation.md`:
|
||||
|
||||
```
|
||||
ContentFlags
|
||||
├── categories : { violence, sexual, language, substance, gambling, horror, hate, custom }
|
||||
│ (each → severity: none|mild|moderate|severe)
|
||||
├── mature : bool (true if any contributing item is mature)
|
||||
└── sources : string[] (flag ids that contributed, for audit)
|
||||
```
|
||||
|
||||
The server computes and persists these flags at write time so that enforcement
|
||||
(age gating, content filtering) can happen at load time without re-scanning
|
||||
assets.
|
||||
|
||||
### 3.5 JSON Encoding
|
||||
|
||||
The JSON encoding is the **authoring and debugging** representation. It is
|
||||
human-readable, diffable, and used by tools and tests. It is the canonical
|
||||
logical model serialized directly.
|
||||
|
||||
```json
|
||||
{
|
||||
"version": 1,
|
||||
"key": "w_0001:r_0001:12:-4:0",
|
||||
"world_id": "w_0001",
|
||||
"room_id": "r_0001",
|
||||
"coord": { "cx": 12, "cy": -4, "cz": 0 },
|
||||
"bounds": { "min_x": 384.0, "min_y": -128.0, "min_z": 0.0,
|
||||
"max_x": 416.0, "max_y": -96.0, "max_z": 1.0 },
|
||||
"tiles": [
|
||||
{
|
||||
"name": "ground",
|
||||
"layer_id": 0,
|
||||
"width": 32,
|
||||
"height": 32,
|
||||
"depth": 1,
|
||||
"palette": [
|
||||
{ "id": 0, "asset_id": "", "solid": false, "flags": 0, "variants": 1 },
|
||||
{ "id": 1, "asset_id": "tiles/grass", "solid": false, "flags": 1, "variants": 4 }
|
||||
],
|
||||
"tiles": [0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1]
|
||||
}
|
||||
],
|
||||
"objects": [
|
||||
{
|
||||
"id": "obj_0001",
|
||||
"type": "interactable",
|
||||
"asset_id": "props/chest",
|
||||
"transform": { "pos": [400.0, -110.0, 0.0],
|
||||
"rot": [0.0, 0.0, 0.0, 1.0],
|
||||
"scale": [1.0, 1.0, 1.0] },
|
||||
"properties": { "loot_table": "chest_basic", "locked": false },
|
||||
"dynamic": false,
|
||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] }
|
||||
}
|
||||
],
|
||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] },
|
||||
"meta": { "created_at": "2026-08-17T00:00:00Z",
|
||||
"updated_at": "2026-08-17T00:00:00Z",
|
||||
"revision": 3,
|
||||
"author": "agent-bot" },
|
||||
"checksum": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
|
||||
}
|
||||
```
|
||||
|
||||
> **Note on the example checksum:** The value shown above is illustrative only.
|
||||
> In practice the `checksum` field is the SHA-256 of the canonical binary
|
||||
> payload body (see §3.6.3), not of the JSON text. The value here is a
|
||||
> placeholder for documentation purposes.
|
||||
|
||||
### 3.6 Binary Encoding
|
||||
|
||||
The binary encoding is the **runtime and network** representation. It is compact
|
||||
and byte-stable. It uses a simple, explicitly-specified layout (no external
|
||||
serialization library) so it can be produced and consumed identically by the
|
||||
Godot client (GDScript) and the Python backend.
|
||||
|
||||
#### 3.6.1 Header
|
||||
|
||||
| Offset | Size | Field | Type / Encoding |
|
||||
|--------|------|--------------|------------------------------------------|
|
||||
| 0 | 4 | magic | ASCII `"AGPC"` (0x41 0x47 0x50 0x43) |
|
||||
| 4 | 2 | version | `uint16` LE (currently `1`) |
|
||||
| 6 | 2 | header_len | `uint16` LE (bytes of header after this) |
|
||||
| 8 | 4 | flags | `uint32` LE (bitmask, reserved) |
|
||||
| 12 | 4 | payload_len | `uint32` LE (bytes of payload body) |
|
||||
| 16 | 32 | checksum | SHA-256 of payload body (hex, 32 bytes) |
|
||||
|
||||
Total header size: **48 bytes**.
|
||||
|
||||
#### 3.6.2 Payload Body
|
||||
|
||||
The payload body is a sequence of typed sections. Each section has a small
|
||||
header:
|
||||
|
||||
| Offset | Size | Field | Type / Encoding |
|
||||
|--------|------|------------|----------------------------|
|
||||
| 0 | 1 | section_id | `uint8` (see table below) |
|
||||
| 1 | 4 | section_len| `uint32` LE (bytes of section data) |
|
||||
| 5 | ... | data | section-specific |
|
||||
|
||||
Section IDs:
|
||||
|
||||
| section_id | Section | Data layout |
|
||||
|------------|----------------|-------------------------------------------------------------------|
|
||||
| `0x01` | metadata | world_id, room_id (length-prefixed strings), coord (3×int32), bounds (6×float32) |
|
||||
| `0x02` | tile layer | name, layer_id, dims (3×uint16), palette, dense tile indices |
|
||||
| `0x03` | object | one `WorldObject` (repeated; one section per object) |
|
||||
| `0x04` | content flags | category severities (8×uint8), mature (uint8), sources (string list) |
|
||||
| `0x05` | meta | created_at, updated_at (int64 unix), revision (uint32), author (string) |
|
||||
|
||||
**String encoding:** length-prefixed UTF-8 — `uint16` LE byte length followed by
|
||||
the UTF-8 bytes.
|
||||
|
||||
**Tile layer data layout (section `0x02`):**
|
||||
|
||||
```
|
||||
name : string
|
||||
layer_id : uint16 LE
|
||||
width : uint16 LE
|
||||
height : uint16 LE
|
||||
depth : uint16 LE
|
||||
palette_count : uint16 LE
|
||||
palette : palette_count × TileDef
|
||||
tile_count : uint32 LE
|
||||
tiles : tile_count × uint16 LE (dense, row-major)
|
||||
```
|
||||
|
||||
```
|
||||
TileDef:
|
||||
id : uint16 LE
|
||||
asset_id : string
|
||||
solid : uint8
|
||||
flags : uint32 LE
|
||||
variants : uint8
|
||||
```
|
||||
|
||||
**Object data layout (section `0x03`):**
|
||||
|
||||
```
|
||||
id : string
|
||||
type : string
|
||||
asset_id : string
|
||||
pos : 3 × float32
|
||||
rot : 4 × float32
|
||||
scale : 3 × float32
|
||||
dynamic : uint8
|
||||
properties : JSON string (length-prefixed)
|
||||
flags : ContentFlags (see 0x04 layout)
|
||||
```
|
||||
|
||||
**Content flags layout (section `0x04`):**
|
||||
|
||||
```
|
||||
violence, sexual, language, substance, gambling, horror, hate, custom
|
||||
: 8 × uint8 (severity enum: 0=none,1=mild,2=moderate,3=severe)
|
||||
mature : uint8
|
||||
source_count: uint16 LE
|
||||
sources : source_count × string
|
||||
```
|
||||
|
||||
#### 3.6.3 Byte-Stability
|
||||
|
||||
For a given logical payload, the binary encoding is **deterministic**:
|
||||
|
||||
- All integers are little-endian.
|
||||
- All strings are UTF-8, length-prefixed, and never null-terminated.
|
||||
- Maps (e.g. `properties`) are serialized as a **canonical JSON string** with
|
||||
keys sorted lexicographically.
|
||||
- The `checksum` is the SHA-256 of the payload body bytes.
|
||||
|
||||
This guarantees that two encoders produce identical bytes, enabling content
|
||||
addressing, caching, and reproducible tests.
|
||||
|
||||
---
|
||||
|
||||
## 4. SQLite Persistence Schema
|
||||
|
||||
The server persists world state in a **SQLite** database. SQLite is chosen for
|
||||
its zero-configuration, single-file, transactional, and embedded nature — ideal
|
||||
for a server that owns the world store and needs ACID guarantees without a
|
||||
separate database process.
|
||||
|
||||
### 4.1 Database Layout
|
||||
|
||||
The database file is `world.db` (path configurable). It contains the following
|
||||
tables:
|
||||
|
||||
```
|
||||
worlds
|
||||
rooms
|
||||
chunks
|
||||
chunk_objects
|
||||
content_flags
|
||||
revisions
|
||||
```
|
||||
|
||||
### 4.2 `worlds`
|
||||
|
||||
Top-level world containers.
|
||||
|
||||
```sql
|
||||
CREATE TABLE worlds (
|
||||
id TEXT PRIMARY KEY, -- e.g. 'w_0001'
|
||||
name TEXT NOT NULL,
|
||||
description TEXT,
|
||||
chunk_size_x INTEGER NOT NULL DEFAULT 32,
|
||||
chunk_size_y INTEGER NOT NULL DEFAULT 32,
|
||||
chunk_size_z INTEGER NOT NULL DEFAULT 1,
|
||||
origin_x REAL NOT NULL DEFAULT 0,
|
||||
origin_y REAL NOT NULL DEFAULT 0,
|
||||
origin_z REAL NOT NULL DEFAULT 0,
|
||||
created_at TEXT NOT NULL, -- ISO-8601 UTC
|
||||
updated_at TEXT NOT NULL
|
||||
);
|
||||
```
|
||||
|
||||
### 4.3 `rooms`
|
||||
|
||||
Rooms within a world.
|
||||
|
||||
```sql
|
||||
CREATE TABLE rooms (
|
||||
id TEXT PRIMARY KEY, -- e.g. 'r_0001'
|
||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
||||
name TEXT NOT NULL,
|
||||
bounds_min_x REAL NOT NULL,
|
||||
bounds_min_y REAL NOT NULL,
|
||||
bounds_min_z REAL NOT NULL DEFAULT 0,
|
||||
bounds_max_x REAL NOT NULL,
|
||||
bounds_max_y REAL NOT NULL,
|
||||
bounds_max_z REAL NOT NULL DEFAULT 1,
|
||||
created_at TEXT NOT NULL,
|
||||
updated_at TEXT NOT NULL,
|
||||
UNIQUE (world_id, name)
|
||||
);
|
||||
CREATE INDEX idx_rooms_world ON rooms(world_id);
|
||||
```
|
||||
|
||||
### 4.4 `chunks`
|
||||
|
||||
The core persistence table. One row per chunk. The **payload** is stored as a
|
||||
BLOB in the **binary format** (§3.6); the JSON form is derived on demand for
|
||||
authoring/debugging and is not stored (to avoid dual-write drift).
|
||||
|
||||
```sql
|
||||
CREATE TABLE chunks (
|
||||
key TEXT PRIMARY KEY, -- canonical key 'world:room:cx:cy:cz'
|
||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
||||
room_id TEXT NOT NULL REFERENCES rooms(id) ON DELETE CASCADE,
|
||||
cx INTEGER NOT NULL,
|
||||
cy INTEGER NOT NULL,
|
||||
cz INTEGER NOT NULL DEFAULT 0,
|
||||
format_version INTEGER NOT NULL DEFAULT 1,
|
||||
payload BLOB NOT NULL, -- binary chunk encoding (§3.6)
|
||||
payload_len INTEGER NOT NULL,
|
||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
||||
revision INTEGER NOT NULL DEFAULT 0,
|
||||
dirty INTEGER NOT NULL DEFAULT 0, -- 1 = needs flush to disk
|
||||
created_at TEXT NOT NULL,
|
||||
updated_at TEXT NOT NULL,
|
||||
UNIQUE (world_id, room_id, cx, cy, cz)
|
||||
);
|
||||
CREATE INDEX idx_chunks_world_room ON chunks(world_id, room_id);
|
||||
CREATE INDEX idx_chunks_coord ON chunks(cx, cy, cz);
|
||||
```
|
||||
|
||||
**Design notes:**
|
||||
|
||||
- The `payload` BLOB is the single source of truth for chunk content. The
|
||||
`checksum` guards against corruption and enables content addressing.
|
||||
- `revision` increments on every write; it is used for optimistic concurrency
|
||||
and change detection (see §5.4).
|
||||
- `dirty` marks chunks that have been modified in memory but not yet flushed,
|
||||
enabling a write-behind persistence strategy (see §5.5).
|
||||
|
||||
### 4.5 `chunk_objects`
|
||||
|
||||
A denormalized, queryable index of the objects inside each chunk. This is
|
||||
**derived** from the chunk payload and kept in sync by the write path. It exists
|
||||
so the server can answer queries like "which chunks contain a door?" without
|
||||
parsing every payload BLOB.
|
||||
|
||||
```sql
|
||||
CREATE TABLE chunk_objects (
|
||||
id TEXT NOT NULL, -- object id (unique within chunk)
|
||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||
type TEXT NOT NULL, -- 'prop', 'interactable', ...
|
||||
asset_id TEXT,
|
||||
dynamic INTEGER NOT NULL DEFAULT 0,
|
||||
pos_x REAL NOT NULL,
|
||||
pos_y REAL NOT NULL,
|
||||
pos_z REAL NOT NULL DEFAULT 0,
|
||||
PRIMARY KEY (chunk_key, id)
|
||||
);
|
||||
CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
|
||||
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
||||
```
|
||||
|
||||
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
|
||||
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
|
||||
commits a chunk, the service layer performs a **delete-and-reinsert** of that
|
||||
chunk's object rows in the same transaction: it deletes all rows for
|
||||
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
|
||||
index transactionally consistent with the payload and avoids the complexity and
|
||||
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
|
||||
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
|
||||
utility is provided for this).
|
||||
|
||||
### 4.6 `content_flags`
|
||||
|
||||
Persists the aggregated moderation flags per chunk (and optionally per object).
|
||||
This lets the server enforce age/content gates at load time without parsing
|
||||
payloads.
|
||||
|
||||
```sql
|
||||
CREATE TABLE content_flags (
|
||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
|
||||
violence INTEGER NOT NULL DEFAULT 0,
|
||||
sexual INTEGER NOT NULL DEFAULT 0,
|
||||
language INTEGER NOT NULL DEFAULT 0,
|
||||
substance INTEGER NOT NULL DEFAULT 0,
|
||||
gambling INTEGER NOT NULL DEFAULT 0,
|
||||
horror INTEGER NOT NULL DEFAULT 0,
|
||||
hate INTEGER NOT NULL DEFAULT 0,
|
||||
custom INTEGER NOT NULL DEFAULT 0,
|
||||
mature INTEGER NOT NULL DEFAULT 0,
|
||||
sources TEXT NOT NULL DEFAULT '[]', -- JSON array of flag ids
|
||||
PRIMARY KEY (chunk_key, object_id)
|
||||
);
|
||||
CREATE INDEX idx_content_flags_mature ON content_flags(mature);
|
||||
```
|
||||
|
||||
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
||||
|
||||
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
|
||||
value `''` (empty string)** in `object_id` rather than `NULL`. This is
|
||||
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
|
||||
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
|
||||
could be inserted accidentally. Using `''` as the sentinel means the composite
|
||||
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
|
||||
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
|
||||
(which is never empty). The application layer treats `object_id = ''` as
|
||||
"chunk-level" and any non-empty value as "object-level".
|
||||
|
||||
### 4.7 `revisions`
|
||||
|
||||
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
||||
replication of changes.
|
||||
|
||||
```sql
|
||||
CREATE TABLE revisions (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
|
||||
revision INTEGER NOT NULL,
|
||||
actor TEXT NOT NULL, -- user / agent id
|
||||
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
||||
payload BLOB, -- full binary payload at this revision
|
||||
created_at TEXT NOT NULL
|
||||
);
|
||||
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
||||
```
|
||||
|
||||
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
|
||||
at each revision. This is what makes rollback possible: to restore a chunk to a
|
||||
previous revision, the server reads the `payload` of the target revision and
|
||||
writes it back to `chunks.payload` (incrementing `revision` and appending a new
|
||||
`revisions` row). Without the payload, only the checksum would be available,
|
||||
which is insufficient to reconstruct the chunk.
|
||||
|
||||
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
|
||||
This means deleting a chunk does **not** cascade-delete its revision history —
|
||||
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
|
||||
string is still stored so the history can be correlated to a chunk that existed
|
||||
at that time.) If a chunk is later recreated with the same key, its history is
|
||||
still intact.
|
||||
|
||||
### 4.8 Schema Versioning & Migrations
|
||||
|
||||
The database carries a schema version in a `meta` table:
|
||||
|
||||
```sql
|
||||
CREATE TABLE meta (
|
||||
key TEXT PRIMARY KEY,
|
||||
value TEXT NOT NULL
|
||||
);
|
||||
-- seed: INSERT INTO meta(key, value) VALUES ('schema_version', '1');
|
||||
```
|
||||
|
||||
Migrations are applied in order at startup. Each migration is a numbered SQL
|
||||
script; the server tracks the applied version in `meta` and applies any pending
|
||||
migrations transactionally. This keeps the schema forward-compatible as the
|
||||
chunk format evolves.
|
||||
|
||||
---
|
||||
|
||||
## 5. Read/Write API
|
||||
|
||||
The API is exposed as a **Python service layer** on the backend (the same
|
||||
process that owns the SQLite store) and consumed by the Godot client over the
|
||||
network transport (see `networking.md`). The service layer is the **only**
|
||||
writer to the database; clients never touch SQLite directly.
|
||||
|
||||
### 5.1 Service Interface (Python)
|
||||
|
||||
```python
|
||||
class WorldStore:
|
||||
"""Owns the SQLite connection and chunk read/write operations."""
|
||||
|
||||
def get_chunk(self, key: str) -> Chunk | None: ...
|
||||
def get_chunk_binary(self, key: str) -> bytes | None: ...
|
||||
def put_chunk(self, chunk: Chunk, actor: str) -> Chunk: ...
|
||||
def delete_chunk(self, key: str, actor: str) -> None: ...
|
||||
def list_chunks(self, world_id: str, room_id: str | None = None,
|
||||
bounds: Bounds | None = None) -> list[str]: ...
|
||||
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
||||
def flush_dirty(self) -> int: ...
|
||||
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
|
||||
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
|
||||
def migrate(self) -> None: ...
|
||||
```
|
||||
|
||||
### 5.2 Encoding Helpers
|
||||
|
||||
The service layer provides symmetric encode/decode functions shared by the
|
||||
client and server:
|
||||
|
||||
```python
|
||||
def encode_binary(chunk: Chunk) -> bytes: ...
|
||||
def decode_binary(data: bytes) -> Chunk: ...
|
||||
def encode_json(chunk: Chunk) -> str: ...
|
||||
def decode_json(text: str) -> Chunk: ...
|
||||
def checksum(payload: bytes) -> str: ...
|
||||
```
|
||||
|
||||
These are the single implementation of the format spec (§3), so the Godot
|
||||
client and Python backend never drift.
|
||||
|
||||
### 5.3 Network RPCs
|
||||
|
||||
The chunk API is exposed to the client via RPCs (matching the networking
|
||||
architecture). All chunk traffic is **reliable** (chunks are discrete,
|
||||
must-arrive data).
|
||||
|
||||
| RPC | Direction | Payload | Notes |
|
||||
|----------------------------|-----------|-------------------------------------------|-------|
|
||||
| `request_chunk` | C → S | `{ key }` | Client asks for a chunk |
|
||||
| `chunk_data` | S → C | `{ key, binary_payload, checksum }` | Server streams a chunk |
|
||||
| `request_chunk_edit` | C → S | `{ key, base_revision, delta }` | Client submits an edit |
|
||||
| `chunk_edit_result` | S → C | `{ key, success, new_revision, error? }` | Acknowledges an edit |
|
||||
| `chunk_invalidated` | S → C | `{ key, new_revision }` | Server pushes a change |
|
||||
| `request_chunk_flags` | C → S | `{ key }` | Age/content gate check |
|
||||
|
||||
### 5.4 Edit & Concurrency Model
|
||||
|
||||
- **Read:** Client requests a chunk; server returns the binary payload and its
|
||||
`revision`.
|
||||
- **Edit:** Client submits a **delta** against a known `base_revision`. The
|
||||
server applies the delta, increments `revision`, persists, and returns the new
|
||||
revision.
|
||||
- **Optimistic concurrency:** If the chunk's current revision differs from the
|
||||
client's `base_revision`, the server rejects the edit with a conflict error
|
||||
and the client re-fetches and re-applies. This prevents lost updates when two
|
||||
clients edit the same chunk.
|
||||
- **Deltas:** A delta is a JSON patch (RFC 6902 style) applied to the chunk's
|
||||
logical model. The server validates the patched chunk (schema, bounds,
|
||||
moderation) before persisting.
|
||||
|
||||
### 5.5 Write-Behind Persistence
|
||||
|
||||
To amortize disk I/O, the server keeps a **dirty set** of chunks modified in
|
||||
memory and flushes them to SQLite in batches:
|
||||
|
||||
1. `put_chunk` updates the in-memory chunk and marks it `dirty`.
|
||||
2. A background flusher periodically calls `flush_dirty()`, which writes all
|
||||
dirty chunks in a single transaction and clears the `dirty` flag.
|
||||
3. On graceful shutdown, `flush_dirty()` is called to ensure durability.
|
||||
|
||||
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
||||
durability at shutdown and on a configurable interval.
|
||||
|
||||
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
|
||||
exists specifically to support recovery if the process crashes before a flush
|
||||
completes. On startup, the server scans for rows where `dirty = 1` and treats
|
||||
them as **unflushed in-memory state that was lost** — it re-reads the last
|
||||
persisted payload from `chunks.payload` (the last durable state) and clears the
|
||||
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
|
||||
not durable; discard the in-memory delta and fall back to the persisted
|
||||
payload." This guarantees that the on-disk state is always a consistent,
|
||||
previously-committed snapshot, never a partially-written chunk. (The in-memory
|
||||
dirty set is authoritative during normal operation; the `dirty` column is only a
|
||||
recovery marker.)
|
||||
|
||||
### 5.6 Streaming & Caching
|
||||
|
||||
- The server streams only the chunks a client needs (those within the client's
|
||||
view radius), using `list_chunks` with a bounds query.
|
||||
- Chunks are cached in memory (LRU) keyed by `key`; the cache is invalidated on
|
||||
write.
|
||||
- The binary payload is content-addressed by `checksum`, so unchanged chunks can
|
||||
be served from cache without re-reading SQLite.
|
||||
|
||||
---
|
||||
|
||||
## 6. Format Versioning & Migration
|
||||
|
||||
- The chunk format `version` field (currently `1`) is checked on decode. A
|
||||
decoder that encounters a higher version than it supports **rejects** the
|
||||
chunk with a clear error rather than misreading it.
|
||||
- The SQLite `schema_version` in `meta` drives database migrations (§4.8).
|
||||
- Chunk payloads are migrated **lazily**: when a chunk is read and its
|
||||
`format_version` is older than the current one, the server migrates it to the
|
||||
current version in memory and marks it dirty so it is rewritten on the next
|
||||
flush. This avoids a costly full-world migration at startup.
|
||||
|
||||
---
|
||||
|
||||
## 7. Security & Integrity
|
||||
|
||||
- **Server-authoritative writes:** Only the `WorldStore` writes to SQLite;
|
||||
clients submit deltas that are validated before application.
|
||||
- **Checksum verification:** Every chunk payload is checksummed (SHA-256) on
|
||||
write and verified on read. Corruption is detected and the chunk is re-fetched
|
||||
or flagged.
|
||||
- **Bounds validation:** Chunk coordinates and object positions are validated
|
||||
against the world's chunk dimensions and room bounds before persistence.
|
||||
- **Moderation enforcement:** `content_flags` are checked at load time; mature
|
||||
chunks are gated behind the age-verification flow (see `content_moderation.md`).
|
||||
- **Input validation:** All string fields are length-limited and validated
|
||||
against allowed character sets to prevent injection and oversized payloads.
|
||||
|
||||
---
|
||||
|
||||
## 8. Open Questions / Future Work
|
||||
|
||||
- **Volumetric worlds:** The schema and format already support `CHUNK_SIZE_Z >
|
||||
1`, but the tooling and streaming for 3D chunks are not yet specified.
|
||||
- **Chunk compression:** For very large worlds, the binary payload could be
|
||||
compressed (e.g. zstd) before storage/transfer. The header reserves a `flags`
|
||||
bitmask for a compression flag.
|
||||
- **Multi-server sharding:** If a single SQLite file becomes a bottleneck, the
|
||||
`chunks` table could be sharded by `world_id` across multiple databases. The
|
||||
key design already supports this (world_id is a leading key component).
|
||||
- **Delta compression for streaming:** Instead of sending full chunks, the
|
||||
server could send only the delta between revisions to reduce bandwidth for
|
||||
frequently-updated chunks.
|
||||
@@ -0,0 +1,41 @@
|
||||
# MVP Vertical Slice: Client-Server Wiring — Plan
|
||||
|
||||
## Goal
|
||||
Prove the real Godot client and the real backend can talk: **a user can register/log in
|
||||
and see a list of worlds from the game client**. Nothing more. Gameplay, join-a-world,
|
||||
chat, avatar, Discovery search/tags/trending, Social/Economy/Trust & Safety are all
|
||||
explicitly out of scope.
|
||||
|
||||
## Verified backend contract (as of this writing)
|
||||
- `POST /api/auth/register` — JSON body `{username, email, password, date_of_birth}`.
|
||||
`date_of_birth` is a `YYYY-MM-DD` string. Returns `201 {access_token, token_type}`.
|
||||
Rejects under-18 with `400`.
|
||||
- `POST /api/auth/login` — OAuth2 **form-encoded** (`application/x-www-form-urlencoded`)
|
||||
`username` + `password` (this is NOT a JSON endpoint). Returns `{access_token, token_type}`.
|
||||
- `GET /api/worlds` — **requires auth** (`CurrentUser`), returns a JSON array of
|
||||
`{id, name, description, visibility, owner_id, created_at}`. There is no unauthenticated
|
||||
public-worlds path, so the worlds list screen can only be shown after login/register.
|
||||
- `GET /api/health` — unauthenticated, `{status, app}`.
|
||||
- Base URL: uvicorn default `http://127.0.0.1:8000` (must be configurable in the client).
|
||||
- CORS is irrelevant to the native Godot `HTTPRequest` client (no browser origin).
|
||||
|
||||
## Task breakdown
|
||||
| # | Type | Task | Depends on |
|
||||
|---|------|------|-----------|
|
||||
| 1 | architecture | `ApiClient` autoload: HTTP + JWT storage + error contract | — |
|
||||
| 2 | implementation | Main-menu **login + register** UI built & wired (form-encoded + JSON/age gate) | 1 |
|
||||
| 3 | implementation | **World list** screen consuming `GET /api/worlds` | 1 |
|
||||
| 4 | testing | End-to-end headless smoke test + manual verify | 1,2,3 |
|
||||
|
||||
## Design decisions captured (resolved in task 1)
|
||||
- Token storage: in-memory singleton property for the MVP; a `save_to_disk` seam is left
|
||||
open but not required yet (no re-login on restart in this slice).
|
||||
- Error contract: every call returns a discriminated result (`ok`/`error`) so callers
|
||||
never crash on network failure; non-2xx surfaces `{status, detail}` from the backend.
|
||||
- Base URL: read from a ProjectSetting, defaulting to `http://127.0.0.1:8000`.
|
||||
- Login is form-encoded; register is JSON — the client helper must support both content types.
|
||||
|
||||
## Notes
|
||||
- The main-menu auth UI does **not** exist yet (main_menu.gd currently has only Play/Quit
|
||||
stubs). Task 2 must **build** the login/register UI, not merely wire an existing one.
|
||||
- The world-list screen also needs to be **built** (a new scene), not just wired.
|
||||
@@ -0,0 +1,295 @@
|
||||
# Economy — Currency, Marketplace & Creator Payouts — Plan
|
||||
|
||||
> **Status:** Planned
|
||||
> **Owner:** Platform team
|
||||
> **Feature ID:** `economy`
|
||||
> **Godot version:** 4.6.2 stable
|
||||
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document breaks the **Economy** feature into user stories and right-sized
|
||||
implementation tasks. The feature delivers:
|
||||
|
||||
- **Virtual currency ("Credits")** — a single, server-authoritative currency
|
||||
with an immutable, append-only transaction ledger.
|
||||
- **Premium purchase** — buying Credits with real money through a pluggable
|
||||
payment-provider hook.
|
||||
- **Marketplace** — user-generated content (UGC) listings where creators sell
|
||||
items (assets, avatar items, experience passes) to players for Credits.
|
||||
- **Creator payouts** — accumulating creator earnings and paying them out to
|
||||
external accounts through a pluggable payout-provider hook.
|
||||
- **Godot client** — wallet/transaction history, marketplace browse/buy/sell,
|
||||
and creator payout screens.
|
||||
|
||||
The economy is the monetization backbone of the platform. Because it moves
|
||||
virtual value between real people, correctness (no double-spend, no lost funds,
|
||||
no balance drift) and safety (fraud prevention, moderation, audit) are treated
|
||||
as **blocking requirements**, not add-ons.
|
||||
|
||||
## 2. Why correctness is the differentiator
|
||||
|
||||
The platform is a creator economy (players buy UGC from other players). The
|
||||
economy is the highest-risk surface after chat: a single arithmetic or
|
||||
concurrency bug can mint or destroy value and irreversibly erode trust.
|
||||
Correctness is therefore designed in from the start:
|
||||
|
||||
- **One currency, integer units.** Credits are whole-number integers. There are
|
||||
no floats, no rounding, and no client-computed totals.
|
||||
- **Append-only ledger.** Every balance change is a row in a `transactions`
|
||||
table with a signed amount, a `balance_after` snapshot, a reference to the
|
||||
event that caused it, and an **idempotency key** so retries cannot double
|
||||
credit or double debit.
|
||||
- **Atomic, locked mutations.** Balance changes run in a single database
|
||||
transaction with row locking (`SELECT ... FOR UPDATE`) so concurrent
|
||||
purchases/payouts cannot race.
|
||||
- **Escrow hold.** Marketplace proceeds are held in `pending_escrow` for a
|
||||
configurable window before becoming available to the seller, so fraudulent
|
||||
or moderated sales can be reversed without clawing back paid-out funds.
|
||||
- **Server-authoritative fees.** The platform commission is computed
|
||||
server-side from a configured rate; the client never supplies the fee or the
|
||||
seller's net.
|
||||
|
||||
## 3. Existing constraints (do not re-build)
|
||||
|
||||
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
|
||||
`app/dependencies.py`. All economy endpoints reuse this.
|
||||
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
|
||||
Existing tables: `users`, `sessions`, `worlds`, `assets`.
|
||||
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
|
||||
idempotency short-caching and rate limiting.
|
||||
- **Models:** `User` (owner_id), `Asset` (owner_id, is_public, asset_type).
|
||||
Marketplace items reference existing `assets` rows and/or avatar items.
|
||||
- **Content moderation:** `docs/architecture/content_moderation.md` defines
|
||||
flag vocabulary, age gate, and moderation actions. Marketplace items and
|
||||
listings must inherit and enforce these rules (see §7).
|
||||
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no economy UI yet.
|
||||
|
||||
## 4. Key design decisions
|
||||
|
||||
| Concern | Decision |
|
||||
|---|---|
|
||||
| Currency model | Single virtual currency **"Credits" (CR)**, integer units. One wallet row per user; no fractional amounts. |
|
||||
| Ledger | Append-only `transactions` table: signed `amount`, `balance_after`, `reference_type`/`reference_id`, unique `idempotency_key`. |
|
||||
| Concurrency | `SELECT ... FOR UPDATE` on the wallet row inside the mutation transaction; never read-modify-write from stale data. |
|
||||
| Payments | Pluggable `PaymentProvider` interface with a **no-op default** that simulates a confirmed payment for dev/testing (clearly flagged). Stripe/PayPal later. |
|
||||
| Marketplace items | `catalog_items` (what is sold) + `marketplace_listings` (a seller's offer with a price/status). One item can have multiple listings over time. |
|
||||
| Purchase flow | Atomic transaction: debit buyer → hold funds in escrow (`pending_escrow`) → grant item. Platform fee computed server-side. |
|
||||
| Escrow | Configurable hold window (default 72h) before `pending_escrow` becomes available seller earnings. Refunds during the window reverse the sale. |
|
||||
| Fees | Single configurable `MARKETPLACE_FEE_RATE` (default `0.30`). `seller_net = floor(price * (1 - fee_rate))`. |
|
||||
| Creator balance | `creator_balances` table: `available` (earned, payable), `pending` (inside an open payout request), `lifetime_earned`. Updated in the same transaction as the sale completion. |
|
||||
| Payouts | Pluggable `PayoutProvider.pay()` with a no-op default (simulated external ref). Minimum payout threshold, admin review for large payouts. |
|
||||
| Idempotency | Every money-moving request carries a client-generated `Idempotency-Key`; duplicate keys return the original result. |
|
||||
| Rate limiting | Redis token-bucket dependency reused from the social feature for purchase/listing/payout endpoints. |
|
||||
| Moderation | Listings enforce content flags + age gate; moderators can `delist`/`remove`; fraud/chargeback reversal is an audited admin action. |
|
||||
|
||||
## 5. User stories
|
||||
|
||||
### US-1 Currency & wallet
|
||||
As a player, I can see my Credit balance and transaction history, and the system
|
||||
credits/debits my wallet only through server-authoritative events.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Exactly one wallet per user, created lazily on first use.
|
||||
- Balance is always a non-negative integer; no operation can make it negative.
|
||||
- Every mutation appends an immutable ledger row with amount, resulting balance,
|
||||
reference, and idempotency key.
|
||||
- Retrying a request with the same idempotency key does not double-apply.
|
||||
- `GET` endpoints expose current balance and paged transaction history.
|
||||
|
||||
### US-2 Premium purchase (buy Credits)
|
||||
As a player, I can purchase Credits with real money and have them credited only
|
||||
after the payment is confirmed.
|
||||
|
||||
**Acceptance criteria**
|
||||
- A purchase session is created through the payment provider (or the no-op
|
||||
default) and is idempotent.
|
||||
- Credits are granted exactly once, only after a verified provider confirmation
|
||||
(webhook/confirm endpoint), never on client claim.
|
||||
- Purchase amounts are bounded and server-defined; clients cannot pick arbitrary
|
||||
prices.
|
||||
- Confirmation is idempotent and audited (provider reference recorded).
|
||||
|
||||
### US-3 Marketplace listing (sell)
|
||||
As a creator, I can list a catalog item for sale at a Credit price and
|
||||
manage/remove my listings.
|
||||
|
||||
**Acceptance criteria**
|
||||
- A listing references a valid `catalog_item` owned by the seller (or an
|
||||
authorized seller).
|
||||
- Price is bounded (min/max) and set server-side; status transitions are
|
||||
explicit (`active`, `sold`, `delisted`, `removed_by_moderation`).
|
||||
- Only the seller (or a moderator) can update/remove a listing.
|
||||
- Listings are searchable/filterable (item type, price range, owner).
|
||||
|
||||
### US-4 Marketplace purchase (buy)
|
||||
As a player, I can buy a listed item. The purchase is atomic, holds funds in
|
||||
escrow, grants the item, and splits the payment between platform and seller.
|
||||
|
||||
**Acceptance criteria**
|
||||
- A single transaction debits the buyer, holds funds in escrow, and grants the
|
||||
item — no partial states on failure.
|
||||
- Platform fee and seller net are computed server-side from the configured rate.
|
||||
- After the escrow hold window, funds move from escrow to the seller's
|
||||
available balance.
|
||||
- Refunds during the hold window reverse the sale and return funds to the buyer.
|
||||
- Concurrent purchases of a one-of-a-kind listing cannot both succeed.
|
||||
|
||||
### US-5 Creator payouts
|
||||
As a creator, I can view my earned balance, request a payout, and track its
|
||||
status; admins can review and approve/reject payouts.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Available balance is derived only from completed (escrow-released) sales and
|
||||
completed payouts; it never goes negative.
|
||||
- Payout requests are bounded (min threshold, max per period) and rate-limited.
|
||||
- Large payouts require admin review; all payout requests carry an audit trail
|
||||
(requested by, reviewed by, provider reference, status).
|
||||
- The payout provider is called exactly once; idempotent on retry.
|
||||
|
||||
### US-6 Godot client
|
||||
As a player, I can manage Credits, browse/buy/sell marketplace items, and manage
|
||||
payouts from the game UI.
|
||||
|
||||
**Acceptance criteria**
|
||||
- An API client handles JWT auth, HTTP, and idempotency keys for all economy
|
||||
calls.
|
||||
- Dedicated screens: wallet + transaction history, marketplace browse/buy,
|
||||
sell-listing, and creator payout.
|
||||
- The client never computes balances, fees, or seller nets — it only displays
|
||||
server responses.
|
||||
|
||||
## 6. Task breakdown
|
||||
|
||||
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
|
||||
are sequential for dependency chaining.
|
||||
|
||||
| # | Task | Story | Depends on |
|
||||
|---|------|-------|-----------|
|
||||
| 1 | Wallet & ledger models + Alembic migration (`wallets`, `transactions`) | US-1 | — |
|
||||
| 2 | Wallet service (atomic credit/debit, idempotency, locking) + wallet/transactions API | US-1 | 1 |
|
||||
| 3 | Premium purchase: `PaymentProvider` interface + purchase/confirm endpoints | US-2 | 1 |
|
||||
| 4 | Catalog item & listing models + migration (`catalog_items`, `marketplace_listings`, `creator_balances`) | US-3 | 1 |
|
||||
| 5 | Marketplace listing API (create/list/search/update/remove) | US-3 | 4 |
|
||||
| 6 | Marketplace purchase service + API (atomic escrow, fee split, item grant) | US-4 | 2, 4, 5 |
|
||||
| 7 | Creator payout request models + API (`payout_requests`) | US-5 | 2, 6 |
|
||||
| 8 | Payout admin review + `PayoutProvider` + audit | US-5 | 7 |
|
||||
| 9 | Marketplace moderation + content-flag/age-gate enforcement | cross-cutting | 5, 6 |
|
||||
| 10 | Godot economy API client (auth + HTTP + idempotency) | US-6 | 2 |
|
||||
| 11 | Godot wallet & transaction history UI | US-6 | 10 |
|
||||
| 12 | Godot marketplace browse/buy UI | US-6 | 6, 10 |
|
||||
| 13 | Godot selling & payout UI | US-6 | 5, 7, 10 |
|
||||
|
||||
## 7. Phasing
|
||||
|
||||
- **Phase 1 (currency + payments):** tasks 1–3. The foundation — ledger and
|
||||
money movement must be rock-solid before anything spends Credits.
|
||||
- **Phase 2 (marketplace):** tasks 4–6. Listing and atomic purchase with escrow.
|
||||
- **Phase 3 (payouts):** tasks 7–8. Turn released escrow into creator payouts.
|
||||
- **Phase 4 (moderation):** task 9. Lock down the marketplace against mature
|
||||
content and abuse.
|
||||
- **Phase 5 (client):** tasks 10–13, each landing after its backend dependency.
|
||||
|
||||
## 8. Data model sketch
|
||||
|
||||
```text
|
||||
wallets
|
||||
id bigint PK
|
||||
user_id int UNIQUE FK -> users.id
|
||||
balance bigint NOT NULL DEFAULT 0 CHECK (balance >= 0)
|
||||
created_at timestamptz
|
||||
updated_at timestamptz
|
||||
|
||||
transactions (append-only ledger)
|
||||
id bigint PK
|
||||
wallet_id bigint FK -> wallets.id
|
||||
type enum(credit_purchase, marketplace_purchase,
|
||||
marketplace_sale, escrow_release, payout,
|
||||
refund, admin_adjustment)
|
||||
amount bigint NOT NULL (signed)
|
||||
balance_after bigint NOT NULL
|
||||
reference_type text (e.g. "purchase", "sale", "payout_request")
|
||||
reference_id text
|
||||
idempotency_key text UNIQUE
|
||||
metadata_json jsonb
|
||||
created_at timestamptz
|
||||
|
||||
catalog_items
|
||||
id bigint PK
|
||||
owner_id int FK -> users.id
|
||||
asset_id int FK -> assets.id (nullable; null for non-asset virtual items)
|
||||
item_type enum(asset, avatar_item, experience_pass)
|
||||
name text
|
||||
description text
|
||||
metadata_json jsonb
|
||||
created_at timestamptz
|
||||
|
||||
marketplace_listings
|
||||
id bigint PK
|
||||
catalog_item_id bigint FK -> catalog_items.id
|
||||
seller_id int FK -> users.id
|
||||
price bigint NOT NULL CHECK (price > 0)
|
||||
status enum(active, sold, delisted, removed_by_moderation)
|
||||
created_at timestamptz
|
||||
updated_at timestamptz
|
||||
|
||||
purchases
|
||||
id bigint PK
|
||||
listing_id bigint FK -> marketplace_listings.id
|
||||
buyer_id int FK -> users.id
|
||||
seller_id int FK -> users.id
|
||||
price bigint NOT NULL
|
||||
platform_fee bigint NOT NULL
|
||||
seller_net bigint NOT NULL
|
||||
status enum(pending_escrow, completed, refunded, reversed)
|
||||
escrow_hold_until timestamptz
|
||||
created_at timestamptz
|
||||
|
||||
creator_balances
|
||||
id bigint PK
|
||||
user_id int UNIQUE FK -> users.id
|
||||
available bigint NOT NULL DEFAULT 0
|
||||
pending bigint NOT NULL DEFAULT 0
|
||||
lifetime_earned bigint NOT NULL DEFAULT 0
|
||||
updated_at timestamptz
|
||||
|
||||
payout_requests
|
||||
id bigint PK
|
||||
creator_id int FK -> users.id
|
||||
amount bigint NOT NULL CHECK (amount > 0)
|
||||
status enum(pending, approved, paid, rejected)
|
||||
external_ref text
|
||||
provider_ref text
|
||||
requested_by int FK -> users.id
|
||||
reviewed_by int FK -> users.id (nullable)
|
||||
reviewed_at timestamptz
|
||||
created_at timestamptz
|
||||
```
|
||||
|
||||
## 9. Security, anti-fraud & audit
|
||||
|
||||
- **Server-authoritative balances/fees:** clients never compute totals; amounts
|
||||
are validated server-side against bounds and the current listing.
|
||||
- **Row locking:** wallet and creator-balance mutations use `SELECT ... FOR
|
||||
UPDATE` within one transaction.
|
||||
- **Idempotency:** every money-moving endpoint requires an `Idempotency-Key`;
|
||||
duplicate keys return the stored original outcome.
|
||||
- **Rate limiting:** purchase, listing, and payout endpoints are token-bucket
|
||||
rate-limited per user.
|
||||
- **Escrow & reversibility:** funds are not payable until the hold window
|
||||
elapses; chargebacks/refunds reverse before release.
|
||||
- **Moderation:** listings carry the item's effective content flags; mature
|
||||
items require age verification (per `content_moderation.md`); moderators can
|
||||
`delist`/`remove` and trigger audited reversals.
|
||||
- **Audit:** the ledger plus `payout_requests` review fields form an append-only
|
||||
audit trail for every movement of value.
|
||||
|
||||
## 10. Out of scope for this feature
|
||||
|
||||
- Real Stripe/PayPal/KYC integrations (provider interfaces leave the hooks; the
|
||||
defaults are deterministic no-ops).
|
||||
- Subscriptions, recurring billing, or premium memberships.
|
||||
- Gift cards, promotional codes, or user-to-user Credit transfers.
|
||||
- Partial refunds, chargeback disputes, and seller tax/VAT handling.
|
||||
- In-world vending machines / scripted economy triggers (future, built on this
|
||||
ledger via the scripting sandbox).
|
||||
@@ -0,0 +1,170 @@
|
||||
# Social — Friends, Chat & Groups — Plan
|
||||
|
||||
> **Status:** Planned
|
||||
> **Owner:** Platform team
|
||||
> **Feature ID:** `social`
|
||||
> **Godot version:** 4.6.2 stable
|
||||
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document breaks the **Social** feature into user stories and right-sized
|
||||
implementation tasks. The feature delivers:
|
||||
|
||||
- **Friends & following** — a friend request/accept model plus a one-way follow
|
||||
relationship, with block lists.
|
||||
- **Presence & status** — online/offline, custom status message, last-seen.
|
||||
- **Chat** — direct messages (DM) and in-experience (world/room) chat with
|
||||
**first-class safety**: server-side text filtering, report-message, and rate
|
||||
limiting.
|
||||
- **Groups** — named groups with roles (owner/admin/member) and a simple group
|
||||
page.
|
||||
- **Public profiles** — avatar, bio, favorite experiences, and a friends list
|
||||
that respects privacy settings.
|
||||
|
||||
## 2. Why chat safety is the differentiator
|
||||
|
||||
The platform is explicitly meant to pull adults away from a youth-oriented
|
||||
competitor. Chat is the highest-risk surface: it is real-time, user-generated,
|
||||
and where abuse happens fastest. Safety is therefore treated as a **blocking
|
||||
requirement**, not an add-on:
|
||||
|
||||
- Every message passes a **server-side text filter** before it is stored or
|
||||
delivered. The client filter is cosmetic only; the server is authoritative.
|
||||
- Every message can be **reported**; reports flow into a moderation queue with
|
||||
actor + reason + audit trail (mirroring `content_moderation.md`).
|
||||
- Sending is **rate limited** per user (Redis token bucket) to stop flooding and
|
||||
harassment-by-volume.
|
||||
- Report and block are always reachable from a message context in the UI.
|
||||
|
||||
## 3. Existing constraints (do not re-build)
|
||||
|
||||
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
|
||||
`app/dependencies.py`. All social endpoints reuse this.
|
||||
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
|
||||
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
|
||||
presence and rate limiting.
|
||||
- **Models:** `User`, `World` (owner_id), `Asset` (owner_id, is_public). Avatars
|
||||
and favorite-experience references point at existing rows.
|
||||
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no social UI yet.
|
||||
|
||||
## 4. Key design decisions
|
||||
|
||||
| Concern | Decision |
|
||||
|---|---|
|
||||
| Message transport | REST for send/history; **WebSocket** gateway for real-time delivery + presence (matches `networking.md`'s "WebSocket as secondary transport" for chat) |
|
||||
| Presence store | Redis (TTL heartbeat) + persisted `last_seen_at` on the user record |
|
||||
| Text filtering | Pluggable `TextFilter` interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
|
||||
| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
|
||||
| Reports | `message_reports` table + moderation endpoints (list/review/resolve) with audit fields |
|
||||
| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
|
||||
| Privacy | Per-user settings JSON (`profile_visibility`, `friends_list_visibility`, `favorites_visibility`) enforced server-side on every read |
|
||||
| Groups | `groups` + `group_members` (role: owner/admin/member) + group page aggregate endpoint |
|
||||
| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
|
||||
|
||||
## 5. User stories
|
||||
|
||||
### US-1 Friends & following
|
||||
As a player, I can send a friend request, accept/decline incoming requests,
|
||||
unfriend, follow/unfollow other players, and block users so they can't interact
|
||||
with me.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Friend requests are one-directional until accepted; accepted friendships are mutual.
|
||||
- Follow is one-way and requires no approval.
|
||||
- Block prevents DMs, hides the blocked user's profile/friends interactions, and
|
||||
removes any existing friendship/follow between the two.
|
||||
- Duplicate/self requests are rejected idempotently.
|
||||
|
||||
### US-2 Presence & status
|
||||
As a player, I can see whether my friends are online, their custom status, and
|
||||
when they were last seen.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
|
||||
- `last_seen_at` persists and is visible (subject to privacy settings).
|
||||
- Custom status text is optional and length-limited.
|
||||
|
||||
### US-3 Public profiles
|
||||
As a player, I can view a public profile page showing avatar, bio, favorite
|
||||
experiences, and a friends list that respects the owner's privacy settings.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Avatar and bio are editable by the owner only.
|
||||
- Favorite experiences reference existing `World` rows.
|
||||
- A viewer sees only the sections the owner's privacy settings allow; blocked
|
||||
users see a restricted view.
|
||||
|
||||
### US-4 Chat (DM + in-experience) with safety
|
||||
As a player, I can send direct messages and chat inside a world/room. Messages
|
||||
are filtered, rate limited, and reportable.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Server filters message text before storing/delivering; filtered content is either
|
||||
rejected (blocking) or redacted (configurable per filter policy).
|
||||
- Send rate is limited per user (token bucket); excess sends get `429`.
|
||||
- Every message has a stable id, author, timestamp, and conversation/world scope.
|
||||
- Any message can be reported with a reason; reports are stored and reviewable.
|
||||
- Real-time delivery over WebSocket with REST fallback for history.
|
||||
|
||||
### US-5 Groups
|
||||
As a player, I can create a group, join/leave groups, and (as owner/admin)
|
||||
manage roles and view a simple group page.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Each group has exactly one owner and any number of admins/members.
|
||||
- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
|
||||
- Group page lists name, description, member list with roles, and member count.
|
||||
|
||||
### US-6 Godot client
|
||||
As a player, I can access friends, presence, chat, profiles, and groups from the
|
||||
game UI.
|
||||
|
||||
**Acceptance criteria**
|
||||
- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
|
||||
- Dedicated screens/panels: friends+presence, DM & world chat (with report),
|
||||
profile page, group page.
|
||||
- Client-side filtering is cosmetic; server responses remain authoritative.
|
||||
|
||||
## 6. Task breakdown
|
||||
|
||||
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
|
||||
are sequential for dependency chaining.
|
||||
|
||||
| # | Task | Story | Depends on |
|
||||
|---|------|-------|-----------|
|
||||
| 1 | Friends/follow/block models + Alembic migration | US-1 | — |
|
||||
| 2 | Friends & follow API router | US-1 | 1 |
|
||||
| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
|
||||
| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
|
||||
| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
|
||||
| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
|
||||
| 7 | Text filtering service + profanity config | US-4 | — |
|
||||
| 8 | Redis rate-limiting dependency | US-4 | — |
|
||||
| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
|
||||
| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
|
||||
| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
|
||||
| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
|
||||
| 13 | Group + membership models + migration | US-5 | — |
|
||||
| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
|
||||
| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
|
||||
| 16 | Godot friends & presence UI | US-6 | 3, 15 |
|
||||
| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
|
||||
| 18 | Godot profile page UI | US-6 | 5, 15 |
|
||||
| 19 | Godot groups UI + group page | US-6 | 14, 15 |
|
||||
|
||||
## 7. Phasing
|
||||
|
||||
- **Phase 1 (data + core APIs):** tasks 1–5 (friends, presence, profiles).
|
||||
- **Phase 2 (chat safety — the differentiator):** tasks 6–12 (chat + safety +
|
||||
realtime). This is the critical path and highest priority.
|
||||
- **Phase 3 (groups):** tasks 13–14.
|
||||
- **Phase 4 (client):** tasks 15–19, each landing after its backend dependency.
|
||||
|
||||
## 8. Out of scope for this feature
|
||||
|
||||
- Age verification / maturity gating (covered by `content_moderation.md`).
|
||||
- Voice chat, media/image messages, message editing/deletion history.
|
||||
- Third-party profanity/toxicity vendors (the `TextFilter` interface leaves a
|
||||
hook, but the default is deterministic and dependency-free).
|
||||
- Mobile push notifications.
|
||||
@@ -0,0 +1,50 @@
|
||||
# Testing at Package Checkpoints
|
||||
|
||||
A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few
|
||||
real milestones, the client and server builds get packaged together and
|
||||
independently reviewed before anyone calls anything actually done. See
|
||||
`project_agp` in Claude's memory, or ask, for the full definition; this
|
||||
doc is just the mechanical "how do I run the tests" part of that review.
|
||||
|
||||
## Running the suite
|
||||
|
||||
```
|
||||
python scripts/run_checkpoint_tests.py
|
||||
```
|
||||
|
||||
Brings up a throwaway Postgres, runs Alembic migrations against it, runs the
|
||||
backend pytest suite, starts the backend server, and runs every Godot
|
||||
headless smoke test (`scripts/smoke_test_*.gd`) against it. Tears the
|
||||
Postgres container down afterward (`--keep-postgres` to skip that if you
|
||||
want to poke at the DB after a failure).
|
||||
|
||||
If port 5432 is already taken on the machine, pass `--postgres-port` with
|
||||
something else.
|
||||
|
||||
Exit code is 0 only if everything that actually ran passed — suites with
|
||||
nothing to run yet (no Godot binary found, no smoke test scripts yet) are
|
||||
reported SKIPPED, not treated as a failure.
|
||||
|
||||
## What this does and doesn't prove
|
||||
|
||||
Passing this script means: migrations apply cleanly to a genuinely empty
|
||||
database, the backend's unit-level logic is correct, and whatever Godot
|
||||
smoke tests exist actually round-trip against a live backend. It does
|
||||
**not** mean full endpoint/integration coverage exists — see
|
||||
`test_inventory.md` for the current, honest list of what's tested and what
|
||||
isn't. A checkpoint review should still involve reading the actual diffs
|
||||
for anything this script's current coverage doesn't reach, not just running
|
||||
green and calling it done.
|
||||
|
||||
## Growing this over time
|
||||
|
||||
As real integration tests get added (endpoint tests hitting the FastAPI app,
|
||||
more Godot smoke coverage beyond `health_check`), they should land under
|
||||
`backend/tests/` / `scripts/smoke_test_*.gd` respectively — this script
|
||||
picks up new files automatically, nothing to register by hand. Update
|
||||
`test_inventory.md`'s tables when you do, so the inventory stays a source
|
||||
of truth instead of quietly going stale.
|
||||
|
||||
Eventual goal (not implemented yet): gate merges to `main` on this script
|
||||
passing, the same way a real CI pipeline would. For now it's a manual step
|
||||
run at checkpoint review time.
|
||||
@@ -0,0 +1,78 @@
|
||||
# Test Inventory
|
||||
|
||||
What automated coverage actually exists, what it actually verifies, and what
|
||||
doesn't have coverage yet. Keep this current as tests are added — it's the
|
||||
thing a Package Checkpoint review (see `docs/testing/README.md`) reads first
|
||||
to know what "run the tests" actually checked.
|
||||
|
||||
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
|
||||
|
||||
Last verified against `main`: 2026-08-19 (commit `1c75367`).
|
||||
|
||||
## Backend — `backend/tests/` (pytest)
|
||||
|
||||
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
|
||||
reachable Postgres — see the runner script; most of these tests don't
|
||||
actually touch the DB, but the app's import chain requires a valid URL to
|
||||
construct).
|
||||
|
||||
**Current total: 38 tests, all passing on a clean `main` checkout.**
|
||||
|
||||
| File | Tests | What it covers |
|
||||
|---|---|---|
|
||||
| `test_auth_age_gate.py` | 10 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year) + `RegisterRequest` date-of-birth validation (parametrized valid/invalid date rejection). Backs the 18+ registration gate (PR #23). |
|
||||
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
|
||||
|
||||
**What these are, honestly:** pure unit tests of standalone functions
|
||||
(`calculate_age`, the glTF parser, Pydantic validators). None of them spin
|
||||
up the FastAPI app or hit a real endpoint — they run in ~1s and don't
|
||||
actually need Postgres reachable at all (the import chain just needs a
|
||||
syntactically valid `DATABASE_URL`, nothing connects during collection).
|
||||
|
||||
**Known coverage gaps** (real gaps, not placeholders — nothing enforces filling
|
||||
these yet):
|
||||
- No integration/endpoint tests at all — `/register`, `/login`, `/refresh`,
|
||||
`/worlds`, `/assets/*` have zero tests that actually call them through
|
||||
the FastAPI app (e.g. via `httpx.AsyncClient` + `ASGITransport`) against a
|
||||
real (or test) database. Everything currently shipped works because it
|
||||
was manually verified at merge time (checkpoint review), not because a
|
||||
test asserts it.
|
||||
- No tests for the RS256 auth upgrade (key generation, refresh-token
|
||||
issuance/persistence) — PR #30, pending review as of this writing,
|
||||
manually verified (correct key usage, all 38 existing tests still pass)
|
||||
but not covered by an automated test of its own yet.
|
||||
- No tests for the moderation schema/migration (in progress as of this
|
||||
writing) beyond "the migration runs."
|
||||
|
||||
## Godot client — `scripts/smoke_test_*.gd`
|
||||
|
||||
**Nothing merged into `main` yet as of this writing** — `sandbox_probe/test_script.gd`
|
||||
is the only Godot script on `main` right now, and it's **not a real
|
||||
test** (a leftover manual probe, returns a hardcoded string, asserts
|
||||
nothing). Don't count it toward coverage; delete or repurpose it if anyone
|
||||
actually needs a sandbox probe again.
|
||||
|
||||
`scripts/smoke_test_api.gd` (PC1, PR #29, pending review as of this writing)
|
||||
will be the first real one once merged — `ApiClient` autoload's
|
||||
`health_check()` against a **live backend** (set `AGP_API_BASE_URL` to point
|
||||
at one), verified by hand end-to-end before opening the PR: exercises the
|
||||
real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, the
|
||||
result-dictionary contract), not just that the script compiles. Exits 1 on
|
||||
failure, so it's CI/script-friendly.
|
||||
|
||||
Run (once merged): `godot --headless --path . --import` once (builds the
|
||||
class cache — skip this and every `class_name`-declared class falsely
|
||||
errors as undeclared), then for each `scripts/smoke_test_*.gd`:
|
||||
`godot --headless --path . --script res://scripts/<name>.gd`
|
||||
|
||||
**Known gap once it lands:** only `health_check()` is exercised end-to-end.
|
||||
`login`, `register`, `get_worlds`, `get_me` are implemented (see
|
||||
`scripts/api_client.gd`) but have no smoke coverage yet — each would need a
|
||||
real user/world fixture in the target backend to test against meaningfully.
|
||||
|
||||
## What "full coverage" should eventually mean here
|
||||
|
||||
Not defined precisely yet — the honest target as of 2026-08-19 is just
|
||||
"more than pure-function unit tests." As real integration/endpoint tests get
|
||||
added, update the tables above rather than letting this doc drift stale;
|
||||
a wrong inventory is worse than no inventory.
|
||||
@@ -0,0 +1,74 @@
|
||||
[preset.0]
|
||||
|
||||
name="Linux"
|
||||
platform="Linux/X11"
|
||||
runnable=true
|
||||
advanced_options=false
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter=""
|
||||
exclude_filter=""
|
||||
export_path="export/linux/agp-game.x86_64"
|
||||
encryption_include_filters=""
|
||||
encryption_exclude_filters=""
|
||||
encrypt_pck=false
|
||||
encrypt_directory=false
|
||||
script_export_mode=2
|
||||
|
||||
[preset.0.options]
|
||||
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_wrapper=1
|
||||
binary_format/embed_pck=false
|
||||
texture_format/bptc=true
|
||||
texture_format/s3tc=true
|
||||
texture_format/etc=false
|
||||
texture_format/etc2=false
|
||||
binary_format/architecture="x86_64"
|
||||
ssh_remote_deploy/enabled=false
|
||||
|
||||
[preset.1]
|
||||
|
||||
name="Windows Desktop"
|
||||
platform="Windows Desktop"
|
||||
runnable=true
|
||||
advanced_options=false
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter=""
|
||||
exclude_filter=""
|
||||
export_path="export/windows/agp-game.exe"
|
||||
encryption_include_filters=""
|
||||
encryption_exclude_filters=""
|
||||
encrypt_pck=false
|
||||
encrypt_directory=false
|
||||
script_export_mode=2
|
||||
|
||||
[preset.1.options]
|
||||
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_wrapper=1
|
||||
binary_format/embed_pck=false
|
||||
texture_format/bptc=true
|
||||
texture_format/s3tc=true
|
||||
texture_format/etc=false
|
||||
texture_format/etc2=false
|
||||
binary_format/architecture="x86_64"
|
||||
codesign/enable=false
|
||||
application/icon=""
|
||||
application/console_wrapper_icon=""
|
||||
application/icon_interpolation=4
|
||||
application/file_version=""
|
||||
application/product_version=""
|
||||
application/company_name=""
|
||||
application/product_name=""
|
||||
application/file_description=""
|
||||
application/copyright=""
|
||||
application/trademarks=""
|
||||
application/export_angle=0
|
||||
application/export_d3d12=0
|
||||
d3d12/agility_sdk_multizip=0
|
||||
+10
-30
@@ -6,42 +6,22 @@ config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="AGP Game"
|
||||
run/main_scene="res://scenes/server.tscn"
|
||||
config/features=PackedStringArray("4.6.2.stable")
|
||||
config/name="AGP-Game"
|
||||
run/main_scene="res://scenes/main_menu.tscn"
|
||||
config/features=PackedStringArray("4.6.2")
|
||||
agp/api_base_url="http://127.0.0.1:8000"
|
||||
|
||||
[autoload]
|
||||
|
||||
Server="*res://scripts/server.gd"
|
||||
ApiClient="*res://scripts/api_client.gd"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1280
|
||||
window/size/viewport_height=720
|
||||
|
||||
[input]
|
||||
|
||||
move_forward={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_left={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_right={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_down={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
window/stretch/mode="canvas_items"
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="forward_plus"
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
renderer/rendering_method.mobile="gl_compatibility"
|
||||
|
||||
@@ -0,0 +1,174 @@
|
||||
extends Node
|
||||
|
||||
func _ready():
|
||||
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
||||
probe_script_loading()
|
||||
probe_os_apis()
|
||||
probe_file_access()
|
||||
probe_network()
|
||||
probe_classdb()
|
||||
probe_expression_engine()
|
||||
probe_engine_singletons()
|
||||
probe_worker_threads()
|
||||
probe_project_settings()
|
||||
probe_allowlist()
|
||||
print("=== SANDBOX PROBE 6 END ===")
|
||||
get_tree().quit()
|
||||
|
||||
func probe_script_loading():
|
||||
print("--- Script loading ---")
|
||||
var gd = GDScript.new()
|
||||
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
||||
var err = gd.reload()
|
||||
print("GDScript.reload() from source_code err=", err)
|
||||
if err == OK:
|
||||
var inst = gd.new()
|
||||
print(" instantiated, hello()=", inst.call("hello"))
|
||||
var res = load("res://test_script.gd")
|
||||
print("load('res://test_script.gd') = ", res)
|
||||
if res:
|
||||
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
||||
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
||||
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
||||
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
||||
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
||||
|
||||
func probe_os_apis():
|
||||
print("--- OS APIs ---")
|
||||
var out = []
|
||||
var exit_code = OS.execute("echo", ["hello"], out)
|
||||
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
||||
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
||||
print("OS has 'create_process': ", OS.has_method("create_process"))
|
||||
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
||||
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
||||
print("OS.get_executable_path() = ", OS.get_executable_path())
|
||||
|
||||
func probe_file_access():
|
||||
print("--- File access ---")
|
||||
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
||||
print("FileAccess.open('/etc/hostname') = ", f)
|
||||
if f:
|
||||
print(" content: ", f.get_as_text())
|
||||
f.close()
|
||||
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
||||
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
||||
if w:
|
||||
w.store_string("probe")
|
||||
w.close()
|
||||
print(" wrote to /tmp OK")
|
||||
var dir = DirAccess.open("/")
|
||||
print("DirAccess.open('/') = ", dir)
|
||||
if dir:
|
||||
var names = dir.get_files()
|
||||
print(" root files count: ", names.size())
|
||||
var res_dir = DirAccess.open("res://")
|
||||
print("DirAccess.open('res://') = ", res_dir)
|
||||
var user_dir = DirAccess.open("user://")
|
||||
print("DirAccess.open('user://') = ", user_dir)
|
||||
|
||||
func probe_network():
|
||||
print("--- Network ---")
|
||||
var tcp = TCPServer.new()
|
||||
var bind_err = tcp.listen(0)
|
||||
print("TCPServer.listen(0) err=", bind_err)
|
||||
var http = HTTPClient.new()
|
||||
print("HTTPClient instantiated: ", http != null)
|
||||
var http_req = HTTPRequest.new()
|
||||
print("HTTPRequest instantiated: ", http_req != null)
|
||||
var udp = PacketPeerUDP.new()
|
||||
print("PacketPeerUDP instantiated: ", udp != null)
|
||||
var ws = WebSocketPeer.new()
|
||||
print("WebSocketPeer instantiated: ", ws != null)
|
||||
|
||||
func probe_classdb():
|
||||
print("--- ClassDB ---")
|
||||
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
|
||||
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
|
||||
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
|
||||
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
||||
var class_list = ClassDB.get_class_list()
|
||||
print("ClassDB.get_class_list() count: ", class_list.size())
|
||||
var os_methods = ClassDB.class_get_method_list("OS")
|
||||
print("OS method count: ", os_methods.size())
|
||||
var inst = ClassDB.instantiate("Node")
|
||||
print("ClassDB.instantiate('Node') = ", inst)
|
||||
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
||||
|
||||
func probe_expression_engine():
|
||||
print("--- Expression engine ---")
|
||||
var expr = Expression.new()
|
||||
var err = expr.parse("1 + 2")
|
||||
print("Expression.parse('1 + 2') err=", err)
|
||||
if err == OK:
|
||||
var result = expr.execute()
|
||||
print(" Expression.execute() = ", result)
|
||||
var expr2 = Expression.new()
|
||||
err = expr2.parse("OS.get_environment('HOME')")
|
||||
print("Expression.parse('OS.get_environment') err=", err)
|
||||
if err == OK:
|
||||
var result2 = expr2.execute()
|
||||
print(" Expression.execute() = ", result2)
|
||||
var expr3 = Expression.new()
|
||||
err = expr3.parse("get_environment('HOME')", ["OS"])
|
||||
print("Expression.parse with base_instance err=", err)
|
||||
if err == OK:
|
||||
var result3 = expr3.execute([], OS)
|
||||
print(" Expression.execute with OS base = ", result3)
|
||||
var expr4 = Expression.new()
|
||||
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
||||
print("Expression.parse('FileAccess.open') err=", err)
|
||||
if err == OK:
|
||||
var result4 = expr4.execute()
|
||||
print(" Expression.execute() = ", result4)
|
||||
var expr5 = Expression.new()
|
||||
err = expr5.parse("get_tree().quit()")
|
||||
print("Expression.parse('get_tree().quit()') err=", err)
|
||||
if err == OK:
|
||||
var result5 = expr5.execute()
|
||||
print(" Expression.execute() = ", result5)
|
||||
|
||||
func probe_engine_singletons():
|
||||
print("--- Engine singletons ---")
|
||||
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
||||
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
||||
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
||||
|
||||
func probe_worker_threads():
|
||||
print("--- Worker threads ---")
|
||||
var thread = Thread.new()
|
||||
print(" Thread.new() = ", thread)
|
||||
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
||||
|
||||
func probe_project_settings():
|
||||
print("--- Project settings ---")
|
||||
var settings = ProjectSettings.get_property_list()
|
||||
var relevant = []
|
||||
for s in settings:
|
||||
var name = String(s.name)
|
||||
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
|
||||
relevant.append(name)
|
||||
print(" Sandbox/security project settings: ", relevant)
|
||||
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
|
||||
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
|
||||
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
|
||||
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
||||
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
||||
|
||||
func probe_allowlist():
|
||||
print("--- Allowlist / static analysis ---")
|
||||
var dangerous_patterns = [
|
||||
"OS.execute", "OS.create_process", "OS.get_environment",
|
||||
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
||||
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
||||
"get_tree().quit", "ProjectSettings"
|
||||
]
|
||||
var test_script = """extends Node
|
||||
func _ready():
|
||||
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
||||
OS.execute("rm", ["-rf", "/"])
|
||||
"""
|
||||
print(" Test script contains dangerous patterns:")
|
||||
for p in dangerous_patterns:
|
||||
if p in test_script:
|
||||
print(" DETECTED: ", p)
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
||||
|
||||
[node name="Probe6" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -0,0 +1,8 @@
|
||||
; Engine configuration file.
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="sandbox_probe"
|
||||
run/main_scene="res://probe6.tscn"
|
||||
config/features=PackedStringArray("4.6")
|
||||
@@ -0,0 +1,4 @@
|
||||
extends RefCounted
|
||||
|
||||
func hello():
|
||||
return "from test_script.gd"
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://main_scene"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/chunk_stream_manager.gd" id="1_chunk_stream"]
|
||||
|
||||
[node name="Main" type="Node3D"]
|
||||
script = ExtResource("1_chunk_stream")
|
||||
@@ -0,0 +1,114 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://main_menu_scene"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
|
||||
|
||||
[node name="MainMenu" type="Control"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_main")
|
||||
|
||||
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
|
||||
layout_mode = 1
|
||||
theme_override_constants/separation = 16
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "AGP Game"
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 72
|
||||
|
||||
[node name="AuthPanel" type="PanelContainer" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
visible = false
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="CenterContainer/VBoxContainer/AuthPanel"]
|
||||
layout_mode = 1
|
||||
theme_override_constants/margin_left = 24
|
||||
theme_override_constants/margin_top = 24
|
||||
theme_override_constants/margin_right = 24
|
||||
theme_override_constants/margin_bottom = 24
|
||||
|
||||
[node name="AuthVBox" type="VBoxContainer" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer"]
|
||||
layout_mode = 1
|
||||
theme_override_constants/separation = 8
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="AuthModeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
text = "Login"
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 24
|
||||
|
||||
[node name="UsernameEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
placeholder_text = "Username"
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="PasswordEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
placeholder_text = "Password"
|
||||
size_flags_horizontal = 3
|
||||
echo_password = true
|
||||
|
||||
[node name="EmailEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
visible = false
|
||||
placeholder_text = "Email"
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="DOBEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
visible = false
|
||||
placeholder_text = "Date of Birth (YYYY-MM-DD)"
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="ModeToggle" type="CheckButton" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
text = "Register"
|
||||
|
||||
[node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
text = "Login"
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="AuthStatusLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
text = ""
|
||||
horizontal_alignment = 1
|
||||
autowrap_mode = 2
|
||||
visible = false
|
||||
|
||||
[node name="WelcomeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||
layout_mode = 1
|
||||
visible = false
|
||||
text = ""
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "Play"
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "Quit"
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
|
||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
|
||||
[connection signal="toggled" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle" to="." method="_on_mode_toggle_toggled"]
|
||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"]
|
||||
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"]
|
||||
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"]
|
||||
@@ -1,6 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
|
||||
|
||||
[node name="Player" type="CharacterBody3D"]
|
||||
script = ExtResource("1")
|
||||
@@ -1,3 +0,0 @@
|
||||
[gd_scene load_steps=1 format=3]
|
||||
|
||||
[node name="Server" type="Node"]
|
||||
@@ -0,0 +1,76 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/world_list.gd" id="1_wl"]
|
||||
|
||||
[node name="WorldList" type="Control"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_wl")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
layout_mode = 3
|
||||
theme_override_constants/separation = 8
|
||||
size_flags_horizontal = 4
|
||||
size_flags_vertical = 4
|
||||
|
||||
[node name="HeaderHBox" type="HBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 3
|
||||
size_flags_horizontal = 4
|
||||
theme_override_constants/separation = 16
|
||||
|
||||
[node name="BackButton" type="Button" parent="VBoxContainer/HeaderHBox"]
|
||||
layout_mode = 3
|
||||
text = "< Back"
|
||||
size_flags_horizontal = 0
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="VBoxContainer/HeaderHBox"]
|
||||
layout_mode = 3
|
||||
text = "Browse Worlds"
|
||||
horizontal_alignment = 1
|
||||
size_flags_horizontal = 4
|
||||
theme_override_font_sizes/font_size = 28
|
||||
|
||||
[node name="RefreshButton" type="Button" parent="VBoxContainer/HeaderHBox"]
|
||||
layout_mode = 3
|
||||
text = "Refresh"
|
||||
size_flags_horizontal = 0
|
||||
|
||||
[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
|
||||
layout_mode = 3
|
||||
size_flags_horizontal = 4
|
||||
size_flags_vertical = 4
|
||||
horizontal_mode = 2
|
||||
vertical_mode = 2
|
||||
|
||||
[node name="WorldList" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
|
||||
layout_mode = 3
|
||||
size_flags_horizontal = 4
|
||||
size_flags_vertical = 4
|
||||
theme_override_constants/separation = 8
|
||||
|
||||
[node name="LoadingLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 3
|
||||
text = "Loading worlds..."
|
||||
visible = false
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 18
|
||||
|
||||
[node name="ErrorLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 3
|
||||
text = ""
|
||||
visible = false
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 18
|
||||
|
||||
[node name="EmptyLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 3
|
||||
text = ""
|
||||
visible = false
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 18
|
||||
|
||||
[connection signal="pressed" from="VBoxContainer/HeaderHBox/BackButton" to="." method="_on_back_button_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/HeaderHBox/RefreshButton" to="." method="_on_refresh_button_pressed"]
|
||||
@@ -0,0 +1,292 @@
|
||||
extends Node
|
||||
## Central HTTP client singleton (autoload name: "ApiClient").
|
||||
##
|
||||
## Every network call in the game flows through this class. Callers use the
|
||||
## high-level helpers ([method login], [method register], [method get_worlds],
|
||||
## [method health_check], [method get_me]) or the generic [method request]
|
||||
## primitive. All results conform to the result-dictionary contract below.
|
||||
##
|
||||
## [b]Result Dictionary Contract[/b]
|
||||
## Every public method returns (after `await`) a Dictionary with this shape:
|
||||
##
|
||||
## {
|
||||
## "ok": bool, # true for HTTP 2xx, false otherwise
|
||||
## "status": int, # HTTP status code (0 on network failure)
|
||||
## "data": Variant, # parsed JSON body on success (null otherwise)
|
||||
## "detail": String, # human-readable message
|
||||
## }
|
||||
##
|
||||
## Network failures (timeout / DNS / refused connection) return `status == 0`
|
||||
## with a `detail` describing the transport failure. Non-2xx responses return
|
||||
## the real HTTP status and the backend's `detail` field from the JSON error
|
||||
## body when present. No caller can crash on a failed request.
|
||||
##
|
||||
## [b]Token storage[/b]
|
||||
## JWTs are kept in memory. [method set_token] is the single seam for future
|
||||
## disk persistence (override it to save to `user://`).
|
||||
##
|
||||
## [b]Usage[/b]
|
||||
## var result: Dictionary = await ApiClient.login("alice", "secret")
|
||||
## if result.ok:
|
||||
## print("Logged in!")
|
||||
## else:
|
||||
## print("Error: ", result.detail)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Token storage
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
var _access_token: String = ""
|
||||
var _token_type: String = "Bearer"
|
||||
|
||||
## Full Authorization header value, e.g. "Bearer eyJ...". Empty if no token.
|
||||
var bearer_token: String:
|
||||
get:
|
||||
return _token_type + " " + _access_token if _access_token != "" else ""
|
||||
|
||||
|
||||
## Whether an access token is currently stored.
|
||||
func has_token() -> bool:
|
||||
return _access_token != ""
|
||||
|
||||
|
||||
## Set the access token (called after login / register / token refresh).
|
||||
## This is the persistence seam: override to also write to disk.
|
||||
func set_token(access_token: String, token_type: String = "Bearer") -> void:
|
||||
_access_token = access_token
|
||||
_token_type = token_type
|
||||
|
||||
|
||||
## Clear stored tokens.
|
||||
func clear_token() -> void:
|
||||
_access_token = ""
|
||||
_token_type = "Bearer"
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Configuration
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
var _base_url: String = "http://127.0.0.1:8000"
|
||||
|
||||
## Request timeout in seconds. 0 disables the timeout.
|
||||
var timeout_seconds: float = 10.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Environment variable override (e.g. for headless smoke tests against a
|
||||
# backend on a non-default port). Falls back to the ProjectSetting, then
|
||||
# to the documented default.
|
||||
var env_url := OS.get_environment("AGP_API_BASE_URL")
|
||||
if env_url != "":
|
||||
_base_url = env_url.rstrip("/")
|
||||
else:
|
||||
_base_url = str(ProjectSettings.get_setting(
|
||||
"application/agp/api_base_url",
|
||||
"http://127.0.0.1:8000"
|
||||
)).rstrip("/")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Core request primitive
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Generic request primitive. Awaitable via `await`.
|
||||
##
|
||||
## Uses a dedicated HTTPRequest node per call so concurrent requests can never
|
||||
## cross-talk, and so the result maps 1:1 to the awaiting caller.
|
||||
##
|
||||
## @param method HTTPClient.Method enum value (GET/POST/PUT/PATCH/DELETE).
|
||||
## @param path URL path, e.g. "/api/health".
|
||||
## @param body Request body string (JSON or form-encoded).
|
||||
## @param content_type "application/json" or "application/x-www-form-urlencoded".
|
||||
## @param require_auth If true, attach the stored bearer token when present.
|
||||
## @return Result dictionary conforming to the contract.
|
||||
func request(
|
||||
method: HTTPClient.Method,
|
||||
path: String,
|
||||
body: String = "",
|
||||
content_type: String = "application/json",
|
||||
require_auth: bool = false
|
||||
) -> Dictionary:
|
||||
var http := HTTPRequest.new()
|
||||
http.timeout = timeout_seconds
|
||||
http.max_redirects = 8
|
||||
http.accept_gzip = true
|
||||
add_child(http)
|
||||
|
||||
var headers := PackedStringArray()
|
||||
headers.append("Accept: application/json")
|
||||
if content_type != "":
|
||||
headers.append("Content-Type: " + content_type)
|
||||
if require_auth and has_token():
|
||||
headers.append("Authorization: " + bearer_token)
|
||||
|
||||
var url := _base_url + path
|
||||
var err := http.request(url, headers, method, body)
|
||||
if err != OK:
|
||||
http.queue_free()
|
||||
return _make_result(false, 0, null, "Failed to start request: " + _error_string(err))
|
||||
|
||||
# request_completed emits (result, response_code, headers, body).
|
||||
var args: Array = await http.request_completed
|
||||
var result_code: int = args[0]
|
||||
var response_code: int = args[1]
|
||||
var response_body: PackedByteArray = args[3]
|
||||
http.queue_free()
|
||||
|
||||
# Transport-level failure (timeout / DNS / refused / TLS, etc.).
|
||||
if result_code != HTTPRequest.RESULT_SUCCESS:
|
||||
return _make_result(false, 0, null, _transport_error_detail(result_code))
|
||||
|
||||
# Server accepted the connection but returned no HTTP status line.
|
||||
if response_code == 0:
|
||||
return _make_result(false, 0, null, "No response received from server.")
|
||||
|
||||
var json_string := response_body.get_string_from_utf8()
|
||||
var ok := response_code >= 200 and response_code < 300
|
||||
|
||||
if ok:
|
||||
var data: Variant = _parse_json(json_string)
|
||||
return _make_result(true, response_code, data, "OK")
|
||||
|
||||
# Non-2xx: surface the backend's "detail" message when available.
|
||||
var detail := "HTTP error %d" % response_code
|
||||
var parsed: Variant = _parse_json(json_string)
|
||||
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
|
||||
detail = str((parsed as Dictionary)["detail"])
|
||||
return _make_result(false, response_code, null, detail)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# High-level helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Log in with username/password (OAuth2PasswordRequestForm).
|
||||
## On success stores the returned access token.
|
||||
func login(username: String, password: String) -> Dictionary:
|
||||
var form := "username=" + username.uri_encode() + "&password=" + password.uri_encode()
|
||||
var result := await request(
|
||||
HTTPClient.METHOD_POST,
|
||||
"/api/auth/login",
|
||||
form,
|
||||
"application/x-www-form-urlencoded",
|
||||
false
|
||||
)
|
||||
_store_token_from_result(result)
|
||||
return result
|
||||
|
||||
|
||||
## Register a new user. On success stores the returned access token.
|
||||
## @param date_of_birth ISO date string "YYYY-MM-DD".
|
||||
func register(
|
||||
username: String,
|
||||
email: String,
|
||||
password: String,
|
||||
date_of_birth: String
|
||||
) -> Dictionary:
|
||||
var payload := {
|
||||
"username": username,
|
||||
"email": email,
|
||||
"password": password,
|
||||
"date_of_birth": date_of_birth,
|
||||
}
|
||||
var result := await request(
|
||||
HTTPClient.METHOD_POST,
|
||||
"/api/auth/register",
|
||||
JSON.stringify(payload),
|
||||
"application/json",
|
||||
false
|
||||
)
|
||||
_store_token_from_result(result)
|
||||
return result
|
||||
|
||||
|
||||
## List worlds visible to the current user (requires auth).
|
||||
## @param visibility Optional filter: "public", "private", "friends_only".
|
||||
func get_worlds(skip: int = 0, limit: int = 50, visibility: String = "") -> Dictionary:
|
||||
var path := "/api/worlds/?skip=%d&limit=%d" % [skip, limit]
|
||||
if visibility != "":
|
||||
path += "&visibility=" + visibility.uri_encode()
|
||||
return await request(HTTPClient.METHOD_GET, path, "", "application/json", true)
|
||||
|
||||
|
||||
## Ping the backend health endpoint (no auth).
|
||||
func health_check() -> Dictionary:
|
||||
return await request(HTTPClient.METHOD_GET, "/api/health", "", "application/json", false)
|
||||
|
||||
|
||||
## Fetch the current user's profile from the stored JWT (requires auth).
|
||||
func get_me() -> Dictionary:
|
||||
return await request(HTTPClient.METHOD_GET, "/api/users/me", "", "application/json", true)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Internals
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _store_token_from_result(result: Dictionary) -> void:
|
||||
if result.ok and result.data is Dictionary:
|
||||
var token: String = str((result.data as Dictionary).get("access_token", ""))
|
||||
if token != "":
|
||||
set_token(token)
|
||||
|
||||
|
||||
func _parse_json(text: String) -> Variant:
|
||||
if text == "":
|
||||
return null
|
||||
var parsed: Variant = JSON.parse_string(text)
|
||||
if parsed == null:
|
||||
# null is ambiguous (valid JSON "null" vs parse failure). Fall back to
|
||||
# the raw string so callers never lose the body entirely.
|
||||
return text if text != "null" else null
|
||||
return parsed
|
||||
|
||||
|
||||
func _make_result(ok: bool, status: int, data: Variant, detail: String) -> Dictionary:
|
||||
return {
|
||||
"ok": ok,
|
||||
"status": status,
|
||||
"data": data,
|
||||
"detail": detail,
|
||||
}
|
||||
|
||||
|
||||
func _transport_error_detail(result_code: int) -> String:
|
||||
match result_code:
|
||||
HTTPRequest.RESULT_CANT_CONNECT:
|
||||
return "Could not connect to server. Is it running?"
|
||||
HTTPRequest.RESULT_CANT_RESOLVE:
|
||||
return "Could not resolve server hostname."
|
||||
HTTPRequest.RESULT_CONNECTION_ERROR:
|
||||
return "Connection error."
|
||||
HTTPRequest.RESULT_TLS_HANDSHAKE_ERROR:
|
||||
return "TLS handshake failed."
|
||||
HTTPRequest.RESULT_NO_RESPONSE:
|
||||
return "No response from server."
|
||||
HTTPRequest.RESULT_BODY_SIZE_LIMIT_EXCEEDED:
|
||||
return "Response body too large."
|
||||
HTTPRequest.RESULT_BODY_DECOMPRESS_FAILED:
|
||||
return "Failed to decompress response body."
|
||||
HTTPRequest.RESULT_REQUEST_FAILED:
|
||||
return "Request failed."
|
||||
HTTPRequest.RESULT_TIMEOUT:
|
||||
return "Request timed out."
|
||||
_:
|
||||
return "Network error (code %d)." % result_code
|
||||
|
||||
|
||||
func _error_string(err_code: int) -> String:
|
||||
match err_code:
|
||||
OK:
|
||||
return "OK"
|
||||
ERR_UNCONFIGURED:
|
||||
return "HTTPRequest not configured (not in tree)."
|
||||
ERR_BUSY:
|
||||
return "HTTPRequest is busy with a previous request."
|
||||
ERR_INVALID_PARAMETER:
|
||||
return "Invalid URL format."
|
||||
ERR_CANT_CONNECT:
|
||||
return "Cannot connect to host."
|
||||
_:
|
||||
return "Unknown error (%d)." % err_code
|
||||
@@ -0,0 +1 @@
|
||||
uid://cjd0uhll7iylj
|
||||
Executable
+42
@@ -0,0 +1,42 @@
|
||||
#!/usr/bin/env bash
|
||||
# Headless CI export for Linux and Windows.
|
||||
#
|
||||
# Requires:
|
||||
# - Godot 4.6.2 (the exact version this project + export_presets.cfg were
|
||||
# built against; a different Godot minor version's export templates are
|
||||
# not guaranteed compatible)
|
||||
# - The matching export templates installed at
|
||||
# ~/.local/share/godot/export_templates/4.6.2.stable/
|
||||
# (download: https://godotengine.org/download/archive/4.6.2-stable/,
|
||||
# "Export templates" -- NOT the same as the editor download)
|
||||
# - godot on PATH (or set GODOT_BIN below)
|
||||
#
|
||||
# Usage: scripts/build.sh
|
||||
# Output: export/linux/agp-game.x86_64, export/windows/agp-game.exe
|
||||
|
||||
set -euo pipefail
|
||||
cd "$(dirname "$0")/.."
|
||||
|
||||
GODOT_BIN="${GODOT_BIN:-godot}"
|
||||
if ! command -v "$GODOT_BIN" >/dev/null 2>&1; then
|
||||
if [ -x "$HOME/godot/godot" ]; then
|
||||
GODOT_BIN="$HOME/godot/godot"
|
||||
else
|
||||
echo "godot binary not found (checked PATH and ~/godot/godot)." >&2
|
||||
exit 1
|
||||
fi
|
||||
fi
|
||||
|
||||
echo "Godot version: $("$GODOT_BIN" --version)"
|
||||
|
||||
mkdir -p export/linux export/windows
|
||||
|
||||
echo "=== Exporting Linux/X11 ==="
|
||||
"$GODOT_BIN" --headless --path . --export-release "Linux" export/linux/agp-game.x86_64
|
||||
|
||||
echo "=== Exporting Windows Desktop ==="
|
||||
"$GODOT_BIN" --headless --path . --export-release "Windows Desktop" export/windows/agp-game.exe
|
||||
|
||||
echo ""
|
||||
echo "Build artifacts:"
|
||||
ls -la export/linux export/windows
|
||||
@@ -0,0 +1,105 @@
|
||||
class_name Chunk
|
||||
extends Node3D
|
||||
## A single world chunk. Holds the chunk coordinate, bounds, and the
|
||||
## visual/gameplay content for that region of the world.
|
||||
##
|
||||
## Chunks are the atomic unit of world geometry, gameplay objects, and
|
||||
## persistence (see docs/architecture/world.md). The server loads and saves
|
||||
## whole chunks; clients stream the chunks around them.
|
||||
|
||||
## Default chunk dimensions in world units (tiles). Matches the constants in
|
||||
## docs/architecture/world.md section 2.2.
|
||||
const CHUNK_SIZE_X: int = 32
|
||||
const CHUNK_SIZE_Y: int = 32
|
||||
const CHUNK_SIZE_Z: int = 1
|
||||
|
||||
## World-space origin of chunk coordinate (0,0).
|
||||
const CHUNK_ORIGIN := Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
## Chunk coordinate (cx, cy, cz) in chunk space.
|
||||
var coord := Vector3i.ZERO
|
||||
|
||||
## The canonical chunk key: "{world_id}:{room_id}:{cx}:{cy}:{cz}".
|
||||
var key: String = ""
|
||||
|
||||
## World and room identifiers this chunk belongs to.
|
||||
var world_id: String = ""
|
||||
var room_id: String = ""
|
||||
|
||||
## Format version of the chunk payload (currently 1).
|
||||
var format_version: int = 1
|
||||
|
||||
## Revision counter, incremented on every write. Used for optimistic
|
||||
## concurrency and change detection.
|
||||
var revision: int = 0
|
||||
|
||||
## Whether this chunk has been modified in memory but not yet flushed.
|
||||
var dirty: bool = false
|
||||
|
||||
## Container for static objects (props, geometry) in this chunk.
|
||||
var objects: Array[Node3D] = []
|
||||
|
||||
## Container for dynamic object templates (spawnable entities).
|
||||
var dynamic_templates: Array[Node3D] = []
|
||||
|
||||
## The world-space bounding box of this chunk.
|
||||
var bounds: AABB
|
||||
|
||||
|
||||
func _init(p_coord: Vector3i = Vector3i.ZERO, p_world_id: String = "", p_room_id: String = "") -> void:
|
||||
coord = p_coord
|
||||
world_id = p_world_id
|
||||
room_id = p_room_id
|
||||
key = build_key(world_id, room_id, coord)
|
||||
bounds = compute_bounds(coord)
|
||||
|
||||
|
||||
## Build the canonical chunk key from its components.
|
||||
static func build_key(p_world_id: String, p_room_id: String, p_coord: Vector3i) -> String:
|
||||
return "%s:%s:%d:%d:%d" % [p_world_id, p_room_id, p_coord.x, p_coord.y, p_coord.z]
|
||||
|
||||
|
||||
## Compute the world-space bounding box for a chunk coordinate.
|
||||
static func compute_bounds(p_coord: Vector3i) -> AABB:
|
||||
var min_pos := Vector3(
|
||||
CHUNK_ORIGIN.x + p_coord.x * CHUNK_SIZE_X,
|
||||
CHUNK_ORIGIN.y + p_coord.y * CHUNK_SIZE_Y,
|
||||
CHUNK_ORIGIN.z + p_coord.z * CHUNK_SIZE_Z
|
||||
)
|
||||
return AABB(min_pos, Vector3(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z))
|
||||
|
||||
|
||||
## Compute the chunk coordinate that contains a world-space position.
|
||||
static func coord_for_position(p_pos: Vector3) -> Vector3i:
|
||||
return Vector3i(
|
||||
int(floor((p_pos.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)),
|
||||
int(floor((p_pos.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)),
|
||||
int(floor((p_pos.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z))
|
||||
)
|
||||
|
||||
|
||||
## Add a static object to this chunk.
|
||||
func add_object(p_object: Node3D) -> void:
|
||||
objects.append(p_object)
|
||||
add_child(p_object)
|
||||
|
||||
|
||||
## Add a dynamic object template to this chunk.
|
||||
func add_dynamic_template(p_template: Node3D) -> void:
|
||||
dynamic_templates.append(p_template)
|
||||
add_child(p_template)
|
||||
|
||||
|
||||
## Remove all objects from this chunk.
|
||||
func clear_objects() -> void:
|
||||
for obj in objects:
|
||||
if is_instance_valid(obj):
|
||||
obj.queue_free()
|
||||
objects.clear()
|
||||
dynamic_templates.clear()
|
||||
|
||||
|
||||
## Mark this chunk as dirty (modified but not yet persisted).
|
||||
func mark_dirty() -> void:
|
||||
dirty = true
|
||||
revision += 1
|
||||
@@ -0,0 +1 @@
|
||||
uid://dc6j7kqjitc6g
|
||||
@@ -0,0 +1,667 @@
|
||||
class_name ChunkDataDecoder
|
||||
extends RefCounted
|
||||
## Decodes chunk binary payloads (and JSON) into logical chunk data.
|
||||
##
|
||||
## Implements the binary format spec from docs/architecture/world.md §3.6.
|
||||
## Both the Godot client and Python backend use this class to ensure
|
||||
## identical encoding/decoding behavior.
|
||||
##
|
||||
## ## Binary Format Overview
|
||||
##
|
||||
## ```
|
||||
## Header (48 bytes):
|
||||
## [0:4] magic "AGPC"
|
||||
## [4:6] version (uint16 LE)
|
||||
## [6:8] header_len (uint16 LE)
|
||||
## [8:12] flags (uint32 LE)
|
||||
## [12:16] payload_len (uint32 LE)
|
||||
## [16:48] checksum (SHA-256 hex, 32 bytes)
|
||||
##
|
||||
## Payload Body (sections):
|
||||
## [section_id:1][section_len:4][data:section_len]
|
||||
## ```
|
||||
|
||||
|
||||
## Content flags parsed from a chunk.
|
||||
class ContentFlags:
|
||||
## Severity levels: 0=none, 1=mild, 2=moderate, 3=severe
|
||||
var violence: int = 0
|
||||
var sexual: int = 0
|
||||
var language: int = 0
|
||||
var substance: int = 0
|
||||
var gambling: int = 0
|
||||
var horror: int = 0
|
||||
var hate: int = 0
|
||||
var custom: int = 0
|
||||
var mature: bool = false
|
||||
var sources: Array[String] = []
|
||||
|
||||
func is_mature() -> bool:
|
||||
return mature
|
||||
|
||||
func has_severe_content() -> bool:
|
||||
return (violence >= 3 or sexual >= 3 or language >= 3 or
|
||||
substance >= 3 or gambling >= 3 or horror >= 3 or
|
||||
hate >= 3 or custom >= 3)
|
||||
|
||||
func get_max_severity() -> int:
|
||||
return maxi(
|
||||
violence, maxi(sexual, maxi(language, maxi(substance,
|
||||
maxi(gambling, maxi(horror, maxi(hate, custom)))))))
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"categories": {
|
||||
"violence": violence,
|
||||
"sexual": sexual,
|
||||
"language": language,
|
||||
"substance": substance,
|
||||
"gambling": gambling,
|
||||
"horror": horror,
|
||||
"hate": hate,
|
||||
"custom": custom,
|
||||
},
|
||||
"mature": mature,
|
||||
"sources": sources,
|
||||
}
|
||||
|
||||
func from_dict(d: Dictionary) -> void:
|
||||
if d.has("categories"):
|
||||
violence = d["categories"].get("violence", 0)
|
||||
sexual = d["categories"].get("sexual", 0)
|
||||
language = d["categories"].get("language", 0)
|
||||
substance = d["categories"].get("substance", 0)
|
||||
gambling = d["categories"].get("gambling", 0)
|
||||
horror = d["categories"].get("horror", 0)
|
||||
hate = d["categories"].get("hate", 0)
|
||||
custom = d["categories"].get("custom", 0)
|
||||
mature = d.get("mature", false)
|
||||
sources = d.get("sources", [])
|
||||
|
||||
|
||||
## A tile layer definition (palette + dense tile indices).
|
||||
class TileLayerData:
|
||||
var name: String = ""
|
||||
var layer_id: int = 0
|
||||
var width: int = 0
|
||||
var height: int = 0
|
||||
var depth: int = 1
|
||||
var palette: Array[TileDef] = []
|
||||
var tiles: PackedInt32Array = PackedInt32Array()
|
||||
|
||||
func tile_count() -> int:
|
||||
return width * height * depth
|
||||
|
||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||
return 0 # Out of bounds returns empty tile
|
||||
var idx := (z * height + y) * width + x
|
||||
if idx < tiles.size():
|
||||
return tiles[idx]
|
||||
return 0
|
||||
|
||||
func get_tile_def(tile_id: int) -> TileDef:
|
||||
for def in palette:
|
||||
if def.id == tile_id:
|
||||
return def
|
||||
return null
|
||||
|
||||
|
||||
## A world object parsed from chunk data.
|
||||
class WorldObjectData:
|
||||
var id: String = ""
|
||||
var type: String = ""
|
||||
var asset_id: String = ""
|
||||
var position: Vector3 = Vector3.ZERO
|
||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
||||
var scale: Vector3 = Vector3.ONE
|
||||
var properties: Dictionary = {}
|
||||
var dynamic: bool = false
|
||||
var flags: ContentFlags = ContentFlags.new()
|
||||
|
||||
|
||||
## The complete decoded chunk payload.
|
||||
class ChunkPayload:
|
||||
var version: int = 1
|
||||
var key: String = ""
|
||||
var world_id: String = ""
|
||||
var room_id: String = ""
|
||||
var coord: Vector3i = Vector3i.ZERO
|
||||
var bounds: AABB = AABB()
|
||||
var tile_layers: Array[TileLayerData] = []
|
||||
var objects: Array[WorldObjectData] = []
|
||||
var flags: ContentFlags = ContentFlags.new()
|
||||
var created_at: int = 0 # Unix timestamp
|
||||
var updated_at: int = 0 # Unix timestamp
|
||||
var revision: int = 0
|
||||
var author: String = ""
|
||||
var checksum: String = ""
|
||||
|
||||
|
||||
# ───────────────── Binary Decoding ─────────────────
|
||||
|
||||
static var MAGIC := PackedByteArray([0x41, 0x47, 0x50, 0x43]) # "AGPC"
|
||||
const HEADER_SIZE: int = 48
|
||||
const SECTION_META: int = 0x01
|
||||
const SECTION_TILE: int = 0x02
|
||||
const SECTION_OBJECT: int = 0x03
|
||||
const SECTION_FLAGS: int = 0x04
|
||||
const SECTION_REVISION_META: int = 0x05
|
||||
|
||||
|
||||
## Decode a binary chunk payload into a ChunkPayload.
|
||||
## Returns null if the data is invalid or version is unsupported.
|
||||
static func decode_binary(data: PackedByteArray) -> ChunkPayload:
|
||||
if data.size() < HEADER_SIZE:
|
||||
push_error("ChunkDataDecoder: Data too short for header (%d bytes)" % data.size())
|
||||
return null
|
||||
|
||||
# Verify magic
|
||||
var magic := PackedByteArray(data.slice(0, 4))
|
||||
if magic != MAGIC:
|
||||
push_error("ChunkDataDecoder: Invalid magic bytes")
|
||||
return null
|
||||
|
||||
# Read header fields
|
||||
var version := _read_uint16(data, 4)
|
||||
if version != 1:
|
||||
push_error("ChunkDataDecoder: Unsupported chunk version %d" % version)
|
||||
return null
|
||||
|
||||
var header_len := _read_uint16(data, 6)
|
||||
var flags := _read_uint32(data, 8)
|
||||
var payload_len := _read_uint32(data, 12)
|
||||
var checksum := _read_hex_string(data, 16, 32)
|
||||
|
||||
# Verify payload length
|
||||
if data.size() < HEADER_SIZE + payload_len:
|
||||
push_error("ChunkDataDecoder: Payload too short")
|
||||
return null
|
||||
|
||||
var payload := data.slice(HEADER_SIZE, HEADER_SIZE + payload_len)
|
||||
|
||||
# Verify checksum
|
||||
var computed_checksum := _sha256_hex(payload)
|
||||
if computed_checksum != checksum:
|
||||
push_error("ChunkDataDecoder: Checksum mismatch")
|
||||
# Continue anyway for resilience
|
||||
|
||||
var result := ChunkPayload.new()
|
||||
result.version = version
|
||||
result.checksum = checksum
|
||||
|
||||
# Parse sections
|
||||
var offset := 0
|
||||
while offset < payload.size():
|
||||
if offset + 5 > payload.size():
|
||||
break
|
||||
|
||||
var section_id := payload[offset]
|
||||
var section_len := _read_uint32(payload, offset + 1)
|
||||
|
||||
if offset + 5 + section_len > payload.size():
|
||||
break
|
||||
|
||||
var section_data := payload.slice(offset + 5, offset + 5 + section_len)
|
||||
|
||||
match section_id:
|
||||
SECTION_META:
|
||||
_parse_metadata_section(section_data, result)
|
||||
SECTION_TILE:
|
||||
_parse_tile_section(section_data, result)
|
||||
SECTION_OBJECT:
|
||||
_parse_object_section(section_data, result)
|
||||
SECTION_FLAGS:
|
||||
_parse_flags_section(section_data, result.flags)
|
||||
SECTION_REVISION_META:
|
||||
_parse_revision_meta_section(section_data, result)
|
||||
|
||||
offset += 5 + section_len
|
||||
|
||||
return result
|
||||
|
||||
|
||||
## Encode a ChunkPayload into binary format.
|
||||
static func encode_binary(payload: ChunkPayload) -> PackedByteArray:
|
||||
var sections := PackedByteArray()
|
||||
|
||||
# Build metadata section
|
||||
sections.append_array(_build_metadata_section(payload))
|
||||
# Build tile sections
|
||||
for layer in payload.tile_layers:
|
||||
sections.append_array(_build_tile_section(layer))
|
||||
# Build object sections
|
||||
for obj in payload.objects:
|
||||
sections.append_array(_build_object_section(obj))
|
||||
# Build flags section
|
||||
sections.append_array(_build_flags_section(payload.flags))
|
||||
# Build revision meta section
|
||||
sections.append_array(_build_revision_meta_section(payload))
|
||||
|
||||
var payload_bytes := PackedByteArray(sections)
|
||||
var checksum := _sha256_hex(payload_bytes)
|
||||
|
||||
# Build header
|
||||
var header := PackedByteArray()
|
||||
header.append_array(MAGIC)
|
||||
header.append_array(_write_uint16(1)) # version
|
||||
header.append_array(_write_uint16(0)) # header_len (after this field)
|
||||
header.append_array(_write_uint32(0)) # flags
|
||||
header.append_array(_write_uint32(payload_bytes.size()))
|
||||
header.append_array(_hex_to_bytes(checksum))
|
||||
|
||||
return header + payload_bytes
|
||||
|
||||
|
||||
# ───────────────── Section Parsers ─────────────────
|
||||
|
||||
static func _parse_metadata_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var offset := 0
|
||||
|
||||
# world_id (length-prefixed string)
|
||||
var world_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
result.world_id = data.slice(offset, offset + world_id_len).get_string_from_utf8()
|
||||
offset += world_id_len
|
||||
|
||||
# room_id (length-prefixed string)
|
||||
var room_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
result.room_id = data.slice(offset, offset + room_id_len).get_string_from_utf8()
|
||||
offset += room_id_len
|
||||
|
||||
# coord (3 × int32)
|
||||
result.coord = Vector3i(
|
||||
_read_int32(data, offset),
|
||||
_read_int32(data, offset + 4),
|
||||
_read_int32(data, offset + 8)
|
||||
)
|
||||
offset += 12
|
||||
|
||||
# bounds (6 × float32)
|
||||
var min_pos := Vector3(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8)
|
||||
)
|
||||
var max_pos := Vector3(
|
||||
_read_float32(data, offset + 12),
|
||||
_read_float32(data, offset + 16),
|
||||
_read_float32(data, offset + 20)
|
||||
)
|
||||
result.bounds = AABB(min_pos, max_pos - min_pos)
|
||||
|
||||
|
||||
static func _parse_tile_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var layer := TileLayerData.new()
|
||||
var offset := 0
|
||||
|
||||
# name (length-prefixed string)
|
||||
var name_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
layer.name = data.slice(offset, offset + name_len).get_string_from_utf8()
|
||||
offset += name_len
|
||||
|
||||
# layer_id (uint16)
|
||||
layer.layer_id = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
|
||||
# dimensions (3 × uint16)
|
||||
layer.width = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
layer.height = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
layer.depth = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
|
||||
# palette
|
||||
var palette_count := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
for _i in range(palette_count):
|
||||
var tile_def := TileDef.new()
|
||||
tile_def.id = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
|
||||
var asset_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
tile_def.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
||||
offset += asset_id_len
|
||||
|
||||
tile_def.solid = data[offset] != 0
|
||||
offset += 1
|
||||
|
||||
tile_def.flags = _read_uint32(data, offset)
|
||||
offset += 4
|
||||
|
||||
tile_def.variants = data[offset]
|
||||
offset += 1
|
||||
|
||||
layer.palette.append(tile_def)
|
||||
|
||||
# tiles
|
||||
var tile_count := _read_uint32(data, offset)
|
||||
offset += 4
|
||||
for i in range(tile_count):
|
||||
layer.tiles.append(_read_uint16(data, offset))
|
||||
offset += 2
|
||||
|
||||
result.tile_layers.append(layer)
|
||||
|
||||
|
||||
static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var obj := WorldObjectData.new()
|
||||
var offset := 0
|
||||
|
||||
# id (length-prefixed string)
|
||||
var id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.id = data.slice(offset, offset + id_len).get_string_from_utf8()
|
||||
offset += id_len
|
||||
|
||||
# type (length-prefixed string)
|
||||
var type_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.type = data.slice(offset, offset + type_len).get_string_from_utf8()
|
||||
offset += type_len
|
||||
|
||||
# asset_id (length-prefixed string)
|
||||
var asset_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
||||
offset += asset_id_len
|
||||
|
||||
# position (3 × float32)
|
||||
obj.position = Vector3(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8)
|
||||
)
|
||||
offset += 12
|
||||
|
||||
# rotation (4 × float32)
|
||||
obj.rotation = Vector4(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8),
|
||||
_read_float32(data, offset + 12)
|
||||
)
|
||||
offset += 16
|
||||
|
||||
# scale (3 × float32)
|
||||
obj.scale = Vector3(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8)
|
||||
)
|
||||
offset += 12
|
||||
|
||||
# dynamic (uint8)
|
||||
obj.dynamic = data[offset] != 0
|
||||
offset += 1
|
||||
|
||||
# properties (length-prefixed JSON string)
|
||||
var props_len := _read_uint16(data, offset)
|
||||
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 {}
|
||||
|
||||
# flags (ContentFlags)
|
||||
obj.flags.violence = data[offset]
|
||||
offset += 1
|
||||
obj.flags.sexual = data[offset]
|
||||
offset += 1
|
||||
obj.flags.language = data[offset]
|
||||
offset += 1
|
||||
obj.flags.substance = data[offset]
|
||||
offset += 1
|
||||
obj.flags.gambling = data[offset]
|
||||
offset += 1
|
||||
obj.flags.horror = data[offset]
|
||||
offset += 1
|
||||
obj.flags.hate = data[offset]
|
||||
offset += 1
|
||||
obj.flags.custom = data[offset]
|
||||
offset += 1
|
||||
obj.flags.mature = data[offset] != 0
|
||||
offset += 1
|
||||
|
||||
var source_count := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
for _i in range(source_count):
|
||||
var src_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
||||
offset += src_len
|
||||
|
||||
result.objects.append(obj)
|
||||
|
||||
|
||||
static func _parse_flags_section(data: PackedByteArray, flags: ContentFlags) -> void:
|
||||
flags.violence = data[0]
|
||||
flags.sexual = data[1]
|
||||
flags.language = data[2]
|
||||
flags.substance = data[3]
|
||||
flags.gambling = data[4]
|
||||
flags.horror = data[5]
|
||||
flags.hate = data[6]
|
||||
flags.custom = data[7]
|
||||
flags.mature = data[8] != 0
|
||||
|
||||
var offset := 9
|
||||
var source_count := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
for _i in range(source_count):
|
||||
var src_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
||||
offset += src_len
|
||||
|
||||
|
||||
static func _parse_revision_meta_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var offset := 0
|
||||
# created_at (int64 unix)
|
||||
result.created_at = _read_int64(data, offset)
|
||||
offset += 8
|
||||
# updated_at (int64 unix)
|
||||
result.updated_at = _read_int64(data, offset)
|
||||
offset += 8
|
||||
# revision (uint32)
|
||||
result.revision = _read_uint32(data, offset)
|
||||
offset += 4
|
||||
# author (length-prefixed string)
|
||||
var author_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
result.author = data.slice(offset, offset + author_len).get_string_from_utf8()
|
||||
|
||||
|
||||
# ───────────────── Section Builders ─────────────────
|
||||
|
||||
static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_string(payload.world_id))
|
||||
data.append_array(_write_string(payload.room_id))
|
||||
data.append_array(_write_int32(payload.coord.x))
|
||||
data.append_array(_write_int32(payload.coord.y))
|
||||
data.append_array(_write_int32(payload.coord.z))
|
||||
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
|
||||
|
||||
|
||||
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_string(layer.name))
|
||||
data.append_array(_write_uint16(layer.layer_id))
|
||||
data.append_array(_write_uint16(layer.width))
|
||||
data.append_array(_write_uint16(layer.height))
|
||||
data.append_array(_write_uint16(layer.depth))
|
||||
data.append_array(_write_uint16(layer.palette.size()))
|
||||
|
||||
for tile_def in layer.palette:
|
||||
data.append_array(_write_uint16(tile_def.id))
|
||||
data.append_array(_write_string(tile_def.asset_id))
|
||||
data.append(tile_def.solid as int)
|
||||
data.append_array(_write_uint32(tile_def.flags))
|
||||
data.append(tile_def.variants)
|
||||
|
||||
data.append_array(_write_uint32(layer.tiles.size()))
|
||||
for tile_id in layer.tiles:
|
||||
data.append_array(_write_uint16(tile_id))
|
||||
|
||||
return _wrap_section(data, SECTION_TILE)
|
||||
|
||||
|
||||
static func _build_object_section(obj: WorldObjectData) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_string(obj.id))
|
||||
data.append_array(_write_string(obj.type))
|
||||
data.append_array(_write_string(obj.asset_id))
|
||||
data.append_array(_write_float32(obj.position.x))
|
||||
data.append_array(_write_float32(obj.position.y))
|
||||
data.append_array(_write_float32(obj.position.z))
|
||||
data.append_array(_write_float32(obj.rotation.x))
|
||||
data.append_array(_write_float32(obj.rotation.y))
|
||||
data.append_array(_write_float32(obj.rotation.z))
|
||||
data.append_array(_write_float32(obj.rotation.w))
|
||||
data.append_array(_write_float32(obj.scale.x))
|
||||
data.append_array(_write_float32(obj.scale.y))
|
||||
data.append_array(_write_float32(obj.scale.z))
|
||||
data.append(obj.dynamic as int)
|
||||
|
||||
var props_json := JSON.stringify(obj.properties, " ")
|
||||
data.append_array(_write_string(props_json))
|
||||
|
||||
data.append(obj.flags.violence)
|
||||
data.append(obj.flags.sexual)
|
||||
data.append(obj.flags.language)
|
||||
data.append(obj.flags.substance)
|
||||
data.append(obj.flags.gambling)
|
||||
data.append(obj.flags.horror)
|
||||
data.append(obj.flags.hate)
|
||||
data.append(obj.flags.custom)
|
||||
data.append(obj.flags.mature as int)
|
||||
data.append_array(_write_uint16(obj.flags.sources.size()))
|
||||
for src in obj.flags.sources:
|
||||
data.append_array(_write_string(src))
|
||||
|
||||
return _wrap_section(data, SECTION_OBJECT)
|
||||
|
||||
|
||||
static func _build_flags_section(flags: ContentFlags) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append(flags.violence)
|
||||
data.append(flags.sexual)
|
||||
data.append(flags.language)
|
||||
data.append(flags.substance)
|
||||
data.append(flags.gambling)
|
||||
data.append(flags.horror)
|
||||
data.append(flags.hate)
|
||||
data.append(flags.custom)
|
||||
data.append(flags.mature as int)
|
||||
data.append_array(_write_uint16(flags.sources.size()))
|
||||
for src in flags.sources:
|
||||
data.append_array(_write_string(src))
|
||||
return _wrap_section(data, SECTION_FLAGS)
|
||||
|
||||
|
||||
static func _build_revision_meta_section(payload: ChunkPayload) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_int64(payload.created_at))
|
||||
data.append_array(_write_int64(payload.updated_at))
|
||||
data.append_array(_write_uint32(payload.revision))
|
||||
data.append_array(_write_string(payload.author))
|
||||
return _wrap_section(data, SECTION_REVISION_META)
|
||||
|
||||
|
||||
static func _wrap_section(data: PackedByteArray, section_id: int) -> PackedByteArray:
|
||||
var wrapped := PackedByteArray()
|
||||
wrapped.append(section_id)
|
||||
wrapped.append_array(_write_uint32(data.size()))
|
||||
wrapped.append_array(data)
|
||||
return wrapped
|
||||
|
||||
|
||||
# ───────────────── Binary Helpers ─────────────────
|
||||
|
||||
static func _read_uint16(data: PackedByteArray, offset: int) -> int:
|
||||
return data[offset] | (data[offset + 1] << 8)
|
||||
|
||||
static func _read_uint32(data: PackedByteArray, offset: int) -> int:
|
||||
return (data[offset] | (data[offset + 1] << 8) |
|
||||
(data[offset + 2] << 16) | (data[offset + 3] << 24))
|
||||
|
||||
static func _read_int32(data: PackedByteArray, offset: int) -> int:
|
||||
var val := _read_uint32(data, offset)
|
||||
if val >= 0x80000000:
|
||||
return val - 0x100000000
|
||||
return val
|
||||
|
||||
static func _read_int64(data: PackedByteArray, offset: int) -> int:
|
||||
var lo := _read_uint32(data, offset)
|
||||
var hi := _read_uint32(data, offset + 4)
|
||||
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
|
||||
|
||||
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
|
||||
var hex_chars := "0123456789abcdef"
|
||||
var result := ""
|
||||
for i in range(length):
|
||||
var byte_val := data[offset + i]
|
||||
result += hex_chars[byte_val >> 4]
|
||||
result += hex_chars[byte_val & 0x0F]
|
||||
return result
|
||||
|
||||
|
||||
static func _write_uint16(val: int) -> PackedByteArray:
|
||||
return PackedByteArray([(val & 0xFF), (val >> 8) & 0xFF])
|
||||
|
||||
static func _write_uint32(val: int) -> PackedByteArray:
|
||||
return PackedByteArray([
|
||||
val & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF
|
||||
])
|
||||
|
||||
static func _write_int32(val: int) -> PackedByteArray:
|
||||
return _write_uint32(val)
|
||||
|
||||
static func _write_int64(val: int) -> PackedByteArray:
|
||||
var lo := val & 0xFFFFFFFF
|
||||
var hi := (val >> 32) & 0xFFFFFFFF
|
||||
return _write_uint32(lo) + _write_uint32(hi)
|
||||
|
||||
static func _write_float32(val: float) -> PackedByteArray:
|
||||
var bits := val as int
|
||||
return _write_uint32(bits)
|
||||
|
||||
static func _write_string(s: String) -> PackedByteArray:
|
||||
var bytes := s.to_utf8_buffer()
|
||||
return _write_uint16(bytes.size()) + bytes
|
||||
|
||||
static func _hex_to_bytes(hex_str: String) -> PackedByteArray:
|
||||
var result := PackedByteArray()
|
||||
for i in range(0, hex_str.length(), 2):
|
||||
var byte_val := ("0x" + hex_str.substr(i, 2)).hex_to_int()
|
||||
result.append(byte_val)
|
||||
return result
|
||||
|
||||
|
||||
# ───────────────── SHA-256 ─────────────────
|
||||
|
||||
static func _sha256_hex(data: PackedByteArray) -> String:
|
||||
var ctx := HashingContext.new()
|
||||
ctx.start(HashingContext.HASH_SHA256)
|
||||
ctx.update(data)
|
||||
var hash := ctx.finish()
|
||||
var hex_chars := "0123456789abcdef"
|
||||
var result := ""
|
||||
for byte_val in hash:
|
||||
result += hex_chars[(byte_val >> 4) & 0x0F]
|
||||
result += hex_chars[byte_val & 0x0F]
|
||||
return result
|
||||
@@ -0,0 +1 @@
|
||||
uid://bv445xrd6f5tk
|
||||
@@ -0,0 +1,170 @@
|
||||
class_name ChunkScene
|
||||
extends Node3D
|
||||
## A visual representation of a single loaded world chunk.
|
||||
##
|
||||
## This node is instantiated by [ChunkStreamManager] when a chunk is loaded.
|
||||
## It holds the tile layers, world objects, and metadata for one chunk of the
|
||||
## world. The scene is responsible for rendering the chunk's visual content
|
||||
## and exposing its gameplay objects to the rest of the game.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## ChunkScene (Node3D)
|
||||
## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
|
||||
## ├── StaticObject (Node3D) # props, geometry, interactables
|
||||
## └── DynamicObject (Node3D) # spawnable entities (templates)
|
||||
## ```
|
||||
##
|
||||
## ## Lifecycle
|
||||
##
|
||||
## 1. [ChunkStreamManager] requests chunk data from the server.
|
||||
## 2. Server responds with binary payload.
|
||||
## 3. [ChunkStreamManager] decodes the payload and creates a [ChunkScene].
|
||||
## 4. [ChunkScene] populates itself with tile layers and objects.
|
||||
## 5. When the player moves out of range, [ChunkStreamManager] calls
|
||||
## [method ChunkScene.queue_free] to unload it.
|
||||
|
||||
## The chunk coordinate this scene represents.
|
||||
var coord: Vector3i = Vector3i.ZERO
|
||||
|
||||
## The canonical chunk key.
|
||||
var key: String = ""
|
||||
|
||||
## World-space bounding box of this chunk.
|
||||
var bounds: AABB = AABB()
|
||||
|
||||
## Format version of the chunk data.
|
||||
var format_version: int = 1
|
||||
|
||||
## Revision counter from the server.
|
||||
var revision: int = 0
|
||||
|
||||
## List of tile layers in this chunk.
|
||||
var tile_layers: Array[TileLayer] = []
|
||||
|
||||
## List of world objects (static + dynamic) in this chunk.
|
||||
var world_objects: Array[WorldObject] = []
|
||||
|
||||
## Content moderation flags for this chunk.
|
||||
var content_flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
||||
|
||||
## Whether this chunk has been modified locally (not yet synced to server).
|
||||
var is_dirty: bool = false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Position this chunk scene at its world-space origin
|
||||
global_position = bounds.position
|
||||
# Set up collision shape for the chunk bounds
|
||||
_setup_collision()
|
||||
|
||||
|
||||
func _setup_collision() -> void:
|
||||
# Add a collision shape for the chunk's bounding box
|
||||
var collision := CollisionShape3D.new()
|
||||
var shape := BoxShape3D.new()
|
||||
shape.size = bounds.size
|
||||
collision.shape = shape
|
||||
collision.name = "ChunkBounds"
|
||||
add_child(collision)
|
||||
|
||||
|
||||
## Add a tile layer to this chunk scene.
|
||||
func add_tile_layer(layer: TileLayer) -> void:
|
||||
tile_layers.append(layer)
|
||||
var layer_node := TileLayerNode.new()
|
||||
layer_node.tile_layer = layer
|
||||
layer_node.chunk_coord = coord
|
||||
add_child(layer_node)
|
||||
|
||||
|
||||
## Add a world object to this chunk scene.
|
||||
func add_object(obj: WorldObject) -> void:
|
||||
world_objects.append(obj)
|
||||
if obj.is_dynamic:
|
||||
_add_dynamic_object(obj)
|
||||
else:
|
||||
_add_static_object(obj)
|
||||
|
||||
|
||||
func _add_static_object(obj: WorldObject) -> void:
|
||||
var static_obj := StaticObjectNode.new()
|
||||
static_obj.world_object = obj
|
||||
static_obj.position = obj.position
|
||||
static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
||||
static_obj.scale = obj.scale
|
||||
static_obj.name = "static_%s" % obj.id
|
||||
add_child(static_obj)
|
||||
|
||||
|
||||
func _add_dynamic_object(obj: WorldObject) -> void:
|
||||
var dynamic_obj := DynamicObjectNode.new()
|
||||
dynamic_obj.world_object = obj
|
||||
dynamic_obj.position = obj.position
|
||||
dynamic_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
||||
dynamic_obj.scale = obj.scale
|
||||
dynamic_obj.name = "dynamic_%s" % obj.id
|
||||
add_child(dynamic_obj)
|
||||
|
||||
|
||||
## Get a world object by its ID.
|
||||
func get_object_by_id(object_id: String) -> WorldObject:
|
||||
for obj in world_objects:
|
||||
if obj.id == object_id:
|
||||
return obj
|
||||
return null
|
||||
|
||||
|
||||
## Get all static objects in this chunk.
|
||||
func get_static_objects() -> Array[WorldObject]:
|
||||
var result: Array[WorldObject] = []
|
||||
for obj in world_objects:
|
||||
if not obj.is_dynamic:
|
||||
result.append(obj)
|
||||
return result
|
||||
|
||||
|
||||
## Get all dynamic object templates in this chunk.
|
||||
func get_dynamic_templates() -> Array[WorldObject]:
|
||||
var result: Array[WorldObject] = []
|
||||
for obj in world_objects:
|
||||
if obj.is_dynamic:
|
||||
result.append(obj)
|
||||
return result
|
||||
|
||||
|
||||
## Mark this chunk as dirty (locally modified).
|
||||
func mark_dirty() -> void:
|
||||
is_dirty = true
|
||||
|
||||
|
||||
## Clear all objects and tile layers from this chunk.
|
||||
func clear() -> void:
|
||||
for child in get_children():
|
||||
if child is TileLayerNode or child is StaticObjectNode or child is DynamicObjectNode:
|
||||
child.queue_free()
|
||||
tile_layers.clear()
|
||||
world_objects.clear()
|
||||
|
||||
|
||||
## Get the world-space position of a tile within this chunk.
|
||||
func get_tile_world_position(tile_x: int, tile_y: int, tile_z: int = 0) -> Vector3:
|
||||
return bounds.position + Vector3(
|
||||
tile_x * 1.0, # Tile size is 1 world unit
|
||||
tile_y * 1.0,
|
||||
tile_z * 1.0
|
||||
)
|
||||
|
||||
|
||||
## Check if a world-space position is within this chunk's bounds.
|
||||
func contains_position(pos: Vector3) -> bool:
|
||||
return bounds.has_point(pos)
|
||||
|
||||
|
||||
## Check if a chunk coordinate is adjacent to this chunk.
|
||||
func is_adjacent(other_coord: Vector3i) -> bool:
|
||||
var dx: int = abs(coord.x - other_coord.x)
|
||||
var dy: int = abs(coord.y - other_coord.y)
|
||||
var dz: int = abs(coord.z - other_coord.z)
|
||||
return dx <= 1 and dy <= 1 and dz <= 1 and (dx + dy + dz) > 0
|
||||
@@ -0,0 +1 @@
|
||||
uid://d4gh4h5iey6xb
|
||||
@@ -0,0 +1,358 @@
|
||||
class_name ChunkStreamManager
|
||||
extends Node
|
||||
## Manages loading and unloading of world chunks based on player position.
|
||||
##
|
||||
## This is the central orchestrator for the chunk streaming system. It monitors
|
||||
## the player's position, determines which chunks should be loaded, requests
|
||||
## chunk data from the server, instantiates ChunkScene nodes, and unloads
|
||||
## chunks that fall outside the streaming radius.
|
||||
##
|
||||
## ## Design
|
||||
##
|
||||
## - **Streaming radius** defines how many chunks around the player are kept
|
||||
## loaded. Chunks beyond this radius are unloaded to save memory and CPU.
|
||||
## - **Load priority** ensures chunks closer to the player are loaded first,
|
||||
## preventing visual pop-in at the edge of the view.
|
||||
## - **Server communication** uses the RPCs defined in docs/architecture/world.md
|
||||
## (§5.3): `request_chunk`, `chunk_data`, `chunk_invalidated`.
|
||||
##
|
||||
## ## Usage
|
||||
##
|
||||
## Add this node to your scene tree and set the `player` reference:
|
||||
## ```gdscript
|
||||
## var stream_manager: ChunkStreamManager = $ChunkStreamManager
|
||||
## stream_manager.player = $Player
|
||||
## stream_manager.streaming_radius = 4 # chunks
|
||||
## ```
|
||||
|
||||
## Number of chunks (radius) to keep loaded around the player.
|
||||
## A radius of 2 means a 5x5 grid of chunks centered on the player.
|
||||
## Higher values increase memory usage but reduce streaming pop-in.
|
||||
@export var streaming_radius: int = 3
|
||||
|
||||
## Maximum number of chunks to load per frame. Prevents frame spikes during
|
||||
## rapid movement or when entering a new area.
|
||||
@export var max_loads_per_frame: int = 4
|
||||
|
||||
## Maximum number of chunks to unload per frame.
|
||||
@export var max_unloads_per_frame: int = 4
|
||||
|
||||
## Distance (in chunks) from the streaming radius edge before a chunk is
|
||||
## considered for unloading. Prevents rapid load/unload cycling.
|
||||
@export var unload_margin: int = 1
|
||||
|
||||
## Emitted when a chunk finishes loading.
|
||||
signal chunk_loaded(chunk_coord: Vector3i, chunk_scene: Node)
|
||||
|
||||
## Emitted when a chunk is unloaded.
|
||||
signal chunk_unloaded(chunk_coord: Vector3i)
|
||||
|
||||
## Emitted when a chunk fails to load (e.g., server error).
|
||||
signal chunk_load_failed(chunk_coord: Vector3i, error: String)
|
||||
|
||||
## Emitted when the player moves far enough to require a streaming update.
|
||||
signal streaming_updated
|
||||
|
||||
## Reference to the player node. Must be set before the manager starts.
|
||||
var player: Node3D = null
|
||||
|
||||
## The current player chunk coordinate.
|
||||
var _player_chunk_coord: Vector3i = Vector3i.ZERO
|
||||
|
||||
## Map of loaded chunk coordinates to their scene nodes.
|
||||
var _loaded_chunks: Dictionary = {}
|
||||
|
||||
## Queue of chunk coordinates pending load, sorted by distance from player.
|
||||
var _load_queue: Array[Vector3i] = []
|
||||
|
||||
## Queue of chunk coordinates pending unload.
|
||||
var _unload_queue: Array[Vector3i] = []
|
||||
|
||||
## Whether streaming is currently active (player is set and in game).
|
||||
var is_active: bool = false
|
||||
|
||||
## The server RPC interface for chunk data. Set by the networking layer.
|
||||
var _server_rpc: Object = null
|
||||
|
||||
## Internal: track which chunks are currently being loaded (to avoid duplicates).
|
||||
var _loading_in_progress: Dictionary = {}
|
||||
|
||||
## Internal: time accumulator for throttled streaming updates.
|
||||
var _update_accumulator: float = 0.0
|
||||
|
||||
## Internal: interval between streaming updates (seconds).
|
||||
const UPDATE_INTERVAL: float = 0.1
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Streaming is driven from _process (main thread) so we can safely
|
||||
# manipulate the scene tree. No background thread is used.
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not is_active or player == null:
|
||||
return
|
||||
|
||||
_update_accumulator += delta
|
||||
if _update_accumulator < UPDATE_INTERVAL:
|
||||
return
|
||||
_update_accumulator = 0.0
|
||||
|
||||
_update_streaming()
|
||||
_process_load_queue()
|
||||
_process_unload_queue()
|
||||
streaming_updated.emit()
|
||||
|
||||
|
||||
func _update_streaming() -> void:
|
||||
if player == null or not is_inside_tree():
|
||||
return
|
||||
|
||||
var current_coord: Vector3i = Chunk.coord_for_position(player.global_position)
|
||||
if current_coord == _player_chunk_coord:
|
||||
return
|
||||
|
||||
_player_chunk_coord = current_coord
|
||||
_rebuild_queues()
|
||||
|
||||
|
||||
func _rebuild_queues() -> void:
|
||||
var target_set: Dictionary = _compute_target_chunks()
|
||||
|
||||
# Determine which chunks need to be loaded
|
||||
var to_load: Array[Vector3i] = []
|
||||
for coord in target_set:
|
||||
if not _loaded_chunks.has(coord) and not _loading_in_progress.has(coord):
|
||||
to_load.append(coord)
|
||||
|
||||
# Sort by distance from player (closest first)
|
||||
to_load.sort_custom(_compare_distance)
|
||||
_load_queue = to_load
|
||||
|
||||
# Determine which chunks need to be unloaded
|
||||
var to_unload: Array[Vector3i] = []
|
||||
for coord in _loaded_chunks:
|
||||
if not target_set.has(coord):
|
||||
to_unload.append(coord)
|
||||
|
||||
to_unload.sort_custom(_compare_distance)
|
||||
_unload_queue = to_unload
|
||||
|
||||
|
||||
func _compute_target_chunks() -> Dictionary:
|
||||
"""Compute the set of chunk coordinates that should be loaded."""
|
||||
var target: Dictionary = {}
|
||||
var half: int = streaming_radius
|
||||
for dx in range(-half, half + 1):
|
||||
for dy in range(-half, half + 1):
|
||||
for dz in range(-half, half + 1):
|
||||
var coord: Vector3i = Vector3i(
|
||||
_player_chunk_coord.x + dx,
|
||||
_player_chunk_coord.y + dy,
|
||||
_player_chunk_coord.z + dz
|
||||
)
|
||||
target[coord] = coord
|
||||
return target
|
||||
|
||||
|
||||
func _compare_distance(a: Vector3i, b: Vector3i) -> bool:
|
||||
"""Compare chunk coordinates by distance from player chunk."""
|
||||
var dist_a: int = _chunk_distance_squared(_player_chunk_coord, a)
|
||||
var dist_b: int = _chunk_distance_squared(_player_chunk_coord, b)
|
||||
return dist_a < dist_b
|
||||
|
||||
|
||||
func _chunk_distance_squared(a: Vector3i, b: Vector3i) -> int:
|
||||
var dx: int = a.x - b.x
|
||||
var dy: int = a.y - b.y
|
||||
var dz: int = a.z - b.z
|
||||
return dx * dx + dy * dy + dz * dz
|
||||
|
||||
|
||||
func _process_load_queue() -> void:
|
||||
var count: int = 0
|
||||
while count < max_loads_per_frame and not _load_queue.is_empty():
|
||||
var coord: Vector3i = _load_queue.pop_front()
|
||||
_load_chunk(coord)
|
||||
count += 1
|
||||
|
||||
|
||||
func _process_unload_queue() -> void:
|
||||
var count: int = 0
|
||||
while count < max_unloads_per_frame and not _unload_queue.is_empty():
|
||||
var coord: Vector3i = _unload_queue.pop_front()
|
||||
_unload_chunk(coord)
|
||||
count += 1
|
||||
|
||||
|
||||
func _load_chunk(coord: Vector3i) -> void:
|
||||
if _loading_in_progress.has(coord):
|
||||
return
|
||||
|
||||
_loading_in_progress[coord] = true
|
||||
|
||||
# Request chunk data from server via RPC
|
||||
if _server_rpc != null and _server_rpc.has_method("request_chunk"):
|
||||
_server_rpc.request_chunk(Chunk.build_key(
|
||||
"", "", coord
|
||||
))
|
||||
else:
|
||||
# Fallback: try to load from local cache or create empty chunk
|
||||
_instantiate_chunk_scene(coord)
|
||||
|
||||
|
||||
func _on_chunk_data_received(key: String, binary_data: PackedByteArray) -> void:
|
||||
"""Called by the networking layer when chunk data arrives from server."""
|
||||
var coord: Vector3i = _parse_coord_from_key(key)
|
||||
if coord == null:
|
||||
return
|
||||
|
||||
_loading_in_progress.erase(coord)
|
||||
|
||||
# Decode the binary chunk data
|
||||
var chunk_data: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(binary_data)
|
||||
if chunk_data == null:
|
||||
chunk_load_failed.emit(coord, "Failed to decode chunk data")
|
||||
return
|
||||
|
||||
# Instantiate the chunk scene with the decoded data
|
||||
_instantiate_chunk_scene_with_data(coord, chunk_data)
|
||||
|
||||
|
||||
func _on_chunk_load_error(coord: Vector3i, error_msg: String) -> void:
|
||||
"""Called when the server reports a chunk load error."""
|
||||
_loading_in_progress.erase(coord)
|
||||
chunk_load_failed.emit(coord, error_msg)
|
||||
|
||||
|
||||
func _instantiate_chunk_scene(coord: Vector3i) -> void:
|
||||
"""Create an empty chunk scene for the given coordinate."""
|
||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
||||
chunk_scene.coord = coord
|
||||
chunk_scene.key = Chunk.build_key("", "", coord)
|
||||
chunk_scene.bounds = Chunk.compute_bounds(coord)
|
||||
_add_loaded_chunk(coord, chunk_scene)
|
||||
|
||||
|
||||
func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
|
||||
"""Create a chunk scene populated with server data."""
|
||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
||||
chunk_scene.coord = coord
|
||||
chunk_scene.key = data.key
|
||||
chunk_scene.bounds = data.bounds
|
||||
chunk_scene.format_version = data.format_version
|
||||
chunk_scene.revision = data.revision
|
||||
|
||||
# Add tiles
|
||||
for layer in data.tile_layers:
|
||||
var tile_layer: TileLayer = TileLayer.new()
|
||||
tile_layer.name = layer.name
|
||||
tile_layer.layer_id = layer.layer_id
|
||||
tile_layer.width = layer.width
|
||||
tile_layer.height = layer.height
|
||||
tile_layer.depth = layer.depth
|
||||
tile_layer.palette = layer.palette
|
||||
tile_layer.tiles = layer.tiles
|
||||
chunk_scene.add_tile_layer(tile_layer)
|
||||
|
||||
# Add objects
|
||||
for obj_data in data.objects:
|
||||
var world_obj: WorldObject = WorldObject.new()
|
||||
world_obj.id = obj_data.id
|
||||
world_obj.type = obj_data.type
|
||||
world_obj.asset_id = obj_data.asset_id
|
||||
world_obj.position = obj_data.position
|
||||
world_obj.rotation = obj_data.rotation
|
||||
world_obj.scale = obj_data.scale
|
||||
world_obj.properties = obj_data.properties
|
||||
world_obj.is_dynamic = obj_data.dynamic
|
||||
world_obj.flags = obj_data.flags
|
||||
chunk_scene.add_object(world_obj)
|
||||
|
||||
# Add content flags
|
||||
chunk_scene.content_flags = data.flags
|
||||
|
||||
_add_loaded_chunk(coord, chunk_scene)
|
||||
|
||||
|
||||
func _add_loaded_chunk(coord: Vector3i, chunk_scene: Node) -> void:
|
||||
_loaded_chunks[coord] = chunk_scene
|
||||
add_child(chunk_scene)
|
||||
_loading_in_progress.erase(coord)
|
||||
chunk_loaded.emit(coord, chunk_scene)
|
||||
|
||||
|
||||
func _unload_chunk(coord: Vector3i) -> void:
|
||||
if not _loaded_chunks.has(coord):
|
||||
return
|
||||
|
||||
var chunk_scene: Node = _loaded_chunks[coord]
|
||||
if is_instance_valid(chunk_scene):
|
||||
chunk_scene.queue_free()
|
||||
|
||||
_loaded_chunks.erase(coord)
|
||||
chunk_unloaded.emit(coord)
|
||||
|
||||
|
||||
func _on_player_position_changed() -> void:
|
||||
"""Call this when the player position changes significantly."""
|
||||
if player != null:
|
||||
_update_streaming()
|
||||
|
||||
|
||||
func set_server_rpc(rpc_interface: Object) -> void:
|
||||
"""Set the server RPC interface for chunk requests."""
|
||||
_server_rpc = rpc_interface
|
||||
|
||||
|
||||
func get_loaded_chunk(coord: Vector3i) -> Node:
|
||||
"""Get a loaded chunk scene by coordinate, or null if not loaded."""
|
||||
return _loaded_chunks.get(coord, null)
|
||||
|
||||
|
||||
func is_chunk_loaded(coord: Vector3i) -> bool:
|
||||
"""Check if a chunk is currently loaded."""
|
||||
return _loaded_chunks.has(coord)
|
||||
|
||||
|
||||
func get_loaded_chunk_count() -> int:
|
||||
"""Get the number of currently loaded chunks."""
|
||||
return _loaded_chunks.size()
|
||||
|
||||
|
||||
func get_all_loaded_coords() -> Array[Vector3i]:
|
||||
"""Get all currently loaded chunk coordinates."""
|
||||
var coords: Array[Vector3i] = []
|
||||
for key in _loaded_chunks:
|
||||
coords.append(key)
|
||||
return coords
|
||||
|
||||
|
||||
func force_reload_chunk(coord: Vector3i) -> void:
|
||||
"""Force reload a specific chunk (e.g., after server update)."""
|
||||
if _loaded_chunks.has(coord):
|
||||
_unload_chunk(coord)
|
||||
if not _loading_in_progress.has(coord):
|
||||
_load_chunk(coord)
|
||||
|
||||
|
||||
func clear_all_chunks() -> void:
|
||||
"""Unload all chunks immediately."""
|
||||
var coords: Array[Vector3i] = get_all_loaded_coords()
|
||||
for coord in coords:
|
||||
_unload_chunk(coord)
|
||||
_load_queue.clear()
|
||||
_unload_queue.clear()
|
||||
|
||||
|
||||
func _parse_coord_from_key(key: String) -> Variant:
|
||||
"""Parse chunk coordinate from a canonical chunk key."""
|
||||
var parts: Array[String] = key.split(":")
|
||||
if parts.size() < 5:
|
||||
return null
|
||||
return Vector3i(
|
||||
int(parts[2]),
|
||||
int(parts[3]),
|
||||
int(parts[4])
|
||||
)
|
||||
@@ -0,0 +1 @@
|
||||
uid://8yokqwe23c23
|
||||
@@ -0,0 +1,68 @@
|
||||
class_name DynamicObjectNode
|
||||
extends Node3D
|
||||
## A visual representation of a dynamic (spawnable) world object template.
|
||||
##
|
||||
## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
|
||||
## Dynamic objects are stored as *templates* in the chunk; their runtime state
|
||||
## (position, health, inventory) is managed by the entity system, not by this
|
||||
## node. This node renders the template's visual representation so the object
|
||||
## is visible in the world.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## DynamicObjectNode (Node3D)
|
||||
## └── MeshInstance3D # the object's visual mesh
|
||||
## ```
|
||||
|
||||
## The world object data this node represents.
|
||||
var world_object: WorldObject = null
|
||||
|
||||
## The loaded mesh instance (or placeholder).
|
||||
var _mesh_instance: MeshInstance3D = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if world_object == null:
|
||||
return
|
||||
_load_mesh()
|
||||
|
||||
|
||||
## Load and attach the object's mesh.
|
||||
func _load_mesh() -> void:
|
||||
_mesh_instance = MeshInstance3D.new()
|
||||
_mesh_instance.name = "mesh"
|
||||
|
||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
||||
if mesh == null:
|
||||
mesh = _make_placeholder_mesh()
|
||||
|
||||
_mesh_instance.mesh = mesh
|
||||
add_child(_mesh_instance)
|
||||
|
||||
|
||||
## Attempt to load a mesh from the asset path.
|
||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
||||
if asset_id.is_empty():
|
||||
return null
|
||||
var path := "res://assets/%s" % asset_id
|
||||
if ResourceLoader.exists(path):
|
||||
var res := load(path)
|
||||
if res is Mesh:
|
||||
return res
|
||||
return null
|
||||
|
||||
|
||||
## Create a simple placeholder sphere mesh when the real asset is unavailable.
|
||||
func _make_placeholder_mesh() -> Mesh:
|
||||
var mesh := SphereMesh.new()
|
||||
mesh.radius = 0.5
|
||||
mesh.height = 1.0
|
||||
return mesh
|
||||
|
||||
|
||||
## Get the world object's display name.
|
||||
func get_display_name() -> String:
|
||||
if world_object == null:
|
||||
return ""
|
||||
return world_object.get_display_name()
|
||||
@@ -0,0 +1 @@
|
||||
uid://dyjqcstdnr4u1
|
||||
@@ -0,0 +1,212 @@
|
||||
extends Control
|
||||
## Main menu with login/register UI wired to the backend auth API.
|
||||
##
|
||||
## The AuthPanel is hidden by default. When the user clicks "Login" or "Register"
|
||||
## (the existing Play/Quit buttons), the auth panel slides in. The ModeToggle
|
||||
## switches between Login and Register modes, showing/hiding the email and DOB
|
||||
## fields accordingly.
|
||||
##
|
||||
## On successful auth the token is stored via ApiClient, the welcome label
|
||||
## shows the username, and the Play button becomes enabled.
|
||||
|
||||
|
||||
# ── UI references ────────────────────────────────────────────────────────────
|
||||
|
||||
var _auth_panel: PanelContainer
|
||||
var _auth_mode_label: Label
|
||||
var _username_edit: LineEdit
|
||||
var _password_edit: LineEdit
|
||||
var _email_edit: LineEdit
|
||||
var _dob_edit: LineEdit
|
||||
var _mode_toggle: CheckButton
|
||||
var _auth_button: Button
|
||||
var _status_label: Label
|
||||
var _welcome_label: Label
|
||||
var _play_button: Button
|
||||
var _quit_button: Button
|
||||
|
||||
var _is_register_mode: bool = false
|
||||
var _is_authenticating: bool = false
|
||||
|
||||
|
||||
# ── Lifecycle ────────────────────────────────────────────────────────────────
|
||||
|
||||
func _ready() -> void:
|
||||
# Cache node references.
|
||||
_auth_panel = $CenterContainer/VBoxContainer/AuthPanel
|
||||
_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
|
||||
_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
|
||||
_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
|
||||
_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
|
||||
_dob_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit
|
||||
_mode_toggle = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle
|
||||
_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
|
||||
_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
|
||||
_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
|
||||
_play_button = $CenterContainer/VBoxContainer/PlayButton
|
||||
_quit_button = $CenterContainer/VBoxContainer/QuitButton
|
||||
|
||||
# Initial state.
|
||||
_auth_panel.visible = false
|
||||
_status_label.visible = false
|
||||
_welcome_label.visible = false
|
||||
_email_edit.visible = false
|
||||
_dob_edit.visible = false
|
||||
_play_button.disabled = true # Gate play behind successful auth.
|
||||
_update_auth_mode_ui()
|
||||
|
||||
|
||||
# ── Play / Quit ──────────────────────────────────────────────────────────────
|
||||
|
||||
func _on_play_button_pressed() -> void:
|
||||
if _play_button.disabled:
|
||||
return
|
||||
# Browse worlds is the first real screen past login -- actual gameplay
|
||||
# (joining a world) doesn't exist yet, browsing does.
|
||||
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
|
||||
|
||||
|
||||
func _on_quit_button_pressed() -> void:
|
||||
get_tree().quit()
|
||||
|
||||
|
||||
# ── Auth panel toggle ────────────────────────────────────────────────────────
|
||||
|
||||
func _on_login_button_pressed() -> void:
|
||||
"""Show the auth panel (called from a future Login button on the main menu)."""
|
||||
_auth_panel.visible = true
|
||||
_auth_panel.grab_focus()
|
||||
|
||||
|
||||
func _on_register_button_pressed() -> void:
|
||||
"""Show the auth panel in register mode."""
|
||||
_auth_panel.visible = true
|
||||
_is_register_mode = true
|
||||
_mode_toggle.button_pressed = true
|
||||
_update_auth_mode_ui()
|
||||
_clear_status()
|
||||
|
||||
|
||||
# ── Mode toggle (Login / Register) ───────────────────────────────────────────
|
||||
|
||||
func _on_mode_toggle_toggled(button_pressed: bool) -> void:
|
||||
_is_register_mode = button_pressed
|
||||
_update_auth_mode_ui()
|
||||
_clear_status()
|
||||
|
||||
|
||||
func _update_auth_mode_ui() -> void:
|
||||
"""Update labels and field visibility based on login vs register mode."""
|
||||
if _is_register_mode:
|
||||
_auth_mode_label.text = "Register"
|
||||
_auth_button.text = "Register"
|
||||
_email_edit.visible = true
|
||||
_dob_edit.visible = true
|
||||
else:
|
||||
_auth_mode_label.text = "Login"
|
||||
_auth_button.text = "Login"
|
||||
_email_edit.visible = false
|
||||
_dob_edit.visible = false
|
||||
|
||||
|
||||
# ── Auth submission ──────────────────────────────────────────────────────────
|
||||
|
||||
func _on_auth_button_pressed() -> void:
|
||||
"""Handle login or register button press."""
|
||||
if _is_authenticating:
|
||||
return
|
||||
|
||||
# Validate inputs.
|
||||
var username := _username_edit.text.strip_edges()
|
||||
var password := _password_edit.text
|
||||
|
||||
if username == "":
|
||||
_show_status("Username is required.")
|
||||
return
|
||||
if password == "":
|
||||
_show_status("Password is required.")
|
||||
return
|
||||
|
||||
if _is_register_mode:
|
||||
var email := _email_edit.text.strip_edges()
|
||||
var dob := _dob_edit.text.strip_edges()
|
||||
|
||||
if email == "":
|
||||
_show_status("Email is required.")
|
||||
return
|
||||
if dob == "":
|
||||
_show_status("Date of birth is required.")
|
||||
return
|
||||
# Basic YYYY-MM-DD format check.
|
||||
if not _is_valid_date(dob):
|
||||
_show_status("Date of birth must be in YYYY-MM-DD format.")
|
||||
return
|
||||
|
||||
_auth_button.disabled = true
|
||||
_auth_button.text = "Registering..."
|
||||
_is_authenticating = true
|
||||
_clear_status()
|
||||
|
||||
var result := await ApiClient.register(username, email, password, dob)
|
||||
_on_auth_complete(result)
|
||||
else:
|
||||
_auth_button.disabled = true
|
||||
_auth_button.text = "Logging in..."
|
||||
_is_authenticating = true
|
||||
_clear_status()
|
||||
|
||||
var result := await ApiClient.login(username, password)
|
||||
_on_auth_complete(result)
|
||||
|
||||
|
||||
func _on_auth_complete(result: Dictionary) -> void:
|
||||
"""Handle the result of a login or register call."""
|
||||
_auth_button.disabled = false
|
||||
_auth_button.text = "Register" if _is_register_mode else "Login"
|
||||
_is_authenticating = false
|
||||
|
||||
if result.ok:
|
||||
# Success — show welcome, enable Play.
|
||||
_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
|
||||
_welcome_label.visible = true
|
||||
_status_label.visible = false
|
||||
_play_button.disabled = false
|
||||
print("Auth successful. Token stored.")
|
||||
else:
|
||||
# Failure — show backend error detail.
|
||||
_show_status(result.detail)
|
||||
|
||||
|
||||
# ── Status helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
func _show_status(message: String) -> void:
|
||||
_status_label.text = message
|
||||
_status_label.visible = true
|
||||
|
||||
|
||||
func _clear_status() -> void:
|
||||
_status_label.text = ""
|
||||
_status_label.visible = false
|
||||
|
||||
|
||||
# ── Validation ───────────────────────────────────────────────────────────────
|
||||
|
||||
func _is_valid_date(date_str: String) -> bool:
|
||||
"""Check if a string looks like a valid YYYY-MM-DD date."""
|
||||
if date_str.length() != 10:
|
||||
return false
|
||||
var parts := date_str.split("-")
|
||||
if parts.size() != 3:
|
||||
return false
|
||||
var year := parts[0].to_int()
|
||||
var month := parts[1].to_int()
|
||||
var day := parts[2].to_int()
|
||||
if month < 1 or month > 12:
|
||||
return false
|
||||
if day < 1 or day > 31:
|
||||
return false
|
||||
# Rough month-day validation.
|
||||
var days_in_month := [0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]
|
||||
if day > days_in_month[month]:
|
||||
return false
|
||||
return true
|
||||
@@ -0,0 +1 @@
|
||||
uid://bgnc3iamfgf6k
|
||||
@@ -1,232 +0,0 @@
|
||||
class_name PlayerNode
|
||||
extends CharacterBody3D
|
||||
## PlayerNode - Server-side player entity.
|
||||
##
|
||||
## Represents a connected player on the server. Handles movement,
|
||||
## input processing, and state synchronization.
|
||||
|
||||
# --- Signals ---
|
||||
signal health_changed(new_health: int)
|
||||
signal player_died(player_node: PlayerNode)
|
||||
|
||||
|
||||
# --- Constants ---
|
||||
const WALK_SPEED := 5.0
|
||||
const SPRINT_MULTIPLIER := 1.6
|
||||
const JUMP_VELOCITY := 4.5
|
||||
const GRAVITY := 9.8
|
||||
const MAX_FALL_SPEED := 20.0
|
||||
const FRICTION := 8.0
|
||||
const AIR_CONTROL := 0.3
|
||||
|
||||
# --- Configurable ---
|
||||
@export var walk_speed: float = WALK_SPEED
|
||||
@export var sprint_multiplier: float = SPRINT_MULTIPLIER
|
||||
@export var jump_velocity: float = JUMP_VELOCITY
|
||||
@export var max_fall_speed: float = MAX_FALL_SPEED
|
||||
|
||||
# --- State ---
|
||||
@export var max_health: int = 100
|
||||
var current_health: int = 0
|
||||
var is_alive: bool = true
|
||||
var is_sprinting: bool = false
|
||||
var peer_id: int = -1
|
||||
var player_name: String = ""
|
||||
var entity_id: int = 0
|
||||
|
||||
# --- Input buffer ---
|
||||
var _input_queue: Array[Dictionary] = []
|
||||
var _last_processed_seq: int = -1
|
||||
|
||||
# --- Movement ---
|
||||
var _velocity: Vector3 = Vector3.ZERO
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
current_health = max_health
|
||||
velocity = _velocity
|
||||
# Start alive
|
||||
is_alive = true
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if not is_alive:
|
||||
return
|
||||
|
||||
# Process input from queue
|
||||
_process_input(delta)
|
||||
|
||||
# Apply gravity
|
||||
if not is_on_floor():
|
||||
velocity.y -= GRAVITY * delta
|
||||
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
|
||||
|
||||
# Apply friction on ground
|
||||
if is_on_floor():
|
||||
var move_dir := Vector2(velocity.x, velocity.z)
|
||||
if move_dir.length() > 0.01:
|
||||
var friction_factor := clampf(FRICTION * delta, 0.0, 1.0)
|
||||
velocity.x = move_dir.normalized().x * move_dir.length() * (1.0 - friction_factor)
|
||||
velocity.z = move_dir.normalized().y * move_dir.length() * (1.0 - friction_factor)
|
||||
else:
|
||||
velocity.x = 0.0
|
||||
velocity.z = 0.0
|
||||
|
||||
# Move and slide
|
||||
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
|
||||
move_and_slide()
|
||||
|
||||
# Update visual position (for remote clients via RPC)
|
||||
_update_visual_state()
|
||||
|
||||
|
||||
func _process_input(delta: float) -> void:
|
||||
"""Process buffered input from the server's input queue."""
|
||||
if _input_queue.is_empty():
|
||||
return
|
||||
|
||||
var input_data: Dictionary = _input_queue.pop_front()
|
||||
var input_state: Dictionary = input_data.get("input_state", {})
|
||||
|
||||
# Calculate movement direction
|
||||
var direction := Vector3.ZERO
|
||||
direction.x = input_state.get("move_x", 0.0)
|
||||
direction.z = input_state.get("move_z", 0.0)
|
||||
|
||||
# Sprint check
|
||||
is_sprinting = input_state.get("sprint", false)
|
||||
|
||||
if direction.length() > 0.01:
|
||||
direction = direction.normalized()
|
||||
var speed = walk_speed * sprint_multiplier if is_sprinting else walk_speed
|
||||
velocity.x = direction.x * speed
|
||||
velocity.z = direction.z * speed
|
||||
else:
|
||||
# On ground, apply friction (handled in physics_process)
|
||||
if not is_on_floor():
|
||||
velocity.x *= (1.0 - AIR_CONTROL * delta * 5.0)
|
||||
velocity.z *= (1.0 - AIR_CONTROL * delta * 5.0)
|
||||
|
||||
# Jump
|
||||
if input_state.get("jump", false) and is_on_floor():
|
||||
velocity.y = jump_velocity
|
||||
|
||||
|
||||
func take_damage(amount: int, source_id: int) -> Dictionary:
|
||||
"""Take damage and return result dict."""
|
||||
if not is_alive:
|
||||
return {"success": false, "reason": "already_dead"}
|
||||
|
||||
current_health = max(0, current_health - amount)
|
||||
health_changed.emit(current_health)
|
||||
|
||||
if current_health <= 0:
|
||||
die()
|
||||
return {"success": true, "health": 0, "dead": true}
|
||||
|
||||
return {"success": true, "health": current_health}
|
||||
|
||||
|
||||
func die() -> void:
|
||||
"""Handle player death."""
|
||||
is_alive = false
|
||||
velocity = Vector3.ZERO
|
||||
player_died.emit(self)
|
||||
|
||||
# Respawn after delay
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
respawn()
|
||||
|
||||
|
||||
func respawn() -> void:
|
||||
"""Respawn the player at spawn point."""
|
||||
current_health = max_health
|
||||
is_alive = true
|
||||
velocity = Vector3.ZERO
|
||||
health_changed.emit(current_health)
|
||||
|
||||
# Move to spawn point (default: origin)
|
||||
position = Vector3.ZERO
|
||||
|
||||
|
||||
func set_input_queue(inputs: Array[Dictionary]) -> void:
|
||||
"""Set the input queue from the server."""
|
||||
_input_queue = inputs
|
||||
|
||||
|
||||
func get_state() -> Dictionary:
|
||||
"""Get current player state for replication."""
|
||||
return {
|
||||
"entity_id": entity_id,
|
||||
"peer_id": peer_id,
|
||||
"position": position,
|
||||
"rotation": rotation,
|
||||
"health": current_health,
|
||||
"max_health": max_health,
|
||||
"is_alive": is_alive,
|
||||
"is_sprinting": is_sprinting,
|
||||
}
|
||||
|
||||
|
||||
func get_server_state() -> Dictionary:
|
||||
"""Get current player state for server snapshot broadcast."""
|
||||
return get_state()
|
||||
|
||||
|
||||
func process_server_input(tick: int) -> void:
|
||||
"""Called by server tick to process buffered input."""
|
||||
# This is called from the server's _tick loop.
|
||||
# The input queue is populated by RPCs from clients.
|
||||
pass
|
||||
|
||||
|
||||
func _update_visual_state() -> void:
|
||||
"""Update visual state (for remote interpolation)."""
|
||||
# In a full implementation, this would update a remote player's
|
||||
# visual representation. For now, the node itself is the authority.
|
||||
pass
|
||||
|
||||
|
||||
# --- RPCs ---
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_input(input_state: Dictionary, seq: int) -> void:
|
||||
"""Receive input from client."""
|
||||
if not is_alive:
|
||||
return
|
||||
# Store for processing in _physics_process
|
||||
_input_queue.append({
|
||||
"input_state": input_state,
|
||||
"seq": seq,
|
||||
"timestamp": Time.get_ticks_msec(),
|
||||
})
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_interact(target_id: int) -> void:
|
||||
"""Handle interaction request from client."""
|
||||
if not is_alive:
|
||||
return
|
||||
# TODO: Implement interaction logic
|
||||
print("Player %d interacted with entity %d" % [peer_id, target_id])
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_attack(target_id: int, aim_dir: Vector3) -> void:
|
||||
"""Handle attack request from client."""
|
||||
if not is_alive:
|
||||
return
|
||||
# TODO: Implement attack logic
|
||||
print("Player %d attacked entity %d with aim %s" % [peer_id, target_id, aim_dir])
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func rpc_set_position(pos: Vector3) -> void:
|
||||
"""Server authoritative position update."""
|
||||
position = pos
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func rpc_set_rotation(rot: Vector3) -> void:
|
||||
"""Server authoritative rotation update."""
|
||||
rotation = rot
|
||||
@@ -1 +0,0 @@
|
||||
uid://br27owjh2f5xd
|
||||
Executable
+170
@@ -0,0 +1,170 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Run the full automated test inventory for a Package Checkpoint review.
|
||||
|
||||
See docs/testing/test_inventory.md for what each suite actually covers (and
|
||||
doesn't) -- keep that doc in sync as tests are added, this script just runs
|
||||
whatever's there.
|
||||
|
||||
Usage:
|
||||
python scripts/run_checkpoint_tests.py [--keep-postgres] [--postgres-port PORT]
|
||||
|
||||
Exits 0 if everything that ran passed, 1 otherwise. Suites with nothing to
|
||||
run (e.g. no scripts/smoke_test_*.gd yet, or no Godot binary found) are
|
||||
reported as SKIPPED, not counted as a failure.
|
||||
"""
|
||||
import argparse
|
||||
import glob
|
||||
import os
|
||||
import shutil
|
||||
import subprocess
|
||||
import sys
|
||||
import time
|
||||
from pathlib import Path
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
BACKEND = ROOT / "backend"
|
||||
|
||||
|
||||
def run(cmd, cwd=None, env=None, capture=False):
|
||||
print(f"$ {' '.join(cmd)}" + (f" (cwd={cwd})" if cwd else ""))
|
||||
return subprocess.run(cmd, cwd=cwd, env=env, capture_output=capture, text=True)
|
||||
|
||||
|
||||
def find_godot():
|
||||
for candidate in ("godot", str(Path.home() / "godot" / "godot")):
|
||||
if shutil.which(candidate) or Path(candidate).is_file():
|
||||
return candidate
|
||||
return None
|
||||
|
||||
|
||||
def wait_for_http(url: str, timeout_s: int = 20) -> bool:
|
||||
import urllib.request
|
||||
import urllib.error
|
||||
|
||||
deadline = time.time() + timeout_s
|
||||
while time.time() < deadline:
|
||||
try:
|
||||
with urllib.request.urlopen(url, timeout=2) as resp:
|
||||
if resp.status == 200:
|
||||
return True
|
||||
except (urllib.error.URLError, ConnectionError, OSError):
|
||||
pass
|
||||
time.sleep(1)
|
||||
return False
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||
parser.add_argument("--keep-postgres", action="store_true",
|
||||
help="Don't tear down the checkpoint Postgres container afterward")
|
||||
parser.add_argument("--postgres-port", default=os.environ.get("CHECKPOINT_POSTGRES_PORT", "5432"),
|
||||
help="Host port for the checkpoint's own Postgres container (default 5432 -- "
|
||||
"override if that's already in use on this machine)")
|
||||
parser.add_argument("--backend-port", default=os.environ.get("CHECKPOINT_BACKEND_PORT", "18080"),
|
||||
help="Port to run the backend server on for the Godot smoke tests")
|
||||
args = parser.parse_args()
|
||||
|
||||
results = {}
|
||||
|
||||
# --- Backend: bring up Postgres ---
|
||||
compose_env = os.environ.copy()
|
||||
compose_env["COMPOSE_PROJECT_NAME"] = "agp-checkpoint"
|
||||
compose_env["POSTGRES_HOST_PORT"] = args.postgres_port
|
||||
compose_env["POSTGRES_PORT"] = args.postgres_port # some branches use this name instead, see tools/definitions.py
|
||||
print("=== Backend: bringing up Postgres ===")
|
||||
run(["docker", "compose", "up", "-d", "postgres"], cwd=BACKEND, env=compose_env)
|
||||
|
||||
print("Waiting for Postgres to be ready...")
|
||||
pg_ready = False
|
||||
for _ in range(20):
|
||||
r = run(["docker", "compose", "exec", "-T", "postgres", "pg_isready", "-U", "agp_user", "-d", "agp_db"],
|
||||
cwd=BACKEND, env=compose_env, capture=True)
|
||||
if r.returncode == 0:
|
||||
pg_ready = True
|
||||
break
|
||||
time.sleep(1)
|
||||
if not pg_ready:
|
||||
print("Postgres never became ready -- aborting.")
|
||||
sys.exit(1)
|
||||
|
||||
db_url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{args.postgres_port}/agp_db"
|
||||
backend_env = os.environ.copy()
|
||||
backend_env["DATABASE_URL"] = db_url
|
||||
|
||||
print("\n=== Backend: alembic upgrade head ===")
|
||||
r = run([sys.executable, "-m", "alembic", "upgrade", "head"], cwd=BACKEND, env=backend_env)
|
||||
results["migrations (fresh DB)"] = r.returncode == 0
|
||||
|
||||
print("\n=== Backend: pytest ===")
|
||||
r = run([sys.executable, "-m", "pytest", "-v"], cwd=BACKEND, env=backend_env)
|
||||
results["backend pytest"] = r.returncode == 0
|
||||
|
||||
# --- Godot: headless smoke tests (need a live backend server) ---
|
||||
godot_bin = find_godot()
|
||||
smoke_tests = sorted(glob.glob(str(ROOT / "scripts" / "smoke_test_*.gd")))
|
||||
|
||||
if not godot_bin:
|
||||
print("\n=== Godot: binary not found (checked PATH and ~/godot/godot), skipping smoke tests ===")
|
||||
results["godot smoke tests"] = None
|
||||
elif not smoke_tests:
|
||||
print("\n=== Godot: no scripts/smoke_test_*.gd found yet, nothing to run ===")
|
||||
results["godot smoke tests"] = None
|
||||
else:
|
||||
print(f"\n=== Backend: starting server on :{args.backend_port} for Godot smoke tests ===")
|
||||
server_proc = subprocess.Popen(
|
||||
[sys.executable, "-m", "uvicorn", "app.main:app", "--host", "127.0.0.1", "--port", args.backend_port],
|
||||
cwd=BACKEND, env=backend_env,
|
||||
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
|
||||
)
|
||||
try:
|
||||
base_url = f"http://127.0.0.1:{args.backend_port}"
|
||||
if not wait_for_http(f"{base_url}/api/health"):
|
||||
print("Backend server never became healthy -- skipping Godot smoke tests.")
|
||||
results["godot smoke tests"] = False
|
||||
else:
|
||||
godot_env = os.environ.copy()
|
||||
godot_env["AGP_API_BASE_URL"] = base_url
|
||||
|
||||
print("=== Godot: import pass (builds the class cache) ===")
|
||||
run([godot_bin, "--headless", "--path", str(ROOT), "--import"], env=godot_env)
|
||||
run([godot_bin, "--headless", "--path", str(ROOT), "--quit"], env=godot_env)
|
||||
|
||||
godot_ok = True
|
||||
for test in smoke_tests:
|
||||
rel = os.path.relpath(test, ROOT)
|
||||
print(f"\n--- {rel} ---")
|
||||
r = run([godot_bin, "--headless", "--path", str(ROOT), "--script", f"res://{rel}"], env=godot_env)
|
||||
if r.returncode != 0:
|
||||
godot_ok = False
|
||||
results["godot smoke tests"] = godot_ok
|
||||
finally:
|
||||
server_proc.terminate()
|
||||
try:
|
||||
server_proc.wait(timeout=10)
|
||||
except subprocess.TimeoutExpired:
|
||||
server_proc.kill()
|
||||
|
||||
if not args.keep_postgres:
|
||||
print("\n=== Backend: tearing down checkpoint Postgres ===")
|
||||
run(["docker", "compose", "down", "-v", "postgres"], cwd=BACKEND, env=compose_env)
|
||||
|
||||
# --- Summary ---
|
||||
print("\n" + "=" * 50)
|
||||
print("SUMMARY")
|
||||
print("=" * 50)
|
||||
overall_ok = True
|
||||
for name, ok in results.items():
|
||||
if ok is None:
|
||||
print(f" {name}: SKIPPED")
|
||||
elif ok:
|
||||
print(f" {name}: PASS")
|
||||
else:
|
||||
print(f" {name}: FAIL")
|
||||
overall_ok = False
|
||||
|
||||
print("\nSee docs/testing/test_inventory.md for what each suite actually covers (and doesn't).")
|
||||
sys.exit(0 if overall_ok else 1)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -1,174 +0,0 @@
|
||||
## ServerMain - Dedicated server root node.
|
||||
## Accepts ENet connections, spawns Player nodes for each peer,
|
||||
## and runs the simulation tick loop at 20 Hz.
|
||||
extends Node
|
||||
|
||||
|
||||
## Maximum number of concurrent players.
|
||||
const MAX_PLAYERS := 16
|
||||
|
||||
## Server tick rate (Hz).
|
||||
const TICK_RATE := 20
|
||||
|
||||
## Tick duration in seconds.
|
||||
const TICK_DURATION := 1.0 / TICK_RATE
|
||||
|
||||
## ENet server port.
|
||||
const SERVER_PORT := 7777
|
||||
|
||||
## Network peer used for ENet communication.
|
||||
var network_peer: ENetMultiplayerPeer
|
||||
|
||||
## Map of peer_id -> Player node.
|
||||
var players: Dictionary = {}
|
||||
|
||||
## Current tick counter (server-authoritative).
|
||||
var tick: int = 0
|
||||
|
||||
## Whether the server is running.
|
||||
var is_running: bool = false
|
||||
|
||||
## Accumulated real time for fixed timestep simulation.
|
||||
var accumulator: float = 0.0
|
||||
|
||||
## Player scene resource (loaded once).
|
||||
var _player_scene: PackedScene
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Preload the player scene once.
|
||||
_player_scene = preload("res://scenes/player.tscn")
|
||||
|
||||
# Create and assign the ENet server peer.
|
||||
network_peer = _create_server_peer()
|
||||
if network_peer:
|
||||
multiplayer.multiplayer_peer = network_peer
|
||||
is_running = true
|
||||
print("[Server] Started on port %d" % SERVER_PORT)
|
||||
else:
|
||||
printerr("[Server] Failed to create ENet peer.")
|
||||
get_tree().quit(1)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Server creation
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _create_server_peer() -> ENetMultiplayerPeer:
|
||||
var peer := ENetMultiplayerPeer.new()
|
||||
var error := peer.create_server(SERVER_PORT, MAX_PLAYERS)
|
||||
if error != OK:
|
||||
printerr("[Server] create_server error: %d" % error)
|
||||
return null
|
||||
return peer
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Fixed-timestep simulation loop
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not is_running:
|
||||
return
|
||||
|
||||
# Fixed timestep accumulator.
|
||||
accumulator += delta
|
||||
while accumulator >= TICK_DURATION:
|
||||
accumulator -= TICK_DURATION
|
||||
_tick()
|
||||
|
||||
|
||||
func _tick() -> void:
|
||||
"""Main server simulation tick (called at TICK_RATE)."""
|
||||
tick += 1
|
||||
|
||||
# Process player inputs and update state.
|
||||
for peer_id in players:
|
||||
var player: Node3D = players[peer_id]
|
||||
if player and player.has_method("process_server_input"):
|
||||
player.process_server_input(tick)
|
||||
|
||||
# Broadcast snapshot to all clients.
|
||||
_broadcast_snapshot()
|
||||
|
||||
|
||||
func _broadcast_snapshot() -> void:
|
||||
"""Broadcast the current authoritative state to all connected clients."""
|
||||
var snapshot_data := {
|
||||
"tick": tick,
|
||||
"players": {},
|
||||
}
|
||||
|
||||
for peer_id in players:
|
||||
var player: Node3D = players[peer_id]
|
||||
if player and player.has_method("get_server_state"):
|
||||
snapshot_data.players[peer_id] = player.get_server_state()
|
||||
|
||||
# Send snapshot to all peers except the server itself (peer_id == 1).
|
||||
var peer_ids: Array = multiplayer.get_peers()
|
||||
for pid in peer_ids:
|
||||
if pid == 1: # 1 is the server itself
|
||||
continue
|
||||
rpc_id(pid, "_receive_snapshot", snapshot_data)
|
||||
|
||||
|
||||
# Remote: clients receive snapshots.
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func _receive_snapshot(snapshot_data: Dictionary) -> void:
|
||||
pass # Handled by client scene.
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Connection lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _on_peer_connected(peer_id: int) -> void:
|
||||
print("[Server] Peer %d connected." % peer_id)
|
||||
|
||||
if players.size() >= MAX_PLAYERS:
|
||||
print("[Server] Max players reached. Disconnecting peer %d." % peer_id)
|
||||
rpc_id(peer_id, "_kick", "Server is full.")
|
||||
return
|
||||
|
||||
# Spawn a Player node for this peer.
|
||||
var player: Node3D = _player_scene.instantiate()
|
||||
player.name = "Player_%d" % peer_id
|
||||
player.peer_id = peer_id
|
||||
add_child(player)
|
||||
players[peer_id] = player
|
||||
|
||||
print("[Server] Spawned player node for peer %d." % peer_id)
|
||||
|
||||
|
||||
func _on_peer_disconnected(peer_id: int) -> void:
|
||||
print("[Server] Peer %d disconnected." % peer_id)
|
||||
if players.has(peer_id):
|
||||
var player: Node3D = players[peer_id]
|
||||
if player.is_inside_tree():
|
||||
player.queue_free()
|
||||
players.erase(peer_id)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# RPCs
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func _kick(reason: String) -> void:
|
||||
print("[Server] Kicking caller: %s" % reason)
|
||||
rpc_id(multiplayer.get_remote_sender_id(), "_disconnect", reason)
|
||||
|
||||
|
||||
@rpc("call_remote", "reliable")
|
||||
func _disconnect(reason: String) -> void:
|
||||
print("[Server] Disconnecting: %s" % reason)
|
||||
get_tree().quit(0)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Signal connections
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _enter_tree() -> void:
|
||||
multiplayer.peer_connected.connect(_on_peer_connected)
|
||||
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
|
||||
@@ -1 +0,0 @@
|
||||
uid://cwjv826lva2gi
|
||||
@@ -0,0 +1,46 @@
|
||||
extends SceneTree
|
||||
## Headless smoke test for the ApiClient autoload.
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_api.gd
|
||||
##
|
||||
## Requires the backend to be running (default base URL
|
||||
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
|
||||
##
|
||||
## Calls the real autoload's `health_check()` (which exercises the generic
|
||||
## `request()` primitive) and exits 0 on a `status == "ok"` response, 1
|
||||
## otherwise. This script is intentionally NOT wired into any game scene.
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
# _initialize() fires before the SceneTree has processed its first frame,
|
||||
# so a freshly add_child()'d HTTPRequest node isn't reliably considered
|
||||
# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
|
||||
# of delay is enough; this only matters for --script mode, not a real
|
||||
# running game.
|
||||
await process_frame
|
||||
|
||||
# Godot's --script/SceneTree runner doesn't resolve autoload singletons
|
||||
# as bare global identifiers at compile time (the node exists at
|
||||
# runtime -- root.has_node("ApiClient") is true -- but referencing it as
|
||||
# a plain identifier fails with "Identifier not found: ApiClient" during
|
||||
# script compilation). get_node sidesteps compile-time resolution
|
||||
# entirely. This only affects --script mode; a real game scene resolves
|
||||
# the bare autoload name normally.
|
||||
var api_client := root.get_node("ApiClient")
|
||||
print("SMOKE: calling ApiClient.health_check() ...")
|
||||
var result: Dictionary = await api_client.health_check()
|
||||
print("SMOKE: result = ", result)
|
||||
|
||||
if result.ok \
|
||||
and result.data is Dictionary \
|
||||
and str((result.data as Dictionary).get("status", "")) == "ok":
|
||||
print("SMOKE RESULT: PASS (status=ok)")
|
||||
quit(0)
|
||||
else:
|
||||
printerr("SMOKE RESULT: FAIL")
|
||||
quit(1)
|
||||
@@ -0,0 +1,133 @@
|
||||
extends SceneTree
|
||||
## Headless smoke test for the AuthPanel login/register flow.
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_auth.gd
|
||||
##
|
||||
## Requires the backend to be running (default base URL
|
||||
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
|
||||
##
|
||||
## Tests:
|
||||
## 1. Register a unique user → 201 + token stored.
|
||||
## 2. Register the same user again → 409 "Username already registered".
|
||||
## 3. Register an under-18 user → 400 "Must be 18 or older".
|
||||
## 4. Login with correct credentials → 200 + token stored.
|
||||
## 5. Login with wrong password → 401 "Incorrect username or password".
|
||||
## 6. Login with non-existent user → 401 "Incorrect username or password".
|
||||
##
|
||||
## Exits 0 on full pass, 1 on any failure.
|
||||
|
||||
const API_BASE := "http://127.0.0.1:8000"
|
||||
const TEST_USERNAME := "smoke_test_user_%d"
|
||||
const TEST_EMAIL := "smoke_%d@test.example.com"
|
||||
const TEST_PASSWORD := "SmokeTest123!"
|
||||
const TEST_DOB_ADULT := "2000-01-01"
|
||||
const TEST_DOB_CHILD := "2020-01-01" # ~5 years old
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
# Wait for autoloads to be ready.
|
||||
await process_frame
|
||||
|
||||
var api := root.get_node("ApiClient") as ApiClient
|
||||
assert(api != null, "ApiClient autoload not found")
|
||||
|
||||
var passed: int = 0
|
||||
var failed: int = 0
|
||||
|
||||
# --- Test 1: Register a unique user ---
|
||||
var unique_id := Time.get_ticks_msec()
|
||||
var username := "smoke_%d" % unique_id
|
||||
var email := "smoke_%d@test.example.com" % unique_id
|
||||
|
||||
print("\n=== Test 1: Register unique user ===")
|
||||
var result := await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
|
||||
if _check("register returns ok", result.ok) \
|
||||
and _check("register status is 201", result.status == 201) \
|
||||
and _check("register stores token", api.has_token()):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" detail: ", result.detail)
|
||||
|
||||
# --- Test 2: Register same user again (duplicate) ---
|
||||
print("\n=== Test 2: Duplicate username ===")
|
||||
result = await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
|
||||
if _check("duplicate register not ok", not result.ok) \
|
||||
and _check("duplicate status is 409", result.status == 409) \
|
||||
and _check("duplicate detail mentions username",
|
||||
"username" in result.detail.to_lower()):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" detail: ", result.detail)
|
||||
|
||||
# --- Test 3: Register under-18 user ---
|
||||
print("\n=== Test 3: Under-18 registration ===")
|
||||
var child_username := "child_%d" % unique_id
|
||||
var child_email := "child_%d@test.example.com" % unique_id
|
||||
result = await api.register(child_username, child_email, TEST_PASSWORD, TEST_DOB_CHILD)
|
||||
if _check("under-18 register not ok", not result.ok) \
|
||||
and _check("under-18 status is 400", result.status == 400) \
|
||||
and _check("under-18 detail mentions age",
|
||||
"18" in result.detail):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" detail: ", result.detail)
|
||||
|
||||
# --- Test 4: Login with correct credentials ---
|
||||
print("\n=== Test 4: Correct login ===")
|
||||
result = await api.login(username, TEST_PASSWORD)
|
||||
if _check("login returns ok", result.ok) \
|
||||
and _check("login status is 200", result.status == 200) \
|
||||
and _check("login stores token", api.has_token()):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" detail: ", result.detail)
|
||||
|
||||
# --- Test 5: Login with wrong password ---
|
||||
print("\n=== Test 5: Wrong password ===")
|
||||
result = await api.login(username, "WrongPassword!")
|
||||
if _check("wrong pwd login not ok", not result.ok) \
|
||||
and _check("wrong pwd status is 401", result.status == 401) \
|
||||
and _check("wrong pwd detail",
|
||||
"Incorrect" in result.detail or "incorrect" in result.detail):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" detail: ", result.detail)
|
||||
|
||||
# --- Test 6: Login with non-existent user ---
|
||||
print("\n=== Test 6: Non-existent user ===")
|
||||
result = await api.login("nonexistent_user_xyz", TEST_PASSWORD)
|
||||
if _check("missing user login not ok", not result.ok) \
|
||||
and _check("missing user status is 401", result.status == 401) \
|
||||
and _check("missing user detail",
|
||||
"Incorrect" in result.detail or "incorrect" in result.detail):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" detail: ", result.detail)
|
||||
|
||||
# --- Summary ---
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||
if failed > 0:
|
||||
quit(1)
|
||||
else:
|
||||
print("SMOKE RESULT: ALL PASS")
|
||||
quit(0)
|
||||
|
||||
|
||||
func _check(description: String, condition: bool) -> bool:
|
||||
if condition:
|
||||
print(" PASS: ", description)
|
||||
return true
|
||||
else:
|
||||
printerr(" FAIL: ", description)
|
||||
return false
|
||||
@@ -0,0 +1,122 @@
|
||||
extends SceneTree
|
||||
## Headless smoke test for the world list screen.
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_world_list.gd
|
||||
##
|
||||
## Requires the backend to be running (default base URL
|
||||
## `application/agp/api_base_url` -> http://127.0.0.1:8000, override with
|
||||
## AGP_API_BASE_URL).
|
||||
##
|
||||
## Unlike a pure API-level test, this actually instantiates scenes/
|
||||
## world_list.tscn as a real scene and adds it to the tree -- catches
|
||||
## @onready node-path bugs (a node reference pointing at the wrong path
|
||||
## errors right here, not just "looks right" from reading the script) that
|
||||
## an API-only test would miss entirely.
|
||||
##
|
||||
## Tests:
|
||||
## 1. Register + log in a fresh user (so get_worlds() has a valid token).
|
||||
## 2. Instantiate world_list.tscn, add to tree -- @onready resolution
|
||||
## must not error.
|
||||
## 3. Wait for _refresh_worlds()'s awaited request to complete.
|
||||
## 4. Confirm the screen reached a real end state (world cards, or the
|
||||
## empty-list message -- either is fine, a crash/stuck-loading isn't).
|
||||
##
|
||||
## Exits 0 on full pass, 1 on any failure.
|
||||
|
||||
const WORLD_LIST_SCENE := "res://scenes/world_list.tscn"
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await process_frame
|
||||
|
||||
var api := root.get_node("ApiClient")
|
||||
assert(api != null, "ApiClient autoload not found")
|
||||
|
||||
var passed: int = 0
|
||||
var failed: int = 0
|
||||
|
||||
# --- Setup: register + log in so the world list has a valid token ---
|
||||
print("\n=== Setup: register + login ===")
|
||||
randomize()
|
||||
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
|
||||
var username := "worldlist_smoke_%d" % unique_id
|
||||
var email := "worldlist_smoke_%d@test.example.com" % unique_id
|
||||
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", "2000-01-01")
|
||||
if not _check("setup: register succeeded", reg_result.ok):
|
||||
print(" detail: ", reg_result.detail)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
# --- Test 1: Instantiate the real scene ---
|
||||
print("\n=== Test 1: Instantiate world_list.tscn ===")
|
||||
var packed_scene: PackedScene = load(WORLD_LIST_SCENE)
|
||||
if not _check("scene loads", packed_scene != null):
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var instance: Control = packed_scene.instantiate()
|
||||
if not _check("scene instantiates", instance != null):
|
||||
quit(1)
|
||||
return
|
||||
|
||||
root.add_child(instance)
|
||||
# One frame for _ready() (and its @onready resolution) to run. A wrong
|
||||
# node path in an @onready var errors during this, not silently.
|
||||
await process_frame
|
||||
|
||||
if _check("scene added to tree without error", is_instance_valid(instance)):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
|
||||
# --- Test 2: Wait for the world fetch to resolve, check a real end state ---
|
||||
print("\n=== Test 2: World fetch reaches a real end state ===")
|
||||
# _refresh_worlds() runs from _ready(); give its awaited HTTP call time
|
||||
# to complete rather than a fixed sleep -- poll for either end state.
|
||||
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
|
||||
var empty_label: Label = instance.get_node("VBoxContainer/EmptyLabel")
|
||||
var error_label: Label = instance.get_node("VBoxContainer/ErrorLabel")
|
||||
|
||||
var settled := false
|
||||
for i in range(50): # up to ~5s at 100ms/frame-ish via process_frame waits
|
||||
await process_frame
|
||||
if world_list_node.visible or empty_label.visible or error_label.visible:
|
||||
settled = true
|
||||
break
|
||||
|
||||
if _check("reached a real end state (cards, empty, or error) not stuck loading", settled):
|
||||
passed += 1
|
||||
else:
|
||||
failed += 1
|
||||
print(" world_list.visible=%s empty_label.visible=%s error_label.visible=%s" % [
|
||||
world_list_node.visible, empty_label.visible, error_label.visible
|
||||
])
|
||||
|
||||
if error_label.visible:
|
||||
printerr(" Note: ended in error state: ", error_label.text)
|
||||
elif world_list_node.visible:
|
||||
print(" Note: rendered %d world card(s)" % world_list_node.get_child_count())
|
||||
elif empty_label.visible:
|
||||
print(" Note: ended in empty-list state")
|
||||
|
||||
# --- Summary ---
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||
if failed > 0:
|
||||
quit(1)
|
||||
else:
|
||||
print("SMOKE RESULT: ALL PASS")
|
||||
quit(0)
|
||||
|
||||
|
||||
func _check(description: String, condition: bool) -> bool:
|
||||
if condition:
|
||||
print(" PASS: ", description)
|
||||
return true
|
||||
else:
|
||||
printerr(" FAIL: ", description)
|
||||
return false
|
||||
@@ -0,0 +1,67 @@
|
||||
class_name StaticObjectNode
|
||||
extends Node3D
|
||||
## A visual representation of a static world object within a chunk.
|
||||
##
|
||||
## This node is instantiated by [ChunkScene] for each static (non-dynamic)
|
||||
## [WorldObject]. It renders the object's mesh (referenced by `asset_id`) at
|
||||
## the object's transform. If the asset is not yet loaded, a placeholder mesh
|
||||
## is shown.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## StaticObjectNode (Node3D)
|
||||
## └── MeshInstance3D # the object's visual mesh
|
||||
## ```
|
||||
|
||||
## The world object data this node represents.
|
||||
var world_object: WorldObject = null
|
||||
|
||||
## The loaded mesh instance (or placeholder).
|
||||
var _mesh_instance: MeshInstance3D = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if world_object == null:
|
||||
return
|
||||
_load_mesh()
|
||||
|
||||
|
||||
## Load and attach the object's mesh.
|
||||
func _load_mesh() -> void:
|
||||
_mesh_instance = MeshInstance3D.new()
|
||||
_mesh_instance.name = "mesh"
|
||||
|
||||
# Try to load the asset by its id (path). Fall back to a placeholder.
|
||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
||||
if mesh == null:
|
||||
mesh = _make_placeholder_mesh()
|
||||
|
||||
_mesh_instance.mesh = mesh
|
||||
add_child(_mesh_instance)
|
||||
|
||||
|
||||
## Attempt to load a mesh from the asset path.
|
||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
||||
if asset_id.is_empty():
|
||||
return null
|
||||
var path := "res://assets/%s" % asset_id
|
||||
if ResourceLoader.exists(path):
|
||||
var res := load(path)
|
||||
if res is Mesh:
|
||||
return res
|
||||
return null
|
||||
|
||||
|
||||
## Create a simple placeholder box mesh when the real asset is unavailable.
|
||||
func _make_placeholder_mesh() -> Mesh:
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = Vector3(1.0, 1.0, 1.0)
|
||||
return mesh
|
||||
|
||||
|
||||
## Get the world object's display name.
|
||||
func get_display_name() -> String:
|
||||
if world_object == null:
|
||||
return ""
|
||||
return world_object.get_display_name()
|
||||
@@ -0,0 +1 @@
|
||||
uid://chf6mruev1kc4
|
||||
@@ -0,0 +1,42 @@
|
||||
class_name TileDef
|
||||
extends RefCounted
|
||||
## A single tile definition (palette entry) within a tile layer.
|
||||
##
|
||||
## Maps a tile ID to its asset reference and gameplay flags. See
|
||||
## docs/architecture/world.md §3.2.
|
||||
|
||||
## Tile ID (index into the layer palette). 0 is reserved for empty/air.
|
||||
var id: int = 0
|
||||
|
||||
## Reference to the tile/terrain asset.
|
||||
var asset_id: String = ""
|
||||
|
||||
## Whether this tile has collision.
|
||||
var solid: bool = false
|
||||
|
||||
## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
|
||||
var flags: int = 0
|
||||
|
||||
## Number of visual variants for this tile.
|
||||
var variants: int = 1
|
||||
|
||||
|
||||
func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
|
||||
p_flags: int = 0, p_variants: int = 1) -> void:
|
||||
id = p_id
|
||||
asset_id = p_asset_id
|
||||
solid = p_solid
|
||||
flags = p_flags
|
||||
variants = p_variants
|
||||
|
||||
|
||||
func is_walkable() -> bool:
|
||||
return (flags & 0x01) != 0
|
||||
|
||||
|
||||
func is_climbable() -> bool:
|
||||
return (flags & 0x02) != 0
|
||||
|
||||
|
||||
func is_liquid() -> bool:
|
||||
return (flags & 0x04) != 0
|
||||
@@ -0,0 +1 @@
|
||||
uid://bavmpbmthilbx
|
||||
@@ -0,0 +1,83 @@
|
||||
class_name TileLayer
|
||||
extends RefCounted
|
||||
## A single tile layer within a chunk.
|
||||
##
|
||||
## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
|
||||
## definitions, and the layer metadata. This is the runtime representation of
|
||||
## the `TileLayer` from the chunk data format (see docs/architecture/world.md
|
||||
## §3.2).
|
||||
|
||||
## Layer name (e.g. "ground", "walls", "decor").
|
||||
var name: String = ""
|
||||
|
||||
## Numeric layer id, unique within the chunk.
|
||||
var layer_id: int = 0
|
||||
|
||||
## Grid dimensions in tiles.
|
||||
var width: int = 0
|
||||
var height: int = 0
|
||||
var depth: int = 1
|
||||
|
||||
## Palette mapping tile IDs to tile definitions (shared per layer).
|
||||
var palette: Array[TileDef] = []
|
||||
|
||||
## Dense, row-major tile IDs. Length = width * height * depth.
|
||||
var tiles: PackedInt32Array = PackedInt32Array()
|
||||
|
||||
|
||||
func _init(
|
||||
p_layer_name: String = "",
|
||||
p_layer_id: int = 0,
|
||||
p_width: int = 0,
|
||||
p_height: int = 0,
|
||||
p_depth: int = 1
|
||||
) -> void:
|
||||
name = p_layer_name
|
||||
layer_id = p_layer_id
|
||||
width = p_width
|
||||
height = p_height
|
||||
depth = p_depth
|
||||
|
||||
|
||||
## Total number of tiles in this layer.
|
||||
func tile_count() -> int:
|
||||
return width * height * depth
|
||||
|
||||
|
||||
## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
|
||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||
return 0
|
||||
var idx := (z * height + y) * width + x
|
||||
if idx < tiles.size():
|
||||
return tiles[idx]
|
||||
return 0
|
||||
|
||||
|
||||
## Set the tile ID at (x, y, z). No-op if out of bounds.
|
||||
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
|
||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||
return
|
||||
var idx := (z * height + y) * width + x
|
||||
if idx < tiles.size():
|
||||
tiles[idx] = tile_id
|
||||
|
||||
|
||||
## Get the tile definition for a tile ID, or null if not in the palette.
|
||||
func get_tile_def(tile_id: int) -> TileDef:
|
||||
for def in palette:
|
||||
if def.id == tile_id:
|
||||
return def
|
||||
return null
|
||||
|
||||
|
||||
## Whether the tile at (x, y, z) is solid (collision).
|
||||
func is_solid(x: int, y: int, z: int = 0) -> bool:
|
||||
var def := get_tile_def(get_tile(x, y, z))
|
||||
return def != null and def.solid
|
||||
|
||||
|
||||
## Whether the tile at (x, y, z) is walkable.
|
||||
func is_walkable(x: int, y: int, z: int = 0) -> bool:
|
||||
var def := get_tile_def(get_tile(x, y, z))
|
||||
return def != null and def.is_walkable()
|
||||
@@ -0,0 +1 @@
|
||||
uid://came2ygke3ajs
|
||||
@@ -0,0 +1,112 @@
|
||||
class_name TileLayerNode
|
||||
extends Node3D
|
||||
## A visual representation of a single tile layer within a chunk.
|
||||
##
|
||||
## This node is instantiated by [ChunkScene] for each tile layer in a chunk.
|
||||
## It renders the layer's tiles as instanced meshes (one per tile definition
|
||||
## in the palette) using [MultiMeshInstance3D] for efficiency.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## TileLayerNode (Node3D)
|
||||
## └── MultiMeshInstance3D # one per palette entry (tile definition)
|
||||
## ```
|
||||
|
||||
## The tile layer data this node renders.
|
||||
var tile_layer: TileLayer = null
|
||||
|
||||
## The chunk coordinate this layer belongs to (for world positioning).
|
||||
var chunk_coord: Vector3i = Vector3i.ZERO
|
||||
|
||||
## Tile size in world units (each tile is 1x1x1).
|
||||
const TILE_SIZE: float = 1.0
|
||||
|
||||
## Cache of MultiMeshInstance3D nodes, keyed by tile definition id.
|
||||
var _mesh_instances: Dictionary = {}
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if tile_layer == null:
|
||||
return
|
||||
_build_meshes()
|
||||
|
||||
|
||||
## Build the MultiMesh instances for each tile definition in the palette.
|
||||
func _build_meshes() -> void:
|
||||
for tile_def in tile_layer.palette:
|
||||
if tile_def.id == 0:
|
||||
continue # Tile 0 is "empty/air", no mesh needed
|
||||
_create_mesh_for_tile(tile_def)
|
||||
|
||||
|
||||
func _create_mesh_for_tile(tile_def: TileDef) -> void:
|
||||
# Count how many cells use this tile definition
|
||||
var count := 0
|
||||
for tile_id in tile_layer.tiles:
|
||||
if tile_id == tile_def.id:
|
||||
count += 1
|
||||
|
||||
if count == 0:
|
||||
return
|
||||
|
||||
var multi_mesh := MultiMesh.new()
|
||||
multi_mesh.transform_format = MultiMesh.TRANSFORM_3D
|
||||
multi_mesh.mesh = _make_unit_cube_mesh()
|
||||
multi_mesh.instance_count = count
|
||||
|
||||
var instance_idx := 0
|
||||
for z in range(tile_layer.depth):
|
||||
for y in range(tile_layer.height):
|
||||
for x in range(tile_layer.width):
|
||||
var tile_id := tile_layer.get_tile(x, y, z)
|
||||
if tile_id != tile_def.id:
|
||||
continue
|
||||
var world_pos := _tile_to_world(x, y, z)
|
||||
var xform := Transform3D(Basis(), world_pos)
|
||||
multi_mesh.set_instance_transform(instance_idx, xform)
|
||||
instance_idx += 1
|
||||
|
||||
var mesh_instance := MultiMeshInstance3D.new()
|
||||
mesh_instance.multimesh = multi_mesh
|
||||
mesh_instance.name = "tiles_%d" % tile_def.id
|
||||
add_child(mesh_instance)
|
||||
_mesh_instances[tile_def.id] = mesh_instance
|
||||
|
||||
|
||||
## Convert a tile grid coordinate to a world-space position (center of tile).
|
||||
func _tile_to_world(x: int, y: int, z: int) -> Vector3:
|
||||
var origin := Vector3(
|
||||
chunk_coord.x * tile_layer.width,
|
||||
chunk_coord.y * tile_layer.height,
|
||||
chunk_coord.z * tile_layer.depth
|
||||
)
|
||||
return origin + Vector3(
|
||||
x * TILE_SIZE + TILE_SIZE * 0.5,
|
||||
y * TILE_SIZE + TILE_SIZE * 0.5,
|
||||
z * TILE_SIZE + TILE_SIZE * 0.5
|
||||
)
|
||||
|
||||
|
||||
## Create a simple unit cube mesh for tile rendering.
|
||||
func _make_unit_cube_mesh() -> Mesh:
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = Vector3(TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
||||
return mesh
|
||||
|
||||
|
||||
## Get the tile definition at a grid position, or null if empty.
|
||||
func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
|
||||
if tile_layer == null:
|
||||
return null
|
||||
var tile_id := tile_layer.get_tile(x, y, z)
|
||||
if tile_id == 0:
|
||||
return null
|
||||
return tile_layer.get_tile_def(tile_id)
|
||||
|
||||
|
||||
## Clear all rendered meshes.
|
||||
func clear() -> void:
|
||||
for child in get_children():
|
||||
child.queue_free()
|
||||
_mesh_instances.clear()
|
||||
@@ -0,0 +1 @@
|
||||
uid://d1x05tq8h43gm
|
||||
@@ -0,0 +1,135 @@
|
||||
extends Control
|
||||
## World list screen — browses public worlds via GET /api/worlds.
|
||||
##
|
||||
## Displays a scrollable list of world cards (name + description).
|
||||
## Handles loading, empty list, errors, and refresh.
|
||||
|
||||
|
||||
# UI references
|
||||
@onready var scroll_container: ScrollContainer = $VBoxContainer/ScrollContainer
|
||||
@onready var world_list: VBoxContainer = $VBoxContainer/ScrollContainer/WorldList
|
||||
@onready var loading_label: Label = $VBoxContainer/LoadingLabel
|
||||
@onready var error_label: Label = $VBoxContainer/ErrorLabel
|
||||
@onready var refresh_button: Button = $VBoxContainer/HeaderHBox/RefreshButton
|
||||
@onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton
|
||||
@onready var empty_label: Label = $VBoxContainer/EmptyLabel
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
refresh_button.disabled = false
|
||||
back_button.disabled = false
|
||||
loading_label.visible = false
|
||||
error_label.visible = false
|
||||
empty_label.visible = false
|
||||
world_list.visible = false
|
||||
_refresh_worlds()
|
||||
|
||||
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
_refresh_worlds()
|
||||
|
||||
|
||||
func _on_back_button_pressed() -> void:
|
||||
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
|
||||
|
||||
|
||||
## Fetch the world list from the backend and update the UI.
|
||||
func _refresh_worlds() -> void:
|
||||
# Reset UI state
|
||||
loading_label.visible = true
|
||||
error_label.visible = false
|
||||
empty_label.visible = false
|
||||
world_list.visible = false
|
||||
refresh_button.disabled = true
|
||||
|
||||
# Clear previous world cards
|
||||
for child in world_list.get_children():
|
||||
child.queue_free()
|
||||
|
||||
var result := await ApiClient.get_worlds()
|
||||
|
||||
loading_label.visible = false
|
||||
refresh_button.disabled = false
|
||||
|
||||
if not result.ok:
|
||||
# Show error message (401, network failure, etc.)
|
||||
error_label.text = "Error: %s" % result.detail
|
||||
error_label.visible = true
|
||||
empty_label.visible = false
|
||||
world_list.visible = false
|
||||
return
|
||||
|
||||
var data = result.data
|
||||
if not data is Array:
|
||||
error_label.text = "Unexpected response format."
|
||||
error_label.visible = true
|
||||
empty_label.visible = false
|
||||
world_list.visible = false
|
||||
return
|
||||
|
||||
if data.is_empty():
|
||||
empty_label.text = "No worlds yet. Check back later!"
|
||||
empty_label.visible = true
|
||||
error_label.visible = false
|
||||
world_list.visible = false
|
||||
return
|
||||
|
||||
# Render world cards
|
||||
world_list.visible = true
|
||||
empty_label.visible = false
|
||||
error_label.visible = false
|
||||
|
||||
for world_dict in data:
|
||||
if not world_dict is Dictionary:
|
||||
continue
|
||||
var card := _create_world_card(world_dict)
|
||||
world_list.add_child(card)
|
||||
|
||||
|
||||
## Create a visual card for a single world entry.
|
||||
func _create_world_card(world_dict: Dictionary) -> Control:
|
||||
var card := VBoxContainer.new()
|
||||
card.size_flags_horizontal = Control.SIZE_FILL
|
||||
card.custom_minimum_size = Vector2(0, 80)
|
||||
card.add_theme_constant_override("separation", 4)
|
||||
|
||||
var name_label := Label.new()
|
||||
name_label.text = world_dict.get("name", "Unnamed World")
|
||||
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
name_label.size_flags_horizontal = Control.SIZE_FILL
|
||||
name_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
|
||||
name_label.add_theme_font_size_override("font_size", 18)
|
||||
|
||||
var desc_label := Label.new()
|
||||
var description: String = str(world_dict.get("description", ""))
|
||||
desc_label.text = description if description != "" else "No description."
|
||||
desc_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
desc_label.size_flags_horizontal = Control.SIZE_FILL
|
||||
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
desc_label.add_theme_font_size_override("font_size", 14)
|
||||
desc_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1.0))
|
||||
|
||||
var meta_label := Label.new()
|
||||
var visibility: String = str(world_dict.get("visibility", "public"))
|
||||
var created: String = str(world_dict.get("created_at", ""))
|
||||
meta_label.text = "Visibility: %s%s" % [visibility, " | Created: " + created if created != "" else ""]
|
||||
meta_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
meta_label.size_flags_horizontal = Control.SIZE_FILL
|
||||
meta_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
|
||||
meta_label.add_theme_font_size_override("font_size", 12)
|
||||
meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0))
|
||||
|
||||
card.add_child(name_label)
|
||||
card.add_child(desc_label)
|
||||
card.add_child(meta_label)
|
||||
|
||||
# Subtle background for the card
|
||||
var bg := ColorRect.new()
|
||||
bg.color = Color(0.15, 0.15, 0.15, 1.0)
|
||||
bg.size_flags_horizontal = Control.SIZE_FILL
|
||||
bg.size_flags_vertical = Control.SIZE_FILL
|
||||
bg.custom_minimum_size = Vector2(0, 80)
|
||||
card.add_child(bg)
|
||||
card.move_child(bg, 0)
|
||||
|
||||
return card
|
||||
@@ -0,0 +1,135 @@
|
||||
class_name WorldObject
|
||||
extends RefCounted
|
||||
## A world object (static or dynamic) within a chunk.
|
||||
##
|
||||
## This is the runtime representation of a WorldObject from the chunk data
|
||||
## format (see docs/architecture/world.md §3.3). It holds the object's
|
||||
## identity, transform, properties, and moderation flags.
|
||||
|
||||
## Stable object ID, unique within the chunk.
|
||||
var id: String = ""
|
||||
|
||||
## Object type (e.g. "prop", "interactable", "spawn_point", "door").
|
||||
var type: String = ""
|
||||
|
||||
## Reference to the object's mesh/glTF asset.
|
||||
var asset_id: String = ""
|
||||
|
||||
## World-space position.
|
||||
var position: Vector3 = Vector3.ZERO
|
||||
|
||||
## World-space rotation as a quaternion (x, y, z, w).
|
||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
||||
|
||||
## World-space scale.
|
||||
var scale: Vector3 = Vector3.ONE
|
||||
|
||||
## Type-specific key/value properties.
|
||||
var properties: Dictionary = {}
|
||||
|
||||
## Whether this is a spawnable dynamic entity (true) or static (false).
|
||||
var is_dynamic: bool = false
|
||||
|
||||
## Per-object content moderation flags.
|
||||
var flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
||||
|
||||
## Whether this object has been modified locally.
|
||||
var is_dirty: bool = false
|
||||
|
||||
|
||||
func _init(
|
||||
p_id: String = "",
|
||||
p_type: String = "",
|
||||
p_asset_id: String = "",
|
||||
p_position: Vector3 = Vector3.ZERO,
|
||||
p_rotation: Vector4 = Vector4(0, 0, 0, 1),
|
||||
p_scale: Vector3 = Vector3.ONE,
|
||||
p_properties: Dictionary = {},
|
||||
p_dynamic: bool = false,
|
||||
p_flags: ChunkDataDecoder.ContentFlags = null
|
||||
) -> void:
|
||||
id = p_id
|
||||
type = p_type
|
||||
asset_id = p_asset_id
|
||||
position = p_position
|
||||
rotation = p_rotation
|
||||
scale = p_scale
|
||||
properties = p_properties
|
||||
is_dynamic = p_dynamic
|
||||
if p_flags != null:
|
||||
flags = p_flags
|
||||
|
||||
|
||||
## Get a property value by key.
|
||||
func get_property(key: String) -> Variant:
|
||||
return properties.get(key)
|
||||
|
||||
|
||||
## Set a property value.
|
||||
func set_property(key: String, value: Variant) -> void:
|
||||
properties[key] = value
|
||||
is_dirty = true
|
||||
|
||||
|
||||
## Check if this object is walkable (based on properties).
|
||||
func is_walkable() -> bool:
|
||||
return properties.get("walkable", true)
|
||||
|
||||
|
||||
## Check if this object is climbable (based on properties).
|
||||
func is_climbable() -> bool:
|
||||
return properties.get("climbable", false)
|
||||
|
||||
|
||||
## Check if this object is interactable.
|
||||
func is_interactable() -> bool:
|
||||
return type == "interactable" or properties.get("interactable", false)
|
||||
|
||||
|
||||
## Get the object's display name.
|
||||
func get_display_name() -> String:
|
||||
return properties.get("display_name", id)
|
||||
|
||||
|
||||
## Serialize this object to a dictionary (for networking).
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"id": id,
|
||||
"type": type,
|
||||
"asset_id": asset_id,
|
||||
"position": [position.x, position.y, position.z],
|
||||
"rotation": [rotation.x, rotation.y, rotation.z, rotation.w],
|
||||
"scale": [scale.x, scale.y, scale.z],
|
||||
"properties": properties,
|
||||
"dynamic": is_dynamic,
|
||||
}
|
||||
|
||||
|
||||
## Create a WorldObject from a dictionary (for networking).
|
||||
static func from_dict(d: Dictionary) -> WorldObject:
|
||||
var pos := Vector3(
|
||||
d.get("position", [0, 0, 0])[0],
|
||||
d.get("position", [0, 0, 0])[1],
|
||||
d.get("position", [0, 0, 0])[2]
|
||||
)
|
||||
var rot := Vector4(
|
||||
d.get("rotation", [0, 0, 0, 1])[0],
|
||||
d.get("rotation", [0, 0, 0, 1])[1],
|
||||
d.get("rotation", [0, 0, 0, 1])[2],
|
||||
d.get("rotation", [0, 0, 0, 1])[3]
|
||||
)
|
||||
var scl := Vector3(
|
||||
d.get("scale", [1, 1, 1])[0],
|
||||
d.get("scale", [1, 1, 1])[1],
|
||||
d.get("scale", [1, 1, 1])[2]
|
||||
)
|
||||
return WorldObject.new(
|
||||
d.get("id", ""),
|
||||
d.get("type", ""),
|
||||
d.get("asset_id", ""),
|
||||
pos,
|
||||
rot,
|
||||
scl,
|
||||
d.get("properties", {}),
|
||||
d.get("dynamic", false),
|
||||
)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cxut2ghbsvobn
|
||||
Reference in New Issue
Block a user