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| Author | SHA1 | Date | |
|---|---|---|---|
| 11e53d30e4 | |||
| a632f2d8a6 | |||
| 0b973b73ab |
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@@ -1,14 +0,0 @@
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63f7b34db8d8cdea90c76aacccf841ec
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::res://::1787259973
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README.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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::res://docs/::1787259973
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::res://docs/architecture/::1787259973
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avatar.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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content_moderation.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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networking.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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::res://scenes/::1787259973
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player.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
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server.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::
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::res://scripts/::1787259973
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player_spawner.gd::GDScript::3637338339553764865::1787259973::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
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server.gd::GDScript::6336910781803684784::1787259973::0::1::::<>Node<><>0<>0<><>::
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@@ -1,11 +0,0 @@
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[game_view]
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select_mode=0
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|
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[editor_metadata]
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executable_path="/home/daddy/godot/godot"
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[recent_files]
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scenes=["res://scenes/server.tscn"]
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@@ -1,5 +0,0 @@
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[folding]
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node_unfolds=[]
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resource_unfolds=[]
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nodes_folded=[]
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@@ -1,9 +0,0 @@
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list=[{
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"base": &"CharacterBody3D",
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"class": &"PlayerNode",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/player_spawner.gd"
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}]
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Binary file not shown.
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# World Chunk Data Format & Persistence Architecture
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||||
|
||||
> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
|
||||
|
||||
## 1. Overview
|
||||
|
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This document specifies the **world chunk data format** and **persistence
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schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
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agents. It defines:
|
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|
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- The **chunk data format** — both a human-readable **JSON** form (for
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authoring, tooling, and debugging) and a compact **binary** form (for
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runtime loading and network transfer).
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- The **SQLite schema** that persists world state on the server, including
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chunk metadata, chunk payloads, and the world/room hierarchy.
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- The **read/write API** that the server and client use to load, save, and
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stream chunks.
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The goal is a **single, versioned chunk contract** that is shared across the
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Godot client, the Python backend, and the persistence layer. A chunk is the
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atomic unit of world geometry, gameplay objects, and persistence — the server
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loads and saves whole chunks, and clients stream the chunks around them.
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### 1.1 Design Goals
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- **Versioned & forward-compatible:** Every chunk carries a format version so
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the loader can migrate old data and reject unknown future data gracefully.
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- **Dual representation:** JSON for authoring/debugging, binary for
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runtime/network. Both encode the *same* logical model so there is exactly one
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source of truth for the schema.
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- **Server-authoritative persistence:** The server is the only writer to the
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SQLite store. Clients submit *edits* (deltas) and the server applies and
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persists them, mirroring the server-authoritative networking model.
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- **Chunk-granular persistence:** Persistence happens at chunk granularity so
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the server can save a dirty chunk without rewriting the whole world, and can
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stream only the chunks a client needs.
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- **Deterministic & testable:** The binary format is byte-stable for a given
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logical payload, enabling checksums, caching, and reproducible tests.
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- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
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content flags (see `content_moderation.md`); the persistence layer stores the
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||||
moderation state alongside chunk data so enforcement can happen at load time.
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||||
|
||||
---
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||||
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## 2. World Model & Chunking
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### 2.1 World Hierarchy
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The world is organized as a hierarchy that matches the moderation content graph:
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```
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World
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└── Room
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└── Chunk (the atomic persistence & streaming unit)
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├── Tiles / Terrain
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├── Static objects (props, geometry)
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├── Dynamic objects (spawnable entities, interactables)
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└── Metadata (flags, version, timestamps)
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||||
```
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||||
- A **World** is the top-level container (a named, versioned space).
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- A **Room** is a bounded region within a world (a level, a building, a zone).
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- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
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||||
load, save, and stream.
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### 2.2 Chunk Dimensions
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||||
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||||
Chunks are **fixed-size, axis-aligned boxes** in world space. The default
|
||||
dimensions are a configuration constant so they can be tuned per world:
|
||||
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||||
| Constant | Default | Description |
|
||||
|---------------------|---------|----------------------------------------------------|
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||||
| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
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||||
| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
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| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
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| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
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A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
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||||
computed from a world-space position `p` as:
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||||
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||||
```
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cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
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||||
cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
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||||
cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
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||||
```
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||||
|
||||
The chunk's world-space bounding box is therefore:
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||||
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||||
```
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min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
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max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
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||||
```
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||||
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||||
### 2.3 Chunk Coordinate Key
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||||
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||||
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 +1,3 @@
|
||||
Bugs hide in the dark,
|
||||
Tests bring them into the light,
|
||||
Code stands strong and clear.
|
||||
@@ -1,47 +0,0 @@
|
||||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; but it can also be edited by hand.
|
||||
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="AGP Game"
|
||||
run/main_scene="res://scenes/server.tscn"
|
||||
config/features=PackedStringArray("4.6.2.stable")
|
||||
|
||||
[autoload]
|
||||
|
||||
Server="*res://scripts/server.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)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="forward_plus"
|
||||
@@ -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"]
|
||||
@@ -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
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user