Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f547bf1b1a | |||
| 729ecdbf3b | |||
| 98dc61eacc | |||
| 3b9a05b189 | |||
| ff926f0799 | |||
| 4f83c7c610 | |||
| 024e5ca03c | |||
| a0c5483b38 |
@@ -1 +0,0 @@
|
||||
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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<><>::
|
||||
::res://docs/::1787259973
|
||||
::res://docs/architecture/::1787259973
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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
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||||
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
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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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||||
|
||||
[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",
|
||||
"path": "res://scripts/player_spawner.gd"
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}]
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Binary file not shown.
@@ -0,0 +1,14 @@
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# Database
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DATABASE_URL=postgresql://agp_user:agp_password@localhost:5432/agp_db
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# Redis
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REDIS_URL=redis://localhost:6379/0
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|
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# JWT
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SECRET_KEY=change-me-to-a-secure-random-string
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ALGORITHM=HS256
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ACCESS_TOKEN_EXPIRE_MINUTES=30
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|
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# App
|
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DEBUG=true
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CORS_ORIGINS=http://localhost:8080,http://localhost:3000
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@@ -0,0 +1,4 @@
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.env
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__pycache__/
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*.pyc
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.venv/
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@@ -0,0 +1,48 @@
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"""Application configuration via pydantic-settings."""
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|
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from pydantic_settings import BaseSettings
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from functools import lru_cache
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|
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class Settings(BaseSettings):
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# App
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APP_NAME: str = "AGP Backend"
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APP_VERSION: str = "0.1.0"
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DEBUG: bool = True
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# Database (async)
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DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
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|
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# Redis
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REDIS_URL: str = "redis://localhost:6379/0"
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|
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# JWT / Auth
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SECRET_KEY: str = "change-me-to-a-secure-random-string"
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ALGORITHM: str = "HS256"
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ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
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|
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# CORS
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CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
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|
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# File uploads
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UPLOAD_DIR: str = "uploads"
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MAX_UPLOAD_SIZE_MB: int = 100
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|
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@property
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def cors_origins_list(self) -> list[str]:
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return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
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|
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class Config:
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env_file = ".env"
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env_file_encoding = "utf-8"
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case_sensitive = True
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||||
|
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@lru_cache()
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def get_settings() -> Settings:
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"""Return cached settings instance."""
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return Settings()
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||||
|
||||
|
||||
# Convenience singleton
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settings = get_settings()
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||||
@@ -0,0 +1,38 @@
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"""Async database engine and session factory."""
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|
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from sqlalchemy.ext.asyncio import (
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AsyncSession,
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async_sessionmaker,
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create_async_engine,
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)
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from sqlalchemy.orm import DeclarativeBase
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||||
|
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from app.config import settings
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|
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engine = create_async_engine(
|
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settings.database_url,
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echo=settings.DEBUG,
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pool_size=10,
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max_overflow=20,
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||||
)
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||||
|
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async_session_factory = async_sessionmaker(
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engine,
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class_=AsyncSession,
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expire_on_commit=False,
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||||
)
|
||||
|
||||
|
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class Base(DeclarativeBase):
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pass
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|
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|
||||
async def get_db() -> AsyncSession:
|
||||
"""Dependency that yields an async database session."""
|
||||
async with async_session_factory() as session:
|
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try:
|
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yield session
|
||||
await session.commit()
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||||
except Exception:
|
||||
await session.rollback()
|
||||
raise
|
||||
@@ -0,0 +1,36 @@
|
||||
"""FastAPI application entry point."""
|
||||
|
||||
from contextlib import asynccontextmanager
|
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|
||||
from fastapi import FastAPI
|
||||
|
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from app.config import settings
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from app.routers import auth, users, worlds, assets
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|
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|
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@asynccontextmanager
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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(
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||||
title=settings.app_name,
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||||
version=settings.app_version,
|
||||
description="Agentic Game Platform - Backend API",
|
||||
lifespan=lifespan,
|
||||
)
|
||||
|
||||
# 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"])
|
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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}
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@@ -0,0 +1,6 @@
|
||||
from app.models.user import User
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||||
from app.models.session import Session
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||||
from app.models.world import World
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||||
from app.models.asset import Asset
|
||||
|
||||
__all__ = ["User", "Session", "World", "Asset"]
|
||||
@@ -0,0 +1,36 @@
|
||||
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Enum as SAEnum
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class AssetType(str, enum.Enum):
|
||||
IMAGE = "image"
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||||
AUDIO = "audio"
|
||||
VIDEO = "video"
|
||||
DOCUMENT = "document"
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||||
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(SAEnum(AssetType), 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(Integer, default=0, 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 +1,18 @@
|
||||
from sqlalchemy import Column, 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, primary_key=True)
|
||||
user_id = Column(String, 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")
|
||||
@@ -0,0 +1,21 @@
|
||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime
|
||||
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)
|
||||
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")
|
||||
worlds = relationship("World", back_populates="owner")
|
||||
assets = relationship("Asset", back_populates="owner")
|
||||
@@ -0,0 +1,27 @@
|
||||
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey, 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), 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 +1,16 @@
|
||||
fastapi==0.115.6
|
||||
uvicorn[standard]==0.34.0
|
||||
sqlalchemy==2.0.36
|
||||
alembic==1.14.0
|
||||
psycopg2-binary==2.9.10
|
||||
redis==5.2.1
|
||||
pydantic==2.10.3
|
||||
pydantic-settings==2.7.0
|
||||
python-jose[cryptography]==3.3.0
|
||||
passlib[bcrypt]==1.7.4
|
||||
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
|
||||
@@ -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