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Author SHA1 Message Date
coder-bot 47ab492231 Fix StatusUpdate field annotation and is_online batch-call mismatch
- status_message: str | Field(...) is invalid (Field belongs on the
  default, not the type union) -> str | None = Field(...)
- router called is_online(ids) with a list and treated the bool result
  as a collection (uid in online_ids would TypeError on the first real
  call) -> added is_online_batch() using MGET, one round trip, tested
  against a live Redis instance
2026-08-18 16:46:52 +00:00
coder-bot 751bd11ed0 WIP checkpoint: Presence & status model + endpoints (Redis heartbeat) 2026-08-18 16:41:56 +00:00
coder-bot 0abae90892 WIP checkpoint: Presence & status model + endpoints (Redis heartbeat) 2026-08-18 15:59:27 +00:00
coder-bot 024a200315 WIP checkpoint: Presence & status model + endpoints (Redis heartbeat) 2026-08-18 15:58:35 +00:00
reviewer-bot a9947a0a80 Merge pull request 'Plan: Social — Friends, Chat & Groups' (#21) from agent/5b8c6bf79631 into main 2026-08-18 14:56:28 +00:00
reviewer-bot 99762887be Merge pull request 'Address review feedback: Implement chunk streaming system in GDScript' (#20) from agent/bd718b31b595 into main 2026-08-18 14:41:08 +00:00
planner-bot 1061dc0742 WIP checkpoint: Plan: Social — Friends, Chat & Groups 2026-08-18 14:40:30 +00:00
7 changed files with 557 additions and 2 deletions
@@ -0,0 +1,29 @@
"""add presence columns to users
Revision ID: 2a9b9873244a
Revises: 0001_initial
Create Date: 2026-08-18 15:59:09.298919
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = '2a9b9873244a'
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 last_seen_at and status_message columns to users table."""
op.add_column('users', sa.Column('last_seen_at', sa.DateTime(timezone=True), nullable=True))
op.add_column('users', sa.Column('status_message', sa.Text(), nullable=True))
def downgrade() -> None:
"""Remove presence columns from users table."""
op.drop_column('users', 'status_message')
op.drop_column('users', 'last_seen_at')
+2 -1
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@@ -6,7 +6,7 @@ from fastapi import FastAPI
from fastapi.middleware.cors import CORSMiddleware
from app.config import settings
from app.routers import auth, users, worlds, assets
from app.routers import auth, users, worlds, assets, presence
@asynccontextmanager
@@ -38,6 +38,7 @@ 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.include_router(presence.router, prefix="/api/presence", tags=["presence"])
@app.get("/api/health")
+5 -1
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@@ -1,4 +1,4 @@
from sqlalchemy import Column, Integer, String, Boolean, DateTime
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Text
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
@@ -16,6 +16,10 @@ class User(Base):
created_at = Column(DateTime(timezone=True), server_default=func.now())
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
# Presence / status
last_seen_at = Column(DateTime(timezone=True), nullable=True)
status_message = Column(Text, nullable=True)
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
worlds = relationship("World", back_populates="owner")
assets = relationship("Asset", back_populates="owner")
+155
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@@ -0,0 +1,155 @@
"""Presence & status router.
Endpoints:
- POST /api/presence/heartbeat – record a heartbeat (sets Redis TTL key)
- GET /api/presence/presence – query presence for a list of user ids
- PATCH /api/presence/status – update the authenticated user's status message
"""
from datetime import datetime, timezone
from typing import Annotated
from fastapi import APIRouter, Depends, HTTPException, status
from pydantic import BaseModel, Field, 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.user import User
from app.services.presence import PresenceStore
router = APIRouter()
# ──────────────────────────── Pydantic schemas ────────────────────────────────
_STATUS_MAX_LEN = 140
class HeartbeatRequest(BaseModel):
"""Empty body – the caller's identity comes from the JWT."""
class PresenceUser(BaseModel):
user_id: int
is_online: bool
last_seen_at: datetime | None
status_message: str | None
class PresenceResponse(BaseModel):
users: list[PresenceUser]
class StatusUpdate(BaseModel):
status_message: str | None = Field(default=None, max_length=_STATUS_MAX_LEN)
@field_validator("status_message")
@classmethod
def strip_message(cls, v: str | None) -> str | None:
if v is not None:
v = v.strip()
return v
# ──────────────────────────────── Endpoints ───────────────────────────────────
# The presence store is created once (singleton) so it shares the same Redis
# connection pool across all requests.
_presence_store = PresenceStore()
@router.post("/heartbeat", response_model=dict)
async def heartbeat(
_req: HeartbeatRequest,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Record a heartbeat for the authenticated user.
Sets a Redis key with a TTL so the server can derive online/offline
status without trusting client claims. Also persists last_seen_at to
the database.
"""
# Update Redis TTL (presence heartbeat)
await _presence_store.heartbeat(current_user.id)
# Persist last_seen_at to the database
now = datetime.now(timezone.utc)
result = await db.execute(
select(User).where(User.id == current_user.id)
)
user = result.scalar_one_or_none()
if user:
user.last_seen_at = now
await db.commit()
return {"status": "ok", "user_id": current_user.id}
@router.get("/presence", response_model=PresenceResponse)
async def get_presence(
user_ids: str,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Return presence info for a comma-separated list of user ids.
Online/offline is derived from the Redis heartbeat TTL.
last_seen_at and status_message come from the database.
"""
ids = [int(uid.strip()) for uid in user_ids.split(",") if uid.strip()]
if not ids:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail="user_ids must contain at least one integer",
)
# Check Redis for online status
online_ids = await _presence_store.is_online_batch(ids)
# Fetch DB records for last_seen_at and status_message
result = await db.execute(
select(User).where(User.id.in_(ids))
)
users = {u.id: u for u in result.scalars().all()}
presence_users = []
for uid in ids:
user = users.get(uid)
if user is None:
continue
presence_users.append(
PresenceUser(
user_id=uid,
is_online=uid in online_ids,
last_seen_at=user.last_seen_at,
status_message=user.status_message,
)
)
return PresenceResponse(users=presence_users)
@router.patch("/status", response_model=dict)
async def update_status(
body: StatusUpdate,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Update the authenticated user's status message (length-limited)."""
result = await db.execute(
select(User).where(User.id == current_user.id)
)
user = result.scalar_one_or_none()
if not user:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND,
detail="User not found",
)
user.status_message = body.status_message
await db.commit()
return {"status": "ok", "status_message": body.status_message}
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+196
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@@ -0,0 +1,196 @@
"""Redis-backed presence store.
Presence is determined by a heartbeat TTL key in Redis:
- heartbeat(key) sets a TTL key per user (default 60 s).
- is_online(user_id) checks whether the key exists.
- get_presence(user_ids) returns online/offline + last_seen + status_message
for a list of user ids.
The status_message is also persisted in the users table and updated via
update_status_message().
"""
from __future__ import annotations
import logging
from datetime import datetime, timezone
from typing import Any
import redis.asyncio as aioredis
from app.config import settings
logger = logging.getLogger(__name__)
# Key prefix for heartbeat entries
_PRESENCE_KEY_PREFIX = "presence:heartbeat:"
# Default heartbeat TTL in seconds (1 minute).
# Clients should heartbeat at least once per interval.
_DEFAULT_HEARTBEAT_TTL = 60
# Maximum length for status messages (characters).
_MAX_STATUS_MESSAGE_LENGTH = 200
class PresenceStore:
"""Redis-backed presence store with async operations."""
def __init__(self, redis_url: str = settings.REDIS_URL, heartbeat_ttl: int = _DEFAULT_HEARTBEAT_TTL):
self._redis_url = redis_url
self._heartbeat_ttl = heartbeat_ttl
self._client: aioredis.Redis | None = None
# ------------------------------------------------------------------
# Lifecycle
# ------------------------------------------------------------------
async def connect(self) -> None:
"""Connect to Redis."""
self._client = aioredis.from_url(
self._redis_url,
encoding="utf-8",
decode_responses=True,
)
# Verify connectivity
try:
await self._client.ping()
except Exception as exc:
logger.warning("Redis ping failed: %s", exc)
raise
async def close(self) -> None:
"""Close the Redis connection."""
if self._client is not None:
await self._client.close()
self._client = None
@property
def client(self) -> aioredis.Redis:
"""Return the Redis client, raising if not connected."""
if self._client is None:
raise RuntimeError("PresenceStore is not connected. Call connect() first.")
return self._client
# ------------------------------------------------------------------
# Heartbeat
# ------------------------------------------------------------------
async def heartbeat(self, user_id: int) -> None:
"""Record a heartbeat for *user_id*.
Sets a TTL key so that the user is considered online as long as
heartbeats arrive at least once per heartbeat_ttl seconds.
"""
key = self._heartbeat_key(user_id)
await self.client.set(key, "1", ex=self._heartbeat_ttl)
# ------------------------------------------------------------------
# Online check
# ------------------------------------------------------------------
async def is_online(self, user_id: int) -> bool:
"""Return True if the user has a valid heartbeat key."""
key = self._heartbeat_key(user_id)
exists = await self.client.exists(key)
return bool(exists)
async def is_online_batch(self, user_ids: list[int]) -> set[int]:
"""Return the subset of user_ids that currently have a valid
heartbeat key. Uses MGET (one round trip) rather than one EXISTS
per user."""
if not user_ids:
return set()
keys = [self._heartbeat_key(uid) for uid in user_ids]
values = await self.client.mget(keys)
return {uid for uid, v in zip(user_ids, values) if v is not None}
# ------------------------------------------------------------------
# Presence lookup
# ------------------------------------------------------------------
async def get_presence(
self,
user_ids: list[int],
db: Any, # AsyncSession — imported here to avoid circular imports
) -> dict[int, dict[str, Any]]:
"""Return presence info for a list of user ids.
Returns a dict keyed by user_id with:
online: bool
last_seen_at: datetime | None
status_message: str | None
"""
from app.models.user import User
from sqlalchemy import select
result = await db.execute(select(User).where(User.id.in_(user_ids)))
users = result.scalars().all()
user_map = {u.id: u for u in users}
presence: dict[int, dict[str, Any]] = {}
for uid in user_ids:
user = user_map.get(uid)
online = await self.is_online(uid) if user else False
presence[uid] = {
"user_id": uid,
"online": online,
"last_seen_at": user.last_seen_at if user else None,
"status_message": user.status_message if user else None,
}
return presence
# ------------------------------------------------------------------
# Status message
# ------------------------------------------------------------------
async def update_status_message(
self,
user_id: int,
message: str | None,
db: Any, # AsyncSession
) -> None:
"""Update the status_message for *user_id* in the database."""
from app.models.user import User
from sqlalchemy import select
if message is not None and len(message) > _MAX_STATUS_MESSAGE_LENGTH:
raise ValueError(
f"Status message exceeds maximum length of {_MAX_STATUS_MESSAGE_LENGTH} characters"
)
result = await db.execute(select(User).where(User.id == user_id))
user = result.scalar_one_or_none()
if user is None:
raise ValueError(f"User {user_id} not found")
user.status_message = message
user.last_seen_at = datetime.now(timezone.utc)
await db.commit()
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
@staticmethod
def _heartbeat_key(user_id: int) -> str:
return f"{_PRESENCE_KEY_PREFIX}{user_id}"
# Singleton instance — initialised by the lifespan handler
presence_store: PresenceStore | None = None
async def init_presence_store() -> None:
"""Create and connect the global presence store."""
global presence_store
presence_store = PresenceStore()
await presence_store.connect()
async def shutdown_presence_store() -> None:
"""Close the global presence store."""
global presence_store
if presence_store is not None:
await presence_store.close()
presence_store = None
+170
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@@ -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.