Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 11e53d30e4 |
-10
@@ -1,10 +0,0 @@
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# Godot 4 editor cache/import directory
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.godot/
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# Godot export artifacts
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export/
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*.tmp
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# OS
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.DS_Store
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Thumbs.db
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@@ -1,20 +0,0 @@
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# Database (async driver)
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DATABASE_URL=postgresql+asyncpg://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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# 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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# App
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APP_NAME=AGP Backend
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APP_VERSION=0.1.0
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DEBUG=true
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CORS_ORIGINS=http://localhost:8080,http://localhost:3000
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# File uploads
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UPLOAD_DIR=uploads
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MAX_UPLOAD_SIZE_MB=100
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@@ -1,4 +0,0 @@
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.env
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__pycache__/
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*.pyc
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.venv/
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@@ -1,42 +0,0 @@
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# Alembic configuration file.
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# Run: alembic upgrade head (to apply migrations)
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# Run: alembic revision --autogenerate -m "description" (to generate migration)
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[alembic]
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script_location = alembic
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prepend_sys_path = .
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sqlalchemy.url = postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
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[loggers]
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keys = root,sqlalchemy,alembic
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[handlers]
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keys = console
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[formatters]
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keys = generic
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[logger_root]
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level = WARN
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handlers = console
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qualname =
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[logger_sqlalchemy]
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level = WARN
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handlers =
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qualname = sqlalchemy.engine
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[logger_alembic]
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level = INFO
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handlers =
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qualname = alembic
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[handler_console]
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class = StreamHandler
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args = (sys.stderr,)
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level = NOTSET
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formatter = generic
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[formatter_generic]
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format = %(levelname)-5.5s [%(name)s] %(message)s
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datefmt = %H:%M:%S
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@@ -1,65 +0,0 @@
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"""Alembic environment configuration."""
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import asyncio
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from logging.config import fileConfig
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from alembic import context
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from sqlalchemy.ext.asyncio import create_async_engine
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from app.config import settings
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from app.database import Base
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from app.models import user, session, world, asset, moderation # noqa: F401
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# this is the Alembic Config object, which provides
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# access to the values within the .ini file in use.
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config = context.config
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# Interpret the config file for Python logging.
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# This line sets up loggers basically.
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if config.config_file_name is not None:
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fileConfig(config.config_file_name)
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# add your model's MetaData object here
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# for 'autogenerate' support
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target_metadata = Base.metadata
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def run_migrations_offline() -> None:
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"""Run migrations in 'offline' mode."""
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url = settings.DATABASE_URL
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context.configure(
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url=url,
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target_metadata=target_metadata,
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literal_binds=True,
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dialect_opts={"paramstyle": "named"},
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)
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with context.begin_transaction():
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context.run_migrations()
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def do_run_migrations(connection):
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context.configure(connection=connection, target_metadata=target_metadata)
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with context.begin_transaction():
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context.run_migrations()
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async def run_async_migrations():
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"""Run migrations in 'online' mode with async engine."""
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connectable = create_async_engine(settings.DATABASE_URL, echo=False)
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async with connectable.connect() as connection:
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await connection.run_sync(do_run_migrations)
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await connectable.dispose()
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def run_migrations_online() -> None:
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"""Run migrations in 'online' mode."""
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asyncio.run(run_async_migrations())
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if context.is_offline_mode():
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run_migrations_offline()
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else:
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run_migrations_online()
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@@ -1,27 +0,0 @@
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"""${message}
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Revision ID: ${up_revision}
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Revises: ${down_revision | comma,n}
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Create Date: ${create_date}
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"""
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from typing import Sequence, Union
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from alembic import op
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import sqlalchemy as sa
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${imports if imports else ""}
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# revision identifiers, used by Alembic.
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revision: str = ${repr(up_revision)}
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down_revision: Union[str, None] = ${repr(down_revision)}
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branch_labels: Union[str, Sequence[str], None] = ${repr(branch_labels)}
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depends_on: Union[str, Sequence[str], None] = ${repr(depends_on)}
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def upgrade() -> None:
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"""Upgrade database schema."""
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${upgrades if upgrades else "pass"}
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def downgrade() -> None:
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"""Downgrade database schema."""
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${downgrades if downgrades else "pass"}
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@@ -1,126 +0,0 @@
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"""initial schema
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Revision ID: 0001_initial
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Revises:
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Create Date: 2024-01-01 00:00:00.000000
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"""
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from typing import Sequence, Union
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from alembic import op
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import sqlalchemy as sa
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from sqlalchemy.dialects import postgresql
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# revision identifiers, used by Alembic.
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revision: str = "0001_initial"
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down_revision: Union[str, None] = None
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branch_labels: Union[str, Sequence[str], None] = None
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depends_on: Union[str, Sequence[str], None] = None
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def upgrade() -> None:
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"""Upgrade database schema."""
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# Create ENUM types
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world_visibility = postgresql.ENUM(
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"public", "private", "friends_only", name="world_visibility"
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)
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world_visibility.create(op.get_bind(), checkfirst=True)
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asset_type = postgresql.ENUM(
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"image", "audio", "video", "document", "model_3d", "other", name="asset_type"
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)
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asset_type.create(op.get_bind(), checkfirst=True)
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# Create users table
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op.create_table(
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"users",
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sa.Column("id", sa.Integer(), primary_key=True),
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sa.Column("username", sa.String(length=50), nullable=False),
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sa.Column("email", sa.String(length=120), nullable=False),
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sa.Column("hashed_password", sa.String(length=255), nullable=False),
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sa.Column("is_active", sa.Boolean(), nullable=True),
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sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
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)
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op.create_index(op.f("ix_users_email"), "users", ["email"], unique=True)
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op.create_index(op.f("ix_users_id"), "users", ["id"], unique=False)
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op.create_index(op.f("ix_users_username"), "users", ["username"], unique=True)
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# Create sessions table
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op.create_table(
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"sessions",
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sa.Column("id", sa.String(length=36), primary_key=True),
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sa.Column("user_id", sa.Integer(), nullable=False),
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sa.Column("token", sa.String(), nullable=False),
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sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
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sa.Column("is_active", sa.Boolean(), nullable=True),
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sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.ForeignKeyConstraint(["user_id"], ["users.id"], ondelete="CASCADE"),
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)
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op.create_index(op.f("ix_sessions_token"), "sessions", ["token"], unique=True)
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# Create worlds table
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op.create_table(
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"worlds",
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sa.Column("id", sa.Integer(), primary_key=True),
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sa.Column("name", sa.String(length=255), nullable=False),
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sa.Column("description", sa.Text(), nullable=True),
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sa.Column("owner_id", sa.Integer(), nullable=False),
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sa.Column(
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"visibility",
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postgresql.ENUM(
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"public", "private", "friends_only", name="world_visibility"
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),
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nullable=True,
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),
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sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
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sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
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)
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op.create_index(op.f("ix_worlds_id"), "worlds", ["id"], unique=False)
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# Create assets table
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op.create_table(
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"assets",
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sa.Column("id", sa.Integer(), primary_key=True),
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sa.Column("name", sa.String(length=255), nullable=False),
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sa.Column("description", sa.Text(), nullable=True),
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sa.Column(
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"asset_type",
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postgresql.ENUM(
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"image", "audio", "video", "document", "model_3d", "other",
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name="asset_type",
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),
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nullable=False,
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),
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sa.Column("file_path", sa.String(length=512), nullable=False),
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sa.Column("file_size", sa.Integer(), nullable=True),
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sa.Column("mime_type", sa.String(length=128), nullable=True),
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sa.Column("metadata_json", sa.Text(), nullable=True),
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sa.Column("world_id", sa.Integer(), nullable=True),
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sa.Column("owner_id", sa.Integer(), nullable=False),
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sa.Column("is_public", sa.Boolean(), nullable=False),
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sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
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sa.ForeignKeyConstraint(["world_id"], ["worlds.id"]),
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)
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op.create_index(op.f("ix_assets_id"), "assets", ["id"], unique=False)
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def downgrade() -> None:
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"""Downgrade database schema."""
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op.drop_index(op.f("ix_assets_id"), table_name="assets")
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op.drop_table("assets")
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op.drop_index(op.f("ix_worlds_id"), table_name="worlds")
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op.drop_table("worlds")
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op.drop_index(op.f("ix_sessions_token"), table_name="sessions")
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op.drop_table("sessions")
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op.drop_index(op.f("ix_users_username"), table_name="users")
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op.drop_index(op.f("ix_users_id"), table_name="users")
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op.drop_index(op.f("ix_users_email"), table_name="users")
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op.drop_table("users")
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# Drop ENUM types
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postgresql.ENUM(name="asset_type").drop(op.get_bind(), checkfirst=True)
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postgresql.ENUM(name="world_visibility").drop(op.get_bind(), checkfirst=True)
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@@ -1,30 +0,0 @@
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"""add date_of_birth column to users table
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|
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Revision ID: 0002_add_date_of_birth_to_users
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Revises: 0001_initial
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Create Date: 2025-01-01 00:00:00.000000
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|
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"""
|
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from typing import Sequence, Union
|
||||
|
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from alembic import op
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import sqlalchemy as sa
|
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|
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# revision identifiers, used by Alembic.
|
||||
revision: str = "0002_add_date_of_birth_to_users"
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down_revision: Union[str, None] = "0001_initial"
|
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branch_labels: Union[str, Sequence[str], None] = None
|
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depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
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def upgrade() -> None:
|
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"""Add date_of_birth column to users table."""
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op.add_column(
|
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"users",
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sa.Column("date_of_birth", sa.Date(), nullable=True),
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)
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|
||||
|
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def downgrade() -> None:
|
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"""Remove date_of_birth column from users table."""
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op.drop_column("users", "date_of_birth")
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@@ -1,310 +0,0 @@
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"""add moderation schema
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||||
|
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Revision ID: 0003_add_moderation_schema
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Revises: 0002_add_date_of_birth_to_users
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Create Date: 2025-01-01 00:00:00.000000
|
||||
|
||||
"""
|
||||
from typing import Sequence, Union
|
||||
|
||||
from alembic import op
|
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import sqlalchemy as sa
|
||||
from sqlalchemy.dialects import postgresql
|
||||
|
||||
# revision identifiers, used by Alembic.
|
||||
revision: str = "0003_add_moderation_schema"
|
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down_revision: Union[str, None] = "0002_add_date_of_birth_to_users"
|
||||
branch_labels: Union[str, Sequence[str], None] = None
|
||||
depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
"""Create moderation tables and extend users table."""
|
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# ── ENUM types ──────────────────────────────────────────────
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|
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target_type_enum = postgresql.ENUM(
|
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"user", "world", "asset", "chat_message",
|
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name="target_type",
|
||||
)
|
||||
target_type_enum.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
reason_category_enum = postgresql.ENUM(
|
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"harassment", "hate_speech", "sexual_content", "violence",
|
||||
"spam", "self_harm", "other",
|
||||
name="reason_category",
|
||||
)
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reason_category_enum.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
report_status_enum = postgresql.ENUM(
|
||||
"open", "in_review", "resolved", "dismissed",
|
||||
name="report_status",
|
||||
)
|
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report_status_enum.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
resolution_enum = postgresql.ENUM(
|
||||
"upheld", "modified", "dismissed",
|
||||
name="resolution",
|
||||
)
|
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resolution_enum.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
moderation_action_type_enum = postgresql.ENUM(
|
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"warn", "suspend", "ban", "restrict", "remove", "restore",
|
||||
name="moderation_action_type",
|
||||
)
|
||||
moderation_action_type_enum.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
appeal_status_enum = postgresql.ENUM(
|
||||
"pending", "approved", "rejected",
|
||||
name="appeal_status",
|
||||
)
|
||||
appeal_status_enum.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
user_role_enum = postgresql.ENUM(
|
||||
"user", "moderator", "admin",
|
||||
name="user_role",
|
||||
)
|
||||
user_role_enum.create(op.get_bind(), checkfirst=True)
|
||||
|
||||
# ── users table extensions ──────────────────────────────────
|
||||
|
||||
op.add_column(
|
||||
"users",
|
||||
sa.Column(
|
||||
"role",
|
||||
postgresql.ENUM(
|
||||
"user", "moderator", "admin", name="user_role",
|
||||
create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
server_default="user",
|
||||
),
|
||||
)
|
||||
op.add_column(
|
||||
"users",
|
||||
sa.Column("banned_until", sa.DateTime(timezone=True), nullable=True),
|
||||
)
|
||||
op.add_column(
|
||||
"users",
|
||||
sa.Column("suspended_until", sa.DateTime(timezone=True), nullable=True),
|
||||
)
|
||||
|
||||
# ── reports table ───────────────────────────────────────────
|
||||
|
||||
op.create_table(
|
||||
"reports",
|
||||
sa.Column("id", sa.Integer(), primary_key=True),
|
||||
sa.Column("reporter_id", sa.Integer(), nullable=False),
|
||||
sa.Column(
|
||||
"target_type",
|
||||
postgresql.ENUM(
|
||||
"user", "world", "asset", "chat_message",
|
||||
name="target_type", create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("target_id", sa.String(length=64), nullable=False),
|
||||
sa.Column(
|
||||
"reason_category",
|
||||
postgresql.ENUM(
|
||||
"harassment", "hate_speech", "sexual_content", "violence",
|
||||
"spam", "self_harm", "other",
|
||||
name="reason_category", create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("details", sa.Text(), nullable=True),
|
||||
sa.Column(
|
||||
"status",
|
||||
postgresql.ENUM(
|
||||
"open", "in_review", "resolved", "dismissed",
|
||||
name="report_status", create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
server_default="open",
|
||||
),
|
||||
sa.Column("resolved_by", sa.Integer(), nullable=True),
|
||||
sa.Column(
|
||||
"resolution",
|
||||
postgresql.ENUM(
|
||||
"upheld", "modified", "dismissed",
|
||||
name="resolution", create_type=False,
|
||||
),
|
||||
nullable=True,
|
||||
),
|
||||
sa.Column(
|
||||
"created_at",
|
||||
sa.DateTime(timezone=True),
|
||||
server_default=sa.func.now(),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column(
|
||||
"updated_at",
|
||||
sa.DateTime(timezone=True),
|
||||
server_default=sa.func.now(),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("resolved_at", sa.DateTime(timezone=True), nullable=True),
|
||||
sa.ForeignKeyConstraint(
|
||||
["reporter_id"], ["users.id"], ondelete="CASCADE",
|
||||
),
|
||||
sa.ForeignKeyConstraint(
|
||||
["resolved_by"], ["users.id"], ondelete="SET NULL",
|
||||
),
|
||||
)
|
||||
op.create_index(op.f("ix_reports_id"), "reports", ["id"], unique=False)
|
||||
op.create_index(
|
||||
op.f("ix_reports_reporter_id"), "reports", ["reporter_id"], unique=False,
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_reports_status"), "reports", ["status"], unique=False,
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_reports_target"), "reports", ["target_type", "target_id"], unique=False,
|
||||
)
|
||||
|
||||
# ── moderation_actions table ────────────────────────────────
|
||||
|
||||
op.create_table(
|
||||
"moderation_actions",
|
||||
sa.Column("id", sa.Integer(), primary_key=True),
|
||||
sa.Column("moderator_id", sa.Integer(), nullable=False),
|
||||
sa.Column("target_user_id", sa.Integer(), nullable=False),
|
||||
sa.Column(
|
||||
"target_type",
|
||||
postgresql.ENUM(
|
||||
"user", "world", "asset", "chat_message",
|
||||
name="target_type", create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("target_id", sa.String(length=64), nullable=False),
|
||||
sa.Column(
|
||||
"action",
|
||||
postgresql.ENUM(
|
||||
"warn", "suspend", "ban", "restrict", "remove", "restore",
|
||||
name="moderation_action_type", create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("reason", sa.Text(), nullable=True),
|
||||
sa.Column("report_id", sa.Integer(), nullable=True),
|
||||
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=True),
|
||||
sa.Column("revoked_at", sa.DateTime(timezone=True), nullable=True),
|
||||
sa.Column(
|
||||
"created_at",
|
||||
sa.DateTime(timezone=True),
|
||||
server_default=sa.func.now(),
|
||||
nullable=False,
|
||||
),
|
||||
sa.ForeignKeyConstraint(
|
||||
["moderator_id"], ["users.id"], ondelete="SET NULL",
|
||||
),
|
||||
sa.ForeignKeyConstraint(
|
||||
["target_user_id"], ["users.id"], ondelete="CASCADE",
|
||||
),
|
||||
sa.ForeignKeyConstraint(
|
||||
["report_id"], ["reports.id"], ondelete="SET NULL",
|
||||
),
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_moderation_actions_id"),
|
||||
"moderation_actions", ["id"], unique=False,
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_moderation_actions_moderator_id"),
|
||||
"moderation_actions", ["moderator_id"], unique=False,
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_moderation_actions_target_user_id"),
|
||||
"moderation_actions", ["target_user_id"], unique=False,
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_moderation_actions_target"),
|
||||
"moderation_actions", ["target_type", "target_id"], unique=False,
|
||||
)
|
||||
|
||||
# ── appeals table ───────────────────────────────────────────
|
||||
|
||||
op.create_table(
|
||||
"appeals",
|
||||
sa.Column("id", sa.Integer(), primary_key=True),
|
||||
sa.Column(
|
||||
"moderation_action_id", sa.Integer(), nullable=False,
|
||||
),
|
||||
sa.Column("user_id", sa.Integer(), nullable=False),
|
||||
sa.Column("reason", sa.Text(), nullable=False),
|
||||
sa.Column(
|
||||
"status",
|
||||
postgresql.ENUM(
|
||||
"pending", "approved", "rejected",
|
||||
name="appeal_status", create_type=False,
|
||||
),
|
||||
nullable=False,
|
||||
server_default="pending",
|
||||
),
|
||||
sa.Column("reviewed_by", sa.Integer(), nullable=True),
|
||||
sa.Column("reviewed_at", sa.DateTime(timezone=True), nullable=True),
|
||||
sa.Column(
|
||||
"created_at",
|
||||
sa.DateTime(timezone=True),
|
||||
server_default=sa.func.now(),
|
||||
nullable=False,
|
||||
),
|
||||
sa.ForeignKeyConstraint(
|
||||
["moderation_action_id"],
|
||||
["moderation_actions.id"], ondelete="CASCADE",
|
||||
),
|
||||
sa.ForeignKeyConstraint(
|
||||
["user_id"], ["users.id"], ondelete="CASCADE",
|
||||
),
|
||||
sa.ForeignKeyConstraint(
|
||||
["reviewed_by"], ["users.id"], ondelete="SET NULL",
|
||||
),
|
||||
)
|
||||
op.create_index(op.f("ix_appeals_id"), "appeals", ["id"], unique=False)
|
||||
op.create_index(
|
||||
op.f("ix_appeals_moderation_action_id"),
|
||||
"appeals", ["moderation_action_id"], unique=False,
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_appeals_user_id"),
|
||||
"appeals", ["user_id"], unique=False,
|
||||
)
|
||||
op.create_index(
|
||||
op.f("ix_appeals_status"),
|
||||
"appeals", ["status"], unique=False,
|
||||
)
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
"""Drop moderation tables and revert users table."""
|
||||
op.drop_index(op.f("ix_appeals_status"), table_name="appeals")
|
||||
op.drop_index(op.f("ix_appeals_user_id"), table_name="appeals")
|
||||
op.drop_index(op.f("ix_appeals_moderation_action_id"), table_name="appeals")
|
||||
op.drop_index(op.f("ix_appeals_id"), table_name="appeals")
|
||||
op.drop_table("appeals")
|
||||
|
||||
op.drop_index(op.f("ix_moderation_actions_target"), table_name="moderation_actions")
|
||||
op.drop_index(op.f("ix_moderation_actions_target_user_id"), table_name="moderation_actions")
|
||||
op.drop_index(op.f("ix_moderation_actions_moderator_id"), table_name="moderation_actions")
|
||||
op.drop_index(op.f("ix_moderation_actions_id"), table_name="moderation_actions")
|
||||
op.drop_table("moderation_actions")
|
||||
|
||||
op.drop_index(op.f("ix_reports_target"), table_name="reports")
|
||||
op.drop_index(op.f("ix_reports_status"), table_name="reports")
|
||||
op.drop_index(op.f("ix_reports_reporter_id"), table_name="reports")
|
||||
op.drop_index(op.f("ix_reports_id"), table_name="reports")
|
||||
op.drop_table("reports")
|
||||
|
||||
op.drop_column("users", "suspended_until")
|
||||
op.drop_column("users", "banned_until")
|
||||
op.drop_column("users", "role")
|
||||
|
||||
# Drop ENUM types
|
||||
postgresql.ENUM(name="appeal_status").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="moderation_action_type").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="resolution").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="report_status").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="reason_category").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="target_type").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="user_role").drop(op.get_bind(), checkfirst=True)
|
||||
@@ -1,52 +0,0 @@
|
||||
"""Application configuration via pydantic-settings."""
|
||||
|
||||
from functools import lru_cache
|
||||
|
||||
from pydantic_settings import BaseSettings, SettingsConfigDict
|
||||
|
||||
|
||||
class Settings(BaseSettings):
|
||||
# App
|
||||
APP_NAME: str = "AGP Backend"
|
||||
APP_VERSION: str = "0.1.0"
|
||||
DEBUG: bool = True
|
||||
|
||||
# Database (async)
|
||||
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
|
||||
|
||||
# Redis
|
||||
REDIS_URL: str = "redis://localhost:6379/0"
|
||||
|
||||
# JWT / Auth
|
||||
# NOTE: production must override SECRET_KEY with a secure random value
|
||||
# (e.g. `python -c "import secrets; print(secrets.token_urlsafe(32))"`)
|
||||
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
||||
ALGORITHM: str = "HS256"
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
||||
|
||||
# CORS
|
||||
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
||||
|
||||
# File uploads
|
||||
UPLOAD_DIR: str = "uploads"
|
||||
MAX_UPLOAD_SIZE_MB: int = 100
|
||||
|
||||
model_config = SettingsConfigDict(
|
||||
env_file=".env",
|
||||
env_file_encoding="utf-8",
|
||||
case_sensitive=True,
|
||||
)
|
||||
|
||||
@property
|
||||
def cors_origins_list(self) -> list[str]:
|
||||
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
||||
|
||||
|
||||
@lru_cache()
|
||||
def get_settings() -> Settings:
|
||||
"""Return cached settings instance."""
|
||||
return Settings()
|
||||
|
||||
|
||||
# Convenience singleton
|
||||
settings = get_settings()
|
||||
@@ -1,42 +0,0 @@
|
||||
"""Async database engine and session factory."""
|
||||
|
||||
from sqlalchemy.ext.asyncio import (
|
||||
AsyncSession,
|
||||
async_sessionmaker,
|
||||
create_async_engine,
|
||||
)
|
||||
from sqlalchemy.orm import DeclarativeBase
|
||||
|
||||
from app.config import settings
|
||||
|
||||
engine = create_async_engine(
|
||||
settings.DATABASE_URL,
|
||||
echo=settings.DEBUG,
|
||||
pool_size=10,
|
||||
max_overflow=20,
|
||||
)
|
||||
|
||||
async_session_factory = async_sessionmaker(
|
||||
engine,
|
||||
class_=AsyncSession,
|
||||
expire_on_commit=False,
|
||||
)
|
||||
|
||||
|
||||
class Base(DeclarativeBase):
|
||||
pass
|
||||
|
||||
|
||||
async def get_db() -> AsyncSession:
|
||||
"""Dependency that yields an async database session.
|
||||
|
||||
Handlers are responsible for committing or rolling back their own
|
||||
transactions. This avoids the double-commit problem where the
|
||||
session is committed both here and in the handler.
|
||||
"""
|
||||
async with async_session_factory() as session:
|
||||
try:
|
||||
yield session
|
||||
except Exception:
|
||||
await session.rollback()
|
||||
raise
|
||||
@@ -1,55 +0,0 @@
|
||||
"""Shared FastAPI dependencies, including JWT-based auth."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import Depends, HTTPException, status
|
||||
from fastapi.security import OAuth2PasswordBearer
|
||||
from jose import JWTError, jwt
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.models.user import User
|
||||
|
||||
oauth2_scheme = OAuth2PasswordBearer(tokenUrl="/api/auth/login")
|
||||
|
||||
|
||||
async def get_current_user(
|
||||
token: Annotated[str, Depends(oauth2_scheme)],
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
) -> User:
|
||||
"""Resolve the JWT bearer token to a User, or raise 401."""
|
||||
credentials_exception = HTTPException(
|
||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||
detail="Could not validate credentials",
|
||||
headers={"WWW-Authenticate": "Bearer"},
|
||||
)
|
||||
try:
|
||||
payload = jwt.decode(
|
||||
token, settings.SECRET_KEY, algorithms=[settings.ALGORITHM]
|
||||
)
|
||||
user_id: str | None = payload.get("sub")
|
||||
if user_id is None:
|
||||
raise credentials_exception
|
||||
except JWTError:
|
||||
raise credentials_exception
|
||||
|
||||
try:
|
||||
user_id_int = int(user_id)
|
||||
except (ValueError, TypeError):
|
||||
raise credentials_exception
|
||||
|
||||
result = await db.execute(select(User).where(User.id == user_id_int))
|
||||
user = result.scalar_one_or_none()
|
||||
if user is None:
|
||||
raise credentials_exception
|
||||
if not user.is_active:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_403_FORBIDDEN,
|
||||
detail="User account is inactive",
|
||||
)
|
||||
return user
|
||||
|
||||
|
||||
CurrentUser = Annotated[User, Depends(get_current_user)]
|
||||
@@ -1,46 +0,0 @@
|
||||
"""FastAPI application entry point."""
|
||||
|
||||
from contextlib import asynccontextmanager
|
||||
|
||||
from fastapi import FastAPI
|
||||
from fastapi.middleware.cors import CORSMiddleware
|
||||
|
||||
from app.config import settings
|
||||
from app.routers import auth, users, worlds, assets
|
||||
|
||||
|
||||
@asynccontextmanager
|
||||
async def lifespan(app: FastAPI):
|
||||
"""Application lifespan: startup and shutdown events."""
|
||||
# Startup: initialize database, connect to Redis, etc.
|
||||
yield
|
||||
# Shutdown: close connections, cleanup
|
||||
|
||||
|
||||
app = FastAPI(
|
||||
title=settings.APP_NAME,
|
||||
version=settings.APP_VERSION,
|
||||
description="Agentic Game Platform - Backend API",
|
||||
lifespan=lifespan,
|
||||
)
|
||||
|
||||
# CORS
|
||||
app.add_middleware(
|
||||
CORSMiddleware,
|
||||
allow_origins=settings.cors_origins_list,
|
||||
allow_credentials=True,
|
||||
allow_methods=["*"],
|
||||
allow_headers=["*"],
|
||||
)
|
||||
|
||||
# Include routers
|
||||
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
|
||||
app.include_router(users.router, prefix="/api/users", tags=["users"])
|
||||
app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
|
||||
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
|
||||
|
||||
|
||||
@app.get("/api/health")
|
||||
async def health_check():
|
||||
"""Simple health check endpoint."""
|
||||
return {"status": "ok", "app": settings.APP_NAME}
|
||||
@@ -1,31 +0,0 @@
|
||||
from app.models.user import User
|
||||
from app.models.session import Session
|
||||
from app.models.world import World
|
||||
from app.models.asset import Asset
|
||||
from app.models.moderation import (
|
||||
Report,
|
||||
ModerationAction,
|
||||
Appeal,
|
||||
TargetType,
|
||||
ReasonCategory,
|
||||
ReportStatus,
|
||||
Resolution,
|
||||
ModerationActionType,
|
||||
AppealStatus,
|
||||
)
|
||||
|
||||
__all__ = [
|
||||
"User",
|
||||
"Session",
|
||||
"World",
|
||||
"Asset",
|
||||
"Report",
|
||||
"ModerationAction",
|
||||
"Appeal",
|
||||
"TargetType",
|
||||
"ReasonCategory",
|
||||
"ReportStatus",
|
||||
"Resolution",
|
||||
"ModerationActionType",
|
||||
"AppealStatus",
|
||||
]
|
||||
@@ -1,40 +0,0 @@
|
||||
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Boolean
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class AssetType(str, enum.Enum):
|
||||
IMAGE = "image"
|
||||
AUDIO = "audio"
|
||||
VIDEO = "video"
|
||||
DOCUMENT = "document"
|
||||
MODEL_3D = "model_3d"
|
||||
OTHER = "other"
|
||||
|
||||
|
||||
class Asset(Base):
|
||||
__tablename__ = "assets"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
asset_type = Column(
|
||||
ENUM(AssetType, name="asset_type", create_type=False),
|
||||
nullable=False,
|
||||
)
|
||||
file_path = Column(String(512), nullable=False)
|
||||
file_size = Column(Integer, nullable=True)
|
||||
mime_type = Column(String(128), nullable=True)
|
||||
metadata_json = Column(Text, nullable=True)
|
||||
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
is_public = Column(Boolean, default=False, nullable=False)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="assets")
|
||||
world = relationship("World", back_populates="assets")
|
||||
@@ -1,186 +0,0 @@
|
||||
"""Moderation data models for Trust & Safety."""
|
||||
|
||||
import enum
|
||||
from datetime import datetime
|
||||
from typing import Optional
|
||||
|
||||
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class TargetType(str, enum.Enum):
|
||||
"""Type of entity being reported or moderated."""
|
||||
USER = "user"
|
||||
WORLD = "world"
|
||||
ASSET = "asset"
|
||||
CHAT_MESSAGE = "chat_message"
|
||||
|
||||
|
||||
class ReasonCategory(str, enum.Enum):
|
||||
"""Category of reason for a report."""
|
||||
HARASSMENT = "harassment"
|
||||
HATE_SPEECH = "hate_speech"
|
||||
SEXUAL_CONTENT = "sexual_content"
|
||||
VIOLENCE = "violence"
|
||||
SPAM = "spam"
|
||||
SELF_HARM = "self_harm"
|
||||
OTHER = "other"
|
||||
|
||||
|
||||
class ReportStatus(str, enum.Enum):
|
||||
"""Status of a report."""
|
||||
OPEN = "open"
|
||||
IN_REVIEW = "in_review"
|
||||
RESOLVED = "resolved"
|
||||
DISMISSED = "dismissed"
|
||||
|
||||
|
||||
class Resolution(str, enum.Enum):
|
||||
"""Resolution outcome of a report."""
|
||||
UPHELD = "upheld"
|
||||
MODIFIED = "modified"
|
||||
DISMISSED = "dismissed"
|
||||
|
||||
|
||||
class ModerationActionType(str, enum.Enum):
|
||||
"""Type of moderation action taken."""
|
||||
WARN = "warn"
|
||||
SUSPEND = "suspend"
|
||||
BAN = "ban"
|
||||
RESTRICT = "restrict"
|
||||
REMOVE = "remove"
|
||||
RESTORE = "restore"
|
||||
|
||||
|
||||
class AppealStatus(str, enum.Enum):
|
||||
"""Status of an appeal."""
|
||||
PENDING = "pending"
|
||||
APPROVED = "approved"
|
||||
REJECTED = "rejected"
|
||||
|
||||
|
||||
class Report(Base):
|
||||
"""A report filed by a user against a target entity."""
|
||||
__tablename__ = "reports"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
reporter_id = Column(
|
||||
Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False
|
||||
)
|
||||
target_type = Column(
|
||||
ENUM(TargetType, name="target_type", create_type=False),
|
||||
nullable=False,
|
||||
)
|
||||
target_id = Column(String(64), nullable=False)
|
||||
reason_category = Column(
|
||||
ENUM(ReasonCategory, name="reason_category", create_type=False),
|
||||
nullable=False,
|
||||
)
|
||||
details = Column(Text, nullable=True)
|
||||
status = Column(
|
||||
ENUM(ReportStatus, name="report_status", create_type=False),
|
||||
default=ReportStatus.OPEN,
|
||||
nullable=False,
|
||||
)
|
||||
resolved_by = Column(
|
||||
Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True
|
||||
)
|
||||
resolution = Column(
|
||||
ENUM(Resolution, name="resolution", create_type=False),
|
||||
nullable=True,
|
||||
)
|
||||
created_at = Column(
|
||||
DateTime(timezone=True), server_default=func.now(), nullable=False
|
||||
)
|
||||
updated_at = Column(
|
||||
DateTime(timezone=True),
|
||||
server_default=func.now(),
|
||||
onupdate=func.now(),
|
||||
nullable=False,
|
||||
)
|
||||
resolved_at = Column(DateTime(timezone=True), nullable=True)
|
||||
|
||||
# Relationships
|
||||
reporter = relationship("User", foreign_keys=[reporter_id])
|
||||
resolver = relationship("User", foreign_keys=[resolved_by])
|
||||
moderation_actions = relationship(
|
||||
"ModerationAction", back_populates="report", cascade="all, delete-orphan"
|
||||
)
|
||||
appeals = relationship(
|
||||
"Appeal", back_populates="report", cascade="all, delete-orphan"
|
||||
)
|
||||
|
||||
|
||||
class ModerationAction(Base):
|
||||
"""A moderation action taken by a moderator against a user or entity."""
|
||||
__tablename__ = "moderation_actions"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
moderator_id = Column(
|
||||
Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=False
|
||||
)
|
||||
target_user_id = Column(
|
||||
Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False
|
||||
)
|
||||
target_type = Column(
|
||||
ENUM(TargetType, name="target_type", create_type=False),
|
||||
nullable=False,
|
||||
)
|
||||
target_id = Column(String(64), nullable=False)
|
||||
action = Column(
|
||||
ENUM(ModerationActionType, name="moderation_action_type", create_type=False),
|
||||
nullable=False,
|
||||
)
|
||||
reason = Column(Text, nullable=True)
|
||||
report_id = Column(
|
||||
Integer, ForeignKey("reports.id", ondelete="SET NULL"), nullable=True
|
||||
)
|
||||
expires_at = Column(DateTime(timezone=True), nullable=True)
|
||||
revoked_at = Column(DateTime(timezone=True), nullable=True)
|
||||
created_at = Column(
|
||||
DateTime(timezone=True), server_default=func.now(), nullable=False
|
||||
)
|
||||
|
||||
# Relationships
|
||||
moderator = relationship("User", foreign_keys=[moderator_id])
|
||||
target_user = relationship("User", foreign_keys=[target_user_id])
|
||||
report = relationship("Report", back_populates="moderation_actions")
|
||||
appeals = relationship(
|
||||
"Appeal", back_populates="moderation_action", cascade="all, delete-orphan"
|
||||
)
|
||||
|
||||
|
||||
class Appeal(Base):
|
||||
"""An appeal filed by a user against a moderation action."""
|
||||
__tablename__ = "appeals"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
moderation_action_id = Column(
|
||||
Integer, ForeignKey("moderation_actions.id", ondelete="CASCADE"),
|
||||
nullable=False,
|
||||
)
|
||||
user_id = Column(
|
||||
Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False
|
||||
)
|
||||
reason = Column(Text, nullable=False)
|
||||
status = Column(
|
||||
ENUM(AppealStatus, name="appeal_status", create_type=False),
|
||||
default=AppealStatus.PENDING,
|
||||
nullable=False,
|
||||
)
|
||||
reviewed_by = Column(
|
||||
Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True
|
||||
)
|
||||
reviewed_at = Column(DateTime(timezone=True), nullable=True)
|
||||
created_at = Column(
|
||||
DateTime(timezone=True), server_default=func.now(), nullable=False
|
||||
)
|
||||
|
||||
# Relationships
|
||||
moderation_action = relationship("ModerationAction", back_populates="appeals")
|
||||
user = relationship("User", foreign_keys=[user_id])
|
||||
reviewer = relationship("User", foreign_keys=[reviewed_by])
|
||||
@@ -1,20 +0,0 @@
|
||||
import uuid
|
||||
|
||||
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class Session(Base):
|
||||
__tablename__ = "sessions"
|
||||
|
||||
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
|
||||
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||
token = Column(String, unique=True, index=True, nullable=False)
|
||||
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
user = relationship("User", back_populates="sessions")
|
||||
@@ -1,52 +0,0 @@
|
||||
from datetime import date
|
||||
from typing import Optional
|
||||
|
||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date, func
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class UserRole(str, enum.Enum):
|
||||
"""User role for moderation and access control."""
|
||||
USER = "user"
|
||||
MODERATOR = "moderator"
|
||||
ADMIN = "admin"
|
||||
|
||||
|
||||
class User(Base):
|
||||
__tablename__ = "users"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
username = Column(String(50), unique=True, index=True, nullable=False)
|
||||
email = Column(String(120), unique=True, index=True, nullable=False)
|
||||
hashed_password = Column(String(255), nullable=False)
|
||||
date_of_birth = Column(Date, nullable=True)
|
||||
is_active = Column(Boolean, default=True)
|
||||
role = Column(
|
||||
ENUM(UserRole, name="user_role", create_type=False),
|
||||
default=UserRole.USER,
|
||||
nullable=False,
|
||||
)
|
||||
banned_until = Column(DateTime(timezone=True), nullable=True)
|
||||
suspended_until = Column(DateTime(timezone=True), nullable=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")
|
||||
|
||||
@property
|
||||
def is_adult(self) -> bool:
|
||||
"""Return True if the user is 18 or older based on date_of_birth."""
|
||||
if self.date_of_birth is None:
|
||||
return False
|
||||
today = date.today()
|
||||
age = today.year - self.date_of_birth.year
|
||||
# Adjust if birthday hasn't occurred yet this year
|
||||
if (today.month, today.day) < (self.date_of_birth.month, self.date_of_birth.day):
|
||||
age -= 1
|
||||
return age >= 18
|
||||
@@ -1,31 +0,0 @@
|
||||
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class WorldVisibility(enum.Enum):
|
||||
PUBLIC = "public"
|
||||
PRIVATE = "private"
|
||||
FRIENDS_ONLY = "friends_only"
|
||||
|
||||
|
||||
class World(Base):
|
||||
__tablename__ = "worlds"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
visibility = Column(
|
||||
ENUM(WorldVisibility, name="world_visibility", create_type=False),
|
||||
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")
|
||||
@@ -1,209 +0,0 @@
|
||||
"""Asset management router."""
|
||||
|
||||
import os
|
||||
from pathlib import Path
|
||||
from typing import Optional
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, UploadFile, File, Query
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.asset import Asset, AssetType
|
||||
from app.models.world import World
|
||||
from pydantic import BaseModel, Field
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class AssetCreate(BaseModel):
|
||||
"""Schema for creating an asset reference."""
|
||||
name: str = Field(..., min_length=1, max_length=255)
|
||||
description: Optional[str] = None
|
||||
asset_type: AssetType
|
||||
world_id: Optional[int] = None
|
||||
|
||||
|
||||
class AssetResponse(BaseModel):
|
||||
"""Schema for asset responses."""
|
||||
id: int
|
||||
name: str
|
||||
description: Optional[str]
|
||||
asset_type: AssetType
|
||||
file_path: str
|
||||
file_size: Optional[int]
|
||||
mime_type: Optional[str]
|
||||
world_id: Optional[int]
|
||||
owner_id: int
|
||||
is_public: bool
|
||||
created_at: str
|
||||
updated_at: str
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
class AssetUpdate(BaseModel):
|
||||
"""Schema for updating an asset."""
|
||||
name: Optional[str] = None
|
||||
description: Optional[str] = None
|
||||
is_public: Optional[bool] = None
|
||||
|
||||
|
||||
# --- Helpers ---
|
||||
|
||||
def _sanitize_filename(filename: str) -> str:
|
||||
"""Strip path components and unsafe characters from a filename."""
|
||||
# Remove any directory components (path traversal protection).
|
||||
base = os.path.basename(filename.replace("\\", "/"))
|
||||
# Keep only safe characters.
|
||||
safe = "".join(c for c in base if c.isalnum() or c in "._-")
|
||||
return safe or "file"
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.post("/", response_model=AssetResponse, status_code=201)
|
||||
async def create_asset(
|
||||
payload: AssetCreate,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Create a new asset reference."""
|
||||
# Verify world ownership if world_id is provided
|
||||
if payload.world_id is not None:
|
||||
world = await db.get(World, payload.world_id)
|
||||
if world is None:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
asset = Asset(
|
||||
name=payload.name,
|
||||
description=payload.description,
|
||||
asset_type=payload.asset_type,
|
||||
file_path="", # Will be set after upload
|
||||
owner_id=current_user.id,
|
||||
world_id=payload.world_id,
|
||||
is_public=False,
|
||||
)
|
||||
db.add(asset)
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
|
||||
|
||||
@router.get("/", response_model=list[AssetResponse])
|
||||
async def list_assets(
|
||||
current_user: CurrentUser,
|
||||
world_id: Optional[int] = Query(None, description="Filter by world"),
|
||||
asset_type: Optional[AssetType] = Query(None),
|
||||
limit: int = Query(50, ge=1, le=100),
|
||||
offset: int = Query(0, ge=0),
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""List assets with optional filters."""
|
||||
stmt = select(Asset).where(Asset.owner_id == current_user.id)
|
||||
|
||||
if world_id is not None:
|
||||
stmt = stmt.where(Asset.world_id == world_id)
|
||||
if asset_type is not None:
|
||||
stmt = stmt.where(Asset.asset_type == asset_type)
|
||||
|
||||
stmt = stmt.order_by(Asset.created_at.desc()).limit(limit).offset(offset)
|
||||
result = await db.execute(stmt)
|
||||
assets = result.scalars().all()
|
||||
return assets
|
||||
|
||||
|
||||
@router.get("/{asset_id}", response_model=AssetResponse)
|
||||
async def get_asset(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Get a single asset by ID."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
return asset
|
||||
|
||||
|
||||
@router.patch("/{asset_id}", response_model=AssetResponse)
|
||||
async def update_asset(
|
||||
asset_id: int,
|
||||
payload: AssetUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Update an asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
update_data = payload.model_dump(exclude_unset=True)
|
||||
for field, value in update_data.items():
|
||||
setattr(asset, field, value)
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
|
||||
|
||||
@router.delete("/{asset_id}", status_code=204)
|
||||
async def delete_asset(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Delete an asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
await db.delete(asset)
|
||||
await db.commit()
|
||||
|
||||
|
||||
@router.post("/{asset_id}/upload", response_model=AssetResponse)
|
||||
async def upload_asset_file(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
file: UploadFile = File(...),
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Upload a file for an existing asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
# Sanitize filename to prevent path traversal.
|
||||
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
|
||||
|
||||
# Validate file size against configured maximum.
|
||||
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
|
||||
content = await file.read()
|
||||
file_size = len(content)
|
||||
if file_size > max_bytes:
|
||||
raise HTTPException(
|
||||
status_code=413,
|
||||
detail=f"File size {file_size} exceeds maximum allowed size {max_bytes} bytes",
|
||||
)
|
||||
|
||||
# Write the file to the upload directory.
|
||||
upload_dir = Path(settings.UPLOAD_DIR)
|
||||
upload_dir.mkdir(parents=True, exist_ok=True)
|
||||
stored_name = f"{asset_id}_{safe_filename}"
|
||||
file_path = upload_dir / stored_name
|
||||
file_path.write_bytes(content)
|
||||
|
||||
asset.file_path = str(file_path)
|
||||
asset.mime_type = file.content_type
|
||||
asset.file_size = file_size
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
@@ -1,177 +0,0 @@
|
||||
"""Authentication router - login, register, token refresh."""
|
||||
|
||||
from datetime import date, datetime, timedelta, timezone
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, status
|
||||
from fastapi.security import OAuth2PasswordRequestForm
|
||||
from pydantic import BaseModel, EmailStr, field_validator
|
||||
|
||||
from jose import jwt
|
||||
from passlib.context import CryptContext
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.user import User
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
from sqlalchemy import select
|
||||
|
||||
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class TokenResponse(BaseModel):
|
||||
access_token: str
|
||||
token_type: str = "bearer"
|
||||
|
||||
|
||||
class RegisterRequest(BaseModel):
|
||||
username: str
|
||||
email: EmailStr
|
||||
password: str
|
||||
date_of_birth: str # ISO format date string (YYYY-MM-DD)
|
||||
|
||||
@field_validator("date_of_birth")
|
||||
@classmethod
|
||||
def validate_date_of_birth(cls, v: str) -> str:
|
||||
"""Validate that the date string is a valid date in YYYY-MM-DD format."""
|
||||
try:
|
||||
datetime.strptime(v, "%Y-%m-%d")
|
||||
except ValueError:
|
||||
raise ValueError("date_of_birth must be in YYYY-MM-DD format")
|
||||
return v
|
||||
|
||||
|
||||
class UserResponse(BaseModel):
|
||||
id: int
|
||||
username: str
|
||||
email: str
|
||||
date_of_birth: str | None = None
|
||||
is_active: bool
|
||||
created_at: datetime | None = None
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
# --- Helpers ---
|
||||
|
||||
def _create_access_token(data: dict) -> str:
|
||||
to_encode = data.copy()
|
||||
expire = datetime.now(timezone.utc) + timedelta(
|
||||
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||
)
|
||||
to_encode.update({"exp": expire})
|
||||
return jwt.encode(to_encode, settings.SECRET_KEY, algorithm=settings.ALGORITHM)
|
||||
|
||||
|
||||
def verify_password(plain_password: str, hashed_password: str) -> bool:
|
||||
"""Verify a plain password against a hash."""
|
||||
return pwd_context.verify(plain_password, hashed_password)
|
||||
|
||||
|
||||
def hash_password(password: str) -> str:
|
||||
"""Hash a password."""
|
||||
return pwd_context.hash(password)
|
||||
|
||||
|
||||
def calculate_age(birth_date: date, today: date | None = None) -> int:
|
||||
"""Calculate age in years from a birth date.
|
||||
|
||||
Args:
|
||||
birth_date: The person's date of birth.
|
||||
today: The reference date. Defaults to today's date (UTC).
|
||||
|
||||
Returns:
|
||||
Age in whole years as of the reference date.
|
||||
"""
|
||||
if today is None:
|
||||
today = datetime.now(timezone.utc).date()
|
||||
|
||||
age = today.year - birth_date.year
|
||||
# Adjust if birthday hasn't occurred yet this year
|
||||
if (today.month, today.day) < (birth_date.month, birth_date.day):
|
||||
age -= 1
|
||||
return age
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
|
||||
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
||||
"""Register a new user and return an access token.
|
||||
|
||||
Requires date_of_birth and rejects users under 18.
|
||||
"""
|
||||
# Parse and validate date_of_birth
|
||||
dob = datetime.strptime(req.date_of_birth, "%Y-%m-%d").date()
|
||||
age = calculate_age(dob)
|
||||
|
||||
if age < 18:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_400_BAD_REQUEST,
|
||||
detail=f"Must be 18 or older to register (provided date of birth: {req.date_of_birth})",
|
||||
)
|
||||
|
||||
# Check if username already exists
|
||||
result = await db.execute(select(User).where(User.username == req.username))
|
||||
if result.scalar_one_or_none():
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_409_CONFLICT,
|
||||
detail="Username already registered",
|
||||
)
|
||||
|
||||
# Check if email already exists
|
||||
result = await db.execute(select(User).where(User.email == req.email))
|
||||
if result.scalar_one_or_none():
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_409_CONFLICT,
|
||||
detail="Email already registered",
|
||||
)
|
||||
|
||||
user = User(
|
||||
username=req.username,
|
||||
email=req.email,
|
||||
hashed_password=hash_password(req.password),
|
||||
date_of_birth=dob,
|
||||
)
|
||||
db.add(user)
|
||||
await db.commit()
|
||||
await db.refresh(user)
|
||||
|
||||
access_token = _create_access_token({"sub": str(user.id)})
|
||||
return TokenResponse(access_token=access_token)
|
||||
|
||||
|
||||
@router.post("/login", response_model=TokenResponse)
|
||||
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
|
||||
"""Authenticate user and return an access token.
|
||||
|
||||
Accepts form-encoded credentials (username/password) as expected by
|
||||
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
|
||||
"""
|
||||
result = await db.execute(select(User).where(User.username == form.username))
|
||||
user = result.scalar_one_or_none()
|
||||
|
||||
if not user or not verify_password(form.password, user.hashed_password):
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||
detail="Incorrect username or password",
|
||||
)
|
||||
|
||||
if not user.is_active:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_403_FORBIDDEN,
|
||||
detail="User account is inactive",
|
||||
)
|
||||
|
||||
access_token = _create_access_token({"sub": str(user.id)})
|
||||
return TokenResponse(access_token=access_token)
|
||||
|
||||
|
||||
@router.get("/me", response_model=UserResponse)
|
||||
async def get_current_user(current_user: CurrentUser):
|
||||
"""Get current user profile from the JWT token."""
|
||||
return current_user
|
||||
@@ -1,106 +0,0 @@
|
||||
"""User management router."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, status
|
||||
from pydantic import BaseModel, EmailStr
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.user import User
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# ─── Pydantic schemas ────────────────────────────────────────────────────────
|
||||
|
||||
class UserResponse(BaseModel):
|
||||
id: int
|
||||
username: str
|
||||
email: str
|
||||
is_active: bool
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
class UserUpdate(BaseModel):
|
||||
email: EmailStr | None = None
|
||||
is_active: bool | None = None
|
||||
|
||||
|
||||
# ─── Endpoints ───────────────────────────────────────────────────────────────
|
||||
|
||||
@router.get("/me", response_model=UserResponse)
|
||||
async def get_current_user_profile(
|
||||
current_user: CurrentUser,
|
||||
):
|
||||
"""Get the currently authenticated user's profile."""
|
||||
return current_user
|
||||
|
||||
|
||||
@router.get("/{user_id}", response_model=UserResponse)
|
||||
async def get_user(
|
||||
user_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Get a user by ID. Only the owner can view their own profile."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may view their own profile.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to view this user")
|
||||
|
||||
return user
|
||||
|
||||
|
||||
@router.patch("/{user_id}", response_model=UserResponse)
|
||||
async def update_user(
|
||||
user_id: int,
|
||||
user_update: UserUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Update a user. Only the owner can update their own account."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may update their own account.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to update this user")
|
||||
|
||||
if user_update.email is not None:
|
||||
user.email = user_update.email
|
||||
if user_update.is_active is not None:
|
||||
user.is_active = user_update.is_active
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(user)
|
||||
return user
|
||||
|
||||
|
||||
@router.delete("/{user_id}", status_code=status.HTTP_204_NO_CONTENT)
|
||||
async def delete_user(
|
||||
user_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Delete a user. Only the owner can delete their own account."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may delete their own account.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to delete this user")
|
||||
|
||||
await db.delete(user)
|
||||
await db.commit()
|
||||
@@ -1,168 +0,0 @@
|
||||
"""Worlds router - CRUD for game worlds."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, Query
|
||||
from pydantic import BaseModel, Field
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
from sqlalchemy.orm import selectinload
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.world import World, WorldVisibility
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class WorldCreate(BaseModel):
|
||||
"""Schema for creating a world."""
|
||||
name: str = Field(..., min_length=1, max_length=255)
|
||||
description: str | None = None
|
||||
visibility: WorldVisibility = WorldVisibility.PUBLIC
|
||||
|
||||
|
||||
class WorldUpdate(BaseModel):
|
||||
"""Schema for updating a world."""
|
||||
name: str | None = Field(None, min_length=1, max_length=255)
|
||||
description: str | None = None
|
||||
visibility: WorldVisibility | None = None
|
||||
|
||||
|
||||
class WorldResponse(BaseModel):
|
||||
"""Schema for world responses."""
|
||||
id: int
|
||||
name: str
|
||||
description: str | None
|
||||
visibility: WorldVisibility
|
||||
owner_id: int
|
||||
created_at: str | None = None
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.get("/", response_model=list[WorldResponse])
|
||||
async def list_worlds(
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
skip: int = Query(0, ge=0),
|
||||
limit: int = Query(50, ge=1, le=100),
|
||||
visibility: WorldVisibility | None = None,
|
||||
):
|
||||
"""List worlds visible to the current user.
|
||||
|
||||
PUBLIC worlds are visible to everyone.
|
||||
PRIVATE/FRIENDS_ONLY worlds are visible to their owner.
|
||||
"""
|
||||
query = select(World).options(selectinload(World.owner))
|
||||
|
||||
# Filter by visibility if specified
|
||||
if visibility:
|
||||
query = query.where(World.visibility == visibility)
|
||||
if visibility != WorldVisibility.PUBLIC:
|
||||
# Requesting a non-public visibility explicitly must not bypass
|
||||
# ownership — otherwise any authenticated user could list every
|
||||
# PRIVATE/FRIENDS_ONLY world in the system just by passing the
|
||||
# filter, defeating the point of the check below.
|
||||
query = query.where(World.owner_id == current_user.id)
|
||||
else:
|
||||
# Show PUBLIC worlds + owner's own worlds
|
||||
query = query.where(
|
||||
(World.visibility == WorldVisibility.PUBLIC)
|
||||
| (World.owner_id == current_user.id)
|
||||
)
|
||||
|
||||
query = query.offset(skip).limit(limit).order_by(World.created_at.desc())
|
||||
result = await db.execute(query)
|
||||
worlds = result.scalars().all()
|
||||
return worlds
|
||||
|
||||
|
||||
@router.get("/{world_id}", response_model=WorldResponse)
|
||||
async def get_world(
|
||||
world_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Get a single world by ID, respecting visibility."""
|
||||
result = await db.execute(
|
||||
select(World).where(World.id == world_id).options(selectinload(World.owner))
|
||||
)
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
# Allow access if world is PUBLIC or owned by current user
|
||||
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
return world
|
||||
|
||||
|
||||
@router.post("/", response_model=WorldResponse, status_code=201)
|
||||
async def create_world(
|
||||
world_data: WorldCreate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Create a new world."""
|
||||
world = World(
|
||||
name=world_data.name,
|
||||
description=world_data.description,
|
||||
owner_id=current_user.id,
|
||||
visibility=world_data.visibility,
|
||||
)
|
||||
db.add(world)
|
||||
await db.commit()
|
||||
await db.refresh(world)
|
||||
return world
|
||||
|
||||
|
||||
@router.put("/{world_id}", response_model=WorldResponse)
|
||||
async def update_world(
|
||||
world_id: int,
|
||||
world_data: WorldUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Update an existing world."""
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
update_data = world_data.model_dump(exclude_unset=True)
|
||||
for field, value in update_data.items():
|
||||
setattr(world, field, value)
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(world)
|
||||
return world
|
||||
|
||||
|
||||
@router.delete("/{world_id}", status_code=204)
|
||||
async def delete_world(
|
||||
world_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Delete a world."""
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
await db.delete(world)
|
||||
await db.commit()
|
||||
@@ -1,34 +0,0 @@
|
||||
version: "3.9"
|
||||
|
||||
services:
|
||||
postgres:
|
||||
image: postgres:16-alpine
|
||||
environment:
|
||||
POSTGRES_USER: agp_user
|
||||
POSTGRES_PASSWORD: agp_password
|
||||
POSTGRES_DB: agp_db
|
||||
ports:
|
||||
- "5432:5432"
|
||||
volumes:
|
||||
- postgres_data:/var/lib/postgresql/data
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "pg_isready -U agp_user -d agp_db"]
|
||||
interval: 5s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
|
||||
redis:
|
||||
image: redis:7-alpine
|
||||
ports:
|
||||
- "6379:6379"
|
||||
volumes:
|
||||
- redis_data:/data
|
||||
healthcheck:
|
||||
test: ["CMD", "redis-cli", "ping"]
|
||||
interval: 5s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
|
||||
volumes:
|
||||
postgres_data:
|
||||
redis_data:
|
||||
@@ -1,3 +0,0 @@
|
||||
[pytest]
|
||||
asyncio_mode = auto
|
||||
testpaths = tests
|
||||
@@ -1,17 +0,0 @@
|
||||
fastapi==0.115.6
|
||||
uvicorn[standard]==0.34.0
|
||||
sqlalchemy==2.0.36
|
||||
alembic==1.14.0
|
||||
psycopg2-binary==2.9.10
|
||||
asyncpg==0.31.0
|
||||
redis==5.2.1
|
||||
pydantic==2.10.3
|
||||
pydantic-settings==2.7.0
|
||||
python-jose[cryptography]==3.3.0
|
||||
passlib[bcrypt]==1.7.4
|
||||
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
|
||||
@@ -1,94 +0,0 @@
|
||||
"""Tests for the 18+ age gate on user registration."""
|
||||
|
||||
from datetime import date, timedelta
|
||||
|
||||
import pytest
|
||||
|
||||
from app.routers.auth import calculate_age
|
||||
|
||||
|
||||
class TestCalculateAge:
|
||||
"""Unit tests for the calculate_age helper."""
|
||||
|
||||
def test_exactly_18(self):
|
||||
"""A person born exactly 18 years ago today is 18."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 18)
|
||||
assert calculate_age(dob, today=today) == 18
|
||||
|
||||
def test_just_turned_18(self):
|
||||
"""A person who turned 18 yesterday is 18."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 18) - timedelta(days=1)
|
||||
assert calculate_age(dob, today=today) == 18
|
||||
|
||||
def test_one_day_short_of_18(self):
|
||||
"""A person born one day after their 18th birthday is 17."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 18) + timedelta(days=1)
|
||||
assert calculate_age(dob, today=today) == 17
|
||||
|
||||
def test_17_years_old(self):
|
||||
"""A person who is 17 years old today is 17."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = date(2008, 6, 15)
|
||||
assert calculate_age(dob, today=today) == 17
|
||||
|
||||
def test_65_years_old(self):
|
||||
"""A person who is 65 is correctly calculated."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today.replace(year=today.year - 65)
|
||||
assert calculate_age(dob, today=today) == 65
|
||||
|
||||
def test_newborn(self):
|
||||
"""A newborn is 0."""
|
||||
today = date(2025, 6, 15)
|
||||
dob = today
|
||||
assert calculate_age(dob, today=today) == 0
|
||||
|
||||
def test_birthday_not_yet_this_year(self):
|
||||
"""Person born Dec 31, 2000 — on Jan 1, 2025 they are still 24."""
|
||||
dob = date(2000, 12, 31)
|
||||
assert calculate_age(dob, today=date(2025, 1, 1)) == 24
|
||||
|
||||
def test_birthday_today(self):
|
||||
"""Person born Dec 31, 2000 — on Dec 31, 2024 they turn 24."""
|
||||
dob = date(2000, 12, 31)
|
||||
assert calculate_age(dob, today=date(2024, 12, 31)) == 24
|
||||
|
||||
|
||||
class TestRegisterRequestDateValidation:
|
||||
"""Tests for the RegisterRequest date_of_birth field validator."""
|
||||
|
||||
@pytest.mark.parametrize(
|
||||
"dob",
|
||||
[
|
||||
"2000-01-01",
|
||||
"1990-12-31",
|
||||
"2004-02-29", # leap day
|
||||
],
|
||||
)
|
||||
def test_valid_dates(self, dob):
|
||||
"""Valid YYYY-MM-DD dates pass validation."""
|
||||
from app.routers.auth import RegisterRequest
|
||||
|
||||
req = RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
|
||||
assert req.date_of_birth == dob
|
||||
|
||||
@pytest.mark.parametrize(
|
||||
"dob",
|
||||
[
|
||||
"01-01-2000",
|
||||
"2000/01/01",
|
||||
"2000-13-01",
|
||||
"2000-00-10",
|
||||
"not-a-date",
|
||||
"",
|
||||
],
|
||||
)
|
||||
def test_invalid_dates_rejected(self, dob):
|
||||
"""Invalid dates are rejected by the validator."""
|
||||
from app.routers.auth import RegisterRequest
|
||||
|
||||
with pytest.raises(ValueError):
|
||||
RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
|
||||
@@ -1,369 +0,0 @@
|
||||
# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** World chunk data format & persistence, server authority + client
|
||||
> prediction, content moderation & age verification, avatar component system
|
||||
> **Godot version:** 4.6.2 stable
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates the two primary ways to build the **world/level
|
||||
authoring tool** for **agp-game**:
|
||||
|
||||
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
|
||||
panels, dock widgets, and tools that operate on the project's scenes and
|
||||
resources.
|
||||
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
|
||||
`Control` nodes) that runs inside the running game, editing the game's own
|
||||
world data.
|
||||
|
||||
The goal is to pick the approach that best fits the platform's constraints:
|
||||
a **server-authoritative** multiplayer game where the **world is stored as
|
||||
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
|
||||
`content_moderation.md`), and the client is a **shipped binary** that players
|
||||
run (not a dev tool).
|
||||
|
||||
This document is a **decision record**: it lays out the trade-offs, gives a
|
||||
clear recommendation, and defines the resulting architecture boundaries.
|
||||
|
||||
---
|
||||
|
||||
## 2. Context & Constraints
|
||||
|
||||
Before comparing the two approaches, we must fix the constraints that drive the
|
||||
decision. These come from the existing architecture docs.
|
||||
|
||||
### 2.1 The World Is Data, Not Scenes
|
||||
|
||||
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
|
||||
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
|
||||
of load, save, and stream. The **server is the only writer** to the store;
|
||||
clients submit **deltas** against a `base_revision` and the server validates and
|
||||
applies them.
|
||||
|
||||
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
|
||||
files. Whatever editor we build must serialize to the chunk contract, not to
|
||||
Godot scene resources.
|
||||
|
||||
### 2.2 Server-Authoritative & Moderation-Aware
|
||||
|
||||
- The server validates every edit (schema, bounds, moderation) before
|
||||
persisting (`world.md` §5.4).
|
||||
- Content carries **content flags** aggregated from referenced assets/scripts
|
||||
(`content_moderation.md` §3). Mature content is gated behind age verification.
|
||||
- The client receives a **content manifest** and never loads content not in it.
|
||||
|
||||
**Implication:** An editor that runs on a **player's machine** cannot be the
|
||||
authority on what gets published. Editing must go through the server's
|
||||
validation pipeline, and the editor must surface moderation flags.
|
||||
|
||||
### 2.3 The Client Is a Shipped Binary
|
||||
|
||||
The game is a multiplayer product. Players run a **release build**. The Godot
|
||||
editor is a **development tool** that players do not have.
|
||||
|
||||
**Implication:** If authoring is a first-class *player* feature (user-generated
|
||||
content), the editor must ship inside the game binary. If authoring is a
|
||||
*developer/platform* feature, it can live in the editor.
|
||||
|
||||
### 2.4 Two Distinct Audiences
|
||||
|
||||
The evaluation must separate two audiences, because they have opposite needs:
|
||||
|
||||
| Audience | Who | Where they run | What they build |
|
||||
|----------|-----|----------------|-----------------|
|
||||
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
||||
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
||||
|
||||
The two approaches map cleanly onto these audiences, and the right answer is
|
||||
likely **both** — but with a clear primary recommendation.
|
||||
|
||||
---
|
||||
|
||||
## 3. Approach (a): Godot Editor Plugin
|
||||
|
||||
### 3.1 What It Is
|
||||
|
||||
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
|
||||
the editor via the `EditorPlugin` API. It can add:
|
||||
|
||||
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
|
||||
- **Toolbar buttons** (`add_control_to_container`).
|
||||
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
|
||||
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
|
||||
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
|
||||
- **Menu entries** (`add_tool_menu_item`).
|
||||
|
||||
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
|
||||
|
||||
### 3.2 Pros
|
||||
|
||||
- **Full editor power for free:** You get the scene tree, inspector, viewport
|
||||
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
||||
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
|
||||
exactly what the editor is built for. Great for authoring **base content**
|
||||
(rooms, templates, avatar base bodies).
|
||||
- **Fast iteration for devs:** The platform team can build and test levels
|
||||
directly in the tool they already use.
|
||||
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
||||
- **No runtime footprint:** Editor-only code is stripped from export builds
|
||||
(`@tool` scripts and editor plugins are not shipped to players).
|
||||
|
||||
### 3.3 Cons
|
||||
|
||||
- **Not available to players.** Players don't run the Godot editor. Any
|
||||
player-facing UGC authoring cannot use this approach.
|
||||
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
||||
model; deep customization is limited by what the editor API exposes.
|
||||
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
||||
plugins are more brittle across upgrades than game code.
|
||||
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
|
||||
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
||||
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
||||
drift.
|
||||
- **Single-user, local.** The editor edits local files. It does not natively
|
||||
talk to our server-authoritative chunk store or the moderation pipeline.
|
||||
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
||||
the editor headless, which is heavier than testing game code.
|
||||
|
||||
### 3.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
||||
base worlds, rooms, and templates.
|
||||
- **Player UGC:** Not applicable. Players cannot run the editor.
|
||||
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
||||
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
||||
|
||||
---
|
||||
|
||||
## 4. Approach (b): In-Game Editor
|
||||
|
||||
### 4.1 What It Is
|
||||
|
||||
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
||||
buttons, toolbars) that run inside the running game. It edits the game's own
|
||||
world data model (chunks) and submits edits through the normal server pipeline.
|
||||
|
||||
### 4.2 Pros
|
||||
|
||||
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
||||
authoring is possible** — the core requirement for a user-generated-content
|
||||
platform.
|
||||
- **Data-native.** The editor operates directly on the **chunk model**
|
||||
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
||||
- **Server-authoritative by construction.** Edits go through the same
|
||||
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
||||
moderation apply uniformly. The editor cannot bypass the server.
|
||||
- **Moderation-aware.** Because edits flow through the server, content flags are
|
||||
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
||||
can surface flags and gate mature content.
|
||||
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
||||
the game; no separate editor theme to maintain.
|
||||
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
||||
headlessly and unit-tested like any other system.
|
||||
|
||||
### 4.3 Cons
|
||||
|
||||
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
||||
We must implement selection, snapping, undo/redo, viewport navigation, and
|
||||
property editing ourselves.
|
||||
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
||||
behind a feature flag / separate scene that is only instantiated on demand).
|
||||
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
||||
its own architecture (tool modes, gizmos, palette, inspector).
|
||||
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
||||
material is better done in the Godot editor / DCC tools. The in-game editor
|
||||
should focus on **world composition** (placing tiles and objects), not asset
|
||||
creation.
|
||||
|
||||
### 4.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
||||
- **Player UGC:** The **only** viable approach. Players can only author through
|
||||
the shipped game.
|
||||
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
||||
that submits validated deltas.
|
||||
|
||||
---
|
||||
|
||||
## 5. Comparison Matrix
|
||||
|
||||
| Criterion | (a) Editor plugin | (b) In-game editor |
|
||||
|-----------|-------------------|--------------------|
|
||||
| Ships to players | ❌ No | ✅ Yes |
|
||||
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
||||
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
||||
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
||||
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
||||
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
||||
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
||||
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
||||
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
||||
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
||||
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
||||
|
||||
---
|
||||
|
||||
## 6. Recommendation
|
||||
|
||||
**Primary recommendation: build the in-game editor (b) as the platform's
|
||||
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
||||
internal dev convenience.**
|
||||
|
||||
### 6.1 Rationale
|
||||
|
||||
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
||||
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
||||
editor, so **only an in-game editor can deliver player authoring**. This is a
|
||||
hard requirement that the editor-plugin approach cannot meet.
|
||||
|
||||
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
||||
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
||||
and submits them through the server pipeline. An editor plugin would force a
|
||||
scene↔chunk translation layer that is a constant source of drift and bugs.
|
||||
|
||||
3. **Server authority and moderation fall out naturally.** Because in-game
|
||||
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
||||
revisioning, optimistic concurrency, and content-flag enforcement
|
||||
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
||||
server — which is exactly what a moderation-aware UGC platform needs.
|
||||
|
||||
4. **The editor-plugin's strengths are not what we need.** Its free features
|
||||
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
||||
Our authoring is world composition against a chunk contract, not scene
|
||||
editing. The plugin's main win — deep asset authoring — is better served by
|
||||
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
||||
must maintain.
|
||||
|
||||
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
||||
|
||||
We still recommend a **small, optional** editor plugin for the **platform team**
|
||||
to author **base content** (base rooms, templates, avatar base bodies, test
|
||||
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
||||
product feature:
|
||||
|
||||
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
||||
in-game editor) so dev-authored content flows into the same pipeline.
|
||||
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
||||
- It should be kept thin to minimize editor-API churn risk.
|
||||
|
||||
### 6.3 Scope Boundary
|
||||
|
||||
To keep the in-game editor tractable, define its scope clearly:
|
||||
|
||||
- **In scope (world composition):** placing tiles, placing static/dynamic
|
||||
objects, setting transforms, editing object properties, saving/loading chunks,
|
||||
submitting edits to the server, showing moderation flags.
|
||||
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
||||
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
||||
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
||||
catalog assets by id; it does not create them.
|
||||
|
||||
---
|
||||
|
||||
## 7. Resulting Architecture
|
||||
|
||||
### 7.1 Shared Editor Core
|
||||
|
||||
Both the in-game editor and the (optional) dev plugin should share a single
|
||||
**editor core** that operates on the chunk model. This avoids two divergent
|
||||
implementations.
|
||||
|
||||
```
|
||||
EditorCore (shared, data-native)
|
||||
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
||||
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
||||
├── EditSession # base_revision tracking, delta generation
|
||||
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
||||
├── UndoRedoStack # command pattern over chunk mutations
|
||||
├── SelectionManager # selected tiles/objects
|
||||
├── ToolRegistry # brush, object-place, select, erase, etc.
|
||||
└── ModerationView # surfaces content flags; gates mature content
|
||||
```
|
||||
|
||||
### 7.2 In-Game Editor (Primary)
|
||||
|
||||
```
|
||||
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
||||
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
||||
├── Toolbar # tool mode switcher
|
||||
├── PalettePanel # tile/object palette (from catalog)
|
||||
├── InspectorPanel # property editor for selected object
|
||||
├── ChunkBrowser # load/save chunks, list rooms
|
||||
└── EditorCore # shared core (above)
|
||||
```
|
||||
|
||||
- Instantiated only when the player enters "build mode" (a separate scene /
|
||||
feature flag), so the runtime footprint is negligible during normal play.
|
||||
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
||||
by re-fetching and re-applying (`world.md` §5.4).
|
||||
|
||||
### 7.3 Dev Editor Plugin (Optional, Thin)
|
||||
|
||||
```
|
||||
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
||||
├── Dock panel: "Chunk Export"
|
||||
├── Reads the current scene / selected nodes
|
||||
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
||||
└── Exports a .chunk.json / submits to a dev server
|
||||
```
|
||||
|
||||
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
||||
author base content in the editor and push it into the same chunk pipeline.
|
||||
|
||||
### 7.4 Data Flow
|
||||
|
||||
```
|
||||
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
||||
^ | validate
|
||||
| | apply
|
||||
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
||||
v
|
||||
SQLite (world.db)
|
||||
|
||||
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
||||
```
|
||||
|
||||
Both paths converge on the **same server validation pipeline**, so moderation
|
||||
and revisioning are uniform regardless of authoring surface.
|
||||
|
||||
---
|
||||
|
||||
## 8. Risks & Mitigations
|
||||
|
||||
| Risk | Mitigation |
|
||||
|------|------------|
|
||||
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
||||
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
||||
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
||||
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
||||
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
||||
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
||||
|
||||
---
|
||||
|
||||
## 9. Open Questions / Future Work
|
||||
|
||||
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
||||
editor (volumetric chunks) is future work (`world.md` §8).
|
||||
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
||||
— the optimistic-concurrency model already supports it, but the UX (live
|
||||
cursors, conflict resolution) is unspecified.
|
||||
- **Template library:** A curated set of room templates players can start from.
|
||||
- **Publish/review flow:** How a player's authored room enters the moderation
|
||||
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
||||
|
||||
---
|
||||
|
||||
## 10. Summary
|
||||
|
||||
| Concern | Decision |
|
||||
|---------|----------|
|
||||
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
||||
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
||||
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
||||
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
||||
| Moderation | Enforced at the server boundary for both paths |
|
||||
| In-game editor scope | World composition only; asset creation is out of scope |
|
||||
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
||||
@@ -1,159 +0,0 @@
|
||||
# GDScript Sandboxing for User-Written Scripts
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Content moderation & age verification (scripts are one of the
|
||||
> three moderated content types), avatar component system
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates how to safely run **user-written scripts** as part of
|
||||
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||
|
||||
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||
none of the three options named in the original task hold up under testing.**
|
||||
A script running anywhere inside the Godot process — however it's loaded,
|
||||
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||
has to happen *outside* the scripting language, not through an in-engine
|
||||
restriction mechanism, because no such mechanism exists.
|
||||
|
||||
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||
version.
|
||||
|
||||
## 2. Options Evaluated
|
||||
|
||||
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||
|
||||
There is no `ScriptServer` class in Godot 4.6.2:
|
||||
|
||||
```
|
||||
ClassDB.class_exists("ScriptServer") → false
|
||||
```
|
||||
|
||||
There's also no project setting to disable engine subsystems for scripts —
|
||||
none of `application/run/disable_os`, `disable_file_access`, or
|
||||
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||
with sandboxing features from a different engine/scripting ecosystem, or
|
||||
with **export template stripping** (which controls what ships in a build,
|
||||
not what a script can call at runtime).
|
||||
|
||||
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||
node script, no special setup:
|
||||
|
||||
| Capability | Available to any script? |
|
||||
|---|---|
|
||||
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||
|
||||
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||
surface this option assumed doesn't exist in the engine.
|
||||
|
||||
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||
|
||||
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||
scene subtree its own render target and can gate input propagation) — it is
|
||||
not a security or scripting boundary. A script attached to any node inside a
|
||||
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||
|
||||
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||
the security problem the task is asking about. Worth keeping in mind for
|
||||
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||
provides zero script sandboxing.
|
||||
|
||||
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||
|
||||
Two ways to read this option, tested separately:
|
||||
|
||||
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||
practical — this means re-implementing (and then indefinitely maintaining,
|
||||
in lockstep with every Godot release) a full language interpreter outside
|
||||
the engine. Far more engineering than the problem justifies.
|
||||
|
||||
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||
safe by default: it can still reach through to unsafe engine methods if you
|
||||
aren't careful about what object you hand it as a base instance:
|
||||
|
||||
```gdscript
|
||||
var expr = Expression.new()
|
||||
expr.parse("get_environment('HOME')", ["OS"])
|
||||
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||
```
|
||||
|
||||
So `Expression` is a viable building block only if the host **never passes
|
||||
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||
allowlisting work still has to happen at the call site, `Expression` itself
|
||||
enforces none of it.
|
||||
|
||||
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||
`"OS.execute"` before parsing) was also probed and is not a real
|
||||
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||
`Callable`, or any other indirection, and produces false confidence.
|
||||
|
||||
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||
ability to reference engine singletons or arbitrary objects* is the only
|
||||
version of "custom interpreter" that's actually safe. This is real
|
||||
engineering effort, not a config flag.
|
||||
|
||||
## 3. Recommendation
|
||||
|
||||
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||
in-engine options provide a real boundary, the two approaches actually worth
|
||||
building are, in order of recommended priority:
|
||||
|
||||
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||
scripting. Most UGC scripting needs in a game like this (custom
|
||||
interactions, simple triggers, item behaviors) don't need a general
|
||||
programming language — they need a small set of declarative
|
||||
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||
side. This has *zero* attack surface by construction — there's no
|
||||
interpreter to escape because there's no general execution, just a
|
||||
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||
the actual UGC use cases in this game and should be scoped against real
|
||||
feature requirements before assuming more is needed.
|
||||
|
||||
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||
at the OS level, not the engine level: run untrusted scripts in a
|
||||
**separate process** (a stripped-down Godot instance or a dedicated
|
||||
interpreter) under OS sandboxing (a restricted user account, a
|
||||
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||
operations. This is the only approach that provides a real security
|
||||
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||
language cooperating — the OS enforces it. Substantially more
|
||||
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||
can't express what's needed.
|
||||
|
||||
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||
none provide a real boundary (§2).
|
||||
|
||||
## 4. Open Questions
|
||||
|
||||
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||
simple item/state effects, dialogue branching?) This determines whether
|
||||
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||
needed. Needs a concrete feature list before implementation starts.
|
||||
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||
Affects resource cost and isolation guarantees.
|
||||
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||
scripts as a moderated content type still need a moderation flag path
|
||||
regardless of which execution model is chosen — a DSL makes static
|
||||
analysis of *what a script can possibly do* far easier than it would be
|
||||
for general code, which is an additional point in its favor.
|
||||
@@ -1,295 +0,0 @@
|
||||
# Economy — Currency, Marketplace & Creator Payouts — Plan
|
||||
|
||||
> **Status:** Planned
|
||||
> **Owner:** Platform team
|
||||
> **Feature ID:** `economy`
|
||||
> **Godot version:** 4.6.2 stable
|
||||
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document breaks the **Economy** feature into user stories and right-sized
|
||||
implementation tasks. The feature delivers:
|
||||
|
||||
- **Virtual currency ("Credits")** — a single, server-authoritative currency
|
||||
with an immutable, append-only transaction ledger.
|
||||
- **Premium purchase** — buying Credits with real money through a pluggable
|
||||
payment-provider hook.
|
||||
- **Marketplace** — user-generated content (UGC) listings where creators sell
|
||||
items (assets, avatar items, experience passes) to players for Credits.
|
||||
- **Creator payouts** — accumulating creator earnings and paying them out to
|
||||
external accounts through a pluggable payout-provider hook.
|
||||
- **Godot client** — wallet/transaction history, marketplace browse/buy/sell,
|
||||
and creator payout screens.
|
||||
|
||||
The economy is the monetization backbone of the platform. Because it moves
|
||||
virtual value between real people, correctness (no double-spend, no lost funds,
|
||||
no balance drift) and safety (fraud prevention, moderation, audit) are treated
|
||||
as **blocking requirements**, not add-ons.
|
||||
|
||||
## 2. Why correctness is the differentiator
|
||||
|
||||
The platform is a creator economy (players buy UGC from other players). The
|
||||
economy is the highest-risk surface after chat: a single arithmetic or
|
||||
concurrency bug can mint or destroy value and irreversibly erode trust.
|
||||
Correctness is therefore designed in from the start:
|
||||
|
||||
- **One currency, integer units.** Credits are whole-number integers. There are
|
||||
no floats, no rounding, and no client-computed totals.
|
||||
- **Append-only ledger.** Every balance change is a row in a `transactions`
|
||||
table with a signed amount, a `balance_after` snapshot, a reference to the
|
||||
event that caused it, and an **idempotency key** so retries cannot double
|
||||
credit or double debit.
|
||||
- **Atomic, locked mutations.** Balance changes run in a single database
|
||||
transaction with row locking (`SELECT ... FOR UPDATE`) so concurrent
|
||||
purchases/payouts cannot race.
|
||||
- **Escrow hold.** Marketplace proceeds are held in `pending_escrow` for a
|
||||
configurable window before becoming available to the seller, so fraudulent
|
||||
or moderated sales can be reversed without clawing back paid-out funds.
|
||||
- **Server-authoritative fees.** The platform commission is computed
|
||||
server-side from a configured rate; the client never supplies the fee or the
|
||||
seller's net.
|
||||
|
||||
## 3. Existing constraints (do not re-build)
|
||||
|
||||
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
|
||||
`app/dependencies.py`. All economy endpoints reuse this.
|
||||
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
|
||||
Existing tables: `users`, `sessions`, `worlds`, `assets`.
|
||||
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
|
||||
idempotency short-caching and rate limiting.
|
||||
- **Models:** `User` (owner_id), `Asset` (owner_id, is_public, asset_type).
|
||||
Marketplace items reference existing `assets` rows and/or avatar items.
|
||||
- **Content moderation:** `docs/architecture/content_moderation.md` defines
|
||||
flag vocabulary, age gate, and moderation actions. Marketplace items and
|
||||
listings must inherit and enforce these rules (see §7).
|
||||
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no economy UI yet.
|
||||
|
||||
## 4. Key design decisions
|
||||
|
||||
| Concern | Decision |
|
||||
|---|---|
|
||||
| Currency model | Single virtual currency **"Credits" (CR)**, integer units. One wallet row per user; no fractional amounts. |
|
||||
| Ledger | Append-only `transactions` table: signed `amount`, `balance_after`, `reference_type`/`reference_id`, unique `idempotency_key`. |
|
||||
| Concurrency | `SELECT ... FOR UPDATE` on the wallet row inside the mutation transaction; never read-modify-write from stale data. |
|
||||
| Payments | Pluggable `PaymentProvider` interface with a **no-op default** that simulates a confirmed payment for dev/testing (clearly flagged). Stripe/PayPal later. |
|
||||
| Marketplace items | `catalog_items` (what is sold) + `marketplace_listings` (a seller's offer with a price/status). One item can have multiple listings over time. |
|
||||
| Purchase flow | Atomic transaction: debit buyer → hold funds in escrow (`pending_escrow`) → grant item. Platform fee computed server-side. |
|
||||
| Escrow | Configurable hold window (default 72h) before `pending_escrow` becomes available seller earnings. Refunds during the window reverse the sale. |
|
||||
| Fees | Single configurable `MARKETPLACE_FEE_RATE` (default `0.30`). `seller_net = floor(price * (1 - fee_rate))`. |
|
||||
| Creator balance | `creator_balances` table: `available` (earned, payable), `pending` (inside an open payout request), `lifetime_earned`. Updated in the same transaction as the sale completion. |
|
||||
| Payouts | Pluggable `PayoutProvider.pay()` with a no-op default (simulated external ref). Minimum payout threshold, admin review for large payouts. |
|
||||
| Idempotency | Every money-moving request carries a client-generated `Idempotency-Key`; duplicate keys return the original result. |
|
||||
| Rate limiting | Redis token-bucket dependency reused from the social feature for purchase/listing/payout endpoints. |
|
||||
| Moderation | Listings enforce content flags + age gate; moderators can `delist`/`remove`; fraud/chargeback reversal is an audited admin action. |
|
||||
|
||||
## 5. User stories
|
||||
|
||||
### US-1 Currency & wallet
|
||||
As a player, I can see my Credit balance and transaction history, and the system
|
||||
credits/debits my wallet only through server-authoritative events.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Exactly one wallet per user, created lazily on first use.
|
||||
- Balance is always a non-negative integer; no operation can make it negative.
|
||||
- Every mutation appends an immutable ledger row with amount, resulting balance,
|
||||
reference, and idempotency key.
|
||||
- Retrying a request with the same idempotency key does not double-apply.
|
||||
- `GET` endpoints expose current balance and paged transaction history.
|
||||
|
||||
### US-2 Premium purchase (buy Credits)
|
||||
As a player, I can purchase Credits with real money and have them credited only
|
||||
after the payment is confirmed.
|
||||
|
||||
**Acceptance criteria**
|
||||
- A purchase session is created through the payment provider (or the no-op
|
||||
default) and is idempotent.
|
||||
- Credits are granted exactly once, only after a verified provider confirmation
|
||||
(webhook/confirm endpoint), never on client claim.
|
||||
- Purchase amounts are bounded and server-defined; clients cannot pick arbitrary
|
||||
prices.
|
||||
- Confirmation is idempotent and audited (provider reference recorded).
|
||||
|
||||
### US-3 Marketplace listing (sell)
|
||||
As a creator, I can list a catalog item for sale at a Credit price and
|
||||
manage/remove my listings.
|
||||
|
||||
**Acceptance criteria**
|
||||
- A listing references a valid `catalog_item` owned by the seller (or an
|
||||
authorized seller).
|
||||
- Price is bounded (min/max) and set server-side; status transitions are
|
||||
explicit (`active`, `sold`, `delisted`, `removed_by_moderation`).
|
||||
- Only the seller (or a moderator) can update/remove a listing.
|
||||
- Listings are searchable/filterable (item type, price range, owner).
|
||||
|
||||
### US-4 Marketplace purchase (buy)
|
||||
As a player, I can buy a listed item. The purchase is atomic, holds funds in
|
||||
escrow, grants the item, and splits the payment between platform and seller.
|
||||
|
||||
**Acceptance criteria**
|
||||
- A single transaction debits the buyer, holds funds in escrow, and grants the
|
||||
item — no partial states on failure.
|
||||
- Platform fee and seller net are computed server-side from the configured rate.
|
||||
- After the escrow hold window, funds move from escrow to the seller's
|
||||
available balance.
|
||||
- Refunds during the hold window reverse the sale and return funds to the buyer.
|
||||
- Concurrent purchases of a one-of-a-kind listing cannot both succeed.
|
||||
|
||||
### US-5 Creator payouts
|
||||
As a creator, I can view my earned balance, request a payout, and track its
|
||||
status; admins can review and approve/reject payouts.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Available balance is derived only from completed (escrow-released) sales and
|
||||
completed payouts; it never goes negative.
|
||||
- Payout requests are bounded (min threshold, max per period) and rate-limited.
|
||||
- Large payouts require admin review; all payout requests carry an audit trail
|
||||
(requested by, reviewed by, provider reference, status).
|
||||
- The payout provider is called exactly once; idempotent on retry.
|
||||
|
||||
### US-6 Godot client
|
||||
As a player, I can manage Credits, browse/buy/sell marketplace items, and manage
|
||||
payouts from the game UI.
|
||||
|
||||
**Acceptance criteria**
|
||||
- An API client handles JWT auth, HTTP, and idempotency keys for all economy
|
||||
calls.
|
||||
- Dedicated screens: wallet + transaction history, marketplace browse/buy,
|
||||
sell-listing, and creator payout.
|
||||
- The client never computes balances, fees, or seller nets — it only displays
|
||||
server responses.
|
||||
|
||||
## 6. Task breakdown
|
||||
|
||||
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
|
||||
are sequential for dependency chaining.
|
||||
|
||||
| # | Task | Story | Depends on |
|
||||
|---|------|-------|-----------|
|
||||
| 1 | Wallet & ledger models + Alembic migration (`wallets`, `transactions`) | US-1 | — |
|
||||
| 2 | Wallet service (atomic credit/debit, idempotency, locking) + wallet/transactions API | US-1 | 1 |
|
||||
| 3 | Premium purchase: `PaymentProvider` interface + purchase/confirm endpoints | US-2 | 1 |
|
||||
| 4 | Catalog item & listing models + migration (`catalog_items`, `marketplace_listings`, `creator_balances`) | US-3 | 1 |
|
||||
| 5 | Marketplace listing API (create/list/search/update/remove) | US-3 | 4 |
|
||||
| 6 | Marketplace purchase service + API (atomic escrow, fee split, item grant) | US-4 | 2, 4, 5 |
|
||||
| 7 | Creator payout request models + API (`payout_requests`) | US-5 | 2, 6 |
|
||||
| 8 | Payout admin review + `PayoutProvider` + audit | US-5 | 7 |
|
||||
| 9 | Marketplace moderation + content-flag/age-gate enforcement | cross-cutting | 5, 6 |
|
||||
| 10 | Godot economy API client (auth + HTTP + idempotency) | US-6 | 2 |
|
||||
| 11 | Godot wallet & transaction history UI | US-6 | 10 |
|
||||
| 12 | Godot marketplace browse/buy UI | US-6 | 6, 10 |
|
||||
| 13 | Godot selling & payout UI | US-6 | 5, 7, 10 |
|
||||
|
||||
## 7. Phasing
|
||||
|
||||
- **Phase 1 (currency + payments):** tasks 1–3. The foundation — ledger and
|
||||
money movement must be rock-solid before anything spends Credits.
|
||||
- **Phase 2 (marketplace):** tasks 4–6. Listing and atomic purchase with escrow.
|
||||
- **Phase 3 (payouts):** tasks 7–8. Turn released escrow into creator payouts.
|
||||
- **Phase 4 (moderation):** task 9. Lock down the marketplace against mature
|
||||
content and abuse.
|
||||
- **Phase 5 (client):** tasks 10–13, each landing after its backend dependency.
|
||||
|
||||
## 8. Data model sketch
|
||||
|
||||
```text
|
||||
wallets
|
||||
id bigint PK
|
||||
user_id int UNIQUE FK -> users.id
|
||||
balance bigint NOT NULL DEFAULT 0 CHECK (balance >= 0)
|
||||
created_at timestamptz
|
||||
updated_at timestamptz
|
||||
|
||||
transactions (append-only ledger)
|
||||
id bigint PK
|
||||
wallet_id bigint FK -> wallets.id
|
||||
type enum(credit_purchase, marketplace_purchase,
|
||||
marketplace_sale, escrow_release, payout,
|
||||
refund, admin_adjustment)
|
||||
amount bigint NOT NULL (signed)
|
||||
balance_after bigint NOT NULL
|
||||
reference_type text (e.g. "purchase", "sale", "payout_request")
|
||||
reference_id text
|
||||
idempotency_key text UNIQUE
|
||||
metadata_json jsonb
|
||||
created_at timestamptz
|
||||
|
||||
catalog_items
|
||||
id bigint PK
|
||||
owner_id int FK -> users.id
|
||||
asset_id int FK -> assets.id (nullable; null for non-asset virtual items)
|
||||
item_type enum(asset, avatar_item, experience_pass)
|
||||
name text
|
||||
description text
|
||||
metadata_json jsonb
|
||||
created_at timestamptz
|
||||
|
||||
marketplace_listings
|
||||
id bigint PK
|
||||
catalog_item_id bigint FK -> catalog_items.id
|
||||
seller_id int FK -> users.id
|
||||
price bigint NOT NULL CHECK (price > 0)
|
||||
status enum(active, sold, delisted, removed_by_moderation)
|
||||
created_at timestamptz
|
||||
updated_at timestamptz
|
||||
|
||||
purchases
|
||||
id bigint PK
|
||||
listing_id bigint FK -> marketplace_listings.id
|
||||
buyer_id int FK -> users.id
|
||||
seller_id int FK -> users.id
|
||||
price bigint NOT NULL
|
||||
platform_fee bigint NOT NULL
|
||||
seller_net bigint NOT NULL
|
||||
status enum(pending_escrow, completed, refunded, reversed)
|
||||
escrow_hold_until timestamptz
|
||||
created_at timestamptz
|
||||
|
||||
creator_balances
|
||||
id bigint PK
|
||||
user_id int UNIQUE FK -> users.id
|
||||
available bigint NOT NULL DEFAULT 0
|
||||
pending bigint NOT NULL DEFAULT 0
|
||||
lifetime_earned bigint NOT NULL DEFAULT 0
|
||||
updated_at timestamptz
|
||||
|
||||
payout_requests
|
||||
id bigint PK
|
||||
creator_id int FK -> users.id
|
||||
amount bigint NOT NULL CHECK (amount > 0)
|
||||
status enum(pending, approved, paid, rejected)
|
||||
external_ref text
|
||||
provider_ref text
|
||||
requested_by int FK -> users.id
|
||||
reviewed_by int FK -> users.id (nullable)
|
||||
reviewed_at timestamptz
|
||||
created_at timestamptz
|
||||
```
|
||||
|
||||
## 9. Security, anti-fraud & audit
|
||||
|
||||
- **Server-authoritative balances/fees:** clients never compute totals; amounts
|
||||
are validated server-side against bounds and the current listing.
|
||||
- **Row locking:** wallet and creator-balance mutations use `SELECT ... FOR
|
||||
UPDATE` within one transaction.
|
||||
- **Idempotency:** every money-moving endpoint requires an `Idempotency-Key`;
|
||||
duplicate keys return the stored original outcome.
|
||||
- **Rate limiting:** purchase, listing, and payout endpoints are token-bucket
|
||||
rate-limited per user.
|
||||
- **Escrow & reversibility:** funds are not payable until the hold window
|
||||
elapses; chargebacks/refunds reverse before release.
|
||||
- **Moderation:** listings carry the item's effective content flags; mature
|
||||
items require age verification (per `content_moderation.md`); moderators can
|
||||
`delist`/`remove` and trigger audited reversals.
|
||||
- **Audit:** the ledger plus `payout_requests` review fields form an append-only
|
||||
audit trail for every movement of value.
|
||||
|
||||
## 10. Out of scope for this feature
|
||||
|
||||
- Real Stripe/PayPal/KYC integrations (provider interfaces leave the hooks; the
|
||||
defaults are deterministic no-ops).
|
||||
- Subscriptions, recurring billing, or premium memberships.
|
||||
- Gift cards, promotional codes, or user-to-user Credit transfers.
|
||||
- Partial refunds, chargeback disputes, and seller tax/VAT handling.
|
||||
- In-world vending machines / scripted economy triggers (future, built on this
|
||||
ledger via the scripting sandbox).
|
||||
@@ -1,170 +0,0 @@
|
||||
# Social — Friends, Chat & Groups — Plan
|
||||
|
||||
> **Status:** Planned
|
||||
> **Owner:** Platform team
|
||||
> **Feature ID:** `social`
|
||||
> **Godot version:** 4.6.2 stable
|
||||
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document breaks the **Social** feature into user stories and right-sized
|
||||
implementation tasks. The feature delivers:
|
||||
|
||||
- **Friends & following** — a friend request/accept model plus a one-way follow
|
||||
relationship, with block lists.
|
||||
- **Presence & status** — online/offline, custom status message, last-seen.
|
||||
- **Chat** — direct messages (DM) and in-experience (world/room) chat with
|
||||
**first-class safety**: server-side text filtering, report-message, and rate
|
||||
limiting.
|
||||
- **Groups** — named groups with roles (owner/admin/member) and a simple group
|
||||
page.
|
||||
- **Public profiles** — avatar, bio, favorite experiences, and a friends list
|
||||
that respects privacy settings.
|
||||
|
||||
## 2. Why chat safety is the differentiator
|
||||
|
||||
The platform is explicitly meant to pull adults away from a youth-oriented
|
||||
competitor. Chat is the highest-risk surface: it is real-time, user-generated,
|
||||
and where abuse happens fastest. Safety is therefore treated as a **blocking
|
||||
requirement**, not an add-on:
|
||||
|
||||
- Every message passes a **server-side text filter** before it is stored or
|
||||
delivered. The client filter is cosmetic only; the server is authoritative.
|
||||
- Every message can be **reported**; reports flow into a moderation queue with
|
||||
actor + reason + audit trail (mirroring `content_moderation.md`).
|
||||
- Sending is **rate limited** per user (Redis token bucket) to stop flooding and
|
||||
harassment-by-volume.
|
||||
- Report and block are always reachable from a message context in the UI.
|
||||
|
||||
## 3. Existing constraints (do not re-build)
|
||||
|
||||
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
|
||||
`app/dependencies.py`. All social endpoints reuse this.
|
||||
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
|
||||
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
|
||||
presence and rate limiting.
|
||||
- **Models:** `User`, `World` (owner_id), `Asset` (owner_id, is_public). Avatars
|
||||
and favorite-experience references point at existing rows.
|
||||
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no social UI yet.
|
||||
|
||||
## 4. Key design decisions
|
||||
|
||||
| Concern | Decision |
|
||||
|---|---|
|
||||
| Message transport | REST for send/history; **WebSocket** gateway for real-time delivery + presence (matches `networking.md`'s "WebSocket as secondary transport" for chat) |
|
||||
| Presence store | Redis (TTL heartbeat) + persisted `last_seen_at` on the user record |
|
||||
| Text filtering | Pluggable `TextFilter` interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
|
||||
| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
|
||||
| Reports | `message_reports` table + moderation endpoints (list/review/resolve) with audit fields |
|
||||
| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
|
||||
| Privacy | Per-user settings JSON (`profile_visibility`, `friends_list_visibility`, `favorites_visibility`) enforced server-side on every read |
|
||||
| Groups | `groups` + `group_members` (role: owner/admin/member) + group page aggregate endpoint |
|
||||
| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
|
||||
|
||||
## 5. User stories
|
||||
|
||||
### US-1 Friends & following
|
||||
As a player, I can send a friend request, accept/decline incoming requests,
|
||||
unfriend, follow/unfollow other players, and block users so they can't interact
|
||||
with me.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Friend requests are one-directional until accepted; accepted friendships are mutual.
|
||||
- Follow is one-way and requires no approval.
|
||||
- Block prevents DMs, hides the blocked user's profile/friends interactions, and
|
||||
removes any existing friendship/follow between the two.
|
||||
- Duplicate/self requests are rejected idempotently.
|
||||
|
||||
### US-2 Presence & status
|
||||
As a player, I can see whether my friends are online, their custom status, and
|
||||
when they were last seen.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
|
||||
- `last_seen_at` persists and is visible (subject to privacy settings).
|
||||
- Custom status text is optional and length-limited.
|
||||
|
||||
### US-3 Public profiles
|
||||
As a player, I can view a public profile page showing avatar, bio, favorite
|
||||
experiences, and a friends list that respects the owner's privacy settings.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Avatar and bio are editable by the owner only.
|
||||
- Favorite experiences reference existing `World` rows.
|
||||
- A viewer sees only the sections the owner's privacy settings allow; blocked
|
||||
users see a restricted view.
|
||||
|
||||
### US-4 Chat (DM + in-experience) with safety
|
||||
As a player, I can send direct messages and chat inside a world/room. Messages
|
||||
are filtered, rate limited, and reportable.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Server filters message text before storing/delivering; filtered content is either
|
||||
rejected (blocking) or redacted (configurable per filter policy).
|
||||
- Send rate is limited per user (token bucket); excess sends get `429`.
|
||||
- Every message has a stable id, author, timestamp, and conversation/world scope.
|
||||
- Any message can be reported with a reason; reports are stored and reviewable.
|
||||
- Real-time delivery over WebSocket with REST fallback for history.
|
||||
|
||||
### US-5 Groups
|
||||
As a player, I can create a group, join/leave groups, and (as owner/admin)
|
||||
manage roles and view a simple group page.
|
||||
|
||||
**Acceptance criteria**
|
||||
- Each group has exactly one owner and any number of admins/members.
|
||||
- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
|
||||
- Group page lists name, description, member list with roles, and member count.
|
||||
|
||||
### US-6 Godot client
|
||||
As a player, I can access friends, presence, chat, profiles, and groups from the
|
||||
game UI.
|
||||
|
||||
**Acceptance criteria**
|
||||
- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
|
||||
- Dedicated screens/panels: friends+presence, DM & world chat (with report),
|
||||
profile page, group page.
|
||||
- Client-side filtering is cosmetic; server responses remain authoritative.
|
||||
|
||||
## 6. Task breakdown
|
||||
|
||||
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
|
||||
are sequential for dependency chaining.
|
||||
|
||||
| # | Task | Story | Depends on |
|
||||
|---|------|-------|-----------|
|
||||
| 1 | Friends/follow/block models + Alembic migration | US-1 | — |
|
||||
| 2 | Friends & follow API router | US-1 | 1 |
|
||||
| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
|
||||
| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
|
||||
| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
|
||||
| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
|
||||
| 7 | Text filtering service + profanity config | US-4 | — |
|
||||
| 8 | Redis rate-limiting dependency | US-4 | — |
|
||||
| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
|
||||
| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
|
||||
| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
|
||||
| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
|
||||
| 13 | Group + membership models + migration | US-5 | — |
|
||||
| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
|
||||
| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
|
||||
| 16 | Godot friends & presence UI | US-6 | 3, 15 |
|
||||
| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
|
||||
| 18 | Godot profile page UI | US-6 | 5, 15 |
|
||||
| 19 | Godot groups UI + group page | US-6 | 14, 15 |
|
||||
|
||||
## 7. Phasing
|
||||
|
||||
- **Phase 1 (data + core APIs):** tasks 1–5 (friends, presence, profiles).
|
||||
- **Phase 2 (chat safety — the differentiator):** tasks 6–12 (chat + safety +
|
||||
realtime). This is the critical path and highest priority.
|
||||
- **Phase 3 (groups):** tasks 13–14.
|
||||
- **Phase 4 (client):** tasks 15–19, each landing after its backend dependency.
|
||||
|
||||
## 8. Out of scope for this feature
|
||||
|
||||
- Age verification / maturity gating (covered by `content_moderation.md`).
|
||||
- Voice chat, media/image messages, message editing/deletion history.
|
||||
- Third-party profanity/toxicity vendors (the `TextFilter` interface leaves a
|
||||
hook, but the default is deterministic and dependency-free).
|
||||
- Mobile push notifications.
|
||||
@@ -0,0 +1,3 @@
|
||||
Bugs hide in the dark,
|
||||
Tests bring them into the light,
|
||||
Code stands strong and clear.
|
||||
@@ -1,24 +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/main_menu.tscn"
|
||||
config/features=PackedStringArray("4.6.2")
|
||||
|
||||
[autoload]
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
window/stretch/mode="canvas_items"
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
renderer/rendering_method.mobile="gl_compatibility"
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1,174 +0,0 @@
|
||||
extends Node
|
||||
|
||||
func _ready():
|
||||
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
||||
probe_script_loading()
|
||||
probe_os_apis()
|
||||
probe_file_access()
|
||||
probe_network()
|
||||
probe_classdb()
|
||||
probe_expression_engine()
|
||||
probe_engine_singletons()
|
||||
probe_worker_threads()
|
||||
probe_project_settings()
|
||||
probe_allowlist()
|
||||
print("=== SANDBOX PROBE 6 END ===")
|
||||
get_tree().quit()
|
||||
|
||||
func probe_script_loading():
|
||||
print("--- Script loading ---")
|
||||
var gd = GDScript.new()
|
||||
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
||||
var err = gd.reload()
|
||||
print("GDScript.reload() from source_code err=", err)
|
||||
if err == OK:
|
||||
var inst = gd.new()
|
||||
print(" instantiated, hello()=", inst.call("hello"))
|
||||
var res = load("res://test_script.gd")
|
||||
print("load('res://test_script.gd') = ", res)
|
||||
if res:
|
||||
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
||||
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
||||
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
||||
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
||||
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
||||
|
||||
func probe_os_apis():
|
||||
print("--- OS APIs ---")
|
||||
var out = []
|
||||
var exit_code = OS.execute("echo", ["hello"], out)
|
||||
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
||||
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
||||
print("OS has 'create_process': ", OS.has_method("create_process"))
|
||||
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
||||
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
||||
print("OS.get_executable_path() = ", OS.get_executable_path())
|
||||
|
||||
func probe_file_access():
|
||||
print("--- File access ---")
|
||||
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
||||
print("FileAccess.open('/etc/hostname') = ", f)
|
||||
if f:
|
||||
print(" content: ", f.get_as_text())
|
||||
f.close()
|
||||
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
||||
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
||||
if w:
|
||||
w.store_string("probe")
|
||||
w.close()
|
||||
print(" wrote to /tmp OK")
|
||||
var dir = DirAccess.open("/")
|
||||
print("DirAccess.open('/') = ", dir)
|
||||
if dir:
|
||||
var names = dir.get_files()
|
||||
print(" root files count: ", names.size())
|
||||
var res_dir = DirAccess.open("res://")
|
||||
print("DirAccess.open('res://') = ", res_dir)
|
||||
var user_dir = DirAccess.open("user://")
|
||||
print("DirAccess.open('user://') = ", user_dir)
|
||||
|
||||
func probe_network():
|
||||
print("--- Network ---")
|
||||
var tcp = TCPServer.new()
|
||||
var bind_err = tcp.listen(0)
|
||||
print("TCPServer.listen(0) err=", bind_err)
|
||||
var http = HTTPClient.new()
|
||||
print("HTTPClient instantiated: ", http != null)
|
||||
var http_req = HTTPRequest.new()
|
||||
print("HTTPRequest instantiated: ", http_req != null)
|
||||
var udp = PacketPeerUDP.new()
|
||||
print("PacketPeerUDP instantiated: ", udp != null)
|
||||
var ws = WebSocketPeer.new()
|
||||
print("WebSocketPeer instantiated: ", ws != null)
|
||||
|
||||
func probe_classdb():
|
||||
print("--- ClassDB ---")
|
||||
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
|
||||
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
|
||||
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
|
||||
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
||||
var class_list = ClassDB.get_class_list()
|
||||
print("ClassDB.get_class_list() count: ", class_list.size())
|
||||
var os_methods = ClassDB.class_get_method_list("OS")
|
||||
print("OS method count: ", os_methods.size())
|
||||
var inst = ClassDB.instantiate("Node")
|
||||
print("ClassDB.instantiate('Node') = ", inst)
|
||||
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
||||
|
||||
func probe_expression_engine():
|
||||
print("--- Expression engine ---")
|
||||
var expr = Expression.new()
|
||||
var err = expr.parse("1 + 2")
|
||||
print("Expression.parse('1 + 2') err=", err)
|
||||
if err == OK:
|
||||
var result = expr.execute()
|
||||
print(" Expression.execute() = ", result)
|
||||
var expr2 = Expression.new()
|
||||
err = expr2.parse("OS.get_environment('HOME')")
|
||||
print("Expression.parse('OS.get_environment') err=", err)
|
||||
if err == OK:
|
||||
var result2 = expr2.execute()
|
||||
print(" Expression.execute() = ", result2)
|
||||
var expr3 = Expression.new()
|
||||
err = expr3.parse("get_environment('HOME')", ["OS"])
|
||||
print("Expression.parse with base_instance err=", err)
|
||||
if err == OK:
|
||||
var result3 = expr3.execute([], OS)
|
||||
print(" Expression.execute with OS base = ", result3)
|
||||
var expr4 = Expression.new()
|
||||
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
||||
print("Expression.parse('FileAccess.open') err=", err)
|
||||
if err == OK:
|
||||
var result4 = expr4.execute()
|
||||
print(" Expression.execute() = ", result4)
|
||||
var expr5 = Expression.new()
|
||||
err = expr5.parse("get_tree().quit()")
|
||||
print("Expression.parse('get_tree().quit()') err=", err)
|
||||
if err == OK:
|
||||
var result5 = expr5.execute()
|
||||
print(" Expression.execute() = ", result5)
|
||||
|
||||
func probe_engine_singletons():
|
||||
print("--- Engine singletons ---")
|
||||
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
||||
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
||||
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
||||
|
||||
func probe_worker_threads():
|
||||
print("--- Worker threads ---")
|
||||
var thread = Thread.new()
|
||||
print(" Thread.new() = ", thread)
|
||||
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
||||
|
||||
func probe_project_settings():
|
||||
print("--- Project settings ---")
|
||||
var settings = ProjectSettings.get_property_list()
|
||||
var relevant = []
|
||||
for s in settings:
|
||||
var name = String(s.name)
|
||||
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
|
||||
relevant.append(name)
|
||||
print(" Sandbox/security project settings: ", relevant)
|
||||
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
|
||||
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
|
||||
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
|
||||
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
||||
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
||||
|
||||
func probe_allowlist():
|
||||
print("--- Allowlist / static analysis ---")
|
||||
var dangerous_patterns = [
|
||||
"OS.execute", "OS.create_process", "OS.get_environment",
|
||||
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
||||
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
||||
"get_tree().quit", "ProjectSettings"
|
||||
]
|
||||
var test_script = """extends Node
|
||||
func _ready():
|
||||
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
||||
OS.execute("rm", ["-rf", "/"])
|
||||
"""
|
||||
print(" Test script contains dangerous patterns:")
|
||||
for p in dangerous_patterns:
|
||||
if p in test_script:
|
||||
print(" DETECTED: ", p)
|
||||
@@ -1,6 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
||||
|
||||
[node name="Probe6" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -1,8 +0,0 @@
|
||||
; Engine configuration file.
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="sandbox_probe"
|
||||
run/main_scene="res://probe6.tscn"
|
||||
config/features=PackedStringArray("4.6")
|
||||
@@ -1,4 +0,0 @@
|
||||
extends RefCounted
|
||||
|
||||
func hello():
|
||||
return "from test_script.gd"
|
||||
@@ -1,6 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://main_scene"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/chunk_stream_manager.gd" id="1_chunk_stream"]
|
||||
|
||||
[node name="Main" type="Node3D"]
|
||||
script = ExtResource("1_chunk_stream")
|
||||
@@ -1,43 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
|
||||
|
||||
[node name="MainMenu" type="Control"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_main")
|
||||
|
||||
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
|
||||
layout_mode = 1
|
||||
theme_override_constants/separation = 16
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "AGP Game"
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 72
|
||||
|
||||
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "Play"
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "Quit"
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
|
||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
|
||||
@@ -1,105 +0,0 @@
|
||||
class_name Chunk
|
||||
extends Node3D
|
||||
## A single world chunk. Holds the chunk coordinate, bounds, and the
|
||||
## visual/gameplay content for that region of the world.
|
||||
##
|
||||
## Chunks are the atomic unit of world geometry, gameplay objects, and
|
||||
## persistence (see docs/architecture/world.md). The server loads and saves
|
||||
## whole chunks; clients stream the chunks around them.
|
||||
|
||||
## Default chunk dimensions in world units (tiles). Matches the constants in
|
||||
## docs/architecture/world.md section 2.2.
|
||||
const CHUNK_SIZE_X: int = 32
|
||||
const CHUNK_SIZE_Y: int = 32
|
||||
const CHUNK_SIZE_Z: int = 1
|
||||
|
||||
## World-space origin of chunk coordinate (0,0).
|
||||
const CHUNK_ORIGIN := Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
## Chunk coordinate (cx, cy, cz) in chunk space.
|
||||
var coord := Vector3i.ZERO
|
||||
|
||||
## The canonical chunk key: "{world_id}:{room_id}:{cx}:{cy}:{cz}".
|
||||
var key: String = ""
|
||||
|
||||
## World and room identifiers this chunk belongs to.
|
||||
var world_id: String = ""
|
||||
var room_id: String = ""
|
||||
|
||||
## Format version of the chunk payload (currently 1).
|
||||
var format_version: int = 1
|
||||
|
||||
## Revision counter, incremented on every write. Used for optimistic
|
||||
## concurrency and change detection.
|
||||
var revision: int = 0
|
||||
|
||||
## Whether this chunk has been modified in memory but not yet flushed.
|
||||
var dirty: bool = false
|
||||
|
||||
## Container for static objects (props, geometry) in this chunk.
|
||||
var objects: Array[Node3D] = []
|
||||
|
||||
## Container for dynamic object templates (spawnable entities).
|
||||
var dynamic_templates: Array[Node3D] = []
|
||||
|
||||
## The world-space bounding box of this chunk.
|
||||
var bounds: AABB
|
||||
|
||||
|
||||
func _init(p_coord: Vector3i = Vector3i.ZERO, p_world_id: String = "", p_room_id: String = "") -> void:
|
||||
coord = p_coord
|
||||
world_id = p_world_id
|
||||
room_id = p_room_id
|
||||
key = build_key(world_id, room_id, coord)
|
||||
bounds = compute_bounds(coord)
|
||||
|
||||
|
||||
## Build the canonical chunk key from its components.
|
||||
static func build_key(p_world_id: String, p_room_id: String, p_coord: Vector3i) -> String:
|
||||
return "%s:%s:%d:%d:%d" % [p_world_id, p_room_id, p_coord.x, p_coord.y, p_coord.z]
|
||||
|
||||
|
||||
## Compute the world-space bounding box for a chunk coordinate.
|
||||
static func compute_bounds(p_coord: Vector3i) -> AABB:
|
||||
var min_pos := Vector3(
|
||||
CHUNK_ORIGIN.x + p_coord.x * CHUNK_SIZE_X,
|
||||
CHUNK_ORIGIN.y + p_coord.y * CHUNK_SIZE_Y,
|
||||
CHUNK_ORIGIN.z + p_coord.z * CHUNK_SIZE_Z
|
||||
)
|
||||
return AABB(min_pos, Vector3(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z))
|
||||
|
||||
|
||||
## Compute the chunk coordinate that contains a world-space position.
|
||||
static func coord_for_position(p_pos: Vector3) -> Vector3i:
|
||||
return Vector3i(
|
||||
int(floor((p_pos.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)),
|
||||
int(floor((p_pos.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)),
|
||||
int(floor((p_pos.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z))
|
||||
)
|
||||
|
||||
|
||||
## Add a static object to this chunk.
|
||||
func add_object(p_object: Node3D) -> void:
|
||||
objects.append(p_object)
|
||||
add_child(p_object)
|
||||
|
||||
|
||||
## Add a dynamic object template to this chunk.
|
||||
func add_dynamic_template(p_template: Node3D) -> void:
|
||||
dynamic_templates.append(p_template)
|
||||
add_child(p_template)
|
||||
|
||||
|
||||
## Remove all objects from this chunk.
|
||||
func clear_objects() -> void:
|
||||
for obj in objects:
|
||||
if is_instance_valid(obj):
|
||||
obj.queue_free()
|
||||
objects.clear()
|
||||
dynamic_templates.clear()
|
||||
|
||||
|
||||
## Mark this chunk as dirty (modified but not yet persisted).
|
||||
func mark_dirty() -> void:
|
||||
dirty = true
|
||||
revision += 1
|
||||
@@ -1 +0,0 @@
|
||||
uid://dc6j7kqjitc6g
|
||||
@@ -1,667 +0,0 @@
|
||||
class_name ChunkDataDecoder
|
||||
extends RefCounted
|
||||
## Decodes chunk binary payloads (and JSON) into logical chunk data.
|
||||
##
|
||||
## Implements the binary format spec from docs/architecture/world.md §3.6.
|
||||
## Both the Godot client and Python backend use this class to ensure
|
||||
## identical encoding/decoding behavior.
|
||||
##
|
||||
## ## Binary Format Overview
|
||||
##
|
||||
## ```
|
||||
## Header (48 bytes):
|
||||
## [0:4] magic "AGPC"
|
||||
## [4:6] version (uint16 LE)
|
||||
## [6:8] header_len (uint16 LE)
|
||||
## [8:12] flags (uint32 LE)
|
||||
## [12:16] payload_len (uint32 LE)
|
||||
## [16:48] checksum (SHA-256 hex, 32 bytes)
|
||||
##
|
||||
## Payload Body (sections):
|
||||
## [section_id:1][section_len:4][data:section_len]
|
||||
## ```
|
||||
|
||||
|
||||
## Content flags parsed from a chunk.
|
||||
class ContentFlags:
|
||||
## Severity levels: 0=none, 1=mild, 2=moderate, 3=severe
|
||||
var violence: int = 0
|
||||
var sexual: int = 0
|
||||
var language: int = 0
|
||||
var substance: int = 0
|
||||
var gambling: int = 0
|
||||
var horror: int = 0
|
||||
var hate: int = 0
|
||||
var custom: int = 0
|
||||
var mature: bool = false
|
||||
var sources: Array[String] = []
|
||||
|
||||
func is_mature() -> bool:
|
||||
return mature
|
||||
|
||||
func has_severe_content() -> bool:
|
||||
return (violence >= 3 or sexual >= 3 or language >= 3 or
|
||||
substance >= 3 or gambling >= 3 or horror >= 3 or
|
||||
hate >= 3 or custom >= 3)
|
||||
|
||||
func get_max_severity() -> int:
|
||||
return maxi(
|
||||
violence, maxi(sexual, maxi(language, maxi(substance,
|
||||
maxi(gambling, maxi(horror, maxi(hate, custom)))))))
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"categories": {
|
||||
"violence": violence,
|
||||
"sexual": sexual,
|
||||
"language": language,
|
||||
"substance": substance,
|
||||
"gambling": gambling,
|
||||
"horror": horror,
|
||||
"hate": hate,
|
||||
"custom": custom,
|
||||
},
|
||||
"mature": mature,
|
||||
"sources": sources,
|
||||
}
|
||||
|
||||
func from_dict(d: Dictionary) -> void:
|
||||
if d.has("categories"):
|
||||
violence = d["categories"].get("violence", 0)
|
||||
sexual = d["categories"].get("sexual", 0)
|
||||
language = d["categories"].get("language", 0)
|
||||
substance = d["categories"].get("substance", 0)
|
||||
gambling = d["categories"].get("gambling", 0)
|
||||
horror = d["categories"].get("horror", 0)
|
||||
hate = d["categories"].get("hate", 0)
|
||||
custom = d["categories"].get("custom", 0)
|
||||
mature = d.get("mature", false)
|
||||
sources = d.get("sources", [])
|
||||
|
||||
|
||||
## A tile layer definition (palette + dense tile indices).
|
||||
class TileLayerData:
|
||||
var name: String = ""
|
||||
var layer_id: int = 0
|
||||
var width: int = 0
|
||||
var height: int = 0
|
||||
var depth: int = 1
|
||||
var palette: Array[TileDef] = []
|
||||
var tiles: PackedInt32Array = PackedInt32Array()
|
||||
|
||||
func tile_count() -> int:
|
||||
return width * height * depth
|
||||
|
||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||
return 0 # Out of bounds returns empty tile
|
||||
var idx := (z * height + y) * width + x
|
||||
if idx < tiles.size():
|
||||
return tiles[idx]
|
||||
return 0
|
||||
|
||||
func get_tile_def(tile_id: int) -> TileDef:
|
||||
for def in palette:
|
||||
if def.id == tile_id:
|
||||
return def
|
||||
return null
|
||||
|
||||
|
||||
## A world object parsed from chunk data.
|
||||
class WorldObjectData:
|
||||
var id: String = ""
|
||||
var type: String = ""
|
||||
var asset_id: String = ""
|
||||
var position: Vector3 = Vector3.ZERO
|
||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
||||
var scale: Vector3 = Vector3.ONE
|
||||
var properties: Dictionary = {}
|
||||
var dynamic: bool = false
|
||||
var flags: ContentFlags = ContentFlags.new()
|
||||
|
||||
|
||||
## The complete decoded chunk payload.
|
||||
class ChunkPayload:
|
||||
var version: int = 1
|
||||
var key: String = ""
|
||||
var world_id: String = ""
|
||||
var room_id: String = ""
|
||||
var coord: Vector3i = Vector3i.ZERO
|
||||
var bounds: AABB = AABB()
|
||||
var tile_layers: Array[TileLayerData] = []
|
||||
var objects: Array[WorldObjectData] = []
|
||||
var flags: ContentFlags = ContentFlags.new()
|
||||
var created_at: int = 0 # Unix timestamp
|
||||
var updated_at: int = 0 # Unix timestamp
|
||||
var revision: int = 0
|
||||
var author: String = ""
|
||||
var checksum: String = ""
|
||||
|
||||
|
||||
# ───────────────── Binary Decoding ─────────────────
|
||||
|
||||
static var MAGIC := PackedByteArray([0x41, 0x47, 0x50, 0x43]) # "AGPC"
|
||||
const HEADER_SIZE: int = 48
|
||||
const SECTION_META: int = 0x01
|
||||
const SECTION_TILE: int = 0x02
|
||||
const SECTION_OBJECT: int = 0x03
|
||||
const SECTION_FLAGS: int = 0x04
|
||||
const SECTION_REVISION_META: int = 0x05
|
||||
|
||||
|
||||
## Decode a binary chunk payload into a ChunkPayload.
|
||||
## Returns null if the data is invalid or version is unsupported.
|
||||
static func decode_binary(data: PackedByteArray) -> ChunkPayload:
|
||||
if data.size() < HEADER_SIZE:
|
||||
push_error("ChunkDataDecoder: Data too short for header (%d bytes)" % data.size())
|
||||
return null
|
||||
|
||||
# Verify magic
|
||||
var magic := PackedByteArray(data.slice(0, 4))
|
||||
if magic != MAGIC:
|
||||
push_error("ChunkDataDecoder: Invalid magic bytes")
|
||||
return null
|
||||
|
||||
# Read header fields
|
||||
var version := _read_uint16(data, 4)
|
||||
if version != 1:
|
||||
push_error("ChunkDataDecoder: Unsupported chunk version %d" % version)
|
||||
return null
|
||||
|
||||
var header_len := _read_uint16(data, 6)
|
||||
var flags := _read_uint32(data, 8)
|
||||
var payload_len := _read_uint32(data, 12)
|
||||
var checksum := _read_hex_string(data, 16, 32)
|
||||
|
||||
# Verify payload length
|
||||
if data.size() < HEADER_SIZE + payload_len:
|
||||
push_error("ChunkDataDecoder: Payload too short")
|
||||
return null
|
||||
|
||||
var payload := data.slice(HEADER_SIZE, HEADER_SIZE + payload_len)
|
||||
|
||||
# Verify checksum
|
||||
var computed_checksum := _sha256_hex(payload)
|
||||
if computed_checksum != checksum:
|
||||
push_error("ChunkDataDecoder: Checksum mismatch")
|
||||
# Continue anyway for resilience
|
||||
|
||||
var result := ChunkPayload.new()
|
||||
result.version = version
|
||||
result.checksum = checksum
|
||||
|
||||
# Parse sections
|
||||
var offset := 0
|
||||
while offset < payload.size():
|
||||
if offset + 5 > payload.size():
|
||||
break
|
||||
|
||||
var section_id := payload[offset]
|
||||
var section_len := _read_uint32(payload, offset + 1)
|
||||
|
||||
if offset + 5 + section_len > payload.size():
|
||||
break
|
||||
|
||||
var section_data := payload.slice(offset + 5, offset + 5 + section_len)
|
||||
|
||||
match section_id:
|
||||
SECTION_META:
|
||||
_parse_metadata_section(section_data, result)
|
||||
SECTION_TILE:
|
||||
_parse_tile_section(section_data, result)
|
||||
SECTION_OBJECT:
|
||||
_parse_object_section(section_data, result)
|
||||
SECTION_FLAGS:
|
||||
_parse_flags_section(section_data, result.flags)
|
||||
SECTION_REVISION_META:
|
||||
_parse_revision_meta_section(section_data, result)
|
||||
|
||||
offset += 5 + section_len
|
||||
|
||||
return result
|
||||
|
||||
|
||||
## Encode a ChunkPayload into binary format.
|
||||
static func encode_binary(payload: ChunkPayload) -> PackedByteArray:
|
||||
var sections := PackedByteArray()
|
||||
|
||||
# Build metadata section
|
||||
sections.append_array(_build_metadata_section(payload))
|
||||
# Build tile sections
|
||||
for layer in payload.tile_layers:
|
||||
sections.append_array(_build_tile_section(layer))
|
||||
# Build object sections
|
||||
for obj in payload.objects:
|
||||
sections.append_array(_build_object_section(obj))
|
||||
# Build flags section
|
||||
sections.append_array(_build_flags_section(payload.flags))
|
||||
# Build revision meta section
|
||||
sections.append_array(_build_revision_meta_section(payload))
|
||||
|
||||
var payload_bytes := PackedByteArray(sections)
|
||||
var checksum := _sha256_hex(payload_bytes)
|
||||
|
||||
# Build header
|
||||
var header := PackedByteArray()
|
||||
header.append_array(MAGIC)
|
||||
header.append_array(_write_uint16(1)) # version
|
||||
header.append_array(_write_uint16(0)) # header_len (after this field)
|
||||
header.append_array(_write_uint32(0)) # flags
|
||||
header.append_array(_write_uint32(payload_bytes.size()))
|
||||
header.append_array(_hex_to_bytes(checksum))
|
||||
|
||||
return header + payload_bytes
|
||||
|
||||
|
||||
# ───────────────── Section Parsers ─────────────────
|
||||
|
||||
static func _parse_metadata_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var offset := 0
|
||||
|
||||
# world_id (length-prefixed string)
|
||||
var world_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
result.world_id = data.slice(offset, offset + world_id_len).get_string_from_utf8()
|
||||
offset += world_id_len
|
||||
|
||||
# room_id (length-prefixed string)
|
||||
var room_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
result.room_id = data.slice(offset, offset + room_id_len).get_string_from_utf8()
|
||||
offset += room_id_len
|
||||
|
||||
# coord (3 × int32)
|
||||
result.coord = Vector3i(
|
||||
_read_int32(data, offset),
|
||||
_read_int32(data, offset + 4),
|
||||
_read_int32(data, offset + 8)
|
||||
)
|
||||
offset += 12
|
||||
|
||||
# bounds (6 × float32)
|
||||
var min_pos := Vector3(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8)
|
||||
)
|
||||
var max_pos := Vector3(
|
||||
_read_float32(data, offset + 12),
|
||||
_read_float32(data, offset + 16),
|
||||
_read_float32(data, offset + 20)
|
||||
)
|
||||
result.bounds = AABB(min_pos, max_pos - min_pos)
|
||||
|
||||
|
||||
static func _parse_tile_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var layer := TileLayerData.new()
|
||||
var offset := 0
|
||||
|
||||
# name (length-prefixed string)
|
||||
var name_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
layer.name = data.slice(offset, offset + name_len).get_string_from_utf8()
|
||||
offset += name_len
|
||||
|
||||
# layer_id (uint16)
|
||||
layer.layer_id = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
|
||||
# dimensions (3 × uint16)
|
||||
layer.width = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
layer.height = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
layer.depth = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
|
||||
# palette
|
||||
var palette_count := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
for _i in range(palette_count):
|
||||
var tile_def := TileDef.new()
|
||||
tile_def.id = _read_uint16(data, offset)
|
||||
offset += 2
|
||||
|
||||
var asset_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
tile_def.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
||||
offset += asset_id_len
|
||||
|
||||
tile_def.solid = data[offset] != 0
|
||||
offset += 1
|
||||
|
||||
tile_def.flags = _read_uint32(data, offset)
|
||||
offset += 4
|
||||
|
||||
tile_def.variants = data[offset]
|
||||
offset += 1
|
||||
|
||||
layer.palette.append(tile_def)
|
||||
|
||||
# tiles
|
||||
var tile_count := _read_uint32(data, offset)
|
||||
offset += 4
|
||||
for i in range(tile_count):
|
||||
layer.tiles.append(_read_uint16(data, offset))
|
||||
offset += 2
|
||||
|
||||
result.tile_layers.append(layer)
|
||||
|
||||
|
||||
static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var obj := WorldObjectData.new()
|
||||
var offset := 0
|
||||
|
||||
# id (length-prefixed string)
|
||||
var id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.id = data.slice(offset, offset + id_len).get_string_from_utf8()
|
||||
offset += id_len
|
||||
|
||||
# type (length-prefixed string)
|
||||
var type_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.type = data.slice(offset, offset + type_len).get_string_from_utf8()
|
||||
offset += type_len
|
||||
|
||||
# asset_id (length-prefixed string)
|
||||
var asset_id_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
||||
offset += asset_id_len
|
||||
|
||||
# position (3 × float32)
|
||||
obj.position = Vector3(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8)
|
||||
)
|
||||
offset += 12
|
||||
|
||||
# rotation (4 × float32)
|
||||
obj.rotation = Vector4(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8),
|
||||
_read_float32(data, offset + 12)
|
||||
)
|
||||
offset += 16
|
||||
|
||||
# scale (3 × float32)
|
||||
obj.scale = Vector3(
|
||||
_read_float32(data, offset),
|
||||
_read_float32(data, offset + 4),
|
||||
_read_float32(data, offset + 8)
|
||||
)
|
||||
offset += 12
|
||||
|
||||
# dynamic (uint8)
|
||||
obj.dynamic = data[offset] != 0
|
||||
offset += 1
|
||||
|
||||
# properties (length-prefixed JSON string)
|
||||
var props_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
|
||||
offset += props_len
|
||||
obj.properties = JSON.parse_string(props_str) or {}
|
||||
|
||||
# flags (ContentFlags)
|
||||
obj.flags.violence = data[offset]
|
||||
offset += 1
|
||||
obj.flags.sexual = data[offset]
|
||||
offset += 1
|
||||
obj.flags.language = data[offset]
|
||||
offset += 1
|
||||
obj.flags.substance = data[offset]
|
||||
offset += 1
|
||||
obj.flags.gambling = data[offset]
|
||||
offset += 1
|
||||
obj.flags.horror = data[offset]
|
||||
offset += 1
|
||||
obj.flags.hate = data[offset]
|
||||
offset += 1
|
||||
obj.flags.custom = data[offset]
|
||||
offset += 1
|
||||
obj.flags.mature = data[offset] != 0
|
||||
offset += 1
|
||||
|
||||
var source_count := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
for _i in range(source_count):
|
||||
var src_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
obj.flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
||||
offset += src_len
|
||||
|
||||
result.objects.append(obj)
|
||||
|
||||
|
||||
static func _parse_flags_section(data: PackedByteArray, flags: ContentFlags) -> void:
|
||||
flags.violence = data[0]
|
||||
flags.sexual = data[1]
|
||||
flags.language = data[2]
|
||||
flags.substance = data[3]
|
||||
flags.gambling = data[4]
|
||||
flags.horror = data[5]
|
||||
flags.hate = data[6]
|
||||
flags.custom = data[7]
|
||||
flags.mature = data[8] != 0
|
||||
|
||||
var offset := 9
|
||||
var source_count := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
for _i in range(source_count):
|
||||
var src_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
||||
offset += src_len
|
||||
|
||||
|
||||
static func _parse_revision_meta_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||
var offset := 0
|
||||
# created_at (int64 unix)
|
||||
result.created_at = _read_int64(data, offset)
|
||||
offset += 8
|
||||
# updated_at (int64 unix)
|
||||
result.updated_at = _read_int64(data, offset)
|
||||
offset += 8
|
||||
# revision (uint32)
|
||||
result.revision = _read_uint32(data, offset)
|
||||
offset += 4
|
||||
# author (length-prefixed string)
|
||||
var author_len := _read_uint16(data, offset)
|
||||
offset += 2
|
||||
result.author = data.slice(offset, offset + author_len).get_string_from_utf8()
|
||||
|
||||
|
||||
# ───────────────── Section Builders ─────────────────
|
||||
|
||||
static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_string(payload.world_id))
|
||||
data.append_array(_write_string(payload.room_id))
|
||||
data.append_array(_write_int32(payload.coord.x))
|
||||
data.append_array(_write_int32(payload.coord.y))
|
||||
data.append_array(_write_int32(payload.coord.z))
|
||||
data.append_array(_write_float32(payload.bounds.position.x))
|
||||
data.append_array(_write_float32(payload.bounds.position.y))
|
||||
data.append_array(_write_float32(payload.bounds.position.z))
|
||||
data.append_array(_write_float32(payload.bounds.size.x))
|
||||
data.append_array(_write_float32(payload.bounds.size.y))
|
||||
data.append_array(_write_float32(payload.bounds.size.z))
|
||||
return data
|
||||
|
||||
|
||||
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_string(layer.name))
|
||||
data.append_array(_write_uint16(layer.layer_id))
|
||||
data.append_array(_write_uint16(layer.width))
|
||||
data.append_array(_write_uint16(layer.height))
|
||||
data.append_array(_write_uint16(layer.depth))
|
||||
data.append_array(_write_uint16(layer.palette.size()))
|
||||
|
||||
for tile_def in layer.palette:
|
||||
data.append_array(_write_uint16(tile_def.id))
|
||||
data.append_array(_write_string(tile_def.asset_id))
|
||||
data.append(tile_def.solid as int)
|
||||
data.append_array(_write_uint32(tile_def.flags))
|
||||
data.append(tile_def.variants)
|
||||
|
||||
data.append_array(_write_uint32(layer.tiles.size()))
|
||||
for tile_id in layer.tiles:
|
||||
data.append_array(_write_uint16(tile_id))
|
||||
|
||||
return _wrap_section(data, SECTION_TILE)
|
||||
|
||||
|
||||
static func _build_object_section(obj: WorldObjectData) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_string(obj.id))
|
||||
data.append_array(_write_string(obj.type))
|
||||
data.append_array(_write_string(obj.asset_id))
|
||||
data.append_array(_write_float32(obj.position.x))
|
||||
data.append_array(_write_float32(obj.position.y))
|
||||
data.append_array(_write_float32(obj.position.z))
|
||||
data.append_array(_write_float32(obj.rotation.x))
|
||||
data.append_array(_write_float32(obj.rotation.y))
|
||||
data.append_array(_write_float32(obj.rotation.z))
|
||||
data.append_array(_write_float32(obj.rotation.w))
|
||||
data.append_array(_write_float32(obj.scale.x))
|
||||
data.append_array(_write_float32(obj.scale.y))
|
||||
data.append_array(_write_float32(obj.scale.z))
|
||||
data.append(obj.dynamic as int)
|
||||
|
||||
var props_json := JSON.stringify(obj.properties, " ")
|
||||
data.append_array(_write_string(props_json))
|
||||
|
||||
data.append(obj.flags.violence)
|
||||
data.append(obj.flags.sexual)
|
||||
data.append(obj.flags.language)
|
||||
data.append(obj.flags.substance)
|
||||
data.append(obj.flags.gambling)
|
||||
data.append(obj.flags.horror)
|
||||
data.append(obj.flags.hate)
|
||||
data.append(obj.flags.custom)
|
||||
data.append(obj.flags.mature as int)
|
||||
data.append_array(_write_uint16(obj.flags.sources.size()))
|
||||
for src in obj.flags.sources:
|
||||
data.append_array(_write_string(src))
|
||||
|
||||
return _wrap_section(data, SECTION_OBJECT)
|
||||
|
||||
|
||||
static func _build_flags_section(flags: ContentFlags) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append(flags.violence)
|
||||
data.append(flags.sexual)
|
||||
data.append(flags.language)
|
||||
data.append(flags.substance)
|
||||
data.append(flags.gambling)
|
||||
data.append(flags.horror)
|
||||
data.append(flags.hate)
|
||||
data.append(flags.custom)
|
||||
data.append(flags.mature as int)
|
||||
data.append_array(_write_uint16(flags.sources.size()))
|
||||
for src in flags.sources:
|
||||
data.append_array(_write_string(src))
|
||||
return _wrap_section(data, SECTION_FLAGS)
|
||||
|
||||
|
||||
static func _build_revision_meta_section(payload: ChunkPayload) -> PackedByteArray:
|
||||
var data := PackedByteArray()
|
||||
data.append_array(_write_int64(payload.created_at))
|
||||
data.append_array(_write_int64(payload.updated_at))
|
||||
data.append_array(_write_uint32(payload.revision))
|
||||
data.append_array(_write_string(payload.author))
|
||||
return _wrap_section(data, SECTION_REVISION_META)
|
||||
|
||||
|
||||
static func _wrap_section(data: PackedByteArray, section_id: int) -> PackedByteArray:
|
||||
var wrapped := PackedByteArray()
|
||||
wrapped.append(section_id)
|
||||
wrapped.append_array(_write_uint32(data.size()))
|
||||
wrapped.append_array(data)
|
||||
return wrapped
|
||||
|
||||
|
||||
# ───────────────── Binary Helpers ─────────────────
|
||||
|
||||
static func _read_uint16(data: PackedByteArray, offset: int) -> int:
|
||||
return data[offset] | (data[offset + 1] << 8)
|
||||
|
||||
static func _read_uint32(data: PackedByteArray, offset: int) -> int:
|
||||
return (data[offset] | (data[offset + 1] << 8) |
|
||||
(data[offset + 2] << 16) | (data[offset + 3] << 24))
|
||||
|
||||
static func _read_int32(data: PackedByteArray, offset: int) -> int:
|
||||
var val := _read_uint32(data, offset)
|
||||
if val >= 0x80000000:
|
||||
return val - 0x100000000
|
||||
return val
|
||||
|
||||
static func _read_int64(data: PackedByteArray, offset: int) -> int:
|
||||
var lo := _read_uint32(data, offset)
|
||||
var hi := _read_uint32(data, offset + 4)
|
||||
return hi * 0x100000000 + lo
|
||||
|
||||
static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
||||
var bits := _read_uint32(data, offset)
|
||||
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
|
||||
|
||||
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
|
||||
var hex_chars := "0123456789abcdef"
|
||||
var result := ""
|
||||
for i in range(length):
|
||||
var byte_val := data[offset + i]
|
||||
result += hex_chars[byte_val >> 4]
|
||||
result += hex_chars[byte_val & 0x0F]
|
||||
return result
|
||||
|
||||
|
||||
static func _write_uint16(val: int) -> PackedByteArray:
|
||||
return PackedByteArray([(val & 0xFF), (val >> 8) & 0xFF])
|
||||
|
||||
static func _write_uint32(val: int) -> PackedByteArray:
|
||||
return PackedByteArray([
|
||||
val & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF
|
||||
])
|
||||
|
||||
static func _write_int32(val: int) -> PackedByteArray:
|
||||
return _write_uint32(val)
|
||||
|
||||
static func _write_int64(val: int) -> PackedByteArray:
|
||||
var lo := val & 0xFFFFFFFF
|
||||
var hi := (val >> 32) & 0xFFFFFFFF
|
||||
return _write_uint32(lo) + _write_uint32(hi)
|
||||
|
||||
static func _write_float32(val: float) -> PackedByteArray:
|
||||
var bits := val as int
|
||||
return _write_uint32(bits)
|
||||
|
||||
static func _write_string(s: String) -> PackedByteArray:
|
||||
var bytes := s.to_utf8_buffer()
|
||||
return _write_uint16(bytes.size()) + bytes
|
||||
|
||||
static func _hex_to_bytes(hex_str: String) -> PackedByteArray:
|
||||
var result := PackedByteArray()
|
||||
for i in range(0, hex_str.length(), 2):
|
||||
var byte_val := ("0x" + hex_str.substr(i, 2)).hex_to_int()
|
||||
result.append(byte_val)
|
||||
return result
|
||||
|
||||
|
||||
# ───────────────── SHA-256 ─────────────────
|
||||
|
||||
static func _sha256_hex(data: PackedByteArray) -> String:
|
||||
var ctx := HashingContext.new()
|
||||
ctx.start(HashingContext.HASH_SHA256)
|
||||
ctx.update(data)
|
||||
var hash := ctx.finish()
|
||||
var hex_chars := "0123456789abcdef"
|
||||
var result := ""
|
||||
for byte_val in hash:
|
||||
result += hex_chars[(byte_val >> 4) & 0x0F]
|
||||
result += hex_chars[byte_val & 0x0F]
|
||||
return result
|
||||
@@ -1 +0,0 @@
|
||||
uid://bv445xrd6f5tk
|
||||
@@ -1,170 +0,0 @@
|
||||
class_name ChunkScene
|
||||
extends Node3D
|
||||
## A visual representation of a single loaded world chunk.
|
||||
##
|
||||
## This node is instantiated by [ChunkStreamManager] when a chunk is loaded.
|
||||
## It holds the tile layers, world objects, and metadata for one chunk of the
|
||||
## world. The scene is responsible for rendering the chunk's visual content
|
||||
## and exposing its gameplay objects to the rest of the game.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## ChunkScene (Node3D)
|
||||
## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
|
||||
## ├── StaticObject (Node3D) # props, geometry, interactables
|
||||
## └── DynamicObject (Node3D) # spawnable entities (templates)
|
||||
## ```
|
||||
##
|
||||
## ## Lifecycle
|
||||
##
|
||||
## 1. [ChunkStreamManager] requests chunk data from the server.
|
||||
## 2. Server responds with binary payload.
|
||||
## 3. [ChunkStreamManager] decodes the payload and creates a [ChunkScene].
|
||||
## 4. [ChunkScene] populates itself with tile layers and objects.
|
||||
## 5. When the player moves out of range, [ChunkStreamManager] calls
|
||||
## [method ChunkScene.queue_free] to unload it.
|
||||
|
||||
## The chunk coordinate this scene represents.
|
||||
var coord: Vector3i = Vector3i.ZERO
|
||||
|
||||
## The canonical chunk key.
|
||||
var key: String = ""
|
||||
|
||||
## World-space bounding box of this chunk.
|
||||
var bounds: AABB = AABB()
|
||||
|
||||
## Format version of the chunk data.
|
||||
var format_version: int = 1
|
||||
|
||||
## Revision counter from the server.
|
||||
var revision: int = 0
|
||||
|
||||
## List of tile layers in this chunk.
|
||||
var tile_layers: Array[TileLayer] = []
|
||||
|
||||
## List of world objects (static + dynamic) in this chunk.
|
||||
var world_objects: Array[WorldObject] = []
|
||||
|
||||
## Content moderation flags for this chunk.
|
||||
var content_flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
||||
|
||||
## Whether this chunk has been modified locally (not yet synced to server).
|
||||
var is_dirty: bool = false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Position this chunk scene at its world-space origin
|
||||
global_position = bounds.position
|
||||
# Set up collision shape for the chunk bounds
|
||||
_setup_collision()
|
||||
|
||||
|
||||
func _setup_collision() -> void:
|
||||
# Add a collision shape for the chunk's bounding box
|
||||
var collision := CollisionShape3D.new()
|
||||
var shape := BoxShape3D.new()
|
||||
shape.size = bounds.size
|
||||
collision.shape = shape
|
||||
collision.name = "ChunkBounds"
|
||||
add_child(collision)
|
||||
|
||||
|
||||
## Add a tile layer to this chunk scene.
|
||||
func add_tile_layer(layer: TileLayer) -> void:
|
||||
tile_layers.append(layer)
|
||||
var layer_node := TileLayerNode.new()
|
||||
layer_node.tile_layer = layer
|
||||
layer_node.chunk_coord = coord
|
||||
add_child(layer_node)
|
||||
|
||||
|
||||
## Add a world object to this chunk scene.
|
||||
func add_object(obj: WorldObject) -> void:
|
||||
world_objects.append(obj)
|
||||
if obj.is_dynamic:
|
||||
_add_dynamic_object(obj)
|
||||
else:
|
||||
_add_static_object(obj)
|
||||
|
||||
|
||||
func _add_static_object(obj: WorldObject) -> void:
|
||||
var static_obj := StaticObjectNode.new()
|
||||
static_obj.world_object = obj
|
||||
static_obj.position = obj.position
|
||||
static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
||||
static_obj.scale = obj.scale
|
||||
static_obj.name = "static_%s" % obj.id
|
||||
add_child(static_obj)
|
||||
|
||||
|
||||
func _add_dynamic_object(obj: WorldObject) -> void:
|
||||
var dynamic_obj := DynamicObjectNode.new()
|
||||
dynamic_obj.world_object = obj
|
||||
dynamic_obj.position = obj.position
|
||||
dynamic_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
||||
dynamic_obj.scale = obj.scale
|
||||
dynamic_obj.name = "dynamic_%s" % obj.id
|
||||
add_child(dynamic_obj)
|
||||
|
||||
|
||||
## Get a world object by its ID.
|
||||
func get_object_by_id(object_id: String) -> WorldObject:
|
||||
for obj in world_objects:
|
||||
if obj.id == object_id:
|
||||
return obj
|
||||
return null
|
||||
|
||||
|
||||
## Get all static objects in this chunk.
|
||||
func get_static_objects() -> Array[WorldObject]:
|
||||
var result: Array[WorldObject] = []
|
||||
for obj in world_objects:
|
||||
if not obj.is_dynamic:
|
||||
result.append(obj)
|
||||
return result
|
||||
|
||||
|
||||
## Get all dynamic object templates in this chunk.
|
||||
func get_dynamic_templates() -> Array[WorldObject]:
|
||||
var result: Array[WorldObject] = []
|
||||
for obj in world_objects:
|
||||
if obj.is_dynamic:
|
||||
result.append(obj)
|
||||
return result
|
||||
|
||||
|
||||
## Mark this chunk as dirty (locally modified).
|
||||
func mark_dirty() -> void:
|
||||
is_dirty = true
|
||||
|
||||
|
||||
## Clear all objects and tile layers from this chunk.
|
||||
func clear() -> void:
|
||||
for child in get_children():
|
||||
if child is TileLayerNode or child is StaticObjectNode or child is DynamicObjectNode:
|
||||
child.queue_free()
|
||||
tile_layers.clear()
|
||||
world_objects.clear()
|
||||
|
||||
|
||||
## Get the world-space position of a tile within this chunk.
|
||||
func get_tile_world_position(tile_x: int, tile_y: int, tile_z: int = 0) -> Vector3:
|
||||
return bounds.position + Vector3(
|
||||
tile_x * 1.0, # Tile size is 1 world unit
|
||||
tile_y * 1.0,
|
||||
tile_z * 1.0
|
||||
)
|
||||
|
||||
|
||||
## Check if a world-space position is within this chunk's bounds.
|
||||
func contains_position(pos: Vector3) -> bool:
|
||||
return bounds.has_point(pos)
|
||||
|
||||
|
||||
## Check if a chunk coordinate is adjacent to this chunk.
|
||||
func is_adjacent(other_coord: Vector3i) -> bool:
|
||||
var dx: int = abs(coord.x - other_coord.x)
|
||||
var dy: int = abs(coord.y - other_coord.y)
|
||||
var dz: int = abs(coord.z - other_coord.z)
|
||||
return dx <= 1 and dy <= 1 and dz <= 1 and (dx + dy + dz) > 0
|
||||
@@ -1 +0,0 @@
|
||||
uid://d4gh4h5iey6xb
|
||||
@@ -1,358 +0,0 @@
|
||||
class_name ChunkStreamManager
|
||||
extends Node
|
||||
## Manages loading and unloading of world chunks based on player position.
|
||||
##
|
||||
## This is the central orchestrator for the chunk streaming system. It monitors
|
||||
## the player's position, determines which chunks should be loaded, requests
|
||||
## chunk data from the server, instantiates ChunkScene nodes, and unloads
|
||||
## chunks that fall outside the streaming radius.
|
||||
##
|
||||
## ## Design
|
||||
##
|
||||
## - **Streaming radius** defines how many chunks around the player are kept
|
||||
## loaded. Chunks beyond this radius are unloaded to save memory and CPU.
|
||||
## - **Load priority** ensures chunks closer to the player are loaded first,
|
||||
## preventing visual pop-in at the edge of the view.
|
||||
## - **Server communication** uses the RPCs defined in docs/architecture/world.md
|
||||
## (§5.3): `request_chunk`, `chunk_data`, `chunk_invalidated`.
|
||||
##
|
||||
## ## Usage
|
||||
##
|
||||
## Add this node to your scene tree and set the `player` reference:
|
||||
## ```gdscript
|
||||
## var stream_manager: ChunkStreamManager = $ChunkStreamManager
|
||||
## stream_manager.player = $Player
|
||||
## stream_manager.streaming_radius = 4 # chunks
|
||||
## ```
|
||||
|
||||
## Number of chunks (radius) to keep loaded around the player.
|
||||
## A radius of 2 means a 5x5 grid of chunks centered on the player.
|
||||
## Higher values increase memory usage but reduce streaming pop-in.
|
||||
@export var streaming_radius: int = 3
|
||||
|
||||
## Maximum number of chunks to load per frame. Prevents frame spikes during
|
||||
## rapid movement or when entering a new area.
|
||||
@export var max_loads_per_frame: int = 4
|
||||
|
||||
## Maximum number of chunks to unload per frame.
|
||||
@export var max_unloads_per_frame: int = 4
|
||||
|
||||
## Distance (in chunks) from the streaming radius edge before a chunk is
|
||||
## considered for unloading. Prevents rapid load/unload cycling.
|
||||
@export var unload_margin: int = 1
|
||||
|
||||
## Emitted when a chunk finishes loading.
|
||||
signal chunk_loaded(chunk_coord: Vector3i, chunk_scene: Node)
|
||||
|
||||
## Emitted when a chunk is unloaded.
|
||||
signal chunk_unloaded(chunk_coord: Vector3i)
|
||||
|
||||
## Emitted when a chunk fails to load (e.g., server error).
|
||||
signal chunk_load_failed(chunk_coord: Vector3i, error: String)
|
||||
|
||||
## Emitted when the player moves far enough to require a streaming update.
|
||||
signal streaming_updated
|
||||
|
||||
## Reference to the player node. Must be set before the manager starts.
|
||||
var player: Node3D = null
|
||||
|
||||
## The current player chunk coordinate.
|
||||
var _player_chunk_coord: Vector3i = Vector3i.ZERO
|
||||
|
||||
## Map of loaded chunk coordinates to their scene nodes.
|
||||
var _loaded_chunks: Dictionary = {}
|
||||
|
||||
## Queue of chunk coordinates pending load, sorted by distance from player.
|
||||
var _load_queue: Array[Vector3i] = []
|
||||
|
||||
## Queue of chunk coordinates pending unload.
|
||||
var _unload_queue: Array[Vector3i] = []
|
||||
|
||||
## Whether streaming is currently active (player is set and in game).
|
||||
var is_active: bool = false
|
||||
|
||||
## The server RPC interface for chunk data. Set by the networking layer.
|
||||
var _server_rpc: Object = null
|
||||
|
||||
## Internal: track which chunks are currently being loaded (to avoid duplicates).
|
||||
var _loading_in_progress: Dictionary = {}
|
||||
|
||||
## Internal: time accumulator for throttled streaming updates.
|
||||
var _update_accumulator: float = 0.0
|
||||
|
||||
## Internal: interval between streaming updates (seconds).
|
||||
const UPDATE_INTERVAL: float = 0.1
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Streaming is driven from _process (main thread) so we can safely
|
||||
# manipulate the scene tree. No background thread is used.
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not is_active or player == null:
|
||||
return
|
||||
|
||||
_update_accumulator += delta
|
||||
if _update_accumulator < UPDATE_INTERVAL:
|
||||
return
|
||||
_update_accumulator = 0.0
|
||||
|
||||
_update_streaming()
|
||||
_process_load_queue()
|
||||
_process_unload_queue()
|
||||
streaming_updated.emit()
|
||||
|
||||
|
||||
func _update_streaming() -> void:
|
||||
if player == null or not is_inside_tree():
|
||||
return
|
||||
|
||||
var current_coord: Vector3i = Chunk.coord_for_position(player.global_position)
|
||||
if current_coord == _player_chunk_coord:
|
||||
return
|
||||
|
||||
_player_chunk_coord = current_coord
|
||||
_rebuild_queues()
|
||||
|
||||
|
||||
func _rebuild_queues() -> void:
|
||||
var target_set: Dictionary = _compute_target_chunks()
|
||||
|
||||
# Determine which chunks need to be loaded
|
||||
var to_load: Array[Vector3i] = []
|
||||
for coord in target_set:
|
||||
if not _loaded_chunks.has(coord) and not _loading_in_progress.has(coord):
|
||||
to_load.append(coord)
|
||||
|
||||
# Sort by distance from player (closest first)
|
||||
to_load.sort_custom(_compare_distance)
|
||||
_load_queue = to_load
|
||||
|
||||
# Determine which chunks need to be unloaded
|
||||
var to_unload: Array[Vector3i] = []
|
||||
for coord in _loaded_chunks:
|
||||
if not target_set.has(coord):
|
||||
to_unload.append(coord)
|
||||
|
||||
to_unload.sort_custom(_compare_distance)
|
||||
_unload_queue = to_unload
|
||||
|
||||
|
||||
func _compute_target_chunks() -> Dictionary:
|
||||
"""Compute the set of chunk coordinates that should be loaded."""
|
||||
var target: Dictionary = {}
|
||||
var half: int = streaming_radius
|
||||
for dx in range(-half, half + 1):
|
||||
for dy in range(-half, half + 1):
|
||||
for dz in range(-half, half + 1):
|
||||
var coord: Vector3i = Vector3i(
|
||||
_player_chunk_coord.x + dx,
|
||||
_player_chunk_coord.y + dy,
|
||||
_player_chunk_coord.z + dz
|
||||
)
|
||||
target[coord] = coord
|
||||
return target
|
||||
|
||||
|
||||
func _compare_distance(a: Vector3i, b: Vector3i) -> bool:
|
||||
"""Compare chunk coordinates by distance from player chunk."""
|
||||
var dist_a: int = _chunk_distance_squared(_player_chunk_coord, a)
|
||||
var dist_b: int = _chunk_distance_squared(_player_chunk_coord, b)
|
||||
return dist_a < dist_b
|
||||
|
||||
|
||||
func _chunk_distance_squared(a: Vector3i, b: Vector3i) -> int:
|
||||
var dx: int = a.x - b.x
|
||||
var dy: int = a.y - b.y
|
||||
var dz: int = a.z - b.z
|
||||
return dx * dx + dy * dy + dz * dz
|
||||
|
||||
|
||||
func _process_load_queue() -> void:
|
||||
var count: int = 0
|
||||
while count < max_loads_per_frame and not _load_queue.is_empty():
|
||||
var coord: Vector3i = _load_queue.pop_front()
|
||||
_load_chunk(coord)
|
||||
count += 1
|
||||
|
||||
|
||||
func _process_unload_queue() -> void:
|
||||
var count: int = 0
|
||||
while count < max_unloads_per_frame and not _unload_queue.is_empty():
|
||||
var coord: Vector3i = _unload_queue.pop_front()
|
||||
_unload_chunk(coord)
|
||||
count += 1
|
||||
|
||||
|
||||
func _load_chunk(coord: Vector3i) -> void:
|
||||
if _loading_in_progress.has(coord):
|
||||
return
|
||||
|
||||
_loading_in_progress[coord] = true
|
||||
|
||||
# Request chunk data from server via RPC
|
||||
if _server_rpc != null and _server_rpc.has_method("request_chunk"):
|
||||
_server_rpc.request_chunk(Chunk.build_key(
|
||||
"", "", coord
|
||||
))
|
||||
else:
|
||||
# Fallback: try to load from local cache or create empty chunk
|
||||
_instantiate_chunk_scene(coord)
|
||||
|
||||
|
||||
func _on_chunk_data_received(key: String, binary_data: PackedByteArray) -> void:
|
||||
"""Called by the networking layer when chunk data arrives from server."""
|
||||
var coord: Vector3i = _parse_coord_from_key(key)
|
||||
if coord == null:
|
||||
return
|
||||
|
||||
_loading_in_progress.erase(coord)
|
||||
|
||||
# Decode the binary chunk data
|
||||
var chunk_data: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(binary_data)
|
||||
if chunk_data == null:
|
||||
chunk_load_failed.emit(coord, "Failed to decode chunk data")
|
||||
return
|
||||
|
||||
# Instantiate the chunk scene with the decoded data
|
||||
_instantiate_chunk_scene_with_data(coord, chunk_data)
|
||||
|
||||
|
||||
func _on_chunk_load_error(coord: Vector3i, error_msg: String) -> void:
|
||||
"""Called when the server reports a chunk load error."""
|
||||
_loading_in_progress.erase(coord)
|
||||
chunk_load_failed.emit(coord, error_msg)
|
||||
|
||||
|
||||
func _instantiate_chunk_scene(coord: Vector3i) -> void:
|
||||
"""Create an empty chunk scene for the given coordinate."""
|
||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
||||
chunk_scene.coord = coord
|
||||
chunk_scene.key = Chunk.build_key("", "", coord)
|
||||
chunk_scene.bounds = Chunk.compute_bounds(coord)
|
||||
_add_loaded_chunk(coord, chunk_scene)
|
||||
|
||||
|
||||
func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
|
||||
"""Create a chunk scene populated with server data."""
|
||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
||||
chunk_scene.coord = coord
|
||||
chunk_scene.key = data.key
|
||||
chunk_scene.bounds = data.bounds
|
||||
chunk_scene.format_version = data.format_version
|
||||
chunk_scene.revision = data.revision
|
||||
|
||||
# Add tiles
|
||||
for layer in data.tile_layers:
|
||||
var tile_layer: TileLayer = TileLayer.new()
|
||||
tile_layer.name = layer.name
|
||||
tile_layer.layer_id = layer.layer_id
|
||||
tile_layer.width = layer.width
|
||||
tile_layer.height = layer.height
|
||||
tile_layer.depth = layer.depth
|
||||
tile_layer.palette = layer.palette
|
||||
tile_layer.tiles = layer.tiles
|
||||
chunk_scene.add_tile_layer(tile_layer)
|
||||
|
||||
# Add objects
|
||||
for obj_data in data.objects:
|
||||
var world_obj: WorldObject = WorldObject.new()
|
||||
world_obj.id = obj_data.id
|
||||
world_obj.type = obj_data.type
|
||||
world_obj.asset_id = obj_data.asset_id
|
||||
world_obj.position = obj_data.position
|
||||
world_obj.rotation = obj_data.rotation
|
||||
world_obj.scale = obj_data.scale
|
||||
world_obj.properties = obj_data.properties
|
||||
world_obj.is_dynamic = obj_data.dynamic
|
||||
world_obj.flags = obj_data.flags
|
||||
chunk_scene.add_object(world_obj)
|
||||
|
||||
# Add content flags
|
||||
chunk_scene.content_flags = data.flags
|
||||
|
||||
_add_loaded_chunk(coord, chunk_scene)
|
||||
|
||||
|
||||
func _add_loaded_chunk(coord: Vector3i, chunk_scene: Node) -> void:
|
||||
_loaded_chunks[coord] = chunk_scene
|
||||
add_child(chunk_scene)
|
||||
_loading_in_progress.erase(coord)
|
||||
chunk_loaded.emit(coord, chunk_scene)
|
||||
|
||||
|
||||
func _unload_chunk(coord: Vector3i) -> void:
|
||||
if not _loaded_chunks.has(coord):
|
||||
return
|
||||
|
||||
var chunk_scene: Node = _loaded_chunks[coord]
|
||||
if is_instance_valid(chunk_scene):
|
||||
chunk_scene.queue_free()
|
||||
|
||||
_loaded_chunks.erase(coord)
|
||||
chunk_unloaded.emit(coord)
|
||||
|
||||
|
||||
func _on_player_position_changed() -> void:
|
||||
"""Call this when the player position changes significantly."""
|
||||
if player != null:
|
||||
_update_streaming()
|
||||
|
||||
|
||||
func set_server_rpc(rpc_interface: Object) -> void:
|
||||
"""Set the server RPC interface for chunk requests."""
|
||||
_server_rpc = rpc_interface
|
||||
|
||||
|
||||
func get_loaded_chunk(coord: Vector3i) -> Node:
|
||||
"""Get a loaded chunk scene by coordinate, or null if not loaded."""
|
||||
return _loaded_chunks.get(coord, null)
|
||||
|
||||
|
||||
func is_chunk_loaded(coord: Vector3i) -> bool:
|
||||
"""Check if a chunk is currently loaded."""
|
||||
return _loaded_chunks.has(coord)
|
||||
|
||||
|
||||
func get_loaded_chunk_count() -> int:
|
||||
"""Get the number of currently loaded chunks."""
|
||||
return _loaded_chunks.size()
|
||||
|
||||
|
||||
func get_all_loaded_coords() -> Array[Vector3i]:
|
||||
"""Get all currently loaded chunk coordinates."""
|
||||
var coords: Array[Vector3i] = []
|
||||
for key in _loaded_chunks:
|
||||
coords.append(key)
|
||||
return coords
|
||||
|
||||
|
||||
func force_reload_chunk(coord: Vector3i) -> void:
|
||||
"""Force reload a specific chunk (e.g., after server update)."""
|
||||
if _loaded_chunks.has(coord):
|
||||
_unload_chunk(coord)
|
||||
if not _loading_in_progress.has(coord):
|
||||
_load_chunk(coord)
|
||||
|
||||
|
||||
func clear_all_chunks() -> void:
|
||||
"""Unload all chunks immediately."""
|
||||
var coords: Array[Vector3i] = get_all_loaded_coords()
|
||||
for coord in coords:
|
||||
_unload_chunk(coord)
|
||||
_load_queue.clear()
|
||||
_unload_queue.clear()
|
||||
|
||||
|
||||
func _parse_coord_from_key(key: String) -> Variant:
|
||||
"""Parse chunk coordinate from a canonical chunk key."""
|
||||
var parts: Array[String] = key.split(":")
|
||||
if parts.size() < 5:
|
||||
return null
|
||||
return Vector3i(
|
||||
int(parts[2]),
|
||||
int(parts[3]),
|
||||
int(parts[4])
|
||||
)
|
||||
@@ -1 +0,0 @@
|
||||
uid://8yokqwe23c23
|
||||
@@ -1,68 +0,0 @@
|
||||
class_name DynamicObjectNode
|
||||
extends Node3D
|
||||
## A visual representation of a dynamic (spawnable) world object template.
|
||||
##
|
||||
## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
|
||||
## Dynamic objects are stored as *templates* in the chunk; their runtime state
|
||||
## (position, health, inventory) is managed by the entity system, not by this
|
||||
## node. This node renders the template's visual representation so the object
|
||||
## is visible in the world.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## DynamicObjectNode (Node3D)
|
||||
## └── MeshInstance3D # the object's visual mesh
|
||||
## ```
|
||||
|
||||
## The world object data this node represents.
|
||||
var world_object: WorldObject = null
|
||||
|
||||
## The loaded mesh instance (or placeholder).
|
||||
var _mesh_instance: MeshInstance3D = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if world_object == null:
|
||||
return
|
||||
_load_mesh()
|
||||
|
||||
|
||||
## Load and attach the object's mesh.
|
||||
func _load_mesh() -> void:
|
||||
_mesh_instance = MeshInstance3D.new()
|
||||
_mesh_instance.name = "mesh"
|
||||
|
||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
||||
if mesh == null:
|
||||
mesh = _make_placeholder_mesh()
|
||||
|
||||
_mesh_instance.mesh = mesh
|
||||
add_child(_mesh_instance)
|
||||
|
||||
|
||||
## Attempt to load a mesh from the asset path.
|
||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
||||
if asset_id.is_empty():
|
||||
return null
|
||||
var path := "res://assets/%s" % asset_id
|
||||
if ResourceLoader.exists(path):
|
||||
var res := load(path)
|
||||
if res is Mesh:
|
||||
return res
|
||||
return null
|
||||
|
||||
|
||||
## Create a simple placeholder sphere mesh when the real asset is unavailable.
|
||||
func _make_placeholder_mesh() -> Mesh:
|
||||
var mesh := SphereMesh.new()
|
||||
mesh.radius = 0.5
|
||||
mesh.height = 1.0
|
||||
return mesh
|
||||
|
||||
|
||||
## Get the world object's display name.
|
||||
func get_display_name() -> String:
|
||||
if world_object == null:
|
||||
return ""
|
||||
return world_object.get_display_name()
|
||||
@@ -1 +0,0 @@
|
||||
uid://dyjqcstdnr4u1
|
||||
@@ -1,14 +0,0 @@
|
||||
extends Control
|
||||
|
||||
|
||||
func _ready():
|
||||
pass
|
||||
|
||||
|
||||
func _on_play_button_pressed():
|
||||
# No gameplay scene exists yet — wire this to the real scene once one lands.
|
||||
print("Play pressed — no gameplay scene yet")
|
||||
|
||||
|
||||
func _on_quit_button_pressed():
|
||||
get_tree().quit()
|
||||
@@ -1,67 +0,0 @@
|
||||
class_name StaticObjectNode
|
||||
extends Node3D
|
||||
## A visual representation of a static world object within a chunk.
|
||||
##
|
||||
## This node is instantiated by [ChunkScene] for each static (non-dynamic)
|
||||
## [WorldObject]. It renders the object's mesh (referenced by `asset_id`) at
|
||||
## the object's transform. If the asset is not yet loaded, a placeholder mesh
|
||||
## is shown.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## StaticObjectNode (Node3D)
|
||||
## └── MeshInstance3D # the object's visual mesh
|
||||
## ```
|
||||
|
||||
## The world object data this node represents.
|
||||
var world_object: WorldObject = null
|
||||
|
||||
## The loaded mesh instance (or placeholder).
|
||||
var _mesh_instance: MeshInstance3D = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if world_object == null:
|
||||
return
|
||||
_load_mesh()
|
||||
|
||||
|
||||
## Load and attach the object's mesh.
|
||||
func _load_mesh() -> void:
|
||||
_mesh_instance = MeshInstance3D.new()
|
||||
_mesh_instance.name = "mesh"
|
||||
|
||||
# Try to load the asset by its id (path). Fall back to a placeholder.
|
||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
||||
if mesh == null:
|
||||
mesh = _make_placeholder_mesh()
|
||||
|
||||
_mesh_instance.mesh = mesh
|
||||
add_child(_mesh_instance)
|
||||
|
||||
|
||||
## Attempt to load a mesh from the asset path.
|
||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
||||
if asset_id.is_empty():
|
||||
return null
|
||||
var path := "res://assets/%s" % asset_id
|
||||
if ResourceLoader.exists(path):
|
||||
var res := load(path)
|
||||
if res is Mesh:
|
||||
return res
|
||||
return null
|
||||
|
||||
|
||||
## Create a simple placeholder box mesh when the real asset is unavailable.
|
||||
func _make_placeholder_mesh() -> Mesh:
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = Vector3(1.0, 1.0, 1.0)
|
||||
return mesh
|
||||
|
||||
|
||||
## Get the world object's display name.
|
||||
func get_display_name() -> String:
|
||||
if world_object == null:
|
||||
return ""
|
||||
return world_object.get_display_name()
|
||||
@@ -1 +0,0 @@
|
||||
uid://chf6mruev1kc4
|
||||
@@ -1,42 +0,0 @@
|
||||
class_name TileDef
|
||||
extends RefCounted
|
||||
## A single tile definition (palette entry) within a tile layer.
|
||||
##
|
||||
## Maps a tile ID to its asset reference and gameplay flags. See
|
||||
## docs/architecture/world.md §3.2.
|
||||
|
||||
## Tile ID (index into the layer palette). 0 is reserved for empty/air.
|
||||
var id: int = 0
|
||||
|
||||
## Reference to the tile/terrain asset.
|
||||
var asset_id: String = ""
|
||||
|
||||
## Whether this tile has collision.
|
||||
var solid: bool = false
|
||||
|
||||
## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
|
||||
var flags: int = 0
|
||||
|
||||
## Number of visual variants for this tile.
|
||||
var variants: int = 1
|
||||
|
||||
|
||||
func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
|
||||
p_flags: int = 0, p_variants: int = 1) -> void:
|
||||
id = p_id
|
||||
asset_id = p_asset_id
|
||||
solid = p_solid
|
||||
flags = p_flags
|
||||
variants = p_variants
|
||||
|
||||
|
||||
func is_walkable() -> bool:
|
||||
return (flags & 0x01) != 0
|
||||
|
||||
|
||||
func is_climbable() -> bool:
|
||||
return (flags & 0x02) != 0
|
||||
|
||||
|
||||
func is_liquid() -> bool:
|
||||
return (flags & 0x04) != 0
|
||||
@@ -1 +0,0 @@
|
||||
uid://bavmpbmthilbx
|
||||
@@ -1,83 +0,0 @@
|
||||
class_name TileLayer
|
||||
extends RefCounted
|
||||
## A single tile layer within a chunk.
|
||||
##
|
||||
## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
|
||||
## definitions, and the layer metadata. This is the runtime representation of
|
||||
## the `TileLayer` from the chunk data format (see docs/architecture/world.md
|
||||
## §3.2).
|
||||
|
||||
## Layer name (e.g. "ground", "walls", "decor").
|
||||
var name: String = ""
|
||||
|
||||
## Numeric layer id, unique within the chunk.
|
||||
var layer_id: int = 0
|
||||
|
||||
## Grid dimensions in tiles.
|
||||
var width: int = 0
|
||||
var height: int = 0
|
||||
var depth: int = 1
|
||||
|
||||
## Palette mapping tile IDs to tile definitions (shared per layer).
|
||||
var palette: Array[TileDef] = []
|
||||
|
||||
## Dense, row-major tile IDs. Length = width * height * depth.
|
||||
var tiles: PackedInt32Array = PackedInt32Array()
|
||||
|
||||
|
||||
func _init(
|
||||
p_layer_name: String = "",
|
||||
p_layer_id: int = 0,
|
||||
p_width: int = 0,
|
||||
p_height: int = 0,
|
||||
p_depth: int = 1
|
||||
) -> void:
|
||||
name = p_layer_name
|
||||
layer_id = p_layer_id
|
||||
width = p_width
|
||||
height = p_height
|
||||
depth = p_depth
|
||||
|
||||
|
||||
## Total number of tiles in this layer.
|
||||
func tile_count() -> int:
|
||||
return width * height * depth
|
||||
|
||||
|
||||
## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
|
||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||
return 0
|
||||
var idx := (z * height + y) * width + x
|
||||
if idx < tiles.size():
|
||||
return tiles[idx]
|
||||
return 0
|
||||
|
||||
|
||||
## Set the tile ID at (x, y, z). No-op if out of bounds.
|
||||
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
|
||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||
return
|
||||
var idx := (z * height + y) * width + x
|
||||
if idx < tiles.size():
|
||||
tiles[idx] = tile_id
|
||||
|
||||
|
||||
## Get the tile definition for a tile ID, or null if not in the palette.
|
||||
func get_tile_def(tile_id: int) -> TileDef:
|
||||
for def in palette:
|
||||
if def.id == tile_id:
|
||||
return def
|
||||
return null
|
||||
|
||||
|
||||
## Whether the tile at (x, y, z) is solid (collision).
|
||||
func is_solid(x: int, y: int, z: int = 0) -> bool:
|
||||
var def := get_tile_def(get_tile(x, y, z))
|
||||
return def != null and def.solid
|
||||
|
||||
|
||||
## Whether the tile at (x, y, z) is walkable.
|
||||
func is_walkable(x: int, y: int, z: int = 0) -> bool:
|
||||
var def := get_tile_def(get_tile(x, y, z))
|
||||
return def != null and def.is_walkable()
|
||||
@@ -1 +0,0 @@
|
||||
uid://came2ygke3ajs
|
||||
@@ -1,112 +0,0 @@
|
||||
class_name TileLayerNode
|
||||
extends Node3D
|
||||
## A visual representation of a single tile layer within a chunk.
|
||||
##
|
||||
## This node is instantiated by [ChunkScene] for each tile layer in a chunk.
|
||||
## It renders the layer's tiles as instanced meshes (one per tile definition
|
||||
## in the palette) using [MultiMeshInstance3D] for efficiency.
|
||||
##
|
||||
## ## Structure
|
||||
##
|
||||
## ```
|
||||
## TileLayerNode (Node3D)
|
||||
## └── MultiMeshInstance3D # one per palette entry (tile definition)
|
||||
## ```
|
||||
|
||||
## The tile layer data this node renders.
|
||||
var tile_layer: TileLayer = null
|
||||
|
||||
## The chunk coordinate this layer belongs to (for world positioning).
|
||||
var chunk_coord: Vector3i = Vector3i.ZERO
|
||||
|
||||
## Tile size in world units (each tile is 1x1x1).
|
||||
const TILE_SIZE: float = 1.0
|
||||
|
||||
## Cache of MultiMeshInstance3D nodes, keyed by tile definition id.
|
||||
var _mesh_instances: Dictionary = {}
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if tile_layer == null:
|
||||
return
|
||||
_build_meshes()
|
||||
|
||||
|
||||
## Build the MultiMesh instances for each tile definition in the palette.
|
||||
func _build_meshes() -> void:
|
||||
for tile_def in tile_layer.palette:
|
||||
if tile_def.id == 0:
|
||||
continue # Tile 0 is "empty/air", no mesh needed
|
||||
_create_mesh_for_tile(tile_def)
|
||||
|
||||
|
||||
func _create_mesh_for_tile(tile_def: TileDef) -> void:
|
||||
# Count how many cells use this tile definition
|
||||
var count := 0
|
||||
for tile_id in tile_layer.tiles:
|
||||
if tile_id == tile_def.id:
|
||||
count += 1
|
||||
|
||||
if count == 0:
|
||||
return
|
||||
|
||||
var multi_mesh := MultiMesh.new()
|
||||
multi_mesh.transform_format = MultiMesh.TRANSFORM_3D
|
||||
multi_mesh.mesh = _make_unit_cube_mesh()
|
||||
multi_mesh.instance_count = count
|
||||
|
||||
var instance_idx := 0
|
||||
for z in range(tile_layer.depth):
|
||||
for y in range(tile_layer.height):
|
||||
for x in range(tile_layer.width):
|
||||
var tile_id := tile_layer.get_tile(x, y, z)
|
||||
if tile_id != tile_def.id:
|
||||
continue
|
||||
var world_pos := _tile_to_world(x, y, z)
|
||||
var xform := Transform3D(Basis(), world_pos)
|
||||
multi_mesh.set_instance_transform(instance_idx, xform)
|
||||
instance_idx += 1
|
||||
|
||||
var mesh_instance := MultiMeshInstance3D.new()
|
||||
mesh_instance.multimesh = multi_mesh
|
||||
mesh_instance.name = "tiles_%d" % tile_def.id
|
||||
add_child(mesh_instance)
|
||||
_mesh_instances[tile_def.id] = mesh_instance
|
||||
|
||||
|
||||
## Convert a tile grid coordinate to a world-space position (center of tile).
|
||||
func _tile_to_world(x: int, y: int, z: int) -> Vector3:
|
||||
var origin := Vector3(
|
||||
chunk_coord.x * tile_layer.width,
|
||||
chunk_coord.y * tile_layer.height,
|
||||
chunk_coord.z * tile_layer.depth
|
||||
)
|
||||
return origin + Vector3(
|
||||
x * TILE_SIZE + TILE_SIZE * 0.5,
|
||||
y * TILE_SIZE + TILE_SIZE * 0.5,
|
||||
z * TILE_SIZE + TILE_SIZE * 0.5
|
||||
)
|
||||
|
||||
|
||||
## Create a simple unit cube mesh for tile rendering.
|
||||
func _make_unit_cube_mesh() -> Mesh:
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = Vector3(TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
||||
return mesh
|
||||
|
||||
|
||||
## Get the tile definition at a grid position, or null if empty.
|
||||
func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
|
||||
if tile_layer == null:
|
||||
return null
|
||||
var tile_id := tile_layer.get_tile(x, y, z)
|
||||
if tile_id == 0:
|
||||
return null
|
||||
return tile_layer.get_tile_def(tile_id)
|
||||
|
||||
|
||||
## Clear all rendered meshes.
|
||||
func clear() -> void:
|
||||
for child in get_children():
|
||||
child.queue_free()
|
||||
_mesh_instances.clear()
|
||||
@@ -1 +0,0 @@
|
||||
uid://d1x05tq8h43gm
|
||||
@@ -1,135 +0,0 @@
|
||||
class_name WorldObject
|
||||
extends RefCounted
|
||||
## A world object (static or dynamic) within a chunk.
|
||||
##
|
||||
## This is the runtime representation of a WorldObject from the chunk data
|
||||
## format (see docs/architecture/world.md §3.3). It holds the object's
|
||||
## identity, transform, properties, and moderation flags.
|
||||
|
||||
## Stable object ID, unique within the chunk.
|
||||
var id: String = ""
|
||||
|
||||
## Object type (e.g. "prop", "interactable", "spawn_point", "door").
|
||||
var type: String = ""
|
||||
|
||||
## Reference to the object's mesh/glTF asset.
|
||||
var asset_id: String = ""
|
||||
|
||||
## World-space position.
|
||||
var position: Vector3 = Vector3.ZERO
|
||||
|
||||
## World-space rotation as a quaternion (x, y, z, w).
|
||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
||||
|
||||
## World-space scale.
|
||||
var scale: Vector3 = Vector3.ONE
|
||||
|
||||
## Type-specific key/value properties.
|
||||
var properties: Dictionary = {}
|
||||
|
||||
## Whether this is a spawnable dynamic entity (true) or static (false).
|
||||
var is_dynamic: bool = false
|
||||
|
||||
## Per-object content moderation flags.
|
||||
var flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
||||
|
||||
## Whether this object has been modified locally.
|
||||
var is_dirty: bool = false
|
||||
|
||||
|
||||
func _init(
|
||||
p_id: String = "",
|
||||
p_type: String = "",
|
||||
p_asset_id: String = "",
|
||||
p_position: Vector3 = Vector3.ZERO,
|
||||
p_rotation: Vector4 = Vector4(0, 0, 0, 1),
|
||||
p_scale: Vector3 = Vector3.ONE,
|
||||
p_properties: Dictionary = {},
|
||||
p_dynamic: bool = false,
|
||||
p_flags: ChunkDataDecoder.ContentFlags = null
|
||||
) -> void:
|
||||
id = p_id
|
||||
type = p_type
|
||||
asset_id = p_asset_id
|
||||
position = p_position
|
||||
rotation = p_rotation
|
||||
scale = p_scale
|
||||
properties = p_properties
|
||||
is_dynamic = p_dynamic
|
||||
if p_flags != null:
|
||||
flags = p_flags
|
||||
|
||||
|
||||
## Get a property value by key.
|
||||
func get_property(key: String) -> Variant:
|
||||
return properties.get(key)
|
||||
|
||||
|
||||
## Set a property value.
|
||||
func set_property(key: String, value: Variant) -> void:
|
||||
properties[key] = value
|
||||
is_dirty = true
|
||||
|
||||
|
||||
## Check if this object is walkable (based on properties).
|
||||
func is_walkable() -> bool:
|
||||
return properties.get("walkable", true)
|
||||
|
||||
|
||||
## Check if this object is climbable (based on properties).
|
||||
func is_climbable() -> bool:
|
||||
return properties.get("climbable", false)
|
||||
|
||||
|
||||
## Check if this object is interactable.
|
||||
func is_interactable() -> bool:
|
||||
return type == "interactable" or properties.get("interactable", false)
|
||||
|
||||
|
||||
## Get the object's display name.
|
||||
func get_display_name() -> String:
|
||||
return properties.get("display_name", id)
|
||||
|
||||
|
||||
## Serialize this object to a dictionary (for networking).
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"id": id,
|
||||
"type": type,
|
||||
"asset_id": asset_id,
|
||||
"position": [position.x, position.y, position.z],
|
||||
"rotation": [rotation.x, rotation.y, rotation.z, rotation.w],
|
||||
"scale": [scale.x, scale.y, scale.z],
|
||||
"properties": properties,
|
||||
"dynamic": is_dynamic,
|
||||
}
|
||||
|
||||
|
||||
## Create a WorldObject from a dictionary (for networking).
|
||||
static func from_dict(d: Dictionary) -> WorldObject:
|
||||
var pos := Vector3(
|
||||
d.get("position", [0, 0, 0])[0],
|
||||
d.get("position", [0, 0, 0])[1],
|
||||
d.get("position", [0, 0, 0])[2]
|
||||
)
|
||||
var rot := Vector4(
|
||||
d.get("rotation", [0, 0, 0, 1])[0],
|
||||
d.get("rotation", [0, 0, 0, 1])[1],
|
||||
d.get("rotation", [0, 0, 0, 1])[2],
|
||||
d.get("rotation", [0, 0, 0, 1])[3]
|
||||
)
|
||||
var scl := Vector3(
|
||||
d.get("scale", [1, 1, 1])[0],
|
||||
d.get("scale", [1, 1, 1])[1],
|
||||
d.get("scale", [1, 1, 1])[2]
|
||||
)
|
||||
return WorldObject.new(
|
||||
d.get("id", ""),
|
||||
d.get("type", ""),
|
||||
d.get("asset_id", ""),
|
||||
pos,
|
||||
rot,
|
||||
scl,
|
||||
d.get("properties", {}),
|
||||
d.get("dynamic", false),
|
||||
)
|
||||
@@ -1 +0,0 @@
|
||||
uid://cxut2ghbsvobn
|
||||
Reference in New Issue
Block a user