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@@ -0,0 +1,2 @@
|
|||||||
|
# Godot 4 editor cache/import directory
|
||||||
|
.godot/
|
||||||
@@ -18,6 +18,8 @@ class Settings(BaseSettings):
|
|||||||
REDIS_URL: str = "redis://localhost:6379/0"
|
REDIS_URL: str = "redis://localhost:6379/0"
|
||||||
|
|
||||||
# JWT / Auth
|
# 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"
|
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
||||||
ALGORITHM: str = "HS256"
|
ALGORITHM: str = "HS256"
|
||||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
||||||
|
|||||||
@@ -28,11 +28,15 @@ class Base(DeclarativeBase):
|
|||||||
|
|
||||||
|
|
||||||
async def get_db() -> AsyncSession:
|
async def get_db() -> AsyncSession:
|
||||||
"""Dependency that yields an async database session."""
|
"""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:
|
async with async_session_factory() as session:
|
||||||
try:
|
try:
|
||||||
yield session
|
yield session
|
||||||
await session.commit()
|
|
||||||
except Exception:
|
except Exception:
|
||||||
await session.rollback()
|
await session.rollback()
|
||||||
raise
|
raise
|
||||||
|
|||||||
@@ -35,7 +35,12 @@ async def get_current_user(
|
|||||||
except JWTError:
|
except JWTError:
|
||||||
raise credentials_exception
|
raise credentials_exception
|
||||||
|
|
||||||
result = await db.execute(select(User).where(User.id == int(user_id)))
|
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()
|
user = result.scalar_one_or_none()
|
||||||
if user is None:
|
if user is None:
|
||||||
raise credentials_exception
|
raise credentials_exception
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||||||
|
|||||||
@@ -1,11 +1,14 @@
|
|||||||
"""Asset management router."""
|
"""Asset management router."""
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||||||
|
|
||||||
|
import os
|
||||||
|
from pathlib import Path
|
||||||
from typing import Optional
|
from typing import Optional
|
||||||
|
|
||||||
from fastapi import APIRouter, Depends, HTTPException, UploadFile, File, Query
|
from fastapi import APIRouter, Depends, HTTPException, UploadFile, File, Query
|
||||||
from sqlalchemy import select
|
from sqlalchemy import select
|
||||||
from sqlalchemy.ext.asyncio import AsyncSession
|
from sqlalchemy.ext.asyncio import AsyncSession
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
from app.database import get_db
|
from app.database import get_db
|
||||||
from app.dependencies import CurrentUser
|
from app.dependencies import CurrentUser
|
||||||
from app.models.asset import Asset, AssetType
|
from app.models.asset import Asset, AssetType
|
||||||
@@ -40,8 +43,7 @@ class AssetResponse(BaseModel):
|
|||||||
created_at: str
|
created_at: str
|
||||||
updated_at: str
|
updated_at: str
|
||||||
|
|
||||||
class Config:
|
model_config = {"from_attributes": True}
|
||||||
from_attributes = True
|
|
||||||
|
|
||||||
|
|
||||||
class AssetUpdate(BaseModel):
|
class AssetUpdate(BaseModel):
|
||||||
@@ -51,6 +53,17 @@ class AssetUpdate(BaseModel):
|
|||||||
is_public: Optional[bool] = 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 ---
|
# --- Endpoints ---
|
||||||
|
|
||||||
@router.post("/", response_model=AssetResponse, status_code=201)
|
@router.post("/", response_model=AssetResponse, status_code=201)
|
||||||
@@ -155,11 +168,11 @@ async def delete_asset(
|
|||||||
await db.commit()
|
await db.commit()
|
||||||
|
|
||||||
|
|
||||||
@router.post("/{asset_id}/upload")
|
@router.post("/{asset_id}/upload", response_model=AssetResponse)
|
||||||
async def upload_asset_file(
|
async def upload_asset_file(
|
||||||
asset_id: int,
|
asset_id: int,
|
||||||
|
current_user: CurrentUser,
|
||||||
file: UploadFile = File(...),
|
file: UploadFile = File(...),
|
||||||
current_user: CurrentUser = None,
|
|
||||||
db: AsyncSession = Depends(get_db),
|
db: AsyncSession = Depends(get_db),
|
||||||
):
|
):
|
||||||
"""Upload a file for an existing asset."""
|
"""Upload a file for an existing asset."""
|
||||||
@@ -167,13 +180,30 @@ async def upload_asset_file(
|
|||||||
if asset is None or asset.owner_id != current_user.id:
|
if asset is None or asset.owner_id != current_user.id:
|
||||||
raise HTTPException(status_code=404, detail="Asset not found")
|
raise HTTPException(status_code=404, detail="Asset not found")
|
||||||
|
|
||||||
# TODO: Implement actual file upload logic (S3, local filesystem, etc.)
|
# Sanitize filename to prevent path traversal.
|
||||||
file_path = f"uploads/{asset_id}_{file.filename}"
|
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
|
||||||
asset.file_path = file_path
|
|
||||||
|
# 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.mime_type = file.content_type
|
||||||
asset.file_size = 0 # Will be updated after actual write
|
asset.file_size = file_size
|
||||||
|
|
||||||
await db.commit()
|
await db.commit()
|
||||||
await db.refresh(asset)
|
await db.refresh(asset)
|
||||||
|
return asset
|
||||||
return {"message": "File upload endpoint", "asset_id": asset_id, "file_path": file_path}
|
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
from datetime import datetime, timedelta, timezone
|
from datetime import datetime, timedelta, timezone
|
||||||
|
|
||||||
from fastapi import APIRouter, Depends, HTTPException, status
|
from fastapi import APIRouter, Depends, HTTPException, status
|
||||||
|
from fastapi.security import OAuth2PasswordRequestForm
|
||||||
from pydantic import BaseModel, EmailStr
|
from pydantic import BaseModel, EmailStr
|
||||||
|
|
||||||
from jose import jwt
|
from jose import jwt
|
||||||
@@ -33,11 +34,6 @@ class RegisterRequest(BaseModel):
|
|||||||
password: str
|
password: str
|
||||||
|
|
||||||
|
|
||||||
class LoginRequest(BaseModel):
|
|
||||||
username: str
|
|
||||||
password: str
|
|
||||||
|
|
||||||
|
|
||||||
class UserResponse(BaseModel):
|
class UserResponse(BaseModel):
|
||||||
id: int
|
id: int
|
||||||
username: str
|
username: str
|
||||||
@@ -104,12 +100,16 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
|||||||
|
|
||||||
|
|
||||||
@router.post("/login", response_model=TokenResponse)
|
@router.post("/login", response_model=TokenResponse)
|
||||||
async def login(req: LoginRequest, db: AsyncSession = Depends(get_db)):
|
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
|
||||||
"""Authenticate user and return an access token."""
|
"""Authenticate user and return an access token.
|
||||||
result = await db.execute(select(User).where(User.username == req.username))
|
|
||||||
|
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()
|
user = result.scalar_one_or_none()
|
||||||
|
|
||||||
if not user or not verify_password(req.password, user.hashed_password):
|
if not user or not verify_password(form.password, user.hashed_password):
|
||||||
raise HTTPException(
|
raise HTTPException(
|
||||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||||
detail="Incorrect username or password",
|
detail="Incorrect username or password",
|
||||||
|
|||||||
@@ -8,18 +8,13 @@ from sqlalchemy import select
|
|||||||
from sqlalchemy.ext.asyncio import AsyncSession
|
from sqlalchemy.ext.asyncio import AsyncSession
|
||||||
|
|
||||||
from app.database import get_db
|
from app.database import get_db
|
||||||
|
from app.dependencies import CurrentUser
|
||||||
from app.models.user import User
|
from app.models.user import User
|
||||||
|
|
||||||
router = APIRouter()
|
router = APIRouter()
|
||||||
|
|
||||||
|
|
||||||
# ── Pydantic schemas ──────────────────────────────────────────────────────
|
# ─── Pydantic schemas ────────────────────────────────────────────────────────
|
||||||
|
|
||||||
class UserCreate(BaseModel):
|
|
||||||
username: str
|
|
||||||
email: EmailStr
|
|
||||||
password: str
|
|
||||||
|
|
||||||
|
|
||||||
class UserResponse(BaseModel):
|
class UserResponse(BaseModel):
|
||||||
id: int
|
id: int
|
||||||
@@ -35,62 +30,32 @@ class UserUpdate(BaseModel):
|
|||||||
is_active: bool | None = None
|
is_active: bool | None = None
|
||||||
|
|
||||||
|
|
||||||
# ── Endpoints ─────────────────────────────────────────────────────────────
|
# ─── Endpoints ───────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
@router.post(
|
|
||||||
"/",
|
|
||||||
response_model=UserResponse,
|
|
||||||
status_code=status.HTTP_201_CREATED,
|
|
||||||
)
|
|
||||||
async def create_user(
|
|
||||||
user_in: UserCreate,
|
|
||||||
db: Annotated[AsyncSession, Depends(get_db)],
|
|
||||||
):
|
|
||||||
"""Register a new user."""
|
|
||||||
# Check uniqueness of username
|
|
||||||
existing = await db.execute(select(User).where(User.username == user_in.username))
|
|
||||||
if existing.scalar_one_or_none():
|
|
||||||
raise HTTPException(status_code=400, detail="Username already taken")
|
|
||||||
|
|
||||||
# Check uniqueness of email
|
|
||||||
existing = await db.execute(select(User).where(User.email == user_in.email))
|
|
||||||
if existing.scalar_one_or_none():
|
|
||||||
raise HTTPException(status_code=400, detail="Email already registered")
|
|
||||||
|
|
||||||
from app.routers.auth import hash_password
|
|
||||||
|
|
||||||
hashed = hash_password(user_in.password)
|
|
||||||
|
|
||||||
user = User(
|
|
||||||
username=user_in.username,
|
|
||||||
email=user_in.email,
|
|
||||||
hashed_password=hashed,
|
|
||||||
)
|
|
||||||
db.add(user)
|
|
||||||
await db.commit()
|
|
||||||
await db.refresh(user)
|
|
||||||
return user
|
|
||||||
|
|
||||||
|
|
||||||
@router.get("/me", response_model=UserResponse)
|
@router.get("/me", response_model=UserResponse)
|
||||||
async def get_current_user(
|
async def get_current_user_profile(
|
||||||
db: Annotated[AsyncSession, Depends(get_db)],
|
current_user: CurrentUser,
|
||||||
# current_user would come from JWT dependency in real usage
|
|
||||||
):
|
):
|
||||||
"""Get the currently authenticated user (placeholder)."""
|
"""Get the currently authenticated user's profile."""
|
||||||
raise HTTPException(status_code=501, detail="Not implemented")
|
return current_user
|
||||||
|
|
||||||
|
|
||||||
@router.get("/{user_id}", response_model=UserResponse)
|
@router.get("/{user_id}", response_model=UserResponse)
|
||||||
async def get_user(
|
async def get_user(
|
||||||
user_id: int,
|
user_id: int,
|
||||||
|
current_user: CurrentUser,
|
||||||
db: Annotated[AsyncSession, Depends(get_db)],
|
db: Annotated[AsyncSession, Depends(get_db)],
|
||||||
):
|
):
|
||||||
"""Get a user by ID."""
|
"""Get a user by ID. Only the owner can view their own profile."""
|
||||||
result = await db.execute(select(User).where(User.id == user_id))
|
result = await db.execute(select(User).where(User.id == user_id))
|
||||||
user = result.scalar_one_or_none()
|
user = result.scalar_one_or_none()
|
||||||
if not user:
|
if not user:
|
||||||
raise HTTPException(status_code=404, detail="User not found")
|
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
|
return user
|
||||||
|
|
||||||
|
|
||||||
@@ -98,14 +63,19 @@ async def get_user(
|
|||||||
async def update_user(
|
async def update_user(
|
||||||
user_id: int,
|
user_id: int,
|
||||||
user_update: UserUpdate,
|
user_update: UserUpdate,
|
||||||
|
current_user: CurrentUser,
|
||||||
db: Annotated[AsyncSession, Depends(get_db)],
|
db: Annotated[AsyncSession, Depends(get_db)],
|
||||||
):
|
):
|
||||||
"""Update a user."""
|
"""Update a user. Only the owner can update their own account."""
|
||||||
result = await db.execute(select(User).where(User.id == user_id))
|
result = await db.execute(select(User).where(User.id == user_id))
|
||||||
user = result.scalar_one_or_none()
|
user = result.scalar_one_or_none()
|
||||||
if not user:
|
if not user:
|
||||||
raise HTTPException(status_code=404, detail="User not found")
|
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:
|
if user_update.email is not None:
|
||||||
user.email = user_update.email
|
user.email = user_update.email
|
||||||
if user_update.is_active is not None:
|
if user_update.is_active is not None:
|
||||||
@@ -119,12 +89,18 @@ async def update_user(
|
|||||||
@router.delete("/{user_id}", status_code=status.HTTP_204_NO_CONTENT)
|
@router.delete("/{user_id}", status_code=status.HTTP_204_NO_CONTENT)
|
||||||
async def delete_user(
|
async def delete_user(
|
||||||
user_id: int,
|
user_id: int,
|
||||||
|
current_user: CurrentUser,
|
||||||
db: Annotated[AsyncSession, Depends(get_db)],
|
db: Annotated[AsyncSession, Depends(get_db)],
|
||||||
):
|
):
|
||||||
"""Delete a user."""
|
"""Delete a user. Only the owner can delete their own account."""
|
||||||
result = await db.execute(select(User).where(User.id == user_id))
|
result = await db.execute(select(User).where(User.id == user_id))
|
||||||
user = result.scalar_one_or_none()
|
user = result.scalar_one_or_none()
|
||||||
if not user:
|
if not user:
|
||||||
raise HTTPException(status_code=404, detail="User not found")
|
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.delete(user)
|
||||||
await db.commit()
|
await db.commit()
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
from typing import Annotated
|
from typing import Annotated
|
||||||
|
|
||||||
from fastapi import APIRouter, Depends, HTTPException, Query
|
from fastapi import APIRouter, Depends, HTTPException, Query
|
||||||
|
from pydantic import BaseModel, Field
|
||||||
from sqlalchemy import select
|
from sqlalchemy import select
|
||||||
from sqlalchemy.ext.asyncio import AsyncSession
|
from sqlalchemy.ext.asyncio import AsyncSession
|
||||||
from sqlalchemy.orm import selectinload
|
from sqlalchemy.orm import selectinload
|
||||||
@@ -16,92 +17,117 @@ router = APIRouter()
|
|||||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||||
|
|
||||||
|
|
||||||
@router.get("/")
|
# --- 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(
|
async def list_worlds(
|
||||||
|
current_user: CurrentUser,
|
||||||
db: DbDep,
|
db: DbDep,
|
||||||
skip: int = Query(0, ge=0),
|
skip: int = Query(0, ge=0),
|
||||||
limit: int = Query(50, ge=1, le=100),
|
limit: int = Query(50, ge=1, le=100),
|
||||||
visibility: WorldVisibility | None = None,
|
visibility: WorldVisibility | None = None,
|
||||||
):
|
):
|
||||||
"""List worlds with optional visibility filter."""
|
"""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))
|
query = select(World).options(selectinload(World.owner))
|
||||||
|
|
||||||
|
# Filter by visibility if specified
|
||||||
if visibility:
|
if visibility:
|
||||||
query = query.where(World.visibility == 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())
|
query = query.offset(skip).limit(limit).order_by(World.created_at.desc())
|
||||||
result = await db.execute(query)
|
result = await db.execute(query)
|
||||||
worlds = result.scalars().all()
|
worlds = result.scalars().all()
|
||||||
return [
|
return worlds
|
||||||
{
|
|
||||||
"id": w.id,
|
|
||||||
"name": w.name,
|
|
||||||
"description": w.description,
|
|
||||||
"visibility": w.visibility.value if w.visibility else None,
|
|
||||||
"owner_id": w.owner_id,
|
|
||||||
"created_at": w.created_at.isoformat() if w.created_at else None,
|
|
||||||
}
|
|
||||||
for w in worlds
|
|
||||||
]
|
|
||||||
|
|
||||||
|
|
||||||
@router.get("/{world_id}")
|
@router.get("/{world_id}", response_model=WorldResponse)
|
||||||
async def get_world(
|
async def get_world(
|
||||||
world_id: int,
|
world_id: int,
|
||||||
|
current_user: CurrentUser,
|
||||||
db: DbDep,
|
db: DbDep,
|
||||||
):
|
):
|
||||||
"""Get a single world by ID."""
|
"""Get a single world by ID, respecting visibility."""
|
||||||
result = await db.execute(
|
result = await db.execute(
|
||||||
select(World).where(World.id == world_id).options(selectinload(World.owner))
|
select(World).where(World.id == world_id).options(selectinload(World.owner))
|
||||||
)
|
)
|
||||||
world = result.scalar_one_or_none()
|
world = result.scalar_one_or_none()
|
||||||
if not world:
|
if not world:
|
||||||
raise HTTPException(status_code=404, detail="World not found")
|
raise HTTPException(status_code=404, detail="World not found")
|
||||||
return {
|
|
||||||
"id": world.id,
|
# Allow access if world is PUBLIC or owned by current user
|
||||||
"name": world.name,
|
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
|
||||||
"description": world.description,
|
raise HTTPException(status_code=404, detail="World not found")
|
||||||
"visibility": world.visibility.value if world.visibility else None,
|
|
||||||
"owner_id": world.owner_id,
|
return world
|
||||||
"created_at": world.created_at.isoformat() if world.created_at else None,
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@router.post("/")
|
@router.post("/", response_model=WorldResponse, status_code=201)
|
||||||
async def create_world(
|
async def create_world(
|
||||||
world_data: dict,
|
world_data: WorldCreate,
|
||||||
current_user: CurrentUser,
|
current_user: CurrentUser,
|
||||||
db: DbDep,
|
db: DbDep,
|
||||||
):
|
):
|
||||||
"""Create a new world."""
|
"""Create a new world."""
|
||||||
name = world_data.get("name")
|
|
||||||
if not name:
|
|
||||||
raise HTTPException(status_code=400, detail="World name is required")
|
|
||||||
|
|
||||||
world = World(
|
world = World(
|
||||||
name=name,
|
name=world_data.name,
|
||||||
description=world_data.get("description"),
|
description=world_data.description,
|
||||||
owner_id=current_user.id,
|
owner_id=current_user.id,
|
||||||
visibility=WorldVisibility(
|
visibility=world_data.visibility,
|
||||||
world_data.get("visibility", "public")
|
|
||||||
),
|
|
||||||
)
|
)
|
||||||
db.add(world)
|
db.add(world)
|
||||||
await db.commit()
|
await db.commit()
|
||||||
await db.refresh(world)
|
await db.refresh(world)
|
||||||
|
return world
|
||||||
return {
|
|
||||||
"id": world.id,
|
|
||||||
"name": world.name,
|
|
||||||
"description": world.description,
|
|
||||||
"visibility": world.visibility.value,
|
|
||||||
"owner_id": world.owner_id,
|
|
||||||
"created_at": world.created_at.isoformat() if world.created_at else None,
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@router.put("/{world_id}")
|
@router.put("/{world_id}", response_model=WorldResponse)
|
||||||
async def update_world(
|
async def update_world(
|
||||||
world_id: int,
|
world_id: int,
|
||||||
world_data: dict,
|
world_data: WorldUpdate,
|
||||||
current_user: CurrentUser,
|
current_user: CurrentUser,
|
||||||
db: DbDep,
|
db: DbDep,
|
||||||
):
|
):
|
||||||
@@ -114,27 +140,16 @@ async def update_world(
|
|||||||
if world.owner_id != current_user.id:
|
if world.owner_id != current_user.id:
|
||||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||||
|
|
||||||
if world_data.get("name"):
|
update_data = world_data.model_dump(exclude_unset=True)
|
||||||
world.name = world_data["name"]
|
for field, value in update_data.items():
|
||||||
if world_data.get("description") is not None:
|
setattr(world, field, value)
|
||||||
world.description = world_data["description"]
|
|
||||||
if world_data.get("visibility"):
|
|
||||||
world.visibility = WorldVisibility(world_data["visibility"])
|
|
||||||
|
|
||||||
await db.commit()
|
await db.commit()
|
||||||
await db.refresh(world)
|
await db.refresh(world)
|
||||||
|
return world
|
||||||
return {
|
|
||||||
"id": world.id,
|
|
||||||
"name": world.name,
|
|
||||||
"description": world.description,
|
|
||||||
"visibility": world.visibility.value if world.visibility else None,
|
|
||||||
"owner_id": world.owner_id,
|
|
||||||
"created_at": world.created_at.isoformat() if world.created_at else None,
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@router.delete("/{world_id}")
|
@router.delete("/{world_id}", status_code=204)
|
||||||
async def delete_world(
|
async def delete_world(
|
||||||
world_id: int,
|
world_id: int,
|
||||||
current_user: CurrentUser,
|
current_user: CurrentUser,
|
||||||
@@ -151,4 +166,3 @@ async def delete_world(
|
|||||||
|
|
||||||
await db.delete(world)
|
await db.delete(world)
|
||||||
await db.commit()
|
await db.commit()
|
||||||
return {"detail": "World deleted"}
|
|
||||||
|
|||||||
@@ -0,0 +1,369 @@
|
|||||||
|
# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** World chunk data format & persistence, server authority + client
|
||||||
|
> prediction, content moderation & age verification, avatar component system
|
||||||
|
> **Godot version:** 4.6.2 stable
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document evaluates the two primary ways to build the **world/level
|
||||||
|
authoring tool** for **agp-game**:
|
||||||
|
|
||||||
|
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
|
||||||
|
panels, dock widgets, and tools that operate on the project's scenes and
|
||||||
|
resources.
|
||||||
|
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
|
||||||
|
`Control` nodes) that runs inside the running game, editing the game's own
|
||||||
|
world data.
|
||||||
|
|
||||||
|
The goal is to pick the approach that best fits the platform's constraints:
|
||||||
|
a **server-authoritative** multiplayer game where the **world is stored as
|
||||||
|
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
|
||||||
|
`content_moderation.md`), and the client is a **shipped binary** that players
|
||||||
|
run (not a dev tool).
|
||||||
|
|
||||||
|
This document is a **decision record**: it lays out the trade-offs, gives a
|
||||||
|
clear recommendation, and defines the resulting architecture boundaries.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Context & Constraints
|
||||||
|
|
||||||
|
Before comparing the two approaches, we must fix the constraints that drive the
|
||||||
|
decision. These come from the existing architecture docs.
|
||||||
|
|
||||||
|
### 2.1 The World Is Data, Not Scenes
|
||||||
|
|
||||||
|
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
|
||||||
|
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
|
||||||
|
of load, save, and stream. The **server is the only writer** to the store;
|
||||||
|
clients submit **deltas** against a `base_revision` and the server validates and
|
||||||
|
applies them.
|
||||||
|
|
||||||
|
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
|
||||||
|
files. Whatever editor we build must serialize to the chunk contract, not to
|
||||||
|
Godot scene resources.
|
||||||
|
|
||||||
|
### 2.2 Server-Authoritative & Moderation-Aware
|
||||||
|
|
||||||
|
- The server validates every edit (schema, bounds, moderation) before
|
||||||
|
persisting (`world.md` §5.4).
|
||||||
|
- Content carries **content flags** aggregated from referenced assets/scripts
|
||||||
|
(`content_moderation.md` §3). Mature content is gated behind age verification.
|
||||||
|
- The client receives a **content manifest** and never loads content not in it.
|
||||||
|
|
||||||
|
**Implication:** An editor that runs on a **player's machine** cannot be the
|
||||||
|
authority on what gets published. Editing must go through the server's
|
||||||
|
validation pipeline, and the editor must surface moderation flags.
|
||||||
|
|
||||||
|
### 2.3 The Client Is a Shipped Binary
|
||||||
|
|
||||||
|
The game is a multiplayer product. Players run a **release build**. The Godot
|
||||||
|
editor is a **development tool** that players do not have.
|
||||||
|
|
||||||
|
**Implication:** If authoring is a first-class *player* feature (user-generated
|
||||||
|
content), the editor must ship inside the game binary. If authoring is a
|
||||||
|
*developer/platform* feature, it can live in the editor.
|
||||||
|
|
||||||
|
### 2.4 Two Distinct Audiences
|
||||||
|
|
||||||
|
The evaluation must separate two audiences, because they have opposite needs:
|
||||||
|
|
||||||
|
| Audience | Who | Where they run | What they build |
|
||||||
|
|----------|-----|----------------|-----------------|
|
||||||
|
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
||||||
|
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
||||||
|
|
||||||
|
The two approaches map cleanly onto these audiences, and the right answer is
|
||||||
|
likely **both** — but with a clear primary recommendation.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Approach (a): Godot Editor Plugin
|
||||||
|
|
||||||
|
### 3.1 What It Is
|
||||||
|
|
||||||
|
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
|
||||||
|
the editor via the `EditorPlugin` API. It can add:
|
||||||
|
|
||||||
|
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
|
||||||
|
- **Toolbar buttons** (`add_control_to_container`).
|
||||||
|
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
|
||||||
|
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
|
||||||
|
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
|
||||||
|
- **Menu entries** (`add_tool_menu_item`).
|
||||||
|
|
||||||
|
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
|
||||||
|
|
||||||
|
### 3.2 Pros
|
||||||
|
|
||||||
|
- **Full editor power for free:** You get the scene tree, inspector, viewport
|
||||||
|
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
||||||
|
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
|
||||||
|
exactly what the editor is built for. Great for authoring **base content**
|
||||||
|
(rooms, templates, avatar base bodies).
|
||||||
|
- **Fast iteration for devs:** The platform team can build and test levels
|
||||||
|
directly in the tool they already use.
|
||||||
|
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
||||||
|
- **No runtime footprint:** Editor-only code is stripped from export builds
|
||||||
|
(`@tool` scripts and editor plugins are not shipped to players).
|
||||||
|
|
||||||
|
### 3.3 Cons
|
||||||
|
|
||||||
|
- **Not available to players.** Players don't run the Godot editor. Any
|
||||||
|
player-facing UGC authoring cannot use this approach.
|
||||||
|
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
||||||
|
model; deep customization is limited by what the editor API exposes.
|
||||||
|
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
||||||
|
plugins are more brittle across upgrades than game code.
|
||||||
|
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
|
||||||
|
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
||||||
|
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
||||||
|
drift.
|
||||||
|
- **Single-user, local.** The editor edits local files. It does not natively
|
||||||
|
talk to our server-authoritative chunk store or the moderation pipeline.
|
||||||
|
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
||||||
|
the editor headless, which is heavier than testing game code.
|
||||||
|
|
||||||
|
### 3.4 Fit for Our Constraints
|
||||||
|
|
||||||
|
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
||||||
|
base worlds, rooms, and templates.
|
||||||
|
- **Player UGC:** Not applicable. Players cannot run the editor.
|
||||||
|
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
||||||
|
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. Approach (b): In-Game Editor
|
||||||
|
|
||||||
|
### 4.1 What It Is
|
||||||
|
|
||||||
|
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
||||||
|
buttons, toolbars) that run inside the running game. It edits the game's own
|
||||||
|
world data model (chunks) and submits edits through the normal server pipeline.
|
||||||
|
|
||||||
|
### 4.2 Pros
|
||||||
|
|
||||||
|
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
||||||
|
authoring is possible** — the core requirement for a user-generated-content
|
||||||
|
platform.
|
||||||
|
- **Data-native.** The editor operates directly on the **chunk model**
|
||||||
|
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
||||||
|
- **Server-authoritative by construction.** Edits go through the same
|
||||||
|
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
||||||
|
moderation apply uniformly. The editor cannot bypass the server.
|
||||||
|
- **Moderation-aware.** Because edits flow through the server, content flags are
|
||||||
|
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
||||||
|
can surface flags and gate mature content.
|
||||||
|
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
||||||
|
the game; no separate editor theme to maintain.
|
||||||
|
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
||||||
|
headlessly and unit-tested like any other system.
|
||||||
|
|
||||||
|
### 4.3 Cons
|
||||||
|
|
||||||
|
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
||||||
|
We must implement selection, snapping, undo/redo, viewport navigation, and
|
||||||
|
property editing ourselves.
|
||||||
|
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
||||||
|
behind a feature flag / separate scene that is only instantiated on demand).
|
||||||
|
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
||||||
|
its own architecture (tool modes, gizmos, palette, inspector).
|
||||||
|
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
||||||
|
material is better done in the Godot editor / DCC tools. The in-game editor
|
||||||
|
should focus on **world composition** (placing tiles and objects), not asset
|
||||||
|
creation.
|
||||||
|
|
||||||
|
### 4.4 Fit for Our Constraints
|
||||||
|
|
||||||
|
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
||||||
|
- **Player UGC:** The **only** viable approach. Players can only author through
|
||||||
|
the shipped game.
|
||||||
|
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
||||||
|
that submits validated deltas.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Comparison Matrix
|
||||||
|
|
||||||
|
| Criterion | (a) Editor plugin | (b) In-game editor |
|
||||||
|
|-----------|-------------------|--------------------|
|
||||||
|
| Ships to players | ❌ No | ✅ Yes |
|
||||||
|
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
||||||
|
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
||||||
|
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
||||||
|
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
||||||
|
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
||||||
|
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
||||||
|
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
||||||
|
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
||||||
|
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
||||||
|
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Recommendation
|
||||||
|
|
||||||
|
**Primary recommendation: build the in-game editor (b) as the platform's
|
||||||
|
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
||||||
|
internal dev convenience.**
|
||||||
|
|
||||||
|
### 6.1 Rationale
|
||||||
|
|
||||||
|
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
||||||
|
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
||||||
|
editor, so **only an in-game editor can deliver player authoring**. This is a
|
||||||
|
hard requirement that the editor-plugin approach cannot meet.
|
||||||
|
|
||||||
|
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
||||||
|
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
||||||
|
and submits them through the server pipeline. An editor plugin would force a
|
||||||
|
scene↔chunk translation layer that is a constant source of drift and bugs.
|
||||||
|
|
||||||
|
3. **Server authority and moderation fall out naturally.** Because in-game
|
||||||
|
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
||||||
|
revisioning, optimistic concurrency, and content-flag enforcement
|
||||||
|
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
||||||
|
server — which is exactly what a moderation-aware UGC platform needs.
|
||||||
|
|
||||||
|
4. **The editor-plugin's strengths are not what we need.** Its free features
|
||||||
|
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
||||||
|
Our authoring is world composition against a chunk contract, not scene
|
||||||
|
editing. The plugin's main win — deep asset authoring — is better served by
|
||||||
|
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
||||||
|
must maintain.
|
||||||
|
|
||||||
|
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
||||||
|
|
||||||
|
We still recommend a **small, optional** editor plugin for the **platform team**
|
||||||
|
to author **base content** (base rooms, templates, avatar base bodies, test
|
||||||
|
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
||||||
|
product feature:
|
||||||
|
|
||||||
|
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
||||||
|
in-game editor) so dev-authored content flows into the same pipeline.
|
||||||
|
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
||||||
|
- It should be kept thin to minimize editor-API churn risk.
|
||||||
|
|
||||||
|
### 6.3 Scope Boundary
|
||||||
|
|
||||||
|
To keep the in-game editor tractable, define its scope clearly:
|
||||||
|
|
||||||
|
- **In scope (world composition):** placing tiles, placing static/dynamic
|
||||||
|
objects, setting transforms, editing object properties, saving/loading chunks,
|
||||||
|
submitting edits to the server, showing moderation flags.
|
||||||
|
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
||||||
|
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
||||||
|
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
||||||
|
catalog assets by id; it does not create them.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Resulting Architecture
|
||||||
|
|
||||||
|
### 7.1 Shared Editor Core
|
||||||
|
|
||||||
|
Both the in-game editor and the (optional) dev plugin should share a single
|
||||||
|
**editor core** that operates on the chunk model. This avoids two divergent
|
||||||
|
implementations.
|
||||||
|
|
||||||
|
```
|
||||||
|
EditorCore (shared, data-native)
|
||||||
|
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
||||||
|
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
||||||
|
├── EditSession # base_revision tracking, delta generation
|
||||||
|
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
||||||
|
├── UndoRedoStack # command pattern over chunk mutations
|
||||||
|
├── SelectionManager # selected tiles/objects
|
||||||
|
├── ToolRegistry # brush, object-place, select, erase, etc.
|
||||||
|
└── ModerationView # surfaces content flags; gates mature content
|
||||||
|
```
|
||||||
|
|
||||||
|
### 7.2 In-Game Editor (Primary)
|
||||||
|
|
||||||
|
```
|
||||||
|
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
||||||
|
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
||||||
|
├── Toolbar # tool mode switcher
|
||||||
|
├── PalettePanel # tile/object palette (from catalog)
|
||||||
|
├── InspectorPanel # property editor for selected object
|
||||||
|
├── ChunkBrowser # load/save chunks, list rooms
|
||||||
|
└── EditorCore # shared core (above)
|
||||||
|
```
|
||||||
|
|
||||||
|
- Instantiated only when the player enters "build mode" (a separate scene /
|
||||||
|
feature flag), so the runtime footprint is negligible during normal play.
|
||||||
|
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
||||||
|
by re-fetching and re-applying (`world.md` §5.4).
|
||||||
|
|
||||||
|
### 7.3 Dev Editor Plugin (Optional, Thin)
|
||||||
|
|
||||||
|
```
|
||||||
|
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
||||||
|
├── Dock panel: "Chunk Export"
|
||||||
|
├── Reads the current scene / selected nodes
|
||||||
|
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
||||||
|
└── Exports a .chunk.json / submits to a dev server
|
||||||
|
```
|
||||||
|
|
||||||
|
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
||||||
|
author base content in the editor and push it into the same chunk pipeline.
|
||||||
|
|
||||||
|
### 7.4 Data Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
||||||
|
^ | validate
|
||||||
|
| | apply
|
||||||
|
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
||||||
|
v
|
||||||
|
SQLite (world.db)
|
||||||
|
|
||||||
|
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
||||||
|
```
|
||||||
|
|
||||||
|
Both paths converge on the **same server validation pipeline**, so moderation
|
||||||
|
and revisioning are uniform regardless of authoring surface.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Risks & Mitigations
|
||||||
|
|
||||||
|
| Risk | Mitigation |
|
||||||
|
|------|------------|
|
||||||
|
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
||||||
|
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
||||||
|
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
||||||
|
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
||||||
|
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
||||||
|
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
||||||
|
editor (volumetric chunks) is future work (`world.md` §8).
|
||||||
|
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
||||||
|
— the optimistic-concurrency model already supports it, but the UX (live
|
||||||
|
cursors, conflict resolution) is unspecified.
|
||||||
|
- **Template library:** A curated set of room templates players can start from.
|
||||||
|
- **Publish/review flow:** How a player's authored room enters the moderation
|
||||||
|
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|---------|----------|
|
||||||
|
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
||||||
|
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
||||||
|
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
||||||
|
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
||||||
|
| Moderation | Enforced at the server boundary for both paths |
|
||||||
|
| In-game editor scope | World composition only; asset creation is out of scope |
|
||||||
|
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
||||||
@@ -0,0 +1,159 @@
|
|||||||
|
# GDScript Sandboxing for User-Written Scripts
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Content moderation & age verification (scripts are one of the
|
||||||
|
> three moderated content types), avatar component system
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document evaluates how to safely run **user-written scripts** as part of
|
||||||
|
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||||
|
|
||||||
|
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||||
|
none of the three options named in the original task hold up under testing.**
|
||||||
|
A script running anywhere inside the Godot process — however it's loaded,
|
||||||
|
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||||
|
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||||
|
has to happen *outside* the scripting language, not through an in-engine
|
||||||
|
restriction mechanism, because no such mechanism exists.
|
||||||
|
|
||||||
|
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||||
|
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||||
|
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||||
|
version.
|
||||||
|
|
||||||
|
## 2. Options Evaluated
|
||||||
|
|
||||||
|
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||||
|
|
||||||
|
There is no `ScriptServer` class in Godot 4.6.2:
|
||||||
|
|
||||||
|
```
|
||||||
|
ClassDB.class_exists("ScriptServer") → false
|
||||||
|
```
|
||||||
|
|
||||||
|
There's also no project setting to disable engine subsystems for scripts —
|
||||||
|
none of `application/run/disable_os`, `disable_file_access`, or
|
||||||
|
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||||
|
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||||
|
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||||
|
with sandboxing features from a different engine/scripting ecosystem, or
|
||||||
|
with **export template stripping** (which controls what ships in a build,
|
||||||
|
not what a script can call at runtime).
|
||||||
|
|
||||||
|
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||||
|
node script, no special setup:
|
||||||
|
|
||||||
|
| Capability | Available to any script? |
|
||||||
|
|---|---|
|
||||||
|
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||||
|
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||||
|
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||||
|
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||||
|
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||||
|
|
||||||
|
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||||
|
surface this option assumed doesn't exist in the engine.
|
||||||
|
|
||||||
|
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||||
|
|
||||||
|
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||||
|
scene subtree its own render target and can gate input propagation) — it is
|
||||||
|
not a security or scripting boundary. A script attached to any node inside a
|
||||||
|
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||||
|
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||||
|
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||||
|
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||||
|
|
||||||
|
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||||
|
the security problem the task is asking about. Worth keeping in mind for
|
||||||
|
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||||
|
provides zero script sandboxing.
|
||||||
|
|
||||||
|
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||||
|
|
||||||
|
Two ways to read this option, tested separately:
|
||||||
|
|
||||||
|
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||||
|
practical — this means re-implementing (and then indefinitely maintaining,
|
||||||
|
in lockstep with every Godot release) a full language interpreter outside
|
||||||
|
the engine. Far more engineering than the problem justifies.
|
||||||
|
|
||||||
|
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||||
|
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||||
|
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||||
|
safe by default: it can still reach through to unsafe engine methods if you
|
||||||
|
aren't careful about what object you hand it as a base instance:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
var expr = Expression.new()
|
||||||
|
expr.parse("get_environment('HOME')", ["OS"])
|
||||||
|
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||||
|
```
|
||||||
|
|
||||||
|
So `Expression` is a viable building block only if the host **never passes
|
||||||
|
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||||
|
allowlisting work still has to happen at the call site, `Expression` itself
|
||||||
|
enforces none of it.
|
||||||
|
|
||||||
|
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||||
|
`"OS.execute"` before parsing) was also probed and is not a real
|
||||||
|
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||||
|
`Callable`, or any other indirection, and produces false confidence.
|
||||||
|
|
||||||
|
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||||
|
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||||
|
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||||
|
ability to reference engine singletons or arbitrary objects* is the only
|
||||||
|
version of "custom interpreter" that's actually safe. This is real
|
||||||
|
engineering effort, not a config flag.
|
||||||
|
|
||||||
|
## 3. Recommendation
|
||||||
|
|
||||||
|
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||||
|
in-engine options provide a real boundary, the two approaches actually worth
|
||||||
|
building are, in order of recommended priority:
|
||||||
|
|
||||||
|
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||||
|
scripting. Most UGC scripting needs in a game like this (custom
|
||||||
|
interactions, simple triggers, item behaviors) don't need a general
|
||||||
|
programming language — they need a small set of declarative
|
||||||
|
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||||
|
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||||
|
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||||
|
side. This has *zero* attack surface by construction — there's no
|
||||||
|
interpreter to escape because there's no general execution, just a
|
||||||
|
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||||
|
the actual UGC use cases in this game and should be scoped against real
|
||||||
|
feature requirements before assuming more is needed.
|
||||||
|
|
||||||
|
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||||
|
at the OS level, not the engine level: run untrusted scripts in a
|
||||||
|
**separate process** (a stripped-down Godot instance or a dedicated
|
||||||
|
interpreter) under OS sandboxing (a restricted user account, a
|
||||||
|
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||||
|
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||||
|
operations. This is the only approach that provides a real security
|
||||||
|
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||||
|
language cooperating — the OS enforces it. Substantially more
|
||||||
|
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||||
|
can't express what's needed.
|
||||||
|
|
||||||
|
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||||
|
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||||
|
none provide a real boundary (§2).
|
||||||
|
|
||||||
|
## 4. Open Questions
|
||||||
|
|
||||||
|
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||||
|
simple item/state effects, dialogue branching?) This determines whether
|
||||||
|
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||||
|
needed. Needs a concrete feature list before implementation starts.
|
||||||
|
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||||
|
Affects resource cost and isolation guarantees.
|
||||||
|
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||||
|
scripts as a moderated content type still need a moderation flag path
|
||||||
|
regardless of which execution model is chosen — a DSL makes static
|
||||||
|
analysis of *what a script can possibly do* far easier than it would be
|
||||||
|
for general code, which is an additional point in its favor.
|
||||||
@@ -0,0 +1,24 @@
|
|||||||
|
; 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"
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
|
||||||
@@ -0,0 +1,174 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
||||||
|
probe_script_loading()
|
||||||
|
probe_os_apis()
|
||||||
|
probe_file_access()
|
||||||
|
probe_network()
|
||||||
|
probe_classdb()
|
||||||
|
probe_expression_engine()
|
||||||
|
probe_engine_singletons()
|
||||||
|
probe_worker_threads()
|
||||||
|
probe_project_settings()
|
||||||
|
probe_allowlist()
|
||||||
|
print("=== SANDBOX PROBE 6 END ===")
|
||||||
|
get_tree().quit()
|
||||||
|
|
||||||
|
func probe_script_loading():
|
||||||
|
print("--- Script loading ---")
|
||||||
|
var gd = GDScript.new()
|
||||||
|
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
||||||
|
var err = gd.reload()
|
||||||
|
print("GDScript.reload() from source_code err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var inst = gd.new()
|
||||||
|
print(" instantiated, hello()=", inst.call("hello"))
|
||||||
|
var res = load("res://test_script.gd")
|
||||||
|
print("load('res://test_script.gd') = ", res)
|
||||||
|
if res:
|
||||||
|
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
||||||
|
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
||||||
|
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
||||||
|
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
||||||
|
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
||||||
|
|
||||||
|
func probe_os_apis():
|
||||||
|
print("--- OS APIs ---")
|
||||||
|
var out = []
|
||||||
|
var exit_code = OS.execute("echo", ["hello"], out)
|
||||||
|
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
||||||
|
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
||||||
|
print("OS has 'create_process': ", OS.has_method("create_process"))
|
||||||
|
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
||||||
|
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
||||||
|
print("OS.get_executable_path() = ", OS.get_executable_path())
|
||||||
|
|
||||||
|
func probe_file_access():
|
||||||
|
print("--- File access ---")
|
||||||
|
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
||||||
|
print("FileAccess.open('/etc/hostname') = ", f)
|
||||||
|
if f:
|
||||||
|
print(" content: ", f.get_as_text())
|
||||||
|
f.close()
|
||||||
|
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
||||||
|
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
||||||
|
if w:
|
||||||
|
w.store_string("probe")
|
||||||
|
w.close()
|
||||||
|
print(" wrote to /tmp OK")
|
||||||
|
var dir = DirAccess.open("/")
|
||||||
|
print("DirAccess.open('/') = ", dir)
|
||||||
|
if dir:
|
||||||
|
var names = dir.get_files()
|
||||||
|
print(" root files count: ", names.size())
|
||||||
|
var res_dir = DirAccess.open("res://")
|
||||||
|
print("DirAccess.open('res://') = ", res_dir)
|
||||||
|
var user_dir = DirAccess.open("user://")
|
||||||
|
print("DirAccess.open('user://') = ", user_dir)
|
||||||
|
|
||||||
|
func probe_network():
|
||||||
|
print("--- Network ---")
|
||||||
|
var tcp = TCPServer.new()
|
||||||
|
var bind_err = tcp.listen(0)
|
||||||
|
print("TCPServer.listen(0) err=", bind_err)
|
||||||
|
var http = HTTPClient.new()
|
||||||
|
print("HTTPClient instantiated: ", http != null)
|
||||||
|
var http_req = HTTPRequest.new()
|
||||||
|
print("HTTPRequest instantiated: ", http_req != null)
|
||||||
|
var udp = PacketPeerUDP.new()
|
||||||
|
print("PacketPeerUDP instantiated: ", udp != null)
|
||||||
|
var ws = WebSocketPeer.new()
|
||||||
|
print("WebSocketPeer instantiated: ", ws != null)
|
||||||
|
|
||||||
|
func probe_classdb():
|
||||||
|
print("--- ClassDB ---")
|
||||||
|
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
|
||||||
|
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
|
||||||
|
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
|
||||||
|
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
||||||
|
var class_list = ClassDB.get_class_list()
|
||||||
|
print("ClassDB.get_class_list() count: ", class_list.size())
|
||||||
|
var os_methods = ClassDB.class_get_method_list("OS")
|
||||||
|
print("OS method count: ", os_methods.size())
|
||||||
|
var inst = ClassDB.instantiate("Node")
|
||||||
|
print("ClassDB.instantiate('Node') = ", inst)
|
||||||
|
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
||||||
|
|
||||||
|
func probe_expression_engine():
|
||||||
|
print("--- Expression engine ---")
|
||||||
|
var expr = Expression.new()
|
||||||
|
var err = expr.parse("1 + 2")
|
||||||
|
print("Expression.parse('1 + 2') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result = expr.execute()
|
||||||
|
print(" Expression.execute() = ", result)
|
||||||
|
var expr2 = Expression.new()
|
||||||
|
err = expr2.parse("OS.get_environment('HOME')")
|
||||||
|
print("Expression.parse('OS.get_environment') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result2 = expr2.execute()
|
||||||
|
print(" Expression.execute() = ", result2)
|
||||||
|
var expr3 = Expression.new()
|
||||||
|
err = expr3.parse("get_environment('HOME')", ["OS"])
|
||||||
|
print("Expression.parse with base_instance err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result3 = expr3.execute([], OS)
|
||||||
|
print(" Expression.execute with OS base = ", result3)
|
||||||
|
var expr4 = Expression.new()
|
||||||
|
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
||||||
|
print("Expression.parse('FileAccess.open') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result4 = expr4.execute()
|
||||||
|
print(" Expression.execute() = ", result4)
|
||||||
|
var expr5 = Expression.new()
|
||||||
|
err = expr5.parse("get_tree().quit()")
|
||||||
|
print("Expression.parse('get_tree().quit()') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result5 = expr5.execute()
|
||||||
|
print(" Expression.execute() = ", result5)
|
||||||
|
|
||||||
|
func probe_engine_singletons():
|
||||||
|
print("--- Engine singletons ---")
|
||||||
|
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
||||||
|
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
||||||
|
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
||||||
|
|
||||||
|
func probe_worker_threads():
|
||||||
|
print("--- Worker threads ---")
|
||||||
|
var thread = Thread.new()
|
||||||
|
print(" Thread.new() = ", thread)
|
||||||
|
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
||||||
|
|
||||||
|
func probe_project_settings():
|
||||||
|
print("--- Project settings ---")
|
||||||
|
var settings = ProjectSettings.get_property_list()
|
||||||
|
var relevant = []
|
||||||
|
for s in settings:
|
||||||
|
var name = String(s.name)
|
||||||
|
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
|
||||||
|
relevant.append(name)
|
||||||
|
print(" Sandbox/security project settings: ", relevant)
|
||||||
|
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
|
||||||
|
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
|
||||||
|
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
|
||||||
|
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
||||||
|
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
||||||
|
|
||||||
|
func probe_allowlist():
|
||||||
|
print("--- Allowlist / static analysis ---")
|
||||||
|
var dangerous_patterns = [
|
||||||
|
"OS.execute", "OS.create_process", "OS.get_environment",
|
||||||
|
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
||||||
|
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
||||||
|
"get_tree().quit", "ProjectSettings"
|
||||||
|
]
|
||||||
|
var test_script = """extends Node
|
||||||
|
func _ready():
|
||||||
|
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
||||||
|
OS.execute("rm", ["-rf", "/"])
|
||||||
|
"""
|
||||||
|
print(" Test script contains dangerous patterns:")
|
||||||
|
for p in dangerous_patterns:
|
||||||
|
if p in test_script:
|
||||||
|
print(" DETECTED: ", p)
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
||||||
|
|
||||||
|
[node name="Probe6" type="Node"]
|
||||||
|
script = ExtResource("1")
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
; Engine configuration file.
|
||||||
|
config_version=5
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="sandbox_probe"
|
||||||
|
run/main_scene="res://probe6.tscn"
|
||||||
|
config/features=PackedStringArray("4.6")
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
extends RefCounted
|
||||||
|
|
||||||
|
func hello():
|
||||||
|
return "from test_script.gd"
|
||||||
@@ -0,0 +1,43 @@
|
|||||||
|
[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"]
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
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()
|
||||||
Reference in New Issue
Block a user