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# Godot 4 editor cache/import directory
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.godot/
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# Avatar Component System & glTF Attachment Spec
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction, world chunk data format
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## 1. Overview
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This document specifies the **avatar component system** for **agp-game**, a
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Godot-based multiplayer game. It defines:
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- How an avatar is decomposed into **body parts** and **attachment slots**.
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- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
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base body.
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- The **glTF/GLB format requirements** that all avatar assets must satisfy so
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they can be loaded, skinned, and networked consistently.
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The goal is a **modular, data-driven avatar pipeline**: a single base body rig
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plus swappable attachments, all authored in glTF and consumed by a shared Godot
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runtime. This enables player customization, cosmetic monetization, and
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server-authoritative validation of what a player is wearing.
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### 1.1 Design Goals
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- **Modularity:** Body parts and attachments are independent assets that can be
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combined at runtime without re-exporting.
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- **Consistency:** A single, well-defined skeleton and slot convention so any
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attachment fits any base body.
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- **Networkability:** The avatar's composition is expressed as a compact,
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serializable **loadout** that the server can validate and replicate.
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- **Performance:** Attachments are skinned to the same skeleton and share
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materials where possible to minimize draw calls and skinning cost.
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- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
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by a build-time checker.
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---
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## 2. Avatar Decomposition
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### 2.1 The Base Body
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Every avatar is built on a **base body** — a single glTF asset containing:
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- A **skeleton** (the canonical rig, see §3).
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- A **base mesh** for the skin/body (head, torso, arms, legs).
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- **Attachment points** (empty nodes) that define where accessories mount.
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The base body is the only asset that carries the skeleton. Attachments reference
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the skeleton by **bone name** and are skinned to it; they never carry their own
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rig.
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### 2.2 Body Parts vs. Attachments
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Two distinct concepts:
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| Concept | Definition | Example |
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|----------------|-------------------------------------------------------------------------|----------------------------------|
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| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
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| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
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The distinction matters for **slot exclusivity** and **layering**:
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- **Body parts** are *exclusive* per slot — only one head can be equipped.
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- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
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above the head mesh.
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---
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## 3. Skeleton & Slot Convention
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### 3.1 Canonical Skeleton
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All avatars share a **canonical skeleton** with a fixed set of bone names. This
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is the contract that lets any attachment fit any body. The skeleton follows a
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humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
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Required bones (subset of the full rig):
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```
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Root
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├── Hips
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│ ├── Spine
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│ │ ├── Chest
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│ │ │ ├── Neck
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│ │ │ │ └── Head
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│ │ │ │ ├── HeadTop # hat / hair mount
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│ │ │ │ ├── Jaw # face accessories
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│ │ │ │ └── LeftEye / RightEye
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│ │ │ ├── LeftShoulder
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│ │ │ │ └── LeftUpperArm
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│ │ │ │ └── LeftLowerArm
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│ │ │ │ └── LeftHand
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│ │ │ └── RightShoulder
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│ │ │ └── RightUpperArm
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│ │ │ └── RightLowerArm
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│ │ │ └── RightHand
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│ │ └── (Chest children for torso attachments)
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│ ├── LeftUpperLeg
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│ │ └── LeftLowerLeg
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│ │ └── LeftFoot
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│ └── RightUpperLeg
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│ └── RightLowerLeg
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│ └── RightFoot
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|
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```
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**Rules:**
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- Bone names are **case-sensitive** and must match exactly.
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- The skeleton is **T-pose** at rest for consistent skinning.
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- Attachments must be skinned to **at least** the bones they deform; static
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accessories may be parented to a single bone (e.g., a hat parented to `Head`).
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|
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|
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### 3.2 Attachment Slots
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|
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|
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Slots are the **logical mount points** for body parts and attachments. Each slot
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maps to one or more bones and defines what can be equipped there.
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|
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| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
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|
||||||
|----------------|--------------|--------------------|-------------|-------------------------------|
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| `head` | body part | `Head` | exclusive | alternate head, face |
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| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
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| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
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| `torso` | body part | `Chest` | exclusive | alternate torso |
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| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
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| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
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| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
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| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
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| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
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||||||
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
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| `legs` | body part | `Hips` | exclusive | alternate legs |
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| `pants` | attachment | `Hips` | exclusive | pants, skirts |
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| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
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| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
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| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
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**Slot semantics:**
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|
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- **`exclusive`** slots allow at most one equipped item at a time.
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|
||||||
- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
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|
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simultaneously (bounded by a configurable limit, e.g., 8).
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|
||||||
- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
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|
||||||
the corresponding base mesh. When a body part is equipped, the base mesh for
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|
||||||
that region is hidden.
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- **Attachment slots** layer on top of the base mesh and never hide it.
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|
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### 3.3 Slot → Bone Mapping
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|
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|
||||||
Each slot declares a **primary mount bone** and an optional **secondary bone
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|
||||||
list** for skinning. The runtime uses this to:
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|
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|
||||||
1. Parent static accessories to the mount bone.
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|
||||||
2. Skin skinned attachments to the union of the slot's bones.
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|
||||||
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|
||||||
---
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|
||||||
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|
||||||
## 4. glTF/GLB Format Requirements
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|
||||||
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|
||||||
All avatar assets (base bodies, body parts, attachments) are distributed as
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|
||||||
**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
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|
||||||
container). GLB is the preferred distribution format for runtime loading.
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|
||||||
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|
||||||
### 4.1 Required Conventions
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|
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|
||||||
| Concern | Requirement |
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|
||||||
|--------------------|------------------------------------------------------------------------------|
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|
||||||
| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
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|
||||||
| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
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|
||||||
| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
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| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
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|
||||||
| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
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|
||||||
| **Pose** | T-pose at rest. |
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|
||||||
| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
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|
||||||
| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
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|
||||||
| **Animation** | Optional. If present, must not rename or remove canonical bones. |
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|
||||||
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|
||||||
### 4.2 Asset Metadata (extras)
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|
||||||
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|
||||||
Each asset **must** declare its slot and identity in the glTF `asset.extras`
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|
||||||
object. This is the machine-readable contract consumed by the build pipeline and
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|
||||||
runtime.
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|
||||||
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|
||||||
```json
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|
||||||
{
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|
||||||
"asset": {
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|
||||||
"version": "2.0",
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|
||||||
"extras": {
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|
||||||
"agp": {
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|
||||||
"type": "attachment", // "base_body" | "body_part" | "attachment"
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|
||||||
"slot": "chest", // slot ID from §3.2
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|
||||||
"id": "shirt_bandit_01", // globally unique asset id
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|
||||||
"display_name": "Bandit Shirt",
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|
||||||
"version": "1.0.0",
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|
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"mount_bone": "Chest", // primary mount bone
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|
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"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
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|
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"exclusive": true, // matches slot exclusivity
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|
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"tags": ["cloth", "common"],
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|
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"author": "platform-team"
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|
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}
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|
||||||
}
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|
||||||
}
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|
||||||
}
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|
||||||
```
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|
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|
||||||
**Validation rules for `extras.agp`:**
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|
||||||
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|
||||||
- `type` must be one of `base_body`, `body_part`, `attachment`.
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|
||||||
- `slot` must be a known slot ID (§3.2).
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|
||||||
- `mount_bone` must exist in the canonical skeleton.
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|
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- `skin_bones` must all exist in the canonical skeleton.
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|
||||||
- `exclusive` must match the slot's declared exclusivity.
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|
||||||
- `id` must be unique across the asset catalog.
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|
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|
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### 4.3 Node Naming Convention
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|
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|
||||||
To make assets self-describing and mergeable, nodes follow a convention:
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|
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|
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- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
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|
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- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
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|
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- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
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|
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`chest_shirt_bandit_01`).
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|
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- **Attachment points** (empty nodes) on the base body are named
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|
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`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
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|
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|
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### 4.4 Material & Texture Requirements
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|
||||||
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|
||||||
- All materials use the **metallic-roughness** PBR model.
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|
||||||
- Textures are embedded in the GLB or referenced as external files; external
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|
||||||
references must be relative paths within the asset package.
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|
||||||
- **Color customization** is supported via a `baseColorFactor` tint applied at
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|
||||||
runtime (multiplied over the albedo). Assets should use a neutral albedo
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|
||||||
(white/gray) where tinting is intended.
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|
||||||
- **Masked/transparent** materials must set the correct alpha mode
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|
||||||
(`MASK` or `BLEND`) and `alphaCutoff`.
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|
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|
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### 4.5 Skeleton Merging at Runtime
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|
||||||
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|
||||||
When an attachment is loaded, the runtime **merges** it onto the base body:
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|
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|
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1. Load the base body (skeleton + base meshes).
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|
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2. Load each equipped attachment.
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|
||||||
3. For each attachment, **re-target its skin** to the base body's skeleton by
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|
||||||
bone name (no re-export needed).
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|
||||||
4. Parent static accessories to their `mount_bone`.
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|
||||||
5. Hide base meshes for any equipped body-part slots.
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|
||||||
6. Apply material tints and merge into the render tree.
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|
||||||
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|
||||||
The merge is **name-based** — bone names must match exactly (§3.1). This is the
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|
||||||
core reason for the strict naming contract.
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|
||||||
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|
||||||
---
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|
||||||
|
|
||||||
## 5. Loadout Model (Network & Persistence)
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|
||||||
|
|
||||||
The avatar's composition is serialized as a **loadout** — a compact, ordered
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|
||||||
list of equipped asset IDs. This is what the server validates, persists, and
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|
||||||
replicates.
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|
||||||
|
|
||||||
### 5.1 Loadout JSON
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|
||||||
|
|
||||||
```json
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|
||||||
{
|
|
||||||
"base_body": "base_human_male_01",
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|
||||||
"slots": {
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|
||||||
"head": "head_cyber_01",
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|
||||||
"hair": "hair_mohawk_01",
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|
||||||
"face": null,
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|
||||||
"torso": null,
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|
||||||
"chest": "chest_bandit_01",
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|
||||||
"back": "backpack_01",
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|
||||||
"left_arm": null,
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|
||||||
"right_arm": null,
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|
||||||
"left_hand": "glove_leather_01",
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|
||||||
"right_hand": "glove_leather_01",
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|
||||||
"legs": null,
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|
||||||
"pants": "pants_cargo_01",
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|
||||||
"left_foot": "shoe_boot_01",
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|
||||||
"right_foot": "shoe_boot_01",
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|
||||||
"accessory": ["belt_01", "necklace_01"]
|
|
||||||
}
|
|
||||||
}
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|
||||||
```
|
|
||||||
|
|
||||||
**Rules:**
|
|
||||||
|
|
||||||
- `base_body` is required and must reference a valid `base_body` asset.
|
|
||||||
- Each exclusive slot holds **at most one** asset id (or `null`).
|
|
||||||
- `accessory` is an array (0..N, bounded).
|
|
||||||
- The server validates that every id exists in the catalog and that slot
|
|
||||||
exclusivity is respected.
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|
||||||
|
|
||||||
### 5.2 Network Replication
|
|
||||||
|
|
||||||
The loadout is replicated as part of the player's spawn/state data:
|
|
||||||
|
|
||||||
```
|
|
||||||
spawn_entity:
|
|
||||||
entity_id: uint32
|
|
||||||
type: player
|
|
||||||
transform: { x, y, rot }
|
|
||||||
props:
|
|
||||||
loadout_hash: uint32 # hash of the loadout for change detection
|
|
||||||
loadout: { ... } # full loadout on spawn / on change
|
|
||||||
```
|
|
||||||
|
|
||||||
- The **full loadout** is sent on spawn and whenever it changes (reliable).
|
|
||||||
- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
|
|
||||||
- The server is the **authority** on the loadout; clients send *requests* to
|
|
||||||
change equipment, and the server validates and broadcasts the result.
|
|
||||||
|
|
||||||
### 5.3 Server-Side Validation
|
|
||||||
|
|
||||||
The server rejects a loadout if:
|
|
||||||
|
|
||||||
- `base_body` is missing or unknown.
|
|
||||||
- Any slot references an unknown asset id.
|
|
||||||
- An exclusive slot has more than one item.
|
|
||||||
- An asset's declared `slot` does not match the slot it is placed in.
|
|
||||||
- The accessory list exceeds the configured limit.
|
|
||||||
- The asset is not owned/unlocked by the player (for gated cosmetics).
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Godot Runtime Architecture
|
|
||||||
|
|
||||||
### 6.1 Node Structure
|
|
||||||
|
|
||||||
```
|
|
||||||
Avatar (Node3D)
|
|
||||||
├── Skeleton3D # canonical skeleton (from base body)
|
|
||||||
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
|
|
||||||
│ ├── head_Mesh
|
|
||||||
│ ├── torso_Mesh
|
|
||||||
│ └── ...
|
|
||||||
├── Attachments # equipped attachments
|
|
||||||
│ ├── chest_shirt_bandit_01
|
|
||||||
│ ├── hair_mohawk_01
|
|
||||||
│ └── ...
|
|
||||||
└── AttachmentPoints # empty nodes for dynamic mounting
|
|
||||||
├── attach_head
|
|
||||||
├── attach_left_hand
|
|
||||||
└── ...
|
|
||||||
```
|
|
||||||
|
|
||||||
### 6.2 Core Classes
|
|
||||||
|
|
||||||
| Class | Responsibility |
|
|
||||||
|--------------------------|-------------------------------------------------------------|
|
|
||||||
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
|
|
||||||
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
|
|
||||||
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
|
|
||||||
| `AvatarLoadout` | Serializable loadout model + validation. |
|
|
||||||
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
|
|
||||||
| `AvatarVisualizer` | Builds the render tree from a loadout. |
|
|
||||||
|
|
||||||
### 6.3 Loading Pipeline
|
|
||||||
|
|
||||||
```
|
|
||||||
loadout JSON
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
for each equipped slot:
|
|
||||||
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Avatar node ready for render
|
|
||||||
```
|
|
||||||
|
|
||||||
### 6.4 Performance Considerations
|
|
||||||
|
|
||||||
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
|
|
||||||
computed once per frame.
|
|
||||||
- **Material batching:** Attachments that share a material are merged into a
|
|
||||||
single mesh where possible (static accessories).
|
|
||||||
- **LOD:** Optional LOD variants per asset; the runtime selects based on
|
|
||||||
distance.
|
|
||||||
- **Caching:** Resolved loadouts and imported GLB resources are cached by
|
|
||||||
`AvatarCatalog` to avoid re-importing on respawn or re-join.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Asset Pipeline & Validation
|
|
||||||
|
|
||||||
### 7.1 Build-Time Validation
|
|
||||||
|
|
||||||
A build-time checker validates every asset before it enters the catalog:
|
|
||||||
|
|
||||||
1. **Format check:** valid glTF 2.0 / GLB.
|
|
||||||
2. **Metadata check:** `extras.agp` present and valid (§4.2).
|
|
||||||
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
|
|
||||||
4. **Slot check:** `slot` is known and `exclusive` matches.
|
|
||||||
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
|
|
||||||
6. **Texture check:** sizes, formats, and alpha modes are valid.
|
|
||||||
7. **Uniqueness check:** `id` is unique.
|
|
||||||
|
|
||||||
### 7.2 Catalog Manifest
|
|
||||||
|
|
||||||
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
|
|
||||||
|
|
||||||
```json
|
|
||||||
{
|
|
||||||
"assets": {
|
|
||||||
"base_human_male_01": {
|
|
||||||
"type": "base_body",
|
|
||||||
"path": "res://assets/avatars/base_human_male_01.glb",
|
|
||||||
"version": "1.0.0"
|
|
||||||
},
|
|
||||||
"chest_bandit_01": {
|
|
||||||
"type": "attachment",
|
|
||||||
"slot": "chest",
|
|
||||||
"path": "res://assets/avatars/chest_bandit_01.glb",
|
|
||||||
"version": "1.0.0"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Security & Anti-Cheat
|
|
||||||
|
|
||||||
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
|
|
||||||
the server validates against the catalog and the player's owned items.
|
|
||||||
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
|
|
||||||
reference catalog ids only.
|
|
||||||
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
|
|
||||||
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
|
|
||||||
stale loadout state.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Morph targets / blendshapes:** Support for facial expressions and body
|
|
||||||
morphs (e.g., height, muscle) via glTF morph targets.
|
|
||||||
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
|
|
||||||
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
|
|
||||||
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
|
|
||||||
humanoid avatars) as an import source.
|
|
||||||
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Summary
|
|
||||||
|
|
||||||
| Concern | Decision |
|
|
||||||
|------------------------|-------------------------------------------------------|
|
|
||||||
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
|
|
||||||
| Skeleton | Single canonical humanoid skeleton, name-based merge |
|
|
||||||
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
|
|
||||||
| Loadout | Compact JSON; server-authoritative and validated |
|
|
||||||
| Replication | Full loadout on spawn/change + `loadout_hash` |
|
|
||||||
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
|
|
||||||
| Validation | Build-time asset checker + runtime catalog validation |
|
|
||||||
@@ -1,426 +0,0 @@
|
|||||||
# Content Moderation & Age Verification Architecture
|
|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** Server authority + client prediction, avatar component system, backend auth (JWT)
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document specifies the **content moderation** and **age verification**
|
|
||||||
architecture for **agp-game**, a Godot-based multiplayer game built by
|
|
||||||
autonomous agents. It defines:
|
|
||||||
|
|
||||||
- How **content flags** propagate through the system across the three primary
|
|
||||||
content types: **assets**, **rooms**, and **scripts**.
|
|
||||||
- How flags are **evaluated, aggregated, and enforced** at load time, at
|
|
||||||
runtime, and at the network boundary.
|
|
||||||
- The **age verification flow**, combining a lightweight **self-declaration**
|
|
||||||
with an optional **ID check hook** for higher-assurance verification.
|
|
||||||
|
|
||||||
The goal is a **single, consistent moderation pipeline** that applies the same
|
|
||||||
rules to user-generated content (UGC) regardless of whether it is a 3D asset, a
|
|
||||||
room definition, or a script, and that gates access to mature content behind a
|
|
||||||
verifiable age gate.
|
|
||||||
|
|
||||||
### 1.1 Design Goals
|
|
||||||
|
|
||||||
- **Uniformity:** One flag vocabulary and one propagation mechanism across
|
|
||||||
assets, rooms, and scripts.
|
|
||||||
- **Composability:** Flags on a room aggregate the flags of the assets and
|
|
||||||
scripts it contains; flags on a world aggregate the flags of its rooms.
|
|
||||||
- **Enforcement at the boundary:** The server is authoritative for what content
|
|
||||||
a client may load or receive, mirroring the server-authoritative networking
|
|
||||||
model.
|
|
||||||
- **Privacy-preserving age checks:** Self-declaration requires no PII; the ID
|
|
||||||
check hook is optional, pluggable, and never stores raw identity documents.
|
|
||||||
- **Auditability:** Every flag decision is logged with a reason, an actor, and
|
|
||||||
a timestamp so moderation actions are reviewable.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Content Flag Vocabulary
|
|
||||||
|
|
||||||
All content carries a set of **content flags**. A flag is a typed, immutable
|
|
||||||
label with a **severity** and a **scope**. Flags are the atomic unit of
|
|
||||||
moderation; everything else (aggregation, enforcement, gating) operates on
|
|
||||||
flags.
|
|
||||||
|
|
||||||
### 2.1 Flag Definition
|
|
||||||
|
|
||||||
A flag is a structured record:
|
|
||||||
|
|
||||||
| Field | Type | Description |
|
|
||||||
|------------|-----------|--------------------------------------------------------------------------|
|
|
||||||
| `id` | `string` | Stable machine-readable identifier, e.g. `violence.gore`. |
|
|
||||||
| `label` | `string` | Human-readable name, e.g. "Graphic Gore". |
|
|
||||||
| `category` | `enum` | One of `violence`, `sexual`, `language`, `substance`, `gambling`, `horror`, `hate`, `custom`. |
|
|
||||||
| `severity` | `enum` | One of `none`, `mild`, `moderate`, `severe`. |
|
|
||||||
| `scope` | `enum` | One of `visual`, `audio`, `text`, `behavior`, `interaction`. |
|
|
||||||
| `mature` | `bool` | Whether this flag triggers the age gate (see §5). |
|
|
||||||
| `reason` | `string` | Free-text justification supplied by the flagger. |
|
|
||||||
| `source` | `enum` | One of `author`, `moderator`, `automated`, `community`. |
|
|
||||||
|
|
||||||
### 2.2 Canonical Flag Set
|
|
||||||
|
|
||||||
The platform defines a **canonical registry** of flags so that different
|
|
||||||
content types and different flaggers use the same vocabulary. Examples:
|
|
||||||
|
|
||||||
| id | category | severity | scope | mature |
|
|
||||||
|-----------------------------|------------|-----------|--------------|--------|
|
|
||||||
| `violence.none` | violence | none | visual | false |
|
|
||||||
| `violence.mild` | violence | mild | visual | false |
|
|
||||||
| `violence.gore` | violence | severe | visual | true |
|
|
||||||
| `sexual.suggestive` | sexual | mild | visual | true |
|
|
||||||
| `sexual.explicit` | sexual | severe | visual | true |
|
|
||||||
| `language.mild` | language | mild | text | false |
|
|
||||||
| `language.profanity` | language | moderate | text | false |
|
|
||||||
| `substance.references` | substance | mild | text | false |
|
|
||||||
| `gambling.simulated` | gambling | moderate | behavior | true |
|
|
||||||
| `horror.jumpscare` | horror | mild | audio/visual | false |
|
|
||||||
| `hate.hateful` | hate | severe | text | true |
|
|
||||||
|
|
||||||
The registry is **data-driven** (a JSON/YAML manifest shipped with the server)
|
|
||||||
so new flags can be added without code changes.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Flag Propagation Model
|
|
||||||
|
|
||||||
Flags propagate through the system along the **content dependency graph**. The
|
|
||||||
three content types form a hierarchy:
|
|
||||||
|
|
||||||
```
|
|
||||||
World
|
|
||||||
└── Room
|
|
||||||
├── Asset (mesh, texture, audio, animation, material)
|
|
||||||
└── Script (behavior, dialogue, event logic)
|
|
||||||
```
|
|
||||||
|
|
||||||
### 3.1 Propagation Rules
|
|
||||||
|
|
||||||
1. **Explicit flags** are set directly on a content item by its author or a
|
|
||||||
moderator.
|
|
||||||
2. **Inherited flags** flow upward: a room's effective flag set is the **union**
|
|
||||||
of its own explicit flags and the flags of every asset and script it
|
|
||||||
references.
|
|
||||||
3. **Aggregation** uses the **maximum severity** per category across all
|
|
||||||
contributing items. A room containing one `violence.gore` asset and one
|
|
||||||
`violence.none` asset is `violence.severe`.
|
|
||||||
4. **Maturity is monotonic:** if any contributing item is `mature`, the
|
|
||||||
containing room and world are `mature`.
|
|
||||||
5. **Cycles are impossible** by construction: content references form a DAG
|
|
||||||
(an asset cannot contain a room; a room cannot contain itself).
|
|
||||||
|
|
||||||
### 3.2 Propagation Through the Pipeline
|
|
||||||
|
|
||||||
Flags are attached at **authoring time** and carried through every stage:
|
|
||||||
|
|
||||||
```
|
|
||||||
Authoring ──► Upload ──► Validation ──► Storage ──► Distribution ──► Runtime
|
|
||||||
│ │ │ │ │ │
|
|
||||||
│ flag │ flag │ automated │ flag │ flag │ flag
|
|
||||||
│ declared │ preserved │ scan adds │ indexed │ re-checked │ enforced
|
|
||||||
│ │ │ flags │ │ │
|
|
||||||
```
|
|
||||||
|
|
||||||
| Stage | Responsibility |
|
|
||||||
|--------------|-------------------------------------------------------------------------|
|
|
||||||
| **Authoring**| Author declares flags in the editor/upload UI. |
|
|
||||||
| **Upload** | Flags are validated against the canonical registry; unknown flags rejected. |
|
|
||||||
| **Validation**| Automated scanner (hash-based + heuristic) adds flags for detected content. |
|
|
||||||
| **Storage** | Flags are stored alongside the content record and indexed for queries. |
|
|
||||||
| **Distribution**| Flags are re-checked against the current registry before serving. |
|
|
||||||
| **Runtime** | The client enforces flags before loading content (see §4). |
|
|
||||||
|
|
||||||
### 3.3 Data Model
|
|
||||||
|
|
||||||
Flags are stored as a **normalized join table** so they can be queried and
|
|
||||||
aggregated efficiently:
|
|
||||||
|
|
||||||
```
|
|
||||||
content_item (id, type, owner_id, ...)
|
|
||||||
content_flag (content_id, flag_id, source, reason, created_at, actor_id)
|
|
||||||
flag_registry (id, category, severity, scope, mature, ...)
|
|
||||||
```
|
|
||||||
|
|
||||||
Aggregation is computed by a SQL view / query that joins a content item's
|
|
||||||
transitive dependencies. Because the graph is a DAG, this is a bounded
|
|
||||||
recursive query (PostgreSQL `WITH RECURSIVE`).
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. Enforcement
|
|
||||||
|
|
||||||
Enforcement happens at three layers, in order:
|
|
||||||
|
|
||||||
### 4.1 Load-Time Enforcement (Server)
|
|
||||||
|
|
||||||
Before a client is allowed to **request** content, the server evaluates the
|
|
||||||
content's effective flag set against the requesting account's **content
|
|
||||||
preferences** and **age verification status**:
|
|
||||||
|
|
||||||
- If the content is `mature` and the account is **not age-verified**, the
|
|
||||||
request is **rejected** with a `403 MATURE_CONTENT_REQUIRES_VERIFICATION`.
|
|
||||||
- If the content's flags exceed the account's **content filter** (a per-account
|
|
||||||
severity threshold per category), the request is rejected or the offending
|
|
||||||
content is **stripped** (e.g., audio muted, mesh hidden, script not loaded).
|
|
||||||
|
|
||||||
### 4.2 Runtime Enforcement (Client)
|
|
||||||
|
|
||||||
The client receives a **manifest** of allowed content from the server. It never
|
|
||||||
loads content that is not in the manifest. This prevents a malicious or buggy
|
|
||||||
client from bypassing the server's filter by loading content directly.
|
|
||||||
|
|
||||||
- Assets not in the manifest are **not instantiated**.
|
|
||||||
- Scripts not in the manifest are **not executed**.
|
|
||||||
- Rooms not in the manifest are **not entered**.
|
|
||||||
|
|
||||||
### 4.3 Network Boundary Enforcement
|
|
||||||
|
|
||||||
The server **filters replication** based on flags:
|
|
||||||
|
|
||||||
- Mature or filtered content is **not replicated** to clients that cannot
|
|
||||||
receive it.
|
|
||||||
- A room's flag set is broadcast in the room metadata so clients can show a
|
|
||||||
warning before entry.
|
|
||||||
|
|
||||||
### 4.4 Enforcement Decision Flow
|
|
||||||
|
|
||||||
```
|
|
||||||
Client requests content C for account A
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Compute effective flags F(C) [union + max-severity aggregation]
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Is A age-verified? ──no──► Is F(C).mature? ──yes──► REJECT (403)
|
|
||||||
│ yes │ no
|
|
||||||
▼ ▼
|
|
||||||
Does F(C) exceed A's filter? ──► yes ──► REJECT or STRIP
|
|
||||||
│ no
|
|
||||||
▼
|
|
||||||
Serve content + manifest
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Age Verification Flow
|
|
||||||
|
|
||||||
Age verification is a **two-tier** system:
|
|
||||||
|
|
||||||
- **Tier 1 — Self-declaration:** The user asserts their date of birth. This is
|
|
||||||
fast, requires no PII beyond a birthdate, and is sufficient for most content.
|
|
||||||
- **Tier 2 — ID check (optional hook):** A pluggable identity-verification
|
|
||||||
provider confirms the user is an adult. This raises the account's assurance
|
|
||||||
level and unlocks the highest maturity tier.
|
|
||||||
|
|
||||||
### 5.1 Verification States
|
|
||||||
|
|
||||||
An account has an **age verification status**:
|
|
||||||
|
|
||||||
| Status | Meaning |
|
|
||||||
|-------------------|----------------------------------------------------------------------|
|
|
||||||
| `unverified` | No declaration on file. |
|
|
||||||
| `self_declared` | User declared a birthdate; **not** independently confirmed. |
|
|
||||||
| `id_verified` | User passed the ID check hook; independently confirmed adult. |
|
|
||||||
| `rejected` | ID check failed or declaration was inconsistent. |
|
|
||||||
|
|
||||||
### 5.2 Tier 1 — Self-Declaration Flow
|
|
||||||
|
|
||||||
```
|
|
||||||
User submits { date_of_birth }
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Server validates format & plausibility (age 13–120, not in future)
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Compute age from DOB
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
age >= 18 ──► status = self_declared (adult)
|
|
||||||
age >= 13 ──► status = self_declared (minor, restricted)
|
|
||||||
age < 13 ──► status = rejected (below minimum platform age)
|
|
||||||
```
|
|
||||||
|
|
||||||
- The DOB is stored **encrypted at rest** and is **never exposed** to other
|
|
||||||
players.
|
|
||||||
- A user may **upgrade** from `self_declared` to `id_verified` at any time via
|
|
||||||
Tier 2.
|
|
||||||
|
|
||||||
### 5.3 Tier 2 — ID Check Hook
|
|
||||||
|
|
||||||
The ID check is an **optional, pluggable hook**. The platform defines an
|
|
||||||
interface; concrete providers (e.g., a third-party KYC service) implement it.
|
|
||||||
|
|
||||||
```
|
|
||||||
User requests ID verification
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Server creates a verification session (idempotent, expiring)
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
Server calls provider hook: verify(identity_token) -> { adult: bool, ref: string }
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
adult == true ──► status = id_verified, store provider ref (not raw doc)
|
|
||||||
adult == false ─► status = rejected
|
|
||||||
provider error ──► status unchanged, retry allowed
|
|
||||||
```
|
|
||||||
|
|
||||||
**Privacy guarantees:**
|
|
||||||
|
|
||||||
- The platform **never stores** the raw identity document or image.
|
|
||||||
- Only the provider's **opaque reference** and the boolean `adult` result are
|
|
||||||
persisted.
|
|
||||||
- The hook is **asynchronous and idempotent**; a session can be retried without
|
|
||||||
double-charging or double-verifying.
|
|
||||||
|
|
||||||
### 5.4 Hook Interface
|
|
||||||
|
|
||||||
The ID check hook is defined as a backend interface (FastAPI dependency /
|
|
||||||
abstract service):
|
|
||||||
|
|
||||||
```python
|
|
||||||
class IdentityVerificationProvider(Protocol):
|
|
||||||
def create_session(self, user_id: str) -> VerificationSession: ...
|
|
||||||
def verify(self, session_id: str, identity_token: str) -> VerificationResult: ...
|
|
||||||
|
|
||||||
class VerificationResult:
|
|
||||||
adult: bool
|
|
||||||
provider_ref: str | None
|
|
||||||
error: str | None
|
|
||||||
```
|
|
||||||
|
|
||||||
A default **no-op provider** returns `adult=False` with a clear error, so the
|
|
||||||
system runs without any third-party integration until one is configured.
|
|
||||||
|
|
||||||
### 5.5 Age Gate Enforcement
|
|
||||||
|
|
||||||
The age gate is enforced at **load time** (see §4.1):
|
|
||||||
|
|
||||||
| Verification status | Can access `mature` content? |
|
|
||||||
|---------------------|------------------------------|
|
|
||||||
| `unverified` | No |
|
|
||||||
| `self_declared` | Yes (adult) / No (minor) |
|
|
||||||
| `id_verified` | Yes |
|
|
||||||
| `rejected` | No |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Moderation Workflow
|
|
||||||
|
|
||||||
### 6.1 Flagging Sources
|
|
||||||
|
|
||||||
Content can be flagged by:
|
|
||||||
|
|
||||||
- **Author** (self-declared at upload).
|
|
||||||
- **Automated scanner** (hash-based detection, heuristic analysis).
|
|
||||||
- **Community** (players report content; reports become flags after review).
|
|
||||||
- **Moderator** (manual review and override).
|
|
||||||
|
|
||||||
### 6.2 Review Queue
|
|
||||||
|
|
||||||
Community and automated flags enter a **review queue**. A moderator either:
|
|
||||||
|
|
||||||
- **Approves** the flag (it becomes authoritative), or
|
|
||||||
- **Rejects** the flag (it is discarded), or
|
|
||||||
- **Escalates** to a senior moderator for severe/hate flags.
|
|
||||||
|
|
||||||
### 6.3 Actions
|
|
||||||
|
|
||||||
Once a flag is authoritative, a moderator can take actions:
|
|
||||||
|
|
||||||
| Action | Effect |
|
|
||||||
|-----------------|---------------------------------------------------------------|
|
|
||||||
| `warn` | Notify the author; content remains. |
|
|
||||||
| `restrict` | Content hidden from users below a filter threshold. |
|
|
||||||
| `age_gate` | Content marked `mature`; requires age verification. |
|
|
||||||
| `remove` | Content taken down; not served. |
|
|
||||||
| `ban_author` | Author's upload privileges suspended. |
|
|
||||||
|
|
||||||
### 6.4 Audit Log
|
|
||||||
|
|
||||||
Every flag and action is written to an **audit log**:
|
|
||||||
|
|
||||||
```
|
|
||||||
audit_event (id, content_id, actor_id, action, flag_id, reason, created_at)
|
|
||||||
```
|
|
||||||
|
|
||||||
This log is append-only and used for transparency and dispute resolution.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Client-Side Integration (Godot)
|
|
||||||
|
|
||||||
### 7.1 Content Manifest
|
|
||||||
|
|
||||||
The server sends each client a **content manifest** — the set of content the
|
|
||||||
client is permitted to load, derived from the account's verification status and
|
|
||||||
filter. The Godot client:
|
|
||||||
|
|
||||||
- Loads only manifest-listed assets.
|
|
||||||
- Executes only manifest-listed scripts.
|
|
||||||
- Shows a **maturity warning** dialog before entering a room whose effective
|
|
||||||
flags include `mature` content.
|
|
||||||
|
|
||||||
### 7.2 Flag Metadata on Content
|
|
||||||
|
|
||||||
Each content resource carries a `content_flags` metadata field (a Godot
|
|
||||||
`Dictionary` or custom `Resource`). The client uses this for local UI decisions
|
|
||||||
(e.g., showing a warning icon) but **never** as the authority for whether to
|
|
||||||
load — the server manifest is authoritative.
|
|
||||||
|
|
||||||
### 7.3 Age Verification UI
|
|
||||||
|
|
||||||
The client exposes an **age verification screen**:
|
|
||||||
|
|
||||||
- Tier 1: a date-of-birth picker.
|
|
||||||
- Tier 2: a button that opens the ID check provider flow (deep link / webview).
|
|
||||||
|
|
||||||
The client calls the backend endpoints (§8) and reflects the resulting status.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Backend API Surface
|
|
||||||
|
|
||||||
| Method | Path | Description |
|
|
||||||
|--------|-----------------------------------|------------------------------------------------|
|
|
||||||
| `POST` | `/v1/age/declare` | Submit self-declared DOB (Tier 1). |
|
|
||||||
| `POST` | `/v1/age/verify/session` | Create an ID-check session (Tier 2). |
|
|
||||||
| `POST` | `/v1/age/verify/confirm` | Confirm an ID-check session with a token. |
|
|
||||||
| `GET` | `/v1/age/status` | Return the account's verification status. |
|
|
||||||
| `GET` | `/v1/content/{id}/flags` | Return a content item's effective flags. |
|
|
||||||
| `POST` | `/v1/content/{id}/flags` | Add a flag (author/community). |
|
|
||||||
| `POST` | `/v1/moderation/review/{flag_id}` | Moderator approve/reject/escalate. |
|
|
||||||
| `POST` | `/v1/moderation/action` | Apply a moderation action. |
|
|
||||||
| `GET` | `/v1/manifest` | Return the client's permitted content manifest.|
|
|
||||||
|
|
||||||
All endpoints require a valid **JWT** (matching the existing auth stack). The
|
|
||||||
age endpoints additionally require the account to be in a non-`rejected` state.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Security & Privacy Considerations
|
|
||||||
|
|
||||||
- **DOB encryption:** Self-declared birthdates are encrypted at rest; only the
|
|
||||||
derived age and verification status are used in authorization decisions.
|
|
||||||
- **No raw identity storage:** The ID check hook persists only a provider
|
|
||||||
reference and a boolean result.
|
|
||||||
- **Server authority:** The client manifest prevents bypass; the client never
|
|
||||||
trusts its own flag metadata for access decisions.
|
|
||||||
- **Rate limiting:** Age-declaration and ID-check endpoints are rate-limited to
|
|
||||||
prevent abuse and enumeration.
|
|
||||||
- **Auditability:** All flag and verification events are logged append-only.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Regional age thresholds:** Different jurisdictions may require different
|
|
||||||
minimum ages; the threshold should be configurable per region.
|
|
||||||
- **Parental controls:** A future feature may let a parent set a content filter
|
|
||||||
on a minor's account.
|
|
||||||
- **Automated scanner accuracy:** The heuristic scanner may produce false
|
|
||||||
positives; a confidence score should be attached to automated flags.
|
|
||||||
- **Offline / local content:** How flags apply to locally-authored content that
|
|
||||||
is never uploaded remains to be defined.
|
|
||||||
@@ -1,286 +0,0 @@
|
|||||||
# Multiplayer Networking Architecture
|
|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** Server authority + client prediction
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document specifies the multiplayer networking architecture for **agp-game**,
|
|
||||||
a Godot-based game built by autonomous agents. The architecture follows a
|
|
||||||
**server-authoritative model with client-side prediction and reconciliation**,
|
|
||||||
which is the industry standard for fast-paced, competitive multiplayer games.
|
|
||||||
|
|
||||||
The goals of this architecture are:
|
|
||||||
|
|
||||||
- **Fairness & anti-cheat:** The server is the single source of truth for all
|
|
||||||
gameplay state. Clients never directly mutate world state.
|
|
||||||
- **Responsiveness:** Client-side prediction hides network latency so local input
|
|
||||||
feels immediate.
|
|
||||||
- **Determinism:** The server runs a fixed-timestep simulation so that state is
|
|
||||||
reproducible and testable.
|
|
||||||
- **Scalability:** A clear separation between transport, simulation, and
|
|
||||||
replication layers allows the server to be tuned independently.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Transport Choice: ENet over WebSocket
|
|
||||||
|
|
||||||
### 2.1 Decision
|
|
||||||
|
|
||||||
We choose **ENet** as the primary transport for gameplay traffic.
|
|
||||||
|
|
||||||
### 2.2 Justification
|
|
||||||
|
|
||||||
| Criterion | ENet | WebSocket (TCP) |
|
|
||||||
|----------------------|----------------------------------------|-------------------------------------|
|
|
||||||
| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
|
|
||||||
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
|
|
||||||
| **Packet ordering** | Per-channel ordering | Global strict ordering |
|
|
||||||
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
|
|
||||||
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
|
|
||||||
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
|
|
||||||
|
|
||||||
**Rationale:**
|
|
||||||
|
|
||||||
- **Movement & state replication** are latency-sensitive and tolerate occasional
|
|
||||||
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
|
|
||||||
frequency without head-of-line blocking.
|
|
||||||
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
|
|
||||||
*reliable* channel, giving us exactly the semantics we need without TCP's
|
|
||||||
retransmission stalls.
|
|
||||||
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
|
|
||||||
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
|
|
||||||
|
|
||||||
### 2.3 WebSocket as a Secondary Transport
|
|
||||||
|
|
||||||
WebSocket remains available as a **secondary transport** for:
|
|
||||||
|
|
||||||
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
|
|
||||||
- **Browser builds** where raw UDP/ENet is unavailable.
|
|
||||||
- **Admin / telemetry** channels.
|
|
||||||
|
|
||||||
The transport layer is abstracted behind an interface so gameplay code does not
|
|
||||||
depend on the underlying protocol.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Server-Side Game Loop
|
|
||||||
|
|
||||||
### 3.1 Tick Rate
|
|
||||||
|
|
||||||
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
|
|
||||||
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
|
|
||||||
|
|
||||||
**Justification:**
|
|
||||||
|
|
||||||
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
|
|
||||||
action game while keeping CPU and bandwidth costs predictable.
|
|
||||||
- A fixed timestep (rather than delta-time) makes the simulation deterministic
|
|
||||||
and testable.
|
|
||||||
- The tick rate is a **configuration constant** so it can be raised (e.g., to
|
|
||||||
60 Hz) for competitive modes without architectural changes.
|
|
||||||
|
|
||||||
### 3.2 Authority Model
|
|
||||||
|
|
||||||
- **Server is authoritative** for:
|
|
||||||
- Player position, velocity, and physics state.
|
|
||||||
- Health, damage, and death.
|
|
||||||
- Item pickups, inventory, and world-object state.
|
|
||||||
- Spawning and despawning of entities.
|
|
||||||
- Game rules, scoring, and win/lose conditions.
|
|
||||||
- **Client is authoritative** for:
|
|
||||||
- Its own *input* (which keys/buttons are pressed).
|
|
||||||
- Local camera and UI.
|
|
||||||
- Cosmetic / non-gameplay presentation.
|
|
||||||
|
|
||||||
### 3.3 Server Loop Pseudocode
|
|
||||||
|
|
||||||
```
|
|
||||||
while server_running:
|
|
||||||
process_network_inbound() # read client inputs & RPCs
|
|
||||||
for _ in range(ticks_to_advance):
|
|
||||||
simulate_tick() # fixed 30 Hz step
|
|
||||||
broadcast_snapshots() # replicate authoritative state
|
|
||||||
process_network_outbound() # flush reliable/unreliable channels
|
|
||||||
```
|
|
||||||
|
|
||||||
The server accumulates real elapsed time and advances the simulation in fixed
|
|
||||||
`TICK_DURATION` increments, decoupling simulation from frame rate.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. RPC Call Patterns
|
|
||||||
|
|
||||||
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
|
|
||||||
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
|
|
||||||
|
|
||||||
### 4.1 Client → Server (Input & Requests)
|
|
||||||
|
|
||||||
| RPC | Channel | Payload | Notes |
|
|
||||||
|------------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
|
|
||||||
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
|
|
||||||
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
|
|
||||||
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
|
|
||||||
| `request_respawn` | reliable | `{}` | After death |
|
|
||||||
|
|
||||||
**Design notes:**
|
|
||||||
|
|
||||||
- **Input is batched** per client tick and sent with a monotonically increasing
|
|
||||||
`seq` so the server can detect gaps and the client can reconcile.
|
|
||||||
- **Interactions are reliable** because they are discrete, must-happen events
|
|
||||||
(opening a door, picking up an item). Losing them would corrupt world state.
|
|
||||||
|
|
||||||
### 4.2 Server → Client (State & Events)
|
|
||||||
|
|
||||||
| RPC | Channel | Payload | Notes |
|
|
||||||
|------------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
|
|
||||||
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
|
|
||||||
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
|
|
||||||
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
|
|
||||||
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
|
|
||||||
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
|
|
||||||
|
|
||||||
### 4.3 Broadcast vs. Targeted
|
|
||||||
|
|
||||||
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
|
|
||||||
`despawn_entity`, `game_event`.
|
|
||||||
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
|
|
||||||
players), and any player-private data.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Client-Side Prediction & Reconciliation
|
|
||||||
|
|
||||||
### 5.1 Prediction
|
|
||||||
|
|
||||||
- The client runs a **local copy of the movement simulation** using the same
|
|
||||||
physics constants as the server.
|
|
||||||
- When the player provides input, the client:
|
|
||||||
1. Applies the input to its local player immediately.
|
|
||||||
2. Renders the predicted position.
|
|
||||||
3. Sends the input to the server (batched, with `seq`).
|
|
||||||
|
|
||||||
### 5.2 Reconciliation
|
|
||||||
|
|
||||||
- The server sends authoritative `snapshot_state` at 30 Hz containing the
|
|
||||||
server's tick number and authoritative player positions.
|
|
||||||
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
|
|
||||||
- On receiving a snapshot:
|
|
||||||
1. Find the last predicted state that matches the server's tick.
|
|
||||||
2. Compute the **error** between predicted and authoritative position.
|
|
||||||
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
|
|
||||||
player to the authoritative position (error correction).
|
|
||||||
4. Re-simulate any inputs that occurred after the server's tick (rollback).
|
|
||||||
|
|
||||||
### 5.3 Interpolation of Remote Entities
|
|
||||||
|
|
||||||
- **Local player:** predicted + reconciled (see above).
|
|
||||||
- **Remote players / entities:** rendered with **interpolation delay** of
|
|
||||||
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
|
|
||||||
- The client buffers the last N snapshots and interpolates between them.
|
|
||||||
|
|
||||||
### 5.4 Prediction Buffer Sizing
|
|
||||||
|
|
||||||
- Buffer size is adaptive based on measured RTT.
|
|
||||||
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Entity & World State Replication
|
|
||||||
|
|
||||||
### 6.1 Entity Model
|
|
||||||
|
|
||||||
Every networked entity has:
|
|
||||||
|
|
||||||
- A globally unique `entity_id` (server-assigned).
|
|
||||||
- An `EntityType` (player, enemy, item, projectile, door, ...).
|
|
||||||
- A `Transform` (position, rotation).
|
|
||||||
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
|
|
||||||
|
|
||||||
### 6.2 Snapshot Format
|
|
||||||
|
|
||||||
```
|
|
||||||
snapshot_state:
|
|
||||||
tick: uint32
|
|
||||||
entities:
|
|
||||||
- entity_id: uint32
|
|
||||||
type: uint8
|
|
||||||
transform: { x, y, rot }
|
|
||||||
props: { ... } # delta-encoded where possible
|
|
||||||
player_states:
|
|
||||||
- peer_id: int
|
|
||||||
entity_id: uint32
|
|
||||||
health: int
|
|
||||||
state: uint8
|
|
||||||
```
|
|
||||||
|
|
||||||
### 6.3 Delta Compression
|
|
||||||
|
|
||||||
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
|
|
||||||
- Static or unchanged entities are omitted from the snapshot.
|
|
||||||
- This keeps bandwidth proportional to *activity*, not world size.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Connection & Session Lifecycle
|
|
||||||
|
|
||||||
1. **Connect:** Client opens an ENet connection to the server.
|
|
||||||
2. **Authenticate / Join:** Client sends `request_join`; server validates and
|
|
||||||
assigns a `peer_id` and spawns the player entity.
|
|
||||||
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
|
|
||||||
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
|
|
||||||
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
|
|
||||||
and cleans up session state.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Security & Anti-Cheat
|
|
||||||
|
|
||||||
- **No client-authoritative gameplay values.** Clients only send *inputs* and
|
|
||||||
*requests*; the server computes all outcomes.
|
|
||||||
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
|
|
||||||
positions, and validates interaction targets.
|
|
||||||
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
|
|
||||||
- **Sequence validation:** Gaps or replays in input `seq` are detected and
|
|
||||||
rejected.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Testing & Determinism
|
|
||||||
|
|
||||||
- The simulation is a **pure function of (state, inputs, tick)** so it can be
|
|
||||||
unit-tested headlessly.
|
|
||||||
- A **replay system** records inputs and can re-simulate to verify server and
|
|
||||||
client produce identical results.
|
|
||||||
- Network code is tested with a **mock transport** that can inject latency,
|
|
||||||
jitter, and packet loss.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Interest management / spatial partitioning:** For large worlds, restrict
|
|
||||||
snapshots to entities near each client (AOI culling).
|
|
||||||
- **Server-side physics:** Decide whether to use Godot's physics server on the
|
|
||||||
host or a custom deterministic physics step.
|
|
||||||
- **Dedicated server vs. listen server:** The architecture supports both; a
|
|
||||||
dedicated headless server is the target for production.
|
|
||||||
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 11. Summary
|
|
||||||
|
|
||||||
| Concern | Decision |
|
|
||||||
|------------------------|-------------------------------------------------|
|
|
||||||
| Transport | ENet (primary), WebSocket (secondary) |
|
|
||||||
| Tick rate | 30 Hz fixed timestep |
|
|
||||||
| Authority | Server-authoritative; client sends input only |
|
|
||||||
| Prediction | Client-side prediction + reconciliation |
|
|
||||||
| Remote interpolation | 2-tick interpolation delay |
|
|
||||||
| Replication | Delta-compressed snapshots at 30 Hz |
|
|
||||||
| Interaction RPCs | Reliable channel |
|
|
||||||
| Movement input | Unreliable channel, batched with sequence |
|
|
||||||
@@ -1,737 +0,0 @@
|
|||||||
# World Chunk Data Format & Persistence Architecture
|
|
||||||
|
|
||||||
> **Status:** Proposed
|
|
||||||
> **Owner:** Platform team
|
|
||||||
> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
|
|
||||||
|
|
||||||
## 1. Overview
|
|
||||||
|
|
||||||
This document specifies the **world chunk data format** and **persistence
|
|
||||||
schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
|
|
||||||
agents. It defines:
|
|
||||||
|
|
||||||
- The **chunk data format** — both a human-readable **JSON** form (for
|
|
||||||
authoring, tooling, and debugging) and a compact **binary** form (for
|
|
||||||
runtime loading and network transfer).
|
|
||||||
- The **SQLite schema** that persists world state on the server, including
|
|
||||||
chunk metadata, chunk payloads, and the world/room hierarchy.
|
|
||||||
- The **read/write API** that the server and client use to load, save, and
|
|
||||||
stream chunks.
|
|
||||||
|
|
||||||
The goal is a **single, versioned chunk contract** that is shared across the
|
|
||||||
Godot client, the Python backend, and the persistence layer. A chunk is the
|
|
||||||
atomic unit of world geometry, gameplay objects, and persistence — the server
|
|
||||||
loads and saves whole chunks, and clients stream the chunks around them.
|
|
||||||
|
|
||||||
### 1.1 Design Goals
|
|
||||||
|
|
||||||
- **Versioned & forward-compatible:** Every chunk carries a format version so
|
|
||||||
the loader can migrate old data and reject unknown future data gracefully.
|
|
||||||
- **Dual representation:** JSON for authoring/debugging, binary for
|
|
||||||
runtime/network. Both encode the *same* logical model so there is exactly one
|
|
||||||
source of truth for the schema.
|
|
||||||
- **Server-authoritative persistence:** The server is the only writer to the
|
|
||||||
SQLite store. Clients submit *edits* (deltas) and the server applies and
|
|
||||||
persists them, mirroring the server-authoritative networking model.
|
|
||||||
- **Chunk-granular persistence:** Persistence happens at chunk granularity so
|
|
||||||
the server can save a dirty chunk without rewriting the whole world, and can
|
|
||||||
stream only the chunks a client needs.
|
|
||||||
- **Deterministic & testable:** The binary format is byte-stable for a given
|
|
||||||
logical payload, enabling checksums, caching, and reproducible tests.
|
|
||||||
- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
|
|
||||||
content flags (see `content_moderation.md`); the persistence layer stores the
|
|
||||||
moderation state alongside chunk data so enforcement can happen at load time.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. World Model & Chunking
|
|
||||||
|
|
||||||
### 2.1 World Hierarchy
|
|
||||||
|
|
||||||
The world is organized as a hierarchy that matches the moderation content graph:
|
|
||||||
|
|
||||||
```
|
|
||||||
World
|
|
||||||
└── Room
|
|
||||||
└── Chunk (the atomic persistence & streaming unit)
|
|
||||||
├── Tiles / Terrain
|
|
||||||
├── Static objects (props, geometry)
|
|
||||||
├── Dynamic objects (spawnable entities, interactables)
|
|
||||||
└── Metadata (flags, version, timestamps)
|
|
||||||
```
|
|
||||||
|
|
||||||
- A **World** is the top-level container (a named, versioned space).
|
|
||||||
- A **Room** is a bounded region within a world (a level, a building, a zone).
|
|
||||||
- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
|
|
||||||
load, save, and stream.
|
|
||||||
|
|
||||||
### 2.2 Chunk Dimensions
|
|
||||||
|
|
||||||
Chunks are **fixed-size, axis-aligned boxes** in world space. The default
|
|
||||||
dimensions are a configuration constant so they can be tuned per world:
|
|
||||||
|
|
||||||
| Constant | Default | Description |
|
|
||||||
|---------------------|---------|----------------------------------------------------|
|
|
||||||
| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
|
|
||||||
| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
|
|
||||||
| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
|
|
||||||
| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
|
|
||||||
|
|
||||||
A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
|
|
||||||
computed from a world-space position `p` as:
|
|
||||||
|
|
||||||
```
|
|
||||||
cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
|
|
||||||
cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
|
|
||||||
cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
|
|
||||||
```
|
|
||||||
|
|
||||||
The chunk's world-space bounding box is therefore:
|
|
||||||
|
|
||||||
```
|
|
||||||
min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
|
|
||||||
max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
|
|
||||||
```
|
|
||||||
|
|
||||||
### 2.3 Chunk Coordinate Key
|
|
||||||
|
|
||||||
For storage and lookup, a chunk is addressed by a **canonical string key**:
|
|
||||||
|
|
||||||
```
|
|
||||||
"{world_id}:{room_id}:{cx}:{cy}:{cz}"
|
|
||||||
```
|
|
||||||
|
|
||||||
Example: `"w_0001:r_0001:12:-4:0"`. This key is the primary lookup key in the
|
|
||||||
SQLite `chunks` table and is used in the read/write API.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Chunk Data Format
|
|
||||||
|
|
||||||
### 3.1 Logical Model
|
|
||||||
|
|
||||||
Both the JSON and binary encodings serialize the same logical chunk model. The
|
|
||||||
logical model is defined here once; the two encodings are projections of it.
|
|
||||||
|
|
||||||
```
|
|
||||||
Chunk
|
|
||||||
├── version : uint (format version, currently 1)
|
|
||||||
├── key : string (canonical chunk key, see §2.3)
|
|
||||||
├── world_id : string
|
|
||||||
├── room_id : string
|
|
||||||
├── coord : { cx, cy, cz } (int)
|
|
||||||
├── bounds : { min_x, min_y, min_z, max_x, max_y, max_z } (float)
|
|
||||||
├── tiles : TileLayer[] (terrain / tile data)
|
|
||||||
├── objects : WorldObject[] (static + dynamic objects)
|
|
||||||
├── flags : ContentFlags (moderation flags, see §3.5)
|
|
||||||
├── meta : { created_at, updated_at, revision, author }
|
|
||||||
└── checksum : string (SHA-256 of canonical payload)
|
|
||||||
```
|
|
||||||
|
|
||||||
### 3.2 Tile Layer
|
|
||||||
|
|
||||||
A chunk's terrain is stored as one or more **tile layers**. Each layer is a
|
|
||||||
dense grid of tile IDs of size `CHUNK_SIZE_X × CHUNK_SIZE_Y` (× `CHUNK_SIZE_Z`
|
|
||||||
for volumetric worlds).
|
|
||||||
|
|
||||||
```
|
|
||||||
TileLayer
|
|
||||||
├── name : string (e.g. "ground", "walls", "decor")
|
|
||||||
├── layer_id : uint
|
|
||||||
├── width : uint (= CHUNK_SIZE_X)
|
|
||||||
├── height : uint (= CHUNK_SIZE_Y)
|
|
||||||
├── depth : uint (= CHUNK_SIZE_Z)
|
|
||||||
├── tiles : uint[] (flattened tile IDs, row-major, length = w*h*d)
|
|
||||||
└── palette : TileDef[] (tile ID → tile definition, shared per layer)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Tile encoding:** A tile ID is a `uint16` index into the layer's `palette`.
|
|
||||||
`0` is reserved for "empty/air". The palette maps each tile ID to a `TileDef`:
|
|
||||||
|
|
||||||
```
|
|
||||||
TileDef
|
|
||||||
├── id : uint16
|
|
||||||
├── asset_id : string (reference to a tile/terrain asset)
|
|
||||||
├── solid : bool (collision)
|
|
||||||
├── flags : uint32 (bitmask: walkable, climbable, liquid, ...)
|
|
||||||
└── variants : uint8 (number of visual variants for this tile)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Rationale for palette + indices:** Storing dense `uint16` indices rather than
|
|
||||||
full asset strings per cell keeps the binary payload small (2 bytes/cell) while
|
|
||||||
the palette (shared across the layer) carries the rich per-tile metadata.
|
|
||||||
|
|
||||||
### 3.3 World Objects
|
|
||||||
|
|
||||||
Objects are the non-tile entities in a chunk: static props, interactables,
|
|
||||||
spawn points, and dynamic-object templates.
|
|
||||||
|
|
||||||
```
|
|
||||||
WorldObject
|
|
||||||
├── id : string (stable object id, unique within the chunk)
|
|
||||||
├── type : string (e.g. "prop", "interactable", "spawn_point", "door")
|
|
||||||
├── asset_id : string (reference to the object's mesh/glTF asset)
|
|
||||||
├── transform : { pos: [x,y,z], rot: [x,y,z,w], scale: [x,y,z] }
|
|
||||||
├── properties : object (type-specific key/value map, JSON-typed)
|
|
||||||
├── dynamic : bool (true if this is a spawnable dynamic entity)
|
|
||||||
└── flags : ContentFlags (per-object moderation flags)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Dynamic objects** are stored as *templates* in the chunk. Their *runtime
|
|
||||||
state* (position, health, inventory) is **not** stored in the chunk; it lives
|
|
||||||
in the runtime entity store and is persisted separately (see §4.4). This keeps
|
|
||||||
chunks stable and diffable — a chunk only changes when its *static* content
|
|
||||||
changes.
|
|
||||||
|
|
||||||
### 3.4 Content Flags
|
|
||||||
|
|
||||||
Each chunk (and each object) carries a **content flag set** that is the
|
|
||||||
aggregate of the moderation flags of the assets and scripts it references. This
|
|
||||||
mirrors the aggregation rules in `content_moderation.md`:
|
|
||||||
|
|
||||||
```
|
|
||||||
ContentFlags
|
|
||||||
├── categories : { violence, sexual, language, substance, gambling, horror, hate, custom }
|
|
||||||
│ (each → severity: none|mild|moderate|severe)
|
|
||||||
├── mature : bool (true if any contributing item is mature)
|
|
||||||
└── sources : string[] (flag ids that contributed, for audit)
|
|
||||||
```
|
|
||||||
|
|
||||||
The server computes and persists these flags at write time so that enforcement
|
|
||||||
(age gating, content filtering) can happen at load time without re-scanning
|
|
||||||
assets.
|
|
||||||
|
|
||||||
### 3.5 JSON Encoding
|
|
||||||
|
|
||||||
The JSON encoding is the **authoring and debugging** representation. It is
|
|
||||||
human-readable, diffable, and used by tools and tests. It is the canonical
|
|
||||||
logical model serialized directly.
|
|
||||||
|
|
||||||
```json
|
|
||||||
{
|
|
||||||
"version": 1,
|
|
||||||
"key": "w_0001:r_0001:12:-4:0",
|
|
||||||
"world_id": "w_0001",
|
|
||||||
"room_id": "r_0001",
|
|
||||||
"coord": { "cx": 12, "cy": -4, "cz": 0 },
|
|
||||||
"bounds": { "min_x": 384.0, "min_y": -128.0, "min_z": 0.0,
|
|
||||||
"max_x": 416.0, "max_y": -96.0, "max_z": 1.0 },
|
|
||||||
"tiles": [
|
|
||||||
{
|
|
||||||
"name": "ground",
|
|
||||||
"layer_id": 0,
|
|
||||||
"width": 32,
|
|
||||||
"height": 32,
|
|
||||||
"depth": 1,
|
|
||||||
"palette": [
|
|
||||||
{ "id": 0, "asset_id": "", "solid": false, "flags": 0, "variants": 1 },
|
|
||||||
{ "id": 1, "asset_id": "tiles/grass", "solid": false, "flags": 1, "variants": 4 }
|
|
||||||
],
|
|
||||||
"tiles": [0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"objects": [
|
|
||||||
{
|
|
||||||
"id": "obj_0001",
|
|
||||||
"type": "interactable",
|
|
||||||
"asset_id": "props/chest",
|
|
||||||
"transform": { "pos": [400.0, -110.0, 0.0],
|
|
||||||
"rot": [0.0, 0.0, 0.0, 1.0],
|
|
||||||
"scale": [1.0, 1.0, 1.0] },
|
|
||||||
"properties": { "loot_table": "chest_basic", "locked": false },
|
|
||||||
"dynamic": false,
|
|
||||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] }
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] },
|
|
||||||
"meta": { "created_at": "2026-08-17T00:00:00Z",
|
|
||||||
"updated_at": "2026-08-17T00:00:00Z",
|
|
||||||
"revision": 3,
|
|
||||||
"author": "agent-bot" },
|
|
||||||
"checksum": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
> **Note on the example checksum:** The value shown above is illustrative only.
|
|
||||||
> In practice the `checksum` field is the SHA-256 of the canonical binary
|
|
||||||
> payload body (see §3.6.3), not of the JSON text. The value here is a
|
|
||||||
> placeholder for documentation purposes.
|
|
||||||
|
|
||||||
### 3.6 Binary Encoding
|
|
||||||
|
|
||||||
The binary encoding is the **runtime and network** representation. It is compact
|
|
||||||
and byte-stable. It uses a simple, explicitly-specified layout (no external
|
|
||||||
serialization library) so it can be produced and consumed identically by the
|
|
||||||
Godot client (GDScript) and the Python backend.
|
|
||||||
|
|
||||||
#### 3.6.1 Header
|
|
||||||
|
|
||||||
| Offset | Size | Field | Type / Encoding |
|
|
||||||
|--------|------|--------------|------------------------------------------|
|
|
||||||
| 0 | 4 | magic | ASCII `"AGPC"` (0x41 0x47 0x50 0x43) |
|
|
||||||
| 4 | 2 | version | `uint16` LE (currently `1`) |
|
|
||||||
| 6 | 2 | header_len | `uint16` LE (bytes of header after this) |
|
|
||||||
| 8 | 4 | flags | `uint32` LE (bitmask, reserved) |
|
|
||||||
| 12 | 4 | payload_len | `uint32` LE (bytes of payload body) |
|
|
||||||
| 16 | 32 | checksum | SHA-256 of payload body (hex, 32 bytes) |
|
|
||||||
|
|
||||||
Total header size: **48 bytes**.
|
|
||||||
|
|
||||||
#### 3.6.2 Payload Body
|
|
||||||
|
|
||||||
The payload body is a sequence of typed sections. Each section has a small
|
|
||||||
header:
|
|
||||||
|
|
||||||
| Offset | Size | Field | Type / Encoding |
|
|
||||||
|--------|------|------------|----------------------------|
|
|
||||||
| 0 | 1 | section_id | `uint8` (see table below) |
|
|
||||||
| 1 | 4 | section_len| `uint32` LE (bytes of section data) |
|
|
||||||
| 5 | ... | data | section-specific |
|
|
||||||
|
|
||||||
Section IDs:
|
|
||||||
|
|
||||||
| section_id | Section | Data layout |
|
|
||||||
|------------|----------------|-------------------------------------------------------------------|
|
|
||||||
| `0x01` | metadata | world_id, room_id (length-prefixed strings), coord (3×int32), bounds (6×float32) |
|
|
||||||
| `0x02` | tile layer | name, layer_id, dims (3×uint16), palette, dense tile indices |
|
|
||||||
| `0x03` | object | one `WorldObject` (repeated; one section per object) |
|
|
||||||
| `0x04` | content flags | category severities (8×uint8), mature (uint8), sources (string list) |
|
|
||||||
| `0x05` | meta | created_at, updated_at (int64 unix), revision (uint32), author (string) |
|
|
||||||
|
|
||||||
**String encoding:** length-prefixed UTF-8 — `uint16` LE byte length followed by
|
|
||||||
the UTF-8 bytes.
|
|
||||||
|
|
||||||
**Tile layer data layout (section `0x02`):**
|
|
||||||
|
|
||||||
```
|
|
||||||
name : string
|
|
||||||
layer_id : uint16 LE
|
|
||||||
width : uint16 LE
|
|
||||||
height : uint16 LE
|
|
||||||
depth : uint16 LE
|
|
||||||
palette_count : uint16 LE
|
|
||||||
palette : palette_count × TileDef
|
|
||||||
tile_count : uint32 LE
|
|
||||||
tiles : tile_count × uint16 LE (dense, row-major)
|
|
||||||
```
|
|
||||||
|
|
||||||
```
|
|
||||||
TileDef:
|
|
||||||
id : uint16 LE
|
|
||||||
asset_id : string
|
|
||||||
solid : uint8
|
|
||||||
flags : uint32 LE
|
|
||||||
variants : uint8
|
|
||||||
```
|
|
||||||
|
|
||||||
**Object data layout (section `0x03`):**
|
|
||||||
|
|
||||||
```
|
|
||||||
id : string
|
|
||||||
type : string
|
|
||||||
asset_id : string
|
|
||||||
pos : 3 × float32
|
|
||||||
rot : 4 × float32
|
|
||||||
scale : 3 × float32
|
|
||||||
dynamic : uint8
|
|
||||||
properties : JSON string (length-prefixed)
|
|
||||||
flags : ContentFlags (see 0x04 layout)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Content flags layout (section `0x04`):**
|
|
||||||
|
|
||||||
```
|
|
||||||
violence, sexual, language, substance, gambling, horror, hate, custom
|
|
||||||
: 8 × uint8 (severity enum: 0=none,1=mild,2=moderate,3=severe)
|
|
||||||
mature : uint8
|
|
||||||
source_count: uint16 LE
|
|
||||||
sources : source_count × string
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 3.6.3 Byte-Stability
|
|
||||||
|
|
||||||
For a given logical payload, the binary encoding is **deterministic**:
|
|
||||||
|
|
||||||
- All integers are little-endian.
|
|
||||||
- All strings are UTF-8, length-prefixed, and never null-terminated.
|
|
||||||
- Maps (e.g. `properties`) are serialized as a **canonical JSON string** with
|
|
||||||
keys sorted lexicographically.
|
|
||||||
- The `checksum` is the SHA-256 of the payload body bytes.
|
|
||||||
|
|
||||||
This guarantees that two encoders produce identical bytes, enabling content
|
|
||||||
addressing, caching, and reproducible tests.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. SQLite Persistence Schema
|
|
||||||
|
|
||||||
The server persists world state in a **SQLite** database. SQLite is chosen for
|
|
||||||
its zero-configuration, single-file, transactional, and embedded nature — ideal
|
|
||||||
for a server that owns the world store and needs ACID guarantees without a
|
|
||||||
separate database process.
|
|
||||||
|
|
||||||
### 4.1 Database Layout
|
|
||||||
|
|
||||||
The database file is `world.db` (path configurable). It contains the following
|
|
||||||
tables:
|
|
||||||
|
|
||||||
```
|
|
||||||
worlds
|
|
||||||
rooms
|
|
||||||
chunks
|
|
||||||
chunk_objects
|
|
||||||
content_flags
|
|
||||||
revisions
|
|
||||||
```
|
|
||||||
|
|
||||||
### 4.2 `worlds`
|
|
||||||
|
|
||||||
Top-level world containers.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE worlds (
|
|
||||||
id TEXT PRIMARY KEY, -- e.g. 'w_0001'
|
|
||||||
name TEXT NOT NULL,
|
|
||||||
description TEXT,
|
|
||||||
chunk_size_x INTEGER NOT NULL DEFAULT 32,
|
|
||||||
chunk_size_y INTEGER NOT NULL DEFAULT 32,
|
|
||||||
chunk_size_z INTEGER NOT NULL DEFAULT 1,
|
|
||||||
origin_x REAL NOT NULL DEFAULT 0,
|
|
||||||
origin_y REAL NOT NULL DEFAULT 0,
|
|
||||||
origin_z REAL NOT NULL DEFAULT 0,
|
|
||||||
created_at TEXT NOT NULL, -- ISO-8601 UTC
|
|
||||||
updated_at TEXT NOT NULL
|
|
||||||
);
|
|
||||||
```
|
|
||||||
|
|
||||||
### 4.3 `rooms`
|
|
||||||
|
|
||||||
Rooms within a world.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE rooms (
|
|
||||||
id TEXT PRIMARY KEY, -- e.g. 'r_0001'
|
|
||||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
|
||||||
name TEXT NOT NULL,
|
|
||||||
bounds_min_x REAL NOT NULL,
|
|
||||||
bounds_min_y REAL NOT NULL,
|
|
||||||
bounds_min_z REAL NOT NULL DEFAULT 0,
|
|
||||||
bounds_max_x REAL NOT NULL,
|
|
||||||
bounds_max_y REAL NOT NULL,
|
|
||||||
bounds_max_z REAL NOT NULL DEFAULT 1,
|
|
||||||
created_at TEXT NOT NULL,
|
|
||||||
updated_at TEXT NOT NULL,
|
|
||||||
UNIQUE (world_id, name)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_rooms_world ON rooms(world_id);
|
|
||||||
```
|
|
||||||
|
|
||||||
### 4.4 `chunks`
|
|
||||||
|
|
||||||
The core persistence table. One row per chunk. The **payload** is stored as a
|
|
||||||
BLOB in the **binary format** (§3.6); the JSON form is derived on demand for
|
|
||||||
authoring/debugging and is not stored (to avoid dual-write drift).
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE chunks (
|
|
||||||
key TEXT PRIMARY KEY, -- canonical key 'world:room:cx:cy:cz'
|
|
||||||
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
|
||||||
room_id TEXT NOT NULL REFERENCES rooms(id) ON DELETE CASCADE,
|
|
||||||
cx INTEGER NOT NULL,
|
|
||||||
cy INTEGER NOT NULL,
|
|
||||||
cz INTEGER NOT NULL DEFAULT 0,
|
|
||||||
format_version INTEGER NOT NULL DEFAULT 1,
|
|
||||||
payload BLOB NOT NULL, -- binary chunk encoding (§3.6)
|
|
||||||
payload_len INTEGER NOT NULL,
|
|
||||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
|
||||||
revision INTEGER NOT NULL DEFAULT 0,
|
|
||||||
dirty INTEGER NOT NULL DEFAULT 0, -- 1 = needs flush to disk
|
|
||||||
created_at TEXT NOT NULL,
|
|
||||||
updated_at TEXT NOT NULL,
|
|
||||||
UNIQUE (world_id, room_id, cx, cy, cz)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_chunks_world_room ON chunks(world_id, room_id);
|
|
||||||
CREATE INDEX idx_chunks_coord ON chunks(cx, cy, cz);
|
|
||||||
```
|
|
||||||
|
|
||||||
**Design notes:**
|
|
||||||
|
|
||||||
- The `payload` BLOB is the single source of truth for chunk content. The
|
|
||||||
`checksum` guards against corruption and enables content addressing.
|
|
||||||
- `revision` increments on every write; it is used for optimistic concurrency
|
|
||||||
and change detection (see §5.4).
|
|
||||||
- `dirty` marks chunks that have been modified in memory but not yet flushed,
|
|
||||||
enabling a write-behind persistence strategy (see §5.5).
|
|
||||||
|
|
||||||
### 4.5 `chunk_objects`
|
|
||||||
|
|
||||||
A denormalized, queryable index of the objects inside each chunk. This is
|
|
||||||
**derived** from the chunk payload and kept in sync by the write path. It exists
|
|
||||||
so the server can answer queries like "which chunks contain a door?" without
|
|
||||||
parsing every payload BLOB.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE chunk_objects (
|
|
||||||
id TEXT NOT NULL, -- object id (unique within chunk)
|
|
||||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
|
||||||
type TEXT NOT NULL, -- 'prop', 'interactable', ...
|
|
||||||
asset_id TEXT,
|
|
||||||
dynamic INTEGER NOT NULL DEFAULT 0,
|
|
||||||
pos_x REAL NOT NULL,
|
|
||||||
pos_y REAL NOT NULL,
|
|
||||||
pos_z REAL NOT NULL DEFAULT 0,
|
|
||||||
PRIMARY KEY (chunk_key, id)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
|
|
||||||
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
|
||||||
```
|
|
||||||
|
|
||||||
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
|
|
||||||
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
|
|
||||||
commits a chunk, the service layer performs a **delete-and-reinsert** of that
|
|
||||||
chunk's object rows in the same transaction: it deletes all rows for
|
|
||||||
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
|
|
||||||
index transactionally consistent with the payload and avoids the complexity and
|
|
||||||
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
|
|
||||||
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
|
|
||||||
utility is provided for this).
|
|
||||||
|
|
||||||
### 4.6 `content_flags`
|
|
||||||
|
|
||||||
Persists the aggregated moderation flags per chunk (and optionally per object).
|
|
||||||
This lets the server enforce age/content gates at load time without parsing
|
|
||||||
payloads.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE content_flags (
|
|
||||||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
|
||||||
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
|
|
||||||
violence INTEGER NOT NULL DEFAULT 0,
|
|
||||||
sexual INTEGER NOT NULL DEFAULT 0,
|
|
||||||
language INTEGER NOT NULL DEFAULT 0,
|
|
||||||
substance INTEGER NOT NULL DEFAULT 0,
|
|
||||||
gambling INTEGER NOT NULL DEFAULT 0,
|
|
||||||
horror INTEGER NOT NULL DEFAULT 0,
|
|
||||||
hate INTEGER NOT NULL DEFAULT 0,
|
|
||||||
custom INTEGER NOT NULL DEFAULT 0,
|
|
||||||
mature INTEGER NOT NULL DEFAULT 0,
|
|
||||||
sources TEXT NOT NULL DEFAULT '[]', -- JSON array of flag ids
|
|
||||||
PRIMARY KEY (chunk_key, object_id)
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_content_flags_mature ON content_flags(mature);
|
|
||||||
```
|
|
||||||
|
|
||||||
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
|
||||||
|
|
||||||
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
|
|
||||||
value `''` (empty string)** in `object_id` rather than `NULL`. This is
|
|
||||||
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
|
|
||||||
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
|
|
||||||
could be inserted accidentally. Using `''` as the sentinel means the composite
|
|
||||||
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
|
|
||||||
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
|
|
||||||
(which is never empty). The application layer treats `object_id = ''` as
|
|
||||||
"chunk-level" and any non-empty value as "object-level".
|
|
||||||
|
|
||||||
### 4.7 `revisions`
|
|
||||||
|
|
||||||
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
|
||||||
replication of changes.
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE revisions (
|
|
||||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
|
||||||
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
|
|
||||||
revision INTEGER NOT NULL,
|
|
||||||
actor TEXT NOT NULL, -- user / agent id
|
|
||||||
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
|
||||||
checksum TEXT NOT NULL, -- SHA-256 of payload
|
|
||||||
payload BLOB, -- full binary payload at this revision
|
|
||||||
created_at TEXT NOT NULL
|
|
||||||
);
|
|
||||||
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
|
||||||
```
|
|
||||||
|
|
||||||
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
|
|
||||||
at each revision. This is what makes rollback possible: to restore a chunk to a
|
|
||||||
previous revision, the server reads the `payload` of the target revision and
|
|
||||||
writes it back to `chunks.payload` (incrementing `revision` and appending a new
|
|
||||||
`revisions` row). Without the payload, only the checksum would be available,
|
|
||||||
which is insufficient to reconstruct the chunk.
|
|
||||||
|
|
||||||
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
|
|
||||||
This means deleting a chunk does **not** cascade-delete its revision history —
|
|
||||||
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
|
|
||||||
string is still stored so the history can be correlated to a chunk that existed
|
|
||||||
at that time.) If a chunk is later recreated with the same key, its history is
|
|
||||||
still intact.
|
|
||||||
|
|
||||||
### 4.8 Schema Versioning & Migrations
|
|
||||||
|
|
||||||
The database carries a schema version in a `meta` table:
|
|
||||||
|
|
||||||
```sql
|
|
||||||
CREATE TABLE meta (
|
|
||||||
key TEXT PRIMARY KEY,
|
|
||||||
value TEXT NOT NULL
|
|
||||||
);
|
|
||||||
-- seed: INSERT INTO meta(key, value) VALUES ('schema_version', '1');
|
|
||||||
```
|
|
||||||
|
|
||||||
Migrations are applied in order at startup. Each migration is a numbered SQL
|
|
||||||
script; the server tracks the applied version in `meta` and applies any pending
|
|
||||||
migrations transactionally. This keeps the schema forward-compatible as the
|
|
||||||
chunk format evolves.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Read/Write API
|
|
||||||
|
|
||||||
The API is exposed as a **Python service layer** on the backend (the same
|
|
||||||
process that owns the SQLite store) and consumed by the Godot client over the
|
|
||||||
network transport (see `networking.md`). The service layer is the **only**
|
|
||||||
writer to the database; clients never touch SQLite directly.
|
|
||||||
|
|
||||||
### 5.1 Service Interface (Python)
|
|
||||||
|
|
||||||
```python
|
|
||||||
class WorldStore:
|
|
||||||
"""Owns the SQLite connection and chunk read/write operations."""
|
|
||||||
|
|
||||||
def get_chunk(self, key: str) -> Chunk | None: ...
|
|
||||||
def get_chunk_binary(self, key: str) -> bytes | None: ...
|
|
||||||
def put_chunk(self, chunk: Chunk, actor: str) -> Chunk: ...
|
|
||||||
def delete_chunk(self, key: str, actor: str) -> None: ...
|
|
||||||
def list_chunks(self, world_id: str, room_id: str | None = None,
|
|
||||||
bounds: Bounds | None = None) -> list[str]: ...
|
|
||||||
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
|
||||||
def flush_dirty(self) -> int: ...
|
|
||||||
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
|
|
||||||
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
|
|
||||||
def migrate(self) -> None: ...
|
|
||||||
```
|
|
||||||
|
|
||||||
### 5.2 Encoding Helpers
|
|
||||||
|
|
||||||
The service layer provides symmetric encode/decode functions shared by the
|
|
||||||
client and server:
|
|
||||||
|
|
||||||
```python
|
|
||||||
def encode_binary(chunk: Chunk) -> bytes: ...
|
|
||||||
def decode_binary(data: bytes) -> Chunk: ...
|
|
||||||
def encode_json(chunk: Chunk) -> str: ...
|
|
||||||
def decode_json(text: str) -> Chunk: ...
|
|
||||||
def checksum(payload: bytes) -> str: ...
|
|
||||||
```
|
|
||||||
|
|
||||||
These are the single implementation of the format spec (§3), so the Godot
|
|
||||||
client and Python backend never drift.
|
|
||||||
|
|
||||||
### 5.3 Network RPCs
|
|
||||||
|
|
||||||
The chunk API is exposed to the client via RPCs (matching the networking
|
|
||||||
architecture). All chunk traffic is **reliable** (chunks are discrete,
|
|
||||||
must-arrive data).
|
|
||||||
|
|
||||||
| RPC | Direction | Payload | Notes |
|
|
||||||
|----------------------------|-----------|-------------------------------------------|-------|
|
|
||||||
| `request_chunk` | C → S | `{ key }` | Client asks for a chunk |
|
|
||||||
| `chunk_data` | S → C | `{ key, binary_payload, checksum }` | Server streams a chunk |
|
|
||||||
| `request_chunk_edit` | C → S | `{ key, base_revision, delta }` | Client submits an edit |
|
|
||||||
| `chunk_edit_result` | S → C | `{ key, success, new_revision, error? }` | Acknowledges an edit |
|
|
||||||
| `chunk_invalidated` | S → C | `{ key, new_revision }` | Server pushes a change |
|
|
||||||
| `request_chunk_flags` | C → S | `{ key }` | Age/content gate check |
|
|
||||||
|
|
||||||
### 5.4 Edit & Concurrency Model
|
|
||||||
|
|
||||||
- **Read:** Client requests a chunk; server returns the binary payload and its
|
|
||||||
`revision`.
|
|
||||||
- **Edit:** Client submits a **delta** against a known `base_revision`. The
|
|
||||||
server applies the delta, increments `revision`, persists, and returns the new
|
|
||||||
revision.
|
|
||||||
- **Optimistic concurrency:** If the chunk's current revision differs from the
|
|
||||||
client's `base_revision`, the server rejects the edit with a conflict error
|
|
||||||
and the client re-fetches and re-applies. This prevents lost updates when two
|
|
||||||
clients edit the same chunk.
|
|
||||||
- **Deltas:** A delta is a JSON patch (RFC 6902 style) applied to the chunk's
|
|
||||||
logical model. The server validates the patched chunk (schema, bounds,
|
|
||||||
moderation) before persisting.
|
|
||||||
|
|
||||||
### 5.5 Write-Behind Persistence
|
|
||||||
|
|
||||||
To amortize disk I/O, the server keeps a **dirty set** of chunks modified in
|
|
||||||
memory and flushes them to SQLite in batches:
|
|
||||||
|
|
||||||
1. `put_chunk` updates the in-memory chunk and marks it `dirty`.
|
|
||||||
2. A background flusher periodically calls `flush_dirty()`, which writes all
|
|
||||||
dirty chunks in a single transaction and clears the `dirty` flag.
|
|
||||||
3. On graceful shutdown, `flush_dirty()` is called to ensure durability.
|
|
||||||
|
|
||||||
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
|
||||||
durability at shutdown and on a configurable interval.
|
|
||||||
|
|
||||||
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
|
|
||||||
exists specifically to support recovery if the process crashes before a flush
|
|
||||||
completes. On startup, the server scans for rows where `dirty = 1` and treats
|
|
||||||
them as **unflushed in-memory state that was lost** — it re-reads the last
|
|
||||||
persisted payload from `chunks.payload` (the last durable state) and clears the
|
|
||||||
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
|
|
||||||
not durable; discard the in-memory delta and fall back to the persisted
|
|
||||||
payload." This guarantees that the on-disk state is always a consistent,
|
|
||||||
previously-committed snapshot, never a partially-written chunk. (The in-memory
|
|
||||||
dirty set is authoritative during normal operation; the `dirty` column is only a
|
|
||||||
recovery marker.)
|
|
||||||
|
|
||||||
### 5.6 Streaming & Caching
|
|
||||||
|
|
||||||
- The server streams only the chunks a client needs (those within the client's
|
|
||||||
view radius), using `list_chunks` with a bounds query.
|
|
||||||
- Chunks are cached in memory (LRU) keyed by `key`; the cache is invalidated on
|
|
||||||
write.
|
|
||||||
- The binary payload is content-addressed by `checksum`, so unchanged chunks can
|
|
||||||
be served from cache without re-reading SQLite.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Format Versioning & Migration
|
|
||||||
|
|
||||||
- The chunk format `version` field (currently `1`) is checked on decode. A
|
|
||||||
decoder that encounters a higher version than it supports **rejects** the
|
|
||||||
chunk with a clear error rather than misreading it.
|
|
||||||
- The SQLite `schema_version` in `meta` drives database migrations (§4.8).
|
|
||||||
- Chunk payloads are migrated **lazily**: when a chunk is read and its
|
|
||||||
`format_version` is older than the current one, the server migrates it to the
|
|
||||||
current version in memory and marks it dirty so it is rewritten on the next
|
|
||||||
flush. This avoids a costly full-world migration at startup.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Security & Integrity
|
|
||||||
|
|
||||||
- **Server-authoritative writes:** Only the `WorldStore` writes to SQLite;
|
|
||||||
clients submit deltas that are validated before application.
|
|
||||||
- **Checksum verification:** Every chunk payload is checksummed (SHA-256) on
|
|
||||||
write and verified on read. Corruption is detected and the chunk is re-fetched
|
|
||||||
or flagged.
|
|
||||||
- **Bounds validation:** Chunk coordinates and object positions are validated
|
|
||||||
against the world's chunk dimensions and room bounds before persistence.
|
|
||||||
- **Moderation enforcement:** `content_flags` are checked at load time; mature
|
|
||||||
chunks are gated behind the age-verification flow (see `content_moderation.md`).
|
|
||||||
- **Input validation:** All string fields are length-limited and validated
|
|
||||||
against allowed character sets to prevent injection and oversized payloads.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Open Questions / Future Work
|
|
||||||
|
|
||||||
- **Volumetric worlds:** The schema and format already support `CHUNK_SIZE_Z >
|
|
||||||
1`, but the tooling and streaming for 3D chunks are not yet specified.
|
|
||||||
- **Chunk compression:** For very large worlds, the binary payload could be
|
|
||||||
compressed (e.g. zstd) before storage/transfer. The header reserves a `flags`
|
|
||||||
bitmask for a compression flag.
|
|
||||||
- **Multi-server sharding:** If a single SQLite file becomes a bottleneck, the
|
|
||||||
`chunks` table could be sharded by `world_id` across multiple databases. The
|
|
||||||
key design already supports this (world_id is a leading key component).
|
|
||||||
- **Delta compression for streaming:** Instead of sending full chunks, the
|
|
||||||
server could send only the delta between revisions to reduce bandwidth for
|
|
||||||
frequently-updated chunks.
|
|
||||||
@@ -22,3 +22,33 @@ window/stretch/mode="canvas_items"
|
|||||||
|
|
||||||
renderer/rendering_method="gl_compatibility"
|
renderer/rendering_method="gl_compatibility"
|
||||||
renderer/rendering_method.mobile="gl_compatibility"
|
renderer/rendering_method.mobile="gl_compatibility"
|
||||||
|
|
||||||
|
[export]
|
||||||
|
|
||||||
|
[export_options]
|
||||||
|
|
||||||
|
name="AGP-Game"
|
||||||
|
|
||||||
|
[export_options/platform:windows_desktop]
|
||||||
|
|
||||||
|
bits_format=1
|
||||||
|
export_format=0
|
||||||
|
export_path=""
|
||||||
|
options="binary_format/relax_conformance=true"
|
||||||
|
|
||||||
|
[export_options/platform:linux/x11]
|
||||||
|
|
||||||
|
export_format=0
|
||||||
|
export_path=""
|
||||||
|
options="binary_format/relax_conformance=true"
|
||||||
|
|
||||||
|
[export_options/platform:mac_os]
|
||||||
|
|
||||||
|
export_format=0
|
||||||
|
export_path=""
|
||||||
|
options="binary_format/relax_conformance=true"
|
||||||
|
|
||||||
|
[export_options/platform:web]
|
||||||
|
|
||||||
|
export_format=0
|
||||||
|
export_path=""
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=2 format=3]
|
[gd_scene load_steps=2 format=3 uid="uid://main_menu"]
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
|
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
|
||||||
|
|
||||||
@@ -38,6 +38,3 @@ size_flags_horizontal = 4
|
|||||||
layout_mode = 1
|
layout_mode = 1
|
||||||
text = "Quit"
|
text = "Quit"
|
||||||
size_flags_horizontal = 4
|
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"]
|
|
||||||
|
|||||||
@@ -6,8 +6,7 @@ func _ready():
|
|||||||
|
|
||||||
|
|
||||||
func _on_play_button_pressed():
|
func _on_play_button_pressed():
|
||||||
# No gameplay scene exists yet — wire this to the real scene once one lands.
|
get_tree().change_scene_to_file("res://scenes/game.tscn")
|
||||||
print("Play pressed — no gameplay scene yet")
|
|
||||||
|
|
||||||
|
|
||||||
func _on_quit_button_pressed():
|
func _on_quit_button_pressed():
|
||||||
|
|||||||
Reference in New Issue
Block a user