Compare commits
173 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b6e146e4b2 | |||
| 59ca5a4c6e | |||
| b422e41a0f | |||
| bd44ecba14 | |||
| bae326e14c | |||
| 140db9df91 | |||
| 2dff83bae3 | |||
| 1a8821e3c8 | |||
| 019dfca14f | |||
| 7be50e3313 | |||
| 29de1c5c3a | |||
| 92c10fa657 | |||
| 8357643072 | |||
| 736ebce0d0 | |||
| b60480798f | |||
| 77f7511a4f | |||
| 8be962248d | |||
| 7790670559 | |||
| c4eab8db92 | |||
| 4d754ae48e | |||
| e2a77b055f | |||
| 5966fa9044 | |||
| d1d03df2e6 | |||
| 4dda636ed0 | |||
| 945c498a31 | |||
| be0acb1862 | |||
| 8118f3074b | |||
| 4276a89a6a | |||
| 5803f47069 | |||
| e33b91d976 | |||
| 1c3c57dbd0 | |||
| fdc43bd5f1 | |||
| 406ff3457e | |||
| 3f7acf857c | |||
| 6648b2bba5 | |||
| bfcbd0486f | |||
| f70b5b2ee5 | |||
| 2fa7b1f475 | |||
| 7f753cb1b8 | |||
| 1be947f9ef | |||
| 66adcff145 | |||
| 88197ffe8f | |||
| 38d97a3051 | |||
| 174d3c2630 | |||
| b86e4053bd | |||
| 07f655815f | |||
| 2ffcd9cd3f | |||
| aeccc78143 | |||
| 1c64dd4967 | |||
| 4dd6c7c8af | |||
| e90b394f03 | |||
| 33b0c3f1fb | |||
| 2b88fc476e | |||
| 0ecc16d963 | |||
| 4ec71b87b9 | |||
| dc0c133af8 | |||
| 8f1a1110e2 | |||
| 0f7531008f | |||
| 12fef51020 | |||
| af50819a16 | |||
| 16bb87c6b0 | |||
| 8fc9d378e4 | |||
| 3679e4dbc4 | |||
| c33b10ac46 | |||
| 8c54129bcd | |||
| 409e78baa5 | |||
| 1cc81979a4 | |||
| f8e5de9293 | |||
| 3a7b2ab306 | |||
| afc2211d70 | |||
| 927f9bd95e | |||
| 2d1f0111c3 | |||
| fcfb767c49 | |||
| e2e771d2f8 | |||
| 8a5d3aabea | |||
| 3dd5416e81 | |||
| c5a5476620 | |||
| 06604a24a8 | |||
| 5c21e5051c | |||
| 3cb4d01073 | |||
| 3e81d60268 | |||
| b3d2d71789 | |||
| b3227f5b78 | |||
| 2ba6bc6b9f | |||
| 7d89e860fd | |||
| 03da22aa9e | |||
| 55a65bb7b1 | |||
| 62e15d0c87 | |||
| cbe5e992dd | |||
| d4998d7359 | |||
| ef78caa4de | |||
| 87575eec43 | |||
| 6d5051bbb2 | |||
| 72f39bc547 | |||
| 69b6f40eb9 | |||
| 4d467c0c9e | |||
| e43bc9ff10 | |||
| 5c91bb3f34 | |||
| ca7924d5e1 | |||
| 758307bbee | |||
| 478638d4ff | |||
| 7b074a01ed | |||
| c68877239f | |||
| ed6811a438 | |||
| f64ffd6422 | |||
| 7e28e2b525 | |||
| 99be8f1dab | |||
| b3e66fc072 | |||
| 634b2e39c0 | |||
| 1c75367c87 | |||
| f5a7162285 | |||
| 61dedcf73e | |||
| 580b95635f | |||
| ef21bf9d69 | |||
| e06cd2a23d | |||
| 77f9b74286 | |||
| 6238078565 | |||
| 6108c63c46 | |||
| 109c6ef1a0 | |||
| 33c5236a2d | |||
| 4bb4e9fb8a | |||
| ffbc4849a7 | |||
| a81d29c882 | |||
| 4236c4792b | |||
| a29cfc74af | |||
| cf8fd5a6fd | |||
| fc9a39de93 | |||
| aa2f79b125 | |||
| 8551d14591 | |||
| 073813f3e7 | |||
| cc971ee9f5 | |||
| 54abe7ee96 | |||
| a7cf385d0d | |||
| b5525665dd | |||
| ff610c0466 | |||
| acbc518b4a | |||
| 25a8900357 | |||
| 36fd406925 | |||
| 5a1f99eb28 | |||
| ddfe5dfaad | |||
| cb95895612 | |||
| 62889f39f1 | |||
| ef646a8e54 | |||
| e4d3fe566b | |||
| 1d0222d980 | |||
| 433d5d8f9f | |||
| 30b8dc6de2 | |||
| dcaaf96d81 | |||
| 803405aba4 | |||
| ea6958c11e | |||
| 61ee81a974 | |||
| 62f12e55db | |||
| 4c0af03573 | |||
| 689c51e179 | |||
| 5cfbcd8efd | |||
| 27461d9b5e | |||
| a5dc5cb3b6 | |||
| ea5dd63cd7 | |||
| 5ebd60b0bb | |||
| b2a64a8933 | |||
| 9fcea730b9 | |||
| 5b3fc10649 | |||
| 6018396be2 | |||
| ee6513b8ad | |||
| 37a311b0c5 | |||
| 11e812cb6b | |||
| 5097cdd9f4 | |||
| 2224c34aa8 | |||
| 2c5f6fcb04 | |||
| 7cd41dc920 | |||
| c5d2eb6bd2 | |||
| b650572426 | |||
| 7d84dd5ec8 |
@@ -8,3 +8,6 @@ export/
|
|||||||
# OS
|
# OS
|
||||||
.DS_Store
|
.DS_Store
|
||||||
Thumbs.db
|
Thumbs.db
|
||||||
|
|
||||||
|
# Godot UID files (regenerated from path)
|
||||||
|
*.uid
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
|
||||||
@@ -0,0 +1,77 @@
|
|||||||
|
63f7b34db8d8cdea90c76aacccf841ec
|
||||||
|
::res://::1787275036
|
||||||
|
export_presets.cfg::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
README.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
::res://addons/::1787272930
|
||||||
|
::res://assets/::1787272930
|
||||||
|
::res://backend/::1787272930
|
||||||
|
alembic.ini::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
docker-compose.yml::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
pytest.ini::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
requirements.txt::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
::res://backend/alembic/::1787272930
|
||||||
|
::res://backend/alembic/versions/::1787272930
|
||||||
|
::res://backend/app/::1787272930
|
||||||
|
::res://backend/app/models/::1787272930
|
||||||
|
::res://backend/app/routers/::1787272930
|
||||||
|
::res://backend/app/services/::1787272930
|
||||||
|
::res://backend/tests/::1787272930
|
||||||
|
::res://docs/::1787272930
|
||||||
|
::res://docs/architecture/::1787272930
|
||||||
|
avatar.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
content_moderation.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
editor.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
networking.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
pc2_test_level.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
scripting_sandbox.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
world.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
::res://docs/checkpoints/::1787272930
|
||||||
|
PC1.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
::res://docs/planning/::1787272930
|
||||||
|
client-server-wiring.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
economy.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
social.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
::res://docs/testing/::1787275036
|
||||||
|
README.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
test_inventory.md::TextFile::-1::1787275036::0::1::::<><><>0<>0<><>::
|
||||||
|
::res://scenes/::1787275036
|
||||||
|
game.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scenes/worlds/test_level.tscn<>res://scenes/player.tscn
|
||||||
|
main.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/chunk_stream_manager.gd
|
||||||
|
main_menu.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/main_menu.gd
|
||||||
|
player.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/player.gd
|
||||||
|
server.tscn::PackedScene::-1::1787275036::0::1::::<><><>0<>0<><>::res://scripts/server.gd
|
||||||
|
server_player.tscn::PackedScene::-1::1787275036::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
|
||||||
|
world_list.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/world_list.gd
|
||||||
|
::res://scenes/worlds/::1787272930
|
||||||
|
test_level.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||||
|
::res://scripts/::1787275098
|
||||||
|
api_client.gd::GDScript::5412288119287126975::1787272930::0::1::::<>Node<><>0<>0<><>::
|
||||||
|
chunk.gd::GDScript::7364239597441807588::1787272930::0::1::::Chunk<>Node3D<><>0<>0<><>::
|
||||||
|
chunk_data_decoder.gd::GDScript::3922068956043581888::1787272930::0::1::::ChunkDataDecoder<>RefCounted<><>0<>0<><>::
|
||||||
|
chunk_scene.gd::GDScript::9207602004456600331::1787272930::0::1::::ChunkScene<>Node3D<><>0<>0<><>::
|
||||||
|
chunk_stream_manager.gd::GDScript::2366645676568508746::1787272930::0::1::::ChunkStreamManager<>Node<><>0<>0<><>::
|
||||||
|
dynamic_object_node.gd::GDScript::8863349716576659118::1787272930::0::1::::DynamicObjectNode<>Node3D<><>0<>0<><>::
|
||||||
|
main_menu.gd::GDScript::2834562513277893052::1787272930::0::1::::<>Control<><>0<>0<><>::
|
||||||
|
network_client.gd::GDScript::5408296350353838185::1787275098::0::1::::NetworkClient<>Node<><>0<>0<><>::
|
||||||
|
network_player_proxy.gd::GDScript::4787436336771232797::1787275036::0::1::::<>Node<><>0<>0<><>::
|
||||||
|
network_receiver_proxy.gd::GDScript::6742760436861380520::1787275036::0::1::::<>Node<><>0<>0<><>::
|
||||||
|
player.gd::GDScript::4510795778937304264::1787275036::0::1::::Player<>CharacterBody3D<><>0<>0<><>::
|
||||||
|
player_spawner.gd::GDScript::3637338339553764865::1787275036::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
|
||||||
|
server.gd::GDScript::6336910781803684784::1787275036::0::1::::<>Node<><>0<>0<><>::
|
||||||
|
smoke_test_api.gd::GDScript::1760923834350699002::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_auth.gd::GDScript::3027816090663230577::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_e2e.gd::GDScript::9086409960595132737::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_enter_world.gd::GDScript::4171815758762850910::1787275036::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_main_menu_back.gd::GDScript::4436937414562273157::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_main_menu_full_flow.gd::GDScript::1948803640558784862::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_main_menu_ui.gd::GDScript::396938597300585484::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_network_client.gd::GDScript::3109386529184855644::1787275067::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_player.gd::GDScript::3497042634752676337::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_test_level.gd::GDScript::2607555612829866949::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
smoke_test_world_list.gd::GDScript::4300757286283894147::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||||
|
static_object_node.gd::GDScript::5276389741929225897::1787272930::0::1::::StaticObjectNode<>Node3D<><>0<>0<><>::
|
||||||
|
tile_def.gd::GDScript::2430528079284085109::1787272930::0::1::::TileDef<>RefCounted<><>0<>0<><>::
|
||||||
|
tile_layer.gd::GDScript::4797906255131447844::1787272930::0::1::::TileLayer<>RefCounted<><>0<>0<><>::
|
||||||
|
tile_layer_node.gd::GDScript::9033225196818247616::1787272930::0::1::::TileLayerNode<>Node3D<><>0<>0<><>::
|
||||||
|
world_list.gd::GDScript::6119591848847211153::1787275036::0::1::::<>Control<><>0<>0<><>::
|
||||||
|
world_object.gd::GDScript::6429674491464200335::1787272930::0::1::::WorldObject<>RefCounted<><>0<>0<><>::
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
[folding]
|
||||||
|
|
||||||
|
node_unfolds=[NodePath("."), PackedStringArray("Layout"), NodePath("CenterContainer"), PackedStringArray("Layout"), NodePath("CenterContainer/VBoxContainer"), PackedStringArray("Layout", "Theme Overrides"), NodePath("CenterContainer/VBoxContainer/TitleLabel"), PackedStringArray("Layout", "Theme Overrides"), NodePath("CenterContainer/VBoxContainer/CustomizeButton"), PackedStringArray("Layout"), NodePath("CenterContainer/VBoxContainer/PlayButton"), PackedStringArray("Layout"), NodePath("CenterContainer/VBoxContainer/QuitButton"), PackedStringArray("Layout")]
|
||||||
|
resource_unfolds=[]
|
||||||
|
nodes_folded=[]
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
[game_view]
|
||||||
|
|
||||||
|
select_mode=0
|
||||||
|
|
||||||
|
[editor_metadata]
|
||||||
|
|
||||||
|
executable_path="/home/daddy/godot/godot"
|
||||||
|
|
||||||
|
[recent_files]
|
||||||
|
|
||||||
|
scenes=["res://scenes/main_menu.tscn", "res://scenes/server.tscn"]
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
[folding]
|
||||||
|
|
||||||
|
node_unfolds=[]
|
||||||
|
resource_unfolds=[]
|
||||||
|
nodes_folded=[]
|
||||||
@@ -0,0 +1,105 @@
|
|||||||
|
list=[{
|
||||||
|
"base": &"Node3D",
|
||||||
|
"class": &"Chunk",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/chunk.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"RefCounted",
|
||||||
|
"class": &"ChunkDataDecoder",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/chunk_data_decoder.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"Node3D",
|
||||||
|
"class": &"ChunkScene",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/chunk_scene.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"Node",
|
||||||
|
"class": &"ChunkStreamManager",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/chunk_stream_manager.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"Node3D",
|
||||||
|
"class": &"DynamicObjectNode",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/dynamic_object_node.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"Node",
|
||||||
|
"class": &"NetworkClient",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/network_client.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"CharacterBody3D",
|
||||||
|
"class": &"Player",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/player.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"CharacterBody3D",
|
||||||
|
"class": &"PlayerNode",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/player_spawner.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"Node3D",
|
||||||
|
"class": &"StaticObjectNode",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/static_object_node.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"RefCounted",
|
||||||
|
"class": &"TileDef",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/tile_def.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"RefCounted",
|
||||||
|
"class": &"TileLayer",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/tile_layer.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"Node3D",
|
||||||
|
"class": &"TileLayerNode",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/tile_layer_node.gd"
|
||||||
|
}, {
|
||||||
|
"base": &"RefCounted",
|
||||||
|
"class": &"WorldObject",
|
||||||
|
"icon": "",
|
||||||
|
"is_abstract": false,
|
||||||
|
"is_tool": false,
|
||||||
|
"language": &"GDScript",
|
||||||
|
"path": "res://scripts/world_object.gd"
|
||||||
|
}]
|
||||||
Binary file not shown.
@@ -0,0 +1,115 @@
|
|||||||
|
{
|
||||||
|
"assets": {
|
||||||
|
"base_human_male_01": {
|
||||||
|
"type": "base_body",
|
||||||
|
"slot": "base_body",
|
||||||
|
"path": "res://assets/avatars/base_human_male_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Human Male Base"
|
||||||
|
},
|
||||||
|
"head_cyber_01": {
|
||||||
|
"type": "body_part",
|
||||||
|
"slot": "head",
|
||||||
|
"path": "res://assets/avatars/head_cyber_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Cyber Head",
|
||||||
|
"mount_bone": "Head"
|
||||||
|
},
|
||||||
|
"hair_mohawk_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "hair",
|
||||||
|
"path": "res://assets/avatars/hair_mohawk_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Mohawk",
|
||||||
|
"mount_bone": "HeadTop"
|
||||||
|
},
|
||||||
|
"hair_ponytail_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "hair",
|
||||||
|
"path": "res://assets/avatars/hair_ponytail_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Ponytail",
|
||||||
|
"mount_bone": "HeadTop"
|
||||||
|
},
|
||||||
|
"face_glasses_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "face",
|
||||||
|
"path": "res://assets/avatars/face_glasses_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Glasses",
|
||||||
|
"mount_bone": "Jaw"
|
||||||
|
},
|
||||||
|
"chest_bandit_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "chest",
|
||||||
|
"path": "res://assets/avatars/chest_bandit_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Bandit Shirt",
|
||||||
|
"mount_bone": "Chest"
|
||||||
|
},
|
||||||
|
"back_backpack_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "back",
|
||||||
|
"path": "res://assets/avatars/back_backpack_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Backpack",
|
||||||
|
"mount_bone": "Chest"
|
||||||
|
},
|
||||||
|
"pants_cargo_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "pants",
|
||||||
|
"path": "res://assets/avatars/pants_cargo_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Cargo Pants",
|
||||||
|
"mount_bone": "Hips"
|
||||||
|
},
|
||||||
|
"left_hand_glove_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "left_hand",
|
||||||
|
"path": "res://assets/avatars/left_hand_glove_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Left Glove",
|
||||||
|
"mount_bone": "LeftHand"
|
||||||
|
},
|
||||||
|
"right_hand_glove_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "right_hand",
|
||||||
|
"path": "res://assets/avatars/right_hand_glove_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Right Glove",
|
||||||
|
"mount_bone": "RightHand"
|
||||||
|
},
|
||||||
|
"left_foot_boot_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "left_foot",
|
||||||
|
"path": "res://assets/avatars/left_foot_boot_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Left Boot",
|
||||||
|
"mount_bone": "LeftFoot"
|
||||||
|
},
|
||||||
|
"right_foot_boot_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "right_foot",
|
||||||
|
"path": "res://assets/avatars/right_foot_boot_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Right Boot",
|
||||||
|
"mount_bone": "RightFoot"
|
||||||
|
},
|
||||||
|
"accessory_belt_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "accessory",
|
||||||
|
"path": "res://assets/avatars/accessory_belt_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Belt",
|
||||||
|
"mount_bone": "Root"
|
||||||
|
},
|
||||||
|
"accessory_necklace_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "accessory",
|
||||||
|
"path": "res://assets/avatars/accessory_necklace_01.glb",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"display_name": "Necklace",
|
||||||
|
"mount_bone": "Root"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -4,10 +4,13 @@ DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
|
|||||||
# Redis
|
# Redis
|
||||||
REDIS_URL=redis://localhost:6379/0
|
REDIS_URL=redis://localhost:6379/0
|
||||||
|
|
||||||
# JWT
|
# JWT / Auth
|
||||||
SECRET_KEY=change-me-to-a-secure-random-string
|
ALGORITHM=RS256
|
||||||
ALGORITHM=HS256
|
ACCESS_TOKEN_EXPIRE_MINUTES=60
|
||||||
ACCESS_TOKEN_EXPIRE_MINUTES=30
|
REFRESH_TOKEN_EXPIRE_DAYS=30
|
||||||
|
# Directory where the RSA keypair is loaded/generated at runtime.
|
||||||
|
# Defaults to ~/.agp/keys (outside the repo). Keys are never committed to git.
|
||||||
|
RSA_KEY_DIR=~/.agp/keys
|
||||||
|
|
||||||
# App
|
# App
|
||||||
APP_NAME=AGP Backend
|
APP_NAME=AGP Backend
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ from sqlalchemy.ext.asyncio import create_async_engine
|
|||||||
|
|
||||||
from app.config import settings
|
from app.config import settings
|
||||||
from app.database import Base
|
from app.database import Base
|
||||||
from app.models import user, session, world, asset, friendship, follow, block # noqa: F401
|
from app.models import user, session, world, asset # noqa: F401
|
||||||
|
|
||||||
# this is the Alembic Config object, which provides
|
# this is the Alembic Config object, which provides
|
||||||
# access to the values within the .ini file in use.
|
# access to the values within the .ini file in use.
|
||||||
|
|||||||
@@ -69,7 +69,8 @@ def upgrade() -> None:
|
|||||||
sa.Column(
|
sa.Column(
|
||||||
"visibility",
|
"visibility",
|
||||||
postgresql.ENUM(
|
postgresql.ENUM(
|
||||||
"public", "private", "friends_only", name="world_visibility"
|
"public", "private", "friends_only", name="world_visibility",
|
||||||
|
create_type=False,
|
||||||
),
|
),
|
||||||
nullable=True,
|
nullable=True,
|
||||||
),
|
),
|
||||||
@@ -89,7 +90,7 @@ def upgrade() -> None:
|
|||||||
"asset_type",
|
"asset_type",
|
||||||
postgresql.ENUM(
|
postgresql.ENUM(
|
||||||
"image", "audio", "video", "document", "model_3d", "other",
|
"image", "audio", "video", "document", "model_3d", "other",
|
||||||
name="asset_type",
|
name="asset_type", create_type=False,
|
||||||
),
|
),
|
||||||
nullable=False,
|
nullable=False,
|
||||||
),
|
),
|
||||||
|
|||||||
@@ -0,0 +1,30 @@
|
|||||||
|
"""add date_of_birth column to users table
|
||||||
|
|
||||||
|
Revision ID: 0002_add_date_of_birth_to_users
|
||||||
|
Revises: 0001_initial
|
||||||
|
Create Date: 2025-01-01 00:00:00.000000
|
||||||
|
|
||||||
|
"""
|
||||||
|
from typing import Sequence, Union
|
||||||
|
|
||||||
|
from alembic import op
|
||||||
|
import sqlalchemy as sa
|
||||||
|
|
||||||
|
# revision identifiers, used by Alembic.
|
||||||
|
revision: str = "0002_add_date_of_birth_to_users"
|
||||||
|
down_revision: Union[str, None] = "0001_initial"
|
||||||
|
branch_labels: Union[str, Sequence[str], None] = None
|
||||||
|
depends_on: Union[str, Sequence[str], None] = None
|
||||||
|
|
||||||
|
|
||||||
|
def upgrade() -> None:
|
||||||
|
"""Add date_of_birth column to users table."""
|
||||||
|
op.add_column(
|
||||||
|
"users",
|
||||||
|
sa.Column("date_of_birth", sa.Date(), nullable=True),
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
def downgrade() -> None:
|
||||||
|
"""Remove date_of_birth column from users table."""
|
||||||
|
op.drop_column("users", "date_of_birth")
|
||||||
@@ -1,136 +0,0 @@
|
|||||||
"""social graph: friendships, follows, blocks
|
|
||||||
|
|
||||||
Revision ID: 0002_social_graph
|
|
||||||
Revises: 0001_initial
|
|
||||||
Create Date: 2026-08-18 00:00:00.000000
|
|
||||||
"""
|
|
||||||
from typing import Sequence, Union
|
|
||||||
|
|
||||||
from alembic import op
|
|
||||||
import sqlalchemy as sa
|
|
||||||
|
|
||||||
# revision identifiers, used by Alembic.
|
|
||||||
revision: str = "0002_social_graph"
|
|
||||||
down_revision: Union[str, None] = "0001_initial"
|
|
||||||
branch_labels: Union[str, Sequence[str], None] = None
|
|
||||||
depends_on: Union[str, Sequence[str], None] = None
|
|
||||||
|
|
||||||
|
|
||||||
def upgrade() -> None:
|
|
||||||
"""Create friendships, follows, and blocks tables."""
|
|
||||||
op.create_table(
|
|
||||||
"friendships",
|
|
||||||
sa.Column("id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("requester_id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("addressee_id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("status", sa.String(length=20), server_default="pending", nullable=False),
|
|
||||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
|
||||||
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
|
|
||||||
sa.CheckConstraint(
|
|
||||||
"status IN ('pending', 'accepted')",
|
|
||||||
name="ck_friendships_status",
|
|
||||||
),
|
|
||||||
sa.CheckConstraint(
|
|
||||||
"requester_id <> addressee_id",
|
|
||||||
name="ck_friendships_no_self",
|
|
||||||
),
|
|
||||||
sa.ForeignKeyConstraint(
|
|
||||||
["addressee_id"],
|
|
||||||
["users.id"],
|
|
||||||
ondelete="CASCADE",
|
|
||||||
),
|
|
||||||
sa.ForeignKeyConstraint(
|
|
||||||
["requester_id"],
|
|
||||||
["users.id"],
|
|
||||||
ondelete="CASCADE",
|
|
||||||
),
|
|
||||||
sa.PrimaryKeyConstraint("id"),
|
|
||||||
sa.UniqueConstraint(
|
|
||||||
"requester_id",
|
|
||||||
"addressee_id",
|
|
||||||
name="uq_friendships_requester_addressee",
|
|
||||||
),
|
|
||||||
)
|
|
||||||
op.create_index(op.f("ix_friendships_id"), "friendships", ["id"], unique=False)
|
|
||||||
op.create_index(op.f("ix_friendships_addressee_id"), "friendships", ["addressee_id"], unique=False)
|
|
||||||
op.create_index(op.f("ix_friendships_requester_id"), "friendships", ["requester_id"], unique=False)
|
|
||||||
|
|
||||||
op.create_table(
|
|
||||||
"follows",
|
|
||||||
sa.Column("id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("follower_id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("followed_id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
|
||||||
sa.CheckConstraint(
|
|
||||||
"follower_id <> followed_id",
|
|
||||||
name="ck_follows_no_self",
|
|
||||||
),
|
|
||||||
sa.ForeignKeyConstraint(
|
|
||||||
["followed_id"],
|
|
||||||
["users.id"],
|
|
||||||
ondelete="CASCADE",
|
|
||||||
),
|
|
||||||
sa.ForeignKeyConstraint(
|
|
||||||
["follower_id"],
|
|
||||||
["users.id"],
|
|
||||||
ondelete="CASCADE",
|
|
||||||
),
|
|
||||||
sa.PrimaryKeyConstraint("id"),
|
|
||||||
sa.UniqueConstraint(
|
|
||||||
"follower_id",
|
|
||||||
"followed_id",
|
|
||||||
name="uq_follows_follower_followed",
|
|
||||||
),
|
|
||||||
)
|
|
||||||
op.create_index(op.f("ix_follows_id"), "follows", ["id"], unique=False)
|
|
||||||
op.create_index(op.f("ix_follows_followed_id"), "follows", ["followed_id"], unique=False)
|
|
||||||
op.create_index(op.f("ix_follows_follower_id"), "follows", ["follower_id"], unique=False)
|
|
||||||
|
|
||||||
op.create_table(
|
|
||||||
"blocks",
|
|
||||||
sa.Column("id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("blocker_id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("blocked_id", sa.Integer(), nullable=False),
|
|
||||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
|
||||||
sa.CheckConstraint(
|
|
||||||
"blocker_id <> blocked_id",
|
|
||||||
name="ck_blocks_no_self",
|
|
||||||
),
|
|
||||||
sa.ForeignKeyConstraint(
|
|
||||||
["blocked_id"],
|
|
||||||
["users.id"],
|
|
||||||
ondelete="CASCADE",
|
|
||||||
),
|
|
||||||
sa.ForeignKeyConstraint(
|
|
||||||
["blocker_id"],
|
|
||||||
["users.id"],
|
|
||||||
ondelete="CASCADE",
|
|
||||||
),
|
|
||||||
sa.PrimaryKeyConstraint("id"),
|
|
||||||
sa.UniqueConstraint(
|
|
||||||
"blocker_id",
|
|
||||||
"blocked_id",
|
|
||||||
name="uq_blocks_blocker_blocked",
|
|
||||||
),
|
|
||||||
)
|
|
||||||
op.create_index(op.f("ix_blocks_id"), "blocks", ["id"], unique=False)
|
|
||||||
op.create_index(op.f("ix_blocks_blocked_id"), "blocks", ["blocked_id"], unique=False)
|
|
||||||
op.create_index(op.f("ix_blocks_blocker_id"), "blocks", ["blocker_id"], unique=False)
|
|
||||||
|
|
||||||
|
|
||||||
def downgrade() -> None:
|
|
||||||
"""Drop friendships, follows, and blocks tables."""
|
|
||||||
op.drop_index(op.f("ix_blocks_blocker_id"), table_name="blocks")
|
|
||||||
op.drop_index(op.f("ix_blocks_blocked_id"), table_name="blocks")
|
|
||||||
op.drop_index(op.f("ix_blocks_id"), table_name="blocks")
|
|
||||||
op.drop_table("blocks")
|
|
||||||
|
|
||||||
op.drop_index(op.f("ix_follows_follower_id"), table_name="follows")
|
|
||||||
op.drop_index(op.f("ix_follows_followed_id"), table_name="follows")
|
|
||||||
op.drop_index(op.f("ix_follows_id"), table_name="follows")
|
|
||||||
op.drop_table("follows")
|
|
||||||
|
|
||||||
op.drop_index(op.f("ix_friendships_requester_id"), table_name="friendships")
|
|
||||||
op.drop_index(op.f("ix_friendships_addressee_id"), table_name="friendships")
|
|
||||||
op.drop_index(op.f("ix_friendships_id"), table_name="friendships")
|
|
||||||
op.drop_table("friendships")
|
|
||||||
@@ -0,0 +1,36 @@
|
|||||||
|
"""add refresh_tokens table
|
||||||
|
|
||||||
|
Revision ID: 0003_add_refresh_tokens_table
|
||||||
|
Revises: 0002_add_date_of_birth_to_users
|
||||||
|
Create Date: 2025-07-25 00:00:00.000000
|
||||||
|
|
||||||
|
"""
|
||||||
|
from typing import Sequence, Union
|
||||||
|
|
||||||
|
from alembic import op
|
||||||
|
import sqlalchemy as sa
|
||||||
|
|
||||||
|
# revision identifiers, used by Alembic.
|
||||||
|
revision: str = "0003_add_refresh_tokens_table"
|
||||||
|
down_revision: Union[str, None] = "0002_add_date_of_birth_to_users"
|
||||||
|
branch_labels: Union[str, Sequence[str], None] = None
|
||||||
|
depends_on: Union[str, Sequence[str], None] = None
|
||||||
|
|
||||||
|
|
||||||
|
def upgrade() -> None:
|
||||||
|
"""Create the refresh_tokens table."""
|
||||||
|
op.create_table(
|
||||||
|
"refresh_tokens",
|
||||||
|
sa.Column("id", sa.String(36), primary_key=True),
|
||||||
|
sa.Column("user_id", sa.Integer(), sa.ForeignKey("users.id", ondelete="CASCADE"), nullable=False),
|
||||||
|
sa.Column("token", sa.String(512), unique=True, index=True, nullable=False),
|
||||||
|
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
|
||||||
|
sa.Column("is_active", sa.Boolean(), server_default=sa.text("true"), nullable=False),
|
||||||
|
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
||||||
|
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
def downgrade() -> None:
|
||||||
|
"""Drop the refresh_tokens table."""
|
||||||
|
op.drop_table("refresh_tokens")
|
||||||
+80
-5
@@ -1,10 +1,56 @@
|
|||||||
"""Application configuration via pydantic-settings."""
|
"""Application configuration via pydantic-settings."""
|
||||||
|
|
||||||
from functools import lru_cache
|
from functools import lru_cache
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
from cryptography.hazmat.primitives.asymmetric.rsa import (
|
||||||
|
RSAPrivateKey,
|
||||||
|
RSAPublicKey,
|
||||||
|
generate_private_key,
|
||||||
|
)
|
||||||
|
from cryptography.hazmat.primitives.serialization import (
|
||||||
|
Encoding,
|
||||||
|
NoEncryption,
|
||||||
|
PrivateFormat,
|
||||||
|
PublicFormat,
|
||||||
|
load_pem_private_key,
|
||||||
|
load_pem_public_key,
|
||||||
|
)
|
||||||
from pydantic_settings import BaseSettings, SettingsConfigDict
|
from pydantic_settings import BaseSettings, SettingsConfigDict
|
||||||
|
|
||||||
|
|
||||||
|
def _load_or_generate_rsa_keys(key_dir: Path) -> tuple[bytes, bytes]:
|
||||||
|
"""Load existing RSA keys or generate a new pair.
|
||||||
|
|
||||||
|
Keys are stored as PEM files in *key_dir*. The directory is created
|
||||||
|
if it does not exist. Files are named ``private.pem`` and
|
||||||
|
``public.pem`` and are **not** committed to git.
|
||||||
|
"""
|
||||||
|
private_path = key_dir / "private.pem"
|
||||||
|
public_path = key_dir / "public.pem"
|
||||||
|
|
||||||
|
if private_path.exists() and public_path.exists():
|
||||||
|
private_pem = private_path.read_bytes()
|
||||||
|
public_pem = public_path.read_bytes()
|
||||||
|
else:
|
||||||
|
# Generate a new 2048-bit RSA key pair
|
||||||
|
private_key = generate_private_key(public_exponent=65537, key_size=2048)
|
||||||
|
private_pem = private_key.private_bytes(
|
||||||
|
Encoding.PEM,
|
||||||
|
PrivateFormat.PKCS8,
|
||||||
|
NoEncryption(),
|
||||||
|
)
|
||||||
|
public_pem = private_key.public_key().public_bytes(
|
||||||
|
Encoding.PEM,
|
||||||
|
PublicFormat.SubjectPublicKeyInfo,
|
||||||
|
)
|
||||||
|
key_dir.mkdir(parents=True, exist_ok=True)
|
||||||
|
private_path.write_bytes(private_pem)
|
||||||
|
public_path.write_bytes(public_pem)
|
||||||
|
|
||||||
|
return private_pem, public_pem
|
||||||
|
|
||||||
|
|
||||||
class Settings(BaseSettings):
|
class Settings(BaseSettings):
|
||||||
# App
|
# App
|
||||||
APP_NAME: str = "AGP Backend"
|
APP_NAME: str = "AGP Backend"
|
||||||
@@ -18,11 +64,13 @@ class Settings(BaseSettings):
|
|||||||
REDIS_URL: str = "redis://localhost:6379/0"
|
REDIS_URL: str = "redis://localhost:6379/0"
|
||||||
|
|
||||||
# JWT / Auth
|
# JWT / Auth
|
||||||
# NOTE: production must override SECRET_KEY with a secure random value
|
ALGORITHM: str = "RS256"
|
||||||
# (e.g. `python -c "import secrets; print(secrets.token_urlsafe(32))"`)
|
ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
|
||||||
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
REFRESH_TOKEN_EXPIRE_DAYS: int = 30
|
||||||
ALGORITHM: str = "HS256"
|
|
||||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
# RS256 key storage. Defaults to a directory outside the repo so the
|
||||||
|
# generated keypair is never accidentally committed.
|
||||||
|
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
|
||||||
|
|
||||||
# CORS
|
# CORS
|
||||||
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
||||||
@@ -30,6 +78,7 @@ class Settings(BaseSettings):
|
|||||||
# File uploads
|
# File uploads
|
||||||
UPLOAD_DIR: str = "uploads"
|
UPLOAD_DIR: str = "uploads"
|
||||||
MAX_UPLOAD_SIZE_MB: int = 100
|
MAX_UPLOAD_SIZE_MB: int = 100
|
||||||
|
GLTF_MAX_FILE_SIZE_MB: int = 200
|
||||||
|
|
||||||
model_config = SettingsConfigDict(
|
model_config = SettingsConfigDict(
|
||||||
env_file=".env",
|
env_file=".env",
|
||||||
@@ -41,6 +90,32 @@ class Settings(BaseSettings):
|
|||||||
def cors_origins_list(self) -> list[str]:
|
def cors_origins_list(self) -> list[str]:
|
||||||
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
||||||
|
|
||||||
|
@property
|
||||||
|
def rsa_key_dir(self) -> Path:
|
||||||
|
return Path(self.RSA_KEY_DIR)
|
||||||
|
|
||||||
|
@property
|
||||||
|
def private_pem(self) -> bytes:
|
||||||
|
"""Return the private key PEM bytes (loads/generates on first call)."""
|
||||||
|
private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
|
||||||
|
return private_pem
|
||||||
|
|
||||||
|
@property
|
||||||
|
def public_pem(self) -> bytes:
|
||||||
|
"""Return the public key PEM bytes (loads/generates on first call)."""
|
||||||
|
_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
|
||||||
|
return public_pem
|
||||||
|
|
||||||
|
@property
|
||||||
|
def private_key(self) -> RSAPrivateKey:
|
||||||
|
"""Return the deserialized RSA private key object."""
|
||||||
|
return load_pem_private_key(self.private_pem, password=None)
|
||||||
|
|
||||||
|
@property
|
||||||
|
def public_key(self) -> RSAPublicKey:
|
||||||
|
"""Return the deserialized RSA public key object."""
|
||||||
|
return load_pem_public_key(self.public_pem)
|
||||||
|
|
||||||
|
|
||||||
@lru_cache()
|
@lru_cache()
|
||||||
def get_settings() -> Settings:
|
def get_settings() -> Settings:
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ async def get_current_user(
|
|||||||
)
|
)
|
||||||
try:
|
try:
|
||||||
payload = jwt.decode(
|
payload = jwt.decode(
|
||||||
token, settings.SECRET_KEY, algorithms=[settings.ALGORITHM]
|
token, settings.public_pem, algorithms=[settings.ALGORITHM]
|
||||||
)
|
)
|
||||||
user_id: str | None = payload.get("sub")
|
user_id: str | None = payload.get("sub")
|
||||||
if user_id is None:
|
if user_id is None:
|
||||||
|
|||||||
@@ -2,17 +2,5 @@ from app.models.user import User
|
|||||||
from app.models.session import Session
|
from app.models.session import Session
|
||||||
from app.models.world import World
|
from app.models.world import World
|
||||||
from app.models.asset import Asset
|
from app.models.asset import Asset
|
||||||
from app.models.friendship import Friendship, FriendshipStatus
|
|
||||||
from app.models.follow import Follow
|
|
||||||
from app.models.block import Block
|
|
||||||
|
|
||||||
__all__ = [
|
__all__ = ["User", "Session", "World", "Asset"]
|
||||||
"User",
|
|
||||||
"Session",
|
|
||||||
"World",
|
|
||||||
"Asset",
|
|
||||||
"Friendship",
|
|
||||||
"FriendshipStatus",
|
|
||||||
"Follow",
|
|
||||||
"Block",
|
|
||||||
]
|
|
||||||
|
|||||||
@@ -1,48 +0,0 @@
|
|||||||
"""Block model: a hard deny that also hides content and prevents DMs."""
|
|
||||||
|
|
||||||
from sqlalchemy import CheckConstraint, Column, DateTime, ForeignKey, Integer, UniqueConstraint
|
|
||||||
from sqlalchemy.orm import relationship
|
|
||||||
from sqlalchemy.sql import func
|
|
||||||
|
|
||||||
from app.database import Base
|
|
||||||
|
|
||||||
|
|
||||||
class Block(Base):
|
|
||||||
__tablename__ = "blocks"
|
|
||||||
__table_args__ = (
|
|
||||||
UniqueConstraint(
|
|
||||||
"blocker_id",
|
|
||||||
"blocked_id",
|
|
||||||
name="uq_blocks_pair",
|
|
||||||
),
|
|
||||||
CheckConstraint(
|
|
||||||
"blocker_id <> blocked_id",
|
|
||||||
name="ck_blocks_no_self",
|
|
||||||
),
|
|
||||||
)
|
|
||||||
|
|
||||||
id = Column(Integer, primary_key=True, index=True)
|
|
||||||
blocker_id = Column(
|
|
||||||
Integer,
|
|
||||||
ForeignKey("users.id", ondelete="CASCADE"),
|
|
||||||
nullable=False,
|
|
||||||
index=True,
|
|
||||||
)
|
|
||||||
blocked_id = Column(
|
|
||||||
Integer,
|
|
||||||
ForeignKey("users.id", ondelete="CASCADE"),
|
|
||||||
nullable=False,
|
|
||||||
index=True,
|
|
||||||
)
|
|
||||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
|
||||||
|
|
||||||
blocker = relationship(
|
|
||||||
"User",
|
|
||||||
foreign_keys=[blocker_id],
|
|
||||||
back_populates="blocks_issued",
|
|
||||||
)
|
|
||||||
blocked = relationship(
|
|
||||||
"User",
|
|
||||||
foreign_keys=[blocked_id],
|
|
||||||
back_populates="blocks_received",
|
|
||||||
)
|
|
||||||
@@ -1,48 +0,0 @@
|
|||||||
"""Follow model: a one-way relationship requiring no approval."""
|
|
||||||
|
|
||||||
from sqlalchemy import CheckConstraint, Column, DateTime, ForeignKey, Integer, UniqueConstraint
|
|
||||||
from sqlalchemy.orm import relationship
|
|
||||||
from sqlalchemy.sql import func
|
|
||||||
|
|
||||||
from app.database import Base
|
|
||||||
|
|
||||||
|
|
||||||
class Follow(Base):
|
|
||||||
__tablename__ = "follows"
|
|
||||||
__table_args__ = (
|
|
||||||
UniqueConstraint(
|
|
||||||
"follower_id",
|
|
||||||
"followed_id",
|
|
||||||
name="uq_follows_pair",
|
|
||||||
),
|
|
||||||
CheckConstraint(
|
|
||||||
"follower_id <> followed_id",
|
|
||||||
name="ck_follows_no_self",
|
|
||||||
),
|
|
||||||
)
|
|
||||||
|
|
||||||
id = Column(Integer, primary_key=True, index=True)
|
|
||||||
follower_id = Column(
|
|
||||||
Integer,
|
|
||||||
ForeignKey("users.id", ondelete="CASCADE"),
|
|
||||||
nullable=False,
|
|
||||||
index=True,
|
|
||||||
)
|
|
||||||
followed_id = Column(
|
|
||||||
Integer,
|
|
||||||
ForeignKey("users.id", ondelete="CASCADE"),
|
|
||||||
nullable=False,
|
|
||||||
index=True,
|
|
||||||
)
|
|
||||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
|
||||||
|
|
||||||
follower = relationship(
|
|
||||||
"User",
|
|
||||||
foreign_keys=[follower_id],
|
|
||||||
back_populates="following",
|
|
||||||
)
|
|
||||||
followed = relationship(
|
|
||||||
"User",
|
|
||||||
foreign_keys=[followed_id],
|
|
||||||
back_populates="followers",
|
|
||||||
)
|
|
||||||
@@ -1,74 +0,0 @@
|
|||||||
"""Friendship model: a one-directional request that becomes mutual on accept."""
|
|
||||||
|
|
||||||
from sqlalchemy import (
|
|
||||||
CheckConstraint,
|
|
||||||
Column,
|
|
||||||
DateTime,
|
|
||||||
ForeignKey,
|
|
||||||
Integer,
|
|
||||||
String,
|
|
||||||
UniqueConstraint,
|
|
||||||
)
|
|
||||||
from sqlalchemy.orm import relationship
|
|
||||||
from sqlalchemy.sql import func
|
|
||||||
|
|
||||||
from app.database import Base
|
|
||||||
|
|
||||||
|
|
||||||
class FriendshipStatus:
|
|
||||||
"""String values for the friendship.status column."""
|
|
||||||
|
|
||||||
PENDING = "pending"
|
|
||||||
ACCEPTED = "accepted"
|
|
||||||
|
|
||||||
|
|
||||||
class Friendship(Base):
|
|
||||||
__tablename__ = "friendships"
|
|
||||||
__table_args__ = (
|
|
||||||
UniqueConstraint(
|
|
||||||
"requester_id",
|
|
||||||
"addressee_id",
|
|
||||||
name="uq_friendships_pair",
|
|
||||||
),
|
|
||||||
CheckConstraint(
|
|
||||||
"requester_id <> addressee_id",
|
|
||||||
name="ck_friendships_no_self",
|
|
||||||
),
|
|
||||||
CheckConstraint(
|
|
||||||
"status IN ('pending', 'accepted')",
|
|
||||||
name="ck_friendships_status",
|
|
||||||
),
|
|
||||||
)
|
|
||||||
|
|
||||||
id = Column(Integer, primary_key=True, index=True)
|
|
||||||
requester_id = Column(
|
|
||||||
Integer,
|
|
||||||
ForeignKey("users.id", ondelete="CASCADE"),
|
|
||||||
nullable=False,
|
|
||||||
index=True,
|
|
||||||
)
|
|
||||||
addressee_id = Column(
|
|
||||||
Integer,
|
|
||||||
ForeignKey("users.id", ondelete="CASCADE"),
|
|
||||||
nullable=False,
|
|
||||||
index=True,
|
|
||||||
)
|
|
||||||
status = Column(
|
|
||||||
String(20),
|
|
||||||
nullable=False,
|
|
||||||
default=FriendshipStatus.PENDING,
|
|
||||||
server_default=FriendshipStatus.PENDING,
|
|
||||||
)
|
|
||||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
|
||||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
|
||||||
|
|
||||||
requester = relationship(
|
|
||||||
"User",
|
|
||||||
foreign_keys=[requester_id],
|
|
||||||
back_populates="sent_friend_requests",
|
|
||||||
)
|
|
||||||
addressee = relationship(
|
|
||||||
"User",
|
|
||||||
foreign_keys=[addressee_id],
|
|
||||||
back_populates="received_friend_requests",
|
|
||||||
)
|
|
||||||
@@ -3,6 +3,7 @@ import uuid
|
|||||||
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
|
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
|
||||||
from sqlalchemy.orm import relationship
|
from sqlalchemy.orm import relationship
|
||||||
from sqlalchemy.sql import func
|
from sqlalchemy.sql import func
|
||||||
|
|
||||||
from app.database import Base
|
from app.database import Base
|
||||||
|
|
||||||
|
|
||||||
@@ -18,3 +19,23 @@ class Session(Base):
|
|||||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||||
|
|
||||||
user = relationship("User", back_populates="sessions")
|
user = relationship("User", back_populates="sessions")
|
||||||
|
|
||||||
|
|
||||||
|
class RefreshToken(Base):
|
||||||
|
__tablename__ = "refresh_tokens"
|
||||||
|
|
||||||
|
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
|
||||||
|
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||||
|
# RS256 JWTs are ~420+ chars; 512 is sufficient and matches the migration.
|
||||||
|
token = Column(String(512), unique=True, index=True, nullable=False)
|
||||||
|
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||||
|
is_active = Column(Boolean, nullable=False, default=True, server_default="true")
|
||||||
|
created_at = Column(DateTime(timezone=True), nullable=False, server_default=func.now())
|
||||||
|
updated_at = Column(
|
||||||
|
DateTime(timezone=True),
|
||||||
|
nullable=False,
|
||||||
|
server_default=func.now(),
|
||||||
|
onupdate=func.now(),
|
||||||
|
)
|
||||||
|
|
||||||
|
user = relationship("User", back_populates="refresh_tokens")
|
||||||
|
|||||||
+17
-38
@@ -1,4 +1,7 @@
|
|||||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime
|
from datetime import date
|
||||||
|
from typing import Optional
|
||||||
|
|
||||||
|
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
|
||||||
from sqlalchemy.orm import relationship
|
from sqlalchemy.orm import relationship
|
||||||
from sqlalchemy.sql import func
|
from sqlalchemy.sql import func
|
||||||
|
|
||||||
@@ -12,48 +15,24 @@ class User(Base):
|
|||||||
username = Column(String(50), unique=True, index=True, nullable=False)
|
username = Column(String(50), unique=True, index=True, nullable=False)
|
||||||
email = Column(String(120), unique=True, index=True, nullable=False)
|
email = Column(String(120), unique=True, index=True, nullable=False)
|
||||||
hashed_password = Column(String(255), nullable=False)
|
hashed_password = Column(String(255), nullable=False)
|
||||||
|
date_of_birth = Column(Date, nullable=True)
|
||||||
is_active = Column(Boolean, default=True)
|
is_active = Column(Boolean, default=True)
|
||||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||||
|
|
||||||
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
|
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
|
||||||
|
refresh_tokens = relationship("RefreshToken", back_populates="user", cascade="all, delete-orphan")
|
||||||
worlds = relationship("World", back_populates="owner")
|
worlds = relationship("World", back_populates="owner")
|
||||||
assets = relationship("Asset", back_populates="owner")
|
assets = relationship("Asset", back_populates="owner")
|
||||||
|
|
||||||
# Social graph
|
@property
|
||||||
sent_friend_requests = relationship(
|
def is_adult(self) -> bool:
|
||||||
"Friendship",
|
"""Return True if the user is 18 or older based on date_of_birth."""
|
||||||
foreign_keys="Friendship.requester_id",
|
if self.date_of_birth is None:
|
||||||
back_populates="requester",
|
return False
|
||||||
cascade="all, delete-orphan",
|
today = date.today()
|
||||||
)
|
age = today.year - self.date_of_birth.year
|
||||||
received_friend_requests = relationship(
|
# Adjust if birthday hasn't occurred yet this year
|
||||||
"Friendship",
|
if (today.month, today.day) < (self.date_of_birth.month, self.date_of_birth.day):
|
||||||
foreign_keys="Friendship.addressee_id",
|
age -= 1
|
||||||
back_populates="addressee",
|
return age >= 18
|
||||||
cascade="all, delete-orphan",
|
|
||||||
)
|
|
||||||
following = relationship(
|
|
||||||
"Follow",
|
|
||||||
foreign_keys="Follow.follower_id",
|
|
||||||
back_populates="follower",
|
|
||||||
cascade="all, delete-orphan",
|
|
||||||
)
|
|
||||||
followers = relationship(
|
|
||||||
"Follow",
|
|
||||||
foreign_keys="Follow.followed_id",
|
|
||||||
back_populates="followed",
|
|
||||||
cascade="all, delete-orphan",
|
|
||||||
)
|
|
||||||
blocks_issued = relationship(
|
|
||||||
"Block",
|
|
||||||
foreign_keys="Block.blocker_id",
|
|
||||||
back_populates="blocker",
|
|
||||||
cascade="all, delete-orphan",
|
|
||||||
)
|
|
||||||
blocks_received = relationship(
|
|
||||||
"Block",
|
|
||||||
foreign_keys="Block.blocked_id",
|
|
||||||
back_populates="blocked",
|
|
||||||
cascade="all, delete-orphan",
|
|
||||||
)
|
|
||||||
|
|||||||
@@ -21,7 +21,12 @@ class World(Base):
|
|||||||
description = Column(Text, nullable=True)
|
description = Column(Text, nullable=True)
|
||||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||||
visibility = Column(
|
visibility = Column(
|
||||||
ENUM(WorldVisibility, name="world_visibility", create_type=False),
|
ENUM(
|
||||||
|
WorldVisibility,
|
||||||
|
name="world_visibility",
|
||||||
|
create_type=False,
|
||||||
|
values_callable=lambda enum_cls: [e.value for e in enum_cls],
|
||||||
|
),
|
||||||
default=WorldVisibility.PUBLIC,
|
default=WorldVisibility.PUBLIC,
|
||||||
)
|
)
|
||||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
"""Asset management router."""
|
"""Asset management router."""
|
||||||
|
|
||||||
|
import json
|
||||||
import os
|
import os
|
||||||
from pathlib import Path
|
from pathlib import Path
|
||||||
from typing import Optional
|
from typing import Optional
|
||||||
@@ -13,6 +14,7 @@ from app.database import get_db
|
|||||||
from app.dependencies import CurrentUser
|
from app.dependencies import CurrentUser
|
||||||
from app.models.asset import Asset, AssetType
|
from app.models.asset import Asset, AssetType
|
||||||
from app.models.world import World
|
from app.models.world import World
|
||||||
|
from app.services import gltf as gltf_service
|
||||||
from pydantic import BaseModel, Field
|
from pydantic import BaseModel, Field
|
||||||
|
|
||||||
router = APIRouter()
|
router = APIRouter()
|
||||||
@@ -64,6 +66,14 @@ def _sanitize_filename(filename: str) -> str:
|
|||||||
return safe or "file"
|
return safe or "file"
|
||||||
|
|
||||||
|
|
||||||
|
def _detect_asset_type(filename: Optional[str], content: bytes) -> AssetType:
|
||||||
|
"""Detect the asset type from filename and content."""
|
||||||
|
if filename and gltf_service.looks_like_gltf(content, filename):
|
||||||
|
return AssetType.MODEL_3D
|
||||||
|
# Fallback: let the caller decide based on mime_type or default.
|
||||||
|
return AssetType.OTHER
|
||||||
|
|
||||||
|
|
||||||
# --- Endpoints ---
|
# --- Endpoints ---
|
||||||
|
|
||||||
@router.post("/", response_model=AssetResponse, status_code=201)
|
@router.post("/", response_model=AssetResponse, status_code=201)
|
||||||
@@ -183,10 +193,16 @@ async def upload_asset_file(
|
|||||||
# Sanitize filename to prevent path traversal.
|
# Sanitize filename to prevent path traversal.
|
||||||
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
|
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
|
||||||
|
|
||||||
# Validate file size against configured maximum.
|
# Read the file content.
|
||||||
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
|
|
||||||
content = await file.read()
|
content = await file.read()
|
||||||
file_size = len(content)
|
file_size = len(content)
|
||||||
|
|
||||||
|
# Determine which size limit to apply.
|
||||||
|
if gltf_service.looks_like_gltf(content, file.filename):
|
||||||
|
max_bytes = settings.GLTF_MAX_FILE_SIZE_MB * 1024 * 1024
|
||||||
|
else:
|
||||||
|
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
|
||||||
|
|
||||||
if file_size > max_bytes:
|
if file_size > max_bytes:
|
||||||
raise HTTPException(
|
raise HTTPException(
|
||||||
status_code=413,
|
status_code=413,
|
||||||
@@ -200,10 +216,28 @@ async def upload_asset_file(
|
|||||||
file_path = upload_dir / stored_name
|
file_path = upload_dir / stored_name
|
||||||
file_path.write_bytes(content)
|
file_path.write_bytes(content)
|
||||||
|
|
||||||
|
# Detect asset type from content/filename.
|
||||||
|
detected_type = _detect_asset_type(file.filename, content)
|
||||||
|
|
||||||
|
# Update asset record.
|
||||||
asset.file_path = str(file_path)
|
asset.file_path = str(file_path)
|
||||||
asset.mime_type = file.content_type
|
asset.mime_type = file.content_type
|
||||||
asset.file_size = file_size
|
asset.file_size = file_size
|
||||||
|
|
||||||
|
# If this is a glTF file, extract and store metadata.
|
||||||
|
if detected_type == AssetType.MODEL_3D:
|
||||||
|
try:
|
||||||
|
metadata = gltf_service.extract_gltf_metadata(content)
|
||||||
|
asset.metadata_json = json.dumps(metadata)
|
||||||
|
# Also set the asset type to model_3d if it was auto-detected.
|
||||||
|
if asset.asset_type == AssetType.OTHER:
|
||||||
|
asset.asset_type = AssetType.MODEL_3D
|
||||||
|
except ValueError as exc:
|
||||||
|
raise HTTPException(
|
||||||
|
status_code=400,
|
||||||
|
detail=f"Invalid glTF file: {exc}",
|
||||||
|
)
|
||||||
|
|
||||||
await db.commit()
|
await db.commit()
|
||||||
await db.refresh(asset)
|
await db.refresh(asset)
|
||||||
return asset
|
return asset
|
||||||
|
|||||||
+192
-12
@@ -1,20 +1,21 @@
|
|||||||
"""Authentication router - login, register, token refresh."""
|
"""Authentication router - login, register, token refresh."""
|
||||||
|
|
||||||
from datetime import datetime, timedelta, timezone
|
import uuid
|
||||||
|
from datetime import date, datetime, timedelta, timezone
|
||||||
|
|
||||||
from fastapi import APIRouter, Depends, HTTPException, status
|
from fastapi import APIRouter, Depends, HTTPException, status
|
||||||
from fastapi.security import OAuth2PasswordRequestForm
|
from fastapi.security import OAuth2PasswordRequestForm
|
||||||
from pydantic import BaseModel, EmailStr
|
from jose import JWTError, jwt
|
||||||
|
|
||||||
from jose import jwt
|
|
||||||
from passlib.context import CryptContext
|
from passlib.context import CryptContext
|
||||||
|
from pydantic import BaseModel, EmailStr
|
||||||
|
from sqlalchemy import select
|
||||||
|
from sqlalchemy.ext.asyncio import AsyncSession
|
||||||
|
|
||||||
from app.config import settings
|
from app.config import settings
|
||||||
from app.database import get_db
|
from app.database import get_db
|
||||||
from app.dependencies import CurrentUser
|
from app.dependencies import CurrentUser
|
||||||
|
from app.models.session import RefreshToken
|
||||||
from app.models.user import User
|
from app.models.user import User
|
||||||
from sqlalchemy.ext.asyncio import AsyncSession
|
|
||||||
from sqlalchemy import select
|
|
||||||
|
|
||||||
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
|
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
|
||||||
|
|
||||||
@@ -25,19 +26,27 @@ router = APIRouter()
|
|||||||
|
|
||||||
class TokenResponse(BaseModel):
|
class TokenResponse(BaseModel):
|
||||||
access_token: str
|
access_token: str
|
||||||
|
refresh_token: str
|
||||||
token_type: str = "bearer"
|
token_type: str = "bearer"
|
||||||
|
access_token_expires_minutes: int
|
||||||
|
|
||||||
|
|
||||||
|
class RefreshRequest(BaseModel):
|
||||||
|
refresh_token: str
|
||||||
|
|
||||||
|
|
||||||
class RegisterRequest(BaseModel):
|
class RegisterRequest(BaseModel):
|
||||||
username: str
|
username: str
|
||||||
email: EmailStr
|
email: EmailStr
|
||||||
password: str
|
password: str
|
||||||
|
over_18: bool # Simple boolean confirmation instead of date_of_birth
|
||||||
|
|
||||||
|
|
||||||
class UserResponse(BaseModel):
|
class UserResponse(BaseModel):
|
||||||
id: int
|
id: int
|
||||||
username: str
|
username: str
|
||||||
email: str
|
email: str
|
||||||
|
date_of_birth: str | None = None
|
||||||
is_active: bool
|
is_active: bool
|
||||||
created_at: datetime | None = None
|
created_at: datetime | None = None
|
||||||
|
|
||||||
@@ -47,12 +56,43 @@ class UserResponse(BaseModel):
|
|||||||
# --- Helpers ---
|
# --- Helpers ---
|
||||||
|
|
||||||
def _create_access_token(data: dict) -> str:
|
def _create_access_token(data: dict) -> str:
|
||||||
|
"""Create a signed access token using RS256.
|
||||||
|
|
||||||
|
Includes a unique ``jti`` claim so that concurrent/same-second calls
|
||||||
|
(e.g. back-to-back /refresh requests) still produce distinct tokens —
|
||||||
|
without it, two tokens minted for the same user within the same
|
||||||
|
second are byte-identical since ``sub``/``exp`` are the only claims.
|
||||||
|
"""
|
||||||
to_encode = data.copy()
|
to_encode = data.copy()
|
||||||
|
to_encode["jti"] = str(uuid.uuid4())
|
||||||
expire = datetime.now(timezone.utc) + timedelta(
|
expire = datetime.now(timezone.utc) + timedelta(
|
||||||
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||||
)
|
)
|
||||||
to_encode.update({"exp": expire})
|
to_encode.update({"exp": expire})
|
||||||
return jwt.encode(to_encode, settings.SECRET_KEY, algorithm=settings.ALGORITHM)
|
return jwt.encode(
|
||||||
|
to_encode,
|
||||||
|
settings.private_pem,
|
||||||
|
algorithm=settings.ALGORITHM,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
def _create_refresh_token(data: dict) -> str:
|
||||||
|
"""Create a signed refresh token using RS256.
|
||||||
|
|
||||||
|
Includes a unique ``jti`` claim so that concurrent calls produce
|
||||||
|
distinct tokens even when issued within the same second.
|
||||||
|
"""
|
||||||
|
to_encode = data.copy()
|
||||||
|
to_encode["jti"] = str(uuid.uuid4())
|
||||||
|
expire = datetime.now(timezone.utc) + timedelta(
|
||||||
|
days=settings.REFRESH_TOKEN_EXPIRE_DAYS
|
||||||
|
)
|
||||||
|
to_encode.update({"exp": expire})
|
||||||
|
return jwt.encode(
|
||||||
|
to_encode,
|
||||||
|
settings.private_pem,
|
||||||
|
algorithm=settings.ALGORITHM,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
def verify_password(plain_password: str, hashed_password: str) -> bool:
|
def verify_password(plain_password: str, hashed_password: str) -> bool:
|
||||||
@@ -65,11 +105,64 @@ def hash_password(password: str) -> str:
|
|||||||
return pwd_context.hash(password)
|
return pwd_context.hash(password)
|
||||||
|
|
||||||
|
|
||||||
|
def calculate_age(birth_date: date, today: date | None = None) -> int:
|
||||||
|
"""Calculate age in years from a birth date.
|
||||||
|
|
||||||
|
Not called by /register anymore (that endpoint now just trusts the
|
||||||
|
client's over_18 boolean, see RegisterRequest) -- kept as a real,
|
||||||
|
tested utility since date-of-birth storage/verification is coming
|
||||||
|
back in a future pass (real age math, not just a client-side claim,
|
||||||
|
the user explicitly wants to revisit this design). Removing it broke
|
||||||
|
backend/tests/test_auth_age_gate.py's collection entirely (ImportError
|
||||||
|
on `from app.routers.auth import calculate_age`) for zero benefit --
|
||||||
|
restoring it is the lower-risk path over rewriting or deleting 17
|
||||||
|
tests for logic this codebase will need again.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
birth_date: The person's date of birth.
|
||||||
|
today: The reference date. Defaults to today's date (UTC).
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Age in whole years as of the reference date.
|
||||||
|
"""
|
||||||
|
if today is None:
|
||||||
|
today = datetime.now(timezone.utc).date()
|
||||||
|
|
||||||
|
age = today.year - birth_date.year
|
||||||
|
# Adjust if birthday hasn't occurred yet this year
|
||||||
|
if (today.month, today.day) < (birth_date.month, birth_date.day):
|
||||||
|
age -= 1
|
||||||
|
return age
|
||||||
|
|
||||||
|
|
||||||
|
def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
|
||||||
|
"""Create and persist a refresh token for the given user."""
|
||||||
|
refresh_token_value = _create_refresh_token({"sub": str(user_id)})
|
||||||
|
refresh_token_record = RefreshToken(
|
||||||
|
id=str(uuid.uuid4()),
|
||||||
|
user_id=user_id,
|
||||||
|
token=refresh_token_value,
|
||||||
|
expires_at=datetime.now(timezone.utc)
|
||||||
|
+ timedelta(days=settings.REFRESH_TOKEN_EXPIRE_DAYS),
|
||||||
|
)
|
||||||
|
db.add(refresh_token_record)
|
||||||
|
return refresh_token_value
|
||||||
|
|
||||||
|
|
||||||
# --- Endpoints ---
|
# --- Endpoints ---
|
||||||
|
|
||||||
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
|
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
|
||||||
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
||||||
"""Register a new user and return an access token."""
|
"""Register a new user and return access + refresh tokens.
|
||||||
|
|
||||||
|
Requires over_18 boolean confirmation; rejects users who are not 18+.
|
||||||
|
"""
|
||||||
|
if not req.over_18:
|
||||||
|
raise HTTPException(
|
||||||
|
status_code=status.HTTP_400_BAD_REQUEST,
|
||||||
|
detail="Must be 18 or older to register",
|
||||||
|
)
|
||||||
|
|
||||||
# Check if username already exists
|
# Check if username already exists
|
||||||
result = await db.execute(select(User).where(User.username == req.username))
|
result = await db.execute(select(User).where(User.username == req.username))
|
||||||
if result.scalar_one_or_none():
|
if result.scalar_one_or_none():
|
||||||
@@ -90,18 +183,29 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
|||||||
username=req.username,
|
username=req.username,
|
||||||
email=req.email,
|
email=req.email,
|
||||||
hashed_password=hash_password(req.password),
|
hashed_password=hash_password(req.password),
|
||||||
|
date_of_birth=None, # No longer collecting DOB
|
||||||
)
|
)
|
||||||
db.add(user)
|
db.add(user)
|
||||||
await db.commit()
|
await db.flush() # flush to get user.id before creating refresh token
|
||||||
await db.refresh(user)
|
await db.refresh(user)
|
||||||
|
|
||||||
|
# Create access token
|
||||||
access_token = _create_access_token({"sub": str(user.id)})
|
access_token = _create_access_token({"sub": str(user.id)})
|
||||||
return TokenResponse(access_token=access_token)
|
|
||||||
|
# Create and persist refresh token
|
||||||
|
refresh_token_value = _issue_refresh_token(user.id, db)
|
||||||
|
await db.commit()
|
||||||
|
|
||||||
|
return TokenResponse(
|
||||||
|
access_token=access_token,
|
||||||
|
refresh_token=refresh_token_value,
|
||||||
|
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
@router.post("/login", response_model=TokenResponse)
|
@router.post("/login", response_model=TokenResponse)
|
||||||
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
|
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
|
||||||
"""Authenticate user and return an access token.
|
"""Authenticate user and return access + refresh tokens.
|
||||||
|
|
||||||
Accepts form-encoded credentials (username/password) as expected by
|
Accepts form-encoded credentials (username/password) as expected by
|
||||||
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
|
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
|
||||||
@@ -121,8 +225,84 @@ async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession =
|
|||||||
detail="User account is inactive",
|
detail="User account is inactive",
|
||||||
)
|
)
|
||||||
|
|
||||||
|
# Create access token
|
||||||
access_token = _create_access_token({"sub": str(user.id)})
|
access_token = _create_access_token({"sub": str(user.id)})
|
||||||
return TokenResponse(access_token=access_token)
|
|
||||||
|
# Create and persist refresh token
|
||||||
|
refresh_token_value = _issue_refresh_token(user.id, db)
|
||||||
|
await db.commit()
|
||||||
|
|
||||||
|
return TokenResponse(
|
||||||
|
access_token=access_token,
|
||||||
|
refresh_token=refresh_token_value,
|
||||||
|
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@router.post("/refresh", response_model=TokenResponse)
|
||||||
|
async def refresh(req: RefreshRequest, db: AsyncSession = Depends(get_db)):
|
||||||
|
"""Exchange a valid refresh token for a new access token.
|
||||||
|
|
||||||
|
Validates the refresh token against the database:
|
||||||
|
- Must exist in the refresh_tokens table
|
||||||
|
- Must not be expired (expires_at > now)
|
||||||
|
- Must be active (is_active == true)
|
||||||
|
|
||||||
|
On success, returns a new access token. The refresh token itself is
|
||||||
|
NOT rotated (the client keeps using the same refresh token).
|
||||||
|
"""
|
||||||
|
credentials_exception = HTTPException(
|
||||||
|
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||||
|
detail="Invalid or expired refresh token",
|
||||||
|
)
|
||||||
|
|
||||||
|
# Step 1: Decode and validate the JWT signature/claims
|
||||||
|
try:
|
||||||
|
payload = jwt.decode(
|
||||||
|
req.refresh_token,
|
||||||
|
settings.public_pem,
|
||||||
|
algorithms=[settings.ALGORITHM],
|
||||||
|
)
|
||||||
|
except JWTError:
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
user_id_str: str | None = payload.get("sub")
|
||||||
|
if user_id_str is None:
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
try:
|
||||||
|
user_id = int(user_id_str)
|
||||||
|
except (ValueError, TypeError):
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
# Step 2: Look up the refresh token in the database
|
||||||
|
result = await db.execute(
|
||||||
|
select(RefreshToken).where(
|
||||||
|
RefreshToken.token == req.refresh_token,
|
||||||
|
RefreshToken.user_id == user_id,
|
||||||
|
)
|
||||||
|
)
|
||||||
|
stored_token = result.scalar_one_or_none()
|
||||||
|
|
||||||
|
if stored_token is None:
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
# Step 3: Check if the token is expired
|
||||||
|
if datetime.now(timezone.utc) >= stored_token.expires_at:
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
# Step 4: Check if the token is active
|
||||||
|
if not stored_token.is_active:
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
# Step 5: Issue a new access token
|
||||||
|
access_token = _create_access_token({"sub": str(user_id)})
|
||||||
|
|
||||||
|
return TokenResponse(
|
||||||
|
access_token=access_token,
|
||||||
|
refresh_token=req.refresh_token, # Return the same refresh token
|
||||||
|
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
@router.get("/me", response_model=UserResponse)
|
@router.get("/me", response_model=UserResponse)
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
"""Worlds router - CRUD for game worlds."""
|
"""Worlds router - CRUD for game worlds."""
|
||||||
|
|
||||||
|
from datetime import datetime
|
||||||
from typing import Annotated
|
from typing import Annotated
|
||||||
|
|
||||||
from fastapi import APIRouter, Depends, HTTPException, Query
|
from fastapi import APIRouter, Depends, HTTPException, Query
|
||||||
@@ -40,7 +41,7 @@ class WorldResponse(BaseModel):
|
|||||||
description: str | None
|
description: str | None
|
||||||
visibility: WorldVisibility
|
visibility: WorldVisibility
|
||||||
owner_id: int
|
owner_id: int
|
||||||
created_at: str | None = None
|
created_at: datetime | None = None
|
||||||
|
|
||||||
model_config = {"from_attributes": True}
|
model_config = {"from_attributes": True}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,197 @@
|
|||||||
|
"""Lightweight glTF / GLB metadata extraction.
|
||||||
|
|
||||||
|
This module intentionally avoids heavyweight dependencies such as trimesh or
|
||||||
|
pygltflib. For the metadata fields the asset upload pipeline needs (mesh and
|
||||||
|
vertex counts, animation presence, texture references, and the bounding box)
|
||||||
|
a small amount of glTF-specific parsing is sufficient and keeps the backend
|
||||||
|
dependency-free.
|
||||||
|
"""
|
||||||
|
|
||||||
|
from __future__ import annotations
|
||||||
|
|
||||||
|
import json
|
||||||
|
import struct
|
||||||
|
from typing import Any, Optional
|
||||||
|
|
||||||
|
# GLB binary header magic bytes ("glTF").
|
||||||
|
_GLB_MAGIC = b"glTF"
|
||||||
|
_GLB_MAGIC_INT = 0x46546C67 # b"glTF" interpreted as little-endian uint32
|
||||||
|
_GLB_JSON_CHUNK_TYPE = 0x4E4F534A # "JSON"
|
||||||
|
_GLB_BIN_CHUNK_TYPE = 0x004E4942 # "BIN\0"
|
||||||
|
|
||||||
|
# Whitespace allowed around a GLB JSON chunk. The spec pads with spaces (0x20),
|
||||||
|
# but be lenient with null bytes and other whitespace that real exporters emit.
|
||||||
|
_JSON_CHUNK_TRIM = b" \t\r\n\x00"
|
||||||
|
|
||||||
|
|
||||||
|
def looks_like_gltf(content: bytes, filename: Optional[str] = None) -> bool:
|
||||||
|
"""Return True when the bytes or filename indicate a glTF/GLB asset."""
|
||||||
|
if content.startswith(_GLB_MAGIC):
|
||||||
|
return True
|
||||||
|
|
||||||
|
if filename:
|
||||||
|
lowered = filename.lower()
|
||||||
|
if lowered.endswith(".gltf") or lowered.endswith(".glb"):
|
||||||
|
return True
|
||||||
|
|
||||||
|
# A bare JSON buffer (e.g. uploaded without an extension) that has the
|
||||||
|
# glTF asset marker is also a glTF file.
|
||||||
|
stripped = content.lstrip()
|
||||||
|
if stripped.startswith(b"{"):
|
||||||
|
try:
|
||||||
|
payload = json.loads(stripped.decode("utf-8"))
|
||||||
|
except (ValueError, UnicodeDecodeError):
|
||||||
|
return False
|
||||||
|
return isinstance(payload, dict) and "asset" in payload and "version" in payload.get("asset", {})
|
||||||
|
|
||||||
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
def _parse_glb(content: bytes) -> dict[str, Any]:
|
||||||
|
"""Parse the JSON chunk of a GLB binary container."""
|
||||||
|
if len(content) < 12:
|
||||||
|
raise ValueError("GLB file is too short")
|
||||||
|
|
||||||
|
magic, _version, _length = struct.unpack_from("<III", content, 0)
|
||||||
|
if magic != _GLB_MAGIC_INT:
|
||||||
|
raise ValueError("invalid GLB magic")
|
||||||
|
|
||||||
|
offset = 12
|
||||||
|
json_chunk: Optional[dict[str, Any]] = None
|
||||||
|
|
||||||
|
while offset + 8 <= len(content):
|
||||||
|
chunk_length, chunk_type = struct.unpack_from("<II", content, offset)
|
||||||
|
offset += 8
|
||||||
|
chunk_end = offset + chunk_length
|
||||||
|
if chunk_end > len(content):
|
||||||
|
raise ValueError("GLB chunk overruns file boundary")
|
||||||
|
|
||||||
|
chunk_data = content[offset:chunk_end]
|
||||||
|
if chunk_type == _GLB_JSON_CHUNK_TYPE:
|
||||||
|
try:
|
||||||
|
json_chunk = json.loads(chunk_data.strip(_JSON_CHUNK_TRIM).decode("utf-8"))
|
||||||
|
except (ValueError, UnicodeDecodeError) as exc:
|
||||||
|
raise ValueError(f"invalid GLB JSON chunk: {exc}") from exc
|
||||||
|
|
||||||
|
offset = chunk_end
|
||||||
|
|
||||||
|
if json_chunk is None:
|
||||||
|
raise ValueError("GLB file does not contain a JSON chunk")
|
||||||
|
|
||||||
|
return json_chunk
|
||||||
|
|
||||||
|
|
||||||
|
def _parse_gltf_json(content: bytes) -> dict[str, Any]:
|
||||||
|
"""Parse a plain .gltf JSON file."""
|
||||||
|
stripped = content.lstrip()
|
||||||
|
try:
|
||||||
|
payload = json.loads(stripped.decode("utf-8"))
|
||||||
|
except (ValueError, UnicodeDecodeError) as exc:
|
||||||
|
raise ValueError(f"invalid glTF JSON: {exc}") from exc
|
||||||
|
|
||||||
|
if not isinstance(payload, dict):
|
||||||
|
raise ValueError("glTF JSON root must be an object")
|
||||||
|
return payload
|
||||||
|
|
||||||
|
|
||||||
|
def _position_accessor_counts(gltf: dict[str, Any]) -> list[int]:
|
||||||
|
"""Return POSITION accessor counts for every mesh primitive."""
|
||||||
|
counts: list[int] = []
|
||||||
|
accessors = gltf.get("accessors", [])
|
||||||
|
for mesh in gltf.get("meshes", []):
|
||||||
|
for primitive in mesh.get("primitives", []):
|
||||||
|
attributes = primitive.get("attributes", {})
|
||||||
|
position_index = attributes.get("POSITION")
|
||||||
|
if position_index is None:
|
||||||
|
continue
|
||||||
|
try:
|
||||||
|
accessor = accessors[int(position_index)]
|
||||||
|
except (IndexError, TypeError, ValueError):
|
||||||
|
continue
|
||||||
|
count = accessor.get("count")
|
||||||
|
if isinstance(count, int):
|
||||||
|
counts.append(count)
|
||||||
|
return counts
|
||||||
|
|
||||||
|
|
||||||
|
def _position_bounds(gltf: dict[str, Any]) -> list[list[float]]:
|
||||||
|
"""Return min/max bounds for every POSITION accessor that declares them."""
|
||||||
|
bounds: list[list[float]] = []
|
||||||
|
accessors = gltf.get("accessors", [])
|
||||||
|
for mesh in gltf.get("meshes", []):
|
||||||
|
for primitive in mesh.get("primitives", []):
|
||||||
|
attributes = primitive.get("attributes", {})
|
||||||
|
position_index = attributes.get("POSITION")
|
||||||
|
if position_index is None:
|
||||||
|
continue
|
||||||
|
try:
|
||||||
|
accessor = accessors[int(position_index)]
|
||||||
|
except (IndexError, TypeError, ValueError):
|
||||||
|
continue
|
||||||
|
minimum = accessor.get("min")
|
||||||
|
maximum = accessor.get("max")
|
||||||
|
if isinstance(minimum, list) and isinstance(maximum, list):
|
||||||
|
bounds.append([float(x) for x in minimum])
|
||||||
|
bounds.append([float(x) for x in maximum])
|
||||||
|
return bounds
|
||||||
|
|
||||||
|
|
||||||
|
def _texture_refs(gltf: dict[str, Any]) -> list[str]:
|
||||||
|
"""Collect external texture source references from the image array."""
|
||||||
|
refs: list[str] = []
|
||||||
|
for index, image in enumerate(gltf.get("images", [])):
|
||||||
|
uri = image.get("uri")
|
||||||
|
if isinstance(uri, str) and not uri.startswith("data:"):
|
||||||
|
refs.append(uri)
|
||||||
|
continue
|
||||||
|
|
||||||
|
name = image.get("name")
|
||||||
|
if isinstance(name, str) and name:
|
||||||
|
refs.append(name)
|
||||||
|
continue
|
||||||
|
|
||||||
|
if isinstance(uri, str):
|
||||||
|
# Embedded data URI; keep a stable, non-huge reference.
|
||||||
|
refs.append(f"data:{index}")
|
||||||
|
continue
|
||||||
|
|
||||||
|
buffer_view = image.get("bufferView")
|
||||||
|
if buffer_view is not None:
|
||||||
|
refs.append(f"bufferView:{buffer_view}")
|
||||||
|
continue
|
||||||
|
|
||||||
|
refs.append(f"image:{index}")
|
||||||
|
|
||||||
|
return refs
|
||||||
|
|
||||||
|
|
||||||
|
def extract_gltf_metadata(content: bytes) -> dict[str, Any]:
|
||||||
|
"""Extract upload-relevant metadata from glTF/GLB bytes.
|
||||||
|
|
||||||
|
Raises ValueError for malformed glTF content. The returned dict contains:
|
||||||
|
mesh_count, vertex_count, has_animation, texture_refs,
|
||||||
|
bounding_box_min, bounding_box_max.
|
||||||
|
"""
|
||||||
|
if content.startswith(_GLB_MAGIC):
|
||||||
|
gltf = _parse_glb(content)
|
||||||
|
else:
|
||||||
|
gltf = _parse_gltf_json(content)
|
||||||
|
|
||||||
|
position_counts = _position_accessor_counts(gltf)
|
||||||
|
bounds = _position_bounds(gltf)
|
||||||
|
|
||||||
|
if bounds:
|
||||||
|
bounding_box_min = [min(axis) for axis in zip(*bounds[::2])]
|
||||||
|
bounding_box_max = [max(axis) for axis in zip(*bounds[1::2])]
|
||||||
|
else:
|
||||||
|
bounding_box_min = [0.0, 0.0, 0.0]
|
||||||
|
bounding_box_max = [0.0, 0.0, 0.0]
|
||||||
|
|
||||||
|
return {
|
||||||
|
"mesh_count": len(gltf.get("meshes", [])),
|
||||||
|
"vertex_count": sum(position_counts),
|
||||||
|
"has_animation": bool(gltf.get("animations")),
|
||||||
|
"texture_refs": _texture_refs(gltf),
|
||||||
|
"bounding_box_min": bounding_box_min,
|
||||||
|
"bounding_box_max": bounding_box_max,
|
||||||
|
}
|
||||||
@@ -8,7 +8,7 @@ services:
|
|||||||
POSTGRES_PASSWORD: agp_password
|
POSTGRES_PASSWORD: agp_password
|
||||||
POSTGRES_DB: agp_db
|
POSTGRES_DB: agp_db
|
||||||
ports:
|
ports:
|
||||||
- "5432:5432"
|
- "${POSTGRES_HOST_PORT:-5432}:5432"
|
||||||
volumes:
|
volumes:
|
||||||
- postgres_data:/var/lib/postgresql/data
|
- postgres_data:/var/lib/postgresql/data
|
||||||
healthcheck:
|
healthcheck:
|
||||||
@@ -20,7 +20,7 @@ services:
|
|||||||
redis:
|
redis:
|
||||||
image: redis:7-alpine
|
image: redis:7-alpine
|
||||||
ports:
|
ports:
|
||||||
- "6379:6379"
|
- "${REDIS_HOST_PORT:-6379}:6379"
|
||||||
volumes:
|
volumes:
|
||||||
- redis_data:/data
|
- redis_data:/data
|
||||||
healthcheck:
|
healthcheck:
|
||||||
|
|||||||
@@ -0,0 +1,3 @@
|
|||||||
|
[pytest]
|
||||||
|
asyncio_mode = auto
|
||||||
|
testpaths = tests
|
||||||
@@ -9,6 +9,14 @@ pydantic==2.10.3
|
|||||||
pydantic-settings==2.7.0
|
pydantic-settings==2.7.0
|
||||||
python-jose[cryptography]==3.3.0
|
python-jose[cryptography]==3.3.0
|
||||||
passlib[bcrypt]==1.7.4
|
passlib[bcrypt]==1.7.4
|
||||||
|
# passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
|
||||||
|
# backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed --
|
||||||
|
# hashing/verifying a password then raises "password cannot be longer than
|
||||||
|
# 72 bytes" (a misleading downstream symptom of the real AttributeError:
|
||||||
|
# module 'bcrypt' has no attribute '__about__') on every call. Without this
|
||||||
|
# pin, `pip install -r requirements.txt` silently grabs whatever the latest
|
||||||
|
# bcrypt is and breaks register/login outright. Pin below 4.1 explicitly.
|
||||||
|
bcrypt==4.0.1
|
||||||
python-multipart==0.0.20
|
python-multipart==0.0.20
|
||||||
email-validator==2.2.0
|
email-validator==2.2.0
|
||||||
httpx==0.28.1
|
httpx==0.28.1
|
||||||
|
|||||||
@@ -0,0 +1,38 @@
|
|||||||
|
"""Shared pytest fixtures.
|
||||||
|
|
||||||
|
The auth integration tests hit the *real* Postgres database (per
|
||||||
|
``DATABASE_URL``), so they persist data between runs. Without cleanup a
|
||||||
|
second run of the suite fails with 409 conflicts because the users it
|
||||||
|
registered on the first run already exist. The session-scoped fixture below
|
||||||
|
truncates all application tables once before the first test, making the suite
|
||||||
|
re-runnable.
|
||||||
|
|
||||||
|
Truncation order doesn't strictly matter because ``CASCADE`` follows foreign
|
||||||
|
keys, but the tables are listed explicitly for clarity.
|
||||||
|
"""
|
||||||
|
|
||||||
|
import asyncio
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
from sqlalchemy import text
|
||||||
|
from sqlalchemy.ext.asyncio import create_async_engine
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
|
|
||||||
|
TEST_TABLES = ("assets", "worlds", "sessions", "refresh_tokens", "users")
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.fixture(scope="session", autouse=True)
|
||||||
|
def _reset_database():
|
||||||
|
"""Truncate all application tables once per test session."""
|
||||||
|
|
||||||
|
async def _truncate() -> None:
|
||||||
|
engine = create_async_engine(settings.DATABASE_URL)
|
||||||
|
async with engine.begin() as conn:
|
||||||
|
await conn.execute(
|
||||||
|
text(f"TRUNCATE TABLE {', '.join(TEST_TABLES)} CASCADE")
|
||||||
|
)
|
||||||
|
await engine.dispose()
|
||||||
|
|
||||||
|
asyncio.run(_truncate())
|
||||||
|
yield
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
"""Tests for the 18+ age gate on user registration."""
|
||||||
|
|
||||||
|
from datetime import date, timedelta
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
|
||||||
|
from app.routers.auth import calculate_age
|
||||||
|
|
||||||
|
|
||||||
|
class TestCalculateAge:
|
||||||
|
"""Unit tests for the calculate_age helper."""
|
||||||
|
|
||||||
|
def test_exactly_18(self):
|
||||||
|
"""A person born exactly 18 years ago today is 18."""
|
||||||
|
today = date(2025, 6, 15)
|
||||||
|
dob = today.replace(year=today.year - 18)
|
||||||
|
assert calculate_age(dob, today=today) == 18
|
||||||
|
|
||||||
|
def test_just_turned_18(self):
|
||||||
|
"""A person who turned 18 yesterday is 18."""
|
||||||
|
today = date(2025, 6, 15)
|
||||||
|
dob = today.replace(year=today.year - 18) - timedelta(days=1)
|
||||||
|
assert calculate_age(dob, today=today) == 18
|
||||||
|
|
||||||
|
def test_one_day_short_of_18(self):
|
||||||
|
"""A person born one day after their 18th birthday is 17."""
|
||||||
|
today = date(2025, 6, 15)
|
||||||
|
dob = today.replace(year=today.year - 18) + timedelta(days=1)
|
||||||
|
assert calculate_age(dob, today=today) == 17
|
||||||
|
|
||||||
|
def test_17_years_old(self):
|
||||||
|
"""A person who is 17 years old today is 17."""
|
||||||
|
today = date(2025, 6, 15)
|
||||||
|
dob = date(2008, 6, 15)
|
||||||
|
assert calculate_age(dob, today=today) == 17
|
||||||
|
|
||||||
|
def test_65_years_old(self):
|
||||||
|
"""A person who is 65 is correctly calculated."""
|
||||||
|
today = date(2025, 6, 15)
|
||||||
|
dob = today.replace(year=today.year - 65)
|
||||||
|
assert calculate_age(dob, today=today) == 65
|
||||||
|
|
||||||
|
def test_newborn(self):
|
||||||
|
"""A newborn is 0."""
|
||||||
|
today = date(2025, 6, 15)
|
||||||
|
dob = today
|
||||||
|
assert calculate_age(dob, today=today) == 0
|
||||||
|
|
||||||
|
def test_birthday_not_yet_this_year(self):
|
||||||
|
"""Person born Dec 31, 2000 — on Jan 1, 2025 they are still 24."""
|
||||||
|
dob = date(2000, 12, 31)
|
||||||
|
assert calculate_age(dob, today=date(2025, 1, 1)) == 24
|
||||||
|
|
||||||
|
def test_birthday_today(self):
|
||||||
|
"""Person born Dec 31, 2000 — on Dec 31, 2024 they turn 24."""
|
||||||
|
dob = date(2000, 12, 31)
|
||||||
|
assert calculate_age(dob, today=date(2024, 12, 31)) == 24
|
||||||
|
|
||||||
|
|
||||||
|
class TestRegisterRequestOver18Field:
|
||||||
|
"""Tests for RegisterRequest's over_18 field.
|
||||||
|
|
||||||
|
Replaces TestRegisterRequestDateValidation -- date_of_birth and its
|
||||||
|
field_validator were removed from RegisterRequest 2026-08-20 (interim
|
||||||
|
simplification: a plain client-side over_18 confirmation instead of
|
||||||
|
collecting/validating an actual date of birth; see calculate_age's
|
||||||
|
own docstring in app/routers/auth.py for why that function is still
|
||||||
|
here even though this endpoint no longer calls it). There's no date
|
||||||
|
format left to validate, so the equivalent coverage is just: the
|
||||||
|
field exists, is a real bool, and is required."""
|
||||||
|
|
||||||
|
def test_over_18_true_accepted(self):
|
||||||
|
from app.routers.auth import RegisterRequest
|
||||||
|
|
||||||
|
req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=True)
|
||||||
|
assert req.over_18 is True
|
||||||
|
|
||||||
|
def test_over_18_false_accepted(self):
|
||||||
|
"""False is a valid value at the schema level -- the endpoint,
|
||||||
|
not the schema, is what rejects it (see
|
||||||
|
TestRegister::test_register_rejects_not_over_18 in
|
||||||
|
test_auth_endpoints.py)."""
|
||||||
|
from app.routers.auth import RegisterRequest
|
||||||
|
|
||||||
|
req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=False)
|
||||||
|
assert req.over_18 is False
|
||||||
|
|
||||||
|
def test_over_18_missing_rejected(self):
|
||||||
|
"""over_18 has no default -- omitting it entirely is a validation error."""
|
||||||
|
from app.routers.auth import RegisterRequest
|
||||||
|
from pydantic import ValidationError
|
||||||
|
|
||||||
|
with pytest.raises(ValidationError):
|
||||||
|
RegisterRequest(username="u", email="u@example.com", password="p")
|
||||||
@@ -0,0 +1,259 @@
|
|||||||
|
"""Integration tests for the auth endpoints (register + login).
|
||||||
|
|
||||||
|
These tests hit the real FastAPI app against the real configured database
|
||||||
|
(DATABASE_URL -- Postgres via Alembic migrations in CI/dev, not an isolated
|
||||||
|
in-memory DB), so they exercise the full stack: Pydantic validation → DB →
|
||||||
|
JWT → response. Requires migrations already applied (alembic upgrade head)
|
||||||
|
before running.
|
||||||
|
"""
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
from fastapi.testclient import TestClient
|
||||||
|
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||||
|
from sqlalchemy.pool import NullPool
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
|
from app.main import app
|
||||||
|
from app.database import get_db
|
||||||
|
from app.routers.auth import pwd_context
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Test fixtures
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@pytest.fixture(autouse=True)
|
||||||
|
def _override_db():
|
||||||
|
"""Override get_db so the app uses a fresh session per test.
|
||||||
|
|
||||||
|
Deliberately does NOT reuse app.database's shared engine: FastAPI's
|
||||||
|
(sync) TestClient runs each request through anyio's blocking-portal
|
||||||
|
machinery, which can hand different requests different event loops.
|
||||||
|
asyncpg connections are bound to the loop they were created on, so
|
||||||
|
reusing one from the shared engine's connection pool across requests
|
||||||
|
raises "cannot perform operation: another operation is in progress" the
|
||||||
|
moment a test makes more than one request (register-then-login,
|
||||||
|
register-twice, etc.) -- confirmed this is the actual cause, not a bug
|
||||||
|
in the endpoints themselves. NullPool sidesteps it: every checkout is a
|
||||||
|
brand-new connection, never handed to a different loop than the one
|
||||||
|
that opened it.
|
||||||
|
"""
|
||||||
|
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||||
|
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
|
||||||
|
|
||||||
|
async def _get_db():
|
||||||
|
async_session = test_session_factory()
|
||||||
|
try:
|
||||||
|
yield async_session
|
||||||
|
await async_session.commit()
|
||||||
|
except Exception:
|
||||||
|
await async_session.rollback()
|
||||||
|
raise
|
||||||
|
finally:
|
||||||
|
await async_session.close()
|
||||||
|
|
||||||
|
app.dependency_overrides[get_db] = _get_db
|
||||||
|
yield
|
||||||
|
app.dependency_overrides.clear()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Register endpoint
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestRegister:
|
||||||
|
"""Tests for POST /api/auth/register."""
|
||||||
|
|
||||||
|
def test_register_success(self):
|
||||||
|
"""A valid registration returns 201 with a token."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "newuser",
|
||||||
|
"email": "new@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 201
|
||||||
|
data = resp.json()
|
||||||
|
assert "access_token" in data
|
||||||
|
assert data["token_type"] == "bearer"
|
||||||
|
|
||||||
|
def test_register_rejects_not_over_18(self):
|
||||||
|
"""over_18=false gets a 400 with a detail message.
|
||||||
|
|
||||||
|
The interim design (2026-08-20) trusts a client-side boolean
|
||||||
|
confirmation instead of collecting/validating an actual date of
|
||||||
|
birth -- this only checks that the flag is respected, not real
|
||||||
|
age math (there's no date to verify against anymore). Real DOB
|
||||||
|
collection/verification may come back in a future pass."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "kid",
|
||||||
|
"email": "kid@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": False,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 400
|
||||||
|
assert "18 or older" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_register_rejects_duplicate_username(self):
|
||||||
|
"""Registering the same username twice returns 409."""
|
||||||
|
client = TestClient(app)
|
||||||
|
# First registration
|
||||||
|
client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "duplicate",
|
||||||
|
"email": "dup1@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
# Second registration with same username, different email
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "duplicate",
|
||||||
|
"email": "dup2@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 409
|
||||||
|
assert "Username already registered" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_register_rejects_duplicate_email(self):
|
||||||
|
"""Registering the same email twice returns 409."""
|
||||||
|
client = TestClient(app)
|
||||||
|
client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "user1",
|
||||||
|
"email": "same@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "user2",
|
||||||
|
"email": "same@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 409
|
||||||
|
assert "Email already registered" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_register_missing_over_18(self):
|
||||||
|
"""Missing the required over_18 field returns 422.
|
||||||
|
|
||||||
|
Replaces the old test_register_invalid_date_format -- there's no
|
||||||
|
date format to get wrong anymore (no date field at all), so the
|
||||||
|
closest equivalent "malformed request" case is the required
|
||||||
|
over_18 boolean being absent entirely."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "user",
|
||||||
|
"email": "user@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 422
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Login endpoint
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestLogin:
|
||||||
|
"""Tests for POST /api/auth/login."""
|
||||||
|
|
||||||
|
def _create_user(self, username: str, password: str, email: str = None):
|
||||||
|
"""Helper to create a user via register."""
|
||||||
|
client = TestClient(app)
|
||||||
|
if email is None:
|
||||||
|
email = f"{username}@example.com"
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": username,
|
||||||
|
"email": email,
|
||||||
|
"password": password,
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 201
|
||||||
|
return resp.json()["access_token"]
|
||||||
|
|
||||||
|
def test_login_success(self):
|
||||||
|
"""Correct credentials return a token."""
|
||||||
|
self._create_user("loginuser", "correctpass")
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/login",
|
||||||
|
data={"username": "loginuser", "password": "correctpass"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 200
|
||||||
|
data = resp.json()
|
||||||
|
assert "access_token" in data
|
||||||
|
assert data["token_type"] == "bearer"
|
||||||
|
|
||||||
|
def test_login_wrong_password(self):
|
||||||
|
"""Wrong password returns 401."""
|
||||||
|
# Distinct username from test_login_success -- there's no per-test
|
||||||
|
# DB rollback/isolation here (real Postgres via the app's own
|
||||||
|
# dependency-overridden session), so reusing "loginuser" collided
|
||||||
|
# with the user that test already created (409 on register instead
|
||||||
|
# of the intended 401-on-login assertion this test is actually for).
|
||||||
|
self._create_user("loginuser_wrongpass", "correctpass")
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/login",
|
||||||
|
data={"username": "loginuser_wrongpass", "password": "wrongpass"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 401
|
||||||
|
assert "Incorrect username or password" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_login_nonexistent_user(self):
|
||||||
|
"""Non-existent user returns 401 (not 404)."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/login",
|
||||||
|
data={"username": "nobody", "password": "any"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 401
|
||||||
|
assert "Incorrect username or password" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_login_accepts_form_encoded(self):
|
||||||
|
"""Login accepts application/x-www-form-urlencoded (OAuth2)."""
|
||||||
|
self._create_user("formuser", "formpass")
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/login",
|
||||||
|
data={"username": "formuser", "password": "formpass"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 200
|
||||||
|
assert "access_token" in resp.json()
|
||||||
|
|
||||||
|
def test_login_token_is_valid_jwt(self):
|
||||||
|
"""The returned token is a valid JWT that can be decoded."""
|
||||||
|
self._create_user("jwttoken", "jwt123")
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/login",
|
||||||
|
data={"username": "jwttoken", "password": "jwt123"},
|
||||||
|
)
|
||||||
|
token = resp.json()["access_token"]
|
||||||
|
# Verify it's a 3-part JWT
|
||||||
|
parts = token.split(".")
|
||||||
|
assert len(parts) == 3
|
||||||
@@ -0,0 +1,171 @@
|
|||||||
|
"""Tests for expired-token rejection across auth endpoints.
|
||||||
|
|
||||||
|
Covers two distinct expiry paths:
|
||||||
|
|
||||||
|
1. An *access* JWT whose ``exp`` claim is in the past must be rejected
|
||||||
|
with 401 by ``GET /api/auth/me`` (jose's built-in ``exp`` validation).
|
||||||
|
2. A *refresh* token whose persisted ``expires_at`` is in the past must be
|
||||||
|
rejected with 401 by ``POST /api/auth/refresh`` even though its JWT
|
||||||
|
signature is still valid.
|
||||||
|
|
||||||
|
Requires migrations already applied (alembic upgrade head) before running.
|
||||||
|
"""
|
||||||
|
|
||||||
|
import asyncio
|
||||||
|
from datetime import datetime, timedelta, timezone
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
from fastapi.testclient import TestClient
|
||||||
|
from jose import jwt
|
||||||
|
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||||
|
from sqlalchemy.pool import NullPool
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
|
from app.main import app
|
||||||
|
from app.database import get_db
|
||||||
|
from app.models.session import RefreshToken
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Test fixtures
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@pytest.fixture(autouse=True)
|
||||||
|
def _override_db():
|
||||||
|
"""Override get_db so the app uses a fresh session per test."""
|
||||||
|
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||||
|
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
|
||||||
|
|
||||||
|
async def _get_db():
|
||||||
|
async_session = test_session_factory()
|
||||||
|
try:
|
||||||
|
yield async_session
|
||||||
|
await async_session.commit()
|
||||||
|
except Exception:
|
||||||
|
await async_session.rollback()
|
||||||
|
raise
|
||||||
|
finally:
|
||||||
|
await async_session.close()
|
||||||
|
|
||||||
|
app.dependency_overrides[get_db] = _get_db
|
||||||
|
yield
|
||||||
|
app.dependency_overrides.clear()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Helpers
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
def _mint_access_token(exp: datetime) -> str:
|
||||||
|
"""Mint an RS256 access token with an explicit ``exp`` claim."""
|
||||||
|
return jwt.encode(
|
||||||
|
{"sub": "1", "exp": exp},
|
||||||
|
settings.private_pem,
|
||||||
|
algorithm=settings.ALGORITHM,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
def _expire_refresh_token_in_db(token: str) -> None:
|
||||||
|
"""Set the persisted refresh token's ``expires_at`` into the past."""
|
||||||
|
|
||||||
|
async def _do():
|
||||||
|
engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||||
|
session_factory = async_sessionmaker(engine, expire_on_commit=False)
|
||||||
|
async with session_factory() as session:
|
||||||
|
from sqlalchemy import update
|
||||||
|
|
||||||
|
await session.execute(
|
||||||
|
update(RefreshToken)
|
||||||
|
.where(RefreshToken.token == token)
|
||||||
|
.values(expires_at=datetime.now(timezone.utc) - timedelta(hours=1))
|
||||||
|
)
|
||||||
|
await session.commit()
|
||||||
|
await engine.dispose()
|
||||||
|
|
||||||
|
asyncio.run(_do())
|
||||||
|
|
||||||
|
|
||||||
|
def _register_user(client: TestClient, username: str) -> str:
|
||||||
|
"""Register a user and return its refresh token."""
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": username,
|
||||||
|
"email": f"{username}@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 201
|
||||||
|
return resp.json()["refresh_token"]
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Expired access token (GET /api/auth/me)
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestExpiredAccessToken:
|
||||||
|
def test_expired_access_token_is_rejected_by_me(self):
|
||||||
|
"""An access JWT with a past exp claim returns 401 on /me."""
|
||||||
|
client = TestClient(app)
|
||||||
|
expired_token = _mint_access_token(
|
||||||
|
datetime.now(timezone.utc) - timedelta(minutes=5)
|
||||||
|
)
|
||||||
|
resp = client.get(
|
||||||
|
"/api/auth/me",
|
||||||
|
headers={"Authorization": f"Bearer {expired_token}"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 401
|
||||||
|
assert "Could not validate credentials" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_garbage_access_token_is_rejected_by_me(self):
|
||||||
|
"""A non-JWT bearer token returns 401 on /me."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.get(
|
||||||
|
"/api/auth/me",
|
||||||
|
headers={"Authorization": "Bearer not-a-real-jwt"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 401
|
||||||
|
|
||||||
|
def test_missing_bearer_token_returns_401(self):
|
||||||
|
"""No Authorization header at all returns 401 on /me."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.get("/api/auth/me")
|
||||||
|
assert resp.status_code == 401
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Expired refresh token (POST /api/auth/refresh)
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestExpiredRefreshToken:
|
||||||
|
def test_expired_refresh_token_is_rejected(self):
|
||||||
|
"""A refresh token whose DB expires_at is in the past returns 401."""
|
||||||
|
client = TestClient(app)
|
||||||
|
refresh_token = _register_user(client, "expired_rt_user")
|
||||||
|
|
||||||
|
# Force the persisted record to be expired while its JWT signature
|
||||||
|
# is still valid.
|
||||||
|
_expire_refresh_token_in_db(refresh_token)
|
||||||
|
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": refresh_token},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 401
|
||||||
|
assert "Invalid or expired refresh token" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_expired_refresh_token_jwt_is_rejected(self):
|
||||||
|
"""A refresh JWT with a past exp claim is rejected before DB lookup."""
|
||||||
|
client = TestClient(app)
|
||||||
|
expired_jwt = jwt.encode(
|
||||||
|
{"sub": "1", "exp": datetime.now(timezone.utc) - timedelta(minutes=5)},
|
||||||
|
settings.private_pem,
|
||||||
|
algorithm=settings.ALGORITHM,
|
||||||
|
)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": expired_jwt},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 401
|
||||||
|
assert "Invalid or expired refresh token" in resp.json()["detail"]
|
||||||
@@ -0,0 +1,220 @@
|
|||||||
|
"""Tests for the lightweight glTF metadata extraction service."""
|
||||||
|
|
||||||
|
import json
|
||||||
|
import struct
|
||||||
|
import pytest
|
||||||
|
|
||||||
|
from app.services.gltf import (
|
||||||
|
extract_gltf_metadata,
|
||||||
|
looks_like_gltf,
|
||||||
|
_parse_glb,
|
||||||
|
_parse_gltf_json,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Test data helpers
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
def _make_gltf_json(
|
||||||
|
meshes: int = 1,
|
||||||
|
vertices_per_mesh: int = 24,
|
||||||
|
has_animations: bool = False,
|
||||||
|
images: list[dict] | None = None,
|
||||||
|
) -> dict:
|
||||||
|
"""Build a minimal glTF JSON structure."""
|
||||||
|
accessors = []
|
||||||
|
meshes_data = []
|
||||||
|
for i in range(meshes):
|
||||||
|
acc_index = len(accessors)
|
||||||
|
accessors.append({
|
||||||
|
"bufferView": 0,
|
||||||
|
"componentType": 5126, # FLOAT
|
||||||
|
"count": vertices_per_mesh,
|
||||||
|
"type": "VEC3",
|
||||||
|
"max": [1.0, 1.0, 1.0],
|
||||||
|
"min": [-1.0, -1.0, -1.0],
|
||||||
|
})
|
||||||
|
meshes_data.append({
|
||||||
|
"primitives": [{
|
||||||
|
"attributes": {"POSITION": acc_index},
|
||||||
|
}],
|
||||||
|
})
|
||||||
|
gltf = {
|
||||||
|
"asset": {"version": "2.0"},
|
||||||
|
"accessors": accessors,
|
||||||
|
"meshes": meshes_data,
|
||||||
|
}
|
||||||
|
if has_animations:
|
||||||
|
gltf["animations"] = [{"name": "anim1", "channels": [], "samplers": []}]
|
||||||
|
if images:
|
||||||
|
gltf["images"] = images
|
||||||
|
return gltf
|
||||||
|
|
||||||
|
|
||||||
|
def _make_glb(gltf_json: dict) -> bytes:
|
||||||
|
"""Wrap *gltf_json* in a minimal GLB binary container."""
|
||||||
|
json_bytes = json.dumps(gltf_json).encode("utf-8")
|
||||||
|
json_length = len(json_bytes)
|
||||||
|
# Pad JSON chunk to 4-byte boundary.
|
||||||
|
json_padding = (4 - json_length % 4) % 4
|
||||||
|
json_chunk = json_bytes + b"\x00" * json_padding
|
||||||
|
json_chunk_type = 0x4E4F534A # "JSON"
|
||||||
|
# No BIN chunk.
|
||||||
|
bin_length = 0
|
||||||
|
bin_chunk_type = 0x004E4942
|
||||||
|
total_length = 12 + 8 + len(json_chunk) + 8 + bin_length
|
||||||
|
header = struct.pack("<III", 0x46546C67, 2, total_length) # magic, version, length
|
||||||
|
json_header = struct.pack("<II", len(json_chunk), json_chunk_type)
|
||||||
|
if bin_length > 0:
|
||||||
|
bin_header = struct.pack("<II", bin_length, bin_chunk_type)
|
||||||
|
else:
|
||||||
|
bin_header = b""
|
||||||
|
return header + json_header + json_chunk + bin_header
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# looks_like_gltf
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestLooksLikeGltf:
|
||||||
|
def test_glb_magic(self):
|
||||||
|
assert looks_like_gltf(b"glTF\x00\x00\x00\x00") is True
|
||||||
|
|
||||||
|
def test_gltf_extension(self):
|
||||||
|
assert looks_like_gltf(b'{"asset":{"version":"2.0"}}', "model.gltf") is True
|
||||||
|
|
||||||
|
def test_glb_extension(self):
|
||||||
|
assert looks_like_gltf(b"some binary", "model.glb") is True
|
||||||
|
|
||||||
|
def test_json_with_asset_version(self):
|
||||||
|
payload = json.dumps({"asset": {"version": "2.0"}}).encode()
|
||||||
|
assert looks_like_gltf(payload) is True
|
||||||
|
|
||||||
|
def test_plain_json_no_asset(self):
|
||||||
|
payload = json.dumps({"foo": "bar"}).encode()
|
||||||
|
assert looks_like_gltf(payload) is False
|
||||||
|
|
||||||
|
def test_non_json_bytes(self):
|
||||||
|
assert looks_like_gltf(b"\x89PNG\r\n\x1a\n") is False
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# _parse_glb
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestParseGlb:
|
||||||
|
def test_parses_valid_glb(self):
|
||||||
|
gltf_json = _make_gltf_json()
|
||||||
|
glb = _make_glb(gltf_json)
|
||||||
|
result = _parse_glb(glb)
|
||||||
|
assert result["asset"]["version"] == "2.0"
|
||||||
|
assert len(result["meshes"]) == 1
|
||||||
|
|
||||||
|
def test_rejects_too_short(self):
|
||||||
|
with pytest.raises(ValueError, match="too short"):
|
||||||
|
_parse_glb(b"glTF\x00\x00")
|
||||||
|
|
||||||
|
def test_rejects_invalid_magic(self):
|
||||||
|
with pytest.raises(ValueError, match="invalid GLB magic"):
|
||||||
|
_parse_glb(b"NOTglTF\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00")
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# _parse_gltf_json
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestParseGltfJson:
|
||||||
|
def test_parses_valid_gltf(self):
|
||||||
|
gltf_json = _make_gltf_json()
|
||||||
|
result = _parse_gltf_json(json.dumps(gltf_json).encode())
|
||||||
|
assert result["asset"]["version"] == "2.0"
|
||||||
|
|
||||||
|
def test_rejects_non_object(self):
|
||||||
|
with pytest.raises(ValueError, match="root must be an object"):
|
||||||
|
_parse_gltf_json(b"[1, 2, 3]")
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# extract_gltf_metadata (GLB path)
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestExtractGltfMetadataGlb:
|
||||||
|
def test_basic_glb(self):
|
||||||
|
gltf_json = _make_gltf_json(meshes=1, vertices_per_mesh=24)
|
||||||
|
glb = _make_glb(gltf_json)
|
||||||
|
meta = extract_gltf_metadata(glb)
|
||||||
|
assert meta["mesh_count"] == 1
|
||||||
|
assert meta["vertex_count"] == 24
|
||||||
|
assert meta["has_animation"] is False
|
||||||
|
assert meta["bounding_box_min"] == [-1.0, -1.0, -1.0]
|
||||||
|
assert meta["bounding_box_max"] == [1.0, 1.0, 1.0]
|
||||||
|
assert meta["texture_refs"] == []
|
||||||
|
|
||||||
|
def test_multiple_meshes(self):
|
||||||
|
gltf_json = _make_gltf_json(meshes=3, vertices_per_mesh=12)
|
||||||
|
glb = _make_glb(gltf_json)
|
||||||
|
meta = extract_gltf_metadata(glb)
|
||||||
|
assert meta["mesh_count"] == 3
|
||||||
|
assert meta["vertex_count"] == 36
|
||||||
|
|
||||||
|
def test_with_animation(self):
|
||||||
|
gltf_json = _make_gltf_json(has_animations=True)
|
||||||
|
glb = _make_glb(gltf_json)
|
||||||
|
meta = extract_gltf_metadata(glb)
|
||||||
|
assert meta["has_animation"] is True
|
||||||
|
|
||||||
|
def test_with_external_texture(self):
|
||||||
|
gltf_json = _make_gltf_json(images=[{"uri": "textures/rock.png"}])
|
||||||
|
glb = _make_glb(gltf_json)
|
||||||
|
meta = extract_gltf_metadata(glb)
|
||||||
|
assert meta["texture_refs"] == ["textures/rock.png"]
|
||||||
|
|
||||||
|
def test_with_named_texture(self):
|
||||||
|
gltf_json = _make_gltf_json(images=[{"name": "my_texture"}])
|
||||||
|
glb = _make_glb(gltf_json)
|
||||||
|
meta = extract_gltf_metadata(glb)
|
||||||
|
assert meta["texture_refs"] == ["my_texture"]
|
||||||
|
|
||||||
|
def test_empty_meshes(self):
|
||||||
|
gltf_json = _make_gltf_json(meshes=0)
|
||||||
|
glb = _make_glb(gltf_json)
|
||||||
|
meta = extract_gltf_metadata(glb)
|
||||||
|
assert meta["mesh_count"] == 0
|
||||||
|
assert meta["vertex_count"] == 0
|
||||||
|
assert meta["bounding_box_min"] == [0.0, 0.0, 0.0]
|
||||||
|
assert meta["bounding_box_max"] == [0.0, 0.0, 0.0]
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# extract_gltf_metadata (plain .gltf JSON path)
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestExtractGltfMetadataGltfJson:
|
||||||
|
def test_plain_gltf(self):
|
||||||
|
gltf_json = _make_gltf_json(meshes=2, vertices_per_mesh=8)
|
||||||
|
raw = json.dumps(gltf_json).encode()
|
||||||
|
meta = extract_gltf_metadata(raw)
|
||||||
|
assert meta["mesh_count"] == 2
|
||||||
|
assert meta["vertex_count"] == 16
|
||||||
|
assert meta["has_animation"] is False
|
||||||
|
|
||||||
|
def test_plain_gltf_with_animation(self):
|
||||||
|
gltf_json = _make_gltf_json(has_animations=True)
|
||||||
|
raw = json.dumps(gltf_json).encode()
|
||||||
|
meta = extract_gltf_metadata(raw)
|
||||||
|
assert meta["has_animation"] is True
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Error handling
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestExtractGltfMetadataErrors:
|
||||||
|
def test_invalid_glb(self):
|
||||||
|
with pytest.raises(ValueError):
|
||||||
|
extract_gltf_metadata(b"not a glb")
|
||||||
|
|
||||||
|
def test_invalid_gltf_json(self):
|
||||||
|
with pytest.raises(ValueError):
|
||||||
|
_parse_gltf_json(b"[1, 2, 3]")
|
||||||
@@ -0,0 +1,201 @@
|
|||||||
|
"""Tests for the POST /api/auth/refresh endpoint.
|
||||||
|
|
||||||
|
These tests exercise the full stack: register → get refresh token →
|
||||||
|
refresh → new access token. Requires migrations already applied
|
||||||
|
(alembic upgrade head) before running.
|
||||||
|
"""
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
from fastapi.testclient import TestClient
|
||||||
|
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||||
|
from sqlalchemy.pool import NullPool
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
|
from app.main import app
|
||||||
|
from app.database import get_db
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Test fixtures
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@pytest.fixture(autouse=True)
|
||||||
|
def _override_db():
|
||||||
|
"""Override get_db so the app uses a fresh session per test."""
|
||||||
|
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||||
|
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
|
||||||
|
|
||||||
|
async def _get_db():
|
||||||
|
async_session = test_session_factory()
|
||||||
|
try:
|
||||||
|
yield async_session
|
||||||
|
await async_session.commit()
|
||||||
|
except Exception:
|
||||||
|
await async_session.rollback()
|
||||||
|
raise
|
||||||
|
finally:
|
||||||
|
await async_session.close()
|
||||||
|
|
||||||
|
app.dependency_overrides[get_db] = _get_db
|
||||||
|
yield
|
||||||
|
app.dependency_overrides.clear()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Refresh endpoint tests
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class TestRefresh:
|
||||||
|
"""Tests for POST /api/auth/refresh."""
|
||||||
|
|
||||||
|
def _register_user(self, username: str, password: str, email: str = None):
|
||||||
|
"""Helper to register a user and return the refresh token."""
|
||||||
|
client = TestClient(app)
|
||||||
|
if email is None:
|
||||||
|
email = f"{username}@example.com"
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": username,
|
||||||
|
"email": email,
|
||||||
|
"password": password,
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 201
|
||||||
|
return resp.json()["refresh_token"]
|
||||||
|
|
||||||
|
def test_refresh_success(self):
|
||||||
|
"""A valid refresh token returns a new access token."""
|
||||||
|
refresh_token = self._register_user("refep_refreshuser", "secret123")
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": refresh_token},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 200
|
||||||
|
data = resp.json()
|
||||||
|
assert "access_token" in data
|
||||||
|
assert data["token_type"] == "bearer"
|
||||||
|
# The refresh token in the response is the same one we sent
|
||||||
|
assert data["refresh_token"] == refresh_token
|
||||||
|
|
||||||
|
def test_refresh_returns_different_access_token(self):
|
||||||
|
"""Refreshing produces a new access token (different from any previous)."""
|
||||||
|
refresh_token = self._register_user("refep_refreshtoken", "secret123")
|
||||||
|
client = TestClient(app)
|
||||||
|
|
||||||
|
# First refresh
|
||||||
|
resp1 = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": refresh_token},
|
||||||
|
)
|
||||||
|
assert resp1.status_code == 200
|
||||||
|
access_token_1 = resp1.json()["access_token"]
|
||||||
|
|
||||||
|
# Second refresh
|
||||||
|
resp2 = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": refresh_token},
|
||||||
|
)
|
||||||
|
assert resp2.status_code == 200
|
||||||
|
access_token_2 = resp2.json()["access_token"]
|
||||||
|
|
||||||
|
# Each refresh should produce a new access token
|
||||||
|
assert access_token_1 != access_token_2
|
||||||
|
|
||||||
|
def test_refresh_invalid_token(self):
|
||||||
|
"""An invalid (garbage) refresh token returns 401."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": "not.a.jwt.token"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 401
|
||||||
|
assert "Invalid or expired refresh token" in resp.json()["detail"]
|
||||||
|
|
||||||
|
def test_refresh_empty_body(self):
|
||||||
|
"""Missing refresh_token field returns 422 validation error."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 422
|
||||||
|
|
||||||
|
def test_refresh_missing_field(self):
|
||||||
|
"""No body at all returns 422."""
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
content="{}",
|
||||||
|
headers={"Content-Type": "application/json"},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 422
|
||||||
|
|
||||||
|
def test_refresh_with_login_token(self):
|
||||||
|
"""A refresh token obtained from login also works for /refresh."""
|
||||||
|
client = TestClient(app)
|
||||||
|
# Register first
|
||||||
|
client.post(
|
||||||
|
"/api/auth/register",
|
||||||
|
json={
|
||||||
|
"username": "refep_loginrefuser",
|
||||||
|
"email": "loginref@example.com",
|
||||||
|
"password": "secret123",
|
||||||
|
"over_18": True,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
# Login to get a refresh token
|
||||||
|
login_resp = client.post(
|
||||||
|
"/api/auth/login",
|
||||||
|
data={"username": "refep_loginrefuser", "password": "secret123"},
|
||||||
|
)
|
||||||
|
assert login_resp.status_code == 200
|
||||||
|
refresh_token = login_resp.json()["refresh_token"]
|
||||||
|
|
||||||
|
# Use it to refresh
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": refresh_token},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 200
|
||||||
|
assert "access_token" in resp.json()
|
||||||
|
|
||||||
|
def test_refresh_access_token_is_valid_jwt(self):
|
||||||
|
"""The access token returned by /refresh is a valid JWT."""
|
||||||
|
from jose import jwt
|
||||||
|
|
||||||
|
refresh_token = self._register_user("refep_jwttoken", "secret123")
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": refresh_token},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 200
|
||||||
|
access_token = resp.json()["access_token"]
|
||||||
|
|
||||||
|
# Verify it's a 3-part JWT
|
||||||
|
parts = access_token.split(".")
|
||||||
|
assert len(parts) == 3
|
||||||
|
|
||||||
|
# Verify it decodes with the public key
|
||||||
|
payload = jwt.decode(
|
||||||
|
access_token,
|
||||||
|
settings.public_pem,
|
||||||
|
algorithms=[settings.ALGORITHM],
|
||||||
|
)
|
||||||
|
assert "sub" in payload
|
||||||
|
assert "exp" in payload
|
||||||
|
|
||||||
|
def test_refresh_expires_minutes_in_response(self):
|
||||||
|
"""The response includes access_token_expires_minutes."""
|
||||||
|
refresh_token = self._register_user("refep_expiretest", "secret123")
|
||||||
|
client = TestClient(app)
|
||||||
|
resp = client.post(
|
||||||
|
"/api/auth/refresh",
|
||||||
|
json={"refresh_token": refresh_token},
|
||||||
|
)
|
||||||
|
assert resp.status_code == 200
|
||||||
|
assert "access_token_expires_minutes" in resp.json()
|
||||||
|
assert resp.json()["access_token_expires_minutes"] == settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||||
@@ -0,0 +1,79 @@
|
|||||||
|
"""Tests for refresh token uniqueness (jti claim) and model column length."""
|
||||||
|
|
||||||
|
import uuid
|
||||||
|
from datetime import datetime, timedelta, timezone
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
from jose import jwt
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
|
from app.routers.auth import _create_refresh_token
|
||||||
|
from app.models.session import RefreshToken
|
||||||
|
|
||||||
|
|
||||||
|
class TestRefreshTokenJtiUniqueness:
|
||||||
|
"""Verify that _create_refresh_token produces unique tokens even when
|
||||||
|
called with identical data in rapid succession (issue #1 from review)."""
|
||||||
|
|
||||||
|
def test_two_calls_produce_different_tokens(self):
|
||||||
|
"""Two calls with the same sub produce different JWTs because of jti."""
|
||||||
|
token_a = _create_refresh_token({"sub": "42"})
|
||||||
|
token_b = _create_refresh_token({"sub": "42"})
|
||||||
|
assert token_a != token_b
|
||||||
|
|
||||||
|
def test_jti_is_valid_uuid(self):
|
||||||
|
"""The jti claim inside the refresh token is a valid UUID."""
|
||||||
|
token = _create_refresh_token({"sub": "1"})
|
||||||
|
payload = jwt.decode(
|
||||||
|
token,
|
||||||
|
settings.public_pem,
|
||||||
|
algorithms=[settings.ALGORITHM],
|
||||||
|
)
|
||||||
|
assert "jti" in payload
|
||||||
|
# Verify it parses as a UUID (raises ValueError if not)
|
||||||
|
uuid.UUID(payload["jti"])
|
||||||
|
|
||||||
|
def test_each_token_has_unique_jti(self):
|
||||||
|
"""Generate 100 tokens for the same user — all jtis must differ."""
|
||||||
|
jtis = set()
|
||||||
|
for _ in range(100):
|
||||||
|
token = _create_refresh_token({"sub": "999"})
|
||||||
|
payload = jwt.decode(
|
||||||
|
token,
|
||||||
|
settings.public_pem,
|
||||||
|
algorithms=[settings.ALGORITHM],
|
||||||
|
)
|
||||||
|
jtis.add(payload["jti"])
|
||||||
|
assert len(jtis) == 100
|
||||||
|
|
||||||
|
def test_jti_survives_decode(self):
|
||||||
|
"""The jti claim is present and correct after decode."""
|
||||||
|
token = _create_refresh_token({"sub": "7"})
|
||||||
|
payload = jwt.decode(
|
||||||
|
token,
|
||||||
|
settings.public_pem,
|
||||||
|
algorithms=[settings.ALGORITHM],
|
||||||
|
)
|
||||||
|
assert payload["sub"] == "7"
|
||||||
|
assert "jti" in payload
|
||||||
|
assert "exp" in payload
|
||||||
|
|
||||||
|
|
||||||
|
class TestRefreshTokenModelColumnLength:
|
||||||
|
"""Verify the model's token column length matches the migration (issue #2)."""
|
||||||
|
|
||||||
|
def test_token_column_has_length_512(self):
|
||||||
|
"""RefreshToken.token column should be String(512), not unbounded."""
|
||||||
|
from sqlalchemy import inspect
|
||||||
|
|
||||||
|
# Get the column definition from the model's table
|
||||||
|
column = RefreshToken.__table__.columns["token"]
|
||||||
|
# The type should be String with length 512
|
||||||
|
assert column.type.length == 512
|
||||||
|
|
||||||
|
def test_token_column_type_is_string(self):
|
||||||
|
"""The token column should be a String type."""
|
||||||
|
from sqlalchemy import String as SAString
|
||||||
|
|
||||||
|
column = RefreshToken.__table__.columns["token"]
|
||||||
|
assert isinstance(column.type, SAString)
|
||||||
@@ -0,0 +1,194 @@
|
|||||||
|
# PC2 Test Level & Player Spawn — Design Note
|
||||||
|
|
||||||
|
> **Status:** Decided (PC2)
|
||||||
|
> **Owner:** Architecture
|
||||||
|
> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
|
||||||
|
> (2) build the player & spawn it. Both must be able to follow this note
|
||||||
|
> without further design decisions.
|
||||||
|
|
||||||
|
## 1. Decision: static scene, not chunk streaming
|
||||||
|
|
||||||
|
**The PC2 playable test level is a single, hand-authored, static Godot 3D
|
||||||
|
scene.** It is **not** built through the chunk streaming system
|
||||||
|
(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
|
||||||
|
`chunk_data_decoder.gd`).
|
||||||
|
|
||||||
|
This is a deliberate decision, not a default:
|
||||||
|
|
||||||
|
- **The streaming system has never been exercised with real content.** It is a
|
||||||
|
faithful port of the `docs/architecture/world.md` format spec, but nothing in
|
||||||
|
the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
|
||||||
|
wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
|
||||||
|
and no `_server_rpc`, so at runtime it does nothing. There is no server-side
|
||||||
|
chunk authoring/streaming endpoint to integrate against.
|
||||||
|
- **PC2 scope is single-player, local-only, no networking.** The value of chunk
|
||||||
|
streaming is server-authoritative streaming around a moving player across a
|
||||||
|
network boundary. None of those preconditions exist in PC2, so exercising the
|
||||||
|
pipeline here would mean building a chunk *authoring + serving* path first —
|
||||||
|
clearly out of checkpoint scope.
|
||||||
|
- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
|
||||||
|
level and walk around" working**, which is the actual PC2 outcome being tested.
|
||||||
|
|
||||||
|
Chunk streaming is **not removed and not broken by this decision** — it stays as
|
||||||
|
an optional, later milestone. The static level is the PC2 proof of the *player*
|
||||||
|
and *camera/physics* half of the problem; chunk streaming remains the later proof
|
||||||
|
of the *world data* half.
|
||||||
|
|
||||||
|
## 2. Where things live
|
||||||
|
|
||||||
|
| Artifact | Path | Owned by |
|
||||||
|
|---|---|---|
|
||||||
|
| Test level scene | `scenes/worlds/test_level.tscn` | level task |
|
||||||
|
| Player scene | `scenes/player.tscn` | player task |
|
||||||
|
| Player controller script | `scripts/player.gd` | player task |
|
||||||
|
| Game composition scene | `scenes/game.tscn` | player task |
|
||||||
|
|
||||||
|
- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
|
||||||
|
yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
|
||||||
|
- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
|
||||||
|
reference to `test_level`; it discovers the spawn point at runtime (see §3).
|
||||||
|
|
||||||
|
## 3. Player spawn convention
|
||||||
|
|
||||||
|
The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
|
||||||
|
That node's world transform is the spawn point.
|
||||||
|
|
||||||
|
- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
|
||||||
|
carries no gameplay behavior — it is the established Godot idiom for "position
|
||||||
|
hint." (Confirmed present in Godot 4.6.2.)
|
||||||
|
- The marker's **position** is authoritative; its rotation is ignored by the
|
||||||
|
player (spawn yaw is the player's concern, default forward is fine).
|
||||||
|
- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
|
||||||
|
at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
|
||||||
|
the ground top is `y = 0`) so the player capsule does not spawn intersecting
|
||||||
|
the floor and get popped out by the physics solver.
|
||||||
|
- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
|
||||||
|
multiple spawns, that is a later convention — not PC2.)
|
||||||
|
|
||||||
|
**Lookup rule (implemented by `player.gd`, not by the level):**
|
||||||
|
|
||||||
|
```
|
||||||
|
# in player.gd _ready()
|
||||||
|
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
|
||||||
|
if spawn is Node3D:
|
||||||
|
global_position = spawn.global_position
|
||||||
|
else:
|
||||||
|
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
|
||||||
|
global_position = Vector3(0, 1.0, 0) # fallback, do not crash
|
||||||
|
```
|
||||||
|
|
||||||
|
The lookup runs from the current scene root so it finds the marker whether it is
|
||||||
|
a direct child of the level instance or nested under a `Level` wrapper. The
|
||||||
|
fallback keeps the player runnable in a scene that forgot its marker, but a
|
||||||
|
**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
|
||||||
|
on it (see §6).
|
||||||
|
|
||||||
|
## 4. Composition (who puts level + player together)
|
||||||
|
|
||||||
|
`scenes/game.tscn` is the PC2 playable entry point:
|
||||||
|
|
||||||
|
```
|
||||||
|
Game (Node3D)
|
||||||
|
├── Level (instance of res://scenes/worlds/test_level.tscn)
|
||||||
|
└── Player (instance of res://scenes/player.tscn)
|
||||||
|
```
|
||||||
|
|
||||||
|
- `Game` is a plain `Node3D` with **no script** — composition is done by scene
|
||||||
|
instantiation, not code, so there is nothing to keep in sync.
|
||||||
|
- The **level scene is self-contained and has zero dependency on the player** —
|
||||||
|
it loads and is smoke-testable on its own. The level task does not instance or
|
||||||
|
reference `player.tscn`.
|
||||||
|
- The **player scene is self-contained and has zero dependency on any specific
|
||||||
|
level** — it only requires that the *current scene* contains a `PlayerSpawn`.
|
||||||
|
- Ownership of `game.tscn` goes to the **player task**, which depends on the
|
||||||
|
level task having landed `test_level.tscn` first (chain with `depends_on`).
|
||||||
|
|
||||||
|
## 5. Level content requirements (level task)
|
||||||
|
|
||||||
|
`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
|
||||||
|
children:
|
||||||
|
|
||||||
|
| Node | Type | Notes |
|
||||||
|
|---|---|---|
|
||||||
|
| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
|
||||||
|
| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
|
||||||
|
| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
|
||||||
|
| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
|
||||||
|
| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
|
||||||
|
|
||||||
|
Notes:
|
||||||
|
|
||||||
|
- **Do not** add any `script` to the level. It is pure content. Any per-level
|
||||||
|
behavior belongs to the player (or a future game-mode script), not the level.
|
||||||
|
- Keep the whole level on the XZ plane around the origin; nothing off at extreme
|
||||||
|
coordinates, no thin walls the capsule can tunnel through.
|
||||||
|
|
||||||
|
## 6. Player contract (player task)
|
||||||
|
|
||||||
|
`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
|
||||||
|
|
||||||
|
Minimum for PC2:
|
||||||
|
|
||||||
|
- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
|
||||||
|
(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
|
||||||
|
- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
|
||||||
|
the lowest-risk choice; third-person is fine too but is more work.
|
||||||
|
- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
|
||||||
|
gracefully.
|
||||||
|
- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
|
||||||
|
WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
|
||||||
|
may be split into its own task if the controller grows.
|
||||||
|
- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
|
||||||
|
`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
|
||||||
|
|
||||||
|
The player must work when instanced under `Game` alongside a level; it must not
|
||||||
|
assume it is the only node in the scene.
|
||||||
|
|
||||||
|
## 7. Entry point / how a human plays it
|
||||||
|
|
||||||
|
- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
|
||||||
|
(e.g. `godot --path . scenes/game.tscn`), or temporarily set
|
||||||
|
`application/run/main_scene` to it.
|
||||||
|
- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
|
||||||
|
for this note** and out of scope for the level/player tasks. The current menu
|
||||||
|
flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
|
||||||
|
the test level, that navigation wiring is its own small task — do not fold it
|
||||||
|
into level or player.
|
||||||
|
|
||||||
|
## 8. Validation (both tasks must run this before "done")
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# one-time, first checkout only — builds the class/import cache
|
||||||
|
godot --headless --path . --import
|
||||||
|
|
||||||
|
# then, to catch parse/load errors:
|
||||||
|
godot --headless --path . --quit
|
||||||
|
```
|
||||||
|
|
||||||
|
- **Level task:** additionally load `test_level.tscn` headlessly and assert it
|
||||||
|
(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
|
||||||
|
positioned ≥ 1.0 m above the ground top. A smoke script following the existing
|
||||||
|
`scripts/smoke_test_*.gd` pattern is the right vehicle.
|
||||||
|
- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
|
||||||
|
and asserts the player's global position equals the `PlayerSpawn` position
|
||||||
|
(within a small epsilon). This is the check that proves the spawn convention
|
||||||
|
actually wired through — not just "the scene loads."
|
||||||
|
|
||||||
|
## 9. Explicitly out of scope for PC2
|
||||||
|
|
||||||
|
- Networking / multiplayer / prediction (single-player, local-only).
|
||||||
|
- Chunk streaming integration and server-side chunk authoring/serving.
|
||||||
|
- Avatar customization UI and glTF avatar loading.
|
||||||
|
- Join-a-world navigation from the world list.
|
||||||
|
- Any content moderation / age-gating logic in the level.
|
||||||
|
|
||||||
|
## 10. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|---|---|
|
||||||
|
| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
|
||||||
|
| Level location | `scenes/worlds/test_level.tscn` |
|
||||||
|
| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
|
||||||
|
| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
|
||||||
|
| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
|
||||||
|
| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
|
||||||
@@ -0,0 +1,72 @@
|
|||||||
|
# Package Checkpoint 1 (PC1)
|
||||||
|
|
||||||
|
Validated 2026-08-20 against `main` commit `927f9bd`, from a genuinely fresh
|
||||||
|
clone (not a reused agent workspace).
|
||||||
|
|
||||||
|
## Automated validation
|
||||||
|
|
||||||
|
Run with `scripts/run_checkpoint_tests.py` — see
|
||||||
|
`docs/testing/test_inventory.md` for exactly what each suite covers.
|
||||||
|
|
||||||
|
| Check | Result |
|
||||||
|
|---|---|
|
||||||
|
| Alembic migrations, fresh DB | PASS |
|
||||||
|
| Backend pytest | 68/68 PASS |
|
||||||
|
| Godot smoke tests (4 files) | ALL PASS |
|
||||||
|
| Linux export (`agp-game.x86_64`) | Builds, verified as a real ELF64 binary |
|
||||||
|
| Windows export (`agp-game.exe`) | Builds, verified as a real PE32+ binary |
|
||||||
|
|
||||||
|
## Problems found during this checkpoint (fixed, tracked as tasks)
|
||||||
|
|
||||||
|
- Roadmap showed the Godot Engine Scaffold feature amber despite 6/6 tasks
|
||||||
|
done — a historical data gap (a review-feedback follow-up task's
|
||||||
|
supersession link was never recorded, predating when that field started
|
||||||
|
being tracked). Backfilled in the PM database; confirmed green.
|
||||||
|
- `docs/testing/test_inventory.md` was stale (said 38 backend tests,
|
||||||
|
actually 68; said no integration tests existed, 4 real ones had landed).
|
||||||
|
Fixed via task `398bf1a22a2d` / PR #40.
|
||||||
|
|
||||||
|
## What's actually testable right now
|
||||||
|
|
||||||
|
Login/register/browse-worlds only — there's no joinable gameplay yet. That's
|
||||||
|
the real scope of PC1; don't expect more when playtesting.
|
||||||
|
|
||||||
|
- Register a new account (18+ only, rejected otherwise)
|
||||||
|
- Log out, log back in with the same credentials
|
||||||
|
- Play → Browse Worlds — loads a (currently empty) world list with no errors
|
||||||
|
|
||||||
|
## Manual playtest: backend on cloudbison, client on pinkbison
|
||||||
|
|
||||||
|
As of 2026-08-20 this is dashboard-controlled — no terminal commands, no
|
||||||
|
env vars, no editing files. Foolproof enough to hand to someone else.
|
||||||
|
|
||||||
|
### 1. On cloudbison — the AGP dashboard
|
||||||
|
|
||||||
|
Open the dashboard (`http://cloudbison:7070`, or its Tailscale address) and
|
||||||
|
go to **PC1** in the nav bar (`/checkpoint/PC1`). Click **Start Backend** —
|
||||||
|
it pulls the latest `main`, stands up Postgres, runs migrations, and starts
|
||||||
|
the API server, all in one step. The page shows the LAN address it's
|
||||||
|
reachable at once it's up (under a minute).
|
||||||
|
|
||||||
|
When you're done playtesting, click **Stop & Clean Up** on the same page —
|
||||||
|
it tears down everything that step started (API server, Postgres
|
||||||
|
container, its volume and network). Nothing is left running or lying
|
||||||
|
around afterward, even if the dashboard itself gets restarted in between.
|
||||||
|
|
||||||
|
### 2. On pinkbison — download and run the .exe
|
||||||
|
|
||||||
|
Same dashboard page: click **Build .exe** the first time (or **Rebuild** to
|
||||||
|
pick up newer changes) — this pulls the latest `main` and exports a Windows
|
||||||
|
binary with cloudbison's backend address already baked in. Click
|
||||||
|
**Download agp-game.exe**, copy it to pinkbison, and just run it. No
|
||||||
|
environment variable, no config file, no build step on pinkbison at all.
|
||||||
|
|
||||||
|
### 3. Tear down when done
|
||||||
|
|
||||||
|
**Stop & Clean Up** on the dashboard page. That's it.
|
||||||
|
|
||||||
|
## Status
|
||||||
|
|
||||||
|
`config/checkpoint_focus_feature_ids` in the AGP framework (`~/agp`) still
|
||||||
|
restricts agent claiming to the 5 PC1-scope features. Agents will not move
|
||||||
|
on to post-PC1 work until that's widened.
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
# MVP Vertical Slice: Client-Server Wiring — Plan
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
Prove the real Godot client and the real backend can talk: **a user can register/log in
|
||||||
|
and see a list of worlds from the game client**. Nothing more. Gameplay, join-a-world,
|
||||||
|
chat, avatar, Discovery search/tags/trending, Social/Economy/Trust & Safety are all
|
||||||
|
explicitly out of scope.
|
||||||
|
|
||||||
|
## Verified backend contract (as of this writing)
|
||||||
|
- `POST /api/auth/register` — JSON body `{username, email, password, date_of_birth}`.
|
||||||
|
`date_of_birth` is a `YYYY-MM-DD` string. Returns `201 {access_token, token_type}`.
|
||||||
|
Rejects under-18 with `400`.
|
||||||
|
- `POST /api/auth/login` — OAuth2 **form-encoded** (`application/x-www-form-urlencoded`)
|
||||||
|
`username` + `password` (this is NOT a JSON endpoint). Returns `{access_token, token_type}`.
|
||||||
|
- `GET /api/worlds` — **requires auth** (`CurrentUser`), returns a JSON array of
|
||||||
|
`{id, name, description, visibility, owner_id, created_at}`. There is no unauthenticated
|
||||||
|
public-worlds path, so the worlds list screen can only be shown after login/register.
|
||||||
|
- `GET /api/health` — unauthenticated, `{status, app}`.
|
||||||
|
- Base URL: uvicorn default `http://127.0.0.1:8000` (must be configurable in the client).
|
||||||
|
- CORS is irrelevant to the native Godot `HTTPRequest` client (no browser origin).
|
||||||
|
|
||||||
|
## Task breakdown
|
||||||
|
| # | Type | Task | Depends on |
|
||||||
|
|---|------|------|-----------|
|
||||||
|
| 1 | architecture | `ApiClient` autoload: HTTP + JWT storage + error contract | — |
|
||||||
|
| 2 | implementation | Main-menu **login + register** UI built & wired (form-encoded + JSON/age gate) | 1 |
|
||||||
|
| 3 | implementation | **World list** screen consuming `GET /api/worlds` | 1 |
|
||||||
|
| 4 | testing | End-to-end headless smoke test + manual verify | 1,2,3 |
|
||||||
|
|
||||||
|
## Design decisions captured (resolved in task 1)
|
||||||
|
- Token storage: in-memory singleton property for the MVP; a `save_to_disk` seam is left
|
||||||
|
open but not required yet (no re-login on restart in this slice).
|
||||||
|
- Error contract: every call returns a discriminated result (`ok`/`error`) so callers
|
||||||
|
never crash on network failure; non-2xx surfaces `{status, detail}` from the backend.
|
||||||
|
- Base URL: read from a ProjectSetting, defaulting to `http://127.0.0.1:8000`.
|
||||||
|
- Login is form-encoded; register is JSON — the client helper must support both content types.
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
- The main-menu auth UI does **not** exist yet (main_menu.gd currently has only Play/Quit
|
||||||
|
stubs). Task 2 must **build** the login/register UI, not merely wire an existing one.
|
||||||
|
- The world-list screen also needs to be **built** (a new scene), not just wired.
|
||||||
@@ -0,0 +1,295 @@
|
|||||||
|
# Economy — Currency, Marketplace & Creator Payouts — Plan
|
||||||
|
|
||||||
|
> **Status:** Planned
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Feature ID:** `economy`
|
||||||
|
> **Godot version:** 4.6.2 stable
|
||||||
|
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document breaks the **Economy** feature into user stories and right-sized
|
||||||
|
implementation tasks. The feature delivers:
|
||||||
|
|
||||||
|
- **Virtual currency ("Credits")** — a single, server-authoritative currency
|
||||||
|
with an immutable, append-only transaction ledger.
|
||||||
|
- **Premium purchase** — buying Credits with real money through a pluggable
|
||||||
|
payment-provider hook.
|
||||||
|
- **Marketplace** — user-generated content (UGC) listings where creators sell
|
||||||
|
items (assets, avatar items, experience passes) to players for Credits.
|
||||||
|
- **Creator payouts** — accumulating creator earnings and paying them out to
|
||||||
|
external accounts through a pluggable payout-provider hook.
|
||||||
|
- **Godot client** — wallet/transaction history, marketplace browse/buy/sell,
|
||||||
|
and creator payout screens.
|
||||||
|
|
||||||
|
The economy is the monetization backbone of the platform. Because it moves
|
||||||
|
virtual value between real people, correctness (no double-spend, no lost funds,
|
||||||
|
no balance drift) and safety (fraud prevention, moderation, audit) are treated
|
||||||
|
as **blocking requirements**, not add-ons.
|
||||||
|
|
||||||
|
## 2. Why correctness is the differentiator
|
||||||
|
|
||||||
|
The platform is a creator economy (players buy UGC from other players). The
|
||||||
|
economy is the highest-risk surface after chat: a single arithmetic or
|
||||||
|
concurrency bug can mint or destroy value and irreversibly erode trust.
|
||||||
|
Correctness is therefore designed in from the start:
|
||||||
|
|
||||||
|
- **One currency, integer units.** Credits are whole-number integers. There are
|
||||||
|
no floats, no rounding, and no client-computed totals.
|
||||||
|
- **Append-only ledger.** Every balance change is a row in a `transactions`
|
||||||
|
table with a signed amount, a `balance_after` snapshot, a reference to the
|
||||||
|
event that caused it, and an **idempotency key** so retries cannot double
|
||||||
|
credit or double debit.
|
||||||
|
- **Atomic, locked mutations.** Balance changes run in a single database
|
||||||
|
transaction with row locking (`SELECT ... FOR UPDATE`) so concurrent
|
||||||
|
purchases/payouts cannot race.
|
||||||
|
- **Escrow hold.** Marketplace proceeds are held in `pending_escrow` for a
|
||||||
|
configurable window before becoming available to the seller, so fraudulent
|
||||||
|
or moderated sales can be reversed without clawing back paid-out funds.
|
||||||
|
- **Server-authoritative fees.** The platform commission is computed
|
||||||
|
server-side from a configured rate; the client never supplies the fee or the
|
||||||
|
seller's net.
|
||||||
|
|
||||||
|
## 3. Existing constraints (do not re-build)
|
||||||
|
|
||||||
|
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
|
||||||
|
`app/dependencies.py`. All economy endpoints reuse this.
|
||||||
|
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
|
||||||
|
Existing tables: `users`, `sessions`, `worlds`, `assets`.
|
||||||
|
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
|
||||||
|
idempotency short-caching and rate limiting.
|
||||||
|
- **Models:** `User` (owner_id), `Asset` (owner_id, is_public, asset_type).
|
||||||
|
Marketplace items reference existing `assets` rows and/or avatar items.
|
||||||
|
- **Content moderation:** `docs/architecture/content_moderation.md` defines
|
||||||
|
flag vocabulary, age gate, and moderation actions. Marketplace items and
|
||||||
|
listings must inherit and enforce these rules (see §7).
|
||||||
|
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no economy UI yet.
|
||||||
|
|
||||||
|
## 4. Key design decisions
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|---|---|
|
||||||
|
| Currency model | Single virtual currency **"Credits" (CR)**, integer units. One wallet row per user; no fractional amounts. |
|
||||||
|
| Ledger | Append-only `transactions` table: signed `amount`, `balance_after`, `reference_type`/`reference_id`, unique `idempotency_key`. |
|
||||||
|
| Concurrency | `SELECT ... FOR UPDATE` on the wallet row inside the mutation transaction; never read-modify-write from stale data. |
|
||||||
|
| Payments | Pluggable `PaymentProvider` interface with a **no-op default** that simulates a confirmed payment for dev/testing (clearly flagged). Stripe/PayPal later. |
|
||||||
|
| Marketplace items | `catalog_items` (what is sold) + `marketplace_listings` (a seller's offer with a price/status). One item can have multiple listings over time. |
|
||||||
|
| Purchase flow | Atomic transaction: debit buyer → hold funds in escrow (`pending_escrow`) → grant item. Platform fee computed server-side. |
|
||||||
|
| Escrow | Configurable hold window (default 72h) before `pending_escrow` becomes available seller earnings. Refunds during the window reverse the sale. |
|
||||||
|
| Fees | Single configurable `MARKETPLACE_FEE_RATE` (default `0.30`). `seller_net = floor(price * (1 - fee_rate))`. |
|
||||||
|
| Creator balance | `creator_balances` table: `available` (earned, payable), `pending` (inside an open payout request), `lifetime_earned`. Updated in the same transaction as the sale completion. |
|
||||||
|
| Payouts | Pluggable `PayoutProvider.pay()` with a no-op default (simulated external ref). Minimum payout threshold, admin review for large payouts. |
|
||||||
|
| Idempotency | Every money-moving request carries a client-generated `Idempotency-Key`; duplicate keys return the original result. |
|
||||||
|
| Rate limiting | Redis token-bucket dependency reused from the social feature for purchase/listing/payout endpoints. |
|
||||||
|
| Moderation | Listings enforce content flags + age gate; moderators can `delist`/`remove`; fraud/chargeback reversal is an audited admin action. |
|
||||||
|
|
||||||
|
## 5. User stories
|
||||||
|
|
||||||
|
### US-1 Currency & wallet
|
||||||
|
As a player, I can see my Credit balance and transaction history, and the system
|
||||||
|
credits/debits my wallet only through server-authoritative events.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Exactly one wallet per user, created lazily on first use.
|
||||||
|
- Balance is always a non-negative integer; no operation can make it negative.
|
||||||
|
- Every mutation appends an immutable ledger row with amount, resulting balance,
|
||||||
|
reference, and idempotency key.
|
||||||
|
- Retrying a request with the same idempotency key does not double-apply.
|
||||||
|
- `GET` endpoints expose current balance and paged transaction history.
|
||||||
|
|
||||||
|
### US-2 Premium purchase (buy Credits)
|
||||||
|
As a player, I can purchase Credits with real money and have them credited only
|
||||||
|
after the payment is confirmed.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- A purchase session is created through the payment provider (or the no-op
|
||||||
|
default) and is idempotent.
|
||||||
|
- Credits are granted exactly once, only after a verified provider confirmation
|
||||||
|
(webhook/confirm endpoint), never on client claim.
|
||||||
|
- Purchase amounts are bounded and server-defined; clients cannot pick arbitrary
|
||||||
|
prices.
|
||||||
|
- Confirmation is idempotent and audited (provider reference recorded).
|
||||||
|
|
||||||
|
### US-3 Marketplace listing (sell)
|
||||||
|
As a creator, I can list a catalog item for sale at a Credit price and
|
||||||
|
manage/remove my listings.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- A listing references a valid `catalog_item` owned by the seller (or an
|
||||||
|
authorized seller).
|
||||||
|
- Price is bounded (min/max) and set server-side; status transitions are
|
||||||
|
explicit (`active`, `sold`, `delisted`, `removed_by_moderation`).
|
||||||
|
- Only the seller (or a moderator) can update/remove a listing.
|
||||||
|
- Listings are searchable/filterable (item type, price range, owner).
|
||||||
|
|
||||||
|
### US-4 Marketplace purchase (buy)
|
||||||
|
As a player, I can buy a listed item. The purchase is atomic, holds funds in
|
||||||
|
escrow, grants the item, and splits the payment between platform and seller.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- A single transaction debits the buyer, holds funds in escrow, and grants the
|
||||||
|
item — no partial states on failure.
|
||||||
|
- Platform fee and seller net are computed server-side from the configured rate.
|
||||||
|
- After the escrow hold window, funds move from escrow to the seller's
|
||||||
|
available balance.
|
||||||
|
- Refunds during the hold window reverse the sale and return funds to the buyer.
|
||||||
|
- Concurrent purchases of a one-of-a-kind listing cannot both succeed.
|
||||||
|
|
||||||
|
### US-5 Creator payouts
|
||||||
|
As a creator, I can view my earned balance, request a payout, and track its
|
||||||
|
status; admins can review and approve/reject payouts.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Available balance is derived only from completed (escrow-released) sales and
|
||||||
|
completed payouts; it never goes negative.
|
||||||
|
- Payout requests are bounded (min threshold, max per period) and rate-limited.
|
||||||
|
- Large payouts require admin review; all payout requests carry an audit trail
|
||||||
|
(requested by, reviewed by, provider reference, status).
|
||||||
|
- The payout provider is called exactly once; idempotent on retry.
|
||||||
|
|
||||||
|
### US-6 Godot client
|
||||||
|
As a player, I can manage Credits, browse/buy/sell marketplace items, and manage
|
||||||
|
payouts from the game UI.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- An API client handles JWT auth, HTTP, and idempotency keys for all economy
|
||||||
|
calls.
|
||||||
|
- Dedicated screens: wallet + transaction history, marketplace browse/buy,
|
||||||
|
sell-listing, and creator payout.
|
||||||
|
- The client never computes balances, fees, or seller nets — it only displays
|
||||||
|
server responses.
|
||||||
|
|
||||||
|
## 6. Task breakdown
|
||||||
|
|
||||||
|
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
|
||||||
|
are sequential for dependency chaining.
|
||||||
|
|
||||||
|
| # | Task | Story | Depends on |
|
||||||
|
|---|------|-------|-----------|
|
||||||
|
| 1 | Wallet & ledger models + Alembic migration (`wallets`, `transactions`) | US-1 | — |
|
||||||
|
| 2 | Wallet service (atomic credit/debit, idempotency, locking) + wallet/transactions API | US-1 | 1 |
|
||||||
|
| 3 | Premium purchase: `PaymentProvider` interface + purchase/confirm endpoints | US-2 | 1 |
|
||||||
|
| 4 | Catalog item & listing models + migration (`catalog_items`, `marketplace_listings`, `creator_balances`) | US-3 | 1 |
|
||||||
|
| 5 | Marketplace listing API (create/list/search/update/remove) | US-3 | 4 |
|
||||||
|
| 6 | Marketplace purchase service + API (atomic escrow, fee split, item grant) | US-4 | 2, 4, 5 |
|
||||||
|
| 7 | Creator payout request models + API (`payout_requests`) | US-5 | 2, 6 |
|
||||||
|
| 8 | Payout admin review + `PayoutProvider` + audit | US-5 | 7 |
|
||||||
|
| 9 | Marketplace moderation + content-flag/age-gate enforcement | cross-cutting | 5, 6 |
|
||||||
|
| 10 | Godot economy API client (auth + HTTP + idempotency) | US-6 | 2 |
|
||||||
|
| 11 | Godot wallet & transaction history UI | US-6 | 10 |
|
||||||
|
| 12 | Godot marketplace browse/buy UI | US-6 | 6, 10 |
|
||||||
|
| 13 | Godot selling & payout UI | US-6 | 5, 7, 10 |
|
||||||
|
|
||||||
|
## 7. Phasing
|
||||||
|
|
||||||
|
- **Phase 1 (currency + payments):** tasks 1–3. The foundation — ledger and
|
||||||
|
money movement must be rock-solid before anything spends Credits.
|
||||||
|
- **Phase 2 (marketplace):** tasks 4–6. Listing and atomic purchase with escrow.
|
||||||
|
- **Phase 3 (payouts):** tasks 7–8. Turn released escrow into creator payouts.
|
||||||
|
- **Phase 4 (moderation):** task 9. Lock down the marketplace against mature
|
||||||
|
content and abuse.
|
||||||
|
- **Phase 5 (client):** tasks 10–13, each landing after its backend dependency.
|
||||||
|
|
||||||
|
## 8. Data model sketch
|
||||||
|
|
||||||
|
```text
|
||||||
|
wallets
|
||||||
|
id bigint PK
|
||||||
|
user_id int UNIQUE FK -> users.id
|
||||||
|
balance bigint NOT NULL DEFAULT 0 CHECK (balance >= 0)
|
||||||
|
created_at timestamptz
|
||||||
|
updated_at timestamptz
|
||||||
|
|
||||||
|
transactions (append-only ledger)
|
||||||
|
id bigint PK
|
||||||
|
wallet_id bigint FK -> wallets.id
|
||||||
|
type enum(credit_purchase, marketplace_purchase,
|
||||||
|
marketplace_sale, escrow_release, payout,
|
||||||
|
refund, admin_adjustment)
|
||||||
|
amount bigint NOT NULL (signed)
|
||||||
|
balance_after bigint NOT NULL
|
||||||
|
reference_type text (e.g. "purchase", "sale", "payout_request")
|
||||||
|
reference_id text
|
||||||
|
idempotency_key text UNIQUE
|
||||||
|
metadata_json jsonb
|
||||||
|
created_at timestamptz
|
||||||
|
|
||||||
|
catalog_items
|
||||||
|
id bigint PK
|
||||||
|
owner_id int FK -> users.id
|
||||||
|
asset_id int FK -> assets.id (nullable; null for non-asset virtual items)
|
||||||
|
item_type enum(asset, avatar_item, experience_pass)
|
||||||
|
name text
|
||||||
|
description text
|
||||||
|
metadata_json jsonb
|
||||||
|
created_at timestamptz
|
||||||
|
|
||||||
|
marketplace_listings
|
||||||
|
id bigint PK
|
||||||
|
catalog_item_id bigint FK -> catalog_items.id
|
||||||
|
seller_id int FK -> users.id
|
||||||
|
price bigint NOT NULL CHECK (price > 0)
|
||||||
|
status enum(active, sold, delisted, removed_by_moderation)
|
||||||
|
created_at timestamptz
|
||||||
|
updated_at timestamptz
|
||||||
|
|
||||||
|
purchases
|
||||||
|
id bigint PK
|
||||||
|
listing_id bigint FK -> marketplace_listings.id
|
||||||
|
buyer_id int FK -> users.id
|
||||||
|
seller_id int FK -> users.id
|
||||||
|
price bigint NOT NULL
|
||||||
|
platform_fee bigint NOT NULL
|
||||||
|
seller_net bigint NOT NULL
|
||||||
|
status enum(pending_escrow, completed, refunded, reversed)
|
||||||
|
escrow_hold_until timestamptz
|
||||||
|
created_at timestamptz
|
||||||
|
|
||||||
|
creator_balances
|
||||||
|
id bigint PK
|
||||||
|
user_id int UNIQUE FK -> users.id
|
||||||
|
available bigint NOT NULL DEFAULT 0
|
||||||
|
pending bigint NOT NULL DEFAULT 0
|
||||||
|
lifetime_earned bigint NOT NULL DEFAULT 0
|
||||||
|
updated_at timestamptz
|
||||||
|
|
||||||
|
payout_requests
|
||||||
|
id bigint PK
|
||||||
|
creator_id int FK -> users.id
|
||||||
|
amount bigint NOT NULL CHECK (amount > 0)
|
||||||
|
status enum(pending, approved, paid, rejected)
|
||||||
|
external_ref text
|
||||||
|
provider_ref text
|
||||||
|
requested_by int FK -> users.id
|
||||||
|
reviewed_by int FK -> users.id (nullable)
|
||||||
|
reviewed_at timestamptz
|
||||||
|
created_at timestamptz
|
||||||
|
```
|
||||||
|
|
||||||
|
## 9. Security, anti-fraud & audit
|
||||||
|
|
||||||
|
- **Server-authoritative balances/fees:** clients never compute totals; amounts
|
||||||
|
are validated server-side against bounds and the current listing.
|
||||||
|
- **Row locking:** wallet and creator-balance mutations use `SELECT ... FOR
|
||||||
|
UPDATE` within one transaction.
|
||||||
|
- **Idempotency:** every money-moving endpoint requires an `Idempotency-Key`;
|
||||||
|
duplicate keys return the stored original outcome.
|
||||||
|
- **Rate limiting:** purchase, listing, and payout endpoints are token-bucket
|
||||||
|
rate-limited per user.
|
||||||
|
- **Escrow & reversibility:** funds are not payable until the hold window
|
||||||
|
elapses; chargebacks/refunds reverse before release.
|
||||||
|
- **Moderation:** listings carry the item's effective content flags; mature
|
||||||
|
items require age verification (per `content_moderation.md`); moderators can
|
||||||
|
`delist`/`remove` and trigger audited reversals.
|
||||||
|
- **Audit:** the ledger plus `payout_requests` review fields form an append-only
|
||||||
|
audit trail for every movement of value.
|
||||||
|
|
||||||
|
## 10. Out of scope for this feature
|
||||||
|
|
||||||
|
- Real Stripe/PayPal/KYC integrations (provider interfaces leave the hooks; the
|
||||||
|
defaults are deterministic no-ops).
|
||||||
|
- Subscriptions, recurring billing, or premium memberships.
|
||||||
|
- Gift cards, promotional codes, or user-to-user Credit transfers.
|
||||||
|
- Partial refunds, chargeback disputes, and seller tax/VAT handling.
|
||||||
|
- In-world vending machines / scripted economy triggers (future, built on this
|
||||||
|
ledger via the scripting sandbox).
|
||||||
@@ -0,0 +1,50 @@
|
|||||||
|
# Testing at Package Checkpoints
|
||||||
|
|
||||||
|
A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few
|
||||||
|
real milestones, the client and server builds get packaged together and
|
||||||
|
independently reviewed before anyone calls anything actually done. See
|
||||||
|
`project_agp` in Claude's memory, or ask, for the full definition; this
|
||||||
|
doc is just the mechanical "how do I run the tests" part of that review.
|
||||||
|
|
||||||
|
## Running the suite
|
||||||
|
|
||||||
|
```
|
||||||
|
python scripts/run_checkpoint_tests.py
|
||||||
|
```
|
||||||
|
|
||||||
|
Brings up a throwaway Postgres, runs Alembic migrations against it, runs the
|
||||||
|
backend pytest suite, starts the backend server, and runs every Godot
|
||||||
|
headless smoke test (`scripts/smoke_test_*.gd`) against it. Tears the
|
||||||
|
Postgres container down afterward (`--keep-postgres` to skip that if you
|
||||||
|
want to poke at the DB after a failure).
|
||||||
|
|
||||||
|
If port 5432 is already taken on the machine, pass `--postgres-port` with
|
||||||
|
something else.
|
||||||
|
|
||||||
|
Exit code is 0 only if everything that actually ran passed — suites with
|
||||||
|
nothing to run yet (no Godot binary found, no smoke test scripts yet) are
|
||||||
|
reported SKIPPED, not treated as a failure.
|
||||||
|
|
||||||
|
## What this does and doesn't prove
|
||||||
|
|
||||||
|
Passing this script means: migrations apply cleanly to a genuinely empty
|
||||||
|
database, the backend's unit-level logic is correct, and whatever Godot
|
||||||
|
smoke tests exist actually round-trip against a live backend. It does
|
||||||
|
**not** mean full endpoint/integration coverage exists — see
|
||||||
|
`test_inventory.md` for the current, honest list of what's tested and what
|
||||||
|
isn't. A checkpoint review should still involve reading the actual diffs
|
||||||
|
for anything this script's current coverage doesn't reach, not just running
|
||||||
|
green and calling it done.
|
||||||
|
|
||||||
|
## Growing this over time
|
||||||
|
|
||||||
|
As real integration tests get added (endpoint tests hitting the FastAPI app,
|
||||||
|
more Godot smoke coverage beyond `health_check`), they should land under
|
||||||
|
`backend/tests/` / `scripts/smoke_test_*.gd` respectively — this script
|
||||||
|
picks up new files automatically, nothing to register by hand. Update
|
||||||
|
`test_inventory.md`'s tables when you do, so the inventory stays a source
|
||||||
|
of truth instead of quietly going stale.
|
||||||
|
|
||||||
|
Eventual goal (not implemented yet): gate merges to `main` on this script
|
||||||
|
passing, the same way a real CI pipeline would. For now it's a manual step
|
||||||
|
run at checkpoint review time.
|
||||||
@@ -0,0 +1,117 @@
|
|||||||
|
# Test Inventory
|
||||||
|
|
||||||
|
What automated coverage actually exists, what it actually verifies, and what
|
||||||
|
doesn't have coverage yet. Keep this current as tests are added — it's the
|
||||||
|
thing a Package Checkpoint review (see `docs/testing/README.md`) reads first
|
||||||
|
to know what "run the tests" actually checked.
|
||||||
|
|
||||||
|
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
|
||||||
|
|
||||||
|
Last verified against `main`: 2026-08-21 — migrations + pytest + all 11
|
||||||
|
Godot smoke tests, all clean. PC1's real playtest-found bugs (login form
|
||||||
|
unreachable, 1px world cards, Play → Back losing the session) are covered
|
||||||
|
by the smoke tests below so they can't silently regress. PC2 (basic
|
||||||
|
playable world + character + movement) landed 2026-08-20/21 — see
|
||||||
|
`docs/checkpoints/` once a PC2 record exists, and the three new smoke
|
||||||
|
tests below (`smoke_test_test_level.gd`, `smoke_test_player.gd`,
|
||||||
|
`smoke_test_enter_world.gd`) for what's actually verified. The avatar
|
||||||
|
loader/customization system (`smoke_test_avatar_system.gd`) also landed
|
||||||
|
2026-08-21 — real glTF-based loading with graceful failure on missing
|
||||||
|
assets, verified since `assets/avatars/*.glb` model files don't exist yet.
|
||||||
|
|
||||||
|
## Backend — `backend/tests/` (pytest)
|
||||||
|
|
||||||
|
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
|
||||||
|
reachable Postgres — see the runner script).
|
||||||
|
|
||||||
|
**Current total: 61 tests, all passing on a clean `main` checkout.**
|
||||||
|
|
||||||
|
| File | Tests | What it covers |
|
||||||
|
|---|---|---|
|
||||||
|
| `test_auth_age_gate.py` | 11 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year — kept as a tested utility for a future real-DOB pass even though `/register` no longer calls it) + `RegisterRequest.over_18` field tests (true accepted, false accepted, missing rejected). 2026-08-20: the register flow was simplified from collecting/validating a date of birth to a plain client-side "I am 18 or older" confirmation, so the old date-validation parametrized cases were replaced. Backs the 18+ registration gate (PR #23, revised PC1). |
|
||||||
|
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
|
||||||
|
| `test_auth_endpoints.py` | 10 | **Integration tests** for `POST /api/auth/register` and `POST /api/auth/login` against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), `over_18=false` rejection (400), missing `over_18` field (422), successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens. |
|
||||||
|
| `test_refresh_endpoint.py` | 8 | **Integration tests** for `POST /api/auth/refresh`. Covers: successful refresh (200, new access token, same refresh token returned), refresh produces different access tokens on repeated calls, invalid refresh token (401), empty body (422), missing field (422), refresh token from login also works, returned access token is valid JWT decodable with public key, `access_token_expires_minutes` in response. |
|
||||||
|
| `test_refresh_token_jti.py` | 6 | Unit tests for refresh token uniqueness (jti claim) and model column length. Covers: two calls with same sub produce different tokens (jti uniqueness), jti is valid UUID, rapid repeated calls all produce unique jtis, jti survives decode, `RefreshToken.token` column is `String(512)`, column type is `String`. |
|
||||||
|
| `test_auth_expired_token.py` | 5 | **Integration tests** for expired-token rejection across auth endpoints. Covers: expired access JWT rejected by `GET /api/auth/me` (401), garbage access token rejected by `/me` (401), missing bearer token returns 401, expired refresh token (DB `expires_at` in past) rejected by `/refresh` (401), expired refresh JWT (past `exp` claim) rejected before DB lookup (401). |
|
||||||
|
|
||||||
|
**What these are, honestly:** a mix of pure unit tests (`test_auth_age_gate.py`,
|
||||||
|
`test_gltf_metadata.py`, `test_refresh_token_jti.py`) and real integration tests
|
||||||
|
(`test_auth_endpoints.py`, `test_refresh_endpoint.py`, `test_auth_expired_token.py`)
|
||||||
|
that hit the FastAPI app against a real Postgres database via `TestClient`.
|
||||||
|
The integration tests exercise the full stack: Pydantic validation → DB →
|
||||||
|
JWT → response. The suite is also re-runnable without manual cleanup —
|
||||||
|
`backend/tests/conftest.py` has a session-scoped autouse fixture that
|
||||||
|
truncates all app tables once before the suite runs.
|
||||||
|
|
||||||
|
**Known coverage gaps** (real gaps, not placeholders — nothing enforces filling
|
||||||
|
these yet):
|
||||||
|
- No endpoint tests for `GET /api/worlds`, `GET /api/assets/*`, or any
|
||||||
|
world/asset CRUD routes — only auth endpoints have integration coverage
|
||||||
|
(`GET /api/worlds` is covered indirectly via the Godot smoke tests below).
|
||||||
|
- No tests for the moderation schema/migration beyond "the migration runs."
|
||||||
|
- No tests for the `GET /api/auth/me` endpoint's response body (only its
|
||||||
|
auth-header validation is covered via expired-token tests).
|
||||||
|
- No tests for session management (create/validate/revoke sessions).
|
||||||
|
|
||||||
|
## Godot client — `scripts/smoke_test_*.gd`
|
||||||
|
|
||||||
|
**12 smoke tests merged into `main`.** Ten need a live backend, one
|
||||||
|
(`smoke_test_network_client.gd`) needs a live dedicated server instead,
|
||||||
|
and one (`smoke_test_avatar_system.gd`) needs neither — it only exercises
|
||||||
|
local catalog/loadout/loader logic. Backend-dependent tests read
|
||||||
|
`AGP_API_BASE_URL` env var, falling back to the
|
||||||
|
`application/agp/api_base_url` project setting (default
|
||||||
|
`http://127.0.0.1:8000`) if unset.
|
||||||
|
|
||||||
|
| File | What it covers |
|
||||||
|
|---|---|
|
||||||
|
| `smoke_test_api.gd` | Exercises `ApiClient.health_check()` against a live backend. Verifies the real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure. |
|
||||||
|
| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), `over_18=false` registration (400), correct login (200), wrong password (401), nonexistent user (401). |
|
||||||
|
| `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. |
|
||||||
|
| `smoke_test_world_list.gd` | Registers a user, **seeds a real world via `POST /api/worlds/`** (without this, `run_checkpoint_tests.py`'s always-fresh DB means the populated-card render path never actually runs in CI, only the empty-list path would), instantiates `world_list.tscn` as a real scene, waits for `_refresh_worlds()` to complete, confirms it reached the populated (not empty) state, and asserts **each rendered card's real computed width is >= 200px**. That last check is the one that matters: 2026-08-20, a real bug shipped where every card existed in the tree with a non-zero child count and no crash, but rendered at 1.0px wide (`ScrollContainer`'s `size_flags_horizontal`/`vertical` used the raw integer `4` = `Control.SIZE_SHRINK_CENTER` instead of `3` = `SIZE_EXPAND_FILL`) — invisible on screen, and a child-count-only check would never have caught it. Confirmed by deliberately reintroducing the bug: card width check correctly fails at 25px. |
|
||||||
|
| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
|
||||||
|
| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
|
||||||
|
| `smoke_test_main_menu_back.gd` | Regression test for Play → Back logging the user out even with a valid token still held. Registers a user, loads `main_menu.tscn` (asserts it restores the authenticated state via a real `auth_state_ready` signal wait, not a frame-count guess), clicks Play → `world_list.tscn`, clicks Back → `main_menu.tscn`, and asserts the menu is still authenticated. Checks `WelcomeLabel.is_visible_in_tree()`, not just `.visible` — the label lives inside AuthPanel, so `.visible` alone is a false positive if the panel itself is hidden (a real bug briefly present: `_show_authenticated()` hid AuthPanel while claiming the welcome label was visible, which rendered nothing). |
|
||||||
|
| `smoke_test_test_level.gd` | Loads `scenes/worlds/test_level.tscn` directly (the level is player-agnostic and self-contained per `docs/architecture/pc2_test_level.md` §4) and confirms it has real content: 5 props, a `DirectionalLight3D` ("Sun"), and a `WorldEnvironment` — not an empty void. |
|
||||||
|
| `smoke_test_player.gd` | Loads `scenes/game.tscn` and confirms the player exists as a real `CharacterBody3D` with a `CollisionShape3D`+shape, a `CapsuleMesh`, and spawns at the level's `PlayerSpawn` marker position. Also asserts `JUMP_VELOCITY` is positive and a `Camera3D` exists and is `current` — both were real bugs found 2026-08-20/21 (jump velocity was negative, pushing the player down instead of up; no camera existed at all, so the game was unplayable even though the character could technically move). Structural checks only — real movement/jump *direction* correctness was verified separately via a throwaway headless physics simulation during development, not by an automated test that's part of this suite. |
|
||||||
|
| `smoke_test_enter_world.gd` | The full PC2 path end to end: register → seed a real world → load `world_list.tscn` → click the real "Enter World" button on a real card (found by walking the card's children, not by index, so it doesn't silently pass if the card layout changes) → confirms `scenes/game.tscn` actually becomes `current_scene` with the player spawned at the level's `PlayerSpawn` marker → sends a real `KEY_ESCAPE` input event (not a direct method call) and confirms it returns to `world_list.tscn`. This is the test that proves "browse → enter → walk around → leave" actually works as one continuous flow, not just that each piece works in isolation. |
|
||||||
|
| `smoke_test_network_client.gd` | **Real two-process integration test** for `scripts/network_client.gd` (client-side prediction + reconciliation, docs/architecture/networking.md §5) — needs an actual dedicated server running first: `godot --headless --path . scenes/server.tscn &`, *not* the usual HTTP backend. Connects a real `NetworkClient` over ENet, confirms local input prediction moves the player immediately (no waiting on a round trip), confirms real snapshots arrive and get processed, then deliberately desyncs the predicted position by 9999 units and confirms the very next snapshot corrects it back — the actual proof reconciliation logic works, not just that it never had to fire. Known simplification, stated in the script's own docstring: the server's snapshot doesn't currently echo back a per-peer "last input seq processed," so reconciliation corrects against the *most recent* prediction rather than true tick-exact rollback-and-replay (docs/architecture/networking.md §5.2 step 4) — a real, scoped follow-up once the server echoes that ack, not something faked here. |
|
||||||
|
| `smoke_test_avatar_system.gd` | Confirms `AvatarSystem` is a real autoload, the committed `assets/avatars/catalog.json` actually parses, `get_assets_for_slot("base_body")` returns real entries, an `AvatarLoadout` can set `base_body` and equip a real catalog accessory, the loadout round-trips through `to_json()`/`load_loadout_from_json()`, and — since `assets/avatars/*.glb` model files don't exist yet — that `AvatarLoader.load_base_body()` against a real catalog entry with a missing file fails *gracefully*: returns `null` and emits `load_error` rather than crashing. Visual rendering itself can't be verified until real assets exist. |
|
||||||
|
|
||||||
|
Run (once, to build the class cache): `godot --headless --path . --import`,
|
||||||
|
then for each smoke test: `godot --headless --path . --script
|
||||||
|
res://scripts/smoke_test_<name>.gd` — **no `--quit`**, it kills these before
|
||||||
|
their awaited HTTP calls finish.
|
||||||
|
|
||||||
|
**Known gaps:**
|
||||||
|
- No smoke tests for chunk loading/streaming (`chunk.gd`, `chunk_scene.gd`).
|
||||||
|
- No smoke tests for dynamic/static object nodes.
|
||||||
|
- All smoke tests require a live backend; no offline/unit smoke tests exist.
|
||||||
|
- `smoke_test_world_list.gd` and `smoke_test_main_menu_*.gd` are the only
|
||||||
|
ones that exercise a real `.tscn` scene instantiation — others only test
|
||||||
|
the `ApiClient` autoload directly.
|
||||||
|
- `get_me()` (`GET /auth/me`) is implemented in `scripts/api_client.gd` but
|
||||||
|
has no smoke coverage yet.
|
||||||
|
- The Login path (as opposed to Register) through `main_menu.gd` isn't
|
||||||
|
separately smoke-tested — it shares the same `_on_auth_button_pressed()`/
|
||||||
|
`_on_auth_complete()` code path already exercised for Register, but that's
|
||||||
|
inference, not a direct check.
|
||||||
|
|
||||||
|
## Client export
|
||||||
|
|
||||||
|
`scripts/build.sh` produces real Linux (`agp-game.x86_64`) and Windows
|
||||||
|
(`agp-game.exe`) binaries via `--export-release`. Verified 2026-08-20: both
|
||||||
|
exports complete clean from a fresh checkout and produce valid binaries
|
||||||
|
(confirmed via `file` — real ELF64/PE32+, not empty or truncated). Neither
|
||||||
|
export is exercised by an automated GUI test (headless Godot can't drive a
|
||||||
|
window) — actually launching and clicking through the exported binary is a
|
||||||
|
manual step, see `docs/checkpoints/PC1.md` for playtest instructions.
|
||||||
|
|
||||||
|
## What "full coverage" should eventually mean here
|
||||||
|
|
||||||
|
Not defined precisely yet — the honest target as of 2026-08-20 is
|
||||||
|
"integration tests for every endpoint + smoke tests for every major scene."
|
||||||
|
As real integration/endpoint tests get added, update the tables above
|
||||||
|
rather than letting this doc drift stale; a wrong inventory is worse than
|
||||||
|
no inventory.
|
||||||
@@ -0,0 +1,74 @@
|
|||||||
|
[preset.0]
|
||||||
|
|
||||||
|
name="Linux"
|
||||||
|
platform="Linux/X11"
|
||||||
|
runnable=true
|
||||||
|
advanced_options=false
|
||||||
|
dedicated_server=false
|
||||||
|
custom_features=""
|
||||||
|
export_filter="all_resources"
|
||||||
|
include_filter=""
|
||||||
|
exclude_filter=""
|
||||||
|
export_path="export/linux/agp-game.x86_64"
|
||||||
|
encryption_include_filters=""
|
||||||
|
encryption_exclude_filters=""
|
||||||
|
encrypt_pck=false
|
||||||
|
encrypt_directory=false
|
||||||
|
script_export_mode=2
|
||||||
|
|
||||||
|
[preset.0.options]
|
||||||
|
|
||||||
|
custom_template/debug=""
|
||||||
|
custom_template/release=""
|
||||||
|
debug/export_console_wrapper=1
|
||||||
|
binary_format/embed_pck=true
|
||||||
|
texture_format/bptc=true
|
||||||
|
texture_format/s3tc=true
|
||||||
|
texture_format/etc=false
|
||||||
|
texture_format/etc2=false
|
||||||
|
binary_format/architecture="x86_64"
|
||||||
|
ssh_remote_deploy/enabled=false
|
||||||
|
|
||||||
|
[preset.1]
|
||||||
|
|
||||||
|
name="Windows Desktop"
|
||||||
|
platform="Windows Desktop"
|
||||||
|
runnable=true
|
||||||
|
advanced_options=false
|
||||||
|
dedicated_server=false
|
||||||
|
custom_features=""
|
||||||
|
export_filter="all_resources"
|
||||||
|
include_filter=""
|
||||||
|
exclude_filter=""
|
||||||
|
export_path="export/windows/agp-game.exe"
|
||||||
|
encryption_include_filters=""
|
||||||
|
encryption_exclude_filters=""
|
||||||
|
encrypt_pck=false
|
||||||
|
encrypt_directory=false
|
||||||
|
script_export_mode=2
|
||||||
|
|
||||||
|
[preset.1.options]
|
||||||
|
|
||||||
|
custom_template/debug=""
|
||||||
|
custom_template/release=""
|
||||||
|
debug/export_console_wrapper=1
|
||||||
|
binary_format/embed_pck=true
|
||||||
|
texture_format/bptc=true
|
||||||
|
texture_format/s3tc=true
|
||||||
|
texture_format/etc=false
|
||||||
|
texture_format/etc2=false
|
||||||
|
binary_format/architecture="x86_64"
|
||||||
|
codesign/enable=false
|
||||||
|
application/icon=""
|
||||||
|
application/console_wrapper_icon=""
|
||||||
|
application/icon_interpolation=4
|
||||||
|
application/file_version=""
|
||||||
|
application/product_version=""
|
||||||
|
application/company_name=""
|
||||||
|
application/product_name=""
|
||||||
|
application/file_description=""
|
||||||
|
application/copyright=""
|
||||||
|
application/trademarks=""
|
||||||
|
application/export_angle=0
|
||||||
|
application/export_d3d12=0
|
||||||
|
d3d12/agility_sdk_multizip=0
|
||||||
@@ -9,15 +9,42 @@ config_version=5
|
|||||||
config/name="AGP-Game"
|
config/name="AGP-Game"
|
||||||
run/main_scene="res://scenes/main_menu.tscn"
|
run/main_scene="res://scenes/main_menu.tscn"
|
||||||
config/features=PackedStringArray("4.6.2")
|
config/features=PackedStringArray("4.6.2")
|
||||||
|
agp/api_base_url="http://127.0.0.1:8000"
|
||||||
|
|
||||||
[autoload]
|
[autoload]
|
||||||
|
|
||||||
|
ApiClient="*res://scripts/api_client.gd"
|
||||||
|
AvatarSystem="*res://scripts/avatar/avatar_system.gd"
|
||||||
|
|
||||||
[display]
|
[display]
|
||||||
|
|
||||||
window/size/viewport_width=1920
|
window/size/viewport_width=1920
|
||||||
window/size/viewport_height=1080
|
window/size/viewport_height=1080
|
||||||
window/stretch/mode="canvas_items"
|
window/stretch/mode="canvas_items"
|
||||||
|
|
||||||
|
[input]
|
||||||
|
|
||||||
|
move_forward={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
move_left={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
move_right={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
move_down={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
|
||||||
[rendering]
|
[rendering]
|
||||||
|
|
||||||
renderer/rendering_method="gl_compatibility"
|
renderer/rendering_method="gl_compatibility"
|
||||||
|
|||||||
@@ -0,0 +1,149 @@
|
|||||||
|
[gd_scene load_steps=3 format=3 uid="uid://avatar_customization"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/avatar/avatar_customization_ui.gd" id="1"]
|
||||||
|
|
||||||
|
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_main_panel"]
|
||||||
|
bg_color = Color(0.12, 0.12, 0.15, 1)
|
||||||
|
|
||||||
|
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_slot_panel"]
|
||||||
|
bg_color = Color(0.18, 0.18, 0.22, 1)
|
||||||
|
border_width_left = 2
|
||||||
|
border_width_right = 2
|
||||||
|
border_width_top = 2
|
||||||
|
border_width_bottom = 2
|
||||||
|
border_color = Color(0.3, 0.3, 0.35, 1)
|
||||||
|
corner_radius_top_left = 4
|
||||||
|
corner_radius_top_right = 4
|
||||||
|
corner_radius_bottom_right = 4
|
||||||
|
corner_radius_bottom_left = 4
|
||||||
|
|
||||||
|
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_button_style"]
|
||||||
|
bg_color = Color(0.25, 0.25, 0.3, 1)
|
||||||
|
border_width_left = 1
|
||||||
|
border_width_right = 1
|
||||||
|
border_width_top = 1
|
||||||
|
border_width_bottom = 1
|
||||||
|
border_color = Color(0.4, 0.4, 0.45, 1)
|
||||||
|
corner_radius_top_left = 4
|
||||||
|
corner_radius_top_right = 4
|
||||||
|
corner_radius_bottom_right = 4
|
||||||
|
corner_radius_bottom_left = 4
|
||||||
|
|
||||||
|
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_button_hover"]
|
||||||
|
bg_color = Color(0.35, 0.35, 0.4, 1)
|
||||||
|
border_width_left = 1
|
||||||
|
border_width_right = 1
|
||||||
|
border_width_top = 1
|
||||||
|
border_width_bottom = 1
|
||||||
|
border_color = Color(0.5, 0.5, 0.55, 1)
|
||||||
|
corner_radius_top_left = 4
|
||||||
|
corner_radius_top_right = 4
|
||||||
|
corner_radius_bottom_right = 4
|
||||||
|
corner_radius_bottom_left = 4
|
||||||
|
|
||||||
|
[node name="AvatarCustomization" type="Control"]
|
||||||
|
layout_mode = 3
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
script = ExtResource("1")
|
||||||
|
|
||||||
|
[node name="MainPanel" type="Panel" parent="."]
|
||||||
|
layout_mode = 3
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
theme_override_styles/panel = SubResource("StyleBoxFlat_main_panel")
|
||||||
|
|
||||||
|
[node name="VBox" type="VBoxContainer" parent="MainPanel"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
theme_override_constants/separation = 8
|
||||||
|
|
||||||
|
[node name="TitleLabel" type="Label" parent="MainPanel/VBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
text = "Avatar Customization"
|
||||||
|
horizontal_alignment = 1
|
||||||
|
theme_override_font_sizes/font_size = 24
|
||||||
|
|
||||||
|
[node name="HBox" type="HBoxContainer" parent="MainPanel/VBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
|
||||||
|
[node name="AvatarViewport" type="ViewportContainer" parent="MainPanel/VBox/HBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
expand_texture = true
|
||||||
|
stretch = true
|
||||||
|
|
||||||
|
[node name="AvatarViewport" type="Viewport" parent="MainPanel/VBox/HBox/AvatarViewport"]
|
||||||
|
layout_mode = 3
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
width = 512
|
||||||
|
height = 512
|
||||||
|
transparent_bg = true
|
||||||
|
|
||||||
|
[node name="Avatar3D" type="Node3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
|
||||||
|
layout_mode = 3
|
||||||
|
|
||||||
|
[node name="Camera3D" type="Camera3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
|
||||||
|
layout_mode = 3
|
||||||
|
position = Vector3(0, 1.0, 3.0)
|
||||||
|
rotation = Vector3(-0.174533, 0, 0)
|
||||||
|
|
||||||
|
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
|
||||||
|
layout_mode = 3
|
||||||
|
position = Vector3(2, 4, 2)
|
||||||
|
rotation = Vector3(0.785398, 0, 0)
|
||||||
|
light_color = Color(0.8, 0.8, 0.8, 1)
|
||||||
|
light_energy = 1.0
|
||||||
|
|
||||||
|
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="MainPanel/VBox/HBox/AvatarViewport/AvatarViewport"]
|
||||||
|
layout_mode = 3
|
||||||
|
position = Vector3(-2, 2, -2)
|
||||||
|
rotation = Vector3(0.785398, 0, 0)
|
||||||
|
light_color = Color(0.4, 0.4, 0.5, 1)
|
||||||
|
light_energy = 0.5
|
||||||
|
|
||||||
|
[node name="SlotList" type="VBoxContainer" parent="MainPanel/VBox/HBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 0
|
||||||
|
size_flags_vertical = 3
|
||||||
|
theme_override_constants/separation = 4
|
||||||
|
custom_minimum_size = Vector2(280, 0)
|
||||||
|
|
||||||
|
[node name="SlotHeader" type="Label" parent="MainPanel/VBox/HBox/SlotList"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "SLOTS"
|
||||||
|
theme_override_font_sizes/font_size = 16
|
||||||
|
font_color = Color(0.7, 0.7, 0.75, 1)
|
||||||
|
|
||||||
|
[node name="ScrollContainer" type="ScrollContainer" parent="MainPanel/VBox/HBox/SlotList"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
horizontal_mode = 2
|
||||||
|
horizontal_scroll_mode = 2
|
||||||
|
|
||||||
|
[node name="SlotsVBox" type="VBoxContainer" parent="MainPanel/VBox/HBox/SlotList/ScrollContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
theme_override_constants/separation = 4
|
||||||
|
|
||||||
|
[node name="BackButton" type="Button" parent="MainPanel/VBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
text = "Back to Menu"
|
||||||
|
button_pressed = false
|
||||||
|
action_mode = 0
|
||||||
|
custom_minimum_size = Vector2(0, 36)
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
[gd_scene load_steps=3 format=3 uid="uid://game_scene_pc2"]
|
||||||
|
|
||||||
|
[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
|
||||||
|
|
||||||
|
[node name="Game" type="Node3D"]
|
||||||
|
|
||||||
|
[node name="Level" parent="." instance=ExtResource("1_level")]
|
||||||
|
|
||||||
|
[node name="Player" parent="." instance=ExtResource("2_player")]
|
||||||
+84
-1
@@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=2 format=3]
|
[gd_scene load_steps=2 format=3 uid="uid://main_menu_scene"]
|
||||||
|
|
||||||
[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"]
|
||||||
|
|
||||||
@@ -29,6 +29,84 @@ text = "AGP Game"
|
|||||||
horizontal_alignment = 1
|
horizontal_alignment = 1
|
||||||
theme_override_font_sizes/font_size = 72
|
theme_override_font_sizes/font_size = 72
|
||||||
|
|
||||||
|
[node name="AuthButtonsRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
theme_override_constants/separation = 16
|
||||||
|
alignment = 1
|
||||||
|
|
||||||
|
[node name="LoginButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "Login"
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="RegisterButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "Register"
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="AuthPanel" type="PanelContainer" parent="CenterContainer/VBoxContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
visible = false
|
||||||
|
|
||||||
|
[node name="MarginContainer" type="MarginContainer" parent="CenterContainer/VBoxContainer/AuthPanel"]
|
||||||
|
layout_mode = 1
|
||||||
|
theme_override_constants/margin_left = 24
|
||||||
|
theme_override_constants/margin_top = 24
|
||||||
|
theme_override_constants/margin_right = 24
|
||||||
|
theme_override_constants/margin_bottom = 24
|
||||||
|
|
||||||
|
[node name="AuthVBox" type="VBoxContainer" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
theme_override_constants/separation = 8
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="AuthModeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "Login"
|
||||||
|
horizontal_alignment = 1
|
||||||
|
theme_override_font_sizes/font_size = 24
|
||||||
|
|
||||||
|
[node name="UsernameEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
placeholder_text = "Username"
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="PasswordEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
placeholder_text = "Password"
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
echo_password = true
|
||||||
|
|
||||||
|
[node name="EmailEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
visible = false
|
||||||
|
placeholder_text = "Email"
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="Over18Check" type="CheckBox" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
visible = false
|
||||||
|
text = "I am 18 or older"
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "Login"
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="AuthStatusLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = ""
|
||||||
|
horizontal_alignment = 1
|
||||||
|
autowrap_mode = 2
|
||||||
|
visible = false
|
||||||
|
|
||||||
|
[node name="WelcomeLabel" type="Label" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
|
||||||
|
layout_mode = 1
|
||||||
|
visible = false
|
||||||
|
text = ""
|
||||||
|
horizontal_alignment = 1
|
||||||
|
|
||||||
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||||
layout_mode = 1
|
layout_mode = 1
|
||||||
text = "Play"
|
text = "Play"
|
||||||
@@ -39,5 +117,10 @@ layout_mode = 1
|
|||||||
text = "Quit"
|
text = "Quit"
|
||||||
size_flags_horizontal = 4
|
size_flags_horizontal = 4
|
||||||
|
|
||||||
|
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton" to="." method="_on_login_button_pressed"]
|
||||||
|
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton" to="." method="_on_register_button_pressed"]
|
||||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
|
[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"]
|
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
|
||||||
|
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"]
|
||||||
|
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"]
|
||||||
|
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"]
|
||||||
|
|||||||
@@ -0,0 +1,24 @@
|
|||||||
|
[gd_scene load_steps=3 format=3 uid="uid://player_scene_001"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
|
||||||
|
radius = 0.35
|
||||||
|
height = 1.6
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
|
||||||
|
radius = 0.35
|
||||||
|
height = 1.6
|
||||||
|
|
||||||
|
[node name="Player" type="CharacterBody3D"]
|
||||||
|
script = ExtResource("1_player")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
shape = SubResource("CapsuleShape1")
|
||||||
|
|
||||||
|
[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
|
||||||
|
mesh = SubResource("CapsuleMesh1")
|
||||||
|
|
||||||
|
[node name="Camera3D" type="Camera3D" parent="."]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
|
||||||
|
current = true
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/server.gd" id="1_server"]
|
||||||
|
|
||||||
|
[node name="Server" type="Node"]
|
||||||
|
script = ExtResource("1_server")
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
|
||||||
|
|
||||||
|
[node name="Player" type="CharacterBody3D"]
|
||||||
|
script = ExtResource("1")
|
||||||
@@ -0,0 +1,78 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/world_list.gd" id="1_wl"]
|
||||||
|
|
||||||
|
[node name="WorldList" type="Control"]
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
script = ExtResource("1_wl")
|
||||||
|
|
||||||
|
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||||
|
layout_mode = 1
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
theme_override_constants/separation = 8
|
||||||
|
|
||||||
|
[node name="HeaderHBox" type="HBoxContainer" parent="VBoxContainer"]
|
||||||
|
layout_mode = 3
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
theme_override_constants/separation = 16
|
||||||
|
|
||||||
|
[node name="BackButton" type="Button" parent="VBoxContainer/HeaderHBox"]
|
||||||
|
layout_mode = 3
|
||||||
|
text = "< Back"
|
||||||
|
size_flags_horizontal = 0
|
||||||
|
|
||||||
|
[node name="TitleLabel" type="Label" parent="VBoxContainer/HeaderHBox"]
|
||||||
|
layout_mode = 3
|
||||||
|
text = "Browse Worlds"
|
||||||
|
horizontal_alignment = 1
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
theme_override_font_sizes/font_size = 28
|
||||||
|
|
||||||
|
[node name="RefreshButton" type="Button" parent="VBoxContainer/HeaderHBox"]
|
||||||
|
layout_mode = 3
|
||||||
|
text = "Refresh"
|
||||||
|
size_flags_horizontal = 0
|
||||||
|
|
||||||
|
[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
|
||||||
|
layout_mode = 3
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
horizontal_mode = 2
|
||||||
|
vertical_mode = 2
|
||||||
|
|
||||||
|
[node name="WorldList" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
|
||||||
|
layout_mode = 3
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
theme_override_constants/separation = 8
|
||||||
|
|
||||||
|
[node name="LoadingLabel" type="Label" parent="VBoxContainer"]
|
||||||
|
layout_mode = 3
|
||||||
|
text = "Loading worlds..."
|
||||||
|
visible = false
|
||||||
|
horizontal_alignment = 1
|
||||||
|
theme_override_font_sizes/font_size = 18
|
||||||
|
|
||||||
|
[node name="ErrorLabel" type="Label" parent="VBoxContainer"]
|
||||||
|
layout_mode = 3
|
||||||
|
text = ""
|
||||||
|
visible = false
|
||||||
|
horizontal_alignment = 1
|
||||||
|
theme_override_font_sizes/font_size = 18
|
||||||
|
|
||||||
|
[node name="EmptyLabel" type="Label" parent="VBoxContainer"]
|
||||||
|
layout_mode = 3
|
||||||
|
text = ""
|
||||||
|
visible = false
|
||||||
|
horizontal_alignment = 1
|
||||||
|
theme_override_font_sizes/font_size = 18
|
||||||
|
|
||||||
|
[connection signal="pressed" from="VBoxContainer/HeaderHBox/BackButton" to="." method="_on_back_button_pressed"]
|
||||||
|
[connection signal="pressed" from="VBoxContainer/HeaderHBox/RefreshButton" to="." method="_on_refresh_button_pressed"]
|
||||||
@@ -0,0 +1,120 @@
|
|||||||
|
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
|
||||||
|
size = Vector3(40, 1, 40)
|
||||||
|
|
||||||
|
[sub_resource type="BoxMesh" id="BoxMesh_ground"]
|
||||||
|
size = Vector3(40, 1, 40)
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
|
||||||
|
size = Vector3(2, 3, 2)
|
||||||
|
|
||||||
|
[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
|
||||||
|
size = Vector3(2, 3, 2)
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
|
||||||
|
size = Vector3(3, 1, 3)
|
||||||
|
|
||||||
|
[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
|
||||||
|
size = Vector3(3, 1, 3)
|
||||||
|
|
||||||
|
[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
|
||||||
|
top_radius = 1.0
|
||||||
|
height = 4.0
|
||||||
|
|
||||||
|
[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
|
||||||
|
top_radius = 1.0
|
||||||
|
bottom_radius = 1.0
|
||||||
|
height = 4.0
|
||||||
|
subdivisions_top_radius = 8
|
||||||
|
|
||||||
|
[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
|
||||||
|
radius = 1.0
|
||||||
|
|
||||||
|
[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
|
||||||
|
radius = 1.0
|
||||||
|
subdivisions_ring = 12
|
||||||
|
subdivisions_height = 12
|
||||||
|
|
||||||
|
[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
|
||||||
|
radius = 0.5
|
||||||
|
|
||||||
|
[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
|
||||||
|
radius = 0.5
|
||||||
|
subdivisions_ring = 8
|
||||||
|
subdivisions_height = 8
|
||||||
|
|
||||||
|
[sub_resource type="Environment" id="WorldEnvironment_env"]
|
||||||
|
background_mode = 1
|
||||||
|
background_color = Color(0.4, 0.6, 0.8, 1)
|
||||||
|
ambient_light_source = 1
|
||||||
|
ambient_light_energy = 0.4
|
||||||
|
ambient_light_sky_energy = 1.0
|
||||||
|
|
||||||
|
[node name="TestLevel" type="Node3D"]
|
||||||
|
|
||||||
|
[node name="Ground" type="StaticBody3D" parent="."]
|
||||||
|
position = Vector3(0, -0.5, 0)
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
|
||||||
|
shape = SubResource("BoxShape3D_ground")
|
||||||
|
|
||||||
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
|
||||||
|
mesh = SubResource("BoxMesh_ground")
|
||||||
|
|
||||||
|
[node name="Props" type="Node3D" parent="."]
|
||||||
|
|
||||||
|
[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
|
||||||
|
position = Vector3(8, 1.5, 8)
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
|
||||||
|
shape = SubResource("BoxShape3D_prop1")
|
||||||
|
|
||||||
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
|
||||||
|
mesh = SubResource("BoxMesh_prop1")
|
||||||
|
|
||||||
|
[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
|
||||||
|
position = Vector3(-8, 0.5, 6)
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
|
||||||
|
shape = SubResource("BoxShape3D_prop2")
|
||||||
|
|
||||||
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
|
||||||
|
mesh = SubResource("BoxMesh_prop2")
|
||||||
|
|
||||||
|
[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
|
||||||
|
position = Vector3(6, 2.0, -8)
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
|
||||||
|
shape = SubResource("CylinderShape3D_prop3")
|
||||||
|
|
||||||
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
|
||||||
|
mesh = SubResource("CylinderMesh_prop3")
|
||||||
|
|
||||||
|
[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
|
||||||
|
position = Vector3(-6, 1.0, -6)
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
|
||||||
|
shape = SubResource("SphereShape3D_prop4")
|
||||||
|
|
||||||
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
|
||||||
|
mesh = SubResource("SphereMesh_prop4")
|
||||||
|
|
||||||
|
[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
|
||||||
|
position = Vector3(0, 0.5, 12)
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
|
||||||
|
shape = SubResource("SphereShape3D_prop5")
|
||||||
|
|
||||||
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
|
||||||
|
mesh = SubResource("SphereMesh_prop5")
|
||||||
|
|
||||||
|
[node name="Sun" type="DirectionalLight3D" parent="."]
|
||||||
|
rotation = Vector3(-0.785398, 0, 0)
|
||||||
|
shadow_enabled = true
|
||||||
|
|
||||||
|
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||||
|
environment = SubResource("WorldEnvironment_env")
|
||||||
|
|
||||||
|
[node name="PlayerSpawn" type="Marker3D" parent="."]
|
||||||
|
position = Vector3(0, 1.5, 0)
|
||||||
@@ -0,0 +1,292 @@
|
|||||||
|
extends Node
|
||||||
|
## Central HTTP client singleton (autoload name: "ApiClient").
|
||||||
|
##
|
||||||
|
## Every network call in the game flows through this class. Callers use the
|
||||||
|
## high-level helpers ([method login], [method register], [method get_worlds],
|
||||||
|
## [method health_check], [method get_me]) or the generic [method request]
|
||||||
|
## primitive. All results conform to the result-dictionary contract below.
|
||||||
|
##
|
||||||
|
## [b]Result Dictionary Contract[/b]
|
||||||
|
## Every public method returns (after `await`) a Dictionary with this shape:
|
||||||
|
##
|
||||||
|
## {
|
||||||
|
## "ok": bool, # true for HTTP 2xx, false otherwise
|
||||||
|
## "status": int, # HTTP status code (0 on network failure)
|
||||||
|
## "data": Variant, # parsed JSON body on success (null otherwise)
|
||||||
|
## "detail": String, # human-readable message
|
||||||
|
## }
|
||||||
|
##
|
||||||
|
## Network failures (timeout / DNS / refused connection) return `status == 0`
|
||||||
|
## with a `detail` describing the transport failure. Non-2xx responses return
|
||||||
|
## the real HTTP status and the backend's `detail` field from the JSON error
|
||||||
|
## body when present. No caller can crash on a failed request.
|
||||||
|
##
|
||||||
|
## [b]Token storage[/b]
|
||||||
|
## JWTs are kept in memory. [method set_token] is the single seam for future
|
||||||
|
## disk persistence (override it to save to `user://`).
|
||||||
|
##
|
||||||
|
## [b]Usage[/b]
|
||||||
|
## var result: Dictionary = await ApiClient.login("alice", "secret")
|
||||||
|
## if result.ok:
|
||||||
|
## print("Logged in!")
|
||||||
|
## else:
|
||||||
|
## print("Error: ", result.detail)
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Token storage
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
var _access_token: String = ""
|
||||||
|
var _token_type: String = "Bearer"
|
||||||
|
|
||||||
|
## Full Authorization header value, e.g. "Bearer eyJ...". Empty if no token.
|
||||||
|
var bearer_token: String:
|
||||||
|
get:
|
||||||
|
return _token_type + " " + _access_token if _access_token != "" else ""
|
||||||
|
|
||||||
|
|
||||||
|
## Whether an access token is currently stored.
|
||||||
|
func has_token() -> bool:
|
||||||
|
return _access_token != ""
|
||||||
|
|
||||||
|
|
||||||
|
## Set the access token (called after login / register / token refresh).
|
||||||
|
## This is the persistence seam: override to also write to disk.
|
||||||
|
func set_token(access_token: String, token_type: String = "Bearer") -> void:
|
||||||
|
_access_token = access_token
|
||||||
|
_token_type = token_type
|
||||||
|
|
||||||
|
|
||||||
|
## Clear stored tokens.
|
||||||
|
func clear_token() -> void:
|
||||||
|
_access_token = ""
|
||||||
|
_token_type = "Bearer"
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Configuration
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
var _base_url: String = "http://127.0.0.1:8000"
|
||||||
|
|
||||||
|
## Request timeout in seconds. 0 disables the timeout.
|
||||||
|
var timeout_seconds: float = 10.0
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Environment variable override (e.g. for headless smoke tests against a
|
||||||
|
# backend on a non-default port). Falls back to the ProjectSetting, then
|
||||||
|
# to the documented default.
|
||||||
|
var env_url := OS.get_environment("AGP_API_BASE_URL")
|
||||||
|
if env_url != "":
|
||||||
|
_base_url = env_url.rstrip("/")
|
||||||
|
else:
|
||||||
|
_base_url = str(ProjectSettings.get_setting(
|
||||||
|
"application/agp/api_base_url",
|
||||||
|
"http://127.0.0.1:8000"
|
||||||
|
)).rstrip("/")
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Core request primitive
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Generic request primitive. Awaitable via `await`.
|
||||||
|
##
|
||||||
|
## Uses a dedicated HTTPRequest node per call so concurrent requests can never
|
||||||
|
## cross-talk, and so the result maps 1:1 to the awaiting caller.
|
||||||
|
##
|
||||||
|
## @param method HTTPClient.Method enum value (GET/POST/PUT/PATCH/DELETE).
|
||||||
|
## @param path URL path, e.g. "/api/health".
|
||||||
|
## @param body Request body string (JSON or form-encoded).
|
||||||
|
## @param content_type "application/json" or "application/x-www-form-urlencoded".
|
||||||
|
## @param require_auth If true, attach the stored bearer token when present.
|
||||||
|
## @return Result dictionary conforming to the contract.
|
||||||
|
func request(
|
||||||
|
method: HTTPClient.Method,
|
||||||
|
path: String,
|
||||||
|
body: String = "",
|
||||||
|
content_type: String = "application/json",
|
||||||
|
require_auth: bool = false
|
||||||
|
) -> Dictionary:
|
||||||
|
var http := HTTPRequest.new()
|
||||||
|
http.timeout = timeout_seconds
|
||||||
|
http.max_redirects = 8
|
||||||
|
http.accept_gzip = true
|
||||||
|
add_child(http)
|
||||||
|
|
||||||
|
var headers := PackedStringArray()
|
||||||
|
headers.append("Accept: application/json")
|
||||||
|
if content_type != "":
|
||||||
|
headers.append("Content-Type: " + content_type)
|
||||||
|
if require_auth and has_token():
|
||||||
|
headers.append("Authorization: " + bearer_token)
|
||||||
|
|
||||||
|
var url := _base_url + path
|
||||||
|
var err := http.request(url, headers, method, body)
|
||||||
|
if err != OK:
|
||||||
|
http.queue_free()
|
||||||
|
return _make_result(false, 0, null, "Failed to start request: " + _error_string(err))
|
||||||
|
|
||||||
|
# request_completed emits (result, response_code, headers, body).
|
||||||
|
var args: Array = await http.request_completed
|
||||||
|
var result_code: int = args[0]
|
||||||
|
var response_code: int = args[1]
|
||||||
|
var response_body: PackedByteArray = args[3]
|
||||||
|
http.queue_free()
|
||||||
|
|
||||||
|
# Transport-level failure (timeout / DNS / refused / TLS, etc.).
|
||||||
|
if result_code != HTTPRequest.RESULT_SUCCESS:
|
||||||
|
return _make_result(false, 0, null, _transport_error_detail(result_code))
|
||||||
|
|
||||||
|
# Server accepted the connection but returned no HTTP status line.
|
||||||
|
if response_code == 0:
|
||||||
|
return _make_result(false, 0, null, "No response received from server.")
|
||||||
|
|
||||||
|
var json_string := response_body.get_string_from_utf8()
|
||||||
|
var ok := response_code >= 200 and response_code < 300
|
||||||
|
|
||||||
|
if ok:
|
||||||
|
var data: Variant = _parse_json(json_string)
|
||||||
|
return _make_result(true, response_code, data, "OK")
|
||||||
|
|
||||||
|
# Non-2xx: surface the backend's "detail" message when available.
|
||||||
|
var detail := "HTTP error %d" % response_code
|
||||||
|
var parsed: Variant = _parse_json(json_string)
|
||||||
|
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
|
||||||
|
detail = str((parsed as Dictionary)["detail"])
|
||||||
|
return _make_result(false, response_code, null, detail)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# High-level helpers
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Log in with username/password (OAuth2PasswordRequestForm).
|
||||||
|
## On success stores the returned access token.
|
||||||
|
func login(username: String, password: String) -> Dictionary:
|
||||||
|
var form := "username=" + username.uri_encode() + "&password=" + password.uri_encode()
|
||||||
|
var result := await request(
|
||||||
|
HTTPClient.METHOD_POST,
|
||||||
|
"/api/auth/login",
|
||||||
|
form,
|
||||||
|
"application/x-www-form-urlencoded",
|
||||||
|
false
|
||||||
|
)
|
||||||
|
_store_token_from_result(result)
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
## Register a new user. On success stores the returned access token.
|
||||||
|
## @param over_18 Must be true; the backend rejects registration otherwise.
|
||||||
|
func register(
|
||||||
|
username: String,
|
||||||
|
email: String,
|
||||||
|
password: String,
|
||||||
|
over_18: bool
|
||||||
|
) -> Dictionary:
|
||||||
|
var payload := {
|
||||||
|
"username": username,
|
||||||
|
"email": email,
|
||||||
|
"password": password,
|
||||||
|
"over_18": over_18,
|
||||||
|
}
|
||||||
|
var result := await request(
|
||||||
|
HTTPClient.METHOD_POST,
|
||||||
|
"/api/auth/register",
|
||||||
|
JSON.stringify(payload),
|
||||||
|
"application/json",
|
||||||
|
false
|
||||||
|
)
|
||||||
|
_store_token_from_result(result)
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
## List worlds visible to the current user (requires auth).
|
||||||
|
## @param visibility Optional filter: "public", "private", "friends_only".
|
||||||
|
func get_worlds(skip: int = 0, limit: int = 50, visibility: String = "") -> Dictionary:
|
||||||
|
var path := "/api/worlds/?skip=%d&limit=%d" % [skip, limit]
|
||||||
|
if visibility != "":
|
||||||
|
path += "&visibility=" + visibility.uri_encode()
|
||||||
|
return await request(HTTPClient.METHOD_GET, path, "", "application/json", true)
|
||||||
|
|
||||||
|
|
||||||
|
## Ping the backend health endpoint (no auth).
|
||||||
|
func health_check() -> Dictionary:
|
||||||
|
return await request(HTTPClient.METHOD_GET, "/api/health", "", "application/json", false)
|
||||||
|
|
||||||
|
|
||||||
|
## Fetch the current user's profile from the stored JWT (requires auth).
|
||||||
|
func get_me() -> Dictionary:
|
||||||
|
return await request(HTTPClient.METHOD_GET, "/api/users/me", "", "application/json", true)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Internals
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _store_token_from_result(result: Dictionary) -> void:
|
||||||
|
if result.ok and result.data is Dictionary:
|
||||||
|
var token: String = str((result.data as Dictionary).get("access_token", ""))
|
||||||
|
if token != "":
|
||||||
|
set_token(token)
|
||||||
|
|
||||||
|
|
||||||
|
func _parse_json(text: String) -> Variant:
|
||||||
|
if text == "":
|
||||||
|
return null
|
||||||
|
var parsed: Variant = JSON.parse_string(text)
|
||||||
|
if parsed == null:
|
||||||
|
# null is ambiguous (valid JSON "null" vs parse failure). Fall back to
|
||||||
|
# the raw string so callers never lose the body entirely.
|
||||||
|
return text if text != "null" else null
|
||||||
|
return parsed
|
||||||
|
|
||||||
|
|
||||||
|
func _make_result(ok: bool, status: int, data: Variant, detail: String) -> Dictionary:
|
||||||
|
return {
|
||||||
|
"ok": ok,
|
||||||
|
"status": status,
|
||||||
|
"data": data,
|
||||||
|
"detail": detail,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
func _transport_error_detail(result_code: int) -> String:
|
||||||
|
match result_code:
|
||||||
|
HTTPRequest.RESULT_CANT_CONNECT:
|
||||||
|
return "Could not connect to server. Is it running?"
|
||||||
|
HTTPRequest.RESULT_CANT_RESOLVE:
|
||||||
|
return "Could not resolve server hostname."
|
||||||
|
HTTPRequest.RESULT_CONNECTION_ERROR:
|
||||||
|
return "Connection error."
|
||||||
|
HTTPRequest.RESULT_TLS_HANDSHAKE_ERROR:
|
||||||
|
return "TLS handshake failed."
|
||||||
|
HTTPRequest.RESULT_NO_RESPONSE:
|
||||||
|
return "No response from server."
|
||||||
|
HTTPRequest.RESULT_BODY_SIZE_LIMIT_EXCEEDED:
|
||||||
|
return "Response body too large."
|
||||||
|
HTTPRequest.RESULT_BODY_DECOMPRESS_FAILED:
|
||||||
|
return "Failed to decompress response body."
|
||||||
|
HTTPRequest.RESULT_REQUEST_FAILED:
|
||||||
|
return "Request failed."
|
||||||
|
HTTPRequest.RESULT_TIMEOUT:
|
||||||
|
return "Request timed out."
|
||||||
|
_:
|
||||||
|
return "Network error (code %d)." % result_code
|
||||||
|
|
||||||
|
|
||||||
|
func _error_string(err_code: int) -> String:
|
||||||
|
match err_code:
|
||||||
|
OK:
|
||||||
|
return "OK"
|
||||||
|
ERR_UNCONFIGURED:
|
||||||
|
return "HTTPRequest not configured (not in tree)."
|
||||||
|
ERR_BUSY:
|
||||||
|
return "HTTPRequest is busy with a previous request."
|
||||||
|
ERR_INVALID_PARAMETER:
|
||||||
|
return "Invalid URL format."
|
||||||
|
ERR_CANT_CONNECT:
|
||||||
|
return "Cannot connect to host."
|
||||||
|
_:
|
||||||
|
return "Unknown error (%d)." % err_code
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cjd0uhll7iylj
|
||||||
@@ -0,0 +1,181 @@
|
|||||||
|
## AvatarCatalog - Asset catalog management.
|
||||||
|
##
|
||||||
|
## Manages the mapping of asset IDs to their metadata and resource paths.
|
||||||
|
## Loads the catalog manifest from disk and provides lookup by ID and slot.
|
||||||
|
##
|
||||||
|
## The catalog is loaded from `res://assets/avatars/catalog.json` which follows
|
||||||
|
## the format specified in avatar.md §7.2.
|
||||||
|
|
||||||
|
class_name AvatarCatalog
|
||||||
|
extends RefCounted
|
||||||
|
|
||||||
|
|
||||||
|
## Emitted when the catalog is loaded successfully.
|
||||||
|
signal catalog_loaded
|
||||||
|
|
||||||
|
## Emitted when the catalog fails to load.
|
||||||
|
signal catalog_load_failed(error_message: String)
|
||||||
|
|
||||||
|
## Catalog manifest structure:
|
||||||
|
## { "assets": { "id": { "type", "slot", "path", "version", ... } } }
|
||||||
|
var _catalog: Dictionary = {}
|
||||||
|
var _loaded: bool = false
|
||||||
|
var _catalog_path: String = "res://assets/avatars/catalog.json"
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Public API
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Load the catalog from disk. Call this before any lookups.
|
||||||
|
func load_catalog(path: String = _catalog_path) -> Error:
|
||||||
|
_catalog_path = path
|
||||||
|
_catalog = {}
|
||||||
|
|
||||||
|
var file = FileAccess.open(path, FileAccess.READ)
|
||||||
|
if file == null:
|
||||||
|
var err = FileAccess.get_open_error()
|
||||||
|
catalog_load_failed.emit("Cannot open catalog: %s (error %d)" % [path, err])
|
||||||
|
return err
|
||||||
|
|
||||||
|
var json_text: String = file.get_as_text()
|
||||||
|
file.close()
|
||||||
|
|
||||||
|
var result: Variant = JSON.parse_string(json_text)
|
||||||
|
if result == null or not result is Dictionary:
|
||||||
|
catalog_load_failed.emit("Invalid JSON in catalog: %s" % path)
|
||||||
|
return ERR_PARSE_ERROR
|
||||||
|
|
||||||
|
var json: Dictionary = result as Dictionary
|
||||||
|
|
||||||
|
if not json.has("assets"):
|
||||||
|
catalog_load_failed.emit("Catalog missing 'assets' key")
|
||||||
|
return ERR_INVALID_DATA
|
||||||
|
|
||||||
|
_catalog = json["assets"]
|
||||||
|
_loaded = true
|
||||||
|
catalog_loaded.emit()
|
||||||
|
return OK
|
||||||
|
|
||||||
|
|
||||||
|
## Check if the catalog has been loaded.
|
||||||
|
func is_loaded() -> bool:
|
||||||
|
return _loaded
|
||||||
|
|
||||||
|
|
||||||
|
## Resolve an asset by its ID.
|
||||||
|
## Returns a Dictionary with keys: type, slot, path, version, etc.
|
||||||
|
## Returns null if the asset ID is not found.
|
||||||
|
func resolve(id: String) -> Dictionary:
|
||||||
|
if not _loaded:
|
||||||
|
return {}
|
||||||
|
return _catalog.get(id, {})
|
||||||
|
|
||||||
|
|
||||||
|
## Check if an asset ID exists in the catalog.
|
||||||
|
func has_asset(id: String) -> bool:
|
||||||
|
if not _loaded:
|
||||||
|
return false
|
||||||
|
return _catalog.has(id)
|
||||||
|
|
||||||
|
|
||||||
|
## Get all assets that belong to a given slot.
|
||||||
|
## Returns an array of asset ID strings.
|
||||||
|
func get_assets_by_slot(slot: String) -> Array[String]:
|
||||||
|
if not _loaded:
|
||||||
|
return []
|
||||||
|
var result: Array[String] = []
|
||||||
|
for id in _catalog:
|
||||||
|
var asset: Dictionary = _catalog[id]
|
||||||
|
if asset.get("slot") == slot:
|
||||||
|
result.append(id)
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
## Get all asset IDs in the catalog.
|
||||||
|
func get_all_ids() -> Array[String]:
|
||||||
|
if not _loaded:
|
||||||
|
return []
|
||||||
|
return _catalog.keys()
|
||||||
|
|
||||||
|
|
||||||
|
## Validate a loadout against the catalog.
|
||||||
|
## Returns a Dictionary with "valid" (bool) and "errors" (Array[String]).
|
||||||
|
func validate_loadout(loadout: AvatarLoadout) -> Dictionary:
|
||||||
|
var errors: Array[String] = []
|
||||||
|
|
||||||
|
# Check base_body
|
||||||
|
if loadout.base_body.is_empty():
|
||||||
|
errors.append("Loadout missing base_body")
|
||||||
|
elif not has_asset(loadout.base_body):
|
||||||
|
errors.append("Unknown base_body asset: %s" % loadout.base_body)
|
||||||
|
else:
|
||||||
|
var base: Dictionary = resolve(loadout.base_body)
|
||||||
|
if base.get("type") != "base_body":
|
||||||
|
errors.append("base_body asset '%s' is not type 'base_body'" % loadout.base_body)
|
||||||
|
|
||||||
|
# Check each slot
|
||||||
|
for slot_id in loadout.slots:
|
||||||
|
var slot_value = loadout.slots[slot_id]
|
||||||
|
|
||||||
|
if slot_value == null:
|
||||||
|
continue
|
||||||
|
|
||||||
|
if slot_id == "accessory":
|
||||||
|
# Accessory is an array
|
||||||
|
if not slot_value is Array:
|
||||||
|
errors.append("Slot '%s' must be an array" % slot_id)
|
||||||
|
continue
|
||||||
|
for item_id in slot_value:
|
||||||
|
if not has_asset(item_id):
|
||||||
|
errors.append("Unknown accessory asset: %s" % item_id)
|
||||||
|
else:
|
||||||
|
var asset: Dictionary = resolve(item_id)
|
||||||
|
if asset.get("slot") != slot_id:
|
||||||
|
errors.append("Accessory '%s' slot '%s' does not match slot '%s'" % [
|
||||||
|
item_id, asset.get("slot"), slot_id
|
||||||
|
])
|
||||||
|
else:
|
||||||
|
# Exclusive slot - single value
|
||||||
|
if not slot_value is String:
|
||||||
|
errors.append("Slot '%s' must be a string or null" % slot_id)
|
||||||
|
continue
|
||||||
|
if not has_asset(slot_value):
|
||||||
|
errors.append("Unknown asset in slot '%s': %s" % [slot_id, slot_value])
|
||||||
|
else:
|
||||||
|
var asset: Dictionary = resolve(slot_value)
|
||||||
|
if asset.get("slot") != slot_id:
|
||||||
|
errors.append("Asset '%s' slot '%s' does not match slot '%s'" % [
|
||||||
|
slot_value, asset.get("slot"), slot_id
|
||||||
|
])
|
||||||
|
|
||||||
|
return {
|
||||||
|
"valid": errors.is_empty(),
|
||||||
|
"errors": errors
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
## Compute a hash of the loadout for change detection.
|
||||||
|
## Returns a 32-bit hash value (GDScript has no fixed-width uint type — int
|
||||||
|
## is 64-bit signed, the value is just constrained to 32 bits of range).
|
||||||
|
static func compute_loadout_hash(loadout: AvatarLoadout) -> int:
|
||||||
|
var hasher = HashingContext.new()
|
||||||
|
hasher.start(HashingContext.HASH_SHA256)
|
||||||
|
|
||||||
|
hasher.update(loadout.base_body.to_utf8_buffer())
|
||||||
|
for slot_id in loadout.slots:
|
||||||
|
var slot_value = loadout.slots[slot_id]
|
||||||
|
hasher.update(slot_id.to_utf8_buffer())
|
||||||
|
if slot_value is Array:
|
||||||
|
for item in slot_value:
|
||||||
|
hasher.update(item.to_utf8_buffer())
|
||||||
|
elif slot_value is String:
|
||||||
|
hasher.update(slot_value.to_utf8_buffer())
|
||||||
|
|
||||||
|
var hash_bytes = hasher.finish()
|
||||||
|
return hash_bytes[0] | (hash_bytes[1] << 8) | (hash_bytes[2] << 16) | (hash_bytes[3] << 24)
|
||||||
|
|
||||||
|
|
||||||
|
## Get the catalog path.
|
||||||
|
func get_catalog_path() -> String:
|
||||||
|
return _catalog_path
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://ceyugve7rjxqs
|
||||||
@@ -0,0 +1,465 @@
|
|||||||
|
## AvatarCustomizationUI
|
||||||
|
##
|
||||||
|
## The in-game avatar customization screen. Lets the player:
|
||||||
|
## - See a live preview of their avatar.
|
||||||
|
## - Browse and equip/unequip items per slot.
|
||||||
|
## - Adjust skin tone.
|
||||||
|
## - Save / load loadouts.
|
||||||
|
##
|
||||||
|
## The UI is built programmatically so it works without a pre-authored .tscn.
|
||||||
|
## It is a Control node that can be added to any scene.
|
||||||
|
|
||||||
|
class_name AvatarCustomizationUI
|
||||||
|
extends Control
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Signals
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Emitted when the player closes the customization screen.
|
||||||
|
signal closed
|
||||||
|
|
||||||
|
## Emitted when the loadout changes (after equip/unequip/skin-tone).
|
||||||
|
signal loadout_changed(loadout: AvatarLoadout)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Exports / config
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Path to the asset catalog manifest.
|
||||||
|
@export var catalog_path: String = "res://assets/avatars/catalog.json"
|
||||||
|
|
||||||
|
## The default base body to use when none is equipped.
|
||||||
|
@export var default_base_body: String = "base_human_male_01"
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# State
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## The current loadout being edited.
|
||||||
|
var loadout: AvatarLoadout = null
|
||||||
|
|
||||||
|
## The AvatarSystem singleton (set in _ready).
|
||||||
|
var _system: Node = null
|
||||||
|
|
||||||
|
## The catalog (owned by AvatarSystem).
|
||||||
|
var _catalog: AvatarCatalog = null
|
||||||
|
|
||||||
|
## The loader (owned by AvatarSystem).
|
||||||
|
var _loader: AvatarLoader = null
|
||||||
|
|
||||||
|
## The visualizer that renders the preview.
|
||||||
|
var _visualizer: AvatarVisualizer = null
|
||||||
|
|
||||||
|
## The preview viewport container.
|
||||||
|
var _preview_container: SubViewportContainer = null
|
||||||
|
|
||||||
|
## The preview viewport.
|
||||||
|
var _preview_viewport: SubViewport = null
|
||||||
|
|
||||||
|
## The preview camera.
|
||||||
|
var _preview_camera: Camera3D = null
|
||||||
|
|
||||||
|
## The preview avatar root.
|
||||||
|
var _preview_root: Node3D = null
|
||||||
|
|
||||||
|
## Currently selected slot id.
|
||||||
|
var _selected_slot: String = ""
|
||||||
|
|
||||||
|
## UI node references.
|
||||||
|
var _slot_list: VBoxContainer = null
|
||||||
|
var _item_list: VBoxContainer = null
|
||||||
|
var _slot_label: Label = null
|
||||||
|
var _item_label: Label = null
|
||||||
|
var _skin_tone_slider: HSlider = null
|
||||||
|
var _status_label: Label = null
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Lifecycle
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Grab the AvatarSystem autoload.
|
||||||
|
_system = get_node_or_null("/root/AvatarSystem")
|
||||||
|
if _system == null:
|
||||||
|
push_error("AvatarCustomizationUI: AvatarSystem autoload not found")
|
||||||
|
return
|
||||||
|
|
||||||
|
_catalog = _system.catalog
|
||||||
|
_loader = _system.loader
|
||||||
|
|
||||||
|
# Load the catalog if not already loaded.
|
||||||
|
if _catalog != null and not _catalog.is_loaded():
|
||||||
|
_catalog.load_catalog(catalog_path)
|
||||||
|
|
||||||
|
# Build the UI.
|
||||||
|
_build_ui()
|
||||||
|
|
||||||
|
# Create a fresh loadout.
|
||||||
|
loadout = AvatarLoadout.new()
|
||||||
|
loadout.base_body = default_base_body
|
||||||
|
|
||||||
|
# Initialize the visualizer.
|
||||||
|
_visualizer = AvatarVisualizer.new()
|
||||||
|
|
||||||
|
# Populate the slot list.
|
||||||
|
_populate_slots()
|
||||||
|
|
||||||
|
# Select the first slot.
|
||||||
|
if AvatarSlotRegistry.SLOT_IDS.size() > 0:
|
||||||
|
_select_slot(AvatarSlotRegistry.SLOT_IDS[0])
|
||||||
|
|
||||||
|
# Refresh the preview.
|
||||||
|
_refresh_preview()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# UI construction
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Build the entire UI tree programmatically.
|
||||||
|
func _build_ui() -> void:
|
||||||
|
# Root layout: horizontal split (preview | controls).
|
||||||
|
var root_hbox := HBoxContainer.new()
|
||||||
|
root_hbox.name = "RootLayout"
|
||||||
|
root_hbox.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||||
|
root_hbox.add_theme_constant_override("separation", 16)
|
||||||
|
add_child(root_hbox)
|
||||||
|
|
||||||
|
# --- Left: preview ---
|
||||||
|
var preview_panel := PanelContainer.new()
|
||||||
|
preview_panel.name = "PreviewPanel"
|
||||||
|
preview_panel.custom_minimum_size = Vector2(480, 0)
|
||||||
|
root_hbox.add_child(preview_panel)
|
||||||
|
|
||||||
|
var preview_margin := MarginContainer.new()
|
||||||
|
preview_margin.add_theme_constant_override("margin_left", 8)
|
||||||
|
preview_margin.add_theme_constant_override("margin_right", 8)
|
||||||
|
preview_margin.add_theme_constant_override("margin_top", 8)
|
||||||
|
preview_margin.add_theme_constant_override("margin_bottom", 8)
|
||||||
|
preview_panel.add_child(preview_margin)
|
||||||
|
|
||||||
|
_preview_container = SubViewportContainer.new()
|
||||||
|
_preview_container.name = "PreviewViewportContainer"
|
||||||
|
_preview_container.stretch = true
|
||||||
|
_preview_container.custom_minimum_size = Vector2(464, 560)
|
||||||
|
preview_margin.add_child(_preview_container)
|
||||||
|
|
||||||
|
_preview_viewport = SubViewport.new()
|
||||||
|
_preview_viewport.name = "PreviewViewport"
|
||||||
|
_preview_viewport.size = Vector2i(464, 560)
|
||||||
|
_preview_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
|
||||||
|
_preview_container.add_child(_preview_viewport)
|
||||||
|
|
||||||
|
# Camera for the preview.
|
||||||
|
_preview_camera = Camera3D.new()
|
||||||
|
_preview_camera.name = "PreviewCamera"
|
||||||
|
_preview_camera.position = Vector3(0, 1.0, 3.0)
|
||||||
|
_preview_camera.look_at(Vector3(0, 1.0, 0))
|
||||||
|
_preview_viewport.add_child(_preview_camera)
|
||||||
|
|
||||||
|
# Avatar root inside the viewport.
|
||||||
|
_preview_root = Node3D.new()
|
||||||
|
_preview_root.name = "AvatarPreviewRoot"
|
||||||
|
_preview_viewport.add_child(_preview_root)
|
||||||
|
|
||||||
|
# A light so the avatar is visible.
|
||||||
|
var light := DirectionalLight3D.new()
|
||||||
|
light.name = "PreviewLight"
|
||||||
|
light.rotation_degrees = Vector3(-45, 30, 0)
|
||||||
|
_preview_viewport.add_child(light)
|
||||||
|
|
||||||
|
# --- Right: controls ---
|
||||||
|
var controls_panel := PanelContainer.new()
|
||||||
|
controls_panel.name = "ControlsPanel"
|
||||||
|
controls_panel.custom_minimum_size = Vector2(520, 0)
|
||||||
|
root_hbox.add_child(controls_panel)
|
||||||
|
|
||||||
|
var controls_margin := MarginContainer.new()
|
||||||
|
controls_margin.add_theme_constant_override("margin_left", 12)
|
||||||
|
controls_margin.add_theme_constant_override("margin_right", 12)
|
||||||
|
controls_margin.add_theme_constant_override("margin_top", 12)
|
||||||
|
controls_margin.add_theme_constant_override("margin_bottom", 12)
|
||||||
|
controls_panel.add_child(controls_margin)
|
||||||
|
|
||||||
|
var controls_vbox := VBoxContainer.new()
|
||||||
|
controls_vbox.name = "Controls"
|
||||||
|
controls_vbox.add_theme_constant_override("separation", 8)
|
||||||
|
controls_margin.add_child(controls_vbox)
|
||||||
|
|
||||||
|
# Title.
|
||||||
|
var title := Label.new()
|
||||||
|
title.text = "Avatar Customization"
|
||||||
|
title.add_theme_font_size_override("font_size", 24)
|
||||||
|
controls_vbox.add_child(title)
|
||||||
|
|
||||||
|
# Slot selector.
|
||||||
|
var slot_header := Label.new()
|
||||||
|
slot_header.text = "Slots"
|
||||||
|
slot_header.add_theme_font_size_override("font_size", 16)
|
||||||
|
controls_vbox.add_child(slot_header)
|
||||||
|
|
||||||
|
var slot_scroll := ScrollContainer.new()
|
||||||
|
slot_scroll.custom_minimum_size = Vector2(0, 160)
|
||||||
|
controls_vbox.add_child(slot_scroll)
|
||||||
|
|
||||||
|
_slot_list = VBoxContainer.new()
|
||||||
|
_slot_list.name = "SlotList"
|
||||||
|
_slot_list.add_theme_constant_override("separation", 4)
|
||||||
|
slot_scroll.add_child(_slot_list)
|
||||||
|
|
||||||
|
# Item selector for the selected slot.
|
||||||
|
var item_header := Label.new()
|
||||||
|
item_header.text = "Items"
|
||||||
|
item_header.add_theme_font_size_override("font_size", 16)
|
||||||
|
controls_vbox.add_child(item_header)
|
||||||
|
|
||||||
|
var item_scroll := ScrollContainer.new()
|
||||||
|
item_scroll.custom_minimum_size = Vector2(0, 200)
|
||||||
|
controls_vbox.add_child(item_scroll)
|
||||||
|
|
||||||
|
_item_list = VBoxContainer.new()
|
||||||
|
_item_list.name = "ItemList"
|
||||||
|
_item_list.add_theme_constant_override("separation", 4)
|
||||||
|
item_scroll.add_child(_item_list)
|
||||||
|
|
||||||
|
# Skin tone control.
|
||||||
|
var skin_header := Label.new()
|
||||||
|
skin_header.text = "Skin Tone"
|
||||||
|
skin_header.add_theme_font_size_override("font_size", 16)
|
||||||
|
controls_vbox.add_child(skin_header)
|
||||||
|
|
||||||
|
_skin_tone_slider = HSlider.new()
|
||||||
|
_skin_tone_slider.name = "SkinToneSlider"
|
||||||
|
_skin_tone_slider.min_value = 0.0
|
||||||
|
_skin_tone_slider.max_value = 1.0
|
||||||
|
_skin_tone_slider.step = 0.01
|
||||||
|
_skin_tone_slider.value = 0.5
|
||||||
|
_skin_tone_slider.custom_minimum_size = Vector2(0, 24)
|
||||||
|
_skin_tone_slider.value_changed.connect(_on_skin_tone_changed)
|
||||||
|
controls_vbox.add_child(_skin_tone_slider)
|
||||||
|
|
||||||
|
# Status / error label.
|
||||||
|
_status_label = Label.new()
|
||||||
|
_status_label.name = "StatusLabel"
|
||||||
|
_status_label.text = ""
|
||||||
|
_status_label.add_theme_color_override("font_color", Color(1, 0.4, 0.4))
|
||||||
|
_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||||
|
controls_vbox.add_child(_status_label)
|
||||||
|
|
||||||
|
# Action buttons.
|
||||||
|
var button_row := HBoxContainer.new()
|
||||||
|
button_row.add_theme_constant_override("separation", 8)
|
||||||
|
controls_vbox.add_child(button_row)
|
||||||
|
|
||||||
|
var save_btn := Button.new()
|
||||||
|
save_btn.text = "Save Loadout"
|
||||||
|
save_btn.pressed.connect(_on_save_pressed)
|
||||||
|
button_row.add_child(save_btn)
|
||||||
|
|
||||||
|
var load_btn := Button.new()
|
||||||
|
load_btn.text = "Load Loadout"
|
||||||
|
load_btn.pressed.connect(_on_load_pressed)
|
||||||
|
button_row.add_child(load_btn)
|
||||||
|
|
||||||
|
var close_btn := Button.new()
|
||||||
|
close_btn.text = "Close"
|
||||||
|
close_btn.pressed.connect(_on_close_pressed)
|
||||||
|
button_row.add_child(close_btn)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Slot / item population
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Populate the slot list with buttons for each slot.
|
||||||
|
func _populate_slots() -> void:
|
||||||
|
if _slot_list == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Clear existing children.
|
||||||
|
for child in _slot_list.get_children():
|
||||||
|
child.queue_free()
|
||||||
|
|
||||||
|
for slot_id in AvatarSlotRegistry.SLOT_IDS:
|
||||||
|
var btn := Button.new()
|
||||||
|
btn.name = "Slot_%s" % slot_id
|
||||||
|
btn.text = slot_id
|
||||||
|
btn.toggle_mode = true
|
||||||
|
btn.pressed.connect(_on_slot_button_pressed.bind(slot_id))
|
||||||
|
_slot_list.add_child(btn)
|
||||||
|
|
||||||
|
|
||||||
|
## Populate the item list for the currently selected slot.
|
||||||
|
func _populate_items() -> void:
|
||||||
|
if _item_list == null or _selected_slot.is_empty():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Clear existing children.
|
||||||
|
for child in _item_list.get_children():
|
||||||
|
child.queue_free()
|
||||||
|
|
||||||
|
if _catalog == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Get assets for this slot.
|
||||||
|
var assets: Array[String] = _catalog.get_assets_by_slot(_selected_slot)
|
||||||
|
|
||||||
|
# "None" button to unequip.
|
||||||
|
var none_btn := Button.new()
|
||||||
|
none_btn.text = "(none)"
|
||||||
|
none_btn.pressed.connect(_on_equip_pressed.bind(""))
|
||||||
|
_item_list.add_child(none_btn)
|
||||||
|
|
||||||
|
for asset_id in assets:
|
||||||
|
var btn := Button.new()
|
||||||
|
btn.text = asset_id
|
||||||
|
btn.pressed.connect(_on_equip_pressed.bind(asset_id))
|
||||||
|
_item_list.add_child(btn)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Slot selection
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Handle a slot button press.
|
||||||
|
func _on_slot_button_pressed(slot_id: String) -> void:
|
||||||
|
_select_slot(slot_id)
|
||||||
|
|
||||||
|
|
||||||
|
## Select a slot and refresh the item list.
|
||||||
|
func _select_slot(slot_id: String) -> void:
|
||||||
|
_selected_slot = slot_id
|
||||||
|
|
||||||
|
# Update button toggle states.
|
||||||
|
if _slot_list != null:
|
||||||
|
for child in _slot_list.get_children():
|
||||||
|
if child is Button:
|
||||||
|
var btn := child as Button
|
||||||
|
btn.button_pressed = (btn.name == "Slot_%s" % slot_id)
|
||||||
|
|
||||||
|
_populate_items()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Equip / unequip
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Handle an equip/unequip action for the selected slot.
|
||||||
|
func _on_equip_pressed(asset_id: String) -> void:
|
||||||
|
if loadout == null or _selected_slot.is_empty():
|
||||||
|
return
|
||||||
|
|
||||||
|
if _selected_slot == "accessory":
|
||||||
|
if asset_id.is_empty():
|
||||||
|
# Clear all accessories.
|
||||||
|
loadout.slots["accessory"] = []
|
||||||
|
else:
|
||||||
|
loadout.add_accessory(asset_id)
|
||||||
|
else:
|
||||||
|
loadout.set_equipment(_selected_slot, asset_id)
|
||||||
|
|
||||||
|
_refresh_preview()
|
||||||
|
loadout_changed.emit(loadout)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Preview refresh
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Rebuild the avatar preview from the current loadout.
|
||||||
|
func _refresh_preview() -> void:
|
||||||
|
if _visualizer == null or _preview_root == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Clear the preview root.
|
||||||
|
for child in _preview_root.get_children():
|
||||||
|
child.queue_free()
|
||||||
|
|
||||||
|
# Validate the loadout.
|
||||||
|
if loadout == null or loadout.base_body.is_empty():
|
||||||
|
_status_label.text = "No base body selected."
|
||||||
|
return
|
||||||
|
|
||||||
|
# Build the render tree.
|
||||||
|
_visualizer.load_loadout(loadout, _preview_root)
|
||||||
|
|
||||||
|
# Show any validation errors.
|
||||||
|
if not loadout.validation_errors.is_empty():
|
||||||
|
_status_label.text = "\n".join(loadout.validation_errors)
|
||||||
|
else:
|
||||||
|
_status_label.text = ""
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Skin tone
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _on_skin_tone_changed(value: float) -> void:
|
||||||
|
if loadout == null:
|
||||||
|
return
|
||||||
|
# Map slider 0..1 to a skin tone color range.
|
||||||
|
var t := value
|
||||||
|
var skin := Color(
|
||||||
|
0.6 + 0.3 * t, # R
|
||||||
|
0.4 + 0.2 * t, # G
|
||||||
|
0.3 + 0.15 * t, # B
|
||||||
|
1.0
|
||||||
|
)
|
||||||
|
loadout.skin_tone = skin
|
||||||
|
_refresh_preview()
|
||||||
|
loadout_changed.emit(loadout)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Save / load
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _on_save_pressed() -> void:
|
||||||
|
if loadout == null:
|
||||||
|
return
|
||||||
|
var json := loadout.to_json()
|
||||||
|
var file := FileAccess.open("user://loadout.json", FileAccess.WRITE)
|
||||||
|
if file:
|
||||||
|
file.store_string(json)
|
||||||
|
file.close()
|
||||||
|
_status_label.text = "Loadout saved."
|
||||||
|
else:
|
||||||
|
_status_label.text = "Failed to save loadout."
|
||||||
|
|
||||||
|
|
||||||
|
func _on_load_pressed() -> void:
|
||||||
|
if not FileAccess.file_exists("user://loadout.json"):
|
||||||
|
_status_label.text = "No saved loadout found."
|
||||||
|
return
|
||||||
|
|
||||||
|
var file := FileAccess.open("user://loadout.json", FileAccess.READ)
|
||||||
|
if file == null:
|
||||||
|
_status_label.text = "Failed to open saved loadout."
|
||||||
|
return
|
||||||
|
|
||||||
|
var json := file.get_as_text()
|
||||||
|
file.close()
|
||||||
|
|
||||||
|
var loaded := AvatarLoadout.from_json(json)
|
||||||
|
if not loaded.validation_errors.is_empty():
|
||||||
|
_status_label.text = "Saved loadout invalid: %s" % "\n".join(loaded.validation_errors)
|
||||||
|
return
|
||||||
|
|
||||||
|
loadout = loaded
|
||||||
|
_refresh_preview()
|
||||||
|
loadout_changed.emit(loadout)
|
||||||
|
_status_label.text = "Loadout loaded."
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Close
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _on_close_pressed() -> void:
|
||||||
|
closed.emit()
|
||||||
|
queue_free()
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://crqtef5rifgrv
|
||||||
@@ -0,0 +1,563 @@
|
|||||||
|
## AvatarLoader - glTF/GLB import, skeleton merge, and skin re-targeting.
|
||||||
|
##
|
||||||
|
## Loads base body and attachment GLB assets, extracts skeletons and meshes,
|
||||||
|
## and re-targets attachment skins to the canonical skeleton by bone name.
|
||||||
|
##
|
||||||
|
## Per the avatar architecture spec (§6.2, §6.3):
|
||||||
|
## - The base body carries the canonical skeleton.
|
||||||
|
## - Attachments are skinned to the same skeleton by name-based re-targeting.
|
||||||
|
## - Static accessories are parented to their mount bone.
|
||||||
|
## - Body-part slots hide the corresponding base mesh.
|
||||||
|
|
||||||
|
class_name AvatarLoader
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Constants
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Maximum number of attachments allowed in the accessory slot.
|
||||||
|
const MAX_ACCESSORY_COUNT := 8
|
||||||
|
|
||||||
|
## Skeleton bone names that form the canonical rig (§3.1).
|
||||||
|
const CANONICAL_BONES := [
|
||||||
|
"Root",
|
||||||
|
"Hips",
|
||||||
|
"Spine",
|
||||||
|
"Chest",
|
||||||
|
"Neck",
|
||||||
|
"Head",
|
||||||
|
"HeadTop",
|
||||||
|
"Jaw",
|
||||||
|
"LeftEye",
|
||||||
|
"RightEye",
|
||||||
|
"LeftShoulder",
|
||||||
|
"LeftUpperArm",
|
||||||
|
"LeftLowerArm",
|
||||||
|
"LeftHand",
|
||||||
|
"RightShoulder",
|
||||||
|
"RightUpperArm",
|
||||||
|
"RightLowerArm",
|
||||||
|
"RightHand",
|
||||||
|
"LeftUpperLeg",
|
||||||
|
"LeftLowerLeg",
|
||||||
|
"LeftFoot",
|
||||||
|
"RightUpperLeg",
|
||||||
|
"RightLowerLeg",
|
||||||
|
"RightFoot",
|
||||||
|
]
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Signals
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Emitted when a base body has been loaded successfully.
|
||||||
|
signal base_body_loaded(avatar_node: Node3D)
|
||||||
|
|
||||||
|
## Emitted when an attachment has been loaded and merged.
|
||||||
|
signal attachment_loaded(slot_id: String, attachment_node: Node3D)
|
||||||
|
|
||||||
|
## Emitted on error during loading.
|
||||||
|
signal load_error(error_msg: String)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# State
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## The fully assembled avatar node (Skeleton3D + meshes + attachments).
|
||||||
|
var avatar_node: Node3D = null
|
||||||
|
|
||||||
|
## The Skeleton3D belonging to the avatar.
|
||||||
|
var skeleton: Skeleton3D = null
|
||||||
|
|
||||||
|
## Mapping of bone name -> bone index in the skeleton.
|
||||||
|
var _bone_index_map: Dictionary = {}
|
||||||
|
|
||||||
|
## Loaded base body meshes, keyed by slot id.
|
||||||
|
var _base_meshes: Dictionary = {}
|
||||||
|
|
||||||
|
## Loaded attachment nodes, keyed by slot id.
|
||||||
|
var _attachments: Dictionary = {}
|
||||||
|
|
||||||
|
## Whether the base body has been loaded.
|
||||||
|
var is_base_loaded: bool = false
|
||||||
|
|
||||||
|
## The avatar catalog reference (set by AvatarSystem).
|
||||||
|
var catalog: AvatarCatalog = null
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Public API
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Initialize the loader with a reference to the avatar catalog.
|
||||||
|
func init_loader(cat: AvatarCatalog) -> void:
|
||||||
|
catalog = cat
|
||||||
|
|
||||||
|
|
||||||
|
## Load the base body asset identified by [param base_body_id].
|
||||||
|
## Returns the AvatarNode3D on success, or null on failure.
|
||||||
|
func load_base_body(base_body_id: String) -> Node3D:
|
||||||
|
if catalog == null:
|
||||||
|
load_error.emit("AvatarCatalog not set on AvatarLoader")
|
||||||
|
return null
|
||||||
|
|
||||||
|
var asset_meta = catalog.resolve(base_body_id)
|
||||||
|
if asset_meta == null:
|
||||||
|
load_error.emit("Unknown base_body asset: %s" % base_body_id)
|
||||||
|
return null
|
||||||
|
|
||||||
|
if asset_meta.type != "base_body":
|
||||||
|
load_error.emit("Asset '%s' is not a base_body, got '%s'" % [
|
||||||
|
base_body_id, asset_meta.type])
|
||||||
|
return null
|
||||||
|
|
||||||
|
var path: String = asset_meta.path
|
||||||
|
var glb_data: PackedByteArray = _load_file(path)
|
||||||
|
if glb_data.is_empty():
|
||||||
|
load_error.emit("Failed to read GLB file: %s" % path)
|
||||||
|
return null
|
||||||
|
|
||||||
|
avatar_node = _parse_glb_as_avatar(glb_data, path)
|
||||||
|
if avatar_node == null:
|
||||||
|
load_error.emit("Failed to parse GLB: %s" % path)
|
||||||
|
return null
|
||||||
|
|
||||||
|
skeleton = avatar_node.get_node_or_null("Skeleton3D") as Skeleton3D
|
||||||
|
if skeleton == null:
|
||||||
|
load_error.emit("No Skeleton3D found in base body: %s" % path)
|
||||||
|
avatar_node.queue_free()
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Build bone index map for fast lookups.
|
||||||
|
_bone_index_map.clear()
|
||||||
|
for i in skeleton.get_bone_count():
|
||||||
|
var bone_name: String = skeleton.get_bone_name(i)
|
||||||
|
if not bone_name.is_empty():
|
||||||
|
_bone_index_map[bone_name] = i
|
||||||
|
|
||||||
|
# Extract base body meshes and store them.
|
||||||
|
_extract_base_meshes(avatar_node)
|
||||||
|
|
||||||
|
is_base_loaded = true
|
||||||
|
base_body_loaded.emit(avatar_node)
|
||||||
|
return avatar_node
|
||||||
|
|
||||||
|
|
||||||
|
## Load and merge an attachment into the avatar.
|
||||||
|
## [param slot_id] is the slot to equip into.
|
||||||
|
## [param asset_id] is the catalog id of the attachment.
|
||||||
|
## Returns the attachment Node3D on success, or null on failure.
|
||||||
|
func load_attachment(slot_id: String, asset_id: String) -> Node3D:
|
||||||
|
if not is_base_loaded:
|
||||||
|
load_error.emit("Cannot load attachment: base body not loaded")
|
||||||
|
return null
|
||||||
|
|
||||||
|
if catalog == null:
|
||||||
|
load_error.emit("AvatarCatalog not set on AvatarLoader")
|
||||||
|
return null
|
||||||
|
|
||||||
|
var asset_meta = catalog.resolve(asset_id)
|
||||||
|
if asset_meta == null:
|
||||||
|
load_error.emit("Unknown attachment asset: %s" % asset_id)
|
||||||
|
return null
|
||||||
|
|
||||||
|
if asset_meta.type != "attachment":
|
||||||
|
load_error.emit("Asset '%s' is not an attachment, got '%s'" % [
|
||||||
|
asset_id, asset_meta.type])
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Check slot exclusivity for accessory slot.
|
||||||
|
if slot_id == "accessory":
|
||||||
|
var current_accessories: Array[String] = _attachments.get("accessory", [])
|
||||||
|
if current_accessories.size() >= MAX_ACCESSORY_COUNT:
|
||||||
|
load_error.emit("Accessory slot full (%d/%d)" % [
|
||||||
|
MAX_ACCESSORY_COUNT, MAX_ACCESSORY_COUNT])
|
||||||
|
return null
|
||||||
|
|
||||||
|
var path: String = asset_meta.path
|
||||||
|
var glb_data: PackedByteArray = _load_file(path)
|
||||||
|
if glb_data.is_empty():
|
||||||
|
load_error.emit("Failed to read GLB file: %s" % path)
|
||||||
|
return null
|
||||||
|
|
||||||
|
var attachment_node = _parse_glb_as_attachment(glb_data, path, slot_id)
|
||||||
|
if attachment_node == null:
|
||||||
|
load_error.emit("Failed to parse attachment GLB: %s" % path)
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Retarget skin to the canonical skeleton.
|
||||||
|
_retarget_skin(attachment_node)
|
||||||
|
|
||||||
|
# Parent static accessories to their mount bone.
|
||||||
|
_parent_attachment(attachment_node, slot_id, asset_meta)
|
||||||
|
|
||||||
|
# Store reference.
|
||||||
|
if slot_id == "accessory":
|
||||||
|
var list: Array[String] = _attachments.get("accessory", [])
|
||||||
|
list.append(asset_id)
|
||||||
|
_attachments["accessory"] = list
|
||||||
|
else:
|
||||||
|
_attachments[slot_id] = attachment_node
|
||||||
|
|
||||||
|
attachment_loaded.emit(slot_id, attachment_node)
|
||||||
|
return attachment_node
|
||||||
|
|
||||||
|
|
||||||
|
## Remove an attachment from the given slot.
|
||||||
|
func unload_attachment(slot_id: String) -> void:
|
||||||
|
if slot_id == "accessory":
|
||||||
|
var list: Array[String] = _attachments.get("accessory", [])
|
||||||
|
for asset_id in list:
|
||||||
|
var node = _attachments.get(asset_id)
|
||||||
|
if node and node is Node:
|
||||||
|
node.queue_free()
|
||||||
|
_attachments.erase("accessory")
|
||||||
|
else:
|
||||||
|
var node = _attachments.get(slot_id)
|
||||||
|
if node and node is Node:
|
||||||
|
node.queue_free()
|
||||||
|
_attachments.erase(slot_id)
|
||||||
|
|
||||||
|
|
||||||
|
## Hide or show the base mesh for a given body-part slot.
|
||||||
|
func set_base_mesh_visible(slot_id: String, visible: bool) -> void:
|
||||||
|
var mesh = _base_meshes.get(slot_id)
|
||||||
|
if mesh and mesh is Node3D:
|
||||||
|
mesh.visible = visible
|
||||||
|
|
||||||
|
|
||||||
|
## Get the current loadout as a dictionary (for serialization).
|
||||||
|
func get_current_loadout() -> Dictionary:
|
||||||
|
var loadout: Dictionary = {
|
||||||
|
"base_body": "",
|
||||||
|
"slots": {},
|
||||||
|
}
|
||||||
|
|
||||||
|
# Determine base body id from catalog.
|
||||||
|
if is_base_loaded and catalog != null:
|
||||||
|
# Walk through catalog to find which base_body loaded.
|
||||||
|
for id in catalog.get_all_ids():
|
||||||
|
var meta = catalog.resolve(id)
|
||||||
|
if meta and meta.type == "base_body":
|
||||||
|
loadout.base_body = id
|
||||||
|
break
|
||||||
|
|
||||||
|
# Collect equipped attachments.
|
||||||
|
for slot_id in _attachments:
|
||||||
|
if slot_id == "accessory":
|
||||||
|
loadout.slots[slot_id] = _attachments[slot_id] as Array
|
||||||
|
else:
|
||||||
|
var node = _attachments[slot_id]
|
||||||
|
if node is Node3D:
|
||||||
|
# Find the asset id by matching the node's name.
|
||||||
|
var aid: String = node.name
|
||||||
|
loadout.slots[slot_id] = aid
|
||||||
|
|
||||||
|
return loadout
|
||||||
|
|
||||||
|
|
||||||
|
## Reset the avatar to an unloaded state.
|
||||||
|
func reset() -> void:
|
||||||
|
if avatar_node and avatar_node is Node:
|
||||||
|
avatar_node.queue_free()
|
||||||
|
|
||||||
|
avatar_node = null
|
||||||
|
skeleton = null
|
||||||
|
_bone_index_map.clear()
|
||||||
|
_base_meshes.clear()
|
||||||
|
_attachments.clear()
|
||||||
|
is_base_loaded = false
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Internal: GLB Parsing
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Parse a GLB byte array into an avatar Node3D structure.
|
||||||
|
## Creates: Avatar (Node3D) -> Skeleton3D + BodyMeshes + AttachmentPoints
|
||||||
|
func _parse_glb_as_avatar(glb_data: PackedByteArray, path: String) -> Node3D:
|
||||||
|
var avatar := Node3D.new()
|
||||||
|
avatar.name = "Avatar"
|
||||||
|
|
||||||
|
# Create the skeleton container.
|
||||||
|
var skeleton_node := Skeleton3D.new()
|
||||||
|
skeleton_node.name = "Skeleton3D"
|
||||||
|
skeleton_node.position = Vector3(0, 0, 0)
|
||||||
|
avatar.add_child(skeleton_node)
|
||||||
|
|
||||||
|
# Create attachment points container.
|
||||||
|
var attach_points := Node3D.new()
|
||||||
|
attach_points.name = "AttachmentPoints"
|
||||||
|
avatar.add_child(attach_points)
|
||||||
|
|
||||||
|
# Create body meshes container.
|
||||||
|
var body_meshes := Node3D.new()
|
||||||
|
body_meshes.name = "BodyMeshes"
|
||||||
|
avatar.add_child(body_meshes)
|
||||||
|
|
||||||
|
# Create attachments container.
|
||||||
|
var attachments_container := Node3D.new()
|
||||||
|
attachments_container.name = "Attachments"
|
||||||
|
avatar.add_child(attachments_container)
|
||||||
|
|
||||||
|
# Parse the GLB and extract skeleton + meshes.
|
||||||
|
var gltf_document := GLTFDocument.new()
|
||||||
|
var gltf_state := GLTFState.new()
|
||||||
|
|
||||||
|
var parse_result := gltf_document.append_from_buffer(glb_data, "", gltf_state)
|
||||||
|
if parse_result != OK:
|
||||||
|
push_error("GLB parse error: %s" % error_string(parse_result))
|
||||||
|
avatar.queue_free()
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Generate the actual scene tree from the parsed GLTF state.
|
||||||
|
var scene_root := gltf_document.generate_scene(gltf_state)
|
||||||
|
if scene_root == null:
|
||||||
|
push_error("Failed to generate scene from GLB: %s" % path)
|
||||||
|
avatar.queue_free()
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Merge GLB nodes into our avatar structure (recurses into children).
|
||||||
|
if scene_root is Node3D:
|
||||||
|
_merge_node_into_avatar(scene_root, avatar, body_meshes,
|
||||||
|
attach_points, attachments_container)
|
||||||
|
|
||||||
|
return avatar
|
||||||
|
|
||||||
|
|
||||||
|
## Parse a GLB byte array into an attachment Node3D.
|
||||||
|
func _parse_glb_as_attachment(glb_data: PackedByteArray, path: String,
|
||||||
|
slot_id: String) -> Node3D:
|
||||||
|
|
||||||
|
var gltf_document := GLTFDocument.new()
|
||||||
|
var gltf_state := GLTFState.new()
|
||||||
|
|
||||||
|
var parse_result := gltf_document.append_from_buffer(glb_data, "", gltf_state)
|
||||||
|
if parse_result != OK:
|
||||||
|
push_error("GLB parse error: %s" % error_string(parse_result))
|
||||||
|
return null
|
||||||
|
|
||||||
|
var scene_root := gltf_document.generate_scene(gltf_state)
|
||||||
|
if scene_root == null:
|
||||||
|
push_error("Failed to generate scene from attachment GLB: %s" % path)
|
||||||
|
return null
|
||||||
|
|
||||||
|
var attachment := Node3D.new()
|
||||||
|
attachment.name = "%s_%s" % [slot_id, path.get_file().get_basename()]
|
||||||
|
|
||||||
|
if scene_root is Node3D:
|
||||||
|
attachment.add_child(scene_root.duplicate())
|
||||||
|
|
||||||
|
return attachment
|
||||||
|
|
||||||
|
|
||||||
|
## Merge a GLB node tree into the avatar's container structure.
|
||||||
|
func _merge_node_into_avatar(node: Node3D, avatar: Node3D,
|
||||||
|
body_meshes: Node3D, attach_points: Node3D,
|
||||||
|
attachments_container: Node3D) -> void:
|
||||||
|
|
||||||
|
var node_name := node.name
|
||||||
|
|
||||||
|
# Identify skeleton nodes.
|
||||||
|
if node is Skeleton3D:
|
||||||
|
var src_skel := node as Skeleton3D
|
||||||
|
var dst_skel := avatar.get_node_or_null("Skeleton3D") as Skeleton3D
|
||||||
|
if dst_skel:
|
||||||
|
# Copy bones from source skeleton to destination.
|
||||||
|
for i in src_skel.get_bone_count():
|
||||||
|
var bone_name := src_skel.get_bone_name(i)
|
||||||
|
var bone_pose := src_skel.get_bone_pose(i)
|
||||||
|
var parent_idx := src_skel.get_bone_parent(i)
|
||||||
|
if dst_skel.has_bone(bone_name):
|
||||||
|
# Bone already exists (canonical).
|
||||||
|
dst_skel.set_bone_pose(i, bone_pose)
|
||||||
|
if parent_idx >= 0:
|
||||||
|
var parent_name := src_skel.get_bone_name(parent_idx)
|
||||||
|
var dst_parent_idx := dst_skel.find_bone(parent_name)
|
||||||
|
if dst_parent_idx >= 0:
|
||||||
|
dst_skel.set_bone_parent(i, dst_parent_idx)
|
||||||
|
else:
|
||||||
|
# Add new bone.
|
||||||
|
var new_idx := dst_skel.add_bone(bone_name)
|
||||||
|
dst_skel.set_bone_pose(new_idx, bone_pose)
|
||||||
|
if parent_idx >= 0:
|
||||||
|
var parent_name := src_skel.get_bone_name(parent_idx)
|
||||||
|
var dst_parent_idx := dst_skel.find_bone(parent_name)
|
||||||
|
if dst_parent_idx >= 0:
|
||||||
|
dst_skel.set_bone_parent(new_idx, dst_parent_idx)
|
||||||
|
# Skinned meshes are commonly children of the skeleton node in a GLB
|
||||||
|
# export, not siblings — fall through to the recursion below instead
|
||||||
|
# of returning, so they still get merged in.
|
||||||
|
for child in src_skel.get_children():
|
||||||
|
if child is Node3D:
|
||||||
|
_merge_node_into_avatar(child, avatar, body_meshes,
|
||||||
|
attach_points, attachments_container)
|
||||||
|
return
|
||||||
|
|
||||||
|
# Identify attachment point nodes (empty nodes named attach_*).
|
||||||
|
if node_name.begins_with("attach_"):
|
||||||
|
var cloned := node.duplicate()
|
||||||
|
cloned.name = node_name
|
||||||
|
attach_points.add_child(cloned)
|
||||||
|
return
|
||||||
|
|
||||||
|
# Identify mesh nodes.
|
||||||
|
if node is MeshInstance3D:
|
||||||
|
var mesh_inst := node as MeshInstance3D
|
||||||
|
var cloned := mesh_inst.duplicate() as MeshInstance3D
|
||||||
|
# Determine which container to place it in.
|
||||||
|
if node_name == "Body" or node_name.ends_with("_Mesh"):
|
||||||
|
body_meshes.add_child(cloned)
|
||||||
|
else:
|
||||||
|
attachments_container.add_child(cloned)
|
||||||
|
return
|
||||||
|
|
||||||
|
# For other nodes, recurse into children.
|
||||||
|
for child in node.get_children():
|
||||||
|
if child is Node3D:
|
||||||
|
_merge_node_into_avatar(child, avatar, body_meshes,
|
||||||
|
attach_points, attachments_container)
|
||||||
|
|
||||||
|
|
||||||
|
## Extract base body meshes from the avatar and store them by slot.
|
||||||
|
func _extract_base_meshes(avatar: Node3D) -> void:
|
||||||
|
var body_meshes := avatar.get_node_or_null("BodyMeshes") as Node3D
|
||||||
|
if body_meshes == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
for child in body_meshes.get_children():
|
||||||
|
if child is MeshInstance3D:
|
||||||
|
var mesh_name := child.name
|
||||||
|
var slot_id := _mesh_name_to_slot(mesh_name)
|
||||||
|
if slot_id != "":
|
||||||
|
_base_meshes[slot_id] = child
|
||||||
|
|
||||||
|
|
||||||
|
## Map a mesh name to a slot id based on naming conventions (§4.3).
|
||||||
|
func _mesh_name_to_slot(mesh_name: String) -> String:
|
||||||
|
if mesh_name == "Body":
|
||||||
|
# Generic body mesh - covers torso, legs, arms.
|
||||||
|
return "torso"
|
||||||
|
if mesh_name == "head_Mesh":
|
||||||
|
return "head"
|
||||||
|
if mesh_name == "torso_Mesh":
|
||||||
|
return "torso"
|
||||||
|
if mesh_name == "legs_Mesh":
|
||||||
|
return "legs"
|
||||||
|
if mesh_name == "left_arm_Mesh":
|
||||||
|
return "left_arm"
|
||||||
|
if mesh_name == "right_arm_Mesh":
|
||||||
|
return "right_arm"
|
||||||
|
return ""
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Internal: Skin Retargeting
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Retarget the skin weights of an attachment node to the canonical skeleton.
|
||||||
|
## Walks all MeshInstance3D children and remaps joint indices by bone name.
|
||||||
|
func _retarget_skin(attachment_node: Node3D) -> void:
|
||||||
|
if skeleton == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
for child in attachment_node.get_children():
|
||||||
|
if child is MeshInstance3D:
|
||||||
|
var mesh_inst := child as MeshInstance3D
|
||||||
|
var mesh := mesh_inst.mesh
|
||||||
|
if mesh == null:
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Note: MeshInstance3D.mesh is always a Mesh, never a MultiMesh —
|
||||||
|
# MultiMesh skinning goes through MultiMeshInstance3D.multimesh,
|
||||||
|
# a completely separate node/property, not reachable here.
|
||||||
|
if mesh is ArrayMesh:
|
||||||
|
var arr_mesh := mesh as ArrayMesh
|
||||||
|
var surface_count := arr_mesh.get_surface_count()
|
||||||
|
|
||||||
|
for surface_idx in surface_count:
|
||||||
|
var arrays := arr_mesh.surface_get_arrays(surface_idx)
|
||||||
|
var joints_array := arrays[Mesh.ARRAY_BONES] as PackedInt32Array
|
||||||
|
var weights_array := arrays[Mesh.ARRAY_WEIGHTS] as PackedFloat32Array
|
||||||
|
|
||||||
|
if joints_array.is_empty():
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Remap joint indices by bone name.
|
||||||
|
var new_joints := PackedInt32Array()
|
||||||
|
for i in range(0, joints_array.size(), 4):
|
||||||
|
for j in 4:
|
||||||
|
var old_joint := joints_array[i + j]
|
||||||
|
if old_joint < 0:
|
||||||
|
new_joints.append(0)
|
||||||
|
else:
|
||||||
|
var bone_name := skeleton.get_bone_name(old_joint)
|
||||||
|
var new_idx: int = _bone_index_map.get(bone_name, 0)
|
||||||
|
new_joints.append(new_idx)
|
||||||
|
|
||||||
|
arrays[Mesh.ARRAY_BONES] = new_joints
|
||||||
|
arr_mesh.surface_set_arrays(surface_idx, arrays)
|
||||||
|
|
||||||
|
|
||||||
|
## Parent an attachment node to its mount bone in the skeleton.
|
||||||
|
func _parent_attachment(attachment_node: Node3D, slot_id: String,
|
||||||
|
asset_meta: Dictionary) -> void:
|
||||||
|
|
||||||
|
if skeleton == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
var mount_bone: String = asset_meta.get("mount_bone", "")
|
||||||
|
if mount_bone.is_empty():
|
||||||
|
# Try to infer from slot.
|
||||||
|
mount_bone = _slot_to_mount_bone(slot_id)
|
||||||
|
|
||||||
|
if mount_bone.is_empty():
|
||||||
|
return
|
||||||
|
|
||||||
|
var bone_idx := skeleton.find_bone(mount_bone)
|
||||||
|
if bone_idx < 0:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Get the world transform of the bone at the time of attachment.
|
||||||
|
var bone_pose := skeleton.get_bone_pose(bone_idx)
|
||||||
|
var bone_transform := skeleton.global_transform * bone_pose
|
||||||
|
|
||||||
|
# Position the attachment at the bone's location.
|
||||||
|
attachment_node.global_transform = bone_transform
|
||||||
|
|
||||||
|
|
||||||
|
## Convert a slot id to its canonical mount bone name (§3.2).
|
||||||
|
func _slot_to_mount_bone(slot_id: String) -> String:
|
||||||
|
match slot_id:
|
||||||
|
"head": return "Head"
|
||||||
|
"hair": return "HeadTop"
|
||||||
|
"face": return "Jaw"
|
||||||
|
"torso", "chest", "back": return "Chest"
|
||||||
|
"left_arm": return "LeftUpperArm"
|
||||||
|
"right_arm": return "RightUpperArm"
|
||||||
|
"left_hand": return "LeftHand"
|
||||||
|
"right_hand": return "RightHand"
|
||||||
|
"legs": return "Hips"
|
||||||
|
"pants": return "Hips"
|
||||||
|
"left_foot": return "LeftFoot"
|
||||||
|
"right_foot": return "RightFoot"
|
||||||
|
"accessory": return "Root"
|
||||||
|
_: return ""
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Internal: File Loading
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Load a file from the given path as a PackedByteArray.
|
||||||
|
func _load_file(path: String) -> PackedByteArray:
|
||||||
|
var file := FileAccess.open(path, FileAccess.READ)
|
||||||
|
if file == null:
|
||||||
|
return PackedByteArray()
|
||||||
|
var data := file.get_buffer(file.get_length())
|
||||||
|
file.close()
|
||||||
|
return data
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://br6x7f83dkrw2
|
||||||
@@ -0,0 +1,306 @@
|
|||||||
|
## AvatarLoadout - Serializable loadout model + validation.
|
||||||
|
##
|
||||||
|
## Represents a complete avatar composition: a base body plus equipped items
|
||||||
|
## per slot. Validates slot exclusivity and references against a catalog.
|
||||||
|
##
|
||||||
|
## See docs/architecture/avatar.md §5 for the loadout JSON format.
|
||||||
|
|
||||||
|
class_name AvatarLoadout
|
||||||
|
extends RefCounted
|
||||||
|
|
||||||
|
|
||||||
|
## Maximum number of accessories allowed in the accessory slot.
|
||||||
|
const MAX_ACCESSORIES: int = 8
|
||||||
|
|
||||||
|
## The base body asset ID.
|
||||||
|
var base_body: String = ""
|
||||||
|
|
||||||
|
## Equipped items per slot. Keys are slot IDs from AvatarSlotRegistry.
|
||||||
|
## Exclusive slots hold a single asset ID (or null).
|
||||||
|
## The "accessory" slot holds an array of asset IDs.
|
||||||
|
var slots: Dictionary = {}
|
||||||
|
|
||||||
|
## Validation errors found during the last validate() call.
|
||||||
|
var validation_errors: Array[String] = []
|
||||||
|
|
||||||
|
## Skin tone color override (default: transparent = use asset colors).
|
||||||
|
var skin_tone: Color = Color.TRANSPARENT
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Inner classes
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Represents a single equipped item in a slot.
|
||||||
|
## Used by consumers to iterate over equipped items.
|
||||||
|
class SlotItem:
|
||||||
|
## The slot this item belongs to.
|
||||||
|
var slot_id: String
|
||||||
|
## The catalog asset ID of the equipped item.
|
||||||
|
var asset_id: String
|
||||||
|
|
||||||
|
func _init(p_slot_id: String, p_asset_id: String) -> void:
|
||||||
|
slot_id = p_slot_id
|
||||||
|
asset_id = p_asset_id
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Lifecycle
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _init() -> void:
|
||||||
|
validation_errors = []
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Serialization
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Create a loadout from a JSON string.
|
||||||
|
static func from_json(json_string: String) -> AvatarLoadout:
|
||||||
|
var loadout := AvatarLoadout.new()
|
||||||
|
var data: Variant = JSON.parse_string(json_string)
|
||||||
|
if not (data is Dictionary):
|
||||||
|
loadout.validation_errors.append("Loadout JSON root is not an object")
|
||||||
|
return loadout
|
||||||
|
|
||||||
|
var root: Dictionary = data as Dictionary
|
||||||
|
|
||||||
|
# Parse base_body.
|
||||||
|
if root.has("base_body"):
|
||||||
|
var bb = root["base_body"]
|
||||||
|
if typeof(bb) == TYPE_STRING:
|
||||||
|
loadout.base_body = bb as String
|
||||||
|
else:
|
||||||
|
loadout.validation_errors.append("base_body must be a string")
|
||||||
|
|
||||||
|
# Parse slots.
|
||||||
|
if root.has("slots"):
|
||||||
|
var slots_data = root["slots"]
|
||||||
|
if typeof(slots_data) == TYPE_DICTIONARY:
|
||||||
|
var parsed_slots: Dictionary = slots_data as Dictionary
|
||||||
|
for slot_id in parsed_slots:
|
||||||
|
if slot_id is String:
|
||||||
|
loadout.slots[slot_id] = parsed_slots[slot_id]
|
||||||
|
else:
|
||||||
|
loadout.validation_errors.append("slots must be an object")
|
||||||
|
else:
|
||||||
|
loadout.validation_errors.append("Missing 'slots' in loadout JSON")
|
||||||
|
|
||||||
|
# Parse skin_tone.
|
||||||
|
if root.has("skin_tone"):
|
||||||
|
var st = root["skin_tone"]
|
||||||
|
if typeof(st) == TYPE_DICTIONARY:
|
||||||
|
var tone: Dictionary = st as Dictionary
|
||||||
|
loadout.skin_tone = Color(
|
||||||
|
float(tone.get("r", 0.0)),
|
||||||
|
float(tone.get("g", 0.0)),
|
||||||
|
float(tone.get("b", 0.0)),
|
||||||
|
float(tone.get("a", 1.0))
|
||||||
|
)
|
||||||
|
|
||||||
|
return loadout
|
||||||
|
|
||||||
|
|
||||||
|
## Serialize this loadout to a JSON string.
|
||||||
|
func to_json() -> String:
|
||||||
|
var data := {
|
||||||
|
"base_body": base_body,
|
||||||
|
"slots": {},
|
||||||
|
}
|
||||||
|
|
||||||
|
for slot_id in AvatarSlotRegistry.SLOT_IDS:
|
||||||
|
if slot_id == "accessory":
|
||||||
|
data["slots"][slot_id] = slots.get(slot_id, [])
|
||||||
|
else:
|
||||||
|
data["slots"][slot_id] = slots.get(slot_id, null)
|
||||||
|
|
||||||
|
# Include skin_tone if set.
|
||||||
|
if skin_tone != Color.TRANSPARENT:
|
||||||
|
data["skin_tone"] = {
|
||||||
|
"r": skin_tone.r,
|
||||||
|
"g": skin_tone.g,
|
||||||
|
"b": skin_tone.b,
|
||||||
|
"a": skin_tone.a,
|
||||||
|
}
|
||||||
|
|
||||||
|
return JSON.stringify(data, " ")
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Validation
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Validate this loadout against the slot registry.
|
||||||
|
## Returns true if valid; populates validation_errors if not.
|
||||||
|
func validate() -> bool:
|
||||||
|
validation_errors.clear()
|
||||||
|
|
||||||
|
# Check base_body.
|
||||||
|
if base_body.is_empty():
|
||||||
|
validation_errors.append("base_body is required")
|
||||||
|
|
||||||
|
# Check each known slot.
|
||||||
|
for slot_id in AvatarSlotRegistry.SLOT_IDS:
|
||||||
|
var slot_def = AvatarSlotRegistry.get_slot(slot_id)
|
||||||
|
if slot_def == null:
|
||||||
|
validation_errors.append("Unknown slot: %s" % slot_id)
|
||||||
|
continue
|
||||||
|
|
||||||
|
var value = slots.get(slot_id)
|
||||||
|
|
||||||
|
if slot_def.exclusive:
|
||||||
|
# Exclusive slots: must be null or a string.
|
||||||
|
if value != null and typeof(value) != TYPE_STRING:
|
||||||
|
validation_errors.append(
|
||||||
|
"Slot '%s' must be null or a string, got %s" % [
|
||||||
|
slot_id, typeof(value)
|
||||||
|
]
|
||||||
|
)
|
||||||
|
else:
|
||||||
|
# Non-exclusive (accessory): must be null or an array.
|
||||||
|
if value != null and typeof(value) != TYPE_ARRAY:
|
||||||
|
validation_errors.append(
|
||||||
|
"Slot '%s' must be null or an array, got %s" % [
|
||||||
|
slot_id, typeof(value)
|
||||||
|
]
|
||||||
|
)
|
||||||
|
elif value is Array:
|
||||||
|
if slot_id == "accessory" and (value as Array).size() > MAX_ACCESSORIES:
|
||||||
|
validation_errors.append(
|
||||||
|
"Accessory count (%d) exceeds maximum (%d)" % [
|
||||||
|
(value as Array).size(), MAX_ACCESSORIES
|
||||||
|
]
|
||||||
|
)
|
||||||
|
|
||||||
|
# Check for duplicate accessories.
|
||||||
|
if slots.has("accessory") and slots["accessory"] is Array:
|
||||||
|
var accessories := slots["accessory"] as Array
|
||||||
|
var seen := {}
|
||||||
|
for item in accessories:
|
||||||
|
if item is String:
|
||||||
|
if seen.has(item):
|
||||||
|
validation_errors.append("Duplicate accessory: %s" % item)
|
||||||
|
seen[item] = true
|
||||||
|
|
||||||
|
return validation_errors.is_empty()
|
||||||
|
|
||||||
|
|
||||||
|
## Convenience alias for validate().
|
||||||
|
func is_valid() -> bool:
|
||||||
|
return validate()
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Accessors
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Check if a specific slot is equipped with a non-null item.
|
||||||
|
func is_equipped(slot_id: String) -> bool:
|
||||||
|
if not AvatarSlotRegistry.has_slot(slot_id):
|
||||||
|
return false
|
||||||
|
|
||||||
|
var value = slots.get(slot_id)
|
||||||
|
if value == null:
|
||||||
|
return false
|
||||||
|
|
||||||
|
if typeof(value) == TYPE_STRING:
|
||||||
|
return not (value as String).is_empty()
|
||||||
|
elif typeof(value) == TYPE_ARRAY:
|
||||||
|
return (value as Array).size() > 0
|
||||||
|
|
||||||
|
return false
|
||||||
|
|
||||||
|
|
||||||
|
## Get the equipped asset ID for an exclusive slot.
|
||||||
|
## Returns empty string if not equipped or slot is not exclusive.
|
||||||
|
func get_equipment(slot_id: String) -> String:
|
||||||
|
var value = slots.get(slot_id)
|
||||||
|
if value is String:
|
||||||
|
return value
|
||||||
|
return ""
|
||||||
|
|
||||||
|
|
||||||
|
## Set equipment for an exclusive slot.
|
||||||
|
func set_equipment(slot_id: String, asset_id: String) -> void:
|
||||||
|
if not AvatarSlotRegistry.has_slot(slot_id):
|
||||||
|
push_error("Unknown slot: %s" % slot_id)
|
||||||
|
return
|
||||||
|
|
||||||
|
var slot_def = AvatarSlotRegistry.get_slot(slot_id)
|
||||||
|
if slot_def and not slot_def.exclusive:
|
||||||
|
push_error("Slot '%s' is not exclusive" % slot_id)
|
||||||
|
return
|
||||||
|
|
||||||
|
slots[slot_id] = null if asset_id.is_empty() else asset_id
|
||||||
|
|
||||||
|
|
||||||
|
## Add an accessory to the accessory slot.
|
||||||
|
func add_accessory(asset_id: String) -> bool:
|
||||||
|
var accessories := slots.get("accessory", []) as Array
|
||||||
|
if accessories.size() >= MAX_ACCESSORIES:
|
||||||
|
return false
|
||||||
|
if asset_id.is_empty():
|
||||||
|
return false
|
||||||
|
if accessories.has(asset_id):
|
||||||
|
return false
|
||||||
|
accessories.append(asset_id)
|
||||||
|
slots["accessory"] = accessories
|
||||||
|
return true
|
||||||
|
|
||||||
|
|
||||||
|
## Remove an accessory from the accessory slot.
|
||||||
|
func remove_accessory(asset_id: String) -> bool:
|
||||||
|
var accessories := slots.get("accessory", []) as Array
|
||||||
|
if accessories.has(asset_id):
|
||||||
|
accessories.erase(asset_id)
|
||||||
|
slots["accessory"] = accessories
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
|
||||||
|
## Iterate over equipped items as SlotItem objects.
|
||||||
|
## Returns an array of SlotItem for each equipped slot.
|
||||||
|
func get_equipped_items() -> Array[SlotItem]:
|
||||||
|
var items: Array[SlotItem] = []
|
||||||
|
|
||||||
|
for slot_id in AvatarSlotRegistry.SLOT_IDS:
|
||||||
|
var value = slots.get(slot_id)
|
||||||
|
if value == null:
|
||||||
|
continue
|
||||||
|
|
||||||
|
if typeof(value) == TYPE_STRING:
|
||||||
|
var asset_id := value as String
|
||||||
|
if not asset_id.is_empty():
|
||||||
|
items.append(SlotItem.new(slot_id, asset_id))
|
||||||
|
elif typeof(value) == TYPE_ARRAY:
|
||||||
|
for item_id in value:
|
||||||
|
if item_id is String and not (item_id as String).is_empty():
|
||||||
|
items.append(SlotItem.new(slot_id, item_id))
|
||||||
|
|
||||||
|
return items
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Hashing
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Compute a hash of this loadout for change detection.
|
||||||
|
## Mirrors the server's loadout_hash concept.
|
||||||
|
func compute_hash() -> int:
|
||||||
|
var hasher := HashingContext.new()
|
||||||
|
hasher.start(HashingContext.HASH_SHA256)
|
||||||
|
hasher.update(base_body.to_utf8_buffer())
|
||||||
|
for slot_id in AvatarSlotRegistry.SLOT_IDS:
|
||||||
|
hasher.update(slot_id.to_utf8_buffer())
|
||||||
|
var value = slots.get(slot_id)
|
||||||
|
if value is String:
|
||||||
|
hasher.update((value as String).to_utf8_buffer())
|
||||||
|
elif value is Array:
|
||||||
|
var arr_str = JSON.stringify(value)
|
||||||
|
hasher.update(arr_str.to_utf8_buffer())
|
||||||
|
else:
|
||||||
|
hasher.update("null".to_utf8_buffer())
|
||||||
|
var digest = hasher.finish()
|
||||||
|
# Return first 4 bytes as int for compact storage.
|
||||||
|
return digest[0] | (digest[1] << 8) | (digest[2] << 16) | (digest[3] << 24)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://dxdtebl4upeny
|
||||||
@@ -0,0 +1,275 @@
|
|||||||
|
## AvatarSlotRegistry - Static registry of slot definitions.
|
||||||
|
##
|
||||||
|
## Each slot maps to one or more bones and defines what can be equipped there.
|
||||||
|
## This is the single source of truth for slot IDs, categories, mount bones,
|
||||||
|
## exclusivity, and body-part vs attachment classification.
|
||||||
|
##
|
||||||
|
## See docs/architecture/avatar.md §3.2 for the full slot specification.
|
||||||
|
class_name AvatarSlotRegistry extends RefCounted
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Slot definitions (mirrors §3.2 of the avatar spec)
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## All known slot IDs, in canonical order.
|
||||||
|
const SLOT_IDS: PackedStringArray = [
|
||||||
|
"head",
|
||||||
|
"hair",
|
||||||
|
"face",
|
||||||
|
"torso",
|
||||||
|
"chest",
|
||||||
|
"back",
|
||||||
|
"left_arm",
|
||||||
|
"right_arm",
|
||||||
|
"left_hand",
|
||||||
|
"right_hand",
|
||||||
|
"legs",
|
||||||
|
"pants",
|
||||||
|
"left_foot",
|
||||||
|
"right_foot",
|
||||||
|
"accessory",
|
||||||
|
]
|
||||||
|
|
||||||
|
## Body-part slots (exclusive, replace base mesh).
|
||||||
|
const BODY_PART_SLOTS: PackedStringArray = [
|
||||||
|
"head", "torso", "legs", "left_arm", "right_arm",
|
||||||
|
]
|
||||||
|
|
||||||
|
## Attachment slots (layered on top of base mesh).
|
||||||
|
const ATTACHMENT_SLOTS: PackedStringArray = [
|
||||||
|
"hair", "face", "chest", "back",
|
||||||
|
"left_hand", "right_hand", "pants",
|
||||||
|
"left_foot", "right_foot", "accessory",
|
||||||
|
]
|
||||||
|
|
||||||
|
## Slots that are multi-slot (multiple accessories can coexist).
|
||||||
|
const MULTI_SLOT_IDS: PackedStringArray = ["accessory"]
|
||||||
|
|
||||||
|
|
||||||
|
## Metadata for a single slot.
|
||||||
|
class SlotDefinition:
|
||||||
|
## The slot ID string (e.g. "head", "hair").
|
||||||
|
var slot_key: String
|
||||||
|
## "body_part" or "attachment".
|
||||||
|
var category: String
|
||||||
|
## Primary mount bone name(s).
|
||||||
|
var mount_bones: PackedStringArray
|
||||||
|
## Whether at most one item can occupy this slot.
|
||||||
|
var exclusive: bool
|
||||||
|
## Whether this slot replaces a base mesh.
|
||||||
|
var is_body_part: bool
|
||||||
|
|
||||||
|
func _init(p_slot_key: String, p_category: String, p_mount_bones: PackedStringArray,
|
||||||
|
p_exclusive: bool, p_is_body_part: bool) -> void:
|
||||||
|
slot_key = p_slot_key
|
||||||
|
category = p_category
|
||||||
|
mount_bones = p_mount_bones
|
||||||
|
exclusive = p_exclusive
|
||||||
|
is_body_part = p_is_body_part
|
||||||
|
|
||||||
|
|
||||||
|
# Slot metadata lookup tables (indexed by SLOT_IDS position). Static: every
|
||||||
|
# caller uses AvatarSlotRegistry.method(...) directly on the class, never on
|
||||||
|
# an instance, so this data has to be built once at class-load time via
|
||||||
|
# _static_init() rather than an instance _init() that's never invoked.
|
||||||
|
# Each entry: { category, mount_bones, exclusive, is_body_part }
|
||||||
|
static var _slot_data: Dictionary = {}
|
||||||
|
static var _slot_definitions: Array[SlotDefinition] = []
|
||||||
|
|
||||||
|
|
||||||
|
static func _static_init() -> void:
|
||||||
|
_build_registry()
|
||||||
|
|
||||||
|
|
||||||
|
static func _build_registry() -> void:
|
||||||
|
_slot_data = {
|
||||||
|
"head": {
|
||||||
|
"category": "body_part",
|
||||||
|
"mount_bones": ["Head"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": true,
|
||||||
|
},
|
||||||
|
"hair": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["HeadTop"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"face": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["Jaw"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"torso": {
|
||||||
|
"category": "body_part",
|
||||||
|
"mount_bones": ["Chest"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": true,
|
||||||
|
},
|
||||||
|
"chest": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["Chest"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"back": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["Chest"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"left_arm": {
|
||||||
|
"category": "body_part",
|
||||||
|
"mount_bones": ["LeftUpperArm"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": true,
|
||||||
|
},
|
||||||
|
"right_arm": {
|
||||||
|
"category": "body_part",
|
||||||
|
"mount_bones": ["RightUpperArm"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": true,
|
||||||
|
},
|
||||||
|
"left_hand": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["LeftHand"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"right_hand": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["RightHand"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"legs": {
|
||||||
|
"category": "body_part",
|
||||||
|
"mount_bones": ["Hips"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": true,
|
||||||
|
},
|
||||||
|
"pants": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["Hips"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"left_foot": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["LeftFoot"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"right_foot": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["RightFoot"],
|
||||||
|
"exclusive": true,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
"accessory": {
|
||||||
|
"category": "attachment",
|
||||||
|
"mount_bones": ["Root"],
|
||||||
|
"exclusive": false,
|
||||||
|
"is_body_part": false,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
# Build SlotDefinition objects.
|
||||||
|
for slot_id in SLOT_IDS:
|
||||||
|
var data = _slot_data[slot_id]
|
||||||
|
var def := SlotDefinition.new(
|
||||||
|
slot_id,
|
||||||
|
data["category"],
|
||||||
|
PackedStringArray(data["mount_bones"]),
|
||||||
|
data["exclusive"],
|
||||||
|
data["is_body_part"],
|
||||||
|
)
|
||||||
|
_slot_definitions.append(def)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Public API
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Returns the list of all known slot IDs.
|
||||||
|
static func get_slot_ids() -> PackedStringArray:
|
||||||
|
return SLOT_IDS
|
||||||
|
|
||||||
|
|
||||||
|
## Returns true if *slot_id* is a known slot.
|
||||||
|
static func has_slot(slot_id: String) -> bool:
|
||||||
|
return slot_id in SLOT_IDS
|
||||||
|
|
||||||
|
|
||||||
|
## Returns the SlotDefinition for a slot, or null if unknown.
|
||||||
|
static func get_slot(slot_id: String) -> SlotDefinition:
|
||||||
|
if not has_slot(slot_id):
|
||||||
|
return null
|
||||||
|
for def in _slot_definitions:
|
||||||
|
if def.slot_key == slot_id:
|
||||||
|
return def
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
## Returns all SlotDefinition objects in canonical order.
|
||||||
|
static func get_slot_definitions() -> Array[SlotDefinition]:
|
||||||
|
return _slot_definitions
|
||||||
|
|
||||||
|
|
||||||
|
## Returns the category for a slot ("body_part" or "attachment").
|
||||||
|
static func get_category(slot_id: String) -> String:
|
||||||
|
if not has_slot(slot_id):
|
||||||
|
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
|
||||||
|
return ""
|
||||||
|
return _slot_data[slot_id]["category"]
|
||||||
|
|
||||||
|
|
||||||
|
## Returns the primary mount bone(s) for a slot.
|
||||||
|
static func get_mount_bones(slot_id: String) -> PackedStringArray:
|
||||||
|
if not has_slot(slot_id):
|
||||||
|
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
|
||||||
|
return PackedStringArray()
|
||||||
|
return PackedStringArray(_slot_data[slot_id]["mount_bones"])
|
||||||
|
|
||||||
|
|
||||||
|
## Returns whether the slot is exclusive (at most one item).
|
||||||
|
static func is_exclusive(slot_id: String) -> bool:
|
||||||
|
if not has_slot(slot_id):
|
||||||
|
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
|
||||||
|
return true
|
||||||
|
return _slot_data[slot_id]["exclusive"]
|
||||||
|
|
||||||
|
|
||||||
|
## Returns whether the slot is a body-part slot (replaces base mesh).
|
||||||
|
static func is_body_part_slot(slot_id: String) -> bool:
|
||||||
|
if not has_slot(slot_id):
|
||||||
|
push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
|
||||||
|
return false
|
||||||
|
return _slot_data[slot_id]["is_body_part"]
|
||||||
|
|
||||||
|
|
||||||
|
## Returns whether the slot is a multi-slot (e.g. accessory).
|
||||||
|
static func is_multi_slot(slot_id: String) -> bool:
|
||||||
|
return slot_id in MULTI_SLOT_IDS
|
||||||
|
|
||||||
|
|
||||||
|
## Returns the list of body-part slot IDs.
|
||||||
|
static func get_body_part_slots() -> PackedStringArray:
|
||||||
|
return BODY_PART_SLOTS
|
||||||
|
|
||||||
|
|
||||||
|
## Returns the list of attachment slot IDs.
|
||||||
|
static func get_attachment_slots() -> PackedStringArray:
|
||||||
|
return ATTACHMENT_SLOTS
|
||||||
|
|
||||||
|
|
||||||
|
## Validates that an asset's declared slot matches the slot it is placed in.
|
||||||
|
static func validate_slot_assignment(asset_slot: String, slot_id: String) -> bool:
|
||||||
|
return asset_slot == slot_id
|
||||||
|
|
||||||
|
|
||||||
|
## Returns the canonical order index for a slot (for serialization order).
|
||||||
|
static func get_slot_index(slot_id: String) -> int:
|
||||||
|
return SLOT_IDS.find(slot_id)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://do873d38pqhwa
|
||||||
@@ -0,0 +1,222 @@
|
|||||||
|
## AvatarSystem - Global avatar orchestrator (autoload singleton).
|
||||||
|
##
|
||||||
|
## Owns the AvatarCatalog, AvatarLoader, and the current player's AvatarLoadout.
|
||||||
|
## Provides a single entry point for the rest of the game to:
|
||||||
|
## - Load the asset catalog.
|
||||||
|
## - Load a player's avatar from a loadout.
|
||||||
|
## - Equip / unequip items and persist the resulting loadout.
|
||||||
|
##
|
||||||
|
## Registered as an autoload singleton named "AvatarSystem" in project.godot.
|
||||||
|
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Signals
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Emitted when the catalog has finished loading.
|
||||||
|
signal catalog_loaded
|
||||||
|
|
||||||
|
## Emitted when the catalog fails to load.
|
||||||
|
signal catalog_load_failed(error_message: String)
|
||||||
|
|
||||||
|
## Emitted when the avatar has been fully assembled and is ready to render.
|
||||||
|
signal avatar_ready(avatar_node: Node3D)
|
||||||
|
|
||||||
|
## Emitted when the loadout changes (after equip/unequip).
|
||||||
|
signal loadout_changed(loadout: AvatarLoadout)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# State
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## The asset catalog (id -> metadata + path).
|
||||||
|
var catalog: AvatarCatalog = null
|
||||||
|
|
||||||
|
## The loader used to import GLB assets and assemble the avatar.
|
||||||
|
var loader: AvatarLoader = null
|
||||||
|
|
||||||
|
## The current player's loadout.
|
||||||
|
var current_loadout: AvatarLoadout = null
|
||||||
|
|
||||||
|
## The assembled avatar node (null until avatar_ready).
|
||||||
|
var avatar_node: Node3D = null
|
||||||
|
|
||||||
|
## Whether the catalog has been loaded.
|
||||||
|
var is_catalog_loaded: bool = false
|
||||||
|
|
||||||
|
## Whether an avatar is currently assembled.
|
||||||
|
var is_avatar_ready: bool = false
|
||||||
|
|
||||||
|
## Default catalog path.
|
||||||
|
const DEFAULT_CATALOG_PATH := "res://assets/avatars/catalog.json"
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Lifecycle
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
catalog = AvatarCatalog.new()
|
||||||
|
loader = AvatarLoader.new()
|
||||||
|
loader.init_loader(catalog)
|
||||||
|
add_child(loader)
|
||||||
|
|
||||||
|
|
||||||
|
## Load the asset catalog. Call this once at startup (or on demand).
|
||||||
|
func load_catalog(path: String = DEFAULT_CATALOG_PATH) -> Error:
|
||||||
|
var err := catalog.load_catalog(path)
|
||||||
|
if err == OK:
|
||||||
|
is_catalog_loaded = true
|
||||||
|
catalog_loaded.emit()
|
||||||
|
else:
|
||||||
|
catalog_load_failed.emit("Failed to load catalog: %s" % err)
|
||||||
|
return err
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Avatar assembly
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Load and assemble an avatar from a loadout.
|
||||||
|
## Returns the assembled avatar Node3D on success, or null on failure.
|
||||||
|
func load_avatar(loadout: AvatarLoadout) -> Node3D:
|
||||||
|
if not is_catalog_loaded:
|
||||||
|
push_error("AvatarSystem: catalog not loaded; call load_catalog() first")
|
||||||
|
return null
|
||||||
|
|
||||||
|
if loadout == null:
|
||||||
|
push_error("AvatarSystem: loadout is null")
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Validate the loadout against the catalog.
|
||||||
|
var validation := catalog.validate_loadout(loadout)
|
||||||
|
if not validation.valid:
|
||||||
|
push_error("AvatarSystem: invalid loadout: %s" % str(validation.errors))
|
||||||
|
return null
|
||||||
|
|
||||||
|
current_loadout = loadout
|
||||||
|
|
||||||
|
# Reset any previous avatar.
|
||||||
|
loader.reset()
|
||||||
|
|
||||||
|
# Load the base body.
|
||||||
|
var base_body_id := loadout.base_body
|
||||||
|
var base_node := loader.load_base_body(base_body_id)
|
||||||
|
if base_node == null:
|
||||||
|
push_error("AvatarSystem: failed to load base body '%s'" % base_body_id)
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Load each equipped attachment.
|
||||||
|
for slot_id in AvatarSlotRegistry.SLOT_IDS:
|
||||||
|
var slot_value = loadout.slots.get(slot_id)
|
||||||
|
|
||||||
|
if slot_id == "accessory":
|
||||||
|
# Accessory is an array of asset ids.
|
||||||
|
if slot_value is Array:
|
||||||
|
for asset_id in slot_value:
|
||||||
|
if asset_id is String and not (asset_id as String).is_empty():
|
||||||
|
loader.load_attachment(slot_id, asset_id)
|
||||||
|
else:
|
||||||
|
# Exclusive slot: single asset id or null.
|
||||||
|
if slot_value is String and not (slot_value as String).is_empty():
|
||||||
|
loader.load_attachment(slot_id, slot_value)
|
||||||
|
|
||||||
|
# Hide base meshes for equipped body-part slots.
|
||||||
|
for slot_id in AvatarSlotRegistry.BODY_PART_SLOTS:
|
||||||
|
var slot_value = loadout.slots.get(slot_id)
|
||||||
|
if slot_value is String and not (slot_value as String).is_empty():
|
||||||
|
loader.set_base_mesh_visible(slot_id, false)
|
||||||
|
|
||||||
|
avatar_node = loader.avatar_node
|
||||||
|
is_avatar_ready = avatar_node != null
|
||||||
|
if is_avatar_ready:
|
||||||
|
avatar_ready.emit(avatar_node)
|
||||||
|
|
||||||
|
return avatar_node
|
||||||
|
|
||||||
|
|
||||||
|
## Equip an item into a slot and rebuild the avatar.
|
||||||
|
## Returns true on success.
|
||||||
|
func equip(slot_id: String, asset_id: String) -> bool:
|
||||||
|
if current_loadout == null:
|
||||||
|
push_error("AvatarSystem: no loadout loaded")
|
||||||
|
return false
|
||||||
|
|
||||||
|
if not AvatarSlotRegistry.has_slot(slot_id):
|
||||||
|
push_error("AvatarSystem: unknown slot '%s'" % slot_id)
|
||||||
|
return false
|
||||||
|
|
||||||
|
if not catalog.has_asset(asset_id):
|
||||||
|
push_error("AvatarSystem: unknown asset '%s'" % asset_id)
|
||||||
|
return false
|
||||||
|
|
||||||
|
var asset := catalog.resolve(asset_id)
|
||||||
|
if asset.get("slot") != slot_id:
|
||||||
|
push_error("AvatarSystem: asset '%s' is for slot '%s', not '%s'" % [
|
||||||
|
asset_id, asset.get("slot"), slot_id])
|
||||||
|
return false
|
||||||
|
|
||||||
|
if slot_id == "accessory":
|
||||||
|
if not current_loadout.add_accessory(asset_id):
|
||||||
|
push_error("AvatarSystem: could not add accessory '%s'" % asset_id)
|
||||||
|
return false
|
||||||
|
else:
|
||||||
|
current_loadout.set_equipment(slot_id, asset_id)
|
||||||
|
|
||||||
|
loadout_changed.emit(current_loadout)
|
||||||
|
return true
|
||||||
|
|
||||||
|
|
||||||
|
## Unequip an item from a slot and rebuild the avatar.
|
||||||
|
## Returns true on success.
|
||||||
|
func unequip(slot_id: String, asset_id: String = "") -> bool:
|
||||||
|
if current_loadout == null:
|
||||||
|
push_error("AvatarSystem: no loadout loaded")
|
||||||
|
return false
|
||||||
|
|
||||||
|
if not AvatarSlotRegistry.has_slot(slot_id):
|
||||||
|
push_error("AvatarSystem: unknown slot '%s'" % slot_id)
|
||||||
|
return false
|
||||||
|
|
||||||
|
if slot_id == "accessory":
|
||||||
|
if asset_id.is_empty():
|
||||||
|
push_error("AvatarSystem: accessory unequip requires an asset id")
|
||||||
|
return false
|
||||||
|
if not current_loadout.remove_accessory(asset_id):
|
||||||
|
push_error("AvatarSystem: accessory '%s' not equipped" % asset_id)
|
||||||
|
return false
|
||||||
|
else:
|
||||||
|
current_loadout.set_equipment(slot_id, "")
|
||||||
|
|
||||||
|
loadout_changed.emit(current_loadout)
|
||||||
|
return true
|
||||||
|
|
||||||
|
|
||||||
|
## Serialize the current loadout to JSON.
|
||||||
|
func save_loadout() -> String:
|
||||||
|
if current_loadout == null:
|
||||||
|
return ""
|
||||||
|
return current_loadout.to_json()
|
||||||
|
|
||||||
|
|
||||||
|
## Load a loadout from a JSON string.
|
||||||
|
func load_loadout_from_json(json_string: String) -> AvatarLoadout:
|
||||||
|
var loadout := AvatarLoadout.from_json(json_string)
|
||||||
|
if not loadout.validate():
|
||||||
|
push_error("AvatarSystem: invalid loadout JSON: %s" % str(loadout.validation_errors))
|
||||||
|
return null
|
||||||
|
return loadout
|
||||||
|
|
||||||
|
|
||||||
|
## Get the list of available assets for a given slot.
|
||||||
|
func get_assets_for_slot(slot_id: String) -> Array[String]:
|
||||||
|
return catalog.get_assets_by_slot(slot_id)
|
||||||
|
|
||||||
|
|
||||||
|
## Get the display name for an asset id.
|
||||||
|
func get_asset_display_name(asset_id: String) -> String:
|
||||||
|
var asset := catalog.resolve(asset_id)
|
||||||
|
return asset.get("display_name", asset_id)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cfbvgfisbxbk
|
||||||
@@ -0,0 +1,285 @@
|
|||||||
|
## AvatarVisualizer
|
||||||
|
##
|
||||||
|
## Builds the render tree from an AvatarLoadout.
|
||||||
|
##
|
||||||
|
## Responsibilities:
|
||||||
|
## - Create a root Node3D (or Node2D for 2D mode) as the avatar container.
|
||||||
|
## - For each slot in the loadout, call AvatarLoader.load_slot() and attach
|
||||||
|
## the resulting Skeleton3D / MeshInstance3D tree to the root.
|
||||||
|
## - Apply skin-tone overrides to all MeshInstance3D nodes.
|
||||||
|
## - Apply a single Skeleton3D root (the "body" skeleton) and retarget all
|
||||||
|
## limb skeletons to it using the bone-map from AvatarSlotRegistry.
|
||||||
|
## - Expose `get_root()` for the caller to attach to the scene tree.
|
||||||
|
## - Expose `clear()` to destroy the tree and free resources.
|
||||||
|
##
|
||||||
|
## Usage:
|
||||||
|
## var viz = AvatarVisualizer.new()
|
||||||
|
## viz.load_loadout(loadout)
|
||||||
|
## avatar_node.add_child(viz.get_root())
|
||||||
|
##
|
||||||
|
## The visualizer owns the Skeleton3D and MeshInstance3D trees it creates.
|
||||||
|
## The caller owns the root node's placement in the scene tree.
|
||||||
|
|
||||||
|
class_name AvatarVisualizer
|
||||||
|
extends Object
|
||||||
|
|
||||||
|
|
||||||
|
## Emitted when the visualizer has finished building the render tree.
|
||||||
|
signal build_complete
|
||||||
|
## Emitted when the visualizer has been cleared.
|
||||||
|
signal cleared
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Public API
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## The root node that holds the avatar render tree.
|
||||||
|
## Set this to the desired parent before calling load_loadout().
|
||||||
|
var root: Node3D = null
|
||||||
|
|
||||||
|
## The Skeleton3D that serves as the body skeleton.
|
||||||
|
## All limb skeletons are retargeted to this skeleton's bone hierarchy.
|
||||||
|
var body_skeleton: Skeleton3D = null
|
||||||
|
|
||||||
|
## The AvatarLoadout currently loaded (null if none).
|
||||||
|
var current_loadout: AvatarLoadout = null
|
||||||
|
|
||||||
|
## Whether the visualizer is currently building (true during load_loadout).
|
||||||
|
var is_building: bool = false
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Core
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Load an AvatarLoadout and build the render tree.
|
||||||
|
##
|
||||||
|
## If [param root] is null, a new Node3D is created and assigned.
|
||||||
|
## If [param loadout] is null or invalid, the current tree is cleared.
|
||||||
|
func load_loadout(loadout: AvatarLoadout, root_node: Node3D = null) -> void:
|
||||||
|
# Clear any previous tree.
|
||||||
|
clear()
|
||||||
|
|
||||||
|
if loadout == null or not loadout.is_valid():
|
||||||
|
build_complete.emit()
|
||||||
|
return
|
||||||
|
|
||||||
|
current_loadout = loadout
|
||||||
|
is_building = true
|
||||||
|
|
||||||
|
# Create root if not provided.
|
||||||
|
if root_node != null:
|
||||||
|
root = root_node
|
||||||
|
else:
|
||||||
|
root = Node3D.new()
|
||||||
|
root.name = "AvatarVisualizer"
|
||||||
|
|
||||||
|
# Create the body skeleton.
|
||||||
|
body_skeleton = Skeleton3D.new()
|
||||||
|
body_skeleton.name = "AvatarBody"
|
||||||
|
root.add_child(body_skeleton)
|
||||||
|
|
||||||
|
# Build each slot's contribution.
|
||||||
|
for slot_def in AvatarSlotRegistry.get_slot_definitions():
|
||||||
|
var slot_key: String = slot_def.slot_key
|
||||||
|
var slot_item: AvatarLoadout.SlotItem = loadout.slots.get(slot_key)
|
||||||
|
|
||||||
|
if slot_item == null or slot_item.asset_id == "":
|
||||||
|
# Slot is empty — create a placeholder.
|
||||||
|
_add_placeholder_slot(slot_def)
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Load the slot's asset.
|
||||||
|
var slot_result: AvatarLoader.SlotResult = await AvatarLoader.load_slot(
|
||||||
|
slot_item,
|
||||||
|
slot_def,
|
||||||
|
loadout.skin_tone,
|
||||||
|
)
|
||||||
|
|
||||||
|
if slot_result == null:
|
||||||
|
push_warning("AvatarVisualizer: failed to load slot '%s' (%s)" % [slot_key, slot_item.asset_id])
|
||||||
|
_add_placeholder_slot(slot_def)
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Attach the loaded tree to the root.
|
||||||
|
_attach_slot_tree(slot_result, slot_def)
|
||||||
|
|
||||||
|
# Retarget limb skeletons to the body skeleton.
|
||||||
|
_retarget_limbs()
|
||||||
|
|
||||||
|
# Apply skin-tone override to all meshes.
|
||||||
|
_apply_skin_tone(loadout.skin_tone)
|
||||||
|
|
||||||
|
is_building = false
|
||||||
|
build_complete.emit()
|
||||||
|
|
||||||
|
|
||||||
|
## Clear the render tree and free resources.
|
||||||
|
func clear() -> void:
|
||||||
|
if root != null:
|
||||||
|
root.queue_free()
|
||||||
|
root = null
|
||||||
|
body_skeleton = null
|
||||||
|
current_loadout = null
|
||||||
|
cleared.emit()
|
||||||
|
|
||||||
|
|
||||||
|
## Get the root node.
|
||||||
|
func get_root() -> Node3D:
|
||||||
|
return root
|
||||||
|
|
||||||
|
|
||||||
|
## Get a specific slot's Skeleton3D (if it has one).
|
||||||
|
func get_slot_skeleton(slot_key: String) -> Skeleton3D:
|
||||||
|
if body_skeleton == null:
|
||||||
|
return null
|
||||||
|
var bones := body_skeleton.get_bone_count()
|
||||||
|
for i in range(bones):
|
||||||
|
var bone_name: String = body_skeleton.get_bone_name(i)
|
||||||
|
if bone_name == slot_key:
|
||||||
|
return body_skeleton
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
## Get all MeshInstance3D nodes in the render tree.
|
||||||
|
func get_all_mesh_instances() -> Array[MeshInstance3D]:
|
||||||
|
var meshes: Array[MeshInstance3D] = []
|
||||||
|
if root == null:
|
||||||
|
return meshes
|
||||||
|
_collect_meshes(root, meshes)
|
||||||
|
return meshes
|
||||||
|
|
||||||
|
|
||||||
|
## Get all Skeleton3D nodes in the render tree.
|
||||||
|
func get_all_skeletons() -> Array[Skeleton3D]:
|
||||||
|
var skeletons: Array[Skeleton3D] = []
|
||||||
|
if root == null:
|
||||||
|
return skeletons
|
||||||
|
_collect_skeletons(root, skeletons)
|
||||||
|
return skeletons
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Internal helpers
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
## Add a placeholder (empty) skeleton for a slot that has no asset.
|
||||||
|
func _add_placeholder_slot(slot_def: AvatarSlotRegistry.SlotDefinition) -> void:
|
||||||
|
if body_skeleton == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
var bone_name: String = slot_def.slot_key
|
||||||
|
var bone_id: int = body_skeleton.add_bone(bone_name)
|
||||||
|
|
||||||
|
# Set the bone's rest pose to identity (placeholder).
|
||||||
|
var rest := Transform3D()
|
||||||
|
rest.origin = slot_def.default_offset
|
||||||
|
body_skeleton.set_bone_rest(bone_id, rest)
|
||||||
|
|
||||||
|
# Set parent to root (bone 0 is the root bone).
|
||||||
|
body_skeleton.set_bone_parent(bone_id, 0)
|
||||||
|
|
||||||
|
|
||||||
|
## Attach a loaded slot's tree to the root.
|
||||||
|
func _attach_slot_tree(result: AvatarLoader.SlotResult, slot_def: AvatarSlotRegistry.SlotDefinition) -> void:
|
||||||
|
if result.skeleton == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Add the skeleton as a child of the body skeleton.
|
||||||
|
# The skeleton's bones will be merged into the body skeleton during retargeting.
|
||||||
|
result.skeleton.name = "%s_skeleton" % slot_def.slot_key
|
||||||
|
result.skeleton.visible = true
|
||||||
|
root.add_child(result.skeleton)
|
||||||
|
|
||||||
|
|
||||||
|
## Retarget all limb skeletons to the body skeleton.
|
||||||
|
func _retarget_limbs() -> void:
|
||||||
|
if body_skeleton == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Collect all child Skeleton3D nodes (limb skeletons).
|
||||||
|
var limb_skeletons: Array[Skeleton3D] = []
|
||||||
|
for child in root.get_children():
|
||||||
|
if child is Skeleton3D and child != body_skeleton:
|
||||||
|
limb_skeletons.append(child as Skeleton3D)
|
||||||
|
|
||||||
|
# For each limb skeleton, merge its bones into the body skeleton.
|
||||||
|
for limb in limb_skeletons:
|
||||||
|
_merge_skeleton_into_body(limb)
|
||||||
|
limb.queue_free()
|
||||||
|
|
||||||
|
|
||||||
|
## Merge a limb skeleton's bones into the body skeleton.
|
||||||
|
func _merge_skeleton_into_body(limb: Skeleton3D) -> void:
|
||||||
|
if limb == null or body_skeleton == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
var limb_bone_count: int = limb.get_bone_count()
|
||||||
|
var start_id: int = body_skeleton.get_bone_count()
|
||||||
|
|
||||||
|
for i in range(limb_bone_count):
|
||||||
|
var bone_name: String = limb.get_bone_name(i)
|
||||||
|
var bone_id: int = body_skeleton.add_bone(bone_name)
|
||||||
|
|
||||||
|
# Copy the rest transform.
|
||||||
|
var rest: Transform3D = limb.get_bone_rest(i)
|
||||||
|
body_skeleton.set_bone_rest(bone_id, rest)
|
||||||
|
|
||||||
|
# Copy the parent.
|
||||||
|
var parent_id: int = limb.get_bone_parent(i)
|
||||||
|
if parent_id >= 0:
|
||||||
|
# Map parent ID to body skeleton.
|
||||||
|
if parent_id == 0:
|
||||||
|
# Root of limb skeleton -> parent is the body root.
|
||||||
|
body_skeleton.set_bone_parent(bone_id, 0)
|
||||||
|
else:
|
||||||
|
# Offset by start_id to map to body skeleton bones.
|
||||||
|
body_skeleton.set_bone_parent(bone_id, start_id + parent_id)
|
||||||
|
else:
|
||||||
|
body_skeleton.set_bone_parent(bone_id, 0)
|
||||||
|
|
||||||
|
# Copy custom bone data (if any).
|
||||||
|
var custom_data_count: int = limb.get_bone_custom_data_count(i)
|
||||||
|
for j in range(custom_data_count):
|
||||||
|
var data: Variant = limb.get_bone_custom_data(i, j)
|
||||||
|
body_skeleton.set_bone_custom_data(bone_id, j, data)
|
||||||
|
|
||||||
|
# Copy mesh connections.
|
||||||
|
var mesh_count: int = limb.get_bone_mesh_count(i)
|
||||||
|
for m in range(mesh_count):
|
||||||
|
var mesh: MeshInstance3D = limb.get_bone_mesh(i, m)
|
||||||
|
if mesh != null:
|
||||||
|
# Re-parent mesh to body skeleton.
|
||||||
|
mesh.skeleton = body_skeleton
|
||||||
|
mesh.skeleton_path = body_skeleton.get_path()
|
||||||
|
body_skeleton.add_bone_mesh(bone_id, mesh)
|
||||||
|
|
||||||
|
|
||||||
|
## Apply skin-tone override to all MeshInstance3D nodes.
|
||||||
|
func _apply_skin_tone(skin_tone: Color) -> void:
|
||||||
|
if skin_tone == Color.TRANSPARENT:
|
||||||
|
return
|
||||||
|
|
||||||
|
var meshes: Array[MeshInstance3D] = get_all_mesh_instances()
|
||||||
|
for mesh_instance in meshes:
|
||||||
|
if mesh_instance.material_override == null:
|
||||||
|
mesh_instance.material_override = StandardMaterial3D.new()
|
||||||
|
var mat: StandardMaterial3D = mesh_instance.material_override
|
||||||
|
mat.albedo_color = skin_tone
|
||||||
|
|
||||||
|
|
||||||
|
## Recursively collect all MeshInstance3D nodes.
|
||||||
|
func _collect_meshes(node: Node, result: Array[MeshInstance3D]) -> void:
|
||||||
|
if node is MeshInstance3D:
|
||||||
|
result.append(node as MeshInstance3D)
|
||||||
|
for child in node.get_children():
|
||||||
|
_collect_meshes(child, result)
|
||||||
|
|
||||||
|
|
||||||
|
## Recursively collect all Skeleton3D nodes.
|
||||||
|
func _collect_skeletons(node: Node, result: Array[Skeleton3D]) -> void:
|
||||||
|
if node is Skeleton3D:
|
||||||
|
result.append(node as Skeleton3D)
|
||||||
|
for child in node.get_children():
|
||||||
|
_collect_skeletons(child, result)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cvr5mmbv2worn
|
||||||
Executable
+42
@@ -0,0 +1,42 @@
|
|||||||
|
#!/usr/bin/env bash
|
||||||
|
# Headless CI export for Linux and Windows.
|
||||||
|
#
|
||||||
|
# Requires:
|
||||||
|
# - Godot 4.6.2 (the exact version this project + export_presets.cfg were
|
||||||
|
# built against; a different Godot minor version's export templates are
|
||||||
|
# not guaranteed compatible)
|
||||||
|
# - The matching export templates installed at
|
||||||
|
# ~/.local/share/godot/export_templates/4.6.2.stable/
|
||||||
|
# (download: https://godotengine.org/download/archive/4.6.2-stable/,
|
||||||
|
# "Export templates" -- NOT the same as the editor download)
|
||||||
|
# - godot on PATH (or set GODOT_BIN below)
|
||||||
|
#
|
||||||
|
# Usage: scripts/build.sh
|
||||||
|
# Output: export/linux/agp-game.x86_64, export/windows/agp-game.exe
|
||||||
|
|
||||||
|
set -euo pipefail
|
||||||
|
cd "$(dirname "$0")/.."
|
||||||
|
|
||||||
|
GODOT_BIN="${GODOT_BIN:-godot}"
|
||||||
|
if ! command -v "$GODOT_BIN" >/dev/null 2>&1; then
|
||||||
|
if [ -x "$HOME/godot/godot" ]; then
|
||||||
|
GODOT_BIN="$HOME/godot/godot"
|
||||||
|
else
|
||||||
|
echo "godot binary not found (checked PATH and ~/godot/godot)." >&2
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
fi
|
||||||
|
|
||||||
|
echo "Godot version: $("$GODOT_BIN" --version)"
|
||||||
|
|
||||||
|
mkdir -p export/linux export/windows
|
||||||
|
|
||||||
|
echo "=== Exporting Linux/X11 ==="
|
||||||
|
"$GODOT_BIN" --headless --path . --export-release "Linux" export/linux/agp-game.x86_64
|
||||||
|
|
||||||
|
echo "=== Exporting Windows Desktop ==="
|
||||||
|
"$GODOT_BIN" --headless --path . --export-release "Windows Desktop" export/windows/agp-game.exe
|
||||||
|
|
||||||
|
echo ""
|
||||||
|
echo "Build artifacts:"
|
||||||
|
ls -la export/linux export/windows
|
||||||
+254
-6
@@ -1,14 +1,262 @@
|
|||||||
extends Control
|
extends Control
|
||||||
|
## Main menu with login/register UI wired to the backend auth API.
|
||||||
|
##
|
||||||
|
## The AuthPanel is hidden by default. When the user clicks the LoginButton or
|
||||||
|
## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
|
||||||
|
## The Login and Register buttons on the AuthButtonsRow directly set the panel's
|
||||||
|
## mode, so the user can switch between Login and Register at any time while
|
||||||
|
## the panel is open.
|
||||||
|
##
|
||||||
|
## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
|
||||||
|
## the welcome label shows the username, and the Play button becomes enabled.
|
||||||
|
## The auth form fields are hidden, leaving only the welcome message visible.
|
||||||
|
##
|
||||||
|
## When returning from another scene (e.g. world_list), _ready() checks whether
|
||||||
|
## ApiClient already holds a valid token. If so, it restores the authenticated
|
||||||
|
## UI state (Play enabled, welcome message visible) instead of forcing the user
|
||||||
|
## back to the login form.
|
||||||
|
|
||||||
|
|
||||||
func _ready():
|
## Emitted once _ready()'s session check (has_token() + the awaited
|
||||||
pass
|
## get_me() call) has actually resolved, whichever way -- lets a test (or
|
||||||
|
## anything else) know the UI state is trustworthy now, rather than
|
||||||
|
## guessing from a frame count or from UI properties that are ambiguous
|
||||||
|
## mid-await (e.g. AuthButtonsRow.visible is true both before the check
|
||||||
|
## resolves AND in a genuine logged-out end state).
|
||||||
|
signal auth_state_ready
|
||||||
|
|
||||||
|
# ─── UI references ────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
var _auth_buttons_row: HBoxContainer
|
||||||
|
var _login_button: Button
|
||||||
|
var _register_button: Button
|
||||||
|
var _auth_panel: PanelContainer
|
||||||
|
var _auth_mode_label: Label
|
||||||
|
var _username_edit: LineEdit
|
||||||
|
var _password_edit: LineEdit
|
||||||
|
var _email_edit: LineEdit
|
||||||
|
var _over_18_check: CheckBox
|
||||||
|
var _auth_button: Button
|
||||||
|
var _status_label: Label
|
||||||
|
var _welcome_label: Label
|
||||||
|
var _play_button: Button
|
||||||
|
var _quit_button: Button
|
||||||
|
|
||||||
|
var _is_register_mode: bool = false
|
||||||
|
var _is_authenticating: bool = false
|
||||||
|
|
||||||
|
|
||||||
func _on_play_button_pressed():
|
# ─── Lifecycle ────────────────────────────────────────────────────────────────
|
||||||
# No gameplay scene exists yet — wire this to the real scene once one lands.
|
|
||||||
print("Play pressed — no gameplay scene yet")
|
func _ready() -> void:
|
||||||
|
# Cache node references.
|
||||||
|
_auth_buttons_row = $CenterContainer/VBoxContainer/AuthButtonsRow
|
||||||
|
_login_button = $CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton
|
||||||
|
_register_button = $CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton
|
||||||
|
_auth_panel = $CenterContainer/VBoxContainer/AuthPanel
|
||||||
|
_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
|
||||||
|
_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
|
||||||
|
_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
|
||||||
|
_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
|
||||||
|
_over_18_check = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check
|
||||||
|
_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
|
||||||
|
_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
|
||||||
|
_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
|
||||||
|
_play_button = $CenterContainer/VBoxContainer/PlayButton
|
||||||
|
_quit_button = $CenterContainer/VBoxContainer/QuitButton
|
||||||
|
|
||||||
|
# Default to Play being gated. When a token exists, the async session
|
||||||
|
# check below may take several frames (a real get_me() round-trip);
|
||||||
|
# keeping the button disabled until validation succeeds prevents a fast
|
||||||
|
# click from navigating to world_list with an expired/invalid token.
|
||||||
|
_play_button.disabled = true
|
||||||
|
|
||||||
|
# Check whether a valid session already exists (e.g. user logged in,
|
||||||
|
# navigated to world_list, then clicked Back). If so, restore the
|
||||||
|
# authenticated UI state instead of forcing the login form again.
|
||||||
|
if ApiClient.has_token():
|
||||||
|
var me_result: Dictionary = await ApiClient.get_me()
|
||||||
|
if me_result.ok and me_result.data is Dictionary:
|
||||||
|
var username: String = str((me_result.data as Dictionary).get("username", ""))
|
||||||
|
if username != "":
|
||||||
|
_show_authenticated(username)
|
||||||
|
auth_state_ready.emit()
|
||||||
|
return
|
||||||
|
|
||||||
|
# Token missing or invalid — fall through to logged-out state.
|
||||||
|
_reset_to_logged_out()
|
||||||
|
auth_state_ready.emit()
|
||||||
|
|
||||||
|
|
||||||
func _on_quit_button_pressed():
|
## Restore the UI to the authenticated state (Play enabled, welcome message
|
||||||
|
## visible, auth buttons hidden). AuthPanel itself stays visible -- the
|
||||||
|
## welcome label lives inside it, so hiding the panel hides the label too
|
||||||
|
## even when the label's own `visible` is true (real bug, 2026-08-20: a
|
||||||
|
## review caught the panel being hidden here while the label claimed to be
|
||||||
|
## visible, which is a no-op UI-wise since Control.visible doesn't override
|
||||||
|
## an ancestor's hidden state).
|
||||||
|
func _show_authenticated(username: String) -> void:
|
||||||
|
_auth_panel.visible = true
|
||||||
|
_status_label.visible = false
|
||||||
|
_welcome_label.text = "Welcome, %s!" % username
|
||||||
|
_welcome_label.visible = true
|
||||||
|
# Hide the same full set of form fields _on_auth_complete() hides right
|
||||||
|
# after a fresh login/register -- this path (session restore on scene
|
||||||
|
# reload, e.g. after Play -> Back) used to only hide EmailEdit/
|
||||||
|
# Over18Check, leaving UsernameEdit/PasswordEdit/AuthButton/
|
||||||
|
# AuthModeLabel visible on top of the welcome message. Real bug: Play
|
||||||
|
# was enabled and the welcome label was correct, so it wasn't caught by
|
||||||
|
# checks for those alone -- the login fields being back on screen is
|
||||||
|
# what a user actually sees as "it's making me log in again."
|
||||||
|
_username_edit.visible = false
|
||||||
|
_password_edit.visible = false
|
||||||
|
_email_edit.visible = false
|
||||||
|
_over_18_check.visible = false
|
||||||
|
_auth_button.visible = false
|
||||||
|
_auth_mode_label.visible = false
|
||||||
|
_play_button.disabled = false
|
||||||
|
_auth_buttons_row.visible = false
|
||||||
|
print("Restored authenticated session for: ", username)
|
||||||
|
|
||||||
|
|
||||||
|
## Reset the UI to the logged-out state (Play disabled, auth panel hidden,
|
||||||
|
## login/register buttons visible).
|
||||||
|
func _reset_to_logged_out() -> void:
|
||||||
|
_auth_panel.visible = false
|
||||||
|
_status_label.visible = false
|
||||||
|
_welcome_label.visible = false
|
||||||
|
_email_edit.visible = false
|
||||||
|
_over_18_check.visible = false
|
||||||
|
_over_18_check.button_pressed = false
|
||||||
|
_play_button.disabled = true # Gate play behind successful auth.
|
||||||
|
_update_auth_mode_ui()
|
||||||
|
|
||||||
|
|
||||||
|
# ─── Play / Quit ──────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _on_play_button_pressed() -> void:
|
||||||
|
if _play_button.disabled:
|
||||||
|
return
|
||||||
|
# Browse worlds is the first real screen past login -- actual gameplay
|
||||||
|
# (joining a world) doesn't exist yet, browsing does.
|
||||||
|
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
|
||||||
|
|
||||||
|
|
||||||
|
func _on_quit_button_pressed() -> void:
|
||||||
get_tree().quit()
|
get_tree().quit()
|
||||||
|
|
||||||
|
|
||||||
|
# ─── Auth panel toggle ────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _on_login_button_pressed() -> void:
|
||||||
|
"""Show the auth panel in login mode, called from AuthButtonsRow/LoginButton."""
|
||||||
|
_auth_panel.visible = true
|
||||||
|
_is_register_mode = false
|
||||||
|
_update_auth_mode_ui()
|
||||||
|
_clear_status()
|
||||||
|
_username_edit.grab_focus()
|
||||||
|
|
||||||
|
|
||||||
|
func _on_register_button_pressed() -> void:
|
||||||
|
"""Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton."""
|
||||||
|
_auth_panel.visible = true
|
||||||
|
_is_register_mode = true
|
||||||
|
_update_auth_mode_ui()
|
||||||
|
_clear_status()
|
||||||
|
_username_edit.grab_focus()
|
||||||
|
|
||||||
|
|
||||||
|
func _update_auth_mode_ui() -> void:
|
||||||
|
"""Update labels and field visibility based on login vs register mode."""
|
||||||
|
if _is_register_mode:
|
||||||
|
_auth_mode_label.text = "Register"
|
||||||
|
_auth_button.text = "Register"
|
||||||
|
_email_edit.visible = true
|
||||||
|
_over_18_check.visible = true
|
||||||
|
else:
|
||||||
|
_auth_mode_label.text = "Login"
|
||||||
|
_auth_button.text = "Login"
|
||||||
|
_email_edit.visible = false
|
||||||
|
_over_18_check.visible = false
|
||||||
|
|
||||||
|
|
||||||
|
# ─── Auth submission ──────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _on_auth_button_pressed() -> void:
|
||||||
|
"""Handle login or register button press."""
|
||||||
|
if _is_authenticating:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Validate inputs.
|
||||||
|
var username := _username_edit.text.strip_edges()
|
||||||
|
var password := _password_edit.text
|
||||||
|
|
||||||
|
if username == "":
|
||||||
|
_show_status("Username is required.")
|
||||||
|
return
|
||||||
|
if password == "":
|
||||||
|
_show_status("Password is required.")
|
||||||
|
return
|
||||||
|
|
||||||
|
if _is_register_mode:
|
||||||
|
var email := _email_edit.text.strip_edges()
|
||||||
|
|
||||||
|
if email == "":
|
||||||
|
_show_status("Email is required.")
|
||||||
|
return
|
||||||
|
if not _over_18_check.button_pressed:
|
||||||
|
_show_status("You must confirm you are 18 or older to register.")
|
||||||
|
return
|
||||||
|
|
||||||
|
_auth_button.disabled = true
|
||||||
|
_auth_button.text = "Registering..."
|
||||||
|
_is_authenticating = true
|
||||||
|
_clear_status()
|
||||||
|
|
||||||
|
var result := await ApiClient.register(username, email, password, true)
|
||||||
|
_on_auth_complete(result)
|
||||||
|
else:
|
||||||
|
_auth_button.disabled = true
|
||||||
|
_auth_button.text = "Logging in..."
|
||||||
|
_is_authenticating = true
|
||||||
|
_clear_status()
|
||||||
|
|
||||||
|
var result := await ApiClient.login(username, password)
|
||||||
|
_on_auth_complete(result)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_auth_complete(result: Dictionary) -> void:
|
||||||
|
"""Handle the result of a login or register call."""
|
||||||
|
_auth_button.disabled = false
|
||||||
|
_auth_button.text = "Register" if _is_register_mode else "Login"
|
||||||
|
_is_authenticating = false
|
||||||
|
|
||||||
|
if result.ok:
|
||||||
|
# Success — hide the auth form fields, show only the welcome label.
|
||||||
|
_username_edit.visible = false
|
||||||
|
_password_edit.visible = false
|
||||||
|
_email_edit.visible = false
|
||||||
|
_over_18_check.visible = false
|
||||||
|
_auth_button.visible = false
|
||||||
|
_auth_mode_label.visible = false
|
||||||
|
_status_label.visible = false
|
||||||
|
_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
|
||||||
|
_welcome_label.visible = true
|
||||||
|
_play_button.disabled = false
|
||||||
|
_auth_buttons_row.visible = false
|
||||||
|
print("Auth successful. Token stored.")
|
||||||
|
else:
|
||||||
|
# Failure — show backend error detail.
|
||||||
|
_show_status(result.detail)
|
||||||
|
|
||||||
|
|
||||||
|
# ─── Status helpers ───────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _show_status(message: String) -> void:
|
||||||
|
_status_label.text = message
|
||||||
|
_status_label.visible = true
|
||||||
|
|
||||||
|
|
||||||
|
func _clear_status() -> void:
|
||||||
|
_status_label.text = ""
|
||||||
|
_status_label.visible = false
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bgnc3iamfgf6k
|
||||||
@@ -0,0 +1,234 @@
|
|||||||
|
class_name NetworkClient
|
||||||
|
extends Node
|
||||||
|
## Client-side networked player: input prediction + server reconciliation.
|
||||||
|
##
|
||||||
|
## Implements docs/architecture/networking.md §5 (Prediction & Reconciliation)
|
||||||
|
## for the *local* player only -- remote-entity interpolation (§5.3) and full
|
||||||
|
## delta-compressed multi-entity snapshots (§6) are explicitly out of scope
|
||||||
|
## for this first pass; the server already only ever has one player in PC2's
|
||||||
|
## single-peer testing, and this task's own description scopes it to "the
|
||||||
|
## player controller built in the dependency task" (singular).
|
||||||
|
##
|
||||||
|
## RPC path-matching, the part that makes this actually work:
|
||||||
|
## Godot's high-level rpc_id() resolves the *receiving* node by matching the
|
||||||
|
## *sending* node's NodePath on the caller's side. The server (scripts/
|
||||||
|
## server.gd) is the SceneTree root node named "Server" when the dedicated
|
||||||
|
## server runs scenes/server.tscn as its main scene, and it spawns each
|
||||||
|
## connected player as a *child* of itself named "Player_<peer_id>"
|
||||||
|
## (scripts/server.gd's _on_peer_connected). For an RPC sent by the client to
|
||||||
|
## actually land on the right node, the client needs a LOCAL node tree at the
|
||||||
|
## exact same paths -- /root/Server for _receive_snapshot (called by the
|
||||||
|
## server on itself), and /root/Server/Player_<own_peer_id> for
|
||||||
|
## rpc_request_input (a real method on the server's PlayerNode). Those local
|
||||||
|
## nodes don't need to run any server logic -- they only need to exist at the
|
||||||
|
## right path so Godot's RPC routing finds them. connect_to_server() builds
|
||||||
|
## that structure once the peer id is known (only available after the ENet
|
||||||
|
## handshake completes).
|
||||||
|
##
|
||||||
|
## Usage: instantiate directly (not an autoload -- this only exists for the
|
||||||
|
## lifetime of an actual multiplayer session, not on every client launch):
|
||||||
|
## var net := NetworkClient.new()
|
||||||
|
## get_tree().root.add_child(net)
|
||||||
|
## var ok := await net.connect_to_server("127.0.0.1", 7777)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Movement constants -- MUST match scripts/player_spawner.gd exactly, per
|
||||||
|
# docs/architecture/networking.md §5.1 ("the same physics constants as the
|
||||||
|
# server"). A mismatch here doesn't break anything outright, it just makes
|
||||||
|
# reconciliation corrections more frequent/visible.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
const WALK_SPEED: float = 5.0
|
||||||
|
const JUMP_VELOCITY: float = 4.5
|
||||||
|
const GRAVITY: float = 9.8
|
||||||
|
|
||||||
|
## How far predicted and authoritative position can drift before snapping
|
||||||
|
## rather than trusting the prediction was "close enough." Per §5.2.
|
||||||
|
const RECONCILE_ERROR_THRESHOLD: float = 0.5
|
||||||
|
|
||||||
|
## How many past predicted states to keep for reconciliation replay. Real
|
||||||
|
## sizing per §5.4 is RTT-adaptive; a fixed generous buffer is the
|
||||||
|
## appropriately-scoped first pass here -- 120 ticks at a 30Hz send rate is
|
||||||
|
## 4 seconds of history, comfortably more than any realistic LAN/local RTT.
|
||||||
|
const PREDICTION_BUFFER_SIZE: int = 120
|
||||||
|
|
||||||
|
signal reconciled(correction_distance: float)
|
||||||
|
signal connected_to_server
|
||||||
|
signal connection_failed
|
||||||
|
|
||||||
|
|
||||||
|
var peer: ENetMultiplayerPeer
|
||||||
|
var _server_root: Node # local /root/Server proxy
|
||||||
|
var _player_proxy: Node # local /root/Server/Player_<peer_id> proxy
|
||||||
|
|
||||||
|
var _seq: int = 0
|
||||||
|
## Ring buffer of {seq, input, position, velocity} predicted at send time,
|
||||||
|
## oldest first. Trimmed as the server acknowledges ticks via snapshots.
|
||||||
|
var _prediction_buffer: Array[Dictionary] = []
|
||||||
|
|
||||||
|
var position: Vector3 = Vector3.ZERO
|
||||||
|
var velocity: Vector3 = Vector3.ZERO
|
||||||
|
var _on_floor: bool = false
|
||||||
|
|
||||||
|
|
||||||
|
func connect_to_server(host: String, port: int) -> bool:
|
||||||
|
peer = ENetMultiplayerPeer.new()
|
||||||
|
var err := peer.create_client(host, port)
|
||||||
|
if err != OK:
|
||||||
|
push_error("NetworkClient: create_client failed: %d" % err)
|
||||||
|
connection_failed.emit()
|
||||||
|
return false
|
||||||
|
|
||||||
|
multiplayer.multiplayer_peer = peer
|
||||||
|
multiplayer.connected_to_server.connect(_on_connected)
|
||||||
|
multiplayer.connection_failed.connect(func():
|
||||||
|
connection_failed.emit()
|
||||||
|
)
|
||||||
|
|
||||||
|
for i in 300: # ~5s at 60fps
|
||||||
|
await get_tree().process_frame
|
||||||
|
var status := peer.get_connection_status()
|
||||||
|
if status == MultiplayerPeer.CONNECTION_CONNECTED:
|
||||||
|
return true
|
||||||
|
elif status == MultiplayerPeer.CONNECTION_DISCONNECTED:
|
||||||
|
connection_failed.emit()
|
||||||
|
return false
|
||||||
|
connection_failed.emit()
|
||||||
|
return false
|
||||||
|
|
||||||
|
|
||||||
|
func _on_connected() -> void:
|
||||||
|
var my_id := multiplayer.get_unique_id()
|
||||||
|
|
||||||
|
# Build the local proxy tree at the exact paths the server's own RPC
|
||||||
|
# calls target -- see the class docstring for why this has to exist.
|
||||||
|
_server_root = Node.new()
|
||||||
|
_server_root.name = "Server"
|
||||||
|
_server_root.set_script(preload("res://scripts/network_receiver_proxy.gd"))
|
||||||
|
get_tree().root.add_child(_server_root)
|
||||||
|
_server_root.set("owner_client", self)
|
||||||
|
|
||||||
|
_player_proxy = Node.new()
|
||||||
|
_player_proxy.name = "Player_%d" % my_id
|
||||||
|
_player_proxy.set_script(preload("res://scripts/network_player_proxy.gd"))
|
||||||
|
_server_root.add_child(_player_proxy)
|
||||||
|
|
||||||
|
connected_to_server.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func disconnect_from_server() -> void:
|
||||||
|
if peer:
|
||||||
|
peer.close()
|
||||||
|
if _server_root and is_instance_valid(_server_root):
|
||||||
|
_server_root.queue_free()
|
||||||
|
multiplayer.multiplayer_peer = null
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Prediction -- called every physics frame by whatever drives input (a real
|
||||||
|
# controller, or a test harness). Applies input locally immediately (so it
|
||||||
|
# renders with zero perceived latency) and sends it to the server, per §5.1.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func predict_and_send(delta: float, move_x: float, move_z: float, jump: bool) -> void:
|
||||||
|
_apply_movement(delta, move_x, move_z, jump)
|
||||||
|
|
||||||
|
_seq += 1
|
||||||
|
var record := {
|
||||||
|
"seq": _seq,
|
||||||
|
"input": {"move_x": move_x, "move_z": move_z, "jump": jump},
|
||||||
|
"position": position,
|
||||||
|
"velocity": velocity,
|
||||||
|
}
|
||||||
|
_prediction_buffer.append(record)
|
||||||
|
if _prediction_buffer.size() > PREDICTION_BUFFER_SIZE:
|
||||||
|
_prediction_buffer.pop_front()
|
||||||
|
|
||||||
|
if _player_proxy and is_instance_valid(_player_proxy):
|
||||||
|
_player_proxy.rpc_id(1, "rpc_request_input", record["input"], _seq)
|
||||||
|
|
||||||
|
|
||||||
|
func _apply_movement(delta: float, move_x: float, move_z: float, jump: bool) -> void:
|
||||||
|
# Mirrors scripts/player_spawner.gd's _process_input + gravity/jump,
|
||||||
|
# intentionally without its ground-friction smoothing -- friction is a
|
||||||
|
# server-authoritative-feel detail, not something worth risking a
|
||||||
|
# prediction/server mismatch over in this first pass. Position still
|
||||||
|
# reconciles against the server's real (frictioned) result every
|
||||||
|
# snapshot, so this doesn't silently drift.
|
||||||
|
if not _on_floor:
|
||||||
|
velocity.y -= GRAVITY * delta
|
||||||
|
|
||||||
|
var direction := Vector3(move_x, 0.0, move_z)
|
||||||
|
if direction.length() > 0.01:
|
||||||
|
direction = direction.normalized()
|
||||||
|
velocity.x = direction.x * WALK_SPEED
|
||||||
|
velocity.z = direction.z * WALK_SPEED
|
||||||
|
else:
|
||||||
|
velocity.x = 0.0
|
||||||
|
velocity.z = 0.0
|
||||||
|
|
||||||
|
if jump and _on_floor:
|
||||||
|
velocity.y = JUMP_VELOCITY
|
||||||
|
|
||||||
|
position += velocity * delta
|
||||||
|
# Headless prediction has no collision shape of its own to test
|
||||||
|
# is_on_floor() against -- treat "at or below the spawn-plane ground"
|
||||||
|
# as grounded. A real render-side controller would swap this for the
|
||||||
|
# actual CharacterBody3D.is_on_floor() of whatever visual node this
|
||||||
|
# drives; this class only owns the *networking* half.
|
||||||
|
if position.y <= 0.0:
|
||||||
|
position.y = 0.0
|
||||||
|
velocity.y = 0.0
|
||||||
|
_on_floor = true
|
||||||
|
else:
|
||||||
|
_on_floor = false
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Reconciliation -- called by _ReceiverScript when a snapshot arrives.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _handle_snapshot(snapshot_data: Dictionary) -> void:
|
||||||
|
var my_id := multiplayer.get_unique_id()
|
||||||
|
var players: Dictionary = snapshot_data.get("players", {})
|
||||||
|
# Server keys player_states by peer_id -- Dictionary keys from JSON-ish
|
||||||
|
# RPC payloads can arrive as String or int depending on the transport
|
||||||
|
# encoding, so check both rather than assuming.
|
||||||
|
var my_state: Variant = players.get(my_id, players.get(str(my_id), null))
|
||||||
|
if my_state == null or not (my_state is Dictionary):
|
||||||
|
return
|
||||||
|
|
||||||
|
var authoritative_pos: Vector3 = (my_state as Dictionary).get("position", position)
|
||||||
|
|
||||||
|
# Real limitation, noted explicitly rather than silently faked: the
|
||||||
|
# server's snapshot_state (scripts/server.gd's _broadcast_snapshot) does
|
||||||
|
# not currently echo back "last input seq processed for this peer" --
|
||||||
|
# its `tick` field is the server's own internal simulation tick counter,
|
||||||
|
# a completely different clock from this client's per-input `_seq`. True
|
||||||
|
# tick-correlated rollback (docs/architecture/networking.md §5.2 step 4,
|
||||||
|
# "re-simulate any inputs that occurred after the server's tick") needs
|
||||||
|
# that ack echoed back per-peer -- a real, scoped follow-up, not
|
||||||
|
# something to fake here. Until then, reconcile against the MOST RECENT
|
||||||
|
# prediction (not a tick-matched one): still a real error measurement
|
||||||
|
# and a real correction, just without precise replay-from-exact-tick.
|
||||||
|
if _prediction_buffer.is_empty():
|
||||||
|
return
|
||||||
|
var latest_entry: Dictionary = _prediction_buffer[-1]
|
||||||
|
|
||||||
|
var error: float = (latest_entry["position"] as Vector3).distance_to(authoritative_pos)
|
||||||
|
if error <= RECONCILE_ERROR_THRESHOLD:
|
||||||
|
return # Close enough -- prediction was correct, nothing to do.
|
||||||
|
|
||||||
|
# Correct: snap to the authoritative position. Without a real ack-seq
|
||||||
|
# from the server there's no reliable "replay inputs after this point"
|
||||||
|
# window to recompute, so the buffer is cleared and prediction resumes
|
||||||
|
# fresh from the corrected position on the next input -- still visibly
|
||||||
|
# responsive (no waiting for a round trip before the *next* input
|
||||||
|
# applies), just without this pass replaying in-flight inputs.
|
||||||
|
position = authoritative_pos
|
||||||
|
velocity = Vector3.ZERO
|
||||||
|
_prediction_buffer.clear()
|
||||||
|
|
||||||
|
reconciled.emit(error)
|
||||||
|
|
||||||
@@ -0,0 +1,43 @@
|
|||||||
|
extends Node
|
||||||
|
## Client-side proxy for the server's real PlayerNode (scripts/
|
||||||
|
## player_spawner.gd), attached at runtime to a Node named "Player_<peer_id>"
|
||||||
|
## under the /root/Server proxy by NetworkClient._on_connected().
|
||||||
|
##
|
||||||
|
## rpc_request_input is the only one of these actually CALLED from this
|
||||||
|
## side -- the real implementations all live on the server. But two things
|
||||||
|
## force every @rpc method on the real PlayerNode to be mirrored here too,
|
||||||
|
## not just the one this class uses:
|
||||||
|
## 1. Godot's rpc_id() looks up the RPC transfer config (mode/reliability)
|
||||||
|
## from the LOCAL script before it will even send a call, so the method
|
||||||
|
## being called has to be declared locally with a matching annotation.
|
||||||
|
## 2. Godot's multiplayer layer also verifies an "RPC node checksum" --
|
||||||
|
## both peers must declare the *same set* of @rpc methods at a matching
|
||||||
|
## path, or every RPC at that path starts failing, not just the one
|
||||||
|
## that's actually missing. So even rpc_request_interact/attack/
|
||||||
|
## set_position/set_rotation, which this class never calls, have to be
|
||||||
|
## declared here with matching annotations or rpc_request_input itself
|
||||||
|
## breaks too.
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func rpc_request_input(_input_state: Dictionary, _seq: int) -> void:
|
||||||
|
pass # Never invoked locally -- see the note above.
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func rpc_request_interact(_target_id: int) -> void:
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func rpc_request_attack(_target_id: int, _aim_dir: Vector3) -> void:
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("authority", "call_remote", "reliable")
|
||||||
|
func rpc_set_position(_pos: Vector3) -> void:
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("authority", "call_remote", "reliable")
|
||||||
|
func rpc_set_rotation(_rot: Vector3) -> void:
|
||||||
|
pass
|
||||||
@@ -0,0 +1,38 @@
|
|||||||
|
extends Node
|
||||||
|
## Client-side proxy node, attached at runtime to a Node named "Server" at
|
||||||
|
## the SceneTree root by NetworkClient.connect_to_server(). Exists purely so
|
||||||
|
## Godot's RPC path-matching finds a receiver for _receive_snapshot -- see
|
||||||
|
## network_client.gd's class docstring for the full explanation of why this
|
||||||
|
## has to exist at this exact path. Not a real server in any sense.
|
||||||
|
##
|
||||||
|
## Godot's multiplayer layer verifies an "RPC node checksum" -- both peers
|
||||||
|
## must declare the *same set* of @rpc methods at a matching path, or every
|
||||||
|
## RPC at that path (not just the mismatched one) starts failing with
|
||||||
|
## "rpc node checksum failed". So every @rpc method scripts/server.gd
|
||||||
|
## declares on its own root "Server" node has to be mirrored here too, even
|
||||||
|
## the ones this proxy never actually needs to receive.
|
||||||
|
|
||||||
|
var owner_client: Node = null
|
||||||
|
|
||||||
|
|
||||||
|
## Must match scripts/server.gd's own @rpc annotation on _receive_snapshot
|
||||||
|
## exactly -- Godot enforces the receiving method's declared mode/transfer
|
||||||
|
## config, a mismatch here would silently drop the call.
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _receive_snapshot(snapshot_data: Dictionary) -> void:
|
||||||
|
if owner_client and is_instance_valid(owner_client):
|
||||||
|
owner_client._handle_snapshot(snapshot_data)
|
||||||
|
|
||||||
|
|
||||||
|
## Mirrors scripts/server.gd's _kick -- never actually invoked on this side
|
||||||
|
## (the server calls it on a Player_<id> node's own rpc_id target, not this
|
||||||
|
## root proxy), declared only so the RPC checksum for this path matches.
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _kick(_reason: String) -> void:
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
## Mirrors scripts/server.gd's _disconnect -- same reasoning as _kick above.
|
||||||
|
@rpc("call_remote", "reliable")
|
||||||
|
func _disconnect(_reason: String) -> void:
|
||||||
|
pass
|
||||||
@@ -0,0 +1,146 @@
|
|||||||
|
class_name Player
|
||||||
|
extends CharacterBody3D
|
||||||
|
## The player character controller.
|
||||||
|
##
|
||||||
|
## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
|
||||||
|
## first-person Camera3D with mouse-look. Reads the spawn point from the
|
||||||
|
## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
|
||||||
|
##
|
||||||
|
## No networking, no chunk code, no avatar UI — PC2 is local-only.
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Movement constants
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
const WALK_SPEED: float = 5.0
|
||||||
|
const JUMP_VELOCITY: float = 4.5
|
||||||
|
const GRAVITY: float = 9.8
|
||||||
|
|
||||||
|
## Mouse-look sensitivity (radians per pixel of relative motion).
|
||||||
|
const MOUSE_SENSITIVITY: float = 0.003
|
||||||
|
|
||||||
|
## Camera pitch is clamped so the player can't flip past looking straight
|
||||||
|
## up/down (which would otherwise let mouse-look invert on itself).
|
||||||
|
const PITCH_LIMIT: float = deg_to_rad(89.0)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Input state
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
var _input_direction := Vector2.ZERO
|
||||||
|
var _camera_pitch: float = 0.0
|
||||||
|
|
||||||
|
@onready var _camera: Camera3D = $Camera3D
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# _ready — spawn at PlayerSpawn marker, capture the mouse for look
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
|
||||||
|
# scene root. The lookup walks the full subtree (recursive=true) so
|
||||||
|
# it finds the marker whether it is a direct child of the level or
|
||||||
|
# nested deeper.
|
||||||
|
#
|
||||||
|
# current_scene is null in headless --script mode and in any scene
|
||||||
|
# before the main scene is fully swapped in, so guard it rather than
|
||||||
|
# blindly dereferencing.
|
||||||
|
var current_scene: Node = get_tree().current_scene
|
||||||
|
var spawn: Node = null
|
||||||
|
if current_scene != null:
|
||||||
|
spawn = current_scene.find_child("PlayerSpawn", true, false)
|
||||||
|
|
||||||
|
if spawn is Node3D:
|
||||||
|
global_position = (spawn as Node3D).global_position
|
||||||
|
# Align player forward with spawn yaw (optional polish).
|
||||||
|
var spawn_yaw := (spawn as Node3D).rotation.y
|
||||||
|
rotation.y = spawn_yaw
|
||||||
|
else:
|
||||||
|
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
|
||||||
|
global_position = Vector3(0, 1.0, 0)
|
||||||
|
|
||||||
|
# Capture the mouse for FPS-style look. Headless/test runs have no real
|
||||||
|
# window to capture input for, so guard against that rather than error.
|
||||||
|
if DisplayServer.get_name() != "headless":
|
||||||
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# _unhandled_input — capture keyboard / mouse for movement
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
if event is InputEventKey:
|
||||||
|
var key := event as InputEventKey
|
||||||
|
if key.pressed and not key.echo:
|
||||||
|
_update_input_direction(key)
|
||||||
|
elif not key.pressed:
|
||||||
|
_clear_input_direction(key)
|
||||||
|
# Escape exits the level back to the world browse list, mirroring
|
||||||
|
# the Back button pattern already used in world_list.gd/main_menu.gd.
|
||||||
|
if key.pressed and key.keycode == KEY_ESCAPE:
|
||||||
|
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||||
|
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
|
||||||
|
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||||
|
_handle_mouse_look(event as InputEventMouseMotion)
|
||||||
|
|
||||||
|
|
||||||
|
func _update_input_direction(key: InputEventKey) -> void:
|
||||||
|
match key.keycode:
|
||||||
|
KEY_W, KEY_UP:
|
||||||
|
_input_direction.y += 1.0
|
||||||
|
KEY_S, KEY_DOWN:
|
||||||
|
_input_direction.y -= 1.0
|
||||||
|
KEY_A, KEY_LEFT:
|
||||||
|
_input_direction.x -= 1.0
|
||||||
|
KEY_D, KEY_RIGHT:
|
||||||
|
_input_direction.x += 1.0
|
||||||
|
|
||||||
|
|
||||||
|
func _clear_input_direction(key: InputEventKey) -> void:
|
||||||
|
match key.keycode:
|
||||||
|
KEY_W, KEY_UP:
|
||||||
|
_input_direction.y -= 1.0
|
||||||
|
KEY_S, KEY_DOWN:
|
||||||
|
_input_direction.y += 1.0
|
||||||
|
KEY_A, KEY_LEFT:
|
||||||
|
_input_direction.x += 1.0
|
||||||
|
KEY_D, KEY_RIGHT:
|
||||||
|
_input_direction.x -= 1.0
|
||||||
|
|
||||||
|
|
||||||
|
func _handle_mouse_look(event: InputEventMouseMotion) -> void:
|
||||||
|
# Yaw rotates the whole body (so movement direction turns with the
|
||||||
|
# look direction); pitch only tilts the camera, so the capsule itself
|
||||||
|
# never tips over.
|
||||||
|
rotation.y -= event.relative.x * MOUSE_SENSITIVITY
|
||||||
|
_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
|
||||||
|
_camera.rotation.x = _camera_pitch
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Physics — gravity, jump, move_and_slide
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _physics_process(delta: float) -> void:
|
||||||
|
# Apply gravity.
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity.y -= GRAVITY * delta
|
||||||
|
|
||||||
|
# Jump.
|
||||||
|
if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
|
||||||
|
velocity.y = JUMP_VELOCITY
|
||||||
|
|
||||||
|
# Build movement direction from input. Godot's local "forward" is -Z, not
|
||||||
|
# +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
|
||||||
|
# move the player backward when pressing forward (confirmed by reading
|
||||||
|
# Camera3D/Node3D's own convention: a node looks down its local -Z).
|
||||||
|
var direction := (_input_direction.x * transform.basis.x -
|
||||||
|
_input_direction.y * transform.basis.z).normalized()
|
||||||
|
velocity.x = direction.x * WALK_SPEED
|
||||||
|
velocity.z = direction.z * WALK_SPEED
|
||||||
|
|
||||||
|
move_and_slide()
|
||||||
@@ -0,0 +1,232 @@
|
|||||||
|
class_name PlayerNode
|
||||||
|
extends CharacterBody3D
|
||||||
|
## PlayerNode - Server-side player entity.
|
||||||
|
##
|
||||||
|
## Represents a connected player on the server. Handles movement,
|
||||||
|
## input processing, and state synchronization.
|
||||||
|
|
||||||
|
# --- Signals ---
|
||||||
|
signal health_changed(new_health: int)
|
||||||
|
signal player_died(player_node: PlayerNode)
|
||||||
|
|
||||||
|
|
||||||
|
# --- Constants ---
|
||||||
|
const WALK_SPEED := 5.0
|
||||||
|
const SPRINT_MULTIPLIER := 1.6
|
||||||
|
const JUMP_VELOCITY := 4.5
|
||||||
|
const GRAVITY := 9.8
|
||||||
|
const MAX_FALL_SPEED := 20.0
|
||||||
|
const FRICTION := 8.0
|
||||||
|
const AIR_CONTROL := 0.3
|
||||||
|
|
||||||
|
# --- Configurable ---
|
||||||
|
@export var walk_speed: float = WALK_SPEED
|
||||||
|
@export var sprint_multiplier: float = SPRINT_MULTIPLIER
|
||||||
|
@export var jump_velocity: float = JUMP_VELOCITY
|
||||||
|
@export var max_fall_speed: float = MAX_FALL_SPEED
|
||||||
|
|
||||||
|
# --- State ---
|
||||||
|
@export var max_health: int = 100
|
||||||
|
var current_health: int = 0
|
||||||
|
var is_alive: bool = true
|
||||||
|
var is_sprinting: bool = false
|
||||||
|
var peer_id: int = -1
|
||||||
|
var player_name: String = ""
|
||||||
|
var entity_id: int = 0
|
||||||
|
|
||||||
|
# --- Input buffer ---
|
||||||
|
var _input_queue: Array[Dictionary] = []
|
||||||
|
var _last_processed_seq: int = -1
|
||||||
|
|
||||||
|
# --- Movement ---
|
||||||
|
var _velocity: Vector3 = Vector3.ZERO
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
current_health = max_health
|
||||||
|
velocity = _velocity
|
||||||
|
# Start alive
|
||||||
|
is_alive = true
|
||||||
|
|
||||||
|
|
||||||
|
func _physics_process(delta: float) -> void:
|
||||||
|
if not is_alive:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Process input from queue
|
||||||
|
_process_input(delta)
|
||||||
|
|
||||||
|
# Apply gravity
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity.y -= GRAVITY * delta
|
||||||
|
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
|
||||||
|
|
||||||
|
# Apply friction on ground
|
||||||
|
if is_on_floor():
|
||||||
|
var move_dir := Vector2(velocity.x, velocity.z)
|
||||||
|
if move_dir.length() > 0.01:
|
||||||
|
var friction_factor := clampf(FRICTION * delta, 0.0, 1.0)
|
||||||
|
velocity.x = move_dir.normalized().x * move_dir.length() * (1.0 - friction_factor)
|
||||||
|
velocity.z = move_dir.normalized().y * move_dir.length() * (1.0 - friction_factor)
|
||||||
|
else:
|
||||||
|
velocity.x = 0.0
|
||||||
|
velocity.z = 0.0
|
||||||
|
|
||||||
|
# Move and slide
|
||||||
|
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
|
||||||
|
move_and_slide()
|
||||||
|
|
||||||
|
# Update visual position (for remote clients via RPC)
|
||||||
|
_update_visual_state()
|
||||||
|
|
||||||
|
|
||||||
|
func _process_input(delta: float) -> void:
|
||||||
|
"""Process buffered input from the server's input queue."""
|
||||||
|
if _input_queue.is_empty():
|
||||||
|
return
|
||||||
|
|
||||||
|
var input_data: Dictionary = _input_queue.pop_front()
|
||||||
|
var input_state: Dictionary = input_data.get("input_state", {})
|
||||||
|
|
||||||
|
# Calculate movement direction
|
||||||
|
var direction := Vector3.ZERO
|
||||||
|
direction.x = input_state.get("move_x", 0.0)
|
||||||
|
direction.z = input_state.get("move_z", 0.0)
|
||||||
|
|
||||||
|
# Sprint check
|
||||||
|
is_sprinting = input_state.get("sprint", false)
|
||||||
|
|
||||||
|
if direction.length() > 0.01:
|
||||||
|
direction = direction.normalized()
|
||||||
|
var speed = walk_speed * sprint_multiplier if is_sprinting else walk_speed
|
||||||
|
velocity.x = direction.x * speed
|
||||||
|
velocity.z = direction.z * speed
|
||||||
|
else:
|
||||||
|
# On ground, apply friction (handled in physics_process)
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity.x *= (1.0 - AIR_CONTROL * delta * 5.0)
|
||||||
|
velocity.z *= (1.0 - AIR_CONTROL * delta * 5.0)
|
||||||
|
|
||||||
|
# Jump
|
||||||
|
if input_state.get("jump", false) and is_on_floor():
|
||||||
|
velocity.y = jump_velocity
|
||||||
|
|
||||||
|
|
||||||
|
func take_damage(amount: int, source_id: int) -> Dictionary:
|
||||||
|
"""Take damage and return result dict."""
|
||||||
|
if not is_alive:
|
||||||
|
return {"success": false, "reason": "already_dead"}
|
||||||
|
|
||||||
|
current_health = max(0, current_health - amount)
|
||||||
|
health_changed.emit(current_health)
|
||||||
|
|
||||||
|
if current_health <= 0:
|
||||||
|
die()
|
||||||
|
return {"success": true, "health": 0, "dead": true}
|
||||||
|
|
||||||
|
return {"success": true, "health": current_health}
|
||||||
|
|
||||||
|
|
||||||
|
func die() -> void:
|
||||||
|
"""Handle player death."""
|
||||||
|
is_alive = false
|
||||||
|
velocity = Vector3.ZERO
|
||||||
|
player_died.emit(self)
|
||||||
|
|
||||||
|
# Respawn after delay
|
||||||
|
await get_tree().create_timer(3.0).timeout
|
||||||
|
respawn()
|
||||||
|
|
||||||
|
|
||||||
|
func respawn() -> void:
|
||||||
|
"""Respawn the player at spawn point."""
|
||||||
|
current_health = max_health
|
||||||
|
is_alive = true
|
||||||
|
velocity = Vector3.ZERO
|
||||||
|
health_changed.emit(current_health)
|
||||||
|
|
||||||
|
# Move to spawn point (default: origin)
|
||||||
|
position = Vector3.ZERO
|
||||||
|
|
||||||
|
|
||||||
|
func set_input_queue(inputs: Array[Dictionary]) -> void:
|
||||||
|
"""Set the input queue from the server."""
|
||||||
|
_input_queue = inputs
|
||||||
|
|
||||||
|
|
||||||
|
func get_state() -> Dictionary:
|
||||||
|
"""Get current player state for replication."""
|
||||||
|
return {
|
||||||
|
"entity_id": entity_id,
|
||||||
|
"peer_id": peer_id,
|
||||||
|
"position": position,
|
||||||
|
"rotation": rotation,
|
||||||
|
"health": current_health,
|
||||||
|
"max_health": max_health,
|
||||||
|
"is_alive": is_alive,
|
||||||
|
"is_sprinting": is_sprinting,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
func get_server_state() -> Dictionary:
|
||||||
|
"""Get current player state for server snapshot broadcast."""
|
||||||
|
return get_state()
|
||||||
|
|
||||||
|
|
||||||
|
func process_server_input(tick: int) -> void:
|
||||||
|
"""Called by server tick to process buffered input."""
|
||||||
|
# This is called from the server's _tick loop.
|
||||||
|
# The input queue is populated by RPCs from clients.
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
func _update_visual_state() -> void:
|
||||||
|
"""Update visual state (for remote interpolation)."""
|
||||||
|
# In a full implementation, this would update a remote player's
|
||||||
|
# visual representation. For now, the node itself is the authority.
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
# --- RPCs ---
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func rpc_request_input(input_state: Dictionary, seq: int) -> void:
|
||||||
|
"""Receive input from client."""
|
||||||
|
if not is_alive:
|
||||||
|
return
|
||||||
|
# Store for processing in _physics_process
|
||||||
|
_input_queue.append({
|
||||||
|
"input_state": input_state,
|
||||||
|
"seq": seq,
|
||||||
|
"timestamp": Time.get_ticks_msec(),
|
||||||
|
})
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func rpc_request_interact(target_id: int) -> void:
|
||||||
|
"""Handle interaction request from client."""
|
||||||
|
if not is_alive:
|
||||||
|
return
|
||||||
|
# TODO: Implement interaction logic
|
||||||
|
print("Player %d interacted with entity %d" % [peer_id, target_id])
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func rpc_request_attack(target_id: int, aim_dir: Vector3) -> void:
|
||||||
|
"""Handle attack request from client."""
|
||||||
|
if not is_alive:
|
||||||
|
return
|
||||||
|
# TODO: Implement attack logic
|
||||||
|
print("Player %d attacked entity %d with aim %s" % [peer_id, target_id, aim_dir])
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("authority", "call_remote", "reliable")
|
||||||
|
func rpc_set_position(pos: Vector3) -> void:
|
||||||
|
"""Server authoritative position update."""
|
||||||
|
position = pos
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("authority", "call_remote", "reliable")
|
||||||
|
func rpc_set_rotation(rot: Vector3) -> void:
|
||||||
|
"""Server authoritative rotation update."""
|
||||||
|
rotation = rot
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://br27owjh2f5xd
|
||||||
Executable
+170
@@ -0,0 +1,170 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Run the full automated test inventory for a Package Checkpoint review.
|
||||||
|
|
||||||
|
See docs/testing/test_inventory.md for what each suite actually covers (and
|
||||||
|
doesn't) -- keep that doc in sync as tests are added, this script just runs
|
||||||
|
whatever's there.
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
python scripts/run_checkpoint_tests.py [--keep-postgres] [--postgres-port PORT]
|
||||||
|
|
||||||
|
Exits 0 if everything that ran passed, 1 otherwise. Suites with nothing to
|
||||||
|
run (e.g. no scripts/smoke_test_*.gd yet, or no Godot binary found) are
|
||||||
|
reported as SKIPPED, not counted as a failure.
|
||||||
|
"""
|
||||||
|
import argparse
|
||||||
|
import glob
|
||||||
|
import os
|
||||||
|
import shutil
|
||||||
|
import subprocess
|
||||||
|
import sys
|
||||||
|
import time
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
ROOT = Path(__file__).resolve().parent.parent
|
||||||
|
BACKEND = ROOT / "backend"
|
||||||
|
|
||||||
|
|
||||||
|
def run(cmd, cwd=None, env=None, capture=False):
|
||||||
|
print(f"$ {' '.join(cmd)}" + (f" (cwd={cwd})" if cwd else ""))
|
||||||
|
return subprocess.run(cmd, cwd=cwd, env=env, capture_output=capture, text=True)
|
||||||
|
|
||||||
|
|
||||||
|
def find_godot():
|
||||||
|
for candidate in ("godot", str(Path.home() / "godot" / "godot")):
|
||||||
|
if shutil.which(candidate) or Path(candidate).is_file():
|
||||||
|
return candidate
|
||||||
|
return None
|
||||||
|
|
||||||
|
|
||||||
|
def wait_for_http(url: str, timeout_s: int = 20) -> bool:
|
||||||
|
import urllib.request
|
||||||
|
import urllib.error
|
||||||
|
|
||||||
|
deadline = time.time() + timeout_s
|
||||||
|
while time.time() < deadline:
|
||||||
|
try:
|
||||||
|
with urllib.request.urlopen(url, timeout=2) as resp:
|
||||||
|
if resp.status == 200:
|
||||||
|
return True
|
||||||
|
except (urllib.error.URLError, ConnectionError, OSError):
|
||||||
|
pass
|
||||||
|
time.sleep(1)
|
||||||
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
def main():
|
||||||
|
parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||||
|
parser.add_argument("--keep-postgres", action="store_true",
|
||||||
|
help="Don't tear down the checkpoint Postgres container afterward")
|
||||||
|
parser.add_argument("--postgres-port", default=os.environ.get("CHECKPOINT_POSTGRES_PORT", "5432"),
|
||||||
|
help="Host port for the checkpoint's own Postgres container (default 5432 -- "
|
||||||
|
"override if that's already in use on this machine)")
|
||||||
|
parser.add_argument("--backend-port", default=os.environ.get("CHECKPOINT_BACKEND_PORT", "18080"),
|
||||||
|
help="Port to run the backend server on for the Godot smoke tests")
|
||||||
|
args = parser.parse_args()
|
||||||
|
|
||||||
|
results = {}
|
||||||
|
|
||||||
|
# --- Backend: bring up Postgres ---
|
||||||
|
compose_env = os.environ.copy()
|
||||||
|
compose_env["COMPOSE_PROJECT_NAME"] = "agp-checkpoint"
|
||||||
|
compose_env["POSTGRES_HOST_PORT"] = args.postgres_port
|
||||||
|
compose_env["POSTGRES_PORT"] = args.postgres_port # some branches use this name instead, see tools/definitions.py
|
||||||
|
print("=== Backend: bringing up Postgres ===")
|
||||||
|
run(["docker", "compose", "up", "-d", "postgres"], cwd=BACKEND, env=compose_env)
|
||||||
|
|
||||||
|
print("Waiting for Postgres to be ready...")
|
||||||
|
pg_ready = False
|
||||||
|
for _ in range(20):
|
||||||
|
r = run(["docker", "compose", "exec", "-T", "postgres", "pg_isready", "-U", "agp_user", "-d", "agp_db"],
|
||||||
|
cwd=BACKEND, env=compose_env, capture=True)
|
||||||
|
if r.returncode == 0:
|
||||||
|
pg_ready = True
|
||||||
|
break
|
||||||
|
time.sleep(1)
|
||||||
|
if not pg_ready:
|
||||||
|
print("Postgres never became ready -- aborting.")
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
db_url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{args.postgres_port}/agp_db"
|
||||||
|
backend_env = os.environ.copy()
|
||||||
|
backend_env["DATABASE_URL"] = db_url
|
||||||
|
|
||||||
|
print("\n=== Backend: alembic upgrade head ===")
|
||||||
|
r = run([sys.executable, "-m", "alembic", "upgrade", "head"], cwd=BACKEND, env=backend_env)
|
||||||
|
results["migrations (fresh DB)"] = r.returncode == 0
|
||||||
|
|
||||||
|
print("\n=== Backend: pytest ===")
|
||||||
|
r = run([sys.executable, "-m", "pytest", "-v"], cwd=BACKEND, env=backend_env)
|
||||||
|
results["backend pytest"] = r.returncode == 0
|
||||||
|
|
||||||
|
# --- Godot: headless smoke tests (need a live backend server) ---
|
||||||
|
godot_bin = find_godot()
|
||||||
|
smoke_tests = sorted(glob.glob(str(ROOT / "scripts" / "smoke_test_*.gd")))
|
||||||
|
|
||||||
|
if not godot_bin:
|
||||||
|
print("\n=== Godot: binary not found (checked PATH and ~/godot/godot), skipping smoke tests ===")
|
||||||
|
results["godot smoke tests"] = None
|
||||||
|
elif not smoke_tests:
|
||||||
|
print("\n=== Godot: no scripts/smoke_test_*.gd found yet, nothing to run ===")
|
||||||
|
results["godot smoke tests"] = None
|
||||||
|
else:
|
||||||
|
print(f"\n=== Backend: starting server on :{args.backend_port} for Godot smoke tests ===")
|
||||||
|
server_proc = subprocess.Popen(
|
||||||
|
[sys.executable, "-m", "uvicorn", "app.main:app", "--host", "127.0.0.1", "--port", args.backend_port],
|
||||||
|
cwd=BACKEND, env=backend_env,
|
||||||
|
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
|
||||||
|
)
|
||||||
|
try:
|
||||||
|
base_url = f"http://127.0.0.1:{args.backend_port}"
|
||||||
|
if not wait_for_http(f"{base_url}/api/health"):
|
||||||
|
print("Backend server never became healthy -- skipping Godot smoke tests.")
|
||||||
|
results["godot smoke tests"] = False
|
||||||
|
else:
|
||||||
|
godot_env = os.environ.copy()
|
||||||
|
godot_env["AGP_API_BASE_URL"] = base_url
|
||||||
|
|
||||||
|
print("=== Godot: import pass (builds the class cache) ===")
|
||||||
|
run([godot_bin, "--headless", "--path", str(ROOT), "--import"], env=godot_env)
|
||||||
|
run([godot_bin, "--headless", "--path", str(ROOT), "--quit"], env=godot_env)
|
||||||
|
|
||||||
|
godot_ok = True
|
||||||
|
for test in smoke_tests:
|
||||||
|
rel = os.path.relpath(test, ROOT)
|
||||||
|
print(f"\n--- {rel} ---")
|
||||||
|
r = run([godot_bin, "--headless", "--path", str(ROOT), "--script", f"res://{rel}"], env=godot_env)
|
||||||
|
if r.returncode != 0:
|
||||||
|
godot_ok = False
|
||||||
|
results["godot smoke tests"] = godot_ok
|
||||||
|
finally:
|
||||||
|
server_proc.terminate()
|
||||||
|
try:
|
||||||
|
server_proc.wait(timeout=10)
|
||||||
|
except subprocess.TimeoutExpired:
|
||||||
|
server_proc.kill()
|
||||||
|
|
||||||
|
if not args.keep_postgres:
|
||||||
|
print("\n=== Backend: tearing down checkpoint Postgres ===")
|
||||||
|
run(["docker", "compose", "down", "-v", "postgres"], cwd=BACKEND, env=compose_env)
|
||||||
|
|
||||||
|
# --- Summary ---
|
||||||
|
print("\n" + "=" * 50)
|
||||||
|
print("SUMMARY")
|
||||||
|
print("=" * 50)
|
||||||
|
overall_ok = True
|
||||||
|
for name, ok in results.items():
|
||||||
|
if ok is None:
|
||||||
|
print(f" {name}: SKIPPED")
|
||||||
|
elif ok:
|
||||||
|
print(f" {name}: PASS")
|
||||||
|
else:
|
||||||
|
print(f" {name}: FAIL")
|
||||||
|
overall_ok = False
|
||||||
|
|
||||||
|
print("\nSee docs/testing/test_inventory.md for what each suite actually covers (and doesn't).")
|
||||||
|
sys.exit(0 if overall_ok else 1)
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
main()
|
||||||
@@ -0,0 +1,174 @@
|
|||||||
|
## ServerMain - Dedicated server root node.
|
||||||
|
## Accepts ENet connections, spawns Player nodes for each peer,
|
||||||
|
## and runs the simulation tick loop at 20 Hz.
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
|
||||||
|
## Maximum number of concurrent players.
|
||||||
|
const MAX_PLAYERS := 16
|
||||||
|
|
||||||
|
## Server tick rate (Hz).
|
||||||
|
const TICK_RATE := 20
|
||||||
|
|
||||||
|
## Tick duration in seconds.
|
||||||
|
const TICK_DURATION := 1.0 / TICK_RATE
|
||||||
|
|
||||||
|
## ENet server port.
|
||||||
|
const SERVER_PORT := 7777
|
||||||
|
|
||||||
|
## Network peer used for ENet communication.
|
||||||
|
var network_peer: ENetMultiplayerPeer
|
||||||
|
|
||||||
|
## Map of peer_id -> Player node.
|
||||||
|
var players: Dictionary = {}
|
||||||
|
|
||||||
|
## Current tick counter (server-authoritative).
|
||||||
|
var tick: int = 0
|
||||||
|
|
||||||
|
## Whether the server is running.
|
||||||
|
var is_running: bool = false
|
||||||
|
|
||||||
|
## Accumulated real time for fixed timestep simulation.
|
||||||
|
var accumulator: float = 0.0
|
||||||
|
|
||||||
|
## Player scene resource (loaded once).
|
||||||
|
var _player_scene: PackedScene
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Preload the player scene once.
|
||||||
|
_player_scene = preload("res://scenes/server_player.tscn")
|
||||||
|
|
||||||
|
# Create and assign the ENet server peer.
|
||||||
|
network_peer = _create_server_peer()
|
||||||
|
if network_peer:
|
||||||
|
multiplayer.multiplayer_peer = network_peer
|
||||||
|
is_running = true
|
||||||
|
print("[Server] Started on port %d" % SERVER_PORT)
|
||||||
|
else:
|
||||||
|
printerr("[Server] Failed to create ENet peer.")
|
||||||
|
get_tree().quit(1)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Server creation
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _create_server_peer() -> ENetMultiplayerPeer:
|
||||||
|
var peer := ENetMultiplayerPeer.new()
|
||||||
|
var error := peer.create_server(SERVER_PORT, MAX_PLAYERS)
|
||||||
|
if error != OK:
|
||||||
|
printerr("[Server] create_server error: %d" % error)
|
||||||
|
return null
|
||||||
|
return peer
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Fixed-timestep simulation loop
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _process(delta: float) -> void:
|
||||||
|
if not is_running:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Fixed timestep accumulator.
|
||||||
|
accumulator += delta
|
||||||
|
while accumulator >= TICK_DURATION:
|
||||||
|
accumulator -= TICK_DURATION
|
||||||
|
_tick()
|
||||||
|
|
||||||
|
|
||||||
|
func _tick() -> void:
|
||||||
|
"""Main server simulation tick (called at TICK_RATE)."""
|
||||||
|
tick += 1
|
||||||
|
|
||||||
|
# Process player inputs and update state.
|
||||||
|
for peer_id in players:
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player and player.has_method("process_server_input"):
|
||||||
|
player.process_server_input(tick)
|
||||||
|
|
||||||
|
# Broadcast snapshot to all clients.
|
||||||
|
_broadcast_snapshot()
|
||||||
|
|
||||||
|
|
||||||
|
func _broadcast_snapshot() -> void:
|
||||||
|
"""Broadcast the current authoritative state to all connected clients."""
|
||||||
|
var snapshot_data := {
|
||||||
|
"tick": tick,
|
||||||
|
"players": {},
|
||||||
|
}
|
||||||
|
|
||||||
|
for peer_id in players:
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player and player.has_method("get_server_state"):
|
||||||
|
snapshot_data.players[peer_id] = player.get_server_state()
|
||||||
|
|
||||||
|
# Send snapshot to all peers except the server itself (peer_id == 1).
|
||||||
|
var peer_ids: Array = multiplayer.get_peers()
|
||||||
|
for pid in peer_ids:
|
||||||
|
if pid == 1: # 1 is the server itself
|
||||||
|
continue
|
||||||
|
rpc_id(pid, "_receive_snapshot", snapshot_data)
|
||||||
|
|
||||||
|
|
||||||
|
# Remote: clients receive snapshots.
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _receive_snapshot(snapshot_data: Dictionary) -> void:
|
||||||
|
pass # Handled by client scene.
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Connection lifecycle
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _on_peer_connected(peer_id: int) -> void:
|
||||||
|
print("[Server] Peer %d connected." % peer_id)
|
||||||
|
|
||||||
|
if players.size() >= MAX_PLAYERS:
|
||||||
|
print("[Server] Max players reached. Disconnecting peer %d." % peer_id)
|
||||||
|
rpc_id(peer_id, "_kick", "Server is full.")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Spawn a Player node for this peer.
|
||||||
|
var player: Node3D = _player_scene.instantiate()
|
||||||
|
player.name = "Player_%d" % peer_id
|
||||||
|
player.peer_id = peer_id
|
||||||
|
add_child(player)
|
||||||
|
players[peer_id] = player
|
||||||
|
|
||||||
|
print("[Server] Spawned player node for peer %d." % peer_id)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_peer_disconnected(peer_id: int) -> void:
|
||||||
|
print("[Server] Peer %d disconnected." % peer_id)
|
||||||
|
if players.has(peer_id):
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player.is_inside_tree():
|
||||||
|
player.queue_free()
|
||||||
|
players.erase(peer_id)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# RPCs
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _kick(reason: String) -> void:
|
||||||
|
print("[Server] Kicking caller: %s" % reason)
|
||||||
|
rpc_id(multiplayer.get_remote_sender_id(), "_disconnect", reason)
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("call_remote", "reliable")
|
||||||
|
func _disconnect(reason: String) -> void:
|
||||||
|
print("[Server] Disconnecting: %s" % reason)
|
||||||
|
get_tree().quit(0)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Signal connections
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _enter_tree() -> void:
|
||||||
|
multiplayer.peer_connected.connect(_on_peer_connected)
|
||||||
|
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cwjv826lva2gi
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Headless smoke test for the ApiClient autoload.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_api.gd
|
||||||
|
##
|
||||||
|
## Requires the backend to be running (default base URL
|
||||||
|
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
|
||||||
|
##
|
||||||
|
## Calls the real autoload's `health_check()` (which exercises the generic
|
||||||
|
## `request()` primitive) and exits 0 on a `status == "ok"` response, 1
|
||||||
|
## otherwise. This script is intentionally NOT wired into any game scene.
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
# _initialize() fires before the SceneTree has processed its first frame,
|
||||||
|
# so a freshly add_child()'d HTTPRequest node isn't reliably considered
|
||||||
|
# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
|
||||||
|
# of delay is enough; this only matters for --script mode, not a real
|
||||||
|
# running game.
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
# Godot's --script/SceneTree runner doesn't resolve autoload singletons
|
||||||
|
# as bare global identifiers at compile time (the node exists at
|
||||||
|
# runtime -- root.has_node("ApiClient") is true -- but referencing it as
|
||||||
|
# a plain identifier fails with "Identifier not found: ApiClient" during
|
||||||
|
# script compilation). get_node sidesteps compile-time resolution
|
||||||
|
# entirely. This only affects --script mode; a real game scene resolves
|
||||||
|
# the bare autoload name normally.
|
||||||
|
var api_client := root.get_node("ApiClient")
|
||||||
|
print("SMOKE: calling ApiClient.health_check() ...")
|
||||||
|
var result: Dictionary = await api_client.health_check()
|
||||||
|
print("SMOKE: result = ", result)
|
||||||
|
|
||||||
|
if result.ok \
|
||||||
|
and result.data is Dictionary \
|
||||||
|
and str((result.data as Dictionary).get("status", "")) == "ok":
|
||||||
|
print("SMOKE RESULT: PASS (status=ok)")
|
||||||
|
quit(0)
|
||||||
|
else:
|
||||||
|
printerr("SMOKE RESULT: FAIL")
|
||||||
|
quit(1)
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Headless smoke test for the AuthPanel login/register flow.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_auth.gd
|
||||||
|
##
|
||||||
|
## Requires the backend to be running (default base URL
|
||||||
|
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
|
||||||
|
##
|
||||||
|
## Tests:
|
||||||
|
## 1. Register a unique user → 201 + token stored.
|
||||||
|
## 2. Register the same user again → 409 "Username already registered".
|
||||||
|
## 3. Register with over_18=false → 400 "Must be 18 or older".
|
||||||
|
## 4. Login with correct credentials → 200 + token stored.
|
||||||
|
## 5. Login with wrong password → 401 "Incorrect username or password".
|
||||||
|
## 6. Login with non-existent user → 401 "Incorrect username or password".
|
||||||
|
##
|
||||||
|
## Exits 0 on full pass, 1 on any failure.
|
||||||
|
|
||||||
|
const API_BASE := "http://127.0.0.1:8000"
|
||||||
|
const TEST_USERNAME := "smoke_test_user_%d"
|
||||||
|
const TEST_EMAIL := "smoke_%d@test.example.com"
|
||||||
|
const TEST_PASSWORD := "SmokeTest123!"
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
# Wait for autoloads to be ready.
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var api := root.get_node("ApiClient") as ApiClient
|
||||||
|
assert(api != null, "ApiClient autoload not found")
|
||||||
|
|
||||||
|
var passed: int = 0
|
||||||
|
var failed: int = 0
|
||||||
|
|
||||||
|
# --- Test 1: Register a unique user ---
|
||||||
|
randomize()
|
||||||
|
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
|
||||||
|
var username := "smoke_%d" % unique_id
|
||||||
|
var email := "smoke_%d@test.example.com" % unique_id
|
||||||
|
|
||||||
|
print("\n=== Test 1: Register unique user ===")
|
||||||
|
var result := await api.register(username, email, TEST_PASSWORD, true)
|
||||||
|
if _check("register returns ok", result.ok) \
|
||||||
|
and _check("register status is 201", result.status == 201) \
|
||||||
|
and _check("register stores token", api.has_token()):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" detail: ", result.detail)
|
||||||
|
|
||||||
|
# --- Test 2: Register same user again (duplicate) ---
|
||||||
|
print("\n=== Test 2: Duplicate username ===")
|
||||||
|
result = await api.register(username, email, TEST_PASSWORD, true)
|
||||||
|
if _check("duplicate register not ok", not result.ok) \
|
||||||
|
and _check("duplicate status is 409", result.status == 409) \
|
||||||
|
and _check("duplicate detail mentions username",
|
||||||
|
"username" in result.detail.to_lower()):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" detail: ", result.detail)
|
||||||
|
|
||||||
|
# --- Test 3: Register with over_18=false ---
|
||||||
|
print("\n=== Test 3: over_18=false registration ===")
|
||||||
|
var child_username := "child_%d" % unique_id
|
||||||
|
var child_email := "child_%d@test.example.com" % unique_id
|
||||||
|
result = await api.register(child_username, child_email, TEST_PASSWORD, false)
|
||||||
|
if _check("over_18=false register not ok", not result.ok) \
|
||||||
|
and _check("over_18=false status is 400", result.status == 400) \
|
||||||
|
and _check("over_18=false detail mentions age",
|
||||||
|
"18" in result.detail):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" detail: ", result.detail)
|
||||||
|
|
||||||
|
# --- Test 4: Login with correct credentials ---
|
||||||
|
print("\n=== Test 4: Correct login ===")
|
||||||
|
result = await api.login(username, TEST_PASSWORD)
|
||||||
|
if _check("login returns ok", result.ok) \
|
||||||
|
and _check("login status is 200", result.status == 200) \
|
||||||
|
and _check("login stores token", api.has_token()):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" detail: ", result.detail)
|
||||||
|
|
||||||
|
# --- Test 5: Login with wrong password ---
|
||||||
|
print("\n=== Test 5: Wrong password ===")
|
||||||
|
result = await api.login(username, "WrongPassword!")
|
||||||
|
if _check("wrong pwd login not ok", not result.ok) \
|
||||||
|
and _check("wrong pwd status is 401", result.status == 401) \
|
||||||
|
and _check("wrong pwd detail",
|
||||||
|
"Incorrect" in result.detail or "incorrect" in result.detail):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" detail: ", result.detail)
|
||||||
|
|
||||||
|
# --- Test 6: Login with non-existent user ---
|
||||||
|
print("\n=== Test 6: Non-existent user ===")
|
||||||
|
result = await api.login("nonexistent_user_xyz", TEST_PASSWORD)
|
||||||
|
if _check("missing user login not ok", not result.ok) \
|
||||||
|
and _check("missing user status is 401", result.status == 401) \
|
||||||
|
and _check("missing user detail",
|
||||||
|
"Incorrect" in result.detail or "incorrect" in result.detail):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" detail: ", result.detail)
|
||||||
|
|
||||||
|
# --- Summary ---
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
if failed > 0:
|
||||||
|
quit(1)
|
||||||
|
else:
|
||||||
|
print("SMOKE RESULT: ALL PASS")
|
||||||
|
quit(0)
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
return true
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
return false
|
||||||
@@ -0,0 +1,98 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Smoke test for the avatar catalog/slot/loadout/system layers.
|
||||||
|
##
|
||||||
|
## Real .glb model assets don't exist yet (assets/avatars/catalog.json
|
||||||
|
## references them, the files themselves are a tracked user to-do -- see
|
||||||
|
## the "AGP MVP status" project memory). This test covers everything that
|
||||||
|
## doesn't require them (catalog parsing, slot registry, loadout equip/
|
||||||
|
## validate, the AvatarSystem orchestrator's autoload wiring) and confirms
|
||||||
|
## the one thing that DOES touch missing files -- AvatarLoader.load_base_body()
|
||||||
|
## -- fails gracefully (emits load_error, returns null) instead of crashing.
|
||||||
|
## Visual rendering itself can't be verified until real assets exist.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_avatar_system.gd
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
# 1. AvatarSystem is a real autoload, not just a loose script.
|
||||||
|
var system := root.get_node_or_null("AvatarSystem")
|
||||||
|
if not _check("AvatarSystem autoload exists", system != null):
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# 2. The real catalog.json (committed to assets/avatars/) actually parses.
|
||||||
|
var err: Error = system.load_catalog()
|
||||||
|
_check("catalog loads without error", err == OK)
|
||||||
|
_check("AvatarSystem reports catalog loaded", system.is_catalog_loaded)
|
||||||
|
|
||||||
|
var base_bodies: Array[String] = system.get_assets_for_slot("base_body")
|
||||||
|
_check("catalog has at least one base_body entry", base_bodies.size() > 0)
|
||||||
|
|
||||||
|
# 3. Loadout: create, equip, validate against the real catalog.
|
||||||
|
# base_body is its own dedicated field on AvatarLoadout, not something
|
||||||
|
# set via the generic per-slot set_equipment() -- AvatarSlotRegistry's
|
||||||
|
# SLOT_IDS deliberately excludes "base_body" (it's the foundational
|
||||||
|
# model you start from, not a layered attachment slot).
|
||||||
|
var loadout := AvatarLoadout.new()
|
||||||
|
if base_bodies.size() > 0:
|
||||||
|
loadout.base_body = base_bodies[0]
|
||||||
|
_check("loadout has base_body set",
|
||||||
|
base_bodies.size() == 0 or not loadout.base_body.is_empty())
|
||||||
|
|
||||||
|
var hair_options: Array[String] = system.get_assets_for_slot("hair")
|
||||||
|
if hair_options.size() > 0:
|
||||||
|
var equip_ok: bool = loadout.add_accessory(hair_options[0])
|
||||||
|
_check("adding a real catalog accessory succeeds", equip_ok)
|
||||||
|
|
||||||
|
# 4. Loadout serializes and survives a round trip.
|
||||||
|
var json_str: String = loadout.to_json()
|
||||||
|
_check("loadout serializes to non-empty JSON", json_str.length() > 0)
|
||||||
|
var restored: AvatarLoadout = system.load_loadout_from_json(json_str)
|
||||||
|
_check("loadout round-trips through JSON", restored != null and restored.is_valid())
|
||||||
|
|
||||||
|
# 5. The part that DOES need real files: confirm it fails gracefully
|
||||||
|
# rather than crashing, since assets/avatars/*.glb genuinely don't
|
||||||
|
# exist yet. A crash here would be a real bug; a clean load_error
|
||||||
|
# signal + null return is the correct, already-designed-for behavior.
|
||||||
|
if base_bodies.size() > 0:
|
||||||
|
# A plain bool captured by a lambda is captured BY VALUE in
|
||||||
|
# GDScript -- mutating it inside the closure doesn't propagate to
|
||||||
|
# this outer scope. A single-element Array is the standard
|
||||||
|
# workaround (confirmed the hard way earlier in this same session,
|
||||||
|
# see scripts/smoke_test_network_client.gd's own comment on this).
|
||||||
|
var error_state := [false]
|
||||||
|
var error_handler := func(_msg): error_state[0] = true
|
||||||
|
system.loader.load_error.connect(error_handler)
|
||||||
|
var result: Node3D = system.loader.load_base_body(base_bodies[0])
|
||||||
|
system.loader.load_error.disconnect(error_handler)
|
||||||
|
_check("load_base_body against a missing .glb returns null (not a crash)", result == null)
|
||||||
|
_check("load_base_body against a missing .glb emits load_error (not silent)", error_state[0])
|
||||||
|
else:
|
||||||
|
print(" SKIP: no base_body entries in catalog to test the failure path against")
|
||||||
|
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
failed += 1
|
||||||
|
return condition
|
||||||
|
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
@@ -0,0 +1,147 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## End-to-end headless smoke test: register -> login -> fetch worlds list.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_e2e.gd
|
||||||
|
##
|
||||||
|
## Requires the backend to be running (default base URL
|
||||||
|
## `application/agp/api_base_url` -> http://127.0.0.1:8000, overridable via
|
||||||
|
## the AGP_API_BASE_URL environment variable).
|
||||||
|
##
|
||||||
|
## Steps:
|
||||||
|
## 1. Health check GET /api/health -> 200, {"status": "ok"}
|
||||||
|
## 2. Register POST /api/auth/register -> 201, access_token present
|
||||||
|
## 3. Login POST /api/auth/login -> 200, access_token present
|
||||||
|
## 4. Worlds list GET /api/worlds -> 200, JSON array
|
||||||
|
##
|
||||||
|
## Exits 0 if all steps pass, 1 otherwise. If the backend is unreachable the
|
||||||
|
## health check fails with a clear message and the script exits 1 immediately.
|
||||||
|
|
||||||
|
# Fixed credentials from the task spec. The username gets a unique numeric
|
||||||
|
# suffix so the test stays re-runnable (a second run would otherwise hit
|
||||||
|
# "Username already registered" on step 2).
|
||||||
|
const TEST_USERNAME_BASE := "smoke_test_user"
|
||||||
|
const TEST_EMAIL := "smoke@test.com"
|
||||||
|
const TEST_PASSWORD := "TestPass123"
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
# _initialize() fires before the first frame; wait one frame so freshly
|
||||||
|
# created HTTPRequest nodes are reliably inside the tree.
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
# In --script mode the autoload is reachable via get_node(), not as a
|
||||||
|
# bare identifier (bare identifiers fail to resolve at compile time here).
|
||||||
|
var api := root.get_node("ApiClient")
|
||||||
|
assert(api != null, "ApiClient autoload not found in the scene tree")
|
||||||
|
|
||||||
|
var unique_id := int(Time.get_unix_time_from_system() * 1000)
|
||||||
|
var username := "%s_%d" % [TEST_USERNAME_BASE, unique_id]
|
||||||
|
var email := "smoke_%d@test.com" % unique_id
|
||||||
|
|
||||||
|
var results := {}
|
||||||
|
|
||||||
|
# --- Step 1: Health check -------------------------------------------------
|
||||||
|
print("\n=== Step 1: Health check (GET /api/health) ===")
|
||||||
|
var health: Dictionary = await api.health_check()
|
||||||
|
var health_ok: bool = (
|
||||||
|
health.ok
|
||||||
|
and health.status == 200
|
||||||
|
and health.data is Dictionary
|
||||||
|
and str((health.data as Dictionary).get("status", "")) == "ok"
|
||||||
|
)
|
||||||
|
_record(results, "health", health_ok, "status=%d data=%s" % [
|
||||||
|
health.status, health.data
|
||||||
|
])
|
||||||
|
|
||||||
|
if not health.ok or health.status == 0:
|
||||||
|
printerr("\nERROR: Backend is not reachable at the configured base URL.")
|
||||||
|
printerr(" detail: %s" % health.detail)
|
||||||
|
printerr(" Start the backend first (see backend/README), then re-run:")
|
||||||
|
printerr(" godot --headless --path . --script res://scripts/smoke_test_e2e.gd")
|
||||||
|
_summarize(results)
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# --- Step 2: Register -----------------------------------------------------
|
||||||
|
print("\n=== Step 2: Register (POST /api/auth/register) ===")
|
||||||
|
var reg: Dictionary = await api.register(username, email, TEST_PASSWORD, true)
|
||||||
|
var reg_token := _extract_token(reg)
|
||||||
|
var reg_ok: bool = (
|
||||||
|
reg.ok
|
||||||
|
and reg.status == 201
|
||||||
|
and reg_token != ""
|
||||||
|
)
|
||||||
|
_record(results, "register", reg_ok, "status=%d token=%s detail=%s" % [
|
||||||
|
reg.status, "yes" if reg_token != "" else "no", reg.detail
|
||||||
|
])
|
||||||
|
|
||||||
|
# --- Step 3: Login --------------------------------------------------------
|
||||||
|
print("\n=== Step 3: Login (POST /api/auth/login) ===")
|
||||||
|
var login: Dictionary = await api.login(username, TEST_PASSWORD)
|
||||||
|
var login_token := _extract_token(login)
|
||||||
|
var login_ok: bool = (
|
||||||
|
login.ok
|
||||||
|
and login.status == 200
|
||||||
|
and login_token != ""
|
||||||
|
)
|
||||||
|
_record(results, "login", login_ok, "status=%d token=%s detail=%s" % [
|
||||||
|
login.status, "yes" if login_token != "" else "no", login.detail
|
||||||
|
])
|
||||||
|
|
||||||
|
# --- Step 4: Worlds list ---------------------------------------------------
|
||||||
|
print("\n=== Step 4: Worlds list (GET /api/worlds) ===")
|
||||||
|
# login/register already stored the token; make the auth header explicit by
|
||||||
|
# re-applying the extracted token so step 4 is independent of storage order.
|
||||||
|
if login_token != "":
|
||||||
|
api.set_token(login_token)
|
||||||
|
var worlds: Dictionary = await api.get_worlds()
|
||||||
|
var worlds_ok: bool = (
|
||||||
|
worlds.ok
|
||||||
|
and worlds.status == 200
|
||||||
|
and worlds.data is Array
|
||||||
|
)
|
||||||
|
_record(results, "worlds", worlds_ok, "status=%d is_array=%s count=%d detail=%s" % [
|
||||||
|
worlds.status,
|
||||||
|
"yes" if (worlds.data is Array) else "no",
|
||||||
|
(worlds.data as Array).size() if (worlds.data is Array) else -1,
|
||||||
|
worlds.detail,
|
||||||
|
])
|
||||||
|
|
||||||
|
# --- Summary ---------------------------------------------------------------
|
||||||
|
_summarize(results)
|
||||||
|
|
||||||
|
|
||||||
|
func _extract_token(result: Dictionary) -> String:
|
||||||
|
if result.ok and result.data is Dictionary:
|
||||||
|
return str((result.data as Dictionary).get("access_token", ""))
|
||||||
|
return ""
|
||||||
|
|
||||||
|
|
||||||
|
func _record(results: Dictionary, name: String, ok: bool, detail: String) -> void:
|
||||||
|
results[name] = {"ok": ok, "detail": detail}
|
||||||
|
if ok:
|
||||||
|
print(" PASS: %s" % detail)
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: %s" % detail)
|
||||||
|
|
||||||
|
|
||||||
|
func _summarize(results: Dictionary) -> void:
|
||||||
|
var all_pass := true
|
||||||
|
print("\n=== Smoke test summary ===")
|
||||||
|
for step in ["health", "register", "login", "worlds"]:
|
||||||
|
var entry: Dictionary = results.get(step, {"ok": false, "detail": "not run"})
|
||||||
|
if not entry["ok"]:
|
||||||
|
all_pass = false
|
||||||
|
print(" %-8s : %s" % [step, "PASS" if entry["ok"] else "FAIL"])
|
||||||
|
|
||||||
|
if all_pass:
|
||||||
|
print("SMOKE RESULT: ALL PASS (4/4)")
|
||||||
|
quit(0)
|
||||||
|
else:
|
||||||
|
printerr("SMOKE RESULT: FAIL")
|
||||||
|
quit(1)
|
||||||
@@ -0,0 +1,146 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Regression/smoke test for the PC2 "Enter World" flow end to end.
|
||||||
|
##
|
||||||
|
## Real user path: register -> land on world_list.tscn -> click "Enter World"
|
||||||
|
## on a real card -> the playable level (scenes/game.tscn) actually loads
|
||||||
|
## with the player spawned in it -> pressing Escape returns to world_list.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_enter_world.gd
|
||||||
|
##
|
||||||
|
## Requires the backend to be running (default base URL
|
||||||
|
## `application/agp/api_base_url` -> http://127.0.0.1:8000, overridable via
|
||||||
|
## AGP_API_BASE_URL) and at least one real world to already exist.
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var api := root.get_node("ApiClient")
|
||||||
|
if api == null:
|
||||||
|
printerr("FAIL: ApiClient autoload not found")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# 1. Register a real user and seed a world so the browse list has a
|
||||||
|
# real card to click, same pattern as smoke_test_world_list.gd.
|
||||||
|
randomize()
|
||||||
|
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
|
||||||
|
var username := "enterworld_%d" % unique_id
|
||||||
|
var email := "enterworld_%d@test.example.com" % unique_id
|
||||||
|
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true)
|
||||||
|
if not _check("setup: register succeeded", reg_result.ok):
|
||||||
|
print(" detail: ", reg_result.detail)
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
var world_body := JSON.stringify({
|
||||||
|
"name": "EnterWorld Smoke Test World %d" % unique_id,
|
||||||
|
"description": "Seeded by smoke_test_enter_world.gd",
|
||||||
|
"visibility": "public",
|
||||||
|
})
|
||||||
|
var world_result: Dictionary = await api.request(
|
||||||
|
HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true
|
||||||
|
)
|
||||||
|
if not _check("setup: world created", world_result.ok):
|
||||||
|
print(" detail: ", world_result.detail)
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# 2. Load world_list.tscn as a real scene and let it fetch worlds.
|
||||||
|
var packed: PackedScene = load("res://scenes/world_list.tscn")
|
||||||
|
var instance: Control = packed.instantiate()
|
||||||
|
root.add_child(instance)
|
||||||
|
# _ready() kicks off an async _refresh_worlds() -- wait real frames for
|
||||||
|
# the HTTP round trip rather than guessing a fixed count.
|
||||||
|
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
|
||||||
|
var settled := false
|
||||||
|
for i in 120:
|
||||||
|
await process_frame
|
||||||
|
if world_list_node.get_child_count() > 0:
|
||||||
|
settled = true
|
||||||
|
break
|
||||||
|
if not _check("world list populated with at least one card", settled):
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# 3. Click "Enter World" on the first real card -- find the button by
|
||||||
|
# walking the card's children rather than assuming an index, so this
|
||||||
|
# doesn't silently pass if _create_world_card's structure changes.
|
||||||
|
var card: Control = world_list_node.get_child(0)
|
||||||
|
var enter_button: Button = _find_button(card, "Enter World")
|
||||||
|
if not _check("Enter World button exists on the card", enter_button != null):
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
enter_button.pressed.emit()
|
||||||
|
await _wait_for_scene_change(instance, 60)
|
||||||
|
|
||||||
|
var game_scene := current_scene
|
||||||
|
if not _check("game.tscn became current_scene after Enter World", game_scene != null and game_scene != instance):
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# 4. Verify the player actually exists and spawned at the level's
|
||||||
|
# PlayerSpawn marker -- not just that *some* scene loaded.
|
||||||
|
var player: Node = game_scene.get_node_or_null("Player")
|
||||||
|
_check("Player node exists in the loaded game scene", player is CharacterBody3D)
|
||||||
|
|
||||||
|
var spawn_marker: Node = game_scene.get_node_or_null("Level/PlayerSpawn")
|
||||||
|
_check("PlayerSpawn marker exists in the loaded level", spawn_marker is Marker3D)
|
||||||
|
|
||||||
|
if player is CharacterBody3D and spawn_marker is Marker3D:
|
||||||
|
var dist := (player as CharacterBody3D).global_position.distance_to((spawn_marker as Marker3D).global_position)
|
||||||
|
_check("player spawned at (or very near) the PlayerSpawn marker", dist < 0.5)
|
||||||
|
|
||||||
|
# 5. Escape should return to world_list.tscn (real key event, not a
|
||||||
|
# direct method call -- proves the actual input binding works).
|
||||||
|
var esc_event := InputEventKey.new()
|
||||||
|
esc_event.keycode = KEY_ESCAPE
|
||||||
|
esc_event.pressed = true
|
||||||
|
Input.parse_input_event(esc_event)
|
||||||
|
await _wait_for_scene_change(game_scene, 60)
|
||||||
|
|
||||||
|
var back_to_menu := current_scene
|
||||||
|
_check("Escape returned to world_list.tscn", back_to_menu != null and back_to_menu.scene_file_path == "res://scenes/world_list.tscn")
|
||||||
|
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
|
||||||
|
func _find_button(node: Node, text: String) -> Button:
|
||||||
|
if node is Button and (node as Button).text == text:
|
||||||
|
return node
|
||||||
|
for child in node.get_children():
|
||||||
|
var found := _find_button(child, text)
|
||||||
|
if found:
|
||||||
|
return found
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
func _wait_for_scene_change(previous_scene: Node, max_frames: int) -> void:
|
||||||
|
for i in max_frames:
|
||||||
|
await process_frame
|
||||||
|
if current_scene != previous_scene and current_scene != null:
|
||||||
|
return
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
failed += 1
|
||||||
|
return condition
|
||||||
|
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
@@ -0,0 +1,170 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Regression test for the Play -> Back navigation bug.
|
||||||
|
##
|
||||||
|
## The reported bug: after logging in and clicking Play, the user lands on
|
||||||
|
## world_list.tscn; clicking Back returns to main_menu.tscn, but the menu
|
||||||
|
## reset to a fully logged-out state (Play disabled, login form showing)
|
||||||
|
## even though ApiClient still held a valid token. main_menu.gd's _ready()
|
||||||
|
## used to unconditionally reset the UI on every scene load.
|
||||||
|
##
|
||||||
|
## This test drives the real navigation flow (change_scene_to_file) against
|
||||||
|
## a live backend:
|
||||||
|
## 1. Register a unique user so ApiClient holds a valid token.
|
||||||
|
## 2. Load main_menu.tscn and assert it restores the authenticated state.
|
||||||
|
## 3. Click Play -> world_list.tscn.
|
||||||
|
## 4. Click Back -> main_menu.tscn.
|
||||||
|
## 5. Assert the menu is STILL authenticated (Play enabled, welcome label
|
||||||
|
## actually visible in the tree, login/register buttons hidden).
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_main_menu_back.gd
|
||||||
|
##
|
||||||
|
## Requires the backend to be running (default base URL
|
||||||
|
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
|
||||||
|
|
||||||
|
const USERNAME := "backnav_%d"
|
||||||
|
const EMAIL := "backnav_%d@test.example.com"
|
||||||
|
const PASSWORD := "BackNav123!"
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var api := root.get_node("ApiClient")
|
||||||
|
if api == null:
|
||||||
|
printerr("FAIL: ApiClient autoload not found")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# 1. Establish a real, valid session exactly the way a user would.
|
||||||
|
randomize()
|
||||||
|
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
|
||||||
|
var username := USERNAME % unique_id
|
||||||
|
var email := EMAIL % unique_id
|
||||||
|
print("\n=== Setup: register ", username, " ===")
|
||||||
|
var register_result: Dictionary = await api.register(username, email, PASSWORD, true)
|
||||||
|
if not _check("register succeeds", register_result.ok):
|
||||||
|
print(" detail: ", register_result.detail)
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
_check("ApiClient stores token after register", api.has_token())
|
||||||
|
|
||||||
|
# 2. First visit to the main menu: should already show the authenticated
|
||||||
|
# state (no login form, Play enabled).
|
||||||
|
change_scene_to_file("res://scenes/main_menu.tscn")
|
||||||
|
# change_scene_to_file defers the actual swap -- a couple frames is
|
||||||
|
# plenty for the scene object itself to exist (unlike the real
|
||||||
|
# get_me() network round-trip afterward, which is what auth_state_ready
|
||||||
|
# actually waits for below).
|
||||||
|
for i in 5:
|
||||||
|
await process_frame
|
||||||
|
if current_scene is Control:
|
||||||
|
break
|
||||||
|
|
||||||
|
var menu: Control = current_scene
|
||||||
|
if menu == null or not menu is Control:
|
||||||
|
printerr("FAIL: main_menu.tscn did not become current_scene")
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
await menu.auth_state_ready
|
||||||
|
_check("first main menu visit restores authenticated state", _is_authenticated(menu))
|
||||||
|
|
||||||
|
# 3. Play -> world_list.tscn (real button press).
|
||||||
|
var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
|
||||||
|
play_button.pressed.emit()
|
||||||
|
await _wait_for_scene_change(menu)
|
||||||
|
|
||||||
|
var world_list_scene := current_scene
|
||||||
|
if world_list_scene == null or world_list_scene == menu:
|
||||||
|
printerr("FAIL: world_list.tscn did not become current_scene after Play")
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# 4. Back -> main_menu.tscn (real button press).
|
||||||
|
var back_button: Button = world_list_scene.get_node("VBoxContainer/HeaderHBox/BackButton")
|
||||||
|
back_button.pressed.emit()
|
||||||
|
await _wait_for_scene_change(world_list_scene)
|
||||||
|
|
||||||
|
menu = current_scene
|
||||||
|
if menu == null or not menu is Control:
|
||||||
|
printerr("FAIL: main_menu.tscn did not become current_scene after Back")
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# The new main_menu instance's own _ready() is *also* awaiting a real
|
||||||
|
# get_me() call -- _wait_for_scene_change only confirms the scene
|
||||||
|
# object exists, not that its authenticated-state fields have been
|
||||||
|
# set yet. Wait for the real signal, not a guess.
|
||||||
|
await menu.auth_state_ready
|
||||||
|
|
||||||
|
# 5. THE regression assertion: still logged in after returning.
|
||||||
|
_check("main menu stays authenticated after Play -> Back", _is_authenticated(menu))
|
||||||
|
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
|
||||||
|
func _is_authenticated(menu: Control) -> bool:
|
||||||
|
var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
|
||||||
|
var welcome_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
|
||||||
|
var auth_buttons_row: HBoxContainer = menu.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
|
||||||
|
var auth_panel: PanelContainer = menu.get_node("CenterContainer/VBoxContainer/AuthPanel")
|
||||||
|
var username_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
|
||||||
|
var password_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
|
||||||
|
var auth_button: Button = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
|
||||||
|
var auth_mode_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
|
||||||
|
|
||||||
|
_check("Play enabled", not play_button.disabled)
|
||||||
|
# WelcomeLabel lives inside AuthPanel, so `.visible` alone is a
|
||||||
|
# false-positive: the label can have visible=true while its parent is
|
||||||
|
# hidden and it renders as nothing. `is_visible_in_tree()` is the
|
||||||
|
# check that proves the user can actually see the welcome message.
|
||||||
|
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
|
||||||
|
_check("Auth buttons row hidden", not auth_buttons_row.visible)
|
||||||
|
_check("Auth panel visible (it contains the welcome label)", auth_panel.visible)
|
||||||
|
# Real bug, 2026-08-20: the session-restore path (this one, after
|
||||||
|
# Play -> Back) hid EmailEdit/Over18Check but never the rest of the
|
||||||
|
# login form -- Play enabled + welcome label visible were both still
|
||||||
|
# true, so a check that stopped there passed while the user was
|
||||||
|
# looking at the login fields again on top of the welcome message.
|
||||||
|
_check("Username field hidden", not username_edit.visible)
|
||||||
|
_check("Password field hidden", not password_edit.visible)
|
||||||
|
_check("Auth button hidden", not auth_button.visible)
|
||||||
|
_check("Auth mode label hidden", not auth_mode_label.visible)
|
||||||
|
|
||||||
|
return (not play_button.disabled) \
|
||||||
|
and welcome_label.is_visible_in_tree() \
|
||||||
|
and not auth_buttons_row.visible \
|
||||||
|
and auth_panel.visible \
|
||||||
|
and not username_edit.visible \
|
||||||
|
and not password_edit.visible \
|
||||||
|
and not auth_button.visible \
|
||||||
|
and not auth_mode_label.visible
|
||||||
|
|
||||||
|
|
||||||
|
func _wait_for_scene_change(previous_scene: Node) -> void:
|
||||||
|
for i in 20:
|
||||||
|
await process_frame
|
||||||
|
if current_scene != previous_scene and current_scene != null:
|
||||||
|
return
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
failed += 1
|
||||||
|
return condition
|
||||||
|
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
@@ -0,0 +1,86 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Full click-through simulation of the real user flow: press Register,
|
||||||
|
## fill the form exactly as a human would, submit, confirm Play actually
|
||||||
|
## becomes clickable. Also verifies that after successful auth the auth
|
||||||
|
## form fields are hidden, leaving only the welcome message visible.
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var packed: PackedScene = load("res://scenes/main_menu.tscn")
|
||||||
|
var instance: Control = packed.instantiate()
|
||||||
|
root.add_child(instance)
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
|
||||||
|
var auth_buttons_row: HBoxContainer = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
|
||||||
|
var username_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
|
||||||
|
var password_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
|
||||||
|
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
|
||||||
|
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check")
|
||||||
|
var auth_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
|
||||||
|
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
|
||||||
|
var welcome_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
|
||||||
|
var play_button: Button = instance.get_node("CenterContainer/VBoxContainer/PlayButton")
|
||||||
|
|
||||||
|
_check("Play starts disabled", play_button.disabled)
|
||||||
|
|
||||||
|
# Click Register -- a real signal emission is fine here since
|
||||||
|
# _on_register_button_pressed() is synchronous (no await), same as a
|
||||||
|
# real click's GUI event dispatch would drive it.
|
||||||
|
register_button.pressed.emit()
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
_check("auth panel opened in register mode", instance.get_node("CenterContainer/VBoxContainer/AuthPanel").visible)
|
||||||
|
|
||||||
|
# Fill the form exactly as a user would type into it.
|
||||||
|
var unique_id := int(Time.get_unix_time_from_system() * 1000)
|
||||||
|
username_edit.text = "mainmenu_e2e_%d" % unique_id
|
||||||
|
password_edit.text = "TestPass123!"
|
||||||
|
email_edit.text = "mainmenu_e2e_%d@test.example.com" % unique_id
|
||||||
|
over_18_check.button_pressed = true
|
||||||
|
|
||||||
|
# Call the submit handler directly (awaited) rather than via
|
||||||
|
# auth_button.pressed.emit() -- a synthetic .emit() in --script/
|
||||||
|
# SceneTree headless mode doesn't drive an await-using handler's
|
||||||
|
# coroutine forward the same way real GUI input event dispatch does
|
||||||
|
# (confirmed via a direct-call vs emit() comparison: the direct call
|
||||||
|
# always resolves, the synthetic emit sometimes doesn't advance past
|
||||||
|
# its own await point even after 50 real process_frame waits). This
|
||||||
|
# is a headless-mode test-harness limitation, not a bug in the actual
|
||||||
|
# click-driven flow.
|
||||||
|
await instance._on_auth_button_pressed()
|
||||||
|
|
||||||
|
_check("Play became enabled after real register submission", not play_button.disabled)
|
||||||
|
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
|
||||||
|
_check("Auth buttons row hid itself after success", not auth_buttons_row.visible)
|
||||||
|
|
||||||
|
# Verify the auth form fields are hidden after successful auth,
|
||||||
|
# leaving only the welcome message visible within the panel.
|
||||||
|
_check("Username edit hidden after auth", not username_edit.visible)
|
||||||
|
_check("Password edit hidden after auth", not password_edit.visible)
|
||||||
|
_check("Email edit hidden after auth", not email_edit.visible)
|
||||||
|
_check("Over18 checkbox hidden after auth", not over_18_check.visible)
|
||||||
|
_check("Auth button hidden after auth", not auth_button.visible)
|
||||||
|
_check("Auth mode label hidden after auth", not auth_mode_label.visible)
|
||||||
|
_check("Welcome label contains username", welcome_label.text.begins_with("Welcome, mainmenu_e2e_"))
|
||||||
|
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> void:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
failed += 1
|
||||||
@@ -0,0 +1,126 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Verifies the main menu's Login/Register buttons correctly open the auth
|
||||||
|
## panel and toggle between Login and Register modes via signal emission.
|
||||||
|
##
|
||||||
|
## Key tests:
|
||||||
|
## - AuthPanel starts hidden.
|
||||||
|
## - LoginButton press opens the panel in Login mode.
|
||||||
|
## - RegisterButton press opens the panel in Register mode.
|
||||||
|
## - Clicking Login while in Register mode switches back to Login mode.
|
||||||
|
## - Clicking Register while in Login mode switches to Register mode.
|
||||||
|
## - The ModeToggle CheckButton no longer exists in the scene.
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
var packed: PackedScene = load("res://scenes/main_menu.tscn")
|
||||||
|
var instance: Control = packed.instantiate()
|
||||||
|
root.add_child(instance)
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var login_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton")
|
||||||
|
var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
|
||||||
|
var auth_panel: PanelContainer = instance.get_node("CenterContainer/VBoxContainer/AuthPanel")
|
||||||
|
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
|
||||||
|
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
|
||||||
|
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check")
|
||||||
|
|
||||||
|
# --- Test 1: auth panel starts hidden ---
|
||||||
|
if _check("auth panel starts hidden", not auth_panel.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
# --- Test 2: LoginButton press opens panel in Login mode ---
|
||||||
|
login_button.pressed.emit()
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
if _check("auth panel visible after LoginButton press", auth_panel.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Login mode label after LoginButton press", auth_mode_label.text == "Login"):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Email field hidden in Login mode", not email_edit.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Over18 checkbox hidden in Login mode", not over_18_check.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
# --- Test 3: RegisterButton press switches to Register mode ---
|
||||||
|
register_button.pressed.emit()
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
if _check("auth panel still visible after RegisterButton press", auth_panel.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Register mode label after RegisterButton press", auth_mode_label.text == "Register"):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Email field visible in Register mode", email_edit.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Over18 checkbox visible in Register mode", over_18_check.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
# --- Test 4: LoginButton press switches back to Login mode ---
|
||||||
|
login_button.pressed.emit()
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
if _check("Login mode label after second LoginButton press", auth_mode_label.text == "Login"):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Email field hidden after switching back to Login", not email_edit.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
if _check("Over18 checkbox hidden after switching back to Login", not over_18_check.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
# --- Test 5: ModeToggle CheckButton no longer exists ---
|
||||||
|
var mode_toggle_path = "CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle"
|
||||||
|
var has_mode_toggle = instance.has_node(mode_toggle_path)
|
||||||
|
if _check("ModeToggle CheckButton removed from scene", not has_mode_toggle):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
return condition
|
||||||
@@ -0,0 +1,114 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Real integration test for NetworkClient (client-side prediction +
|
||||||
|
## reconciliation) against an actual dedicated server process.
|
||||||
|
##
|
||||||
|
## This does NOT boot its own server -- run scenes/server.tscn as a separate
|
||||||
|
## process first (see docs/architecture/networking.md's ENet/port setup):
|
||||||
|
## godot --headless --path . scenes/server.tscn &
|
||||||
|
## then, from the same project directory:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_network_client.gd
|
||||||
|
##
|
||||||
|
## Verifies: the client can actually connect over ENet, local prediction
|
||||||
|
## moves the player immediately on input (no waiting for the server),
|
||||||
|
## server snapshots actually arrive and update the client's authoritative
|
||||||
|
## view, and a deliberately-desynced predicted position gets corrected by
|
||||||
|
## reconciliation.
|
||||||
|
|
||||||
|
var passed := 0
|
||||||
|
var failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var net := NetworkClient.new()
|
||||||
|
root.add_child(net)
|
||||||
|
|
||||||
|
var ok: bool = await net.connect_to_server("127.0.0.1", 7777)
|
||||||
|
if not _check("connected to the real dedicated server", ok):
|
||||||
|
printerr(" Is `godot --headless --path . scenes/server.tscn` running on port 7777?")
|
||||||
|
_finish()
|
||||||
|
return
|
||||||
|
|
||||||
|
# Give the server a few frames to process the connection and spawn our
|
||||||
|
# player node before we start sending input.
|
||||||
|
for i in 10:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
# 1. Prediction: pressing "forward" should move the local position
|
||||||
|
# immediately, without waiting for any server round trip.
|
||||||
|
var pos_before: Vector3 = net.position
|
||||||
|
for i in 10:
|
||||||
|
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false) # move -Z (forward)
|
||||||
|
await process_frame
|
||||||
|
var pos_after_predict: Vector3 = net.position
|
||||||
|
_check("local prediction moved the player without waiting for the server",
|
||||||
|
pos_after_predict.distance_to(pos_before) > 0.1)
|
||||||
|
|
||||||
|
# 2. Snapshots actually arrive from the real server and get processed --
|
||||||
|
# wait for at least one reconciliation-eligible snapshot by giving it
|
||||||
|
# real time (server broadcasts at its own tick rate).
|
||||||
|
var got_snapshot := false
|
||||||
|
net.reconciled.connect(func(_err): got_snapshot = true)
|
||||||
|
for i in 60:
|
||||||
|
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false)
|
||||||
|
await process_frame
|
||||||
|
# Reconciliation only actually fires on a real mismatch -- absence of a
|
||||||
|
# large mismatch is a PASS outcome too (means prediction tracked the
|
||||||
|
# server closely), so this alone isn't proof snapshots arrived. Check
|
||||||
|
# that directly instead:
|
||||||
|
_check("prediction buffer has entries (input was actually sent)", net._prediction_buffer.size() > 0)
|
||||||
|
|
||||||
|
# 3. Deliberately desync prediction from reality, then confirm the next
|
||||||
|
# snapshot corrects it -- the real proof reconciliation logic works,
|
||||||
|
# not just that it never had to fire.
|
||||||
|
net.position = Vector3(9999, 9999, 9999)
|
||||||
|
var desynced_pos := net.position
|
||||||
|
# GDScript closures capture local value-type vars (bool/float) by value,
|
||||||
|
# not by reference -- assigning to them *inside* the lambda doesn't
|
||||||
|
# mutate the outer scope's copy. A single-element Array is the standard
|
||||||
|
# workaround (Arrays are reference types, so mutating its contents from
|
||||||
|
# inside the closure is actually visible outside it). Confirmed this was
|
||||||
|
# the real bug here, not the reconciliation logic itself: debug logging
|
||||||
|
# showed net.position correctly snapping back from (9999,9999,9999) to
|
||||||
|
# ~(0,0,0) within a single snapshot, while a bool-based version of this
|
||||||
|
# same check never observed it.
|
||||||
|
var reconcile_state := [false, -1.0] # [reconciled_this_round, correction_seen]
|
||||||
|
var reconcile_handler := func(err): reconcile_state[0] = true; reconcile_state[1] = err
|
||||||
|
net.reconciled.connect(reconcile_handler)
|
||||||
|
for i in 60:
|
||||||
|
# Keep predicting (with no movement input) so the prediction buffer's
|
||||||
|
# latest entry actually reflects the desynced position -- without
|
||||||
|
# this, the buffer either empties out or keeps stale pre-desync
|
||||||
|
# entries, and _handle_snapshot has nothing real to compare against.
|
||||||
|
net.predict_and_send(1.0 / 30.0, 0.0, 0.0, false)
|
||||||
|
await process_frame
|
||||||
|
if reconcile_state[0]:
|
||||||
|
break
|
||||||
|
net.reconciled.disconnect(reconcile_handler)
|
||||||
|
_check("a deliberately desynced position gets corrected by the next snapshot",
|
||||||
|
reconcile_state[0] and net.position.distance_to(desynced_pos) > 100.0)
|
||||||
|
if reconcile_state[0]:
|
||||||
|
print(" correction distance was ~", reconcile_state[1])
|
||||||
|
|
||||||
|
net.disconnect_from_server()
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
failed += 1
|
||||||
|
return condition
|
||||||
|
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
@@ -0,0 +1,93 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Smoke test for the player character scene and its spawn behavior.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_player.gd
|
||||||
|
##
|
||||||
|
## Loads the test level, verifies the player is present, spawned at the
|
||||||
|
## PlayerSpawn marker, and has the expected CharacterBody3D structure.
|
||||||
|
|
||||||
|
var _passed := 0
|
||||||
|
var _failed := 0
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
print("SMOKE: starting player smoke test")
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
print("SMOKE: loading game scene")
|
||||||
|
|
||||||
|
# Load scenes/game.tscn -- the real PC2 composition point (Level + Player
|
||||||
|
# as siblings, per docs/architecture/pc2_test_level.md §4), not the level
|
||||||
|
# scene directly. Use the same SceneTree API as the real game so
|
||||||
|
# `current_scene` is populated before the scene is added and its
|
||||||
|
# _ready() callbacks fire. That ordering is what the player's spawn
|
||||||
|
# lookup (get_tree().current_scene) depends on.
|
||||||
|
var packed: PackedScene = load("res://scenes/game.tscn")
|
||||||
|
var result := change_scene_to_packed(packed)
|
||||||
|
if result != OK:
|
||||||
|
printerr("SMOKE: failed to change scene, error ", result)
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
await scene_changed
|
||||||
|
var game: Node3D = current_scene as Node3D
|
||||||
|
print("SMOKE: game scene ready")
|
||||||
|
|
||||||
|
# 1. Verify the player node exists in the scene tree.
|
||||||
|
var player: Node = game.get_node("Player")
|
||||||
|
_check("Player node exists in test level", player != null)
|
||||||
|
_check("Player is a CharacterBody3D", player is CharacterBody3D)
|
||||||
|
|
||||||
|
# 2. Verify the player has the expected child structure.
|
||||||
|
var collision: Node = player.get_node("CollisionShape3D")
|
||||||
|
_check("Player has CollisionShape3D", collision != null)
|
||||||
|
_check("CollisionShape3D has a shape",
|
||||||
|
collision is CollisionShape3D and (collision as CollisionShape3D).shape != null)
|
||||||
|
|
||||||
|
var mesh: Node = player.get_node("CapsuleMesh")
|
||||||
|
_check("Player has CapsuleMesh", mesh != null)
|
||||||
|
_check("CapsuleMesh has a mesh",
|
||||||
|
mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null)
|
||||||
|
|
||||||
|
# 3. Verify the player spawned at the PlayerSpawn marker position.
|
||||||
|
var spawn_marker: Marker3D = game.get_node("Level/PlayerSpawn")
|
||||||
|
_check("PlayerSpawn marker exists", spawn_marker != null)
|
||||||
|
|
||||||
|
# The player's _ready() should have moved it to the spawn marker's
|
||||||
|
# global position. Compare global positions directly (not local) since
|
||||||
|
# Player and Level sit at different depths under Game.
|
||||||
|
var expected_pos: Vector3 = spawn_marker.global_position
|
||||||
|
_check("Player spawned at PlayerSpawn position",
|
||||||
|
player.global_position == expected_pos)
|
||||||
|
|
||||||
|
# 4. Verify the player script class_name is correct and has the
|
||||||
|
# movement constants defined.
|
||||||
|
var script: GDScript = player.get_script() as GDScript
|
||||||
|
_check("Player has a script attached", script != null)
|
||||||
|
var constants: Dictionary = script.get_script_constant_map()
|
||||||
|
_check("Player has WALK_SPEED constant", constants.has("WALK_SPEED"))
|
||||||
|
_check("Player has GRAVITY constant", constants.has("GRAVITY"))
|
||||||
|
_check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY"))
|
||||||
|
_check("JUMP_VELOCITY is positive (upward)", float(constants.get("JUMP_VELOCITY", -1.0)) > 0.0)
|
||||||
|
|
||||||
|
# 5. Verify the player has a Camera3D so the game is actually viewable
|
||||||
|
# from the player's perspective, not just a walking capsule with no view.
|
||||||
|
var camera: Node = player.get_node_or_null("Camera3D")
|
||||||
|
_check("Player has a Camera3D", camera is Camera3D)
|
||||||
|
_check("Camera3D is current", camera is Camera3D and (camera as Camera3D).current)
|
||||||
|
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [_passed, _passed + _failed])
|
||||||
|
quit(0 if _failed == 0 else 1)
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> void:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
_passed += 1
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
_failed += 1
|
||||||
@@ -0,0 +1,125 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Headless smoke test for the PC2 test level scene.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_test_level.gd
|
||||||
|
##
|
||||||
|
## Loads the test level scene, asserts:
|
||||||
|
## (a) it loads without error,
|
||||||
|
## (b) it contains a Marker3D named "PlayerSpawn",
|
||||||
|
## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface.
|
||||||
|
## Exits 0 on success, 1 on failure.
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
var level_path: String = "res://scenes/worlds/test_level.tscn"
|
||||||
|
|
||||||
|
# Load the scene file
|
||||||
|
var level_resource: PackedScene = load(level_path)
|
||||||
|
if level_resource == null:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 could not load ", level_path)
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
print("SMOKE: test_level.tscn loaded successfully")
|
||||||
|
|
||||||
|
# Change the running scene to our test level
|
||||||
|
var err: int = change_scene_to_packed(level_resource)
|
||||||
|
if err != OK:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 change_scene_to_packed returned ", err)
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# Wait for the scene_changed signal so current_scene is set
|
||||||
|
await scene_changed
|
||||||
|
|
||||||
|
var level_instance: Node3D = current_scene as Node3D
|
||||||
|
if level_instance == null:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 current_scene is not Node3D")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# Give the tree one frame to fully initialize
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
# (b) Find the PlayerSpawn marker
|
||||||
|
var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D
|
||||||
|
if spawn_marker == null:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 no Node3D named 'PlayerSpawn' found in test level")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position)
|
||||||
|
|
||||||
|
# (c) Verify PlayerSpawn is >= 1.0 m above ground top
|
||||||
|
# The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5
|
||||||
|
# with height 1.0, so top face is at y = 0).
|
||||||
|
var spawn_y: float = spawn_marker.global_position.y
|
||||||
|
if spawn_y < 1.0:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 PlayerSpawn y = ", spawn_y,
|
||||||
|
" is below the required minimum of 1.0 m above ground top (y=0)")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m \u2014 PASS")
|
||||||
|
|
||||||
|
# Additional check: verify Ground StaticBody3D exists
|
||||||
|
var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D
|
||||||
|
if ground == null:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 no StaticBody3D named 'Ground' found")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
print("SMOKE: found Ground StaticBody3D")
|
||||||
|
|
||||||
|
# Verify Ground top face is at y = 0
|
||||||
|
var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D
|
||||||
|
if ground_shape != null and ground_shape.shape is BoxShape3D:
|
||||||
|
var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D
|
||||||
|
var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0
|
||||||
|
if abs(ground_top - 0.0) > 0.01:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 Ground top face at y = ", ground_top, " expected ~0.0")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
print("SMOKE: Ground top face at y = ", ground_top, " \u2014 PASS")
|
||||||
|
|
||||||
|
# Verify props exist (3-5 StaticBody3D children under Props node)
|
||||||
|
var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D
|
||||||
|
if props_node != null:
|
||||||
|
var prop_count: int = 0
|
||||||
|
for child in props_node.get_children():
|
||||||
|
if child is StaticBody3D:
|
||||||
|
prop_count += 1
|
||||||
|
if prop_count < 3:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 only ", prop_count, " props found, need >= 3")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
print("SMOKE: found ", prop_count, " props \u2014 PASS")
|
||||||
|
else:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 no 'Props' Node3D found")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# Verify lighting exists
|
||||||
|
var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D
|
||||||
|
if sun == null:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 no DirectionalLight3D named 'Sun' found")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
print("SMOKE: found Sun DirectionalLight3D")
|
||||||
|
|
||||||
|
# Verify WorldEnvironment exists
|
||||||
|
var env: WorldEnvironment = level_instance.find_child("WorldEnvironment", true, false) as WorldEnvironment
|
||||||
|
if env == null:
|
||||||
|
printerr("SMOKE RESULT: FAIL \u2014 no WorldEnvironment named 'WorldEnvironment' found")
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
print("SMOKE: found WorldEnvironment")
|
||||||
|
|
||||||
|
# All checks passed
|
||||||
|
print("SMOKE RESULT: PASS")
|
||||||
|
quit(0)
|
||||||
@@ -0,0 +1,168 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Headless smoke test for the world list screen.
|
||||||
|
##
|
||||||
|
## Run with:
|
||||||
|
## godot --headless --path . --script res://scripts/smoke_test_world_list.gd
|
||||||
|
##
|
||||||
|
## Requires the backend to be running (default base URL
|
||||||
|
## `application/agp/api_base_url` -> http://127.0.0.1:8000, override with
|
||||||
|
## AGP_API_BASE_URL).
|
||||||
|
##
|
||||||
|
## Unlike a pure API-level test, this actually instantiates scenes/
|
||||||
|
## world_list.tscn as a real scene and adds it to the tree -- catches
|
||||||
|
## @onready node-path bugs (a node reference pointing at the wrong path
|
||||||
|
## errors right here, not just "looks right" from reading the script) that
|
||||||
|
## an API-only test would miss entirely.
|
||||||
|
##
|
||||||
|
## Tests:
|
||||||
|
## 1. Register + log in a fresh user (so get_worlds() has a valid token).
|
||||||
|
## 2. POST a real world via the API so the populated-card path actually
|
||||||
|
## gets exercised -- run_checkpoint_tests.py always starts from a
|
||||||
|
## genuinely empty DB, so without this the card-rendering code below
|
||||||
|
## would never run in CI at all, only the empty-list path would.
|
||||||
|
## 3. Instantiate world_list.tscn, add to tree -- @onready resolution
|
||||||
|
## must not error.
|
||||||
|
## 4. Wait for _refresh_worlds()'s awaited request to complete.
|
||||||
|
## 5. Confirm it actually reached the populated (not empty) state, and
|
||||||
|
## that the rendered card has a real width -- not just non-zero
|
||||||
|
## child_count. 2026-08-20: a real bug shipped where every card
|
||||||
|
## technically existed in the tree (child_count > 0, no error, no
|
||||||
|
## crash) but rendered at 1.0px wide because size_flags_horizontal/
|
||||||
|
## vertical used the raw integer 4 (Control.SIZE_SHRINK_CENTER)
|
||||||
|
## instead of 3 (Control.SIZE_EXPAND_FILL) on ScrollContainer -- a
|
||||||
|
## child-count check alone would never catch that, only a real size
|
||||||
|
## assertion does.
|
||||||
|
##
|
||||||
|
## Exits 0 on full pass, 1 on any failure.
|
||||||
|
|
||||||
|
const WORLD_LIST_SCENE := "res://scenes/world_list.tscn"
|
||||||
|
const MIN_SANE_CARD_WIDTH := 200.0 # a real screen is at minimum a few hundred px wide
|
||||||
|
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run()
|
||||||
|
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
var api := root.get_node("ApiClient")
|
||||||
|
assert(api != null, "ApiClient autoload not found")
|
||||||
|
|
||||||
|
var passed: int = 0
|
||||||
|
var failed: int = 0
|
||||||
|
|
||||||
|
# --- Setup: register + log in so the world list has a valid token ---
|
||||||
|
print("\n=== Setup: register + login ===")
|
||||||
|
randomize()
|
||||||
|
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
|
||||||
|
var username := "worldlist_smoke_%d" % unique_id
|
||||||
|
var email := "worldlist_smoke_%d@test.example.com" % unique_id
|
||||||
|
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true)
|
||||||
|
if not _check("setup: register succeeded", reg_result.ok):
|
||||||
|
print(" detail: ", reg_result.detail)
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# --- Seed a real world so the populated-card path is actually exercised ---
|
||||||
|
print("\n=== Setup: seed a real world ===")
|
||||||
|
var world_body := JSON.stringify({
|
||||||
|
"name": "Smoke Test World %d" % unique_id,
|
||||||
|
"description": "Seeded by smoke_test_world_list.gd to exercise the populated-card render path.",
|
||||||
|
"visibility": "public",
|
||||||
|
})
|
||||||
|
var create_result: Dictionary = await api.request(HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true)
|
||||||
|
if not _check("setup: world created", create_result.ok):
|
||||||
|
print(" detail: ", create_result.detail)
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
# --- Test 1: Instantiate the real scene ---
|
||||||
|
print("\n=== Test 1: Instantiate world_list.tscn ===")
|
||||||
|
var packed_scene: PackedScene = load(WORLD_LIST_SCENE)
|
||||||
|
if not _check("scene loads", packed_scene != null):
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
var instance: Control = packed_scene.instantiate()
|
||||||
|
if not _check("scene instantiates", instance != null):
|
||||||
|
quit(1)
|
||||||
|
return
|
||||||
|
|
||||||
|
root.add_child(instance)
|
||||||
|
# One frame for _ready() (and its @onready resolution) to run. A wrong
|
||||||
|
# node path in an @onready var errors during this, not silently.
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
if _check("scene added to tree without error", is_instance_valid(instance)):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
# --- Test 2: Wait for the world fetch to resolve, check a real end state ---
|
||||||
|
print("\n=== Test 2: World fetch reaches a real end state ===")
|
||||||
|
# _refresh_worlds() runs from _ready(); give its awaited HTTP call time
|
||||||
|
# to complete rather than a fixed sleep -- poll for either end state.
|
||||||
|
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
|
||||||
|
var empty_label: Label = instance.get_node("VBoxContainer/EmptyLabel")
|
||||||
|
var error_label: Label = instance.get_node("VBoxContainer/ErrorLabel")
|
||||||
|
|
||||||
|
var settled := false
|
||||||
|
for i in range(50): # up to ~5s at 100ms/frame-ish via process_frame waits
|
||||||
|
await process_frame
|
||||||
|
if world_list_node.visible or empty_label.visible or error_label.visible:
|
||||||
|
settled = true
|
||||||
|
break
|
||||||
|
|
||||||
|
if _check("reached a real end state (cards, empty, or error) not stuck loading", settled):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
print(" world_list.visible=%s empty_label.visible=%s error_label.visible=%s" % [
|
||||||
|
world_list_node.visible, empty_label.visible, error_label.visible
|
||||||
|
])
|
||||||
|
|
||||||
|
if error_label.visible:
|
||||||
|
printerr(" Note: ended in error state: ", error_label.text)
|
||||||
|
elif empty_label.visible:
|
||||||
|
# We just seeded a world -- ending up empty means GET /api/worlds
|
||||||
|
# isn't actually seeing what POST /api/worlds/ just created.
|
||||||
|
_check("ended in populated state, not empty (a world was just seeded)", false)
|
||||||
|
failed += 1
|
||||||
|
elif world_list_node.visible:
|
||||||
|
var card_count := world_list_node.get_child_count()
|
||||||
|
print(" Note: rendered %d world card(s)" % card_count)
|
||||||
|
|
||||||
|
if _check("at least one card rendered", card_count > 0):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
# The actual bug this test exists to catch: a card can be present
|
||||||
|
# in the tree, not crash, and still be visually nothing because
|
||||||
|
# it rendered at ~1px wide. Check every card's real computed size,
|
||||||
|
# not just that it exists.
|
||||||
|
for i in range(card_count):
|
||||||
|
var card: Control = world_list_node.get_child(i)
|
||||||
|
var wide_enough := card.size.x >= MIN_SANE_CARD_WIDTH
|
||||||
|
if _check("card %d has a real width (%.0fpx >= %.0fpx)" % [i, card.size.x, MIN_SANE_CARD_WIDTH], wide_enough):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
# --- Summary ---
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
if failed > 0:
|
||||||
|
quit(1)
|
||||||
|
else:
|
||||||
|
print("SMOKE RESULT: ALL PASS")
|
||||||
|
quit(0)
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
return true
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
return false
|
||||||
@@ -0,0 +1,157 @@
|
|||||||
|
extends Control
|
||||||
|
## World list screen — browses public worlds via GET /api/worlds.
|
||||||
|
##
|
||||||
|
## Displays a scrollable list of world cards (name + description).
|
||||||
|
## Handles loading, empty list, errors, and refresh.
|
||||||
|
|
||||||
|
|
||||||
|
# UI references
|
||||||
|
@onready var scroll_container: ScrollContainer = $VBoxContainer/ScrollContainer
|
||||||
|
@onready var world_list: VBoxContainer = $VBoxContainer/ScrollContainer/WorldList
|
||||||
|
@onready var loading_label: Label = $VBoxContainer/LoadingLabel
|
||||||
|
@onready var error_label: Label = $VBoxContainer/ErrorLabel
|
||||||
|
@onready var refresh_button: Button = $VBoxContainer/HeaderHBox/RefreshButton
|
||||||
|
@onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton
|
||||||
|
@onready var empty_label: Label = $VBoxContainer/EmptyLabel
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
refresh_button.disabled = false
|
||||||
|
back_button.disabled = false
|
||||||
|
loading_label.visible = false
|
||||||
|
error_label.visible = false
|
||||||
|
empty_label.visible = false
|
||||||
|
world_list.visible = false
|
||||||
|
_refresh_worlds()
|
||||||
|
|
||||||
|
|
||||||
|
func _on_refresh_button_pressed() -> void:
|
||||||
|
_refresh_worlds()
|
||||||
|
|
||||||
|
|
||||||
|
func _on_back_button_pressed() -> void:
|
||||||
|
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
|
||||||
|
|
||||||
|
|
||||||
|
## Fetch the world list from the backend and update the UI.
|
||||||
|
func _refresh_worlds() -> void:
|
||||||
|
# Reset UI state
|
||||||
|
loading_label.visible = true
|
||||||
|
error_label.visible = false
|
||||||
|
empty_label.visible = false
|
||||||
|
world_list.visible = false
|
||||||
|
refresh_button.disabled = true
|
||||||
|
|
||||||
|
# Clear previous world cards
|
||||||
|
for child in world_list.get_children():
|
||||||
|
child.queue_free()
|
||||||
|
|
||||||
|
var result := await ApiClient.get_worlds()
|
||||||
|
|
||||||
|
loading_label.visible = false
|
||||||
|
refresh_button.disabled = false
|
||||||
|
|
||||||
|
if not result.ok:
|
||||||
|
# Show error message (401, network failure, etc.)
|
||||||
|
error_label.text = "Error: %s" % result.detail
|
||||||
|
error_label.visible = true
|
||||||
|
empty_label.visible = false
|
||||||
|
world_list.visible = false
|
||||||
|
return
|
||||||
|
|
||||||
|
var data = result.data
|
||||||
|
if not data is Array:
|
||||||
|
error_label.text = "Unexpected response format."
|
||||||
|
error_label.visible = true
|
||||||
|
empty_label.visible = false
|
||||||
|
world_list.visible = false
|
||||||
|
return
|
||||||
|
|
||||||
|
if data.is_empty():
|
||||||
|
empty_label.text = "No worlds yet. Check back later!"
|
||||||
|
empty_label.visible = true
|
||||||
|
error_label.visible = false
|
||||||
|
world_list.visible = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# Render world cards
|
||||||
|
world_list.visible = true
|
||||||
|
empty_label.visible = false
|
||||||
|
error_label.visible = false
|
||||||
|
|
||||||
|
for world_dict in data:
|
||||||
|
if not world_dict is Dictionary:
|
||||||
|
continue
|
||||||
|
var card := _create_world_card(world_dict)
|
||||||
|
world_list.add_child(card)
|
||||||
|
|
||||||
|
|
||||||
|
## Create a visual card for a single world entry.
|
||||||
|
func _create_world_card(world_dict: Dictionary) -> Control:
|
||||||
|
# PanelContainer for the background, not a ColorRect moved to child index
|
||||||
|
# 0 of a VBoxContainer -- a VBoxContainer lays out ALL its children in a
|
||||||
|
# vertical sequence, it has no concept of "float this one child behind
|
||||||
|
# the others as an overlay". That version rendered as an empty dark bar
|
||||||
|
# sitting above the text, not a background behind it.
|
||||||
|
var panel := PanelContainer.new()
|
||||||
|
panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||||
|
panel.custom_minimum_size = Vector2(0, 80)
|
||||||
|
var style := StyleBoxFlat.new()
|
||||||
|
style.bg_color = Color(0.15, 0.15, 0.15, 1.0)
|
||||||
|
style.content_margin_left = 12
|
||||||
|
style.content_margin_right = 12
|
||||||
|
style.content_margin_top = 8
|
||||||
|
style.content_margin_bottom = 8
|
||||||
|
panel.add_theme_stylebox_override("panel", style)
|
||||||
|
|
||||||
|
var card := VBoxContainer.new()
|
||||||
|
card.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||||
|
card.add_theme_constant_override("separation", 4)
|
||||||
|
panel.add_child(card)
|
||||||
|
|
||||||
|
var name_label := Label.new()
|
||||||
|
name_label.text = world_dict.get("name", "Unnamed World")
|
||||||
|
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||||
|
name_label.size_flags_horizontal = Control.SIZE_FILL
|
||||||
|
name_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
|
||||||
|
name_label.add_theme_font_size_override("font_size", 18)
|
||||||
|
|
||||||
|
var desc_label := Label.new()
|
||||||
|
var description: String = str(world_dict.get("description", ""))
|
||||||
|
desc_label.text = description if description != "" else "No description."
|
||||||
|
desc_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||||
|
desc_label.size_flags_horizontal = Control.SIZE_FILL
|
||||||
|
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||||
|
desc_label.add_theme_font_size_override("font_size", 14)
|
||||||
|
desc_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1.0))
|
||||||
|
|
||||||
|
var meta_label := Label.new()
|
||||||
|
var visibility: String = str(world_dict.get("visibility", "public"))
|
||||||
|
var created: String = str(world_dict.get("created_at", ""))
|
||||||
|
meta_label.text = "Visibility: %s%s" % [visibility, " | Created: " + created if created != "" else ""]
|
||||||
|
meta_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||||
|
meta_label.size_flags_horizontal = Control.SIZE_FILL
|
||||||
|
meta_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
|
||||||
|
meta_label.add_theme_font_size_override("font_size", 12)
|
||||||
|
meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0))
|
||||||
|
|
||||||
|
# PC2: the only thing a world actually loads into right now is the one
|
||||||
|
# shared playable test level (scenes/game.tscn) -- there's no per-world
|
||||||
|
# content yet, so "Enter" doesn't need the world's id for anything.
|
||||||
|
# Real per-world level loading is a later concern once worlds actually
|
||||||
|
# have their own content to load.
|
||||||
|
var enter_button := Button.new()
|
||||||
|
enter_button.text = "Enter World"
|
||||||
|
enter_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
|
||||||
|
enter_button.pressed.connect(_on_enter_world_pressed)
|
||||||
|
|
||||||
|
card.add_child(name_label)
|
||||||
|
card.add_child(desc_label)
|
||||||
|
card.add_child(meta_label)
|
||||||
|
card.add_child(enter_button)
|
||||||
|
|
||||||
|
return panel
|
||||||
|
|
||||||
|
|
||||||
|
func _on_enter_world_pressed() -> void:
|
||||||
|
get_tree().change_scene_to_file("res://scenes/game.tscn")
|
||||||
Reference in New Issue
Block a user