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# Content Moderation & Age Verification Architecture
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction, avatar component system, backend auth (JWT)
## 1. Overview
This document specifies the **content moderation** and **age verification**
architecture for **agp-game**, a Godot-based multiplayer game built by
autonomous agents. It defines:
- How **content flags** propagate through the system across the three primary
content types: **assets**, **rooms**, and **scripts**.
- How flags are **evaluated, aggregated, and enforced** at load time, at
runtime, and at the network boundary.
- The **age verification flow**, combining a lightweight **self-declaration**
with an optional **ID check hook** for higher-assurance verification.
The goal is a **single, consistent moderation pipeline** that applies the same
rules to user-generated content (UGC) regardless of whether it is a 3D asset, a
room definition, or a script, and that gates access to mature content behind a
verifiable age gate.
### 1.1 Design Goals
- **Uniformity:** One flag vocabulary and one propagation mechanism across
assets, rooms, and scripts.
- **Composability:** Flags on a room aggregate the flags of the assets and
scripts it contains; flags on a world aggregate the flags of its rooms.
- **Enforcement at the boundary:** The server is authoritative for what content
a client may load or receive, mirroring the server-authoritative networking
model.
- **Privacy-preserving age checks:** Self-declaration requires no PII; the ID
check hook is optional, pluggable, and never stores raw identity documents.
- **Auditability:** Every flag decision is logged with a reason, an actor, and
a timestamp so moderation actions are reviewable.
---
## 2. Content Flag Vocabulary
All content carries a set of **content flags**. A flag is a typed, immutable
label with a **severity** and a **scope**. Flags are the atomic unit of
moderation; everything else (aggregation, enforcement, gating) operates on
flags.
### 2.1 Flag Definition
A flag is a structured record:
| Field | Type | Description |
|------------|-----------|--------------------------------------------------------------------------|
| `id` | `string` | Stable machine-readable identifier, e.g. `violence.gore`. |
| `label` | `string` | Human-readable name, e.g. "Graphic Gore". |
| `category` | `enum` | One of `violence`, `sexual`, `language`, `substance`, `gambling`, `horror`, `hate`, `custom`. |
| `severity` | `enum` | One of `none`, `mild`, `moderate`, `severe`. |
| `scope` | `enum` | One of `visual`, `audio`, `text`, `behavior`, `interaction`. |
| `mature` | `bool` | Whether this flag triggers the age gate (see §5). |
| `reason` | `string` | Free-text justification supplied by the flagger. |
| `source` | `enum` | One of `author`, `moderator`, `automated`, `community`. |
### 2.2 Canonical Flag Set
The platform defines a **canonical registry** of flags so that different
content types and different flaggers use the same vocabulary. Examples:
| id | category | severity | scope | mature |
|-----------------------------|------------|-----------|--------------|--------|
| `violence.none` | violence | none | visual | false |
| `violence.mild` | violence | mild | visual | false |
| `violence.gore` | violence | severe | visual | true |
| `sexual.suggestive` | sexual | mild | visual | true |
| `sexual.explicit` | sexual | severe | visual | true |
| `language.mild` | language | mild | text | false |
| `language.profanity` | language | moderate | text | false |
| `substance.references` | substance | mild | text | false |
| `gambling.simulated` | gambling | moderate | behavior | true |
| `horror.jumpscare` | horror | mild | audio/visual | false |
| `hate.hateful` | hate | severe | text | true |
The registry is **data-driven** (a JSON/YAML manifest shipped with the server)
so new flags can be added without code changes.
---
## 3. Flag Propagation Model
Flags propagate through the system along the **content dependency graph**. The
three content types form a hierarchy:
```
World
└── Room
├── Asset (mesh, texture, audio, animation, material)
└── Script (behavior, dialogue, event logic)
```
### 3.1 Propagation Rules
1. **Explicit flags** are set directly on a content item by its author or a
moderator.
2. **Inherited flags** flow upward: a room's effective flag set is the **union**
of its own explicit flags and the flags of every asset and script it
references.
3. **Aggregation** uses the **maximum severity** per category across all
contributing items. A room containing one `violence.gore` asset and one
`violence.none` asset is `violence.severe`.
4. **Maturity is monotonic:** if any contributing item is `mature`, the
containing room and world are `mature`.
5. **Cycles are impossible** by construction: content references form a DAG
(an asset cannot contain a room; a room cannot contain itself).
### 3.2 Propagation Through the Pipeline
Flags are attached at **authoring time** and carried through every stage:
```
Authoring ──► Upload ──► Validation ──► Storage ──► Distribution ──► Runtime
│ │ │ │ │ │
│ flag │ flag │ automated │ flag │ flag │ flag
│ declared │ preserved │ scan adds │ indexed │ re-checked │ enforced
│ │ │ flags │ │ │
```
| Stage | Responsibility |
|--------------|-------------------------------------------------------------------------|
| **Authoring**| Author declares flags in the editor/upload UI. |
| **Upload** | Flags are validated against the canonical registry; unknown flags rejected. |
| **Validation**| Automated scanner (hash-based + heuristic) adds flags for detected content. |
| **Storage** | Flags are stored alongside the content record and indexed for queries. |
| **Distribution**| Flags are re-checked against the current registry before serving. |
| **Runtime** | The client enforces flags before loading content (see §4). |
### 3.3 Data Model
Flags are stored as a **normalized join table** so they can be queried and
aggregated efficiently:
```
content_item (id, type, owner_id, ...)
content_flag (content_id, flag_id, source, reason, created_at, actor_id)
flag_registry (id, category, severity, scope, mature, ...)
```
Aggregation is computed by a SQL view / query that joins a content item's
transitive dependencies. Because the graph is a DAG, this is a bounded
recursive query (PostgreSQL `WITH RECURSIVE`).
---
## 4. Enforcement
Enforcement happens at three layers, in order:
### 4.1 Load-Time Enforcement (Server)
Before a client is allowed to **request** content, the server evaluates the
content's effective flag set against the requesting account's **content
preferences** and **age verification status**:
- If the content is `mature` and the account is **not age-verified**, the
request is **rejected** with a `403 MATURE_CONTENT_REQUIRES_VERIFICATION`.
- If the content's flags exceed the account's **content filter** (a per-account
severity threshold per category), the request is rejected or the offending
content is **stripped** (e.g., audio muted, mesh hidden, script not loaded).
### 4.2 Runtime Enforcement (Client)
The client receives a **manifest** of allowed content from the server. It never
loads content that is not in the manifest. This prevents a malicious or buggy
client from bypassing the server's filter by loading content directly.
- Assets not in the manifest are **not instantiated**.
- Scripts not in the manifest are **not executed**.
- Rooms not in the manifest are **not entered**.
### 4.3 Network Boundary Enforcement
The server **filters replication** based on flags:
- Mature or filtered content is **not replicated** to clients that cannot
receive it.
- A room's flag set is broadcast in the room metadata so clients can show a
warning before entry.
### 4.4 Enforcement Decision Flow
```
Client requests content C for account A
│
▼
Compute effective flags F(C) [union + max-severity aggregation]
│
▼
Is A age-verified? ──no──► Is F(C).mature? ──yes──► REJECT (403)
│ yes │ no
▼ ▼
Does F(C) exceed A's filter? ──► yes ──► REJECT or STRIP
│ no
▼
Serve content + manifest
```
---
## 5. Age Verification Flow
Age verification is a **two-tier** system:
- **Tier 1 — Self-declaration:** The user asserts their date of birth. This is
fast, requires no PII beyond a birthdate, and is sufficient for most content.
- **Tier 2 — ID check (optional hook):** A pluggable identity-verification
provider confirms the user is an adult. This raises the account's assurance
level and unlocks the highest maturity tier.
### 5.1 Verification States
An account has an **age verification status**:
| Status | Meaning |
|-------------------|----------------------------------------------------------------------|
| `unverified` | No declaration on file. |
| `self_declared` | User declared a birthdate; **not** independently confirmed. |
| `id_verified` | User passed the ID check hook; independently confirmed adult. |
| `rejected` | ID check failed or declaration was inconsistent. |
### 5.2 Tier 1 — Self-Declaration Flow
```
User submits { date_of_birth }
│
▼
Server validates format & plausibility (age 13–120, not in future)
│
▼
Compute age from DOB
│
▼
age >= 18 ──► status = self_declared (adult)
age >= 13 ──► status = self_declared (minor, restricted)
age < 13 ──► status = rejected (below minimum platform age)
```
- The DOB is stored **encrypted at rest** and is **never exposed** to other
players.
- A user may **upgrade** from `self_declared` to `id_verified` at any time via
Tier 2.
### 5.3 Tier 2 — ID Check Hook
The ID check is an **optional, pluggable hook**. The platform defines an
interface; concrete providers (e.g., a third-party KYC service) implement it.
```
User requests ID verification
│
▼
Server creates a verification session (idempotent, expiring)
│
▼
Server calls provider hook: verify(identity_token) -> { adult: bool, ref: string }
│
▼
adult == true ──► status = id_verified, store provider ref (not raw doc)
adult == false ─► status = rejected
provider error ──► status unchanged, retry allowed
```
**Privacy guarantees:**
- The platform **never stores** the raw identity document or image.
- Only the provider's **opaque reference** and the boolean `adult` result are
persisted.
- The hook is **asynchronous and idempotent**; a session can be retried without
double-charging or double-verifying.
### 5.4 Hook Interface
The ID check hook is defined as a backend interface (FastAPI dependency /
abstract service):
```python
class IdentityVerificationProvider(Protocol):
def create_session(self, user_id: str) -> VerificationSession: ...
def verify(self, session_id: str, identity_token: str) -> VerificationResult: ...
class VerificationResult:
adult: bool
provider_ref: str | None
error: str | None
```
A default **no-op provider** returns `adult=False` with a clear error, so the
system runs without any third-party integration until one is configured.
### 5.5 Age Gate Enforcement
The age gate is enforced at **load time** (see §4.1):
| Verification status | Can access `mature` content? |
|---------------------|------------------------------|
| `unverified` | No |
| `self_declared` | Yes (adult) / No (minor) |
| `id_verified` | Yes |
| `rejected` | No |
---
## 6. Moderation Workflow
### 6.1 Flagging Sources
Content can be flagged by:
- **Author** (self-declared at upload).
- **Automated scanner** (hash-based detection, heuristic analysis).
- **Community** (players report content; reports become flags after review).
- **Moderator** (manual review and override).
### 6.2 Review Queue
Community and automated flags enter a **review queue**. A moderator either:
- **Approves** the flag (it becomes authoritative), or
- **Rejects** the flag (it is discarded), or
- **Escalates** to a senior moderator for severe/hate flags.
### 6.3 Actions
Once a flag is authoritative, a moderator can take actions:
| Action | Effect |
|-----------------|---------------------------------------------------------------|
| `warn` | Notify the author; content remains. |
| `restrict` | Content hidden from users below a filter threshold. |
| `age_gate` | Content marked `mature`; requires age verification. |
| `remove` | Content taken down; not served. |
| `ban_author` | Author's upload privileges suspended. |
### 6.4 Audit Log
Every flag and action is written to an **audit log**:
```
audit_event (id, content_id, actor_id, action, flag_id, reason, created_at)
```
This log is append-only and used for transparency and dispute resolution.
---
## 7. Client-Side Integration (Godot)
### 7.1 Content Manifest
The server sends each client a **content manifest** — the set of content the
client is permitted to load, derived from the account's verification status and
filter. The Godot client:
- Loads only manifest-listed assets.
- Executes only manifest-listed scripts.
- Shows a **maturity warning** dialog before entering a room whose effective
flags include `mature` content.
### 7.2 Flag Metadata on Content
Each content resource carries a `content_flags` metadata field (a Godot
`Dictionary` or custom `Resource`). The client uses this for local UI decisions
(e.g., showing a warning icon) but **never** as the authority for whether to
load — the server manifest is authoritative.
### 7.3 Age Verification UI
The client exposes an **age verification screen**:
- Tier 1: a date-of-birth picker.
- Tier 2: a button that opens the ID check provider flow (deep link / webview).
The client calls the backend endpoints (§8) and reflects the resulting status.
---
## 8. Backend API Surface
| Method | Path | Description |
|--------|-----------------------------------|------------------------------------------------|
| `POST` | `/v1/age/declare` | Submit self-declared DOB (Tier 1). |
| `POST` | `/v1/age/verify/session` | Create an ID-check session (Tier 2). |
| `POST` | `/v1/age/verify/confirm` | Confirm an ID-check session with a token. |
| `GET` | `/v1/age/status` | Return the account's verification status. |
| `GET` | `/v1/content/{id}/flags` | Return a content item's effective flags. |
| `POST` | `/v1/content/{id}/flags` | Add a flag (author/community). |
| `POST` | `/v1/moderation/review/{flag_id}` | Moderator approve/reject/escalate. |
| `POST` | `/v1/moderation/action` | Apply a moderation action. |
| `GET` | `/v1/manifest` | Return the client's permitted content manifest.|
All endpoints require a valid **JWT** (matching the existing auth stack). The
age endpoints additionally require the account to be in a non-`rejected` state.
---
## 9. Security & Privacy Considerations
- **DOB encryption:** Self-declared birthdates are encrypted at rest; only the
derived age and verification status are used in authorization decisions.
- **No raw identity storage:** The ID check hook persists only a provider
reference and a boolean result.
- **Server authority:** The client manifest prevents bypass; the client never
trusts its own flag metadata for access decisions.
- **Rate limiting:** Age-declaration and ID-check endpoints are rate-limited to
prevent abuse and enumeration.
- **Auditability:** All flag and verification events are logged append-only.
---
## 10. Open Questions / Future Work
- **Regional age thresholds:** Different jurisdictions may require different
minimum ages; the threshold should be configurable per region.
- **Parental controls:** A future feature may let a parent set a content filter
on a minor's account.
- **Automated scanner accuracy:** The heuristic scanner may produce false
positives; a confidence score should be attached to automated flags.
- **Offline / local content:** How flags apply to locally-authored content that
is never uploaded remains to be defined.
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# Multiplayer Networking Architecture
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction
## 1. Overview
This document specifies the multiplayer networking architecture for **agp-game**,
a Godot-based game built by autonomous agents. The architecture follows a
**server-authoritative model with client-side prediction and reconciliation**,
which is the industry standard for fast-paced, competitive multiplayer games.
The goals of this architecture are:
- **Fairness & anti-cheat:** The server is the single source of truth for all
gameplay state. Clients never directly mutate world state.
- **Responsiveness:** Client-side prediction hides network latency so local input
feels immediate.
- **Determinism:** The server runs a fixed-timestep simulation so that state is
reproducible and testable.
- **Scalability:** A clear separation between transport, simulation, and
replication layers allows the server to be tuned independently.
---
## 2. Transport Choice: ENet over WebSocket
### 2.1 Decision
We choose **ENet** as the primary transport for gameplay traffic.
### 2.2 Justification
| Criterion | ENet | WebSocket (TCP) |
|----------------------|----------------------------------------|-------------------------------------|
| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
| **Packet ordering** | Per-channel ordering | Global strict ordering |
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
**Rationale:**
- **Movement & state replication** are latency-sensitive and tolerate occasional
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
frequency without head-of-line blocking.
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
*reliable* channel, giving us exactly the semantics we need without TCP's
retransmission stalls.
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
### 2.3 WebSocket as a Secondary Transport
WebSocket remains available as a **secondary transport** for:
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
- **Browser builds** where raw UDP/ENet is unavailable.
- **Admin / telemetry** channels.
The transport layer is abstracted behind an interface so gameplay code does not
depend on the underlying protocol.
---
## 3. Server-Side Game Loop
### 3.1 Tick Rate
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
**Justification:**
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
action game while keeping CPU and bandwidth costs predictable.
- A fixed timestep (rather than delta-time) makes the simulation deterministic
and testable.
- The tick rate is a **configuration constant** so it can be raised (e.g., to
60 Hz) for competitive modes without architectural changes.
### 3.2 Authority Model
- **Server is authoritative** for:
- Player position, velocity, and physics state.
- Health, damage, and death.
- Item pickups, inventory, and world-object state.
- Spawning and despawning of entities.
- Game rules, scoring, and win/lose conditions.
- **Client is authoritative** for:
- Its own *input* (which keys/buttons are pressed).
- Local camera and UI.
- Cosmetic / non-gameplay presentation.
### 3.3 Server Loop Pseudocode
```
while server_running:
process_network_inbound() # read client inputs & RPCs
for _ in range(ticks_to_advance):
simulate_tick() # fixed 30 Hz step
broadcast_snapshots() # replicate authoritative state
process_network_outbound() # flush reliable/unreliable channels
```
The server accumulates real elapsed time and advances the simulation in fixed
`TICK_DURATION` increments, decoupling simulation from frame rate.
---
## 4. RPC Call Patterns
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
### 4.1 Client → Server (Input & Requests)
| RPC | Channel | Payload | Notes |
|------------------------------|-----------|-------------------------------------------|-------|
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
| `request_respawn` | reliable | `{}` | After death |
**Design notes:**
- **Input is batched** per client tick and sent with a monotonically increasing
`seq` so the server can detect gaps and the client can reconcile.
- **Interactions are reliable** because they are discrete, must-happen events
(opening a door, picking up an item). Losing them would corrupt world state.
### 4.2 Server → Client (State & Events)
| RPC | Channel | Payload | Notes |
|------------------------------|-----------|-------------------------------------------|-------|
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
### 4.3 Broadcast vs. Targeted
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
`despawn_entity`, `game_event`.
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
players), and any player-private data.
---
## 5. Client-Side Prediction & Reconciliation
### 5.1 Prediction
- The client runs a **local copy of the movement simulation** using the same
physics constants as the server.
- When the player provides input, the client:
1. Applies the input to its local player immediately.
2. Renders the predicted position.
3. Sends the input to the server (batched, with `seq`).
### 5.2 Reconciliation
- The server sends authoritative `snapshot_state` at 30 Hz containing the
server's tick number and authoritative player positions.
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
- On receiving a snapshot:
1. Find the last predicted state that matches the server's tick.
2. Compute the **error** between predicted and authoritative position.
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
player to the authoritative position (error correction).
4. Re-simulate any inputs that occurred after the server's tick (rollback).
### 5.3 Interpolation of Remote Entities
- **Local player:** predicted + reconciled (see above).
- **Remote players / entities:** rendered with **interpolation delay** of
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
- The client buffers the last N snapshots and interpolates between them.
### 5.4 Prediction Buffer Sizing
- Buffer size is adaptive based on measured RTT.
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
---
## 6. Entity & World State Replication
### 6.1 Entity Model
Every networked entity has:
- A globally unique `entity_id` (server-assigned).
- An `EntityType` (player, enemy, item, projectile, door, ...).
- A `Transform` (position, rotation).
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
### 6.2 Snapshot Format
```
snapshot_state:
tick: uint32
entities:
- entity_id: uint32
type: uint8
transform: { x, y, rot }
props: { ... } # delta-encoded where possible
player_states:
- peer_id: int
entity_id: uint32
health: int
state: uint8
```
### 6.3 Delta Compression
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
- Static or unchanged entities are omitted from the snapshot.
- This keeps bandwidth proportional to *activity*, not world size.
---
## 7. Connection & Session Lifecycle
1. **Connect:** Client opens an ENet connection to the server.
2. **Authenticate / Join:** Client sends `request_join`; server validates and
assigns a `peer_id` and spawns the player entity.
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
and cleans up session state.
---
## 8. Security & Anti-Cheat
- **No client-authoritative gameplay values.** Clients only send *inputs* and
*requests*; the server computes all outcomes.
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
positions, and validates interaction targets.
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
- **Sequence validation:** Gaps or replays in input `seq` are detected and
rejected.
---
## 9. Testing & Determinism
- The simulation is a **pure function of (state, inputs, tick)** so it can be
unit-tested headlessly.
- A **replay system** records inputs and can re-simulate to verify server and
client produce identical results.
- Network code is tested with a **mock transport** that can inject latency,
jitter, and packet loss.
---
## 10. Open Questions / Future Work
- **Interest management / spatial partitioning:** For large worlds, restrict
snapshots to entities near each client (AOI culling).
- **Server-side physics:** Decide whether to use Godot's physics server on the
host or a custom deterministic physics step.
- **Dedicated server vs. listen server:** The architecture supports both; a
dedicated headless server is the target for production.
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
---
## 11. Summary
| Concern | Decision |
|------------------------|-------------------------------------------------|
| Transport | ENet (primary), WebSocket (secondary) |
| Tick rate | 30 Hz fixed timestep |
| Authority | Server-authoritative; client sends input only |
| Prediction | Client-side prediction + reconciliation |
| Remote interpolation | 2-tick interpolation delay |
| Replication | Delta-compressed snapshots at 30 Hz |
| Interaction RPCs | Reliable channel |
| Movement input | Unreliable channel, batched with sequence |
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testing coder-bot identity