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Author SHA1 Message Date
coder-bot b6e146e4b2 Avatar loader & customization system: merge onto main + fix regressions, add smoke coverage
Merges the pre-existing avatar system implementation (catalog, slot
registry, loadout, glTF-based loader, customization UI, visualizer --
~2300 lines across scripts/avatar/) onto current main, which had
diverged significantly since this branch was last touched (PC1 UI
fixes, PC2's playable level/player/multiplayer work).

Fixes found while integrating:
- project.godot had wholesale-replaced the [autoload] section again
  (same recurring pattern as the multiplayer server/client branches),
  dropping the ApiClient autoload entirely. Restored it additively
  alongside AvatarSystem.
- All other real conflicts (main_menu.tscn/.gd, main.tscn, .godot
  cache) were pure "this branch re-created a stale duplicate of
  something main already has" -- resolved by taking main's version,
  confirmed via `git diff` that this task's own changes never touched
  those files' actual logic.

New: scripts/smoke_test_avatar_system.gd -- confirms AvatarSystem is a
real autoload, the committed catalog.json parses, loadout equip/
validate/JSON-round-trip works against real catalog entries, and --
since assets/avatars/*.glb model files don't exist yet -- that
AvatarLoader.load_base_body() fails gracefully (null + load_error
signal) rather than crashing when given a real catalog entry with no
backing file. 10/10 passing.

Verified no regressions: all 10 pre-existing Godot smoke suites still
pass against a live backend, and all 61 backend pytest tests pass.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 01:34:51 +00:00
coder-bot 59ca5a4c6e Merge main into agent/896fbb97de1d
# Conflicts:
#	.godot/editor/filesystem_cache10
#	.godot/editor/project_metadata.cfg
#	.godot/global_script_class_cache.cfg
#	.godot/uid_cache.bin
#	project.godot
#	scenes/main.tscn
#	scenes/main_menu.tscn
#	scripts/main_menu.gd
#	scripts/main_menu.gd.uid
2026-08-21 01:26:13 +00:00
reviewer-bot b422e41a0f Merge pull request 'Client-side position sync + prediction/reconciliation' (#52) from agent/806cbbff5213 into main 2026-08-21 01:22:34 +00:00
claude-checkpoint-tooling bd44ecba14 Client-side position sync + prediction/reconciliation
Real client-side networking for the player controller, verified with a
genuine two-process integration test (an actual dedicated server process
+ a real ENet-connected client), per docs/architecture/networking.md §5.

scripts/network_client.gd: NetworkClient -- predicts movement locally on
input (same movement constants as scripts/player_spawner.gd), sends input
to the server via RPC, and reconciles against the server's authoritative
snapshots when they diverge beyond a threshold.

scripts/network_receiver_proxy.gd + network_player_proxy.gd: the RPC
plumbing that makes this actually route correctly, which took real
debugging to get right:
- Godot's rpc_id() resolves the receiving node by matching the sending
  node's NodePath between peers. scripts/server.gd is the SceneTree root
  node "Server" when the dedicated server runs, and spawns each player as
  "Player_<peer_id>" under itself -- so the client needs its own node
  tree at those same paths purely for RPC routing.
- Godot also enforces an RPC "node checksum": both peers must declare the
  *same set* of @rpc methods at a matching path, or every RPC at that
  path fails, not just a genuinely missing one. Every @rpc method on
  scripts/server.gd's root and scripts/player_spawner.gd had to be
  mirrored here (mostly as no-op stubs), not just the ones this class
  actually calls.

Known, explicitly-scoped simplification (stated in the code, not hidden):
scripts/server.gd'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
(networking.md §5.2 step 4). A real follow-up once the server echoes
that ack, not faked here.

Verified: real two-process test (godot --headless --path . scenes/
server.tscn as an actual persistent process, a second process running
scripts/smoke_test_network_client.gd against it over real ENet) --
4/4 passing: connects, predicts locally before any server round trip,
sends real input, and a deliberately-desynced position (moved 9999 units
away) gets corrected by the very next real snapshot. Full existing
client suite (10 suites) + 61 backend pytest still passing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 01:21:37 +00:00
coder-bot bae326e14c WIP checkpoint: Client-side position sync + prediction/reconciliation 2026-08-21 01:18:34 +00:00
coder-bot 140db9df91 Recovered orphaned WIP before switching to a new task 2026-08-21 01:17:16 +00:00
coder-bot 2dff83bae3 WIP checkpoint: Client-side position sync + prediction/reconciliation 2026-08-21 01:17:13 +00:00
coder-bot 1a8821e3c8 WIP checkpoint: Client-side position sync + prediction/reconciliation 2026-08-21 01:14:07 +00:00
reviewer-bot 019dfca14f Merge pull request 'Address review feedback: Implement Godot dedicated server scene + player spawning' (#51) from agent/3bba30f838d1 into main 2026-08-21 01:00:23 +00:00
claude-checkpoint-tooling 7be50e3313 Fix real scene collision + a real regression from removing the Server autoload
Two genuine bugs, found by reproducing rather than trusting the branch's
own state:

1. scenes/player.tscn collided with PC2's client-side player scene at the
   exact same path (server-authoritative PlayerNode vs. the local
   single-player character) -- whichever merged last would silently
   overwrite the other. The branch's own last commit had literally
   committed unresolved <<<<<<< conflict markers into the file instead of
   resolving them. Renamed the server's version to
   scenes/server_player.tscn, restored scenes/player.tscn to match main's
   real client scene exactly, repointed scripts/server.gd's preload.

2. scenes/server.tscn's root Node had no script attached at all -- it only
   ever worked before because project.godot had `Server` registered as a
   project-wide autoload (the exact wholesale-overwrite this task was
   already asked to fix). Once that autoload was correctly removed,
   nothing attached server.gd to the scene tree anymore and the dedicated
   server silently did nothing. Attached scripts/server.gd directly to
   scenes/server.tscn's root node instead.

Verified: godot --headless --import/--quit both clean, full 10-suite
client smoke test all passing, and the dedicated server actually listens
on UDP port 7777 when launched explicitly (`godot --path . scenes/server.tscn`)
-- confirmed with `ss -ulnp`, not just trusting the startup print (first
checked with `ss -tlnp`, which only shows TCP and falsely suggested it
wasn't listening at all; ENet is UDP).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 00:59:24 +00:00
coder-bot 29de1c5c3a Merge main into agent/3bba30f838d1 2026-08-21 00:56:17 +00:00
claude-checkpoint-tooling 92c10fa657 Add smoke_test_enter_world.gd + doc update that never made it into PR #50
Both were verified (9/9 passing) before PR #50 merged but got lost in the
handoff between my push and the concurrent live agent session reusing the
same workspace -- PR #50's actual merged diff only had the world_list.gd/
player.gd code changes, missing the new test file and the doc update.
Caught while auditing everything feeding PC2 for real completeness.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 00:53:55 +00:00
reviewer-bot 8357643072 Merge pull request 'PC2: Wire "Enter World" from the browse list to the playable level' (#50) from agent/9e7930c1b631 into main 2026-08-21 00:47:26 +00:00
architect-bot 736ebce0d0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:44:47 +00:00
coder-bot b60480798f WIP checkpoint: PC2: Wire "Enter World" from the browse list to the playable level 2026-08-21 00:43:45 +00:00
reviewer-bot 77f7511a4f Merge pull request 'PC2: Basic visible player character representation + local movement controller' (#49) from agent/9bfb90314053 into main 2026-08-21 00:41:53 +00:00
coder-bot 8be962248d Merge main into agent/9bfb90314053
# Conflicts:
#	scenes/worlds/test_level.tscn
2026-08-21 00:39:28 +00:00
claude-checkpoint-tooling 7790670559 WIP: add Camera3D, fix jump/forward-direction bugs, add mouse capture, build game.tscn composition 2026-08-21 00:39:13 +00:00
architect-bot c4eab8db92 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:20:21 +00:00
coder-bot 4d754ae48e WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-21 00:19:51 +00:00
coder-bot e2a77b055f WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:09:44 +00:00
coder-bot 5966fa9044 WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:06:54 +00:00
coder-bot d1d03df2e6 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-21 00:01:24 +00:00
architect-bot 4dda636ed0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:01:15 +00:00
coder-bot 945c498a31 WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:01:08 +00:00
reviewer-bot be0acb1862 Merge pull request 'PC2: Build a basic playable test level scene' (#48) from agent/0c49a36fc7db into main 2026-08-21 00:00:12 +00:00
coder-bot 8118f3074b WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 23:46:29 +00:00
architect-bot 4276a89a6a WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-20 23:31:27 +00:00
architect-bot 5803f47069 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 23:19:05 +00:00
coder-bot e33b91d976 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 23:17:43 +00:00
coder-bot 1c3c57dbd0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-20 23:17:09 +00:00
coder-bot fdc43bd5f1 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 23:01:55 +00:00
architect-bot 406ff3457e WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:50:48 +00:00
coder-bot 3f7acf857c WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:41:53 +00:00
coder-bot 6648b2bba5 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:31:46 +00:00
coder-bot bfcbd0486f WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-20 22:30:31 +00:00
architect-bot f70b5b2ee5 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:28:06 +00:00
architect-bot 2fa7b1f475 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:26:08 +00:00
coder-bot 7f753cb1b8 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:17:48 +00:00
coder-bot 1be947f9ef WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-20 22:05:30 +00:00
reviewer-bot 66adcff145 Merge pull request 'PC2: Design the test level & player spawn approach' (#46) from agent/a6deeb84eace into main 2026-08-20 21:58:55 +00:00
coder-bot 88197ffe8f WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-20 21:28:00 +00:00
coder-bot 38d97a3051 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-20 21:27:57 +00:00
coder-bot 174d3c2630 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-20 21:11:52 +00:00
coder-bot b86e4053bd WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-20 21:11:25 +00:00
coder-bot 07f655815f WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-20 21:09:33 +00:00
architect-bot 2ffcd9cd3f WIP checkpoint: PC2: Design the test level & player spawn approach 2026-08-20 21:09:30 +00:00
claude-checkpoint-tooling aeccc78143 Fix login form fields reappearing after Play -> Back (real playtest bug)
_show_authenticated() (the session-restore path, used when returning to
main_menu.tscn -- e.g. after clicking Back from world_list) only hid
EmailEdit/Over18Check, unlike _on_auth_complete() (the fresh-login path)
which hides the full form: UsernameEdit, PasswordEdit, EmailEdit,
Over18Check, AuthButton, AuthModeLabel. Play was correctly enabled and
the welcome message was correctly visible, so a check that stopped at
those two passed clean -- but the actual login fields were still on
screen, which is what a real user sees as "it's making me log in again."
Confirmed via live PC1 playtest today.

Reported by: real playtest, 2026-08-20 (yesterday's automated regression
test for this exact Play -> Back flow only asserted Play/welcome/auth
buttons row -- strengthened smoke_test_main_menu_back.gd to also check
the individual form fields, and confirmed it fails exactly this way with
the bug reintroduced before restoring the fix).

Verified against a live backend: 61/61 pytest (unaffected), 8/8 Godot
smoke tests (including 20/20 on the strengthened back-nav test).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 19:21:40 +00:00
claude-checkpoint-tooling 1c64dd4967 Fix broken main_menu.gd on main + land Play->Back session persistence
Two things, found together while investigating a stuck blocker task:

1. URGENT: main_menu.gd currently fails to parse at all on main
   ("Identifier '_dob_edit' not declared in the current scope"). PR #44
   (hide-all-fields-on-auth-success) and PR #45 (DOBEdit -> Over18Check
   checkbox) each merged cleanly on their own -- Gitea's merge reported
   mergeable:true for both -- but together they left a reference to the
   old _dob_edit var on a line neither PR's diff touched, so no conflict
   was ever flagged. Same failure mode in smoke_test_main_menu_full_flow.gd
   (dob_edit, would have failed to even parse in the checkpoint suite).
   Fixed both to reference _over_18_check / over_18_check.

2. Lands the Play -> Back session-persistence fix (PR #43, task
   28357bca192d) that was stuck behind review the whole time main didn't
   have it yet: signal auth_state_ready, _show_authenticated() /
   _reset_to_logged_out() helpers, and _ready() restoring the
   authenticated UI (not resetting it) when ApiClient already holds a
   valid token. Plus the real fix a review round caught on top of that
   (task 9186405a6373): _show_authenticated() was hiding AuthPanel while
   claiming the welcome label inside it was visible -- a no-op UI-wise,
   since WelcomeLabel.visible=true does nothing once its parent is
   hidden. AuthPanel now stays visible; the regression test
   (smoke_test_main_menu_back.gd, new) asserts is_visible_in_tree(), not
   just .visible, so this class of bug can't pass silently again.

Verified against a live backend: 61/61 pytest, 7/7 Godot smoke tests
(including the new smoke_test_main_menu_back.gd, 12/12).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 18:15:32 +00:00
reviewer-bot 4dd6c7c8af Merge pull request 'Main menu: hide the login/register form once authenticated, keep only the welcome message' (#44) from agent/470f875e0416 into main 2026-08-20 17:08:45 +00:00
reviewer-bot e90b394f03 Merge pull request 'Registration: replace date-of-birth field with a simple 18+ confirmation' (#45) from agent/f4c371c981ba into main 2026-08-20 16:51:43 +00:00
claude-checkpoint-tooling 33b0c3f1fb Merge main into agent/470f875e0416 to resolve PR #44 conflicts
# Conflicts:
#	scripts/main_menu.gd
2026-08-20 16:47:44 +00:00
coder-bot 2b88fc476e Merge remote WIP checkpoint; keep the verified over_18 fix (ModeToggle stays removed per PR #42)
# Conflicts:
#	backend/app/routers/auth.py
2026-08-20 16:27:41 +00:00
claude-checkpoint-tooling 0ecc16d963 Registration: replace date-of-birth field with a simple 18+ confirmation
The register form collected and validated an actual date of birth just to
throw it away (backend never stored it beyond a nullable column). Per the
roadmap note: don't collect/store DOB right now, just get a client-side
"I am 18 or older" confirmation. RegisterRequest.date_of_birth (str) is now
over_18 (bool); the endpoint rejects over_18=false with 400 same as before.
calculate_age() is kept (unused by /register now) since real DOB collection
is coming back in a future pass and deleting it broke test_auth_age_gate.py's
import for no benefit.

Frontend: DOBEdit LineEdit replaced with an Over18Check CheckBox; api_client.gd's
register() now takes a bool instead of a date string. All Godot callers
(smoke_test_auth/e2e/world_list/main_menu_ui/main_menu_full_flow) and backend
test files updated to match. Full suite verified against a live backend:
61/61 pytest, 6/6 Godot smoke tests (33 individual assertions), all passing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 16:25:27 +00:00
coder-bot 4ec71b87b9 WIP checkpoint: Registration: replace date-of-birth field with a simple 18+ confirmation 2026-08-20 15:10:43 +00:00
reviewer-bot dc0c133af8 Merge pull request 'Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle)' (#42) from agent/0b9e2c5ae6ec into main 2026-08-20 15:06:42 +00:00
coder-bot 8f1a1110e2 WIP checkpoint: Main menu: hide the login/register form once authenticated, keep only the welcome message 2026-08-20 15:01:02 +00:00
coder-bot 0f7531008f WIP checkpoint: Registration: replace date-of-birth field with a simple 18+ confirmation 2026-08-20 14:58:15 +00:00
coder-bot 12fef51020 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 14:03:57 +00:00
coder-bot af50819a16 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 14:01:20 +00:00
coder-bot 16bb87c6b0 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 13:56:44 +00:00
claude-checkpoint-tooling 8fc9d378e4 Fix: world cards render at ~1px wide once real data exists
Reported directly by the user after seeding a test world through the
browse-worlds screen: "screen is blank now". Two compounding layout
bugs, both real:

1. world_list.tscn's root VBoxContainer had no anchors at all, only
   size_flags -- but its parent (the scene's root node) is a plain
   Control, not a Container, so size_flags on a Control's direct child
   are meaningless there. Without anchors it never actually filled the
   screen, so it (and everything under it) collapsed toward zero size.

2. size_flags_horizontal/vertical used the raw integer 4 everywhere
   expand-fill was clearly intended (ScrollContainer, its WorldList
   child, HeaderHBox, TitleLabel) -- but 4 is Control.SIZE_SHRINK_CENTER
   in Godot 4, not SIZE_EXPAND_FILL (which is 3). ScrollContainer with
   SHRINK_CENTER takes only its own minimum size instead of expanding,
   cascading a ~1px width down through every card and every label.
   Confirmed the actual enum values by asking Godot directly rather
   than assuming.

Both are exactly the kind of bug a headless smoke test checking only
"did cards get added to the tree" can't catch -- child_count was
correctly non-zero, nothing crashed, the content was just rendered
invisibly thin. Verified the fix is real by deliberately reintroducing
bug #2 and confirming the test now correctly fails (card width 25px,
below the 200px sanity threshold) before restoring it.

Also replaced the card background: it was a ColorRect manually moved to
child index 0 of a VBoxContainer, which doesn't work as an overlay --
a VBoxContainer lays out ALL its children in sequence, so the "moved to
front" ColorRect rendered as an empty dark bar ABOVE the text, not
behind it. Now a proper PanelContainer with a StyleBoxFlat background,
the idiomatic way to get a colored panel behind auto-laid-out content
in Godot.

smoke_test_world_list.gd strengthened to actually catch this class of
bug going forward: seeds a real world via POST /api/worlds/ first (the
checkpoint runner's fresh DB meant the populated-card path never ran in
CI at all before this, only empty-list did), and asserts each card's
real computed width, not just that cards exist.

Full checkpoint suite re-verified clean on this branch: migrations,
68/68 pytest, all 6 Godot smoke tests, both platform exports.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:35:46 +00:00
claude-checkpoint-tooling 3679e4dbc4 Fix: Login/Register unreachable from the main menu -- no button opened it
Reported directly by the user playtesting the exported exe: Play was
permanently disabled and there was no way to log in or register. Root
cause: main_menu.tscn wired Play and Quit, but nothing was ever
connected to _on_login_button_pressed()/_on_register_button_pressed() --
the AuthPanel, its form, and all its backend-calling logic were fully
correct, just completely unreachable. The script's own top comment even
said "(the existing Play/Quit buttons)" as if Play/Quit somehow doubled
as login triggers, which they never did -- a sign nobody ever actually
clicked through the running scene, only checked things at the API level.

Fix: added a real AuthButtonsRow (LoginButton, RegisterButton) wired to
the existing handlers, which now hide themselves once auth succeeds.
Also fixed grab_focus() targeting the AuthPanel (which can't accept
focus, just a background warning) to focus the username field instead.

Verified via two new smoke tests (smoke_test_main_menu_ui.gd,
smoke_test_main_menu_full_flow.gd) using a *real signal emission* on
the buttons, not a direct method call -- that distinction is exactly
what would have caught the original bug. Full click-through confirmed
against a real backend: open register form, fill it, submit, Play
actually becomes enabled, welcome message shows, auth buttons hide.

Also documents a real headless-testing gotcha found while verifying
this: a synthetic Button.pressed.emit() on an await-using handler
doesn't reliably get driven forward in --script/SceneTree mode the way
real GUI input dispatch does -- confirmed by comparing direct-call vs
emit() behavior side by side. Not a bug in the actual click-driven flow,
a test-harness quirk to route around (call the handler directly,
awaited, instead of emitting the signal).

Full checkpoint suite re-verified clean on this branch: migrations,
68/68 pytest, all 6 Godot smoke tests (including the 2 new ones, picked
up automatically by run_checkpoint_tests.py's glob).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:13:38 +00:00
claude-checkpoint-tooling c33b10ac46 Embed the .pck into the exported binary instead of a separate file
export_presets.cfg had binary_format/embed_pck=false on both presets,
so every export produced two files (agp-game.exe + agp-game.pck) that
have to stay together and correctly named or Godot refuses to start:
"Couldn't load project data ... Is the .pck missing?" -- hit for real
running a downloaded PC1 playtest exe today (only the .exe got copied
over, not the .pck).

Verified both platforms now produce a single self-contained binary:
Windows PE32+ (104,580,904 bytes, no separate .pck) and Linux ELF64
(71,140,152 bytes, no separate .pck).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:03:19 +00:00
claude-checkpoint-tooling 8c54129bcd Update PC1 playtest instructions for the new dashboard controls
Replaces the manual multi-step shell commands (docker compose, alembic,
uvicorn with env vars, manual teardown) with the one-click dashboard
flow at /checkpoint/PC1 in ~/agp (commit 261c45f): Start Backend / Stop
& Clean Up, and Build / Download a pre-configured Windows .exe. No
terminal commands needed on either machine.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:51:27 +00:00
reviewer-bot 409e78baa5 Merge pull request 'Update test_inventory.md to reflect PC1 checkpoint reality' (#40) from agent/398bf1a22a2d into main 2026-08-20 01:37:26 +00:00
architect-bot 1cc81979a4 Merge architect's per-file test detail into the checkpoint doc fix
Architect independently reclaimed this task after my fix landed and
rewrote the same doc with more precise per-file test descriptions and a
more specific gap list -- genuinely better in places (caught real detail
I'd summarized loosely) but its own investigation also introduced one
factual error (claimed 18 tests in test_auth_age_gate.py; verified via
pytest --collect-only, it's 17) and dropped two things worth keeping:
the exact commit hash for reproducibility, and the Client export section
(it never looked at the export step).

Merged: kept the architect's richer per-file coverage descriptions and
gap analysis, restored the verified counts/commit hash/export section/
--quit gotcha from my original.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 01:37:01 +00:00
agent-bot f8e5de9293 Merge pull request 'Add PC1 checkpoint record + playtest instructions' (#41) from docs/pc1-checkpoint-record into main 2026-08-20 01:17:30 +00:00
claude-checkpoint-tooling 3a7b2ab306 Add PC1 checkpoint record + playtest instructions
Validation results from the 2026-08-20 checkpoint run (fresh clone,
commit 927f9bd: migrations, 68/68 pytest, all 4 Godot smoke tests, both
platform exports) plus manual playtest instructions for backend on
cloudbison / client on pinkbison. First of docs/checkpoints/PC<N>.md,
one per Package Checkpoint going forward.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 01:17:18 +00:00
claude-checkpoint-tooling afc2211d70 Update test_inventory.md to reflect PC1 checkpoint reality
Was written 2026-08-19 and badly stale by the time the full PC1
checkpoint validation ran 2026-08-20: said 38 backend tests (actually
68), said zero integration/endpoint tests exist (4 real integration
test files landed since), and said nothing had merged for Godot smoke
tests (4 real ones did).

Verified for real, fresh clone of main, commit 927f9bd: migrations +
68/68 pytest + all 4 Godot smoke tests + both platform exports (Linux
ELF64 + Windows PE32+, confirmed valid via file) all clean.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 00:47:18 +00:00
reviewer-bot 927f9bd95e Merge pull request 'End-to-end headless smoke test: register -> login -> fetch worlds' (#39) from agent/775379a9bedc into main 2026-08-20 00:26:58 +00:00
reviewer-bot 2d1f0111c3 Merge pull request 'Write auth endpoint tests (pytest)' (#38) from agent/daf820da4497 into main 2026-08-19 23:33:04 +00:00
tester-bot fcfb767c49 End-to-end headless smoke test: register -> login -> fetch worlds
Tester had already written a complete, correct test (4/4 steps pass
against a real backend) but stalled investigating DB/migration setup
after its own verification run silently exited with no result -- the
task spec's suggested invocation included --quit, which kills a --script
SceneTree test before its awaited HTTP calls finish (same Godot
--script-mode gotcha documented elsewhere this session).

Renamed smoke_test.gd -> smoke_test_e2e.gd: the task spec named it
without the checkpoint runner's expected smoke_test_*.gd suffix, so
scripts/run_checkpoint_tests.py's glob would have silently never picked
it up. Also fixed the --quit flag in the file's own usage comments.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 23:30:52 +00:00
tester-bot e2e771d2f8 WIP checkpoint: End-to-end headless smoke test + manual verify 2026-08-19 23:15:22 +00:00
reviewer-bot 8a5d3aabea Merge pull request 'Wire browse-worlds screen to GET /api/worlds' (#36) from agent/1de295a0da42 into main 2026-08-19 23:12:27 +00:00
coder-bot 3dd5416e81 Merge origin/main into agent/1de295a0da42
Resolves conflict in main_menu.gd's play button: kept this branch's real
world_list.tscn transition over main's stale TODO placeholder (main's
version predates this fix; nothing else has touched the play button
since). Brings in PR #37's /auth/refresh endpoint and its tests cleanly,
no other conflicts.
2026-08-19 23:11:05 +00:00
tester-bot c5a5476620 WIP checkpoint: Write auth endpoint tests (pytest) 2026-08-19 22:50:22 +00:00
tester-bot 06604a24a8 WIP checkpoint: Write auth endpoint tests (pytest) 2026-08-19 22:49:19 +00:00
reviewer-bot 5c21e5051c Merge pull request 'Implement /auth/refresh endpoint' (#37) from agent/82c3ebd03921 into main 2026-08-19 22:39:42 +00:00
coder-bot 3cb4d01073 Fix access token collision and cross-file username collision
- auth.py: _create_access_token had no jti claim, so two refreshes
  within the same wall-clock second produced byte-identical access
  tokens (same failure mode already fixed for refresh tokens earlier)
- test_refresh_endpoint.py: usernames (jwttoken, refreshuser, etc.)
  collided with test_auth_endpoints.py's own test usernames once run
  in the same pytest session against a shared DB with no per-test
  isolation -- exactly how run_checkpoint_tests.py invokes pytest.
  Namespaced this file's usernames with a refep_ prefix.

Full backend suite (63 tests) passes clean end-to-end against a real
Postgres with real migrations applied.
2026-08-19 22:15:55 +00:00
coder-bot 3e81d60268 WIP checkpoint: Implement /auth/refresh endpoint 2026-08-19 22:03:00 +00:00
coder-bot b3d2d71789 WIP checkpoint: Implement /auth/refresh endpoint 2026-08-19 21:58:48 +00:00
coder-bot b3227f5b78 Wire browse-worlds screen to GET /api/worlds
- main_menu.gd: Play button now navigates to world_list.tscn
- world_list.gd: fix invalid theme_override_constants property-path syntax
  (use add_theme_constant_override), fix @onready node paths missing
  /HeaderHBox/, cast Variant dict values to String to avoid type-inference
  errors when cards actually render
- world_list.tscn: wire up Back/Refresh button signal connections (scene
  had zero [connection] blocks, buttons were dead)
- backend: fix real bug where World.visibility enum sent member names
  ("PUBLIC") to Postgres instead of lowercase values, breaking both GET
  and POST /api/worlds/ for any real query
- backend: fix WorldResponse.created_at typed as str instead of datetime,
  causing a second 500 on GET once the enum bug was fixed
- add smoke_test_world_list.gd: headless scene-level smoke test that
  registers a user, instantiates the real scene, and confirms world cards
  render from live backend data (not just an API-level check)
2026-08-19 21:57:39 +00:00
coder-bot 2ba6bc6b9f WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:27:24 +00:00
reviewer-bot 7d89e860fd Merge pull request 'Implementation: Login/Register UI wired to /api/auth' (#35) from agent/1bc0bc15886d into main 2026-08-19 21:27:13 +00:00
coder-bot 03da22aa9e WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
coder-bot 55a65bb7b1 WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
coder-bot 62e15d0c87 WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
reviewer-bot cbe5e992dd Merge pull request 'Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions' (#33) from agent/424ce35e1b38 into main 2026-08-19 21:12:42 +00:00
reviewer-bot d4998d7359 Merge pull request 'Pin bcrypt<4.1 to fix passlib 1.7.4 compatibility' (#34) from fix/pin-bcrypt-version into main 2026-08-19 21:12:07 +00:00
coder-bot ef78caa4de Fix broken integration test fixture (dead imports, sync/async mismatch, cross-request connection reuse, username collision)
Verified end-to-end before this fix: the actual deliverable (login/register
UI + ApiClient wiring) already worked correctly -- confirmed via the real
Godot headless smoke test (scripts/smoke_test_auth.gd), 6/6 passing against
a live backend. This commit only fixes the bonus backend integration test
file the task also added, which had 4 separate real bugs:

1. Imported override_get_db/SessionLocal from app.database -- neither
   exists, ImportError on collection (backend/app/database.py only ever
   exposed get_db + the async engine/session factory).
2. Base.metadata.create_all(bind=engine) used the sync API against an
   async engine -- doesn't work, and unnecessary anyway since Alembic
   migrations already create the real tables.
3. Reusing the app's shared (pooled) async engine across FastAPI
   TestClient's per-request anyio portals corrupted asyncpg connections
   handed to a different event loop than the one that opened them
   ("cannot perform operation: another operation is in progress") the
   moment any test made more than one request. Fixed with a NullPool
   test-only engine so every request gets a genuinely fresh connection.
4. test_login_success and test_login_wrong_password both hardcoded the
   same username ("loginuser") with no per-test DB isolation/rollback --
   the second test's register call 409'd against the first test's already-
   created user instead of exercising the wrong-password path it was
   actually testing.

Also fixed 2 pre-existing collision-prone tests by re-running against a
freshly truncated DB and confirming clean. Full suite: 49/49 passing
(38 pre-existing + 11 new).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 21:11:00 +00:00
claude-checkpoint-tooling 87575eec43 Pin bcrypt<4.1 to fix passlib 1.7.4 compatibility
passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed. Every
hash_password/verify_password call was raising 'password cannot be longer
than 72 bytes' -- a misleading downstream symptom of the real
AttributeError: module 'bcrypt' has no attribute '__about__'.

Without this pin, pip install -r requirements.txt silently grabs whatever
the latest bcrypt is and breaks register/login outright -- confirmed this
broke 3 separate pieces of work this session (manual register curl tests,
and now a real Godot smoke test) purely from environment drift, not from
any actual code bug. Verified the fix works from a genuinely clean venv +
pip install, not just patching the already-installed shared venv.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 21:06:41 +00:00
coder-bot 6d5051bbb2 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 20:23:02 +00:00
coder-bot 72f39bc547 WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:58:20 +00:00
coder-bot 69b6f40eb9 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
coder-bot 4d467c0c9e WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
coder-bot e43bc9ff10 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
coder-bot 5c91bb3f34 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
architect-bot ca7924d5e1 WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
architect-bot 758307bbee WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot 478638d4ff WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot 7b074a01ed WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot c68877239f WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot ed6811a438 WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
reviewer-bot f64ffd6422 Merge pull request 'Write headless Godot export CI script' (#32) from agent/a7d462fe1322 into main 2026-08-19 17:16:46 +00:00
reviewer-bot 7e28e2b525 Merge pull request 'Add test inventory + checkpoint test runner' (#31) from docs/test-inventory-and-runner into main 2026-08-19 17:01:42 +00:00
coder-bot 99be8f1dab Write headless Godot export CI script
Adds export_presets.cfg (Linux/X11 + Windows Desktop, x86_64) -- didn't
exist at all before this, which is why the task got stuck: you can't run
godot --export-release without presets already defined, and Godot only
auto-generates this file interactively through the editor. Hand-wrote a
minimal valid one and verified both platforms actually export and produce
real binaries (not just that the command exits 0):
- export/linux/agp-game.x86_64 -- confirmed real ELF 64-bit executable via `file`
- export/windows/agp-game.exe -- 104MB PE binary

scripts/build.sh wraps both exports, documents the exact Godot version +
export template requirement, and was run end-to-end (not just written) to
confirm it works as a real CI entrypoint would invoke it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:54:50 +00:00
reviewer-bot b3e66fc072 Merge pull request 'Architecture: ApiClient autoload (HTTP + JWT + error contract)' (#29) from agent/5b3da417b50c into main 2026-08-19 15:45:01 +00:00
claude-checkpoint-tooling 634b2e39c0 Add test inventory + checkpoint test runner
docs/testing/test_inventory.md: honest, current list of what automated
coverage actually exists (38 backend pytest tests across 2 files, 0 Godot
tests merged yet) and what doesn't (no integration/endpoint tests at all,
no coverage yet for the in-review RS256/moderation work) -- verified
against a genuinely fresh checkout + fresh Postgres, not just read off the
file tree.

scripts/run_checkpoint_tests.py: runs the whole inventory in one shot --
throwaway Postgres, migrations, pytest, then starts the backend server and
runs every scripts/smoke_test_*.gd against it headlessly. Verified working
both with and without a smoke test present (temporarily tested against
PC1's not-yet-merged scripts/api_client.gd + smoke_test_api.gd, removed
before this commit -- that PR carries its own files).

docs/testing/README.md: what running this at a Package Checkpoint review
does and doesn't prove, and how to grow the inventory as real coverage
gets added.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:18:49 +00:00
reviewer-bot 1c75367c87 Merge pull request 'Address review feedback: Plan: MVP Vertical Slice: Client-Server Wiring' (#28) from agent/76aa20cd2e45 into main 2026-08-19 15:11:39 +00:00
coder-bot f5a7162285 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-19 14:56:44 +00:00
coder-bot 61dedcf73e WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-19 14:47:50 +00:00
coder-bot 580b95635f WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-19 14:44:50 +00:00
architect-bot ef21bf9d69 Fix smoke test: resolve ApiClient via get_node, defer one frame before first request
Two Godot --script-mode-only quirks, neither a bug in ApiClient itself
(verified working against a real backend, health_check returns 200):
1. Bare autoload identifiers don't resolve at compile time in --script/
   SceneTree runs (the node exists at runtime, root.has_node() is true,
   but referencing it as a plain global name fails to compile) -- use
   get_node() instead.
2. A freshly add_child()'d HTTPRequest isn't reliably "inside tree" yet
   at _initialize() time, since --script mode hasn't processed a frame
   yet -- one process_frame await fixes it.

Verified: full smoke test now passes end-to-end against a live backend
(docker compose postgres + alembic migrations + uvicorn), confirming
ApiClient.health_check() genuinely round-trips.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 14:40:51 +00:00
architect-bot e06cd2a23d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:31:35 +00:00
architect-bot 77f9b74286 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:12:56 +00:00
planner-bot 6238078565 WIP checkpoint: Address review feedback: Plan: MVP Vertical Slice: Client-Server Wiring 2026-08-19 14:12:45 +00:00
architect-bot 6108c63c46 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 109c6ef1a0 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 33c5236a2d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 4bb4e9fb8a WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot ffbc4849a7 Recovered orphaned WIP before switching to a new task 2026-08-19 14:11:47 +00:00
coder-bot a81d29c882 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-19 14:11:03 +00:00
coder-bot 4236c4792b WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-19 13:59:23 +00:00
reviewer-bot a29cfc74af Merge pull request 'US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction' (#27) from agent/25d5046bb30c into main 2026-08-19 13:58:16 +00:00
coder-bot cf8fd5a6fd WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-19 13:45:39 +00:00
coder-bot fc9a39de93 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-19 13:38:29 +00:00
reviewer-bot aa2f79b125 Merge pull request 'Plan: MVP Vertical Slice: Client-Server Wiring' (#26) from agent/21694e349045 into main 2026-08-19 13:13:32 +00:00
planner-bot 8551d14591 docs: MVP vertical slice planning doc for client-server wiring
- Architecture task: ApiClient autoload (HTTP + JWT + error contract)
- Implementation task: Login/Register UI wired to /api/auth
- Implementation task: Browse worlds screen wired to GET /api/worlds
- Validation task: End-to-end smoke test (login + list worlds)
2026-08-19 12:39:33 +00:00
architect-bot 073813f3e7 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:37:46 +00:00
architect-bot cc971ee9f5 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:32:46 +00:00
architect-bot 54abe7ee96 WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:32:06 +00:00
coder-bot a7cf385d0d WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:31:05 +00:00
coder-bot b5525665dd WIP checkpoint: US-1: Asset Import Pipeline — glTF upload endpoint with metadata extraction 2026-08-19 12:31:05 +00:00
agent-bot ff610c0466 Merge pull request 'Fix migration 0001_initial double CREATE TYPE + port collision' (#25) from fix/migration-0001-double-enum-and-port-collision into main 2026-08-18 21:57:01 +00:00
claude-mvp-fix acbc518b4a Fix migration 0001_initial: double CREATE TYPE crashes every clean bootstrap
world_visibility and asset_type were each declared twice: once explicitly
via `.create(checkfirst=True)`, and again implicitly by SQLAlchemy when
create_table() compiled the inline postgresql.ENUM() column type (which
defaults create_type=True). On a genuinely empty database this raises
asyncpg.DuplicateObjectError mid-transaction and the migration never
completes -- verified this was true 100% of the time from a fresh
container, meaning the backend has never successfully bootstrapped from
scratch. Fixed by passing create_type=False on the inline column
declarations, since the type is already created explicitly above.

Also parameterized both services' host ports (POSTGRES_HOST_PORT /
REDIS_HOST_PORT, defaulting to the original 5432/6379) so concurrent
agent workspaces sharing this same docker-compose.yml can run isolated
databases without colliding on the host port.
2026-08-18 21:55:34 +00:00
reviewer-bot 25a8900357 Merge pull request 'Plan: Economy — Currency, Marketplace & Creator Payouts' (#22) from agent/f96c351dfa5e into main 2026-08-18 17:31:08 +00:00
architect-bot 36fd406925 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-18 16:44:02 +00:00
reviewer-bot 5a1f99eb28 Merge pull request 'Enforce 18+ age gate at account registration' (#23) from agent/7fedeb122f7e into main 2026-08-18 16:36:43 +00:00
coder-bot ddfe5dfaad Recovered orphaned WIP before switching to a new task 2026-08-18 15:54:33 +00:00
coder-bot cb95895612 Recovered orphaned WIP before switching to a new task 2026-08-18 15:33:32 +00:00
coder-bot 62889f39f1 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:32:16 +00:00
coder-bot ef646a8e54 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot e4d3fe566b WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot 1d0222d980 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot 433d5d8f9f WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
planner-bot 30b8dc6de2 WIP checkpoint: Plan: Economy — Currency, Marketplace & Creator Payouts 2026-08-18 15:12:46 +00:00
reviewer-bot a9947a0a80 Merge pull request 'Plan: Social — Friends, Chat & Groups' (#21) from agent/5b8c6bf79631 into main 2026-08-18 14:56:28 +00:00
coder-bot dcaaf96d81 WIP checkpoint: fix static registry, uint32 type, GLTF API calls, ARRAY_BONES, missing slot handler
- avatar_slot_registry.gd: _slot_data/_slot_definitions made static (every
  caller uses AvatarSlotRegistry.method() on the class, never an instance,
  so the old instance _init() populating them was never invoked); moved
  registry build to static func _static_init()
- avatar_catalog.gd: compute_loadout_hash() return type uint32 -> int
  (GDScript has no fixed-width uint type)
- avatar_loader.gd: GLTFDocument.parse() (doesn't exist) -> the real
  append_from_buffer()+generate_scene() API; Error.parse_error() (doesn't
  exist) -> error_string(); Mesh.ARRAY_JOINTS (doesn't exist) ->
  Mesh.ARRAY_BONES; removed a dead 'mesh is MultiMesh' check that can
  never be true (MeshInstance3D.mesh is always Mesh, never MultiMesh);
  fixed _merge_node_into_avatar to recurse into a Skeleton3D's children
  (skinned meshes are commonly children of the skeleton in a GLB export,
  the old code returned before ever reaching them)
- avatar_customization_ui.gd: added the missing _on_slot_button_pressed
  handler (referenced by a button connect, never defined -- just calls
  the existing _select_slot())

Verified: godot --headless --import + --quit is fully clean, and the
avatar_customization.tscn scene now instantiates successfully.

Remaining, scoped separately: avatar_visualizer.gd calls a
AvatarLoader.load_slot() static async API and SlotItem/SlotResult types
that don't exist -- AvatarLoader's real API (matching the project's own
avatar.md spec: one canonical skeleton, attachments retargeted onto it)
is instance-based load_base_body()/load_attachment(). AvatarVisualizer
needs rewriting to use that real API; it's the one out of step with spec,
not AvatarLoader.
2026-08-18 14:47:08 +00:00
reviewer-bot 99762887be Merge pull request 'Address review feedback: Implement chunk streaming system in GDScript' (#20) from agent/bd718b31b595 into main 2026-08-18 14:41:08 +00:00
reviewer-bot dbdc01f8d6 Merge remote-tracking branch 'origin/main' into merge-fix
# Conflicts:
#	.gitignore
#	project.godot
2026-08-18 14:40:41 +00:00
planner-bot 1061dc0742 WIP checkpoint: Plan: Social — Friends, Chat & Groups 2026-08-18 14:40:30 +00:00
coder-bot 803405aba4 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-18 14:03:07 +00:00
coder-bot ea6958c11e Recovered orphaned WIP before switching to a new task 2026-08-18 13:50:01 +00:00
coder-bot 61ee81a974 WIP checkpoint: fix script-attach typo, missing class_name, var name mismatch
- scenes/avatar_customization.tscn: script_extense -> script (typo meant
  the customization UI script was never actually attached to the scene)
- scripts/avatar/avatar_loadout.gd: add missing class_name AvatarLoadout
  (avatar_system.gd references the type everywhere; only this file among
  the avatar scripts lacked its class_name)
- scripts/main_menu.gd: _ready() referenced _customize_button/_settings_button/
  _quit_button but the @onready vars are named without the leading
  underscore
2026-08-18 13:44:41 +00:00
coder-bot 88cd255040 WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 13:12:51 +00:00
coder-bot 93d83a28fc WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 13:11:54 +00:00
coder-bot 62f12e55db WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-18 13:09:57 +00:00
coder-bot 4c0af03573 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-18 13:01:14 +00:00
reviewer-bot 2c3756b640 Merge pull request 'Address review feedback: Research and design GDScript sandboxing approach' (#19) from agent/8f93a0732163 into main 2026-08-18 02:55:00 +00:00
coder-bot 25f2dffc53 WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 02:45:44 +00:00
coder-bot 929c69e5da WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 02:40:34 +00:00
architect-bot 218e7e24af WIP checkpoint: Address review feedback: Research and design GDScript sandboxing approach 2026-08-18 02:06:21 +00:00
architect-bot d293ef2a08 WIP checkpoint: Address review feedback: Research and design GDScript sandboxing approach 2026-08-18 01:48:59 +00:00
coder-bot 689c51e179 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-18 00:47:59 +00:00
coder-bot 5cfbcd8efd WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-18 00:36:39 +00:00
coder-bot 27461d9b5e WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-18 00:25:17 +00:00
reviewer-bot 10b372f379 Merge pull request 'Address review feedback: Address review feedback: Scaffold FastAPI backend project structure' (#17) from agent/684f458e47fc into main 2026-08-18 00:16:06 +00:00
coder-bot 1c5c0f8c8e WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:15:16 +00:00
coder-bot 5d7c61029c Fix remaining critical review issue: list_worlds visibility filter bypass
Requesting an explicit ?visibility=PRIVATE (or FRIENDS_ONLY) skipped the
ownership check entirely — any authenticated user could list every other
user's private worlds just by passing the filter. Only the no-filter
default path enforced ownership. Now the ownership check applies whenever
a non-PUBLIC visibility is requested, explicit or not.

Also fixed current_user: CurrentUser = Depends() in assets.py (redundant
empty Depends() on an already-Annotated dependency, inconsistent with
every other endpoint) to plain current_user: CurrentUser per the review
feedback, and reordered params since that made it a non-default arg
following a defaulted one (SyntaxError otherwise).

Verified: py_compile clean, full app imports and loads in a clean venv.
2026-08-18 00:14:37 +00:00
coder-bot 97e0804dfe WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:14:34 +00:00
coder-bot 342d0f69d9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:14:14 +00:00
coder-bot 97949d6b44 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:08:24 +00:00
coder-bot 720cf6f6b9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:03:28 +00:00
architect-bot 4da8687f2c Document GDScript sandboxing findings and recommendation
Verified all three options from the task against Godot 4.6.2 directly
(godot --headless), rather than trusting the probe scripts' own printed
output from earlier sessions:
- ScriptServer doesn't exist as a class; no disable_os/disable_file_access/
  disable_network project settings exist either. Nothing to configure.
- SubViewport isolates rendering/input only, not script capabilities — a
  script inside one has identical OS/FileAccess/network access.
- Expression is not safe by default (can still reach unsafe methods through
  a base instance); blocklisting dangerous substrings is trivially bypassed.

Recommendation: don't sandbox GDScript in-process (nothing to sandbox
with) — use a narrow non-Turing-complete content DSL for the common case,
and OS-level process isolation only if genuinely general scripting turns
out to be required.
2026-08-17 23:43:48 +00:00
coder-bot 241fa9d0e0 WIP checkpoint: Address review feedback: Address review feedback: Scaffold FastAPI backend project structure 2026-08-17 23:42:56 +00:00
coder-bot 48a43c44a5 WIP checkpoint: Address review feedback: Scaffold FastAPI backend project structure 2026-08-17 23:38:24 +00:00
coder-bot 48dd177fa2 WIP checkpoint: Address review feedback: Scaffold FastAPI backend project structure 2026-08-17 23:36:31 +00:00
reviewer-bot 11a90c58c3 Merge pull request 'Research Godot editor plugin vs in-game editor approach' (#13) from agent/7ab353cfd1ac into main 2026-08-17 23:35:23 +00:00
coder-bot 1f85ecc812 WIP checkpoint: Address review feedback: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot b547ca5785 Add missing asyncpg dependency for async postgres driver
config.py's DATABASE_URL uses postgresql+asyncpg but requirements.txt
only listed the sync psycopg2-binary driver, causing ModuleNotFoundError
on app startup.
2026-08-17 23:34:54 +00:00
coder-bot 3f707bf6b0 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot d7d77474f9 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot 2fe6d5dbf0 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot 534da614dd WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot dc09f5ae37 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot 295c44522c WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot 33d2ef7f8a WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot b51c90c360 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot 4df839ccd8 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot 2b1786558a Recovered orphaned WIP before switching to a new task 2026-08-17 23:34:54 +00:00
coder-bot 7a6658798f Recovered orphaned WIP before switching to a new task 2026-08-17 23:34:54 +00:00
coder-bot 46a2ff672c WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
coder-bot f3c679faab WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
architect-bot 5837fad5df WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
agent-bot f659fd4d2a Recovered orphaned WIP before switching to a new task 2026-08-17 23:34:54 +00:00
agent-bot fa6e9064dc Recovered orphaned WIP before switching to a new task 2026-08-17 23:34:54 +00:00
agent-bot 3e030f8d45 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
agent-bot 7594039fd0 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
agent-bot 857cf08402 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
agent-bot 49d608d357 WIP checkpoint: Scaffold FastAPI backend project structure 2026-08-17 23:34:54 +00:00
agent-bot aa8a497abc chore(backend): add env config template
Scaffolding only — FastAPI app, SQLAlchemy models, Alembic migrations,
and docker-compose from the original task description are still not
implemented. Committing what exists so it isn't lost; task ec0074121ca3
reset to pending to finish the rest.
2026-08-17 23:34:54 +00:00
coder-bot a5dc5cb3b6 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-17 22:20:39 +00:00
coder-bot ea5dd63cd7 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-17 22:10:56 +00:00
coder-bot 5ebd60b0bb WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-17 22:04:48 +00:00
coder-bot b2a64a8933 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-17 22:00:37 +00:00
coder-bot 9fcea730b9 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-17 22:00:14 +00:00
coder-bot 5b3fc10649 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-17 21:59:50 +00:00
coder-bot d752cf5280 Recovered orphaned WIP before switching to a new task 2026-08-17 21:57:57 +00:00
coder-bot 504c92301a WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:57:04 +00:00
coder-bot 67f6a9c43f WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:54:29 +00:00
coder-bot 5c0a61870f WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:46:23 +00:00
coder-bot cc27d73ca6 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:36:13 +00:00
architect-bot 119cd9400a WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 21:33:57 +00:00
architect-bot a576c25124 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 21:30:27 +00:00
reviewer-bot ebf56dcece Merge pull request 'Address review feedback: Initialize Godot 4 project structure' (#14) from agent/ecd7c0ce8744 into main 2026-08-17 21:30:03 +00:00
architect-bot 0b00b01502 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 21:30:03 +00:00
architect-bot 8d50de075d WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 21:29:39 +00:00
architect-bot 2df195734b WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 21:26:31 +00:00
coder-bot 5090341591 Bring in Godot project + address review feedback (this branch had none of it)
This branch never actually had the Godot scaffold — a workspace-reuse bug
(see agp source repo) let leftover backend/**/__pycache__/*.pyc files from
an unrelated task get swept into this branch's only prior commit, which
was checkpointed under this task's title despite containing zero Godot
files. Removing that garbage and bringing over the real project from
agent/997c429bc6b4 (the original PR's branch) with the review feedback
addressed:

- Play button no longer references the nonexistent scenes/game.tscn.
- Wired PlayButton/QuitButton [connection] entries in main_menu.tscn.
- Removed the invalid uid="uid://main_menu".
- Added .gitignore for .godot/.
- Removed the non-standard [export]/[export_options] sections from
  project.godot (Godot 4 uses export_presets.cfg, not this).
2026-08-17 21:24:43 +00:00
coder-bot 62172e0ee4 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:23:53 +00:00
coder-bot ce2690e8b9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:23:26 +00:00
agent-bot 8e2f17f159 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
agent-bot 2d4a7e91cb WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
agent-bot 2ad8e34971 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
agent-bot 7e81c09265 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:21:12 +00:00
architect-bot 4d690a25a5 WIP checkpoint: Research Godot editor plugin vs in-game editor approach 2026-08-17 21:07:10 +00:00
architect-bot 20be724115 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 21:00:02 +00:00
coder-bot 4ef6196091 WIP checkpoint: Address review feedback: Initialize Godot 4 project structure 2026-08-17 20:52:39 +00:00
architect-bot bd8f311a96 Recovered orphaned WIP before switching to a new task 2026-08-17 20:52:21 +00:00
architect-bot d422eff912 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:41:48 +00:00
architect-bot ae6ccc3e5f WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:39:05 +00:00
architect-bot fed16f1f1d WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:37:49 +00:00
architect-bot 9450fb86d0 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:36:34 +00:00
architect-bot a863bb2ab4 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:35:29 +00:00
architect-bot a1846f34b5 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:33:56 +00:00
architect-bot 62447258b2 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:33:28 +00:00
architect-bot c931670e9d WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:25:30 +00:00
architect-bot 68b783909d WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:25:15 +00:00
architect-bot 0b5034759c WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:24:53 +00:00
architect-bot 19a63bda11 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:24:28 +00:00
architect-bot a3cdb18a5c WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:18:59 +00:00
architect-bot a3fc36db19 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:18:40 +00:00
architect-bot 42914aec85 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:17:55 +00:00
architect-bot 8b17cc3ddd WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:17:28 +00:00
architect-bot 9e2e0ed921 Recovered orphaned WIP before switching to a new task 2026-08-17 20:09:27 +00:00
reviewer-bot a632f2d8a6 Merge pull request 'Address review feedback: Design world chunk data format and persistence schema' (#11) from agent/c92c939b819c into main 2026-08-17 19:02:34 +00:00
architect-bot 0b973b73ab WIP checkpoint: Address review feedback: Design world chunk data format and persistence schema 2026-08-17 18:29:14 +00:00
architect-bot 6018396be2 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:26:42 +00:00
architect-bot ee6513b8ad Recovered orphaned WIP before switching to a new task 2026-08-17 18:16:22 +00:00
architect-bot 37a311b0c5 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:15:38 +00:00
agent-bot 11e812cb6b WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot 5097cdd9f4 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot 2224c34aa8 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot 2c5f6fcb04 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot 7cd41dc920 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot c5d2eb6bd2 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot b650572426 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
agent-bot 7d84dd5ec8 WIP checkpoint: Implement Godot dedicated server scene + player spawning 2026-08-17 18:05:34 +00:00
daddy f0d10fc4ae chore: remove test artifact from git-identity verification 2026-08-17 17:59:01 +00:00
reviewer-bot 1295b6a389 Merge pull request 'Identity test' (#10) from agent/identitytest111 into main 2026-08-17 17:58:44 +00:00
coder-bot 2ddcd58902 test commit as coder-bot 2026-08-17 17:58:14 +00:00
agent-bot 1ba334e983 Merge pull request 'Design content flagging and age verification architecture' (#8) from agent/4f174a207618 into main 2026-08-17 17:50:51 +00:00
agent-bot 80bc27426e Merge pull request 'Design avatar component system and glTF attachment spec' (#7) from agent/fa0834ec1ba7 into main 2026-08-17 17:50:05 +00:00
agent-bot a82ab52919 Merge pull request 'Design multiplayer architecture: server authority + client prediction' (#6) from agent/1cfe9ef94f55 into main 2026-08-17 17:49:26 +00:00
agent-bot 41fcbe746e docs(moderation): add content moderation and age verification architecture 2026-08-17 15:46:04 +00:00
agent-bot 5eaeed80b4 docs(avatar): add avatar component system and glTF attachment spec 2026-08-17 15:27:27 +00:00
agent-bot 24d2029955 Add multiplayer networking architecture document 2026-08-17 15:22:15 +00:00
135 changed files with 14638 additions and 32 deletions
+13
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@@ -0,0 +1,13 @@
# Godot 4 editor cache/import directory
.godot/
# Godot export artifacts
export/
*.tmp
# OS
.DS_Store
Thumbs.db
# Godot UID files (regenerated from path)
*.uid
+1
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@@ -0,0 +1 @@
+77
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@@ -0,0 +1,77 @@
63f7b34db8d8cdea90c76aacccf841ec
::res://::1787275036
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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<><>::
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smoke_test_world_list.gd::GDScript::4300757286283894147::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
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tile_def.gd::GDScript::2430528079284085109::1787272930::0::1::::TileDef<>RefCounted<><>0<>0<><>::
tile_layer.gd::GDScript::4797906255131447844::1787272930::0::1::::TileLayer<>RefCounted<><>0<>0<><>::
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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=[]
+11
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@@ -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=[]
+105
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@@ -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"
}]
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+115
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{
"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"
}
}
}
+15 -6
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@@ -1,14 +1,23 @@
# Database # Database (async driver)
DATABASE_URL=postgresql://agp_user:agp_password@localhost:5432/agp_db 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_VERSION=0.1.0
DEBUG=true DEBUG=true
CORS_ORIGINS=http://localhost:8080,http://localhost:3000 CORS_ORIGINS=http://localhost:8080,http://localhost:3000
# File uploads
UPLOAD_DIR=uploads
MAX_UPLOAD_SIZE_MB=100
+42
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@@ -0,0 +1,42 @@
# Alembic configuration file.
# Run: alembic upgrade head (to apply migrations)
# Run: alembic revision --autogenerate -m "description" (to generate migration)
[alembic]
script_location = alembic
prepend_sys_path = .
sqlalchemy.url = postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
[loggers]
keys = root,sqlalchemy,alembic
[handlers]
keys = console
[formatters]
keys = generic
[logger_root]
level = WARN
handlers = console
qualname =
[logger_sqlalchemy]
level = WARN
handlers =
qualname = sqlalchemy.engine
[logger_alembic]
level = INFO
handlers =
qualname = alembic
[handler_console]
class = StreamHandler
args = (sys.stderr,)
level = NOTSET
formatter = generic
[formatter_generic]
format = %(levelname)-5.5s [%(name)s] %(message)s
datefmt = %H:%M:%S
+65
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@@ -0,0 +1,65 @@
"""Alembic environment configuration."""
import asyncio
from logging.config import fileConfig
from alembic import context
from sqlalchemy.ext.asyncio import create_async_engine
from app.config import settings
from app.database import Base
from app.models import user, session, world, asset # noqa: F401
# this is the Alembic Config object, which provides
# access to the values within the .ini file in use.
config = context.config
# Interpret the config file for Python logging.
# This line sets up loggers basically.
if config.config_file_name is not None:
fileConfig(config.config_file_name)
# add your model's MetaData object here
# for 'autogenerate' support
target_metadata = Base.metadata
def run_migrations_offline() -> None:
"""Run migrations in 'offline' mode."""
url = settings.DATABASE_URL
context.configure(
url=url,
target_metadata=target_metadata,
literal_binds=True,
dialect_opts={"paramstyle": "named"},
)
with context.begin_transaction():
context.run_migrations()
def do_run_migrations(connection):
context.configure(connection=connection, target_metadata=target_metadata)
with context.begin_transaction():
context.run_migrations()
async def run_async_migrations():
"""Run migrations in 'online' mode with async engine."""
connectable = create_async_engine(settings.DATABASE_URL, echo=False)
async with connectable.connect() as connection:
await connection.run_sync(do_run_migrations)
await connectable.dispose()
def run_migrations_online() -> None:
"""Run migrations in 'online' mode."""
asyncio.run(run_async_migrations())
if context.is_offline_mode():
run_migrations_offline()
else:
run_migrations_online()
+27
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@@ -0,0 +1,27 @@
"""${message}
Revision ID: ${up_revision}
Revises: ${down_revision | comma,n}
Create Date: ${create_date}
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
${imports if imports else ""}
# revision identifiers, used by Alembic.
revision: str = ${repr(up_revision)}
down_revision: Union[str, None] = ${repr(down_revision)}
branch_labels: Union[str, Sequence[str], None] = ${repr(branch_labels)}
depends_on: Union[str, Sequence[str], None] = ${repr(depends_on)}
def upgrade() -> None:
"""Upgrade database schema."""
${upgrades if upgrades else "pass"}
def downgrade() -> None:
"""Downgrade database schema."""
${downgrades if downgrades else "pass"}
+127
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@@ -0,0 +1,127 @@
"""initial schema
Revision ID: 0001_initial
Revises:
Create Date: 2024-01-01 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
from sqlalchemy.dialects import postgresql
# revision identifiers, used by Alembic.
revision: str = "0001_initial"
down_revision: Union[str, None] = None
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Upgrade database schema."""
# Create ENUM types
world_visibility = postgresql.ENUM(
"public", "private", "friends_only", name="world_visibility"
)
world_visibility.create(op.get_bind(), checkfirst=True)
asset_type = postgresql.ENUM(
"image", "audio", "video", "document", "model_3d", "other", name="asset_type"
)
asset_type.create(op.get_bind(), checkfirst=True)
# Create users table
op.create_table(
"users",
sa.Column("id", sa.Integer(), primary_key=True),
sa.Column("username", sa.String(length=50), nullable=False),
sa.Column("email", sa.String(length=120), nullable=False),
sa.Column("hashed_password", sa.String(length=255), nullable=False),
sa.Column("is_active", sa.Boolean(), nullable=True),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
)
op.create_index(op.f("ix_users_email"), "users", ["email"], unique=True)
op.create_index(op.f("ix_users_id"), "users", ["id"], unique=False)
op.create_index(op.f("ix_users_username"), "users", ["username"], unique=True)
# Create sessions table
op.create_table(
"sessions",
sa.Column("id", sa.String(length=36), primary_key=True),
sa.Column("user_id", sa.Integer(), nullable=False),
sa.Column("token", sa.String(), nullable=False),
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
sa.Column("is_active", sa.Boolean(), nullable=True),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.ForeignKeyConstraint(["user_id"], ["users.id"], ondelete="CASCADE"),
)
op.create_index(op.f("ix_sessions_token"), "sessions", ["token"], unique=True)
# Create worlds table
op.create_table(
"worlds",
sa.Column("id", sa.Integer(), primary_key=True),
sa.Column("name", sa.String(length=255), nullable=False),
sa.Column("description", sa.Text(), nullable=True),
sa.Column("owner_id", sa.Integer(), nullable=False),
sa.Column(
"visibility",
postgresql.ENUM(
"public", "private", "friends_only", name="world_visibility",
create_type=False,
),
nullable=True,
),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
)
op.create_index(op.f("ix_worlds_id"), "worlds", ["id"], unique=False)
# Create assets table
op.create_table(
"assets",
sa.Column("id", sa.Integer(), primary_key=True),
sa.Column("name", sa.String(length=255), nullable=False),
sa.Column("description", sa.Text(), nullable=True),
sa.Column(
"asset_type",
postgresql.ENUM(
"image", "audio", "video", "document", "model_3d", "other",
name="asset_type", create_type=False,
),
nullable=False,
),
sa.Column("file_path", sa.String(length=512), nullable=False),
sa.Column("file_size", sa.Integer(), nullable=True),
sa.Column("mime_type", sa.String(length=128), nullable=True),
sa.Column("metadata_json", sa.Text(), nullable=True),
sa.Column("world_id", sa.Integer(), nullable=True),
sa.Column("owner_id", sa.Integer(), nullable=False),
sa.Column("is_public", sa.Boolean(), nullable=False),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
sa.ForeignKeyConstraint(["world_id"], ["worlds.id"]),
)
op.create_index(op.f("ix_assets_id"), "assets", ["id"], unique=False)
def downgrade() -> None:
"""Downgrade database schema."""
op.drop_index(op.f("ix_assets_id"), table_name="assets")
op.drop_table("assets")
op.drop_index(op.f("ix_worlds_id"), table_name="worlds")
op.drop_table("worlds")
op.drop_index(op.f("ix_sessions_token"), table_name="sessions")
op.drop_table("sessions")
op.drop_index(op.f("ix_users_username"), table_name="users")
op.drop_index(op.f("ix_users_id"), table_name="users")
op.drop_index(op.f("ix_users_email"), table_name="users")
op.drop_table("users")
# Drop ENUM types
postgresql.ENUM(name="asset_type").drop(op.get_bind(), checkfirst=True)
postgresql.ENUM(name="world_visibility").drop(op.get_bind(), checkfirst=True)
@@ -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")
@@ -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")
+106 -11
View File
@@ -1,32 +1,127 @@
from pydantic_settings import BaseSettings """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
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):
# Database # App
APP_NAME: str = "AGP Backend"
APP_VERSION: str = "0.1.0"
DEBUG: bool = True
# Database (async)
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db" DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
# Redis # Redis
REDIS_URL: str = "redis://localhost:6379/0" REDIS_URL: str = "redis://localhost:6379/0"
# JWT # JWT / Auth
SECRET_KEY: str = "change-me-to-a-secure-random-string" ALGORITHM: str = "RS256"
ALGORITHM: str = "HS256" ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30 REFRESH_TOKEN_EXPIRE_DAYS: int = 30
# App # RS256 key storage. Defaults to a directory outside the repo so the
DEBUG: bool = True # generated keypair is never accidentally committed.
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
# CORS
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000" CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
# File uploads
UPLOAD_DIR: str = "uploads"
MAX_UPLOAD_SIZE_MB: int = 100
GLTF_MAX_FILE_SIZE_MB: int = 200
model_config = SettingsConfigDict(
env_file=".env",
env_file_encoding="utf-8",
case_sensitive=True,
)
@property @property
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(",")]
class Config: @property
env_file = ".env" def rsa_key_dir(self) -> Path:
case_sensitive = True 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:
"""Return cached settings instance."""
return Settings() return Settings()
# Convenience singleton
settings = get_settings()
+7 -3
View File
@@ -10,7 +10,7 @@ from sqlalchemy.orm import DeclarativeBase
from app.config import settings from app.config import settings
engine = create_async_engine( engine = create_async_engine(
settings.database_url, settings.DATABASE_URL,
echo=settings.DEBUG, echo=settings.DEBUG,
pool_size=10, pool_size=10,
max_overflow=20, max_overflow=20,
@@ -28,11 +28,15 @@ class Base(DeclarativeBase):
async def get_db() -> AsyncSession: async def get_db() -> AsyncSession:
"""Dependency that yields an async database session.""" """Dependency that yields an async database session.
Handlers are responsible for committing or rolling back their own
transactions. This avoids the double-commit problem where the
session is committed both here and in the handler.
"""
async with async_session_factory() as session: async with async_session_factory() as session:
try: try:
yield session yield session
await session.commit()
except Exception: except Exception:
await session.rollback() await session.rollback()
raise raise
+55
View File
@@ -0,0 +1,55 @@
"""Shared FastAPI dependencies, including JWT-based auth."""
from typing import Annotated
from fastapi import Depends, HTTPException, status
from fastapi.security import OAuth2PasswordBearer
from jose import JWTError, jwt
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import get_db
from app.models.user import User
oauth2_scheme = OAuth2PasswordBearer(tokenUrl="/api/auth/login")
async def get_current_user(
token: Annotated[str, Depends(oauth2_scheme)],
db: Annotated[AsyncSession, Depends(get_db)],
) -> User:
"""Resolve the JWT bearer token to a User, or raise 401."""
credentials_exception = HTTPException(
status_code=status.HTTP_401_UNAUTHORIZED,
detail="Could not validate credentials",
headers={"WWW-Authenticate": "Bearer"},
)
try:
payload = jwt.decode(
token, settings.public_pem, algorithms=[settings.ALGORITHM]
)
user_id: str | None = payload.get("sub")
if user_id is None:
raise credentials_exception
except JWTError:
raise credentials_exception
try:
user_id_int = int(user_id)
except (ValueError, TypeError):
raise credentials_exception
result = await db.execute(select(User).where(User.id == user_id_int))
user = result.scalar_one_or_none()
if user is None:
raise credentials_exception
if not user.is_active:
raise HTTPException(
status_code=status.HTTP_403_FORBIDDEN,
detail="User account is inactive",
)
return user
CurrentUser = Annotated[User, Depends(get_current_user)]
+13 -3
View File
@@ -3,6 +3,7 @@
from contextlib import asynccontextmanager from contextlib import asynccontextmanager
from fastapi import FastAPI from fastapi import FastAPI
from fastapi.middleware.cors import CORSMiddleware
from app.config import settings from app.config import settings
from app.routers import auth, users, worlds, assets from app.routers import auth, users, worlds, assets
@@ -17,12 +18,21 @@ async def lifespan(app: FastAPI):
app = FastAPI( app = FastAPI(
title=settings.app_name, title=settings.APP_NAME,
version=settings.app_version, version=settings.APP_VERSION,
description="Agentic Game Platform - Backend API", description="Agentic Game Platform - Backend API",
lifespan=lifespan, lifespan=lifespan,
) )
# CORS
app.add_middleware(
CORSMiddleware,
allow_origins=settings.cors_origins_list,
allow_credentials=True,
allow_methods=["*"],
allow_headers=["*"],
)
# Include routers # Include routers
app.include_router(auth.router, prefix="/api/auth", tags=["auth"]) app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
app.include_router(users.router, prefix="/api/users", tags=["users"]) app.include_router(users.router, prefix="/api/users", tags=["users"])
@@ -33,4 +43,4 @@ app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
@app.get("/api/health") @app.get("/api/health")
async def health_check(): async def health_check():
"""Simple health check endpoint.""" """Simple health check endpoint."""
return {"status": "ok", "app": settings.app_name} return {"status": "ok", "app": settings.APP_NAME}
+7 -3
View File
@@ -1,4 +1,5 @@
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Enum as SAEnum from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Boolean
from sqlalchemy.dialects.postgresql import ENUM
from sqlalchemy.orm import relationship from sqlalchemy.orm import relationship
from sqlalchemy.sql import func from sqlalchemy.sql import func
import enum import enum
@@ -21,14 +22,17 @@ class Asset(Base):
id = Column(Integer, primary_key=True, index=True) id = Column(Integer, primary_key=True, index=True)
name = Column(String(255), nullable=False) name = Column(String(255), nullable=False)
description = Column(Text, nullable=True) description = Column(Text, nullable=True)
asset_type = Column(SAEnum(AssetType), nullable=False) asset_type = Column(
ENUM(AssetType, name="asset_type", create_type=False),
nullable=False,
)
file_path = Column(String(512), nullable=False) file_path = Column(String(512), nullable=False)
file_size = Column(Integer, nullable=True) file_size = Column(Integer, nullable=True)
mime_type = Column(String(128), nullable=True) mime_type = Column(String(128), nullable=True)
metadata_json = Column(Text, nullable=True) metadata_json = Column(Text, nullable=True)
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True) world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False) owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
is_public = Column(Integer, default=0, nullable=False) is_public = Column(Boolean, default=False, nullable=False)
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), server_default=func.now(), onupdate=func.now()) updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
+26 -3
View File
@@ -1,14 +1,17 @@
from sqlalchemy import Column, String, DateTime, ForeignKey, Boolean import uuid
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
class Session(Base): class Session(Base):
__tablename__ = "sessions" __tablename__ = "sessions"
id = Column(String, primary_key=True) id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
user_id = Column(String, ForeignKey("users.id", ondelete="CASCADE"), nullable=False) user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
token = Column(String, unique=True, index=True, nullable=False) token = Column(String, unique=True, index=True, nullable=False)
expires_at = Column(DateTime(timezone=True), nullable=False) expires_at = Column(DateTime(timezone=True), nullable=False)
is_active = Column(Boolean, default=True) is_active = Column(Boolean, default=True)
@@ -16,3 +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")
+18 -1
View File
@@ -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
@@ -12,10 +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")
@property
def is_adult(self) -> bool:
"""Return True if the user is 18 or older based on date_of_birth."""
if self.date_of_birth is None:
return False
today = date.today()
age = today.year - self.date_of_birth.year
# Adjust if birthday hasn't occurred yet this year
if (today.month, today.day) < (self.date_of_birth.month, self.date_of_birth.day):
age -= 1
return age >= 18
+11 -2
View File
@@ -1,4 +1,5 @@
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey, Enum from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey
from sqlalchemy.dialects.postgresql import ENUM
from sqlalchemy.orm import relationship from sqlalchemy.orm import relationship
from sqlalchemy.sql import func from sqlalchemy.sql import func
import enum import enum
@@ -19,7 +20,15 @@ class World(Base):
name = Column(String(255), nullable=False) name = Column(String(255), nullable=False)
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(Enum(WorldVisibility), default=WorldVisibility.PUBLIC) visibility = Column(
ENUM(
WorldVisibility,
name="world_visibility",
create_type=False,
values_callable=lambda enum_cls: [e.value for e in enum_cls],
),
default=WorldVisibility.PUBLIC,
)
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())
+243
View File
@@ -0,0 +1,243 @@
"""Asset management router."""
import json
import os
from pathlib import Path
from typing import Optional
from fastapi import APIRouter, Depends, HTTPException, UploadFile, File, Query
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.asset import Asset, AssetType
from app.models.world import World
from app.services import gltf as gltf_service
from pydantic import BaseModel, Field
router = APIRouter()
# --- Pydantic schemas ---
class AssetCreate(BaseModel):
"""Schema for creating an asset reference."""
name: str = Field(..., min_length=1, max_length=255)
description: Optional[str] = None
asset_type: AssetType
world_id: Optional[int] = None
class AssetResponse(BaseModel):
"""Schema for asset responses."""
id: int
name: str
description: Optional[str]
asset_type: AssetType
file_path: str
file_size: Optional[int]
mime_type: Optional[str]
world_id: Optional[int]
owner_id: int
is_public: bool
created_at: str
updated_at: str
model_config = {"from_attributes": True}
class AssetUpdate(BaseModel):
"""Schema for updating an asset."""
name: Optional[str] = None
description: Optional[str] = None
is_public: Optional[bool] = None
# --- Helpers ---
def _sanitize_filename(filename: str) -> str:
"""Strip path components and unsafe characters from a filename."""
# Remove any directory components (path traversal protection).
base = os.path.basename(filename.replace("\\", "/"))
# Keep only safe characters.
safe = "".join(c for c in base if c.isalnum() or c in "._-")
return safe or "file"
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 ---
@router.post("/", response_model=AssetResponse, status_code=201)
async def create_asset(
payload: AssetCreate,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Create a new asset reference."""
# Verify world ownership if world_id is provided
if payload.world_id is not None:
world = await db.get(World, payload.world_id)
if world is None:
raise HTTPException(status_code=404, detail="World not found")
if world.owner_id != current_user.id:
raise HTTPException(status_code=403, detail="Not owner of this world")
asset = Asset(
name=payload.name,
description=payload.description,
asset_type=payload.asset_type,
file_path="", # Will be set after upload
owner_id=current_user.id,
world_id=payload.world_id,
is_public=False,
)
db.add(asset)
await db.commit()
await db.refresh(asset)
return asset
@router.get("/", response_model=list[AssetResponse])
async def list_assets(
current_user: CurrentUser,
world_id: Optional[int] = Query(None, description="Filter by world"),
asset_type: Optional[AssetType] = Query(None),
limit: int = Query(50, ge=1, le=100),
offset: int = Query(0, ge=0),
db: AsyncSession = Depends(get_db),
):
"""List assets with optional filters."""
stmt = select(Asset).where(Asset.owner_id == current_user.id)
if world_id is not None:
stmt = stmt.where(Asset.world_id == world_id)
if asset_type is not None:
stmt = stmt.where(Asset.asset_type == asset_type)
stmt = stmt.order_by(Asset.created_at.desc()).limit(limit).offset(offset)
result = await db.execute(stmt)
assets = result.scalars().all()
return assets
@router.get("/{asset_id}", response_model=AssetResponse)
async def get_asset(
asset_id: int,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Get a single asset by ID."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
return asset
@router.patch("/{asset_id}", response_model=AssetResponse)
async def update_asset(
asset_id: int,
payload: AssetUpdate,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Update an asset."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
update_data = payload.model_dump(exclude_unset=True)
for field, value in update_data.items():
setattr(asset, field, value)
await db.commit()
await db.refresh(asset)
return asset
@router.delete("/{asset_id}", status_code=204)
async def delete_asset(
asset_id: int,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Delete an asset."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
await db.delete(asset)
await db.commit()
@router.post("/{asset_id}/upload", response_model=AssetResponse)
async def upload_asset_file(
asset_id: int,
current_user: CurrentUser,
file: UploadFile = File(...),
db: AsyncSession = Depends(get_db),
):
"""Upload a file for an existing asset."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
# Sanitize filename to prevent path traversal.
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
# Read the file content.
content = await file.read()
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:
raise HTTPException(
status_code=413,
detail=f"File size {file_size} exceeds maximum allowed size {max_bytes} bytes",
)
# Write the file to the upload directory.
upload_dir = Path(settings.UPLOAD_DIR)
upload_dir.mkdir(parents=True, exist_ok=True)
stored_name = f"{asset_id}_{safe_filename}"
file_path = upload_dir / stored_name
file_path.write_bytes(content)
# Detect asset type from content/filename.
detected_type = _detect_asset_type(file.filename, content)
# Update asset record.
asset.file_path = str(file_path)
asset.mime_type = file.content_type
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.refresh(asset)
return asset
+311
View File
@@ -0,0 +1,311 @@
"""Authentication router - login, register, token refresh."""
import uuid
from datetime import date, datetime, timedelta, timezone
from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm
from jose import JWTError, jwt
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.database import get_db
from app.dependencies import CurrentUser
from app.models.session import RefreshToken
from app.models.user import User
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
router = APIRouter()
# --- Pydantic schemas ---
class TokenResponse(BaseModel):
access_token: str
refresh_token: str
token_type: str = "bearer"
access_token_expires_minutes: int
class RefreshRequest(BaseModel):
refresh_token: str
class RegisterRequest(BaseModel):
username: str
email: EmailStr
password: str
over_18: bool # Simple boolean confirmation instead of date_of_birth
class UserResponse(BaseModel):
id: int
username: str
email: str
date_of_birth: str | None = None
is_active: bool
created_at: datetime | None = None
model_config = {"from_attributes": True}
# --- Helpers ---
def _create_access_token(data: dict) -> str:
"""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["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta(
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
)
to_encode.update({"exp": expire})
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:
"""Verify a plain password against a hash."""
return pwd_context.verify(plain_password, hashed_password)
def hash_password(password: str) -> str:
"""Hash a password."""
return pwd_context.hash(password)
def calculate_age(birth_date: date, today: date | None = None) -> int:
"""Calculate age in years from a birth date.
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 ---
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return 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
result = await db.execute(select(User).where(User.username == req.username))
if result.scalar_one_or_none():
raise HTTPException(
status_code=status.HTTP_409_CONFLICT,
detail="Username already registered",
)
# Check if email already exists
result = await db.execute(select(User).where(User.email == req.email))
if result.scalar_one_or_none():
raise HTTPException(
status_code=status.HTTP_409_CONFLICT,
detail="Email already registered",
)
user = User(
username=req.username,
email=req.email,
hashed_password=hash_password(req.password),
date_of_birth=None, # No longer collecting DOB
)
db.add(user)
await db.flush() # flush to get user.id before creating refresh token
await db.refresh(user)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# 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)
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
"""Authenticate user and return access + refresh tokens.
Accepts form-encoded credentials (username/password) as expected by
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
"""
result = await db.execute(select(User).where(User.username == form.username))
user = result.scalar_one_or_none()
if not user or not verify_password(form.password, user.hashed_password):
raise HTTPException(
status_code=status.HTTP_401_UNAUTHORIZED,
detail="Incorrect username or password",
)
if not user.is_active:
raise HTTPException(
status_code=status.HTTP_403_FORBIDDEN,
detail="User account is inactive",
)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# 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)
async def get_current_user(current_user: CurrentUser):
"""Get current user profile from the JWT token."""
return current_user
+106
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"""User management router."""
from typing import Annotated
from fastapi import APIRouter, Depends, HTTPException, status
from pydantic import BaseModel, EmailStr
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.user import User
router = APIRouter()
# ─── Pydantic schemas ────────────────────────────────────────────────────────
class UserResponse(BaseModel):
id: int
username: str
email: str
is_active: bool
model_config = {"from_attributes": True}
class UserUpdate(BaseModel):
email: EmailStr | None = None
is_active: bool | None = None
# ─── Endpoints ───────────────────────────────────────────────────────────────
@router.get("/me", response_model=UserResponse)
async def get_current_user_profile(
current_user: CurrentUser,
):
"""Get the currently authenticated user's profile."""
return current_user
@router.get("/{user_id}", response_model=UserResponse)
async def get_user(
user_id: int,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Get a user by ID. Only the owner can view their own profile."""
result = await db.execute(select(User).where(User.id == user_id))
user = result.scalar_one_or_none()
if not user:
raise HTTPException(status_code=404, detail="User not found")
# Only the owner may view their own profile.
if user.id != current_user.id:
raise HTTPException(status_code=403, detail="Not authorized to view this user")
return user
@router.patch("/{user_id}", response_model=UserResponse)
async def update_user(
user_id: int,
user_update: UserUpdate,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Update a user. Only the owner can update their own account."""
result = await db.execute(select(User).where(User.id == user_id))
user = result.scalar_one_or_none()
if not user:
raise HTTPException(status_code=404, detail="User not found")
# Only the owner may update their own account.
if user.id != current_user.id:
raise HTTPException(status_code=403, detail="Not authorized to update this user")
if user_update.email is not None:
user.email = user_update.email
if user_update.is_active is not None:
user.is_active = user_update.is_active
await db.commit()
await db.refresh(user)
return user
@router.delete("/{user_id}", status_code=status.HTTP_204_NO_CONTENT)
async def delete_user(
user_id: int,
current_user: CurrentUser,
db: Annotated[AsyncSession, Depends(get_db)],
):
"""Delete a user. Only the owner can delete their own account."""
result = await db.execute(select(User).where(User.id == user_id))
user = result.scalar_one_or_none()
if not user:
raise HTTPException(status_code=404, detail="User not found")
# Only the owner may delete their own account.
if user.id != current_user.id:
raise HTTPException(status_code=403, detail="Not authorized to delete this user")
await db.delete(user)
await db.commit()
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"""Worlds router - CRUD for game worlds."""
from datetime import datetime
from typing import Annotated
from fastapi import APIRouter, Depends, HTTPException, Query
from pydantic import BaseModel, Field
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from sqlalchemy.orm import selectinload
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.world import World, WorldVisibility
router = APIRouter()
DbDep = Annotated[AsyncSession, Depends(get_db)]
# --- Pydantic schemas ---
class WorldCreate(BaseModel):
"""Schema for creating a world."""
name: str = Field(..., min_length=1, max_length=255)
description: str | None = None
visibility: WorldVisibility = WorldVisibility.PUBLIC
class WorldUpdate(BaseModel):
"""Schema for updating a world."""
name: str | None = Field(None, min_length=1, max_length=255)
description: str | None = None
visibility: WorldVisibility | None = None
class WorldResponse(BaseModel):
"""Schema for world responses."""
id: int
name: str
description: str | None
visibility: WorldVisibility
owner_id: int
created_at: datetime | None = None
model_config = {"from_attributes": True}
# --- Endpoints ---
@router.get("/", response_model=list[WorldResponse])
async def list_worlds(
current_user: CurrentUser,
db: DbDep,
skip: int = Query(0, ge=0),
limit: int = Query(50, ge=1, le=100),
visibility: WorldVisibility | None = None,
):
"""List worlds visible to the current user.
PUBLIC worlds are visible to everyone.
PRIVATE/FRIENDS_ONLY worlds are visible to their owner.
"""
query = select(World).options(selectinload(World.owner))
# Filter by visibility if specified
if visibility:
query = query.where(World.visibility == visibility)
if visibility != WorldVisibility.PUBLIC:
# Requesting a non-public visibility explicitly must not bypass
# ownership — otherwise any authenticated user could list every
# PRIVATE/FRIENDS_ONLY world in the system just by passing the
# filter, defeating the point of the check below.
query = query.where(World.owner_id == current_user.id)
else:
# Show PUBLIC worlds + owner's own worlds
query = query.where(
(World.visibility == WorldVisibility.PUBLIC)
| (World.owner_id == current_user.id)
)
query = query.offset(skip).limit(limit).order_by(World.created_at.desc())
result = await db.execute(query)
worlds = result.scalars().all()
return worlds
@router.get("/{world_id}", response_model=WorldResponse)
async def get_world(
world_id: int,
current_user: CurrentUser,
db: DbDep,
):
"""Get a single world by ID, respecting visibility."""
result = await db.execute(
select(World).where(World.id == world_id).options(selectinload(World.owner))
)
world = result.scalar_one_or_none()
if not world:
raise HTTPException(status_code=404, detail="World not found")
# Allow access if world is PUBLIC or owned by current user
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="World not found")
return world
@router.post("/", response_model=WorldResponse, status_code=201)
async def create_world(
world_data: WorldCreate,
current_user: CurrentUser,
db: DbDep,
):
"""Create a new world."""
world = World(
name=world_data.name,
description=world_data.description,
owner_id=current_user.id,
visibility=world_data.visibility,
)
db.add(world)
await db.commit()
await db.refresh(world)
return world
@router.put("/{world_id}", response_model=WorldResponse)
async def update_world(
world_id: int,
world_data: WorldUpdate,
current_user: CurrentUser,
db: DbDep,
):
"""Update an existing world."""
result = await db.execute(select(World).where(World.id == world_id))
world = result.scalar_one_or_none()
if not world:
raise HTTPException(status_code=404, detail="World not found")
if world.owner_id != current_user.id:
raise HTTPException(status_code=403, detail="Not owner of this world")
update_data = world_data.model_dump(exclude_unset=True)
for field, value in update_data.items():
setattr(world, field, value)
await db.commit()
await db.refresh(world)
return world
@router.delete("/{world_id}", status_code=204)
async def delete_world(
world_id: int,
current_user: CurrentUser,
db: DbDep,
):
"""Delete a world."""
result = await db.execute(select(World).where(World.id == world_id))
world = result.scalar_one_or_none()
if not world:
raise HTTPException(status_code=404, detail="World not found")
if world.owner_id != current_user.id:
raise HTTPException(status_code=403, detail="Not owner of this world")
await db.delete(world)
await db.commit()
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"""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,
}
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version: "3.9"
services:
postgres:
image: postgres:16-alpine
environment:
POSTGRES_USER: agp_user
POSTGRES_PASSWORD: agp_password
POSTGRES_DB: agp_db
ports:
- "${POSTGRES_HOST_PORT:-5432}:5432"
volumes:
- postgres_data:/var/lib/postgresql/data
healthcheck:
test: ["CMD-SHELL", "pg_isready -U agp_user -d agp_db"]
interval: 5s
timeout: 5s
retries: 5
redis:
image: redis:7-alpine
ports:
- "${REDIS_HOST_PORT:-6379}:6379"
volumes:
- redis_data:/data
healthcheck:
test: ["CMD", "redis-cli", "ping"]
interval: 5s
timeout: 5s
retries: 5
volumes:
postgres_data:
redis_data:
+3
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@@ -0,0 +1,3 @@
[pytest]
asyncio_mode = auto
testpaths = tests
+9
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@@ -3,11 +3,20 @@ uvicorn[standard]==0.34.0
sqlalchemy==2.0.36 sqlalchemy==2.0.36
alembic==1.14.0 alembic==1.14.0
psycopg2-binary==2.9.10 psycopg2-binary==2.9.10
asyncpg==0.31.0
redis==5.2.1 redis==5.2.1
pydantic==2.10.3 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
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"""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
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"""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")
+259
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@@ -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
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"""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"]
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"""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]")
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"""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
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"""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)
+462
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# Avatar Component System & glTF Attachment Spec
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction, world chunk data format
## 1. Overview
This document specifies the **avatar component system** for **agp-game**, a
Godot-based multiplayer game. It defines:
- How an avatar is decomposed into **body parts** and **attachment slots**.
- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
base body.
- The **glTF/GLB format requirements** that all avatar assets must satisfy so
they can be loaded, skinned, and networked consistently.
The goal is a **modular, data-driven avatar pipeline**: a single base body rig
plus swappable attachments, all authored in glTF and consumed by a shared Godot
runtime. This enables player customization, cosmetic monetization, and
server-authoritative validation of what a player is wearing.
### 1.1 Design Goals
- **Modularity:** Body parts and attachments are independent assets that can be
combined at runtime without re-exporting.
- **Consistency:** A single, well-defined skeleton and slot convention so any
attachment fits any base body.
- **Networkability:** The avatar's composition is expressed as a compact,
serializable **loadout** that the server can validate and replicate.
- **Performance:** Attachments are skinned to the same skeleton and share
materials where possible to minimize draw calls and skinning cost.
- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
by a build-time checker.
---
## 2. Avatar Decomposition
### 2.1 The Base Body
Every avatar is built on a **base body** — a single glTF asset containing:
- A **skeleton** (the canonical rig, see §3).
- A **base mesh** for the skin/body (head, torso, arms, legs).
- **Attachment points** (empty nodes) that define where accessories mount.
The base body is the only asset that carries the skeleton. Attachments reference
the skeleton by **bone name** and are skinned to it; they never carry their own
rig.
### 2.2 Body Parts vs. Attachments
Two distinct concepts:
| Concept | Definition | Example |
|----------------|-------------------------------------------------------------------------|----------------------------------|
| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
The distinction matters for **slot exclusivity** and **layering**:
- **Body parts** are *exclusive* per slot — only one head can be equipped.
- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
above the head mesh.
---
## 3. Skeleton & Slot Convention
### 3.1 Canonical Skeleton
All avatars share a **canonical skeleton** with a fixed set of bone names. This
is the contract that lets any attachment fit any body. The skeleton follows a
humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
Required bones (subset of the full rig):
```
Root
├── Hips
│ ├── Spine
│ │ ├── Chest
│ │ │ ├── Neck
│ │ │ │ └── Head
│ │ │ │ ├── HeadTop # hat / hair mount
│ │ │ │ ├── Jaw # face accessories
│ │ │ │ └── LeftEye / RightEye
│ │ │ ├── LeftShoulder
│ │ │ │ └── LeftUpperArm
│ │ │ │ └── LeftLowerArm
│ │ │ │ └── LeftHand
│ │ │ └── RightShoulder
│ │ │ └── RightUpperArm
│ │ │ └── RightLowerArm
│ │ │ └── RightHand
│ │ └── (Chest children for torso attachments)
│ ├── LeftUpperLeg
│ │ └── LeftLowerLeg
│ │ └── LeftFoot
│ └── RightUpperLeg
│ └── RightLowerLeg
│ └── RightFoot
```
**Rules:**
- Bone names are **case-sensitive** and must match exactly.
- The skeleton is **T-pose** at rest for consistent skinning.
- Attachments must be skinned to **at least** the bones they deform; static
accessories may be parented to a single bone (e.g., a hat parented to `Head`).
### 3.2 Attachment Slots
Slots are the **logical mount points** for body parts and attachments. Each slot
maps to one or more bones and defines what can be equipped there.
| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
|----------------|--------------|--------------------|-------------|-------------------------------|
| `head` | body part | `Head` | exclusive | alternate head, face |
| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
| `torso` | body part | `Chest` | exclusive | alternate torso |
| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
| `legs` | body part | `Hips` | exclusive | alternate legs |
| `pants` | attachment | `Hips` | exclusive | pants, skirts |
| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
**Slot semantics:**
- **`exclusive`** slots allow at most one equipped item at a time.
- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
simultaneously (bounded by a configurable limit, e.g., 8).
- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
the corresponding base mesh. When a body part is equipped, the base mesh for
that region is hidden.
- **Attachment slots** layer on top of the base mesh and never hide it.
### 3.3 Slot → Bone Mapping
Each slot declares a **primary mount bone** and an optional **secondary bone
list** for skinning. The runtime uses this to:
1. Parent static accessories to the mount bone.
2. Skin skinned attachments to the union of the slot's bones.
---
## 4. glTF/GLB Format Requirements
All avatar assets (base bodies, body parts, attachments) are distributed as
**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
container). GLB is the preferred distribution format for runtime loading.
### 4.1 Required Conventions
| Concern | Requirement |
|--------------------|------------------------------------------------------------------------------|
| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
| **Pose** | T-pose at rest. |
| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
| **Animation** | Optional. If present, must not rename or remove canonical bones. |
### 4.2 Asset Metadata (extras)
Each asset **must** declare its slot and identity in the glTF `asset.extras`
object. This is the machine-readable contract consumed by the build pipeline and
runtime.
```json
{
"asset": {
"version": "2.0",
"extras": {
"agp": {
"type": "attachment", // "base_body" | "body_part" | "attachment"
"slot": "chest", // slot ID from §3.2
"id": "shirt_bandit_01", // globally unique asset id
"display_name": "Bandit Shirt",
"version": "1.0.0",
"mount_bone": "Chest", // primary mount bone
"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
"exclusive": true, // matches slot exclusivity
"tags": ["cloth", "common"],
"author": "platform-team"
}
}
}
}
```
**Validation rules for `extras.agp`:**
- `type` must be one of `base_body`, `body_part`, `attachment`.
- `slot` must be a known slot ID (§3.2).
- `mount_bone` must exist in the canonical skeleton.
- `skin_bones` must all exist in the canonical skeleton.
- `exclusive` must match the slot's declared exclusivity.
- `id` must be unique across the asset catalog.
### 4.3 Node Naming Convention
To make assets self-describing and mergeable, nodes follow a convention:
- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
`chest_shirt_bandit_01`).
- **Attachment points** (empty nodes) on the base body are named
`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
### 4.4 Material & Texture Requirements
- All materials use the **metallic-roughness** PBR model.
- Textures are embedded in the GLB or referenced as external files; external
references must be relative paths within the asset package.
- **Color customization** is supported via a `baseColorFactor` tint applied at
runtime (multiplied over the albedo). Assets should use a neutral albedo
(white/gray) where tinting is intended.
- **Masked/transparent** materials must set the correct alpha mode
(`MASK` or `BLEND`) and `alphaCutoff`.
### 4.5 Skeleton Merging at Runtime
When an attachment is loaded, the runtime **merges** it onto the base body:
1. Load the base body (skeleton + base meshes).
2. Load each equipped attachment.
3. For each attachment, **re-target its skin** to the base body's skeleton by
bone name (no re-export needed).
4. Parent static accessories to their `mount_bone`.
5. Hide base meshes for any equipped body-part slots.
6. Apply material tints and merge into the render tree.
The merge is **name-based** — bone names must match exactly (§3.1). This is the
core reason for the strict naming contract.
---
## 5. Loadout Model (Network & Persistence)
The avatar's composition is serialized as a **loadout** — a compact, ordered
list of equipped asset IDs. This is what the server validates, persists, and
replicates.
### 5.1 Loadout JSON
```json
{
"base_body": "base_human_male_01",
"slots": {
"head": "head_cyber_01",
"hair": "hair_mohawk_01",
"face": null,
"torso": null,
"chest": "chest_bandit_01",
"back": "backpack_01",
"left_arm": null,
"right_arm": null,
"left_hand": "glove_leather_01",
"right_hand": "glove_leather_01",
"legs": null,
"pants": "pants_cargo_01",
"left_foot": "shoe_boot_01",
"right_foot": "shoe_boot_01",
"accessory": ["belt_01", "necklace_01"]
}
}
```
**Rules:**
- `base_body` is required and must reference a valid `base_body` asset.
- Each exclusive slot holds **at most one** asset id (or `null`).
- `accessory` is an array (0..N, bounded).
- The server validates that every id exists in the catalog and that slot
exclusivity is respected.
### 5.2 Network Replication
The loadout is replicated as part of the player's spawn/state data:
```
spawn_entity:
entity_id: uint32
type: player
transform: { x, y, rot }
props:
loadout_hash: uint32 # hash of the loadout for change detection
loadout: { ... } # full loadout on spawn / on change
```
- The **full loadout** is sent on spawn and whenever it changes (reliable).
- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
- The server is the **authority** on the loadout; clients send *requests* to
change equipment, and the server validates and broadcasts the result.
### 5.3 Server-Side Validation
The server rejects a loadout if:
- `base_body` is missing or unknown.
- Any slot references an unknown asset id.
- An exclusive slot has more than one item.
- An asset's declared `slot` does not match the slot it is placed in.
- The accessory list exceeds the configured limit.
- The asset is not owned/unlocked by the player (for gated cosmetics).
---
## 6. Godot Runtime Architecture
### 6.1 Node Structure
```
Avatar (Node3D)
├── Skeleton3D # canonical skeleton (from base body)
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
│ ├── head_Mesh
│ ├── torso_Mesh
│ └── ...
├── Attachments # equipped attachments
│ ├── chest_shirt_bandit_01
│ ├── hair_mohawk_01
│ └── ...
└── AttachmentPoints # empty nodes for dynamic mounting
├── attach_head
├── attach_left_hand
└── ...
```
### 6.2 Core Classes
| Class | Responsibility |
|--------------------------|-------------------------------------------------------------|
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
| `AvatarLoadout` | Serializable loadout model + validation. |
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
| `AvatarVisualizer` | Builds the render tree from a loadout. |
### 6.3 Loading Pipeline
```
loadout JSON
│
▼
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
│
▼
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
│
▼
for each equipped slot:
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
│
▼
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
│
▼
Avatar node ready for render
```
### 6.4 Performance Considerations
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
computed once per frame.
- **Material batching:** Attachments that share a material are merged into a
single mesh where possible (static accessories).
- **LOD:** Optional LOD variants per asset; the runtime selects based on
distance.
- **Caching:** Resolved loadouts and imported GLB resources are cached by
`AvatarCatalog` to avoid re-importing on respawn or re-join.
---
## 7. Asset Pipeline & Validation
### 7.1 Build-Time Validation
A build-time checker validates every asset before it enters the catalog:
1. **Format check:** valid glTF 2.0 / GLB.
2. **Metadata check:** `extras.agp` present and valid (§4.2).
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
4. **Slot check:** `slot` is known and `exclusive` matches.
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
6. **Texture check:** sizes, formats, and alpha modes are valid.
7. **Uniqueness check:** `id` is unique.
### 7.2 Catalog Manifest
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
```json
{
"assets": {
"base_human_male_01": {
"type": "base_body",
"path": "res://assets/avatars/base_human_male_01.glb",
"version": "1.0.0"
},
"chest_bandit_01": {
"type": "attachment",
"slot": "chest",
"path": "res://assets/avatars/chest_bandit_01.glb",
"version": "1.0.0"
}
}
}
```
---
## 8. Security & Anti-Cheat
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
the server validates against the catalog and the player's owned items.
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
reference catalog ids only.
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
stale loadout state.
---
## 9. Open Questions / Future Work
- **Morph targets / blendshapes:** Support for facial expressions and body
morphs (e.g., height, muscle) via glTF morph targets.
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
humanoid avatars) as an import source.
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
---
## 10. Summary
| Concern | Decision |
|------------------------|-------------------------------------------------------|
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
| Skeleton | Single canonical humanoid skeleton, name-based merge |
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
| Loadout | Compact JSON; server-authoritative and validated |
| Replication | Full loadout on spawn/change + `loadout_hash` |
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
| Validation | Build-time asset checker + runtime catalog validation |
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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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# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** World chunk data format & persistence, server authority + client
> prediction, content moderation & age verification, avatar component system
> **Godot version:** 4.6.2 stable
## 1. Overview
This document evaluates the two primary ways to build the **world/level
authoring tool** for **agp-game**:
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
panels, dock widgets, and tools that operate on the project's scenes and
resources.
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
`Control` nodes) that runs inside the running game, editing the game's own
world data.
The goal is to pick the approach that best fits the platform's constraints:
a **server-authoritative** multiplayer game where the **world is stored as
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
`content_moderation.md`), and the client is a **shipped binary** that players
run (not a dev tool).
This document is a **decision record**: it lays out the trade-offs, gives a
clear recommendation, and defines the resulting architecture boundaries.
---
## 2. Context & Constraints
Before comparing the two approaches, we must fix the constraints that drive the
decision. These come from the existing architecture docs.
### 2.1 The World Is Data, Not Scenes
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
of load, save, and stream. The **server is the only writer** to the store;
clients submit **deltas** against a `base_revision` and the server validates and
applies them.
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
files. Whatever editor we build must serialize to the chunk contract, not to
Godot scene resources.
### 2.2 Server-Authoritative & Moderation-Aware
- The server validates every edit (schema, bounds, moderation) before
persisting (`world.md` §5.4).
- Content carries **content flags** aggregated from referenced assets/scripts
(`content_moderation.md` §3). Mature content is gated behind age verification.
- The client receives a **content manifest** and never loads content not in it.
**Implication:** An editor that runs on a **player's machine** cannot be the
authority on what gets published. Editing must go through the server's
validation pipeline, and the editor must surface moderation flags.
### 2.3 The Client Is a Shipped Binary
The game is a multiplayer product. Players run a **release build**. The Godot
editor is a **development tool** that players do not have.
**Implication:** If authoring is a first-class *player* feature (user-generated
content), the editor must ship inside the game binary. If authoring is a
*developer/platform* feature, it can live in the editor.
### 2.4 Two Distinct Audiences
The evaluation must separate two audiences, because they have opposite needs:
| Audience | Who | Where they run | What they build |
|----------|-----|----------------|-----------------|
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
The two approaches map cleanly onto these audiences, and the right answer is
likely **both** — but with a clear primary recommendation.
---
## 3. Approach (a): Godot Editor Plugin
### 3.1 What It Is
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
the editor via the `EditorPlugin` API. It can add:
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
- **Toolbar buttons** (`add_control_to_container`).
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
- **Menu entries** (`add_tool_menu_item`).
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
### 3.2 Pros
- **Full editor power for free:** You get the scene tree, inspector, viewport
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
exactly what the editor is built for. Great for authoring **base content**
(rooms, templates, avatar base bodies).
- **Fast iteration for devs:** The platform team can build and test levels
directly in the tool they already use.
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
- **No runtime footprint:** Editor-only code is stripped from export builds
(`@tool` scripts and editor plugins are not shipped to players).
### 3.3 Cons
- **Not available to players.** Players don't run the Godot editor. Any
player-facing UGC authoring cannot use this approach.
- **Tied to the editor's UX.** You inherit the editor's look and interaction
model; deep customization is limited by what the editor API exposes.
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
plugins are more brittle across upgrades than game code.
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
resources. Our world is **chunk data** (`world.md`). We'd have to build a
translation layer (scene ↔ chunk) and keep it in sync — a real source of
drift.
- **Single-user, local.** The editor edits local files. It does not natively
talk to our server-authoritative chunk store or the moderation pipeline.
- **Headless/CI friction.** Validating plugin behavior in CI requires running
the editor headless, which is heavier than testing game code.
### 3.4 Fit for Our Constraints
- **Platform/dev authoring:** Excellent. This is the natural home for building
base worlds, rooms, and templates.
- **Player UGC:** Not applicable. Players cannot run the editor.
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
local scenes; we'd bolt on a chunk export/import and a server sync layer.
---
## 4. Approach (b): In-Game Editor
### 4.1 What It Is
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
buttons, toolbars) that run inside the running game. It edits the game's own
world data model (chunks) and submits edits through the normal server pipeline.
### 4.2 Pros
- **Ships to players.** The editor is part of the game binary, so **player UGC
authoring is possible** — the core requirement for a user-generated-content
platform.
- **Data-native.** The editor operates directly on the **chunk model**
(`world.md`), so there is no scene↔chunk translation layer and no drift.
- **Server-authoritative by construction.** Edits go through the same
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
moderation apply uniformly. The editor cannot bypass the server.
- **Moderation-aware.** Because edits flow through the server, content flags are
computed and enforced at the boundary (`content_moderation.md` §4). The editor
can surface flags and gate mature content.
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
the game; no separate editor theme to maintain.
- **Testable in CI.** The editor is ordinary game code; it can be exercised
headlessly and unit-tested like any other system.
### 4.3 Cons
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
We must implement selection, snapping, undo/redo, viewport navigation, and
property editing ourselves.
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
behind a feature flag / separate scene that is only instantiated on demand).
- **More upfront work.** A usable in-game editor is a large feature; it needs
its own architecture (tool modes, gizmos, palette, inspector).
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
material is better done in the Godot editor / DCC tools. The in-game editor
should focus on **world composition** (placing tiles and objects), not asset
creation.
### 4.4 Fit for Our Constraints
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
- **Player UGC:** The **only** viable approach. Players can only author through
the shipped game.
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
that submits validated deltas.
---
## 5. Comparison Matrix
| Criterion | (a) Editor plugin | (b) In-game editor |
|-----------|-------------------|--------------------|
| Ships to players | ❌ No | ✅ Yes |
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
---
## 6. Recommendation
**Primary recommendation: build the in-game editor (b) as the platform's
authoring surface, and use a lightweight Godot editor plugin (a) only as an
internal dev convenience.**
### 6.1 Rationale
1. **Player UGC is the deciding factor.** The platform's value proposition is
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
editor, so **only an in-game editor can deliver player authoring**. This is a
hard requirement that the editor-plugin approach cannot meet.
2. **The world is data, and the in-game editor is data-native.** `world.md`
defines chunks as the atomic unit. An in-game editor edits chunks directly
and submits them through the server pipeline. An editor plugin would force a
scene↔chunk translation layer that is a constant source of drift and bugs.
3. **Server authority and moderation fall out naturally.** Because in-game
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
revisioning, optimistic concurrency, and content-flag enforcement
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
server — which is exactly what a moderation-aware UGC platform needs.
4. **The editor-plugin's strengths are not what we need.** Its free features
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
Our authoring is world composition against a chunk contract, not scene
editing. The plugin's main win — deep asset authoring — is better served by
DCC tools and the Godot editor for the *platform team*, not by a plugin we
must maintain.
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
We still recommend a **small, optional** editor plugin for the **platform team**
to author **base content** (base rooms, templates, avatar base bodies, test
levels) directly in the Godot editor. This is a dev-time convenience, not a
product feature:
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
in-game editor) so dev-authored content flows into the same pipeline.
- It is **not shipped** to players and is **not** the authoring surface for UGC.
- It should be kept thin to minimize editor-API churn risk.
### 6.3 Scope Boundary
To keep the in-game editor tractable, define its scope clearly:
- **In scope (world composition):** placing tiles, placing static/dynamic
objects, setting transforms, editing object properties, saving/loading chunks,
submitting edits to the server, showing moderation flags.
- **Out of scope (asset creation):** modeling meshes, authoring materials,
rigging avatars. These are done in DCC tools / the Godot editor and imported
as catalog assets (see `avatar.md` §7). The in-game editor **references**
catalog assets by id; it does not create them.
---
## 7. Resulting Architecture
### 7.1 Shared Editor Core
Both the in-game editor and the (optional) dev plugin should share a single
**editor core** that operates on the chunk model. This avoids two divergent
implementations.
```
EditorCore (shared, data-native)
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
├── EditSession # base_revision tracking, delta generation
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
├── UndoRedoStack # command pattern over chunk mutations
├── SelectionManager # selected tiles/objects
├── ToolRegistry # brush, object-place, select, erase, etc.
└── ModerationView # surfaces content flags; gates mature content
```
### 7.2 In-Game Editor (Primary)
```
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
├── EditorViewport # custom 2D/3D viewport with camera navigation
├── Toolbar # tool mode switcher
├── PalettePanel # tile/object palette (from catalog)
├── InspectorPanel # property editor for selected object
├── ChunkBrowser # load/save chunks, list rooms
└── EditorCore # shared core (above)
```
- Instantiated only when the player enters "build mode" (a separate scene /
feature flag), so the runtime footprint is negligible during normal play.
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
by re-fetching and re-applying (`world.md` §5.4).
### 7.3 Dev Editor Plugin (Optional, Thin)
```
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
├── Dock panel: "Chunk Export"
├── Reads the current scene / selected nodes
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
└── Exports a .chunk.json / submits to a dev server
```
Kept thin to minimize editor-API churn. Its only job is to let the platform team
author base content in the editor and push it into the same chunk pipeline.
### 7.4 Data Flow
```
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
^ | validate
| | apply
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
v
SQLite (world.db)
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
```
Both paths converge on the **same server validation pipeline**, so moderation
and revisioning are uniform regardless of authoring surface.
---
## 8. Risks & Mitigations
| Risk | Mitigation |
|------|------------|
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
| Players bypass moderation | Impossible by construction: edits go through server validation |
---
## 9. Open Questions / Future Work
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
editor (volumetric chunks) is future work (`world.md` §8).
- **Collaborative editing:** Multiple players editing the same chunk concurrently
— the optimistic-concurrency model already supports it, but the UX (live
cursors, conflict resolution) is unspecified.
- **Template library:** A curated set of room templates players can start from.
- **Publish/review flow:** How a player's authored room enters the moderation
review queue (`content_moderation.md` §6) and becomes publicly joinable.
---
## 10. Summary
| Concern | Decision |
|---------|----------|
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
| Server authority | Edits go through `request_chunk_edit`; server validates |
| Moderation | Enforced at the server boundary for both paths |
| In-game editor scope | World composition only; asset creation is out of scope |
| Runtime footprint | Editor gated behind a feature flag / separate scene |
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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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# 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 |
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# GDScript Sandboxing for User-Written Scripts
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Content moderation & age verification (scripts are one of the
> three moderated content types), avatar component system
## 1. Overview
This document evaluates how to safely run **user-written scripts** as part of
UGC (user-generated content) in **agp-game**, and recommends an approach.
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
none of the three options named in the original task hold up under testing.**
A script running anywhere inside the Godot process — however it's loaded,
parented, or wrapped — runs with full engine privileges: arbitrary process
execution, full filesystem read/write, and raw network access. Sandboxing
has to happen *outside* the scripting language, not through an in-engine
restriction mechanism, because no such mechanism exists.
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
in `sandbox_probe/` on this branch) rather than assumed from documentation,
some of which (see §2.1) describes APIs that don't actually exist in this
version.
## 2. Options Evaluated
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
There is no `ScriptServer` class in Godot 4.6.2:
```
ClassDB.class_exists("ScriptServer") → false
```
There's also no project setting to disable engine subsystems for scripts —
none of `application/run/disable_os`, `disable_file_access`, or
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
returns nothing matching "sandbox", "restrict", or "security". Any plan that
assumes a flag like this exists needs to be dropped; it was likely conflated
with sandboxing features from a different engine/scripting ecosystem, or
with **export template stripping** (which controls what ships in a build,
not what a script can call at runtime).
Directly probed capabilities of an ordinary GDScript running as a normal
node script, no special setup:
| Capability | Available to any script? |
|---|---|
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
**Verdict: rejected.** There is nothing to configure here — the restriction
surface this option assumed doesn't exist in the engine.
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
`SubViewport` is a **rendering and input isolation** primitive (it gives a
scene subtree its own render target and can gate input propagation) — it is
not a security or scripting boundary. A script attached to any node inside a
`SubViewport` still runs in the same process, on the same GDScript VM, with
the exact same access to `OS`, `FileAccess`, networking classes, and
`ClassDB` as a script anywhere else in the tree. Nothing about being
"inside" a SubViewport changes what API calls are reachable from a script.
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
the security problem the task is asking about. Worth keeping in mind for
other purposes (e.g. isolated preview rendering of user avatars), but it
provides zero script sandboxing.
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
Two ways to read this option, tested separately:
**(a) Write/embed a separate GDScript parser+interpreter.** Not
practical — this means re-implementing (and then indefinitely maintaining,
in lockstep with every Godot release) a full language interpreter outside
the engine. Far more engineering than the problem justifies.
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
a single expression, no control flow, no arbitrary statements. But it isn't
safe by default: it can still reach through to unsafe engine methods if you
aren't careful about what object you hand it as a base instance:
```gdscript
var expr = Expression.new()
expr.parse("get_environment('HOME')", ["OS"])
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
```
So `Expression` is a viable building block only if the host **never passes
a base instance (or arguments) that exposes anything sensitive** — i.e. the
allowlisting work still has to happen at the call site, `Expression` itself
enforces none of it.
**Static text pattern-matching (blocklisting dangerous substrings like
`"OS.execute"` before parsing) was also probed and is not a real
defense** — it's trivially defeated by string concatenation, `call()`,
`Callable`, or any other indirection, and produces false confidence.
**Verdict: partially viable, but only as a foundation, not a solution on
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
raw `Expression`) with an explicit allowlist of safe operations and *no
ability to reference engine singletons or arbitrary objects* is the only
version of "custom interpreter" that's actually safe. This is real
engineering effort, not a config flag.
## 3. Recommendation
**Don't run untrusted GDScript in-process at all.** Given none of the three
in-engine options provide a real boundary, the two approaches actually worth
building are, in order of recommended priority:
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
scripting. Most UGC scripting needs in a game like this (custom
interactions, simple triggers, item behaviors) don't need a general
programming language — they need a small set of declarative
verbs/conditions (e.g. `on_interact: give_item("torch")`,
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
code) and interpreted by trusted, hand-written GDScript on the engine
side. This has *zero* attack surface by construction — there's no
interpreter to escape because there's no general execution, just a
fixed, reviewed set of verbs. This is almost certainly sufficient for
the actual UGC use cases in this game and should be scoped against real
feature requirements before assuming more is needed.
2. **If genuinely general scripting becomes a hard requirement**, isolate it
at the OS level, not the engine level: run untrusted scripts in a
**separate process** (a stripped-down Godot instance or a dedicated
interpreter) under OS sandboxing (a restricted user account, a
container, or `firejail`/`bwrap`/seccomp), communicating with the main
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
operations. This is the only approach that provides a real security
boundary for arbitrary code, because it doesn't depend on the scripting
language cooperating — the OS enforces it. Substantially more
infrastructure than option 1; only worth it if option 1's DSL genuinely
can't express what's needed.
**Do not** attempt in-process GDScript sandboxing via SubViewport,
ScriptServer, or ad hoc blocklisting — all three were directly tested and
none provide a real boundary (§2).
## 4. Open Questions
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
simple item/state effects, dialogue branching?) This determines whether
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
needed. Needs a concrete feature list before implementation starts.
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
Affects resource cost and isolation guarantees.
- Interaction with the content moderation pipeline (`content_moderation.md`):
scripts as a moderated content type still need a moderation flag path
regardless of which execution model is chosen — a DSL makes static
analysis of *what a script can possibly do* far easier than it would be
for general code, which is an additional point in its favor.
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# World Chunk Data Format & Persistence Architecture
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
## 1. Overview
This document specifies the **world chunk data format** and **persistence
schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
agents. It defines:
- The **chunk data format** — both a human-readable **JSON** form (for
authoring, tooling, and debugging) and a compact **binary** form (for
runtime loading and network transfer).
- The **SQLite schema** that persists world state on the server, including
chunk metadata, chunk payloads, and the world/room hierarchy.
- The **read/write API** that the server and client use to load, save, and
stream chunks.
The goal is a **single, versioned chunk contract** that is shared across the
Godot client, the Python backend, and the persistence layer. A chunk is the
atomic unit of world geometry, gameplay objects, and persistence — the server
loads and saves whole chunks, and clients stream the chunks around them.
### 1.1 Design Goals
- **Versioned & forward-compatible:** Every chunk carries a format version so
the loader can migrate old data and reject unknown future data gracefully.
- **Dual representation:** JSON for authoring/debugging, binary for
runtime/network. Both encode the *same* logical model so there is exactly one
source of truth for the schema.
- **Server-authoritative persistence:** The server is the only writer to the
SQLite store. Clients submit *edits* (deltas) and the server applies and
persists them, mirroring the server-authoritative networking model.
- **Chunk-granular persistence:** Persistence happens at chunk granularity so
the server can save a dirty chunk without rewriting the whole world, and can
stream only the chunks a client needs.
- **Deterministic & testable:** The binary format is byte-stable for a given
logical payload, enabling checksums, caching, and reproducible tests.
- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
content flags (see `content_moderation.md`); the persistence layer stores the
moderation state alongside chunk data so enforcement can happen at load time.
---
## 2. World Model & Chunking
### 2.1 World Hierarchy
The world is organized as a hierarchy that matches the moderation content graph:
```
World
└── Room
└── Chunk (the atomic persistence & streaming unit)
├── Tiles / Terrain
├── Static objects (props, geometry)
├── Dynamic objects (spawnable entities, interactables)
└── Metadata (flags, version, timestamps)
```
- A **World** is the top-level container (a named, versioned space).
- A **Room** is a bounded region within a world (a level, a building, a zone).
- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
load, save, and stream.
### 2.2 Chunk Dimensions
Chunks are **fixed-size, axis-aligned boxes** in world space. The default
dimensions are a configuration constant so they can be tuned per world:
| Constant | Default | Description |
|---------------------|---------|----------------------------------------------------|
| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
computed from a world-space position `p` as:
```
cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
```
The chunk's world-space bounding box is therefore:
```
min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
```
### 2.3 Chunk Coordinate Key
For storage and lookup, a chunk is addressed by a **canonical string key**:
```
"{world_id}:{room_id}:{cx}:{cy}:{cz}"
```
Example: `"w_0001:r_0001:12:-4:0"`. This key is the primary lookup key in the
SQLite `chunks` table and is used in the read/write API.
---
## 3. Chunk Data Format
### 3.1 Logical Model
Both the JSON and binary encodings serialize the same logical chunk model. The
logical model is defined here once; the two encodings are projections of it.
```
Chunk
├── version : uint (format version, currently 1)
├── key : string (canonical chunk key, see §2.3)
├── world_id : string
├── room_id : string
├── coord : { cx, cy, cz } (int)
├── bounds : { min_x, min_y, min_z, max_x, max_y, max_z } (float)
├── tiles : TileLayer[] (terrain / tile data)
├── objects : WorldObject[] (static + dynamic objects)
├── flags : ContentFlags (moderation flags, see §3.5)
├── meta : { created_at, updated_at, revision, author }
└── checksum : string (SHA-256 of canonical payload)
```
### 3.2 Tile Layer
A chunk's terrain is stored as one or more **tile layers**. Each layer is a
dense grid of tile IDs of size `CHUNK_SIZE_X × CHUNK_SIZE_Y` (× `CHUNK_SIZE_Z`
for volumetric worlds).
```
TileLayer
├── name : string (e.g. "ground", "walls", "decor")
├── layer_id : uint
├── width : uint (= CHUNK_SIZE_X)
├── height : uint (= CHUNK_SIZE_Y)
├── depth : uint (= CHUNK_SIZE_Z)
├── tiles : uint[] (flattened tile IDs, row-major, length = w*h*d)
└── palette : TileDef[] (tile ID → tile definition, shared per layer)
```
**Tile encoding:** A tile ID is a `uint16` index into the layer's `palette`.
`0` is reserved for "empty/air". The palette maps each tile ID to a `TileDef`:
```
TileDef
├── id : uint16
├── asset_id : string (reference to a tile/terrain asset)
├── solid : bool (collision)
├── flags : uint32 (bitmask: walkable, climbable, liquid, ...)
└── variants : uint8 (number of visual variants for this tile)
```
**Rationale for palette + indices:** Storing dense `uint16` indices rather than
full asset strings per cell keeps the binary payload small (2 bytes/cell) while
the palette (shared across the layer) carries the rich per-tile metadata.
### 3.3 World Objects
Objects are the non-tile entities in a chunk: static props, interactables,
spawn points, and dynamic-object templates.
```
WorldObject
├── id : string (stable object id, unique within the chunk)
├── type : string (e.g. "prop", "interactable", "spawn_point", "door")
├── asset_id : string (reference to the object's mesh/glTF asset)
├── transform : { pos: [x,y,z], rot: [x,y,z,w], scale: [x,y,z] }
├── properties : object (type-specific key/value map, JSON-typed)
├── dynamic : bool (true if this is a spawnable dynamic entity)
└── flags : ContentFlags (per-object moderation flags)
```
**Dynamic objects** are stored as *templates* in the chunk. Their *runtime
state* (position, health, inventory) is **not** stored in the chunk; it lives
in the runtime entity store and is persisted separately (see §4.4). This keeps
chunks stable and diffable — a chunk only changes when its *static* content
changes.
### 3.4 Content Flags
Each chunk (and each object) carries a **content flag set** that is the
aggregate of the moderation flags of the assets and scripts it references. This
mirrors the aggregation rules in `content_moderation.md`:
```
ContentFlags
├── categories : { violence, sexual, language, substance, gambling, horror, hate, custom }
│ (each → severity: none|mild|moderate|severe)
├── mature : bool (true if any contributing item is mature)
└── sources : string[] (flag ids that contributed, for audit)
```
The server computes and persists these flags at write time so that enforcement
(age gating, content filtering) can happen at load time without re-scanning
assets.
### 3.5 JSON Encoding
The JSON encoding is the **authoring and debugging** representation. It is
human-readable, diffable, and used by tools and tests. It is the canonical
logical model serialized directly.
```json
{
"version": 1,
"key": "w_0001:r_0001:12:-4:0",
"world_id": "w_0001",
"room_id": "r_0001",
"coord": { "cx": 12, "cy": -4, "cz": 0 },
"bounds": { "min_x": 384.0, "min_y": -128.0, "min_z": 0.0,
"max_x": 416.0, "max_y": -96.0, "max_z": 1.0 },
"tiles": [
{
"name": "ground",
"layer_id": 0,
"width": 32,
"height": 32,
"depth": 1,
"palette": [
{ "id": 0, "asset_id": "", "solid": false, "flags": 0, "variants": 1 },
{ "id": 1, "asset_id": "tiles/grass", "solid": false, "flags": 1, "variants": 4 }
],
"tiles": [0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1]
}
],
"objects": [
{
"id": "obj_0001",
"type": "interactable",
"asset_id": "props/chest",
"transform": { "pos": [400.0, -110.0, 0.0],
"rot": [0.0, 0.0, 0.0, 1.0],
"scale": [1.0, 1.0, 1.0] },
"properties": { "loot_table": "chest_basic", "locked": false },
"dynamic": false,
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] }
}
],
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] },
"meta": { "created_at": "2026-08-17T00:00:00Z",
"updated_at": "2026-08-17T00:00:00Z",
"revision": 3,
"author": "agent-bot" },
"checksum": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
}
```
> **Note on the example checksum:** The value shown above is illustrative only.
> In practice the `checksum` field is the SHA-256 of the canonical binary
> payload body (see §3.6.3), not of the JSON text. The value here is a
> placeholder for documentation purposes.
### 3.6 Binary Encoding
The binary encoding is the **runtime and network** representation. It is compact
and byte-stable. It uses a simple, explicitly-specified layout (no external
serialization library) so it can be produced and consumed identically by the
Godot client (GDScript) and the Python backend.
#### 3.6.1 Header
| Offset | Size | Field | Type / Encoding |
|--------|------|--------------|------------------------------------------|
| 0 | 4 | magic | ASCII `"AGPC"` (0x41 0x47 0x50 0x43) |
| 4 | 2 | version | `uint16` LE (currently `1`) |
| 6 | 2 | header_len | `uint16` LE (bytes of header after this) |
| 8 | 4 | flags | `uint32` LE (bitmask, reserved) |
| 12 | 4 | payload_len | `uint32` LE (bytes of payload body) |
| 16 | 32 | checksum | SHA-256 of payload body (hex, 32 bytes) |
Total header size: **48 bytes**.
#### 3.6.2 Payload Body
The payload body is a sequence of typed sections. Each section has a small
header:
| Offset | Size | Field | Type / Encoding |
|--------|------|------------|----------------------------|
| 0 | 1 | section_id | `uint8` (see table below) |
| 1 | 4 | section_len| `uint32` LE (bytes of section data) |
| 5 | ... | data | section-specific |
Section IDs:
| section_id | Section | Data layout |
|------------|----------------|-------------------------------------------------------------------|
| `0x01` | metadata | world_id, room_id (length-prefixed strings), coord (3×int32), bounds (6×float32) |
| `0x02` | tile layer | name, layer_id, dims (3×uint16), palette, dense tile indices |
| `0x03` | object | one `WorldObject` (repeated; one section per object) |
| `0x04` | content flags | category severities (8×uint8), mature (uint8), sources (string list) |
| `0x05` | meta | created_at, updated_at (int64 unix), revision (uint32), author (string) |
**String encoding:** length-prefixed UTF-8 — `uint16` LE byte length followed by
the UTF-8 bytes.
**Tile layer data layout (section `0x02`):**
```
name : string
layer_id : uint16 LE
width : uint16 LE
height : uint16 LE
depth : uint16 LE
palette_count : uint16 LE
palette : palette_count × TileDef
tile_count : uint32 LE
tiles : tile_count × uint16 LE (dense, row-major)
```
```
TileDef:
id : uint16 LE
asset_id : string
solid : uint8
flags : uint32 LE
variants : uint8
```
**Object data layout (section `0x03`):**
```
id : string
type : string
asset_id : string
pos : 3 × float32
rot : 4 × float32
scale : 3 × float32
dynamic : uint8
properties : JSON string (length-prefixed)
flags : ContentFlags (see 0x04 layout)
```
**Content flags layout (section `0x04`):**
```
violence, sexual, language, substance, gambling, horror, hate, custom
: 8 × uint8 (severity enum: 0=none,1=mild,2=moderate,3=severe)
mature : uint8
source_count: uint16 LE
sources : source_count × string
```
#### 3.6.3 Byte-Stability
For a given logical payload, the binary encoding is **deterministic**:
- All integers are little-endian.
- All strings are UTF-8, length-prefixed, and never null-terminated.
- Maps (e.g. `properties`) are serialized as a **canonical JSON string** with
keys sorted lexicographically.
- The `checksum` is the SHA-256 of the payload body bytes.
This guarantees that two encoders produce identical bytes, enabling content
addressing, caching, and reproducible tests.
---
## 4. SQLite Persistence Schema
The server persists world state in a **SQLite** database. SQLite is chosen for
its zero-configuration, single-file, transactional, and embedded nature — ideal
for a server that owns the world store and needs ACID guarantees without a
separate database process.
### 4.1 Database Layout
The database file is `world.db` (path configurable). It contains the following
tables:
```
worlds
rooms
chunks
chunk_objects
content_flags
revisions
```
### 4.2 `worlds`
Top-level world containers.
```sql
CREATE TABLE worlds (
id TEXT PRIMARY KEY, -- e.g. 'w_0001'
name TEXT NOT NULL,
description TEXT,
chunk_size_x INTEGER NOT NULL DEFAULT 32,
chunk_size_y INTEGER NOT NULL DEFAULT 32,
chunk_size_z INTEGER NOT NULL DEFAULT 1,
origin_x REAL NOT NULL DEFAULT 0,
origin_y REAL NOT NULL DEFAULT 0,
origin_z REAL NOT NULL DEFAULT 0,
created_at TEXT NOT NULL, -- ISO-8601 UTC
updated_at TEXT NOT NULL
);
```
### 4.3 `rooms`
Rooms within a world.
```sql
CREATE TABLE rooms (
id TEXT PRIMARY KEY, -- e.g. 'r_0001'
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
name TEXT NOT NULL,
bounds_min_x REAL NOT NULL,
bounds_min_y REAL NOT NULL,
bounds_min_z REAL NOT NULL DEFAULT 0,
bounds_max_x REAL NOT NULL,
bounds_max_y REAL NOT NULL,
bounds_max_z REAL NOT NULL DEFAULT 1,
created_at TEXT NOT NULL,
updated_at TEXT NOT NULL,
UNIQUE (world_id, name)
);
CREATE INDEX idx_rooms_world ON rooms(world_id);
```
### 4.4 `chunks`
The core persistence table. One row per chunk. The **payload** is stored as a
BLOB in the **binary format** (§3.6); the JSON form is derived on demand for
authoring/debugging and is not stored (to avoid dual-write drift).
```sql
CREATE TABLE chunks (
key TEXT PRIMARY KEY, -- canonical key 'world:room:cx:cy:cz'
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
room_id TEXT NOT NULL REFERENCES rooms(id) ON DELETE CASCADE,
cx INTEGER NOT NULL,
cy INTEGER NOT NULL,
cz INTEGER NOT NULL DEFAULT 0,
format_version INTEGER NOT NULL DEFAULT 1,
payload BLOB NOT NULL, -- binary chunk encoding (§3.6)
payload_len INTEGER NOT NULL,
checksum TEXT NOT NULL, -- SHA-256 of payload
revision INTEGER NOT NULL DEFAULT 0,
dirty INTEGER NOT NULL DEFAULT 0, -- 1 = needs flush to disk
created_at TEXT NOT NULL,
updated_at TEXT NOT NULL,
UNIQUE (world_id, room_id, cx, cy, cz)
);
CREATE INDEX idx_chunks_world_room ON chunks(world_id, room_id);
CREATE INDEX idx_chunks_coord ON chunks(cx, cy, cz);
```
**Design notes:**
- The `payload` BLOB is the single source of truth for chunk content. The
`checksum` guards against corruption and enables content addressing.
- `revision` increments on every write; it is used for optimistic concurrency
and change detection (see §5.4).
- `dirty` marks chunks that have been modified in memory but not yet flushed,
enabling a write-behind persistence strategy (see §5.5).
### 4.5 `chunk_objects`
A denormalized, queryable index of the objects inside each chunk. This is
**derived** from the chunk payload and kept in sync by the write path. It exists
so the server can answer queries like "which chunks contain a door?" without
parsing every payload BLOB.
```sql
CREATE TABLE chunk_objects (
id TEXT NOT NULL, -- object id (unique within chunk)
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
type TEXT NOT NULL, -- 'prop', 'interactable', ...
asset_id TEXT,
dynamic INTEGER NOT NULL DEFAULT 0,
pos_x REAL NOT NULL,
pos_y REAL NOT NULL,
pos_z REAL NOT NULL DEFAULT 0,
PRIMARY KEY (chunk_key, id)
);
CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
```
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
commits a chunk, the service layer performs a **delete-and-reinsert** of that
chunk's object rows in the same transaction: it deletes all rows for
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
index transactionally consistent with the payload and avoids the complexity and
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
utility is provided for this).
### 4.6 `content_flags`
Persists the aggregated moderation flags per chunk (and optionally per object).
This lets the server enforce age/content gates at load time without parsing
payloads.
```sql
CREATE TABLE content_flags (
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
violence INTEGER NOT NULL DEFAULT 0,
sexual INTEGER NOT NULL DEFAULT 0,
language INTEGER NOT NULL DEFAULT 0,
substance INTEGER NOT NULL DEFAULT 0,
gambling INTEGER NOT NULL DEFAULT 0,
horror INTEGER NOT NULL DEFAULT 0,
hate INTEGER NOT NULL DEFAULT 0,
custom INTEGER NOT NULL DEFAULT 0,
mature INTEGER NOT NULL DEFAULT 0,
sources TEXT NOT NULL DEFAULT '[]', -- JSON array of flag ids
PRIMARY KEY (chunk_key, object_id)
);
CREATE INDEX idx_content_flags_mature ON content_flags(mature);
```
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
value `''` (empty string)** in `object_id` rather than `NULL`. This is
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
could be inserted accidentally. Using `''` as the sentinel means the composite
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
(which is never empty). The application layer treats `object_id = ''` as
"chunk-level" and any non-empty value as "object-level".
### 4.7 `revisions`
An append-only audit log of chunk writes. Enables rollback, auditing, and
replication of changes.
```sql
CREATE TABLE revisions (
id INTEGER PRIMARY KEY AUTOINCREMENT,
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
revision INTEGER NOT NULL,
actor TEXT NOT NULL, -- user / agent id
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
checksum TEXT NOT NULL, -- SHA-256 of payload
payload BLOB, -- full binary payload at this revision
created_at TEXT NOT NULL
);
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
```
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
at each revision. This is what makes rollback possible: to restore a chunk to a
previous revision, the server reads the `payload` of the target revision and
writes it back to `chunks.payload` (incrementing `revision` and appending a new
`revisions` row). Without the payload, only the checksum would be available,
which is insufficient to reconstruct the chunk.
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
This means deleting a chunk does **not** cascade-delete its revision history —
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
string is still stored so the history can be correlated to a chunk that existed
at that time.) If a chunk is later recreated with the same key, its history is
still intact.
### 4.8 Schema Versioning & Migrations
The database carries a schema version in a `meta` table:
```sql
CREATE TABLE meta (
key TEXT PRIMARY KEY,
value TEXT NOT NULL
);
-- seed: INSERT INTO meta(key, value) VALUES ('schema_version', '1');
```
Migrations are applied in order at startup. Each migration is a numbered SQL
script; the server tracks the applied version in `meta` and applies any pending
migrations transactionally. This keeps the schema forward-compatible as the
chunk format evolves.
---
## 5. Read/Write API
The API is exposed as a **Python service layer** on the backend (the same
process that owns the SQLite store) and consumed by the Godot client over the
network transport (see `networking.md`). The service layer is the **only**
writer to the database; clients never touch SQLite directly.
### 5.1 Service Interface (Python)
```python
class WorldStore:
"""Owns the SQLite connection and chunk read/write operations."""
def get_chunk(self, key: str) -> Chunk | None: ...
def get_chunk_binary(self, key: str) -> bytes | None: ...
def put_chunk(self, chunk: Chunk, actor: str) -> Chunk: ...
def delete_chunk(self, key: str, actor: str) -> None: ...
def list_chunks(self, world_id: str, room_id: str | None = None,
bounds: Bounds | None = None) -> list[str]: ...
def get_chunk_flags(self, key: str) -> ContentFlags: ...
def flush_dirty(self) -> int: ...
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
def migrate(self) -> None: ...
```
### 5.2 Encoding Helpers
The service layer provides symmetric encode/decode functions shared by the
client and server:
```python
def encode_binary(chunk: Chunk) -> bytes: ...
def decode_binary(data: bytes) -> Chunk: ...
def encode_json(chunk: Chunk) -> str: ...
def decode_json(text: str) -> Chunk: ...
def checksum(payload: bytes) -> str: ...
```
These are the single implementation of the format spec (§3), so the Godot
client and Python backend never drift.
### 5.3 Network RPCs
The chunk API is exposed to the client via RPCs (matching the networking
architecture). All chunk traffic is **reliable** (chunks are discrete,
must-arrive data).
| RPC | Direction | Payload | Notes |
|----------------------------|-----------|-------------------------------------------|-------|
| `request_chunk` | C → S | `{ key }` | Client asks for a chunk |
| `chunk_data` | S → C | `{ key, binary_payload, checksum }` | Server streams a chunk |
| `request_chunk_edit` | C → S | `{ key, base_revision, delta }` | Client submits an edit |
| `chunk_edit_result` | S → C | `{ key, success, new_revision, error? }` | Acknowledges an edit |
| `chunk_invalidated` | S → C | `{ key, new_revision }` | Server pushes a change |
| `request_chunk_flags` | C → S | `{ key }` | Age/content gate check |
### 5.4 Edit & Concurrency Model
- **Read:** Client requests a chunk; server returns the binary payload and its
`revision`.
- **Edit:** Client submits a **delta** against a known `base_revision`. The
server applies the delta, increments `revision`, persists, and returns the new
revision.
- **Optimistic concurrency:** If the chunk's current revision differs from the
client's `base_revision`, the server rejects the edit with a conflict error
and the client re-fetches and re-applies. This prevents lost updates when two
clients edit the same chunk.
- **Deltas:** A delta is a JSON patch (RFC 6902 style) applied to the chunk's
logical model. The server validates the patched chunk (schema, bounds,
moderation) before persisting.
### 5.5 Write-Behind Persistence
To amortize disk I/O, the server keeps a **dirty set** of chunks modified in
memory and flushes them to SQLite in batches:
1. `put_chunk` updates the in-memory chunk and marks it `dirty`.
2. A background flusher periodically calls `flush_dirty()`, which writes all
dirty chunks in a single transaction and clears the `dirty` flag.
3. On graceful shutdown, `flush_dirty()` is called to ensure durability.
This keeps the hot path (in-memory chunk access) fast while guaranteeing
durability at shutdown and on a configurable interval.
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
exists specifically to support recovery if the process crashes before a flush
completes. On startup, the server scans for rows where `dirty = 1` and treats
them as **unflushed in-memory state that was lost** — it re-reads the last
persisted payload from `chunks.payload` (the last durable state) and clears the
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
not durable; discard the in-memory delta and fall back to the persisted
payload." This guarantees that the on-disk state is always a consistent,
previously-committed snapshot, never a partially-written chunk. (The in-memory
dirty set is authoritative during normal operation; the `dirty` column is only a
recovery marker.)
### 5.6 Streaming & Caching
- The server streams only the chunks a client needs (those within the client's
view radius), using `list_chunks` with a bounds query.
- Chunks are cached in memory (LRU) keyed by `key`; the cache is invalidated on
write.
- The binary payload is content-addressed by `checksum`, so unchanged chunks can
be served from cache without re-reading SQLite.
---
## 6. Format Versioning & Migration
- The chunk format `version` field (currently `1`) is checked on decode. A
decoder that encounters a higher version than it supports **rejects** the
chunk with a clear error rather than misreading it.
- The SQLite `schema_version` in `meta` drives database migrations (§4.8).
- Chunk payloads are migrated **lazily**: when a chunk is read and its
`format_version` is older than the current one, the server migrates it to the
current version in memory and marks it dirty so it is rewritten on the next
flush. This avoids a costly full-world migration at startup.
---
## 7. Security & Integrity
- **Server-authoritative writes:** Only the `WorldStore` writes to SQLite;
clients submit deltas that are validated before application.
- **Checksum verification:** Every chunk payload is checksummed (SHA-256) on
write and verified on read. Corruption is detected and the chunk is re-fetched
or flagged.
- **Bounds validation:** Chunk coordinates and object positions are validated
against the world's chunk dimensions and room bounds before persistence.
- **Moderation enforcement:** `content_flags` are checked at load time; mature
chunks are gated behind the age-verification flow (see `content_moderation.md`).
- **Input validation:** All string fields are length-limited and validated
against allowed character sets to prevent injection and oversized payloads.
---
## 8. Open Questions / Future Work
- **Volumetric worlds:** The schema and format already support `CHUNK_SIZE_Z >
1`, but the tooling and streaming for 3D chunks are not yet specified.
- **Chunk compression:** For very large worlds, the binary payload could be
compressed (e.g. zstd) before storage/transfer. The header reserves a `flags`
bitmask for a compression flag.
- **Multi-server sharding:** If a single SQLite file becomes a bottleneck, the
`chunks` table could be sharded by `world_id` across multiple databases. The
key design already supports this (world_id is a leading key component).
- **Delta compression for streaming:** Instead of sending full chunks, the
server could send only the delta between revisions to reduce bandwidth for
frequently-updated chunks.
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# 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.
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# 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.
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# 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).
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# Social — Friends, Chat & Groups — Plan
> **Status:** Planned
> **Owner:** Platform team
> **Feature ID:** `social`
> **Godot version:** 4.6.2 stable
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
## 1. Overview
This document breaks the **Social** feature into user stories and right-sized
implementation tasks. The feature delivers:
- **Friends & following** — a friend request/accept model plus a one-way follow
relationship, with block lists.
- **Presence & status** — online/offline, custom status message, last-seen.
- **Chat** — direct messages (DM) and in-experience (world/room) chat with
**first-class safety**: server-side text filtering, report-message, and rate
limiting.
- **Groups** — named groups with roles (owner/admin/member) and a simple group
page.
- **Public profiles** — avatar, bio, favorite experiences, and a friends list
that respects privacy settings.
## 2. Why chat safety is the differentiator
The platform is explicitly meant to pull adults away from a youth-oriented
competitor. Chat is the highest-risk surface: it is real-time, user-generated,
and where abuse happens fastest. Safety is therefore treated as a **blocking
requirement**, not an add-on:
- Every message passes a **server-side text filter** before it is stored or
delivered. The client filter is cosmetic only; the server is authoritative.
- Every message can be **reported**; reports flow into a moderation queue with
actor + reason + audit trail (mirroring `content_moderation.md`).
- Sending is **rate limited** per user (Redis token bucket) to stop flooding and
harassment-by-volume.
- Report and block are always reachable from a message context in the UI.
## 3. Existing constraints (do not re-build)
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
`app/dependencies.py`. All social endpoints reuse this.
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
presence and rate limiting.
- **Models:** `User`, `World` (owner_id), `Asset` (owner_id, is_public). Avatars
and favorite-experience references point at existing rows.
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no social UI yet.
## 4. Key design decisions
| Concern | Decision |
|---|---|
| Message transport | REST for send/history; **WebSocket** gateway for real-time delivery + presence (matches `networking.md`'s "WebSocket as secondary transport" for chat) |
| Presence store | Redis (TTL heartbeat) + persisted `last_seen_at` on the user record |
| Text filtering | Pluggable `TextFilter` interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
| Reports | `message_reports` table + moderation endpoints (list/review/resolve) with audit fields |
| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
| Privacy | Per-user settings JSON (`profile_visibility`, `friends_list_visibility`, `favorites_visibility`) enforced server-side on every read |
| Groups | `groups` + `group_members` (role: owner/admin/member) + group page aggregate endpoint |
| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
## 5. User stories
### US-1 Friends & following
As a player, I can send a friend request, accept/decline incoming requests,
unfriend, follow/unfollow other players, and block users so they can't interact
with me.
**Acceptance criteria**
- Friend requests are one-directional until accepted; accepted friendships are mutual.
- Follow is one-way and requires no approval.
- Block prevents DMs, hides the blocked user's profile/friends interactions, and
removes any existing friendship/follow between the two.
- Duplicate/self requests are rejected idempotently.
### US-2 Presence & status
As a player, I can see whether my friends are online, their custom status, and
when they were last seen.
**Acceptance criteria**
- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
- `last_seen_at` persists and is visible (subject to privacy settings).
- Custom status text is optional and length-limited.
### US-3 Public profiles
As a player, I can view a public profile page showing avatar, bio, favorite
experiences, and a friends list that respects the owner's privacy settings.
**Acceptance criteria**
- Avatar and bio are editable by the owner only.
- Favorite experiences reference existing `World` rows.
- A viewer sees only the sections the owner's privacy settings allow; blocked
users see a restricted view.
### US-4 Chat (DM + in-experience) with safety
As a player, I can send direct messages and chat inside a world/room. Messages
are filtered, rate limited, and reportable.
**Acceptance criteria**
- Server filters message text before storing/delivering; filtered content is either
rejected (blocking) or redacted (configurable per filter policy).
- Send rate is limited per user (token bucket); excess sends get `429`.
- Every message has a stable id, author, timestamp, and conversation/world scope.
- Any message can be reported with a reason; reports are stored and reviewable.
- Real-time delivery over WebSocket with REST fallback for history.
### US-5 Groups
As a player, I can create a group, join/leave groups, and (as owner/admin)
manage roles and view a simple group page.
**Acceptance criteria**
- Each group has exactly one owner and any number of admins/members.
- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
- Group page lists name, description, member list with roles, and member count.
### US-6 Godot client
As a player, I can access friends, presence, chat, profiles, and groups from the
game UI.
**Acceptance criteria**
- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
- Dedicated screens/panels: friends+presence, DM & world chat (with report),
profile page, group page.
- Client-side filtering is cosmetic; server responses remain authoritative.
## 6. Task breakdown
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
are sequential for dependency chaining.
| # | Task | Story | Depends on |
|---|------|-------|-----------|
| 1 | Friends/follow/block models + Alembic migration | US-1 | — |
| 2 | Friends & follow API router | US-1 | 1 |
| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
| 7 | Text filtering service + profanity config | US-4 | — |
| 8 | Redis rate-limiting dependency | US-4 | — |
| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
| 13 | Group + membership models + migration | US-5 | — |
| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
| 16 | Godot friends & presence UI | US-6 | 3, 15 |
| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
| 18 | Godot profile page UI | US-6 | 5, 15 |
| 19 | Godot groups UI + group page | US-6 | 14, 15 |
## 7. Phasing
- **Phase 1 (data + core APIs):** tasks 1–5 (friends, presence, profiles).
- **Phase 2 (chat safety — the differentiator):** tasks 6–12 (chat + safety +
realtime). This is the critical path and highest priority.
- **Phase 3 (groups):** tasks 13–14.
- **Phase 4 (client):** tasks 15–19, each landing after its backend dependency.
## 8. Out of scope for this feature
- Age verification / maturity gating (covered by `content_moderation.md`).
- Voice chat, media/image messages, message editing/deletion history.
- Third-party profanity/toxicity vendors (the `TextFilter` interface leaves a
hook, but the default is deterministic and dependency-free).
- Mobile push notifications.
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# 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.
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# 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.
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[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
+51
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; but it can also be edited by hand.
config_version=5
[application]
config/name="AGP-Game"
run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.6.2")
agp/api_base_url="http://127.0.0.1:8000"
[autoload]
ApiClient="*res://scripts/api_client.gd"
AvatarSystem="*res://scripts/avatar/avatar_system.gd"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
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]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
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+174
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extends Node
func _ready():
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
probe_script_loading()
probe_os_apis()
probe_file_access()
probe_network()
probe_classdb()
probe_expression_engine()
probe_engine_singletons()
probe_worker_threads()
probe_project_settings()
probe_allowlist()
print("=== SANDBOX PROBE 6 END ===")
get_tree().quit()
func probe_script_loading():
print("--- Script loading ---")
var gd = GDScript.new()
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
var err = gd.reload()
print("GDScript.reload() from source_code err=", err)
if err == OK:
var inst = gd.new()
print(" instantiated, hello()=", inst.call("hello"))
var res = load("res://test_script.gd")
print("load('res://test_script.gd') = ", res)
if res:
print(" get_source_code() available: ", res.has_method("get_source_code"))
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
func probe_os_apis():
print("--- OS APIs ---")
var out = []
var exit_code = OS.execute("echo", ["hello"], out)
print("OS.execute('echo') exit=", exit_code, " out=", out)
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
print("OS has 'create_process': ", OS.has_method("create_process"))
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
print("OS.get_executable_path() = ", OS.get_executable_path())
func probe_file_access():
print("--- File access ---")
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
print("FileAccess.open('/etc/hostname') = ", f)
if f:
print(" content: ", f.get_as_text())
f.close()
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
print("FileAccess.open('/tmp/...', WRITE) = ", w)
if w:
w.store_string("probe")
w.close()
print(" wrote to /tmp OK")
var dir = DirAccess.open("/")
print("DirAccess.open('/') = ", dir)
if dir:
var names = dir.get_files()
print(" root files count: ", names.size())
var res_dir = DirAccess.open("res://")
print("DirAccess.open('res://') = ", res_dir)
var user_dir = DirAccess.open("user://")
print("DirAccess.open('user://') = ", user_dir)
func probe_network():
print("--- Network ---")
var tcp = TCPServer.new()
var bind_err = tcp.listen(0)
print("TCPServer.listen(0) err=", bind_err)
var http = HTTPClient.new()
print("HTTPClient instantiated: ", http != null)
var http_req = HTTPRequest.new()
print("HTTPRequest instantiated: ", http_req != null)
var udp = PacketPeerUDP.new()
print("PacketPeerUDP instantiated: ", udp != null)
var ws = WebSocketPeer.new()
print("WebSocketPeer instantiated: ", ws != null)
func probe_classdb():
print("--- ClassDB ---")
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
var class_list = ClassDB.get_class_list()
print("ClassDB.get_class_list() count: ", class_list.size())
var os_methods = ClassDB.class_get_method_list("OS")
print("OS method count: ", os_methods.size())
var inst = ClassDB.instantiate("Node")
print("ClassDB.instantiate('Node') = ", inst)
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
func probe_expression_engine():
print("--- Expression engine ---")
var expr = Expression.new()
var err = expr.parse("1 + 2")
print("Expression.parse('1 + 2') err=", err)
if err == OK:
var result = expr.execute()
print(" Expression.execute() = ", result)
var expr2 = Expression.new()
err = expr2.parse("OS.get_environment('HOME')")
print("Expression.parse('OS.get_environment') err=", err)
if err == OK:
var result2 = expr2.execute()
print(" Expression.execute() = ", result2)
var expr3 = Expression.new()
err = expr3.parse("get_environment('HOME')", ["OS"])
print("Expression.parse with base_instance err=", err)
if err == OK:
var result3 = expr3.execute([], OS)
print(" Expression.execute with OS base = ", result3)
var expr4 = Expression.new()
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
print("Expression.parse('FileAccess.open') err=", err)
if err == OK:
var result4 = expr4.execute()
print(" Expression.execute() = ", result4)
var expr5 = Expression.new()
err = expr5.parse("get_tree().quit()")
print("Expression.parse('get_tree().quit()') err=", err)
if err == OK:
var result5 = expr5.execute()
print(" Expression.execute() = ", result5)
func probe_engine_singletons():
print("--- Engine singletons ---")
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
print("Engine.get_main_loop() = ", Engine.get_main_loop())
func probe_worker_threads():
print("--- Worker threads ---")
var thread = Thread.new()
print(" Thread.new() = ", thread)
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
func probe_project_settings():
print("--- Project settings ---")
var settings = ProjectSettings.get_property_list()
var relevant = []
for s in settings:
var name = String(s.name)
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
relevant.append(name)
print(" Sandbox/security project settings: ", relevant)
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
func probe_allowlist():
print("--- Allowlist / static analysis ---")
var dangerous_patterns = [
"OS.execute", "OS.create_process", "OS.get_environment",
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
"get_tree().quit", "ProjectSettings"
]
var test_script = """extends Node
func _ready():
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
OS.execute("rm", ["-rf", "/"])
"""
print(" Test script contains dangerous patterns:")
for p in dangerous_patterns:
if p in test_script:
print(" DETECTED: ", p)
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://probe6.gd" id="1"]
[node name="Probe6" type="Node"]
script = ExtResource("1")
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; Engine configuration file.
config_version=5
[application]
config/name="sandbox_probe"
run/main_scene="res://probe6.tscn"
config/features=PackedStringArray("4.6")
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extends RefCounted
func hello():
return "from test_script.gd"
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[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)
+10
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[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")]
+6
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[gd_scene load_steps=2 format=3 uid="uid://main_scene"]
[ext_resource type="Script" path="res://scripts/chunk_stream_manager.gd" id="1_chunk_stream"]
[node name="Main" type="Node3D"]
script = ExtResource("1_chunk_stream")
+126
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[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"]
[node name="MainMenu" type="Control"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_main")
[node name="CenterContainer" type="CenterContainer" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
layout_mode = 1
theme_override_constants/separation = 16
size_flags_horizontal = 4
[node name="TitleLabel" type="Label" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
text = "AGP Game"
horizontal_alignment = 1
theme_override_font_sizes/font_size = 72
[node name="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"]
layout_mode = 1
text = "Play"
size_flags_horizontal = 4
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer"]
layout_mode = 1
text = "Quit"
size_flags_horizontal = 4
[connection signal="pressed" from="CenterContainer/VBoxContainer/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/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"]
+24
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[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
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[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")
+6
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@@ -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")
+78
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[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"]
+120
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[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)
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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
+1
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uid://cjd0uhll7iylj
+181
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## 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
+1
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uid://ceyugve7rjxqs
+465
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## 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
+563
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@@ -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
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## 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)
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## 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
+222
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## 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)
+1
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@@ -0,0 +1 @@
uid://cfbvgfisbxbk
+285
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## 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)
+1
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@@ -0,0 +1 @@
uid://cvr5mmbv2worn
+42
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@@ -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
+105
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@@ -0,0 +1,105 @@
class_name Chunk
extends Node3D
## A single world chunk. Holds the chunk coordinate, bounds, and the
## visual/gameplay content for that region of the world.
##
## Chunks are the atomic unit of world geometry, gameplay objects, and
## persistence (see docs/architecture/world.md). The server loads and saves
## whole chunks; clients stream the chunks around them.
## Default chunk dimensions in world units (tiles). Matches the constants in
## docs/architecture/world.md section 2.2.
const CHUNK_SIZE_X: int = 32
const CHUNK_SIZE_Y: int = 32
const CHUNK_SIZE_Z: int = 1
## World-space origin of chunk coordinate (0,0).
const CHUNK_ORIGIN := Vector3(0.0, 0.0, 0.0)
## Chunk coordinate (cx, cy, cz) in chunk space.
var coord := Vector3i.ZERO
## The canonical chunk key: "{world_id}:{room_id}:{cx}:{cy}:{cz}".
var key: String = ""
## World and room identifiers this chunk belongs to.
var world_id: String = ""
var room_id: String = ""
## Format version of the chunk payload (currently 1).
var format_version: int = 1
## Revision counter, incremented on every write. Used for optimistic
## concurrency and change detection.
var revision: int = 0
## Whether this chunk has been modified in memory but not yet flushed.
var dirty: bool = false
## Container for static objects (props, geometry) in this chunk.
var objects: Array[Node3D] = []
## Container for dynamic object templates (spawnable entities).
var dynamic_templates: Array[Node3D] = []
## The world-space bounding box of this chunk.
var bounds: AABB
func _init(p_coord: Vector3i = Vector3i.ZERO, p_world_id: String = "", p_room_id: String = "") -> void:
coord = p_coord
world_id = p_world_id
room_id = p_room_id
key = build_key(world_id, room_id, coord)
bounds = compute_bounds(coord)
## Build the canonical chunk key from its components.
static func build_key(p_world_id: String, p_room_id: String, p_coord: Vector3i) -> String:
return "%s:%s:%d:%d:%d" % [p_world_id, p_room_id, p_coord.x, p_coord.y, p_coord.z]
## Compute the world-space bounding box for a chunk coordinate.
static func compute_bounds(p_coord: Vector3i) -> AABB:
var min_pos := Vector3(
CHUNK_ORIGIN.x + p_coord.x * CHUNK_SIZE_X,
CHUNK_ORIGIN.y + p_coord.y * CHUNK_SIZE_Y,
CHUNK_ORIGIN.z + p_coord.z * CHUNK_SIZE_Z
)
return AABB(min_pos, Vector3(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z))
## Compute the chunk coordinate that contains a world-space position.
static func coord_for_position(p_pos: Vector3) -> Vector3i:
return Vector3i(
int(floor((p_pos.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)),
int(floor((p_pos.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)),
int(floor((p_pos.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z))
)
## Add a static object to this chunk.
func add_object(p_object: Node3D) -> void:
objects.append(p_object)
add_child(p_object)
## Add a dynamic object template to this chunk.
func add_dynamic_template(p_template: Node3D) -> void:
dynamic_templates.append(p_template)
add_child(p_template)
## Remove all objects from this chunk.
func clear_objects() -> void:
for obj in objects:
if is_instance_valid(obj):
obj.queue_free()
objects.clear()
dynamic_templates.clear()
## Mark this chunk as dirty (modified but not yet persisted).
func mark_dirty() -> void:
dirty = true
revision += 1
+1
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@@ -0,0 +1 @@
uid://dc6j7kqjitc6g
+667
View File
@@ -0,0 +1,667 @@
class_name ChunkDataDecoder
extends RefCounted
## Decodes chunk binary payloads (and JSON) into logical chunk data.
##
## Implements the binary format spec from docs/architecture/world.md §3.6.
## Both the Godot client and Python backend use this class to ensure
## identical encoding/decoding behavior.
##
## ## Binary Format Overview
##
## ```
## Header (48 bytes):
## [0:4] magic "AGPC"
## [4:6] version (uint16 LE)
## [6:8] header_len (uint16 LE)
## [8:12] flags (uint32 LE)
## [12:16] payload_len (uint32 LE)
## [16:48] checksum (SHA-256 hex, 32 bytes)
##
## Payload Body (sections):
## [section_id:1][section_len:4][data:section_len]
## ```
## Content flags parsed from a chunk.
class ContentFlags:
## Severity levels: 0=none, 1=mild, 2=moderate, 3=severe
var violence: int = 0
var sexual: int = 0
var language: int = 0
var substance: int = 0
var gambling: int = 0
var horror: int = 0
var hate: int = 0
var custom: int = 0
var mature: bool = false
var sources: Array[String] = []
func is_mature() -> bool:
return mature
func has_severe_content() -> bool:
return (violence >= 3 or sexual >= 3 or language >= 3 or
substance >= 3 or gambling >= 3 or horror >= 3 or
hate >= 3 or custom >= 3)
func get_max_severity() -> int:
return maxi(
violence, maxi(sexual, maxi(language, maxi(substance,
maxi(gambling, maxi(horror, maxi(hate, custom)))))))
func to_dict() -> Dictionary:
return {
"categories": {
"violence": violence,
"sexual": sexual,
"language": language,
"substance": substance,
"gambling": gambling,
"horror": horror,
"hate": hate,
"custom": custom,
},
"mature": mature,
"sources": sources,
}
func from_dict(d: Dictionary) -> void:
if d.has("categories"):
violence = d["categories"].get("violence", 0)
sexual = d["categories"].get("sexual", 0)
language = d["categories"].get("language", 0)
substance = d["categories"].get("substance", 0)
gambling = d["categories"].get("gambling", 0)
horror = d["categories"].get("horror", 0)
hate = d["categories"].get("hate", 0)
custom = d["categories"].get("custom", 0)
mature = d.get("mature", false)
sources = d.get("sources", [])
## A tile layer definition (palette + dense tile indices).
class TileLayerData:
var name: String = ""
var layer_id: int = 0
var width: int = 0
var height: int = 0
var depth: int = 1
var palette: Array[TileDef] = []
var tiles: PackedInt32Array = PackedInt32Array()
func tile_count() -> int:
return width * height * depth
func get_tile(x: int, y: int, z: int = 0) -> int:
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
return 0 # Out of bounds returns empty tile
var idx := (z * height + y) * width + x
if idx < tiles.size():
return tiles[idx]
return 0
func get_tile_def(tile_id: int) -> TileDef:
for def in palette:
if def.id == tile_id:
return def
return null
## A world object parsed from chunk data.
class WorldObjectData:
var id: String = ""
var type: String = ""
var asset_id: String = ""
var position: Vector3 = Vector3.ZERO
var rotation: Vector4 = Vector4(0, 0, 0, 1)
var scale: Vector3 = Vector3.ONE
var properties: Dictionary = {}
var dynamic: bool = false
var flags: ContentFlags = ContentFlags.new()
## The complete decoded chunk payload.
class ChunkPayload:
var version: int = 1
var key: String = ""
var world_id: String = ""
var room_id: String = ""
var coord: Vector3i = Vector3i.ZERO
var bounds: AABB = AABB()
var tile_layers: Array[TileLayerData] = []
var objects: Array[WorldObjectData] = []
var flags: ContentFlags = ContentFlags.new()
var created_at: int = 0 # Unix timestamp
var updated_at: int = 0 # Unix timestamp
var revision: int = 0
var author: String = ""
var checksum: String = ""
# ───────────────── Binary Decoding ─────────────────
static var MAGIC := PackedByteArray([0x41, 0x47, 0x50, 0x43]) # "AGPC"
const HEADER_SIZE: int = 48
const SECTION_META: int = 0x01
const SECTION_TILE: int = 0x02
const SECTION_OBJECT: int = 0x03
const SECTION_FLAGS: int = 0x04
const SECTION_REVISION_META: int = 0x05
## Decode a binary chunk payload into a ChunkPayload.
## Returns null if the data is invalid or version is unsupported.
static func decode_binary(data: PackedByteArray) -> ChunkPayload:
if data.size() < HEADER_SIZE:
push_error("ChunkDataDecoder: Data too short for header (%d bytes)" % data.size())
return null
# Verify magic
var magic := PackedByteArray(data.slice(0, 4))
if magic != MAGIC:
push_error("ChunkDataDecoder: Invalid magic bytes")
return null
# Read header fields
var version := _read_uint16(data, 4)
if version != 1:
push_error("ChunkDataDecoder: Unsupported chunk version %d" % version)
return null
var header_len := _read_uint16(data, 6)
var flags := _read_uint32(data, 8)
var payload_len := _read_uint32(data, 12)
var checksum := _read_hex_string(data, 16, 32)
# Verify payload length
if data.size() < HEADER_SIZE + payload_len:
push_error("ChunkDataDecoder: Payload too short")
return null
var payload := data.slice(HEADER_SIZE, HEADER_SIZE + payload_len)
# Verify checksum
var computed_checksum := _sha256_hex(payload)
if computed_checksum != checksum:
push_error("ChunkDataDecoder: Checksum mismatch")
# Continue anyway for resilience
var result := ChunkPayload.new()
result.version = version
result.checksum = checksum
# Parse sections
var offset := 0
while offset < payload.size():
if offset + 5 > payload.size():
break
var section_id := payload[offset]
var section_len := _read_uint32(payload, offset + 1)
if offset + 5 + section_len > payload.size():
break
var section_data := payload.slice(offset + 5, offset + 5 + section_len)
match section_id:
SECTION_META:
_parse_metadata_section(section_data, result)
SECTION_TILE:
_parse_tile_section(section_data, result)
SECTION_OBJECT:
_parse_object_section(section_data, result)
SECTION_FLAGS:
_parse_flags_section(section_data, result.flags)
SECTION_REVISION_META:
_parse_revision_meta_section(section_data, result)
offset += 5 + section_len
return result
## Encode a ChunkPayload into binary format.
static func encode_binary(payload: ChunkPayload) -> PackedByteArray:
var sections := PackedByteArray()
# Build metadata section
sections.append_array(_build_metadata_section(payload))
# Build tile sections
for layer in payload.tile_layers:
sections.append_array(_build_tile_section(layer))
# Build object sections
for obj in payload.objects:
sections.append_array(_build_object_section(obj))
# Build flags section
sections.append_array(_build_flags_section(payload.flags))
# Build revision meta section
sections.append_array(_build_revision_meta_section(payload))
var payload_bytes := PackedByteArray(sections)
var checksum := _sha256_hex(payload_bytes)
# Build header
var header := PackedByteArray()
header.append_array(MAGIC)
header.append_array(_write_uint16(1)) # version
header.append_array(_write_uint16(0)) # header_len (after this field)
header.append_array(_write_uint32(0)) # flags
header.append_array(_write_uint32(payload_bytes.size()))
header.append_array(_hex_to_bytes(checksum))
return header + payload_bytes
# ───────────────── Section Parsers ─────────────────
static func _parse_metadata_section(data: PackedByteArray, result: ChunkPayload) -> void:
var offset := 0
# world_id (length-prefixed string)
var world_id_len := _read_uint16(data, offset)
offset += 2
result.world_id = data.slice(offset, offset + world_id_len).get_string_from_utf8()
offset += world_id_len
# room_id (length-prefixed string)
var room_id_len := _read_uint16(data, offset)
offset += 2
result.room_id = data.slice(offset, offset + room_id_len).get_string_from_utf8()
offset += room_id_len
# coord (3 × int32)
result.coord = Vector3i(
_read_int32(data, offset),
_read_int32(data, offset + 4),
_read_int32(data, offset + 8)
)
offset += 12
# bounds (6 × float32)
var min_pos := Vector3(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8)
)
var max_pos := Vector3(
_read_float32(data, offset + 12),
_read_float32(data, offset + 16),
_read_float32(data, offset + 20)
)
result.bounds = AABB(min_pos, max_pos - min_pos)
static func _parse_tile_section(data: PackedByteArray, result: ChunkPayload) -> void:
var layer := TileLayerData.new()
var offset := 0
# name (length-prefixed string)
var name_len := _read_uint16(data, offset)
offset += 2
layer.name = data.slice(offset, offset + name_len).get_string_from_utf8()
offset += name_len
# layer_id (uint16)
layer.layer_id = _read_uint16(data, offset)
offset += 2
# dimensions (3 × uint16)
layer.width = _read_uint16(data, offset)
offset += 2
layer.height = _read_uint16(data, offset)
offset += 2
layer.depth = _read_uint16(data, offset)
offset += 2
# palette
var palette_count := _read_uint16(data, offset)
offset += 2
for _i in range(palette_count):
var tile_def := TileDef.new()
tile_def.id = _read_uint16(data, offset)
offset += 2
var asset_id_len := _read_uint16(data, offset)
offset += 2
tile_def.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
offset += asset_id_len
tile_def.solid = data[offset] != 0
offset += 1
tile_def.flags = _read_uint32(data, offset)
offset += 4
tile_def.variants = data[offset]
offset += 1
layer.palette.append(tile_def)
# tiles
var tile_count := _read_uint32(data, offset)
offset += 4
for i in range(tile_count):
layer.tiles.append(_read_uint16(data, offset))
offset += 2
result.tile_layers.append(layer)
static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -> void:
var obj := WorldObjectData.new()
var offset := 0
# id (length-prefixed string)
var id_len := _read_uint16(data, offset)
offset += 2
obj.id = data.slice(offset, offset + id_len).get_string_from_utf8()
offset += id_len
# type (length-prefixed string)
var type_len := _read_uint16(data, offset)
offset += 2
obj.type = data.slice(offset, offset + type_len).get_string_from_utf8()
offset += type_len
# asset_id (length-prefixed string)
var asset_id_len := _read_uint16(data, offset)
offset += 2
obj.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
offset += asset_id_len
# position (3 × float32)
obj.position = Vector3(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8)
)
offset += 12
# rotation (4 × float32)
obj.rotation = Vector4(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8),
_read_float32(data, offset + 12)
)
offset += 16
# scale (3 × float32)
obj.scale = Vector3(
_read_float32(data, offset),
_read_float32(data, offset + 4),
_read_float32(data, offset + 8)
)
offset += 12
# dynamic (uint8)
obj.dynamic = data[offset] != 0
offset += 1
# properties (length-prefixed JSON string)
var props_len := _read_uint16(data, offset)
offset += 2
var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
offset += props_len
obj.properties = JSON.parse_string(props_str) or {}
# flags (ContentFlags)
obj.flags.violence = data[offset]
offset += 1
obj.flags.sexual = data[offset]
offset += 1
obj.flags.language = data[offset]
offset += 1
obj.flags.substance = data[offset]
offset += 1
obj.flags.gambling = data[offset]
offset += 1
obj.flags.horror = data[offset]
offset += 1
obj.flags.hate = data[offset]
offset += 1
obj.flags.custom = data[offset]
offset += 1
obj.flags.mature = data[offset] != 0
offset += 1
var source_count := _read_uint16(data, offset)
offset += 2
for _i in range(source_count):
var src_len := _read_uint16(data, offset)
offset += 2
obj.flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
offset += src_len
result.objects.append(obj)
static func _parse_flags_section(data: PackedByteArray, flags: ContentFlags) -> void:
flags.violence = data[0]
flags.sexual = data[1]
flags.language = data[2]
flags.substance = data[3]
flags.gambling = data[4]
flags.horror = data[5]
flags.hate = data[6]
flags.custom = data[7]
flags.mature = data[8] != 0
var offset := 9
var source_count := _read_uint16(data, offset)
offset += 2
for _i in range(source_count):
var src_len := _read_uint16(data, offset)
offset += 2
flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
offset += src_len
static func _parse_revision_meta_section(data: PackedByteArray, result: ChunkPayload) -> void:
var offset := 0
# created_at (int64 unix)
result.created_at = _read_int64(data, offset)
offset += 8
# updated_at (int64 unix)
result.updated_at = _read_int64(data, offset)
offset += 8
# revision (uint32)
result.revision = _read_uint32(data, offset)
offset += 4
# author (length-prefixed string)
var author_len := _read_uint16(data, offset)
offset += 2
result.author = data.slice(offset, offset + author_len).get_string_from_utf8()
# ───────────────── Section Builders ─────────────────
static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_string(payload.world_id))
data.append_array(_write_string(payload.room_id))
data.append_array(_write_int32(payload.coord.x))
data.append_array(_write_int32(payload.coord.y))
data.append_array(_write_int32(payload.coord.z))
data.append_array(_write_float32(payload.bounds.position.x))
data.append_array(_write_float32(payload.bounds.position.y))
data.append_array(_write_float32(payload.bounds.position.z))
data.append_array(_write_float32(payload.bounds.size.x))
data.append_array(_write_float32(payload.bounds.size.y))
data.append_array(_write_float32(payload.bounds.size.z))
return data
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_string(layer.name))
data.append_array(_write_uint16(layer.layer_id))
data.append_array(_write_uint16(layer.width))
data.append_array(_write_uint16(layer.height))
data.append_array(_write_uint16(layer.depth))
data.append_array(_write_uint16(layer.palette.size()))
for tile_def in layer.palette:
data.append_array(_write_uint16(tile_def.id))
data.append_array(_write_string(tile_def.asset_id))
data.append(tile_def.solid as int)
data.append_array(_write_uint32(tile_def.flags))
data.append(tile_def.variants)
data.append_array(_write_uint32(layer.tiles.size()))
for tile_id in layer.tiles:
data.append_array(_write_uint16(tile_id))
return _wrap_section(data, SECTION_TILE)
static func _build_object_section(obj: WorldObjectData) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_string(obj.id))
data.append_array(_write_string(obj.type))
data.append_array(_write_string(obj.asset_id))
data.append_array(_write_float32(obj.position.x))
data.append_array(_write_float32(obj.position.y))
data.append_array(_write_float32(obj.position.z))
data.append_array(_write_float32(obj.rotation.x))
data.append_array(_write_float32(obj.rotation.y))
data.append_array(_write_float32(obj.rotation.z))
data.append_array(_write_float32(obj.rotation.w))
data.append_array(_write_float32(obj.scale.x))
data.append_array(_write_float32(obj.scale.y))
data.append_array(_write_float32(obj.scale.z))
data.append(obj.dynamic as int)
var props_json := JSON.stringify(obj.properties, " ")
data.append_array(_write_string(props_json))
data.append(obj.flags.violence)
data.append(obj.flags.sexual)
data.append(obj.flags.language)
data.append(obj.flags.substance)
data.append(obj.flags.gambling)
data.append(obj.flags.horror)
data.append(obj.flags.hate)
data.append(obj.flags.custom)
data.append(obj.flags.mature as int)
data.append_array(_write_uint16(obj.flags.sources.size()))
for src in obj.flags.sources:
data.append_array(_write_string(src))
return _wrap_section(data, SECTION_OBJECT)
static func _build_flags_section(flags: ContentFlags) -> PackedByteArray:
var data := PackedByteArray()
data.append(flags.violence)
data.append(flags.sexual)
data.append(flags.language)
data.append(flags.substance)
data.append(flags.gambling)
data.append(flags.horror)
data.append(flags.hate)
data.append(flags.custom)
data.append(flags.mature as int)
data.append_array(_write_uint16(flags.sources.size()))
for src in flags.sources:
data.append_array(_write_string(src))
return _wrap_section(data, SECTION_FLAGS)
static func _build_revision_meta_section(payload: ChunkPayload) -> PackedByteArray:
var data := PackedByteArray()
data.append_array(_write_int64(payload.created_at))
data.append_array(_write_int64(payload.updated_at))
data.append_array(_write_uint32(payload.revision))
data.append_array(_write_string(payload.author))
return _wrap_section(data, SECTION_REVISION_META)
static func _wrap_section(data: PackedByteArray, section_id: int) -> PackedByteArray:
var wrapped := PackedByteArray()
wrapped.append(section_id)
wrapped.append_array(_write_uint32(data.size()))
wrapped.append_array(data)
return wrapped
# ───────────────── Binary Helpers ─────────────────
static func _read_uint16(data: PackedByteArray, offset: int) -> int:
return data[offset] | (data[offset + 1] << 8)
static func _read_uint32(data: PackedByteArray, offset: int) -> int:
return (data[offset] | (data[offset + 1] << 8) |
(data[offset + 2] << 16) | (data[offset + 3] << 24))
static func _read_int32(data: PackedByteArray, offset: int) -> int:
var val := _read_uint32(data, offset)
if val >= 0x80000000:
return val - 0x100000000
return val
static func _read_int64(data: PackedByteArray, offset: int) -> int:
var lo := _read_uint32(data, offset)
var hi := _read_uint32(data, offset + 4)
return hi * 0x100000000 + lo
static func _read_float32(data: PackedByteArray, offset: int) -> float:
var bits := _read_uint32(data, offset)
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
var hex_chars := "0123456789abcdef"
var result := ""
for i in range(length):
var byte_val := data[offset + i]
result += hex_chars[byte_val >> 4]
result += hex_chars[byte_val & 0x0F]
return result
static func _write_uint16(val: int) -> PackedByteArray:
return PackedByteArray([(val & 0xFF), (val >> 8) & 0xFF])
static func _write_uint32(val: int) -> PackedByteArray:
return PackedByteArray([
val & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF
])
static func _write_int32(val: int) -> PackedByteArray:
return _write_uint32(val)
static func _write_int64(val: int) -> PackedByteArray:
var lo := val & 0xFFFFFFFF
var hi := (val >> 32) & 0xFFFFFFFF
return _write_uint32(lo) + _write_uint32(hi)
static func _write_float32(val: float) -> PackedByteArray:
var bits := val as int
return _write_uint32(bits)
static func _write_string(s: String) -> PackedByteArray:
var bytes := s.to_utf8_buffer()
return _write_uint16(bytes.size()) + bytes
static func _hex_to_bytes(hex_str: String) -> PackedByteArray:
var result := PackedByteArray()
for i in range(0, hex_str.length(), 2):
var byte_val := ("0x" + hex_str.substr(i, 2)).hex_to_int()
result.append(byte_val)
return result
# ───────────────── SHA-256 ─────────────────
static func _sha256_hex(data: PackedByteArray) -> String:
var ctx := HashingContext.new()
ctx.start(HashingContext.HASH_SHA256)
ctx.update(data)
var hash := ctx.finish()
var hex_chars := "0123456789abcdef"
var result := ""
for byte_val in hash:
result += hex_chars[(byte_val >> 4) & 0x0F]
result += hex_chars[byte_val & 0x0F]
return result
+1
View File
@@ -0,0 +1 @@
uid://bv445xrd6f5tk
+170
View File
@@ -0,0 +1,170 @@
class_name ChunkScene
extends Node3D
## A visual representation of a single loaded world chunk.
##
## This node is instantiated by [ChunkStreamManager] when a chunk is loaded.
## It holds the tile layers, world objects, and metadata for one chunk of the
## world. The scene is responsible for rendering the chunk's visual content
## and exposing its gameplay objects to the rest of the game.
##
## ## Structure
##
## ```
## ChunkScene (Node3D)
## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
## ├── StaticObject (Node3D) # props, geometry, interactables
## └── DynamicObject (Node3D) # spawnable entities (templates)
## ```
##
## ## Lifecycle
##
## 1. [ChunkStreamManager] requests chunk data from the server.
## 2. Server responds with binary payload.
## 3. [ChunkStreamManager] decodes the payload and creates a [ChunkScene].
## 4. [ChunkScene] populates itself with tile layers and objects.
## 5. When the player moves out of range, [ChunkStreamManager] calls
## [method ChunkScene.queue_free] to unload it.
## The chunk coordinate this scene represents.
var coord: Vector3i = Vector3i.ZERO
## The canonical chunk key.
var key: String = ""
## World-space bounding box of this chunk.
var bounds: AABB = AABB()
## Format version of the chunk data.
var format_version: int = 1
## Revision counter from the server.
var revision: int = 0
## List of tile layers in this chunk.
var tile_layers: Array[TileLayer] = []
## List of world objects (static + dynamic) in this chunk.
var world_objects: Array[WorldObject] = []
## Content moderation flags for this chunk.
var content_flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
## Whether this chunk has been modified locally (not yet synced to server).
var is_dirty: bool = false
func _ready() -> void:
# Position this chunk scene at its world-space origin
global_position = bounds.position
# Set up collision shape for the chunk bounds
_setup_collision()
func _setup_collision() -> void:
# Add a collision shape for the chunk's bounding box
var collision := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = bounds.size
collision.shape = shape
collision.name = "ChunkBounds"
add_child(collision)
## Add a tile layer to this chunk scene.
func add_tile_layer(layer: TileLayer) -> void:
tile_layers.append(layer)
var layer_node := TileLayerNode.new()
layer_node.tile_layer = layer
layer_node.chunk_coord = coord
add_child(layer_node)
## Add a world object to this chunk scene.
func add_object(obj: WorldObject) -> void:
world_objects.append(obj)
if obj.is_dynamic:
_add_dynamic_object(obj)
else:
_add_static_object(obj)
func _add_static_object(obj: WorldObject) -> void:
var static_obj := StaticObjectNode.new()
static_obj.world_object = obj
static_obj.position = obj.position
static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
static_obj.scale = obj.scale
static_obj.name = "static_%s" % obj.id
add_child(static_obj)
func _add_dynamic_object(obj: WorldObject) -> void:
var dynamic_obj := DynamicObjectNode.new()
dynamic_obj.world_object = obj
dynamic_obj.position = obj.position
dynamic_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
dynamic_obj.scale = obj.scale
dynamic_obj.name = "dynamic_%s" % obj.id
add_child(dynamic_obj)
## Get a world object by its ID.
func get_object_by_id(object_id: String) -> WorldObject:
for obj in world_objects:
if obj.id == object_id:
return obj
return null
## Get all static objects in this chunk.
func get_static_objects() -> Array[WorldObject]:
var result: Array[WorldObject] = []
for obj in world_objects:
if not obj.is_dynamic:
result.append(obj)
return result
## Get all dynamic object templates in this chunk.
func get_dynamic_templates() -> Array[WorldObject]:
var result: Array[WorldObject] = []
for obj in world_objects:
if obj.is_dynamic:
result.append(obj)
return result
## Mark this chunk as dirty (locally modified).
func mark_dirty() -> void:
is_dirty = true
## Clear all objects and tile layers from this chunk.
func clear() -> void:
for child in get_children():
if child is TileLayerNode or child is StaticObjectNode or child is DynamicObjectNode:
child.queue_free()
tile_layers.clear()
world_objects.clear()
## Get the world-space position of a tile within this chunk.
func get_tile_world_position(tile_x: int, tile_y: int, tile_z: int = 0) -> Vector3:
return bounds.position + Vector3(
tile_x * 1.0, # Tile size is 1 world unit
tile_y * 1.0,
tile_z * 1.0
)
## Check if a world-space position is within this chunk's bounds.
func contains_position(pos: Vector3) -> bool:
return bounds.has_point(pos)
## Check if a chunk coordinate is adjacent to this chunk.
func is_adjacent(other_coord: Vector3i) -> bool:
var dx: int = abs(coord.x - other_coord.x)
var dy: int = abs(coord.y - other_coord.y)
var dz: int = abs(coord.z - other_coord.z)
return dx <= 1 and dy <= 1 and dz <= 1 and (dx + dy + dz) > 0
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class_name ChunkStreamManager
extends Node
## Manages loading and unloading of world chunks based on player position.
##
## This is the central orchestrator for the chunk streaming system. It monitors
## the player's position, determines which chunks should be loaded, requests
## chunk data from the server, instantiates ChunkScene nodes, and unloads
## chunks that fall outside the streaming radius.
##
## ## Design
##
## - **Streaming radius** defines how many chunks around the player are kept
## loaded. Chunks beyond this radius are unloaded to save memory and CPU.
## - **Load priority** ensures chunks closer to the player are loaded first,
## preventing visual pop-in at the edge of the view.
## - **Server communication** uses the RPCs defined in docs/architecture/world.md
## (§5.3): `request_chunk`, `chunk_data`, `chunk_invalidated`.
##
## ## Usage
##
## Add this node to your scene tree and set the `player` reference:
## ```gdscript
## var stream_manager: ChunkStreamManager = $ChunkStreamManager
## stream_manager.player = $Player
## stream_manager.streaming_radius = 4 # chunks
## ```
## Number of chunks (radius) to keep loaded around the player.
## A radius of 2 means a 5x5 grid of chunks centered on the player.
## Higher values increase memory usage but reduce streaming pop-in.
@export var streaming_radius: int = 3
## Maximum number of chunks to load per frame. Prevents frame spikes during
## rapid movement or when entering a new area.
@export var max_loads_per_frame: int = 4
## Maximum number of chunks to unload per frame.
@export var max_unloads_per_frame: int = 4
## Distance (in chunks) from the streaming radius edge before a chunk is
## considered for unloading. Prevents rapid load/unload cycling.
@export var unload_margin: int = 1
## Emitted when a chunk finishes loading.
signal chunk_loaded(chunk_coord: Vector3i, chunk_scene: Node)
## Emitted when a chunk is unloaded.
signal chunk_unloaded(chunk_coord: Vector3i)
## Emitted when a chunk fails to load (e.g., server error).
signal chunk_load_failed(chunk_coord: Vector3i, error: String)
## Emitted when the player moves far enough to require a streaming update.
signal streaming_updated
## Reference to the player node. Must be set before the manager starts.
var player: Node3D = null
## The current player chunk coordinate.
var _player_chunk_coord: Vector3i = Vector3i.ZERO
## Map of loaded chunk coordinates to their scene nodes.
var _loaded_chunks: Dictionary = {}
## Queue of chunk coordinates pending load, sorted by distance from player.
var _load_queue: Array[Vector3i] = []
## Queue of chunk coordinates pending unload.
var _unload_queue: Array[Vector3i] = []
## Whether streaming is currently active (player is set and in game).
var is_active: bool = false
## The server RPC interface for chunk data. Set by the networking layer.
var _server_rpc: Object = null
## Internal: track which chunks are currently being loaded (to avoid duplicates).
var _loading_in_progress: Dictionary = {}
## Internal: time accumulator for throttled streaming updates.
var _update_accumulator: float = 0.0
## Internal: interval between streaming updates (seconds).
const UPDATE_INTERVAL: float = 0.1
func _ready() -> void:
# Streaming is driven from _process (main thread) so we can safely
# manipulate the scene tree. No background thread is used.
set_process(true)
func _process(delta: float) -> void:
if not is_active or player == null:
return
_update_accumulator += delta
if _update_accumulator < UPDATE_INTERVAL:
return
_update_accumulator = 0.0
_update_streaming()
_process_load_queue()
_process_unload_queue()
streaming_updated.emit()
func _update_streaming() -> void:
if player == null or not is_inside_tree():
return
var current_coord: Vector3i = Chunk.coord_for_position(player.global_position)
if current_coord == _player_chunk_coord:
return
_player_chunk_coord = current_coord
_rebuild_queues()
func _rebuild_queues() -> void:
var target_set: Dictionary = _compute_target_chunks()
# Determine which chunks need to be loaded
var to_load: Array[Vector3i] = []
for coord in target_set:
if not _loaded_chunks.has(coord) and not _loading_in_progress.has(coord):
to_load.append(coord)
# Sort by distance from player (closest first)
to_load.sort_custom(_compare_distance)
_load_queue = to_load
# Determine which chunks need to be unloaded
var to_unload: Array[Vector3i] = []
for coord in _loaded_chunks:
if not target_set.has(coord):
to_unload.append(coord)
to_unload.sort_custom(_compare_distance)
_unload_queue = to_unload
func _compute_target_chunks() -> Dictionary:
"""Compute the set of chunk coordinates that should be loaded."""
var target: Dictionary = {}
var half: int = streaming_radius
for dx in range(-half, half + 1):
for dy in range(-half, half + 1):
for dz in range(-half, half + 1):
var coord: Vector3i = Vector3i(
_player_chunk_coord.x + dx,
_player_chunk_coord.y + dy,
_player_chunk_coord.z + dz
)
target[coord] = coord
return target
func _compare_distance(a: Vector3i, b: Vector3i) -> bool:
"""Compare chunk coordinates by distance from player chunk."""
var dist_a: int = _chunk_distance_squared(_player_chunk_coord, a)
var dist_b: int = _chunk_distance_squared(_player_chunk_coord, b)
return dist_a < dist_b
func _chunk_distance_squared(a: Vector3i, b: Vector3i) -> int:
var dx: int = a.x - b.x
var dy: int = a.y - b.y
var dz: int = a.z - b.z
return dx * dx + dy * dy + dz * dz
func _process_load_queue() -> void:
var count: int = 0
while count < max_loads_per_frame and not _load_queue.is_empty():
var coord: Vector3i = _load_queue.pop_front()
_load_chunk(coord)
count += 1
func _process_unload_queue() -> void:
var count: int = 0
while count < max_unloads_per_frame and not _unload_queue.is_empty():
var coord: Vector3i = _unload_queue.pop_front()
_unload_chunk(coord)
count += 1
func _load_chunk(coord: Vector3i) -> void:
if _loading_in_progress.has(coord):
return
_loading_in_progress[coord] = true
# Request chunk data from server via RPC
if _server_rpc != null and _server_rpc.has_method("request_chunk"):
_server_rpc.request_chunk(Chunk.build_key(
"", "", coord
))
else:
# Fallback: try to load from local cache or create empty chunk
_instantiate_chunk_scene(coord)
func _on_chunk_data_received(key: String, binary_data: PackedByteArray) -> void:
"""Called by the networking layer when chunk data arrives from server."""
var coord: Vector3i = _parse_coord_from_key(key)
if coord == null:
return
_loading_in_progress.erase(coord)
# Decode the binary chunk data
var chunk_data: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(binary_data)
if chunk_data == null:
chunk_load_failed.emit(coord, "Failed to decode chunk data")
return
# Instantiate the chunk scene with the decoded data
_instantiate_chunk_scene_with_data(coord, chunk_data)
func _on_chunk_load_error(coord: Vector3i, error_msg: String) -> void:
"""Called when the server reports a chunk load error."""
_loading_in_progress.erase(coord)
chunk_load_failed.emit(coord, error_msg)
func _instantiate_chunk_scene(coord: Vector3i) -> void:
"""Create an empty chunk scene for the given coordinate."""
var chunk_scene: ChunkScene = ChunkScene.new()
chunk_scene.coord = coord
chunk_scene.key = Chunk.build_key("", "", coord)
chunk_scene.bounds = Chunk.compute_bounds(coord)
_add_loaded_chunk(coord, chunk_scene)
func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
"""Create a chunk scene populated with server data."""
var chunk_scene: ChunkScene = ChunkScene.new()
chunk_scene.coord = coord
chunk_scene.key = data.key
chunk_scene.bounds = data.bounds
chunk_scene.format_version = data.format_version
chunk_scene.revision = data.revision
# Add tiles
for layer in data.tile_layers:
var tile_layer: TileLayer = TileLayer.new()
tile_layer.name = layer.name
tile_layer.layer_id = layer.layer_id
tile_layer.width = layer.width
tile_layer.height = layer.height
tile_layer.depth = layer.depth
tile_layer.palette = layer.palette
tile_layer.tiles = layer.tiles
chunk_scene.add_tile_layer(tile_layer)
# Add objects
for obj_data in data.objects:
var world_obj: WorldObject = WorldObject.new()
world_obj.id = obj_data.id
world_obj.type = obj_data.type
world_obj.asset_id = obj_data.asset_id
world_obj.position = obj_data.position
world_obj.rotation = obj_data.rotation
world_obj.scale = obj_data.scale
world_obj.properties = obj_data.properties
world_obj.is_dynamic = obj_data.dynamic
world_obj.flags = obj_data.flags
chunk_scene.add_object(world_obj)
# Add content flags
chunk_scene.content_flags = data.flags
_add_loaded_chunk(coord, chunk_scene)
func _add_loaded_chunk(coord: Vector3i, chunk_scene: Node) -> void:
_loaded_chunks[coord] = chunk_scene
add_child(chunk_scene)
_loading_in_progress.erase(coord)
chunk_loaded.emit(coord, chunk_scene)
func _unload_chunk(coord: Vector3i) -> void:
if not _loaded_chunks.has(coord):
return
var chunk_scene: Node = _loaded_chunks[coord]
if is_instance_valid(chunk_scene):
chunk_scene.queue_free()
_loaded_chunks.erase(coord)
chunk_unloaded.emit(coord)
func _on_player_position_changed() -> void:
"""Call this when the player position changes significantly."""
if player != null:
_update_streaming()
func set_server_rpc(rpc_interface: Object) -> void:
"""Set the server RPC interface for chunk requests."""
_server_rpc = rpc_interface
func get_loaded_chunk(coord: Vector3i) -> Node:
"""Get a loaded chunk scene by coordinate, or null if not loaded."""
return _loaded_chunks.get(coord, null)
func is_chunk_loaded(coord: Vector3i) -> bool:
"""Check if a chunk is currently loaded."""
return _loaded_chunks.has(coord)
func get_loaded_chunk_count() -> int:
"""Get the number of currently loaded chunks."""
return _loaded_chunks.size()
func get_all_loaded_coords() -> Array[Vector3i]:
"""Get all currently loaded chunk coordinates."""
var coords: Array[Vector3i] = []
for key in _loaded_chunks:
coords.append(key)
return coords
func force_reload_chunk(coord: Vector3i) -> void:
"""Force reload a specific chunk (e.g., after server update)."""
if _loaded_chunks.has(coord):
_unload_chunk(coord)
if not _loading_in_progress.has(coord):
_load_chunk(coord)
func clear_all_chunks() -> void:
"""Unload all chunks immediately."""
var coords: Array[Vector3i] = get_all_loaded_coords()
for coord in coords:
_unload_chunk(coord)
_load_queue.clear()
_unload_queue.clear()
func _parse_coord_from_key(key: String) -> Variant:
"""Parse chunk coordinate from a canonical chunk key."""
var parts: Array[String] = key.split(":")
if parts.size() < 5:
return null
return Vector3i(
int(parts[2]),
int(parts[3]),
int(parts[4])
)
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class_name DynamicObjectNode
extends Node3D
## A visual representation of a dynamic (spawnable) world object template.
##
## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
## Dynamic objects are stored as *templates* in the chunk; their runtime state
## (position, health, inventory) is managed by the entity system, not by this
## node. This node renders the template's visual representation so the object
## is visible in the world.
##
## ## Structure
##
## ```
## DynamicObjectNode (Node3D)
## └── MeshInstance3D # the object's visual mesh
## ```
## The world object data this node represents.
var world_object: WorldObject = null
## The loaded mesh instance (or placeholder).
var _mesh_instance: MeshInstance3D = null
func _ready() -> void:
if world_object == null:
return
_load_mesh()
## Load and attach the object's mesh.
func _load_mesh() -> void:
_mesh_instance = MeshInstance3D.new()
_mesh_instance.name = "mesh"
var mesh := _load_asset_mesh(world_object.asset_id)
if mesh == null:
mesh = _make_placeholder_mesh()
_mesh_instance.mesh = mesh
add_child(_mesh_instance)
## Attempt to load a mesh from the asset path.
func _load_asset_mesh(asset_id: String) -> Mesh:
if asset_id.is_empty():
return null
var path := "res://assets/%s" % asset_id
if ResourceLoader.exists(path):
var res := load(path)
if res is Mesh:
return res
return null
## Create a simple placeholder sphere mesh when the real asset is unavailable.
func _make_placeholder_mesh() -> Mesh:
var mesh := SphereMesh.new()
mesh.radius = 0.5
mesh.height = 1.0
return mesh
## Get the world object's display name.
func get_display_name() -> String:
if world_object == null:
return ""
return world_object.get_display_name()

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