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| 24d2029955 |
@@ -0,0 +1,39 @@
|
||||
name: checkpoint
|
||||
|
||||
# Runs the full checkpoint suite (migrations, backend pytest, Godot smoke
|
||||
# tests, multiplayer, fresh-clone boot) on every push and PR.
|
||||
#
|
||||
# Runs on a `host`-label act_runner on the AGP box: Docker, ~/godot/godot,
|
||||
# and Python 3 are already there. Deliberately uses no JavaScript actions
|
||||
# (actions/checkout etc.) so the host needs no Node install -- checkout is a
|
||||
# plain git clone from the local Gitea. See docs/ci.md.
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
pull_request:
|
||||
|
||||
jobs:
|
||||
checkpoint:
|
||||
runs-on: host
|
||||
steps:
|
||||
- name: Checkout
|
||||
run: |
|
||||
set -eu
|
||||
rm -rf repo && mkdir repo && cd repo
|
||||
git init -q
|
||||
git remote add origin "http://x:${{ github.token }}@localhost:3000/${{ github.repository }}.git"
|
||||
git fetch -q --depth 1 origin "${{ github.sha }}"
|
||||
git checkout -q FETCH_HEAD
|
||||
|
||||
- name: Python env
|
||||
working-directory: repo
|
||||
run: |
|
||||
set -eu
|
||||
python3 -m venv .venv
|
||||
.venv/bin/pip install --quiet --upgrade pip
|
||||
.venv/bin/pip install --quiet -r backend/requirements.txt
|
||||
|
||||
- name: Checkpoint suite
|
||||
working-directory: repo
|
||||
run: .venv/bin/python scripts/run_checkpoint_tests.py --postgres-port 25690 --backend-port 18690
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
# Godot 4 editor cache/import directory
|
||||
.godot/
|
||||
|
||||
# Godot export artifacts
|
||||
export/
|
||||
*.tmp
|
||||
|
||||
# OS
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
|
||||
# Godot UID files (regenerated from path)
|
||||
*.uid
|
||||
assets/build_info.json
|
||||
Binary file not shown.
@@ -0,0 +1,42 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://bm01jsuomi50i"
|
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path="res://.godot/imported/accessory_belt_01.glb-a2b6be72b4422067d290c84868489d2d.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/avatars/accessory_belt_01.glb"
|
||||
dest_files=["res://.godot/imported/accessory_belt_01.glb-a2b6be72b4422067d290c84868489d2d.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
Binary file not shown.
@@ -0,0 +1,42 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://dvou487niwnjt"
|
||||
path="res://.godot/imported/accessory_necklace_01.glb-75d713dbb1ff9579d6f0bf8b7ddde1e2.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/avatars/accessory_necklace_01.glb"
|
||||
dest_files=["res://.godot/imported/accessory_necklace_01.glb-75d713dbb1ff9579d6f0bf8b7ddde1e2.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
Binary file not shown.
@@ -0,0 +1,42 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://dknbtq33pssf4"
|
||||
path="res://.godot/imported/back_backpack_01.glb-d0ccc39aed8e86403d649c8d07008591.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/avatars/back_backpack_01.glb"
|
||||
dest_files=["res://.godot/imported/back_backpack_01.glb-d0ccc39aed8e86403d649c8d07008591.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
Binary file not shown.
@@ -0,0 +1,42 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://brfp6g6pcbbw7"
|
||||
path="res://.godot/imported/base_human_male_01.glb-c917b85c8f8ab5d1974812a6891f052f.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/avatars/base_human_male_01.glb"
|
||||
dest_files=["res://.godot/imported/base_human_male_01.glb-c917b85c8f8ab5d1974812a6891f052f.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
@@ -0,0 +1,115 @@
|
||||
{
|
||||
"assets": {
|
||||
"base_human_male_01": {
|
||||
"type": "base_body",
|
||||
"slot": "base_body",
|
||||
"path": "res://assets/avatars/base_human_male_01.glb",
|
||||
"version": "1.0.0",
|
||||
"display_name": "Human Male Base"
|
||||
},
|
||||
"head_cyber_01": {
|
||||
"type": "attachment",
|
||||
"slot": "head",
|
||||
"path": "res://assets/avatars/head_cyber_01.glb",
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||||
uid="uid://30ij0eapm6ti"
|
||||
path="res://.godot/imported/right_foot_boot_01.glb-ffff27e561e5632596b7ba89fee5b5ea.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/avatars/right_foot_boot_01.glb"
|
||||
dest_files=["res://.godot/imported/right_foot_boot_01.glb-ffff27e561e5632596b7ba89fee5b5ea.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
Binary file not shown.
@@ -0,0 +1,42 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://bcrtxtp47dv8h"
|
||||
path="res://.godot/imported/right_hand_glove_01.glb-a59875b630ac413350c3bdf6acc84bdf.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/avatars/right_hand_glove_01.glb"
|
||||
dest_files=["res://.godot/imported/right_hand_glove_01.glb-a59875b630ac413350c3bdf6acc84bdf.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
@@ -0,0 +1,40 @@
|
||||
{
|
||||
"objects": {
|
||||
"crate_small": {
|
||||
"asset_id": "props/crate_small.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Small Crate",
|
||||
"category": "props"
|
||||
},
|
||||
"rock_01": {
|
||||
"asset_id": "props/rock_01.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Rock",
|
||||
"category": "nature"
|
||||
},
|
||||
"tree_pine_01": {
|
||||
"asset_id": "props/tree_pine_01.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Pine Tree",
|
||||
"category": "nature"
|
||||
},
|
||||
"lamp_post_01": {
|
||||
"asset_id": "props/lamp_post_01.glb",
|
||||
"type": "prop",
|
||||
"display_name": "Lamp Post",
|
||||
"category": "props"
|
||||
},
|
||||
"chest_01": {
|
||||
"asset_id": "props/chest.glb",
|
||||
"type": "interactable",
|
||||
"display_name": "Treasure Chest",
|
||||
"category": "interactables"
|
||||
},
|
||||
"spawn_point": {
|
||||
"asset_id": "",
|
||||
"type": "spawn_point",
|
||||
"display_name": "Spawn Point",
|
||||
"category": "gameplay"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"content_flags": {
|
||||
"violence": "none",
|
||||
"mature": false
|
||||
},
|
||||
"rules": [
|
||||
{
|
||||
"trigger": {"type": "on_interact"},
|
||||
"conditions": [],
|
||||
"actions": [
|
||||
{"verb": "give_item", "item_id": "gold_coin", "count": 3},
|
||||
{"verb": "play_sound", "sound_id": "chest_open"},
|
||||
{"verb": "rotate", "target": "self", "degrees": 90, "axis": "y", "duration": 0.4}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
{
|
||||
"templates": {
|
||||
"small_crate": {
|
||||
"asset_id": "props/crate_small.glb",
|
||||
"display_name": "Small Crate"
|
||||
}
|
||||
}
|
||||
}
|
||||
+15
-6
@@ -1,14 +1,23 @@
|
||||
# Database
|
||||
DATABASE_URL=postgresql://agp_user:agp_password@localhost:5432/agp_db
|
||||
# Database (async driver)
|
||||
DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
|
||||
|
||||
# Redis
|
||||
REDIS_URL=redis://localhost:6379/0
|
||||
|
||||
# JWT
|
||||
SECRET_KEY=change-me-to-a-secure-random-string
|
||||
ALGORITHM=HS256
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES=30
|
||||
# JWT / Auth
|
||||
ALGORITHM=RS256
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES=60
|
||||
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_NAME=AGP Backend
|
||||
APP_VERSION=0.1.0
|
||||
DEBUG=true
|
||||
CORS_ORIGINS=http://localhost:8080,http://localhost:3000
|
||||
|
||||
# File uploads
|
||||
UPLOAD_DIR=uploads
|
||||
MAX_UPLOAD_SIZE_MB=100
|
||||
|
||||
@@ -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
|
||||
@@ -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, avatar_loadout, world_content # 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()
|
||||
@@ -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"}
|
||||
@@ -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")
|
||||
@@ -0,0 +1,39 @@
|
||||
"""add avatar_loadouts table
|
||||
|
||||
Revision ID: 0004_add_avatar_loadouts_table
|
||||
Revises: 0003_add_refresh_tokens_table
|
||||
Create Date: 2026-09-05 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 = "0004_add_avatar_loadouts_table"
|
||||
down_revision: Union[str, None] = "0003_add_refresh_tokens_table"
|
||||
branch_labels: Union[str, Sequence[str], None] = None
|
||||
depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
"""Create the avatar_loadouts table (one row per user)."""
|
||||
op.create_table(
|
||||
"avatar_loadouts",
|
||||
sa.Column(
|
||||
"user_id",
|
||||
sa.Integer(),
|
||||
sa.ForeignKey("users.id", ondelete="CASCADE"),
|
||||
primary_key=True,
|
||||
),
|
||||
sa.Column("data", postgresql.JSONB(), 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 avatar_loadouts table."""
|
||||
op.drop_table("avatar_loadouts")
|
||||
@@ -0,0 +1,120 @@
|
||||
"""add world_rooms, world_chunks, world_chunk_revisions tables
|
||||
|
||||
Revision ID: 0005_add_world_content_tables
|
||||
Revises: 0004_add_avatar_loadouts_table
|
||||
Create Date: 2026-09-14 00:00:00.000000
|
||||
|
||||
See docs/architecture/world_persistence_impl.md §4. Chunk content
|
||||
(rooms, chunk payloads, chunk revisions) lives in Postgres, purely
|
||||
additive to the existing ``worlds`` table.
|
||||
"""
|
||||
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 = "0005_add_world_content_tables"
|
||||
down_revision: Union[str, None] = "0004_add_avatar_loadouts_table"
|
||||
branch_labels: Union[str, Sequence[str], None] = None
|
||||
depends_on: Union[str, Sequence[str], None] = None
|
||||
|
||||
|
||||
def upgrade() -> None:
|
||||
op.create_table(
|
||||
"world_rooms",
|
||||
sa.Column("id", sa.Integer(), primary_key=True, index=True),
|
||||
sa.Column(
|
||||
"world_id", sa.Integer(),
|
||||
sa.ForeignKey("worlds.id", ondelete="CASCADE"),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("slug", sa.String(64), nullable=False),
|
||||
sa.Column("name", sa.String(255), nullable=False),
|
||||
sa.Column(
|
||||
"grid", postgresql.JSONB(), nullable=False,
|
||||
server_default='{"size": [32, 32, 1], "origin": [0, 0, 0]}',
|
||||
),
|
||||
sa.Column("bounds", postgresql.JSONB(), nullable=True),
|
||||
sa.Column("spawn", postgresql.JSONB(), nullable=True),
|
||||
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,
|
||||
),
|
||||
sa.UniqueConstraint("world_id", "slug", name="uq_world_rooms_world_slug"),
|
||||
)
|
||||
op.create_index("ix_world_rooms_world_id", "world_rooms", ["world_id"])
|
||||
|
||||
op.create_table(
|
||||
"world_chunks",
|
||||
sa.Column("id", sa.Integer(), primary_key=True, index=True),
|
||||
sa.Column(
|
||||
"world_id", sa.Integer(),
|
||||
sa.ForeignKey("worlds.id", ondelete="CASCADE"),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column(
|
||||
"room_id", sa.Integer(),
|
||||
sa.ForeignKey("world_rooms.id", ondelete="CASCADE"),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("chunk_key", sa.String(160), nullable=False, unique=True),
|
||||
sa.Column("cx", sa.Integer(), nullable=False),
|
||||
sa.Column("cy", sa.Integer(), nullable=False),
|
||||
sa.Column("cz", sa.Integer(), nullable=False, server_default="0"),
|
||||
sa.Column("format_version", sa.Integer(), nullable=False, server_default="1"),
|
||||
sa.Column("payload", sa.LargeBinary(), nullable=False),
|
||||
sa.Column("payload_len", sa.Integer(), nullable=False),
|
||||
sa.Column("checksum", sa.String(64), nullable=False),
|
||||
sa.Column("revision", sa.Integer(), nullable=False, server_default="1"),
|
||||
sa.Column("content_flags", postgresql.JSONB(), nullable=False, server_default="{}"),
|
||||
sa.Column("is_mature", sa.Boolean(), nullable=False, server_default="false"),
|
||||
sa.Column(
|
||||
"updated_by_id", sa.Integer(),
|
||||
sa.ForeignKey("users.id", ondelete="SET NULL"),
|
||||
nullable=True,
|
||||
),
|
||||
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,
|
||||
),
|
||||
sa.UniqueConstraint("room_id", "cx", "cy", "cz", name="uq_world_chunks_coord"),
|
||||
)
|
||||
op.create_index("ix_world_chunks_world_id", "world_chunks", ["world_id"])
|
||||
op.create_index("ix_world_chunks_room_id", "world_chunks", ["room_id"])
|
||||
op.create_index(
|
||||
"ix_world_chunks_room_coord", "world_chunks", ["room_id", "cx", "cy", "cz"],
|
||||
)
|
||||
op.create_index(
|
||||
"ix_world_chunks_mature", "world_chunks", ["world_id"],
|
||||
postgresql_where=sa.text("is_mature"),
|
||||
)
|
||||
|
||||
op.create_table(
|
||||
"world_chunk_revisions",
|
||||
sa.Column("id", sa.Integer(), primary_key=True, index=True),
|
||||
sa.Column("chunk_key", sa.String(160), nullable=False),
|
||||
sa.Column("world_id", sa.Integer(), nullable=False),
|
||||
sa.Column("revision", sa.Integer(), nullable=False),
|
||||
sa.Column("action", sa.String(16), nullable=False),
|
||||
sa.Column(
|
||||
"actor_id", sa.Integer(),
|
||||
sa.ForeignKey("users.id", ondelete="SET NULL"),
|
||||
nullable=True,
|
||||
),
|
||||
sa.Column("checksum", sa.String(64), nullable=False),
|
||||
sa.Column("payload", sa.LargeBinary(), nullable=True),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
|
||||
)
|
||||
op.create_index("ix_world_chunk_revisions_chunk_key", "world_chunk_revisions", ["chunk_key"])
|
||||
op.create_index("ix_world_chunk_revisions_world_id", "world_chunk_revisions", ["world_id"])
|
||||
op.create_index("ix_world_chunk_revisions_created_at", "world_chunk_revisions", ["created_at"])
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
op.drop_table("world_chunk_revisions")
|
||||
op.drop_table("world_chunks")
|
||||
op.drop_table("world_rooms")
|
||||
+147
-11
@@ -1,32 +1,168 @@
|
||||
from pydantic_settings import BaseSettings
|
||||
"""Application configuration via pydantic-settings."""
|
||||
|
||||
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):
|
||||
# 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"
|
||||
|
||||
# Redis
|
||||
REDIS_URL: str = "redis://localhost:6379/0"
|
||||
|
||||
# JWT
|
||||
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
||||
ALGORITHM: str = "HS256"
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
||||
# JWT / Auth
|
||||
ALGORITHM: str = "RS256"
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
|
||||
REFRESH_TOKEN_EXPIRE_DAYS: int = 30
|
||||
|
||||
# App
|
||||
DEBUG: bool = True
|
||||
# RS256 key storage. Defaults to a directory outside the repo so the
|
||||
# generated keypair is never accidentally committed.
|
||||
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
|
||||
|
||||
# CORS
|
||||
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
||||
|
||||
# Per-IP auth rate limiting (app/rate_limit.py). Disabled by the
|
||||
# checkpoint smoke suite, which runs every test from one client IP.
|
||||
RATE_LIMIT_ENABLED: bool = True
|
||||
|
||||
# File uploads
|
||||
UPLOAD_DIR: str = "uploads"
|
||||
MAX_UPLOAD_SIZE_MB: int = 100
|
||||
GLTF_MAX_FILE_SIZE_MB: int = 200
|
||||
|
||||
# ── Game-server orchestration ──────────────────────────────────────────
|
||||
# The join flow (POST /api/worlds/{id}/join) ensures a headless Godot
|
||||
# dedicated-server process exists for a world and returns its address.
|
||||
# Disabled by default so nothing tries to spawn Godot in environments
|
||||
# that don't have it (plain pytest, CI without the engine); the
|
||||
# checkpoint/playtest launcher turns it on.
|
||||
GAME_SERVERS_ENABLED: bool = False
|
||||
# Path to the Godot 4 binary. "godot" resolves via PATH.
|
||||
GODOT_BIN: str = str(Path.home() / "godot" / "godot")
|
||||
# Godot project directory (the game repo root -- backend/ is a subdir).
|
||||
GAME_PROJECT_DIR: str = str(Path(__file__).resolve().parents[2])
|
||||
# The host clients should connect to for ENet. Defaults to the LAN IP the
|
||||
# launcher bakes into the exe; overridable for local testing.
|
||||
GAME_SERVER_HOST: str = "127.0.0.1"
|
||||
# Port range for per-world dedicated servers.
|
||||
GAME_SERVER_PORT_MIN: int = 27000
|
||||
GAME_SERVER_PORT_MAX: int = 27099
|
||||
# Kill a world's server this long after its last join with no active
|
||||
# players reported.
|
||||
GAME_SERVER_IDLE_TIMEOUT_SECONDS: int = 300
|
||||
# How long ensure_server() waits for a spawned server to report
|
||||
# "ready": true in its status file before giving up (503 to the
|
||||
# joining client). See world_persistence_impl.md §7.4 -- content
|
||||
# loading makes a slow start more likely than the old bare-port-bind
|
||||
# wait, so this is a separate, longer-by-default budget.
|
||||
GAME_SERVER_READY_TIMEOUT_SECONDS: float = 20.0
|
||||
# The base URL the dedicated Godot server should call back into this
|
||||
# backend on, for the read-only /api/internal content routes
|
||||
# (world_persistence_impl.md §4.4 / §7).
|
||||
GAME_SERVER_INTERNAL_API_URL: str = "http://127.0.0.1:8000"
|
||||
|
||||
# ── World content persistence (world_persistence_impl.md §4.4) ─────────
|
||||
WORLD_CHUNK_MAX_PAYLOAD_BYTES: int = 1_048_576 # 1 MiB
|
||||
WORLD_CHUNK_MAX_OBJECTS: int = 512
|
||||
WORLD_CHUNK_MAX_BATCH: int = 64
|
||||
WORLD_CHUNK_REVISION_KEEP: int = 20
|
||||
|
||||
model_config = SettingsConfigDict(
|
||||
env_file=".env",
|
||||
env_file_encoding="utf-8",
|
||||
case_sensitive=True,
|
||||
)
|
||||
|
||||
@property
|
||||
def cors_origins_list(self) -> list[str]:
|
||||
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
||||
|
||||
class Config:
|
||||
env_file = ".env"
|
||||
case_sensitive = True
|
||||
@property
|
||||
def rsa_key_dir(self) -> Path:
|
||||
return Path(self.RSA_KEY_DIR)
|
||||
|
||||
@property
|
||||
def private_pem(self) -> bytes:
|
||||
"""Return the private key PEM bytes (loads/generates on first call)."""
|
||||
private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
|
||||
return private_pem
|
||||
|
||||
@property
|
||||
def public_pem(self) -> bytes:
|
||||
"""Return the public key PEM bytes (loads/generates on first call)."""
|
||||
_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
|
||||
return public_pem
|
||||
|
||||
@property
|
||||
def private_key(self) -> RSAPrivateKey:
|
||||
"""Return the deserialized RSA private key object."""
|
||||
return load_pem_private_key(self.private_pem, password=None)
|
||||
|
||||
@property
|
||||
def public_key(self) -> RSAPublicKey:
|
||||
"""Return the deserialized RSA public key object."""
|
||||
return load_pem_public_key(self.public_pem)
|
||||
|
||||
|
||||
@lru_cache()
|
||||
def get_settings() -> Settings:
|
||||
"""Return cached settings instance."""
|
||||
return Settings()
|
||||
|
||||
|
||||
# Convenience singleton
|
||||
settings = get_settings()
|
||||
|
||||
@@ -10,7 +10,7 @@ from sqlalchemy.orm import DeclarativeBase
|
||||
from app.config import settings
|
||||
|
||||
engine = create_async_engine(
|
||||
settings.database_url,
|
||||
settings.DATABASE_URL,
|
||||
echo=settings.DEBUG,
|
||||
pool_size=10,
|
||||
max_overflow=20,
|
||||
@@ -28,11 +28,15 @@ class Base(DeclarativeBase):
|
||||
|
||||
|
||||
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:
|
||||
try:
|
||||
yield session
|
||||
await session.commit()
|
||||
except Exception:
|
||||
await session.rollback()
|
||||
raise
|
||||
|
||||
@@ -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)]
|
||||
+22
-6
@@ -3,34 +3,50 @@
|
||||
from contextlib import asynccontextmanager
|
||||
|
||||
from fastapi import FastAPI
|
||||
from fastapi.middleware.cors import CORSMiddleware
|
||||
|
||||
from app.config import settings
|
||||
from app.routers import auth, users, worlds, assets
|
||||
from app.routers import auth, users, worlds, assets, avatar, world_content, internal
|
||||
|
||||
|
||||
from app.services.game_servers import supervisor
|
||||
|
||||
|
||||
@asynccontextmanager
|
||||
async def lifespan(app: FastAPI):
|
||||
"""Application lifespan: startup and shutdown events."""
|
||||
# Startup: initialize database, connect to Redis, etc.
|
||||
supervisor.start()
|
||||
yield
|
||||
# Shutdown: close connections, cleanup
|
||||
await supervisor.shutdown()
|
||||
|
||||
|
||||
app = FastAPI(
|
||||
title=settings.app_name,
|
||||
version=settings.app_version,
|
||||
title=settings.APP_NAME,
|
||||
version=settings.APP_VERSION,
|
||||
description="Agentic Game Platform - Backend API",
|
||||
lifespan=lifespan,
|
||||
)
|
||||
|
||||
# CORS
|
||||
app.add_middleware(
|
||||
CORSMiddleware,
|
||||
allow_origins=settings.cors_origins_list,
|
||||
allow_credentials=True,
|
||||
allow_methods=["*"],
|
||||
allow_headers=["*"],
|
||||
)
|
||||
|
||||
# Include routers
|
||||
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
|
||||
app.include_router(users.router, prefix="/api/users", tags=["users"])
|
||||
app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
|
||||
app.include_router(world_content.router, prefix="/api/worlds", tags=["world-content"])
|
||||
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
|
||||
app.include_router(avatar.router, prefix="/api/avatar", tags=["avatar"])
|
||||
app.include_router(internal.router, prefix="/api/internal", tags=["internal"])
|
||||
|
||||
|
||||
@app.get("/api/health")
|
||||
async def health_check():
|
||||
"""Simple health check endpoint."""
|
||||
return {"status": "ok", "app": settings.app_name}
|
||||
return {"status": "ok", "app": settings.APP_NAME}
|
||||
|
||||
@@ -2,5 +2,10 @@ from app.models.user import User
|
||||
from app.models.session import Session
|
||||
from app.models.world import World
|
||||
from app.models.asset import Asset
|
||||
from app.models.avatar_loadout import AvatarLoadout
|
||||
from app.models.world_content import WorldRoom, WorldChunk, WorldChunkRevision
|
||||
|
||||
__all__ = ["User", "Session", "World", "Asset"]
|
||||
__all__ = [
|
||||
"User", "Session", "World", "Asset", "AvatarLoadout",
|
||||
"WorldRoom", "WorldChunk", "WorldChunkRevision",
|
||||
]
|
||||
|
||||
@@ -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.sql import func
|
||||
import enum
|
||||
@@ -21,14 +22,17 @@ class Asset(Base):
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
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_size = Column(Integer, nullable=True)
|
||||
mime_type = Column(String(128), nullable=True)
|
||||
metadata_json = Column(Text, nullable=True)
|
||||
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
|
||||
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())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
from sqlalchemy import Column, Integer, ForeignKey, DateTime
|
||||
from sqlalchemy.dialects.postgresql import JSONB
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
# The default a brand-new account gets before they touch the customization
|
||||
# screen. Kept in sync with assets/avatars/catalog.json (the base_body id) and
|
||||
# with the client's AvatarLoadout.to_json() shape.
|
||||
DEFAULT_LOADOUT: dict = {
|
||||
"base_body": "base_human_male_01",
|
||||
"slots": {},
|
||||
}
|
||||
|
||||
|
||||
class AvatarLoadout(Base):
|
||||
"""A user's equipped avatar composition.
|
||||
|
||||
One row per user. The whole loadout is stored as a single JSON document
|
||||
matching the client's ``AvatarLoadout.to_json()`` shape
|
||||
(``{"base_body": str, "slots": {...}, "skin_tone"?: {...}}``) rather than
|
||||
exploded into columns -- the server has no copy of the asset catalog, so
|
||||
deep validation (does this asset exist, is it valid for this slot) stays
|
||||
on the client. The server only enforces the envelope: valid JSON object
|
||||
with a non-empty ``base_body``.
|
||||
"""
|
||||
|
||||
__tablename__ = "avatar_loadouts"
|
||||
|
||||
user_id = Column(
|
||||
Integer,
|
||||
ForeignKey("users.id", ondelete="CASCADE"),
|
||||
primary_key=True,
|
||||
)
|
||||
data = Column(JSONB, nullable=False)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now(), nullable=False)
|
||||
|
||||
user = relationship("User", back_populates="avatar_loadout")
|
||||
@@ -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.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class Session(Base):
|
||||
__tablename__ = "sessions"
|
||||
|
||||
id = Column(String, primary_key=True)
|
||||
user_id = Column(String, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
|
||||
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||
token = Column(String, unique=True, index=True, nullable=False)
|
||||
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||
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())
|
||||
|
||||
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")
|
||||
|
||||
@@ -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.sql import func
|
||||
|
||||
@@ -12,10 +15,30 @@ class User(Base):
|
||||
username = Column(String(50), unique=True, index=True, nullable=False)
|
||||
email = Column(String(120), unique=True, index=True, nullable=False)
|
||||
hashed_password = Column(String(255), nullable=False)
|
||||
date_of_birth = Column(Date, nullable=True)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
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")
|
||||
assets = relationship("Asset", back_populates="owner")
|
||||
avatar_loadout = relationship(
|
||||
"AvatarLoadout",
|
||||
back_populates="user",
|
||||
uselist=False,
|
||||
cascade="all, delete-orphan",
|
||||
)
|
||||
|
||||
@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
|
||||
|
||||
@@ -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.sql import func
|
||||
import enum
|
||||
@@ -19,9 +20,20 @@ class World(Base):
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
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())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="worlds")
|
||||
assets = relationship("Asset", back_populates="world", cascade="all, delete-orphan")
|
||||
# world_content.py / world_persistence_impl.md §4.1. Added here (only)
|
||||
# so PC1/PC2 code depending on this module is otherwise untouched.
|
||||
rooms = relationship("WorldRoom", back_populates="world", cascade="all, delete-orphan")
|
||||
|
||||
@@ -0,0 +1,153 @@
|
||||
"""World content persistence models.
|
||||
|
||||
Implements the schema decided in ``docs/architecture/world_persistence_impl.md``
|
||||
§4: chunk content (rooms, chunk payloads, chunk revisions) lives in Postgres,
|
||||
alongside ``worlds``, rather than in a per-world SQLite file
|
||||
(``docs/architecture/world.md`` §4, superseded).
|
||||
|
||||
The chunk *payload* format itself (the 48-byte header + sectioned binary
|
||||
body) is unchanged from ``world.md`` §3.6 and is decoded/encoded by
|
||||
``app.services.chunk_codec``, not by these models -- these just store the
|
||||
opaque ``BYTEA``.
|
||||
|
||||
Conventions follow the existing models (``app/models/world.py``,
|
||||
``app/models/avatar_loadout.py``): declarative ``Column(...)`` style,
|
||||
``Integer`` surrogate PKs, ``DateTime(timezone=True)`` with
|
||||
``server_default=func.now()``, JSONB for document-shaped fields.
|
||||
"""
|
||||
|
||||
from sqlalchemy import (
|
||||
Boolean,
|
||||
Column,
|
||||
DateTime,
|
||||
ForeignKey,
|
||||
Index,
|
||||
Integer,
|
||||
LargeBinary,
|
||||
String,
|
||||
UniqueConstraint,
|
||||
text,
|
||||
)
|
||||
from sqlalchemy.dialects.postgresql import JSONB
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
# Default chunk grid, matching Chunk.CHUNK_SIZE_* in scripts/chunk.gd (the
|
||||
# client's source of truth for the same constants) and world.md §2.2.
|
||||
DEFAULT_ROOM_GRID: dict = {"size": [32, 32, 1], "origin": [0, 0, 0]}
|
||||
|
||||
# The room every world gets automatically (world_persistence_impl.md §4.1).
|
||||
MAIN_ROOM_SLUG = "main"
|
||||
MAIN_ROOM_NAME = "Main"
|
||||
|
||||
|
||||
class WorldRoom(Base):
|
||||
"""A bounded region within a world -- a level, building, or zone
|
||||
(world.md §2.1). Holds the chunk grid config so a world can later hold
|
||||
rooms with different grids without touching the ``worlds`` table.
|
||||
"""
|
||||
|
||||
__tablename__ = "world_rooms"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
world_id = Column(
|
||||
Integer, ForeignKey("worlds.id", ondelete="CASCADE"), nullable=False, index=True
|
||||
)
|
||||
slug = Column(String(64), nullable=False) # url-safe; "main" by default
|
||||
name = Column(String(255), nullable=False)
|
||||
# {"size": [x, y, z], "origin": [x, y, z]}
|
||||
grid = Column(
|
||||
JSONB, nullable=False,
|
||||
server_default='{"size": [32, 32, 1], "origin": [0, 0, 0]}',
|
||||
)
|
||||
bounds = Column(JSONB, nullable=True) # {"min":[x,y,z], "max":[x,y,z]}; null = unbounded
|
||||
spawn = Column(JSONB, nullable=True) # {"pos":[x,y,z], "yaw": 0.0}
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
updated_at = Column(
|
||||
DateTime(timezone=True), server_default=func.now(), onupdate=func.now(), nullable=False
|
||||
)
|
||||
|
||||
__table_args__ = (
|
||||
UniqueConstraint("world_id", "slug", name="uq_world_rooms_world_slug"),
|
||||
)
|
||||
|
||||
world = relationship("World", back_populates="rooms")
|
||||
chunks = relationship("WorldChunk", back_populates="room", cascade="all, delete-orphan")
|
||||
|
||||
|
||||
class WorldChunk(Base):
|
||||
"""One chunk's persisted content -- the atomic load/save/stream unit
|
||||
(world.md §2.1). ``payload`` is the world.md §3.6 binary blob, stored
|
||||
verbatim as BYTEA.
|
||||
|
||||
Deltas from world.md §4.4 (SQLite design): a surrogate integer PK +
|
||||
unique coordinate constraint (rather than ``chunk_key`` as the PK), no
|
||||
``dirty`` column (write-behind doesn't apply over Postgres -- see
|
||||
world_persistence_impl.md §3.3/§5), and content flags folded into this
|
||||
row as JSONB + an indexed ``is_mature`` boolean rather than a separate
|
||||
``content_flags`` table (world.md §4.6).
|
||||
"""
|
||||
|
||||
__tablename__ = "world_chunks"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
world_id = Column(
|
||||
Integer, ForeignKey("worlds.id", ondelete="CASCADE"), nullable=False, index=True
|
||||
) # denormalized: world-scoped queries without a join through rooms
|
||||
room_id = Column(
|
||||
Integer, ForeignKey("world_rooms.id", ondelete="CASCADE"), nullable=False, index=True
|
||||
)
|
||||
chunk_key = Column(String(160), nullable=False, unique=True) # world.md §2.3 / §4.5
|
||||
cx = Column(Integer, nullable=False)
|
||||
cy = Column(Integer, nullable=False)
|
||||
cz = Column(Integer, nullable=False, server_default="0")
|
||||
|
||||
format_version = Column(Integer, nullable=False, server_default="1")
|
||||
payload = Column(LargeBinary, nullable=False) # world.md §3.6 bytes
|
||||
payload_len = Column(Integer, nullable=False)
|
||||
checksum = Column(String(64), nullable=False) # SHA-256 hex of payload body
|
||||
revision = Column(Integer, nullable=False, server_default="1")
|
||||
|
||||
content_flags = Column(JSONB, nullable=False, server_default="{}") # world.md §3.4
|
||||
is_mature = Column(Boolean, nullable=False, server_default="false")
|
||||
|
||||
updated_by_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
updated_at = Column(
|
||||
DateTime(timezone=True), server_default=func.now(), onupdate=func.now(), nullable=False
|
||||
)
|
||||
|
||||
__table_args__ = (
|
||||
UniqueConstraint("room_id", "cx", "cy", "cz", name="uq_world_chunks_coord"),
|
||||
Index("ix_world_chunks_room_coord", "room_id", "cx", "cy", "cz"),
|
||||
Index("ix_world_chunks_mature", "world_id", postgresql_where=text("is_mature")),
|
||||
)
|
||||
|
||||
room = relationship("WorldRoom", back_populates="chunks")
|
||||
|
||||
|
||||
class WorldChunkRevision(Base):
|
||||
"""Audit trail of chunk writes (world.md §4.7). ``chunk_key``/``world_id``
|
||||
are deliberately **not** foreign keys, so deleting a chunk or a world
|
||||
preserves the audit trail.
|
||||
|
||||
Retention (world_persistence_impl.md §4.3, required): only the newest
|
||||
``settings.WORLD_CHUNK_REVISION_KEEP`` rows per ``chunk_key`` keep a
|
||||
non-null ``payload``; older rows are pruned (payload nulled, metadata
|
||||
row kept) by ``WorldStore`` in the same transaction as the write that
|
||||
triggers it.
|
||||
"""
|
||||
|
||||
__tablename__ = "world_chunk_revisions"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
chunk_key = Column(String(160), nullable=False, index=True)
|
||||
world_id = Column(Integer, nullable=False, index=True)
|
||||
revision = Column(Integer, nullable=False)
|
||||
action = Column(String(16), nullable=False) # 'create' | 'update' | 'delete'
|
||||
actor_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
|
||||
checksum = Column(String(64), nullable=False)
|
||||
payload = Column(LargeBinary, nullable=True) # full payload at this revision; nulled by retention
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False, index=True)
|
||||
@@ -0,0 +1,73 @@
|
||||
"""Lightweight in-process rate limiting.
|
||||
|
||||
The backend runs single-worker (required by the game-server supervisor), so a
|
||||
process-local sliding-window counter is sufficient and needs no Redis. Keyed
|
||||
by client IP. Used to blunt credential brute-force on the auth endpoints.
|
||||
|
||||
If the backend is ever scaled to multiple workers/hosts this must move to a
|
||||
shared store (Redis) -- flagged here rather than silently under-enforcing.
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import time
|
||||
from collections import defaultdict, deque
|
||||
|
||||
from fastapi import HTTPException, Request, status
|
||||
|
||||
from app.config import settings
|
||||
|
||||
|
||||
class SlidingWindowLimiter:
|
||||
def __init__(self, max_hits: int, window_seconds: float) -> None:
|
||||
self.max_hits = max_hits
|
||||
self.window = window_seconds
|
||||
self._hits: dict[str, deque[float]] = defaultdict(deque)
|
||||
|
||||
def check(self, key: str) -> None:
|
||||
now = time.monotonic()
|
||||
q = self._hits[key]
|
||||
cutoff = now - self.window
|
||||
while q and q[0] < cutoff:
|
||||
q.popleft()
|
||||
if len(q) >= self.max_hits:
|
||||
retry = max(1, int(q[0] + self.window - now))
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_429_TOO_MANY_REQUESTS,
|
||||
detail="Too many attempts. Try again shortly.",
|
||||
headers={"Retry-After": str(retry)},
|
||||
)
|
||||
q.append(now)
|
||||
|
||||
def reset(self) -> None:
|
||||
self._hits.clear()
|
||||
|
||||
|
||||
def _client_key(request: Request) -> str:
|
||||
# X-Forwarded-For first hop when behind the reverse proxy, else the socket.
|
||||
fwd = request.headers.get("x-forwarded-for", "")
|
||||
if fwd:
|
||||
return fwd.split(",")[0].strip()
|
||||
return request.client.host if request.client else "unknown"
|
||||
|
||||
|
||||
# 10 auth attempts / minute / IP -- generous for a human, painful for a
|
||||
# brute-forcer.
|
||||
_auth_limiter = SlidingWindowLimiter(max_hits=10, window_seconds=60)
|
||||
|
||||
|
||||
async def auth_rate_limit(request: Request) -> None:
|
||||
"""FastAPI dependency: rate-limit auth attempts per client IP.
|
||||
|
||||
A no-op when ``RATE_LIMIT_ENABLED`` is false -- the checkpoint smoke
|
||||
suite runs every test against one backend from one client IP, so the
|
||||
per-IP cap would trip mid-suite. The dedicated ``test_rate_limit``
|
||||
module exercises the real behaviour regardless of this flag.
|
||||
"""
|
||||
if not settings.RATE_LIMIT_ENABLED:
|
||||
return
|
||||
_auth_limiter.check(f"auth:{_client_key(request)}")
|
||||
|
||||
|
||||
def reset_all() -> None:
|
||||
"""Test hook."""
|
||||
_auth_limiter.reset()
|
||||
@@ -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
|
||||
@@ -0,0 +1,323 @@
|
||||
"""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
|
||||
from app.rate_limit import auth_rate_limit
|
||||
|
||||
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
## Minimum age to register. This platform is adults-only.
|
||||
MIN_AGE = 18
|
||||
|
||||
|
||||
# --- 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
|
||||
# Real date of birth -- the server computes age from it and rejects
|
||||
# anyone under MIN_AGE. Still self-attested (no document check yet), but
|
||||
# a concrete, stored, legally-meaningful data point rather than a
|
||||
# throwaway checkbox, and the seam for a future hard ID-verification
|
||||
# pass. See docs/architecture/content_moderation.md 5.2.
|
||||
date_of_birth: date
|
||||
|
||||
|
||||
class UserResponse(BaseModel):
|
||||
id: int
|
||||
username: str
|
||||
email: str
|
||||
date_of_birth: date | 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.
|
||||
|
||||
Used by /register (PC3 Phase 3) to compute age from the submitted
|
||||
date_of_birth and enforce the 18+ gate. See
|
||||
docs/architecture/content_moderation.md 5.2.
|
||||
|
||||
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,
|
||||
dependencies=[Depends(auth_rate_limit)])
|
||||
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
||||
"""Register a new user and return access + refresh tokens.
|
||||
|
||||
Requires a date of birth; the server computes age and rejects anyone
|
||||
under MIN_AGE (18). See docs/architecture/content_moderation.md for the
|
||||
verification design and its self-attestation limitation.
|
||||
"""
|
||||
age = calculate_age(req.date_of_birth)
|
||||
if age < 0 or req.date_of_birth > date.today():
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_400_BAD_REQUEST,
|
||||
detail="Invalid date of birth",
|
||||
)
|
||||
if age < MIN_AGE:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_403_FORBIDDEN,
|
||||
detail=f"You must be at least {MIN_AGE} to use this platform",
|
||||
)
|
||||
|
||||
# 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=req.date_of_birth,
|
||||
)
|
||||
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, dependencies=[Depends(auth_rate_limit)])
|
||||
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
|
||||
@@ -0,0 +1,78 @@
|
||||
"""Avatar router - the current user's persisted avatar loadout.
|
||||
|
||||
The loadout is a single JSON document matching the client's
|
||||
``AvatarLoadout.to_json()`` shape. The server has no copy of the asset
|
||||
catalog, so it only validates the envelope (JSON object, non-empty
|
||||
``base_body``); which assets are valid for which slot is the client's job.
|
||||
"""
|
||||
|
||||
from typing import Annotated, Any
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException
|
||||
from pydantic import BaseModel, Field
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.avatar_loadout import AvatarLoadout, DEFAULT_LOADOUT
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||
|
||||
# A loadout document is small; reject anything absurd outright.
|
||||
MAX_LOADOUT_BYTES = 16 * 1024
|
||||
|
||||
|
||||
class LoadoutResponse(BaseModel):
|
||||
data: dict[str, Any]
|
||||
is_default: bool = Field(
|
||||
description="True when the user has never saved a loadout and this is "
|
||||
"the server default."
|
||||
)
|
||||
|
||||
|
||||
class LoadoutUpdate(BaseModel):
|
||||
data: dict[str, Any]
|
||||
|
||||
|
||||
def _validate_envelope(data: dict[str, Any]) -> None:
|
||||
base_body = data.get("base_body")
|
||||
if not isinstance(base_body, str) or not base_body.strip():
|
||||
raise HTTPException(
|
||||
status_code=422,
|
||||
detail="loadout.data must have a non-empty string 'base_body'",
|
||||
)
|
||||
slots = data.get("slots", {})
|
||||
if not isinstance(slots, dict):
|
||||
raise HTTPException(status_code=422, detail="loadout.data.slots must be an object")
|
||||
if len(str(data)) > MAX_LOADOUT_BYTES:
|
||||
raise HTTPException(status_code=413, detail="loadout document too large")
|
||||
|
||||
|
||||
@router.get("/loadout", response_model=LoadoutResponse)
|
||||
async def get_loadout(current_user: CurrentUser, db: DbDep):
|
||||
"""Return the current user's saved loadout, or the server default if they
|
||||
have never saved one."""
|
||||
row = await db.get(AvatarLoadout, current_user.id)
|
||||
if row is None:
|
||||
return LoadoutResponse(data=dict(DEFAULT_LOADOUT), is_default=True)
|
||||
return LoadoutResponse(data=row.data, is_default=False)
|
||||
|
||||
|
||||
@router.put("/loadout", response_model=LoadoutResponse)
|
||||
async def put_loadout(payload: LoadoutUpdate, current_user: CurrentUser, db: DbDep):
|
||||
"""Replace the current user's loadout."""
|
||||
_validate_envelope(payload.data)
|
||||
|
||||
row = await db.get(AvatarLoadout, current_user.id)
|
||||
if row is None:
|
||||
row = AvatarLoadout(user_id=current_user.id, data=payload.data)
|
||||
db.add(row)
|
||||
else:
|
||||
row.data = payload.data
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(row)
|
||||
return LoadoutResponse(data=row.data, is_default=False)
|
||||
@@ -0,0 +1,146 @@
|
||||
"""Internal, dedicated-server-only content API.
|
||||
|
||||
Implements `docs/architecture/world_persistence_impl.md` §7 + §8.3. This is
|
||||
how a spawned Godot dedicated server (`scripts/server.gd`, spawned by
|
||||
`app.services.game_servers`) pulls its world's content read-only over HTTP
|
||||
before binding its ENet port. Mounted at ``/api/internal`` -- a prefix that
|
||||
can also be blocked at the reverse proxy, per the doc's rejected-alternative
|
||||
note in §7.3.
|
||||
|
||||
Gated by ``require_game_server`` (§7.3): a bearer token minted per spawn by
|
||||
``GameServerSupervisor._spawn`` and checked against
|
||||
``supervisor.validate_token(world_id, token)``. There is no user identity
|
||||
here at all -- these routes skip the per-user visibility check public
|
||||
routes apply, and apply no mature-content gating (gating is a client/user
|
||||
concern; the dedicated server still needs the geometry for collision).
|
||||
|
||||
Read-only by construction: there is no write route here, and adding one
|
||||
would violate world_persistence_impl.md D2 (the FastAPI backend is the
|
||||
only writer).
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, Header, HTTPException, Response
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.database import get_db
|
||||
from app.models.world import World
|
||||
from app.models.world_content import MAIN_ROOM_SLUG
|
||||
from app.services import chunk_codec
|
||||
from app.services.game_servers import supervisor
|
||||
from app.services.world_store import Bounds, WorldStore
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||
|
||||
|
||||
async def require_game_server(
|
||||
world_id: int,
|
||||
authorization: Annotated[str | None, Header()] = None,
|
||||
) -> None:
|
||||
"""world_persistence_impl.md §7.3. A path whose ``world_id`` differs
|
||||
from the token's world is 403 -- ``validate_token`` enforces that by
|
||||
construction (it looks the token up *by* ``world_id``)."""
|
||||
if not authorization or not authorization.lower().startswith("bearer "):
|
||||
raise HTTPException(status_code=401, detail="missing bearer token")
|
||||
token = authorization.split(" ", 1)[1].strip()
|
||||
if not token or not supervisor.validate_token(world_id, token):
|
||||
raise HTTPException(status_code=403, detail="invalid or expired server token")
|
||||
|
||||
|
||||
async def _get_world_or_404(world_id: int, db: AsyncSession) -> World:
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if world is None:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
return world
|
||||
|
||||
|
||||
async def _resolve_room(store: WorldStore, db: AsyncSession, world_id: int, slug: str):
|
||||
room = await store.get_room(world_id, slug)
|
||||
if room is None and slug == MAIN_ROOM_SLUG:
|
||||
room = await store.get_or_create_main_room(world_id)
|
||||
await db.commit()
|
||||
return room
|
||||
|
||||
|
||||
@router.get("/worlds/{world_id}/manifest", dependencies=[Depends(require_game_server)])
|
||||
async def manifest(world_id: int, db: DbDep):
|
||||
await _get_world_or_404(world_id, db)
|
||||
store = WorldStore(db)
|
||||
rooms = await store.list_rooms(world_id)
|
||||
if not rooms:
|
||||
rooms = [await store.get_or_create_main_room(world_id)]
|
||||
await db.commit()
|
||||
|
||||
room_payloads = []
|
||||
for r in rooms:
|
||||
room_payloads.append({
|
||||
"slug": r.slug, "name": r.name, "grid": r.grid, "bounds": r.bounds,
|
||||
"spawn": r.spawn, "chunk_count": await store.count_chunks(r.id),
|
||||
})
|
||||
|
||||
return {
|
||||
"world_id": world_id,
|
||||
"content_revision": await store.content_revision(world_id),
|
||||
"rooms": room_payloads,
|
||||
}
|
||||
|
||||
|
||||
@router.get("/worlds/{world_id}/rooms/{slug}/chunks", dependencies=[Depends(require_game_server)])
|
||||
async def internal_list_chunks(
|
||||
world_id: int, slug: str, db: DbDep,
|
||||
cx_min: int | None = None, cx_max: int | None = None,
|
||||
cy_min: int | None = None, cy_max: int | None = None,
|
||||
cz: int | None = None,
|
||||
):
|
||||
await _get_world_or_404(world_id, db)
|
||||
store = WorldStore(db)
|
||||
room = await _resolve_room(store, db, world_id, slug)
|
||||
if room is None:
|
||||
raise HTTPException(status_code=404, detail="room not found")
|
||||
|
||||
bounds = Bounds(cx_min=cx_min, cx_max=cx_max, cy_min=cy_min, cy_max=cy_max, cz=cz)
|
||||
chunks = await store.list_chunks(world_id, room.id, bounds)
|
||||
return {
|
||||
"room": room.slug,
|
||||
"content_revision": await store.content_revision(world_id),
|
||||
"chunks": [
|
||||
{
|
||||
"key": c.chunk_key, "cx": c.cx, "cy": c.cy, "cz": c.cz,
|
||||
"revision": c.revision, "checksum": c.checksum, "payload_len": c.payload_len,
|
||||
"is_mature": c.is_mature,
|
||||
"updated_at": c.updated_at.isoformat() if c.updated_at else None,
|
||||
}
|
||||
for c in chunks
|
||||
],
|
||||
}
|
||||
|
||||
|
||||
@router.get(
|
||||
"/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}",
|
||||
dependencies=[Depends(require_game_server)],
|
||||
)
|
||||
async def internal_get_chunk(world_id: int, slug: str, cx: int, cy: int, cz: int, db: DbDep):
|
||||
await _get_world_or_404(world_id, db)
|
||||
store = WorldStore(db)
|
||||
room = await _resolve_room(store, db, world_id, slug)
|
||||
if room is None:
|
||||
raise HTTPException(status_code=404, detail="room not found")
|
||||
|
||||
key = chunk_codec.build_key(world_id, slug, cx, cy, cz)
|
||||
chunk = await store.get_chunk(key)
|
||||
if chunk is None:
|
||||
raise HTTPException(status_code=404, detail="chunk not found")
|
||||
|
||||
return Response(
|
||||
content=chunk.payload, media_type="application/octet-stream",
|
||||
headers={
|
||||
"ETag": f'"{chunk.checksum}"', "X-Chunk-Revision": str(chunk.revision), "X-Chunk-Key": key,
|
||||
},
|
||||
)
|
||||
@@ -0,0 +1,106 @@
|
||||
"""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()
|
||||
@@ -0,0 +1,451 @@
|
||||
"""World content router -- rooms + chunks, for the editor and player client.
|
||||
|
||||
Implements `docs/architecture/world_persistence_impl.md` §8.1. JWT-authenticated
|
||||
(``CurrentUser``, same as ``app/routers/worlds.py``). All chunk content
|
||||
reads/writes go through ``WorldStore``; this module is HTTP plumbing +
|
||||
authorization only.
|
||||
|
||||
Authorization (doc §5.3):
|
||||
- **Read** (world visibility, room listing, chunk fetch/index/revisions):
|
||||
same rule as ``GET /api/worlds/{id}`` -- 404 (not 403) if the world is
|
||||
neither PUBLIC nor owned by the caller. See ``_get_world_readable``.
|
||||
- **Write** (room create, chunk PUT/DELETE/rollback): caller must be
|
||||
``world.owner_id``, matching ``update_world`` -- 403 otherwise, with
|
||||
*no* visibility gate (this deliberately mirrors ``update_world``, which
|
||||
also has no visibility check; see ``_get_world_writable``).
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import base64
|
||||
import binascii
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, Header, HTTPException, Request, Response
|
||||
from fastapi.responses import JSONResponse
|
||||
from pydantic import BaseModel, Field
|
||||
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.user import User
|
||||
from app.models.world import World, WorldVisibility
|
||||
from app.models.world_content import MAIN_ROOM_SLUG, WorldRoom
|
||||
from app.services import chunk_codec
|
||||
from app.services.game_servers import supervisor
|
||||
from app.services.world_store import Bounds, RevisionConflict, RevisionNotAvailable, WorldStore
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||
|
||||
# world_persistence_impl.md §8.1: "Bounds are capped (default 32x32 chunks
|
||||
# per query) and return 422 beyond that."
|
||||
MAX_BOUNDS_SPAN = 32
|
||||
# §8.1 batch write cap, beyond WORLD_CHUNK_MAX_BATCH chunks: "Capped at ...
|
||||
# 8 MB."
|
||||
MAX_BATCH_TOTAL_BYTES = 8 * 1024 * 1024
|
||||
|
||||
|
||||
# ─────────────────────────── auth helpers ───────────────────────────
|
||||
|
||||
async def _get_world_readable(world_id: int, current_user: User, db: AsyncSession) -> World:
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if world is None:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
return world
|
||||
|
||||
|
||||
async def _get_world_writable(world_id: int, current_user: User, db: AsyncSession) -> World:
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
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")
|
||||
return world
|
||||
|
||||
|
||||
async def _resolve_room(store: WorldStore, db: AsyncSession, world_id: int, slug: str) -> WorldRoom | None:
|
||||
"""world_persistence_impl.md §4.1: lazily create the main room for
|
||||
worlds that predate this feature, on first read/write."""
|
||||
room = await store.get_room(world_id, slug)
|
||||
if room is None and slug == MAIN_ROOM_SLUG:
|
||||
room = await store.get_or_create_main_room(world_id)
|
||||
await db.commit()
|
||||
return room
|
||||
|
||||
|
||||
def _is_live(world_id: int) -> bool:
|
||||
return any(s["world_id"] == str(world_id) for s in supervisor.debug_state())
|
||||
|
||||
|
||||
def _validation_error_body(exc: chunk_codec.ChunkValidationError) -> dict:
|
||||
return {"detail": "chunk validation failed", "reason": exc.reason}
|
||||
|
||||
|
||||
def _conflict_body(exc: RevisionConflict) -> dict:
|
||||
body: dict = {
|
||||
"detail": "revision conflict",
|
||||
"current_revision": exc.current_revision,
|
||||
"current_checksum": exc.current_checksum,
|
||||
}
|
||||
if exc.coord is not None:
|
||||
body["coord"] = list(exc.coord)
|
||||
return body
|
||||
|
||||
|
||||
# ─────────────────────────── schemas ───────────────────────────
|
||||
|
||||
class RoomResponse(BaseModel):
|
||||
id: int
|
||||
slug: str
|
||||
name: str
|
||||
grid: dict
|
||||
bounds: dict | None
|
||||
spawn: dict | None
|
||||
chunk_count: int
|
||||
|
||||
|
||||
class RoomCreate(BaseModel):
|
||||
slug: str = Field(..., min_length=1, max_length=64, pattern=r"^[a-z0-9_-]+$")
|
||||
name: str = Field(..., min_length=1, max_length=255)
|
||||
grid: dict | None = None
|
||||
bounds: dict | None = None
|
||||
spawn: dict | None = None
|
||||
|
||||
|
||||
# ─────────────────────────── rooms ───────────────────────────
|
||||
|
||||
@router.get("/{world_id}/rooms", response_model=list[RoomResponse])
|
||||
async def list_rooms(world_id: int, current_user: CurrentUser, db: DbDep):
|
||||
await _get_world_readable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
rooms = await store.list_rooms(world_id)
|
||||
if not rooms:
|
||||
rooms = [await store.get_or_create_main_room(world_id)]
|
||||
await db.commit()
|
||||
return [
|
||||
RoomResponse(
|
||||
id=r.id, slug=r.slug, name=r.name, grid=r.grid, bounds=r.bounds, spawn=r.spawn,
|
||||
chunk_count=await store.count_chunks(r.id),
|
||||
)
|
||||
for r in rooms
|
||||
]
|
||||
|
||||
|
||||
@router.post("/{world_id}/rooms", response_model=RoomResponse, status_code=201)
|
||||
async def create_room(world_id: int, body: RoomCreate, current_user: CurrentUser, db: DbDep):
|
||||
await _get_world_writable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
if await store.get_room(world_id, body.slug) is not None:
|
||||
raise HTTPException(status_code=409, detail="a room with this slug already exists")
|
||||
room = await store.create_room(
|
||||
world_id, body.slug, body.name, grid=body.grid, bounds=body.bounds, spawn=body.spawn
|
||||
)
|
||||
await db.commit()
|
||||
await db.refresh(room)
|
||||
return RoomResponse(
|
||||
id=room.id, slug=room.slug, name=room.name, grid=room.grid,
|
||||
bounds=room.bounds, spawn=room.spawn, chunk_count=0,
|
||||
)
|
||||
|
||||
|
||||
# ─────────────────────────── chunk index ───────────────────────────
|
||||
|
||||
@router.get("/{world_id}/rooms/{slug}/chunks")
|
||||
async def list_chunks(
|
||||
world_id: int, slug: str, current_user: CurrentUser, db: DbDep,
|
||||
cx_min: int | None = None, cx_max: int | None = None,
|
||||
cy_min: int | None = None, cy_max: int | None = None,
|
||||
cz: int | None = None,
|
||||
):
|
||||
await _get_world_readable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
room = await _resolve_room(store, db, world_id, slug)
|
||||
if room is None:
|
||||
raise HTTPException(status_code=404, detail="room not found")
|
||||
|
||||
if cx_min is not None and cx_max is not None and (cx_max - cx_min + 1) > MAX_BOUNDS_SPAN:
|
||||
raise HTTPException(status_code=422, detail=f"cx bounds span exceeds {MAX_BOUNDS_SPAN}")
|
||||
if cy_min is not None and cy_max is not None and (cy_max - cy_min + 1) > MAX_BOUNDS_SPAN:
|
||||
raise HTTPException(status_code=422, detail=f"cy bounds span exceeds {MAX_BOUNDS_SPAN}")
|
||||
|
||||
bounds = Bounds(cx_min=cx_min, cx_max=cx_max, cy_min=cy_min, cy_max=cy_max, cz=cz)
|
||||
chunks = await store.list_chunks(world_id, room.id, bounds)
|
||||
content_revision = await store.content_revision(world_id)
|
||||
return {
|
||||
"room": room.slug,
|
||||
"content_revision": content_revision,
|
||||
"chunks": [
|
||||
{
|
||||
"key": c.chunk_key, "cx": c.cx, "cy": c.cy, "cz": c.cz,
|
||||
"revision": c.revision, "checksum": c.checksum, "payload_len": c.payload_len,
|
||||
"is_mature": c.is_mature,
|
||||
"updated_at": c.updated_at.isoformat() if c.updated_at else None,
|
||||
}
|
||||
for c in chunks
|
||||
],
|
||||
}
|
||||
|
||||
|
||||
# ─────────────────────────── chunk fetch ───────────────────────────
|
||||
|
||||
@router.get("/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}")
|
||||
async def get_chunk(
|
||||
world_id: int, slug: str, cx: int, cy: int, cz: int,
|
||||
current_user: CurrentUser, db: DbDep,
|
||||
accept: Annotated[str | None, Header()] = None,
|
||||
if_none_match: Annotated[str | None, Header(alias="If-None-Match")] = None,
|
||||
):
|
||||
await _get_world_readable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
room = await _resolve_room(store, db, world_id, slug)
|
||||
if room is None:
|
||||
raise HTTPException(status_code=404, detail="room not found")
|
||||
|
||||
key = chunk_codec.build_key(world_id, slug, cx, cy, cz)
|
||||
chunk = await store.get_chunk(key)
|
||||
if chunk is None:
|
||||
raise HTTPException(status_code=404, detail="chunk not found")
|
||||
|
||||
etag = f'"{chunk.checksum}"'
|
||||
headers = {"ETag": etag, "X-Chunk-Revision": str(chunk.revision), "X-Chunk-Key": key}
|
||||
|
||||
if if_none_match is not None and if_none_match.strip('"') == chunk.checksum:
|
||||
return Response(status_code=304, headers=headers)
|
||||
|
||||
wants_json = (
|
||||
accept is not None
|
||||
and "application/json" in accept
|
||||
and "application/octet-stream" not in accept
|
||||
)
|
||||
if wants_json:
|
||||
decoded = chunk_codec.decode_binary(chunk.payload)
|
||||
body = chunk_codec.to_json_dict(decoded, key=key, chunk_checksum=chunk.checksum)
|
||||
return JSONResponse(content=body, headers=headers)
|
||||
|
||||
return Response(content=chunk.payload, media_type="application/octet-stream", headers=headers)
|
||||
|
||||
|
||||
# ─────────────────────────── chunk write ───────────────────────────
|
||||
|
||||
async def _read_write_payload(request: Request, x_base_revision: int | None) -> tuple[bytes, int]:
|
||||
content_type = request.headers.get("content-type", "")
|
||||
if "application/json" in content_type:
|
||||
body = await request.json()
|
||||
try:
|
||||
payload_bytes = base64.b64decode(body["payload_b64"], validate=True)
|
||||
except (KeyError, binascii.Error, ValueError) as exc:
|
||||
raise HTTPException(status_code=422, detail=f"invalid payload_b64: {exc}")
|
||||
base_revision = int(body.get("base_revision", 0))
|
||||
return payload_bytes, base_revision
|
||||
payload_bytes = await request.body()
|
||||
return payload_bytes, (x_base_revision if x_base_revision is not None else 0)
|
||||
|
||||
|
||||
@router.put("/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}")
|
||||
async def put_chunk(
|
||||
world_id: int, slug: str, cx: int, cy: int, cz: int,
|
||||
request: Request, current_user: CurrentUser, db: DbDep,
|
||||
x_base_revision: Annotated[int | None, Header(alias="X-Base-Revision")] = None,
|
||||
):
|
||||
await _get_world_writable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
room = await _resolve_room(store, db, world_id, slug)
|
||||
if room is None:
|
||||
raise HTTPException(status_code=404, detail="room not found")
|
||||
|
||||
payload_bytes, base_revision = await _read_write_payload(request, x_base_revision)
|
||||
if len(payload_bytes) > settings.WORLD_CHUNK_MAX_PAYLOAD_BYTES:
|
||||
raise HTTPException(
|
||||
status_code=413,
|
||||
detail=f"payload exceeds WORLD_CHUNK_MAX_PAYLOAD_BYTES ({settings.WORLD_CHUNK_MAX_PAYLOAD_BYTES})",
|
||||
)
|
||||
|
||||
try:
|
||||
chunk = await store.put_chunk(
|
||||
room=room, cx=cx, cy=cy, cz=cz, payload_bytes=payload_bytes,
|
||||
base_revision=base_revision, actor_id=current_user.id,
|
||||
)
|
||||
except chunk_codec.ChunkCodecError as exc:
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=422, content={"detail": "chunk decode failed", "reason": "malformed", "message": str(exc)})
|
||||
except chunk_codec.ChunkValidationError as exc:
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=422, content=_validation_error_body(exc))
|
||||
except RevisionConflict as exc:
|
||||
# Nothing must stick from a failed write. Returning a JSONResponse
|
||||
# here (rather than raising) means no exception propagates through
|
||||
# `get_db`, so this rollback has to be explicit -- see the note on
|
||||
# the batch endpoint below, where this is load-bearing for
|
||||
# all-or-nothing semantics.
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=409, content=_conflict_body(exc))
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(chunk)
|
||||
|
||||
return {
|
||||
"key": chunk.chunk_key, "revision": chunk.revision, "checksum": chunk.checksum,
|
||||
"payload_len": chunk.payload_len,
|
||||
"updated_at": chunk.updated_at.isoformat() if chunk.updated_at else None,
|
||||
"is_mature": chunk.is_mature, "live_session": _is_live(world_id),
|
||||
}
|
||||
|
||||
|
||||
# ─────────────────────────── batch write ───────────────────────────
|
||||
|
||||
class BatchChunkItem(BaseModel):
|
||||
cx: int
|
||||
cy: int
|
||||
cz: int
|
||||
base_revision: int
|
||||
payload_b64: str
|
||||
|
||||
|
||||
class BatchPutRequest(BaseModel):
|
||||
chunks: list[BatchChunkItem]
|
||||
|
||||
|
||||
@router.put("/{world_id}/rooms/{slug}/chunks")
|
||||
async def put_chunks_batch(
|
||||
world_id: int, slug: str, body: BatchPutRequest, current_user: CurrentUser, db: DbDep,
|
||||
):
|
||||
await _get_world_writable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
room = await _resolve_room(store, db, world_id, slug)
|
||||
if room is None:
|
||||
raise HTTPException(status_code=404, detail="room not found")
|
||||
|
||||
if len(body.chunks) > settings.WORLD_CHUNK_MAX_BATCH:
|
||||
raise HTTPException(
|
||||
status_code=422,
|
||||
detail=f"batch of {len(body.chunks)} exceeds WORLD_CHUNK_MAX_BATCH ({settings.WORLD_CHUNK_MAX_BATCH})",
|
||||
)
|
||||
|
||||
items = []
|
||||
total_bytes = 0
|
||||
for item in body.chunks:
|
||||
try:
|
||||
payload_bytes = base64.b64decode(item.payload_b64, validate=True)
|
||||
except (binascii.Error, ValueError) as exc:
|
||||
raise HTTPException(status_code=422, detail=f"invalid payload_b64 for ({item.cx},{item.cy},{item.cz}): {exc}")
|
||||
total_bytes += len(payload_bytes)
|
||||
items.append({
|
||||
"cx": item.cx, "cy": item.cy, "cz": item.cz,
|
||||
"base_revision": item.base_revision, "payload_bytes": payload_bytes,
|
||||
})
|
||||
|
||||
if total_bytes > MAX_BATCH_TOTAL_BYTES:
|
||||
raise HTTPException(status_code=413, detail=f"batch exceeds {MAX_BATCH_TOTAL_BYTES} bytes")
|
||||
|
||||
try:
|
||||
rows = await store.put_chunks_batch(room=room, items=items, actor_id=current_user.id)
|
||||
except chunk_codec.ChunkCodecError as exc:
|
||||
# All-or-nothing (world_persistence_impl.md §8.1): earlier items in
|
||||
# this batch may already be flushed (but never committed) to this
|
||||
# transaction. Rolling back here is what actually makes the batch
|
||||
# atomic -- without it, returning a JSONResponse instead of raising
|
||||
# means no exception reaches `get_db`, and its own transaction
|
||||
# handling would otherwise commit those earlier writes anyway.
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=422, content={"detail": "chunk decode failed", "reason": "malformed", "message": str(exc)})
|
||||
except chunk_codec.ChunkValidationError as exc:
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=422, content=_validation_error_body(exc))
|
||||
except RevisionConflict as exc:
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=409, content=_conflict_body(exc))
|
||||
|
||||
await db.commit()
|
||||
for row in rows:
|
||||
await db.refresh(row)
|
||||
|
||||
return {
|
||||
"live_session": _is_live(world_id),
|
||||
"chunks": [
|
||||
{
|
||||
"key": r.chunk_key, "revision": r.revision, "checksum": r.checksum,
|
||||
"payload_len": r.payload_len,
|
||||
"updated_at": r.updated_at.isoformat() if r.updated_at else None,
|
||||
"is_mature": r.is_mature,
|
||||
}
|
||||
for r in rows
|
||||
],
|
||||
}
|
||||
|
||||
|
||||
# ─────────────────────────── delete ───────────────────────────
|
||||
|
||||
@router.delete("/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}", status_code=204)
|
||||
async def delete_chunk(
|
||||
world_id: int, slug: str, cx: int, cy: int, cz: int, current_user: CurrentUser, db: DbDep,
|
||||
):
|
||||
await _get_world_writable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
room = await _resolve_room(store, db, world_id, slug)
|
||||
if room is None:
|
||||
raise HTTPException(status_code=404, detail="room not found")
|
||||
|
||||
key = chunk_codec.build_key(world_id, slug, cx, cy, cz)
|
||||
await store.delete_chunk(key, current_user.id)
|
||||
await db.commit()
|
||||
return Response(status_code=204)
|
||||
|
||||
|
||||
# ─────────────────────────── revisions + rollback ───────────────────────────
|
||||
|
||||
@router.get("/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/revisions")
|
||||
async def chunk_revisions(
|
||||
world_id: int, slug: str, cx: int, cy: int, cz: int, current_user: CurrentUser, db: DbDep,
|
||||
):
|
||||
# doc: "(owner)" -- same gate as writes.
|
||||
await _get_world_writable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
key = chunk_codec.build_key(world_id, slug, cx, cy, cz)
|
||||
revisions = await store.list_revisions(key)
|
||||
return [
|
||||
{
|
||||
"revision": r.revision, "action": r.action, "actor_id": r.actor_id,
|
||||
"checksum": r.checksum, "payload_available": r.payload is not None,
|
||||
"created_at": r.created_at.isoformat() if r.created_at else None,
|
||||
}
|
||||
for r in revisions
|
||||
]
|
||||
|
||||
|
||||
class RollbackRequest(BaseModel):
|
||||
revision: int
|
||||
|
||||
|
||||
@router.post("/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/rollback")
|
||||
async def rollback_chunk(
|
||||
world_id: int, slug: str, cx: int, cy: int, cz: int,
|
||||
body: RollbackRequest, current_user: CurrentUser, db: DbDep,
|
||||
):
|
||||
await _get_world_writable(world_id, current_user, db)
|
||||
store = WorldStore(db)
|
||||
key = chunk_codec.build_key(world_id, slug, cx, cy, cz)
|
||||
try:
|
||||
chunk = await store.rollback_chunk(key, body.revision, current_user.id)
|
||||
except RevisionNotAvailable as exc:
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=404, content={"detail": str(exc)})
|
||||
except chunk_codec.ChunkValidationError as exc:
|
||||
await db.rollback()
|
||||
return JSONResponse(status_code=422, content=_validation_error_body(exc))
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(chunk)
|
||||
return {
|
||||
"key": chunk.chunk_key, "revision": chunk.revision, "checksum": chunk.checksum,
|
||||
"payload_len": chunk.payload_len,
|
||||
"updated_at": chunk.updated_at.isoformat() if chunk.updated_at else None,
|
||||
"is_mature": chunk.is_mature, "live_session": _is_live(world_id),
|
||||
}
|
||||
@@ -0,0 +1,212 @@
|
||||
"""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
|
||||
from app.services.game_servers import supervisor
|
||||
from app.services.world_store import WorldStore
|
||||
|
||||
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
|
||||
|
||||
|
||||
class JoinResponse(BaseModel):
|
||||
"""Address of the dedicated server hosting this world."""
|
||||
world_id: int
|
||||
host: str
|
||||
port: int
|
||||
|
||||
|
||||
@router.post("/{world_id}/join", response_model=JoinResponse)
|
||||
async def join_world(
|
||||
world_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Ensure a dedicated game server is running for this world and return its
|
||||
ENet address for the client to connect to.
|
||||
|
||||
503 if game-server orchestration isn't enabled on this backend (e.g. a
|
||||
plain dev/test instance with no Godot binary).
|
||||
"""
|
||||
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.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
try:
|
||||
info = await supervisor.ensure_server(str(world_id))
|
||||
except RuntimeError as exc:
|
||||
raise HTTPException(status_code=503, detail=str(exc))
|
||||
|
||||
return JoinResponse(world_id=world_id, host=info["host"], port=info["port"])
|
||||
|
||||
|
||||
@router.post("/", response_model=WorldResponse, status_code=201)
|
||||
async def create_world(
|
||||
world_data: WorldCreate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Create a new world.
|
||||
|
||||
Also creates the world's "main" room (world_persistence_impl.md §4.1) --
|
||||
every world gets one so chunk content has somewhere to live from the
|
||||
start.
|
||||
"""
|
||||
world = World(
|
||||
name=world_data.name,
|
||||
description=world_data.description,
|
||||
owner_id=current_user.id,
|
||||
visibility=world_data.visibility,
|
||||
)
|
||||
db.add(world)
|
||||
await db.flush() # assigns world.id, needed for the room's FK
|
||||
await WorldStore(db).get_or_create_main_room(world.id)
|
||||
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()
|
||||
@@ -0,0 +1,676 @@
|
||||
"""Python port of the chunk binary/JSON codec, `docs/architecture/world.md` §3.
|
||||
|
||||
This is the server-side half of the "single shared format, two
|
||||
implementations" contract world.md §5.2 and
|
||||
`world_persistence_impl.md` §5.5/§9 call for. The Godot-side implementation
|
||||
is `scripts/chunk_data_decoder.gd`; this module must decode anything it
|
||||
produces and produce bytes it can decode.
|
||||
|
||||
IMPORTANT DEVIATION (see the "Known cross-codec divergence" note at the
|
||||
bottom of this file): the current `scripts/chunk_data_decoder.gd` does not
|
||||
actually implement IEEE-754 float32 for the `pos`/`rot`/`scale`/`bounds`
|
||||
fields -- it performs a lossy numeric `int`/`float` cast instead of a bit
|
||||
reinterpretation, which both truncates fractional values and does not
|
||||
write IEEE-754 bits at all. This module implements the format as
|
||||
*specified* (real `<f` IEEE-754 float32, matching every other field in the
|
||||
spec and matching what any conformant decoder would assume). See the note
|
||||
for what this means for cross-codec byte parity today.
|
||||
|
||||
Nothing here talks to a database or the FastAPI app; it is a pure,
|
||||
side-effect-free codec so it can be golden-file tested in isolation.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import hashlib
|
||||
import json
|
||||
import struct
|
||||
from dataclasses import dataclass, field
|
||||
|
||||
MAGIC = b"AGPC"
|
||||
HEADER_SIZE = 48
|
||||
CURRENT_VERSION = 1
|
||||
|
||||
SECTION_META = 0x01
|
||||
SECTION_TILE = 0x02
|
||||
SECTION_OBJECT = 0x03
|
||||
SECTION_FLAGS = 0x04
|
||||
SECTION_REVISION_META = 0x05
|
||||
|
||||
CATEGORY_FIELDS = (
|
||||
"violence", "sexual", "language", "substance",
|
||||
"gambling", "horror", "hate", "custom",
|
||||
)
|
||||
|
||||
|
||||
class ChunkCodecError(Exception):
|
||||
"""Malformed bytes -- the payload isn't shaped like a chunk at all."""
|
||||
|
||||
|
||||
class ChunkValidationError(Exception):
|
||||
"""A structurally-valid chunk failed a content/business-rule check.
|
||||
|
||||
``reason`` is the machine-readable code the API surface (world_persistence_impl.md
|
||||
§8.1) puts in the 422 response body's ``reason`` field, e.g.
|
||||
``"checksum_mismatch"``, ``"layer_dims"``, ``"object_out_of_bounds"``.
|
||||
"""
|
||||
|
||||
def __init__(self, reason: str, message: str | None = None) -> None:
|
||||
self.reason = reason
|
||||
super().__init__(message or reason)
|
||||
|
||||
|
||||
# ───────────────────────── Logical model ─────────────────────────
|
||||
|
||||
@dataclass
|
||||
class TileDef:
|
||||
id: int
|
||||
asset_id: str = ""
|
||||
solid: bool = False
|
||||
flags: int = 0
|
||||
variants: int = 1
|
||||
|
||||
|
||||
@dataclass
|
||||
class TileLayer:
|
||||
name: str
|
||||
layer_id: int = 0
|
||||
width: int = 0
|
||||
height: int = 0
|
||||
depth: int = 1
|
||||
palette: list[TileDef] = field(default_factory=list)
|
||||
tiles: list[int] = field(default_factory=list) # flattened, row-major
|
||||
|
||||
|
||||
@dataclass
|
||||
class ContentFlags:
|
||||
violence: int = 0
|
||||
sexual: int = 0
|
||||
language: int = 0
|
||||
substance: int = 0
|
||||
gambling: int = 0
|
||||
horror: int = 0
|
||||
hate: int = 0
|
||||
custom: int = 0
|
||||
mature: bool = False
|
||||
sources: list[str] = field(default_factory=list)
|
||||
|
||||
def to_dict(self) -> dict:
|
||||
return {
|
||||
"categories": {name: getattr(self, name) for name in CATEGORY_FIELDS},
|
||||
"mature": self.mature,
|
||||
"sources": list(self.sources),
|
||||
}
|
||||
|
||||
@classmethod
|
||||
def from_dict(cls, d: dict) -> "ContentFlags":
|
||||
cats = d.get("categories", {})
|
||||
return cls(
|
||||
**{name: int(cats.get(name, 0)) for name in CATEGORY_FIELDS},
|
||||
mature=bool(d.get("mature", False)),
|
||||
sources=list(d.get("sources", [])),
|
||||
)
|
||||
|
||||
|
||||
@dataclass
|
||||
class WorldObject:
|
||||
id: str
|
||||
type: str
|
||||
asset_id: str
|
||||
pos: tuple[float, float, float] = (0.0, 0.0, 0.0)
|
||||
rot: tuple[float, float, float, float] = (0.0, 0.0, 0.0, 1.0)
|
||||
scale: tuple[float, float, float] = (1.0, 1.0, 1.0)
|
||||
dynamic: bool = False
|
||||
properties: dict = field(default_factory=dict)
|
||||
flags: ContentFlags = field(default_factory=ContentFlags)
|
||||
|
||||
|
||||
@dataclass
|
||||
class ChunkBounds:
|
||||
"""Stored here as min-corner + size (matching the Godot client's AABB
|
||||
type) for convenience, but the §3.6 BINARY wire format is min + max
|
||||
(world.md §3.1, and the client's actual ChunkDataDecoder) -- fixed
|
||||
2026-09-14 after a real client/server interop test caught this class's
|
||||
original binary codec writing min+size on the wire, which the client
|
||||
decoder (unaware of the "size" convention) read as a second min/max
|
||||
pair, corrupting every chunk's bounds. The two representations are
|
||||
fully recoverable from each other; `max` below is computed for exactly
|
||||
this reason."""
|
||||
|
||||
min: tuple[float, float, float] = (0.0, 0.0, 0.0)
|
||||
size: tuple[float, float, float] = (0.0, 0.0, 0.0)
|
||||
|
||||
@property
|
||||
def max(self) -> tuple[float, float, float]:
|
||||
return tuple(a + b for a, b in zip(self.min, self.size))
|
||||
|
||||
|
||||
@dataclass
|
||||
class ChunkPayload:
|
||||
version: int = CURRENT_VERSION
|
||||
world_id: str = ""
|
||||
room_id: str = ""
|
||||
coord: tuple[int, int, int] = (0, 0, 0)
|
||||
bounds: ChunkBounds = field(default_factory=ChunkBounds)
|
||||
tile_layers: list[TileLayer] = field(default_factory=list)
|
||||
objects: list[WorldObject] = field(default_factory=list)
|
||||
flags: ContentFlags = field(default_factory=ContentFlags)
|
||||
created_at: int = 0
|
||||
updated_at: int = 0
|
||||
revision: int = 0
|
||||
author: str = ""
|
||||
|
||||
|
||||
def build_key(world_id: str | int, room_slug: str, cx: int, cy: int, cz: int) -> str:
|
||||
"""world_persistence_impl.md §4.5: ``"{world.id}:{room.slug}:{cx}:{cy}:{cz}"``."""
|
||||
return f"{world_id}:{room_slug}:{cx}:{cy}:{cz}"
|
||||
|
||||
|
||||
# ───────────────────────── Binary primitives ─────────────────────────
|
||||
# All integers little-endian, matching world.md §3.6.3. Floats are packed
|
||||
# as real IEEE-754 float32 -- see the module docstring's deviation note.
|
||||
|
||||
def _read_u16(data: bytes, off: int) -> int:
|
||||
return struct.unpack_from("<H", data, off)[0]
|
||||
|
||||
|
||||
def _read_u32(data: bytes, off: int) -> int:
|
||||
return struct.unpack_from("<I", data, off)[0]
|
||||
|
||||
|
||||
def _read_i32(data: bytes, off: int) -> int:
|
||||
return struct.unpack_from("<i", data, off)[0]
|
||||
|
||||
|
||||
def _read_i64(data: bytes, off: int) -> int:
|
||||
return struct.unpack_from("<q", data, off)[0]
|
||||
|
||||
|
||||
def _read_f32(data: bytes, off: int) -> float:
|
||||
return struct.unpack_from("<f", data, off)[0]
|
||||
|
||||
|
||||
def _w_u16(v: int) -> bytes:
|
||||
return struct.pack("<H", v & 0xFFFF)
|
||||
|
||||
|
||||
def _w_u32(v: int) -> bytes:
|
||||
return struct.pack("<I", v & 0xFFFFFFFF)
|
||||
|
||||
|
||||
def _w_i32(v: int) -> bytes:
|
||||
return struct.pack("<i", v)
|
||||
|
||||
|
||||
def _w_i64(v: int) -> bytes:
|
||||
return struct.pack("<q", v)
|
||||
|
||||
|
||||
def _w_f32(v: float) -> bytes:
|
||||
return struct.pack("<f", v)
|
||||
|
||||
|
||||
def _read_str(data: bytes, off: int) -> tuple[str, int]:
|
||||
"""Length-prefixed UTF-8 string. Returns (value, next_offset)."""
|
||||
n = _read_u16(data, off)
|
||||
off += 2
|
||||
s = data[off:off + n].decode("utf-8")
|
||||
return s, off + n
|
||||
|
||||
|
||||
def _w_str(s: str) -> bytes:
|
||||
b = s.encode("utf-8")
|
||||
if len(b) > 0xFFFF:
|
||||
raise ChunkCodecError(f"string field too long to encode ({len(b)} bytes)")
|
||||
return _w_u16(len(b)) + b
|
||||
|
||||
|
||||
def checksum(payload_body: bytes) -> str:
|
||||
"""SHA-256 hex digest of the payload body (world.md §3.6.3)."""
|
||||
return hashlib.sha256(payload_body).hexdigest()
|
||||
|
||||
|
||||
# ───────────────────────── Section codecs ─────────────────────────
|
||||
|
||||
def _encode_metadata(payload: ChunkPayload) -> bytes:
|
||||
out = bytearray()
|
||||
out += _w_str(payload.world_id)
|
||||
out += _w_str(payload.room_id)
|
||||
out += _w_i32(payload.coord[0])
|
||||
out += _w_i32(payload.coord[1])
|
||||
out += _w_i32(payload.coord[2])
|
||||
out += _w_f32(payload.bounds.min[0])
|
||||
out += _w_f32(payload.bounds.min[1])
|
||||
out += _w_f32(payload.bounds.min[2])
|
||||
out += _w_f32(payload.bounds.max[0])
|
||||
out += _w_f32(payload.bounds.max[1])
|
||||
out += _w_f32(payload.bounds.max[2])
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def _decode_metadata(data: bytes, result: ChunkPayload) -> None:
|
||||
off = 0
|
||||
result.world_id, off = _read_str(data, off)
|
||||
result.room_id, off = _read_str(data, off)
|
||||
coord = (_read_i32(data, off), _read_i32(data, off + 4), _read_i32(data, off + 8))
|
||||
off += 12
|
||||
min_pos = (_read_f32(data, off), _read_f32(data, off + 4), _read_f32(data, off + 8))
|
||||
max_pos = (_read_f32(data, off + 12), _read_f32(data, off + 16), _read_f32(data, off + 20))
|
||||
size = tuple(a - b for a, b in zip(max_pos, min_pos))
|
||||
result.coord = coord
|
||||
result.bounds = ChunkBounds(min=min_pos, size=size)
|
||||
|
||||
|
||||
def _encode_tile_layer(layer: TileLayer) -> bytes:
|
||||
out = bytearray()
|
||||
out += _w_str(layer.name)
|
||||
out += _w_u16(layer.layer_id)
|
||||
out += _w_u16(layer.width)
|
||||
out += _w_u16(layer.height)
|
||||
out += _w_u16(layer.depth)
|
||||
out += _w_u16(len(layer.palette))
|
||||
for td in layer.palette:
|
||||
out += _w_u16(td.id)
|
||||
out += _w_str(td.asset_id)
|
||||
out += bytes([1 if td.solid else 0])
|
||||
out += _w_u32(td.flags)
|
||||
out += bytes([td.variants & 0xFF])
|
||||
out += _w_u32(len(layer.tiles))
|
||||
for tile_id in layer.tiles:
|
||||
out += _w_u16(tile_id)
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def _decode_tile_layer(data: bytes) -> TileLayer:
|
||||
off = 0
|
||||
name, off = _read_str(data, off)
|
||||
layer_id = _read_u16(data, off); off += 2
|
||||
width = _read_u16(data, off); off += 2
|
||||
height = _read_u16(data, off); off += 2
|
||||
depth = _read_u16(data, off); off += 2
|
||||
palette_count = _read_u16(data, off); off += 2
|
||||
palette: list[TileDef] = []
|
||||
for _ in range(palette_count):
|
||||
tid = _read_u16(data, off); off += 2
|
||||
asset_id, off = _read_str(data, off)
|
||||
solid = data[off] != 0; off += 1
|
||||
flags = _read_u32(data, off); off += 4
|
||||
variants = data[off]; off += 1
|
||||
palette.append(TileDef(id=tid, asset_id=asset_id, solid=solid, flags=flags, variants=variants))
|
||||
tile_count = _read_u32(data, off); off += 4
|
||||
tiles: list[int] = []
|
||||
for _ in range(tile_count):
|
||||
tiles.append(_read_u16(data, off))
|
||||
off += 2
|
||||
return TileLayer(name=name, layer_id=layer_id, width=width, height=height,
|
||||
depth=depth, palette=palette, tiles=tiles)
|
||||
|
||||
|
||||
def _encode_flags(flags: ContentFlags) -> bytes:
|
||||
out = bytearray()
|
||||
for name in CATEGORY_FIELDS:
|
||||
out.append(getattr(flags, name) & 0xFF)
|
||||
out.append(1 if flags.mature else 0)
|
||||
out += _w_u16(len(flags.sources))
|
||||
for src in flags.sources:
|
||||
out += _w_str(src)
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def _decode_flags(data: bytes) -> ContentFlags:
|
||||
off = 0
|
||||
values = {}
|
||||
for name in CATEGORY_FIELDS:
|
||||
values[name] = data[off]
|
||||
off += 1
|
||||
mature = data[off] != 0
|
||||
off += 1
|
||||
source_count = _read_u16(data, off)
|
||||
off += 2
|
||||
sources = []
|
||||
for _ in range(source_count):
|
||||
s, off = _read_str(data, off)
|
||||
sources.append(s)
|
||||
return ContentFlags(**values, mature=mature, sources=sources)
|
||||
|
||||
|
||||
def _encode_object(obj: WorldObject) -> bytes:
|
||||
out = bytearray()
|
||||
out += _w_str(obj.id)
|
||||
out += _w_str(obj.type)
|
||||
out += _w_str(obj.asset_id)
|
||||
for v in obj.pos:
|
||||
out += _w_f32(v)
|
||||
for v in obj.rot:
|
||||
out += _w_f32(v)
|
||||
for v in obj.scale:
|
||||
out += _w_f32(v)
|
||||
out.append(1 if obj.dynamic else 0)
|
||||
# Canonical JSON: keys sorted lexicographically (world.md §3.6.3).
|
||||
props_json = json.dumps(obj.properties, sort_keys=True, separators=(",", ":"))
|
||||
out += _w_str(props_json)
|
||||
out += _encode_flags(obj.flags)
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def _decode_object(data: bytes) -> WorldObject:
|
||||
off = 0
|
||||
oid, off = _read_str(data, off)
|
||||
otype, off = _read_str(data, off)
|
||||
asset_id, off = _read_str(data, off)
|
||||
pos = (_read_f32(data, off), _read_f32(data, off + 4), _read_f32(data, off + 8))
|
||||
off += 12
|
||||
rot = (
|
||||
_read_f32(data, off), _read_f32(data, off + 4),
|
||||
_read_f32(data, off + 8), _read_f32(data, off + 12),
|
||||
)
|
||||
off += 16
|
||||
scale = (_read_f32(data, off), _read_f32(data, off + 4), _read_f32(data, off + 8))
|
||||
off += 12
|
||||
dynamic = data[off] != 0
|
||||
off += 1
|
||||
props_str, off = _read_str(data, off)
|
||||
try:
|
||||
properties = json.loads(props_str) if props_str else {}
|
||||
except json.JSONDecodeError as exc:
|
||||
raise ChunkCodecError(f"object {oid!r}: invalid properties JSON") from exc
|
||||
obj_flags = _decode_flags(data[off:])
|
||||
return WorldObject(id=oid, type=otype, asset_id=asset_id, pos=pos, rot=rot,
|
||||
scale=scale, dynamic=dynamic, properties=properties, flags=obj_flags)
|
||||
|
||||
|
||||
def _encode_revision_meta(payload: ChunkPayload) -> bytes:
|
||||
out = bytearray()
|
||||
out += _w_i64(payload.created_at)
|
||||
out += _w_i64(payload.updated_at)
|
||||
out += _w_u32(payload.revision)
|
||||
out += _w_str(payload.author)
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def _decode_revision_meta(data: bytes, result: ChunkPayload) -> None:
|
||||
off = 0
|
||||
result.created_at = _read_i64(data, off); off += 8
|
||||
result.updated_at = _read_i64(data, off); off += 8
|
||||
result.revision = _read_u32(data, off); off += 4
|
||||
result.author, off = _read_str(data, off)
|
||||
|
||||
|
||||
def _wrap_section(section_id: int, data: bytes) -> bytes:
|
||||
return bytes([section_id]) + _w_u32(len(data)) + data
|
||||
|
||||
|
||||
# ───────────────────────── Top-level encode/decode ─────────────────────────
|
||||
|
||||
def encode_binary(payload: ChunkPayload) -> bytes:
|
||||
"""Encode a ChunkPayload to the world.md §3.6 wire format."""
|
||||
sections = bytearray()
|
||||
sections += _wrap_section(SECTION_META, _encode_metadata(payload))
|
||||
for layer in payload.tile_layers:
|
||||
sections += _wrap_section(SECTION_TILE, _encode_tile_layer(layer))
|
||||
for obj in payload.objects:
|
||||
sections += _wrap_section(SECTION_OBJECT, _encode_object(obj))
|
||||
sections += _wrap_section(SECTION_FLAGS, _encode_flags(payload.flags))
|
||||
sections += _wrap_section(SECTION_REVISION_META, _encode_revision_meta(payload))
|
||||
|
||||
payload_body = bytes(sections)
|
||||
digest = hashlib.sha256(payload_body).digest() # 32 raw bytes
|
||||
|
||||
header = bytearray()
|
||||
header += MAGIC
|
||||
header += _w_u16(CURRENT_VERSION)
|
||||
header += _w_u16(HEADER_SIZE - 8) # header_len: bytes of header after this field (spec-correct)
|
||||
header += _w_u32(0) # flags (reserved)
|
||||
header += _w_u32(len(payload_body))
|
||||
header += digest
|
||||
|
||||
return bytes(header) + payload_body
|
||||
|
||||
|
||||
def decode_binary(data: bytes) -> ChunkPayload:
|
||||
"""Decode a world.md §3.6 binary chunk. Raises ChunkCodecError on
|
||||
structurally malformed input (short buffer, bad magic, unsupported
|
||||
version, truncated payload)."""
|
||||
if len(data) < HEADER_SIZE:
|
||||
raise ChunkCodecError(f"data too short for header ({len(data)} bytes)")
|
||||
|
||||
if data[0:4] != MAGIC:
|
||||
raise ChunkCodecError("bad magic bytes")
|
||||
|
||||
version = _read_u16(data, 4)
|
||||
if version < 1 or version > CURRENT_VERSION:
|
||||
raise ChunkCodecError(f"unsupported chunk format version {version}")
|
||||
|
||||
# header_len (offset 6) is intentionally not used for offset math --
|
||||
# both this decoder and the Godot one always slice at the fixed
|
||||
# HEADER_SIZE, matching the reference implementation's actual (if
|
||||
# spec-inconsistent) behaviour.
|
||||
payload_len = _read_u32(data, 12)
|
||||
# bytes 16:48 are the header's advisory checksum -- decode_and_validate
|
||||
# re-reads it directly and recomputes against the parsed payload body.
|
||||
|
||||
if len(data) - HEADER_SIZE != payload_len:
|
||||
raise ChunkCodecError(
|
||||
f"declared payload_len ({payload_len}) does not match actual "
|
||||
f"remaining bytes ({len(data) - HEADER_SIZE})"
|
||||
)
|
||||
|
||||
payload_body = data[HEADER_SIZE:HEADER_SIZE + payload_len]
|
||||
|
||||
result = ChunkPayload(version=version)
|
||||
|
||||
offset = 0
|
||||
while offset < len(payload_body):
|
||||
if offset + 5 > len(payload_body):
|
||||
raise ChunkCodecError("truncated section header")
|
||||
section_id = payload_body[offset]
|
||||
section_len = _read_u32(payload_body, offset + 1)
|
||||
data_start = offset + 5
|
||||
data_end = data_start + section_len
|
||||
if data_end > len(payload_body):
|
||||
raise ChunkCodecError("truncated section body")
|
||||
section_data = payload_body[data_start:data_end]
|
||||
|
||||
if section_id == SECTION_META:
|
||||
_decode_metadata(section_data, result)
|
||||
elif section_id == SECTION_TILE:
|
||||
result.tile_layers.append(_decode_tile_layer(section_data))
|
||||
elif section_id == SECTION_OBJECT:
|
||||
result.objects.append(_decode_object(section_data))
|
||||
elif section_id == SECTION_FLAGS:
|
||||
result.flags = _decode_flags(section_data)
|
||||
elif section_id == SECTION_REVISION_META:
|
||||
_decode_revision_meta(section_data, result)
|
||||
# Unknown section ids are skipped (forward-compat), matching the
|
||||
# Godot decoder's match-with-no-default behaviour.
|
||||
|
||||
offset = data_end
|
||||
|
||||
return result
|
||||
|
||||
|
||||
# ───────────────────────── JSON encoding (world.md §3.5) ─────────────────────────
|
||||
# Derived, never stored (world_persistence_impl.md §8.1) -- produced here
|
||||
# from a decoded ChunkPayload for the ``Accept: application/json`` path.
|
||||
|
||||
def to_json_dict(payload: ChunkPayload, *, key: str, chunk_checksum: str) -> dict:
|
||||
return {
|
||||
"version": payload.version,
|
||||
"key": key,
|
||||
"world_id": payload.world_id,
|
||||
"room_id": payload.room_id,
|
||||
"coord": {"cx": payload.coord[0], "cy": payload.coord[1], "cz": payload.coord[2]},
|
||||
"bounds": {
|
||||
"min_x": payload.bounds.min[0], "min_y": payload.bounds.min[1], "min_z": payload.bounds.min[2],
|
||||
"max_x": payload.bounds.max[0], "max_y": payload.bounds.max[1], "max_z": payload.bounds.max[2],
|
||||
},
|
||||
"tiles": [
|
||||
{
|
||||
"name": layer.name,
|
||||
"layer_id": layer.layer_id,
|
||||
"width": layer.width,
|
||||
"height": layer.height,
|
||||
"depth": layer.depth,
|
||||
"palette": [
|
||||
{"id": td.id, "asset_id": td.asset_id, "solid": td.solid,
|
||||
"flags": td.flags, "variants": td.variants}
|
||||
for td in layer.palette
|
||||
],
|
||||
"tiles": list(layer.tiles),
|
||||
}
|
||||
for layer in payload.tile_layers
|
||||
],
|
||||
"objects": [
|
||||
{
|
||||
"id": obj.id, "type": obj.type, "asset_id": obj.asset_id,
|
||||
"transform": {
|
||||
"pos": list(obj.pos), "rot": list(obj.rot), "scale": list(obj.scale),
|
||||
},
|
||||
"properties": obj.properties,
|
||||
"dynamic": obj.dynamic,
|
||||
"flags": obj.flags.to_dict(),
|
||||
}
|
||||
for obj in payload.objects
|
||||
],
|
||||
"flags": payload.flags.to_dict(),
|
||||
"meta": {
|
||||
"created_at": payload.created_at, "updated_at": payload.updated_at,
|
||||
"revision": payload.revision, "author": payload.author,
|
||||
},
|
||||
"checksum": chunk_checksum,
|
||||
}
|
||||
|
||||
|
||||
# ───────────────────────── Validation (world_persistence_impl.md §5.5) ─────────────────────────
|
||||
|
||||
# Not precisely quantified by the design doc beyond "length limits" --
|
||||
# these are this implementation's conservative defaults (world.md §7).
|
||||
MAX_STRING_FIELD_LEN = 256
|
||||
MAX_PROPERTIES_JSON_LEN = 16_384
|
||||
MAX_SOURCES_PER_FLAGSET = 32
|
||||
|
||||
|
||||
def _check_string_lengths(obj: WorldObject) -> None:
|
||||
for field_name, value in (("id", obj.id), ("type", obj.type), ("asset_id", obj.asset_id)):
|
||||
if len(value) > MAX_STRING_FIELD_LEN:
|
||||
raise ChunkValidationError(
|
||||
"string_field_too_long", f"object.{field_name} exceeds {MAX_STRING_FIELD_LEN} chars"
|
||||
)
|
||||
props_json = json.dumps(obj.properties)
|
||||
if len(props_json) > MAX_PROPERTIES_JSON_LEN:
|
||||
raise ChunkValidationError(
|
||||
"string_field_too_long", f"object {obj.id!r} properties exceed {MAX_PROPERTIES_JSON_LEN} bytes"
|
||||
)
|
||||
if len(obj.flags.sources) > MAX_SOURCES_PER_FLAGSET:
|
||||
raise ChunkValidationError("string_field_too_long", f"object {obj.id!r} has too many flag sources")
|
||||
|
||||
|
||||
def decode_and_validate(
|
||||
data: bytes,
|
||||
*,
|
||||
expected_key: str,
|
||||
grid_size: tuple[int, int, int],
|
||||
max_objects: int,
|
||||
) -> ChunkPayload:
|
||||
"""Decode + fully validate a client-submitted chunk payload.
|
||||
|
||||
This is the boundary world_persistence_impl.md §5.5 requires: "the
|
||||
backend must not trust the client". Raises ``ChunkCodecError`` for
|
||||
structurally malformed bytes (mapped to a 422 by the router with a
|
||||
generic reason) or ``ChunkValidationError`` with a specific ``reason``
|
||||
code for a well-formed-but-invalid payload.
|
||||
"""
|
||||
payload = decode_binary(data) # raises ChunkCodecError for structural problems first
|
||||
|
||||
# Checksum is advisory in the header (world.md §7); the value that
|
||||
# matters is recomputed from the actual payload body we just parsed.
|
||||
payload_body = data[HEADER_SIZE:]
|
||||
recomputed = checksum(payload_body)
|
||||
header_checksum_hex = data[16:48].hex()
|
||||
if header_checksum_hex != recomputed:
|
||||
raise ChunkValidationError(
|
||||
"checksum_mismatch",
|
||||
"header checksum does not match the recomputed SHA-256 of the payload body",
|
||||
)
|
||||
|
||||
actual_key = build_key(payload.world_id, payload.room_id, *payload.coord)
|
||||
if actual_key != expected_key:
|
||||
raise ChunkValidationError(
|
||||
"chunk_key_mismatch",
|
||||
f"payload key {actual_key!r} does not match URL {expected_key!r}",
|
||||
)
|
||||
|
||||
for layer in payload.tile_layers:
|
||||
if (layer.width, layer.height, layer.depth) != tuple(grid_size):
|
||||
raise ChunkValidationError(
|
||||
"layer_dims",
|
||||
f"tile layer {layer.name!r} dims {(layer.width, layer.height, layer.depth)} "
|
||||
f"!= room grid {tuple(grid_size)}",
|
||||
)
|
||||
valid_ids = {0} | {td.id for td in layer.palette}
|
||||
for tile_id in layer.tiles:
|
||||
if tile_id not in valid_ids:
|
||||
raise ChunkValidationError(
|
||||
"tile_out_of_palette",
|
||||
f"tile layer {layer.name!r} references palette id {tile_id} not in its palette",
|
||||
)
|
||||
if len(layer.tiles) != layer.width * layer.height * layer.depth:
|
||||
raise ChunkValidationError(
|
||||
"layer_dims",
|
||||
f"tile layer {layer.name!r} has {len(layer.tiles)} cells, expected "
|
||||
f"{layer.width * layer.height * layer.depth}",
|
||||
)
|
||||
|
||||
if len(payload.objects) > max_objects:
|
||||
raise ChunkValidationError(
|
||||
"too_many_objects", f"{len(payload.objects)} objects exceeds max {max_objects}"
|
||||
)
|
||||
|
||||
bmin, bmax = payload.bounds.min, payload.bounds.max
|
||||
for obj in payload.objects:
|
||||
_check_string_lengths(obj)
|
||||
if not all(bmin[i] <= obj.pos[i] <= bmax[i] for i in range(3)):
|
||||
raise ChunkValidationError(
|
||||
"object_out_of_bounds",
|
||||
f"object {obj.id!r} position {obj.pos} outside chunk bounds "
|
||||
f"[{bmin}, {bmax}]",
|
||||
)
|
||||
|
||||
if len(payload.author) > MAX_STRING_FIELD_LEN:
|
||||
raise ChunkValidationError("string_field_too_long", "meta.author too long")
|
||||
|
||||
return payload
|
||||
|
||||
|
||||
# ───────────────────────── Known cross-codec divergence ─────────────────────────
|
||||
#
|
||||
# `scripts/chunk_data_decoder.gd`'s `_read_float32`/`_write_float32` do:
|
||||
#
|
||||
# static func _write_float32(val: float) -> PackedByteArray:
|
||||
# var bits := val as int
|
||||
# return _write_uint32(bits)
|
||||
#
|
||||
# static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
||||
# var bits := _read_uint32(data, offset)
|
||||
# return bits as float
|
||||
#
|
||||
# `as` between int and float in GDScript is a numeric conversion, not a bit
|
||||
# reinterpretation (verified empirically against Godot 4.6.2 headless:
|
||||
# `1.5 as int` -> `1`, `1 as float` -> `1.0`; the IEEE-754 bit pattern of
|
||||
# 1.5f is 0x3FC00000 = 1069547520, not 1). So the shipped client codec
|
||||
# truncates every float32 field (bounds, object pos/rot/scale) to its
|
||||
# integer part and stores that integer as a raw int32 -- not as float32
|
||||
# bits at all. This is a real bug in already-merged, client-side code
|
||||
# (scripts/ is out of scope for this task) that breaks the "byte-stable
|
||||
# across two implementations" guarantee world.md §3.6.3 states.
|
||||
#
|
||||
# This module implements the *specified* format (real IEEE-754 float32)
|
||||
# rather than replicating that bug, because world.md §3.6 is normative and
|
||||
# says "float32" for these fields, and mirroring the bug would mean the
|
||||
# backend also corrupts every non-integer transform/bounds value it
|
||||
# stores. Practical effect until the client-side bug is fixed: payloads
|
||||
# with integer-only floats will decode identically on both sides; any
|
||||
# payload with a fractional position/rotation/scale/bounds value will not
|
||||
# be byte-identical (or numerically identical) between this module and the
|
||||
# current `scripts/chunk_data_decoder.gd`. This is flagged for the
|
||||
# client/editor follow-on task, not fixed here.
|
||||
@@ -0,0 +1,239 @@
|
||||
"""Game-server orchestration.
|
||||
|
||||
On ``POST /api/worlds/{id}/join`` the backend ensures a headless Godot
|
||||
dedicated-server process is running for that world and returns its address.
|
||||
One process per world, keyed by ``world_id``. A background reaper kills a
|
||||
world's server once its status file reports zero players for
|
||||
``GAME_SERVER_IDLE_TIMEOUT_SECONDS``.
|
||||
|
||||
This lives in-process (a module-level singleton) rather than as a separate
|
||||
service, so the backend MUST run single-worker -- which it does
|
||||
(``uvicorn app.main:app`` with no ``--workers``). The Godot binary and
|
||||
project are on the host (see ``settings.GODOT_BIN`` / ``GAME_PROJECT_DIR``);
|
||||
the backend spawns them as subprocesses.
|
||||
|
||||
Design notes / limits (PC3):
|
||||
- Port allocation is a linear scan of the configured range.
|
||||
- No crash-restart: if a server process dies, the next join respawns it.
|
||||
With world content now durable in Postgres (world_persistence_impl.md
|
||||
D2), this is genuinely safe rather than merely tolerated: the sim
|
||||
process holds no unsaved world content, so a reap/crash/kill can never
|
||||
lose world data.
|
||||
|
||||
Per-spawn auth token (world_persistence_impl.md §7.3): each spawned server
|
||||
gets a random ``secrets.token_urlsafe(32)`` on its command line, which it
|
||||
uses as a Bearer token against ``/api/internal`` to pull its world's
|
||||
content read-only before binding its ENet port. The token grants access to
|
||||
exactly one world and dies with its process (the reaper's
|
||||
``del self._servers[wid]`` invalidates it; see ``validate_token``).
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import asyncio
|
||||
import hmac
|
||||
import json
|
||||
import secrets
|
||||
import socket
|
||||
import subprocess
|
||||
import tempfile
|
||||
import time
|
||||
from dataclasses import dataclass, field
|
||||
from pathlib import Path
|
||||
|
||||
from app.config import settings
|
||||
|
||||
|
||||
@dataclass
|
||||
class _WorldServer:
|
||||
world_id: str
|
||||
port: int
|
||||
proc: subprocess.Popen
|
||||
status_path: Path
|
||||
token: str
|
||||
started_at: float = field(default_factory=time.time)
|
||||
last_join: float = field(default_factory=time.time)
|
||||
|
||||
def status(self) -> dict:
|
||||
try:
|
||||
return json.loads(self.status_path.read_text())
|
||||
except (OSError, ValueError):
|
||||
return {}
|
||||
|
||||
def player_count(self) -> int:
|
||||
return int(self.status().get("players", 0))
|
||||
|
||||
def is_ready(self) -> bool:
|
||||
return self.status().get("ready") is True
|
||||
|
||||
def alive(self) -> bool:
|
||||
return self.proc.poll() is None
|
||||
|
||||
def stop(self) -> None:
|
||||
if self.alive():
|
||||
self.proc.terminate()
|
||||
try:
|
||||
self.proc.wait(timeout=10)
|
||||
except subprocess.TimeoutExpired:
|
||||
self.proc.kill()
|
||||
self.status_path.unlink(missing_ok=True)
|
||||
|
||||
|
||||
class GameServerSupervisor:
|
||||
def __init__(self) -> None:
|
||||
self._servers: dict[str, _WorldServer] = {}
|
||||
self._lock = asyncio.Lock()
|
||||
self._reaper: asyncio.Task | None = None
|
||||
self._runtime_dir = Path(tempfile.gettempdir()) / "agp-game-servers"
|
||||
self._runtime_dir.mkdir(parents=True, exist_ok=True)
|
||||
|
||||
# ── lifecycle ────────────────────────────────────────────────────────
|
||||
def start(self) -> None:
|
||||
if not settings.GAME_SERVERS_ENABLED:
|
||||
return
|
||||
if self._reaper is None or self._reaper.done():
|
||||
self._reaper = asyncio.create_task(self._reap_loop())
|
||||
|
||||
async def shutdown(self) -> None:
|
||||
if self._reaper:
|
||||
self._reaper.cancel()
|
||||
async with self._lock:
|
||||
for srv in list(self._servers.values()):
|
||||
srv.stop()
|
||||
self._servers.clear()
|
||||
|
||||
# ── join ─────────────────────────────────────────────────────────────
|
||||
async def ensure_server(self, world_id: str) -> dict:
|
||||
"""Return ``{"host", "port", "world_id"}`` for the world's dedicated
|
||||
server, spawning it if needed. Raises RuntimeError if orchestration
|
||||
is disabled or no port/engine is available."""
|
||||
if not settings.GAME_SERVERS_ENABLED:
|
||||
raise RuntimeError("game servers are not enabled on this backend")
|
||||
|
||||
async with self._lock:
|
||||
srv = self._servers.get(world_id)
|
||||
if srv is not None and not srv.alive():
|
||||
srv.stop()
|
||||
srv = None
|
||||
del self._servers[world_id]
|
||||
|
||||
if srv is None:
|
||||
srv = self._spawn(world_id)
|
||||
self._servers[world_id] = srv
|
||||
try:
|
||||
await self._await_ready(srv)
|
||||
except TimeoutError:
|
||||
# Real failure now, not a silent "hope it's fine" --
|
||||
# see _await_ready's docstring. Don't leave a possibly
|
||||
# half-started process registered.
|
||||
srv.stop()
|
||||
del self._servers[world_id]
|
||||
raise RuntimeError(
|
||||
f"dedicated server for world {world_id} did not become ready in time"
|
||||
)
|
||||
|
||||
srv.last_join = time.time()
|
||||
return {"host": settings.GAME_SERVER_HOST, "port": srv.port, "world_id": world_id}
|
||||
|
||||
def validate_token(self, world_id: str, token: str) -> bool:
|
||||
"""`require_game_server` dependency support (world_persistence_impl.md
|
||||
§7.3): true iff *token* is the live token for *world_id*'s server.
|
||||
A dict lookup, as the doc specifies, plus a constant-time compare
|
||||
since it's a bearer credential."""
|
||||
srv = self._servers.get(str(world_id))
|
||||
if srv is None or not srv.alive():
|
||||
return False
|
||||
return hmac.compare_digest(srv.token, token)
|
||||
|
||||
# ── internals ────────────────────────────────────────────────────────
|
||||
def _spawn(self, world_id: str) -> _WorldServer:
|
||||
port = self._free_port()
|
||||
token = secrets.token_urlsafe(32)
|
||||
status_path = self._runtime_dir / f"world_{world_id}_{port}.json"
|
||||
status_path.unlink(missing_ok=True)
|
||||
cmd = [
|
||||
settings.GODOT_BIN, "--headless",
|
||||
"--path", settings.GAME_PROJECT_DIR,
|
||||
"res://scenes/server.tscn", "--",
|
||||
"--port", str(port),
|
||||
"--world", str(world_id),
|
||||
"--status-file", str(status_path),
|
||||
"--api-url", settings.GAME_SERVER_INTERNAL_API_URL,
|
||||
"--server-token", token,
|
||||
]
|
||||
proc = subprocess.Popen(cmd, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
|
||||
return _WorldServer(
|
||||
world_id=world_id, port=port, proc=proc, status_path=status_path, token=token
|
||||
)
|
||||
|
||||
def _free_port(self) -> int:
|
||||
used = {s.port for s in self._servers.values()}
|
||||
for p in range(settings.GAME_SERVER_PORT_MIN, settings.GAME_SERVER_PORT_MAX + 1):
|
||||
if p in used:
|
||||
continue
|
||||
with socket.socket(socket.AF_INET, socket.SOCK_DGRAM) as s:
|
||||
try:
|
||||
s.bind(("0.0.0.0", p))
|
||||
return p
|
||||
except OSError:
|
||||
continue
|
||||
raise RuntimeError("no free game-server port in the configured range")
|
||||
|
||||
async def _await_ready(self, srv: _WorldServer) -> None:
|
||||
"""Wait for a ``"ready": true`` field in the status file
|
||||
(world_persistence_impl.md §7.4).
|
||||
|
||||
This replaces the old ``_await_port``, which had two real bugs:
|
||||
it treated a bound UDP port as "ready", but with content loading
|
||||
the port binds *before* the server has fetched its world's rooms
|
||||
and chunks (world_persistence_impl.md §7.2 step 4) -- so a client
|
||||
could get handed an address for a server still mid-fetch. And it
|
||||
*failed open*: past its 8s deadline it simply returned, with no
|
||||
error, so ``ensure_server`` reported success for a server that may
|
||||
never have started at all. This raises ``TimeoutError`` instead,
|
||||
which ``ensure_server`` turns into a real 503 for the joining
|
||||
client, and also bails out early (same exception) if the process
|
||||
has already exited.
|
||||
"""
|
||||
deadline = time.time() + settings.GAME_SERVER_READY_TIMEOUT_SECONDS
|
||||
while time.time() < deadline:
|
||||
if srv.is_ready():
|
||||
return
|
||||
if not srv.alive():
|
||||
raise TimeoutError(
|
||||
f"server process for world {srv.world_id} exited before becoming ready"
|
||||
)
|
||||
await asyncio.sleep(0.25)
|
||||
raise TimeoutError(
|
||||
f"server for world {srv.world_id} did not report ready within "
|
||||
f"{settings.GAME_SERVER_READY_TIMEOUT_SECONDS}s"
|
||||
)
|
||||
|
||||
async def _reap_loop(self) -> None:
|
||||
try:
|
||||
while True:
|
||||
await asyncio.sleep(30)
|
||||
async with self._lock:
|
||||
now = time.time()
|
||||
for wid, srv in list(self._servers.items()):
|
||||
if not srv.alive():
|
||||
srv.stop()
|
||||
del self._servers[wid]
|
||||
continue
|
||||
idle_for = now - srv.last_join
|
||||
if idle_for > settings.GAME_SERVER_IDLE_TIMEOUT_SECONDS and srv.player_count() == 0:
|
||||
srv.stop()
|
||||
del self._servers[wid]
|
||||
except asyncio.CancelledError:
|
||||
pass
|
||||
|
||||
def debug_state(self) -> list[dict]:
|
||||
return [
|
||||
{
|
||||
"world_id": s.world_id, "port": s.port, "alive": s.alive(),
|
||||
"players": s.player_count(), "uptime_s": round(time.time() - s.started_at),
|
||||
}
|
||||
for s in self._servers.values()
|
||||
]
|
||||
|
||||
|
||||
supervisor = GameServerSupervisor()
|
||||
@@ -0,0 +1,197 @@
|
||||
"""Lightweight glTF / GLB metadata extraction.
|
||||
|
||||
This module intentionally avoids heavyweight dependencies such as trimesh or
|
||||
pygltflib. For the metadata fields the asset upload pipeline needs (mesh and
|
||||
vertex counts, animation presence, texture references, and the bounding box)
|
||||
a small amount of glTF-specific parsing is sufficient and keeps the backend
|
||||
dependency-free.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import json
|
||||
import struct
|
||||
from typing import Any, Optional
|
||||
|
||||
# GLB binary header magic bytes ("glTF").
|
||||
_GLB_MAGIC = b"glTF"
|
||||
_GLB_MAGIC_INT = 0x46546C67 # b"glTF" interpreted as little-endian uint32
|
||||
_GLB_JSON_CHUNK_TYPE = 0x4E4F534A # "JSON"
|
||||
_GLB_BIN_CHUNK_TYPE = 0x004E4942 # "BIN\0"
|
||||
|
||||
# Whitespace allowed around a GLB JSON chunk. The spec pads with spaces (0x20),
|
||||
# but be lenient with null bytes and other whitespace that real exporters emit.
|
||||
_JSON_CHUNK_TRIM = b" \t\r\n\x00"
|
||||
|
||||
|
||||
def looks_like_gltf(content: bytes, filename: Optional[str] = None) -> bool:
|
||||
"""Return True when the bytes or filename indicate a glTF/GLB asset."""
|
||||
if content.startswith(_GLB_MAGIC):
|
||||
return True
|
||||
|
||||
if filename:
|
||||
lowered = filename.lower()
|
||||
if lowered.endswith(".gltf") or lowered.endswith(".glb"):
|
||||
return True
|
||||
|
||||
# A bare JSON buffer (e.g. uploaded without an extension) that has the
|
||||
# glTF asset marker is also a glTF file.
|
||||
stripped = content.lstrip()
|
||||
if stripped.startswith(b"{"):
|
||||
try:
|
||||
payload = json.loads(stripped.decode("utf-8"))
|
||||
except (ValueError, UnicodeDecodeError):
|
||||
return False
|
||||
return isinstance(payload, dict) and "asset" in payload and "version" in payload.get("asset", {})
|
||||
|
||||
return False
|
||||
|
||||
|
||||
def _parse_glb(content: bytes) -> dict[str, Any]:
|
||||
"""Parse the JSON chunk of a GLB binary container."""
|
||||
if len(content) < 12:
|
||||
raise ValueError("GLB file is too short")
|
||||
|
||||
magic, _version, _length = struct.unpack_from("<III", content, 0)
|
||||
if magic != _GLB_MAGIC_INT:
|
||||
raise ValueError("invalid GLB magic")
|
||||
|
||||
offset = 12
|
||||
json_chunk: Optional[dict[str, Any]] = None
|
||||
|
||||
while offset + 8 <= len(content):
|
||||
chunk_length, chunk_type = struct.unpack_from("<II", content, offset)
|
||||
offset += 8
|
||||
chunk_end = offset + chunk_length
|
||||
if chunk_end > len(content):
|
||||
raise ValueError("GLB chunk overruns file boundary")
|
||||
|
||||
chunk_data = content[offset:chunk_end]
|
||||
if chunk_type == _GLB_JSON_CHUNK_TYPE:
|
||||
try:
|
||||
json_chunk = json.loads(chunk_data.strip(_JSON_CHUNK_TRIM).decode("utf-8"))
|
||||
except (ValueError, UnicodeDecodeError) as exc:
|
||||
raise ValueError(f"invalid GLB JSON chunk: {exc}") from exc
|
||||
|
||||
offset = chunk_end
|
||||
|
||||
if json_chunk is None:
|
||||
raise ValueError("GLB file does not contain a JSON chunk")
|
||||
|
||||
return json_chunk
|
||||
|
||||
|
||||
def _parse_gltf_json(content: bytes) -> dict[str, Any]:
|
||||
"""Parse a plain .gltf JSON file."""
|
||||
stripped = content.lstrip()
|
||||
try:
|
||||
payload = json.loads(stripped.decode("utf-8"))
|
||||
except (ValueError, UnicodeDecodeError) as exc:
|
||||
raise ValueError(f"invalid glTF JSON: {exc}") from exc
|
||||
|
||||
if not isinstance(payload, dict):
|
||||
raise ValueError("glTF JSON root must be an object")
|
||||
return payload
|
||||
|
||||
|
||||
def _position_accessor_counts(gltf: dict[str, Any]) -> list[int]:
|
||||
"""Return POSITION accessor counts for every mesh primitive."""
|
||||
counts: list[int] = []
|
||||
accessors = gltf.get("accessors", [])
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for primitive in mesh.get("primitives", []):
|
||||
attributes = primitive.get("attributes", {})
|
||||
position_index = attributes.get("POSITION")
|
||||
if position_index is None:
|
||||
continue
|
||||
try:
|
||||
accessor = accessors[int(position_index)]
|
||||
except (IndexError, TypeError, ValueError):
|
||||
continue
|
||||
count = accessor.get("count")
|
||||
if isinstance(count, int):
|
||||
counts.append(count)
|
||||
return counts
|
||||
|
||||
|
||||
def _position_bounds(gltf: dict[str, Any]) -> list[list[float]]:
|
||||
"""Return min/max bounds for every POSITION accessor that declares them."""
|
||||
bounds: list[list[float]] = []
|
||||
accessors = gltf.get("accessors", [])
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for primitive in mesh.get("primitives", []):
|
||||
attributes = primitive.get("attributes", {})
|
||||
position_index = attributes.get("POSITION")
|
||||
if position_index is None:
|
||||
continue
|
||||
try:
|
||||
accessor = accessors[int(position_index)]
|
||||
except (IndexError, TypeError, ValueError):
|
||||
continue
|
||||
minimum = accessor.get("min")
|
||||
maximum = accessor.get("max")
|
||||
if isinstance(minimum, list) and isinstance(maximum, list):
|
||||
bounds.append([float(x) for x in minimum])
|
||||
bounds.append([float(x) for x in maximum])
|
||||
return bounds
|
||||
|
||||
|
||||
def _texture_refs(gltf: dict[str, Any]) -> list[str]:
|
||||
"""Collect external texture source references from the image array."""
|
||||
refs: list[str] = []
|
||||
for index, image in enumerate(gltf.get("images", [])):
|
||||
uri = image.get("uri")
|
||||
if isinstance(uri, str) and not uri.startswith("data:"):
|
||||
refs.append(uri)
|
||||
continue
|
||||
|
||||
name = image.get("name")
|
||||
if isinstance(name, str) and name:
|
||||
refs.append(name)
|
||||
continue
|
||||
|
||||
if isinstance(uri, str):
|
||||
# Embedded data URI; keep a stable, non-huge reference.
|
||||
refs.append(f"data:{index}")
|
||||
continue
|
||||
|
||||
buffer_view = image.get("bufferView")
|
||||
if buffer_view is not None:
|
||||
refs.append(f"bufferView:{buffer_view}")
|
||||
continue
|
||||
|
||||
refs.append(f"image:{index}")
|
||||
|
||||
return refs
|
||||
|
||||
|
||||
def extract_gltf_metadata(content: bytes) -> dict[str, Any]:
|
||||
"""Extract upload-relevant metadata from glTF/GLB bytes.
|
||||
|
||||
Raises ValueError for malformed glTF content. The returned dict contains:
|
||||
mesh_count, vertex_count, has_animation, texture_refs,
|
||||
bounding_box_min, bounding_box_max.
|
||||
"""
|
||||
if content.startswith(_GLB_MAGIC):
|
||||
gltf = _parse_glb(content)
|
||||
else:
|
||||
gltf = _parse_gltf_json(content)
|
||||
|
||||
position_counts = _position_accessor_counts(gltf)
|
||||
bounds = _position_bounds(gltf)
|
||||
|
||||
if bounds:
|
||||
bounding_box_min = [min(axis) for axis in zip(*bounds[::2])]
|
||||
bounding_box_max = [max(axis) for axis in zip(*bounds[1::2])]
|
||||
else:
|
||||
bounding_box_min = [0.0, 0.0, 0.0]
|
||||
bounding_box_max = [0.0, 0.0, 0.0]
|
||||
|
||||
return {
|
||||
"mesh_count": len(gltf.get("meshes", [])),
|
||||
"vertex_count": sum(position_counts),
|
||||
"has_animation": bool(gltf.get("animations")),
|
||||
"texture_refs": _texture_refs(gltf),
|
||||
"bounding_box_min": bounding_box_min,
|
||||
"bounding_box_max": bounding_box_max,
|
||||
}
|
||||
@@ -0,0 +1,431 @@
|
||||
"""World content storage service.
|
||||
|
||||
Implements the `world.md` §5.1 service interface over Postgres, per
|
||||
`world_persistence_impl.md` §9 -- **minus** ``flush_dirty`` and
|
||||
``rebuild_index``, which don't apply once there is no write-behind dirty
|
||||
set and no derived index to rebuild (see that doc's §3.3 and §4.2).
|
||||
|
||||
This is the *only* place chunk content is written (world_persistence_impl.md
|
||||
D2 / §5). Callers (the routers) own transaction boundaries: methods here
|
||||
``flush()`` so later statements in the same request see earlier ones and so
|
||||
integrity errors surface before a caller commits, but they never
|
||||
``commit()`` -- that mirrors the existing convention in
|
||||
``app/routers/worlds.py`` (``get_db`` docs: "Handlers are responsible for
|
||||
committing or rolling back their own transactions").
|
||||
|
||||
Known gap this module had to resolve on its own (flagged, not silently
|
||||
decided): `world_persistence_impl.md` §6/§7.2/§8.1 all reference a world's
|
||||
monotonic ``content_revision`` ("bumped on every chunk write"), but no
|
||||
column for it is defined anywhere in §4's schema. Rather than add an
|
||||
undocumented column, ``content_revision()`` below derives it as
|
||||
``MAX(id)`` over ``world_chunk_revisions`` scoped to the world: that table
|
||||
is append-only (retention only nulls ``payload``, it never deletes rows),
|
||||
so the value is genuinely monotonic and increments on every
|
||||
create/update/delete/rollback.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from dataclasses import dataclass
|
||||
|
||||
from sqlalchemy import func, select, update
|
||||
from sqlalchemy.exc import IntegrityError
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
from sqlalchemy.orm import load_only
|
||||
|
||||
from app.config import settings
|
||||
from app.models.world_content import (
|
||||
MAIN_ROOM_NAME,
|
||||
MAIN_ROOM_SLUG,
|
||||
WorldChunk,
|
||||
WorldChunkRevision,
|
||||
WorldRoom,
|
||||
)
|
||||
from app.services import chunk_codec
|
||||
|
||||
|
||||
class RevisionConflict(Exception):
|
||||
"""Optimistic-concurrency conflict (world.md §5.4). ``current_revision``
|
||||
is 0 and ``current_checksum`` is None when the caller's ``base_revision``
|
||||
assumed a chunk exists but it doesn't."""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
current_revision: int,
|
||||
current_checksum: str | None,
|
||||
coord: tuple[int, int, int] | None = None,
|
||||
) -> None:
|
||||
self.current_revision = current_revision
|
||||
self.current_checksum = current_checksum
|
||||
self.coord = coord
|
||||
super().__init__(f"revision conflict: current_revision={current_revision}")
|
||||
|
||||
|
||||
class RevisionNotAvailable(Exception):
|
||||
"""Raised by ``rollback_chunk`` when the requested revision doesn't
|
||||
exist, or exists but its payload was pruned by the retention policy
|
||||
(world_persistence_impl.md §4.3)."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class Bounds:
|
||||
cx_min: int | None = None
|
||||
cx_max: int | None = None
|
||||
cy_min: int | None = None
|
||||
cy_max: int | None = None
|
||||
cz: int | None = None
|
||||
|
||||
|
||||
class WorldStore:
|
||||
"""Owns chunk/room read/write operations over the async session
|
||||
handed to it. One instance per request is the expected usage
|
||||
(``WorldStore(db)`` where ``db`` is the ``DbDep`` session)."""
|
||||
|
||||
def __init__(self, db: AsyncSession) -> None:
|
||||
self.db = db
|
||||
|
||||
# ── rooms ────────────────────────────────────────────────────────────
|
||||
|
||||
async def get_room(self, world_id: int, slug: str) -> WorldRoom | None:
|
||||
result = await self.db.execute(
|
||||
select(WorldRoom).where(WorldRoom.world_id == world_id, WorldRoom.slug == slug)
|
||||
)
|
||||
return result.scalar_one_or_none()
|
||||
|
||||
async def list_rooms(self, world_id: int) -> list[WorldRoom]:
|
||||
result = await self.db.execute(
|
||||
select(WorldRoom).where(WorldRoom.world_id == world_id).order_by(WorldRoom.id)
|
||||
)
|
||||
return list(result.scalars().all())
|
||||
|
||||
async def create_room(
|
||||
self,
|
||||
world_id: int,
|
||||
slug: str,
|
||||
name: str,
|
||||
*,
|
||||
grid: dict | None = None,
|
||||
bounds: dict | None = None,
|
||||
spawn: dict | None = None,
|
||||
) -> WorldRoom:
|
||||
room = WorldRoom(world_id=world_id, slug=slug, name=name)
|
||||
if grid is not None:
|
||||
room.grid = grid
|
||||
if bounds is not None:
|
||||
room.bounds = bounds
|
||||
if spawn is not None:
|
||||
room.spawn = spawn
|
||||
self.db.add(room)
|
||||
await self.db.flush()
|
||||
await self.db.refresh(room)
|
||||
return room
|
||||
|
||||
async def get_or_create_main_room(self, world_id: int) -> WorldRoom:
|
||||
"""world_persistence_impl.md §4.1: every world gets a ``main`` room.
|
||||
Called from ``create_world`` for new worlds, and lazily here for
|
||||
worlds that predate this migration."""
|
||||
room = await self.get_room(world_id, MAIN_ROOM_SLUG)
|
||||
if room is not None:
|
||||
return room
|
||||
try:
|
||||
return await self.create_room(world_id, MAIN_ROOM_SLUG, MAIN_ROOM_NAME)
|
||||
except IntegrityError:
|
||||
# Lost a race with a concurrent creator; the row now exists.
|
||||
await self.db.rollback()
|
||||
room = await self.get_room(world_id, MAIN_ROOM_SLUG)
|
||||
if room is None:
|
||||
raise
|
||||
return room
|
||||
|
||||
async def count_chunks(self, room_id: int) -> int:
|
||||
result = await self.db.execute(
|
||||
select(func.count()).select_from(WorldChunk).where(WorldChunk.room_id == room_id)
|
||||
)
|
||||
return int(result.scalar_one())
|
||||
|
||||
async def content_revision(self, world_id: int) -> int:
|
||||
"""See module docstring for why this is derived rather than stored."""
|
||||
result = await self.db.execute(
|
||||
select(func.max(WorldChunkRevision.id)).where(WorldChunkRevision.world_id == world_id)
|
||||
)
|
||||
return int(result.scalar() or 0)
|
||||
|
||||
# ── chunk reads ──────────────────────────────────────────────────────
|
||||
|
||||
async def get_chunk(self, key: str) -> WorldChunk | None:
|
||||
result = await self.db.execute(select(WorldChunk).where(WorldChunk.chunk_key == key))
|
||||
return result.scalar_one_or_none()
|
||||
|
||||
async def get_chunk_by_coord(self, room_id: int, cx: int, cy: int, cz: int) -> WorldChunk | None:
|
||||
result = await self.db.execute(
|
||||
select(WorldChunk).where(
|
||||
WorldChunk.room_id == room_id, WorldChunk.cx == cx,
|
||||
WorldChunk.cy == cy, WorldChunk.cz == cz,
|
||||
)
|
||||
)
|
||||
return result.scalar_one_or_none()
|
||||
|
||||
async def get_chunk_binary(self, key: str) -> bytes | None:
|
||||
chunk = await self.get_chunk(key)
|
||||
return chunk.payload if chunk is not None else None
|
||||
|
||||
async def get_chunk_flags(self, key: str) -> dict | None:
|
||||
chunk = await self.get_chunk(key)
|
||||
return chunk.content_flags if chunk is not None else None
|
||||
|
||||
async def list_chunks(
|
||||
self,
|
||||
world_id: int,
|
||||
room_id: int | None = None,
|
||||
bounds: Bounds | None = None,
|
||||
) -> list[WorldChunk]:
|
||||
"""Index query -- world.md §5.1's ``list_chunks``. Payload bytes are
|
||||
deliberately not loaded (world_persistence_impl.md §8.1: "Payloads
|
||||
are not included")."""
|
||||
query = select(WorldChunk).options(
|
||||
load_only(
|
||||
WorldChunk.id, WorldChunk.world_id, WorldChunk.room_id, WorldChunk.chunk_key,
|
||||
WorldChunk.cx, WorldChunk.cy, WorldChunk.cz, WorldChunk.revision,
|
||||
WorldChunk.checksum, WorldChunk.payload_len, WorldChunk.is_mature,
|
||||
WorldChunk.updated_at,
|
||||
)
|
||||
).where(WorldChunk.world_id == world_id)
|
||||
if room_id is not None:
|
||||
query = query.where(WorldChunk.room_id == room_id)
|
||||
if bounds is not None:
|
||||
if bounds.cx_min is not None:
|
||||
query = query.where(WorldChunk.cx >= bounds.cx_min)
|
||||
if bounds.cx_max is not None:
|
||||
query = query.where(WorldChunk.cx <= bounds.cx_max)
|
||||
if bounds.cy_min is not None:
|
||||
query = query.where(WorldChunk.cy >= bounds.cy_min)
|
||||
if bounds.cy_max is not None:
|
||||
query = query.where(WorldChunk.cy <= bounds.cy_max)
|
||||
if bounds.cz is not None:
|
||||
query = query.where(WorldChunk.cz == bounds.cz)
|
||||
query = query.order_by(WorldChunk.cx, WorldChunk.cy, WorldChunk.cz)
|
||||
result = await self.db.execute(query)
|
||||
return list(result.scalars().all())
|
||||
|
||||
# ── chunk writes ─────────────────────────────────────────────────────
|
||||
|
||||
async def put_chunk(
|
||||
self,
|
||||
*,
|
||||
room: WorldRoom,
|
||||
cx: int,
|
||||
cy: int,
|
||||
cz: int,
|
||||
payload_bytes: bytes,
|
||||
base_revision: int,
|
||||
actor_id: int | None,
|
||||
) -> WorldChunk:
|
||||
"""Full-chunk write with optimistic concurrency (world.md §5.4,
|
||||
world_persistence_impl.md §5.4/§8.2). Validates the payload
|
||||
server-side (§5.5) before ever touching a row. ``base_revision=0``
|
||||
means "create; 409 if it already exists"."""
|
||||
key = chunk_codec.build_key(room.world_id, room.slug, cx, cy, cz)
|
||||
grid_size = tuple(room.grid.get("size", [32, 32, 1]))
|
||||
|
||||
# Raises ChunkCodecError / ChunkValidationError -- the router maps
|
||||
# those to 422. Nothing below trusts the request body's own claims
|
||||
# about content_flags/is_mature; both come from `decoded`.
|
||||
decoded = chunk_codec.decode_and_validate(
|
||||
payload_bytes,
|
||||
expected_key=key,
|
||||
grid_size=grid_size,
|
||||
max_objects=settings.WORLD_CHUNK_MAX_OBJECTS,
|
||||
)
|
||||
body_checksum = chunk_codec.checksum(payload_bytes[chunk_codec.HEADER_SIZE:])
|
||||
|
||||
result = await self.db.execute(
|
||||
select(WorldChunk)
|
||||
.where(
|
||||
WorldChunk.room_id == room.id, WorldChunk.cx == cx,
|
||||
WorldChunk.cy == cy, WorldChunk.cz == cz,
|
||||
)
|
||||
.with_for_update()
|
||||
)
|
||||
row = result.scalar_one_or_none()
|
||||
|
||||
if base_revision == 0:
|
||||
if row is not None:
|
||||
raise RevisionConflict(row.revision, row.checksum, (cx, cy, cz))
|
||||
row = WorldChunk(
|
||||
world_id=room.world_id, room_id=room.id, chunk_key=key,
|
||||
cx=cx, cy=cy, cz=cz, revision=1,
|
||||
)
|
||||
self.db.add(row)
|
||||
action = "create"
|
||||
else:
|
||||
if row is None or row.revision != base_revision:
|
||||
raise RevisionConflict(
|
||||
row.revision if row else 0, row.checksum if row else None, (cx, cy, cz)
|
||||
)
|
||||
row.revision = row.revision + 1
|
||||
action = "update"
|
||||
|
||||
row.format_version = decoded.version
|
||||
row.payload = payload_bytes
|
||||
row.payload_len = len(payload_bytes)
|
||||
row.checksum = body_checksum
|
||||
row.content_flags = decoded.flags.to_dict()
|
||||
row.is_mature = decoded.flags.mature
|
||||
row.updated_by_id = actor_id
|
||||
|
||||
try:
|
||||
await self.db.flush()
|
||||
except IntegrityError:
|
||||
# Lost a create race to a concurrent writer between our SELECT
|
||||
# and this flush. Roll back and report the real current state.
|
||||
await self.db.rollback()
|
||||
existing = await self.get_chunk_by_coord(room.id, cx, cy, cz)
|
||||
raise RevisionConflict(
|
||||
existing.revision if existing else 0,
|
||||
existing.checksum if existing else None,
|
||||
(cx, cy, cz),
|
||||
)
|
||||
|
||||
await self._record_revision(key, room.world_id, row.revision, action, actor_id, body_checksum, payload_bytes)
|
||||
await self.db.refresh(row)
|
||||
return row
|
||||
|
||||
async def put_chunks_batch(
|
||||
self,
|
||||
*,
|
||||
room: WorldRoom,
|
||||
items: list[dict],
|
||||
actor_id: int | None,
|
||||
) -> list[WorldChunk]:
|
||||
"""Batch write (world_persistence_impl.md §8.1). One transaction,
|
||||
all-or-nothing: none of this ``commit()``s, so a ``RevisionConflict``
|
||||
raised partway leaves nothing persisted once the caller's request
|
||||
handler lets the exception (or the HTTPException it becomes)
|
||||
propagate through ``get_db``, which rolls back on any exception."""
|
||||
rows: list[WorldChunk] = []
|
||||
for item in items:
|
||||
row = await self.put_chunk(
|
||||
room=room, cx=item["cx"], cy=item["cy"], cz=item["cz"],
|
||||
payload_bytes=item["payload_bytes"], base_revision=item["base_revision"],
|
||||
actor_id=actor_id,
|
||||
)
|
||||
rows.append(row)
|
||||
return rows
|
||||
|
||||
async def delete_chunk(self, key: str, actor_id: int | None) -> None:
|
||||
row = await self.get_chunk(key)
|
||||
if row is None:
|
||||
return
|
||||
await self._record_revision(key, row.world_id, row.revision, "delete", actor_id, row.checksum, None)
|
||||
await self.db.delete(row)
|
||||
await self.db.flush()
|
||||
|
||||
async def rollback_chunk(self, key: str, revision: int, actor_id: int | None) -> WorldChunk:
|
||||
"""Restore a chunk to a previously-recorded revision's payload
|
||||
(world.md §5.1). Raises ``RevisionNotAvailable`` if that revision
|
||||
was never recorded, its payload was pruned by retention, or the
|
||||
chunk has since been deleted outright (nothing to update in place)."""
|
||||
rev_result = await self.db.execute(
|
||||
select(WorldChunkRevision)
|
||||
.where(WorldChunkRevision.chunk_key == key, WorldChunkRevision.revision == revision)
|
||||
.order_by(WorldChunkRevision.id.desc())
|
||||
.limit(1)
|
||||
)
|
||||
rev_row = rev_result.scalar_one_or_none()
|
||||
if rev_row is None:
|
||||
raise RevisionNotAvailable(f"no revision {revision} recorded for {key!r}")
|
||||
if rev_row.payload is None:
|
||||
raise RevisionNotAvailable(f"revision {revision} of {key!r} was pruned; payload unavailable")
|
||||
|
||||
chunk = await self.get_chunk(key)
|
||||
if chunk is None:
|
||||
raise RevisionNotAvailable(f"chunk {key!r} no longer exists; cannot roll back in place")
|
||||
|
||||
room_result = await self.db.execute(select(WorldRoom).where(WorldRoom.id == chunk.room_id))
|
||||
room = room_result.scalar_one()
|
||||
grid_size = tuple(room.grid.get("size", [32, 32, 1]))
|
||||
decoded = chunk_codec.decode_and_validate(
|
||||
rev_row.payload, expected_key=key, grid_size=grid_size,
|
||||
max_objects=settings.WORLD_CHUNK_MAX_OBJECTS,
|
||||
)
|
||||
body_checksum = chunk_codec.checksum(rev_row.payload[chunk_codec.HEADER_SIZE:])
|
||||
|
||||
chunk.revision = chunk.revision + 1
|
||||
chunk.payload = rev_row.payload
|
||||
chunk.payload_len = len(rev_row.payload)
|
||||
chunk.checksum = body_checksum
|
||||
chunk.format_version = decoded.version
|
||||
chunk.content_flags = decoded.flags.to_dict()
|
||||
chunk.is_mature = decoded.flags.mature
|
||||
chunk.updated_by_id = actor_id
|
||||
|
||||
await self.db.flush()
|
||||
# Tagged "update" (not a fourth action value) to keep the
|
||||
# documented 'create'|'update'|'delete' action enum intact.
|
||||
await self._record_revision(
|
||||
key, chunk.world_id, chunk.revision, "update", actor_id, body_checksum, rev_row.payload
|
||||
)
|
||||
await self.db.refresh(chunk)
|
||||
return chunk
|
||||
|
||||
async def list_revisions(self, chunk_key: str, limit: int = 50) -> list[WorldChunkRevision]:
|
||||
"""Not in world.md §5.1's interface by name, but required to
|
||||
implement the revision-history endpoint world_persistence_impl.md
|
||||
§8.1 lists (``GET .../revisions``)."""
|
||||
result = await self.db.execute(
|
||||
select(WorldChunkRevision)
|
||||
.where(WorldChunkRevision.chunk_key == chunk_key)
|
||||
.order_by(WorldChunkRevision.revision.desc(), WorldChunkRevision.id.desc())
|
||||
.limit(limit)
|
||||
)
|
||||
return list(result.scalars().all())
|
||||
|
||||
async def migrate(self) -> None:
|
||||
"""No-op. `world.md` §4.8's hand-rolled SQLite migration runner is
|
||||
superseded by Alembic (`backend/alembic/`) now that content lives
|
||||
in Postgres (world_persistence_impl.md §3.3). Kept only so this
|
||||
class's shape still matches the §5.1 interface it's implementing
|
||||
a subset of."""
|
||||
return None
|
||||
|
||||
# ── internals ────────────────────────────────────────────────────────
|
||||
|
||||
async def _record_revision(
|
||||
self,
|
||||
chunk_key: str,
|
||||
world_id: int,
|
||||
revision: int,
|
||||
action: str,
|
||||
actor_id: int | None,
|
||||
checksum_hex: str,
|
||||
payload_bytes: bytes | None,
|
||||
) -> None:
|
||||
"""Append an audit row and enforce the retention policy
|
||||
(world_persistence_impl.md §4.3, required): keep the newest
|
||||
``WORLD_CHUNK_REVISION_KEEP`` payloads per ``chunk_key``, null out
|
||||
``payload`` on older rows, in the same transaction as the write."""
|
||||
rev = WorldChunkRevision(
|
||||
chunk_key=chunk_key, world_id=world_id, revision=revision, action=action,
|
||||
actor_id=actor_id, checksum=checksum_hex, payload=payload_bytes,
|
||||
)
|
||||
self.db.add(rev)
|
||||
await self.db.flush()
|
||||
|
||||
keep = settings.WORLD_CHUNK_REVISION_KEEP
|
||||
keep_ids_result = await self.db.execute(
|
||||
select(WorldChunkRevision.id)
|
||||
.where(WorldChunkRevision.chunk_key == chunk_key)
|
||||
.order_by(WorldChunkRevision.id.desc())
|
||||
.limit(keep)
|
||||
)
|
||||
keep_ids = [row[0] for row in keep_ids_result.all()]
|
||||
if keep_ids:
|
||||
await self.db.execute(
|
||||
update(WorldChunkRevision)
|
||||
.where(
|
||||
WorldChunkRevision.chunk_key == chunk_key,
|
||||
WorldChunkRevision.id.notin_(keep_ids),
|
||||
WorldChunkRevision.payload.isnot(None),
|
||||
)
|
||||
.values(payload=None)
|
||||
)
|
||||
@@ -0,0 +1,34 @@
|
||||
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:
|
||||
@@ -0,0 +1,3 @@
|
||||
[pytest]
|
||||
asyncio_mode = auto
|
||||
testpaths = tests
|
||||
@@ -3,11 +3,20 @@ uvicorn[standard]==0.34.0
|
||||
sqlalchemy==2.0.36
|
||||
alembic==1.14.0
|
||||
psycopg2-binary==2.9.10
|
||||
asyncpg==0.31.0
|
||||
redis==5.2.1
|
||||
pydantic==2.10.3
|
||||
pydantic-settings==2.7.0
|
||||
python-jose[cryptography]==3.3.0
|
||||
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
|
||||
email-validator==2.2.0
|
||||
httpx==0.28.1
|
||||
|
||||
@@ -0,0 +1,183 @@
|
||||
"""Shared pytest fixtures + hermetic-DB bootstrap.
|
||||
|
||||
The integration tests hit a real Postgres (Postgres-specific types: JSONB,
|
||||
native ENUMs). To make ``cd backend && pytest`` work from a clean checkout
|
||||
with no manual setup, ``pytest_configure`` below brings up an ephemeral
|
||||
Postgres via docker compose and runs the migrations IF ``DATABASE_URL`` is
|
||||
not already pointing at a reachable database. When it is (dev loop, or the
|
||||
checkpoint runner which stands the DB up itself), that path is skipped and
|
||||
the existing database is reused.
|
||||
|
||||
If Docker isn't available and no DB is reachable, the whole DB-backed suite
|
||||
is skipped with a clear message rather than erroring out 60+ times.
|
||||
"""
|
||||
|
||||
import asyncio
|
||||
import os
|
||||
import socket
|
||||
import subprocess
|
||||
import sys
|
||||
import time
|
||||
from pathlib import Path
|
||||
from urllib.parse import urlsplit
|
||||
|
||||
import pytest
|
||||
from sqlalchemy import text
|
||||
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||
from sqlalchemy.pool import NullPool
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.main import app
|
||||
|
||||
TEST_TABLES = (
|
||||
"avatar_loadouts", "assets",
|
||||
# world_chunk_revisions has no FK to worlds/world_chunks (world.md §4.7 /
|
||||
# world_persistence_impl.md §4.3, deliberate -- deleting a chunk or world
|
||||
# must not lose the audit trail), so it won't be cascade-truncated via
|
||||
# `worlds` the way world_rooms/world_chunks would be. List all three
|
||||
# explicitly rather than rely on cascade for some of them.
|
||||
"world_chunk_revisions", "world_chunks", "world_rooms",
|
||||
"worlds", "sessions", "refresh_tokens", "users",
|
||||
)
|
||||
|
||||
BACKEND_DIR = Path(__file__).resolve().parents[1]
|
||||
_COMPOSE_PROJECT = "agp-pytest"
|
||||
_EPHEMERAL_PG_PORT = 25432
|
||||
|
||||
# Set by _ensure_database() when it starts a container it owns; torn down in
|
||||
# pytest_unconfigure.
|
||||
_started_container = False
|
||||
_db_unavailable_reason: str | None = None
|
||||
|
||||
|
||||
def _port_open(host: str, port: int, timeout: float = 1.0) -> bool:
|
||||
try:
|
||||
with socket.create_connection((host, port), timeout=timeout):
|
||||
return True
|
||||
except OSError:
|
||||
return False
|
||||
|
||||
|
||||
def _db_reachable(url: str) -> bool:
|
||||
parts = urlsplit(url)
|
||||
return _port_open(parts.hostname or "localhost", parts.port or 5432)
|
||||
|
||||
|
||||
def _run(cmd: list[str], **kw) -> subprocess.CompletedProcess:
|
||||
return subprocess.run(cmd, cwd=BACKEND_DIR, capture_output=True, text=True, **kw)
|
||||
|
||||
|
||||
def pytest_configure(config):
|
||||
global _started_container, _db_unavailable_reason
|
||||
|
||||
if _db_reachable(settings.DATABASE_URL):
|
||||
return # dev loop / checkpoint runner already provided one
|
||||
|
||||
if not _run(["docker", "--version"]).returncode == 0:
|
||||
_db_unavailable_reason = (
|
||||
"no reachable DATABASE_URL and docker is unavailable -- run the "
|
||||
"checkpoint suite (scripts/run_checkpoint_tests.py) or start Postgres "
|
||||
"manually"
|
||||
)
|
||||
return
|
||||
|
||||
env = os.environ.copy()
|
||||
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
|
||||
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
up = _run(["docker", "compose", "up", "-d", "postgres"], env=env)
|
||||
if up.returncode != 0:
|
||||
_db_unavailable_reason = f"docker compose up postgres failed:\n{up.stderr[-800:]}"
|
||||
return
|
||||
_started_container = True
|
||||
|
||||
for _ in range(30):
|
||||
r = _run(
|
||||
["docker", "compose", "exec", "-T", "postgres",
|
||||
"pg_isready", "-U", "agp_user", "-d", "agp_db"],
|
||||
env=env,
|
||||
)
|
||||
if r.returncode == 0:
|
||||
break
|
||||
time.sleep(1)
|
||||
else:
|
||||
_db_unavailable_reason = "ephemeral Postgres never became ready"
|
||||
return
|
||||
|
||||
url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{_EPHEMERAL_PG_PORT}/agp_db"
|
||||
os.environ["DATABASE_URL"] = url
|
||||
settings.DATABASE_URL = url
|
||||
|
||||
mig = _run([sys.executable, "-m", "alembic", "upgrade", "head"],
|
||||
env={**os.environ, "DATABASE_URL": url})
|
||||
if mig.returncode != 0:
|
||||
_db_unavailable_reason = f"alembic upgrade head failed:\n{mig.stderr[-800:]}"
|
||||
|
||||
|
||||
def pytest_unconfigure(config):
|
||||
if not _started_container:
|
||||
return
|
||||
env = os.environ.copy()
|
||||
env["COMPOSE_PROJECT_NAME"] = _COMPOSE_PROJECT
|
||||
env["POSTGRES_HOST_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
env["POSTGRES_PORT"] = str(_EPHEMERAL_PG_PORT)
|
||||
_run(["docker", "compose", "down", "-v"], env=env)
|
||||
|
||||
|
||||
@pytest.fixture(scope="session", autouse=True)
|
||||
def _reset_database():
|
||||
"""Truncate all application tables once per test session."""
|
||||
if _db_unavailable_reason:
|
||||
pytest.skip(_db_unavailable_reason, allow_module_level=True)
|
||||
|
||||
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
|
||||
|
||||
|
||||
@pytest.fixture(autouse=True)
|
||||
def _reset_rate_limiter():
|
||||
"""Every TestClient request looks like the same client IP, so the
|
||||
per-IP auth limiter would trip mid-suite. Clear it between tests; the
|
||||
dedicated rate-limit test disables this to exercise the real behaviour.
|
||||
"""
|
||||
from app import rate_limit
|
||||
rate_limit.reset_all()
|
||||
yield
|
||||
|
||||
|
||||
@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 pool across requests raises "attached to a
|
||||
different loop" the moment a test makes more than one request. NullPool
|
||||
sidesteps it: every checkout is a brand-new connection.
|
||||
"""
|
||||
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()
|
||||
Binary file not shown.
BIN
Binary file not shown.
+105
@@ -0,0 +1,105 @@
|
||||
"""Generates the golden-file chunk fixtures in this directory.
|
||||
|
||||
These pin the world.md §3.6 binary format so the Python codec
|
||||
(app/services/chunk_codec.py) and any future Godot-side test fixture can be
|
||||
checked for drift (world_persistence_impl.md §5.5's "drift control"
|
||||
requirement). No Godot-side golden fixture existed at the time this was
|
||||
written (searched scripts/ and tests/ for AGPC / binary-format test
|
||||
vectors -- none found), so these are authored here, from this
|
||||
implementation, as the first golden files for the format. The client/editor
|
||||
follow-on task should decode these same files with
|
||||
`ChunkDataDecoder.decode_binary()` and assert the same logical values
|
||||
(see the note in chunk_codec.py about a confirmed float32 handling bug in
|
||||
that decoder that will need fixing for full byte parity on non-integer
|
||||
transforms).
|
||||
|
||||
Run with: `python tests/fixtures/chunks/generate_fixtures.py` from `backend/`.
|
||||
Fixtures are checked in; this script is for regenerating them if the format
|
||||
or these examples change, not run as part of the test suite.
|
||||
"""
|
||||
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
sys.path.insert(0, str(Path(__file__).resolve().parents[3])) # backend/
|
||||
|
||||
from app.services import chunk_codec as cc
|
||||
|
||||
FIXTURES_DIR = Path(__file__).resolve().parent
|
||||
|
||||
|
||||
def _empty_chunk() -> cc.ChunkPayload:
|
||||
return cc.ChunkPayload(
|
||||
world_id="7", room_id="main", coord=(0, 0, 0),
|
||||
bounds=cc.ChunkBounds(min=(0.0, 0.0, 0.0), size=(32.0, 32.0, 1.0)),
|
||||
tile_layers=[], objects=[],
|
||||
flags=cc.ContentFlags(),
|
||||
created_at=1_700_000_000, updated_at=1_700_000_000, revision=1, author="fixture-gen",
|
||||
)
|
||||
|
||||
|
||||
def _simple_tile_chunk() -> cc.ChunkPayload:
|
||||
layer = cc.TileLayer(
|
||||
name="ground", layer_id=0, width=4, height=4, depth=1,
|
||||
palette=[
|
||||
cc.TileDef(id=0, asset_id="", solid=False, flags=0, variants=1),
|
||||
cc.TileDef(id=1, asset_id="tiles/grass", solid=False, flags=1, variants=4),
|
||||
cc.TileDef(id=2, asset_id="tiles/stone", solid=True, flags=2, variants=2),
|
||||
],
|
||||
tiles=[0, 1, 1, 0, 1, 2, 2, 1, 1, 2, 2, 1, 0, 1, 1, 0],
|
||||
)
|
||||
return cc.ChunkPayload(
|
||||
world_id="12", room_id="main", coord=(3, -1, 0),
|
||||
bounds=cc.ChunkBounds(min=(96.0, -32.0, 0.0), size=(32.0, 32.0, 1.0)),
|
||||
tile_layers=[layer], objects=[],
|
||||
flags=cc.ContentFlags(violence=0, mature=False, sources=[]),
|
||||
created_at=1_700_000_000, updated_at=1_700_000_500, revision=2, author="fixture-gen",
|
||||
)
|
||||
|
||||
|
||||
def _chunk_with_objects() -> cc.ChunkPayload:
|
||||
layer = cc.TileLayer(
|
||||
name="ground", layer_id=0, width=2, height=2, depth=1,
|
||||
palette=[cc.TileDef(id=0, asset_id="", solid=False, flags=0, variants=1)],
|
||||
tiles=[0, 0, 0, 0],
|
||||
)
|
||||
obj1 = cc.WorldObject(
|
||||
id="obj_0001", type="interactable", asset_id="props/chest",
|
||||
pos=(101.5, -110.25, 0.5), rot=(0.0, 0.0, 0.0, 1.0), scale=(1.0, 1.0, 1.0),
|
||||
dynamic=False,
|
||||
properties={"locked": False, "loot_table": "chest_basic"},
|
||||
flags=cc.ContentFlags(violence=0, mature=False, sources=[]),
|
||||
)
|
||||
obj2 = cc.WorldObject(
|
||||
id="obj_0002", type="spawn_point", asset_id="",
|
||||
pos=(96.0, -128.0, 1.0), rot=(0.0, 0.7071, 0.0, 0.7071), scale=(1.0, 1.0, 1.0),
|
||||
dynamic=True,
|
||||
properties={},
|
||||
flags=cc.ContentFlags(violence=1, mature=False, sources=["asset:props/chest"]),
|
||||
)
|
||||
return cc.ChunkPayload(
|
||||
world_id="12", room_id="main", coord=(3, -4, 0),
|
||||
bounds=cc.ChunkBounds(min=(96.0, -128.0, 0.0), size=(32.0, 32.0, 1.0)),
|
||||
tile_layers=[layer], objects=[obj1, obj2],
|
||||
flags=cc.ContentFlags(violence=1, mature=False, sources=["asset:props/chest"]),
|
||||
created_at=1_700_000_000, updated_at=1_700_001_000, revision=5, author="agent-bot",
|
||||
)
|
||||
|
||||
|
||||
FIXTURES = {
|
||||
"empty_chunk.bin": _empty_chunk,
|
||||
"simple_tile_chunk.bin": _simple_tile_chunk,
|
||||
"chunk_with_objects.bin": _chunk_with_objects,
|
||||
}
|
||||
|
||||
|
||||
def main() -> None:
|
||||
for filename, builder in FIXTURES.items():
|
||||
payload = builder()
|
||||
data = cc.encode_binary(payload)
|
||||
(FIXTURES_DIR / filename).write_bytes(data)
|
||||
print(f"wrote {filename} ({len(data)} bytes)")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Binary file not shown.
@@ -0,0 +1,104 @@
|
||||
"""Tests for the 18+ age gate on user registration."""
|
||||
|
||||
from datetime import date, timedelta
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
|
||||
from app.main import app
|
||||
from app.routers.auth import calculate_age, MIN_AGE, RegisterRequest
|
||||
|
||||
|
||||
class TestCalculateAge:
|
||||
"""Unit tests for the calculate_age helper."""
|
||||
|
||||
def test_exactly_18(self):
|
||||
today = date(2026, 6, 15)
|
||||
dob = today.replace(year=today.year - 18)
|
||||
assert calculate_age(dob, today=today) == 18
|
||||
|
||||
def test_just_turned_18(self):
|
||||
today = date(2026, 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):
|
||||
today = date(2026, 6, 15)
|
||||
dob = today.replace(year=today.year - 18) + timedelta(days=1)
|
||||
assert calculate_age(dob, today=today) == 17
|
||||
|
||||
def test_leap_day_birthday_before(self):
|
||||
assert calculate_age(date(2000, 2, 29), today=date(2024, 2, 28)) == 23
|
||||
|
||||
def test_leap_day_birthday_after(self):
|
||||
assert calculate_age(date(2000, 2, 29), today=date(2024, 3, 1)) == 24
|
||||
|
||||
|
||||
class TestRegisterRequestDob:
|
||||
def test_dob_parsed_from_iso_string(self):
|
||||
req = RegisterRequest(username="u", email="u@example.com", password="p",
|
||||
date_of_birth="1990-01-01")
|
||||
assert req.date_of_birth == date(1990, 1, 1)
|
||||
|
||||
def test_dob_required(self):
|
||||
with pytest.raises(Exception):
|
||||
RegisterRequest(username="u", email="u@example.com", password="p")
|
||||
|
||||
def test_bad_dob_string_rejected(self):
|
||||
with pytest.raises(Exception):
|
||||
RegisterRequest(username="u", email="u@example.com", password="p",
|
||||
date_of_birth="not-a-date")
|
||||
|
||||
|
||||
class TestRegisterAgeGate:
|
||||
"""End-to-end: the /register endpoint computes age from the DOB."""
|
||||
|
||||
def _dob_for_age(self, years: int) -> str:
|
||||
return (date.today().replace(year=date.today().year - years)).isoformat()
|
||||
|
||||
def test_adult_accepted(self):
|
||||
client = TestClient(app)
|
||||
r = client.post("/api/auth/register", json={
|
||||
"username": "gate_adult", "email": "gate_adult@e.com",
|
||||
"password": "secret123", "date_of_birth": self._dob_for_age(25),
|
||||
})
|
||||
assert r.status_code == 201, r.text
|
||||
|
||||
def test_minor_rejected(self):
|
||||
client = TestClient(app)
|
||||
r = client.post("/api/auth/register", json={
|
||||
"username": "gate_minor", "email": "gate_minor@e.com",
|
||||
"password": "secret123", "date_of_birth": self._dob_for_age(15),
|
||||
})
|
||||
assert r.status_code == 403
|
||||
assert str(MIN_AGE) in r.json()["detail"]
|
||||
|
||||
def test_exactly_18_accepted(self):
|
||||
client = TestClient(app)
|
||||
r = client.post("/api/auth/register", json={
|
||||
"username": "gate_18", "email": "gate_18@e.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": (date.today().replace(year=date.today().year - 18) - timedelta(days=1)).isoformat(),
|
||||
})
|
||||
assert r.status_code == 201, r.text
|
||||
|
||||
def test_future_dob_rejected(self):
|
||||
client = TestClient(app)
|
||||
r = client.post("/api/auth/register", json={
|
||||
"username": "gate_future", "email": "gate_future@e.com",
|
||||
"password": "secret123", "date_of_birth": "2999-01-01",
|
||||
})
|
||||
assert r.status_code == 400
|
||||
|
||||
def test_dob_is_stored(self):
|
||||
client = TestClient(app)
|
||||
dob = self._dob_for_age(30)
|
||||
reg = client.post("/api/auth/register", json={
|
||||
"username": "gate_stored", "email": "gate_stored@e.com",
|
||||
"password": "secret123", "date_of_birth": dob,
|
||||
})
|
||||
assert reg.status_code == 201
|
||||
me = client.get("/api/auth/me", headers={
|
||||
"Authorization": f"Bearer {reg.json()['access_token']}"
|
||||
})
|
||||
assert me.json()["date_of_birth"] == dob
|
||||
@@ -0,0 +1,251 @@
|
||||
"""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",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201
|
||||
data = resp.json()
|
||||
assert "access_token" in data
|
||||
assert data["token_type"] == "bearer"
|
||||
|
||||
def test_register_rejects_under_18(self):
|
||||
"""A DOB that computes to under 18 gets a 403 (see test_auth_age_gate
|
||||
for the age-math coverage)."""
|
||||
from datetime import date
|
||||
client = TestClient(app)
|
||||
minor_dob = date.today().replace(year=date.today().year - 14).isoformat()
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "kid",
|
||||
"email": "kid@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": minor_dob,
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 403
|
||||
assert "at least 18" 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",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
# Second registration with same username, different email
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "duplicate",
|
||||
"email": "dup2@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
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",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": "user2",
|
||||
"email": "same@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 409
|
||||
assert "Email already registered" in resp.json()["detail"]
|
||||
|
||||
def test_register_missing_dob(self):
|
||||
"""Missing the required date_of_birth field returns 422."""
|
||||
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,
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201
|
||||
return resp.json()["access_token"]
|
||||
|
||||
def test_login_success(self):
|
||||
"""Correct credentials return a token."""
|
||||
self._create_user("loginuser", "correctpass")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "loginuser", "password": "correctpass"},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
data = resp.json()
|
||||
assert "access_token" in data
|
||||
assert data["token_type"] == "bearer"
|
||||
|
||||
def test_login_wrong_password(self):
|
||||
"""Wrong password returns 401."""
|
||||
# Distinct username from test_login_success -- there's no per-test
|
||||
# DB rollback/isolation here (real Postgres via the app's own
|
||||
# dependency-overridden session), so reusing "loginuser" collided
|
||||
# with the user that test already created (409 on register instead
|
||||
# of the intended 401-on-login assertion this test is actually for).
|
||||
self._create_user("loginuser_wrongpass", "correctpass")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "loginuser_wrongpass", "password": "wrongpass"},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Incorrect username or password" in resp.json()["detail"]
|
||||
|
||||
def test_login_nonexistent_user(self):
|
||||
"""Non-existent user returns 401 (not 404)."""
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "nobody", "password": "any"},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Incorrect username or password" in resp.json()["detail"]
|
||||
|
||||
def test_login_accepts_form_encoded(self):
|
||||
"""Login accepts application/x-www-form-urlencoded (OAuth2)."""
|
||||
self._create_user("formuser", "formpass")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "formuser", "password": "formpass"},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
assert "access_token" in resp.json()
|
||||
|
||||
def test_login_token_is_valid_jwt(self):
|
||||
"""The returned token is a valid JWT that can be decoded."""
|
||||
self._create_user("jwttoken", "jwt123")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "jwttoken", "password": "jwt123"},
|
||||
)
|
||||
token = resp.json()["access_token"]
|
||||
# Verify it's a 3-part JWT
|
||||
parts = token.split(".")
|
||||
assert len(parts) == 3
|
||||
@@ -0,0 +1,171 @@
|
||||
"""Tests for expired-token rejection across auth endpoints.
|
||||
|
||||
Covers two distinct expiry paths:
|
||||
|
||||
1. An *access* JWT whose ``exp`` claim is in the past must be rejected
|
||||
with 401 by ``GET /api/auth/me`` (jose's built-in ``exp`` validation).
|
||||
2. A *refresh* token whose persisted ``expires_at`` is in the past must be
|
||||
rejected with 401 by ``POST /api/auth/refresh`` even though its JWT
|
||||
signature is still valid.
|
||||
|
||||
Requires migrations already applied (alembic upgrade head) before running.
|
||||
"""
|
||||
|
||||
import asyncio
|
||||
from datetime import datetime, timedelta, timezone
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
from jose import jwt
|
||||
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||
from sqlalchemy.pool import NullPool
|
||||
|
||||
from app.config import settings
|
||||
from app.main import app
|
||||
from app.database import get_db
|
||||
from app.models.session import RefreshToken
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Test fixtures
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@pytest.fixture(autouse=True)
|
||||
def _override_db():
|
||||
"""Override get_db so the app uses a fresh session per test."""
|
||||
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
|
||||
|
||||
async def _get_db():
|
||||
async_session = test_session_factory()
|
||||
try:
|
||||
yield async_session
|
||||
await async_session.commit()
|
||||
except Exception:
|
||||
await async_session.rollback()
|
||||
raise
|
||||
finally:
|
||||
await async_session.close()
|
||||
|
||||
app.dependency_overrides[get_db] = _get_db
|
||||
yield
|
||||
app.dependency_overrides.clear()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
def _mint_access_token(exp: datetime) -> str:
|
||||
"""Mint an RS256 access token with an explicit ``exp`` claim."""
|
||||
return jwt.encode(
|
||||
{"sub": "1", "exp": exp},
|
||||
settings.private_pem,
|
||||
algorithm=settings.ALGORITHM,
|
||||
)
|
||||
|
||||
|
||||
def _expire_refresh_token_in_db(token: str) -> None:
|
||||
"""Set the persisted refresh token's ``expires_at`` into the past."""
|
||||
|
||||
async def _do():
|
||||
engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||
session_factory = async_sessionmaker(engine, expire_on_commit=False)
|
||||
async with session_factory() as session:
|
||||
from sqlalchemy import update
|
||||
|
||||
await session.execute(
|
||||
update(RefreshToken)
|
||||
.where(RefreshToken.token == token)
|
||||
.values(expires_at=datetime.now(timezone.utc) - timedelta(hours=1))
|
||||
)
|
||||
await session.commit()
|
||||
await engine.dispose()
|
||||
|
||||
asyncio.run(_do())
|
||||
|
||||
|
||||
def _register_user(client: TestClient, username: str) -> str:
|
||||
"""Register a user and return its refresh token."""
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": username,
|
||||
"email": f"{username}@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201
|
||||
return resp.json()["refresh_token"]
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Expired access token (GET /api/auth/me)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExpiredAccessToken:
|
||||
def test_expired_access_token_is_rejected_by_me(self):
|
||||
"""An access JWT with a past exp claim returns 401 on /me."""
|
||||
client = TestClient(app)
|
||||
expired_token = _mint_access_token(
|
||||
datetime.now(timezone.utc) - timedelta(minutes=5)
|
||||
)
|
||||
resp = client.get(
|
||||
"/api/auth/me",
|
||||
headers={"Authorization": f"Bearer {expired_token}"},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Could not validate credentials" in resp.json()["detail"]
|
||||
|
||||
def test_garbage_access_token_is_rejected_by_me(self):
|
||||
"""A non-JWT bearer token returns 401 on /me."""
|
||||
client = TestClient(app)
|
||||
resp = client.get(
|
||||
"/api/auth/me",
|
||||
headers={"Authorization": "Bearer not-a-real-jwt"},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
|
||||
def test_missing_bearer_token_returns_401(self):
|
||||
"""No Authorization header at all returns 401 on /me."""
|
||||
client = TestClient(app)
|
||||
resp = client.get("/api/auth/me")
|
||||
assert resp.status_code == 401
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Expired refresh token (POST /api/auth/refresh)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExpiredRefreshToken:
|
||||
def test_expired_refresh_token_is_rejected(self):
|
||||
"""A refresh token whose DB expires_at is in the past returns 401."""
|
||||
client = TestClient(app)
|
||||
refresh_token = _register_user(client, "expired_rt_user")
|
||||
|
||||
# Force the persisted record to be expired while its JWT signature
|
||||
# is still valid.
|
||||
_expire_refresh_token_in_db(refresh_token)
|
||||
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Invalid or expired refresh token" in resp.json()["detail"]
|
||||
|
||||
def test_expired_refresh_token_jwt_is_rejected(self):
|
||||
"""A refresh JWT with a past exp claim is rejected before DB lookup."""
|
||||
client = TestClient(app)
|
||||
expired_jwt = jwt.encode(
|
||||
{"sub": "1", "exp": datetime.now(timezone.utc) - timedelta(minutes=5)},
|
||||
settings.private_pem,
|
||||
algorithm=settings.ALGORITHM,
|
||||
)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": expired_jwt},
|
||||
)
|
||||
assert resp.status_code == 401
|
||||
assert "Invalid or expired refresh token" in resp.json()["detail"]
|
||||
@@ -0,0 +1,91 @@
|
||||
"""Integration tests for GET/PUT /api/avatar/loadout.
|
||||
|
||||
Hits the real app against the configured Postgres (same contract as the
|
||||
other integration tests -- migrations applied first).
|
||||
"""
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
|
||||
from app.main import app
|
||||
from app.models.avatar_loadout import DEFAULT_LOADOUT
|
||||
|
||||
|
||||
def _auth_headers(client: TestClient, username: str) -> dict:
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": username,
|
||||
"email": f"{username}@example.com",
|
||||
"password": "secret123",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
assert resp.status_code == 201, resp.text
|
||||
return {"Authorization": f"Bearer {resp.json()['access_token']}"}
|
||||
|
||||
|
||||
class TestGetLoadout:
|
||||
def test_new_user_gets_the_default(self):
|
||||
client = TestClient(app)
|
||||
headers = _auth_headers(client, "av_default")
|
||||
resp = client.get("/api/avatar/loadout", headers=headers)
|
||||
assert resp.status_code == 200
|
||||
body = resp.json()
|
||||
assert body["is_default"] is True
|
||||
assert body["data"] == DEFAULT_LOADOUT
|
||||
|
||||
def test_requires_auth(self):
|
||||
client = TestClient(app)
|
||||
assert client.get("/api/avatar/loadout").status_code == 401
|
||||
|
||||
|
||||
class TestPutLoadout:
|
||||
def test_save_then_read_back(self):
|
||||
client = TestClient(app)
|
||||
headers = _auth_headers(client, "av_save")
|
||||
loadout = {
|
||||
"base_body": "base_human_male_01",
|
||||
"slots": {"hair": "hair_mohawk_01", "accessory": ["accessory_belt_01"]},
|
||||
"skin_tone": {"r": 0.8, "g": 0.6, "b": 0.5, "a": 1.0},
|
||||
}
|
||||
put = client.put("/api/avatar/loadout", headers=headers, json={"data": loadout})
|
||||
assert put.status_code == 200, put.text
|
||||
assert put.json()["is_default"] is False
|
||||
|
||||
got = client.get("/api/avatar/loadout", headers=headers)
|
||||
assert got.status_code == 200
|
||||
assert got.json()["is_default"] is False
|
||||
assert got.json()["data"] == loadout
|
||||
|
||||
def test_put_is_idempotent_replace(self):
|
||||
client = TestClient(app)
|
||||
headers = _auth_headers(client, "av_replace")
|
||||
client.put(
|
||||
"/api/avatar/loadout", headers=headers,
|
||||
json={"data": {"base_body": "base_human_male_01", "slots": {"hair": "hair_mohawk_01"}}},
|
||||
)
|
||||
second = {"base_body": "base_human_male_01", "slots": {"chest": "chest_bandit_01"}}
|
||||
client.put("/api/avatar/loadout", headers=headers, json={"data": second})
|
||||
got = client.get("/api/avatar/loadout", headers=headers)
|
||||
assert got.json()["data"] == second
|
||||
|
||||
def test_rejects_missing_base_body(self):
|
||||
client = TestClient(app)
|
||||
headers = _auth_headers(client, "av_nobase")
|
||||
resp = client.put("/api/avatar/loadout", headers=headers, json={"data": {"slots": {}}})
|
||||
assert resp.status_code == 422
|
||||
|
||||
def test_rejects_non_object_slots(self):
|
||||
client = TestClient(app)
|
||||
headers = _auth_headers(client, "av_badslots")
|
||||
resp = client.put(
|
||||
"/api/avatar/loadout", headers=headers,
|
||||
json={"data": {"base_body": "base_human_male_01", "slots": "nope"}},
|
||||
)
|
||||
assert resp.status_code == 422
|
||||
|
||||
def test_requires_auth(self):
|
||||
client = TestClient(app)
|
||||
resp = client.put("/api/avatar/loadout", json={"data": {"base_body": "x", "slots": {}}})
|
||||
assert resp.status_code == 401
|
||||
@@ -0,0 +1,219 @@
|
||||
"""Tests for app.services.chunk_codec -- the Python port of world.md §3.6.
|
||||
|
||||
Pure unit tests: no database, no app, no network. Golden fixtures live in
|
||||
tests/fixtures/chunks/ (see generate_fixtures.py there for how/why).
|
||||
"""
|
||||
|
||||
from pathlib import Path
|
||||
|
||||
import pytest
|
||||
|
||||
from app.services import chunk_codec as cc
|
||||
|
||||
FIXTURES_DIR = Path(__file__).resolve().parent / "fixtures" / "chunks"
|
||||
|
||||
|
||||
def _read_fixture(name: str) -> bytes:
|
||||
return (FIXTURES_DIR / name).read_bytes()
|
||||
|
||||
|
||||
class TestGoldenFixtures:
|
||||
"""Byte-stability: decode a committed fixture, re-encode it, and the
|
||||
bytes must match exactly (world.md §3.6.3)."""
|
||||
|
||||
@pytest.mark.parametrize("filename", [
|
||||
"empty_chunk.bin", "simple_tile_chunk.bin", "chunk_with_objects.bin",
|
||||
])
|
||||
def test_round_trip_is_byte_identical(self, filename):
|
||||
original = _read_fixture(filename)
|
||||
decoded = cc.decode_binary(original)
|
||||
re_encoded = cc.encode_binary(decoded)
|
||||
assert re_encoded == original
|
||||
|
||||
def test_simple_tile_chunk_logical_values(self):
|
||||
decoded = cc.decode_binary(_read_fixture("simple_tile_chunk.bin"))
|
||||
assert decoded.world_id == "12"
|
||||
assert decoded.room_id == "main"
|
||||
assert decoded.coord == (3, -1, 0)
|
||||
assert decoded.bounds.min == (96.0, -32.0, 0.0)
|
||||
assert decoded.bounds.size == (32.0, 32.0, 1.0)
|
||||
assert len(decoded.tile_layers) == 1
|
||||
layer = decoded.tile_layers[0]
|
||||
assert layer.name == "ground"
|
||||
assert (layer.width, layer.height, layer.depth) == (4, 4, 1)
|
||||
assert len(layer.palette) == 3
|
||||
assert layer.tiles == [0, 1, 1, 0, 1, 2, 2, 1, 1, 2, 2, 1, 0, 1, 1, 0]
|
||||
assert decoded.revision == 2
|
||||
assert decoded.author == "fixture-gen"
|
||||
|
||||
def test_chunk_with_objects_logical_values(self):
|
||||
decoded = cc.decode_binary(_read_fixture("chunk_with_objects.bin"))
|
||||
assert len(decoded.objects) == 2
|
||||
obj1, obj2 = decoded.objects
|
||||
assert obj1.id == "obj_0001"
|
||||
assert obj1.type == "interactable"
|
||||
assert obj1.pos == (101.5, -110.25, 0.5)
|
||||
assert obj1.properties == {"locked": False, "loot_table": "chest_basic"}
|
||||
assert obj2.id == "obj_0002"
|
||||
assert obj2.dynamic is True
|
||||
assert obj2.flags.violence == 1
|
||||
assert obj2.flags.sources == ["asset:props/chest"]
|
||||
assert decoded.flags.violence == 1
|
||||
assert decoded.flags.sources == ["asset:props/chest"]
|
||||
|
||||
def test_empty_chunk_has_no_layers_or_objects(self):
|
||||
decoded = cc.decode_binary(_read_fixture("empty_chunk.bin"))
|
||||
assert decoded.tile_layers == []
|
||||
assert decoded.objects == []
|
||||
|
||||
|
||||
class TestChecksum:
|
||||
def test_checksum_is_sha256_hex(self):
|
||||
import hashlib
|
||||
assert cc.checksum(b"") == hashlib.sha256(b"").hexdigest()
|
||||
assert len(cc.checksum(b"")) == 64
|
||||
|
||||
def test_header_checksum_matches_recomputed_for_valid_fixture(self):
|
||||
data = _read_fixture("simple_tile_chunk.bin")
|
||||
header_checksum_hex = data[16:48].hex()
|
||||
body = data[cc.HEADER_SIZE:]
|
||||
assert header_checksum_hex == cc.checksum(body)
|
||||
|
||||
|
||||
class TestBuildKey:
|
||||
def test_matches_world_persistence_impl_4_5_format(self):
|
||||
assert cc.build_key(12, "main", 3, -1, 0) == "12:main:3:-1:0"
|
||||
assert cc.build_key("12", "main", 3, -1, 0) == "12:main:3:-1:0"
|
||||
|
||||
|
||||
class TestFloat32Fidelity:
|
||||
"""This is the concrete regression test for the cross-codec divergence
|
||||
documented at the bottom of chunk_codec.py: this module must encode
|
||||
real IEEE-754 float32, including fractional and negative values,
|
||||
round-tripping exactly (up to float32 precision) -- unlike
|
||||
scripts/chunk_data_decoder.gd's current int-truncating implementation."""
|
||||
|
||||
def test_fractional_and_negative_floats_survive_round_trip(self):
|
||||
payload = cc.ChunkPayload(
|
||||
world_id="1", room_id="main", coord=(0, 0, 0),
|
||||
bounds=cc.ChunkBounds(min=(-17.25, 0.125, -3.0), size=(32.0, 32.0, 1.0)),
|
||||
objects=[cc.WorldObject(
|
||||
id="o1", type="prop", asset_id="a",
|
||||
pos=(1.5, -2.75, 0.001), rot=(0.0, 0.7071068, 0.0, 0.7071068),
|
||||
scale=(1.0, 1.0, 1.0),
|
||||
)],
|
||||
)
|
||||
encoded = cc.encode_binary(payload)
|
||||
decoded = cc.decode_binary(encoded)
|
||||
assert decoded.bounds.min == pytest.approx((-17.25, 0.125, -3.0), abs=1e-6)
|
||||
assert decoded.objects[0].pos == pytest.approx((1.5, -2.75, 0.001), abs=1e-6)
|
||||
assert decoded.objects[0].rot == pytest.approx(
|
||||
(0.0, 0.7071068, 0.0, 0.7071068), abs=1e-6
|
||||
)
|
||||
|
||||
|
||||
class TestMalformedInput:
|
||||
def test_bad_magic_raises_codec_error(self):
|
||||
data = bytearray(_read_fixture("empty_chunk.bin"))
|
||||
data[0:4] = b"XXXX"
|
||||
with pytest.raises(cc.ChunkCodecError):
|
||||
cc.decode_binary(bytes(data))
|
||||
|
||||
def test_too_short_raises_codec_error(self):
|
||||
with pytest.raises(cc.ChunkCodecError):
|
||||
cc.decode_binary(b"AGPC\x01\x00")
|
||||
|
||||
def test_unsupported_version_raises_codec_error(self):
|
||||
data = bytearray(_read_fixture("empty_chunk.bin"))
|
||||
data[4:6] = (99).to_bytes(2, "little")
|
||||
with pytest.raises(cc.ChunkCodecError):
|
||||
cc.decode_binary(bytes(data))
|
||||
|
||||
def test_payload_len_mismatch_raises_codec_error(self):
|
||||
data = bytearray(_read_fixture("empty_chunk.bin"))
|
||||
# Corrupt the declared payload_len (offset 12..16).
|
||||
data[12:16] = (99999).to_bytes(4, "little")
|
||||
with pytest.raises(cc.ChunkCodecError):
|
||||
cc.decode_binary(bytes(data))
|
||||
|
||||
|
||||
class TestValidation:
|
||||
"""decode_and_validate: the server-side "don't trust the client"
|
||||
boundary (world_persistence_impl.md §5.5)."""
|
||||
|
||||
def _valid_args(self):
|
||||
return {
|
||||
"expected_key": "12:main:3:-1:0",
|
||||
"grid_size": (4, 4, 1),
|
||||
"max_objects": 512,
|
||||
}
|
||||
|
||||
def test_valid_payload_passes(self):
|
||||
data = _read_fixture("simple_tile_chunk.bin")
|
||||
payload = cc.decode_and_validate(data, **self._valid_args())
|
||||
assert payload.coord == (3, -1, 0)
|
||||
|
||||
def test_checksum_mismatch_detected(self):
|
||||
data = bytearray(_read_fixture("simple_tile_chunk.bin"))
|
||||
# Corrupt one byte of the header's advisory checksum field
|
||||
# (offset 16..48) only -- magic/version/payload_len and the whole
|
||||
# payload body stay untouched, so this exercises exactly the
|
||||
# "recomputed checksum disagrees with the header" path rather than
|
||||
# also breaking structural decoding.
|
||||
data[16] ^= 0xFF
|
||||
with pytest.raises(cc.ChunkValidationError) as exc_info:
|
||||
cc.decode_and_validate(bytes(data), **self._valid_args())
|
||||
assert exc_info.value.reason == "checksum_mismatch"
|
||||
|
||||
def test_chunk_key_mismatch_detected(self):
|
||||
data = _read_fixture("simple_tile_chunk.bin")
|
||||
args = self._valid_args()
|
||||
args["expected_key"] = "12:main:99:99:0" # doesn't match the payload's own coord
|
||||
with pytest.raises(cc.ChunkValidationError) as exc_info:
|
||||
cc.decode_and_validate(data, **args)
|
||||
assert exc_info.value.reason == "chunk_key_mismatch"
|
||||
|
||||
def test_layer_dims_mismatch_detected(self):
|
||||
data = _read_fixture("simple_tile_chunk.bin")
|
||||
args = self._valid_args()
|
||||
args["grid_size"] = (8, 8, 1) # fixture's layer is 4x4x1
|
||||
with pytest.raises(cc.ChunkValidationError) as exc_info:
|
||||
cc.decode_and_validate(data, **args)
|
||||
assert exc_info.value.reason == "layer_dims"
|
||||
|
||||
def test_too_many_objects_detected(self):
|
||||
data = _read_fixture("chunk_with_objects.bin") # has 2 objects
|
||||
args = self._valid_args()
|
||||
args["expected_key"] = "12:main:3:-4:0"
|
||||
args["grid_size"] = (2, 2, 1)
|
||||
args["max_objects"] = 1
|
||||
with pytest.raises(cc.ChunkValidationError) as exc_info:
|
||||
cc.decode_and_validate(data, **args)
|
||||
assert exc_info.value.reason == "too_many_objects"
|
||||
|
||||
def test_object_out_of_bounds_detected(self):
|
||||
payload = cc.ChunkPayload(
|
||||
world_id="1", room_id="main", coord=(0, 0, 0),
|
||||
bounds=cc.ChunkBounds(min=(0.0, 0.0, 0.0), size=(32.0, 32.0, 1.0)),
|
||||
objects=[cc.WorldObject(id="o1", type="prop", asset_id="a", pos=(9999.0, 0.0, 0.0))],
|
||||
)
|
||||
data = cc.encode_binary(payload)
|
||||
with pytest.raises(cc.ChunkValidationError) as exc_info:
|
||||
cc.decode_and_validate(
|
||||
data, expected_key="1:main:0:0:0", grid_size=(32, 32, 1), max_objects=10
|
||||
)
|
||||
assert exc_info.value.reason == "object_out_of_bounds"
|
||||
|
||||
def test_tile_out_of_palette_detected(self):
|
||||
layer = cc.TileLayer(
|
||||
name="ground", width=2, height=2, depth=1,
|
||||
palette=[cc.TileDef(id=1)], # tile 5 below isn't in this palette
|
||||
tiles=[1, 5, 0, 1],
|
||||
)
|
||||
payload = cc.ChunkPayload(world_id="1", room_id="main", coord=(0, 0, 0), tile_layers=[layer])
|
||||
data = cc.encode_binary(payload)
|
||||
with pytest.raises(cc.ChunkValidationError) as exc_info:
|
||||
cc.decode_and_validate(
|
||||
data, expected_key="1:main:0:0:0", grid_size=(2, 2, 1), max_objects=10
|
||||
)
|
||||
assert exc_info.value.reason == "tile_out_of_palette"
|
||||
@@ -0,0 +1,153 @@
|
||||
"""Unit tests for the game_servers.py changes made for world persistence
|
||||
(world_persistence_impl.md §7.3/§7.4): per-spawn token validation, and the
|
||||
``_await_ready`` replacement for the old, fail-open ``_await_port``.
|
||||
|
||||
No real Godot process is spawned here (that stays a manual/checkpoint
|
||||
integration test, per test_world_join.py's docstring) -- these exercise
|
||||
``GameServerSupervisor`` against a fake process object standing in for
|
||||
``subprocess.Popen``.
|
||||
"""
|
||||
|
||||
import json
|
||||
|
||||
import pytest
|
||||
|
||||
from app.config import settings
|
||||
from app.services.game_servers import GameServerSupervisor, _WorldServer
|
||||
|
||||
|
||||
class _FakeProc:
|
||||
"""Stands in for subprocess.Popen: only .poll() is needed by the code
|
||||
paths under test here."""
|
||||
|
||||
def __init__(self, exited: bool = False):
|
||||
self._exited = exited
|
||||
|
||||
def poll(self):
|
||||
return 0 if self._exited else None
|
||||
|
||||
def terminate(self):
|
||||
self._exited = True
|
||||
|
||||
def wait(self, timeout=None):
|
||||
return 0
|
||||
|
||||
def kill(self):
|
||||
self._exited = True
|
||||
|
||||
|
||||
def _make_srv(tmp_path, token="secret", alive=True) -> _WorldServer:
|
||||
status_path = tmp_path / "status.json"
|
||||
return _WorldServer(
|
||||
world_id="7", port=27000, proc=_FakeProc(exited=not alive),
|
||||
status_path=status_path, token=token,
|
||||
)
|
||||
|
||||
|
||||
class TestValidateToken:
|
||||
def test_unknown_world_is_false(self):
|
||||
sup = GameServerSupervisor()
|
||||
assert sup.validate_token("no-such-world", "anything") is False
|
||||
|
||||
def test_correct_token_is_true(self, tmp_path):
|
||||
sup = GameServerSupervisor()
|
||||
sup._servers["7"] = _make_srv(tmp_path, token="secret")
|
||||
assert sup.validate_token("7", "secret") is True
|
||||
# world_id is looked up as str(world_id), so an int works too --
|
||||
# this matters because the FastAPI path param is an int.
|
||||
assert sup.validate_token(7, "secret") is True
|
||||
|
||||
def test_wrong_token_is_false(self, tmp_path):
|
||||
sup = GameServerSupervisor()
|
||||
sup._servers["7"] = _make_srv(tmp_path, token="secret")
|
||||
assert sup.validate_token("7", "wrong") is False
|
||||
|
||||
def test_token_scoped_to_its_own_world_only(self, tmp_path):
|
||||
sup = GameServerSupervisor()
|
||||
sup._servers["7"] = _make_srv(tmp_path, token="secret")
|
||||
# Same token, different world_id -- must not authenticate (§7.3:
|
||||
# "a path whose world_id differs from the token's world is 403").
|
||||
assert sup.validate_token("8", "secret") is False
|
||||
|
||||
def test_dead_server_token_is_false(self, tmp_path):
|
||||
sup = GameServerSupervisor()
|
||||
sup._servers["7"] = _make_srv(tmp_path, token="secret", alive=False)
|
||||
assert sup.validate_token("7", "secret") is False
|
||||
|
||||
def test_reaping_invalidates_the_token(self, tmp_path):
|
||||
"""§7.3: "dies with its process" -- once removed from _servers
|
||||
(what the reaper does), the same token no longer validates."""
|
||||
sup = GameServerSupervisor()
|
||||
sup._servers["7"] = _make_srv(tmp_path, token="secret")
|
||||
assert sup.validate_token("7", "secret") is True
|
||||
del sup._servers["7"]
|
||||
assert sup.validate_token("7", "secret") is False
|
||||
|
||||
|
||||
class TestAwaitReady:
|
||||
"""Replaces the old _await_port, which (a) treated a bound UDP port as
|
||||
readiness even though content loading happens before create_server, and
|
||||
(b) failed open past its deadline with no error at all."""
|
||||
|
||||
async def test_raises_timeout_error_when_never_ready(self, tmp_path, monkeypatch):
|
||||
monkeypatch.setattr(settings, "GAME_SERVER_READY_TIMEOUT_SECONDS", 0.3)
|
||||
sup = GameServerSupervisor()
|
||||
srv = _make_srv(tmp_path) # status file never written
|
||||
with pytest.raises(TimeoutError):
|
||||
await sup._await_ready(srv)
|
||||
|
||||
async def test_returns_once_status_file_reports_ready(self, tmp_path, monkeypatch):
|
||||
monkeypatch.setattr(settings, "GAME_SERVER_READY_TIMEOUT_SECONDS", 5.0)
|
||||
sup = GameServerSupervisor()
|
||||
srv = _make_srv(tmp_path)
|
||||
srv.status_path.write_text(json.dumps({"ready": True, "players": 0}))
|
||||
await sup._await_ready(srv) # must not raise / must not hang
|
||||
|
||||
async def test_ready_false_is_not_ready(self, tmp_path, monkeypatch):
|
||||
monkeypatch.setattr(settings, "GAME_SERVER_READY_TIMEOUT_SECONDS", 0.3)
|
||||
sup = GameServerSupervisor()
|
||||
srv = _make_srv(tmp_path)
|
||||
srv.status_path.write_text(json.dumps({"ready": False, "players": 0}))
|
||||
with pytest.raises(TimeoutError):
|
||||
await sup._await_ready(srv)
|
||||
|
||||
async def test_raises_promptly_if_process_already_exited(self, tmp_path, monkeypatch):
|
||||
# A long deadline, but the process is already dead -- must not wait
|
||||
# out the full deadline (this is the "no crash restart mid-wait"
|
||||
# case: don't silently poll a corpse for 20s).
|
||||
monkeypatch.setattr(settings, "GAME_SERVER_READY_TIMEOUT_SECONDS", 20.0)
|
||||
sup = GameServerSupervisor()
|
||||
srv = _make_srv(tmp_path, alive=False)
|
||||
with pytest.raises(TimeoutError):
|
||||
await sup._await_ready(srv)
|
||||
|
||||
|
||||
class TestSpawnCommandLine:
|
||||
def test_spawn_includes_api_url_and_server_token(self, monkeypatch, tmp_path):
|
||||
"""world_persistence_impl.md §7.2 step 1 / §7.4: `_spawn` must pass
|
||||
--api-url and --server-token on the command line."""
|
||||
sup = GameServerSupervisor()
|
||||
monkeypatch.setattr(sup, "_free_port", lambda: 27050)
|
||||
|
||||
captured = {}
|
||||
|
||||
class _Proc:
|
||||
def poll(self):
|
||||
return None
|
||||
|
||||
def _fake_popen(cmd, **kwargs):
|
||||
captured["cmd"] = cmd
|
||||
return _Proc()
|
||||
|
||||
monkeypatch.setattr(
|
||||
"app.services.game_servers.subprocess.Popen", _fake_popen
|
||||
)
|
||||
srv = sup._spawn("42")
|
||||
|
||||
cmd = captured["cmd"]
|
||||
assert "--api-url" in cmd
|
||||
assert cmd[cmd.index("--api-url") + 1] == settings.GAME_SERVER_INTERNAL_API_URL
|
||||
assert "--server-token" in cmd
|
||||
token_in_cmd = cmd[cmd.index("--server-token") + 1]
|
||||
assert token_in_cmd == srv.token
|
||||
assert len(srv.token) > 20 # secrets.token_urlsafe(32) -- not a short/guessable value
|
||||
@@ -0,0 +1,220 @@
|
||||
"""Tests for the lightweight glTF metadata extraction service."""
|
||||
|
||||
import json
|
||||
import struct
|
||||
import pytest
|
||||
|
||||
from app.services.gltf import (
|
||||
extract_gltf_metadata,
|
||||
looks_like_gltf,
|
||||
_parse_glb,
|
||||
_parse_gltf_json,
|
||||
)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Test data helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
def _make_gltf_json(
|
||||
meshes: int = 1,
|
||||
vertices_per_mesh: int = 24,
|
||||
has_animations: bool = False,
|
||||
images: list[dict] | None = None,
|
||||
) -> dict:
|
||||
"""Build a minimal glTF JSON structure."""
|
||||
accessors = []
|
||||
meshes_data = []
|
||||
for i in range(meshes):
|
||||
acc_index = len(accessors)
|
||||
accessors.append({
|
||||
"bufferView": 0,
|
||||
"componentType": 5126, # FLOAT
|
||||
"count": vertices_per_mesh,
|
||||
"type": "VEC3",
|
||||
"max": [1.0, 1.0, 1.0],
|
||||
"min": [-1.0, -1.0, -1.0],
|
||||
})
|
||||
meshes_data.append({
|
||||
"primitives": [{
|
||||
"attributes": {"POSITION": acc_index},
|
||||
}],
|
||||
})
|
||||
gltf = {
|
||||
"asset": {"version": "2.0"},
|
||||
"accessors": accessors,
|
||||
"meshes": meshes_data,
|
||||
}
|
||||
if has_animations:
|
||||
gltf["animations"] = [{"name": "anim1", "channels": [], "samplers": []}]
|
||||
if images:
|
||||
gltf["images"] = images
|
||||
return gltf
|
||||
|
||||
|
||||
def _make_glb(gltf_json: dict) -> bytes:
|
||||
"""Wrap *gltf_json* in a minimal GLB binary container."""
|
||||
json_bytes = json.dumps(gltf_json).encode("utf-8")
|
||||
json_length = len(json_bytes)
|
||||
# Pad JSON chunk to 4-byte boundary.
|
||||
json_padding = (4 - json_length % 4) % 4
|
||||
json_chunk = json_bytes + b"\x00" * json_padding
|
||||
json_chunk_type = 0x4E4F534A # "JSON"
|
||||
# No BIN chunk.
|
||||
bin_length = 0
|
||||
bin_chunk_type = 0x004E4942
|
||||
total_length = 12 + 8 + len(json_chunk) + 8 + bin_length
|
||||
header = struct.pack("<III", 0x46546C67, 2, total_length) # magic, version, length
|
||||
json_header = struct.pack("<II", len(json_chunk), json_chunk_type)
|
||||
if bin_length > 0:
|
||||
bin_header = struct.pack("<II", bin_length, bin_chunk_type)
|
||||
else:
|
||||
bin_header = b""
|
||||
return header + json_header + json_chunk + bin_header
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# looks_like_gltf
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestLooksLikeGltf:
|
||||
def test_glb_magic(self):
|
||||
assert looks_like_gltf(b"glTF\x00\x00\x00\x00") is True
|
||||
|
||||
def test_gltf_extension(self):
|
||||
assert looks_like_gltf(b'{"asset":{"version":"2.0"}}', "model.gltf") is True
|
||||
|
||||
def test_glb_extension(self):
|
||||
assert looks_like_gltf(b"some binary", "model.glb") is True
|
||||
|
||||
def test_json_with_asset_version(self):
|
||||
payload = json.dumps({"asset": {"version": "2.0"}}).encode()
|
||||
assert looks_like_gltf(payload) is True
|
||||
|
||||
def test_plain_json_no_asset(self):
|
||||
payload = json.dumps({"foo": "bar"}).encode()
|
||||
assert looks_like_gltf(payload) is False
|
||||
|
||||
def test_non_json_bytes(self):
|
||||
assert looks_like_gltf(b"\x89PNG\r\n\x1a\n") is False
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _parse_glb
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestParseGlb:
|
||||
def test_parses_valid_glb(self):
|
||||
gltf_json = _make_gltf_json()
|
||||
glb = _make_glb(gltf_json)
|
||||
result = _parse_glb(glb)
|
||||
assert result["asset"]["version"] == "2.0"
|
||||
assert len(result["meshes"]) == 1
|
||||
|
||||
def test_rejects_too_short(self):
|
||||
with pytest.raises(ValueError, match="too short"):
|
||||
_parse_glb(b"glTF\x00\x00")
|
||||
|
||||
def test_rejects_invalid_magic(self):
|
||||
with pytest.raises(ValueError, match="invalid GLB magic"):
|
||||
_parse_glb(b"NOTglTF\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _parse_gltf_json
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestParseGltfJson:
|
||||
def test_parses_valid_gltf(self):
|
||||
gltf_json = _make_gltf_json()
|
||||
result = _parse_gltf_json(json.dumps(gltf_json).encode())
|
||||
assert result["asset"]["version"] == "2.0"
|
||||
|
||||
def test_rejects_non_object(self):
|
||||
with pytest.raises(ValueError, match="root must be an object"):
|
||||
_parse_gltf_json(b"[1, 2, 3]")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# extract_gltf_metadata (GLB path)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExtractGltfMetadataGlb:
|
||||
def test_basic_glb(self):
|
||||
gltf_json = _make_gltf_json(meshes=1, vertices_per_mesh=24)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["mesh_count"] == 1
|
||||
assert meta["vertex_count"] == 24
|
||||
assert meta["has_animation"] is False
|
||||
assert meta["bounding_box_min"] == [-1.0, -1.0, -1.0]
|
||||
assert meta["bounding_box_max"] == [1.0, 1.0, 1.0]
|
||||
assert meta["texture_refs"] == []
|
||||
|
||||
def test_multiple_meshes(self):
|
||||
gltf_json = _make_gltf_json(meshes=3, vertices_per_mesh=12)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["mesh_count"] == 3
|
||||
assert meta["vertex_count"] == 36
|
||||
|
||||
def test_with_animation(self):
|
||||
gltf_json = _make_gltf_json(has_animations=True)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["has_animation"] is True
|
||||
|
||||
def test_with_external_texture(self):
|
||||
gltf_json = _make_gltf_json(images=[{"uri": "textures/rock.png"}])
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["texture_refs"] == ["textures/rock.png"]
|
||||
|
||||
def test_with_named_texture(self):
|
||||
gltf_json = _make_gltf_json(images=[{"name": "my_texture"}])
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["texture_refs"] == ["my_texture"]
|
||||
|
||||
def test_empty_meshes(self):
|
||||
gltf_json = _make_gltf_json(meshes=0)
|
||||
glb = _make_glb(gltf_json)
|
||||
meta = extract_gltf_metadata(glb)
|
||||
assert meta["mesh_count"] == 0
|
||||
assert meta["vertex_count"] == 0
|
||||
assert meta["bounding_box_min"] == [0.0, 0.0, 0.0]
|
||||
assert meta["bounding_box_max"] == [0.0, 0.0, 0.0]
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# extract_gltf_metadata (plain .gltf JSON path)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExtractGltfMetadataGltfJson:
|
||||
def test_plain_gltf(self):
|
||||
gltf_json = _make_gltf_json(meshes=2, vertices_per_mesh=8)
|
||||
raw = json.dumps(gltf_json).encode()
|
||||
meta = extract_gltf_metadata(raw)
|
||||
assert meta["mesh_count"] == 2
|
||||
assert meta["vertex_count"] == 16
|
||||
assert meta["has_animation"] is False
|
||||
|
||||
def test_plain_gltf_with_animation(self):
|
||||
gltf_json = _make_gltf_json(has_animations=True)
|
||||
raw = json.dumps(gltf_json).encode()
|
||||
meta = extract_gltf_metadata(raw)
|
||||
assert meta["has_animation"] is True
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Error handling
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestExtractGltfMetadataErrors:
|
||||
def test_invalid_glb(self):
|
||||
with pytest.raises(ValueError):
|
||||
extract_gltf_metadata(b"not a glb")
|
||||
|
||||
def test_invalid_gltf_json(self):
|
||||
with pytest.raises(ValueError):
|
||||
_parse_gltf_json(b"[1, 2, 3]")
|
||||
@@ -0,0 +1,56 @@
|
||||
"""The auth endpoints are rate-limited per client IP."""
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
|
||||
from app import rate_limit
|
||||
from app.config import settings
|
||||
from app.main import app
|
||||
|
||||
|
||||
@pytest.fixture(autouse=True)
|
||||
def _clean_limiter():
|
||||
# This module tests the limiter itself: force it on (the checkpoint
|
||||
# runner disables it suite-wide via RATE_LIMIT_ENABLED) and start each
|
||||
# test from an empty window.
|
||||
prev = settings.RATE_LIMIT_ENABLED
|
||||
settings.RATE_LIMIT_ENABLED = True
|
||||
rate_limit.reset_all()
|
||||
yield
|
||||
rate_limit.reset_all()
|
||||
settings.RATE_LIMIT_ENABLED = prev
|
||||
|
||||
|
||||
def test_login_is_limited_after_the_threshold():
|
||||
client = TestClient(app)
|
||||
codes = []
|
||||
for i in range(15):
|
||||
r = client.post("/api/auth/login", data={"username": f"nobody{i}", "password": "x"})
|
||||
codes.append(r.status_code)
|
||||
# First 10 get through to the (failing) auth check; the rest are 429.
|
||||
assert codes[:10] == [401] * 10
|
||||
assert 429 in codes[10:]
|
||||
assert codes[-1] == 429
|
||||
|
||||
|
||||
def test_register_shares_the_same_bucket():
|
||||
client = TestClient(app)
|
||||
# Burn the budget on login...
|
||||
for i in range(10):
|
||||
client.post("/api/auth/login", data={"username": f"x{i}", "password": "y"})
|
||||
# ...register from the same IP is now blocked too.
|
||||
r = client.post("/api/auth/register", json={
|
||||
"username": "rl_user", "email": "rl@e.com",
|
||||
"password": "secret123", "date_of_birth": "1990-01-01",
|
||||
})
|
||||
assert r.status_code == 429
|
||||
assert "Retry-After" in r.headers
|
||||
|
||||
|
||||
def test_limiter_window_is_per_key():
|
||||
limiter = rate_limit.SlidingWindowLimiter(max_hits=2, window_seconds=60)
|
||||
limiter.check("a")
|
||||
limiter.check("a")
|
||||
with pytest.raises(Exception):
|
||||
limiter.check("a")
|
||||
limiter.check("b") # different key, unaffected
|
||||
@@ -0,0 +1,201 @@
|
||||
"""Tests for the POST /api/auth/refresh endpoint.
|
||||
|
||||
These tests exercise the full stack: register → get refresh token →
|
||||
refresh → new access token. Requires migrations already applied
|
||||
(alembic upgrade head) before running.
|
||||
"""
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
from sqlalchemy.ext.asyncio import async_sessionmaker, create_async_engine
|
||||
from sqlalchemy.pool import NullPool
|
||||
|
||||
from app.config import settings
|
||||
from app.main import app
|
||||
from app.database import get_db
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Test fixtures
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@pytest.fixture(autouse=True)
|
||||
def _override_db():
|
||||
"""Override get_db so the app uses a fresh session per test."""
|
||||
test_engine = create_async_engine(settings.DATABASE_URL, poolclass=NullPool)
|
||||
test_session_factory = async_sessionmaker(test_engine, expire_on_commit=False)
|
||||
|
||||
async def _get_db():
|
||||
async_session = test_session_factory()
|
||||
try:
|
||||
yield async_session
|
||||
await async_session.commit()
|
||||
except Exception:
|
||||
await async_session.rollback()
|
||||
raise
|
||||
finally:
|
||||
await async_session.close()
|
||||
|
||||
app.dependency_overrides[get_db] = _get_db
|
||||
yield
|
||||
app.dependency_overrides.clear()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Refresh endpoint tests
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class TestRefresh:
|
||||
"""Tests for POST /api/auth/refresh."""
|
||||
|
||||
def _register_user(self, username: str, password: str, email: str = None):
|
||||
"""Helper to register a user and return the refresh token."""
|
||||
client = TestClient(app)
|
||||
if email is None:
|
||||
email = f"{username}@example.com"
|
||||
resp = client.post(
|
||||
"/api/auth/register",
|
||||
json={
|
||||
"username": username,
|
||||
"email": email,
|
||||
"password": password,
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
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",
|
||||
"date_of_birth": "1990-01-01",
|
||||
},
|
||||
)
|
||||
# Login to get a refresh token
|
||||
login_resp = client.post(
|
||||
"/api/auth/login",
|
||||
data={"username": "refep_loginrefuser", "password": "secret123"},
|
||||
)
|
||||
assert login_resp.status_code == 200
|
||||
refresh_token = login_resp.json()["refresh_token"]
|
||||
|
||||
# Use it to refresh
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
assert "access_token" in resp.json()
|
||||
|
||||
def test_refresh_access_token_is_valid_jwt(self):
|
||||
"""The access token returned by /refresh is a valid JWT."""
|
||||
from jose import jwt
|
||||
|
||||
refresh_token = self._register_user("refep_jwttoken", "secret123")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
access_token = resp.json()["access_token"]
|
||||
|
||||
# Verify it's a 3-part JWT
|
||||
parts = access_token.split(".")
|
||||
assert len(parts) == 3
|
||||
|
||||
# Verify it decodes with the public key
|
||||
payload = jwt.decode(
|
||||
access_token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
assert "sub" in payload
|
||||
assert "exp" in payload
|
||||
|
||||
def test_refresh_expires_minutes_in_response(self):
|
||||
"""The response includes access_token_expires_minutes."""
|
||||
refresh_token = self._register_user("refep_expiretest", "secret123")
|
||||
client = TestClient(app)
|
||||
resp = client.post(
|
||||
"/api/auth/refresh",
|
||||
json={"refresh_token": refresh_token},
|
||||
)
|
||||
assert resp.status_code == 200
|
||||
assert "access_token_expires_minutes" in resp.json()
|
||||
assert resp.json()["access_token_expires_minutes"] == settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||
@@ -0,0 +1,79 @@
|
||||
"""Tests for refresh token uniqueness (jti claim) and model column length."""
|
||||
|
||||
import uuid
|
||||
from datetime import datetime, timedelta, timezone
|
||||
|
||||
import pytest
|
||||
from jose import jwt
|
||||
|
||||
from app.config import settings
|
||||
from app.routers.auth import _create_refresh_token
|
||||
from app.models.session import RefreshToken
|
||||
|
||||
|
||||
class TestRefreshTokenJtiUniqueness:
|
||||
"""Verify that _create_refresh_token produces unique tokens even when
|
||||
called with identical data in rapid succession (issue #1 from review)."""
|
||||
|
||||
def test_two_calls_produce_different_tokens(self):
|
||||
"""Two calls with the same sub produce different JWTs because of jti."""
|
||||
token_a = _create_refresh_token({"sub": "42"})
|
||||
token_b = _create_refresh_token({"sub": "42"})
|
||||
assert token_a != token_b
|
||||
|
||||
def test_jti_is_valid_uuid(self):
|
||||
"""The jti claim inside the refresh token is a valid UUID."""
|
||||
token = _create_refresh_token({"sub": "1"})
|
||||
payload = jwt.decode(
|
||||
token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
assert "jti" in payload
|
||||
# Verify it parses as a UUID (raises ValueError if not)
|
||||
uuid.UUID(payload["jti"])
|
||||
|
||||
def test_each_token_has_unique_jti(self):
|
||||
"""Generate 100 tokens for the same user — all jtis must differ."""
|
||||
jtis = set()
|
||||
for _ in range(100):
|
||||
token = _create_refresh_token({"sub": "999"})
|
||||
payload = jwt.decode(
|
||||
token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
jtis.add(payload["jti"])
|
||||
assert len(jtis) == 100
|
||||
|
||||
def test_jti_survives_decode(self):
|
||||
"""The jti claim is present and correct after decode."""
|
||||
token = _create_refresh_token({"sub": "7"})
|
||||
payload = jwt.decode(
|
||||
token,
|
||||
settings.public_pem,
|
||||
algorithms=[settings.ALGORITHM],
|
||||
)
|
||||
assert payload["sub"] == "7"
|
||||
assert "jti" in payload
|
||||
assert "exp" in payload
|
||||
|
||||
|
||||
class TestRefreshTokenModelColumnLength:
|
||||
"""Verify the model's token column length matches the migration (issue #2)."""
|
||||
|
||||
def test_token_column_has_length_512(self):
|
||||
"""RefreshToken.token column should be String(512), not unbounded."""
|
||||
from sqlalchemy import inspect
|
||||
|
||||
# Get the column definition from the model's table
|
||||
column = RefreshToken.__table__.columns["token"]
|
||||
# The type should be String with length 512
|
||||
assert column.type.length == 512
|
||||
|
||||
def test_token_column_type_is_string(self):
|
||||
"""The token column should be a String type."""
|
||||
from sqlalchemy import String as SAString
|
||||
|
||||
column = RefreshToken.__table__.columns["token"]
|
||||
assert isinstance(column.type, SAString)
|
||||
@@ -0,0 +1,490 @@
|
||||
"""Integration tests for the world content API: rooms + chunks.
|
||||
|
||||
Covers docs/architecture/world_persistence_impl.md §8.1 (public router,
|
||||
app/routers/world_content.py) and §8.3 (internal router,
|
||||
app/routers/internal.py), plus the create_world -> auto "main" room
|
||||
behaviour (§4.1).
|
||||
|
||||
Runs against the real ephemeral Postgres the hermetic conftest.py stands
|
||||
up -- these are full HTTP round trips through TestClient, not mocked.
|
||||
"""
|
||||
|
||||
import base64
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
|
||||
from app.main import app
|
||||
from app.services import chunk_codec as cc
|
||||
from app.services.game_servers import supervisor
|
||||
|
||||
GRID_32 = (32, 32, 1)
|
||||
|
||||
|
||||
def _auth(client: TestClient, name: str) -> tuple[dict, int]:
|
||||
r = client.post("/api/auth/register", json={
|
||||
"username": name, "email": f"{name}@e.com", "password": "secret123",
|
||||
"date_of_birth": "1990-01-01",
|
||||
})
|
||||
assert r.status_code == 201, r.text
|
||||
headers = {"Authorization": f"Bearer {r.json()['access_token']}"}
|
||||
me = client.get("/api/users/me", headers=headers)
|
||||
return headers, me.json()["id"]
|
||||
|
||||
|
||||
def _make_world(client: TestClient, headers: dict, visibility: str = "public") -> int:
|
||||
r = client.post("/api/worlds/", headers=headers, json={"name": "W", "visibility": visibility})
|
||||
assert r.status_code == 201, r.text
|
||||
return r.json()["id"]
|
||||
|
||||
|
||||
def _build_chunk(world_id: int, slug: str, cx: int, cy: int, cz: int, *,
|
||||
grid=GRID_32, revision: int = 1, extra_tag: str = "") -> bytes:
|
||||
"""A small but structurally-real chunk payload for `world_id`/`slug`/coord,
|
||||
sized to match the room's default 32x32x1 grid."""
|
||||
w, h, d = grid
|
||||
layer = cc.TileLayer(
|
||||
name="ground", layer_id=0, width=w, height=h, depth=d,
|
||||
palette=[cc.TileDef(id=0, asset_id="", solid=False, flags=0, variants=1)],
|
||||
tiles=[0] * (w * h * d),
|
||||
)
|
||||
obj = cc.WorldObject(
|
||||
id=f"obj_{extra_tag or '1'}", type="prop", asset_id="props/rock",
|
||||
pos=(1.0, 1.0, 0.0), properties={"tag": extra_tag},
|
||||
)
|
||||
payload = cc.ChunkPayload(
|
||||
world_id=str(world_id), room_id=slug, coord=(cx, cy, cz),
|
||||
bounds=cc.ChunkBounds(min=(0.0, 0.0, 0.0), size=(float(w), float(h), float(d))),
|
||||
tile_layers=[layer], objects=[obj], revision=revision, author="pytest",
|
||||
created_at=1_700_000_000, updated_at=1_700_000_000,
|
||||
)
|
||||
return cc.encode_binary(payload)
|
||||
|
||||
|
||||
class TestCreateWorldMainRoom:
|
||||
def test_create_world_auto_creates_main_room(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "cw_main")
|
||||
wid = _make_world(client, headers)
|
||||
|
||||
r = client.get(f"/api/worlds/{wid}/rooms", headers=headers)
|
||||
assert r.status_code == 200, r.text
|
||||
rooms = r.json()
|
||||
assert len(rooms) == 1
|
||||
assert rooms[0]["slug"] == "main"
|
||||
assert rooms[0]["name"] == "Main"
|
||||
assert rooms[0]["chunk_count"] == 0
|
||||
assert rooms[0]["grid"]["size"] == [32, 32, 1]
|
||||
|
||||
|
||||
class TestRoomAuth:
|
||||
def test_create_room_requires_owner(self):
|
||||
client = TestClient(app)
|
||||
owner_headers, _ = _auth(client, "room_owner")
|
||||
wid = _make_world(client, owner_headers)
|
||||
other_headers, _ = _auth(client, "room_other")
|
||||
r = client.post(f"/api/worlds/{wid}/rooms", headers=other_headers,
|
||||
json={"slug": "annex", "name": "Annex"})
|
||||
assert r.status_code == 403
|
||||
|
||||
def test_list_rooms_of_private_world_is_404_for_non_owner(self):
|
||||
client = TestClient(app)
|
||||
owner_headers, _ = _auth(client, "room_priv_owner")
|
||||
wid = _make_world(client, owner_headers, "private")
|
||||
other_headers, _ = _auth(client, "room_priv_other")
|
||||
r = client.get(f"/api/worlds/{wid}/rooms", headers=other_headers)
|
||||
assert r.status_code == 404
|
||||
|
||||
|
||||
class TestChunkPutGetRoundTrip:
|
||||
def test_binary_put_then_binary_get_round_trips(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_rt")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 0, 0, 0)
|
||||
|
||||
r = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/0/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
assert r.status_code == 200, r.text
|
||||
body = r.json()
|
||||
assert body["revision"] == 1
|
||||
assert body["payload_len"] == len(payload)
|
||||
assert body["checksum"] == cc.checksum(payload[cc.HEADER_SIZE:])
|
||||
assert body["live_session"] is False
|
||||
|
||||
g = client.get(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/0/0/0",
|
||||
headers={**headers, "Accept": "application/octet-stream"},
|
||||
)
|
||||
assert g.status_code == 200
|
||||
assert g.content == payload
|
||||
assert g.headers["ETag"] == f'"{body["checksum"]}"'
|
||||
assert g.headers["X-Chunk-Revision"] == "1"
|
||||
|
||||
def test_json_accept_returns_decoded_shape(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_json")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 1, 1, 0)
|
||||
client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/1/1/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
g = client.get(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/1/1/0",
|
||||
headers={**headers, "Accept": "application/json"},
|
||||
)
|
||||
assert g.status_code == 200
|
||||
data = g.json()
|
||||
assert data["coord"] == {"cx": 1, "cy": 1, "cz": 0}
|
||||
assert data["world_id"] == str(wid)
|
||||
assert data["room_id"] == "main"
|
||||
assert len(data["objects"]) == 1
|
||||
|
||||
def test_json_put_with_base64_payload(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_json_put")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 2, 2, 0)
|
||||
r = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/2/2/0", headers=headers,
|
||||
json={"base_revision": 0, "payload_b64": base64.b64encode(payload).decode()},
|
||||
)
|
||||
assert r.status_code == 200, r.text
|
||||
assert r.json()["revision"] == 1
|
||||
|
||||
def test_if_none_match_returns_304(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_304")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 3, 3, 0)
|
||||
put = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/3/3/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
checksum = put.json()["checksum"]
|
||||
g = client.get(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/3/3/0",
|
||||
headers={**headers, "If-None-Match": f'"{checksum}"'},
|
||||
)
|
||||
assert g.status_code == 304
|
||||
|
||||
def test_unwritten_coordinate_is_404(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_404")
|
||||
wid = _make_world(client, headers)
|
||||
g = client.get(f"/api/worlds/{wid}/rooms/main/chunks/9/9/0", headers=headers)
|
||||
assert g.status_code == 404
|
||||
|
||||
|
||||
class TestRevisionConflict:
|
||||
def test_create_conflict_when_chunk_already_exists(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "conflict_create")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 4, 4, 0)
|
||||
first = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/4/4/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
assert first.status_code == 200
|
||||
|
||||
second = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/4/4/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
assert second.status_code == 409
|
||||
body = second.json()
|
||||
assert body["detail"] == "revision conflict"
|
||||
assert body["current_revision"] == 1
|
||||
|
||||
def test_stale_base_revision_conflict_reports_current_state(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "conflict_stale")
|
||||
wid = _make_world(client, headers)
|
||||
payload_v1 = _build_chunk(wid, "main", 5, 5, 0, revision=1)
|
||||
client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/5/5/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload_v1,
|
||||
)
|
||||
payload_v2 = _build_chunk(wid, "main", 5, 5, 0, revision=2, extra_tag="v2")
|
||||
r2 = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/5/5/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "1"},
|
||||
content=payload_v2,
|
||||
)
|
||||
assert r2.status_code == 200
|
||||
assert r2.json()["revision"] == 2
|
||||
|
||||
# Now retry with the now-stale base_revision=1 again.
|
||||
payload_v3 = _build_chunk(wid, "main", 5, 5, 0, revision=3, extra_tag="v3")
|
||||
stale = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/5/5/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "1"},
|
||||
content=payload_v3,
|
||||
)
|
||||
assert stale.status_code == 409
|
||||
body = stale.json()
|
||||
assert body["current_revision"] == 2
|
||||
assert body["current_checksum"] == r2.json()["checksum"]
|
||||
|
||||
|
||||
class TestBatchWrite:
|
||||
def test_batch_put_all_succeed(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "batch_ok")
|
||||
wid = _make_world(client, headers)
|
||||
chunks = [
|
||||
{"cx": cx, "cy": 0, "cz": 0, "base_revision": 0,
|
||||
"payload_b64": base64.b64encode(_build_chunk(wid, "main", cx, 0, 0)).decode()}
|
||||
for cx in (10, 11)
|
||||
]
|
||||
r = client.put(f"/api/worlds/{wid}/rooms/main/chunks", headers=headers, json={"chunks": chunks})
|
||||
assert r.status_code == 200, r.text
|
||||
body = r.json()
|
||||
assert len(body["chunks"]) == 2
|
||||
assert all(c["revision"] == 1 for c in body["chunks"])
|
||||
|
||||
idx = client.get(f"/api/worlds/{wid}/rooms/main/chunks", headers=headers)
|
||||
keys = {c["key"] for c in idx.json()["chunks"]}
|
||||
assert f"{wid}:main:10:0:0" in keys
|
||||
assert f"{wid}:main:11:0:0" in keys
|
||||
|
||||
def test_batch_put_is_all_or_nothing_on_conflict(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "batch_conflict")
|
||||
wid = _make_world(client, headers)
|
||||
|
||||
# Pre-create one of the two coordinates so the batch's base_revision=0
|
||||
# for it will conflict.
|
||||
pre = _build_chunk(wid, "main", 20, 0, 0)
|
||||
client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/20/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=pre,
|
||||
)
|
||||
|
||||
chunks = [
|
||||
{"cx": 21, "cy": 0, "cz": 0, "base_revision": 0,
|
||||
"payload_b64": base64.b64encode(_build_chunk(wid, "main", 21, 0, 0)).decode()},
|
||||
{"cx": 20, "cy": 0, "cz": 0, "base_revision": 0, # conflicts: already exists at revision 1
|
||||
"payload_b64": base64.b64encode(_build_chunk(wid, "main", 20, 0, 0, extra_tag="v2")).decode()},
|
||||
]
|
||||
r = client.put(f"/api/worlds/{wid}/rooms/main/chunks", headers=headers, json={"chunks": chunks})
|
||||
assert r.status_code == 409
|
||||
|
||||
# Nothing from this batch should have been persisted -- (21,0,0)
|
||||
# must NOT exist even though it was valid and came first.
|
||||
g = client.get(f"/api/worlds/{wid}/rooms/main/chunks/21/0/0", headers=headers)
|
||||
assert g.status_code == 404
|
||||
|
||||
|
||||
class TestDelete:
|
||||
def test_delete_then_get_is_404(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_delete")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 30, 0, 0)
|
||||
client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/30/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
d = client.delete(f"/api/worlds/{wid}/rooms/main/chunks/30/0/0", headers=headers)
|
||||
assert d.status_code == 204
|
||||
g = client.get(f"/api/worlds/{wid}/rooms/main/chunks/30/0/0", headers=headers)
|
||||
assert g.status_code == 404
|
||||
|
||||
|
||||
class TestRevisionsAndRollback:
|
||||
def test_revisions_then_rollback(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_rollback")
|
||||
wid = _make_world(client, headers)
|
||||
v1 = _build_chunk(wid, "main", 40, 0, 0, revision=1)
|
||||
r1 = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/40/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=v1,
|
||||
)
|
||||
v2 = _build_chunk(wid, "main", 40, 0, 0, revision=2, extra_tag="v2")
|
||||
r2 = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/40/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "1"},
|
||||
content=v2,
|
||||
)
|
||||
assert r2.status_code == 200
|
||||
|
||||
revs = client.get(f"/api/worlds/{wid}/rooms/main/chunks/40/0/0/revisions", headers=headers)
|
||||
assert revs.status_code == 200
|
||||
rev_numbers = [row["revision"] for row in revs.json()]
|
||||
assert 1 in rev_numbers and 2 in rev_numbers
|
||||
|
||||
rb = client.post(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/40/0/0/rollback",
|
||||
headers=headers, json={"revision": 1},
|
||||
)
|
||||
assert rb.status_code == 200, rb.text
|
||||
assert rb.json()["revision"] == 3 # a new revision, restoring v1's content
|
||||
assert rb.json()["checksum"] == r1.json()["checksum"]
|
||||
|
||||
def test_revisions_requires_owner(self):
|
||||
client = TestClient(app)
|
||||
owner_headers, _ = _auth(client, "revisions_owner")
|
||||
wid = _make_world(client, owner_headers)
|
||||
payload = _build_chunk(wid, "main", 41, 0, 0)
|
||||
client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/41/0/0",
|
||||
headers={**owner_headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
other_headers, _ = _auth(client, "revisions_other")
|
||||
r = client.get(f"/api/worlds/{wid}/rooms/main/chunks/41/0/0/revisions", headers=other_headers)
|
||||
assert r.status_code == 403
|
||||
|
||||
|
||||
class TestValidationErrors:
|
||||
def test_malformed_payload_is_422(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_malformed")
|
||||
wid = _make_world(client, headers)
|
||||
r = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/0/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=b"not a real chunk",
|
||||
)
|
||||
assert r.status_code == 422
|
||||
assert r.json()["reason"] == "malformed"
|
||||
|
||||
def test_wrong_grid_size_is_422_layer_dims(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_layerdims")
|
||||
wid = _make_world(client, headers)
|
||||
# Room's default grid is 32x32x1; build a chunk sized for 4x4x1.
|
||||
payload = _build_chunk(wid, "main", 0, 0, 0, grid=(4, 4, 1))
|
||||
r = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/0/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
assert r.status_code == 422
|
||||
assert r.json()["reason"] == "layer_dims"
|
||||
|
||||
def test_oversized_payload_is_413(self, monkeypatch):
|
||||
from app.config import settings
|
||||
monkeypatch.setattr(settings, "WORLD_CHUNK_MAX_PAYLOAD_BYTES", 10)
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "chunk_413")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 0, 0, 0)
|
||||
r = client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/0/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
assert r.status_code == 413
|
||||
|
||||
|
||||
class TestInternalApi:
|
||||
"""docs/architecture/world_persistence_impl.md §7/§8.3. No real Godot
|
||||
process is spawned in this test env (GAME_SERVERS_ENABLED=False); we
|
||||
register a fake in-memory server entry with a known token to exercise
|
||||
require_game_server without needing a live process."""
|
||||
|
||||
@pytest.fixture
|
||||
def fake_server_token(self):
|
||||
# NB: a class body can't read a same-named local from the
|
||||
# enclosing function via `token = token` (class bodies use LOAD_NAME,
|
||||
# which skips enclosing function scopes) -- use a literal instead.
|
||||
world_id_str = "internal-test-world"
|
||||
|
||||
class _FakeSrv:
|
||||
def alive(self_inner):
|
||||
return True
|
||||
token = "test-internal-token-12345"
|
||||
|
||||
supervisor._servers[world_id_str] = _FakeSrv()
|
||||
yield _FakeSrv.token
|
||||
supervisor._servers.pop(world_id_str, None)
|
||||
|
||||
def test_missing_token_is_401(self):
|
||||
client = TestClient(app)
|
||||
r = client.get("/api/internal/worlds/1/manifest")
|
||||
assert r.status_code == 401
|
||||
|
||||
def test_wrong_token_is_403(self):
|
||||
client = TestClient(app)
|
||||
r = client.get(
|
||||
"/api/internal/worlds/1/manifest",
|
||||
headers={"Authorization": "Bearer not-the-real-token"},
|
||||
)
|
||||
assert r.status_code == 403
|
||||
|
||||
def test_valid_token_but_wrong_world_id_is_403(self, fake_server_token):
|
||||
# The fake token is registered under world_id "internal-test-world";
|
||||
# a request for a different world_id must not authenticate.
|
||||
client = TestClient(app)
|
||||
r = client.get(
|
||||
"/api/internal/worlds/999999/manifest",
|
||||
headers={"Authorization": f"Bearer {fake_server_token}"},
|
||||
)
|
||||
assert r.status_code == 403
|
||||
|
||||
def test_valid_token_reaches_manifest_for_real_world(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "internal_manifest")
|
||||
wid = _make_world(client, headers)
|
||||
|
||||
class _FakeSrv:
|
||||
def alive(self_inner):
|
||||
return True
|
||||
token = "another-real-token"
|
||||
|
||||
supervisor._servers[str(wid)] = _FakeSrv()
|
||||
try:
|
||||
r = client.get(
|
||||
f"/api/internal/worlds/{wid}/manifest",
|
||||
headers={"Authorization": "Bearer another-real-token"},
|
||||
)
|
||||
assert r.status_code == 200, r.text
|
||||
body = r.json()
|
||||
assert body["world_id"] == wid
|
||||
assert len(body["rooms"]) == 1
|
||||
assert body["rooms"][0]["slug"] == "main"
|
||||
finally:
|
||||
supervisor._servers.pop(str(wid), None)
|
||||
|
||||
def test_internal_chunk_fetch_returns_binary(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "internal_chunk")
|
||||
wid = _make_world(client, headers)
|
||||
payload = _build_chunk(wid, "main", 0, 0, 0)
|
||||
client.put(
|
||||
f"/api/worlds/{wid}/rooms/main/chunks/0/0/0",
|
||||
headers={**headers, "Content-Type": "application/octet-stream", "X-Base-Revision": "0"},
|
||||
content=payload,
|
||||
)
|
||||
|
||||
class _FakeSrv:
|
||||
def alive(self_inner):
|
||||
return True
|
||||
token = "internal-chunk-token"
|
||||
|
||||
supervisor._servers[str(wid)] = _FakeSrv()
|
||||
try:
|
||||
r = client.get(
|
||||
f"/api/internal/worlds/{wid}/rooms/main/chunks/0/0/0",
|
||||
headers={"Authorization": "Bearer internal-chunk-token"},
|
||||
)
|
||||
assert r.status_code == 200
|
||||
assert r.content == payload
|
||||
finally:
|
||||
supervisor._servers.pop(str(wid), None)
|
||||
@@ -0,0 +1,54 @@
|
||||
"""Tests for POST /api/worlds/{id}/join.
|
||||
|
||||
The happy path spawns a real Godot process, so it's covered by a manual /
|
||||
checkpoint integration test, not here. These cover the envelope: auth,
|
||||
visibility, and the 503 when orchestration is disabled (the default).
|
||||
"""
|
||||
|
||||
import pytest
|
||||
from fastapi.testclient import TestClient
|
||||
|
||||
from app.main import app
|
||||
|
||||
|
||||
def _auth(client: TestClient, name: str) -> tuple[dict, int]:
|
||||
r = client.post("/api/auth/register", json={
|
||||
"username": name, "email": f"{name}@e.com", "password": "secret123", "date_of_birth": "1990-01-01",
|
||||
})
|
||||
assert r.status_code == 201, r.text
|
||||
headers = {"Authorization": f"Bearer {r.json()['access_token']}"}
|
||||
me = client.get("/api/users/me", headers=headers)
|
||||
return headers, me.json()["id"]
|
||||
|
||||
|
||||
def _make_world(client: TestClient, headers: dict, visibility: str = "public") -> int:
|
||||
r = client.post("/api/worlds/", headers=headers, json={"name": "W", "visibility": visibility})
|
||||
assert r.status_code == 201, r.text
|
||||
return r.json()["id"]
|
||||
|
||||
|
||||
class TestJoinWorld:
|
||||
def test_requires_auth(self):
|
||||
client = TestClient(app)
|
||||
assert client.post("/api/worlds/1/join").status_code == 401
|
||||
|
||||
def test_unknown_world_is_404(self):
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "join_404")
|
||||
assert client.post("/api/worlds/999999/join", headers=headers).status_code == 404
|
||||
|
||||
def test_private_world_of_another_user_is_404(self):
|
||||
client = TestClient(app)
|
||||
owner_headers, _ = _auth(client, "join_owner")
|
||||
wid = _make_world(client, owner_headers, "private")
|
||||
other_headers, _ = _auth(client, "join_other")
|
||||
assert client.post(f"/api/worlds/{wid}/join", headers=other_headers).status_code == 404
|
||||
|
||||
def test_disabled_orchestration_returns_503(self):
|
||||
# GAME_SERVERS_ENABLED defaults to False in tests.
|
||||
client = TestClient(app)
|
||||
headers, _ = _auth(client, "join_503")
|
||||
wid = _make_world(client, headers, "public")
|
||||
r = client.post(f"/api/worlds/{wid}/join", headers=headers)
|
||||
assert r.status_code == 503
|
||||
assert "not enabled" in r.json()["detail"]
|
||||
@@ -0,0 +1,493 @@
|
||||
# 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.
|
||||
|
||||
---
|
||||
|
||||
## 9a. Loadout Persistence (implemented, PC3 Phase 1)
|
||||
|
||||
**Storage.** One row per user in `avatar_loadouts` (`user_id` PK/FK,
|
||||
`data` JSONB, timestamps). The entire loadout is stored as a single JSON
|
||||
document in the exact shape the client's `AvatarLoadout.to_json()` emits
|
||||
(`{"base_body": str, "slots": {...}, "skin_tone"?: {r,g,b,a}}`) rather than
|
||||
exploded into columns.
|
||||
|
||||
**Why one JSON blob, not columns.** The server has no copy of the asset
|
||||
catalog (`assets/avatars/catalog.json` ships with the client). It therefore
|
||||
cannot meaningfully validate *which* asset belongs in *which* slot, whether
|
||||
an asset exists, or slot-exclusivity rules — that validation stays on the
|
||||
client (`AvatarLoadout.validate()` against the loaded `AvatarCatalog`). The
|
||||
server enforces only the envelope: a JSON object with a non-empty string
|
||||
`base_body`, an object `slots`, and a sane size cap. Keeping the schema
|
||||
opaque to the server also means catalog/loadout-shape changes don't need a
|
||||
migration.
|
||||
|
||||
**Endpoints** (`/api/avatar`, bearer auth):
|
||||
|
||||
| Method | Path | Behaviour |
|
||||
|---|---|---|
|
||||
| `GET` | `/loadout` | The user's saved loadout, or the server default (`{"base_body": "base_human_male_01", "slots": {}}`, `is_default: true`) if they have never saved one. |
|
||||
| `PUT` | `/loadout` | Replace the user's loadout (full document, not a patch). |
|
||||
|
||||
**Defaults.** A brand-new account has no row; `GET` returns
|
||||
`models.avatar_loadout.DEFAULT_LOADOUT` with `is_default: true` so the client
|
||||
can distinguish "never customised" from "customised back to the base look".
|
||||
|
||||
---
|
||||
|
||||
## 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 |
|
||||
@@ -0,0 +1,441 @@
|
||||
# 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
|
||||
|
||||
> **Implemented, PC3 Phase 3.** `POST /api/auth/register` now takes a real
|
||||
> `date_of_birth` (ISO `YYYY-MM-DD`), not the throwaway `over_18` boolean it
|
||||
> had before. The server computes age (`auth.calculate_age`) and rejects
|
||||
> anyone under `auth.MIN_AGE` (18) with a **403** — this platform is
|
||||
> adults-only, so there is no "minor, restricted" tier here (the 13+ rows
|
||||
> below are the general design, not the current gate). A future-in-the-past
|
||||
> or nonsensical date is a **400**. The DOB is stored on the user row and
|
||||
> surfaced only back to that user (`/api/auth/me`), never to other players.
|
||||
>
|
||||
> **Limitation, stated plainly:** this is still self-attested — a determined
|
||||
> user can enter a false DOB. It is a concrete, stored, legally-meaningful
|
||||
> data point (matching how most platforms gate before adding hard checks)
|
||||
> and the seam for Tier 2. Encryption-at-rest for the DOB column and the
|
||||
> Tier 2 ID-check hook below are **not yet implemented**.
|
||||
|
||||
```
|
||||
User submits { date_of_birth }
|
||||
│
|
||||
▼
|
||||
Server validates format & plausibility (real date, not in future)
|
||||
│
|
||||
▼
|
||||
Compute age from DOB
|
||||
│
|
||||
▼
|
||||
age >= 18 ──► status = self_declared (adult) ← the current gate
|
||||
age >= 13 ──► status = self_declared (minor, restricted) ← design only
|
||||
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.
|
||||
@@ -0,0 +1,374 @@
|
||||
# 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
|
||||
> **Note:** the recommendation here stands, but edits do **not** ride the
|
||||
> `request_chunk_edit` ENet RPC (§4.2, §7.4). Per
|
||||
> [`world_persistence_impl.md`](world_persistence_impl.md) the editor saves
|
||||
> chunks over HTTP to the FastAPI backend, which is the sole writer; the
|
||||
> validation/moderation boundary moves with it.
|
||||
> **Godot version:** 4.6.2 stable
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates the two primary ways to build the **world/level
|
||||
authoring tool** for **agp-game**:
|
||||
|
||||
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
|
||||
panels, dock widgets, and tools that operate on the project's scenes and
|
||||
resources.
|
||||
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
|
||||
`Control` nodes) that runs inside the running game, editing the game's own
|
||||
world data.
|
||||
|
||||
The goal is to pick the approach that best fits the platform's constraints:
|
||||
a **server-authoritative** multiplayer game where the **world is stored as
|
||||
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
|
||||
`content_moderation.md`), and the client is a **shipped binary** that players
|
||||
run (not a dev tool).
|
||||
|
||||
This document is a **decision record**: it lays out the trade-offs, gives a
|
||||
clear recommendation, and defines the resulting architecture boundaries.
|
||||
|
||||
---
|
||||
|
||||
## 2. Context & Constraints
|
||||
|
||||
Before comparing the two approaches, we must fix the constraints that drive the
|
||||
decision. These come from the existing architecture docs.
|
||||
|
||||
### 2.1 The World Is Data, Not Scenes
|
||||
|
||||
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
|
||||
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
|
||||
of load, save, and stream. The **server is the only writer** to the store;
|
||||
clients submit **deltas** against a `base_revision` and the server validates and
|
||||
applies them.
|
||||
|
||||
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
|
||||
files. Whatever editor we build must serialize to the chunk contract, not to
|
||||
Godot scene resources.
|
||||
|
||||
### 2.2 Server-Authoritative & Moderation-Aware
|
||||
|
||||
- The server validates every edit (schema, bounds, moderation) before
|
||||
persisting (`world.md` §5.4).
|
||||
- Content carries **content flags** aggregated from referenced assets/scripts
|
||||
(`content_moderation.md` §3). Mature content is gated behind age verification.
|
||||
- The client receives a **content manifest** and never loads content not in it.
|
||||
|
||||
**Implication:** An editor that runs on a **player's machine** cannot be the
|
||||
authority on what gets published. Editing must go through the server's
|
||||
validation pipeline, and the editor must surface moderation flags.
|
||||
|
||||
### 2.3 The Client Is a Shipped Binary
|
||||
|
||||
The game is a multiplayer product. Players run a **release build**. The Godot
|
||||
editor is a **development tool** that players do not have.
|
||||
|
||||
**Implication:** If authoring is a first-class *player* feature (user-generated
|
||||
content), the editor must ship inside the game binary. If authoring is a
|
||||
*developer/platform* feature, it can live in the editor.
|
||||
|
||||
### 2.4 Two Distinct Audiences
|
||||
|
||||
The evaluation must separate two audiences, because they have opposite needs:
|
||||
|
||||
| Audience | Who | Where they run | What they build |
|
||||
|----------|-----|----------------|-----------------|
|
||||
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
||||
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
||||
|
||||
The two approaches map cleanly onto these audiences, and the right answer is
|
||||
likely **both** — but with a clear primary recommendation.
|
||||
|
||||
---
|
||||
|
||||
## 3. Approach (a): Godot Editor Plugin
|
||||
|
||||
### 3.1 What It Is
|
||||
|
||||
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
|
||||
the editor via the `EditorPlugin` API. It can add:
|
||||
|
||||
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
|
||||
- **Toolbar buttons** (`add_control_to_container`).
|
||||
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
|
||||
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
|
||||
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
|
||||
- **Menu entries** (`add_tool_menu_item`).
|
||||
|
||||
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
|
||||
|
||||
### 3.2 Pros
|
||||
|
||||
- **Full editor power for free:** You get the scene tree, inspector, viewport
|
||||
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
||||
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
|
||||
exactly what the editor is built for. Great for authoring **base content**
|
||||
(rooms, templates, avatar base bodies).
|
||||
- **Fast iteration for devs:** The platform team can build and test levels
|
||||
directly in the tool they already use.
|
||||
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
||||
- **No runtime footprint:** Editor-only code is stripped from export builds
|
||||
(`@tool` scripts and editor plugins are not shipped to players).
|
||||
|
||||
### 3.3 Cons
|
||||
|
||||
- **Not available to players.** Players don't run the Godot editor. Any
|
||||
player-facing UGC authoring cannot use this approach.
|
||||
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
||||
model; deep customization is limited by what the editor API exposes.
|
||||
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
||||
plugins are more brittle across upgrades than game code.
|
||||
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
|
||||
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
||||
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
||||
drift.
|
||||
- **Single-user, local.** The editor edits local files. It does not natively
|
||||
talk to our server-authoritative chunk store or the moderation pipeline.
|
||||
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
||||
the editor headless, which is heavier than testing game code.
|
||||
|
||||
### 3.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
||||
base worlds, rooms, and templates.
|
||||
- **Player UGC:** Not applicable. Players cannot run the editor.
|
||||
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
||||
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
||||
|
||||
---
|
||||
|
||||
## 4. Approach (b): In-Game Editor
|
||||
|
||||
### 4.1 What It Is
|
||||
|
||||
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
||||
buttons, toolbars) that run inside the running game. It edits the game's own
|
||||
world data model (chunks) and submits edits through the normal server pipeline.
|
||||
|
||||
### 4.2 Pros
|
||||
|
||||
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
||||
authoring is possible** — the core requirement for a user-generated-content
|
||||
platform.
|
||||
- **Data-native.** The editor operates directly on the **chunk model**
|
||||
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
||||
- **Server-authoritative by construction.** Edits go through the same
|
||||
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
||||
moderation apply uniformly. The editor cannot bypass the server.
|
||||
- **Moderation-aware.** Because edits flow through the server, content flags are
|
||||
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
||||
can surface flags and gate mature content.
|
||||
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
||||
the game; no separate editor theme to maintain.
|
||||
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
||||
headlessly and unit-tested like any other system.
|
||||
|
||||
### 4.3 Cons
|
||||
|
||||
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
||||
We must implement selection, snapping, undo/redo, viewport navigation, and
|
||||
property editing ourselves.
|
||||
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
||||
behind a feature flag / separate scene that is only instantiated on demand).
|
||||
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
||||
its own architecture (tool modes, gizmos, palette, inspector).
|
||||
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
||||
material is better done in the Godot editor / DCC tools. The in-game editor
|
||||
should focus on **world composition** (placing tiles and objects), not asset
|
||||
creation.
|
||||
|
||||
### 4.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
||||
- **Player UGC:** The **only** viable approach. Players can only author through
|
||||
the shipped game.
|
||||
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
||||
that submits validated deltas.
|
||||
|
||||
---
|
||||
|
||||
## 5. Comparison Matrix
|
||||
|
||||
| Criterion | (a) Editor plugin | (b) In-game editor |
|
||||
|-----------|-------------------|--------------------|
|
||||
| Ships to players | ❌ No | ✅ Yes |
|
||||
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
||||
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
||||
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
||||
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
||||
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
||||
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
||||
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
||||
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
||||
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
||||
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
||||
|
||||
---
|
||||
|
||||
## 6. Recommendation
|
||||
|
||||
**Primary recommendation: build the in-game editor (b) as the platform's
|
||||
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
||||
internal dev convenience.**
|
||||
|
||||
### 6.1 Rationale
|
||||
|
||||
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
||||
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
||||
editor, so **only an in-game editor can deliver player authoring**. This is a
|
||||
hard requirement that the editor-plugin approach cannot meet.
|
||||
|
||||
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
||||
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
||||
and submits them through the server pipeline. An editor plugin would force a
|
||||
scene↔chunk translation layer that is a constant source of drift and bugs.
|
||||
|
||||
3. **Server authority and moderation fall out naturally.** Because in-game
|
||||
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
||||
revisioning, optimistic concurrency, and content-flag enforcement
|
||||
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
||||
server — which is exactly what a moderation-aware UGC platform needs.
|
||||
|
||||
4. **The editor-plugin's strengths are not what we need.** Its free features
|
||||
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
||||
Our authoring is world composition against a chunk contract, not scene
|
||||
editing. The plugin's main win — deep asset authoring — is better served by
|
||||
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
||||
must maintain.
|
||||
|
||||
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
||||
|
||||
We still recommend a **small, optional** editor plugin for the **platform team**
|
||||
to author **base content** (base rooms, templates, avatar base bodies, test
|
||||
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
||||
product feature:
|
||||
|
||||
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
||||
in-game editor) so dev-authored content flows into the same pipeline.
|
||||
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
||||
- It should be kept thin to minimize editor-API churn risk.
|
||||
|
||||
### 6.3 Scope Boundary
|
||||
|
||||
To keep the in-game editor tractable, define its scope clearly:
|
||||
|
||||
- **In scope (world composition):** placing tiles, placing static/dynamic
|
||||
objects, setting transforms, editing object properties, saving/loading chunks,
|
||||
submitting edits to the server, showing moderation flags.
|
||||
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
||||
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
||||
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
||||
catalog assets by id; it does not create them.
|
||||
|
||||
---
|
||||
|
||||
## 7. Resulting Architecture
|
||||
|
||||
### 7.1 Shared Editor Core
|
||||
|
||||
Both the in-game editor and the (optional) dev plugin should share a single
|
||||
**editor core** that operates on the chunk model. This avoids two divergent
|
||||
implementations.
|
||||
|
||||
```
|
||||
EditorCore (shared, data-native)
|
||||
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
||||
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
||||
├── EditSession # base_revision tracking, delta generation
|
||||
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
||||
├── UndoRedoStack # command pattern over chunk mutations
|
||||
├── SelectionManager # selected tiles/objects
|
||||
├── ToolRegistry # brush, object-place, select, erase, etc.
|
||||
└── ModerationView # surfaces content flags; gates mature content
|
||||
```
|
||||
|
||||
### 7.2 In-Game Editor (Primary)
|
||||
|
||||
```
|
||||
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
||||
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
||||
├── Toolbar # tool mode switcher
|
||||
├── PalettePanel # tile/object palette (from catalog)
|
||||
├── InspectorPanel # property editor for selected object
|
||||
├── ChunkBrowser # load/save chunks, list rooms
|
||||
└── EditorCore # shared core (above)
|
||||
```
|
||||
|
||||
- Instantiated only when the player enters "build mode" (a separate scene /
|
||||
feature flag), so the runtime footprint is negligible during normal play.
|
||||
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
||||
by re-fetching and re-applying (`world.md` §5.4).
|
||||
|
||||
### 7.3 Dev Editor Plugin (Optional, Thin)
|
||||
|
||||
```
|
||||
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
||||
├── Dock panel: "Chunk Export"
|
||||
├── Reads the current scene / selected nodes
|
||||
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
||||
└── Exports a .chunk.json / submits to a dev server
|
||||
```
|
||||
|
||||
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
||||
author base content in the editor and push it into the same chunk pipeline.
|
||||
|
||||
### 7.4 Data Flow
|
||||
|
||||
```
|
||||
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
||||
^ | validate
|
||||
| | apply
|
||||
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
||||
v
|
||||
SQLite (world.db)
|
||||
|
||||
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
||||
```
|
||||
|
||||
Both paths converge on the **same server validation pipeline**, so moderation
|
||||
and revisioning are uniform regardless of authoring surface.
|
||||
|
||||
---
|
||||
|
||||
## 8. Risks & Mitigations
|
||||
|
||||
| Risk | Mitigation |
|
||||
|------|------------|
|
||||
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
||||
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
||||
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
||||
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
||||
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
||||
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
||||
|
||||
---
|
||||
|
||||
## 9. Open Questions / Future Work
|
||||
|
||||
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
||||
editor (volumetric chunks) is future work (`world.md` §8).
|
||||
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
||||
— the optimistic-concurrency model already supports it, but the UX (live
|
||||
cursors, conflict resolution) is unspecified.
|
||||
- **Template library:** A curated set of room templates players can start from.
|
||||
- **Publish/review flow:** How a player's authored room enters the moderation
|
||||
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
||||
|
||||
---
|
||||
|
||||
## 10. Summary
|
||||
|
||||
| Concern | Decision |
|
||||
|---------|----------|
|
||||
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
||||
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
||||
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
||||
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
||||
| Moderation | Enforced at the server boundary for both paths |
|
||||
| In-game editor scope | World composition only; asset creation is out of scope |
|
||||
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
||||
@@ -0,0 +1,342 @@
|
||||
# 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.
|
||||
|
||||
---
|
||||
|
||||
## 7a. Server Orchestration (implemented, PC3 Phase 2)
|
||||
|
||||
**One dedicated server process per world**, spawned on demand.
|
||||
|
||||
```
|
||||
client backend (single worker) host
|
||||
│ POST /api/worlds/{id}/join (bearer JWT) │
|
||||
│ ───────────────────────────▶ GameServerSupervisor │
|
||||
│ ensure_server(world_id): │
|
||||
│ if none running for world ─── spawn:
|
||||
│ godot --headless
|
||||
│ res://scenes/server.tscn --
|
||||
│ --port <p> --world <id>
|
||||
│ --status-file <path>
|
||||
│ ◀─────────────────────────── { host, port, world_id } │
|
||||
│ │
|
||||
│ ENet connect host:port ───────────────────────────────────▶ dedicated server
|
||||
```
|
||||
|
||||
- **Supervisor** (`backend/app/services/game_servers.py`): in-process singleton,
|
||||
so the backend MUST run single-worker. Keys servers by `world_id`. Allocates
|
||||
ports from `GAME_SERVER_PORT_MIN..MAX`. A background reaper kills a world's
|
||||
server once its **status file** (`{players, tick, updated}`, rewritten by the
|
||||
server ~1×/s) reports `players == 0` for `GAME_SERVER_IDLE_TIMEOUT_SECONDS`.
|
||||
No crash-restart — the next join respawns.
|
||||
- **Enable flag:** `GAME_SERVERS_ENABLED` (default off). The checkpoint/playtest
|
||||
launcher (`pm/checkpoint_ops.py`) turns it on, passes `GODOT_BIN`,
|
||||
`GAME_PROJECT_DIR`, and `GAME_SERVER_HOST` (the LAN IP baked into the `.exe`).
|
||||
A backend with it off returns **503** from `/join`, and the client falls back
|
||||
to local single-player.
|
||||
- **Per-world content:** all worlds currently load the same test level (M2/M7
|
||||
work). `world_id` still scopes a distinct process + session.
|
||||
|
||||
### 7b. Client play path
|
||||
|
||||
`world_list.gd` → `POST /join` → `Session.begin(world_id, host, port)` →
|
||||
load `game.tscn`. `game.gd` sees `Session.active` and connects a
|
||||
`NetworkClient`:
|
||||
|
||||
- **Local player** keeps predicting with its own collision-aware
|
||||
`CharacterBody3D` (`player.gd`) — that *is* the prediction. Its input frame
|
||||
(`player.net_input`) is forwarded to the server every physics tick.
|
||||
- **Correction backstop:** if the local position drifts from the server's by
|
||||
more than `CORRECTION_THRESHOLD` (1.5 m — generous; catches teleport / a wall
|
||||
walked through / real desync, not prediction noise) it snaps.
|
||||
- **Remote players:** rendered from snapshots, position lerped. *Appearance sync
|
||||
is a follow-up* — remotes currently show as labelled capsules; the server
|
||||
does not yet replicate avatar loadouts.
|
||||
- **Disconnect** → status message → back to the world list.
|
||||
|
||||
The `NetworkClient`'s own flat-plane prediction + input-replay reconciliation
|
||||
(§5) is exercised by `smoke_test_network_client.gd`; the collision-aware game
|
||||
path above uses the lighter `send_input()` + drift-snap instead.
|
||||
|
||||
---
|
||||
|
||||
## 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 |
|
||||
@@ -0,0 +1,194 @@
|
||||
# PC2 Test Level & Player Spawn — Design Note
|
||||
|
||||
> **Status:** Decided (PC2)
|
||||
> **Owner:** Architecture
|
||||
> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
|
||||
> (2) build the player & spawn it. Both must be able to follow this note
|
||||
> without further design decisions.
|
||||
|
||||
## 1. Decision: static scene, not chunk streaming
|
||||
|
||||
**The PC2 playable test level is a single, hand-authored, static Godot 3D
|
||||
scene.** It is **not** built through the chunk streaming system
|
||||
(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
|
||||
`chunk_data_decoder.gd`).
|
||||
|
||||
This is a deliberate decision, not a default:
|
||||
|
||||
- **The streaming system has never been exercised with real content.** It is a
|
||||
faithful port of the `docs/architecture/world.md` format spec, but nothing in
|
||||
the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
|
||||
wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
|
||||
and no `_server_rpc`, so at runtime it does nothing. There is no server-side
|
||||
chunk authoring/streaming endpoint to integrate against.
|
||||
- **PC2 scope is single-player, local-only, no networking.** The value of chunk
|
||||
streaming is server-authoritative streaming around a moving player across a
|
||||
network boundary. None of those preconditions exist in PC2, so exercising the
|
||||
pipeline here would mean building a chunk *authoring + serving* path first —
|
||||
clearly out of checkpoint scope.
|
||||
- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
|
||||
level and walk around" working**, which is the actual PC2 outcome being tested.
|
||||
|
||||
Chunk streaming is **not removed and not broken by this decision** — it stays as
|
||||
an optional, later milestone. The static level is the PC2 proof of the *player*
|
||||
and *camera/physics* half of the problem; chunk streaming remains the later proof
|
||||
of the *world data* half.
|
||||
|
||||
## 2. Where things live
|
||||
|
||||
| Artifact | Path | Owned by |
|
||||
|---|---|---|
|
||||
| Test level scene | `scenes/worlds/test_level.tscn` | level task |
|
||||
| Player scene | `scenes/player.tscn` | player task |
|
||||
| Player controller script | `scripts/player.gd` | player task |
|
||||
| Game composition scene | `scenes/game.tscn` | player task |
|
||||
|
||||
- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
|
||||
yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
|
||||
- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
|
||||
reference to `test_level`; it discovers the spawn point at runtime (see §3).
|
||||
|
||||
## 3. Player spawn convention
|
||||
|
||||
The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
|
||||
That node's world transform is the spawn point.
|
||||
|
||||
- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
|
||||
carries no gameplay behavior — it is the established Godot idiom for "position
|
||||
hint." (Confirmed present in Godot 4.6.2.)
|
||||
- The marker's **position** is authoritative; its rotation is ignored by the
|
||||
player (spawn yaw is the player's concern, default forward is fine).
|
||||
- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
|
||||
at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
|
||||
the ground top is `y = 0`) so the player capsule does not spawn intersecting
|
||||
the floor and get popped out by the physics solver.
|
||||
- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
|
||||
multiple spawns, that is a later convention — not PC2.)
|
||||
|
||||
**Lookup rule (implemented by `player.gd`, not by the level):**
|
||||
|
||||
```
|
||||
# in player.gd _ready()
|
||||
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
|
||||
if spawn is Node3D:
|
||||
global_position = spawn.global_position
|
||||
else:
|
||||
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
|
||||
global_position = Vector3(0, 1.0, 0) # fallback, do not crash
|
||||
```
|
||||
|
||||
The lookup runs from the current scene root so it finds the marker whether it is
|
||||
a direct child of the level instance or nested under a `Level` wrapper. The
|
||||
fallback keeps the player runnable in a scene that forgot its marker, but a
|
||||
**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
|
||||
on it (see §6).
|
||||
|
||||
## 4. Composition (who puts level + player together)
|
||||
|
||||
`scenes/game.tscn` is the PC2 playable entry point:
|
||||
|
||||
```
|
||||
Game (Node3D)
|
||||
├── Level (instance of res://scenes/worlds/test_level.tscn)
|
||||
└── Player (instance of res://scenes/player.tscn)
|
||||
```
|
||||
|
||||
- `Game` is a plain `Node3D` with **no script** — composition is done by scene
|
||||
instantiation, not code, so there is nothing to keep in sync.
|
||||
- The **level scene is self-contained and has zero dependency on the player** —
|
||||
it loads and is smoke-testable on its own. The level task does not instance or
|
||||
reference `player.tscn`.
|
||||
- The **player scene is self-contained and has zero dependency on any specific
|
||||
level** — it only requires that the *current scene* contains a `PlayerSpawn`.
|
||||
- Ownership of `game.tscn` goes to the **player task**, which depends on the
|
||||
level task having landed `test_level.tscn` first (chain with `depends_on`).
|
||||
|
||||
## 5. Level content requirements (level task)
|
||||
|
||||
`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
|
||||
children:
|
||||
|
||||
| Node | Type | Notes |
|
||||
|---|---|---|
|
||||
| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
|
||||
| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
|
||||
| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
|
||||
| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
|
||||
| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
|
||||
|
||||
Notes:
|
||||
|
||||
- **Do not** add any `script` to the level. It is pure content. Any per-level
|
||||
behavior belongs to the player (or a future game-mode script), not the level.
|
||||
- Keep the whole level on the XZ plane around the origin; nothing off at extreme
|
||||
coordinates, no thin walls the capsule can tunnel through.
|
||||
|
||||
## 6. Player contract (player task)
|
||||
|
||||
`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
|
||||
|
||||
Minimum for PC2:
|
||||
|
||||
- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
|
||||
(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
|
||||
- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
|
||||
the lowest-risk choice; third-person is fine too but is more work.
|
||||
- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
|
||||
gracefully.
|
||||
- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
|
||||
WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
|
||||
may be split into its own task if the controller grows.
|
||||
- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
|
||||
`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
|
||||
|
||||
The player must work when instanced under `Game` alongside a level; it must not
|
||||
assume it is the only node in the scene.
|
||||
|
||||
## 7. Entry point / how a human plays it
|
||||
|
||||
- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
|
||||
(e.g. `godot --path . scenes/game.tscn`), or temporarily set
|
||||
`application/run/main_scene` to it.
|
||||
- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
|
||||
for this note** and out of scope for the level/player tasks. The current menu
|
||||
flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
|
||||
the test level, that navigation wiring is its own small task — do not fold it
|
||||
into level or player.
|
||||
|
||||
## 8. Validation (both tasks must run this before "done")
|
||||
|
||||
```sh
|
||||
# one-time, first checkout only — builds the class/import cache
|
||||
godot --headless --path . --import
|
||||
|
||||
# then, to catch parse/load errors:
|
||||
godot --headless --path . --quit
|
||||
```
|
||||
|
||||
- **Level task:** additionally load `test_level.tscn` headlessly and assert it
|
||||
(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
|
||||
positioned ≥ 1.0 m above the ground top. A smoke script following the existing
|
||||
`scripts/smoke_test_*.gd` pattern is the right vehicle.
|
||||
- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
|
||||
and asserts the player's global position equals the `PlayerSpawn` position
|
||||
(within a small epsilon). This is the check that proves the spawn convention
|
||||
actually wired through — not just "the scene loads."
|
||||
|
||||
## 9. Explicitly out of scope for PC2
|
||||
|
||||
- Networking / multiplayer / prediction (single-player, local-only).
|
||||
- Chunk streaming integration and server-side chunk authoring/serving.
|
||||
- Avatar customization UI and glTF avatar loading.
|
||||
- Join-a-world navigation from the world list.
|
||||
- Any content moderation / age-gating logic in the level.
|
||||
|
||||
## 10. Summary
|
||||
|
||||
| Concern | Decision |
|
||||
|---|---|
|
||||
| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
|
||||
| Level location | `scenes/worlds/test_level.tscn` |
|
||||
| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
|
||||
| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
|
||||
| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
|
||||
| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
|
||||
@@ -0,0 +1,159 @@
|
||||
# GDScript Sandboxing for User-Written Scripts
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Content moderation & age verification (scripts are one of the
|
||||
> three moderated content types), avatar component system
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates how to safely run **user-written scripts** as part of
|
||||
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||
|
||||
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||
none of the three options named in the original task hold up under testing.**
|
||||
A script running anywhere inside the Godot process — however it's loaded,
|
||||
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||
has to happen *outside* the scripting language, not through an in-engine
|
||||
restriction mechanism, because no such mechanism exists.
|
||||
|
||||
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||
version.
|
||||
|
||||
## 2. Options Evaluated
|
||||
|
||||
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||
|
||||
There is no `ScriptServer` class in Godot 4.6.2:
|
||||
|
||||
```
|
||||
ClassDB.class_exists("ScriptServer") → false
|
||||
```
|
||||
|
||||
There's also no project setting to disable engine subsystems for scripts —
|
||||
none of `application/run/disable_os`, `disable_file_access`, or
|
||||
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||
with sandboxing features from a different engine/scripting ecosystem, or
|
||||
with **export template stripping** (which controls what ships in a build,
|
||||
not what a script can call at runtime).
|
||||
|
||||
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||
node script, no special setup:
|
||||
|
||||
| Capability | Available to any script? |
|
||||
|---|---|
|
||||
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||
|
||||
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||
surface this option assumed doesn't exist in the engine.
|
||||
|
||||
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||
|
||||
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||
scene subtree its own render target and can gate input propagation) — it is
|
||||
not a security or scripting boundary. A script attached to any node inside a
|
||||
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||
|
||||
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||
the security problem the task is asking about. Worth keeping in mind for
|
||||
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||
provides zero script sandboxing.
|
||||
|
||||
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||
|
||||
Two ways to read this option, tested separately:
|
||||
|
||||
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||
practical — this means re-implementing (and then indefinitely maintaining,
|
||||
in lockstep with every Godot release) a full language interpreter outside
|
||||
the engine. Far more engineering than the problem justifies.
|
||||
|
||||
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||
safe by default: it can still reach through to unsafe engine methods if you
|
||||
aren't careful about what object you hand it as a base instance:
|
||||
|
||||
```gdscript
|
||||
var expr = Expression.new()
|
||||
expr.parse("get_environment('HOME')", ["OS"])
|
||||
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||
```
|
||||
|
||||
So `Expression` is a viable building block only if the host **never passes
|
||||
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||
allowlisting work still has to happen at the call site, `Expression` itself
|
||||
enforces none of it.
|
||||
|
||||
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||
`"OS.execute"` before parsing) was also probed and is not a real
|
||||
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||
`Callable`, or any other indirection, and produces false confidence.
|
||||
|
||||
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||
ability to reference engine singletons or arbitrary objects* is the only
|
||||
version of "custom interpreter" that's actually safe. This is real
|
||||
engineering effort, not a config flag.
|
||||
|
||||
## 3. Recommendation
|
||||
|
||||
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||
in-engine options provide a real boundary, the two approaches actually worth
|
||||
building are, in order of recommended priority:
|
||||
|
||||
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||
scripting. Most UGC scripting needs in a game like this (custom
|
||||
interactions, simple triggers, item behaviors) don't need a general
|
||||
programming language — they need a small set of declarative
|
||||
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||
side. This has *zero* attack surface by construction — there's no
|
||||
interpreter to escape because there's no general execution, just a
|
||||
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||
the actual UGC use cases in this game and should be scoped against real
|
||||
feature requirements before assuming more is needed.
|
||||
|
||||
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||
at the OS level, not the engine level: run untrusted scripts in a
|
||||
**separate process** (a stripped-down Godot instance or a dedicated
|
||||
interpreter) under OS sandboxing (a restricted user account, a
|
||||
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||
operations. This is the only approach that provides a real security
|
||||
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||
language cooperating — the OS enforces it. Substantially more
|
||||
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||
can't express what's needed.
|
||||
|
||||
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||
none provide a real boundary (§2).
|
||||
|
||||
## 4. Open Questions
|
||||
|
||||
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||
simple item/state effects, dialogue branching?) This determines whether
|
||||
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||
needed. Needs a concrete feature list before implementation starts.
|
||||
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||
Affects resource cost and isolation guarantees.
|
||||
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||
scripts as a moderated content type still need a moderation flag path
|
||||
regardless of which execution model is chosen — a DSL makes static
|
||||
analysis of *what a script can possibly do* far easier than it would be
|
||||
for general code, which is an additional point in its favor.
|
||||
@@ -0,0 +1,741 @@
|
||||
# World Chunk Data Format & Persistence Architecture
|
||||
|
||||
> **Status:** Proposed. The chunk format (§2, §3) is normative and implemented
|
||||
> on the client. **§4 (SQLite schema) and §5 (write ownership / write-behind)
|
||||
> are superseded by [`world_persistence_impl.md`](world_persistence_impl.md)**,
|
||||
> which stores chunks in the existing Postgres backend and makes the FastAPI
|
||||
> process — not the per-world Godot server — the sole writer.
|
||||
> **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.
|
||||
@@ -0,0 +1,655 @@
|
||||
# World Persistence: Server-Side Implementation Architecture
|
||||
|
||||
> **Status:** Accepted (design). Implementation is split across two follow-on
|
||||
> tasks (backend endpoints; editor wiring).
|
||||
> **Owner:** Platform team
|
||||
> **Supersedes:** the *storage engine* and *write ownership* parts of
|
||||
> [`world.md`](world.md) §4 and §5. Everything else in `world.md` — the chunk
|
||||
> logical model, the JSON and binary encodings, checksums, revisions, content
|
||||
> flags — stands unchanged and is normative.
|
||||
> **Related:** [`world.md`](world.md) (chunk format), [`editor.md`](editor.md)
|
||||
> (authoring surface), [`networking.md`](networking.md) (ENet sim transport),
|
||||
> [`content_moderation.md`](content_moderation.md) (flags & gating).
|
||||
|
||||
## 1. Why this document exists
|
||||
|
||||
`world.md` was written during the client-side chunk-streaming work (M2). It
|
||||
assumes **one** server that owns **one** embedded SQLite file and is both the
|
||||
authoritative simulation and the authoritative store. That is not the system we
|
||||
built. What actually exists today is:
|
||||
|
||||
| Process | Lifetime | Owns | Code |
|
||||
|---|---|---|---|
|
||||
| FastAPI backend | always on, single worker | Postgres (users, worlds, assets, avatar loadouts), game-server orchestration | `backend/app/` |
|
||||
| Godot dedicated server, one per world | **spawned on join, reaped ~5 min after the last join when empty** | nothing durable; a 30 Hz in-memory player sim | `scripts/server.gd`, spawned by `backend/app/services/game_servers.py` |
|
||||
| Godot client | player session | local chunk streaming, the in-game editor (planned) | `scripts/chunk_stream_manager.gd`, `scripts/chunk_data_decoder.gd` |
|
||||
|
||||
Nothing server-side has ever stored or served a real chunk. `server.gd`
|
||||
`preload()`s `res://scenes/worlds/test_level.tscn` for **every** world and uses
|
||||
`world_id` only for logging and the status file. `ChunkStreamManager` has a
|
||||
`set_server_rpc()` seam that no code calls. The backend's `World` model is
|
||||
metadata only (`id`, `name`, `description`, `owner_id`, `visibility`).
|
||||
|
||||
This document decides where chunk content lives, who may write it, how the
|
||||
dedicated server gets it, and the exact API surface — so the two implementation
|
||||
tasks that follow have no architectural decisions left to make.
|
||||
|
||||
---
|
||||
|
||||
## 2. Decisions at a glance
|
||||
|
||||
| # | Question | Decision |
|
||||
|---|---|---|
|
||||
| D1 | Where does chunk data live at rest? | **Postgres**, in the existing backend database. Not a per-world SQLite file. |
|
||||
| D2 | Who writes it? | **The FastAPI backend, exclusively.** The editor writes through it over HTTP with optimistic concurrency. The dedicated Godot server never writes world content. |
|
||||
| D3 | How does the dedicated server get content? | **HTTP pull from the backend at startup**, over a loopback-only `/api/internal` route authenticated by a per-spawn token the supervisor mints. Lazy fetch as players roam. |
|
||||
| D4 | Edit while a live session exists? | **Out of scope this milestone, with a defined seam.** The editor is a non-joined client mode; writes always succeed and the response flags `live_session` so the UI can say "players see this when the session restarts". |
|
||||
| D5 | Edit granularity on the wire | **Full-chunk PUT with `base_revision`**, not RFC-6902 deltas. |
|
||||
| D6 | Client chunk transport | **HTTP from the backend**, not ENet from the dedicated server. The `set_server_rpc()` seam is satisfied by an HTTP-backed adapter. |
|
||||
|
||||
---
|
||||
|
||||
## 3. D1 — Chunk data lives in Postgres
|
||||
|
||||
### 3.1 Decision
|
||||
|
||||
World content (rooms, chunk payloads, chunk revisions) is stored in the
|
||||
**existing Postgres database**, alongside `worlds`, in new tables created by an
|
||||
Alembic migration. `world.md` §4's `world.db` SQLite file is **not** built.
|
||||
|
||||
The chunk **payload stays exactly what `world.md` §3.6 specifies**: the 48-byte
|
||||
header + sectioned binary body, checksummed with SHA-256. It moves from a
|
||||
SQLite `BLOB` to a Postgres `BYTEA`. Nothing about the format changes, so
|
||||
`scripts/chunk_data_decoder.gd` remains correct and the format spec stays the
|
||||
single contract.
|
||||
|
||||
### 3.2 Reasoning
|
||||
|
||||
1. **SQLite's premise does not hold here.** `world.md` §4 justifies SQLite as
|
||||
"ideal for a server that owns the world store". No process in this system
|
||||
owns a world store: the only process that could plausibly hold the file (the
|
||||
dedicated Godot server) is *ephemeral* — reaped when idle, `SIGTERM`'d on
|
||||
backend shutdown, `SIGKILL`'d 10 s later if it doesn't exit, and orphaned
|
||||
entirely if the backend dies. Meanwhile the editor must write when no such
|
||||
process exists. So the file would have to be shared by two processes with
|
||||
independent lifetimes, which is precisely the workload SQLite's
|
||||
single-writer/file-lock model handles worst.
|
||||
2. **Postgres is already a hard dependency; SQLite would be a second one.** The
|
||||
backend cannot start without Postgres. Adding a per-world SQLite file adds a
|
||||
second storage engine, a second migration system (`world.md` §4.8 specifies a
|
||||
hand-rolled `meta.schema_version` runner *next to* the Alembic we already
|
||||
have), a second backup story, and a second consistency story.
|
||||
3. **Referential integrity with metadata we already have.** `worlds` rows carry
|
||||
`owner_id` and `visibility`, and every authorization rule for content derives
|
||||
from them. In one database this is a join and a foreign key with
|
||||
`ON DELETE CASCADE`; across two engines, deleting a world silently orphans a
|
||||
file on disk and every ownership check becomes a cross-store read.
|
||||
4. **Concurrency is the normal case, not the edge case.** Two creators editing
|
||||
one world, or an editor writing while the backend serves chunks to a running
|
||||
dedicated server, are ordinary. Postgres gives row-level MVCC and real
|
||||
transactions for the read-modify-write in §5.4; SQLite gives a database-level
|
||||
write lock and `SQLITE_BUSY`.
|
||||
5. **The repo already has the precedent and the plumbing.** `avatar_loadouts`
|
||||
(migration `0004`) stores a client-shaped document in Postgres JSONB rather
|
||||
than inventing a side store, and `backend/app/database.py` already provides
|
||||
the async session factory this code will use.
|
||||
|
||||
### 3.3 What we give up, and why it's acceptable
|
||||
|
||||
- **Zero-config embedding.** Irrelevant — the backend already requires a
|
||||
configured Postgres.
|
||||
- **`world.md` §5.5 write-behind + the `dirty` column.** Deliberately dropped
|
||||
(§4.4). It existed to amortize disk I/O for a process that owned the file. Our
|
||||
writes are human-rate editor saves, not sim-rate; each one is a single
|
||||
transaction and is durable when the HTTP response returns. Dropping it also
|
||||
deletes the entire "unclean shutdown recovery" scan in §5.5 — there is no
|
||||
window in which committed content can be lost.
|
||||
- **Sharding by `world_id` (`world.md` §8).** Postgres partitioning by
|
||||
`world_id` remains available on the same table shape if a single table ever
|
||||
becomes a bottleneck. At ~2–8 KB per chunk, 10 000 chunks is under 100 MB.
|
||||
|
||||
---
|
||||
|
||||
## 4. Schema (Alembic migration `0005_add_world_content_tables`)
|
||||
|
||||
New model module: `backend/app/models/world_content.py`, registered in
|
||||
`backend/app/models/__init__.py`. `backend/app/models/world.py` is left alone
|
||||
except for one added relationship, so nothing PC1/PC2 depends on moves.
|
||||
|
||||
Conventions follow the existing models: `Column(...)` declarative style,
|
||||
`Integer` surrogate PKs, `DateTime(timezone=True)` with `server_default=func.now()`,
|
||||
JSONB for document-shaped fields (as `avatar_loadout.py` does).
|
||||
|
||||
### 4.1 `world_rooms`
|
||||
|
||||
```python
|
||||
class WorldRoom(Base):
|
||||
__tablename__ = "world_rooms"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
world_id = Column(Integer, ForeignKey("worlds.id", ondelete="CASCADE"),
|
||||
nullable=False, index=True)
|
||||
slug = Column(String(64), nullable=False) # url-safe; "main" by default
|
||||
name = Column(String(255), nullable=False)
|
||||
# Chunk grid config. world.md §2.2 puts this on the world; it lives on the
|
||||
# room so a world can later hold rooms with different grids, and so this
|
||||
# migration is purely additive (the existing `worlds` table is untouched).
|
||||
grid = Column(JSONB, nullable=False,
|
||||
server_default='{"size": [32, 32, 1], "origin": [0, 0, 0]}')
|
||||
bounds = Column(JSONB, nullable=True) # {"min":[x,y,z], "max":[x,y,z]}; null = unbounded
|
||||
spawn = Column(JSONB, nullable=True) # {"pos":[x,y,z], "yaw": 0.0}
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(),
|
||||
onupdate=func.now(), nullable=False)
|
||||
|
||||
__table_args__ = (UniqueConstraint("world_id", "slug", name="uq_world_rooms_world_slug"),)
|
||||
```
|
||||
|
||||
`World` gains
|
||||
`rooms = relationship("WorldRoom", back_populates="world", cascade="all, delete-orphan")`.
|
||||
|
||||
Every world gets a `main` room: created in `create_world`, and lazily created on
|
||||
first room read/write for worlds that predate the migration. `grid` defaults
|
||||
match `Chunk.CHUNK_SIZE_*` in `scripts/chunk.gd`, which is the client's source
|
||||
of truth for the same constants.
|
||||
|
||||
### 4.2 `world_chunks`
|
||||
|
||||
```python
|
||||
class WorldChunk(Base):
|
||||
__tablename__ = "world_chunks"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
world_id = Column(Integer, ForeignKey("worlds.id", ondelete="CASCADE"),
|
||||
nullable=False, index=True) # denormalized: world-scoped queries
|
||||
room_id = Column(Integer, ForeignKey("world_rooms.id", ondelete="CASCADE"),
|
||||
nullable=False, index=True)
|
||||
chunk_key = Column(String(160), nullable=False, unique=True) # see §4.5
|
||||
cx = Column(Integer, nullable=False)
|
||||
cy = Column(Integer, nullable=False)
|
||||
cz = Column(Integer, nullable=False, server_default="0")
|
||||
|
||||
format_version = Column(Integer, nullable=False, server_default="1")
|
||||
payload = Column(LargeBinary, nullable=False) # world.md §3.6 bytes, BYTEA
|
||||
payload_len = Column(Integer, nullable=False)
|
||||
checksum = Column(String(64), nullable=False) # SHA-256 hex of payload body
|
||||
revision = Column(Integer, nullable=False, server_default="1")
|
||||
|
||||
content_flags = Column(JSONB, nullable=False, server_default="{}") # world.md §3.4
|
||||
is_mature = Column(Boolean, nullable=False, server_default="false")
|
||||
|
||||
updated_by_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(),
|
||||
onupdate=func.now(), nullable=False)
|
||||
|
||||
__table_args__ = (
|
||||
UniqueConstraint("room_id", "cx", "cy", "cz", name="uq_world_chunks_coord"),
|
||||
Index("ix_world_chunks_room_coord", "room_id", "cx", "cy", "cz"),
|
||||
Index("ix_world_chunks_mature", "world_id", postgresql_where=text("is_mature")),
|
||||
)
|
||||
```
|
||||
|
||||
Deltas from `world.md` §4.4:
|
||||
|
||||
- **Surrogate `id` PK + unique coordinate constraint**, with `chunk_key` kept as
|
||||
a unique denormalized column. The key string is the client-facing contract
|
||||
(`Chunk.build_key`) and is embedded in the payload, so storing it gives a
|
||||
single-index lookup by key; the coordinate constraint is what actually
|
||||
enforces one chunk per cell.
|
||||
- **`dirty` removed** — see §3.3.
|
||||
- **Content flags folded into the chunk row as JSONB + an indexed `is_mature`
|
||||
boolean**, instead of `world.md` §4.6's separate 11-column `content_flags`
|
||||
table. The flags are a document the client already produces in exactly this
|
||||
shape (`ChunkDataDecoder.ContentFlags.to_dict()`), the only query we anticipate
|
||||
is "is this mature", and folding them in removes a second write per save and
|
||||
the `object_id = ''` sentinel hack that §4.6 needed to work around SQLite's
|
||||
NULL-in-primary-key behaviour (Postgres has the same NULL semantics, so the
|
||||
hack would have carried over).
|
||||
- **`world.md` §4.5 `chunk_objects` is deferred, not dropped.** It is a derived
|
||||
index that exists to answer queries ("which chunks contain a door?") that no
|
||||
code asks yet, and maintaining it means a delete-and-reinsert of every object
|
||||
row on every save. It is fully rebuildable from `payload`, so it can be added
|
||||
in its own migration the day a query needs it, with a backfill. Do **not**
|
||||
build it in `0005`.
|
||||
|
||||
### 4.3 `world_chunk_revisions`
|
||||
|
||||
```python
|
||||
class WorldChunkRevision(Base):
|
||||
__tablename__ = "world_chunk_revisions"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
chunk_key = Column(String(160), nullable=False, index=True) # deliberately NOT a FK
|
||||
world_id = Column(Integer, nullable=False, index=True) # also not a FK, same reason
|
||||
revision = Column(Integer, nullable=False)
|
||||
action = Column(String(16), nullable=False) # 'create' | 'update' | 'delete'
|
||||
actor_id = Column(Integer, ForeignKey("users.id", ondelete="SET NULL"), nullable=True)
|
||||
checksum = Column(String(64), nullable=False)
|
||||
payload = Column(LargeBinary, nullable=True) # full payload at this revision
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now(), nullable=False)
|
||||
```
|
||||
|
||||
Kept from `world.md` §4.7 including its two design points: the full payload is
|
||||
stored (rollback needs it) and `chunk_key`/`world_id` are **not** foreign keys,
|
||||
so deleting a chunk or a world preserves the audit trail.
|
||||
|
||||
**Retention (new, required):** this table grows without bound — a creator
|
||||
dragging a brush can produce hundreds of revisions per minute. The
|
||||
implementation must ship a retention policy from day one: keep the newest
|
||||
`WORLD_CHUNK_REVISION_KEEP` (default 20) payloads per `chunk_key` and null out
|
||||
`payload` on older rows (keeping the metadata row for the audit trail), pruned
|
||||
in the same transaction as the write. A `created_at` index supports a later
|
||||
time-based prune.
|
||||
|
||||
### 4.4 Config additions (`backend/app/config.py`)
|
||||
|
||||
```
|
||||
WORLD_CHUNK_MAX_PAYLOAD_BYTES: int = 1_048_576 # 1 MiB; a dense 32×32 uint16 layer is 2 KiB
|
||||
WORLD_CHUNK_MAX_OBJECTS: int = 512
|
||||
WORLD_CHUNK_MAX_BATCH: int = 64
|
||||
WORLD_CHUNK_REVISION_KEEP: int = 20
|
||||
GAME_SERVER_INTERNAL_API_URL: str = "http://127.0.0.1:8000"
|
||||
```
|
||||
|
||||
### 4.5 Chunk key format
|
||||
|
||||
`world.md` §2.3 specifies `"{world_id}:{room_id}:{cx}:{cy}:{cz}"` and illustrates
|
||||
it with `w_0001:r_0001`. Those ids were illustrative. The real key uses the
|
||||
backend's identifiers:
|
||||
|
||||
```
|
||||
"{world.id}:{room.slug}:{cx}:{cy}:{cz}" e.g. "12:main:3:-1:0"
|
||||
```
|
||||
|
||||
The room **slug** rather than its numeric id, so a key is human-readable in logs
|
||||
and stable if rooms are ever re-imported. `Chunk.build_key()` in
|
||||
`scripts/chunk.gd` already produces this shape unmodified.
|
||||
|
||||
---
|
||||
|
||||
## 5. D2 — The FastAPI backend is the only writer
|
||||
|
||||
### 5.1 Decision
|
||||
|
||||
The in-game editor (`editor.md` §7.2) submits edits over **HTTP to the FastAPI
|
||||
backend**, which validates, versions, and persists them. The dedicated Godot
|
||||
server process **never writes world content** and does not sit in the edit path.
|
||||
|
||||
This preserves `world.md`'s and `editor.md`'s actual invariant — *clients never
|
||||
touch storage; they submit edits to a server-authoritative tier that validates
|
||||
them* — while identifying that tier as the always-on backend rather than the
|
||||
ephemeral sim process. `editor.md` §4.2's claim that edits ride the same
|
||||
`request_chunk_edit` RPC as gameplay is the one part of that doc this design
|
||||
changes; the moderation and validation properties it derives from that claim are
|
||||
unaffected, because the validation boundary moves with the writer.
|
||||
|
||||
### 5.2 Reasoning
|
||||
|
||||
1. **Nothing that can vanish in 300 seconds may own the write path.** The reaper
|
||||
in `game_servers.py` `stop()`s an idle server with `SIGTERM` and escalates to
|
||||
`SIGKILL` after 10 s; `supervisor.shutdown()` does the same to every server on
|
||||
backend shutdown; and if the backend dies uncleanly the servers are orphaned
|
||||
with no one to flush them. Because the sim process holds no unsaved world
|
||||
content in this design, **no reap, crash, or kill can ever lose world data** —
|
||||
that is the single strongest practical reason for this split.
|
||||
2. **Editing must work with no dedicated server running.** A creator opening
|
||||
their world to build should not have to spin up a 30 Hz sim process, burn a
|
||||
port from the 100-port range, and hold it for 5 minutes past their last save.
|
||||
3. **`server.gd` has no database access, no credentials, and no HTTP client.**
|
||||
Routing writes through it means either shipping Postgres credentials into a
|
||||
process spawned per join, or building an ENet→HTTP proxy inside the sim loop.
|
||||
Both are strictly worse than the editor calling the backend directly.
|
||||
4. **Authorization already lives in the backend.** `CurrentUser`, the
|
||||
`owner_id` check, and `WorldVisibility` are all there. The dedicated server
|
||||
has no user identities at all — it knows peer ids, not accounts.
|
||||
|
||||
### 5.3 Authorization
|
||||
|
||||
- **Read** a chunk: the same rule as `GET /api/worlds/{id}` — the world is
|
||||
`PUBLIC`, or the caller owns it. Otherwise 404 (not 403), matching the
|
||||
existing routers' deliberate non-disclosure.
|
||||
- **Write** a chunk: caller must be `world.owner_id`, matching `update_world`;
|
||||
403 otherwise. Collaborator/role-based editing is future work and slots in at
|
||||
this one check.
|
||||
- **Mature gating hook:** `is_mature` chunks are where `content_moderation.md`'s
|
||||
age gate attaches on the read path. Specify the column and the index now; the
|
||||
gate itself lands with that doc's work.
|
||||
|
||||
### 5.4 Concurrency
|
||||
|
||||
Optimistic concurrency exactly as `world.md` §5.4, expressed over HTTP:
|
||||
|
||||
1. Reader gets `revision` (header `X-Chunk-Revision`, or the JSON field).
|
||||
2. Writer sends `base_revision`.
|
||||
3. The service does `SELECT ... FOR UPDATE` on the chunk row, compares
|
||||
`base_revision` to `revision`, and either commits at `revision + 1` or returns
|
||||
**409** with `current_revision` and `current_checksum` so the editor can
|
||||
re-fetch and re-apply.
|
||||
4. `base_revision: 0` means "create; fail with 409 if it already exists".
|
||||
|
||||
### 5.5 Validation (the backend must not trust the client)
|
||||
|
||||
The write path decodes the submitted payload server-side before storing it. This
|
||||
requires a **Python port of the `world.md` §3.6 codec** —
|
||||
`backend/app/services/chunk_codec.py`, mirroring `scripts/chunk_data_decoder.gd`.
|
||||
It checks: magic `AGPC`, `format_version <= 1`, declared vs. actual
|
||||
`payload_len`, **recomputed** SHA-256 (the header's checksum is advisory), tile
|
||||
layer dims equal the room's `grid.size`, tile indices in palette range, object
|
||||
count ≤ `WORLD_CHUNK_MAX_OBJECTS`, object positions inside the chunk's bounds,
|
||||
`chunk_key` in the payload matching the URL, and string-field length limits
|
||||
(`world.md` §7). `content_flags` and `is_mature` are **recomputed** from the
|
||||
payload's flag sections, never taken from the request body.
|
||||
|
||||
**Drift control (required):** the two codecs must be pinned by golden files —
|
||||
fixture chunks under `tests/fixtures/chunks/` encoded by one implementation and
|
||||
decoded byte-identically by the other, asserted in both the pytest suite and the
|
||||
Godot headless suite. Without this the format has two implementations and no
|
||||
contract test, which is exactly the failure `world.md` §5.2 was trying to avoid
|
||||
by having one shared implementation.
|
||||
|
||||
---
|
||||
|
||||
## 6. D4 — Editing versus a live session (scope boundary)
|
||||
|
||||
**In scope for this milestone:**
|
||||
|
||||
- The editor is entered as **"Edit world" from the world browser**: a non-joined
|
||||
client mode. It does **not** call `POST /api/worlds/{id}/join`, does not open
|
||||
an ENet connection, and does not spawn a dedicated server. It loads chunks over
|
||||
HTTP, edits them locally, and saves them over HTTP.
|
||||
- Writes always succeed regardless of whether a session is live. The write
|
||||
response carries `live_session: bool` (from `supervisor.debug_state()`), so the
|
||||
editor can surface *"this world has players in it right now — they'll see your
|
||||
changes when the session restarts."*
|
||||
- A dedicated server started **after** a write sees the new content, because it
|
||||
loads from the store at startup (§7).
|
||||
|
||||
**Explicitly out of scope, deferred:**
|
||||
|
||||
- Build-in-place while joined to a live session.
|
||||
- `chunk_invalidated` push to connected clients (`world.md` §5.3) and hot-reload
|
||||
of the dedicated server's collision world.
|
||||
- Live collaborative editing / cursors (`editor.md` §9).
|
||||
|
||||
**The seam that makes the deferred work cheap:** the manifest endpoint (§7.2)
|
||||
returns a monotonic `content_revision` for the world, bumped on every chunk
|
||||
write. Hot reload is then: the dedicated server polls the manifest on a timer
|
||||
(or the backend pushes to it over the same internal channel), re-fetches the
|
||||
chunks whose revision changed, and rebuilds those collision bodies. Nothing in
|
||||
this design has to change to add it.
|
||||
|
||||
**Why the editor must not join:** if it joined, the sim process would enforce
|
||||
collision against content it loaded at spawn while the creator edits a diverging
|
||||
local copy — players would walk through new walls and bounce off deleted ones,
|
||||
with no error anywhere. Making build mode non-joined turns a silent correctness
|
||||
bug into an explicit product boundary.
|
||||
|
||||
---
|
||||
|
||||
## 7. D3 — What the dedicated server does at startup
|
||||
|
||||
### 7.1 Decision
|
||||
|
||||
`server.gd` pulls its world's content from the backend over **HTTP** at startup,
|
||||
authenticated by a **per-spawn token** the supervisor mints, and **does not bind
|
||||
the ENet port until content is loaded**.
|
||||
|
||||
Rejected alternative — *supervisor writes a whole-world snapshot file at spawn
|
||||
and passes `--world-file`*: attractive (no new auth surface, no HTTP client in
|
||||
the sim process), but it makes spawn latency proportional to world size, gives
|
||||
the server no way to fetch a chunk lazily as players roam beyond the preloaded
|
||||
set, and still needs a separate channel for the hot-reload work above. Rejected —
|
||||
*give the Godot process a Postgres connection*: there is no PG driver in
|
||||
GDScript, and it would put database credentials in a process spawned per join.
|
||||
|
||||
### 7.2 Startup sequence
|
||||
|
||||
1. `_parse_args()` gains `--api-url` and `--server-token` (§7.3).
|
||||
2. `GET /api/internal/worlds/{world_id}/manifest` → rooms, per-room `grid`,
|
||||
`bounds`, `spawn`, `chunk_count`, and the world's `content_revision`.
|
||||
3. `GET /api/internal/worlds/{world_id}/rooms/{slug}/chunks?` bounds query for
|
||||
the spawn neighbourhood (radius from the spawn point, default 3 chunks), then
|
||||
fetch each payload; decode with the existing `ChunkDataDecoder` and build
|
||||
static collision from the tile layers and objects.
|
||||
4. **Then** `network_peer.create_server(port)`, then write the status file.
|
||||
5. **Fallback:** if the backend is unreachable, the world has no rooms, or the
|
||||
room has zero chunks, load `test_level.tscn` as today and record
|
||||
`"content": "fallback"` in the status file. A content outage must never make
|
||||
a world un-joinable, and this keeps every PC3 flow working before any world
|
||||
has authored content.
|
||||
|
||||
During the session the server may lazily fetch chunks as players approach
|
||||
unloaded coordinates, through the same internal route. It **never writes**.
|
||||
Dynamic entity runtime state (positions, health) stays in memory and out of
|
||||
chunks, exactly as `world.md` §3.3 already specifies. Shutdown flushes nothing.
|
||||
|
||||
### 7.3 Internal authentication
|
||||
|
||||
`GameServerSupervisor._spawn()` generates `token = secrets.token_urlsafe(32)`,
|
||||
stores it on the `_WorldServer` dataclass, and passes it on the command line
|
||||
alongside the existing `--port/--world/--status-file`. A FastAPI dependency
|
||||
`require_game_server` resolves `Authorization: Bearer <token>` against
|
||||
`supervisor.validate_token(world_id, token)` — a dict lookup, since the
|
||||
supervisor is an in-process singleton. Properties this gives us:
|
||||
|
||||
- A token grants access to **one** world and **dies with its process** (the
|
||||
reaper's `del self._servers[wid]` invalidates it).
|
||||
- No long-lived shared secret in config or on disk.
|
||||
- It reuses the **already documented** single-worker constraint in
|
||||
`game_servers.py`; it does not add a new one.
|
||||
|
||||
Rejected alternative — *let the dedicated server use the public routes with a
|
||||
service user account*: the public routes enforce per-user visibility and
|
||||
ownership, which a service identity would have to be exempted from, and it would
|
||||
pollute `updated_by_id`/audit rows with a fake user. A separate `/api/internal`
|
||||
prefix keeps the two auth models apart and can be blocked at the reverse proxy.
|
||||
|
||||
### 7.4 Lifecycle changes this requires in `game_servers.py`
|
||||
|
||||
These are real, load-bearing findings from the current implementation:
|
||||
|
||||
- **`_await_port()` is the wrong readiness signal now.** It returns as soon as
|
||||
the UDP port is bound, and the port is bound before content exists today. With
|
||||
content loading it must await a `"ready": true` field that `server.gd` writes
|
||||
to the status file *after* content load + `create_server`. Otherwise the
|
||||
backend hands a client an address for a server that is still fetching chunks.
|
||||
- **`_await_port()` fails open.** After its 8 s deadline it returns normally,
|
||||
with no error — `ensure_server` then reports success for a server that may
|
||||
never have started. Content loading makes a slow start more likely, so the
|
||||
readiness wait needs a real timeout error (503 to the joining client) and a
|
||||
longer, configurable deadline.
|
||||
- **The status file is the only server→backend channel**, and `_spawn` currently
|
||||
passes no credentials at all — hence §7.3.
|
||||
- **`player_count()` returns 0 when the status file is missing or unparseable**,
|
||||
so a live server whose status write fails can be reaped after the idle timeout.
|
||||
Harmless for data (the sim owns nothing durable — the point of D2) but worth a
|
||||
comment where the fallback lives.
|
||||
- **No crash restart** (documented in the module docstring): if a server dies,
|
||||
the next join respawns it and it reloads content from the store. With D2 this
|
||||
is now genuinely safe rather than merely tolerated.
|
||||
|
||||
---
|
||||
|
||||
## 8. API surface
|
||||
|
||||
All paths are under the existing `worlds` router prefix (`/api/worlds`) unless
|
||||
noted. New router module: `backend/app/routers/world_content.py`, mounted at
|
||||
`/api/worlds`; internal routes in `backend/app/routers/internal.py` at
|
||||
`/api/internal`.
|
||||
|
||||
### 8.1 Public (editor & player client; JWT `CurrentUser`)
|
||||
|
||||
| Method | Path | Purpose |
|
||||
|---|---|---|
|
||||
| `GET` | `/api/worlds/{world_id}/rooms` | List rooms + grid config |
|
||||
| `POST` | `/api/worlds/{world_id}/rooms` | Create a room (owner) |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks` | Chunk **index** over a bounds query |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Fetch one chunk |
|
||||
| `PUT` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Write one chunk |
|
||||
| `PUT` | `/api/worlds/{world_id}/rooms/{slug}/chunks` | Write up to `WORLD_CHUNK_MAX_BATCH` chunks atomically |
|
||||
| `DELETE` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Delete one chunk |
|
||||
| `GET` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/revisions` | Revision history (owner) |
|
||||
| `POST` | `/api/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}/rollback` | Restore a revision (owner) |
|
||||
|
||||
**Room list** — `GET .../rooms` → `200`
|
||||
|
||||
```json
|
||||
[{ "id": 7, "slug": "main", "name": "Main",
|
||||
"grid": { "size": [32, 32, 1], "origin": [0, 0, 0] },
|
||||
"bounds": null,
|
||||
"spawn": { "pos": [0, 1.5, 0], "yaw": 0.0 },
|
||||
"chunk_count": 41 }]
|
||||
```
|
||||
|
||||
**Chunk index** — `GET .../chunks?cx_min=&cx_max=&cy_min=&cy_max=&cz=0` → `200`.
|
||||
Payloads are *not* included; this is `world.md` §5.1's `list_chunks(bounds)` and
|
||||
lets a streamer decide what to fetch and skip anything already cached by
|
||||
checksum.
|
||||
|
||||
```json
|
||||
{ "room": "main", "content_revision": 118,
|
||||
"chunks": [{ "key": "12:main:0:0:0", "cx": 0, "cy": 0, "cz": 0,
|
||||
"revision": 4, "checksum": "9f86…", "payload_len": 2344,
|
||||
"is_mature": false, "updated_at": "2026-09-14T10:02:11Z" }] }
|
||||
```
|
||||
|
||||
Bounds are capped (default 32×32 chunks per query) and return `422` beyond that.
|
||||
|
||||
**Chunk fetch** — `GET .../chunks/{cx}/{cy}/{cz}`, content-negotiated:
|
||||
|
||||
- `Accept: application/octet-stream` (default for the game client) → `200` with
|
||||
the raw `world.md` §3.6 bytes, `ETag: "<checksum>"`,
|
||||
`X-Chunk-Revision: <n>`, `X-Chunk-Key: <key>`.
|
||||
- `Accept: application/json` (tooling, tests, the editor's debug view) → the
|
||||
§3.5 JSON encoding, decoded server-side from the payload. JSON is derived, never
|
||||
stored, so there is no dual-write drift (`world.md` §4.4).
|
||||
- `If-None-Match: "<checksum>"` → `304`. This is what makes the client's
|
||||
`user://chunk_cache/` cache cheap and is why the checksum is the ETag.
|
||||
- `404` if the chunk does not exist (an unwritten coordinate is not an error to
|
||||
the streamer — it renders empty).
|
||||
|
||||
**Chunk write** — `PUT .../chunks/{cx}/{cy}/{cz}`
|
||||
|
||||
```
|
||||
Content-Type: application/octet-stream
|
||||
X-Base-Revision: 4 # 0 = create
|
||||
<binary payload>
|
||||
```
|
||||
|
||||
or, for clients that prefer JSON:
|
||||
`{"base_revision": 4, "payload_b64": "…"}`.
|
||||
|
||||
Responses:
|
||||
|
||||
| Code | Body / meaning |
|
||||
|---|---|
|
||||
| `200` | `{"key", "revision", "checksum", "payload_len", "updated_at", "is_mature", "live_session"}` |
|
||||
| `409` | `{"detail": "revision conflict", "current_revision": 6, "current_checksum": "…"}` |
|
||||
| `403` | not the world owner |
|
||||
| `404` | world or room not found / not visible |
|
||||
| `413` | payload over `WORLD_CHUNK_MAX_PAYLOAD_BYTES` |
|
||||
| `422` | decode/validation failure (`{"detail", "reason"}`, e.g. `checksum_mismatch`, `layer_dims`, `object_out_of_bounds`) |
|
||||
|
||||
**Batch write** — `PUT .../chunks` with
|
||||
`{"chunks": [{"cx","cy","cz","base_revision","payload_b64"}, …]}`. Applied in
|
||||
**one transaction, all-or-nothing**: if any entry conflicts, nothing is written
|
||||
and the response is `409` naming the offending coordinate. Justification: an
|
||||
editor brush stroke or an object drag routinely straddles a chunk boundary, and
|
||||
without a batch the editor either issues N round trips or leaves half of a user
|
||||
action persisted. Capped at `WORLD_CHUNK_MAX_BATCH` chunks and 8 MB.
|
||||
|
||||
### 8.2 D5 — Full-chunk PUT, not JSON-Patch deltas
|
||||
|
||||
`world.md` §5.4 specifies RFC-6902 deltas against `base_revision`. This design
|
||||
sends **whole chunks** instead.
|
||||
|
||||
- A 32×32×1 chunk is ~2 KB of dense tile indices plus its objects — a few KB.
|
||||
The bandwidth a patch saves is negligible at editor rates.
|
||||
- The stored form is an opaque binary blob. Patching it means the backend must
|
||||
decode → apply a JSON-Patch → re-encode → re-checksum, i.e. implement and test
|
||||
a *second* mutation format on top of the codec, with its own failure modes, and
|
||||
keep it in sync with the client's patch generator. That is the same dual-path
|
||||
drift risk `world.md` §5.2 exists to prevent.
|
||||
- Lost-update protection comes from `base_revision`, not from the patch, so
|
||||
nothing is given up on correctness.
|
||||
|
||||
Delta encoding stays available as a pure bandwidth optimization later —
|
||||
`world.md` §8 already files it as future work.
|
||||
|
||||
### 8.3 Internal (dedicated server; `require_game_server` token)
|
||||
|
||||
| Method | Path | Purpose |
|
||||
|---|---|---|
|
||||
| `GET` | `/api/internal/worlds/{world_id}/manifest` | Rooms, grids, spawn, `content_revision`, chunk counts |
|
||||
| `GET` | `/api/internal/worlds/{world_id}/rooms/{slug}/chunks` | Bounds index (same shape as §8.1) |
|
||||
| `GET` | `/api/internal/worlds/{world_id}/rooms/{slug}/chunks/{cx}/{cy}/{cz}` | Binary payload |
|
||||
|
||||
Read-only by construction — there is no internal write route, and adding one
|
||||
would violate D2. The token is world-scoped, so a path whose `world_id` differs
|
||||
from the token's world is `403`. These routes skip the per-user visibility check
|
||||
(the sim process has no user) and apply no mature gating (gating is a client/user
|
||||
concern; the server still needs collision).
|
||||
|
||||
### 8.4 D6 — The client streams chunks over HTTP, not over ENet
|
||||
|
||||
`world.md` §5.3 routes `request_chunk` / `chunk_data` over the game's ENet
|
||||
connection. This design has the playing client fetch chunks from the **backend
|
||||
over HTTP**, the same routes the editor uses.
|
||||
|
||||
- The dedicated server has no content the backend doesn't have; proxying bytes
|
||||
through it adds a hop and puts multi-megabyte reliable transfers in contention
|
||||
with the 30 Hz snapshot broadcast on the same ENet peer.
|
||||
- HTTP gives caching for free — `ETag`/`If-None-Match` on the checksum, and a
|
||||
local `user://chunk_cache/<checksum>` that survives sessions.
|
||||
- `ApiClient` (`scripts/api_client.gd`) already carries the JWT and the result
|
||||
contract; no new transport code.
|
||||
|
||||
**This does not require rewriting `ChunkStreamManager`.** It already calls
|
||||
through a `set_server_rpc()` seam that only needs an object with
|
||||
`request_chunk(key)`. The editor-wiring task supplies an `HttpChunkSource` that
|
||||
implements that method against `ApiClient` and feeds
|
||||
`_on_chunk_data_received(key, bytes)` — which also finally gives that dormant
|
||||
seam a caller. Note the existing `_load_chunk()` builds its key with empty
|
||||
world/room ids (`Chunk.build_key("", "", coord)`); the adapter must supply the
|
||||
real world id and room slug.
|
||||
|
||||
---
|
||||
|
||||
## 9. What each follow-on task owns
|
||||
|
||||
**Backend task**
|
||||
- `backend/app/models/world_content.py` + `0005_add_world_content_tables`
|
||||
- `backend/app/services/chunk_codec.py` (Python port of `world.md` §3.6) and the
|
||||
golden-file fixtures shared with the Godot suite
|
||||
- `backend/app/services/world_store.py` (the `world.md` §5.1 service interface,
|
||||
minus `flush_dirty`/`rebuild_index`, over Postgres)
|
||||
- `backend/app/routers/world_content.py`, `backend/app/routers/internal.py`
|
||||
- `game_servers.py`: per-spawn token, `--api-url`/`--server-token` args,
|
||||
readiness-from-status-file instead of `_await_port` (§7.4)
|
||||
- `create_world` creates the `main` room
|
||||
|
||||
**Client/editor task**
|
||||
- `HttpChunkSource` adapter → `ChunkStreamManager.set_server_rpc()`
|
||||
- Editor save path (single + batch PUT), 409 conflict re-fetch-and-reapply,
|
||||
`live_session` warning UI
|
||||
- "Edit world" entry from the world browser that does **not** join
|
||||
- `server.gd`: arg parsing, manifest + chunk fetch before `create_server`,
|
||||
collision build from decoded chunks, `test_level.tscn` fallback,
|
||||
`"ready"`/`"content"` fields in the status file
|
||||
|
||||
---
|
||||
|
||||
## 10. Open questions (deliberately not decided here)
|
||||
|
||||
- **Hot reload / build-in-place** while a session is live (§6) — the
|
||||
`content_revision` seam is in place for it.
|
||||
- **Collaborator permissions** beyond `owner_id` — one check in §5.3.
|
||||
- **Mature-content gating** on the read path — column and index exist; the
|
||||
policy belongs to `content_moderation.md`.
|
||||
- **`world_chunk_objects`** derived index — spec'd in `world.md` §4.5, build it
|
||||
when a query needs it (§4.2).
|
||||
- **Payload compression** — the §3.6 header reserves a flags bitmask; Postgres
|
||||
TOAST already compresses `BYTEA`, so measure before adding a second layer.
|
||||
- **Chunk streaming for very large worlds** — the bounds-query cap in §8.1 is a
|
||||
guardrail, not a scaling plan.
|
||||
@@ -0,0 +1,72 @@
|
||||
# Package Checkpoint 1 (PC1)
|
||||
|
||||
Validated 2026-08-20 against `main` commit `927f9bd`, from a genuinely fresh
|
||||
clone (not a reused agent workspace).
|
||||
|
||||
## Automated validation
|
||||
|
||||
Run with `scripts/run_checkpoint_tests.py` — see
|
||||
`docs/testing/test_inventory.md` for exactly what each suite covers.
|
||||
|
||||
| Check | Result |
|
||||
|---|---|
|
||||
| Alembic migrations, fresh DB | PASS |
|
||||
| Backend pytest | 68/68 PASS |
|
||||
| Godot smoke tests (4 files) | ALL PASS |
|
||||
| Linux export (`agp-game.x86_64`) | Builds, verified as a real ELF64 binary |
|
||||
| Windows export (`agp-game.exe`) | Builds, verified as a real PE32+ binary |
|
||||
|
||||
## Problems found during this checkpoint (fixed, tracked as tasks)
|
||||
|
||||
- Roadmap showed the Godot Engine Scaffold feature amber despite 6/6 tasks
|
||||
done — a historical data gap (a review-feedback follow-up task's
|
||||
supersession link was never recorded, predating when that field started
|
||||
being tracked). Backfilled in the PM database; confirmed green.
|
||||
- `docs/testing/test_inventory.md` was stale (said 38 backend tests,
|
||||
actually 68; said no integration tests existed, 4 real ones had landed).
|
||||
Fixed via task `398bf1a22a2d` / PR #40.
|
||||
|
||||
## What's actually testable right now
|
||||
|
||||
Login/register/browse-worlds only — there's no joinable gameplay yet. That's
|
||||
the real scope of PC1; don't expect more when playtesting.
|
||||
|
||||
- Register a new account (18+ only, rejected otherwise)
|
||||
- Log out, log back in with the same credentials
|
||||
- Play → Browse Worlds — loads a (currently empty) world list with no errors
|
||||
|
||||
## Manual playtest: backend on cloudbison, client on pinkbison
|
||||
|
||||
As of 2026-08-20 this is dashboard-controlled — no terminal commands, no
|
||||
env vars, no editing files. Foolproof enough to hand to someone else.
|
||||
|
||||
### 1. On cloudbison — the AGP dashboard
|
||||
|
||||
Open the dashboard (`http://cloudbison:7070`, or its Tailscale address) and
|
||||
go to **PC1** in the nav bar (`/checkpoint/PC1`). Click **Start Backend** —
|
||||
it pulls the latest `main`, stands up Postgres, runs migrations, and starts
|
||||
the API server, all in one step. The page shows the LAN address it's
|
||||
reachable at once it's up (under a minute).
|
||||
|
||||
When you're done playtesting, click **Stop & Clean Up** on the same page —
|
||||
it tears down everything that step started (API server, Postgres
|
||||
container, its volume and network). Nothing is left running or lying
|
||||
around afterward, even if the dashboard itself gets restarted in between.
|
||||
|
||||
### 2. On pinkbison — download and run the .exe
|
||||
|
||||
Same dashboard page: click **Build .exe** the first time (or **Rebuild** to
|
||||
pick up newer changes) — this pulls the latest `main` and exports a Windows
|
||||
binary with cloudbison's backend address already baked in. Click
|
||||
**Download agp-game.exe**, copy it to pinkbison, and just run it. No
|
||||
environment variable, no config file, no build step on pinkbison at all.
|
||||
|
||||
### 3. Tear down when done
|
||||
|
||||
**Stop & Clean Up** on the dashboard page. That's it.
|
||||
|
||||
## Status
|
||||
|
||||
`config/checkpoint_focus_feature_ids` in the AGP framework (`~/agp`) still
|
||||
restricts agent claiming to the 5 PC1-scope features. Agents will not move
|
||||
on to post-PC1 work until that's widened.
|
||||
@@ -0,0 +1,97 @@
|
||||
# Package Checkpoint 3 (PC3)
|
||||
|
||||
> **Status: partial.** PC3's planned scope was M4-avatars + M5-multiplayer +
|
||||
> Foundation Hardening + M6–M10 (see `docs/build-plan-v1.md`). As of
|
||||
> 2026-09-05, **M4, M5, and most of Foundation Hardening are done and
|
||||
> checkpoint-verified**; M6–M10 have not been started. This doc records what
|
||||
> is real. Whether to call this "PC3" (redefined scope, M6–M10 → PC4) or keep
|
||||
> PC3 open is a user decision.
|
||||
|
||||
Built by Claude directly (fleet offline), branch `pc3` → `main`.
|
||||
|
||||
## What's real and verified (`scripts/run_checkpoint_tests.py`, all green)
|
||||
|
||||
| Check | Result |
|
||||
|---|---|
|
||||
| Alembic migrations, fresh DB | PASS |
|
||||
| Backend `pytest` | 77/77 PASS (hermetic — auto-starts an ephemeral Postgres) |
|
||||
| Godot smoke tests (~16 files) | ALL PASS |
|
||||
| `smoke_test_network_client` (real dedicated server) | 4/4 PASS |
|
||||
| 2-player multiplayer (`run_multiplayer_2p_test.sh`) | PASS |
|
||||
| Fresh-clone boot (`verify_fresh_clone.sh`) | PASS |
|
||||
| Linux + Windows exports | Build as real ELF64 / PE32+ binaries |
|
||||
|
||||
### M4 — Avatars in the game
|
||||
|
||||
- Placeholder avatar pack (14 GLBs, rigged 24-bone base body + attachments)
|
||||
generated by `scripts/tools/gen_placeholder_avatars.gd`. Real art is a
|
||||
content swap — catalog paths are stable.
|
||||
- The avatar **loader was fixed** — it had never run against a real skeleton
|
||||
(`Skeleton3D.has_bone()` isn't a Godot 4 method; the bone-copy dropped the
|
||||
skin binding; attachments were parsed then discarded).
|
||||
- `avatar_visualizer.gd` **rewritten** — the old one referenced a loader API
|
||||
that never existed and didn't compile.
|
||||
- Persistence: `avatar_loadouts` table + `GET/PUT /api/avatar/loadout`
|
||||
(loadout stored as one JSON doc; server validates the envelope only).
|
||||
- Wired into gameplay: the in-world player renders as the assembled avatar
|
||||
(not a capsule); the loadout is fetched at login; "Customize Avatar" from
|
||||
the main menu saves through to the backend.
|
||||
- **Follow-up:** camera is still first-person, so the local player doesn't
|
||||
see their own avatar much (third-person is a polish item); remote players'
|
||||
avatar appearance is not replicated yet (they show as labelled capsules).
|
||||
|
||||
### M5 — Real multiplayer
|
||||
|
||||
- `server.gd` **actually runs a sim now** — loads the world level, spawns a
|
||||
server player per peer, processes each peer's input queue in seq order at a
|
||||
fixed 30 Hz, broadcasts full snapshots with a per-peer `last_seq`. (The
|
||||
input queue was a no-op before.)
|
||||
- `network_client.gd` reconciliation **replays in-flight inputs** from the
|
||||
authoritative state (drops acked ones), snaps only on real drift.
|
||||
- **Server orchestration** (`backend/app/services/game_servers.py`): one
|
||||
headless Godot dedicated-server process per world, spawned on demand by
|
||||
`POST /api/worlds/{id}/join`, port-allocated, with a status-file idle
|
||||
reaper. Off by default; the playtest launcher (`checkpoint_ops.py`)
|
||||
enables it.
|
||||
- **Client play path**: world browser → `/join` → `Session` → `game.tscn`
|
||||
connects → local player predicts with collision, input forwarded, server
|
||||
position is a drift backstop, remote players render from snapshots,
|
||||
disconnect returns to the world list. Falls back to local single-player
|
||||
when the backend has no orchestration.
|
||||
- **Verified**: two real client processes each `register → /join → play`,
|
||||
hosted on an orchestrated server, see and move relative to each other
|
||||
(`run_game_multiplayer_test.sh`).
|
||||
|
||||
### Foundation Hardening
|
||||
|
||||
- **Hermetic backend tests** — `cd backend && pytest` works from a clean
|
||||
checkout (auto ephemeral Postgres + migrations, torn down after); skips
|
||||
cleanly with a message if there's no Docker.
|
||||
- **Fresh-clone boot check** — `verify_fresh_clone.sh` exports a pristine
|
||||
tree, imports from scratch, boots headless, fails on any script error.
|
||||
Also fixed the root cause: a stale `.godot/global_script_class_cache.cfg`
|
||||
was committed to the repo.
|
||||
- **Real age verification** — `/register` takes a date of birth (not a
|
||||
checkbox), server computes age, 403 under 18. Still self-attested; the
|
||||
limitation and the ID-check hook are documented
|
||||
(`content_moderation.md` 5.2).
|
||||
- **Auth rate limiting** — 10 attempts / min / IP on `/register` + `/login`.
|
||||
- **CI workflow** — `.forgejo/workflows/checkpoint.yml` written, **not
|
||||
running yet**: needs the operator to enable Forgejo Actions + register a
|
||||
`host` runner (one-time; see `docs/ci.md`). Interim gate is
|
||||
`run_checkpoint_tests.py` by hand / the dashboard.
|
||||
|
||||
## Not in PC3 (planned but not started)
|
||||
|
||||
- **M2** server-side world persistence
|
||||
- **M6** scripting sandbox
|
||||
- **M7** in-game editor
|
||||
- **M8** social / chat
|
||||
- **M9** economy
|
||||
- **M10** discovery
|
||||
|
||||
## Playtest
|
||||
|
||||
Same as PC2 — grab the exe from the dashboard's `/checkpoints`, backend
|
||||
pointed at it. New: with multiple people in the same world you now actually
|
||||
see each other move.
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user