Compare commits
98 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f5cafca514 | |||
| 41b1c3959e | |||
| d4abe65451 | |||
| a9947a0a80 | |||
| 99762887be | |||
| dbdc01f8d6 | |||
| 1061dc0742 | |||
| 88cd255040 | |||
| 93d83a28fc | |||
| 2c3756b640 | |||
| 25f2dffc53 | |||
| 929c69e5da | |||
| 218e7e24af | |||
| d293ef2a08 | |||
| 10b372f379 | |||
| 1c5c0f8c8e | |||
| 5d7c61029c | |||
| 97e0804dfe | |||
| 342d0f69d9 | |||
| 97949d6b44 | |||
| 720cf6f6b9 | |||
| 4da8687f2c | |||
| 241fa9d0e0 | |||
| 48a43c44a5 | |||
| 48dd177fa2 | |||
| 11a90c58c3 | |||
| 1f85ecc812 | |||
| b547ca5785 | |||
| 3f707bf6b0 | |||
| d7d77474f9 | |||
| 2fe6d5dbf0 | |||
| 534da614dd | |||
| dc09f5ae37 | |||
| 295c44522c | |||
| 33d2ef7f8a | |||
| b51c90c360 | |||
| 4df839ccd8 | |||
| 2b1786558a | |||
| 7a6658798f | |||
| 46a2ff672c | |||
| f3c679faab | |||
| 5837fad5df | |||
| f659fd4d2a | |||
| fa6e9064dc | |||
| 3e030f8d45 | |||
| 7594039fd0 | |||
| 857cf08402 | |||
| 49d608d357 | |||
| aa8a497abc | |||
| d752cf5280 | |||
| 504c92301a | |||
| 67f6a9c43f | |||
| 5c0a61870f | |||
| cc27d73ca6 | |||
| 119cd9400a | |||
| a576c25124 | |||
| ebf56dcece | |||
| 0b00b01502 | |||
| 8d50de075d | |||
| 2df195734b | |||
| 5090341591 | |||
| 62172e0ee4 | |||
| ce2690e8b9 | |||
| 8e2f17f159 | |||
| 2d4a7e91cb | |||
| 2ad8e34971 | |||
| 7e81c09265 | |||
| 4d690a25a5 | |||
| 20be724115 | |||
| 4ef6196091 | |||
| bd8f311a96 | |||
| d422eff912 | |||
| ae6ccc3e5f | |||
| fed16f1f1d | |||
| 9450fb86d0 | |||
| a863bb2ab4 | |||
| a1846f34b5 | |||
| 62447258b2 | |||
| c931670e9d | |||
| 68b783909d | |||
| 0b5034759c | |||
| 19a63bda11 | |||
| a3cdb18a5c | |||
| a3fc36db19 | |||
| 42914aec85 | |||
| 8b17cc3ddd | |||
| 9e2e0ed921 | |||
| a632f2d8a6 | |||
| 0b973b73ab | |||
| f0d10fc4ae | |||
| 1295b6a389 | |||
| 2ddcd58902 | |||
| 1ba334e983 | |||
| 80bc27426e | |||
| a82ab52919 | |||
| 41fcbe746e | |||
| 5eaeed80b4 | |||
| 24d2029955 |
+10
@@ -0,0 +1,10 @@
|
|||||||
|
# Godot 4 editor cache/import directory
|
||||||
|
.godot/
|
||||||
|
|
||||||
|
# Godot export artifacts
|
||||||
|
export/
|
||||||
|
*.tmp
|
||||||
|
|
||||||
|
# OS
|
||||||
|
.DS_Store
|
||||||
|
Thumbs.db
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
# Database
|
# Database (async driver)
|
||||||
DATABASE_URL=postgresql://agp_user:agp_password@localhost:5432/agp_db
|
DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
|
||||||
|
|
||||||
# Redis
|
# Redis
|
||||||
REDIS_URL=redis://localhost:6379/0
|
REDIS_URL=redis://localhost:6379/0
|
||||||
@@ -10,5 +10,11 @@ ALGORITHM=HS256
|
|||||||
ACCESS_TOKEN_EXPIRE_MINUTES=30
|
ACCESS_TOKEN_EXPIRE_MINUTES=30
|
||||||
|
|
||||||
# App
|
# App
|
||||||
|
APP_NAME=AGP Backend
|
||||||
|
APP_VERSION=0.1.0
|
||||||
DEBUG=true
|
DEBUG=true
|
||||||
CORS_ORIGINS=http://localhost:8080,http://localhost:3000
|
CORS_ORIGINS=http://localhost:8080,http://localhost:3000
|
||||||
|
|
||||||
|
# File uploads
|
||||||
|
UPLOAD_DIR=uploads
|
||||||
|
MAX_UPLOAD_SIZE_MB=100
|
||||||
|
|||||||
@@ -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 # 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 +1,126 @@
|
|||||||
|
"""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"
|
||||||
|
),
|
||||||
|
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",
|
||||||
|
),
|
||||||
|
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)
|
||||||
+30
-9
@@ -1,32 +1,53 @@
|
|||||||
from pydantic_settings import BaseSettings
|
"""Application configuration via pydantic-settings."""
|
||||||
|
|
||||||
from functools import lru_cache
|
from functools import lru_cache
|
||||||
|
|
||||||
|
from pydantic_settings import BaseSettings, SettingsConfigDict
|
||||||
|
|
||||||
|
|
||||||
class Settings(BaseSettings):
|
class Settings(BaseSettings):
|
||||||
# Database
|
# App
|
||||||
|
APP_NAME: str = "AGP Backend"
|
||||||
|
APP_VERSION: str = "0.1.0"
|
||||||
|
DEBUG: bool = True
|
||||||
|
|
||||||
|
# Database (async)
|
||||||
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
|
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
|
||||||
|
|
||||||
# Redis
|
# Redis
|
||||||
REDIS_URL: str = "redis://localhost:6379/0"
|
REDIS_URL: str = "redis://localhost:6379/0"
|
||||||
|
REDIS_TIMEOUT_SECONDS: float = 2.0
|
||||||
|
|
||||||
# JWT
|
# JWT / Auth
|
||||||
|
# NOTE: production must override SECRET_KEY with a secure random value
|
||||||
|
# (e.g. `python -c "import secrets; print(secrets.token_urlsafe(32))"`)
|
||||||
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
||||||
ALGORITHM: str = "HS256"
|
ALGORITHM: str = "HS256"
|
||||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
||||||
|
|
||||||
# App
|
# CORS
|
||||||
DEBUG: bool = True
|
|
||||||
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
||||||
|
|
||||||
|
# File uploads
|
||||||
|
UPLOAD_DIR: str = "uploads"
|
||||||
|
MAX_UPLOAD_SIZE_MB: int = 100
|
||||||
|
|
||||||
|
model_config = SettingsConfigDict(
|
||||||
|
env_file=".env",
|
||||||
|
env_file_encoding="utf-8",
|
||||||
|
case_sensitive=True,
|
||||||
|
)
|
||||||
|
|
||||||
@property
|
@property
|
||||||
def cors_origins_list(self) -> list[str]:
|
def cors_origins_list(self) -> list[str]:
|
||||||
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
||||||
|
|
||||||
class Config:
|
|
||||||
env_file = ".env"
|
|
||||||
case_sensitive = True
|
|
||||||
|
|
||||||
|
|
||||||
@lru_cache()
|
@lru_cache()
|
||||||
def get_settings() -> Settings:
|
def get_settings() -> Settings:
|
||||||
|
"""Return cached settings instance."""
|
||||||
return Settings()
|
return Settings()
|
||||||
|
|
||||||
|
|
||||||
|
# Convenience singleton
|
||||||
|
settings = get_settings()
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ from sqlalchemy.orm import DeclarativeBase
|
|||||||
from app.config import settings
|
from app.config import settings
|
||||||
|
|
||||||
engine = create_async_engine(
|
engine = create_async_engine(
|
||||||
settings.database_url,
|
settings.DATABASE_URL,
|
||||||
echo=settings.DEBUG,
|
echo=settings.DEBUG,
|
||||||
pool_size=10,
|
pool_size=10,
|
||||||
max_overflow=20,
|
max_overflow=20,
|
||||||
@@ -28,11 +28,15 @@ class Base(DeclarativeBase):
|
|||||||
|
|
||||||
|
|
||||||
async def get_db() -> AsyncSession:
|
async def get_db() -> AsyncSession:
|
||||||
"""Dependency that yields an async database session."""
|
"""Dependency that yields an async database session.
|
||||||
|
|
||||||
|
Handlers are responsible for committing or rolling back their own
|
||||||
|
transactions. This avoids the double-commit problem where the
|
||||||
|
session is committed both here and in the handler.
|
||||||
|
"""
|
||||||
async with async_session_factory() as session:
|
async with async_session_factory() as session:
|
||||||
try:
|
try:
|
||||||
yield session
|
yield session
|
||||||
await session.commit()
|
|
||||||
except Exception:
|
except Exception:
|
||||||
await session.rollback()
|
await session.rollback()
|
||||||
raise
|
raise
|
||||||
|
|||||||
@@ -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.SECRET_KEY, algorithms=[settings.ALGORITHM]
|
||||||
|
)
|
||||||
|
user_id: str | None = payload.get("sub")
|
||||||
|
if user_id is None:
|
||||||
|
raise credentials_exception
|
||||||
|
except JWTError:
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
try:
|
||||||
|
user_id_int = int(user_id)
|
||||||
|
except (ValueError, TypeError):
|
||||||
|
raise credentials_exception
|
||||||
|
|
||||||
|
result = await db.execute(select(User).where(User.id == user_id_int))
|
||||||
|
user = result.scalar_one_or_none()
|
||||||
|
if user is None:
|
||||||
|
raise credentials_exception
|
||||||
|
if not user.is_active:
|
||||||
|
raise HTTPException(
|
||||||
|
status_code=status.HTTP_403_FORBIDDEN,
|
||||||
|
detail="User account is inactive",
|
||||||
|
)
|
||||||
|
return user
|
||||||
|
|
||||||
|
|
||||||
|
CurrentUser = Annotated[User, Depends(get_current_user)]
|
||||||
+13
-3
@@ -3,6 +3,7 @@
|
|||||||
from contextlib import asynccontextmanager
|
from contextlib import asynccontextmanager
|
||||||
|
|
||||||
from fastapi import FastAPI
|
from fastapi import FastAPI
|
||||||
|
from fastapi.middleware.cors import CORSMiddleware
|
||||||
|
|
||||||
from app.config import settings
|
from app.config import settings
|
||||||
from app.routers import auth, users, worlds, assets
|
from app.routers import auth, users, worlds, assets
|
||||||
@@ -17,12 +18,21 @@ async def lifespan(app: FastAPI):
|
|||||||
|
|
||||||
|
|
||||||
app = FastAPI(
|
app = FastAPI(
|
||||||
title=settings.app_name,
|
title=settings.APP_NAME,
|
||||||
version=settings.app_version,
|
version=settings.APP_VERSION,
|
||||||
description="Agentic Game Platform - Backend API",
|
description="Agentic Game Platform - Backend API",
|
||||||
lifespan=lifespan,
|
lifespan=lifespan,
|
||||||
)
|
)
|
||||||
|
|
||||||
|
# CORS
|
||||||
|
app.add_middleware(
|
||||||
|
CORSMiddleware,
|
||||||
|
allow_origins=settings.cors_origins_list,
|
||||||
|
allow_credentials=True,
|
||||||
|
allow_methods=["*"],
|
||||||
|
allow_headers=["*"],
|
||||||
|
)
|
||||||
|
|
||||||
# Include routers
|
# Include routers
|
||||||
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
|
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
|
||||||
app.include_router(users.router, prefix="/api/users", tags=["users"])
|
app.include_router(users.router, prefix="/api/users", tags=["users"])
|
||||||
@@ -33,4 +43,4 @@ app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
|
|||||||
@app.get("/api/health")
|
@app.get("/api/health")
|
||||||
async def health_check():
|
async def health_check():
|
||||||
"""Simple health check endpoint."""
|
"""Simple health check endpoint."""
|
||||||
return {"status": "ok", "app": settings.app_name}
|
return {"status": "ok", "app": settings.APP_NAME}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Enum as SAEnum
|
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Boolean
|
||||||
|
from sqlalchemy.dialects.postgresql import ENUM
|
||||||
from sqlalchemy.orm import relationship
|
from sqlalchemy.orm import relationship
|
||||||
from sqlalchemy.sql import func
|
from sqlalchemy.sql import func
|
||||||
import enum
|
import enum
|
||||||
@@ -21,14 +22,17 @@ class Asset(Base):
|
|||||||
id = Column(Integer, primary_key=True, index=True)
|
id = Column(Integer, primary_key=True, index=True)
|
||||||
name = Column(String(255), nullable=False)
|
name = Column(String(255), nullable=False)
|
||||||
description = Column(Text, nullable=True)
|
description = Column(Text, nullable=True)
|
||||||
asset_type = Column(SAEnum(AssetType), nullable=False)
|
asset_type = Column(
|
||||||
|
ENUM(AssetType, name="asset_type", create_type=False),
|
||||||
|
nullable=False,
|
||||||
|
)
|
||||||
file_path = Column(String(512), nullable=False)
|
file_path = Column(String(512), nullable=False)
|
||||||
file_size = Column(Integer, nullable=True)
|
file_size = Column(Integer, nullable=True)
|
||||||
mime_type = Column(String(128), nullable=True)
|
mime_type = Column(String(128), nullable=True)
|
||||||
metadata_json = Column(Text, nullable=True)
|
metadata_json = Column(Text, nullable=True)
|
||||||
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
|
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
|
||||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||||
is_public = Column(Integer, default=0, nullable=False)
|
is_public = Column(Boolean, default=False, nullable=False)
|
||||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,6 @@
|
|||||||
from sqlalchemy import Column, String, DateTime, ForeignKey, Boolean
|
import uuid
|
||||||
|
|
||||||
|
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
|
||||||
from sqlalchemy.orm import relationship
|
from sqlalchemy.orm import relationship
|
||||||
from sqlalchemy.sql import func
|
from sqlalchemy.sql import func
|
||||||
from app.database import Base
|
from app.database import Base
|
||||||
@@ -7,8 +9,8 @@ from app.database import Base
|
|||||||
class Session(Base):
|
class Session(Base):
|
||||||
__tablename__ = "sessions"
|
__tablename__ = "sessions"
|
||||||
|
|
||||||
id = Column(String, primary_key=True)
|
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
|
||||||
user_id = Column(String, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||||
token = Column(String, unique=True, index=True, nullable=False)
|
token = Column(String, unique=True, index=True, nullable=False)
|
||||||
expires_at = Column(DateTime(timezone=True), nullable=False)
|
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||||
is_active = Column(Boolean, default=True)
|
is_active = Column(Boolean, default=True)
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey, Enum
|
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey
|
||||||
|
from sqlalchemy.dialects.postgresql import ENUM
|
||||||
from sqlalchemy.orm import relationship
|
from sqlalchemy.orm import relationship
|
||||||
from sqlalchemy.sql import func
|
from sqlalchemy.sql import func
|
||||||
import enum
|
import enum
|
||||||
@@ -19,7 +20,10 @@ class World(Base):
|
|||||||
name = Column(String(255), nullable=False)
|
name = Column(String(255), nullable=False)
|
||||||
description = Column(Text, nullable=True)
|
description = Column(Text, nullable=True)
|
||||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||||
visibility = Column(Enum(WorldVisibility), default=WorldVisibility.PUBLIC)
|
visibility = Column(
|
||||||
|
ENUM(WorldVisibility, name="world_visibility", create_type=False),
|
||||||
|
default=WorldVisibility.PUBLIC,
|
||||||
|
)
|
||||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,293 @@
|
|||||||
|
"""Redis-backed token-bucket rate limiting.
|
||||||
|
|
||||||
|
This module provides a reusable FastAPI dependency that rate-limits requests
|
||||||
|
per endpoint scope (optionally per-user) using an atomic Lua script on Redis.
|
||||||
|
|
||||||
|
If Redis is unavailable the limiter can either allow the request through
|
||||||
|
(fail-open) or reject it with a ``503`` (fail-closed), depending on the
|
||||||
|
policy configured for that limit. Chat send uses fail-closed by default
|
||||||
|
because flooding/abuse is worse than a temporary outage.
|
||||||
|
|
||||||
|
Example
|
||||||
|
-------
|
||||||
|
from app.rate_limit import rate_limit, named_limit
|
||||||
|
|
||||||
|
chat_send_limit = rate_limit(
|
||||||
|
named_limit("chat_send", capacity=5, refill_rate=0.2, fail_open=False),
|
||||||
|
user_id_dependency=Depends(get_current_user_id),
|
||||||
|
)
|
||||||
|
|
||||||
|
@router.post("/messages")
|
||||||
|
async def send_message(
|
||||||
|
payload: MessageCreate,
|
||||||
|
current_user: CurrentUser,
|
||||||
|
db: DbDep,
|
||||||
|
_: None = Depends(chat_send_limit),
|
||||||
|
):
|
||||||
|
...
|
||||||
|
"""
|
||||||
|
|
||||||
|
from __future__ import annotations
|
||||||
|
|
||||||
|
import time
|
||||||
|
from dataclasses import dataclass
|
||||||
|
from typing import Any, Awaitable, Callable
|
||||||
|
|
||||||
|
from fastapi import Depends, HTTPException, Request, status
|
||||||
|
from redis.asyncio import Redis
|
||||||
|
from redis.exceptions import RedisError
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
|
|
||||||
|
# Atomic token-bucket implementation.
|
||||||
|
#
|
||||||
|
# KEYS[1] is the bucket key. ARGV[1] is the bucket capacity, ARGV[2] is the
|
||||||
|
# refill rate in tokens per second, ARGV[3] is the current Unix time in
|
||||||
|
# seconds (float), and ARGV[4] is the request cost (tokens to take).
|
||||||
|
#
|
||||||
|
# The bucket state is stored as a hash with "tokens" and "ts". The script
|
||||||
|
# refills the bucket up to capacity, then takes the requested tokens. It
|
||||||
|
# returns an array:
|
||||||
|
# [0] allowed (1 or 0)
|
||||||
|
# [1] tokens remaining after the take
|
||||||
|
# [2] retry-after seconds (0 when allowed)
|
||||||
|
_TOKEN_BUCKET_LUA = """
|
||||||
|
local key = KEYS[1]
|
||||||
|
local capacity = tonumber(ARGV[1])
|
||||||
|
local refill_rate = tonumber(ARGV[2])
|
||||||
|
local now = tonumber(ARGV[3])
|
||||||
|
local cost = tonumber(ARGV[4])
|
||||||
|
|
||||||
|
local state = redis.call("HMGET", key, "tokens", "ts")
|
||||||
|
local tokens = capacity
|
||||||
|
local ts = now
|
||||||
|
|
||||||
|
if state[1] ~= false then
|
||||||
|
tokens = tonumber(state[1])
|
||||||
|
ts = tonumber(state[2]) or now
|
||||||
|
end
|
||||||
|
|
||||||
|
local elapsed = math.max(0, now - ts)
|
||||||
|
tokens = math.min(capacity, tokens + (elapsed * refill_rate))
|
||||||
|
|
||||||
|
local allowed = 0
|
||||||
|
local retry_after = 0
|
||||||
|
|
||||||
|
if tokens >= cost then
|
||||||
|
tokens = tokens - cost
|
||||||
|
allowed = 1
|
||||||
|
else
|
||||||
|
-- Time until enough tokens for a single request have accrued.
|
||||||
|
retry_after = math.ceil((cost - tokens) / refill_rate)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Keep the bucket state small and expire-able. Retaining the timestamp as a
|
||||||
|
-- float lets partial tokens accumulate smoothly between requests.
|
||||||
|
redis.call("HSET", key, "tokens", tostring(tokens), "ts", tostring(now))
|
||||||
|
redis.call("PEXPIRE", key, 600000)
|
||||||
|
|
||||||
|
return {allowed, tostring(tokens), retry_after}
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
class RateLimitExceeded(HTTPException):
|
||||||
|
"""Raised when a rate-limit bucket has no tokens left."""
|
||||||
|
|
||||||
|
def __init__(self, retry_after: int) -> None:
|
||||||
|
super().__init__(
|
||||||
|
status_code=status.HTTP_429_TOO_MANY_REQUESTS,
|
||||||
|
detail="Rate limit exceeded",
|
||||||
|
headers={"Retry-After": str(retry_after)},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@dataclass(frozen=True)
|
||||||
|
class RateLimit:
|
||||||
|
"""Definition of a named token-bucket rate limit.
|
||||||
|
|
||||||
|
``capacity`` is the burst size and ``refill_rate`` is the steady-state
|
||||||
|
token accumulation rate (tokens/second). For example,
|
||||||
|
``RateLimit(name="chat_send", capacity=10, refill_rate=1.0)`` allows a
|
||||||
|
burst of 10 requests and then one request per second on average.
|
||||||
|
"""
|
||||||
|
|
||||||
|
name: str
|
||||||
|
capacity: int
|
||||||
|
refill_rate: float
|
||||||
|
# When Redis is unreachable: ``True`` allows the request (fail-open),
|
||||||
|
# ``False`` rejects it with 503 (fail-closed).
|
||||||
|
fail_open: bool = True
|
||||||
|
|
||||||
|
def __post_init__(self) -> None:
|
||||||
|
if not self.name:
|
||||||
|
raise ValueError("name must be non-empty")
|
||||||
|
if self.capacity <= 0:
|
||||||
|
raise ValueError("capacity must be positive")
|
||||||
|
if self.refill_rate <= 0:
|
||||||
|
raise ValueError("refill_rate must be positive")
|
||||||
|
|
||||||
|
|
||||||
|
def default_user_scope(request: Request, user_id: int | None) -> str:
|
||||||
|
"""Scope a bucket per authenticated user, or per client IP if anonymous."""
|
||||||
|
if user_id is not None:
|
||||||
|
return f"user:{user_id}"
|
||||||
|
client = request.client
|
||||||
|
return f"ip:{client.host if client else 'unknown'}"
|
||||||
|
|
||||||
|
|
||||||
|
@dataclass(frozen=True)
|
||||||
|
class RateLimitConfig:
|
||||||
|
"""A named rate limit plus how it is applied to a request."""
|
||||||
|
|
||||||
|
limit: RateLimit
|
||||||
|
# Builds the Redis key fragment for the request. The resolved user id is
|
||||||
|
# passed as the second argument (or ``None`` for anonymous limits).
|
||||||
|
scope: Callable[[Request, int | None], str] = default_user_scope
|
||||||
|
|
||||||
|
|
||||||
|
@dataclass(frozen=True)
|
||||||
|
class RateLimitResult:
|
||||||
|
"""Outcome of a rate-limit check (used by tests)."""
|
||||||
|
|
||||||
|
allowed: bool
|
||||||
|
remaining: int
|
||||||
|
retry_after: int
|
||||||
|
|
||||||
|
|
||||||
|
_redis_client: Redis | None = None
|
||||||
|
|
||||||
|
|
||||||
|
def get_redis() -> Redis:
|
||||||
|
"""Return a shared async Redis client for rate limiting.
|
||||||
|
|
||||||
|
The client is created lazily (``Redis.from_url`` does not connect until a
|
||||||
|
command is issued), so this dependency never blocks or fails just because
|
||||||
|
Redis is down.
|
||||||
|
"""
|
||||||
|
global _redis_client
|
||||||
|
if _redis_client is None:
|
||||||
|
_redis_client = Redis.from_url(
|
||||||
|
settings.REDIS_URL,
|
||||||
|
encoding="utf-8",
|
||||||
|
decode_responses=True,
|
||||||
|
socket_connect_timeout=settings.REDIS_TIMEOUT_SECONDS,
|
||||||
|
socket_timeout=settings.REDIS_TIMEOUT_SECONDS,
|
||||||
|
)
|
||||||
|
return _redis_client
|
||||||
|
|
||||||
|
|
||||||
|
class RateLimiter:
|
||||||
|
"""Enforce a token bucket in Redis.
|
||||||
|
|
||||||
|
Buckets are keyed as ``rate:{limit.name}:{scope_key}`` so multiple
|
||||||
|
endpoints can share a named limit while remaining independently bucketed.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, config: RateLimitConfig, redis: Redis | None = None) -> None:
|
||||||
|
self._config = config
|
||||||
|
self._redis = redis
|
||||||
|
|
||||||
|
def _redis_client(self) -> Redis:
|
||||||
|
return self._redis or get_redis()
|
||||||
|
|
||||||
|
def _bucket_key(self, request: Request, user_id: int | None) -> str:
|
||||||
|
limit = self._config.limit
|
||||||
|
scope_key = self._config.scope(request, user_id)
|
||||||
|
return f"rate:{limit.name}:{scope_key}"
|
||||||
|
|
||||||
|
async def check(self, request: Request, user_id: int | None = None) -> RateLimitResult:
|
||||||
|
"""Atomically refill/take a token and return the outcome.
|
||||||
|
|
||||||
|
Redis failures are mapped to ``allowed=True`` (fail-open) or
|
||||||
|
``allowed=False`` (fail-closed, represented with ``retry_after=-1``)
|
||||||
|
according to the limit's policy, without raising.
|
||||||
|
"""
|
||||||
|
limit = self._config.limit
|
||||||
|
key = self._bucket_key(request, user_id)
|
||||||
|
|
||||||
|
try:
|
||||||
|
result = await self._redis_client().eval(
|
||||||
|
_TOKEN_BUCKET_LUA,
|
||||||
|
1,
|
||||||
|
key,
|
||||||
|
str(limit.capacity),
|
||||||
|
str(limit.refill_rate),
|
||||||
|
str(time.time()),
|
||||||
|
"1", # each request consumes one token
|
||||||
|
)
|
||||||
|
except RedisError:
|
||||||
|
if limit.fail_open:
|
||||||
|
return RateLimitResult(allowed=True, remaining=0, retry_after=0)
|
||||||
|
# Fail-closed: no reliable retry estimate is available.
|
||||||
|
return RateLimitResult(allowed=False, remaining=0, retry_after=-1)
|
||||||
|
|
||||||
|
# Redis may return ints or strings depending on decode_responses.
|
||||||
|
allowed = bool(int(result[0]))
|
||||||
|
remaining = int(result[1])
|
||||||
|
retry_after = int(result[2])
|
||||||
|
return RateLimitResult(allowed=allowed, remaining=remaining, retry_after=retry_after)
|
||||||
|
|
||||||
|
async def __call__(self, request: Request, user_id: int | None = None) -> None:
|
||||||
|
"""Enforce the rate limit, raising 429 or 503 as appropriate."""
|
||||||
|
result = await self.check(request, user_id)
|
||||||
|
if result.allowed:
|
||||||
|
return
|
||||||
|
|
||||||
|
if result.retry_after < 0:
|
||||||
|
# Redis was unavailable and this limit is fail-closed.
|
||||||
|
raise HTTPException(
|
||||||
|
status_code=status.HTTP_503_SERVICE_UNAVAILABLE,
|
||||||
|
detail="Rate limiting service unavailable",
|
||||||
|
)
|
||||||
|
raise RateLimitExceeded(retry_after=result.retry_after)
|
||||||
|
|
||||||
|
|
||||||
|
def named_limit(
|
||||||
|
name: str,
|
||||||
|
*,
|
||||||
|
capacity: int,
|
||||||
|
refill_rate: float,
|
||||||
|
fail_open: bool = True,
|
||||||
|
) -> RateLimitConfig:
|
||||||
|
"""Create a named rate-limit config with the default per-user/IP scope.
|
||||||
|
|
||||||
|
``capacity`` is the burst size and ``refill_rate`` is tokens/second.
|
||||||
|
"""
|
||||||
|
return RateLimitConfig(
|
||||||
|
limit=RateLimit(
|
||||||
|
name=name,
|
||||||
|
capacity=capacity,
|
||||||
|
refill_rate=refill_rate,
|
||||||
|
fail_open=fail_open,
|
||||||
|
)
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
def rate_limit(
|
||||||
|
config: RateLimitConfig,
|
||||||
|
*,
|
||||||
|
user_id_dependency: Any = None,
|
||||||
|
) -> Callable[[Request, Any], Awaitable[None]]:
|
||||||
|
"""Build a FastAPI dependency enforcing ``config``.
|
||||||
|
|
||||||
|
``user_id_dependency`` optionally injects the authenticated user id, e.g.
|
||||||
|
``Depends(get_current_user_id)``. If omitted the limiter buckets by client
|
||||||
|
IP (the ``default_user_scope`` fallback), which is suitable for anonymous
|
||||||
|
endpoints but should be paired with an auth resolver for per-user limits.
|
||||||
|
|
||||||
|
The returned callable is intended for ``Depends(...)``.
|
||||||
|
"""
|
||||||
|
|
||||||
|
async def _anonymous_user_id() -> int | None:
|
||||||
|
return None
|
||||||
|
|
||||||
|
resolver = user_id_dependency if user_id_dependency is not None else Depends(_anonymous_user_id)
|
||||||
|
|
||||||
|
async def dependency(
|
||||||
|
request: Request,
|
||||||
|
user_id: int | None = resolver,
|
||||||
|
) -> None:
|
||||||
|
limiter = RateLimiter(config)
|
||||||
|
await limiter(request, user_id)
|
||||||
|
|
||||||
|
return dependency
|
||||||
@@ -0,0 +1,209 @@
|
|||||||
|
"""Asset management router."""
|
||||||
|
|
||||||
|
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 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"
|
||||||
|
|
||||||
|
|
||||||
|
# --- 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}")
|
||||||
|
|
||||||
|
# Validate file size against configured maximum.
|
||||||
|
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
|
||||||
|
content = await file.read()
|
||||||
|
file_size = len(content)
|
||||||
|
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)
|
||||||
|
|
||||||
|
asset.file_path = str(file_path)
|
||||||
|
asset.mime_type = file.content_type
|
||||||
|
asset.file_size = file_size
|
||||||
|
|
||||||
|
await db.commit()
|
||||||
|
await db.refresh(asset)
|
||||||
|
return asset
|
||||||
@@ -0,0 +1,131 @@
|
|||||||
|
"""Authentication router - login, register, token refresh."""
|
||||||
|
|
||||||
|
from datetime import datetime, timedelta, timezone
|
||||||
|
|
||||||
|
from fastapi import APIRouter, Depends, HTTPException, status
|
||||||
|
from fastapi.security import OAuth2PasswordRequestForm
|
||||||
|
from pydantic import BaseModel, EmailStr
|
||||||
|
|
||||||
|
from jose import jwt
|
||||||
|
from passlib.context import CryptContext
|
||||||
|
|
||||||
|
from app.config import settings
|
||||||
|
from app.database import get_db
|
||||||
|
from app.dependencies import CurrentUser
|
||||||
|
from app.models.user import User
|
||||||
|
from sqlalchemy.ext.asyncio import AsyncSession
|
||||||
|
from sqlalchemy import select
|
||||||
|
|
||||||
|
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
|
||||||
|
|
||||||
|
router = APIRouter()
|
||||||
|
|
||||||
|
|
||||||
|
# --- Pydantic schemas ---
|
||||||
|
|
||||||
|
class TokenResponse(BaseModel):
|
||||||
|
access_token: str
|
||||||
|
token_type: str = "bearer"
|
||||||
|
|
||||||
|
|
||||||
|
class RegisterRequest(BaseModel):
|
||||||
|
username: str
|
||||||
|
email: EmailStr
|
||||||
|
password: str
|
||||||
|
|
||||||
|
|
||||||
|
class UserResponse(BaseModel):
|
||||||
|
id: int
|
||||||
|
username: str
|
||||||
|
email: str
|
||||||
|
is_active: bool
|
||||||
|
created_at: datetime | None = None
|
||||||
|
|
||||||
|
model_config = {"from_attributes": True}
|
||||||
|
|
||||||
|
|
||||||
|
# --- Helpers ---
|
||||||
|
|
||||||
|
def _create_access_token(data: dict) -> str:
|
||||||
|
to_encode = data.copy()
|
||||||
|
expire = datetime.now(timezone.utc) + timedelta(
|
||||||
|
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||||
|
)
|
||||||
|
to_encode.update({"exp": expire})
|
||||||
|
return jwt.encode(to_encode, settings.SECRET_KEY, 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)
|
||||||
|
|
||||||
|
|
||||||
|
# --- Endpoints ---
|
||||||
|
|
||||||
|
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
|
||||||
|
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
||||||
|
"""Register a new user and return an access token."""
|
||||||
|
# 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),
|
||||||
|
)
|
||||||
|
db.add(user)
|
||||||
|
await db.commit()
|
||||||
|
await db.refresh(user)
|
||||||
|
|
||||||
|
access_token = _create_access_token({"sub": str(user.id)})
|
||||||
|
return TokenResponse(access_token=access_token)
|
||||||
|
|
||||||
|
|
||||||
|
@router.post("/login", response_model=TokenResponse)
|
||||||
|
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
|
||||||
|
"""Authenticate user and return an access token.
|
||||||
|
|
||||||
|
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",
|
||||||
|
)
|
||||||
|
|
||||||
|
access_token = _create_access_token({"sub": str(user.id)})
|
||||||
|
return TokenResponse(access_token=access_token)
|
||||||
|
|
||||||
|
|
||||||
|
@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 +1,106 @@
|
|||||||
|
"""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 +1,168 @@
|
|||||||
|
"""Worlds router - CRUD for game worlds."""
|
||||||
|
|
||||||
|
from typing import Annotated
|
||||||
|
|
||||||
|
from fastapi import APIRouter, Depends, HTTPException, Query
|
||||||
|
from pydantic import BaseModel, Field
|
||||||
|
from sqlalchemy import select
|
||||||
|
from sqlalchemy.ext.asyncio import AsyncSession
|
||||||
|
from sqlalchemy.orm import selectinload
|
||||||
|
|
||||||
|
from app.database import get_db
|
||||||
|
from app.dependencies import CurrentUser
|
||||||
|
from app.models.world import World, WorldVisibility
|
||||||
|
|
||||||
|
router = APIRouter()
|
||||||
|
|
||||||
|
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||||
|
|
||||||
|
|
||||||
|
# --- Pydantic schemas ---
|
||||||
|
|
||||||
|
class WorldCreate(BaseModel):
|
||||||
|
"""Schema for creating a world."""
|
||||||
|
name: str = Field(..., min_length=1, max_length=255)
|
||||||
|
description: str | None = None
|
||||||
|
visibility: WorldVisibility = WorldVisibility.PUBLIC
|
||||||
|
|
||||||
|
|
||||||
|
class WorldUpdate(BaseModel):
|
||||||
|
"""Schema for updating a world."""
|
||||||
|
name: str | None = Field(None, min_length=1, max_length=255)
|
||||||
|
description: str | None = None
|
||||||
|
visibility: WorldVisibility | None = None
|
||||||
|
|
||||||
|
|
||||||
|
class WorldResponse(BaseModel):
|
||||||
|
"""Schema for world responses."""
|
||||||
|
id: int
|
||||||
|
name: str
|
||||||
|
description: str | None
|
||||||
|
visibility: WorldVisibility
|
||||||
|
owner_id: int
|
||||||
|
created_at: str | None = None
|
||||||
|
|
||||||
|
model_config = {"from_attributes": True}
|
||||||
|
|
||||||
|
|
||||||
|
# --- Endpoints ---
|
||||||
|
|
||||||
|
@router.get("/", response_model=list[WorldResponse])
|
||||||
|
async def list_worlds(
|
||||||
|
current_user: CurrentUser,
|
||||||
|
db: DbDep,
|
||||||
|
skip: int = Query(0, ge=0),
|
||||||
|
limit: int = Query(50, ge=1, le=100),
|
||||||
|
visibility: WorldVisibility | None = None,
|
||||||
|
):
|
||||||
|
"""List worlds visible to the current user.
|
||||||
|
|
||||||
|
PUBLIC worlds are visible to everyone.
|
||||||
|
PRIVATE/FRIENDS_ONLY worlds are visible to their owner.
|
||||||
|
"""
|
||||||
|
query = select(World).options(selectinload(World.owner))
|
||||||
|
|
||||||
|
# Filter by visibility if specified
|
||||||
|
if visibility:
|
||||||
|
query = query.where(World.visibility == visibility)
|
||||||
|
if visibility != WorldVisibility.PUBLIC:
|
||||||
|
# Requesting a non-public visibility explicitly must not bypass
|
||||||
|
# ownership — otherwise any authenticated user could list every
|
||||||
|
# PRIVATE/FRIENDS_ONLY world in the system just by passing the
|
||||||
|
# filter, defeating the point of the check below.
|
||||||
|
query = query.where(World.owner_id == current_user.id)
|
||||||
|
else:
|
||||||
|
# Show PUBLIC worlds + owner's own worlds
|
||||||
|
query = query.where(
|
||||||
|
(World.visibility == WorldVisibility.PUBLIC)
|
||||||
|
| (World.owner_id == current_user.id)
|
||||||
|
)
|
||||||
|
|
||||||
|
query = query.offset(skip).limit(limit).order_by(World.created_at.desc())
|
||||||
|
result = await db.execute(query)
|
||||||
|
worlds = result.scalars().all()
|
||||||
|
return worlds
|
||||||
|
|
||||||
|
|
||||||
|
@router.get("/{world_id}", response_model=WorldResponse)
|
||||||
|
async def get_world(
|
||||||
|
world_id: int,
|
||||||
|
current_user: CurrentUser,
|
||||||
|
db: DbDep,
|
||||||
|
):
|
||||||
|
"""Get a single world by ID, respecting visibility."""
|
||||||
|
result = await db.execute(
|
||||||
|
select(World).where(World.id == world_id).options(selectinload(World.owner))
|
||||||
|
)
|
||||||
|
world = result.scalar_one_or_none()
|
||||||
|
if not world:
|
||||||
|
raise HTTPException(status_code=404, detail="World not found")
|
||||||
|
|
||||||
|
# Allow access if world is PUBLIC or owned by current user
|
||||||
|
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
|
||||||
|
raise HTTPException(status_code=404, detail="World not found")
|
||||||
|
|
||||||
|
return world
|
||||||
|
|
||||||
|
|
||||||
|
@router.post("/", response_model=WorldResponse, status_code=201)
|
||||||
|
async def create_world(
|
||||||
|
world_data: WorldCreate,
|
||||||
|
current_user: CurrentUser,
|
||||||
|
db: DbDep,
|
||||||
|
):
|
||||||
|
"""Create a new world."""
|
||||||
|
world = World(
|
||||||
|
name=world_data.name,
|
||||||
|
description=world_data.description,
|
||||||
|
owner_id=current_user.id,
|
||||||
|
visibility=world_data.visibility,
|
||||||
|
)
|
||||||
|
db.add(world)
|
||||||
|
await db.commit()
|
||||||
|
await db.refresh(world)
|
||||||
|
return world
|
||||||
|
|
||||||
|
|
||||||
|
@router.put("/{world_id}", response_model=WorldResponse)
|
||||||
|
async def update_world(
|
||||||
|
world_id: int,
|
||||||
|
world_data: WorldUpdate,
|
||||||
|
current_user: CurrentUser,
|
||||||
|
db: DbDep,
|
||||||
|
):
|
||||||
|
"""Update an existing world."""
|
||||||
|
result = await db.execute(select(World).where(World.id == world_id))
|
||||||
|
world = result.scalar_one_or_none()
|
||||||
|
if not world:
|
||||||
|
raise HTTPException(status_code=404, detail="World not found")
|
||||||
|
|
||||||
|
if world.owner_id != current_user.id:
|
||||||
|
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||||
|
|
||||||
|
update_data = world_data.model_dump(exclude_unset=True)
|
||||||
|
for field, value in update_data.items():
|
||||||
|
setattr(world, field, value)
|
||||||
|
|
||||||
|
await db.commit()
|
||||||
|
await db.refresh(world)
|
||||||
|
return world
|
||||||
|
|
||||||
|
|
||||||
|
@router.delete("/{world_id}", status_code=204)
|
||||||
|
async def delete_world(
|
||||||
|
world_id: int,
|
||||||
|
current_user: CurrentUser,
|
||||||
|
db: DbDep,
|
||||||
|
):
|
||||||
|
"""Delete a world."""
|
||||||
|
result = await db.execute(select(World).where(World.id == world_id))
|
||||||
|
world = result.scalar_one_or_none()
|
||||||
|
if not world:
|
||||||
|
raise HTTPException(status_code=404, detail="World not found")
|
||||||
|
|
||||||
|
if world.owner_id != current_user.id:
|
||||||
|
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||||
|
|
||||||
|
await db.delete(world)
|
||||||
|
await db.commit()
|
||||||
@@ -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:
|
||||||
|
- "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:
|
||||||
|
- "6379:6379"
|
||||||
|
volumes:
|
||||||
|
- redis_data:/data
|
||||||
|
healthcheck:
|
||||||
|
test: ["CMD", "redis-cli", "ping"]
|
||||||
|
interval: 5s
|
||||||
|
timeout: 5s
|
||||||
|
retries: 5
|
||||||
|
|
||||||
|
volumes:
|
||||||
|
postgres_data:
|
||||||
|
redis_data:
|
||||||
@@ -3,6 +3,7 @@ uvicorn[standard]==0.34.0
|
|||||||
sqlalchemy==2.0.36
|
sqlalchemy==2.0.36
|
||||||
alembic==1.14.0
|
alembic==1.14.0
|
||||||
psycopg2-binary==2.9.10
|
psycopg2-binary==2.9.10
|
||||||
|
asyncpg==0.31.0
|
||||||
redis==5.2.1
|
redis==5.2.1
|
||||||
pydantic==2.10.3
|
pydantic==2.10.3
|
||||||
pydantic-settings==2.7.0
|
pydantic-settings==2.7.0
|
||||||
|
|||||||
@@ -0,0 +1,193 @@
|
|||||||
|
"""Tests for the Redis-backed token-bucket rate limiter.
|
||||||
|
|
||||||
|
These tests use fakeredis (Lua enabled via lupa) so no live Redis server is
|
||||||
|
required.
|
||||||
|
"""
|
||||||
|
|
||||||
|
import asyncio
|
||||||
|
import sys
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
from fastapi import Depends, FastAPI, Request
|
||||||
|
from fastapi.testclient import TestClient
|
||||||
|
|
||||||
|
sys.path.insert(0, "/workspace")
|
||||||
|
|
||||||
|
import fakeredis.aioredis
|
||||||
|
from redis.asyncio import Redis
|
||||||
|
from redis.exceptions import ConnectionError
|
||||||
|
|
||||||
|
from app.rate_limit import (
|
||||||
|
RateLimit,
|
||||||
|
RateLimitConfig,
|
||||||
|
RateLimiter,
|
||||||
|
default_user_scope,
|
||||||
|
named_limit,
|
||||||
|
rate_limit,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.fixture()
|
||||||
|
def fake_redis():
|
||||||
|
return fakeredis.aioredis.FakeRedis(decode_responses=True)
|
||||||
|
|
||||||
|
|
||||||
|
def make_request(client_ip: str = "127.0.0.1") -> Request:
|
||||||
|
scope = {
|
||||||
|
"type": "http",
|
||||||
|
"method": "GET",
|
||||||
|
"path": "/",
|
||||||
|
"headers": [],
|
||||||
|
"client": (client_ip, 12345),
|
||||||
|
}
|
||||||
|
return Request(scope)
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.mark.asyncio
|
||||||
|
async def test_token_bucket_allows_burst_then_exhausts(fake_redis):
|
||||||
|
limiter = RateLimiter(
|
||||||
|
RateLimitConfig(
|
||||||
|
limit=RateLimit(name="burst", capacity=3, refill_rate=0.1),
|
||||||
|
),
|
||||||
|
redis=fake_redis,
|
||||||
|
)
|
||||||
|
request = make_request()
|
||||||
|
|
||||||
|
results = []
|
||||||
|
for _ in range(4):
|
||||||
|
result = await limiter.check(request, user_id=42)
|
||||||
|
results.append(result)
|
||||||
|
|
||||||
|
assert [r.allowed for r in results] == [True, True, True, False]
|
||||||
|
assert results[0].remaining == 2
|
||||||
|
assert results[1].remaining == 1
|
||||||
|
assert results[2].remaining == 0
|
||||||
|
assert results[3].retry_after > 0
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.mark.asyncio
|
||||||
|
async def test_retry_after_reflects_refill_rate(fake_redis):
|
||||||
|
limiter = RateLimiter(
|
||||||
|
RateLimitConfig(
|
||||||
|
limit=RateLimit(name="slow", capacity=1, refill_rate=0.5),
|
||||||
|
),
|
||||||
|
redis=fake_redis,
|
||||||
|
)
|
||||||
|
request = make_request()
|
||||||
|
|
||||||
|
assert (await limiter.check(request, user_id=7)).allowed is True
|
||||||
|
denied = await limiter.check(request, user_id=7)
|
||||||
|
assert denied.allowed is False
|
||||||
|
# 1 token / 0.5 tokens per second = 2 seconds.
|
||||||
|
assert denied.retry_after == 2
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.mark.asyncio
|
||||||
|
async def test_separate_scopes_get_separate_buckets(fake_redis):
|
||||||
|
limiter = RateLimiter(
|
||||||
|
RateLimitConfig(
|
||||||
|
limit=RateLimit(name="scoped", capacity=1, refill_rate=0.1),
|
||||||
|
),
|
||||||
|
redis=fake_redis,
|
||||||
|
)
|
||||||
|
request = make_request()
|
||||||
|
|
||||||
|
assert (await limiter.check(request, user_id=1)).allowed is True
|
||||||
|
assert (await limiter.check(request, user_id=2)).allowed is True
|
||||||
|
assert (await limiter.check(request, user_id=1)).allowed is False
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.mark.asyncio
|
||||||
|
async def test_fail_open_returns_allowed_when_redis_unavailable():
|
||||||
|
class BrokenRedis(Redis):
|
||||||
|
async def eval(self, *args, **kwargs):
|
||||||
|
raise ConnectionError("down")
|
||||||
|
|
||||||
|
limiter = RateLimiter(
|
||||||
|
RateLimitConfig(
|
||||||
|
limit=RateLimit(name="open", capacity=1, refill_rate=0.1, fail_open=True),
|
||||||
|
),
|
||||||
|
redis=BrokenRedis(),
|
||||||
|
)
|
||||||
|
result = await limiter.check(make_request(), user_id=1)
|
||||||
|
assert result.allowed is True
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.mark.asyncio
|
||||||
|
async def test_fail_closed_returns_denied_with_negative_retry_after():
|
||||||
|
class BrokenRedis(Redis):
|
||||||
|
async def eval(self, *args, **kwargs):
|
||||||
|
raise ConnectionError("down")
|
||||||
|
|
||||||
|
limiter = RateLimiter(
|
||||||
|
RateLimitConfig(
|
||||||
|
limit=RateLimit(name="closed", capacity=1, refill_rate=0.1, fail_open=False),
|
||||||
|
),
|
||||||
|
redis=BrokenRedis(),
|
||||||
|
)
|
||||||
|
result = await limiter.check(make_request(), user_id=1)
|
||||||
|
assert result.allowed is False
|
||||||
|
assert result.retry_after == -1
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.mark.asyncio
|
||||||
|
async def test_fail_closed_call_raises_503(fake_redis):
|
||||||
|
class BrokenRedis(Redis):
|
||||||
|
async def eval(self, *args, **kwargs):
|
||||||
|
raise ConnectionError("down")
|
||||||
|
|
||||||
|
limiter = RateLimiter(
|
||||||
|
RateLimitConfig(
|
||||||
|
limit=RateLimit(name="closed", capacity=1, refill_rate=0.1, fail_open=False),
|
||||||
|
),
|
||||||
|
redis=BrokenRedis(),
|
||||||
|
)
|
||||||
|
with pytest.raises(Exception) as exc_info:
|
||||||
|
await limiter(make_request(), user_id=1)
|
||||||
|
assert exc_info.value.status_code == 503
|
||||||
|
|
||||||
|
|
||||||
|
def test_named_limit_builds_expected_config():
|
||||||
|
config = named_limit(
|
||||||
|
"chat_send",
|
||||||
|
capacity=5,
|
||||||
|
refill_rate=0.2,
|
||||||
|
fail_open=False,
|
||||||
|
)
|
||||||
|
assert config.limit.name == "chat_send"
|
||||||
|
assert config.limit.capacity == 5
|
||||||
|
assert config.limit.refill_rate == 0.2
|
||||||
|
assert config.limit.fail_open is False
|
||||||
|
assert config.scope is default_user_scope
|
||||||
|
|
||||||
|
|
||||||
|
def test_invalid_limit_definition_rejected():
|
||||||
|
with pytest.raises(ValueError):
|
||||||
|
named_limit("bad", capacity=0, refill_rate=1.0)
|
||||||
|
with pytest.raises(ValueError):
|
||||||
|
named_limit("bad", capacity=1, refill_rate=0)
|
||||||
|
|
||||||
|
|
||||||
|
def test_dependency_integration_returns_429_with_retry_after():
|
||||||
|
async def fake_user_id() -> int:
|
||||||
|
return 99
|
||||||
|
|
||||||
|
chat_limit = rate_limit(
|
||||||
|
named_limit("chat_send_test", capacity=2, refill_rate=0.1, fail_open=False),
|
||||||
|
user_id_dependency=Depends(fake_user_id),
|
||||||
|
)
|
||||||
|
|
||||||
|
app = FastAPI()
|
||||||
|
|
||||||
|
@app.get("/probe")
|
||||||
|
async def probe(_: None = Depends(chat_limit)):
|
||||||
|
return {"ok": True}
|
||||||
|
|
||||||
|
client = TestClient(app)
|
||||||
|
assert client.get("/probe").status_code == 200
|
||||||
|
assert client.get("/probe").status_code == 200
|
||||||
|
|
||||||
|
denied = client.get("/probe")
|
||||||
|
assert denied.status_code == 429
|
||||||
|
assert denied.headers["retry-after"]
|
||||||
|
assert denied.json() == {"detail": "Rate limit exceeded"}
|
||||||
@@ -0,0 +1,462 @@
|
|||||||
|
# Avatar Component System & glTF Attachment Spec
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Server authority + client prediction, world chunk data format
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document specifies the **avatar component system** for **agp-game**, a
|
||||||
|
Godot-based multiplayer game. It defines:
|
||||||
|
|
||||||
|
- How an avatar is decomposed into **body parts** and **attachment slots**.
|
||||||
|
- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
|
||||||
|
base body.
|
||||||
|
- The **glTF/GLB format requirements** that all avatar assets must satisfy so
|
||||||
|
they can be loaded, skinned, and networked consistently.
|
||||||
|
|
||||||
|
The goal is a **modular, data-driven avatar pipeline**: a single base body rig
|
||||||
|
plus swappable attachments, all authored in glTF and consumed by a shared Godot
|
||||||
|
runtime. This enables player customization, cosmetic monetization, and
|
||||||
|
server-authoritative validation of what a player is wearing.
|
||||||
|
|
||||||
|
### 1.1 Design Goals
|
||||||
|
|
||||||
|
- **Modularity:** Body parts and attachments are independent assets that can be
|
||||||
|
combined at runtime without re-exporting.
|
||||||
|
- **Consistency:** A single, well-defined skeleton and slot convention so any
|
||||||
|
attachment fits any base body.
|
||||||
|
- **Networkability:** The avatar's composition is expressed as a compact,
|
||||||
|
serializable **loadout** that the server can validate and replicate.
|
||||||
|
- **Performance:** Attachments are skinned to the same skeleton and share
|
||||||
|
materials where possible to minimize draw calls and skinning cost.
|
||||||
|
- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
|
||||||
|
by a build-time checker.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Avatar Decomposition
|
||||||
|
|
||||||
|
### 2.1 The Base Body
|
||||||
|
|
||||||
|
Every avatar is built on a **base body** — a single glTF asset containing:
|
||||||
|
|
||||||
|
- A **skeleton** (the canonical rig, see §3).
|
||||||
|
- A **base mesh** for the skin/body (head, torso, arms, legs).
|
||||||
|
- **Attachment points** (empty nodes) that define where accessories mount.
|
||||||
|
|
||||||
|
The base body is the only asset that carries the skeleton. Attachments reference
|
||||||
|
the skeleton by **bone name** and are skinned to it; they never carry their own
|
||||||
|
rig.
|
||||||
|
|
||||||
|
### 2.2 Body Parts vs. Attachments
|
||||||
|
|
||||||
|
Two distinct concepts:
|
||||||
|
|
||||||
|
| Concept | Definition | Example |
|
||||||
|
|----------------|-------------------------------------------------------------------------|----------------------------------|
|
||||||
|
| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
|
||||||
|
| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
|
||||||
|
|
||||||
|
The distinction matters for **slot exclusivity** and **layering**:
|
||||||
|
|
||||||
|
- **Body parts** are *exclusive* per slot — only one head can be equipped.
|
||||||
|
- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
|
||||||
|
above the head mesh.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Skeleton & Slot Convention
|
||||||
|
|
||||||
|
### 3.1 Canonical Skeleton
|
||||||
|
|
||||||
|
All avatars share a **canonical skeleton** with a fixed set of bone names. This
|
||||||
|
is the contract that lets any attachment fit any body. The skeleton follows a
|
||||||
|
humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
|
||||||
|
|
||||||
|
Required bones (subset of the full rig):
|
||||||
|
|
||||||
|
```
|
||||||
|
Root
|
||||||
|
├── Hips
|
||||||
|
│ ├── Spine
|
||||||
|
│ │ ├── Chest
|
||||||
|
│ │ │ ├── Neck
|
||||||
|
│ │ │ │ └── Head
|
||||||
|
│ │ │ │ ├── HeadTop # hat / hair mount
|
||||||
|
│ │ │ │ ├── Jaw # face accessories
|
||||||
|
│ │ │ │ └── LeftEye / RightEye
|
||||||
|
│ │ │ ├── LeftShoulder
|
||||||
|
│ │ │ │ └── LeftUpperArm
|
||||||
|
│ │ │ │ └── LeftLowerArm
|
||||||
|
│ │ │ │ └── LeftHand
|
||||||
|
│ │ │ └── RightShoulder
|
||||||
|
│ │ │ └── RightUpperArm
|
||||||
|
│ │ │ └── RightLowerArm
|
||||||
|
│ │ │ └── RightHand
|
||||||
|
│ │ └── (Chest children for torso attachments)
|
||||||
|
│ ├── LeftUpperLeg
|
||||||
|
│ │ └── LeftLowerLeg
|
||||||
|
│ │ └── LeftFoot
|
||||||
|
│ └── RightUpperLeg
|
||||||
|
│ └── RightLowerLeg
|
||||||
|
│ └── RightFoot
|
||||||
|
```
|
||||||
|
|
||||||
|
**Rules:**
|
||||||
|
|
||||||
|
- Bone names are **case-sensitive** and must match exactly.
|
||||||
|
- The skeleton is **T-pose** at rest for consistent skinning.
|
||||||
|
- Attachments must be skinned to **at least** the bones they deform; static
|
||||||
|
accessories may be parented to a single bone (e.g., a hat parented to `Head`).
|
||||||
|
|
||||||
|
### 3.2 Attachment Slots
|
||||||
|
|
||||||
|
Slots are the **logical mount points** for body parts and attachments. Each slot
|
||||||
|
maps to one or more bones and defines what can be equipped there.
|
||||||
|
|
||||||
|
| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
|
||||||
|
|----------------|--------------|--------------------|-------------|-------------------------------|
|
||||||
|
| `head` | body part | `Head` | exclusive | alternate head, face |
|
||||||
|
| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
|
||||||
|
| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
|
||||||
|
| `torso` | body part | `Chest` | exclusive | alternate torso |
|
||||||
|
| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
|
||||||
|
| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
|
||||||
|
| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
|
||||||
|
| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
|
||||||
|
| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
|
||||||
|
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
|
||||||
|
| `legs` | body part | `Hips` | exclusive | alternate legs |
|
||||||
|
| `pants` | attachment | `Hips` | exclusive | pants, skirts |
|
||||||
|
| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
|
||||||
|
| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
|
||||||
|
| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
|
||||||
|
|
||||||
|
**Slot semantics:**
|
||||||
|
|
||||||
|
- **`exclusive`** slots allow at most one equipped item at a time.
|
||||||
|
- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
|
||||||
|
simultaneously (bounded by a configurable limit, e.g., 8).
|
||||||
|
- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
|
||||||
|
the corresponding base mesh. When a body part is equipped, the base mesh for
|
||||||
|
that region is hidden.
|
||||||
|
- **Attachment slots** layer on top of the base mesh and never hide it.
|
||||||
|
|
||||||
|
### 3.3 Slot → Bone Mapping
|
||||||
|
|
||||||
|
Each slot declares a **primary mount bone** and an optional **secondary bone
|
||||||
|
list** for skinning. The runtime uses this to:
|
||||||
|
|
||||||
|
1. Parent static accessories to the mount bone.
|
||||||
|
2. Skin skinned attachments to the union of the slot's bones.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. glTF/GLB Format Requirements
|
||||||
|
|
||||||
|
All avatar assets (base bodies, body parts, attachments) are distributed as
|
||||||
|
**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
|
||||||
|
container). GLB is the preferred distribution format for runtime loading.
|
||||||
|
|
||||||
|
### 4.1 Required Conventions
|
||||||
|
|
||||||
|
| Concern | Requirement |
|
||||||
|
|--------------------|------------------------------------------------------------------------------|
|
||||||
|
| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
|
||||||
|
| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
|
||||||
|
| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
|
||||||
|
| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
|
||||||
|
| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
|
||||||
|
| **Pose** | T-pose at rest. |
|
||||||
|
| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
|
||||||
|
| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
|
||||||
|
| **Animation** | Optional. If present, must not rename or remove canonical bones. |
|
||||||
|
|
||||||
|
### 4.2 Asset Metadata (extras)
|
||||||
|
|
||||||
|
Each asset **must** declare its slot and identity in the glTF `asset.extras`
|
||||||
|
object. This is the machine-readable contract consumed by the build pipeline and
|
||||||
|
runtime.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"asset": {
|
||||||
|
"version": "2.0",
|
||||||
|
"extras": {
|
||||||
|
"agp": {
|
||||||
|
"type": "attachment", // "base_body" | "body_part" | "attachment"
|
||||||
|
"slot": "chest", // slot ID from §3.2
|
||||||
|
"id": "shirt_bandit_01", // globally unique asset id
|
||||||
|
"display_name": "Bandit Shirt",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"mount_bone": "Chest", // primary mount bone
|
||||||
|
"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
|
||||||
|
"exclusive": true, // matches slot exclusivity
|
||||||
|
"tags": ["cloth", "common"],
|
||||||
|
"author": "platform-team"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Validation rules for `extras.agp`:**
|
||||||
|
|
||||||
|
- `type` must be one of `base_body`, `body_part`, `attachment`.
|
||||||
|
- `slot` must be a known slot ID (§3.2).
|
||||||
|
- `mount_bone` must exist in the canonical skeleton.
|
||||||
|
- `skin_bones` must all exist in the canonical skeleton.
|
||||||
|
- `exclusive` must match the slot's declared exclusivity.
|
||||||
|
- `id` must be unique across the asset catalog.
|
||||||
|
|
||||||
|
### 4.3 Node Naming Convention
|
||||||
|
|
||||||
|
To make assets self-describing and mergeable, nodes follow a convention:
|
||||||
|
|
||||||
|
- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
|
||||||
|
- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
|
||||||
|
- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
|
||||||
|
`chest_shirt_bandit_01`).
|
||||||
|
- **Attachment points** (empty nodes) on the base body are named
|
||||||
|
`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
|
||||||
|
|
||||||
|
### 4.4 Material & Texture Requirements
|
||||||
|
|
||||||
|
- All materials use the **metallic-roughness** PBR model.
|
||||||
|
- Textures are embedded in the GLB or referenced as external files; external
|
||||||
|
references must be relative paths within the asset package.
|
||||||
|
- **Color customization** is supported via a `baseColorFactor` tint applied at
|
||||||
|
runtime (multiplied over the albedo). Assets should use a neutral albedo
|
||||||
|
(white/gray) where tinting is intended.
|
||||||
|
- **Masked/transparent** materials must set the correct alpha mode
|
||||||
|
(`MASK` or `BLEND`) and `alphaCutoff`.
|
||||||
|
|
||||||
|
### 4.5 Skeleton Merging at Runtime
|
||||||
|
|
||||||
|
When an attachment is loaded, the runtime **merges** it onto the base body:
|
||||||
|
|
||||||
|
1. Load the base body (skeleton + base meshes).
|
||||||
|
2. Load each equipped attachment.
|
||||||
|
3. For each attachment, **re-target its skin** to the base body's skeleton by
|
||||||
|
bone name (no re-export needed).
|
||||||
|
4. Parent static accessories to their `mount_bone`.
|
||||||
|
5. Hide base meshes for any equipped body-part slots.
|
||||||
|
6. Apply material tints and merge into the render tree.
|
||||||
|
|
||||||
|
The merge is **name-based** — bone names must match exactly (§3.1). This is the
|
||||||
|
core reason for the strict naming contract.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Loadout Model (Network & Persistence)
|
||||||
|
|
||||||
|
The avatar's composition is serialized as a **loadout** — a compact, ordered
|
||||||
|
list of equipped asset IDs. This is what the server validates, persists, and
|
||||||
|
replicates.
|
||||||
|
|
||||||
|
### 5.1 Loadout JSON
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"base_body": "base_human_male_01",
|
||||||
|
"slots": {
|
||||||
|
"head": "head_cyber_01",
|
||||||
|
"hair": "hair_mohawk_01",
|
||||||
|
"face": null,
|
||||||
|
"torso": null,
|
||||||
|
"chest": "chest_bandit_01",
|
||||||
|
"back": "backpack_01",
|
||||||
|
"left_arm": null,
|
||||||
|
"right_arm": null,
|
||||||
|
"left_hand": "glove_leather_01",
|
||||||
|
"right_hand": "glove_leather_01",
|
||||||
|
"legs": null,
|
||||||
|
"pants": "pants_cargo_01",
|
||||||
|
"left_foot": "shoe_boot_01",
|
||||||
|
"right_foot": "shoe_boot_01",
|
||||||
|
"accessory": ["belt_01", "necklace_01"]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Rules:**
|
||||||
|
|
||||||
|
- `base_body` is required and must reference a valid `base_body` asset.
|
||||||
|
- Each exclusive slot holds **at most one** asset id (or `null`).
|
||||||
|
- `accessory` is an array (0..N, bounded).
|
||||||
|
- The server validates that every id exists in the catalog and that slot
|
||||||
|
exclusivity is respected.
|
||||||
|
|
||||||
|
### 5.2 Network Replication
|
||||||
|
|
||||||
|
The loadout is replicated as part of the player's spawn/state data:
|
||||||
|
|
||||||
|
```
|
||||||
|
spawn_entity:
|
||||||
|
entity_id: uint32
|
||||||
|
type: player
|
||||||
|
transform: { x, y, rot }
|
||||||
|
props:
|
||||||
|
loadout_hash: uint32 # hash of the loadout for change detection
|
||||||
|
loadout: { ... } # full loadout on spawn / on change
|
||||||
|
```
|
||||||
|
|
||||||
|
- The **full loadout** is sent on spawn and whenever it changes (reliable).
|
||||||
|
- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
|
||||||
|
- The server is the **authority** on the loadout; clients send *requests* to
|
||||||
|
change equipment, and the server validates and broadcasts the result.
|
||||||
|
|
||||||
|
### 5.3 Server-Side Validation
|
||||||
|
|
||||||
|
The server rejects a loadout if:
|
||||||
|
|
||||||
|
- `base_body` is missing or unknown.
|
||||||
|
- Any slot references an unknown asset id.
|
||||||
|
- An exclusive slot has more than one item.
|
||||||
|
- An asset's declared `slot` does not match the slot it is placed in.
|
||||||
|
- The accessory list exceeds the configured limit.
|
||||||
|
- The asset is not owned/unlocked by the player (for gated cosmetics).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Godot Runtime Architecture
|
||||||
|
|
||||||
|
### 6.1 Node Structure
|
||||||
|
|
||||||
|
```
|
||||||
|
Avatar (Node3D)
|
||||||
|
├── Skeleton3D # canonical skeleton (from base body)
|
||||||
|
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
|
||||||
|
│ ├── head_Mesh
|
||||||
|
│ ├── torso_Mesh
|
||||||
|
│ └── ...
|
||||||
|
├── Attachments # equipped attachments
|
||||||
|
│ ├── chest_shirt_bandit_01
|
||||||
|
│ ├── hair_mohawk_01
|
||||||
|
│ └── ...
|
||||||
|
└── AttachmentPoints # empty nodes for dynamic mounting
|
||||||
|
├── attach_head
|
||||||
|
├── attach_left_hand
|
||||||
|
└── ...
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.2 Core Classes
|
||||||
|
|
||||||
|
| Class | Responsibility |
|
||||||
|
|--------------------------|-------------------------------------------------------------|
|
||||||
|
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
|
||||||
|
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
|
||||||
|
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
|
||||||
|
| `AvatarLoadout` | Serializable loadout model + validation. |
|
||||||
|
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
|
||||||
|
| `AvatarVisualizer` | Builds the render tree from a loadout. |
|
||||||
|
|
||||||
|
### 6.3 Loading Pipeline
|
||||||
|
|
||||||
|
```
|
||||||
|
loadout JSON
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
for each equipped slot:
|
||||||
|
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Avatar node ready for render
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.4 Performance Considerations
|
||||||
|
|
||||||
|
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
|
||||||
|
computed once per frame.
|
||||||
|
- **Material batching:** Attachments that share a material are merged into a
|
||||||
|
single mesh where possible (static accessories).
|
||||||
|
- **LOD:** Optional LOD variants per asset; the runtime selects based on
|
||||||
|
distance.
|
||||||
|
- **Caching:** Resolved loadouts and imported GLB resources are cached by
|
||||||
|
`AvatarCatalog` to avoid re-importing on respawn or re-join.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Asset Pipeline & Validation
|
||||||
|
|
||||||
|
### 7.1 Build-Time Validation
|
||||||
|
|
||||||
|
A build-time checker validates every asset before it enters the catalog:
|
||||||
|
|
||||||
|
1. **Format check:** valid glTF 2.0 / GLB.
|
||||||
|
2. **Metadata check:** `extras.agp` present and valid (§4.2).
|
||||||
|
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
|
||||||
|
4. **Slot check:** `slot` is known and `exclusive` matches.
|
||||||
|
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
|
||||||
|
6. **Texture check:** sizes, formats, and alpha modes are valid.
|
||||||
|
7. **Uniqueness check:** `id` is unique.
|
||||||
|
|
||||||
|
### 7.2 Catalog Manifest
|
||||||
|
|
||||||
|
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"assets": {
|
||||||
|
"base_human_male_01": {
|
||||||
|
"type": "base_body",
|
||||||
|
"path": "res://assets/avatars/base_human_male_01.glb",
|
||||||
|
"version": "1.0.0"
|
||||||
|
},
|
||||||
|
"chest_bandit_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "chest",
|
||||||
|
"path": "res://assets/avatars/chest_bandit_01.glb",
|
||||||
|
"version": "1.0.0"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Security & Anti-Cheat
|
||||||
|
|
||||||
|
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
|
||||||
|
the server validates against the catalog and the player's owned items.
|
||||||
|
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
|
||||||
|
reference catalog ids only.
|
||||||
|
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
|
||||||
|
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
|
||||||
|
stale loadout state.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **Morph targets / blendshapes:** Support for facial expressions and body
|
||||||
|
morphs (e.g., height, muscle) via glTF morph targets.
|
||||||
|
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
|
||||||
|
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
|
||||||
|
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
|
||||||
|
humanoid avatars) as an import source.
|
||||||
|
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|------------------------|-------------------------------------------------------|
|
||||||
|
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
|
||||||
|
| Skeleton | Single canonical humanoid skeleton, name-based merge |
|
||||||
|
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
|
||||||
|
| Loadout | Compact JSON; server-authoritative and validated |
|
||||||
|
| Replication | Full loadout on spawn/change + `loadout_hash` |
|
||||||
|
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
|
||||||
|
| Validation | Build-time asset checker + runtime catalog validation |
|
||||||
@@ -0,0 +1,426 @@
|
|||||||
|
# Content Moderation & Age Verification Architecture
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Server authority + client prediction, avatar component system, backend auth (JWT)
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document specifies the **content moderation** and **age verification**
|
||||||
|
architecture for **agp-game**, a Godot-based multiplayer game built by
|
||||||
|
autonomous agents. It defines:
|
||||||
|
|
||||||
|
- How **content flags** propagate through the system across the three primary
|
||||||
|
content types: **assets**, **rooms**, and **scripts**.
|
||||||
|
- How flags are **evaluated, aggregated, and enforced** at load time, at
|
||||||
|
runtime, and at the network boundary.
|
||||||
|
- The **age verification flow**, combining a lightweight **self-declaration**
|
||||||
|
with an optional **ID check hook** for higher-assurance verification.
|
||||||
|
|
||||||
|
The goal is a **single, consistent moderation pipeline** that applies the same
|
||||||
|
rules to user-generated content (UGC) regardless of whether it is a 3D asset, a
|
||||||
|
room definition, or a script, and that gates access to mature content behind a
|
||||||
|
verifiable age gate.
|
||||||
|
|
||||||
|
### 1.1 Design Goals
|
||||||
|
|
||||||
|
- **Uniformity:** One flag vocabulary and one propagation mechanism across
|
||||||
|
assets, rooms, and scripts.
|
||||||
|
- **Composability:** Flags on a room aggregate the flags of the assets and
|
||||||
|
scripts it contains; flags on a world aggregate the flags of its rooms.
|
||||||
|
- **Enforcement at the boundary:** The server is authoritative for what content
|
||||||
|
a client may load or receive, mirroring the server-authoritative networking
|
||||||
|
model.
|
||||||
|
- **Privacy-preserving age checks:** Self-declaration requires no PII; the ID
|
||||||
|
check hook is optional, pluggable, and never stores raw identity documents.
|
||||||
|
- **Auditability:** Every flag decision is logged with a reason, an actor, and
|
||||||
|
a timestamp so moderation actions are reviewable.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Content Flag Vocabulary
|
||||||
|
|
||||||
|
All content carries a set of **content flags**. A flag is a typed, immutable
|
||||||
|
label with a **severity** and a **scope**. Flags are the atomic unit of
|
||||||
|
moderation; everything else (aggregation, enforcement, gating) operates on
|
||||||
|
flags.
|
||||||
|
|
||||||
|
### 2.1 Flag Definition
|
||||||
|
|
||||||
|
A flag is a structured record:
|
||||||
|
|
||||||
|
| Field | Type | Description |
|
||||||
|
|------------|-----------|--------------------------------------------------------------------------|
|
||||||
|
| `id` | `string` | Stable machine-readable identifier, e.g. `violence.gore`. |
|
||||||
|
| `label` | `string` | Human-readable name, e.g. "Graphic Gore". |
|
||||||
|
| `category` | `enum` | One of `violence`, `sexual`, `language`, `substance`, `gambling`, `horror`, `hate`, `custom`. |
|
||||||
|
| `severity` | `enum` | One of `none`, `mild`, `moderate`, `severe`. |
|
||||||
|
| `scope` | `enum` | One of `visual`, `audio`, `text`, `behavior`, `interaction`. |
|
||||||
|
| `mature` | `bool` | Whether this flag triggers the age gate (see §5). |
|
||||||
|
| `reason` | `string` | Free-text justification supplied by the flagger. |
|
||||||
|
| `source` | `enum` | One of `author`, `moderator`, `automated`, `community`. |
|
||||||
|
|
||||||
|
### 2.2 Canonical Flag Set
|
||||||
|
|
||||||
|
The platform defines a **canonical registry** of flags so that different
|
||||||
|
content types and different flaggers use the same vocabulary. Examples:
|
||||||
|
|
||||||
|
| id | category | severity | scope | mature |
|
||||||
|
|-----------------------------|------------|-----------|--------------|--------|
|
||||||
|
| `violence.none` | violence | none | visual | false |
|
||||||
|
| `violence.mild` | violence | mild | visual | false |
|
||||||
|
| `violence.gore` | violence | severe | visual | true |
|
||||||
|
| `sexual.suggestive` | sexual | mild | visual | true |
|
||||||
|
| `sexual.explicit` | sexual | severe | visual | true |
|
||||||
|
| `language.mild` | language | mild | text | false |
|
||||||
|
| `language.profanity` | language | moderate | text | false |
|
||||||
|
| `substance.references` | substance | mild | text | false |
|
||||||
|
| `gambling.simulated` | gambling | moderate | behavior | true |
|
||||||
|
| `horror.jumpscare` | horror | mild | audio/visual | false |
|
||||||
|
| `hate.hateful` | hate | severe | text | true |
|
||||||
|
|
||||||
|
The registry is **data-driven** (a JSON/YAML manifest shipped with the server)
|
||||||
|
so new flags can be added without code changes.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Flag Propagation Model
|
||||||
|
|
||||||
|
Flags propagate through the system along the **content dependency graph**. The
|
||||||
|
three content types form a hierarchy:
|
||||||
|
|
||||||
|
```
|
||||||
|
World
|
||||||
|
└── Room
|
||||||
|
├── Asset (mesh, texture, audio, animation, material)
|
||||||
|
└── Script (behavior, dialogue, event logic)
|
||||||
|
```
|
||||||
|
|
||||||
|
### 3.1 Propagation Rules
|
||||||
|
|
||||||
|
1. **Explicit flags** are set directly on a content item by its author or a
|
||||||
|
moderator.
|
||||||
|
2. **Inherited flags** flow upward: a room's effective flag set is the **union**
|
||||||
|
of its own explicit flags and the flags of every asset and script it
|
||||||
|
references.
|
||||||
|
3. **Aggregation** uses the **maximum severity** per category across all
|
||||||
|
contributing items. A room containing one `violence.gore` asset and one
|
||||||
|
`violence.none` asset is `violence.severe`.
|
||||||
|
4. **Maturity is monotonic:** if any contributing item is `mature`, the
|
||||||
|
containing room and world are `mature`.
|
||||||
|
5. **Cycles are impossible** by construction: content references form a DAG
|
||||||
|
(an asset cannot contain a room; a room cannot contain itself).
|
||||||
|
|
||||||
|
### 3.2 Propagation Through the Pipeline
|
||||||
|
|
||||||
|
Flags are attached at **authoring time** and carried through every stage:
|
||||||
|
|
||||||
|
```
|
||||||
|
Authoring ──► Upload ──► Validation ──► Storage ──► Distribution ──► Runtime
|
||||||
|
│ │ │ │ │ │
|
||||||
|
│ flag │ flag │ automated │ flag │ flag │ flag
|
||||||
|
│ declared │ preserved │ scan adds │ indexed │ re-checked │ enforced
|
||||||
|
│ │ │ flags │ │ │
|
||||||
|
```
|
||||||
|
|
||||||
|
| Stage | Responsibility |
|
||||||
|
|--------------|-------------------------------------------------------------------------|
|
||||||
|
| **Authoring**| Author declares flags in the editor/upload UI. |
|
||||||
|
| **Upload** | Flags are validated against the canonical registry; unknown flags rejected. |
|
||||||
|
| **Validation**| Automated scanner (hash-based + heuristic) adds flags for detected content. |
|
||||||
|
| **Storage** | Flags are stored alongside the content record and indexed for queries. |
|
||||||
|
| **Distribution**| Flags are re-checked against the current registry before serving. |
|
||||||
|
| **Runtime** | The client enforces flags before loading content (see §4). |
|
||||||
|
|
||||||
|
### 3.3 Data Model
|
||||||
|
|
||||||
|
Flags are stored as a **normalized join table** so they can be queried and
|
||||||
|
aggregated efficiently:
|
||||||
|
|
||||||
|
```
|
||||||
|
content_item (id, type, owner_id, ...)
|
||||||
|
content_flag (content_id, flag_id, source, reason, created_at, actor_id)
|
||||||
|
flag_registry (id, category, severity, scope, mature, ...)
|
||||||
|
```
|
||||||
|
|
||||||
|
Aggregation is computed by a SQL view / query that joins a content item's
|
||||||
|
transitive dependencies. Because the graph is a DAG, this is a bounded
|
||||||
|
recursive query (PostgreSQL `WITH RECURSIVE`).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. Enforcement
|
||||||
|
|
||||||
|
Enforcement happens at three layers, in order:
|
||||||
|
|
||||||
|
### 4.1 Load-Time Enforcement (Server)
|
||||||
|
|
||||||
|
Before a client is allowed to **request** content, the server evaluates the
|
||||||
|
content's effective flag set against the requesting account's **content
|
||||||
|
preferences** and **age verification status**:
|
||||||
|
|
||||||
|
- If the content is `mature` and the account is **not age-verified**, the
|
||||||
|
request is **rejected** with a `403 MATURE_CONTENT_REQUIRES_VERIFICATION`.
|
||||||
|
- If the content's flags exceed the account's **content filter** (a per-account
|
||||||
|
severity threshold per category), the request is rejected or the offending
|
||||||
|
content is **stripped** (e.g., audio muted, mesh hidden, script not loaded).
|
||||||
|
|
||||||
|
### 4.2 Runtime Enforcement (Client)
|
||||||
|
|
||||||
|
The client receives a **manifest** of allowed content from the server. It never
|
||||||
|
loads content that is not in the manifest. This prevents a malicious or buggy
|
||||||
|
client from bypassing the server's filter by loading content directly.
|
||||||
|
|
||||||
|
- Assets not in the manifest are **not instantiated**.
|
||||||
|
- Scripts not in the manifest are **not executed**.
|
||||||
|
- Rooms not in the manifest are **not entered**.
|
||||||
|
|
||||||
|
### 4.3 Network Boundary Enforcement
|
||||||
|
|
||||||
|
The server **filters replication** based on flags:
|
||||||
|
|
||||||
|
- Mature or filtered content is **not replicated** to clients that cannot
|
||||||
|
receive it.
|
||||||
|
- A room's flag set is broadcast in the room metadata so clients can show a
|
||||||
|
warning before entry.
|
||||||
|
|
||||||
|
### 4.4 Enforcement Decision Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
Client requests content C for account A
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Compute effective flags F(C) [union + max-severity aggregation]
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Is A age-verified? ──no──► Is F(C).mature? ──yes──► REJECT (403)
|
||||||
|
│ yes │ no
|
||||||
|
▼ ▼
|
||||||
|
Does F(C) exceed A's filter? ──► yes ──► REJECT or STRIP
|
||||||
|
│ no
|
||||||
|
▼
|
||||||
|
Serve content + manifest
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Age Verification Flow
|
||||||
|
|
||||||
|
Age verification is a **two-tier** system:
|
||||||
|
|
||||||
|
- **Tier 1 — Self-declaration:** The user asserts their date of birth. This is
|
||||||
|
fast, requires no PII beyond a birthdate, and is sufficient for most content.
|
||||||
|
- **Tier 2 — ID check (optional hook):** A pluggable identity-verification
|
||||||
|
provider confirms the user is an adult. This raises the account's assurance
|
||||||
|
level and unlocks the highest maturity tier.
|
||||||
|
|
||||||
|
### 5.1 Verification States
|
||||||
|
|
||||||
|
An account has an **age verification status**:
|
||||||
|
|
||||||
|
| Status | Meaning |
|
||||||
|
|-------------------|----------------------------------------------------------------------|
|
||||||
|
| `unverified` | No declaration on file. |
|
||||||
|
| `self_declared` | User declared a birthdate; **not** independently confirmed. |
|
||||||
|
| `id_verified` | User passed the ID check hook; independently confirmed adult. |
|
||||||
|
| `rejected` | ID check failed or declaration was inconsistent. |
|
||||||
|
|
||||||
|
### 5.2 Tier 1 — Self-Declaration Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
User submits { date_of_birth }
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Server validates format & plausibility (age 13–120, not in future)
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Compute age from DOB
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
age >= 18 ──► status = self_declared (adult)
|
||||||
|
age >= 13 ──► status = self_declared (minor, restricted)
|
||||||
|
age < 13 ──► status = rejected (below minimum platform age)
|
||||||
|
```
|
||||||
|
|
||||||
|
- The DOB is stored **encrypted at rest** and is **never exposed** to other
|
||||||
|
players.
|
||||||
|
- A user may **upgrade** from `self_declared` to `id_verified` at any time via
|
||||||
|
Tier 2.
|
||||||
|
|
||||||
|
### 5.3 Tier 2 — ID Check Hook
|
||||||
|
|
||||||
|
The ID check is an **optional, pluggable hook**. The platform defines an
|
||||||
|
interface; concrete providers (e.g., a third-party KYC service) implement it.
|
||||||
|
|
||||||
|
```
|
||||||
|
User requests ID verification
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Server creates a verification session (idempotent, expiring)
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Server calls provider hook: verify(identity_token) -> { adult: bool, ref: string }
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
adult == true ──► status = id_verified, store provider ref (not raw doc)
|
||||||
|
adult == false ─► status = rejected
|
||||||
|
provider error ──► status unchanged, retry allowed
|
||||||
|
```
|
||||||
|
|
||||||
|
**Privacy guarantees:**
|
||||||
|
|
||||||
|
- The platform **never stores** the raw identity document or image.
|
||||||
|
- Only the provider's **opaque reference** and the boolean `adult` result are
|
||||||
|
persisted.
|
||||||
|
- The hook is **asynchronous and idempotent**; a session can be retried without
|
||||||
|
double-charging or double-verifying.
|
||||||
|
|
||||||
|
### 5.4 Hook Interface
|
||||||
|
|
||||||
|
The ID check hook is defined as a backend interface (FastAPI dependency /
|
||||||
|
abstract service):
|
||||||
|
|
||||||
|
```python
|
||||||
|
class IdentityVerificationProvider(Protocol):
|
||||||
|
def create_session(self, user_id: str) -> VerificationSession: ...
|
||||||
|
def verify(self, session_id: str, identity_token: str) -> VerificationResult: ...
|
||||||
|
|
||||||
|
class VerificationResult:
|
||||||
|
adult: bool
|
||||||
|
provider_ref: str | None
|
||||||
|
error: str | None
|
||||||
|
```
|
||||||
|
|
||||||
|
A default **no-op provider** returns `adult=False` with a clear error, so the
|
||||||
|
system runs without any third-party integration until one is configured.
|
||||||
|
|
||||||
|
### 5.5 Age Gate Enforcement
|
||||||
|
|
||||||
|
The age gate is enforced at **load time** (see §4.1):
|
||||||
|
|
||||||
|
| Verification status | Can access `mature` content? |
|
||||||
|
|---------------------|------------------------------|
|
||||||
|
| `unverified` | No |
|
||||||
|
| `self_declared` | Yes (adult) / No (minor) |
|
||||||
|
| `id_verified` | Yes |
|
||||||
|
| `rejected` | No |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Moderation Workflow
|
||||||
|
|
||||||
|
### 6.1 Flagging Sources
|
||||||
|
|
||||||
|
Content can be flagged by:
|
||||||
|
|
||||||
|
- **Author** (self-declared at upload).
|
||||||
|
- **Automated scanner** (hash-based detection, heuristic analysis).
|
||||||
|
- **Community** (players report content; reports become flags after review).
|
||||||
|
- **Moderator** (manual review and override).
|
||||||
|
|
||||||
|
### 6.2 Review Queue
|
||||||
|
|
||||||
|
Community and automated flags enter a **review queue**. A moderator either:
|
||||||
|
|
||||||
|
- **Approves** the flag (it becomes authoritative), or
|
||||||
|
- **Rejects** the flag (it is discarded), or
|
||||||
|
- **Escalates** to a senior moderator for severe/hate flags.
|
||||||
|
|
||||||
|
### 6.3 Actions
|
||||||
|
|
||||||
|
Once a flag is authoritative, a moderator can take actions:
|
||||||
|
|
||||||
|
| Action | Effect |
|
||||||
|
|-----------------|---------------------------------------------------------------|
|
||||||
|
| `warn` | Notify the author; content remains. |
|
||||||
|
| `restrict` | Content hidden from users below a filter threshold. |
|
||||||
|
| `age_gate` | Content marked `mature`; requires age verification. |
|
||||||
|
| `remove` | Content taken down; not served. |
|
||||||
|
| `ban_author` | Author's upload privileges suspended. |
|
||||||
|
|
||||||
|
### 6.4 Audit Log
|
||||||
|
|
||||||
|
Every flag and action is written to an **audit log**:
|
||||||
|
|
||||||
|
```
|
||||||
|
audit_event (id, content_id, actor_id, action, flag_id, reason, created_at)
|
||||||
|
```
|
||||||
|
|
||||||
|
This log is append-only and used for transparency and dispute resolution.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Client-Side Integration (Godot)
|
||||||
|
|
||||||
|
### 7.1 Content Manifest
|
||||||
|
|
||||||
|
The server sends each client a **content manifest** — the set of content the
|
||||||
|
client is permitted to load, derived from the account's verification status and
|
||||||
|
filter. The Godot client:
|
||||||
|
|
||||||
|
- Loads only manifest-listed assets.
|
||||||
|
- Executes only manifest-listed scripts.
|
||||||
|
- Shows a **maturity warning** dialog before entering a room whose effective
|
||||||
|
flags include `mature` content.
|
||||||
|
|
||||||
|
### 7.2 Flag Metadata on Content
|
||||||
|
|
||||||
|
Each content resource carries a `content_flags` metadata field (a Godot
|
||||||
|
`Dictionary` or custom `Resource`). The client uses this for local UI decisions
|
||||||
|
(e.g., showing a warning icon) but **never** as the authority for whether to
|
||||||
|
load — the server manifest is authoritative.
|
||||||
|
|
||||||
|
### 7.3 Age Verification UI
|
||||||
|
|
||||||
|
The client exposes an **age verification screen**:
|
||||||
|
|
||||||
|
- Tier 1: a date-of-birth picker.
|
||||||
|
- Tier 2: a button that opens the ID check provider flow (deep link / webview).
|
||||||
|
|
||||||
|
The client calls the backend endpoints (§8) and reflects the resulting status.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Backend API Surface
|
||||||
|
|
||||||
|
| Method | Path | Description |
|
||||||
|
|--------|-----------------------------------|------------------------------------------------|
|
||||||
|
| `POST` | `/v1/age/declare` | Submit self-declared DOB (Tier 1). |
|
||||||
|
| `POST` | `/v1/age/verify/session` | Create an ID-check session (Tier 2). |
|
||||||
|
| `POST` | `/v1/age/verify/confirm` | Confirm an ID-check session with a token. |
|
||||||
|
| `GET` | `/v1/age/status` | Return the account's verification status. |
|
||||||
|
| `GET` | `/v1/content/{id}/flags` | Return a content item's effective flags. |
|
||||||
|
| `POST` | `/v1/content/{id}/flags` | Add a flag (author/community). |
|
||||||
|
| `POST` | `/v1/moderation/review/{flag_id}` | Moderator approve/reject/escalate. |
|
||||||
|
| `POST` | `/v1/moderation/action` | Apply a moderation action. |
|
||||||
|
| `GET` | `/v1/manifest` | Return the client's permitted content manifest.|
|
||||||
|
|
||||||
|
All endpoints require a valid **JWT** (matching the existing auth stack). The
|
||||||
|
age endpoints additionally require the account to be in a non-`rejected` state.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Security & Privacy Considerations
|
||||||
|
|
||||||
|
- **DOB encryption:** Self-declared birthdates are encrypted at rest; only the
|
||||||
|
derived age and verification status are used in authorization decisions.
|
||||||
|
- **No raw identity storage:** The ID check hook persists only a provider
|
||||||
|
reference and a boolean result.
|
||||||
|
- **Server authority:** The client manifest prevents bypass; the client never
|
||||||
|
trusts its own flag metadata for access decisions.
|
||||||
|
- **Rate limiting:** Age-declaration and ID-check endpoints are rate-limited to
|
||||||
|
prevent abuse and enumeration.
|
||||||
|
- **Auditability:** All flag and verification events are logged append-only.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **Regional age thresholds:** Different jurisdictions may require different
|
||||||
|
minimum ages; the threshold should be configurable per region.
|
||||||
|
- **Parental controls:** A future feature may let a parent set a content filter
|
||||||
|
on a minor's account.
|
||||||
|
- **Automated scanner accuracy:** The heuristic scanner may produce false
|
||||||
|
positives; a confidence score should be attached to automated flags.
|
||||||
|
- **Offline / local content:** How flags apply to locally-authored content that
|
||||||
|
is never uploaded remains to be defined.
|
||||||
@@ -0,0 +1,369 @@
|
|||||||
|
# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** World chunk data format & persistence, server authority + client
|
||||||
|
> prediction, content moderation & age verification, avatar component system
|
||||||
|
> **Godot version:** 4.6.2 stable
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document evaluates the two primary ways to build the **world/level
|
||||||
|
authoring tool** for **agp-game**:
|
||||||
|
|
||||||
|
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
|
||||||
|
panels, dock widgets, and tools that operate on the project's scenes and
|
||||||
|
resources.
|
||||||
|
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
|
||||||
|
`Control` nodes) that runs inside the running game, editing the game's own
|
||||||
|
world data.
|
||||||
|
|
||||||
|
The goal is to pick the approach that best fits the platform's constraints:
|
||||||
|
a **server-authoritative** multiplayer game where the **world is stored as
|
||||||
|
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
|
||||||
|
`content_moderation.md`), and the client is a **shipped binary** that players
|
||||||
|
run (not a dev tool).
|
||||||
|
|
||||||
|
This document is a **decision record**: it lays out the trade-offs, gives a
|
||||||
|
clear recommendation, and defines the resulting architecture boundaries.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Context & Constraints
|
||||||
|
|
||||||
|
Before comparing the two approaches, we must fix the constraints that drive the
|
||||||
|
decision. These come from the existing architecture docs.
|
||||||
|
|
||||||
|
### 2.1 The World Is Data, Not Scenes
|
||||||
|
|
||||||
|
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
|
||||||
|
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
|
||||||
|
of load, save, and stream. The **server is the only writer** to the store;
|
||||||
|
clients submit **deltas** against a `base_revision` and the server validates and
|
||||||
|
applies them.
|
||||||
|
|
||||||
|
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
|
||||||
|
files. Whatever editor we build must serialize to the chunk contract, not to
|
||||||
|
Godot scene resources.
|
||||||
|
|
||||||
|
### 2.2 Server-Authoritative & Moderation-Aware
|
||||||
|
|
||||||
|
- The server validates every edit (schema, bounds, moderation) before
|
||||||
|
persisting (`world.md` §5.4).
|
||||||
|
- Content carries **content flags** aggregated from referenced assets/scripts
|
||||||
|
(`content_moderation.md` §3). Mature content is gated behind age verification.
|
||||||
|
- The client receives a **content manifest** and never loads content not in it.
|
||||||
|
|
||||||
|
**Implication:** An editor that runs on a **player's machine** cannot be the
|
||||||
|
authority on what gets published. Editing must go through the server's
|
||||||
|
validation pipeline, and the editor must surface moderation flags.
|
||||||
|
|
||||||
|
### 2.3 The Client Is a Shipped Binary
|
||||||
|
|
||||||
|
The game is a multiplayer product. Players run a **release build**. The Godot
|
||||||
|
editor is a **development tool** that players do not have.
|
||||||
|
|
||||||
|
**Implication:** If authoring is a first-class *player* feature (user-generated
|
||||||
|
content), the editor must ship inside the game binary. If authoring is a
|
||||||
|
*developer/platform* feature, it can live in the editor.
|
||||||
|
|
||||||
|
### 2.4 Two Distinct Audiences
|
||||||
|
|
||||||
|
The evaluation must separate two audiences, because they have opposite needs:
|
||||||
|
|
||||||
|
| Audience | Who | Where they run | What they build |
|
||||||
|
|----------|-----|----------------|-----------------|
|
||||||
|
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
||||||
|
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
||||||
|
|
||||||
|
The two approaches map cleanly onto these audiences, and the right answer is
|
||||||
|
likely **both** — but with a clear primary recommendation.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Approach (a): Godot Editor Plugin
|
||||||
|
|
||||||
|
### 3.1 What It Is
|
||||||
|
|
||||||
|
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
|
||||||
|
the editor via the `EditorPlugin` API. It can add:
|
||||||
|
|
||||||
|
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
|
||||||
|
- **Toolbar buttons** (`add_control_to_container`).
|
||||||
|
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
|
||||||
|
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
|
||||||
|
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
|
||||||
|
- **Menu entries** (`add_tool_menu_item`).
|
||||||
|
|
||||||
|
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
|
||||||
|
|
||||||
|
### 3.2 Pros
|
||||||
|
|
||||||
|
- **Full editor power for free:** You get the scene tree, inspector, viewport
|
||||||
|
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
||||||
|
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
|
||||||
|
exactly what the editor is built for. Great for authoring **base content**
|
||||||
|
(rooms, templates, avatar base bodies).
|
||||||
|
- **Fast iteration for devs:** The platform team can build and test levels
|
||||||
|
directly in the tool they already use.
|
||||||
|
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
||||||
|
- **No runtime footprint:** Editor-only code is stripped from export builds
|
||||||
|
(`@tool` scripts and editor plugins are not shipped to players).
|
||||||
|
|
||||||
|
### 3.3 Cons
|
||||||
|
|
||||||
|
- **Not available to players.** Players don't run the Godot editor. Any
|
||||||
|
player-facing UGC authoring cannot use this approach.
|
||||||
|
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
||||||
|
model; deep customization is limited by what the editor API exposes.
|
||||||
|
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
||||||
|
plugins are more brittle across upgrades than game code.
|
||||||
|
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
|
||||||
|
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
||||||
|
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
||||||
|
drift.
|
||||||
|
- **Single-user, local.** The editor edits local files. It does not natively
|
||||||
|
talk to our server-authoritative chunk store or the moderation pipeline.
|
||||||
|
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
||||||
|
the editor headless, which is heavier than testing game code.
|
||||||
|
|
||||||
|
### 3.4 Fit for Our Constraints
|
||||||
|
|
||||||
|
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
||||||
|
base worlds, rooms, and templates.
|
||||||
|
- **Player UGC:** Not applicable. Players cannot run the editor.
|
||||||
|
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
||||||
|
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. Approach (b): In-Game Editor
|
||||||
|
|
||||||
|
### 4.1 What It Is
|
||||||
|
|
||||||
|
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
||||||
|
buttons, toolbars) that run inside the running game. It edits the game's own
|
||||||
|
world data model (chunks) and submits edits through the normal server pipeline.
|
||||||
|
|
||||||
|
### 4.2 Pros
|
||||||
|
|
||||||
|
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
||||||
|
authoring is possible** — the core requirement for a user-generated-content
|
||||||
|
platform.
|
||||||
|
- **Data-native.** The editor operates directly on the **chunk model**
|
||||||
|
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
||||||
|
- **Server-authoritative by construction.** Edits go through the same
|
||||||
|
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
||||||
|
moderation apply uniformly. The editor cannot bypass the server.
|
||||||
|
- **Moderation-aware.** Because edits flow through the server, content flags are
|
||||||
|
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
||||||
|
can surface flags and gate mature content.
|
||||||
|
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
||||||
|
the game; no separate editor theme to maintain.
|
||||||
|
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
||||||
|
headlessly and unit-tested like any other system.
|
||||||
|
|
||||||
|
### 4.3 Cons
|
||||||
|
|
||||||
|
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
||||||
|
We must implement selection, snapping, undo/redo, viewport navigation, and
|
||||||
|
property editing ourselves.
|
||||||
|
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
||||||
|
behind a feature flag / separate scene that is only instantiated on demand).
|
||||||
|
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
||||||
|
its own architecture (tool modes, gizmos, palette, inspector).
|
||||||
|
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
||||||
|
material is better done in the Godot editor / DCC tools. The in-game editor
|
||||||
|
should focus on **world composition** (placing tiles and objects), not asset
|
||||||
|
creation.
|
||||||
|
|
||||||
|
### 4.4 Fit for Our Constraints
|
||||||
|
|
||||||
|
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
||||||
|
- **Player UGC:** The **only** viable approach. Players can only author through
|
||||||
|
the shipped game.
|
||||||
|
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
||||||
|
that submits validated deltas.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Comparison Matrix
|
||||||
|
|
||||||
|
| Criterion | (a) Editor plugin | (b) In-game editor |
|
||||||
|
|-----------|-------------------|--------------------|
|
||||||
|
| Ships to players | ❌ No | ✅ Yes |
|
||||||
|
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
||||||
|
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
||||||
|
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
||||||
|
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
||||||
|
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
||||||
|
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
||||||
|
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
||||||
|
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
||||||
|
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
||||||
|
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Recommendation
|
||||||
|
|
||||||
|
**Primary recommendation: build the in-game editor (b) as the platform's
|
||||||
|
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
||||||
|
internal dev convenience.**
|
||||||
|
|
||||||
|
### 6.1 Rationale
|
||||||
|
|
||||||
|
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
||||||
|
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
||||||
|
editor, so **only an in-game editor can deliver player authoring**. This is a
|
||||||
|
hard requirement that the editor-plugin approach cannot meet.
|
||||||
|
|
||||||
|
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
||||||
|
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
||||||
|
and submits them through the server pipeline. An editor plugin would force a
|
||||||
|
scene↔chunk translation layer that is a constant source of drift and bugs.
|
||||||
|
|
||||||
|
3. **Server authority and moderation fall out naturally.** Because in-game
|
||||||
|
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
||||||
|
revisioning, optimistic concurrency, and content-flag enforcement
|
||||||
|
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
||||||
|
server — which is exactly what a moderation-aware UGC platform needs.
|
||||||
|
|
||||||
|
4. **The editor-plugin's strengths are not what we need.** Its free features
|
||||||
|
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
||||||
|
Our authoring is world composition against a chunk contract, not scene
|
||||||
|
editing. The plugin's main win — deep asset authoring — is better served by
|
||||||
|
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
||||||
|
must maintain.
|
||||||
|
|
||||||
|
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
||||||
|
|
||||||
|
We still recommend a **small, optional** editor plugin for the **platform team**
|
||||||
|
to author **base content** (base rooms, templates, avatar base bodies, test
|
||||||
|
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
||||||
|
product feature:
|
||||||
|
|
||||||
|
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
||||||
|
in-game editor) so dev-authored content flows into the same pipeline.
|
||||||
|
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
||||||
|
- It should be kept thin to minimize editor-API churn risk.
|
||||||
|
|
||||||
|
### 6.3 Scope Boundary
|
||||||
|
|
||||||
|
To keep the in-game editor tractable, define its scope clearly:
|
||||||
|
|
||||||
|
- **In scope (world composition):** placing tiles, placing static/dynamic
|
||||||
|
objects, setting transforms, editing object properties, saving/loading chunks,
|
||||||
|
submitting edits to the server, showing moderation flags.
|
||||||
|
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
||||||
|
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
||||||
|
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
||||||
|
catalog assets by id; it does not create them.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Resulting Architecture
|
||||||
|
|
||||||
|
### 7.1 Shared Editor Core
|
||||||
|
|
||||||
|
Both the in-game editor and the (optional) dev plugin should share a single
|
||||||
|
**editor core** that operates on the chunk model. This avoids two divergent
|
||||||
|
implementations.
|
||||||
|
|
||||||
|
```
|
||||||
|
EditorCore (shared, data-native)
|
||||||
|
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
||||||
|
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
||||||
|
├── EditSession # base_revision tracking, delta generation
|
||||||
|
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
||||||
|
├── UndoRedoStack # command pattern over chunk mutations
|
||||||
|
├── SelectionManager # selected tiles/objects
|
||||||
|
├── ToolRegistry # brush, object-place, select, erase, etc.
|
||||||
|
└── ModerationView # surfaces content flags; gates mature content
|
||||||
|
```
|
||||||
|
|
||||||
|
### 7.2 In-Game Editor (Primary)
|
||||||
|
|
||||||
|
```
|
||||||
|
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
||||||
|
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
||||||
|
├── Toolbar # tool mode switcher
|
||||||
|
├── PalettePanel # tile/object palette (from catalog)
|
||||||
|
├── InspectorPanel # property editor for selected object
|
||||||
|
├── ChunkBrowser # load/save chunks, list rooms
|
||||||
|
└── EditorCore # shared core (above)
|
||||||
|
```
|
||||||
|
|
||||||
|
- Instantiated only when the player enters "build mode" (a separate scene /
|
||||||
|
feature flag), so the runtime footprint is negligible during normal play.
|
||||||
|
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
||||||
|
by re-fetching and re-applying (`world.md` §5.4).
|
||||||
|
|
||||||
|
### 7.3 Dev Editor Plugin (Optional, Thin)
|
||||||
|
|
||||||
|
```
|
||||||
|
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
||||||
|
├── Dock panel: "Chunk Export"
|
||||||
|
├── Reads the current scene / selected nodes
|
||||||
|
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
||||||
|
└── Exports a .chunk.json / submits to a dev server
|
||||||
|
```
|
||||||
|
|
||||||
|
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
||||||
|
author base content in the editor and push it into the same chunk pipeline.
|
||||||
|
|
||||||
|
### 7.4 Data Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
||||||
|
^ | validate
|
||||||
|
| | apply
|
||||||
|
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
||||||
|
v
|
||||||
|
SQLite (world.db)
|
||||||
|
|
||||||
|
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
||||||
|
```
|
||||||
|
|
||||||
|
Both paths converge on the **same server validation pipeline**, so moderation
|
||||||
|
and revisioning are uniform regardless of authoring surface.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Risks & Mitigations
|
||||||
|
|
||||||
|
| Risk | Mitigation |
|
||||||
|
|------|------------|
|
||||||
|
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
||||||
|
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
||||||
|
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
||||||
|
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
||||||
|
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
||||||
|
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
||||||
|
editor (volumetric chunks) is future work (`world.md` §8).
|
||||||
|
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
||||||
|
— the optimistic-concurrency model already supports it, but the UX (live
|
||||||
|
cursors, conflict resolution) is unspecified.
|
||||||
|
- **Template library:** A curated set of room templates players can start from.
|
||||||
|
- **Publish/review flow:** How a player's authored room enters the moderation
|
||||||
|
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|---------|----------|
|
||||||
|
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
||||||
|
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
||||||
|
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
||||||
|
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
||||||
|
| Moderation | Enforced at the server boundary for both paths |
|
||||||
|
| In-game editor scope | World composition only; asset creation is out of scope |
|
||||||
|
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
||||||
@@ -0,0 +1,286 @@
|
|||||||
|
# Multiplayer Networking Architecture
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Server authority + client prediction
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document specifies the multiplayer networking architecture for **agp-game**,
|
||||||
|
a Godot-based game built by autonomous agents. The architecture follows a
|
||||||
|
**server-authoritative model with client-side prediction and reconciliation**,
|
||||||
|
which is the industry standard for fast-paced, competitive multiplayer games.
|
||||||
|
|
||||||
|
The goals of this architecture are:
|
||||||
|
|
||||||
|
- **Fairness & anti-cheat:** The server is the single source of truth for all
|
||||||
|
gameplay state. Clients never directly mutate world state.
|
||||||
|
- **Responsiveness:** Client-side prediction hides network latency so local input
|
||||||
|
feels immediate.
|
||||||
|
- **Determinism:** The server runs a fixed-timestep simulation so that state is
|
||||||
|
reproducible and testable.
|
||||||
|
- **Scalability:** A clear separation between transport, simulation, and
|
||||||
|
replication layers allows the server to be tuned independently.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Transport Choice: ENet over WebSocket
|
||||||
|
|
||||||
|
### 2.1 Decision
|
||||||
|
|
||||||
|
We choose **ENet** as the primary transport for gameplay traffic.
|
||||||
|
|
||||||
|
### 2.2 Justification
|
||||||
|
|
||||||
|
| Criterion | ENet | WebSocket (TCP) |
|
||||||
|
|----------------------|----------------------------------------|-------------------------------------|
|
||||||
|
| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
|
||||||
|
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
|
||||||
|
| **Packet ordering** | Per-channel ordering | Global strict ordering |
|
||||||
|
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
|
||||||
|
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
|
||||||
|
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
|
||||||
|
|
||||||
|
**Rationale:**
|
||||||
|
|
||||||
|
- **Movement & state replication** are latency-sensitive and tolerate occasional
|
||||||
|
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
|
||||||
|
frequency without head-of-line blocking.
|
||||||
|
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
|
||||||
|
*reliable* channel, giving us exactly the semantics we need without TCP's
|
||||||
|
retransmission stalls.
|
||||||
|
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
|
||||||
|
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
|
||||||
|
|
||||||
|
### 2.3 WebSocket as a Secondary Transport
|
||||||
|
|
||||||
|
WebSocket remains available as a **secondary transport** for:
|
||||||
|
|
||||||
|
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
|
||||||
|
- **Browser builds** where raw UDP/ENet is unavailable.
|
||||||
|
- **Admin / telemetry** channels.
|
||||||
|
|
||||||
|
The transport layer is abstracted behind an interface so gameplay code does not
|
||||||
|
depend on the underlying protocol.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Server-Side Game Loop
|
||||||
|
|
||||||
|
### 3.1 Tick Rate
|
||||||
|
|
||||||
|
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
|
||||||
|
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
|
||||||
|
|
||||||
|
**Justification:**
|
||||||
|
|
||||||
|
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
|
||||||
|
action game while keeping CPU and bandwidth costs predictable.
|
||||||
|
- A fixed timestep (rather than delta-time) makes the simulation deterministic
|
||||||
|
and testable.
|
||||||
|
- The tick rate is a **configuration constant** so it can be raised (e.g., to
|
||||||
|
60 Hz) for competitive modes without architectural changes.
|
||||||
|
|
||||||
|
### 3.2 Authority Model
|
||||||
|
|
||||||
|
- **Server is authoritative** for:
|
||||||
|
- Player position, velocity, and physics state.
|
||||||
|
- Health, damage, and death.
|
||||||
|
- Item pickups, inventory, and world-object state.
|
||||||
|
- Spawning and despawning of entities.
|
||||||
|
- Game rules, scoring, and win/lose conditions.
|
||||||
|
- **Client is authoritative** for:
|
||||||
|
- Its own *input* (which keys/buttons are pressed).
|
||||||
|
- Local camera and UI.
|
||||||
|
- Cosmetic / non-gameplay presentation.
|
||||||
|
|
||||||
|
### 3.3 Server Loop Pseudocode
|
||||||
|
|
||||||
|
```
|
||||||
|
while server_running:
|
||||||
|
process_network_inbound() # read client inputs & RPCs
|
||||||
|
for _ in range(ticks_to_advance):
|
||||||
|
simulate_tick() # fixed 30 Hz step
|
||||||
|
broadcast_snapshots() # replicate authoritative state
|
||||||
|
process_network_outbound() # flush reliable/unreliable channels
|
||||||
|
```
|
||||||
|
|
||||||
|
The server accumulates real elapsed time and advances the simulation in fixed
|
||||||
|
`TICK_DURATION` increments, decoupling simulation from frame rate.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. RPC Call Patterns
|
||||||
|
|
||||||
|
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
|
||||||
|
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
|
||||||
|
|
||||||
|
### 4.1 Client → Server (Input & Requests)
|
||||||
|
|
||||||
|
| RPC | Channel | Payload | Notes |
|
||||||
|
|------------------------------|-----------|-------------------------------------------|-------|
|
||||||
|
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
|
||||||
|
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
|
||||||
|
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
|
||||||
|
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
|
||||||
|
| `request_respawn` | reliable | `{}` | After death |
|
||||||
|
|
||||||
|
**Design notes:**
|
||||||
|
|
||||||
|
- **Input is batched** per client tick and sent with a monotonically increasing
|
||||||
|
`seq` so the server can detect gaps and the client can reconcile.
|
||||||
|
- **Interactions are reliable** because they are discrete, must-happen events
|
||||||
|
(opening a door, picking up an item). Losing them would corrupt world state.
|
||||||
|
|
||||||
|
### 4.2 Server → Client (State & Events)
|
||||||
|
|
||||||
|
| RPC | Channel | Payload | Notes |
|
||||||
|
|------------------------------|-----------|-------------------------------------------|-------|
|
||||||
|
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
|
||||||
|
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
|
||||||
|
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
|
||||||
|
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
|
||||||
|
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
|
||||||
|
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
|
||||||
|
|
||||||
|
### 4.3 Broadcast vs. Targeted
|
||||||
|
|
||||||
|
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
|
||||||
|
`despawn_entity`, `game_event`.
|
||||||
|
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
|
||||||
|
players), and any player-private data.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Client-Side Prediction & Reconciliation
|
||||||
|
|
||||||
|
### 5.1 Prediction
|
||||||
|
|
||||||
|
- The client runs a **local copy of the movement simulation** using the same
|
||||||
|
physics constants as the server.
|
||||||
|
- When the player provides input, the client:
|
||||||
|
1. Applies the input to its local player immediately.
|
||||||
|
2. Renders the predicted position.
|
||||||
|
3. Sends the input to the server (batched, with `seq`).
|
||||||
|
|
||||||
|
### 5.2 Reconciliation
|
||||||
|
|
||||||
|
- The server sends authoritative `snapshot_state` at 30 Hz containing the
|
||||||
|
server's tick number and authoritative player positions.
|
||||||
|
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
|
||||||
|
- On receiving a snapshot:
|
||||||
|
1. Find the last predicted state that matches the server's tick.
|
||||||
|
2. Compute the **error** between predicted and authoritative position.
|
||||||
|
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
|
||||||
|
player to the authoritative position (error correction).
|
||||||
|
4. Re-simulate any inputs that occurred after the server's tick (rollback).
|
||||||
|
|
||||||
|
### 5.3 Interpolation of Remote Entities
|
||||||
|
|
||||||
|
- **Local player:** predicted + reconciled (see above).
|
||||||
|
- **Remote players / entities:** rendered with **interpolation delay** of
|
||||||
|
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
|
||||||
|
- The client buffers the last N snapshots and interpolates between them.
|
||||||
|
|
||||||
|
### 5.4 Prediction Buffer Sizing
|
||||||
|
|
||||||
|
- Buffer size is adaptive based on measured RTT.
|
||||||
|
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Entity & World State Replication
|
||||||
|
|
||||||
|
### 6.1 Entity Model
|
||||||
|
|
||||||
|
Every networked entity has:
|
||||||
|
|
||||||
|
- A globally unique `entity_id` (server-assigned).
|
||||||
|
- An `EntityType` (player, enemy, item, projectile, door, ...).
|
||||||
|
- A `Transform` (position, rotation).
|
||||||
|
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
|
||||||
|
|
||||||
|
### 6.2 Snapshot Format
|
||||||
|
|
||||||
|
```
|
||||||
|
snapshot_state:
|
||||||
|
tick: uint32
|
||||||
|
entities:
|
||||||
|
- entity_id: uint32
|
||||||
|
type: uint8
|
||||||
|
transform: { x, y, rot }
|
||||||
|
props: { ... } # delta-encoded where possible
|
||||||
|
player_states:
|
||||||
|
- peer_id: int
|
||||||
|
entity_id: uint32
|
||||||
|
health: int
|
||||||
|
state: uint8
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.3 Delta Compression
|
||||||
|
|
||||||
|
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
|
||||||
|
- Static or unchanged entities are omitted from the snapshot.
|
||||||
|
- This keeps bandwidth proportional to *activity*, not world size.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Connection & Session Lifecycle
|
||||||
|
|
||||||
|
1. **Connect:** Client opens an ENet connection to the server.
|
||||||
|
2. **Authenticate / Join:** Client sends `request_join`; server validates and
|
||||||
|
assigns a `peer_id` and spawns the player entity.
|
||||||
|
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
|
||||||
|
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
|
||||||
|
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
|
||||||
|
and cleans up session state.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Security & Anti-Cheat
|
||||||
|
|
||||||
|
- **No client-authoritative gameplay values.** Clients only send *inputs* and
|
||||||
|
*requests*; the server computes all outcomes.
|
||||||
|
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
|
||||||
|
positions, and validates interaction targets.
|
||||||
|
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
|
||||||
|
- **Sequence validation:** Gaps or replays in input `seq` are detected and
|
||||||
|
rejected.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Testing & Determinism
|
||||||
|
|
||||||
|
- The simulation is a **pure function of (state, inputs, tick)** so it can be
|
||||||
|
unit-tested headlessly.
|
||||||
|
- A **replay system** records inputs and can re-simulate to verify server and
|
||||||
|
client produce identical results.
|
||||||
|
- Network code is tested with a **mock transport** that can inject latency,
|
||||||
|
jitter, and packet loss.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **Interest management / spatial partitioning:** For large worlds, restrict
|
||||||
|
snapshots to entities near each client (AOI culling).
|
||||||
|
- **Server-side physics:** Decide whether to use Godot's physics server on the
|
||||||
|
host or a custom deterministic physics step.
|
||||||
|
- **Dedicated server vs. listen server:** The architecture supports both; a
|
||||||
|
dedicated headless server is the target for production.
|
||||||
|
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 11. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|------------------------|-------------------------------------------------|
|
||||||
|
| Transport | ENet (primary), WebSocket (secondary) |
|
||||||
|
| Tick rate | 30 Hz fixed timestep |
|
||||||
|
| Authority | Server-authoritative; client sends input only |
|
||||||
|
| Prediction | Client-side prediction + reconciliation |
|
||||||
|
| Remote interpolation | 2-tick interpolation delay |
|
||||||
|
| Replication | Delta-compressed snapshots at 30 Hz |
|
||||||
|
| Interaction RPCs | Reliable channel |
|
||||||
|
| Movement input | Unreliable channel, batched with sequence |
|
||||||
@@ -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 +1,737 @@
|
|||||||
|
# World Chunk Data Format & Persistence Architecture
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document specifies the **world chunk data format** and **persistence
|
||||||
|
schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
|
||||||
|
agents. It defines:
|
||||||
|
|
||||||
|
- The **chunk data format** — both a human-readable **JSON** form (for
|
||||||
|
authoring, tooling, and debugging) and a compact **binary** form (for
|
||||||
|
runtime loading and network transfer).
|
||||||
|
- The **SQLite schema** that persists world state on the server, including
|
||||||
|
chunk metadata, chunk payloads, and the world/room hierarchy.
|
||||||
|
- The **read/write API** that the server and client use to load, save, and
|
||||||
|
stream chunks.
|
||||||
|
|
||||||
|
The goal is a **single, versioned chunk contract** that is shared across the
|
||||||
|
Godot client, the Python backend, and the persistence layer. A chunk is the
|
||||||
|
atomic unit of world geometry, gameplay objects, and persistence — the server
|
||||||
|
loads and saves whole chunks, and clients stream the chunks around them.
|
||||||
|
|
||||||
|
### 1.1 Design Goals
|
||||||
|
|
||||||
|
- **Versioned & forward-compatible:** Every chunk carries a format version so
|
||||||
|
the loader can migrate old data and reject unknown future data gracefully.
|
||||||
|
- **Dual representation:** JSON for authoring/debugging, binary for
|
||||||
|
runtime/network. Both encode the *same* logical model so there is exactly one
|
||||||
|
source of truth for the schema.
|
||||||
|
- **Server-authoritative persistence:** The server is the only writer to the
|
||||||
|
SQLite store. Clients submit *edits* (deltas) and the server applies and
|
||||||
|
persists them, mirroring the server-authoritative networking model.
|
||||||
|
- **Chunk-granular persistence:** Persistence happens at chunk granularity so
|
||||||
|
the server can save a dirty chunk without rewriting the whole world, and can
|
||||||
|
stream only the chunks a client needs.
|
||||||
|
- **Deterministic & testable:** The binary format is byte-stable for a given
|
||||||
|
logical payload, enabling checksums, caching, and reproducible tests.
|
||||||
|
- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
|
||||||
|
content flags (see `content_moderation.md`); the persistence layer stores the
|
||||||
|
moderation state alongside chunk data so enforcement can happen at load time.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. World Model & Chunking
|
||||||
|
|
||||||
|
### 2.1 World Hierarchy
|
||||||
|
|
||||||
|
The world is organized as a hierarchy that matches the moderation content graph:
|
||||||
|
|
||||||
|
```
|
||||||
|
World
|
||||||
|
└── Room
|
||||||
|
└── Chunk (the atomic persistence & streaming unit)
|
||||||
|
├── Tiles / Terrain
|
||||||
|
├── Static objects (props, geometry)
|
||||||
|
├── Dynamic objects (spawnable entities, interactables)
|
||||||
|
└── Metadata (flags, version, timestamps)
|
||||||
|
```
|
||||||
|
|
||||||
|
- A **World** is the top-level container (a named, versioned space).
|
||||||
|
- A **Room** is a bounded region within a world (a level, a building, a zone).
|
||||||
|
- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
|
||||||
|
load, save, and stream.
|
||||||
|
|
||||||
|
### 2.2 Chunk Dimensions
|
||||||
|
|
||||||
|
Chunks are **fixed-size, axis-aligned boxes** in world space. The default
|
||||||
|
dimensions are a configuration constant so they can be tuned per world:
|
||||||
|
|
||||||
|
| Constant | Default | Description |
|
||||||
|
|---------------------|---------|----------------------------------------------------|
|
||||||
|
| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
|
||||||
|
| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
|
||||||
|
| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
|
||||||
|
| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
|
||||||
|
|
||||||
|
A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
|
||||||
|
computed from a world-space position `p` as:
|
||||||
|
|
||||||
|
```
|
||||||
|
cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
|
||||||
|
cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
|
||||||
|
cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
|
||||||
|
```
|
||||||
|
|
||||||
|
The chunk's world-space bounding box is therefore:
|
||||||
|
|
||||||
|
```
|
||||||
|
min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
|
||||||
|
max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2.3 Chunk Coordinate Key
|
||||||
|
|
||||||
|
For storage and lookup, a chunk is addressed by a **canonical string key**:
|
||||||
|
|
||||||
|
```
|
||||||
|
"{world_id}:{room_id}:{cx}:{cy}:{cz}"
|
||||||
|
```
|
||||||
|
|
||||||
|
Example: `"w_0001:r_0001:12:-4:0"`. This key is the primary lookup key in the
|
||||||
|
SQLite `chunks` table and is used in the read/write API.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Chunk Data Format
|
||||||
|
|
||||||
|
### 3.1 Logical Model
|
||||||
|
|
||||||
|
Both the JSON and binary encodings serialize the same logical chunk model. The
|
||||||
|
logical model is defined here once; the two encodings are projections of it.
|
||||||
|
|
||||||
|
```
|
||||||
|
Chunk
|
||||||
|
├── version : uint (format version, currently 1)
|
||||||
|
├── key : string (canonical chunk key, see §2.3)
|
||||||
|
├── world_id : string
|
||||||
|
├── room_id : string
|
||||||
|
├── coord : { cx, cy, cz } (int)
|
||||||
|
├── bounds : { min_x, min_y, min_z, max_x, max_y, max_z } (float)
|
||||||
|
├── tiles : TileLayer[] (terrain / tile data)
|
||||||
|
├── objects : WorldObject[] (static + dynamic objects)
|
||||||
|
├── flags : ContentFlags (moderation flags, see §3.5)
|
||||||
|
├── meta : { created_at, updated_at, revision, author }
|
||||||
|
└── checksum : string (SHA-256 of canonical payload)
|
||||||
|
```
|
||||||
|
|
||||||
|
### 3.2 Tile Layer
|
||||||
|
|
||||||
|
A chunk's terrain is stored as one or more **tile layers**. Each layer is a
|
||||||
|
dense grid of tile IDs of size `CHUNK_SIZE_X × CHUNK_SIZE_Y` (× `CHUNK_SIZE_Z`
|
||||||
|
for volumetric worlds).
|
||||||
|
|
||||||
|
```
|
||||||
|
TileLayer
|
||||||
|
├── name : string (e.g. "ground", "walls", "decor")
|
||||||
|
├── layer_id : uint
|
||||||
|
├── width : uint (= CHUNK_SIZE_X)
|
||||||
|
├── height : uint (= CHUNK_SIZE_Y)
|
||||||
|
├── depth : uint (= CHUNK_SIZE_Z)
|
||||||
|
├── tiles : uint[] (flattened tile IDs, row-major, length = w*h*d)
|
||||||
|
└── palette : TileDef[] (tile ID → tile definition, shared per layer)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Tile encoding:** A tile ID is a `uint16` index into the layer's `palette`.
|
||||||
|
`0` is reserved for "empty/air". The palette maps each tile ID to a `TileDef`:
|
||||||
|
|
||||||
|
```
|
||||||
|
TileDef
|
||||||
|
├── id : uint16
|
||||||
|
├── asset_id : string (reference to a tile/terrain asset)
|
||||||
|
├── solid : bool (collision)
|
||||||
|
├── flags : uint32 (bitmask: walkable, climbable, liquid, ...)
|
||||||
|
└── variants : uint8 (number of visual variants for this tile)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Rationale for palette + indices:** Storing dense `uint16` indices rather than
|
||||||
|
full asset strings per cell keeps the binary payload small (2 bytes/cell) while
|
||||||
|
the palette (shared across the layer) carries the rich per-tile metadata.
|
||||||
|
|
||||||
|
### 3.3 World Objects
|
||||||
|
|
||||||
|
Objects are the non-tile entities in a chunk: static props, interactables,
|
||||||
|
spawn points, and dynamic-object templates.
|
||||||
|
|
||||||
|
```
|
||||||
|
WorldObject
|
||||||
|
├── id : string (stable object id, unique within the chunk)
|
||||||
|
├── type : string (e.g. "prop", "interactable", "spawn_point", "door")
|
||||||
|
├── asset_id : string (reference to the object's mesh/glTF asset)
|
||||||
|
├── transform : { pos: [x,y,z], rot: [x,y,z,w], scale: [x,y,z] }
|
||||||
|
├── properties : object (type-specific key/value map, JSON-typed)
|
||||||
|
├── dynamic : bool (true if this is a spawnable dynamic entity)
|
||||||
|
└── flags : ContentFlags (per-object moderation flags)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Dynamic objects** are stored as *templates* in the chunk. Their *runtime
|
||||||
|
state* (position, health, inventory) is **not** stored in the chunk; it lives
|
||||||
|
in the runtime entity store and is persisted separately (see §4.4). This keeps
|
||||||
|
chunks stable and diffable — a chunk only changes when its *static* content
|
||||||
|
changes.
|
||||||
|
|
||||||
|
### 3.4 Content Flags
|
||||||
|
|
||||||
|
Each chunk (and each object) carries a **content flag set** that is the
|
||||||
|
aggregate of the moderation flags of the assets and scripts it references. This
|
||||||
|
mirrors the aggregation rules in `content_moderation.md`:
|
||||||
|
|
||||||
|
```
|
||||||
|
ContentFlags
|
||||||
|
├── categories : { violence, sexual, language, substance, gambling, horror, hate, custom }
|
||||||
|
│ (each → severity: none|mild|moderate|severe)
|
||||||
|
├── mature : bool (true if any contributing item is mature)
|
||||||
|
└── sources : string[] (flag ids that contributed, for audit)
|
||||||
|
```
|
||||||
|
|
||||||
|
The server computes and persists these flags at write time so that enforcement
|
||||||
|
(age gating, content filtering) can happen at load time without re-scanning
|
||||||
|
assets.
|
||||||
|
|
||||||
|
### 3.5 JSON Encoding
|
||||||
|
|
||||||
|
The JSON encoding is the **authoring and debugging** representation. It is
|
||||||
|
human-readable, diffable, and used by tools and tests. It is the canonical
|
||||||
|
logical model serialized directly.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"version": 1,
|
||||||
|
"key": "w_0001:r_0001:12:-4:0",
|
||||||
|
"world_id": "w_0001",
|
||||||
|
"room_id": "r_0001",
|
||||||
|
"coord": { "cx": 12, "cy": -4, "cz": 0 },
|
||||||
|
"bounds": { "min_x": 384.0, "min_y": -128.0, "min_z": 0.0,
|
||||||
|
"max_x": 416.0, "max_y": -96.0, "max_z": 1.0 },
|
||||||
|
"tiles": [
|
||||||
|
{
|
||||||
|
"name": "ground",
|
||||||
|
"layer_id": 0,
|
||||||
|
"width": 32,
|
||||||
|
"height": 32,
|
||||||
|
"depth": 1,
|
||||||
|
"palette": [
|
||||||
|
{ "id": 0, "asset_id": "", "solid": false, "flags": 0, "variants": 1 },
|
||||||
|
{ "id": 1, "asset_id": "tiles/grass", "solid": false, "flags": 1, "variants": 4 }
|
||||||
|
],
|
||||||
|
"tiles": [0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"objects": [
|
||||||
|
{
|
||||||
|
"id": "obj_0001",
|
||||||
|
"type": "interactable",
|
||||||
|
"asset_id": "props/chest",
|
||||||
|
"transform": { "pos": [400.0, -110.0, 0.0],
|
||||||
|
"rot": [0.0, 0.0, 0.0, 1.0],
|
||||||
|
"scale": [1.0, 1.0, 1.0] },
|
||||||
|
"properties": { "loot_table": "chest_basic", "locked": false },
|
||||||
|
"dynamic": false,
|
||||||
|
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] }
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] },
|
||||||
|
"meta": { "created_at": "2026-08-17T00:00:00Z",
|
||||||
|
"updated_at": "2026-08-17T00:00:00Z",
|
||||||
|
"revision": 3,
|
||||||
|
"author": "agent-bot" },
|
||||||
|
"checksum": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
> **Note on the example checksum:** The value shown above is illustrative only.
|
||||||
|
> In practice the `checksum` field is the SHA-256 of the canonical binary
|
||||||
|
> payload body (see §3.6.3), not of the JSON text. The value here is a
|
||||||
|
> placeholder for documentation purposes.
|
||||||
|
|
||||||
|
### 3.6 Binary Encoding
|
||||||
|
|
||||||
|
The binary encoding is the **runtime and network** representation. It is compact
|
||||||
|
and byte-stable. It uses a simple, explicitly-specified layout (no external
|
||||||
|
serialization library) so it can be produced and consumed identically by the
|
||||||
|
Godot client (GDScript) and the Python backend.
|
||||||
|
|
||||||
|
#### 3.6.1 Header
|
||||||
|
|
||||||
|
| Offset | Size | Field | Type / Encoding |
|
||||||
|
|--------|------|--------------|------------------------------------------|
|
||||||
|
| 0 | 4 | magic | ASCII `"AGPC"` (0x41 0x47 0x50 0x43) |
|
||||||
|
| 4 | 2 | version | `uint16` LE (currently `1`) |
|
||||||
|
| 6 | 2 | header_len | `uint16` LE (bytes of header after this) |
|
||||||
|
| 8 | 4 | flags | `uint32` LE (bitmask, reserved) |
|
||||||
|
| 12 | 4 | payload_len | `uint32` LE (bytes of payload body) |
|
||||||
|
| 16 | 32 | checksum | SHA-256 of payload body (hex, 32 bytes) |
|
||||||
|
|
||||||
|
Total header size: **48 bytes**.
|
||||||
|
|
||||||
|
#### 3.6.2 Payload Body
|
||||||
|
|
||||||
|
The payload body is a sequence of typed sections. Each section has a small
|
||||||
|
header:
|
||||||
|
|
||||||
|
| Offset | Size | Field | Type / Encoding |
|
||||||
|
|--------|------|------------|----------------------------|
|
||||||
|
| 0 | 1 | section_id | `uint8` (see table below) |
|
||||||
|
| 1 | 4 | section_len| `uint32` LE (bytes of section data) |
|
||||||
|
| 5 | ... | data | section-specific |
|
||||||
|
|
||||||
|
Section IDs:
|
||||||
|
|
||||||
|
| section_id | Section | Data layout |
|
||||||
|
|------------|----------------|-------------------------------------------------------------------|
|
||||||
|
| `0x01` | metadata | world_id, room_id (length-prefixed strings), coord (3×int32), bounds (6×float32) |
|
||||||
|
| `0x02` | tile layer | name, layer_id, dims (3×uint16), palette, dense tile indices |
|
||||||
|
| `0x03` | object | one `WorldObject` (repeated; one section per object) |
|
||||||
|
| `0x04` | content flags | category severities (8×uint8), mature (uint8), sources (string list) |
|
||||||
|
| `0x05` | meta | created_at, updated_at (int64 unix), revision (uint32), author (string) |
|
||||||
|
|
||||||
|
**String encoding:** length-prefixed UTF-8 — `uint16` LE byte length followed by
|
||||||
|
the UTF-8 bytes.
|
||||||
|
|
||||||
|
**Tile layer data layout (section `0x02`):**
|
||||||
|
|
||||||
|
```
|
||||||
|
name : string
|
||||||
|
layer_id : uint16 LE
|
||||||
|
width : uint16 LE
|
||||||
|
height : uint16 LE
|
||||||
|
depth : uint16 LE
|
||||||
|
palette_count : uint16 LE
|
||||||
|
palette : palette_count × TileDef
|
||||||
|
tile_count : uint32 LE
|
||||||
|
tiles : tile_count × uint16 LE (dense, row-major)
|
||||||
|
```
|
||||||
|
|
||||||
|
```
|
||||||
|
TileDef:
|
||||||
|
id : uint16 LE
|
||||||
|
asset_id : string
|
||||||
|
solid : uint8
|
||||||
|
flags : uint32 LE
|
||||||
|
variants : uint8
|
||||||
|
```
|
||||||
|
|
||||||
|
**Object data layout (section `0x03`):**
|
||||||
|
|
||||||
|
```
|
||||||
|
id : string
|
||||||
|
type : string
|
||||||
|
asset_id : string
|
||||||
|
pos : 3 × float32
|
||||||
|
rot : 4 × float32
|
||||||
|
scale : 3 × float32
|
||||||
|
dynamic : uint8
|
||||||
|
properties : JSON string (length-prefixed)
|
||||||
|
flags : ContentFlags (see 0x04 layout)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Content flags layout (section `0x04`):**
|
||||||
|
|
||||||
|
```
|
||||||
|
violence, sexual, language, substance, gambling, horror, hate, custom
|
||||||
|
: 8 × uint8 (severity enum: 0=none,1=mild,2=moderate,3=severe)
|
||||||
|
mature : uint8
|
||||||
|
source_count: uint16 LE
|
||||||
|
sources : source_count × string
|
||||||
|
```
|
||||||
|
|
||||||
|
#### 3.6.3 Byte-Stability
|
||||||
|
|
||||||
|
For a given logical payload, the binary encoding is **deterministic**:
|
||||||
|
|
||||||
|
- All integers are little-endian.
|
||||||
|
- All strings are UTF-8, length-prefixed, and never null-terminated.
|
||||||
|
- Maps (e.g. `properties`) are serialized as a **canonical JSON string** with
|
||||||
|
keys sorted lexicographically.
|
||||||
|
- The `checksum` is the SHA-256 of the payload body bytes.
|
||||||
|
|
||||||
|
This guarantees that two encoders produce identical bytes, enabling content
|
||||||
|
addressing, caching, and reproducible tests.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. SQLite Persistence Schema
|
||||||
|
|
||||||
|
The server persists world state in a **SQLite** database. SQLite is chosen for
|
||||||
|
its zero-configuration, single-file, transactional, and embedded nature — ideal
|
||||||
|
for a server that owns the world store and needs ACID guarantees without a
|
||||||
|
separate database process.
|
||||||
|
|
||||||
|
### 4.1 Database Layout
|
||||||
|
|
||||||
|
The database file is `world.db` (path configurable). It contains the following
|
||||||
|
tables:
|
||||||
|
|
||||||
|
```
|
||||||
|
worlds
|
||||||
|
rooms
|
||||||
|
chunks
|
||||||
|
chunk_objects
|
||||||
|
content_flags
|
||||||
|
revisions
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4.2 `worlds`
|
||||||
|
|
||||||
|
Top-level world containers.
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE worlds (
|
||||||
|
id TEXT PRIMARY KEY, -- e.g. 'w_0001'
|
||||||
|
name TEXT NOT NULL,
|
||||||
|
description TEXT,
|
||||||
|
chunk_size_x INTEGER NOT NULL DEFAULT 32,
|
||||||
|
chunk_size_y INTEGER NOT NULL DEFAULT 32,
|
||||||
|
chunk_size_z INTEGER NOT NULL DEFAULT 1,
|
||||||
|
origin_x REAL NOT NULL DEFAULT 0,
|
||||||
|
origin_y REAL NOT NULL DEFAULT 0,
|
||||||
|
origin_z REAL NOT NULL DEFAULT 0,
|
||||||
|
created_at TEXT NOT NULL, -- ISO-8601 UTC
|
||||||
|
updated_at TEXT NOT NULL
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4.3 `rooms`
|
||||||
|
|
||||||
|
Rooms within a world.
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE rooms (
|
||||||
|
id TEXT PRIMARY KEY, -- e.g. 'r_0001'
|
||||||
|
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
||||||
|
name TEXT NOT NULL,
|
||||||
|
bounds_min_x REAL NOT NULL,
|
||||||
|
bounds_min_y REAL NOT NULL,
|
||||||
|
bounds_min_z REAL NOT NULL DEFAULT 0,
|
||||||
|
bounds_max_x REAL NOT NULL,
|
||||||
|
bounds_max_y REAL NOT NULL,
|
||||||
|
bounds_max_z REAL NOT NULL DEFAULT 1,
|
||||||
|
created_at TEXT NOT NULL,
|
||||||
|
updated_at TEXT NOT NULL,
|
||||||
|
UNIQUE (world_id, name)
|
||||||
|
);
|
||||||
|
CREATE INDEX idx_rooms_world ON rooms(world_id);
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4.4 `chunks`
|
||||||
|
|
||||||
|
The core persistence table. One row per chunk. The **payload** is stored as a
|
||||||
|
BLOB in the **binary format** (§3.6); the JSON form is derived on demand for
|
||||||
|
authoring/debugging and is not stored (to avoid dual-write drift).
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE chunks (
|
||||||
|
key TEXT PRIMARY KEY, -- canonical key 'world:room:cx:cy:cz'
|
||||||
|
world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
|
||||||
|
room_id TEXT NOT NULL REFERENCES rooms(id) ON DELETE CASCADE,
|
||||||
|
cx INTEGER NOT NULL,
|
||||||
|
cy INTEGER NOT NULL,
|
||||||
|
cz INTEGER NOT NULL DEFAULT 0,
|
||||||
|
format_version INTEGER NOT NULL DEFAULT 1,
|
||||||
|
payload BLOB NOT NULL, -- binary chunk encoding (§3.6)
|
||||||
|
payload_len INTEGER NOT NULL,
|
||||||
|
checksum TEXT NOT NULL, -- SHA-256 of payload
|
||||||
|
revision INTEGER NOT NULL DEFAULT 0,
|
||||||
|
dirty INTEGER NOT NULL DEFAULT 0, -- 1 = needs flush to disk
|
||||||
|
created_at TEXT NOT NULL,
|
||||||
|
updated_at TEXT NOT NULL,
|
||||||
|
UNIQUE (world_id, room_id, cx, cy, cz)
|
||||||
|
);
|
||||||
|
CREATE INDEX idx_chunks_world_room ON chunks(world_id, room_id);
|
||||||
|
CREATE INDEX idx_chunks_coord ON chunks(cx, cy, cz);
|
||||||
|
```
|
||||||
|
|
||||||
|
**Design notes:**
|
||||||
|
|
||||||
|
- The `payload` BLOB is the single source of truth for chunk content. The
|
||||||
|
`checksum` guards against corruption and enables content addressing.
|
||||||
|
- `revision` increments on every write; it is used for optimistic concurrency
|
||||||
|
and change detection (see §5.4).
|
||||||
|
- `dirty` marks chunks that have been modified in memory but not yet flushed,
|
||||||
|
enabling a write-behind persistence strategy (see §5.5).
|
||||||
|
|
||||||
|
### 4.5 `chunk_objects`
|
||||||
|
|
||||||
|
A denormalized, queryable index of the objects inside each chunk. This is
|
||||||
|
**derived** from the chunk payload and kept in sync by the write path. It exists
|
||||||
|
so the server can answer queries like "which chunks contain a door?" without
|
||||||
|
parsing every payload BLOB.
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE chunk_objects (
|
||||||
|
id TEXT NOT NULL, -- object id (unique within chunk)
|
||||||
|
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||||
|
type TEXT NOT NULL, -- 'prop', 'interactable', ...
|
||||||
|
asset_id TEXT,
|
||||||
|
dynamic INTEGER NOT NULL DEFAULT 0,
|
||||||
|
pos_x REAL NOT NULL,
|
||||||
|
pos_y REAL NOT NULL,
|
||||||
|
pos_z REAL NOT NULL DEFAULT 0,
|
||||||
|
PRIMARY KEY (chunk_key, id)
|
||||||
|
);
|
||||||
|
CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
|
||||||
|
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
||||||
|
```
|
||||||
|
|
||||||
|
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
|
||||||
|
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
|
||||||
|
commits a chunk, the service layer performs a **delete-and-reinsert** of that
|
||||||
|
chunk's object rows in the same transaction: it deletes all rows for
|
||||||
|
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
|
||||||
|
index transactionally consistent with the payload and avoids the complexity and
|
||||||
|
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
|
||||||
|
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
|
||||||
|
utility is provided for this).
|
||||||
|
|
||||||
|
### 4.6 `content_flags`
|
||||||
|
|
||||||
|
Persists the aggregated moderation flags per chunk (and optionally per object).
|
||||||
|
This lets the server enforce age/content gates at load time without parsing
|
||||||
|
payloads.
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE content_flags (
|
||||||
|
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||||||
|
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
|
||||||
|
violence INTEGER NOT NULL DEFAULT 0,
|
||||||
|
sexual INTEGER NOT NULL DEFAULT 0,
|
||||||
|
language INTEGER NOT NULL DEFAULT 0,
|
||||||
|
substance INTEGER NOT NULL DEFAULT 0,
|
||||||
|
gambling INTEGER NOT NULL DEFAULT 0,
|
||||||
|
horror INTEGER NOT NULL DEFAULT 0,
|
||||||
|
hate INTEGER NOT NULL DEFAULT 0,
|
||||||
|
custom INTEGER NOT NULL DEFAULT 0,
|
||||||
|
mature INTEGER NOT NULL DEFAULT 0,
|
||||||
|
sources TEXT NOT NULL DEFAULT '[]', -- JSON array of flag ids
|
||||||
|
PRIMARY KEY (chunk_key, object_id)
|
||||||
|
);
|
||||||
|
CREATE INDEX idx_content_flags_mature ON content_flags(mature);
|
||||||
|
```
|
||||||
|
|
||||||
|
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
||||||
|
|
||||||
|
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
|
||||||
|
value `''` (empty string)** in `object_id` rather than `NULL`. This is
|
||||||
|
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
|
||||||
|
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
|
||||||
|
could be inserted accidentally. Using `''` as the sentinel means the composite
|
||||||
|
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
|
||||||
|
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
|
||||||
|
(which is never empty). The application layer treats `object_id = ''` as
|
||||||
|
"chunk-level" and any non-empty value as "object-level".
|
||||||
|
|
||||||
|
### 4.7 `revisions`
|
||||||
|
|
||||||
|
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
||||||
|
replication of changes.
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE revisions (
|
||||||
|
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||||
|
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
|
||||||
|
revision INTEGER NOT NULL,
|
||||||
|
actor TEXT NOT NULL, -- user / agent id
|
||||||
|
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
||||||
|
checksum TEXT NOT NULL, -- SHA-256 of payload
|
||||||
|
payload BLOB, -- full binary payload at this revision
|
||||||
|
created_at TEXT NOT NULL
|
||||||
|
);
|
||||||
|
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
||||||
|
```
|
||||||
|
|
||||||
|
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
|
||||||
|
at each revision. This is what makes rollback possible: to restore a chunk to a
|
||||||
|
previous revision, the server reads the `payload` of the target revision and
|
||||||
|
writes it back to `chunks.payload` (incrementing `revision` and appending a new
|
||||||
|
`revisions` row). Without the payload, only the checksum would be available,
|
||||||
|
which is insufficient to reconstruct the chunk.
|
||||||
|
|
||||||
|
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
|
||||||
|
This means deleting a chunk does **not** cascade-delete its revision history —
|
||||||
|
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
|
||||||
|
string is still stored so the history can be correlated to a chunk that existed
|
||||||
|
at that time.) If a chunk is later recreated with the same key, its history is
|
||||||
|
still intact.
|
||||||
|
|
||||||
|
### 4.8 Schema Versioning & Migrations
|
||||||
|
|
||||||
|
The database carries a schema version in a `meta` table:
|
||||||
|
|
||||||
|
```sql
|
||||||
|
CREATE TABLE meta (
|
||||||
|
key TEXT PRIMARY KEY,
|
||||||
|
value TEXT NOT NULL
|
||||||
|
);
|
||||||
|
-- seed: INSERT INTO meta(key, value) VALUES ('schema_version', '1');
|
||||||
|
```
|
||||||
|
|
||||||
|
Migrations are applied in order at startup. Each migration is a numbered SQL
|
||||||
|
script; the server tracks the applied version in `meta` and applies any pending
|
||||||
|
migrations transactionally. This keeps the schema forward-compatible as the
|
||||||
|
chunk format evolves.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Read/Write API
|
||||||
|
|
||||||
|
The API is exposed as a **Python service layer** on the backend (the same
|
||||||
|
process that owns the SQLite store) and consumed by the Godot client over the
|
||||||
|
network transport (see `networking.md`). The service layer is the **only**
|
||||||
|
writer to the database; clients never touch SQLite directly.
|
||||||
|
|
||||||
|
### 5.1 Service Interface (Python)
|
||||||
|
|
||||||
|
```python
|
||||||
|
class WorldStore:
|
||||||
|
"""Owns the SQLite connection and chunk read/write operations."""
|
||||||
|
|
||||||
|
def get_chunk(self, key: str) -> Chunk | None: ...
|
||||||
|
def get_chunk_binary(self, key: str) -> bytes | None: ...
|
||||||
|
def put_chunk(self, chunk: Chunk, actor: str) -> Chunk: ...
|
||||||
|
def delete_chunk(self, key: str, actor: str) -> None: ...
|
||||||
|
def list_chunks(self, world_id: str, room_id: str | None = None,
|
||||||
|
bounds: Bounds | None = None) -> list[str]: ...
|
||||||
|
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
||||||
|
def flush_dirty(self) -> int: ...
|
||||||
|
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
|
||||||
|
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
|
||||||
|
def migrate(self) -> None: ...
|
||||||
|
```
|
||||||
|
|
||||||
|
### 5.2 Encoding Helpers
|
||||||
|
|
||||||
|
The service layer provides symmetric encode/decode functions shared by the
|
||||||
|
client and server:
|
||||||
|
|
||||||
|
```python
|
||||||
|
def encode_binary(chunk: Chunk) -> bytes: ...
|
||||||
|
def decode_binary(data: bytes) -> Chunk: ...
|
||||||
|
def encode_json(chunk: Chunk) -> str: ...
|
||||||
|
def decode_json(text: str) -> Chunk: ...
|
||||||
|
def checksum(payload: bytes) -> str: ...
|
||||||
|
```
|
||||||
|
|
||||||
|
These are the single implementation of the format spec (§3), so the Godot
|
||||||
|
client and Python backend never drift.
|
||||||
|
|
||||||
|
### 5.3 Network RPCs
|
||||||
|
|
||||||
|
The chunk API is exposed to the client via RPCs (matching the networking
|
||||||
|
architecture). All chunk traffic is **reliable** (chunks are discrete,
|
||||||
|
must-arrive data).
|
||||||
|
|
||||||
|
| RPC | Direction | Payload | Notes |
|
||||||
|
|----------------------------|-----------|-------------------------------------------|-------|
|
||||||
|
| `request_chunk` | C → S | `{ key }` | Client asks for a chunk |
|
||||||
|
| `chunk_data` | S → C | `{ key, binary_payload, checksum }` | Server streams a chunk |
|
||||||
|
| `request_chunk_edit` | C → S | `{ key, base_revision, delta }` | Client submits an edit |
|
||||||
|
| `chunk_edit_result` | S → C | `{ key, success, new_revision, error? }` | Acknowledges an edit |
|
||||||
|
| `chunk_invalidated` | S → C | `{ key, new_revision }` | Server pushes a change |
|
||||||
|
| `request_chunk_flags` | C → S | `{ key }` | Age/content gate check |
|
||||||
|
|
||||||
|
### 5.4 Edit & Concurrency Model
|
||||||
|
|
||||||
|
- **Read:** Client requests a chunk; server returns the binary payload and its
|
||||||
|
`revision`.
|
||||||
|
- **Edit:** Client submits a **delta** against a known `base_revision`. The
|
||||||
|
server applies the delta, increments `revision`, persists, and returns the new
|
||||||
|
revision.
|
||||||
|
- **Optimistic concurrency:** If the chunk's current revision differs from the
|
||||||
|
client's `base_revision`, the server rejects the edit with a conflict error
|
||||||
|
and the client re-fetches and re-applies. This prevents lost updates when two
|
||||||
|
clients edit the same chunk.
|
||||||
|
- **Deltas:** A delta is a JSON patch (RFC 6902 style) applied to the chunk's
|
||||||
|
logical model. The server validates the patched chunk (schema, bounds,
|
||||||
|
moderation) before persisting.
|
||||||
|
|
||||||
|
### 5.5 Write-Behind Persistence
|
||||||
|
|
||||||
|
To amortize disk I/O, the server keeps a **dirty set** of chunks modified in
|
||||||
|
memory and flushes them to SQLite in batches:
|
||||||
|
|
||||||
|
1. `put_chunk` updates the in-memory chunk and marks it `dirty`.
|
||||||
|
2. A background flusher periodically calls `flush_dirty()`, which writes all
|
||||||
|
dirty chunks in a single transaction and clears the `dirty` flag.
|
||||||
|
3. On graceful shutdown, `flush_dirty()` is called to ensure durability.
|
||||||
|
|
||||||
|
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
||||||
|
durability at shutdown and on a configurable interval.
|
||||||
|
|
||||||
|
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
|
||||||
|
exists specifically to support recovery if the process crashes before a flush
|
||||||
|
completes. On startup, the server scans for rows where `dirty = 1` and treats
|
||||||
|
them as **unflushed in-memory state that was lost** — it re-reads the last
|
||||||
|
persisted payload from `chunks.payload` (the last durable state) and clears the
|
||||||
|
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
|
||||||
|
not durable; discard the in-memory delta and fall back to the persisted
|
||||||
|
payload." This guarantees that the on-disk state is always a consistent,
|
||||||
|
previously-committed snapshot, never a partially-written chunk. (The in-memory
|
||||||
|
dirty set is authoritative during normal operation; the `dirty` column is only a
|
||||||
|
recovery marker.)
|
||||||
|
|
||||||
|
### 5.6 Streaming & Caching
|
||||||
|
|
||||||
|
- The server streams only the chunks a client needs (those within the client's
|
||||||
|
view radius), using `list_chunks` with a bounds query.
|
||||||
|
- Chunks are cached in memory (LRU) keyed by `key`; the cache is invalidated on
|
||||||
|
write.
|
||||||
|
- The binary payload is content-addressed by `checksum`, so unchanged chunks can
|
||||||
|
be served from cache without re-reading SQLite.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Format Versioning & Migration
|
||||||
|
|
||||||
|
- The chunk format `version` field (currently `1`) is checked on decode. A
|
||||||
|
decoder that encounters a higher version than it supports **rejects** the
|
||||||
|
chunk with a clear error rather than misreading it.
|
||||||
|
- The SQLite `schema_version` in `meta` drives database migrations (§4.8).
|
||||||
|
- Chunk payloads are migrated **lazily**: when a chunk is read and its
|
||||||
|
`format_version` is older than the current one, the server migrates it to the
|
||||||
|
current version in memory and marks it dirty so it is rewritten on the next
|
||||||
|
flush. This avoids a costly full-world migration at startup.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Security & Integrity
|
||||||
|
|
||||||
|
- **Server-authoritative writes:** Only the `WorldStore` writes to SQLite;
|
||||||
|
clients submit deltas that are validated before application.
|
||||||
|
- **Checksum verification:** Every chunk payload is checksummed (SHA-256) on
|
||||||
|
write and verified on read. Corruption is detected and the chunk is re-fetched
|
||||||
|
or flagged.
|
||||||
|
- **Bounds validation:** Chunk coordinates and object positions are validated
|
||||||
|
against the world's chunk dimensions and room bounds before persistence.
|
||||||
|
- **Moderation enforcement:** `content_flags` are checked at load time; mature
|
||||||
|
chunks are gated behind the age-verification flow (see `content_moderation.md`).
|
||||||
|
- **Input validation:** All string fields are length-limited and validated
|
||||||
|
against allowed character sets to prevent injection and oversized payloads.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **Volumetric worlds:** The schema and format already support `CHUNK_SIZE_Z >
|
||||||
|
1`, but the tooling and streaming for 3D chunks are not yet specified.
|
||||||
|
- **Chunk compression:** For very large worlds, the binary payload could be
|
||||||
|
compressed (e.g. zstd) before storage/transfer. The header reserves a `flags`
|
||||||
|
bitmask for a compression flag.
|
||||||
|
- **Multi-server sharding:** If a single SQLite file becomes a bottleneck, the
|
||||||
|
`chunks` table could be sharded by `world_id` across multiple databases. The
|
||||||
|
key design already supports this (world_id is a leading key component).
|
||||||
|
- **Delta compression for streaming:** Instead of sending full chunks, the
|
||||||
|
server could send only the delta between revisions to reduce bandwidth for
|
||||||
|
frequently-updated chunks.
|
||||||
@@ -0,0 +1,170 @@
|
|||||||
|
# Social — Friends, Chat & Groups — Plan
|
||||||
|
|
||||||
|
> **Status:** Planned
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Feature ID:** `social`
|
||||||
|
> **Godot version:** 4.6.2 stable
|
||||||
|
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document breaks the **Social** feature into user stories and right-sized
|
||||||
|
implementation tasks. The feature delivers:
|
||||||
|
|
||||||
|
- **Friends & following** — a friend request/accept model plus a one-way follow
|
||||||
|
relationship, with block lists.
|
||||||
|
- **Presence & status** — online/offline, custom status message, last-seen.
|
||||||
|
- **Chat** — direct messages (DM) and in-experience (world/room) chat with
|
||||||
|
**first-class safety**: server-side text filtering, report-message, and rate
|
||||||
|
limiting.
|
||||||
|
- **Groups** — named groups with roles (owner/admin/member) and a simple group
|
||||||
|
page.
|
||||||
|
- **Public profiles** — avatar, bio, favorite experiences, and a friends list
|
||||||
|
that respects privacy settings.
|
||||||
|
|
||||||
|
## 2. Why chat safety is the differentiator
|
||||||
|
|
||||||
|
The platform is explicitly meant to pull adults away from a youth-oriented
|
||||||
|
competitor. Chat is the highest-risk surface: it is real-time, user-generated,
|
||||||
|
and where abuse happens fastest. Safety is therefore treated as a **blocking
|
||||||
|
requirement**, not an add-on:
|
||||||
|
|
||||||
|
- Every message passes a **server-side text filter** before it is stored or
|
||||||
|
delivered. The client filter is cosmetic only; the server is authoritative.
|
||||||
|
- Every message can be **reported**; reports flow into a moderation queue with
|
||||||
|
actor + reason + audit trail (mirroring `content_moderation.md`).
|
||||||
|
- Sending is **rate limited** per user (Redis token bucket) to stop flooding and
|
||||||
|
harassment-by-volume.
|
||||||
|
- Report and block are always reachable from a message context in the UI.
|
||||||
|
|
||||||
|
## 3. Existing constraints (do not re-build)
|
||||||
|
|
||||||
|
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
|
||||||
|
`app/dependencies.py`. All social endpoints reuse this.
|
||||||
|
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
|
||||||
|
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
|
||||||
|
presence and rate limiting.
|
||||||
|
- **Models:** `User`, `World` (owner_id), `Asset` (owner_id, is_public). Avatars
|
||||||
|
and favorite-experience references point at existing rows.
|
||||||
|
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no social UI yet.
|
||||||
|
|
||||||
|
## 4. Key design decisions
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|---|---|
|
||||||
|
| Message transport | REST for send/history; **WebSocket** gateway for real-time delivery + presence (matches `networking.md`'s "WebSocket as secondary transport" for chat) |
|
||||||
|
| Presence store | Redis (TTL heartbeat) + persisted `last_seen_at` on the user record |
|
||||||
|
| Text filtering | Pluggable `TextFilter` interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
|
||||||
|
| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
|
||||||
|
| Reports | `message_reports` table + moderation endpoints (list/review/resolve) with audit fields |
|
||||||
|
| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
|
||||||
|
| Privacy | Per-user settings JSON (`profile_visibility`, `friends_list_visibility`, `favorites_visibility`) enforced server-side on every read |
|
||||||
|
| Groups | `groups` + `group_members` (role: owner/admin/member) + group page aggregate endpoint |
|
||||||
|
| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
|
||||||
|
|
||||||
|
## 5. User stories
|
||||||
|
|
||||||
|
### US-1 Friends & following
|
||||||
|
As a player, I can send a friend request, accept/decline incoming requests,
|
||||||
|
unfriend, follow/unfollow other players, and block users so they can't interact
|
||||||
|
with me.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Friend requests are one-directional until accepted; accepted friendships are mutual.
|
||||||
|
- Follow is one-way and requires no approval.
|
||||||
|
- Block prevents DMs, hides the blocked user's profile/friends interactions, and
|
||||||
|
removes any existing friendship/follow between the two.
|
||||||
|
- Duplicate/self requests are rejected idempotently.
|
||||||
|
|
||||||
|
### US-2 Presence & status
|
||||||
|
As a player, I can see whether my friends are online, their custom status, and
|
||||||
|
when they were last seen.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
|
||||||
|
- `last_seen_at` persists and is visible (subject to privacy settings).
|
||||||
|
- Custom status text is optional and length-limited.
|
||||||
|
|
||||||
|
### US-3 Public profiles
|
||||||
|
As a player, I can view a public profile page showing avatar, bio, favorite
|
||||||
|
experiences, and a friends list that respects the owner's privacy settings.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Avatar and bio are editable by the owner only.
|
||||||
|
- Favorite experiences reference existing `World` rows.
|
||||||
|
- A viewer sees only the sections the owner's privacy settings allow; blocked
|
||||||
|
users see a restricted view.
|
||||||
|
|
||||||
|
### US-4 Chat (DM + in-experience) with safety
|
||||||
|
As a player, I can send direct messages and chat inside a world/room. Messages
|
||||||
|
are filtered, rate limited, and reportable.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Server filters message text before storing/delivering; filtered content is either
|
||||||
|
rejected (blocking) or redacted (configurable per filter policy).
|
||||||
|
- Send rate is limited per user (token bucket); excess sends get `429`.
|
||||||
|
- Every message has a stable id, author, timestamp, and conversation/world scope.
|
||||||
|
- Any message can be reported with a reason; reports are stored and reviewable.
|
||||||
|
- Real-time delivery over WebSocket with REST fallback for history.
|
||||||
|
|
||||||
|
### US-5 Groups
|
||||||
|
As a player, I can create a group, join/leave groups, and (as owner/admin)
|
||||||
|
manage roles and view a simple group page.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- Each group has exactly one owner and any number of admins/members.
|
||||||
|
- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
|
||||||
|
- Group page lists name, description, member list with roles, and member count.
|
||||||
|
|
||||||
|
### US-6 Godot client
|
||||||
|
As a player, I can access friends, presence, chat, profiles, and groups from the
|
||||||
|
game UI.
|
||||||
|
|
||||||
|
**Acceptance criteria**
|
||||||
|
- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
|
||||||
|
- Dedicated screens/panels: friends+presence, DM & world chat (with report),
|
||||||
|
profile page, group page.
|
||||||
|
- Client-side filtering is cosmetic; server responses remain authoritative.
|
||||||
|
|
||||||
|
## 6. Task breakdown
|
||||||
|
|
||||||
|
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
|
||||||
|
are sequential for dependency chaining.
|
||||||
|
|
||||||
|
| # | Task | Story | Depends on |
|
||||||
|
|---|------|-------|-----------|
|
||||||
|
| 1 | Friends/follow/block models + Alembic migration | US-1 | — |
|
||||||
|
| 2 | Friends & follow API router | US-1 | 1 |
|
||||||
|
| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
|
||||||
|
| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
|
||||||
|
| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
|
||||||
|
| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
|
||||||
|
| 7 | Text filtering service + profanity config | US-4 | — |
|
||||||
|
| 8 | Redis rate-limiting dependency | US-4 | — |
|
||||||
|
| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
|
||||||
|
| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
|
||||||
|
| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
|
||||||
|
| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
|
||||||
|
| 13 | Group + membership models + migration | US-5 | — |
|
||||||
|
| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
|
||||||
|
| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
|
||||||
|
| 16 | Godot friends & presence UI | US-6 | 3, 15 |
|
||||||
|
| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
|
||||||
|
| 18 | Godot profile page UI | US-6 | 5, 15 |
|
||||||
|
| 19 | Godot groups UI + group page | US-6 | 14, 15 |
|
||||||
|
|
||||||
|
## 7. Phasing
|
||||||
|
|
||||||
|
- **Phase 1 (data + core APIs):** tasks 1–5 (friends, presence, profiles).
|
||||||
|
- **Phase 2 (chat safety — the differentiator):** tasks 6–12 (chat + safety +
|
||||||
|
realtime). This is the critical path and highest priority.
|
||||||
|
- **Phase 3 (groups):** tasks 13–14.
|
||||||
|
- **Phase 4 (client):** tasks 15–19, each landing after its backend dependency.
|
||||||
|
|
||||||
|
## 8. Out of scope for this feature
|
||||||
|
|
||||||
|
- Age verification / maturity gating (covered by `content_moderation.md`).
|
||||||
|
- Voice chat, media/image messages, message editing/deletion history.
|
||||||
|
- Third-party profanity/toxicity vendors (the `TextFilter` interface leaves a
|
||||||
|
hook, but the default is deterministic and dependency-free).
|
||||||
|
- Mobile push notifications.
|
||||||
@@ -0,0 +1,24 @@
|
|||||||
|
; Engine configuration file.
|
||||||
|
; It's best edited using the editor UI and not directly,
|
||||||
|
; but it can also be edited by hand.
|
||||||
|
|
||||||
|
config_version=5
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="AGP-Game"
|
||||||
|
run/main_scene="res://scenes/main_menu.tscn"
|
||||||
|
config/features=PackedStringArray("4.6.2")
|
||||||
|
|
||||||
|
[autoload]
|
||||||
|
|
||||||
|
[display]
|
||||||
|
|
||||||
|
window/size/viewport_width=1920
|
||||||
|
window/size/viewport_height=1080
|
||||||
|
window/stretch/mode="canvas_items"
|
||||||
|
|
||||||
|
[rendering]
|
||||||
|
|
||||||
|
renderer/rendering_method="gl_compatibility"
|
||||||
|
renderer/rendering_method.mobile="gl_compatibility"
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
|
||||||
@@ -0,0 +1,174 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
||||||
|
probe_script_loading()
|
||||||
|
probe_os_apis()
|
||||||
|
probe_file_access()
|
||||||
|
probe_network()
|
||||||
|
probe_classdb()
|
||||||
|
probe_expression_engine()
|
||||||
|
probe_engine_singletons()
|
||||||
|
probe_worker_threads()
|
||||||
|
probe_project_settings()
|
||||||
|
probe_allowlist()
|
||||||
|
print("=== SANDBOX PROBE 6 END ===")
|
||||||
|
get_tree().quit()
|
||||||
|
|
||||||
|
func probe_script_loading():
|
||||||
|
print("--- Script loading ---")
|
||||||
|
var gd = GDScript.new()
|
||||||
|
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
||||||
|
var err = gd.reload()
|
||||||
|
print("GDScript.reload() from source_code err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var inst = gd.new()
|
||||||
|
print(" instantiated, hello()=", inst.call("hello"))
|
||||||
|
var res = load("res://test_script.gd")
|
||||||
|
print("load('res://test_script.gd') = ", res)
|
||||||
|
if res:
|
||||||
|
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
||||||
|
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
||||||
|
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
||||||
|
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
||||||
|
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
||||||
|
|
||||||
|
func probe_os_apis():
|
||||||
|
print("--- OS APIs ---")
|
||||||
|
var out = []
|
||||||
|
var exit_code = OS.execute("echo", ["hello"], out)
|
||||||
|
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
||||||
|
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
||||||
|
print("OS has 'create_process': ", OS.has_method("create_process"))
|
||||||
|
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
||||||
|
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
||||||
|
print("OS.get_executable_path() = ", OS.get_executable_path())
|
||||||
|
|
||||||
|
func probe_file_access():
|
||||||
|
print("--- File access ---")
|
||||||
|
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
||||||
|
print("FileAccess.open('/etc/hostname') = ", f)
|
||||||
|
if f:
|
||||||
|
print(" content: ", f.get_as_text())
|
||||||
|
f.close()
|
||||||
|
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
||||||
|
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
||||||
|
if w:
|
||||||
|
w.store_string("probe")
|
||||||
|
w.close()
|
||||||
|
print(" wrote to /tmp OK")
|
||||||
|
var dir = DirAccess.open("/")
|
||||||
|
print("DirAccess.open('/') = ", dir)
|
||||||
|
if dir:
|
||||||
|
var names = dir.get_files()
|
||||||
|
print(" root files count: ", names.size())
|
||||||
|
var res_dir = DirAccess.open("res://")
|
||||||
|
print("DirAccess.open('res://') = ", res_dir)
|
||||||
|
var user_dir = DirAccess.open("user://")
|
||||||
|
print("DirAccess.open('user://') = ", user_dir)
|
||||||
|
|
||||||
|
func probe_network():
|
||||||
|
print("--- Network ---")
|
||||||
|
var tcp = TCPServer.new()
|
||||||
|
var bind_err = tcp.listen(0)
|
||||||
|
print("TCPServer.listen(0) err=", bind_err)
|
||||||
|
var http = HTTPClient.new()
|
||||||
|
print("HTTPClient instantiated: ", http != null)
|
||||||
|
var http_req = HTTPRequest.new()
|
||||||
|
print("HTTPRequest instantiated: ", http_req != null)
|
||||||
|
var udp = PacketPeerUDP.new()
|
||||||
|
print("PacketPeerUDP instantiated: ", udp != null)
|
||||||
|
var ws = WebSocketPeer.new()
|
||||||
|
print("WebSocketPeer instantiated: ", ws != null)
|
||||||
|
|
||||||
|
func probe_classdb():
|
||||||
|
print("--- ClassDB ---")
|
||||||
|
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
|
||||||
|
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
|
||||||
|
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
|
||||||
|
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
||||||
|
var class_list = ClassDB.get_class_list()
|
||||||
|
print("ClassDB.get_class_list() count: ", class_list.size())
|
||||||
|
var os_methods = ClassDB.class_get_method_list("OS")
|
||||||
|
print("OS method count: ", os_methods.size())
|
||||||
|
var inst = ClassDB.instantiate("Node")
|
||||||
|
print("ClassDB.instantiate('Node') = ", inst)
|
||||||
|
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
||||||
|
|
||||||
|
func probe_expression_engine():
|
||||||
|
print("--- Expression engine ---")
|
||||||
|
var expr = Expression.new()
|
||||||
|
var err = expr.parse("1 + 2")
|
||||||
|
print("Expression.parse('1 + 2') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result = expr.execute()
|
||||||
|
print(" Expression.execute() = ", result)
|
||||||
|
var expr2 = Expression.new()
|
||||||
|
err = expr2.parse("OS.get_environment('HOME')")
|
||||||
|
print("Expression.parse('OS.get_environment') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result2 = expr2.execute()
|
||||||
|
print(" Expression.execute() = ", result2)
|
||||||
|
var expr3 = Expression.new()
|
||||||
|
err = expr3.parse("get_environment('HOME')", ["OS"])
|
||||||
|
print("Expression.parse with base_instance err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result3 = expr3.execute([], OS)
|
||||||
|
print(" Expression.execute with OS base = ", result3)
|
||||||
|
var expr4 = Expression.new()
|
||||||
|
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
||||||
|
print("Expression.parse('FileAccess.open') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result4 = expr4.execute()
|
||||||
|
print(" Expression.execute() = ", result4)
|
||||||
|
var expr5 = Expression.new()
|
||||||
|
err = expr5.parse("get_tree().quit()")
|
||||||
|
print("Expression.parse('get_tree().quit()') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result5 = expr5.execute()
|
||||||
|
print(" Expression.execute() = ", result5)
|
||||||
|
|
||||||
|
func probe_engine_singletons():
|
||||||
|
print("--- Engine singletons ---")
|
||||||
|
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
||||||
|
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
||||||
|
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
||||||
|
|
||||||
|
func probe_worker_threads():
|
||||||
|
print("--- Worker threads ---")
|
||||||
|
var thread = Thread.new()
|
||||||
|
print(" Thread.new() = ", thread)
|
||||||
|
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
||||||
|
|
||||||
|
func probe_project_settings():
|
||||||
|
print("--- Project settings ---")
|
||||||
|
var settings = ProjectSettings.get_property_list()
|
||||||
|
var relevant = []
|
||||||
|
for s in settings:
|
||||||
|
var name = String(s.name)
|
||||||
|
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
|
||||||
|
relevant.append(name)
|
||||||
|
print(" Sandbox/security project settings: ", relevant)
|
||||||
|
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
|
||||||
|
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
|
||||||
|
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
|
||||||
|
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
||||||
|
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
||||||
|
|
||||||
|
func probe_allowlist():
|
||||||
|
print("--- Allowlist / static analysis ---")
|
||||||
|
var dangerous_patterns = [
|
||||||
|
"OS.execute", "OS.create_process", "OS.get_environment",
|
||||||
|
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
||||||
|
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
||||||
|
"get_tree().quit", "ProjectSettings"
|
||||||
|
]
|
||||||
|
var test_script = """extends Node
|
||||||
|
func _ready():
|
||||||
|
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
||||||
|
OS.execute("rm", ["-rf", "/"])
|
||||||
|
"""
|
||||||
|
print(" Test script contains dangerous patterns:")
|
||||||
|
for p in dangerous_patterns:
|
||||||
|
if p in test_script:
|
||||||
|
print(" DETECTED: ", p)
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
||||||
|
|
||||||
|
[node name="Probe6" type="Node"]
|
||||||
|
script = ExtResource("1")
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
; Engine configuration file.
|
||||||
|
config_version=5
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="sandbox_probe"
|
||||||
|
run/main_scene="res://probe6.tscn"
|
||||||
|
config/features=PackedStringArray("4.6")
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
extends RefCounted
|
||||||
|
|
||||||
|
func hello():
|
||||||
|
return "from test_script.gd"
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[gd_scene load_steps=2 format=3 uid="uid://main_scene"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/chunk_stream_manager.gd" id="1_chunk_stream"]
|
||||||
|
|
||||||
|
[node name="Main" type="Node3D"]
|
||||||
|
script = ExtResource("1_chunk_stream")
|
||||||
@@ -0,0 +1,43 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
|
||||||
|
|
||||||
|
[node name="MainMenu" type="Control"]
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
script = ExtResource("1_main")
|
||||||
|
|
||||||
|
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||||
|
layout_mode = 3
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
|
||||||
|
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
theme_override_constants/separation = 16
|
||||||
|
size_flags_horizontal = 4
|
||||||
|
|
||||||
|
[node name="TitleLabel" type="Label" parent="CenterContainer/VBoxContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "AGP Game"
|
||||||
|
horizontal_alignment = 1
|
||||||
|
theme_override_font_sizes/font_size = 72
|
||||||
|
|
||||||
|
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "Play"
|
||||||
|
size_flags_horizontal = 4
|
||||||
|
|
||||||
|
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||||
|
layout_mode = 1
|
||||||
|
text = "Quit"
|
||||||
|
size_flags_horizontal = 4
|
||||||
|
|
||||||
|
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
|
||||||
|
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
|
||||||
@@ -0,0 +1,105 @@
|
|||||||
|
class_name Chunk
|
||||||
|
extends Node3D
|
||||||
|
## A single world chunk. Holds the chunk coordinate, bounds, and the
|
||||||
|
## visual/gameplay content for that region of the world.
|
||||||
|
##
|
||||||
|
## Chunks are the atomic unit of world geometry, gameplay objects, and
|
||||||
|
## persistence (see docs/architecture/world.md). The server loads and saves
|
||||||
|
## whole chunks; clients stream the chunks around them.
|
||||||
|
|
||||||
|
## Default chunk dimensions in world units (tiles). Matches the constants in
|
||||||
|
## docs/architecture/world.md section 2.2.
|
||||||
|
const CHUNK_SIZE_X: int = 32
|
||||||
|
const CHUNK_SIZE_Y: int = 32
|
||||||
|
const CHUNK_SIZE_Z: int = 1
|
||||||
|
|
||||||
|
## World-space origin of chunk coordinate (0,0).
|
||||||
|
const CHUNK_ORIGIN := Vector3(0.0, 0.0, 0.0)
|
||||||
|
|
||||||
|
## Chunk coordinate (cx, cy, cz) in chunk space.
|
||||||
|
var coord := Vector3i.ZERO
|
||||||
|
|
||||||
|
## The canonical chunk key: "{world_id}:{room_id}:{cx}:{cy}:{cz}".
|
||||||
|
var key: String = ""
|
||||||
|
|
||||||
|
## World and room identifiers this chunk belongs to.
|
||||||
|
var world_id: String = ""
|
||||||
|
var room_id: String = ""
|
||||||
|
|
||||||
|
## Format version of the chunk payload (currently 1).
|
||||||
|
var format_version: int = 1
|
||||||
|
|
||||||
|
## Revision counter, incremented on every write. Used for optimistic
|
||||||
|
## concurrency and change detection.
|
||||||
|
var revision: int = 0
|
||||||
|
|
||||||
|
## Whether this chunk has been modified in memory but not yet flushed.
|
||||||
|
var dirty: bool = false
|
||||||
|
|
||||||
|
## Container for static objects (props, geometry) in this chunk.
|
||||||
|
var objects: Array[Node3D] = []
|
||||||
|
|
||||||
|
## Container for dynamic object templates (spawnable entities).
|
||||||
|
var dynamic_templates: Array[Node3D] = []
|
||||||
|
|
||||||
|
## The world-space bounding box of this chunk.
|
||||||
|
var bounds: AABB
|
||||||
|
|
||||||
|
|
||||||
|
func _init(p_coord: Vector3i = Vector3i.ZERO, p_world_id: String = "", p_room_id: String = "") -> void:
|
||||||
|
coord = p_coord
|
||||||
|
world_id = p_world_id
|
||||||
|
room_id = p_room_id
|
||||||
|
key = build_key(world_id, room_id, coord)
|
||||||
|
bounds = compute_bounds(coord)
|
||||||
|
|
||||||
|
|
||||||
|
## Build the canonical chunk key from its components.
|
||||||
|
static func build_key(p_world_id: String, p_room_id: String, p_coord: Vector3i) -> String:
|
||||||
|
return "%s:%s:%d:%d:%d" % [p_world_id, p_room_id, p_coord.x, p_coord.y, p_coord.z]
|
||||||
|
|
||||||
|
|
||||||
|
## Compute the world-space bounding box for a chunk coordinate.
|
||||||
|
static func compute_bounds(p_coord: Vector3i) -> AABB:
|
||||||
|
var min_pos := Vector3(
|
||||||
|
CHUNK_ORIGIN.x + p_coord.x * CHUNK_SIZE_X,
|
||||||
|
CHUNK_ORIGIN.y + p_coord.y * CHUNK_SIZE_Y,
|
||||||
|
CHUNK_ORIGIN.z + p_coord.z * CHUNK_SIZE_Z
|
||||||
|
)
|
||||||
|
return AABB(min_pos, Vector3(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z))
|
||||||
|
|
||||||
|
|
||||||
|
## Compute the chunk coordinate that contains a world-space position.
|
||||||
|
static func coord_for_position(p_pos: Vector3) -> Vector3i:
|
||||||
|
return Vector3i(
|
||||||
|
int(floor((p_pos.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)),
|
||||||
|
int(floor((p_pos.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)),
|
||||||
|
int(floor((p_pos.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z))
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
## Add a static object to this chunk.
|
||||||
|
func add_object(p_object: Node3D) -> void:
|
||||||
|
objects.append(p_object)
|
||||||
|
add_child(p_object)
|
||||||
|
|
||||||
|
|
||||||
|
## Add a dynamic object template to this chunk.
|
||||||
|
func add_dynamic_template(p_template: Node3D) -> void:
|
||||||
|
dynamic_templates.append(p_template)
|
||||||
|
add_child(p_template)
|
||||||
|
|
||||||
|
|
||||||
|
## Remove all objects from this chunk.
|
||||||
|
func clear_objects() -> void:
|
||||||
|
for obj in objects:
|
||||||
|
if is_instance_valid(obj):
|
||||||
|
obj.queue_free()
|
||||||
|
objects.clear()
|
||||||
|
dynamic_templates.clear()
|
||||||
|
|
||||||
|
|
||||||
|
## Mark this chunk as dirty (modified but not yet persisted).
|
||||||
|
func mark_dirty() -> void:
|
||||||
|
dirty = true
|
||||||
|
revision += 1
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://dc6j7kqjitc6g
|
||||||
@@ -0,0 +1,667 @@
|
|||||||
|
class_name ChunkDataDecoder
|
||||||
|
extends RefCounted
|
||||||
|
## Decodes chunk binary payloads (and JSON) into logical chunk data.
|
||||||
|
##
|
||||||
|
## Implements the binary format spec from docs/architecture/world.md §3.6.
|
||||||
|
## Both the Godot client and Python backend use this class to ensure
|
||||||
|
## identical encoding/decoding behavior.
|
||||||
|
##
|
||||||
|
## ## Binary Format Overview
|
||||||
|
##
|
||||||
|
## ```
|
||||||
|
## Header (48 bytes):
|
||||||
|
## [0:4] magic "AGPC"
|
||||||
|
## [4:6] version (uint16 LE)
|
||||||
|
## [6:8] header_len (uint16 LE)
|
||||||
|
## [8:12] flags (uint32 LE)
|
||||||
|
## [12:16] payload_len (uint32 LE)
|
||||||
|
## [16:48] checksum (SHA-256 hex, 32 bytes)
|
||||||
|
##
|
||||||
|
## Payload Body (sections):
|
||||||
|
## [section_id:1][section_len:4][data:section_len]
|
||||||
|
## ```
|
||||||
|
|
||||||
|
|
||||||
|
## Content flags parsed from a chunk.
|
||||||
|
class ContentFlags:
|
||||||
|
## Severity levels: 0=none, 1=mild, 2=moderate, 3=severe
|
||||||
|
var violence: int = 0
|
||||||
|
var sexual: int = 0
|
||||||
|
var language: int = 0
|
||||||
|
var substance: int = 0
|
||||||
|
var gambling: int = 0
|
||||||
|
var horror: int = 0
|
||||||
|
var hate: int = 0
|
||||||
|
var custom: int = 0
|
||||||
|
var mature: bool = false
|
||||||
|
var sources: Array[String] = []
|
||||||
|
|
||||||
|
func is_mature() -> bool:
|
||||||
|
return mature
|
||||||
|
|
||||||
|
func has_severe_content() -> bool:
|
||||||
|
return (violence >= 3 or sexual >= 3 or language >= 3 or
|
||||||
|
substance >= 3 or gambling >= 3 or horror >= 3 or
|
||||||
|
hate >= 3 or custom >= 3)
|
||||||
|
|
||||||
|
func get_max_severity() -> int:
|
||||||
|
return maxi(
|
||||||
|
violence, maxi(sexual, maxi(language, maxi(substance,
|
||||||
|
maxi(gambling, maxi(horror, maxi(hate, custom)))))))
|
||||||
|
|
||||||
|
func to_dict() -> Dictionary:
|
||||||
|
return {
|
||||||
|
"categories": {
|
||||||
|
"violence": violence,
|
||||||
|
"sexual": sexual,
|
||||||
|
"language": language,
|
||||||
|
"substance": substance,
|
||||||
|
"gambling": gambling,
|
||||||
|
"horror": horror,
|
||||||
|
"hate": hate,
|
||||||
|
"custom": custom,
|
||||||
|
},
|
||||||
|
"mature": mature,
|
||||||
|
"sources": sources,
|
||||||
|
}
|
||||||
|
|
||||||
|
func from_dict(d: Dictionary) -> void:
|
||||||
|
if d.has("categories"):
|
||||||
|
violence = d["categories"].get("violence", 0)
|
||||||
|
sexual = d["categories"].get("sexual", 0)
|
||||||
|
language = d["categories"].get("language", 0)
|
||||||
|
substance = d["categories"].get("substance", 0)
|
||||||
|
gambling = d["categories"].get("gambling", 0)
|
||||||
|
horror = d["categories"].get("horror", 0)
|
||||||
|
hate = d["categories"].get("hate", 0)
|
||||||
|
custom = d["categories"].get("custom", 0)
|
||||||
|
mature = d.get("mature", false)
|
||||||
|
sources = d.get("sources", [])
|
||||||
|
|
||||||
|
|
||||||
|
## A tile layer definition (palette + dense tile indices).
|
||||||
|
class TileLayerData:
|
||||||
|
var name: String = ""
|
||||||
|
var layer_id: int = 0
|
||||||
|
var width: int = 0
|
||||||
|
var height: int = 0
|
||||||
|
var depth: int = 1
|
||||||
|
var palette: Array[TileDef] = []
|
||||||
|
var tiles: PackedInt32Array = PackedInt32Array()
|
||||||
|
|
||||||
|
func tile_count() -> int:
|
||||||
|
return width * height * depth
|
||||||
|
|
||||||
|
func get_tile(x: int, y: int, z: int = 0) -> int:
|
||||||
|
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||||
|
return 0 # Out of bounds returns empty tile
|
||||||
|
var idx := (z * height + y) * width + x
|
||||||
|
if idx < tiles.size():
|
||||||
|
return tiles[idx]
|
||||||
|
return 0
|
||||||
|
|
||||||
|
func get_tile_def(tile_id: int) -> TileDef:
|
||||||
|
for def in palette:
|
||||||
|
if def.id == tile_id:
|
||||||
|
return def
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
## A world object parsed from chunk data.
|
||||||
|
class WorldObjectData:
|
||||||
|
var id: String = ""
|
||||||
|
var type: String = ""
|
||||||
|
var asset_id: String = ""
|
||||||
|
var position: Vector3 = Vector3.ZERO
|
||||||
|
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
||||||
|
var scale: Vector3 = Vector3.ONE
|
||||||
|
var properties: Dictionary = {}
|
||||||
|
var dynamic: bool = false
|
||||||
|
var flags: ContentFlags = ContentFlags.new()
|
||||||
|
|
||||||
|
|
||||||
|
## The complete decoded chunk payload.
|
||||||
|
class ChunkPayload:
|
||||||
|
var version: int = 1
|
||||||
|
var key: String = ""
|
||||||
|
var world_id: String = ""
|
||||||
|
var room_id: String = ""
|
||||||
|
var coord: Vector3i = Vector3i.ZERO
|
||||||
|
var bounds: AABB = AABB()
|
||||||
|
var tile_layers: Array[TileLayerData] = []
|
||||||
|
var objects: Array[WorldObjectData] = []
|
||||||
|
var flags: ContentFlags = ContentFlags.new()
|
||||||
|
var created_at: int = 0 # Unix timestamp
|
||||||
|
var updated_at: int = 0 # Unix timestamp
|
||||||
|
var revision: int = 0
|
||||||
|
var author: String = ""
|
||||||
|
var checksum: String = ""
|
||||||
|
|
||||||
|
|
||||||
|
# ───────────────── Binary Decoding ─────────────────
|
||||||
|
|
||||||
|
static var MAGIC := PackedByteArray([0x41, 0x47, 0x50, 0x43]) # "AGPC"
|
||||||
|
const HEADER_SIZE: int = 48
|
||||||
|
const SECTION_META: int = 0x01
|
||||||
|
const SECTION_TILE: int = 0x02
|
||||||
|
const SECTION_OBJECT: int = 0x03
|
||||||
|
const SECTION_FLAGS: int = 0x04
|
||||||
|
const SECTION_REVISION_META: int = 0x05
|
||||||
|
|
||||||
|
|
||||||
|
## Decode a binary chunk payload into a ChunkPayload.
|
||||||
|
## Returns null if the data is invalid or version is unsupported.
|
||||||
|
static func decode_binary(data: PackedByteArray) -> ChunkPayload:
|
||||||
|
if data.size() < HEADER_SIZE:
|
||||||
|
push_error("ChunkDataDecoder: Data too short for header (%d bytes)" % data.size())
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Verify magic
|
||||||
|
var magic := PackedByteArray(data.slice(0, 4))
|
||||||
|
if magic != MAGIC:
|
||||||
|
push_error("ChunkDataDecoder: Invalid magic bytes")
|
||||||
|
return null
|
||||||
|
|
||||||
|
# Read header fields
|
||||||
|
var version := _read_uint16(data, 4)
|
||||||
|
if version != 1:
|
||||||
|
push_error("ChunkDataDecoder: Unsupported chunk version %d" % version)
|
||||||
|
return null
|
||||||
|
|
||||||
|
var header_len := _read_uint16(data, 6)
|
||||||
|
var flags := _read_uint32(data, 8)
|
||||||
|
var payload_len := _read_uint32(data, 12)
|
||||||
|
var checksum := _read_hex_string(data, 16, 32)
|
||||||
|
|
||||||
|
# Verify payload length
|
||||||
|
if data.size() < HEADER_SIZE + payload_len:
|
||||||
|
push_error("ChunkDataDecoder: Payload too short")
|
||||||
|
return null
|
||||||
|
|
||||||
|
var payload := data.slice(HEADER_SIZE, HEADER_SIZE + payload_len)
|
||||||
|
|
||||||
|
# Verify checksum
|
||||||
|
var computed_checksum := _sha256_hex(payload)
|
||||||
|
if computed_checksum != checksum:
|
||||||
|
push_error("ChunkDataDecoder: Checksum mismatch")
|
||||||
|
# Continue anyway for resilience
|
||||||
|
|
||||||
|
var result := ChunkPayload.new()
|
||||||
|
result.version = version
|
||||||
|
result.checksum = checksum
|
||||||
|
|
||||||
|
# Parse sections
|
||||||
|
var offset := 0
|
||||||
|
while offset < payload.size():
|
||||||
|
if offset + 5 > payload.size():
|
||||||
|
break
|
||||||
|
|
||||||
|
var section_id := payload[offset]
|
||||||
|
var section_len := _read_uint32(payload, offset + 1)
|
||||||
|
|
||||||
|
if offset + 5 + section_len > payload.size():
|
||||||
|
break
|
||||||
|
|
||||||
|
var section_data := payload.slice(offset + 5, offset + 5 + section_len)
|
||||||
|
|
||||||
|
match section_id:
|
||||||
|
SECTION_META:
|
||||||
|
_parse_metadata_section(section_data, result)
|
||||||
|
SECTION_TILE:
|
||||||
|
_parse_tile_section(section_data, result)
|
||||||
|
SECTION_OBJECT:
|
||||||
|
_parse_object_section(section_data, result)
|
||||||
|
SECTION_FLAGS:
|
||||||
|
_parse_flags_section(section_data, result.flags)
|
||||||
|
SECTION_REVISION_META:
|
||||||
|
_parse_revision_meta_section(section_data, result)
|
||||||
|
|
||||||
|
offset += 5 + section_len
|
||||||
|
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
## Encode a ChunkPayload into binary format.
|
||||||
|
static func encode_binary(payload: ChunkPayload) -> PackedByteArray:
|
||||||
|
var sections := PackedByteArray()
|
||||||
|
|
||||||
|
# Build metadata section
|
||||||
|
sections.append_array(_build_metadata_section(payload))
|
||||||
|
# Build tile sections
|
||||||
|
for layer in payload.tile_layers:
|
||||||
|
sections.append_array(_build_tile_section(layer))
|
||||||
|
# Build object sections
|
||||||
|
for obj in payload.objects:
|
||||||
|
sections.append_array(_build_object_section(obj))
|
||||||
|
# Build flags section
|
||||||
|
sections.append_array(_build_flags_section(payload.flags))
|
||||||
|
# Build revision meta section
|
||||||
|
sections.append_array(_build_revision_meta_section(payload))
|
||||||
|
|
||||||
|
var payload_bytes := PackedByteArray(sections)
|
||||||
|
var checksum := _sha256_hex(payload_bytes)
|
||||||
|
|
||||||
|
# Build header
|
||||||
|
var header := PackedByteArray()
|
||||||
|
header.append_array(MAGIC)
|
||||||
|
header.append_array(_write_uint16(1)) # version
|
||||||
|
header.append_array(_write_uint16(0)) # header_len (after this field)
|
||||||
|
header.append_array(_write_uint32(0)) # flags
|
||||||
|
header.append_array(_write_uint32(payload_bytes.size()))
|
||||||
|
header.append_array(_hex_to_bytes(checksum))
|
||||||
|
|
||||||
|
return header + payload_bytes
|
||||||
|
|
||||||
|
|
||||||
|
# ───────────────── Section Parsers ─────────────────
|
||||||
|
|
||||||
|
static func _parse_metadata_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||||
|
var offset := 0
|
||||||
|
|
||||||
|
# world_id (length-prefixed string)
|
||||||
|
var world_id_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
result.world_id = data.slice(offset, offset + world_id_len).get_string_from_utf8()
|
||||||
|
offset += world_id_len
|
||||||
|
|
||||||
|
# room_id (length-prefixed string)
|
||||||
|
var room_id_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
result.room_id = data.slice(offset, offset + room_id_len).get_string_from_utf8()
|
||||||
|
offset += room_id_len
|
||||||
|
|
||||||
|
# coord (3 × int32)
|
||||||
|
result.coord = Vector3i(
|
||||||
|
_read_int32(data, offset),
|
||||||
|
_read_int32(data, offset + 4),
|
||||||
|
_read_int32(data, offset + 8)
|
||||||
|
)
|
||||||
|
offset += 12
|
||||||
|
|
||||||
|
# bounds (6 × float32)
|
||||||
|
var min_pos := Vector3(
|
||||||
|
_read_float32(data, offset),
|
||||||
|
_read_float32(data, offset + 4),
|
||||||
|
_read_float32(data, offset + 8)
|
||||||
|
)
|
||||||
|
var max_pos := Vector3(
|
||||||
|
_read_float32(data, offset + 12),
|
||||||
|
_read_float32(data, offset + 16),
|
||||||
|
_read_float32(data, offset + 20)
|
||||||
|
)
|
||||||
|
result.bounds = AABB(min_pos, max_pos - min_pos)
|
||||||
|
|
||||||
|
|
||||||
|
static func _parse_tile_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||||
|
var layer := TileLayerData.new()
|
||||||
|
var offset := 0
|
||||||
|
|
||||||
|
# name (length-prefixed string)
|
||||||
|
var name_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
layer.name = data.slice(offset, offset + name_len).get_string_from_utf8()
|
||||||
|
offset += name_len
|
||||||
|
|
||||||
|
# layer_id (uint16)
|
||||||
|
layer.layer_id = _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
|
||||||
|
# dimensions (3 × uint16)
|
||||||
|
layer.width = _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
layer.height = _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
layer.depth = _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
|
||||||
|
# palette
|
||||||
|
var palette_count := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
for _i in range(palette_count):
|
||||||
|
var tile_def := TileDef.new()
|
||||||
|
tile_def.id = _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
|
||||||
|
var asset_id_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
tile_def.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
||||||
|
offset += asset_id_len
|
||||||
|
|
||||||
|
tile_def.solid = data[offset] != 0
|
||||||
|
offset += 1
|
||||||
|
|
||||||
|
tile_def.flags = _read_uint32(data, offset)
|
||||||
|
offset += 4
|
||||||
|
|
||||||
|
tile_def.variants = data[offset]
|
||||||
|
offset += 1
|
||||||
|
|
||||||
|
layer.palette.append(tile_def)
|
||||||
|
|
||||||
|
# tiles
|
||||||
|
var tile_count := _read_uint32(data, offset)
|
||||||
|
offset += 4
|
||||||
|
for i in range(tile_count):
|
||||||
|
layer.tiles.append(_read_uint16(data, offset))
|
||||||
|
offset += 2
|
||||||
|
|
||||||
|
result.tile_layers.append(layer)
|
||||||
|
|
||||||
|
|
||||||
|
static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||||
|
var obj := WorldObjectData.new()
|
||||||
|
var offset := 0
|
||||||
|
|
||||||
|
# id (length-prefixed string)
|
||||||
|
var id_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
obj.id = data.slice(offset, offset + id_len).get_string_from_utf8()
|
||||||
|
offset += id_len
|
||||||
|
|
||||||
|
# type (length-prefixed string)
|
||||||
|
var type_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
obj.type = data.slice(offset, offset + type_len).get_string_from_utf8()
|
||||||
|
offset += type_len
|
||||||
|
|
||||||
|
# asset_id (length-prefixed string)
|
||||||
|
var asset_id_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
obj.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
||||||
|
offset += asset_id_len
|
||||||
|
|
||||||
|
# position (3 × float32)
|
||||||
|
obj.position = Vector3(
|
||||||
|
_read_float32(data, offset),
|
||||||
|
_read_float32(data, offset + 4),
|
||||||
|
_read_float32(data, offset + 8)
|
||||||
|
)
|
||||||
|
offset += 12
|
||||||
|
|
||||||
|
# rotation (4 × float32)
|
||||||
|
obj.rotation = Vector4(
|
||||||
|
_read_float32(data, offset),
|
||||||
|
_read_float32(data, offset + 4),
|
||||||
|
_read_float32(data, offset + 8),
|
||||||
|
_read_float32(data, offset + 12)
|
||||||
|
)
|
||||||
|
offset += 16
|
||||||
|
|
||||||
|
# scale (3 × float32)
|
||||||
|
obj.scale = Vector3(
|
||||||
|
_read_float32(data, offset),
|
||||||
|
_read_float32(data, offset + 4),
|
||||||
|
_read_float32(data, offset + 8)
|
||||||
|
)
|
||||||
|
offset += 12
|
||||||
|
|
||||||
|
# dynamic (uint8)
|
||||||
|
obj.dynamic = data[offset] != 0
|
||||||
|
offset += 1
|
||||||
|
|
||||||
|
# properties (length-prefixed JSON string)
|
||||||
|
var props_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
|
||||||
|
offset += props_len
|
||||||
|
obj.properties = JSON.parse_string(props_str) or {}
|
||||||
|
|
||||||
|
# flags (ContentFlags)
|
||||||
|
obj.flags.violence = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.sexual = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.language = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.substance = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.gambling = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.horror = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.hate = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.custom = data[offset]
|
||||||
|
offset += 1
|
||||||
|
obj.flags.mature = data[offset] != 0
|
||||||
|
offset += 1
|
||||||
|
|
||||||
|
var source_count := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
for _i in range(source_count):
|
||||||
|
var src_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
obj.flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
||||||
|
offset += src_len
|
||||||
|
|
||||||
|
result.objects.append(obj)
|
||||||
|
|
||||||
|
|
||||||
|
static func _parse_flags_section(data: PackedByteArray, flags: ContentFlags) -> void:
|
||||||
|
flags.violence = data[0]
|
||||||
|
flags.sexual = data[1]
|
||||||
|
flags.language = data[2]
|
||||||
|
flags.substance = data[3]
|
||||||
|
flags.gambling = data[4]
|
||||||
|
flags.horror = data[5]
|
||||||
|
flags.hate = data[6]
|
||||||
|
flags.custom = data[7]
|
||||||
|
flags.mature = data[8] != 0
|
||||||
|
|
||||||
|
var offset := 9
|
||||||
|
var source_count := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
for _i in range(source_count):
|
||||||
|
var src_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
||||||
|
offset += src_len
|
||||||
|
|
||||||
|
|
||||||
|
static func _parse_revision_meta_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
||||||
|
var offset := 0
|
||||||
|
# created_at (int64 unix)
|
||||||
|
result.created_at = _read_int64(data, offset)
|
||||||
|
offset += 8
|
||||||
|
# updated_at (int64 unix)
|
||||||
|
result.updated_at = _read_int64(data, offset)
|
||||||
|
offset += 8
|
||||||
|
# revision (uint32)
|
||||||
|
result.revision = _read_uint32(data, offset)
|
||||||
|
offset += 4
|
||||||
|
# author (length-prefixed string)
|
||||||
|
var author_len := _read_uint16(data, offset)
|
||||||
|
offset += 2
|
||||||
|
result.author = data.slice(offset, offset + author_len).get_string_from_utf8()
|
||||||
|
|
||||||
|
|
||||||
|
# ───────────────── Section Builders ─────────────────
|
||||||
|
|
||||||
|
static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
|
||||||
|
var data := PackedByteArray()
|
||||||
|
data.append_array(_write_string(payload.world_id))
|
||||||
|
data.append_array(_write_string(payload.room_id))
|
||||||
|
data.append_array(_write_int32(payload.coord.x))
|
||||||
|
data.append_array(_write_int32(payload.coord.y))
|
||||||
|
data.append_array(_write_int32(payload.coord.z))
|
||||||
|
data.append_array(_write_float32(payload.bounds.position.x))
|
||||||
|
data.append_array(_write_float32(payload.bounds.position.y))
|
||||||
|
data.append_array(_write_float32(payload.bounds.position.z))
|
||||||
|
data.append_array(_write_float32(payload.bounds.size.x))
|
||||||
|
data.append_array(_write_float32(payload.bounds.size.y))
|
||||||
|
data.append_array(_write_float32(payload.bounds.size.z))
|
||||||
|
return data
|
||||||
|
|
||||||
|
|
||||||
|
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
|
||||||
|
var data := PackedByteArray()
|
||||||
|
data.append_array(_write_string(layer.name))
|
||||||
|
data.append_array(_write_uint16(layer.layer_id))
|
||||||
|
data.append_array(_write_uint16(layer.width))
|
||||||
|
data.append_array(_write_uint16(layer.height))
|
||||||
|
data.append_array(_write_uint16(layer.depth))
|
||||||
|
data.append_array(_write_uint16(layer.palette.size()))
|
||||||
|
|
||||||
|
for tile_def in layer.palette:
|
||||||
|
data.append_array(_write_uint16(tile_def.id))
|
||||||
|
data.append_array(_write_string(tile_def.asset_id))
|
||||||
|
data.append(tile_def.solid as int)
|
||||||
|
data.append_array(_write_uint32(tile_def.flags))
|
||||||
|
data.append(tile_def.variants)
|
||||||
|
|
||||||
|
data.append_array(_write_uint32(layer.tiles.size()))
|
||||||
|
for tile_id in layer.tiles:
|
||||||
|
data.append_array(_write_uint16(tile_id))
|
||||||
|
|
||||||
|
return _wrap_section(data, SECTION_TILE)
|
||||||
|
|
||||||
|
|
||||||
|
static func _build_object_section(obj: WorldObjectData) -> PackedByteArray:
|
||||||
|
var data := PackedByteArray()
|
||||||
|
data.append_array(_write_string(obj.id))
|
||||||
|
data.append_array(_write_string(obj.type))
|
||||||
|
data.append_array(_write_string(obj.asset_id))
|
||||||
|
data.append_array(_write_float32(obj.position.x))
|
||||||
|
data.append_array(_write_float32(obj.position.y))
|
||||||
|
data.append_array(_write_float32(obj.position.z))
|
||||||
|
data.append_array(_write_float32(obj.rotation.x))
|
||||||
|
data.append_array(_write_float32(obj.rotation.y))
|
||||||
|
data.append_array(_write_float32(obj.rotation.z))
|
||||||
|
data.append_array(_write_float32(obj.rotation.w))
|
||||||
|
data.append_array(_write_float32(obj.scale.x))
|
||||||
|
data.append_array(_write_float32(obj.scale.y))
|
||||||
|
data.append_array(_write_float32(obj.scale.z))
|
||||||
|
data.append(obj.dynamic as int)
|
||||||
|
|
||||||
|
var props_json := JSON.stringify(obj.properties, " ")
|
||||||
|
data.append_array(_write_string(props_json))
|
||||||
|
|
||||||
|
data.append(obj.flags.violence)
|
||||||
|
data.append(obj.flags.sexual)
|
||||||
|
data.append(obj.flags.language)
|
||||||
|
data.append(obj.flags.substance)
|
||||||
|
data.append(obj.flags.gambling)
|
||||||
|
data.append(obj.flags.horror)
|
||||||
|
data.append(obj.flags.hate)
|
||||||
|
data.append(obj.flags.custom)
|
||||||
|
data.append(obj.flags.mature as int)
|
||||||
|
data.append_array(_write_uint16(obj.flags.sources.size()))
|
||||||
|
for src in obj.flags.sources:
|
||||||
|
data.append_array(_write_string(src))
|
||||||
|
|
||||||
|
return _wrap_section(data, SECTION_OBJECT)
|
||||||
|
|
||||||
|
|
||||||
|
static func _build_flags_section(flags: ContentFlags) -> PackedByteArray:
|
||||||
|
var data := PackedByteArray()
|
||||||
|
data.append(flags.violence)
|
||||||
|
data.append(flags.sexual)
|
||||||
|
data.append(flags.language)
|
||||||
|
data.append(flags.substance)
|
||||||
|
data.append(flags.gambling)
|
||||||
|
data.append(flags.horror)
|
||||||
|
data.append(flags.hate)
|
||||||
|
data.append(flags.custom)
|
||||||
|
data.append(flags.mature as int)
|
||||||
|
data.append_array(_write_uint16(flags.sources.size()))
|
||||||
|
for src in flags.sources:
|
||||||
|
data.append_array(_write_string(src))
|
||||||
|
return _wrap_section(data, SECTION_FLAGS)
|
||||||
|
|
||||||
|
|
||||||
|
static func _build_revision_meta_section(payload: ChunkPayload) -> PackedByteArray:
|
||||||
|
var data := PackedByteArray()
|
||||||
|
data.append_array(_write_int64(payload.created_at))
|
||||||
|
data.append_array(_write_int64(payload.updated_at))
|
||||||
|
data.append_array(_write_uint32(payload.revision))
|
||||||
|
data.append_array(_write_string(payload.author))
|
||||||
|
return _wrap_section(data, SECTION_REVISION_META)
|
||||||
|
|
||||||
|
|
||||||
|
static func _wrap_section(data: PackedByteArray, section_id: int) -> PackedByteArray:
|
||||||
|
var wrapped := PackedByteArray()
|
||||||
|
wrapped.append(section_id)
|
||||||
|
wrapped.append_array(_write_uint32(data.size()))
|
||||||
|
wrapped.append_array(data)
|
||||||
|
return wrapped
|
||||||
|
|
||||||
|
|
||||||
|
# ───────────────── Binary Helpers ─────────────────
|
||||||
|
|
||||||
|
static func _read_uint16(data: PackedByteArray, offset: int) -> int:
|
||||||
|
return data[offset] | (data[offset + 1] << 8)
|
||||||
|
|
||||||
|
static func _read_uint32(data: PackedByteArray, offset: int) -> int:
|
||||||
|
return (data[offset] | (data[offset + 1] << 8) |
|
||||||
|
(data[offset + 2] << 16) | (data[offset + 3] << 24))
|
||||||
|
|
||||||
|
static func _read_int32(data: PackedByteArray, offset: int) -> int:
|
||||||
|
var val := _read_uint32(data, offset)
|
||||||
|
if val >= 0x80000000:
|
||||||
|
return val - 0x100000000
|
||||||
|
return val
|
||||||
|
|
||||||
|
static func _read_int64(data: PackedByteArray, offset: int) -> int:
|
||||||
|
var lo := _read_uint32(data, offset)
|
||||||
|
var hi := _read_uint32(data, offset + 4)
|
||||||
|
return hi * 0x100000000 + lo
|
||||||
|
|
||||||
|
static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
||||||
|
var bits := _read_uint32(data, offset)
|
||||||
|
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
|
||||||
|
|
||||||
|
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
|
||||||
|
var hex_chars := "0123456789abcdef"
|
||||||
|
var result := ""
|
||||||
|
for i in range(length):
|
||||||
|
var byte_val := data[offset + i]
|
||||||
|
result += hex_chars[byte_val >> 4]
|
||||||
|
result += hex_chars[byte_val & 0x0F]
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
static func _write_uint16(val: int) -> PackedByteArray:
|
||||||
|
return PackedByteArray([(val & 0xFF), (val >> 8) & 0xFF])
|
||||||
|
|
||||||
|
static func _write_uint32(val: int) -> PackedByteArray:
|
||||||
|
return PackedByteArray([
|
||||||
|
val & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF
|
||||||
|
])
|
||||||
|
|
||||||
|
static func _write_int32(val: int) -> PackedByteArray:
|
||||||
|
return _write_uint32(val)
|
||||||
|
|
||||||
|
static func _write_int64(val: int) -> PackedByteArray:
|
||||||
|
var lo := val & 0xFFFFFFFF
|
||||||
|
var hi := (val >> 32) & 0xFFFFFFFF
|
||||||
|
return _write_uint32(lo) + _write_uint32(hi)
|
||||||
|
|
||||||
|
static func _write_float32(val: float) -> PackedByteArray:
|
||||||
|
var bits := val as int
|
||||||
|
return _write_uint32(bits)
|
||||||
|
|
||||||
|
static func _write_string(s: String) -> PackedByteArray:
|
||||||
|
var bytes := s.to_utf8_buffer()
|
||||||
|
return _write_uint16(bytes.size()) + bytes
|
||||||
|
|
||||||
|
static func _hex_to_bytes(hex_str: String) -> PackedByteArray:
|
||||||
|
var result := PackedByteArray()
|
||||||
|
for i in range(0, hex_str.length(), 2):
|
||||||
|
var byte_val := ("0x" + hex_str.substr(i, 2)).hex_to_int()
|
||||||
|
result.append(byte_val)
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
# ───────────────── SHA-256 ─────────────────
|
||||||
|
|
||||||
|
static func _sha256_hex(data: PackedByteArray) -> String:
|
||||||
|
var ctx := HashingContext.new()
|
||||||
|
ctx.start(HashingContext.HASH_SHA256)
|
||||||
|
ctx.update(data)
|
||||||
|
var hash := ctx.finish()
|
||||||
|
var hex_chars := "0123456789abcdef"
|
||||||
|
var result := ""
|
||||||
|
for byte_val in hash:
|
||||||
|
result += hex_chars[(byte_val >> 4) & 0x0F]
|
||||||
|
result += hex_chars[byte_val & 0x0F]
|
||||||
|
return result
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bv445xrd6f5tk
|
||||||
@@ -0,0 +1,170 @@
|
|||||||
|
class_name ChunkScene
|
||||||
|
extends Node3D
|
||||||
|
## A visual representation of a single loaded world chunk.
|
||||||
|
##
|
||||||
|
## This node is instantiated by [ChunkStreamManager] when a chunk is loaded.
|
||||||
|
## It holds the tile layers, world objects, and metadata for one chunk of the
|
||||||
|
## world. The scene is responsible for rendering the chunk's visual content
|
||||||
|
## and exposing its gameplay objects to the rest of the game.
|
||||||
|
##
|
||||||
|
## ## Structure
|
||||||
|
##
|
||||||
|
## ```
|
||||||
|
## ChunkScene (Node3D)
|
||||||
|
## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
|
||||||
|
## ├── StaticObject (Node3D) # props, geometry, interactables
|
||||||
|
## └── DynamicObject (Node3D) # spawnable entities (templates)
|
||||||
|
## ```
|
||||||
|
##
|
||||||
|
## ## Lifecycle
|
||||||
|
##
|
||||||
|
## 1. [ChunkStreamManager] requests chunk data from the server.
|
||||||
|
## 2. Server responds with binary payload.
|
||||||
|
## 3. [ChunkStreamManager] decodes the payload and creates a [ChunkScene].
|
||||||
|
## 4. [ChunkScene] populates itself with tile layers and objects.
|
||||||
|
## 5. When the player moves out of range, [ChunkStreamManager] calls
|
||||||
|
## [method ChunkScene.queue_free] to unload it.
|
||||||
|
|
||||||
|
## The chunk coordinate this scene represents.
|
||||||
|
var coord: Vector3i = Vector3i.ZERO
|
||||||
|
|
||||||
|
## The canonical chunk key.
|
||||||
|
var key: String = ""
|
||||||
|
|
||||||
|
## World-space bounding box of this chunk.
|
||||||
|
var bounds: AABB = AABB()
|
||||||
|
|
||||||
|
## Format version of the chunk data.
|
||||||
|
var format_version: int = 1
|
||||||
|
|
||||||
|
## Revision counter from the server.
|
||||||
|
var revision: int = 0
|
||||||
|
|
||||||
|
## List of tile layers in this chunk.
|
||||||
|
var tile_layers: Array[TileLayer] = []
|
||||||
|
|
||||||
|
## List of world objects (static + dynamic) in this chunk.
|
||||||
|
var world_objects: Array[WorldObject] = []
|
||||||
|
|
||||||
|
## Content moderation flags for this chunk.
|
||||||
|
var content_flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
||||||
|
|
||||||
|
## Whether this chunk has been modified locally (not yet synced to server).
|
||||||
|
var is_dirty: bool = false
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Position this chunk scene at its world-space origin
|
||||||
|
global_position = bounds.position
|
||||||
|
# Set up collision shape for the chunk bounds
|
||||||
|
_setup_collision()
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_collision() -> void:
|
||||||
|
# Add a collision shape for the chunk's bounding box
|
||||||
|
var collision := CollisionShape3D.new()
|
||||||
|
var shape := BoxShape3D.new()
|
||||||
|
shape.size = bounds.size
|
||||||
|
collision.shape = shape
|
||||||
|
collision.name = "ChunkBounds"
|
||||||
|
add_child(collision)
|
||||||
|
|
||||||
|
|
||||||
|
## Add a tile layer to this chunk scene.
|
||||||
|
func add_tile_layer(layer: TileLayer) -> void:
|
||||||
|
tile_layers.append(layer)
|
||||||
|
var layer_node := TileLayerNode.new()
|
||||||
|
layer_node.tile_layer = layer
|
||||||
|
layer_node.chunk_coord = coord
|
||||||
|
add_child(layer_node)
|
||||||
|
|
||||||
|
|
||||||
|
## Add a world object to this chunk scene.
|
||||||
|
func add_object(obj: WorldObject) -> void:
|
||||||
|
world_objects.append(obj)
|
||||||
|
if obj.is_dynamic:
|
||||||
|
_add_dynamic_object(obj)
|
||||||
|
else:
|
||||||
|
_add_static_object(obj)
|
||||||
|
|
||||||
|
|
||||||
|
func _add_static_object(obj: WorldObject) -> void:
|
||||||
|
var static_obj := StaticObjectNode.new()
|
||||||
|
static_obj.world_object = obj
|
||||||
|
static_obj.position = obj.position
|
||||||
|
static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
||||||
|
static_obj.scale = obj.scale
|
||||||
|
static_obj.name = "static_%s" % obj.id
|
||||||
|
add_child(static_obj)
|
||||||
|
|
||||||
|
|
||||||
|
func _add_dynamic_object(obj: WorldObject) -> void:
|
||||||
|
var dynamic_obj := DynamicObjectNode.new()
|
||||||
|
dynamic_obj.world_object = obj
|
||||||
|
dynamic_obj.position = obj.position
|
||||||
|
dynamic_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
||||||
|
dynamic_obj.scale = obj.scale
|
||||||
|
dynamic_obj.name = "dynamic_%s" % obj.id
|
||||||
|
add_child(dynamic_obj)
|
||||||
|
|
||||||
|
|
||||||
|
## Get a world object by its ID.
|
||||||
|
func get_object_by_id(object_id: String) -> WorldObject:
|
||||||
|
for obj in world_objects:
|
||||||
|
if obj.id == object_id:
|
||||||
|
return obj
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
## Get all static objects in this chunk.
|
||||||
|
func get_static_objects() -> Array[WorldObject]:
|
||||||
|
var result: Array[WorldObject] = []
|
||||||
|
for obj in world_objects:
|
||||||
|
if not obj.is_dynamic:
|
||||||
|
result.append(obj)
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
## Get all dynamic object templates in this chunk.
|
||||||
|
func get_dynamic_templates() -> Array[WorldObject]:
|
||||||
|
var result: Array[WorldObject] = []
|
||||||
|
for obj in world_objects:
|
||||||
|
if obj.is_dynamic:
|
||||||
|
result.append(obj)
|
||||||
|
return result
|
||||||
|
|
||||||
|
|
||||||
|
## Mark this chunk as dirty (locally modified).
|
||||||
|
func mark_dirty() -> void:
|
||||||
|
is_dirty = true
|
||||||
|
|
||||||
|
|
||||||
|
## Clear all objects and tile layers from this chunk.
|
||||||
|
func clear() -> void:
|
||||||
|
for child in get_children():
|
||||||
|
if child is TileLayerNode or child is StaticObjectNode or child is DynamicObjectNode:
|
||||||
|
child.queue_free()
|
||||||
|
tile_layers.clear()
|
||||||
|
world_objects.clear()
|
||||||
|
|
||||||
|
|
||||||
|
## Get the world-space position of a tile within this chunk.
|
||||||
|
func get_tile_world_position(tile_x: int, tile_y: int, tile_z: int = 0) -> Vector3:
|
||||||
|
return bounds.position + Vector3(
|
||||||
|
tile_x * 1.0, # Tile size is 1 world unit
|
||||||
|
tile_y * 1.0,
|
||||||
|
tile_z * 1.0
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
## Check if a world-space position is within this chunk's bounds.
|
||||||
|
func contains_position(pos: Vector3) -> bool:
|
||||||
|
return bounds.has_point(pos)
|
||||||
|
|
||||||
|
|
||||||
|
## Check if a chunk coordinate is adjacent to this chunk.
|
||||||
|
func is_adjacent(other_coord: Vector3i) -> bool:
|
||||||
|
var dx: int = abs(coord.x - other_coord.x)
|
||||||
|
var dy: int = abs(coord.y - other_coord.y)
|
||||||
|
var dz: int = abs(coord.z - other_coord.z)
|
||||||
|
return dx <= 1 and dy <= 1 and dz <= 1 and (dx + dy + dz) > 0
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://d4gh4h5iey6xb
|
||||||
@@ -0,0 +1,358 @@
|
|||||||
|
class_name ChunkStreamManager
|
||||||
|
extends Node
|
||||||
|
## Manages loading and unloading of world chunks based on player position.
|
||||||
|
##
|
||||||
|
## This is the central orchestrator for the chunk streaming system. It monitors
|
||||||
|
## the player's position, determines which chunks should be loaded, requests
|
||||||
|
## chunk data from the server, instantiates ChunkScene nodes, and unloads
|
||||||
|
## chunks that fall outside the streaming radius.
|
||||||
|
##
|
||||||
|
## ## Design
|
||||||
|
##
|
||||||
|
## - **Streaming radius** defines how many chunks around the player are kept
|
||||||
|
## loaded. Chunks beyond this radius are unloaded to save memory and CPU.
|
||||||
|
## - **Load priority** ensures chunks closer to the player are loaded first,
|
||||||
|
## preventing visual pop-in at the edge of the view.
|
||||||
|
## - **Server communication** uses the RPCs defined in docs/architecture/world.md
|
||||||
|
## (§5.3): `request_chunk`, `chunk_data`, `chunk_invalidated`.
|
||||||
|
##
|
||||||
|
## ## Usage
|
||||||
|
##
|
||||||
|
## Add this node to your scene tree and set the `player` reference:
|
||||||
|
## ```gdscript
|
||||||
|
## var stream_manager: ChunkStreamManager = $ChunkStreamManager
|
||||||
|
## stream_manager.player = $Player
|
||||||
|
## stream_manager.streaming_radius = 4 # chunks
|
||||||
|
## ```
|
||||||
|
|
||||||
|
## Number of chunks (radius) to keep loaded around the player.
|
||||||
|
## A radius of 2 means a 5x5 grid of chunks centered on the player.
|
||||||
|
## Higher values increase memory usage but reduce streaming pop-in.
|
||||||
|
@export var streaming_radius: int = 3
|
||||||
|
|
||||||
|
## Maximum number of chunks to load per frame. Prevents frame spikes during
|
||||||
|
## rapid movement or when entering a new area.
|
||||||
|
@export var max_loads_per_frame: int = 4
|
||||||
|
|
||||||
|
## Maximum number of chunks to unload per frame.
|
||||||
|
@export var max_unloads_per_frame: int = 4
|
||||||
|
|
||||||
|
## Distance (in chunks) from the streaming radius edge before a chunk is
|
||||||
|
## considered for unloading. Prevents rapid load/unload cycling.
|
||||||
|
@export var unload_margin: int = 1
|
||||||
|
|
||||||
|
## Emitted when a chunk finishes loading.
|
||||||
|
signal chunk_loaded(chunk_coord: Vector3i, chunk_scene: Node)
|
||||||
|
|
||||||
|
## Emitted when a chunk is unloaded.
|
||||||
|
signal chunk_unloaded(chunk_coord: Vector3i)
|
||||||
|
|
||||||
|
## Emitted when a chunk fails to load (e.g., server error).
|
||||||
|
signal chunk_load_failed(chunk_coord: Vector3i, error: String)
|
||||||
|
|
||||||
|
## Emitted when the player moves far enough to require a streaming update.
|
||||||
|
signal streaming_updated
|
||||||
|
|
||||||
|
## Reference to the player node. Must be set before the manager starts.
|
||||||
|
var player: Node3D = null
|
||||||
|
|
||||||
|
## The current player chunk coordinate.
|
||||||
|
var _player_chunk_coord: Vector3i = Vector3i.ZERO
|
||||||
|
|
||||||
|
## Map of loaded chunk coordinates to their scene nodes.
|
||||||
|
var _loaded_chunks: Dictionary = {}
|
||||||
|
|
||||||
|
## Queue of chunk coordinates pending load, sorted by distance from player.
|
||||||
|
var _load_queue: Array[Vector3i] = []
|
||||||
|
|
||||||
|
## Queue of chunk coordinates pending unload.
|
||||||
|
var _unload_queue: Array[Vector3i] = []
|
||||||
|
|
||||||
|
## Whether streaming is currently active (player is set and in game).
|
||||||
|
var is_active: bool = false
|
||||||
|
|
||||||
|
## The server RPC interface for chunk data. Set by the networking layer.
|
||||||
|
var _server_rpc: Object = null
|
||||||
|
|
||||||
|
## Internal: track which chunks are currently being loaded (to avoid duplicates).
|
||||||
|
var _loading_in_progress: Dictionary = {}
|
||||||
|
|
||||||
|
## Internal: time accumulator for throttled streaming updates.
|
||||||
|
var _update_accumulator: float = 0.0
|
||||||
|
|
||||||
|
## Internal: interval between streaming updates (seconds).
|
||||||
|
const UPDATE_INTERVAL: float = 0.1
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Streaming is driven from _process (main thread) so we can safely
|
||||||
|
# manipulate the scene tree. No background thread is used.
|
||||||
|
set_process(true)
|
||||||
|
|
||||||
|
|
||||||
|
func _process(delta: float) -> void:
|
||||||
|
if not is_active or player == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
_update_accumulator += delta
|
||||||
|
if _update_accumulator < UPDATE_INTERVAL:
|
||||||
|
return
|
||||||
|
_update_accumulator = 0.0
|
||||||
|
|
||||||
|
_update_streaming()
|
||||||
|
_process_load_queue()
|
||||||
|
_process_unload_queue()
|
||||||
|
streaming_updated.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func _update_streaming() -> void:
|
||||||
|
if player == null or not is_inside_tree():
|
||||||
|
return
|
||||||
|
|
||||||
|
var current_coord: Vector3i = Chunk.coord_for_position(player.global_position)
|
||||||
|
if current_coord == _player_chunk_coord:
|
||||||
|
return
|
||||||
|
|
||||||
|
_player_chunk_coord = current_coord
|
||||||
|
_rebuild_queues()
|
||||||
|
|
||||||
|
|
||||||
|
func _rebuild_queues() -> void:
|
||||||
|
var target_set: Dictionary = _compute_target_chunks()
|
||||||
|
|
||||||
|
# Determine which chunks need to be loaded
|
||||||
|
var to_load: Array[Vector3i] = []
|
||||||
|
for coord in target_set:
|
||||||
|
if not _loaded_chunks.has(coord) and not _loading_in_progress.has(coord):
|
||||||
|
to_load.append(coord)
|
||||||
|
|
||||||
|
# Sort by distance from player (closest first)
|
||||||
|
to_load.sort_custom(_compare_distance)
|
||||||
|
_load_queue = to_load
|
||||||
|
|
||||||
|
# Determine which chunks need to be unloaded
|
||||||
|
var to_unload: Array[Vector3i] = []
|
||||||
|
for coord in _loaded_chunks:
|
||||||
|
if not target_set.has(coord):
|
||||||
|
to_unload.append(coord)
|
||||||
|
|
||||||
|
to_unload.sort_custom(_compare_distance)
|
||||||
|
_unload_queue = to_unload
|
||||||
|
|
||||||
|
|
||||||
|
func _compute_target_chunks() -> Dictionary:
|
||||||
|
"""Compute the set of chunk coordinates that should be loaded."""
|
||||||
|
var target: Dictionary = {}
|
||||||
|
var half: int = streaming_radius
|
||||||
|
for dx in range(-half, half + 1):
|
||||||
|
for dy in range(-half, half + 1):
|
||||||
|
for dz in range(-half, half + 1):
|
||||||
|
var coord: Vector3i = Vector3i(
|
||||||
|
_player_chunk_coord.x + dx,
|
||||||
|
_player_chunk_coord.y + dy,
|
||||||
|
_player_chunk_coord.z + dz
|
||||||
|
)
|
||||||
|
target[coord] = coord
|
||||||
|
return target
|
||||||
|
|
||||||
|
|
||||||
|
func _compare_distance(a: Vector3i, b: Vector3i) -> bool:
|
||||||
|
"""Compare chunk coordinates by distance from player chunk."""
|
||||||
|
var dist_a: int = _chunk_distance_squared(_player_chunk_coord, a)
|
||||||
|
var dist_b: int = _chunk_distance_squared(_player_chunk_coord, b)
|
||||||
|
return dist_a < dist_b
|
||||||
|
|
||||||
|
|
||||||
|
func _chunk_distance_squared(a: Vector3i, b: Vector3i) -> int:
|
||||||
|
var dx: int = a.x - b.x
|
||||||
|
var dy: int = a.y - b.y
|
||||||
|
var dz: int = a.z - b.z
|
||||||
|
return dx * dx + dy * dy + dz * dz
|
||||||
|
|
||||||
|
|
||||||
|
func _process_load_queue() -> void:
|
||||||
|
var count: int = 0
|
||||||
|
while count < max_loads_per_frame and not _load_queue.is_empty():
|
||||||
|
var coord: Vector3i = _load_queue.pop_front()
|
||||||
|
_load_chunk(coord)
|
||||||
|
count += 1
|
||||||
|
|
||||||
|
|
||||||
|
func _process_unload_queue() -> void:
|
||||||
|
var count: int = 0
|
||||||
|
while count < max_unloads_per_frame and not _unload_queue.is_empty():
|
||||||
|
var coord: Vector3i = _unload_queue.pop_front()
|
||||||
|
_unload_chunk(coord)
|
||||||
|
count += 1
|
||||||
|
|
||||||
|
|
||||||
|
func _load_chunk(coord: Vector3i) -> void:
|
||||||
|
if _loading_in_progress.has(coord):
|
||||||
|
return
|
||||||
|
|
||||||
|
_loading_in_progress[coord] = true
|
||||||
|
|
||||||
|
# Request chunk data from server via RPC
|
||||||
|
if _server_rpc != null and _server_rpc.has_method("request_chunk"):
|
||||||
|
_server_rpc.request_chunk(Chunk.build_key(
|
||||||
|
"", "", coord
|
||||||
|
))
|
||||||
|
else:
|
||||||
|
# Fallback: try to load from local cache or create empty chunk
|
||||||
|
_instantiate_chunk_scene(coord)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_chunk_data_received(key: String, binary_data: PackedByteArray) -> void:
|
||||||
|
"""Called by the networking layer when chunk data arrives from server."""
|
||||||
|
var coord: Vector3i = _parse_coord_from_key(key)
|
||||||
|
if coord == null:
|
||||||
|
return
|
||||||
|
|
||||||
|
_loading_in_progress.erase(coord)
|
||||||
|
|
||||||
|
# Decode the binary chunk data
|
||||||
|
var chunk_data: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(binary_data)
|
||||||
|
if chunk_data == null:
|
||||||
|
chunk_load_failed.emit(coord, "Failed to decode chunk data")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Instantiate the chunk scene with the decoded data
|
||||||
|
_instantiate_chunk_scene_with_data(coord, chunk_data)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_chunk_load_error(coord: Vector3i, error_msg: String) -> void:
|
||||||
|
"""Called when the server reports a chunk load error."""
|
||||||
|
_loading_in_progress.erase(coord)
|
||||||
|
chunk_load_failed.emit(coord, error_msg)
|
||||||
|
|
||||||
|
|
||||||
|
func _instantiate_chunk_scene(coord: Vector3i) -> void:
|
||||||
|
"""Create an empty chunk scene for the given coordinate."""
|
||||||
|
var chunk_scene: ChunkScene = ChunkScene.new()
|
||||||
|
chunk_scene.coord = coord
|
||||||
|
chunk_scene.key = Chunk.build_key("", "", coord)
|
||||||
|
chunk_scene.bounds = Chunk.compute_bounds(coord)
|
||||||
|
_add_loaded_chunk(coord, chunk_scene)
|
||||||
|
|
||||||
|
|
||||||
|
func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
|
||||||
|
"""Create a chunk scene populated with server data."""
|
||||||
|
var chunk_scene: ChunkScene = ChunkScene.new()
|
||||||
|
chunk_scene.coord = coord
|
||||||
|
chunk_scene.key = data.key
|
||||||
|
chunk_scene.bounds = data.bounds
|
||||||
|
chunk_scene.format_version = data.format_version
|
||||||
|
chunk_scene.revision = data.revision
|
||||||
|
|
||||||
|
# Add tiles
|
||||||
|
for layer in data.tile_layers:
|
||||||
|
var tile_layer: TileLayer = TileLayer.new()
|
||||||
|
tile_layer.name = layer.name
|
||||||
|
tile_layer.layer_id = layer.layer_id
|
||||||
|
tile_layer.width = layer.width
|
||||||
|
tile_layer.height = layer.height
|
||||||
|
tile_layer.depth = layer.depth
|
||||||
|
tile_layer.palette = layer.palette
|
||||||
|
tile_layer.tiles = layer.tiles
|
||||||
|
chunk_scene.add_tile_layer(tile_layer)
|
||||||
|
|
||||||
|
# Add objects
|
||||||
|
for obj_data in data.objects:
|
||||||
|
var world_obj: WorldObject = WorldObject.new()
|
||||||
|
world_obj.id = obj_data.id
|
||||||
|
world_obj.type = obj_data.type
|
||||||
|
world_obj.asset_id = obj_data.asset_id
|
||||||
|
world_obj.position = obj_data.position
|
||||||
|
world_obj.rotation = obj_data.rotation
|
||||||
|
world_obj.scale = obj_data.scale
|
||||||
|
world_obj.properties = obj_data.properties
|
||||||
|
world_obj.is_dynamic = obj_data.dynamic
|
||||||
|
world_obj.flags = obj_data.flags
|
||||||
|
chunk_scene.add_object(world_obj)
|
||||||
|
|
||||||
|
# Add content flags
|
||||||
|
chunk_scene.content_flags = data.flags
|
||||||
|
|
||||||
|
_add_loaded_chunk(coord, chunk_scene)
|
||||||
|
|
||||||
|
|
||||||
|
func _add_loaded_chunk(coord: Vector3i, chunk_scene: Node) -> void:
|
||||||
|
_loaded_chunks[coord] = chunk_scene
|
||||||
|
add_child(chunk_scene)
|
||||||
|
_loading_in_progress.erase(coord)
|
||||||
|
chunk_loaded.emit(coord, chunk_scene)
|
||||||
|
|
||||||
|
|
||||||
|
func _unload_chunk(coord: Vector3i) -> void:
|
||||||
|
if not _loaded_chunks.has(coord):
|
||||||
|
return
|
||||||
|
|
||||||
|
var chunk_scene: Node = _loaded_chunks[coord]
|
||||||
|
if is_instance_valid(chunk_scene):
|
||||||
|
chunk_scene.queue_free()
|
||||||
|
|
||||||
|
_loaded_chunks.erase(coord)
|
||||||
|
chunk_unloaded.emit(coord)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_player_position_changed() -> void:
|
||||||
|
"""Call this when the player position changes significantly."""
|
||||||
|
if player != null:
|
||||||
|
_update_streaming()
|
||||||
|
|
||||||
|
|
||||||
|
func set_server_rpc(rpc_interface: Object) -> void:
|
||||||
|
"""Set the server RPC interface for chunk requests."""
|
||||||
|
_server_rpc = rpc_interface
|
||||||
|
|
||||||
|
|
||||||
|
func get_loaded_chunk(coord: Vector3i) -> Node:
|
||||||
|
"""Get a loaded chunk scene by coordinate, or null if not loaded."""
|
||||||
|
return _loaded_chunks.get(coord, null)
|
||||||
|
|
||||||
|
|
||||||
|
func is_chunk_loaded(coord: Vector3i) -> bool:
|
||||||
|
"""Check if a chunk is currently loaded."""
|
||||||
|
return _loaded_chunks.has(coord)
|
||||||
|
|
||||||
|
|
||||||
|
func get_loaded_chunk_count() -> int:
|
||||||
|
"""Get the number of currently loaded chunks."""
|
||||||
|
return _loaded_chunks.size()
|
||||||
|
|
||||||
|
|
||||||
|
func get_all_loaded_coords() -> Array[Vector3i]:
|
||||||
|
"""Get all currently loaded chunk coordinates."""
|
||||||
|
var coords: Array[Vector3i] = []
|
||||||
|
for key in _loaded_chunks:
|
||||||
|
coords.append(key)
|
||||||
|
return coords
|
||||||
|
|
||||||
|
|
||||||
|
func force_reload_chunk(coord: Vector3i) -> void:
|
||||||
|
"""Force reload a specific chunk (e.g., after server update)."""
|
||||||
|
if _loaded_chunks.has(coord):
|
||||||
|
_unload_chunk(coord)
|
||||||
|
if not _loading_in_progress.has(coord):
|
||||||
|
_load_chunk(coord)
|
||||||
|
|
||||||
|
|
||||||
|
func clear_all_chunks() -> void:
|
||||||
|
"""Unload all chunks immediately."""
|
||||||
|
var coords: Array[Vector3i] = get_all_loaded_coords()
|
||||||
|
for coord in coords:
|
||||||
|
_unload_chunk(coord)
|
||||||
|
_load_queue.clear()
|
||||||
|
_unload_queue.clear()
|
||||||
|
|
||||||
|
|
||||||
|
func _parse_coord_from_key(key: String) -> Variant:
|
||||||
|
"""Parse chunk coordinate from a canonical chunk key."""
|
||||||
|
var parts: Array[String] = key.split(":")
|
||||||
|
if parts.size() < 5:
|
||||||
|
return null
|
||||||
|
return Vector3i(
|
||||||
|
int(parts[2]),
|
||||||
|
int(parts[3]),
|
||||||
|
int(parts[4])
|
||||||
|
)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://8yokqwe23c23
|
||||||
@@ -0,0 +1,68 @@
|
|||||||
|
class_name DynamicObjectNode
|
||||||
|
extends Node3D
|
||||||
|
## A visual representation of a dynamic (spawnable) world object template.
|
||||||
|
##
|
||||||
|
## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
|
||||||
|
## Dynamic objects are stored as *templates* in the chunk; their runtime state
|
||||||
|
## (position, health, inventory) is managed by the entity system, not by this
|
||||||
|
## node. This node renders the template's visual representation so the object
|
||||||
|
## is visible in the world.
|
||||||
|
##
|
||||||
|
## ## Structure
|
||||||
|
##
|
||||||
|
## ```
|
||||||
|
## DynamicObjectNode (Node3D)
|
||||||
|
## └── MeshInstance3D # the object's visual mesh
|
||||||
|
## ```
|
||||||
|
|
||||||
|
## The world object data this node represents.
|
||||||
|
var world_object: WorldObject = null
|
||||||
|
|
||||||
|
## The loaded mesh instance (or placeholder).
|
||||||
|
var _mesh_instance: MeshInstance3D = null
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
if world_object == null:
|
||||||
|
return
|
||||||
|
_load_mesh()
|
||||||
|
|
||||||
|
|
||||||
|
## Load and attach the object's mesh.
|
||||||
|
func _load_mesh() -> void:
|
||||||
|
_mesh_instance = MeshInstance3D.new()
|
||||||
|
_mesh_instance.name = "mesh"
|
||||||
|
|
||||||
|
var mesh := _load_asset_mesh(world_object.asset_id)
|
||||||
|
if mesh == null:
|
||||||
|
mesh = _make_placeholder_mesh()
|
||||||
|
|
||||||
|
_mesh_instance.mesh = mesh
|
||||||
|
add_child(_mesh_instance)
|
||||||
|
|
||||||
|
|
||||||
|
## Attempt to load a mesh from the asset path.
|
||||||
|
func _load_asset_mesh(asset_id: String) -> Mesh:
|
||||||
|
if asset_id.is_empty():
|
||||||
|
return null
|
||||||
|
var path := "res://assets/%s" % asset_id
|
||||||
|
if ResourceLoader.exists(path):
|
||||||
|
var res := load(path)
|
||||||
|
if res is Mesh:
|
||||||
|
return res
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
## Create a simple placeholder sphere mesh when the real asset is unavailable.
|
||||||
|
func _make_placeholder_mesh() -> Mesh:
|
||||||
|
var mesh := SphereMesh.new()
|
||||||
|
mesh.radius = 0.5
|
||||||
|
mesh.height = 1.0
|
||||||
|
return mesh
|
||||||
|
|
||||||
|
|
||||||
|
## Get the world object's display name.
|
||||||
|
func get_display_name() -> String:
|
||||||
|
if world_object == null:
|
||||||
|
return ""
|
||||||
|
return world_object.get_display_name()
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://dyjqcstdnr4u1
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
extends Control
|
||||||
|
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
func _on_play_button_pressed():
|
||||||
|
# No gameplay scene exists yet — wire this to the real scene once one lands.
|
||||||
|
print("Play pressed — no gameplay scene yet")
|
||||||
|
|
||||||
|
|
||||||
|
func _on_quit_button_pressed():
|
||||||
|
get_tree().quit()
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
class_name StaticObjectNode
|
||||||
|
extends Node3D
|
||||||
|
## A visual representation of a static world object within a chunk.
|
||||||
|
##
|
||||||
|
## This node is instantiated by [ChunkScene] for each static (non-dynamic)
|
||||||
|
## [WorldObject]. It renders the object's mesh (referenced by `asset_id`) at
|
||||||
|
## the object's transform. If the asset is not yet loaded, a placeholder mesh
|
||||||
|
## is shown.
|
||||||
|
##
|
||||||
|
## ## Structure
|
||||||
|
##
|
||||||
|
## ```
|
||||||
|
## StaticObjectNode (Node3D)
|
||||||
|
## └── MeshInstance3D # the object's visual mesh
|
||||||
|
## ```
|
||||||
|
|
||||||
|
## The world object data this node represents.
|
||||||
|
var world_object: WorldObject = null
|
||||||
|
|
||||||
|
## The loaded mesh instance (or placeholder).
|
||||||
|
var _mesh_instance: MeshInstance3D = null
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
if world_object == null:
|
||||||
|
return
|
||||||
|
_load_mesh()
|
||||||
|
|
||||||
|
|
||||||
|
## Load and attach the object's mesh.
|
||||||
|
func _load_mesh() -> void:
|
||||||
|
_mesh_instance = MeshInstance3D.new()
|
||||||
|
_mesh_instance.name = "mesh"
|
||||||
|
|
||||||
|
# Try to load the asset by its id (path). Fall back to a placeholder.
|
||||||
|
var mesh := _load_asset_mesh(world_object.asset_id)
|
||||||
|
if mesh == null:
|
||||||
|
mesh = _make_placeholder_mesh()
|
||||||
|
|
||||||
|
_mesh_instance.mesh = mesh
|
||||||
|
add_child(_mesh_instance)
|
||||||
|
|
||||||
|
|
||||||
|
## Attempt to load a mesh from the asset path.
|
||||||
|
func _load_asset_mesh(asset_id: String) -> Mesh:
|
||||||
|
if asset_id.is_empty():
|
||||||
|
return null
|
||||||
|
var path := "res://assets/%s" % asset_id
|
||||||
|
if ResourceLoader.exists(path):
|
||||||
|
var res := load(path)
|
||||||
|
if res is Mesh:
|
||||||
|
return res
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
## Create a simple placeholder box mesh when the real asset is unavailable.
|
||||||
|
func _make_placeholder_mesh() -> Mesh:
|
||||||
|
var mesh := BoxMesh.new()
|
||||||
|
mesh.size = Vector3(1.0, 1.0, 1.0)
|
||||||
|
return mesh
|
||||||
|
|
||||||
|
|
||||||
|
## Get the world object's display name.
|
||||||
|
func get_display_name() -> String:
|
||||||
|
if world_object == null:
|
||||||
|
return ""
|
||||||
|
return world_object.get_display_name()
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://chf6mruev1kc4
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
class_name TileDef
|
||||||
|
extends RefCounted
|
||||||
|
## A single tile definition (palette entry) within a tile layer.
|
||||||
|
##
|
||||||
|
## Maps a tile ID to its asset reference and gameplay flags. See
|
||||||
|
## docs/architecture/world.md §3.2.
|
||||||
|
|
||||||
|
## Tile ID (index into the layer palette). 0 is reserved for empty/air.
|
||||||
|
var id: int = 0
|
||||||
|
|
||||||
|
## Reference to the tile/terrain asset.
|
||||||
|
var asset_id: String = ""
|
||||||
|
|
||||||
|
## Whether this tile has collision.
|
||||||
|
var solid: bool = false
|
||||||
|
|
||||||
|
## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
|
||||||
|
var flags: int = 0
|
||||||
|
|
||||||
|
## Number of visual variants for this tile.
|
||||||
|
var variants: int = 1
|
||||||
|
|
||||||
|
|
||||||
|
func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
|
||||||
|
p_flags: int = 0, p_variants: int = 1) -> void:
|
||||||
|
id = p_id
|
||||||
|
asset_id = p_asset_id
|
||||||
|
solid = p_solid
|
||||||
|
flags = p_flags
|
||||||
|
variants = p_variants
|
||||||
|
|
||||||
|
|
||||||
|
func is_walkable() -> bool:
|
||||||
|
return (flags & 0x01) != 0
|
||||||
|
|
||||||
|
|
||||||
|
func is_climbable() -> bool:
|
||||||
|
return (flags & 0x02) != 0
|
||||||
|
|
||||||
|
|
||||||
|
func is_liquid() -> bool:
|
||||||
|
return (flags & 0x04) != 0
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bavmpbmthilbx
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
class_name TileLayer
|
||||||
|
extends RefCounted
|
||||||
|
## A single tile layer within a chunk.
|
||||||
|
##
|
||||||
|
## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
|
||||||
|
## definitions, and the layer metadata. This is the runtime representation of
|
||||||
|
## the `TileLayer` from the chunk data format (see docs/architecture/world.md
|
||||||
|
## §3.2).
|
||||||
|
|
||||||
|
## Layer name (e.g. "ground", "walls", "decor").
|
||||||
|
var name: String = ""
|
||||||
|
|
||||||
|
## Numeric layer id, unique within the chunk.
|
||||||
|
var layer_id: int = 0
|
||||||
|
|
||||||
|
## Grid dimensions in tiles.
|
||||||
|
var width: int = 0
|
||||||
|
var height: int = 0
|
||||||
|
var depth: int = 1
|
||||||
|
|
||||||
|
## Palette mapping tile IDs to tile definitions (shared per layer).
|
||||||
|
var palette: Array[TileDef] = []
|
||||||
|
|
||||||
|
## Dense, row-major tile IDs. Length = width * height * depth.
|
||||||
|
var tiles: PackedInt32Array = PackedInt32Array()
|
||||||
|
|
||||||
|
|
||||||
|
func _init(
|
||||||
|
p_layer_name: String = "",
|
||||||
|
p_layer_id: int = 0,
|
||||||
|
p_width: int = 0,
|
||||||
|
p_height: int = 0,
|
||||||
|
p_depth: int = 1
|
||||||
|
) -> void:
|
||||||
|
name = p_layer_name
|
||||||
|
layer_id = p_layer_id
|
||||||
|
width = p_width
|
||||||
|
height = p_height
|
||||||
|
depth = p_depth
|
||||||
|
|
||||||
|
|
||||||
|
## Total number of tiles in this layer.
|
||||||
|
func tile_count() -> int:
|
||||||
|
return width * height * depth
|
||||||
|
|
||||||
|
|
||||||
|
## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
|
||||||
|
func get_tile(x: int, y: int, z: int = 0) -> int:
|
||||||
|
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||||
|
return 0
|
||||||
|
var idx := (z * height + y) * width + x
|
||||||
|
if idx < tiles.size():
|
||||||
|
return tiles[idx]
|
||||||
|
return 0
|
||||||
|
|
||||||
|
|
||||||
|
## Set the tile ID at (x, y, z). No-op if out of bounds.
|
||||||
|
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
|
||||||
|
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
||||||
|
return
|
||||||
|
var idx := (z * height + y) * width + x
|
||||||
|
if idx < tiles.size():
|
||||||
|
tiles[idx] = tile_id
|
||||||
|
|
||||||
|
|
||||||
|
## Get the tile definition for a tile ID, or null if not in the palette.
|
||||||
|
func get_tile_def(tile_id: int) -> TileDef:
|
||||||
|
for def in palette:
|
||||||
|
if def.id == tile_id:
|
||||||
|
return def
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
## Whether the tile at (x, y, z) is solid (collision).
|
||||||
|
func is_solid(x: int, y: int, z: int = 0) -> bool:
|
||||||
|
var def := get_tile_def(get_tile(x, y, z))
|
||||||
|
return def != null and def.solid
|
||||||
|
|
||||||
|
|
||||||
|
## Whether the tile at (x, y, z) is walkable.
|
||||||
|
func is_walkable(x: int, y: int, z: int = 0) -> bool:
|
||||||
|
var def := get_tile_def(get_tile(x, y, z))
|
||||||
|
return def != null and def.is_walkable()
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://came2ygke3ajs
|
||||||
@@ -0,0 +1,112 @@
|
|||||||
|
class_name TileLayerNode
|
||||||
|
extends Node3D
|
||||||
|
## A visual representation of a single tile layer within a chunk.
|
||||||
|
##
|
||||||
|
## This node is instantiated by [ChunkScene] for each tile layer in a chunk.
|
||||||
|
## It renders the layer's tiles as instanced meshes (one per tile definition
|
||||||
|
## in the palette) using [MultiMeshInstance3D] for efficiency.
|
||||||
|
##
|
||||||
|
## ## Structure
|
||||||
|
##
|
||||||
|
## ```
|
||||||
|
## TileLayerNode (Node3D)
|
||||||
|
## └── MultiMeshInstance3D # one per palette entry (tile definition)
|
||||||
|
## ```
|
||||||
|
|
||||||
|
## The tile layer data this node renders.
|
||||||
|
var tile_layer: TileLayer = null
|
||||||
|
|
||||||
|
## The chunk coordinate this layer belongs to (for world positioning).
|
||||||
|
var chunk_coord: Vector3i = Vector3i.ZERO
|
||||||
|
|
||||||
|
## Tile size in world units (each tile is 1x1x1).
|
||||||
|
const TILE_SIZE: float = 1.0
|
||||||
|
|
||||||
|
## Cache of MultiMeshInstance3D nodes, keyed by tile definition id.
|
||||||
|
var _mesh_instances: Dictionary = {}
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
if tile_layer == null:
|
||||||
|
return
|
||||||
|
_build_meshes()
|
||||||
|
|
||||||
|
|
||||||
|
## Build the MultiMesh instances for each tile definition in the palette.
|
||||||
|
func _build_meshes() -> void:
|
||||||
|
for tile_def in tile_layer.palette:
|
||||||
|
if tile_def.id == 0:
|
||||||
|
continue # Tile 0 is "empty/air", no mesh needed
|
||||||
|
_create_mesh_for_tile(tile_def)
|
||||||
|
|
||||||
|
|
||||||
|
func _create_mesh_for_tile(tile_def: TileDef) -> void:
|
||||||
|
# Count how many cells use this tile definition
|
||||||
|
var count := 0
|
||||||
|
for tile_id in tile_layer.tiles:
|
||||||
|
if tile_id == tile_def.id:
|
||||||
|
count += 1
|
||||||
|
|
||||||
|
if count == 0:
|
||||||
|
return
|
||||||
|
|
||||||
|
var multi_mesh := MultiMesh.new()
|
||||||
|
multi_mesh.transform_format = MultiMesh.TRANSFORM_3D
|
||||||
|
multi_mesh.mesh = _make_unit_cube_mesh()
|
||||||
|
multi_mesh.instance_count = count
|
||||||
|
|
||||||
|
var instance_idx := 0
|
||||||
|
for z in range(tile_layer.depth):
|
||||||
|
for y in range(tile_layer.height):
|
||||||
|
for x in range(tile_layer.width):
|
||||||
|
var tile_id := tile_layer.get_tile(x, y, z)
|
||||||
|
if tile_id != tile_def.id:
|
||||||
|
continue
|
||||||
|
var world_pos := _tile_to_world(x, y, z)
|
||||||
|
var xform := Transform3D(Basis(), world_pos)
|
||||||
|
multi_mesh.set_instance_transform(instance_idx, xform)
|
||||||
|
instance_idx += 1
|
||||||
|
|
||||||
|
var mesh_instance := MultiMeshInstance3D.new()
|
||||||
|
mesh_instance.multimesh = multi_mesh
|
||||||
|
mesh_instance.name = "tiles_%d" % tile_def.id
|
||||||
|
add_child(mesh_instance)
|
||||||
|
_mesh_instances[tile_def.id] = mesh_instance
|
||||||
|
|
||||||
|
|
||||||
|
## Convert a tile grid coordinate to a world-space position (center of tile).
|
||||||
|
func _tile_to_world(x: int, y: int, z: int) -> Vector3:
|
||||||
|
var origin := Vector3(
|
||||||
|
chunk_coord.x * tile_layer.width,
|
||||||
|
chunk_coord.y * tile_layer.height,
|
||||||
|
chunk_coord.z * tile_layer.depth
|
||||||
|
)
|
||||||
|
return origin + Vector3(
|
||||||
|
x * TILE_SIZE + TILE_SIZE * 0.5,
|
||||||
|
y * TILE_SIZE + TILE_SIZE * 0.5,
|
||||||
|
z * TILE_SIZE + TILE_SIZE * 0.5
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
## Create a simple unit cube mesh for tile rendering.
|
||||||
|
func _make_unit_cube_mesh() -> Mesh:
|
||||||
|
var mesh := BoxMesh.new()
|
||||||
|
mesh.size = Vector3(TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
||||||
|
return mesh
|
||||||
|
|
||||||
|
|
||||||
|
## Get the tile definition at a grid position, or null if empty.
|
||||||
|
func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
|
||||||
|
if tile_layer == null:
|
||||||
|
return null
|
||||||
|
var tile_id := tile_layer.get_tile(x, y, z)
|
||||||
|
if tile_id == 0:
|
||||||
|
return null
|
||||||
|
return tile_layer.get_tile_def(tile_id)
|
||||||
|
|
||||||
|
|
||||||
|
## Clear all rendered meshes.
|
||||||
|
func clear() -> void:
|
||||||
|
for child in get_children():
|
||||||
|
child.queue_free()
|
||||||
|
_mesh_instances.clear()
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://d1x05tq8h43gm
|
||||||
@@ -0,0 +1,135 @@
|
|||||||
|
class_name WorldObject
|
||||||
|
extends RefCounted
|
||||||
|
## A world object (static or dynamic) within a chunk.
|
||||||
|
##
|
||||||
|
## This is the runtime representation of a WorldObject from the chunk data
|
||||||
|
## format (see docs/architecture/world.md §3.3). It holds the object's
|
||||||
|
## identity, transform, properties, and moderation flags.
|
||||||
|
|
||||||
|
## Stable object ID, unique within the chunk.
|
||||||
|
var id: String = ""
|
||||||
|
|
||||||
|
## Object type (e.g. "prop", "interactable", "spawn_point", "door").
|
||||||
|
var type: String = ""
|
||||||
|
|
||||||
|
## Reference to the object's mesh/glTF asset.
|
||||||
|
var asset_id: String = ""
|
||||||
|
|
||||||
|
## World-space position.
|
||||||
|
var position: Vector3 = Vector3.ZERO
|
||||||
|
|
||||||
|
## World-space rotation as a quaternion (x, y, z, w).
|
||||||
|
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
||||||
|
|
||||||
|
## World-space scale.
|
||||||
|
var scale: Vector3 = Vector3.ONE
|
||||||
|
|
||||||
|
## Type-specific key/value properties.
|
||||||
|
var properties: Dictionary = {}
|
||||||
|
|
||||||
|
## Whether this is a spawnable dynamic entity (true) or static (false).
|
||||||
|
var is_dynamic: bool = false
|
||||||
|
|
||||||
|
## Per-object content moderation flags.
|
||||||
|
var flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
||||||
|
|
||||||
|
## Whether this object has been modified locally.
|
||||||
|
var is_dirty: bool = false
|
||||||
|
|
||||||
|
|
||||||
|
func _init(
|
||||||
|
p_id: String = "",
|
||||||
|
p_type: String = "",
|
||||||
|
p_asset_id: String = "",
|
||||||
|
p_position: Vector3 = Vector3.ZERO,
|
||||||
|
p_rotation: Vector4 = Vector4(0, 0, 0, 1),
|
||||||
|
p_scale: Vector3 = Vector3.ONE,
|
||||||
|
p_properties: Dictionary = {},
|
||||||
|
p_dynamic: bool = false,
|
||||||
|
p_flags: ChunkDataDecoder.ContentFlags = null
|
||||||
|
) -> void:
|
||||||
|
id = p_id
|
||||||
|
type = p_type
|
||||||
|
asset_id = p_asset_id
|
||||||
|
position = p_position
|
||||||
|
rotation = p_rotation
|
||||||
|
scale = p_scale
|
||||||
|
properties = p_properties
|
||||||
|
is_dynamic = p_dynamic
|
||||||
|
if p_flags != null:
|
||||||
|
flags = p_flags
|
||||||
|
|
||||||
|
|
||||||
|
## Get a property value by key.
|
||||||
|
func get_property(key: String) -> Variant:
|
||||||
|
return properties.get(key)
|
||||||
|
|
||||||
|
|
||||||
|
## Set a property value.
|
||||||
|
func set_property(key: String, value: Variant) -> void:
|
||||||
|
properties[key] = value
|
||||||
|
is_dirty = true
|
||||||
|
|
||||||
|
|
||||||
|
## Check if this object is walkable (based on properties).
|
||||||
|
func is_walkable() -> bool:
|
||||||
|
return properties.get("walkable", true)
|
||||||
|
|
||||||
|
|
||||||
|
## Check if this object is climbable (based on properties).
|
||||||
|
func is_climbable() -> bool:
|
||||||
|
return properties.get("climbable", false)
|
||||||
|
|
||||||
|
|
||||||
|
## Check if this object is interactable.
|
||||||
|
func is_interactable() -> bool:
|
||||||
|
return type == "interactable" or properties.get("interactable", false)
|
||||||
|
|
||||||
|
|
||||||
|
## Get the object's display name.
|
||||||
|
func get_display_name() -> String:
|
||||||
|
return properties.get("display_name", id)
|
||||||
|
|
||||||
|
|
||||||
|
## Serialize this object to a dictionary (for networking).
|
||||||
|
func to_dict() -> Dictionary:
|
||||||
|
return {
|
||||||
|
"id": id,
|
||||||
|
"type": type,
|
||||||
|
"asset_id": asset_id,
|
||||||
|
"position": [position.x, position.y, position.z],
|
||||||
|
"rotation": [rotation.x, rotation.y, rotation.z, rotation.w],
|
||||||
|
"scale": [scale.x, scale.y, scale.z],
|
||||||
|
"properties": properties,
|
||||||
|
"dynamic": is_dynamic,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
## Create a WorldObject from a dictionary (for networking).
|
||||||
|
static func from_dict(d: Dictionary) -> WorldObject:
|
||||||
|
var pos := Vector3(
|
||||||
|
d.get("position", [0, 0, 0])[0],
|
||||||
|
d.get("position", [0, 0, 0])[1],
|
||||||
|
d.get("position", [0, 0, 0])[2]
|
||||||
|
)
|
||||||
|
var rot := Vector4(
|
||||||
|
d.get("rotation", [0, 0, 0, 1])[0],
|
||||||
|
d.get("rotation", [0, 0, 0, 1])[1],
|
||||||
|
d.get("rotation", [0, 0, 0, 1])[2],
|
||||||
|
d.get("rotation", [0, 0, 0, 1])[3]
|
||||||
|
)
|
||||||
|
var scl := Vector3(
|
||||||
|
d.get("scale", [1, 1, 1])[0],
|
||||||
|
d.get("scale", [1, 1, 1])[1],
|
||||||
|
d.get("scale", [1, 1, 1])[2]
|
||||||
|
)
|
||||||
|
return WorldObject.new(
|
||||||
|
d.get("id", ""),
|
||||||
|
d.get("type", ""),
|
||||||
|
d.get("asset_id", ""),
|
||||||
|
pos,
|
||||||
|
rot,
|
||||||
|
scl,
|
||||||
|
d.get("properties", {}),
|
||||||
|
d.get("dynamic", false),
|
||||||
|
)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cxut2ghbsvobn
|
||||||
Reference in New Issue
Block a user