Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 5eaeed80b4 |
@@ -1,14 +0,0 @@
|
||||
# Database
|
||||
DATABASE_URL=postgresql://agp_user:agp_password@localhost:5432/agp_db
|
||||
|
||||
# Redis
|
||||
REDIS_URL=redis://localhost:6379/0
|
||||
|
||||
# JWT
|
||||
SECRET_KEY=change-me-to-a-secure-random-string
|
||||
ALGORITHM=HS256
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES=30
|
||||
|
||||
# App
|
||||
DEBUG=true
|
||||
CORS_ORIGINS=http://localhost:8080,http://localhost:3000
|
||||
@@ -1,4 +0,0 @@
|
||||
.env
|
||||
__pycache__/
|
||||
*.pyc
|
||||
.venv/
|
||||
@@ -1,32 +0,0 @@
|
||||
from pydantic_settings import BaseSettings
|
||||
from functools import lru_cache
|
||||
|
||||
|
||||
class Settings(BaseSettings):
|
||||
# Database
|
||||
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
|
||||
|
||||
# Redis
|
||||
REDIS_URL: str = "redis://localhost:6379/0"
|
||||
|
||||
# JWT
|
||||
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
||||
ALGORITHM: str = "HS256"
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
||||
|
||||
# App
|
||||
DEBUG: bool = True
|
||||
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
||||
|
||||
@property
|
||||
def cors_origins_list(self) -> list[str]:
|
||||
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
||||
|
||||
class Config:
|
||||
env_file = ".env"
|
||||
case_sensitive = True
|
||||
|
||||
|
||||
@lru_cache()
|
||||
def get_settings() -> Settings:
|
||||
return Settings()
|
||||
@@ -1,38 +0,0 @@
|
||||
"""Async database engine and session factory."""
|
||||
|
||||
from sqlalchemy.ext.asyncio import (
|
||||
AsyncSession,
|
||||
async_sessionmaker,
|
||||
create_async_engine,
|
||||
)
|
||||
from sqlalchemy.orm import DeclarativeBase
|
||||
|
||||
from app.config import settings
|
||||
|
||||
engine = create_async_engine(
|
||||
settings.database_url,
|
||||
echo=settings.DEBUG,
|
||||
pool_size=10,
|
||||
max_overflow=20,
|
||||
)
|
||||
|
||||
async_session_factory = async_sessionmaker(
|
||||
engine,
|
||||
class_=AsyncSession,
|
||||
expire_on_commit=False,
|
||||
)
|
||||
|
||||
|
||||
class Base(DeclarativeBase):
|
||||
pass
|
||||
|
||||
|
||||
async def get_db() -> AsyncSession:
|
||||
"""Dependency that yields an async database session."""
|
||||
async with async_session_factory() as session:
|
||||
try:
|
||||
yield session
|
||||
await session.commit()
|
||||
except Exception:
|
||||
await session.rollback()
|
||||
raise
|
||||
@@ -1,36 +0,0 @@
|
||||
"""FastAPI application entry point."""
|
||||
|
||||
from contextlib import asynccontextmanager
|
||||
|
||||
from fastapi import FastAPI
|
||||
|
||||
from app.config import settings
|
||||
from app.routers import auth, users, worlds, assets
|
||||
|
||||
|
||||
@asynccontextmanager
|
||||
async def lifespan(app: FastAPI):
|
||||
"""Application lifespan: startup and shutdown events."""
|
||||
# Startup: initialize database, connect to Redis, etc.
|
||||
yield
|
||||
# Shutdown: close connections, cleanup
|
||||
|
||||
|
||||
app = FastAPI(
|
||||
title=settings.app_name,
|
||||
version=settings.app_version,
|
||||
description="Agentic Game Platform - Backend API",
|
||||
lifespan=lifespan,
|
||||
)
|
||||
|
||||
# Include routers
|
||||
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
|
||||
app.include_router(users.router, prefix="/api/users", tags=["users"])
|
||||
app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
|
||||
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
|
||||
|
||||
|
||||
@app.get("/api/health")
|
||||
async def health_check():
|
||||
"""Simple health check endpoint."""
|
||||
return {"status": "ok", "app": settings.app_name}
|
||||
@@ -1,6 +0,0 @@
|
||||
from app.models.user import User
|
||||
from app.models.session import Session
|
||||
from app.models.world import World
|
||||
from app.models.asset import Asset
|
||||
|
||||
__all__ = ["User", "Session", "World", "Asset"]
|
||||
@@ -1,36 +0,0 @@
|
||||
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Enum as SAEnum
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class AssetType(str, enum.Enum):
|
||||
IMAGE = "image"
|
||||
AUDIO = "audio"
|
||||
VIDEO = "video"
|
||||
DOCUMENT = "document"
|
||||
MODEL_3D = "model_3d"
|
||||
OTHER = "other"
|
||||
|
||||
|
||||
class Asset(Base):
|
||||
__tablename__ = "assets"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
asset_type = Column(SAEnum(AssetType), nullable=False)
|
||||
file_path = Column(String(512), nullable=False)
|
||||
file_size = Column(Integer, nullable=True)
|
||||
mime_type = Column(String(128), nullable=True)
|
||||
metadata_json = Column(Text, nullable=True)
|
||||
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
is_public = Column(Integer, default=0, nullable=False)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="assets")
|
||||
world = relationship("World", back_populates="assets")
|
||||
@@ -1,18 +0,0 @@
|
||||
from sqlalchemy import Column, String, DateTime, ForeignKey, Boolean
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class Session(Base):
|
||||
__tablename__ = "sessions"
|
||||
|
||||
id = Column(String, primary_key=True)
|
||||
user_id = Column(String, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||
token = Column(String, unique=True, index=True, nullable=False)
|
||||
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
user = relationship("User", back_populates="sessions")
|
||||
@@ -1,21 +0,0 @@
|
||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class User(Base):
|
||||
__tablename__ = "users"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
username = Column(String(50), unique=True, index=True, nullable=False)
|
||||
email = Column(String(120), unique=True, index=True, nullable=False)
|
||||
hashed_password = Column(String(255), nullable=False)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
|
||||
worlds = relationship("World", back_populates="owner")
|
||||
assets = relationship("Asset", back_populates="owner")
|
||||
@@ -1,27 +0,0 @@
|
||||
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey, Enum
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class WorldVisibility(enum.Enum):
|
||||
PUBLIC = "public"
|
||||
PRIVATE = "private"
|
||||
FRIENDS_ONLY = "friends_only"
|
||||
|
||||
|
||||
class World(Base):
|
||||
__tablename__ = "worlds"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
visibility = Column(Enum(WorldVisibility), default=WorldVisibility.PUBLIC)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="worlds")
|
||||
assets = relationship("Asset", back_populates="world", cascade="all, delete-orphan")
|
||||
@@ -1,16 +0,0 @@
|
||||
fastapi==0.115.6
|
||||
uvicorn[standard]==0.34.0
|
||||
sqlalchemy==2.0.36
|
||||
alembic==1.14.0
|
||||
psycopg2-binary==2.9.10
|
||||
redis==5.2.1
|
||||
pydantic==2.10.3
|
||||
pydantic-settings==2.7.0
|
||||
python-jose[cryptography]==3.3.0
|
||||
passlib[bcrypt]==1.7.4
|
||||
python-multipart==0.0.20
|
||||
email-validator==2.2.0
|
||||
httpx==0.28.1
|
||||
pytest==8.3.4
|
||||
pytest-asyncio==0.25.0
|
||||
pytest-cov==6.0.0
|
||||
@@ -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 |
|
||||
Reference in New Issue
Block a user