Compare commits

..

105 Commits

Author SHA1 Message Date
coder-bot 72f39bc547 WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:58:20 +00:00
architect-bot ca7924d5e1 WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
architect-bot 758307bbee WIP checkpoint: Address review feedback: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot 478638d4ff WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot 7b074a01ed WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot c68877239f WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
coder-bot ed6811a438 WIP checkpoint: Upgrade auth to RS256 signing, age-verification field, refresh-token sessions 2026-08-19 19:49:41 +00:00
reviewer-bot f64ffd6422 Merge pull request 'Write headless Godot export CI script' (#32) from agent/a7d462fe1322 into main 2026-08-19 17:16:46 +00:00
reviewer-bot 7e28e2b525 Merge pull request 'Add test inventory + checkpoint test runner' (#31) from docs/test-inventory-and-runner into main 2026-08-19 17:01:42 +00:00
coder-bot 99be8f1dab Write headless Godot export CI script
Adds export_presets.cfg (Linux/X11 + Windows Desktop, x86_64) -- didn't
exist at all before this, which is why the task got stuck: you can't run
godot --export-release without presets already defined, and Godot only
auto-generates this file interactively through the editor. Hand-wrote a
minimal valid one and verified both platforms actually export and produce
real binaries (not just that the command exits 0):
- export/linux/agp-game.x86_64 -- confirmed real ELF 64-bit executable via `file`
- export/windows/agp-game.exe -- 104MB PE binary

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

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

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

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

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

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

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

Also parameterized both services' host ports (POSTGRES_HOST_PORT /
REDIS_HOST_PORT, defaulting to the original 5432/6379) so concurrent
agent workspaces sharing this same docker-compose.yml can run isolated
databases without colliding on the host port.
2026-08-18 21:55:34 +00:00
reviewer-bot 25a8900357 Merge pull request 'Plan: Economy — Currency, Marketplace & Creator Payouts' (#22) from agent/f96c351dfa5e into main 2026-08-18 17:31:08 +00:00
reviewer-bot 5a1f99eb28 Merge pull request 'Enforce 18+ age gate at account registration' (#23) from agent/7fedeb122f7e into main 2026-08-18 16:36:43 +00:00
coder-bot cb95895612 Recovered orphaned WIP before switching to a new task 2026-08-18 15:33:32 +00:00
coder-bot 62889f39f1 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:32:16 +00:00
coder-bot ef646a8e54 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot e4d3fe566b WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot 1d0222d980 WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
coder-bot 433d5d8f9f WIP checkpoint: Enforce 18+ age gate at account registration 2026-08-18 15:28:25 +00:00
planner-bot 30b8dc6de2 WIP checkpoint: Plan: Economy — Currency, Marketplace & Creator Payouts 2026-08-18 15:12:46 +00:00
reviewer-bot a9947a0a80 Merge pull request 'Plan: Social — Friends, Chat & Groups' (#21) from agent/5b8c6bf79631 into main 2026-08-18 14:56:28 +00:00
reviewer-bot 99762887be Merge pull request 'Address review feedback: Implement chunk streaming system in GDScript' (#20) from agent/bd718b31b595 into main 2026-08-18 14:41:08 +00:00
reviewer-bot dbdc01f8d6 Merge remote-tracking branch 'origin/main' into merge-fix
# Conflicts:
#	.gitignore
#	project.godot
2026-08-18 14:40:41 +00:00
planner-bot 1061dc0742 WIP checkpoint: Plan: Social — Friends, Chat & Groups 2026-08-18 14:40:30 +00:00
reviewer-bot 2c3756b640 Merge pull request 'Address review feedback: Research and design GDScript sandboxing approach' (#19) from agent/8f93a0732163 into main 2026-08-18 02:55:00 +00:00
architect-bot 218e7e24af WIP checkpoint: Address review feedback: Research and design GDScript sandboxing approach 2026-08-18 02:06:21 +00:00
architect-bot d293ef2a08 WIP checkpoint: Address review feedback: Research and design GDScript sandboxing approach 2026-08-18 01:48:59 +00:00
reviewer-bot 10b372f379 Merge pull request 'Address review feedback: Address review feedback: Scaffold FastAPI backend project structure' (#17) from agent/684f458e47fc into main 2026-08-18 00:16:06 +00:00
coder-bot 5d7c61029c Fix remaining critical review issue: list_worlds visibility filter bypass
Requesting an explicit ?visibility=PRIVATE (or FRIENDS_ONLY) skipped the
ownership check entirely — any authenticated user could list every other
user's private worlds just by passing the filter. Only the no-filter
default path enforced ownership. Now the ownership check applies whenever
a non-PUBLIC visibility is requested, explicit or not.

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

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

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

- Play button no longer references the nonexistent scenes/game.tscn.
- Wired PlayButton/QuitButton [connection] entries in main_menu.tscn.
- Removed the invalid uid="uid://main_menu".
- Added .gitignore for .godot/.
- Removed the non-standard [export]/[export_options] sections from
  project.godot (Godot 4 uses export_presets.cfg, not this).
2026-08-17 21:24:43 +00:00
architect-bot 4d690a25a5 WIP checkpoint: Research Godot editor plugin vs in-game editor approach 2026-08-17 21:07:10 +00:00
architect-bot 20be724115 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 21:00:02 +00:00
coder-bot 4ef6196091 WIP checkpoint: Address review feedback: Initialize Godot 4 project structure 2026-08-17 20:52:39 +00:00
architect-bot bd8f311a96 Recovered orphaned WIP before switching to a new task 2026-08-17 20:52:21 +00:00
architect-bot d422eff912 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:41:48 +00:00
architect-bot ae6ccc3e5f WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:39:05 +00:00
architect-bot fed16f1f1d WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:37:49 +00:00
architect-bot 9450fb86d0 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:36:34 +00:00
architect-bot a863bb2ab4 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:35:29 +00:00
architect-bot a1846f34b5 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:33:56 +00:00
architect-bot 62447258b2 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:33:28 +00:00
architect-bot c931670e9d WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:25:30 +00:00
architect-bot 68b783909d WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:25:15 +00:00
architect-bot 0b5034759c WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:24:53 +00:00
architect-bot 19a63bda11 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:24:28 +00:00
architect-bot a3cdb18a5c WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:18:59 +00:00
architect-bot a3fc36db19 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:18:40 +00:00
architect-bot 42914aec85 WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:17:55 +00:00
architect-bot 8b17cc3ddd WIP checkpoint: Research and design GDScript sandboxing approach 2026-08-17 20:17:28 +00:00
architect-bot 9e2e0ed921 Recovered orphaned WIP before switching to a new task 2026-08-17 20:09:27 +00:00
62 changed files with 4236 additions and 42 deletions
+4 -1
View File
@@ -1,4 +1,4 @@
# Godot editor cache / generated files
# Godot 4 editor cache/import directory
.godot/
# Godot export artifacts
@@ -8,3 +8,6 @@ export/
# OS
.DS_Store
Thumbs.db
# Godot UID files (regenerated from path)
*.uid
View File
View File
+23
View File
@@ -0,0 +1,23 @@
# Database (async driver)
DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
# Redis
REDIS_URL=redis://localhost:6379/0
# JWT / Auth
ALGORITHM=RS256
ACCESS_TOKEN_EXPIRE_MINUTES=60
REFRESH_TOKEN_EXPIRE_DAYS=30
# Directory where the RSA keypair is loaded/generated at runtime.
# Defaults to ~/.agp/keys (outside the repo). Keys are never committed to git.
RSA_KEY_DIR=~/.agp/keys
# App
APP_NAME=AGP Backend
APP_VERSION=0.1.0
DEBUG=true
CORS_ORIGINS=http://localhost:8080,http://localhost:3000
# File uploads
UPLOAD_DIR=uploads
MAX_UPLOAD_SIZE_MB=100
+4
View File
@@ -0,0 +1,4 @@
.env
__pycache__/
*.pyc
.venv/
View File
+42
View File
@@ -0,0 +1,42 @@
# Alembic configuration file.
# Run: alembic upgrade head (to apply migrations)
# Run: alembic revision --autogenerate -m "description" (to generate migration)
[alembic]
script_location = alembic
prepend_sys_path = .
sqlalchemy.url = postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
[loggers]
keys = root,sqlalchemy,alembic
[handlers]
keys = console
[formatters]
keys = generic
[logger_root]
level = WARN
handlers = console
qualname =
[logger_sqlalchemy]
level = WARN
handlers =
qualname = sqlalchemy.engine
[logger_alembic]
level = INFO
handlers =
qualname = alembic
[handler_console]
class = StreamHandler
args = (sys.stderr,)
level = NOTSET
formatter = generic
[formatter_generic]
format = %(levelname)-5.5s [%(name)s] %(message)s
datefmt = %H:%M:%S
+65
View File
@@ -0,0 +1,65 @@
"""Alembic environment configuration."""
import asyncio
from logging.config import fileConfig
from alembic import context
from sqlalchemy.ext.asyncio import create_async_engine
from app.config import settings
from app.database import Base
from app.models import user, session, world, asset # noqa: F401
# this is the Alembic Config object, which provides
# access to the values within the .ini file in use.
config = context.config
# Interpret the config file for Python logging.
# This line sets up loggers basically.
if config.config_file_name is not None:
fileConfig(config.config_file_name)
# add your model's MetaData object here
# for 'autogenerate' support
target_metadata = Base.metadata
def run_migrations_offline() -> None:
"""Run migrations in 'offline' mode."""
url = settings.DATABASE_URL
context.configure(
url=url,
target_metadata=target_metadata,
literal_binds=True,
dialect_opts={"paramstyle": "named"},
)
with context.begin_transaction():
context.run_migrations()
def do_run_migrations(connection):
context.configure(connection=connection, target_metadata=target_metadata)
with context.begin_transaction():
context.run_migrations()
async def run_async_migrations():
"""Run migrations in 'online' mode with async engine."""
connectable = create_async_engine(settings.DATABASE_URL, echo=False)
async with connectable.connect() as connection:
await connection.run_sync(do_run_migrations)
await connectable.dispose()
def run_migrations_online() -> None:
"""Run migrations in 'online' mode."""
asyncio.run(run_async_migrations())
if context.is_offline_mode():
run_migrations_offline()
else:
run_migrations_online()
+27
View File
@@ -0,0 +1,27 @@
"""${message}
Revision ID: ${up_revision}
Revises: ${down_revision | comma,n}
Create Date: ${create_date}
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
${imports if imports else ""}
# revision identifiers, used by Alembic.
revision: str = ${repr(up_revision)}
down_revision: Union[str, None] = ${repr(down_revision)}
branch_labels: Union[str, Sequence[str], None] = ${repr(branch_labels)}
depends_on: Union[str, Sequence[str], None] = ${repr(depends_on)}
def upgrade() -> None:
"""Upgrade database schema."""
${upgrades if upgrades else "pass"}
def downgrade() -> None:
"""Downgrade database schema."""
${downgrades if downgrades else "pass"}
+127
View File
@@ -0,0 +1,127 @@
"""initial schema
Revision ID: 0001_initial
Revises:
Create Date: 2024-01-01 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
from sqlalchemy.dialects import postgresql
# revision identifiers, used by Alembic.
revision: str = "0001_initial"
down_revision: Union[str, None] = None
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Upgrade database schema."""
# Create ENUM types
world_visibility = postgresql.ENUM(
"public", "private", "friends_only", name="world_visibility"
)
world_visibility.create(op.get_bind(), checkfirst=True)
asset_type = postgresql.ENUM(
"image", "audio", "video", "document", "model_3d", "other", name="asset_type"
)
asset_type.create(op.get_bind(), checkfirst=True)
# Create users table
op.create_table(
"users",
sa.Column("id", sa.Integer(), primary_key=True),
sa.Column("username", sa.String(length=50), nullable=False),
sa.Column("email", sa.String(length=120), nullable=False),
sa.Column("hashed_password", sa.String(length=255), nullable=False),
sa.Column("is_active", sa.Boolean(), nullable=True),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
)
op.create_index(op.f("ix_users_email"), "users", ["email"], unique=True)
op.create_index(op.f("ix_users_id"), "users", ["id"], unique=False)
op.create_index(op.f("ix_users_username"), "users", ["username"], unique=True)
# Create sessions table
op.create_table(
"sessions",
sa.Column("id", sa.String(length=36), primary_key=True),
sa.Column("user_id", sa.Integer(), nullable=False),
sa.Column("token", sa.String(), nullable=False),
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
sa.Column("is_active", sa.Boolean(), nullable=True),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.ForeignKeyConstraint(["user_id"], ["users.id"], ondelete="CASCADE"),
)
op.create_index(op.f("ix_sessions_token"), "sessions", ["token"], unique=True)
# Create worlds table
op.create_table(
"worlds",
sa.Column("id", sa.Integer(), primary_key=True),
sa.Column("name", sa.String(length=255), nullable=False),
sa.Column("description", sa.Text(), nullable=True),
sa.Column("owner_id", sa.Integer(), nullable=False),
sa.Column(
"visibility",
postgresql.ENUM(
"public", "private", "friends_only", name="world_visibility",
create_type=False,
),
nullable=True,
),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
)
op.create_index(op.f("ix_worlds_id"), "worlds", ["id"], unique=False)
# Create assets table
op.create_table(
"assets",
sa.Column("id", sa.Integer(), primary_key=True),
sa.Column("name", sa.String(length=255), nullable=False),
sa.Column("description", sa.Text(), nullable=True),
sa.Column(
"asset_type",
postgresql.ENUM(
"image", "audio", "video", "document", "model_3d", "other",
name="asset_type", create_type=False,
),
nullable=False,
),
sa.Column("file_path", sa.String(length=512), nullable=False),
sa.Column("file_size", sa.Integer(), nullable=True),
sa.Column("mime_type", sa.String(length=128), nullable=True),
sa.Column("metadata_json", sa.Text(), nullable=True),
sa.Column("world_id", sa.Integer(), nullable=True),
sa.Column("owner_id", sa.Integer(), nullable=False),
sa.Column("is_public", sa.Boolean(), nullable=False),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
sa.ForeignKeyConstraint(["world_id"], ["worlds.id"]),
)
op.create_index(op.f("ix_assets_id"), "assets", ["id"], unique=False)
def downgrade() -> None:
"""Downgrade database schema."""
op.drop_index(op.f("ix_assets_id"), table_name="assets")
op.drop_table("assets")
op.drop_index(op.f("ix_worlds_id"), table_name="worlds")
op.drop_table("worlds")
op.drop_index(op.f("ix_sessions_token"), table_name="sessions")
op.drop_table("sessions")
op.drop_index(op.f("ix_users_username"), table_name="users")
op.drop_index(op.f("ix_users_id"), table_name="users")
op.drop_index(op.f("ix_users_email"), table_name="users")
op.drop_table("users")
# Drop ENUM types
postgresql.ENUM(name="asset_type").drop(op.get_bind(), checkfirst=True)
postgresql.ENUM(name="world_visibility").drop(op.get_bind(), checkfirst=True)
@@ -0,0 +1,30 @@
"""add date_of_birth column to users table
Revision ID: 0002_add_date_of_birth_to_users
Revises: 0001_initial
Create Date: 2025-01-01 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = "0002_add_date_of_birth_to_users"
down_revision: Union[str, None] = "0001_initial"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Add date_of_birth column to users table."""
op.add_column(
"users",
sa.Column("date_of_birth", sa.Date(), nullable=True),
)
def downgrade() -> None:
"""Remove date_of_birth column from users table."""
op.drop_column("users", "date_of_birth")
@@ -0,0 +1,36 @@
"""add refresh_tokens table
Revision ID: 0003_add_refresh_tokens_table
Revises: 0002_add_date_of_birth_to_users
Create Date: 2025-07-25 00:00:00.000000
"""
from typing import Sequence, Union
from alembic import op
import sqlalchemy as sa
# revision identifiers, used by Alembic.
revision: str = "0003_add_refresh_tokens_table"
down_revision: Union[str, None] = "0002_add_date_of_birth_to_users"
branch_labels: Union[str, Sequence[str], None] = None
depends_on: Union[str, Sequence[str], None] = None
def upgrade() -> None:
"""Create the refresh_tokens table."""
op.create_table(
"refresh_tokens",
sa.Column("id", sa.String(36), primary_key=True),
sa.Column("user_id", sa.Integer(), sa.ForeignKey("users.id", ondelete="CASCADE"), nullable=False),
sa.Column("token", sa.String(512), unique=True, index=True, nullable=False),
sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
sa.Column("is_active", sa.Boolean(), server_default=sa.text("true"), nullable=False),
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now(), nullable=False),
)
def downgrade() -> None:
"""Drop the refresh_tokens table."""
op.drop_table("refresh_tokens")
View File
+127
View File
@@ -0,0 +1,127 @@
"""Application configuration via pydantic-settings."""
from functools import lru_cache
from pathlib import Path
from cryptography.hazmat.primitives.asymmetric.rsa import (
RSAPrivateKey,
RSAPublicKey,
generate_private_key,
)
from cryptography.hazmat.primitives.serialization import (
Encoding,
NoEncryption,
PrivateFormat,
PublicFormat,
load_pem_private_key,
load_pem_public_key,
)
from pydantic_settings import BaseSettings, SettingsConfigDict
def _load_or_generate_rsa_keys(key_dir: Path) -> tuple[bytes, bytes]:
"""Load existing RSA keys or generate a new pair.
Keys are stored as PEM files in *key_dir*. The directory is created
if it does not exist. Files are named ``private.pem`` and
``public.pem`` and are **not** committed to git.
"""
private_path = key_dir / "private.pem"
public_path = key_dir / "public.pem"
if private_path.exists() and public_path.exists():
private_pem = private_path.read_bytes()
public_pem = public_path.read_bytes()
else:
# Generate a new 2048-bit RSA key pair
private_key = generate_private_key(public_exponent=65537, key_size=2048)
private_pem = private_key.private_bytes(
Encoding.PEM,
PrivateFormat.PKCS8,
NoEncryption(),
)
public_pem = private_key.public_key().public_bytes(
Encoding.PEM,
PublicFormat.SubjectPublicKeyInfo,
)
key_dir.mkdir(parents=True, exist_ok=True)
private_path.write_bytes(private_pem)
public_path.write_bytes(public_pem)
return private_pem, public_pem
class Settings(BaseSettings):
# App
APP_NAME: str = "AGP Backend"
APP_VERSION: str = "0.1.0"
DEBUG: bool = True
# Database (async)
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
# Redis
REDIS_URL: str = "redis://localhost:6379/0"
# JWT / Auth
ALGORITHM: str = "RS256"
ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
REFRESH_TOKEN_EXPIRE_DAYS: int = 30
# RS256 key storage. Defaults to a directory outside the repo so the
# generated keypair is never accidentally committed.
RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
# CORS
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
# File uploads
UPLOAD_DIR: str = "uploads"
MAX_UPLOAD_SIZE_MB: int = 100
GLTF_MAX_FILE_SIZE_MB: int = 200
model_config = SettingsConfigDict(
env_file=".env",
env_file_encoding="utf-8",
case_sensitive=True,
)
@property
def cors_origins_list(self) -> list[str]:
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
@property
def rsa_key_dir(self) -> Path:
return Path(self.RSA_KEY_DIR)
@property
def private_pem(self) -> bytes:
"""Return the private key PEM bytes (loads/generates on first call)."""
private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
return private_pem
@property
def public_pem(self) -> bytes:
"""Return the public key PEM bytes (loads/generates on first call)."""
_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
return public_pem
@property
def private_key(self) -> RSAPrivateKey:
"""Return the deserialized RSA private key object."""
return load_pem_private_key(self.private_pem, password=None)
@property
def public_key(self) -> RSAPublicKey:
"""Return the deserialized RSA public key object."""
return load_pem_public_key(self.public_pem)
@lru_cache()
def get_settings() -> Settings:
"""Return cached settings instance."""
return Settings()
# Convenience singleton
settings = get_settings()
+42
View File
@@ -0,0 +1,42 @@
"""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.
Handlers are responsible for committing or rolling back their own
transactions. This avoids the double-commit problem where the
session is committed both here and in the handler.
"""
async with async_session_factory() as session:
try:
yield session
except Exception:
await session.rollback()
raise
+55
View File
@@ -0,0 +1,55 @@
"""Shared FastAPI dependencies, including JWT-based auth."""
from typing import Annotated
from fastapi import Depends, HTTPException, status
from fastapi.security import OAuth2PasswordBearer
from jose import JWTError, jwt
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import get_db
from app.models.user import User
oauth2_scheme = OAuth2PasswordBearer(tokenUrl="/api/auth/login")
async def get_current_user(
token: Annotated[str, Depends(oauth2_scheme)],
db: Annotated[AsyncSession, Depends(get_db)],
) -> User:
"""Resolve the JWT bearer token to a User, or raise 401."""
credentials_exception = HTTPException(
status_code=status.HTTP_401_UNAUTHORIZED,
detail="Could not validate credentials",
headers={"WWW-Authenticate": "Bearer"},
)
try:
payload = jwt.decode(
token, settings.public_pem, algorithms=[settings.ALGORITHM]
)
user_id: str | None = payload.get("sub")
if user_id is None:
raise credentials_exception
except JWTError:
raise credentials_exception
try:
user_id_int = int(user_id)
except (ValueError, TypeError):
raise credentials_exception
result = await db.execute(select(User).where(User.id == user_id_int))
user = result.scalar_one_or_none()
if user is None:
raise credentials_exception
if not user.is_active:
raise HTTPException(
status_code=status.HTTP_403_FORBIDDEN,
detail="User account is inactive",
)
return user
CurrentUser = Annotated[User, Depends(get_current_user)]
+46
View File
@@ -0,0 +1,46 @@
"""FastAPI application entry point."""
from contextlib import asynccontextmanager
from fastapi import FastAPI
from fastapi.middleware.cors import CORSMiddleware
from app.config import settings
from app.routers import auth, users, worlds, assets
@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,
)
# CORS
app.add_middleware(
CORSMiddleware,
allow_origins=settings.cors_origins_list,
allow_credentials=True,
allow_methods=["*"],
allow_headers=["*"],
)
# Include routers
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
app.include_router(users.router, prefix="/api/users", tags=["users"])
app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
app.include_router(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}
+6
View File
@@ -0,0 +1,6 @@
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"]
+40
View File
@@ -0,0 +1,40 @@
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Boolean
from sqlalchemy.dialects.postgresql import ENUM
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
import enum
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(
ENUM(AssetType, name="asset_type", create_type=False),
nullable=False,
)
file_path = Column(String(512), nullable=False)
file_size = Column(Integer, nullable=True)
mime_type = Column(String(128), nullable=True)
metadata_json = Column(Text, nullable=True)
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
is_public = Column(Boolean, default=False, nullable=False)
created_at = Column(DateTime(timezone=True), server_default=func.now())
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
owner = relationship("User", back_populates="assets")
world = relationship("World", back_populates="assets")
+41
View File
@@ -0,0 +1,41 @@
import uuid
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
from app.database import Base
class Session(Base):
__tablename__ = "sessions"
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
token = Column(String, unique=True, index=True, nullable=False)
expires_at = Column(DateTime(timezone=True), nullable=False)
is_active = Column(Boolean, default=True)
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")
class RefreshToken(Base):
__tablename__ = "refresh_tokens"
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
# RS256 JWTs are ~420+ chars; 512 is sufficient and matches the migration.
token = Column(String(512), unique=True, index=True, nullable=False)
expires_at = Column(DateTime(timezone=True), nullable=False)
is_active = Column(Boolean, nullable=False, default=True, server_default="true")
created_at = Column(DateTime(timezone=True), nullable=False, server_default=func.now())
updated_at = Column(
DateTime(timezone=True),
nullable=False,
server_default=func.now(),
onupdate=func.now(),
)
user = relationship("User", back_populates="refresh_tokens")
+38
View File
@@ -0,0 +1,38 @@
from datetime import date
from typing import Optional
from sqlalchemy import Column, Integer, String, Boolean, DateTime, Date
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
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)
date_of_birth = Column(Date, nullable=True)
is_active = Column(Boolean, default=True)
created_at = Column(DateTime(timezone=True), server_default=func.now())
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
refresh_tokens = relationship("RefreshToken", back_populates="user", cascade="all, delete-orphan")
worlds = relationship("World", back_populates="owner")
assets = relationship("Asset", back_populates="owner")
@property
def is_adult(self) -> bool:
"""Return True if the user is 18 or older based on date_of_birth."""
if self.date_of_birth is None:
return False
today = date.today()
age = today.year - self.date_of_birth.year
# Adjust if birthday hasn't occurred yet this year
if (today.month, today.day) < (self.date_of_birth.month, self.date_of_birth.day):
age -= 1
return age >= 18
+31
View File
@@ -0,0 +1,31 @@
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey
from sqlalchemy.dialects.postgresql import ENUM
from sqlalchemy.orm import relationship
from sqlalchemy.sql import func
import enum
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, name="world_visibility", create_type=False),
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")
View File
+243
View File
@@ -0,0 +1,243 @@
"""Asset management router."""
import json
import os
from pathlib import Path
from typing import Optional
from fastapi import APIRouter, Depends, HTTPException, UploadFile, File, Query
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.asset import Asset, AssetType
from app.models.world import World
from app.services import gltf as gltf_service
from pydantic import BaseModel, Field
router = APIRouter()
# --- Pydantic schemas ---
class AssetCreate(BaseModel):
"""Schema for creating an asset reference."""
name: str = Field(..., min_length=1, max_length=255)
description: Optional[str] = None
asset_type: AssetType
world_id: Optional[int] = None
class AssetResponse(BaseModel):
"""Schema for asset responses."""
id: int
name: str
description: Optional[str]
asset_type: AssetType
file_path: str
file_size: Optional[int]
mime_type: Optional[str]
world_id: Optional[int]
owner_id: int
is_public: bool
created_at: str
updated_at: str
model_config = {"from_attributes": True}
class AssetUpdate(BaseModel):
"""Schema for updating an asset."""
name: Optional[str] = None
description: Optional[str] = None
is_public: Optional[bool] = None
# --- Helpers ---
def _sanitize_filename(filename: str) -> str:
"""Strip path components and unsafe characters from a filename."""
# Remove any directory components (path traversal protection).
base = os.path.basename(filename.replace("\\", "/"))
# Keep only safe characters.
safe = "".join(c for c in base if c.isalnum() or c in "._-")
return safe or "file"
def _detect_asset_type(filename: Optional[str], content: bytes) -> AssetType:
"""Detect the asset type from filename and content."""
if filename and gltf_service.looks_like_gltf(content, filename):
return AssetType.MODEL_3D
# Fallback: let the caller decide based on mime_type or default.
return AssetType.OTHER
# --- Endpoints ---
@router.post("/", response_model=AssetResponse, status_code=201)
async def create_asset(
payload: AssetCreate,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Create a new asset reference."""
# Verify world ownership if world_id is provided
if payload.world_id is not None:
world = await db.get(World, payload.world_id)
if world is None:
raise HTTPException(status_code=404, detail="World not found")
if world.owner_id != current_user.id:
raise HTTPException(status_code=403, detail="Not owner of this world")
asset = Asset(
name=payload.name,
description=payload.description,
asset_type=payload.asset_type,
file_path="", # Will be set after upload
owner_id=current_user.id,
world_id=payload.world_id,
is_public=False,
)
db.add(asset)
await db.commit()
await db.refresh(asset)
return asset
@router.get("/", response_model=list[AssetResponse])
async def list_assets(
current_user: CurrentUser,
world_id: Optional[int] = Query(None, description="Filter by world"),
asset_type: Optional[AssetType] = Query(None),
limit: int = Query(50, ge=1, le=100),
offset: int = Query(0, ge=0),
db: AsyncSession = Depends(get_db),
):
"""List assets with optional filters."""
stmt = select(Asset).where(Asset.owner_id == current_user.id)
if world_id is not None:
stmt = stmt.where(Asset.world_id == world_id)
if asset_type is not None:
stmt = stmt.where(Asset.asset_type == asset_type)
stmt = stmt.order_by(Asset.created_at.desc()).limit(limit).offset(offset)
result = await db.execute(stmt)
assets = result.scalars().all()
return assets
@router.get("/{asset_id}", response_model=AssetResponse)
async def get_asset(
asset_id: int,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Get a single asset by ID."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
return asset
@router.patch("/{asset_id}", response_model=AssetResponse)
async def update_asset(
asset_id: int,
payload: AssetUpdate,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Update an asset."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
update_data = payload.model_dump(exclude_unset=True)
for field, value in update_data.items():
setattr(asset, field, value)
await db.commit()
await db.refresh(asset)
return asset
@router.delete("/{asset_id}", status_code=204)
async def delete_asset(
asset_id: int,
current_user: CurrentUser,
db: AsyncSession = Depends(get_db),
):
"""Delete an asset."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
await db.delete(asset)
await db.commit()
@router.post("/{asset_id}/upload", response_model=AssetResponse)
async def upload_asset_file(
asset_id: int,
current_user: CurrentUser,
file: UploadFile = File(...),
db: AsyncSession = Depends(get_db),
):
"""Upload a file for an existing asset."""
asset = await db.get(Asset, asset_id)
if asset is None or asset.owner_id != current_user.id:
raise HTTPException(status_code=404, detail="Asset not found")
# Sanitize filename to prevent path traversal.
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
# Read the file content.
content = await file.read()
file_size = len(content)
# Determine which size limit to apply.
if gltf_service.looks_like_gltf(content, file.filename):
max_bytes = settings.GLTF_MAX_FILE_SIZE_MB * 1024 * 1024
else:
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
if file_size > max_bytes:
raise HTTPException(
status_code=413,
detail=f"File size {file_size} exceeds maximum allowed size {max_bytes} bytes",
)
# Write the file to the upload directory.
upload_dir = Path(settings.UPLOAD_DIR)
upload_dir.mkdir(parents=True, exist_ok=True)
stored_name = f"{asset_id}_{safe_filename}"
file_path = upload_dir / stored_name
file_path.write_bytes(content)
# Detect asset type from content/filename.
detected_type = _detect_asset_type(file.filename, content)
# Update asset record.
asset.file_path = str(file_path)
asset.mime_type = file.content_type
asset.file_size = file_size
# If this is a glTF file, extract and store metadata.
if detected_type == AssetType.MODEL_3D:
try:
metadata = gltf_service.extract_gltf_metadata(content)
asset.metadata_json = json.dumps(metadata)
# Also set the asset type to model_3d if it was auto-detected.
if asset.asset_type == AssetType.OTHER:
asset.asset_type = AssetType.MODEL_3D
except ValueError as exc:
raise HTTPException(
status_code=400,
detail=f"Invalid glTF file: {exc}",
)
await db.commit()
await db.refresh(asset)
return asset
+238
View File
@@ -0,0 +1,238 @@
"""Authentication router - login, register, token refresh."""
import uuid
from datetime import date, datetime, timedelta, timezone
from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm
from jose import jwt
from passlib.context import CryptContext
from pydantic import BaseModel, EmailStr, field_validator
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import get_db
from app.dependencies import CurrentUser
from app.models.session import RefreshToken
from app.models.user import User
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
router = APIRouter()
# --- Pydantic schemas ---
class TokenResponse(BaseModel):
access_token: str
refresh_token: str
token_type: str = "bearer"
access_token_expires_minutes: int
class RegisterRequest(BaseModel):
username: str
email: EmailStr
password: str
date_of_birth: str # ISO format date string (YYYY-MM-DD)
@field_validator("date_of_birth")
@classmethod
def validate_date_of_birth(cls, v: str) -> str:
"""Validate that the date string is a valid date in YYYY-MM-DD format."""
try:
datetime.strptime(v, "%Y-%m-%d")
except ValueError:
raise ValueError("date_of_birth must be in YYYY-MM-DD format")
return v
class UserResponse(BaseModel):
id: int
username: str
email: str
date_of_birth: str | None = None
is_active: bool
created_at: datetime | None = None
model_config = {"from_attributes": True}
# --- Helpers ---
def _create_access_token(data: dict) -> str:
"""Create a signed access token using RS256."""
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.private_pem,
algorithm=settings.ALGORITHM,
)
def _create_refresh_token(data: dict) -> str:
"""Create a signed refresh token using RS256.
Includes a unique ``jti`` claim so that concurrent calls produce
distinct tokens even when issued within the same second.
"""
to_encode = data.copy()
to_encode["jti"] = str(uuid.uuid4())
expire = datetime.now(timezone.utc) + timedelta(
days=settings.REFRESH_TOKEN_EXPIRE_DAYS
)
to_encode.update({"exp": expire})
return jwt.encode(
to_encode,
settings.private_pem,
algorithm=settings.ALGORITHM,
)
def verify_password(plain_password: str, hashed_password: str) -> bool:
"""Verify a plain password against a hash."""
return pwd_context.verify(plain_password, hashed_password)
def hash_password(password: str) -> str:
"""Hash a password."""
return pwd_context.hash(password)
def calculate_age(birth_date: date, today: date | None = None) -> int:
"""Calculate age in years from a birth date.
Args:
birth_date: The person's date of birth.
today: The reference date. Defaults to today's date (UTC).
Returns:
Age in whole years as of the reference date.
"""
if today is None:
today = datetime.now(timezone.utc).date()
age = today.year - birth_date.year
# Adjust if birthday hasn't occurred yet this year
if (today.month, today.day) < (birth_date.month, birth_date.day):
age -= 1
return age
def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
"""Create and persist a refresh token for the given user."""
refresh_token_value = _create_refresh_token({"sub": str(user_id)})
refresh_token_record = RefreshToken(
id=str(uuid.uuid4()),
user_id=user_id,
token=refresh_token_value,
expires_at=datetime.now(timezone.utc)
+ timedelta(days=settings.REFRESH_TOKEN_EXPIRE_DAYS),
)
db.add(refresh_token_record)
return refresh_token_value
# --- Endpoints ---
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return access + refresh tokens.
Requires date_of_birth and rejects users under 18.
"""
# Parse and validate date_of_birth
dob = datetime.strptime(req.date_of_birth, "%Y-%m-%d").date()
age = calculate_age(dob)
if age < 18:
raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST,
detail=f"Must be 18 or older to register (provided date of birth: {req.date_of_birth})",
)
# Check if username already exists
result = await db.execute(select(User).where(User.username == req.username))
if result.scalar_one_or_none():
raise HTTPException(
status_code=status.HTTP_409_CONFLICT,
detail="Username already registered",
)
# Check if email already exists
result = await db.execute(select(User).where(User.email == req.email))
if result.scalar_one_or_none():
raise HTTPException(
status_code=status.HTTP_409_CONFLICT,
detail="Email already registered",
)
user = User(
username=req.username,
email=req.email,
hashed_password=hash_password(req.password),
date_of_birth=dob,
)
db.add(user)
await db.flush() # flush to get user.id before creating refresh token
await db.refresh(user)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
@router.post("/login", response_model=TokenResponse)
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
"""Authenticate user and return access + refresh tokens.
Accepts form-encoded credentials (username/password) as expected by
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
"""
result = await db.execute(select(User).where(User.username == form.username))
user = result.scalar_one_or_none()
if not user or not verify_password(form.password, user.hashed_password):
raise HTTPException(
status_code=status.HTTP_401_UNAUTHORIZED,
detail="Incorrect username or password",
)
if not user.is_active:
raise HTTPException(
status_code=status.HTTP_403_FORBIDDEN,
detail="User account is inactive",
)
# Create access token
access_token = _create_access_token({"sub": str(user.id)})
# Create and persist refresh token
refresh_token_value = _issue_refresh_token(user.id, db)
await db.commit()
return TokenResponse(
access_token=access_token,
refresh_token=refresh_token_value,
access_token_expires_minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES,
)
@router.get("/me", response_model=UserResponse)
async def get_current_user(current_user: CurrentUser):
"""Get current user profile from the JWT token."""
return current_user
+106
View File
@@ -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()
+168
View File
@@ -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()
View File
+197
View File
@@ -0,0 +1,197 @@
"""Lightweight glTF / GLB metadata extraction.
This module intentionally avoids heavyweight dependencies such as trimesh or
pygltflib. For the metadata fields the asset upload pipeline needs (mesh and
vertex counts, animation presence, texture references, and the bounding box)
a small amount of glTF-specific parsing is sufficient and keeps the backend
dependency-free.
"""
from __future__ import annotations
import json
import struct
from typing import Any, Optional
# GLB binary header magic bytes ("glTF").
_GLB_MAGIC = b"glTF"
_GLB_MAGIC_INT = 0x46546C67 # b"glTF" interpreted as little-endian uint32
_GLB_JSON_CHUNK_TYPE = 0x4E4F534A # "JSON"
_GLB_BIN_CHUNK_TYPE = 0x004E4942 # "BIN\0"
# Whitespace allowed around a GLB JSON chunk. The spec pads with spaces (0x20),
# but be lenient with null bytes and other whitespace that real exporters emit.
_JSON_CHUNK_TRIM = b" \t\r\n\x00"
def looks_like_gltf(content: bytes, filename: Optional[str] = None) -> bool:
"""Return True when the bytes or filename indicate a glTF/GLB asset."""
if content.startswith(_GLB_MAGIC):
return True
if filename:
lowered = filename.lower()
if lowered.endswith(".gltf") or lowered.endswith(".glb"):
return True
# A bare JSON buffer (e.g. uploaded without an extension) that has the
# glTF asset marker is also a glTF file.
stripped = content.lstrip()
if stripped.startswith(b"{"):
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError):
return False
return isinstance(payload, dict) and "asset" in payload and "version" in payload.get("asset", {})
return False
def _parse_glb(content: bytes) -> dict[str, Any]:
"""Parse the JSON chunk of a GLB binary container."""
if len(content) < 12:
raise ValueError("GLB file is too short")
magic, _version, _length = struct.unpack_from("<III", content, 0)
if magic != _GLB_MAGIC_INT:
raise ValueError("invalid GLB magic")
offset = 12
json_chunk: Optional[dict[str, Any]] = None
while offset + 8 <= len(content):
chunk_length, chunk_type = struct.unpack_from("<II", content, offset)
offset += 8
chunk_end = offset + chunk_length
if chunk_end > len(content):
raise ValueError("GLB chunk overruns file boundary")
chunk_data = content[offset:chunk_end]
if chunk_type == _GLB_JSON_CHUNK_TYPE:
try:
json_chunk = json.loads(chunk_data.strip(_JSON_CHUNK_TRIM).decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid GLB JSON chunk: {exc}") from exc
offset = chunk_end
if json_chunk is None:
raise ValueError("GLB file does not contain a JSON chunk")
return json_chunk
def _parse_gltf_json(content: bytes) -> dict[str, Any]:
"""Parse a plain .gltf JSON file."""
stripped = content.lstrip()
try:
payload = json.loads(stripped.decode("utf-8"))
except (ValueError, UnicodeDecodeError) as exc:
raise ValueError(f"invalid glTF JSON: {exc}") from exc
if not isinstance(payload, dict):
raise ValueError("glTF JSON root must be an object")
return payload
def _position_accessor_counts(gltf: dict[str, Any]) -> list[int]:
"""Return POSITION accessor counts for every mesh primitive."""
counts: list[int] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
count = accessor.get("count")
if isinstance(count, int):
counts.append(count)
return counts
def _position_bounds(gltf: dict[str, Any]) -> list[list[float]]:
"""Return min/max bounds for every POSITION accessor that declares them."""
bounds: list[list[float]] = []
accessors = gltf.get("accessors", [])
for mesh in gltf.get("meshes", []):
for primitive in mesh.get("primitives", []):
attributes = primitive.get("attributes", {})
position_index = attributes.get("POSITION")
if position_index is None:
continue
try:
accessor = accessors[int(position_index)]
except (IndexError, TypeError, ValueError):
continue
minimum = accessor.get("min")
maximum = accessor.get("max")
if isinstance(minimum, list) and isinstance(maximum, list):
bounds.append([float(x) for x in minimum])
bounds.append([float(x) for x in maximum])
return bounds
def _texture_refs(gltf: dict[str, Any]) -> list[str]:
"""Collect external texture source references from the image array."""
refs: list[str] = []
for index, image in enumerate(gltf.get("images", [])):
uri = image.get("uri")
if isinstance(uri, str) and not uri.startswith("data:"):
refs.append(uri)
continue
name = image.get("name")
if isinstance(name, str) and name:
refs.append(name)
continue
if isinstance(uri, str):
# Embedded data URI; keep a stable, non-huge reference.
refs.append(f"data:{index}")
continue
buffer_view = image.get("bufferView")
if buffer_view is not None:
refs.append(f"bufferView:{buffer_view}")
continue
refs.append(f"image:{index}")
return refs
def extract_gltf_metadata(content: bytes) -> dict[str, Any]:
"""Extract upload-relevant metadata from glTF/GLB bytes.
Raises ValueError for malformed glTF content. The returned dict contains:
mesh_count, vertex_count, has_animation, texture_refs,
bounding_box_min, bounding_box_max.
"""
if content.startswith(_GLB_MAGIC):
gltf = _parse_glb(content)
else:
gltf = _parse_gltf_json(content)
position_counts = _position_accessor_counts(gltf)
bounds = _position_bounds(gltf)
if bounds:
bounding_box_min = [min(axis) for axis in zip(*bounds[::2])]
bounding_box_max = [max(axis) for axis in zip(*bounds[1::2])]
else:
bounding_box_min = [0.0, 0.0, 0.0]
bounding_box_max = [0.0, 0.0, 0.0]
return {
"mesh_count": len(gltf.get("meshes", [])),
"vertex_count": sum(position_counts),
"has_animation": bool(gltf.get("animations")),
"texture_refs": _texture_refs(gltf),
"bounding_box_min": bounding_box_min,
"bounding_box_max": bounding_box_max,
}
+34
View File
@@ -0,0 +1,34 @@
version: "3.9"
services:
postgres:
image: postgres:16-alpine
environment:
POSTGRES_USER: agp_user
POSTGRES_PASSWORD: agp_password
POSTGRES_DB: agp_db
ports:
- "${POSTGRES_HOST_PORT:-5432}:5432"
volumes:
- postgres_data:/var/lib/postgresql/data
healthcheck:
test: ["CMD-SHELL", "pg_isready -U agp_user -d agp_db"]
interval: 5s
timeout: 5s
retries: 5
redis:
image: redis:7-alpine
ports:
- "${REDIS_HOST_PORT:-6379}:6379"
volumes:
- redis_data:/data
healthcheck:
test: ["CMD", "redis-cli", "ping"]
interval: 5s
timeout: 5s
retries: 5
volumes:
postgres_data:
redis_data:
+3
View File
@@ -0,0 +1,3 @@
[pytest]
asyncio_mode = auto
testpaths = tests
+17
View File
@@ -0,0 +1,17 @@
fastapi==0.115.6
uvicorn[standard]==0.34.0
sqlalchemy==2.0.36
alembic==1.14.0
psycopg2-binary==2.9.10
asyncpg==0.31.0
redis==5.2.1
pydantic==2.10.3
pydantic-settings==2.7.0
python-jose[cryptography]==3.3.0
passlib[bcrypt]==1.7.4
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
View File
+94
View File
@@ -0,0 +1,94 @@
"""Tests for the 18+ age gate on user registration."""
from datetime import date, timedelta
import pytest
from app.routers.auth import calculate_age
class TestCalculateAge:
"""Unit tests for the calculate_age helper."""
def test_exactly_18(self):
"""A person born exactly 18 years ago today is 18."""
today = date(2025, 6, 15)
dob = today.replace(year=today.year - 18)
assert calculate_age(dob, today=today) == 18
def test_just_turned_18(self):
"""A person who turned 18 yesterday is 18."""
today = date(2025, 6, 15)
dob = today.replace(year=today.year - 18) - timedelta(days=1)
assert calculate_age(dob, today=today) == 18
def test_one_day_short_of_18(self):
"""A person born one day after their 18th birthday is 17."""
today = date(2025, 6, 15)
dob = today.replace(year=today.year - 18) + timedelta(days=1)
assert calculate_age(dob, today=today) == 17
def test_17_years_old(self):
"""A person who is 17 years old today is 17."""
today = date(2025, 6, 15)
dob = date(2008, 6, 15)
assert calculate_age(dob, today=today) == 17
def test_65_years_old(self):
"""A person who is 65 is correctly calculated."""
today = date(2025, 6, 15)
dob = today.replace(year=today.year - 65)
assert calculate_age(dob, today=today) == 65
def test_newborn(self):
"""A newborn is 0."""
today = date(2025, 6, 15)
dob = today
assert calculate_age(dob, today=today) == 0
def test_birthday_not_yet_this_year(self):
"""Person born Dec 31, 2000 — on Jan 1, 2025 they are still 24."""
dob = date(2000, 12, 31)
assert calculate_age(dob, today=date(2025, 1, 1)) == 24
def test_birthday_today(self):
"""Person born Dec 31, 2000 — on Dec 31, 2024 they turn 24."""
dob = date(2000, 12, 31)
assert calculate_age(dob, today=date(2024, 12, 31)) == 24
class TestRegisterRequestDateValidation:
"""Tests for the RegisterRequest date_of_birth field validator."""
@pytest.mark.parametrize(
"dob",
[
"2000-01-01",
"1990-12-31",
"2004-02-29", # leap day
],
)
def test_valid_dates(self, dob):
"""Valid YYYY-MM-DD dates pass validation."""
from app.routers.auth import RegisterRequest
req = RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
assert req.date_of_birth == dob
@pytest.mark.parametrize(
"dob",
[
"01-01-2000",
"2000/01/01",
"2000-13-01",
"2000-00-10",
"not-a-date",
"",
],
)
def test_invalid_dates_rejected(self, dob):
"""Invalid dates are rejected by the validator."""
from app.routers.auth import RegisterRequest
with pytest.raises(ValueError):
RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
+220
View File
@@ -0,0 +1,220 @@
"""Tests for the lightweight glTF metadata extraction service."""
import json
import struct
import pytest
from app.services.gltf import (
extract_gltf_metadata,
looks_like_gltf,
_parse_glb,
_parse_gltf_json,
)
# ---------------------------------------------------------------------------
# Test data helpers
# ---------------------------------------------------------------------------
def _make_gltf_json(
meshes: int = 1,
vertices_per_mesh: int = 24,
has_animations: bool = False,
images: list[dict] | None = None,
) -> dict:
"""Build a minimal glTF JSON structure."""
accessors = []
meshes_data = []
for i in range(meshes):
acc_index = len(accessors)
accessors.append({
"bufferView": 0,
"componentType": 5126, # FLOAT
"count": vertices_per_mesh,
"type": "VEC3",
"max": [1.0, 1.0, 1.0],
"min": [-1.0, -1.0, -1.0],
})
meshes_data.append({
"primitives": [{
"attributes": {"POSITION": acc_index},
}],
})
gltf = {
"asset": {"version": "2.0"},
"accessors": accessors,
"meshes": meshes_data,
}
if has_animations:
gltf["animations"] = [{"name": "anim1", "channels": [], "samplers": []}]
if images:
gltf["images"] = images
return gltf
def _make_glb(gltf_json: dict) -> bytes:
"""Wrap *gltf_json* in a minimal GLB binary container."""
json_bytes = json.dumps(gltf_json).encode("utf-8")
json_length = len(json_bytes)
# Pad JSON chunk to 4-byte boundary.
json_padding = (4 - json_length % 4) % 4
json_chunk = json_bytes + b"\x00" * json_padding
json_chunk_type = 0x4E4F534A # "JSON"
# No BIN chunk.
bin_length = 0
bin_chunk_type = 0x004E4942
total_length = 12 + 8 + len(json_chunk) + 8 + bin_length
header = struct.pack("<III", 0x46546C67, 2, total_length) # magic, version, length
json_header = struct.pack("<II", len(json_chunk), json_chunk_type)
if bin_length > 0:
bin_header = struct.pack("<II", bin_length, bin_chunk_type)
else:
bin_header = b""
return header + json_header + json_chunk + bin_header
# ---------------------------------------------------------------------------
# looks_like_gltf
# ---------------------------------------------------------------------------
class TestLooksLikeGltf:
def test_glb_magic(self):
assert looks_like_gltf(b"glTF\x00\x00\x00\x00") is True
def test_gltf_extension(self):
assert looks_like_gltf(b'{"asset":{"version":"2.0"}}', "model.gltf") is True
def test_glb_extension(self):
assert looks_like_gltf(b"some binary", "model.glb") is True
def test_json_with_asset_version(self):
payload = json.dumps({"asset": {"version": "2.0"}}).encode()
assert looks_like_gltf(payload) is True
def test_plain_json_no_asset(self):
payload = json.dumps({"foo": "bar"}).encode()
assert looks_like_gltf(payload) is False
def test_non_json_bytes(self):
assert looks_like_gltf(b"\x89PNG\r\n\x1a\n") is False
# ---------------------------------------------------------------------------
# _parse_glb
# ---------------------------------------------------------------------------
class TestParseGlb:
def test_parses_valid_glb(self):
gltf_json = _make_gltf_json()
glb = _make_glb(gltf_json)
result = _parse_glb(glb)
assert result["asset"]["version"] == "2.0"
assert len(result["meshes"]) == 1
def test_rejects_too_short(self):
with pytest.raises(ValueError, match="too short"):
_parse_glb(b"glTF\x00\x00")
def test_rejects_invalid_magic(self):
with pytest.raises(ValueError, match="invalid GLB magic"):
_parse_glb(b"NOTglTF\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00")
# ---------------------------------------------------------------------------
# _parse_gltf_json
# ---------------------------------------------------------------------------
class TestParseGltfJson:
def test_parses_valid_gltf(self):
gltf_json = _make_gltf_json()
result = _parse_gltf_json(json.dumps(gltf_json).encode())
assert result["asset"]["version"] == "2.0"
def test_rejects_non_object(self):
with pytest.raises(ValueError, match="root must be an object"):
_parse_gltf_json(b"[1, 2, 3]")
# ---------------------------------------------------------------------------
# extract_gltf_metadata (GLB path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGlb:
def test_basic_glb(self):
gltf_json = _make_gltf_json(meshes=1, vertices_per_mesh=24)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 1
assert meta["vertex_count"] == 24
assert meta["has_animation"] is False
assert meta["bounding_box_min"] == [-1.0, -1.0, -1.0]
assert meta["bounding_box_max"] == [1.0, 1.0, 1.0]
assert meta["texture_refs"] == []
def test_multiple_meshes(self):
gltf_json = _make_gltf_json(meshes=3, vertices_per_mesh=12)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 3
assert meta["vertex_count"] == 36
def test_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["has_animation"] is True
def test_with_external_texture(self):
gltf_json = _make_gltf_json(images=[{"uri": "textures/rock.png"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["textures/rock.png"]
def test_with_named_texture(self):
gltf_json = _make_gltf_json(images=[{"name": "my_texture"}])
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["texture_refs"] == ["my_texture"]
def test_empty_meshes(self):
gltf_json = _make_gltf_json(meshes=0)
glb = _make_glb(gltf_json)
meta = extract_gltf_metadata(glb)
assert meta["mesh_count"] == 0
assert meta["vertex_count"] == 0
assert meta["bounding_box_min"] == [0.0, 0.0, 0.0]
assert meta["bounding_box_max"] == [0.0, 0.0, 0.0]
# ---------------------------------------------------------------------------
# extract_gltf_metadata (plain .gltf JSON path)
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataGltfJson:
def test_plain_gltf(self):
gltf_json = _make_gltf_json(meshes=2, vertices_per_mesh=8)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["mesh_count"] == 2
assert meta["vertex_count"] == 16
assert meta["has_animation"] is False
def test_plain_gltf_with_animation(self):
gltf_json = _make_gltf_json(has_animations=True)
raw = json.dumps(gltf_json).encode()
meta = extract_gltf_metadata(raw)
assert meta["has_animation"] is True
# ---------------------------------------------------------------------------
# Error handling
# ---------------------------------------------------------------------------
class TestExtractGltfMetadataErrors:
def test_invalid_glb(self):
with pytest.raises(ValueError):
extract_gltf_metadata(b"not a glb")
def test_invalid_gltf_json(self):
with pytest.raises(ValueError):
_parse_gltf_json(b"[1, 2, 3]")
+79
View File
@@ -0,0 +1,79 @@
"""Tests for refresh token uniqueness (jti claim) and model column length."""
import uuid
from datetime import datetime, timedelta, timezone
import pytest
from jose import jwt
from app.config import settings
from app.routers.auth import _create_refresh_token
from app.models.session import RefreshToken
class TestRefreshTokenJtiUniqueness:
"""Verify that _create_refresh_token produces unique tokens even when
called with identical data in rapid succession (issue #1 from review)."""
def test_two_calls_produce_different_tokens(self):
"""Two calls with the same sub produce different JWTs because of jti."""
token_a = _create_refresh_token({"sub": "42"})
token_b = _create_refresh_token({"sub": "42"})
assert token_a != token_b
def test_jti_is_valid_uuid(self):
"""The jti claim inside the refresh token is a valid UUID."""
token = _create_refresh_token({"sub": "1"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert "jti" in payload
# Verify it parses as a UUID (raises ValueError if not)
uuid.UUID(payload["jti"])
def test_each_token_has_unique_jti(self):
"""Generate 100 tokens for the same user — all jtis must differ."""
jtis = set()
for _ in range(100):
token = _create_refresh_token({"sub": "999"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
jtis.add(payload["jti"])
assert len(jtis) == 100
def test_jti_survives_decode(self):
"""The jti claim is present and correct after decode."""
token = _create_refresh_token({"sub": "7"})
payload = jwt.decode(
token,
settings.public_pem,
algorithms=[settings.ALGORITHM],
)
assert payload["sub"] == "7"
assert "jti" in payload
assert "exp" in payload
class TestRefreshTokenModelColumnLength:
"""Verify the model's token column length matches the migration (issue #2)."""
def test_token_column_has_length_512(self):
"""RefreshToken.token column should be String(512), not unbounded."""
from sqlalchemy import inspect
# Get the column definition from the model's table
column = RefreshToken.__table__.columns["token"]
# The type should be String with length 512
assert column.type.length == 512
def test_token_column_type_is_string(self):
"""The token column should be a String type."""
from sqlalchemy import String as SAString
column = RefreshToken.__table__.columns["token"]
assert isinstance(column.type, SAString)
+369
View File
@@ -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 |
+159
View File
@@ -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.
+41
View File
@@ -0,0 +1,41 @@
# MVP Vertical Slice: Client-Server Wiring — Plan
## Goal
Prove the real Godot client and the real backend can talk: **a user can register/log in
and see a list of worlds from the game client**. Nothing more. Gameplay, join-a-world,
chat, avatar, Discovery search/tags/trending, Social/Economy/Trust & Safety are all
explicitly out of scope.
## Verified backend contract (as of this writing)
- `POST /api/auth/register` — JSON body `{username, email, password, date_of_birth}`.
`date_of_birth` is a `YYYY-MM-DD` string. Returns `201 {access_token, token_type}`.
Rejects under-18 with `400`.
- `POST /api/auth/login` — OAuth2 **form-encoded** (`application/x-www-form-urlencoded`)
`username` + `password` (this is NOT a JSON endpoint). Returns `{access_token, token_type}`.
- `GET /api/worlds` — **requires auth** (`CurrentUser`), returns a JSON array of
`{id, name, description, visibility, owner_id, created_at}`. There is no unauthenticated
public-worlds path, so the worlds list screen can only be shown after login/register.
- `GET /api/health` — unauthenticated, `{status, app}`.
- Base URL: uvicorn default `http://127.0.0.1:8000` (must be configurable in the client).
- CORS is irrelevant to the native Godot `HTTPRequest` client (no browser origin).
## Task breakdown
| # | Type | Task | Depends on |
|---|------|------|-----------|
| 1 | architecture | `ApiClient` autoload: HTTP + JWT storage + error contract | — |
| 2 | implementation | Main-menu **login + register** UI built & wired (form-encoded + JSON/age gate) | 1 |
| 3 | implementation | **World list** screen consuming `GET /api/worlds` | 1 |
| 4 | testing | End-to-end headless smoke test + manual verify | 1,2,3 |
## Design decisions captured (resolved in task 1)
- Token storage: in-memory singleton property for the MVP; a `save_to_disk` seam is left
open but not required yet (no re-login on restart in this slice).
- Error contract: every call returns a discriminated result (`ok`/`error`) so callers
never crash on network failure; non-2xx surfaces `{status, detail}` from the backend.
- Base URL: read from a ProjectSetting, defaulting to `http://127.0.0.1:8000`.
- Login is form-encoded; register is JSON — the client helper must support both content types.
## Notes
- The main-menu auth UI does **not** exist yet (main_menu.gd currently has only Play/Quit
stubs). Task 2 must **build** the login/register UI, not merely wire an existing one.
- The world-list screen also needs to be **built** (a new scene), not just wired.
+295
View File
@@ -0,0 +1,295 @@
# Economy — Currency, Marketplace & Creator Payouts — Plan
> **Status:** Planned
> **Owner:** Platform team
> **Feature ID:** `economy`
> **Godot version:** 4.6.2 stable
> **Backend:** FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
## 1. Overview
This document breaks the **Economy** feature into user stories and right-sized
implementation tasks. The feature delivers:
- **Virtual currency ("Credits")** — a single, server-authoritative currency
with an immutable, append-only transaction ledger.
- **Premium purchase** — buying Credits with real money through a pluggable
payment-provider hook.
- **Marketplace** — user-generated content (UGC) listings where creators sell
items (assets, avatar items, experience passes) to players for Credits.
- **Creator payouts** — accumulating creator earnings and paying them out to
external accounts through a pluggable payout-provider hook.
- **Godot client** — wallet/transaction history, marketplace browse/buy/sell,
and creator payout screens.
The economy is the monetization backbone of the platform. Because it moves
virtual value between real people, correctness (no double-spend, no lost funds,
no balance drift) and safety (fraud prevention, moderation, audit) are treated
as **blocking requirements**, not add-ons.
## 2. Why correctness is the differentiator
The platform is a creator economy (players buy UGC from other players). The
economy is the highest-risk surface after chat: a single arithmetic or
concurrency bug can mint or destroy value and irreversibly erode trust.
Correctness is therefore designed in from the start:
- **One currency, integer units.** Credits are whole-number integers. There are
no floats, no rounding, and no client-computed totals.
- **Append-only ledger.** Every balance change is a row in a `transactions`
table with a signed amount, a `balance_after` snapshot, a reference to the
event that caused it, and an **idempotency key** so retries cannot double
credit or double debit.
- **Atomic, locked mutations.** Balance changes run in a single database
transaction with row locking (`SELECT ... FOR UPDATE`) so concurrent
purchases/payouts cannot race.
- **Escrow hold.** Marketplace proceeds are held in `pending_escrow` for a
configurable window before becoming available to the seller, so fraudulent
or moderated sales can be reversed without clawing back paid-out funds.
- **Server-authoritative fees.** The platform commission is computed
server-side from a configured rate; the client never supplies the fee or the
seller's net.
## 3. Existing constraints (do not re-build)
- **Auth:** JWT bearer tokens; `get_current_user` / `CurrentUser` dependency in
`app/dependencies.py`. All economy endpoints reuse this.
- **DB:** async SQLAlchemy + Alembic; migration `0001_initial` is the head.
Existing tables: `users`, `sessions`, `worlds`, `assets`.
- **Redis:** configured (`REDIS_URL`) but unused so far; adopted here for
idempotency short-caching and rate limiting.
- **Models:** `User` (owner_id), `Asset` (owner_id, is_public, asset_type).
Marketplace items reference existing `assets` rows and/or avatar items.
- **Content moderation:** `docs/architecture/content_moderation.md` defines
flag vocabulary, age gate, and moderation actions. Marketplace items and
listings must inherit and enforce these rules (see §7).
- **Client:** Godot 4.6.2, minimal `main_menu.gd`; no economy UI yet.
## 4. Key design decisions
| Concern | Decision |
|---|---|
| Currency model | Single virtual currency **"Credits" (CR)**, integer units. One wallet row per user; no fractional amounts. |
| Ledger | Append-only `transactions` table: signed `amount`, `balance_after`, `reference_type`/`reference_id`, unique `idempotency_key`. |
| Concurrency | `SELECT ... FOR UPDATE` on the wallet row inside the mutation transaction; never read-modify-write from stale data. |
| Payments | Pluggable `PaymentProvider` interface with a **no-op default** that simulates a confirmed payment for dev/testing (clearly flagged). Stripe/PayPal later. |
| Marketplace items | `catalog_items` (what is sold) + `marketplace_listings` (a seller's offer with a price/status). One item can have multiple listings over time. |
| Purchase flow | Atomic transaction: debit buyer → hold funds in escrow (`pending_escrow`) → grant item. Platform fee computed server-side. |
| Escrow | Configurable hold window (default 72h) before `pending_escrow` becomes available seller earnings. Refunds during the window reverse the sale. |
| Fees | Single configurable `MARKETPLACE_FEE_RATE` (default `0.30`). `seller_net = floor(price * (1 - fee_rate))`. |
| Creator balance | `creator_balances` table: `available` (earned, payable), `pending` (inside an open payout request), `lifetime_earned`. Updated in the same transaction as the sale completion. |
| Payouts | Pluggable `PayoutProvider.pay()` with a no-op default (simulated external ref). Minimum payout threshold, admin review for large payouts. |
| Idempotency | Every money-moving request carries a client-generated `Idempotency-Key`; duplicate keys return the original result. |
| Rate limiting | Redis token-bucket dependency reused from the social feature for purchase/listing/payout endpoints. |
| Moderation | Listings enforce content flags + age gate; moderators can `delist`/`remove`; fraud/chargeback reversal is an audited admin action. |
## 5. User stories
### US-1 Currency & wallet
As a player, I can see my Credit balance and transaction history, and the system
credits/debits my wallet only through server-authoritative events.
**Acceptance criteria**
- Exactly one wallet per user, created lazily on first use.
- Balance is always a non-negative integer; no operation can make it negative.
- Every mutation appends an immutable ledger row with amount, resulting balance,
reference, and idempotency key.
- Retrying a request with the same idempotency key does not double-apply.
- `GET` endpoints expose current balance and paged transaction history.
### US-2 Premium purchase (buy Credits)
As a player, I can purchase Credits with real money and have them credited only
after the payment is confirmed.
**Acceptance criteria**
- A purchase session is created through the payment provider (or the no-op
default) and is idempotent.
- Credits are granted exactly once, only after a verified provider confirmation
(webhook/confirm endpoint), never on client claim.
- Purchase amounts are bounded and server-defined; clients cannot pick arbitrary
prices.
- Confirmation is idempotent and audited (provider reference recorded).
### US-3 Marketplace listing (sell)
As a creator, I can list a catalog item for sale at a Credit price and
manage/remove my listings.
**Acceptance criteria**
- A listing references a valid `catalog_item` owned by the seller (or an
authorized seller).
- Price is bounded (min/max) and set server-side; status transitions are
explicit (`active`, `sold`, `delisted`, `removed_by_moderation`).
- Only the seller (or a moderator) can update/remove a listing.
- Listings are searchable/filterable (item type, price range, owner).
### US-4 Marketplace purchase (buy)
As a player, I can buy a listed item. The purchase is atomic, holds funds in
escrow, grants the item, and splits the payment between platform and seller.
**Acceptance criteria**
- A single transaction debits the buyer, holds funds in escrow, and grants the
item — no partial states on failure.
- Platform fee and seller net are computed server-side from the configured rate.
- After the escrow hold window, funds move from escrow to the seller's
available balance.
- Refunds during the hold window reverse the sale and return funds to the buyer.
- Concurrent purchases of a one-of-a-kind listing cannot both succeed.
### US-5 Creator payouts
As a creator, I can view my earned balance, request a payout, and track its
status; admins can review and approve/reject payouts.
**Acceptance criteria**
- Available balance is derived only from completed (escrow-released) sales and
completed payouts; it never goes negative.
- Payout requests are bounded (min threshold, max per period) and rate-limited.
- Large payouts require admin review; all payout requests carry an audit trail
(requested by, reviewed by, provider reference, status).
- The payout provider is called exactly once; idempotent on retry.
### US-6 Godot client
As a player, I can manage Credits, browse/buy/sell marketplace items, and manage
payouts from the game UI.
**Acceptance criteria**
- An API client handles JWT auth, HTTP, and idempotency keys for all economy
calls.
- Dedicated screens: wallet + transaction history, marketplace browse/buy,
sell-listing, and creator payout.
- The client never computes balances, fees, or seller nets — it only displays
server responses.
## 6. Task breakdown
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs
are sequential for dependency chaining.
| # | Task | Story | Depends on |
|---|------|-------|-----------|
| 1 | Wallet & ledger models + Alembic migration (`wallets`, `transactions`) | US-1 | — |
| 2 | Wallet service (atomic credit/debit, idempotency, locking) + wallet/transactions API | US-1 | 1 |
| 3 | Premium purchase: `PaymentProvider` interface + purchase/confirm endpoints | US-2 | 1 |
| 4 | Catalog item & listing models + migration (`catalog_items`, `marketplace_listings`, `creator_balances`) | US-3 | 1 |
| 5 | Marketplace listing API (create/list/search/update/remove) | US-3 | 4 |
| 6 | Marketplace purchase service + API (atomic escrow, fee split, item grant) | US-4 | 2, 4, 5 |
| 7 | Creator payout request models + API (`payout_requests`) | US-5 | 2, 6 |
| 8 | Payout admin review + `PayoutProvider` + audit | US-5 | 7 |
| 9 | Marketplace moderation + content-flag/age-gate enforcement | cross-cutting | 5, 6 |
| 10 | Godot economy API client (auth + HTTP + idempotency) | US-6 | 2 |
| 11 | Godot wallet & transaction history UI | US-6 | 10 |
| 12 | Godot marketplace browse/buy UI | US-6 | 6, 10 |
| 13 | Godot selling & payout UI | US-6 | 5, 7, 10 |
## 7. Phasing
- **Phase 1 (currency + payments):** tasks 1–3. The foundation — ledger and
money movement must be rock-solid before anything spends Credits.
- **Phase 2 (marketplace):** tasks 4–6. Listing and atomic purchase with escrow.
- **Phase 3 (payouts):** tasks 7–8. Turn released escrow into creator payouts.
- **Phase 4 (moderation):** task 9. Lock down the marketplace against mature
content and abuse.
- **Phase 5 (client):** tasks 10–13, each landing after its backend dependency.
## 8. Data model sketch
```text
wallets
id bigint PK
user_id int UNIQUE FK -> users.id
balance bigint NOT NULL DEFAULT 0 CHECK (balance >= 0)
created_at timestamptz
updated_at timestamptz
transactions (append-only ledger)
id bigint PK
wallet_id bigint FK -> wallets.id
type enum(credit_purchase, marketplace_purchase,
marketplace_sale, escrow_release, payout,
refund, admin_adjustment)
amount bigint NOT NULL (signed)
balance_after bigint NOT NULL
reference_type text (e.g. "purchase", "sale", "payout_request")
reference_id text
idempotency_key text UNIQUE
metadata_json jsonb
created_at timestamptz
catalog_items
id bigint PK
owner_id int FK -> users.id
asset_id int FK -> assets.id (nullable; null for non-asset virtual items)
item_type enum(asset, avatar_item, experience_pass)
name text
description text
metadata_json jsonb
created_at timestamptz
marketplace_listings
id bigint PK
catalog_item_id bigint FK -> catalog_items.id
seller_id int FK -> users.id
price bigint NOT NULL CHECK (price > 0)
status enum(active, sold, delisted, removed_by_moderation)
created_at timestamptz
updated_at timestamptz
purchases
id bigint PK
listing_id bigint FK -> marketplace_listings.id
buyer_id int FK -> users.id
seller_id int FK -> users.id
price bigint NOT NULL
platform_fee bigint NOT NULL
seller_net bigint NOT NULL
status enum(pending_escrow, completed, refunded, reversed)
escrow_hold_until timestamptz
created_at timestamptz
creator_balances
id bigint PK
user_id int UNIQUE FK -> users.id
available bigint NOT NULL DEFAULT 0
pending bigint NOT NULL DEFAULT 0
lifetime_earned bigint NOT NULL DEFAULT 0
updated_at timestamptz
payout_requests
id bigint PK
creator_id int FK -> users.id
amount bigint NOT NULL CHECK (amount > 0)
status enum(pending, approved, paid, rejected)
external_ref text
provider_ref text
requested_by int FK -> users.id
reviewed_by int FK -> users.id (nullable)
reviewed_at timestamptz
created_at timestamptz
```
## 9. Security, anti-fraud & audit
- **Server-authoritative balances/fees:** clients never compute totals; amounts
are validated server-side against bounds and the current listing.
- **Row locking:** wallet and creator-balance mutations use `SELECT ... FOR
UPDATE` within one transaction.
- **Idempotency:** every money-moving endpoint requires an `Idempotency-Key`;
duplicate keys return the stored original outcome.
- **Rate limiting:** purchase, listing, and payout endpoints are token-bucket
rate-limited per user.
- **Escrow & reversibility:** funds are not payable until the hold window
elapses; chargebacks/refunds reverse before release.
- **Moderation:** listings carry the item's effective content flags; mature
items require age verification (per `content_moderation.md`); moderators can
`delist`/`remove` and trigger audited reversals.
- **Audit:** the ledger plus `payout_requests` review fields form an append-only
audit trail for every movement of value.
## 10. Out of scope for this feature
- Real Stripe/PayPal/KYC integrations (provider interfaces leave the hooks; the
defaults are deterministic no-ops).
- Subscriptions, recurring billing, or premium memberships.
- Gift cards, promotional codes, or user-to-user Credit transfers.
- Partial refunds, chargeback disputes, and seller tax/VAT handling.
- In-world vending machines / scripted economy triggers (future, built on this
ledger via the scripting sandbox).
+170
View File
@@ -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.
+50
View File
@@ -0,0 +1,50 @@
# Testing at Package Checkpoints
A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few
real milestones, the client and server builds get packaged together and
independently reviewed before anyone calls anything actually done. See
`project_agp` in Claude's memory, or ask, for the full definition; this
doc is just the mechanical "how do I run the tests" part of that review.
## Running the suite
```
python scripts/run_checkpoint_tests.py
```
Brings up a throwaway Postgres, runs Alembic migrations against it, runs the
backend pytest suite, starts the backend server, and runs every Godot
headless smoke test (`scripts/smoke_test_*.gd`) against it. Tears the
Postgres container down afterward (`--keep-postgres` to skip that if you
want to poke at the DB after a failure).
If port 5432 is already taken on the machine, pass `--postgres-port` with
something else.
Exit code is 0 only if everything that actually ran passed — suites with
nothing to run yet (no Godot binary found, no smoke test scripts yet) are
reported SKIPPED, not treated as a failure.
## What this does and doesn't prove
Passing this script means: migrations apply cleanly to a genuinely empty
database, the backend's unit-level logic is correct, and whatever Godot
smoke tests exist actually round-trip against a live backend. It does
**not** mean full endpoint/integration coverage exists — see
`test_inventory.md` for the current, honest list of what's tested and what
isn't. A checkpoint review should still involve reading the actual diffs
for anything this script's current coverage doesn't reach, not just running
green and calling it done.
## Growing this over time
As real integration tests get added (endpoint tests hitting the FastAPI app,
more Godot smoke coverage beyond `health_check`), they should land under
`backend/tests/` / `scripts/smoke_test_*.gd` respectively — this script
picks up new files automatically, nothing to register by hand. Update
`test_inventory.md`'s tables when you do, so the inventory stays a source
of truth instead of quietly going stale.
Eventual goal (not implemented yet): gate merges to `main` on this script
passing, the same way a real CI pipeline would. For now it's a manual step
run at checkpoint review time.
+78
View File
@@ -0,0 +1,78 @@
# Test Inventory
What automated coverage actually exists, what it actually verifies, and what
doesn't have coverage yet. Keep this current as tests are added — it's the
thing a Package Checkpoint review (see `docs/testing/README.md`) reads first
to know what "run the tests" actually checked.
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
Last verified against `main`: 2026-08-19 (commit `1c75367`).
## Backend — `backend/tests/` (pytest)
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
reachable Postgres — see the runner script; most of these tests don't
actually touch the DB, but the app's import chain requires a valid URL to
construct).
**Current total: 38 tests, all passing on a clean `main` checkout.**
| File | Tests | What it covers |
|---|---|---|
| `test_auth_age_gate.py` | 10 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year) + `RegisterRequest` date-of-birth validation (parametrized valid/invalid date rejection). Backs the 18+ registration gate (PR #23). |
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
**What these are, honestly:** pure unit tests of standalone functions
(`calculate_age`, the glTF parser, Pydantic validators). None of them spin
up the FastAPI app or hit a real endpoint — they run in ~1s and don't
actually need Postgres reachable at all (the import chain just needs a
syntactically valid `DATABASE_URL`, nothing connects during collection).
**Known coverage gaps** (real gaps, not placeholders — nothing enforces filling
these yet):
- No integration/endpoint tests at all — `/register`, `/login`, `/refresh`,
`/worlds`, `/assets/*` have zero tests that actually call them through
the FastAPI app (e.g. via `httpx.AsyncClient` + `ASGITransport`) against a
real (or test) database. Everything currently shipped works because it
was manually verified at merge time (checkpoint review), not because a
test asserts it.
- No tests for the RS256 auth upgrade (key generation, refresh-token
issuance/persistence) — PR #30, pending review as of this writing,
manually verified (correct key usage, all 38 existing tests still pass)
but not covered by an automated test of its own yet.
- No tests for the moderation schema/migration (in progress as of this
writing) beyond "the migration runs."
## Godot client — `scripts/smoke_test_*.gd`
**Nothing merged into `main` yet as of this writing** — `sandbox_probe/test_script.gd`
is the only Godot script on `main` right now, and it's **not a real
test** (a leftover manual probe, returns a hardcoded string, asserts
nothing). Don't count it toward coverage; delete or repurpose it if anyone
actually needs a sandbox probe again.
`scripts/smoke_test_api.gd` (PC1, PR #29, pending review as of this writing)
will be the first real one once merged — `ApiClient` autoload's
`health_check()` against a **live backend** (set `AGP_API_BASE_URL` to point
at one), verified by hand end-to-end before opening the PR: exercises the
real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, the
result-dictionary contract), not just that the script compiles. Exits 1 on
failure, so it's CI/script-friendly.
Run (once merged): `godot --headless --path . --import` once (builds the
class cache — skip this and every `class_name`-declared class falsely
errors as undeclared), then for each `scripts/smoke_test_*.gd`:
`godot --headless --path . --script res://scripts/<name>.gd`
**Known gap once it lands:** only `health_check()` is exercised end-to-end.
`login`, `register`, `get_worlds`, `get_me` are implemented (see
`scripts/api_client.gd`) but have no smoke coverage yet — each would need a
real user/world fixture in the target backend to test against meaningfully.
## What "full coverage" should eventually mean here
Not defined precisely yet — the honest target as of 2026-08-19 is just
"more than pure-function unit tests." As real integration/endpoint tests get
added, update the tables above rather than letting this doc drift stale;
a wrong inventory is worse than no inventory.
+74
View File
@@ -0,0 +1,74 @@
[preset.0]
name="Linux"
platform="Linux/X11"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/linux/agp-game.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
[preset.1]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/windows/agp-game.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
codesign/enable=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
d3d12/agility_sdk_multizip=0
+15 -4
View File
@@ -6,11 +6,22 @@ config_version=5
[application]
config/name="AGP Game"
run/main_scene="res://scenes/main.tscn"
config/name="AGP-Game"
run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.6.2")
agp/api_base_url="http://127.0.0.1:8000"
[autoload]
ApiClient="*res://scripts/api_client.gd"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
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"
+1
View File
@@ -0,0 +1 @@
+174
View File
@@ -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)
+6
View File
@@ -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")
+8
View File
@@ -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")
+4
View File
@@ -0,0 +1,4 @@
extends RefCounted
func hello():
return "from test_script.gd"
View File
+43
View File
@@ -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"]
View File
+292
View File
@@ -0,0 +1,292 @@
extends Node
## Central HTTP client singleton (autoload name: "ApiClient").
##
## Every network call in the game flows through this class. Callers use the
## high-level helpers ([method login], [method register], [method get_worlds],
## [method health_check], [method get_me]) or the generic [method request]
## primitive. All results conform to the result-dictionary contract below.
##
## [b]Result Dictionary Contract[/b]
## Every public method returns (after `await`) a Dictionary with this shape:
##
## {
## "ok": bool, # true for HTTP 2xx, false otherwise
## "status": int, # HTTP status code (0 on network failure)
## "data": Variant, # parsed JSON body on success (null otherwise)
## "detail": String, # human-readable message
## }
##
## Network failures (timeout / DNS / refused connection) return `status == 0`
## with a `detail` describing the transport failure. Non-2xx responses return
## the real HTTP status and the backend's `detail` field from the JSON error
## body when present. No caller can crash on a failed request.
##
## [b]Token storage[/b]
## JWTs are kept in memory. [method set_token] is the single seam for future
## disk persistence (override it to save to `user://`).
##
## [b]Usage[/b]
## var result: Dictionary = await ApiClient.login("alice", "secret")
## if result.ok:
## print("Logged in!")
## else:
## print("Error: ", result.detail)
# ---------------------------------------------------------------------------
# Token storage
# ---------------------------------------------------------------------------
var _access_token: String = ""
var _token_type: String = "Bearer"
## Full Authorization header value, e.g. "Bearer eyJ...". Empty if no token.
var bearer_token: String:
get:
return _token_type + " " + _access_token if _access_token != "" else ""
## Whether an access token is currently stored.
func has_token() -> bool:
return _access_token != ""
## Set the access token (called after login / register / token refresh).
## This is the persistence seam: override to also write to disk.
func set_token(access_token: String, token_type: String = "Bearer") -> void:
_access_token = access_token
_token_type = token_type
## Clear stored tokens.
func clear_token() -> void:
_access_token = ""
_token_type = "Bearer"
# ---------------------------------------------------------------------------
# Configuration
# ---------------------------------------------------------------------------
var _base_url: String = "http://127.0.0.1:8000"
## Request timeout in seconds. 0 disables the timeout.
var timeout_seconds: float = 10.0
func _ready() -> void:
# Environment variable override (e.g. for headless smoke tests against a
# backend on a non-default port). Falls back to the ProjectSetting, then
# to the documented default.
var env_url := OS.get_environment("AGP_API_BASE_URL")
if env_url != "":
_base_url = env_url.rstrip("/")
else:
_base_url = str(ProjectSettings.get_setting(
"application/agp/api_base_url",
"http://127.0.0.1:8000"
)).rstrip("/")
# ---------------------------------------------------------------------------
# Core request primitive
# ---------------------------------------------------------------------------
## Generic request primitive. Awaitable via `await`.
##
## Uses a dedicated HTTPRequest node per call so concurrent requests can never
## cross-talk, and so the result maps 1:1 to the awaiting caller.
##
## @param method HTTPClient.Method enum value (GET/POST/PUT/PATCH/DELETE).
## @param path URL path, e.g. "/api/health".
## @param body Request body string (JSON or form-encoded).
## @param content_type "application/json" or "application/x-www-form-urlencoded".
## @param require_auth If true, attach the stored bearer token when present.
## @return Result dictionary conforming to the contract.
func request(
method: HTTPClient.Method,
path: String,
body: String = "",
content_type: String = "application/json",
require_auth: bool = false
) -> Dictionary:
var http := HTTPRequest.new()
http.timeout = timeout_seconds
http.max_redirects = 8
http.accept_gzip = true
add_child(http)
var headers := PackedStringArray()
headers.append("Accept: application/json")
if content_type != "":
headers.append("Content-Type: " + content_type)
if require_auth and has_token():
headers.append("Authorization: " + bearer_token)
var url := _base_url + path
var err := http.request(url, headers, method, body)
if err != OK:
http.queue_free()
return _make_result(false, 0, null, "Failed to start request: " + _error_string(err))
# request_completed emits (result, response_code, headers, body).
var args: Array = await http.request_completed
var result_code: int = args[0]
var response_code: int = args[1]
var response_body: PackedByteArray = args[3]
http.queue_free()
# Transport-level failure (timeout / DNS / refused / TLS, etc.).
if result_code != HTTPRequest.RESULT_SUCCESS:
return _make_result(false, 0, null, _transport_error_detail(result_code))
# Server accepted the connection but returned no HTTP status line.
if response_code == 0:
return _make_result(false, 0, null, "No response received from server.")
var json_string := response_body.get_string_from_utf8()
var ok := response_code >= 200 and response_code < 300
if ok:
var data: Variant = _parse_json(json_string)
return _make_result(true, response_code, data, "OK")
# Non-2xx: surface the backend's "detail" message when available.
var detail := "HTTP error %d" % response_code
var parsed: Variant = _parse_json(json_string)
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
detail = str((parsed as Dictionary)["detail"])
return _make_result(false, response_code, null, detail)
# ---------------------------------------------------------------------------
# High-level helpers
# ---------------------------------------------------------------------------
## Log in with username/password (OAuth2PasswordRequestForm).
## On success stores the returned access token.
func login(username: String, password: String) -> Dictionary:
var form := "username=" + username.uri_encode() + "&password=" + password.uri_encode()
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/login",
form,
"application/x-www-form-urlencoded",
false
)
_store_token_from_result(result)
return result
## Register a new user. On success stores the returned access token.
## @param date_of_birth ISO date string "YYYY-MM-DD".
func register(
username: String,
email: String,
password: String,
date_of_birth: String
) -> Dictionary:
var payload := {
"username": username,
"email": email,
"password": password,
"date_of_birth": date_of_birth,
}
var result := await request(
HTTPClient.METHOD_POST,
"/api/auth/register",
JSON.stringify(payload),
"application/json",
false
)
_store_token_from_result(result)
return result
## List worlds visible to the current user (requires auth).
## @param visibility Optional filter: "public", "private", "friends_only".
func get_worlds(skip: int = 0, limit: int = 50, visibility: String = "") -> Dictionary:
var path := "/api/worlds/?skip=%d&limit=%d" % [skip, limit]
if visibility != "":
path += "&visibility=" + visibility.uri_encode()
return await request(HTTPClient.METHOD_GET, path, "", "application/json", true)
## Ping the backend health endpoint (no auth).
func health_check() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/health", "", "application/json", false)
## Fetch the current user's profile from the stored JWT (requires auth).
func get_me() -> Dictionary:
return await request(HTTPClient.METHOD_GET, "/api/users/me", "", "application/json", true)
# ---------------------------------------------------------------------------
# Internals
# ---------------------------------------------------------------------------
func _store_token_from_result(result: Dictionary) -> void:
if result.ok and result.data is Dictionary:
var token: String = str((result.data as Dictionary).get("access_token", ""))
if token != "":
set_token(token)
func _parse_json(text: String) -> Variant:
if text == "":
return null
var parsed: Variant = JSON.parse_string(text)
if parsed == null:
# null is ambiguous (valid JSON "null" vs parse failure). Fall back to
# the raw string so callers never lose the body entirely.
return text if text != "null" else null
return parsed
func _make_result(ok: bool, status: int, data: Variant, detail: String) -> Dictionary:
return {
"ok": ok,
"status": status,
"data": data,
"detail": detail,
}
func _transport_error_detail(result_code: int) -> String:
match result_code:
HTTPRequest.RESULT_CANT_CONNECT:
return "Could not connect to server. Is it running?"
HTTPRequest.RESULT_CANT_RESOLVE:
return "Could not resolve server hostname."
HTTPRequest.RESULT_CONNECTION_ERROR:
return "Connection error."
HTTPRequest.RESULT_TLS_HANDSHAKE_ERROR:
return "TLS handshake failed."
HTTPRequest.RESULT_NO_RESPONSE:
return "No response from server."
HTTPRequest.RESULT_BODY_SIZE_LIMIT_EXCEEDED:
return "Response body too large."
HTTPRequest.RESULT_BODY_DECOMPRESS_FAILED:
return "Failed to decompress response body."
HTTPRequest.RESULT_REQUEST_FAILED:
return "Request failed."
HTTPRequest.RESULT_TIMEOUT:
return "Request timed out."
_:
return "Network error (code %d)." % result_code
func _error_string(err_code: int) -> String:
match err_code:
OK:
return "OK"
ERR_UNCONFIGURED:
return "HTTPRequest not configured (not in tree)."
ERR_BUSY:
return "HTTPRequest is busy with a previous request."
ERR_INVALID_PARAMETER:
return "Invalid URL format."
ERR_CANT_CONNECT:
return "Cannot connect to host."
_:
return "Unknown error (%d)." % err_code
+1
View File
@@ -0,0 +1 @@
uid://cjd0uhll7iylj
+42
View File
@@ -0,0 +1,42 @@
#!/usr/bin/env bash
# Headless CI export for Linux and Windows.
#
# Requires:
# - Godot 4.6.2 (the exact version this project + export_presets.cfg were
# built against; a different Godot minor version's export templates are
# not guaranteed compatible)
# - The matching export templates installed at
# ~/.local/share/godot/export_templates/4.6.2.stable/
# (download: https://godotengine.org/download/archive/4.6.2-stable/,
# "Export templates" -- NOT the same as the editor download)
# - godot on PATH (or set GODOT_BIN below)
#
# Usage: scripts/build.sh
# Output: export/linux/agp-game.x86_64, export/windows/agp-game.exe
set -euo pipefail
cd "$(dirname "$0")/.."
GODOT_BIN="${GODOT_BIN:-godot}"
if ! command -v "$GODOT_BIN" >/dev/null 2>&1; then
if [ -x "$HOME/godot/godot" ]; then
GODOT_BIN="$HOME/godot/godot"
else
echo "godot binary not found (checked PATH and ~/godot/godot)." >&2
exit 1
fi
fi
echo "Godot version: $("$GODOT_BIN" --version)"
mkdir -p export/linux export/windows
echo "=== Exporting Linux/X11 ==="
"$GODOT_BIN" --headless --path . --export-release "Linux" export/linux/agp-game.x86_64
echo "=== Exporting Windows Desktop ==="
"$GODOT_BIN" --headless --path . --export-release "Windows Desktop" export/windows/agp-game.exe
echo ""
echo "Build artifacts:"
ls -la export/linux export/windows
+14
View File
@@ -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()
+1
View File
@@ -0,0 +1 @@
uid://bgnc3iamfgf6k
+170
View File
@@ -0,0 +1,170 @@
#!/usr/bin/env python3
"""Run the full automated test inventory for a Package Checkpoint review.
See docs/testing/test_inventory.md for what each suite actually covers (and
doesn't) -- keep that doc in sync as tests are added, this script just runs
whatever's there.
Usage:
python scripts/run_checkpoint_tests.py [--keep-postgres] [--postgres-port PORT]
Exits 0 if everything that ran passed, 1 otherwise. Suites with nothing to
run (e.g. no scripts/smoke_test_*.gd yet, or no Godot binary found) are
reported as SKIPPED, not counted as a failure.
"""
import argparse
import glob
import os
import shutil
import subprocess
import sys
import time
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
BACKEND = ROOT / "backend"
def run(cmd, cwd=None, env=None, capture=False):
print(f"$ {' '.join(cmd)}" + (f" (cwd={cwd})" if cwd else ""))
return subprocess.run(cmd, cwd=cwd, env=env, capture_output=capture, text=True)
def find_godot():
for candidate in ("godot", str(Path.home() / "godot" / "godot")):
if shutil.which(candidate) or Path(candidate).is_file():
return candidate
return None
def wait_for_http(url: str, timeout_s: int = 20) -> bool:
import urllib.request
import urllib.error
deadline = time.time() + timeout_s
while time.time() < deadline:
try:
with urllib.request.urlopen(url, timeout=2) as resp:
if resp.status == 200:
return True
except (urllib.error.URLError, ConnectionError, OSError):
pass
time.sleep(1)
return False
def main():
parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
parser.add_argument("--keep-postgres", action="store_true",
help="Don't tear down the checkpoint Postgres container afterward")
parser.add_argument("--postgres-port", default=os.environ.get("CHECKPOINT_POSTGRES_PORT", "5432"),
help="Host port for the checkpoint's own Postgres container (default 5432 -- "
"override if that's already in use on this machine)")
parser.add_argument("--backend-port", default=os.environ.get("CHECKPOINT_BACKEND_PORT", "18080"),
help="Port to run the backend server on for the Godot smoke tests")
args = parser.parse_args()
results = {}
# --- Backend: bring up Postgres ---
compose_env = os.environ.copy()
compose_env["COMPOSE_PROJECT_NAME"] = "agp-checkpoint"
compose_env["POSTGRES_HOST_PORT"] = args.postgres_port
compose_env["POSTGRES_PORT"] = args.postgres_port # some branches use this name instead, see tools/definitions.py
print("=== Backend: bringing up Postgres ===")
run(["docker", "compose", "up", "-d", "postgres"], cwd=BACKEND, env=compose_env)
print("Waiting for Postgres to be ready...")
pg_ready = False
for _ in range(20):
r = run(["docker", "compose", "exec", "-T", "postgres", "pg_isready", "-U", "agp_user", "-d", "agp_db"],
cwd=BACKEND, env=compose_env, capture=True)
if r.returncode == 0:
pg_ready = True
break
time.sleep(1)
if not pg_ready:
print("Postgres never became ready -- aborting.")
sys.exit(1)
db_url = f"postgresql+asyncpg://agp_user:agp_password@localhost:{args.postgres_port}/agp_db"
backend_env = os.environ.copy()
backend_env["DATABASE_URL"] = db_url
print("\n=== Backend: alembic upgrade head ===")
r = run([sys.executable, "-m", "alembic", "upgrade", "head"], cwd=BACKEND, env=backend_env)
results["migrations (fresh DB)"] = r.returncode == 0
print("\n=== Backend: pytest ===")
r = run([sys.executable, "-m", "pytest", "-v"], cwd=BACKEND, env=backend_env)
results["backend pytest"] = r.returncode == 0
# --- Godot: headless smoke tests (need a live backend server) ---
godot_bin = find_godot()
smoke_tests = sorted(glob.glob(str(ROOT / "scripts" / "smoke_test_*.gd")))
if not godot_bin:
print("\n=== Godot: binary not found (checked PATH and ~/godot/godot), skipping smoke tests ===")
results["godot smoke tests"] = None
elif not smoke_tests:
print("\n=== Godot: no scripts/smoke_test_*.gd found yet, nothing to run ===")
results["godot smoke tests"] = None
else:
print(f"\n=== Backend: starting server on :{args.backend_port} for Godot smoke tests ===")
server_proc = subprocess.Popen(
[sys.executable, "-m", "uvicorn", "app.main:app", "--host", "127.0.0.1", "--port", args.backend_port],
cwd=BACKEND, env=backend_env,
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
)
try:
base_url = f"http://127.0.0.1:{args.backend_port}"
if not wait_for_http(f"{base_url}/api/health"):
print("Backend server never became healthy -- skipping Godot smoke tests.")
results["godot smoke tests"] = False
else:
godot_env = os.environ.copy()
godot_env["AGP_API_BASE_URL"] = base_url
print("=== Godot: import pass (builds the class cache) ===")
run([godot_bin, "--headless", "--path", str(ROOT), "--import"], env=godot_env)
run([godot_bin, "--headless", "--path", str(ROOT), "--quit"], env=godot_env)
godot_ok = True
for test in smoke_tests:
rel = os.path.relpath(test, ROOT)
print(f"\n--- {rel} ---")
r = run([godot_bin, "--headless", "--path", str(ROOT), "--script", f"res://{rel}"], env=godot_env)
if r.returncode != 0:
godot_ok = False
results["godot smoke tests"] = godot_ok
finally:
server_proc.terminate()
try:
server_proc.wait(timeout=10)
except subprocess.TimeoutExpired:
server_proc.kill()
if not args.keep_postgres:
print("\n=== Backend: tearing down checkpoint Postgres ===")
run(["docker", "compose", "down", "-v", "postgres"], cwd=BACKEND, env=compose_env)
# --- Summary ---
print("\n" + "=" * 50)
print("SUMMARY")
print("=" * 50)
overall_ok = True
for name, ok in results.items():
if ok is None:
print(f" {name}: SKIPPED")
elif ok:
print(f" {name}: PASS")
else:
print(f" {name}: FAIL")
overall_ok = False
print("\nSee docs/testing/test_inventory.md for what each suite actually covers (and doesn't).")
sys.exit(0 if overall_ok else 1)
if __name__ == "__main__":
main()
+46
View File
@@ -0,0 +1,46 @@
extends SceneTree
## Headless smoke test for the ApiClient autoload.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_api.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
##
## Calls the real autoload's `health_check()` (which exercises the generic
## `request()` primitive) and exits 0 on a `status == "ok"` response, 1
## otherwise. This script is intentionally NOT wired into any game scene.
func _initialize() -> void:
_run()
func _run() -> void:
# _initialize() fires before the SceneTree has processed its first frame,
# so a freshly add_child()'d HTTPRequest node isn't reliably considered
# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
# of delay is enough; this only matters for --script mode, not a real
# running game.
await process_frame
# Godot's --script/SceneTree runner doesn't resolve autoload singletons
# as bare global identifiers at compile time (the node exists at
# runtime -- root.has_node("ApiClient") is true -- but referencing it as
# a plain identifier fails with "Identifier not found: ApiClient" during
# script compilation). get_node sidesteps compile-time resolution
# entirely. This only affects --script mode; a real game scene resolves
# the bare autoload name normally.
var api_client := root.get_node("ApiClient")
print("SMOKE: calling ApiClient.health_check() ...")
var result: Dictionary = await api_client.health_check()
print("SMOKE: result = ", result)
if result.ok \
and result.data is Dictionary \
and str((result.data as Dictionary).get("status", "")) == "ok":
print("SMOKE RESULT: PASS (status=ok)")
quit(0)
else:
printerr("SMOKE RESULT: FAIL")
quit(1)
-15
View File
@@ -1,15 +0,0 @@
Godot Engine v4.6.2.stable.official.71f334935 - https://godotengine.org
roundtrip bounds.position = (0.0, 0.0, 0.0) (expected (0.5, 1.5, 2.5))
roundtrip coord = (0, 0, 0) (expected (1, 2, 3))
format_version present? -> <null>
version field -> 1
SCRIPT ERROR: Invalid assignment of property or key 'properties' with value of type 'bool' on a base object of type 'RefCounted (WorldObjectData)'.
at: _parse_object_section (res://scripts/chunk_data_decoder.gd:407)
GDScript backtrace (most recent call first):
[0] _parse_object_section (res://scripts/chunk_data_decoder.gd:407)
[1] _init (res://test_review.gd:25)
SCRIPT ERROR: Out of bounds get index '0' (on base: 'Array[WorldObjectData]')
at: _init (res://test_review.gd:26)
GDScript backtrace (most recent call first):
[0] _init (res://test_review.gd:26)
-22
View File
@@ -1,22 +0,0 @@
extends SceneTree
func _init() -> void:
# 1. float32 encode/decode
var b: PackedByteArray = ChunkDataDecoder._write_float32(0.5)
print("float32(0.5) bytes = ", b, " (expected 00 00 00 3f)")
var decoded_f: float = ChunkDataDecoder._read_float32(PackedByteArray([0x00, 0x00, 0x00, 0x3f]), 0)
print("read_float32 of 0x3f000000 = ", decoded_f, " (expected 0.5)")
# 2. metadata section wrapping: inspect first bytes of encoded payload
var payload: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.ChunkPayload.new()
payload.world_id = "w"
payload.room_id = "r"
payload.coord = Vector3i(1, 2, 3)
var meta: PackedByteArray = ChunkDataDecoder._build_metadata_section(payload)
print("metadata section first 12 bytes = ", meta.slice(0, 12))
# 3. properties parse with empty-ish string
var props_str := "{}"
var val = JSON.parse_string(props_str) or {}
print("'JSON.parse_string(props_str) or {{}}' type = ", typeof(val), " value = ", val)
quit()