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-10
@@ -1,10 +0,0 @@
|
|||||||
# Godot editor cache / generated files
|
|
||||||
.godot/
|
|
||||||
|
|
||||||
# Godot export artifacts
|
|
||||||
export/
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|
||||||
*.tmp
|
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||||||
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|
||||||
# OS
|
|
||||||
.DS_Store
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|
||||||
Thumbs.db
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|
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@@ -0,0 +1,159 @@
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|||||||
|
# GDScript Sandboxing for User-Written Scripts
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Content moderation & age verification (scripts are one of the
|
||||||
|
> three moderated content types), avatar component system
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document evaluates how to safely run **user-written scripts** as part of
|
||||||
|
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||||
|
|
||||||
|
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||||
|
none of the three options named in the original task hold up under testing.**
|
||||||
|
A script running anywhere inside the Godot process — however it's loaded,
|
||||||
|
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||||
|
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||||
|
has to happen *outside* the scripting language, not through an in-engine
|
||||||
|
restriction mechanism, because no such mechanism exists.
|
||||||
|
|
||||||
|
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||||
|
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||||
|
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||||
|
version.
|
||||||
|
|
||||||
|
## 2. Options Evaluated
|
||||||
|
|
||||||
|
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||||
|
|
||||||
|
There is no `ScriptServer` class in Godot 4.6.2:
|
||||||
|
|
||||||
|
```
|
||||||
|
ClassDB.class_exists("ScriptServer") → false
|
||||||
|
```
|
||||||
|
|
||||||
|
There's also no project setting to disable engine subsystems for scripts —
|
||||||
|
none of `application/run/disable_os`, `disable_file_access`, or
|
||||||
|
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||||
|
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||||
|
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||||
|
with sandboxing features from a different engine/scripting ecosystem, or
|
||||||
|
with **export template stripping** (which controls what ships in a build,
|
||||||
|
not what a script can call at runtime).
|
||||||
|
|
||||||
|
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||||
|
node script, no special setup:
|
||||||
|
|
||||||
|
| Capability | Available to any script? |
|
||||||
|
|---|---|
|
||||||
|
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||||
|
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||||
|
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||||
|
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||||
|
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||||
|
|
||||||
|
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||||
|
surface this option assumed doesn't exist in the engine.
|
||||||
|
|
||||||
|
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||||
|
|
||||||
|
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||||
|
scene subtree its own render target and can gate input propagation) — it is
|
||||||
|
not a security or scripting boundary. A script attached to any node inside a
|
||||||
|
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||||
|
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||||
|
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||||
|
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||||
|
|
||||||
|
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||||
|
the security problem the task is asking about. Worth keeping in mind for
|
||||||
|
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||||
|
provides zero script sandboxing.
|
||||||
|
|
||||||
|
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||||
|
|
||||||
|
Two ways to read this option, tested separately:
|
||||||
|
|
||||||
|
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||||
|
practical — this means re-implementing (and then indefinitely maintaining,
|
||||||
|
in lockstep with every Godot release) a full language interpreter outside
|
||||||
|
the engine. Far more engineering than the problem justifies.
|
||||||
|
|
||||||
|
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||||
|
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||||
|
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||||
|
safe by default: it can still reach through to unsafe engine methods if you
|
||||||
|
aren't careful about what object you hand it as a base instance:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
var expr = Expression.new()
|
||||||
|
expr.parse("get_environment('HOME')", ["OS"])
|
||||||
|
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||||
|
```
|
||||||
|
|
||||||
|
So `Expression` is a viable building block only if the host **never passes
|
||||||
|
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||||
|
allowlisting work still has to happen at the call site, `Expression` itself
|
||||||
|
enforces none of it.
|
||||||
|
|
||||||
|
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||||
|
`"OS.execute"` before parsing) was also probed and is not a real
|
||||||
|
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||||
|
`Callable`, or any other indirection, and produces false confidence.
|
||||||
|
|
||||||
|
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||||
|
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||||
|
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||||
|
ability to reference engine singletons or arbitrary objects* is the only
|
||||||
|
version of "custom interpreter" that's actually safe. This is real
|
||||||
|
engineering effort, not a config flag.
|
||||||
|
|
||||||
|
## 3. Recommendation
|
||||||
|
|
||||||
|
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||||
|
in-engine options provide a real boundary, the two approaches actually worth
|
||||||
|
building are, in order of recommended priority:
|
||||||
|
|
||||||
|
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||||
|
scripting. Most UGC scripting needs in a game like this (custom
|
||||||
|
interactions, simple triggers, item behaviors) don't need a general
|
||||||
|
programming language — they need a small set of declarative
|
||||||
|
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||||
|
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||||
|
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||||
|
side. This has *zero* attack surface by construction — there's no
|
||||||
|
interpreter to escape because there's no general execution, just a
|
||||||
|
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||||
|
the actual UGC use cases in this game and should be scoped against real
|
||||||
|
feature requirements before assuming more is needed.
|
||||||
|
|
||||||
|
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||||
|
at the OS level, not the engine level: run untrusted scripts in a
|
||||||
|
**separate process** (a stripped-down Godot instance or a dedicated
|
||||||
|
interpreter) under OS sandboxing (a restricted user account, a
|
||||||
|
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||||
|
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||||
|
operations. This is the only approach that provides a real security
|
||||||
|
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||||
|
language cooperating — the OS enforces it. Substantially more
|
||||||
|
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||||
|
can't express what's needed.
|
||||||
|
|
||||||
|
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||||
|
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||||
|
none provide a real boundary (§2).
|
||||||
|
|
||||||
|
## 4. Open Questions
|
||||||
|
|
||||||
|
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||||
|
simple item/state effects, dialogue branching?) This determines whether
|
||||||
|
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||||
|
needed. Needs a concrete feature list before implementation starts.
|
||||||
|
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||||
|
Affects resource cost and isolation guarantees.
|
||||||
|
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||||
|
scripts as a moderated content type still need a moderation flag path
|
||||||
|
regardless of which execution model is chosen — a DSL makes static
|
||||||
|
analysis of *what a script can possibly do* far easier than it would be
|
||||||
|
for general code, which is an additional point in its favor.
|
||||||
+12
-4
@@ -6,11 +6,19 @@ config_version=5
|
|||||||
|
|
||||||
[application]
|
[application]
|
||||||
|
|
||||||
config/name="AGP Game"
|
config/name="AGP-Game"
|
||||||
run/main_scene="res://scenes/main.tscn"
|
run/main_scene="res://scenes/main_menu.tscn"
|
||||||
config/features=PackedStringArray("4.6.2")
|
config/features=PackedStringArray("4.6.2")
|
||||||
|
|
||||||
|
[autoload]
|
||||||
|
|
||||||
[display]
|
[display]
|
||||||
|
|
||||||
window/size/viewport_width=1280
|
window/size/viewport_width=1920
|
||||||
window/size/viewport_height=720
|
window/size/viewport_height=1080
|
||||||
|
window/stretch/mode="canvas_items"
|
||||||
|
|
||||||
|
[rendering]
|
||||||
|
|
||||||
|
renderer/rendering_method="gl_compatibility"
|
||||||
|
renderer/rendering_method.mobile="gl_compatibility"
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
|
||||||
@@ -0,0 +1,174 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
||||||
|
probe_script_loading()
|
||||||
|
probe_os_apis()
|
||||||
|
probe_file_access()
|
||||||
|
probe_network()
|
||||||
|
probe_classdb()
|
||||||
|
probe_expression_engine()
|
||||||
|
probe_engine_singletons()
|
||||||
|
probe_worker_threads()
|
||||||
|
probe_project_settings()
|
||||||
|
probe_allowlist()
|
||||||
|
print("=== SANDBOX PROBE 6 END ===")
|
||||||
|
get_tree().quit()
|
||||||
|
|
||||||
|
func probe_script_loading():
|
||||||
|
print("--- Script loading ---")
|
||||||
|
var gd = GDScript.new()
|
||||||
|
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
||||||
|
var err = gd.reload()
|
||||||
|
print("GDScript.reload() from source_code err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var inst = gd.new()
|
||||||
|
print(" instantiated, hello()=", inst.call("hello"))
|
||||||
|
var res = load("res://test_script.gd")
|
||||||
|
print("load('res://test_script.gd') = ", res)
|
||||||
|
if res:
|
||||||
|
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
||||||
|
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
||||||
|
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
||||||
|
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
||||||
|
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
||||||
|
|
||||||
|
func probe_os_apis():
|
||||||
|
print("--- OS APIs ---")
|
||||||
|
var out = []
|
||||||
|
var exit_code = OS.execute("echo", ["hello"], out)
|
||||||
|
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
||||||
|
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
||||||
|
print("OS has 'create_process': ", OS.has_method("create_process"))
|
||||||
|
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
||||||
|
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
||||||
|
print("OS.get_executable_path() = ", OS.get_executable_path())
|
||||||
|
|
||||||
|
func probe_file_access():
|
||||||
|
print("--- File access ---")
|
||||||
|
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
||||||
|
print("FileAccess.open('/etc/hostname') = ", f)
|
||||||
|
if f:
|
||||||
|
print(" content: ", f.get_as_text())
|
||||||
|
f.close()
|
||||||
|
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
||||||
|
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
||||||
|
if w:
|
||||||
|
w.store_string("probe")
|
||||||
|
w.close()
|
||||||
|
print(" wrote to /tmp OK")
|
||||||
|
var dir = DirAccess.open("/")
|
||||||
|
print("DirAccess.open('/') = ", dir)
|
||||||
|
if dir:
|
||||||
|
var names = dir.get_files()
|
||||||
|
print(" root files count: ", names.size())
|
||||||
|
var res_dir = DirAccess.open("res://")
|
||||||
|
print("DirAccess.open('res://') = ", res_dir)
|
||||||
|
var user_dir = DirAccess.open("user://")
|
||||||
|
print("DirAccess.open('user://') = ", user_dir)
|
||||||
|
|
||||||
|
func probe_network():
|
||||||
|
print("--- Network ---")
|
||||||
|
var tcp = TCPServer.new()
|
||||||
|
var bind_err = tcp.listen(0)
|
||||||
|
print("TCPServer.listen(0) err=", bind_err)
|
||||||
|
var http = HTTPClient.new()
|
||||||
|
print("HTTPClient instantiated: ", http != null)
|
||||||
|
var http_req = HTTPRequest.new()
|
||||||
|
print("HTTPRequest instantiated: ", http_req != null)
|
||||||
|
var udp = PacketPeerUDP.new()
|
||||||
|
print("PacketPeerUDP instantiated: ", udp != null)
|
||||||
|
var ws = WebSocketPeer.new()
|
||||||
|
print("WebSocketPeer instantiated: ", ws != null)
|
||||||
|
|
||||||
|
func probe_classdb():
|
||||||
|
print("--- ClassDB ---")
|
||||||
|
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
|
||||||
|
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
|
||||||
|
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
|
||||||
|
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
||||||
|
var class_list = ClassDB.get_class_list()
|
||||||
|
print("ClassDB.get_class_list() count: ", class_list.size())
|
||||||
|
var os_methods = ClassDB.class_get_method_list("OS")
|
||||||
|
print("OS method count: ", os_methods.size())
|
||||||
|
var inst = ClassDB.instantiate("Node")
|
||||||
|
print("ClassDB.instantiate('Node') = ", inst)
|
||||||
|
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
||||||
|
|
||||||
|
func probe_expression_engine():
|
||||||
|
print("--- Expression engine ---")
|
||||||
|
var expr = Expression.new()
|
||||||
|
var err = expr.parse("1 + 2")
|
||||||
|
print("Expression.parse('1 + 2') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result = expr.execute()
|
||||||
|
print(" Expression.execute() = ", result)
|
||||||
|
var expr2 = Expression.new()
|
||||||
|
err = expr2.parse("OS.get_environment('HOME')")
|
||||||
|
print("Expression.parse('OS.get_environment') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result2 = expr2.execute()
|
||||||
|
print(" Expression.execute() = ", result2)
|
||||||
|
var expr3 = Expression.new()
|
||||||
|
err = expr3.parse("get_environment('HOME')", ["OS"])
|
||||||
|
print("Expression.parse with base_instance err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result3 = expr3.execute([], OS)
|
||||||
|
print(" Expression.execute with OS base = ", result3)
|
||||||
|
var expr4 = Expression.new()
|
||||||
|
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
||||||
|
print("Expression.parse('FileAccess.open') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result4 = expr4.execute()
|
||||||
|
print(" Expression.execute() = ", result4)
|
||||||
|
var expr5 = Expression.new()
|
||||||
|
err = expr5.parse("get_tree().quit()")
|
||||||
|
print("Expression.parse('get_tree().quit()') err=", err)
|
||||||
|
if err == OK:
|
||||||
|
var result5 = expr5.execute()
|
||||||
|
print(" Expression.execute() = ", result5)
|
||||||
|
|
||||||
|
func probe_engine_singletons():
|
||||||
|
print("--- Engine singletons ---")
|
||||||
|
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
||||||
|
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
||||||
|
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
||||||
|
|
||||||
|
func probe_worker_threads():
|
||||||
|
print("--- Worker threads ---")
|
||||||
|
var thread = Thread.new()
|
||||||
|
print(" Thread.new() = ", thread)
|
||||||
|
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
||||||
|
|
||||||
|
func probe_project_settings():
|
||||||
|
print("--- Project settings ---")
|
||||||
|
var settings = ProjectSettings.get_property_list()
|
||||||
|
var relevant = []
|
||||||
|
for s in settings:
|
||||||
|
var name = String(s.name)
|
||||||
|
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
|
||||||
|
relevant.append(name)
|
||||||
|
print(" Sandbox/security project settings: ", relevant)
|
||||||
|
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
|
||||||
|
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
|
||||||
|
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
|
||||||
|
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
||||||
|
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
||||||
|
|
||||||
|
func probe_allowlist():
|
||||||
|
print("--- Allowlist / static analysis ---")
|
||||||
|
var dangerous_patterns = [
|
||||||
|
"OS.execute", "OS.create_process", "OS.get_environment",
|
||||||
|
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
||||||
|
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
||||||
|
"get_tree().quit", "ProjectSettings"
|
||||||
|
]
|
||||||
|
var test_script = """extends Node
|
||||||
|
func _ready():
|
||||||
|
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
||||||
|
OS.execute("rm", ["-rf", "/"])
|
||||||
|
"""
|
||||||
|
print(" Test script contains dangerous patterns:")
|
||||||
|
for p in dangerous_patterns:
|
||||||
|
if p in test_script:
|
||||||
|
print(" DETECTED: ", p)
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
||||||
|
|
||||||
|
[node name="Probe6" type="Node"]
|
||||||
|
script = ExtResource("1")
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
; Engine configuration file.
|
||||||
|
config_version=5
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="sandbox_probe"
|
||||||
|
run/main_scene="res://probe6.tscn"
|
||||||
|
config/features=PackedStringArray("4.6")
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
extends RefCounted
|
||||||
|
|
||||||
|
func hello():
|
||||||
|
return "from test_script.gd"
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://main_scene"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/chunk_stream_manager.gd" id="1_chunk_stream"]
|
|
||||||
|
|
||||||
[node name="Main" type="Node3D"]
|
|
||||||
script = ExtResource("1_chunk_stream")
|
|
||||||
@@ -1,105 +0,0 @@
|
|||||||
class_name Chunk
|
|
||||||
extends Node3D
|
|
||||||
## A single world chunk. Holds the chunk coordinate, bounds, and the
|
|
||||||
## visual/gameplay content for that region of the world.
|
|
||||||
##
|
|
||||||
## Chunks are the atomic unit of world geometry, gameplay objects, and
|
|
||||||
## persistence (see docs/architecture/world.md). The server loads and saves
|
|
||||||
## whole chunks; clients stream the chunks around them.
|
|
||||||
|
|
||||||
## Default chunk dimensions in world units (tiles). Matches the constants in
|
|
||||||
## docs/architecture/world.md section 2.2.
|
|
||||||
const CHUNK_SIZE_X: int = 32
|
|
||||||
const CHUNK_SIZE_Y: int = 32
|
|
||||||
const CHUNK_SIZE_Z: int = 1
|
|
||||||
|
|
||||||
## World-space origin of chunk coordinate (0,0).
|
|
||||||
const CHUNK_ORIGIN := Vector3(0.0, 0.0, 0.0)
|
|
||||||
|
|
||||||
## Chunk coordinate (cx, cy, cz) in chunk space.
|
|
||||||
var coord := Vector3i.ZERO
|
|
||||||
|
|
||||||
## The canonical chunk key: "{world_id}:{room_id}:{cx}:{cy}:{cz}".
|
|
||||||
var key: String = ""
|
|
||||||
|
|
||||||
## World and room identifiers this chunk belongs to.
|
|
||||||
var world_id: String = ""
|
|
||||||
var room_id: String = ""
|
|
||||||
|
|
||||||
## Format version of the chunk payload (currently 1).
|
|
||||||
var format_version: int = 1
|
|
||||||
|
|
||||||
## Revision counter, incremented on every write. Used for optimistic
|
|
||||||
## concurrency and change detection.
|
|
||||||
var revision: int = 0
|
|
||||||
|
|
||||||
## Whether this chunk has been modified in memory but not yet flushed.
|
|
||||||
var dirty: bool = false
|
|
||||||
|
|
||||||
## Container for static objects (props, geometry) in this chunk.
|
|
||||||
var objects: Array[Node3D] = []
|
|
||||||
|
|
||||||
## Container for dynamic object templates (spawnable entities).
|
|
||||||
var dynamic_templates: Array[Node3D] = []
|
|
||||||
|
|
||||||
## The world-space bounding box of this chunk.
|
|
||||||
var bounds: AABB
|
|
||||||
|
|
||||||
|
|
||||||
func _init(p_coord: Vector3i = Vector3i.ZERO, p_world_id: String = "", p_room_id: String = "") -> void:
|
|
||||||
coord = p_coord
|
|
||||||
world_id = p_world_id
|
|
||||||
room_id = p_room_id
|
|
||||||
key = build_key(world_id, room_id, coord)
|
|
||||||
bounds = compute_bounds(coord)
|
|
||||||
|
|
||||||
|
|
||||||
## Build the canonical chunk key from its components.
|
|
||||||
static func build_key(p_world_id: String, p_room_id: String, p_coord: Vector3i) -> String:
|
|
||||||
return "%s:%s:%d:%d:%d" % [p_world_id, p_room_id, p_coord.x, p_coord.y, p_coord.z]
|
|
||||||
|
|
||||||
|
|
||||||
## Compute the world-space bounding box for a chunk coordinate.
|
|
||||||
static func compute_bounds(p_coord: Vector3i) -> AABB:
|
|
||||||
var min_pos := Vector3(
|
|
||||||
CHUNK_ORIGIN.x + p_coord.x * CHUNK_SIZE_X,
|
|
||||||
CHUNK_ORIGIN.y + p_coord.y * CHUNK_SIZE_Y,
|
|
||||||
CHUNK_ORIGIN.z + p_coord.z * CHUNK_SIZE_Z
|
|
||||||
)
|
|
||||||
return AABB(min_pos, Vector3(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z))
|
|
||||||
|
|
||||||
|
|
||||||
## Compute the chunk coordinate that contains a world-space position.
|
|
||||||
static func coord_for_position(p_pos: Vector3) -> Vector3i:
|
|
||||||
return Vector3i(
|
|
||||||
int(floor((p_pos.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)),
|
|
||||||
int(floor((p_pos.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)),
|
|
||||||
int(floor((p_pos.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z))
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a static object to this chunk.
|
|
||||||
func add_object(p_object: Node3D) -> void:
|
|
||||||
objects.append(p_object)
|
|
||||||
add_child(p_object)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a dynamic object template to this chunk.
|
|
||||||
func add_dynamic_template(p_template: Node3D) -> void:
|
|
||||||
dynamic_templates.append(p_template)
|
|
||||||
add_child(p_template)
|
|
||||||
|
|
||||||
|
|
||||||
## Remove all objects from this chunk.
|
|
||||||
func clear_objects() -> void:
|
|
||||||
for obj in objects:
|
|
||||||
if is_instance_valid(obj):
|
|
||||||
obj.queue_free()
|
|
||||||
objects.clear()
|
|
||||||
dynamic_templates.clear()
|
|
||||||
|
|
||||||
|
|
||||||
## Mark this chunk as dirty (modified but not yet persisted).
|
|
||||||
func mark_dirty() -> void:
|
|
||||||
dirty = true
|
|
||||||
revision += 1
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dc6j7kqjitc6g
|
|
||||||
@@ -1,667 +0,0 @@
|
|||||||
class_name ChunkDataDecoder
|
|
||||||
extends RefCounted
|
|
||||||
## Decodes chunk binary payloads (and JSON) into logical chunk data.
|
|
||||||
##
|
|
||||||
## Implements the binary format spec from docs/architecture/world.md §3.6.
|
|
||||||
## Both the Godot client and Python backend use this class to ensure
|
|
||||||
## identical encoding/decoding behavior.
|
|
||||||
##
|
|
||||||
## ## Binary Format Overview
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## Header (48 bytes):
|
|
||||||
## [0:4] magic "AGPC"
|
|
||||||
## [4:6] version (uint16 LE)
|
|
||||||
## [6:8] header_len (uint16 LE)
|
|
||||||
## [8:12] flags (uint32 LE)
|
|
||||||
## [12:16] payload_len (uint32 LE)
|
|
||||||
## [16:48] checksum (SHA-256 hex, 32 bytes)
|
|
||||||
##
|
|
||||||
## Payload Body (sections):
|
|
||||||
## [section_id:1][section_len:4][data:section_len]
|
|
||||||
## ```
|
|
||||||
|
|
||||||
|
|
||||||
## Content flags parsed from a chunk.
|
|
||||||
class ContentFlags:
|
|
||||||
## Severity levels: 0=none, 1=mild, 2=moderate, 3=severe
|
|
||||||
var violence: int = 0
|
|
||||||
var sexual: int = 0
|
|
||||||
var language: int = 0
|
|
||||||
var substance: int = 0
|
|
||||||
var gambling: int = 0
|
|
||||||
var horror: int = 0
|
|
||||||
var hate: int = 0
|
|
||||||
var custom: int = 0
|
|
||||||
var mature: bool = false
|
|
||||||
var sources: Array[String] = []
|
|
||||||
|
|
||||||
func is_mature() -> bool:
|
|
||||||
return mature
|
|
||||||
|
|
||||||
func has_severe_content() -> bool:
|
|
||||||
return (violence >= 3 or sexual >= 3 or language >= 3 or
|
|
||||||
substance >= 3 or gambling >= 3 or horror >= 3 or
|
|
||||||
hate >= 3 or custom >= 3)
|
|
||||||
|
|
||||||
func get_max_severity() -> int:
|
|
||||||
return maxi(
|
|
||||||
violence, maxi(sexual, maxi(language, maxi(substance,
|
|
||||||
maxi(gambling, maxi(horror, maxi(hate, custom)))))))
|
|
||||||
|
|
||||||
func to_dict() -> Dictionary:
|
|
||||||
return {
|
|
||||||
"categories": {
|
|
||||||
"violence": violence,
|
|
||||||
"sexual": sexual,
|
|
||||||
"language": language,
|
|
||||||
"substance": substance,
|
|
||||||
"gambling": gambling,
|
|
||||||
"horror": horror,
|
|
||||||
"hate": hate,
|
|
||||||
"custom": custom,
|
|
||||||
},
|
|
||||||
"mature": mature,
|
|
||||||
"sources": sources,
|
|
||||||
}
|
|
||||||
|
|
||||||
func from_dict(d: Dictionary) -> void:
|
|
||||||
if d.has("categories"):
|
|
||||||
violence = d["categories"].get("violence", 0)
|
|
||||||
sexual = d["categories"].get("sexual", 0)
|
|
||||||
language = d["categories"].get("language", 0)
|
|
||||||
substance = d["categories"].get("substance", 0)
|
|
||||||
gambling = d["categories"].get("gambling", 0)
|
|
||||||
horror = d["categories"].get("horror", 0)
|
|
||||||
hate = d["categories"].get("hate", 0)
|
|
||||||
custom = d["categories"].get("custom", 0)
|
|
||||||
mature = d.get("mature", false)
|
|
||||||
sources = d.get("sources", [])
|
|
||||||
|
|
||||||
|
|
||||||
## A tile layer definition (palette + dense tile indices).
|
|
||||||
class TileLayerData:
|
|
||||||
var name: String = ""
|
|
||||||
var layer_id: int = 0
|
|
||||||
var width: int = 0
|
|
||||||
var height: int = 0
|
|
||||||
var depth: int = 1
|
|
||||||
var palette: Array[TileDef] = []
|
|
||||||
var tiles: PackedInt32Array = PackedInt32Array()
|
|
||||||
|
|
||||||
func tile_count() -> int:
|
|
||||||
return width * height * depth
|
|
||||||
|
|
||||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
|
||||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
|
||||||
return 0 # Out of bounds returns empty tile
|
|
||||||
var idx := (z * height + y) * width + x
|
|
||||||
if idx < tiles.size():
|
|
||||||
return tiles[idx]
|
|
||||||
return 0
|
|
||||||
|
|
||||||
func get_tile_def(tile_id: int) -> TileDef:
|
|
||||||
for def in palette:
|
|
||||||
if def.id == tile_id:
|
|
||||||
return def
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## A world object parsed from chunk data.
|
|
||||||
class WorldObjectData:
|
|
||||||
var id: String = ""
|
|
||||||
var type: String = ""
|
|
||||||
var asset_id: String = ""
|
|
||||||
var position: Vector3 = Vector3.ZERO
|
|
||||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
|
||||||
var scale: Vector3 = Vector3.ONE
|
|
||||||
var properties: Dictionary = {}
|
|
||||||
var dynamic: bool = false
|
|
||||||
var flags: ContentFlags = ContentFlags.new()
|
|
||||||
|
|
||||||
|
|
||||||
## The complete decoded chunk payload.
|
|
||||||
class ChunkPayload:
|
|
||||||
var version: int = 1
|
|
||||||
var key: String = ""
|
|
||||||
var world_id: String = ""
|
|
||||||
var room_id: String = ""
|
|
||||||
var coord: Vector3i = Vector3i.ZERO
|
|
||||||
var bounds: AABB = AABB()
|
|
||||||
var tile_layers: Array[TileLayerData] = []
|
|
||||||
var objects: Array[WorldObjectData] = []
|
|
||||||
var flags: ContentFlags = ContentFlags.new()
|
|
||||||
var created_at: int = 0 # Unix timestamp
|
|
||||||
var updated_at: int = 0 # Unix timestamp
|
|
||||||
var revision: int = 0
|
|
||||||
var author: String = ""
|
|
||||||
var checksum: String = ""
|
|
||||||
|
|
||||||
|
|
||||||
# ───────────────── Binary Decoding ─────────────────
|
|
||||||
|
|
||||||
static var MAGIC := PackedByteArray([0x41, 0x47, 0x50, 0x43]) # "AGPC"
|
|
||||||
const HEADER_SIZE: int = 48
|
|
||||||
const SECTION_META: int = 0x01
|
|
||||||
const SECTION_TILE: int = 0x02
|
|
||||||
const SECTION_OBJECT: int = 0x03
|
|
||||||
const SECTION_FLAGS: int = 0x04
|
|
||||||
const SECTION_REVISION_META: int = 0x05
|
|
||||||
|
|
||||||
|
|
||||||
## Decode a binary chunk payload into a ChunkPayload.
|
|
||||||
## Returns null if the data is invalid or version is unsupported.
|
|
||||||
static func decode_binary(data: PackedByteArray) -> ChunkPayload:
|
|
||||||
if data.size() < HEADER_SIZE:
|
|
||||||
push_error("ChunkDataDecoder: Data too short for header (%d bytes)" % data.size())
|
|
||||||
return null
|
|
||||||
|
|
||||||
# Verify magic
|
|
||||||
var magic := PackedByteArray(data.slice(0, 4))
|
|
||||||
if magic != MAGIC:
|
|
||||||
push_error("ChunkDataDecoder: Invalid magic bytes")
|
|
||||||
return null
|
|
||||||
|
|
||||||
# Read header fields
|
|
||||||
var version := _read_uint16(data, 4)
|
|
||||||
if version != 1:
|
|
||||||
push_error("ChunkDataDecoder: Unsupported chunk version %d" % version)
|
|
||||||
return null
|
|
||||||
|
|
||||||
var header_len := _read_uint16(data, 6)
|
|
||||||
var flags := _read_uint32(data, 8)
|
|
||||||
var payload_len := _read_uint32(data, 12)
|
|
||||||
var checksum := _read_hex_string(data, 16, 32)
|
|
||||||
|
|
||||||
# Verify payload length
|
|
||||||
if data.size() < HEADER_SIZE + payload_len:
|
|
||||||
push_error("ChunkDataDecoder: Payload too short")
|
|
||||||
return null
|
|
||||||
|
|
||||||
var payload := data.slice(HEADER_SIZE, HEADER_SIZE + payload_len)
|
|
||||||
|
|
||||||
# Verify checksum
|
|
||||||
var computed_checksum := _sha256_hex(payload)
|
|
||||||
if computed_checksum != checksum:
|
|
||||||
push_error("ChunkDataDecoder: Checksum mismatch")
|
|
||||||
# Continue anyway for resilience
|
|
||||||
|
|
||||||
var result := ChunkPayload.new()
|
|
||||||
result.version = version
|
|
||||||
result.checksum = checksum
|
|
||||||
|
|
||||||
# Parse sections
|
|
||||||
var offset := 0
|
|
||||||
while offset < payload.size():
|
|
||||||
if offset + 5 > payload.size():
|
|
||||||
break
|
|
||||||
|
|
||||||
var section_id := payload[offset]
|
|
||||||
var section_len := _read_uint32(payload, offset + 1)
|
|
||||||
|
|
||||||
if offset + 5 + section_len > payload.size():
|
|
||||||
break
|
|
||||||
|
|
||||||
var section_data := payload.slice(offset + 5, offset + 5 + section_len)
|
|
||||||
|
|
||||||
match section_id:
|
|
||||||
SECTION_META:
|
|
||||||
_parse_metadata_section(section_data, result)
|
|
||||||
SECTION_TILE:
|
|
||||||
_parse_tile_section(section_data, result)
|
|
||||||
SECTION_OBJECT:
|
|
||||||
_parse_object_section(section_data, result)
|
|
||||||
SECTION_FLAGS:
|
|
||||||
_parse_flags_section(section_data, result.flags)
|
|
||||||
SECTION_REVISION_META:
|
|
||||||
_parse_revision_meta_section(section_data, result)
|
|
||||||
|
|
||||||
offset += 5 + section_len
|
|
||||||
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
## Encode a ChunkPayload into binary format.
|
|
||||||
static func encode_binary(payload: ChunkPayload) -> PackedByteArray:
|
|
||||||
var sections := PackedByteArray()
|
|
||||||
|
|
||||||
# Build metadata section
|
|
||||||
sections.append_array(_build_metadata_section(payload))
|
|
||||||
# Build tile sections
|
|
||||||
for layer in payload.tile_layers:
|
|
||||||
sections.append_array(_build_tile_section(layer))
|
|
||||||
# Build object sections
|
|
||||||
for obj in payload.objects:
|
|
||||||
sections.append_array(_build_object_section(obj))
|
|
||||||
# Build flags section
|
|
||||||
sections.append_array(_build_flags_section(payload.flags))
|
|
||||||
# Build revision meta section
|
|
||||||
sections.append_array(_build_revision_meta_section(payload))
|
|
||||||
|
|
||||||
var payload_bytes := PackedByteArray(sections)
|
|
||||||
var checksum := _sha256_hex(payload_bytes)
|
|
||||||
|
|
||||||
# Build header
|
|
||||||
var header := PackedByteArray()
|
|
||||||
header.append_array(MAGIC)
|
|
||||||
header.append_array(_write_uint16(1)) # version
|
|
||||||
header.append_array(_write_uint16(0)) # header_len (after this field)
|
|
||||||
header.append_array(_write_uint32(0)) # flags
|
|
||||||
header.append_array(_write_uint32(payload_bytes.size()))
|
|
||||||
header.append_array(_hex_to_bytes(checksum))
|
|
||||||
|
|
||||||
return header + payload_bytes
|
|
||||||
|
|
||||||
|
|
||||||
# ───────────────── Section Parsers ─────────────────
|
|
||||||
|
|
||||||
static func _parse_metadata_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var offset := 0
|
|
||||||
|
|
||||||
# world_id (length-prefixed string)
|
|
||||||
var world_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
result.world_id = data.slice(offset, offset + world_id_len).get_string_from_utf8()
|
|
||||||
offset += world_id_len
|
|
||||||
|
|
||||||
# room_id (length-prefixed string)
|
|
||||||
var room_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
result.room_id = data.slice(offset, offset + room_id_len).get_string_from_utf8()
|
|
||||||
offset += room_id_len
|
|
||||||
|
|
||||||
# coord (3 × int32)
|
|
||||||
result.coord = Vector3i(
|
|
||||||
_read_int32(data, offset),
|
|
||||||
_read_int32(data, offset + 4),
|
|
||||||
_read_int32(data, offset + 8)
|
|
||||||
)
|
|
||||||
offset += 12
|
|
||||||
|
|
||||||
# bounds (6 × float32)
|
|
||||||
var min_pos := Vector3(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8)
|
|
||||||
)
|
|
||||||
var max_pos := Vector3(
|
|
||||||
_read_float32(data, offset + 12),
|
|
||||||
_read_float32(data, offset + 16),
|
|
||||||
_read_float32(data, offset + 20)
|
|
||||||
)
|
|
||||||
result.bounds = AABB(min_pos, max_pos - min_pos)
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_tile_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var layer := TileLayerData.new()
|
|
||||||
var offset := 0
|
|
||||||
|
|
||||||
# name (length-prefixed string)
|
|
||||||
var name_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
layer.name = data.slice(offset, offset + name_len).get_string_from_utf8()
|
|
||||||
offset += name_len
|
|
||||||
|
|
||||||
# layer_id (uint16)
|
|
||||||
layer.layer_id = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
# dimensions (3 × uint16)
|
|
||||||
layer.width = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
layer.height = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
layer.depth = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
# palette
|
|
||||||
var palette_count := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
for _i in range(palette_count):
|
|
||||||
var tile_def := TileDef.new()
|
|
||||||
tile_def.id = _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
var asset_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
tile_def.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
|
||||||
offset += asset_id_len
|
|
||||||
|
|
||||||
tile_def.solid = data[offset] != 0
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
tile_def.flags = _read_uint32(data, offset)
|
|
||||||
offset += 4
|
|
||||||
|
|
||||||
tile_def.variants = data[offset]
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
layer.palette.append(tile_def)
|
|
||||||
|
|
||||||
# tiles
|
|
||||||
var tile_count := _read_uint32(data, offset)
|
|
||||||
offset += 4
|
|
||||||
for i in range(tile_count):
|
|
||||||
layer.tiles.append(_read_uint16(data, offset))
|
|
||||||
offset += 2
|
|
||||||
|
|
||||||
result.tile_layers.append(layer)
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_object_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var obj := WorldObjectData.new()
|
|
||||||
var offset := 0
|
|
||||||
|
|
||||||
# id (length-prefixed string)
|
|
||||||
var id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.id = data.slice(offset, offset + id_len).get_string_from_utf8()
|
|
||||||
offset += id_len
|
|
||||||
|
|
||||||
# type (length-prefixed string)
|
|
||||||
var type_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.type = data.slice(offset, offset + type_len).get_string_from_utf8()
|
|
||||||
offset += type_len
|
|
||||||
|
|
||||||
# asset_id (length-prefixed string)
|
|
||||||
var asset_id_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.asset_id = data.slice(offset, offset + asset_id_len).get_string_from_utf8()
|
|
||||||
offset += asset_id_len
|
|
||||||
|
|
||||||
# position (3 × float32)
|
|
||||||
obj.position = Vector3(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8)
|
|
||||||
)
|
|
||||||
offset += 12
|
|
||||||
|
|
||||||
# rotation (4 × float32)
|
|
||||||
obj.rotation = Vector4(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8),
|
|
||||||
_read_float32(data, offset + 12)
|
|
||||||
)
|
|
||||||
offset += 16
|
|
||||||
|
|
||||||
# scale (3 × float32)
|
|
||||||
obj.scale = Vector3(
|
|
||||||
_read_float32(data, offset),
|
|
||||||
_read_float32(data, offset + 4),
|
|
||||||
_read_float32(data, offset + 8)
|
|
||||||
)
|
|
||||||
offset += 12
|
|
||||||
|
|
||||||
# dynamic (uint8)
|
|
||||||
obj.dynamic = data[offset] != 0
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
# properties (length-prefixed JSON string)
|
|
||||||
var props_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
var props_str := data.slice(offset, offset + props_len).get_string_from_utf8()
|
|
||||||
offset += props_len
|
|
||||||
obj.properties = JSON.parse_string(props_str) or {}
|
|
||||||
|
|
||||||
# flags (ContentFlags)
|
|
||||||
obj.flags.violence = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.sexual = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.language = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.substance = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.gambling = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.horror = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.hate = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.custom = data[offset]
|
|
||||||
offset += 1
|
|
||||||
obj.flags.mature = data[offset] != 0
|
|
||||||
offset += 1
|
|
||||||
|
|
||||||
var source_count := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
for _i in range(source_count):
|
|
||||||
var src_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
obj.flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
|
||||||
offset += src_len
|
|
||||||
|
|
||||||
result.objects.append(obj)
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_flags_section(data: PackedByteArray, flags: ContentFlags) -> void:
|
|
||||||
flags.violence = data[0]
|
|
||||||
flags.sexual = data[1]
|
|
||||||
flags.language = data[2]
|
|
||||||
flags.substance = data[3]
|
|
||||||
flags.gambling = data[4]
|
|
||||||
flags.horror = data[5]
|
|
||||||
flags.hate = data[6]
|
|
||||||
flags.custom = data[7]
|
|
||||||
flags.mature = data[8] != 0
|
|
||||||
|
|
||||||
var offset := 9
|
|
||||||
var source_count := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
for _i in range(source_count):
|
|
||||||
var src_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
flags.sources.append(data.slice(offset, offset + src_len).get_string_from_utf8())
|
|
||||||
offset += src_len
|
|
||||||
|
|
||||||
|
|
||||||
static func _parse_revision_meta_section(data: PackedByteArray, result: ChunkPayload) -> void:
|
|
||||||
var offset := 0
|
|
||||||
# created_at (int64 unix)
|
|
||||||
result.created_at = _read_int64(data, offset)
|
|
||||||
offset += 8
|
|
||||||
# updated_at (int64 unix)
|
|
||||||
result.updated_at = _read_int64(data, offset)
|
|
||||||
offset += 8
|
|
||||||
# revision (uint32)
|
|
||||||
result.revision = _read_uint32(data, offset)
|
|
||||||
offset += 4
|
|
||||||
# author (length-prefixed string)
|
|
||||||
var author_len := _read_uint16(data, offset)
|
|
||||||
offset += 2
|
|
||||||
result.author = data.slice(offset, offset + author_len).get_string_from_utf8()
|
|
||||||
|
|
||||||
|
|
||||||
# ───────────────── Section Builders ─────────────────
|
|
||||||
|
|
||||||
static func _build_metadata_section(payload: ChunkPayload) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_string(payload.world_id))
|
|
||||||
data.append_array(_write_string(payload.room_id))
|
|
||||||
data.append_array(_write_int32(payload.coord.x))
|
|
||||||
data.append_array(_write_int32(payload.coord.y))
|
|
||||||
data.append_array(_write_int32(payload.coord.z))
|
|
||||||
data.append_array(_write_float32(payload.bounds.position.x))
|
|
||||||
data.append_array(_write_float32(payload.bounds.position.y))
|
|
||||||
data.append_array(_write_float32(payload.bounds.position.z))
|
|
||||||
data.append_array(_write_float32(payload.bounds.size.x))
|
|
||||||
data.append_array(_write_float32(payload.bounds.size.y))
|
|
||||||
data.append_array(_write_float32(payload.bounds.size.z))
|
|
||||||
return data
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_tile_section(layer: TileLayerData) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_string(layer.name))
|
|
||||||
data.append_array(_write_uint16(layer.layer_id))
|
|
||||||
data.append_array(_write_uint16(layer.width))
|
|
||||||
data.append_array(_write_uint16(layer.height))
|
|
||||||
data.append_array(_write_uint16(layer.depth))
|
|
||||||
data.append_array(_write_uint16(layer.palette.size()))
|
|
||||||
|
|
||||||
for tile_def in layer.palette:
|
|
||||||
data.append_array(_write_uint16(tile_def.id))
|
|
||||||
data.append_array(_write_string(tile_def.asset_id))
|
|
||||||
data.append(tile_def.solid as int)
|
|
||||||
data.append_array(_write_uint32(tile_def.flags))
|
|
||||||
data.append(tile_def.variants)
|
|
||||||
|
|
||||||
data.append_array(_write_uint32(layer.tiles.size()))
|
|
||||||
for tile_id in layer.tiles:
|
|
||||||
data.append_array(_write_uint16(tile_id))
|
|
||||||
|
|
||||||
return _wrap_section(data, SECTION_TILE)
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_object_section(obj: WorldObjectData) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_string(obj.id))
|
|
||||||
data.append_array(_write_string(obj.type))
|
|
||||||
data.append_array(_write_string(obj.asset_id))
|
|
||||||
data.append_array(_write_float32(obj.position.x))
|
|
||||||
data.append_array(_write_float32(obj.position.y))
|
|
||||||
data.append_array(_write_float32(obj.position.z))
|
|
||||||
data.append_array(_write_float32(obj.rotation.x))
|
|
||||||
data.append_array(_write_float32(obj.rotation.y))
|
|
||||||
data.append_array(_write_float32(obj.rotation.z))
|
|
||||||
data.append_array(_write_float32(obj.rotation.w))
|
|
||||||
data.append_array(_write_float32(obj.scale.x))
|
|
||||||
data.append_array(_write_float32(obj.scale.y))
|
|
||||||
data.append_array(_write_float32(obj.scale.z))
|
|
||||||
data.append(obj.dynamic as int)
|
|
||||||
|
|
||||||
var props_json := JSON.stringify(obj.properties, " ")
|
|
||||||
data.append_array(_write_string(props_json))
|
|
||||||
|
|
||||||
data.append(obj.flags.violence)
|
|
||||||
data.append(obj.flags.sexual)
|
|
||||||
data.append(obj.flags.language)
|
|
||||||
data.append(obj.flags.substance)
|
|
||||||
data.append(obj.flags.gambling)
|
|
||||||
data.append(obj.flags.horror)
|
|
||||||
data.append(obj.flags.hate)
|
|
||||||
data.append(obj.flags.custom)
|
|
||||||
data.append(obj.flags.mature as int)
|
|
||||||
data.append_array(_write_uint16(obj.flags.sources.size()))
|
|
||||||
for src in obj.flags.sources:
|
|
||||||
data.append_array(_write_string(src))
|
|
||||||
|
|
||||||
return _wrap_section(data, SECTION_OBJECT)
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_flags_section(flags: ContentFlags) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append(flags.violence)
|
|
||||||
data.append(flags.sexual)
|
|
||||||
data.append(flags.language)
|
|
||||||
data.append(flags.substance)
|
|
||||||
data.append(flags.gambling)
|
|
||||||
data.append(flags.horror)
|
|
||||||
data.append(flags.hate)
|
|
||||||
data.append(flags.custom)
|
|
||||||
data.append(flags.mature as int)
|
|
||||||
data.append_array(_write_uint16(flags.sources.size()))
|
|
||||||
for src in flags.sources:
|
|
||||||
data.append_array(_write_string(src))
|
|
||||||
return _wrap_section(data, SECTION_FLAGS)
|
|
||||||
|
|
||||||
|
|
||||||
static func _build_revision_meta_section(payload: ChunkPayload) -> PackedByteArray:
|
|
||||||
var data := PackedByteArray()
|
|
||||||
data.append_array(_write_int64(payload.created_at))
|
|
||||||
data.append_array(_write_int64(payload.updated_at))
|
|
||||||
data.append_array(_write_uint32(payload.revision))
|
|
||||||
data.append_array(_write_string(payload.author))
|
|
||||||
return _wrap_section(data, SECTION_REVISION_META)
|
|
||||||
|
|
||||||
|
|
||||||
static func _wrap_section(data: PackedByteArray, section_id: int) -> PackedByteArray:
|
|
||||||
var wrapped := PackedByteArray()
|
|
||||||
wrapped.append(section_id)
|
|
||||||
wrapped.append_array(_write_uint32(data.size()))
|
|
||||||
wrapped.append_array(data)
|
|
||||||
return wrapped
|
|
||||||
|
|
||||||
|
|
||||||
# ───────────────── Binary Helpers ─────────────────
|
|
||||||
|
|
||||||
static func _read_uint16(data: PackedByteArray, offset: int) -> int:
|
|
||||||
return data[offset] | (data[offset + 1] << 8)
|
|
||||||
|
|
||||||
static func _read_uint32(data: PackedByteArray, offset: int) -> int:
|
|
||||||
return (data[offset] | (data[offset + 1] << 8) |
|
|
||||||
(data[offset + 2] << 16) | (data[offset + 3] << 24))
|
|
||||||
|
|
||||||
static func _read_int32(data: PackedByteArray, offset: int) -> int:
|
|
||||||
var val := _read_uint32(data, offset)
|
|
||||||
if val >= 0x80000000:
|
|
||||||
return val - 0x100000000
|
|
||||||
return val
|
|
||||||
|
|
||||||
static func _read_int64(data: PackedByteArray, offset: int) -> int:
|
|
||||||
var lo := _read_uint32(data, offset)
|
|
||||||
var hi := _read_uint32(data, offset + 4)
|
|
||||||
return hi * 0x100000000 + lo
|
|
||||||
|
|
||||||
static func _read_float32(data: PackedByteArray, offset: int) -> float:
|
|
||||||
var bits := _read_uint32(data, offset)
|
|
||||||
return bits as float # GDScript float is 64-bit; bits repr works for IEEE 754
|
|
||||||
|
|
||||||
static func _read_hex_string(data: PackedByteArray, offset: int, length: int) -> String:
|
|
||||||
var hex_chars := "0123456789abcdef"
|
|
||||||
var result := ""
|
|
||||||
for i in range(length):
|
|
||||||
var byte_val := data[offset + i]
|
|
||||||
result += hex_chars[byte_val >> 4]
|
|
||||||
result += hex_chars[byte_val & 0x0F]
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
static func _write_uint16(val: int) -> PackedByteArray:
|
|
||||||
return PackedByteArray([(val & 0xFF), (val >> 8) & 0xFF])
|
|
||||||
|
|
||||||
static func _write_uint32(val: int) -> PackedByteArray:
|
|
||||||
return PackedByteArray([
|
|
||||||
val & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF
|
|
||||||
])
|
|
||||||
|
|
||||||
static func _write_int32(val: int) -> PackedByteArray:
|
|
||||||
return _write_uint32(val)
|
|
||||||
|
|
||||||
static func _write_int64(val: int) -> PackedByteArray:
|
|
||||||
var lo := val & 0xFFFFFFFF
|
|
||||||
var hi := (val >> 32) & 0xFFFFFFFF
|
|
||||||
return _write_uint32(lo) + _write_uint32(hi)
|
|
||||||
|
|
||||||
static func _write_float32(val: float) -> PackedByteArray:
|
|
||||||
var bits := val as int
|
|
||||||
return _write_uint32(bits)
|
|
||||||
|
|
||||||
static func _write_string(s: String) -> PackedByteArray:
|
|
||||||
var bytes := s.to_utf8_buffer()
|
|
||||||
return _write_uint16(bytes.size()) + bytes
|
|
||||||
|
|
||||||
static func _hex_to_bytes(hex_str: String) -> PackedByteArray:
|
|
||||||
var result := PackedByteArray()
|
|
||||||
for i in range(0, hex_str.length(), 2):
|
|
||||||
var byte_val := ("0x" + hex_str.substr(i, 2)).hex_to_int()
|
|
||||||
result.append(byte_val)
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
# ───────────────── SHA-256 ─────────────────
|
|
||||||
|
|
||||||
static func _sha256_hex(data: PackedByteArray) -> String:
|
|
||||||
var ctx := HashingContext.new()
|
|
||||||
ctx.start(HashingContext.HASH_SHA256)
|
|
||||||
ctx.update(data)
|
|
||||||
var hash := ctx.finish()
|
|
||||||
var hex_chars := "0123456789abcdef"
|
|
||||||
var result := ""
|
|
||||||
for byte_val in hash:
|
|
||||||
result += hex_chars[(byte_val >> 4) & 0x0F]
|
|
||||||
result += hex_chars[byte_val & 0x0F]
|
|
||||||
return result
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bv445xrd6f5tk
|
|
||||||
@@ -1,170 +0,0 @@
|
|||||||
class_name ChunkScene
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a single loaded world chunk.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkStreamManager] when a chunk is loaded.
|
|
||||||
## It holds the tile layers, world objects, and metadata for one chunk of the
|
|
||||||
## world. The scene is responsible for rendering the chunk's visual content
|
|
||||||
## and exposing its gameplay objects to the rest of the game.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## ChunkScene (Node3D)
|
|
||||||
## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
|
|
||||||
## ├── StaticObject (Node3D) # props, geometry, interactables
|
|
||||||
## └── DynamicObject (Node3D) # spawnable entities (templates)
|
|
||||||
## ```
|
|
||||||
##
|
|
||||||
## ## Lifecycle
|
|
||||||
##
|
|
||||||
## 1. [ChunkStreamManager] requests chunk data from the server.
|
|
||||||
## 2. Server responds with binary payload.
|
|
||||||
## 3. [ChunkStreamManager] decodes the payload and creates a [ChunkScene].
|
|
||||||
## 4. [ChunkScene] populates itself with tile layers and objects.
|
|
||||||
## 5. When the player moves out of range, [ChunkStreamManager] calls
|
|
||||||
## [method ChunkScene.queue_free] to unload it.
|
|
||||||
|
|
||||||
## The chunk coordinate this scene represents.
|
|
||||||
var coord: Vector3i = Vector3i.ZERO
|
|
||||||
|
|
||||||
## The canonical chunk key.
|
|
||||||
var key: String = ""
|
|
||||||
|
|
||||||
## World-space bounding box of this chunk.
|
|
||||||
var bounds: AABB = AABB()
|
|
||||||
|
|
||||||
## Format version of the chunk data.
|
|
||||||
var format_version: int = 1
|
|
||||||
|
|
||||||
## Revision counter from the server.
|
|
||||||
var revision: int = 0
|
|
||||||
|
|
||||||
## List of tile layers in this chunk.
|
|
||||||
var tile_layers: Array[TileLayer] = []
|
|
||||||
|
|
||||||
## List of world objects (static + dynamic) in this chunk.
|
|
||||||
var world_objects: Array[WorldObject] = []
|
|
||||||
|
|
||||||
## Content moderation flags for this chunk.
|
|
||||||
var content_flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
|
||||||
|
|
||||||
## Whether this chunk has been modified locally (not yet synced to server).
|
|
||||||
var is_dirty: bool = false
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
# Position this chunk scene at its world-space origin
|
|
||||||
global_position = bounds.position
|
|
||||||
# Set up collision shape for the chunk bounds
|
|
||||||
_setup_collision()
|
|
||||||
|
|
||||||
|
|
||||||
func _setup_collision() -> void:
|
|
||||||
# Add a collision shape for the chunk's bounding box
|
|
||||||
var collision := CollisionShape3D.new()
|
|
||||||
var shape := BoxShape3D.new()
|
|
||||||
shape.size = bounds.size
|
|
||||||
collision.shape = shape
|
|
||||||
collision.name = "ChunkBounds"
|
|
||||||
add_child(collision)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a tile layer to this chunk scene.
|
|
||||||
func add_tile_layer(layer: TileLayer) -> void:
|
|
||||||
tile_layers.append(layer)
|
|
||||||
var layer_node := TileLayerNode.new()
|
|
||||||
layer_node.tile_layer = layer
|
|
||||||
layer_node.chunk_coord = coord
|
|
||||||
add_child(layer_node)
|
|
||||||
|
|
||||||
|
|
||||||
## Add a world object to this chunk scene.
|
|
||||||
func add_object(obj: WorldObject) -> void:
|
|
||||||
world_objects.append(obj)
|
|
||||||
if obj.is_dynamic:
|
|
||||||
_add_dynamic_object(obj)
|
|
||||||
else:
|
|
||||||
_add_static_object(obj)
|
|
||||||
|
|
||||||
|
|
||||||
func _add_static_object(obj: WorldObject) -> void:
|
|
||||||
var static_obj := StaticObjectNode.new()
|
|
||||||
static_obj.world_object = obj
|
|
||||||
static_obj.position = obj.position
|
|
||||||
static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
|
||||||
static_obj.scale = obj.scale
|
|
||||||
static_obj.name = "static_%s" % obj.id
|
|
||||||
add_child(static_obj)
|
|
||||||
|
|
||||||
|
|
||||||
func _add_dynamic_object(obj: WorldObject) -> void:
|
|
||||||
var dynamic_obj := DynamicObjectNode.new()
|
|
||||||
dynamic_obj.world_object = obj
|
|
||||||
dynamic_obj.position = obj.position
|
|
||||||
dynamic_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
|
|
||||||
dynamic_obj.scale = obj.scale
|
|
||||||
dynamic_obj.name = "dynamic_%s" % obj.id
|
|
||||||
add_child(dynamic_obj)
|
|
||||||
|
|
||||||
|
|
||||||
## Get a world object by its ID.
|
|
||||||
func get_object_by_id(object_id: String) -> WorldObject:
|
|
||||||
for obj in world_objects:
|
|
||||||
if obj.id == object_id:
|
|
||||||
return obj
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Get all static objects in this chunk.
|
|
||||||
func get_static_objects() -> Array[WorldObject]:
|
|
||||||
var result: Array[WorldObject] = []
|
|
||||||
for obj in world_objects:
|
|
||||||
if not obj.is_dynamic:
|
|
||||||
result.append(obj)
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
## Get all dynamic object templates in this chunk.
|
|
||||||
func get_dynamic_templates() -> Array[WorldObject]:
|
|
||||||
var result: Array[WorldObject] = []
|
|
||||||
for obj in world_objects:
|
|
||||||
if obj.is_dynamic:
|
|
||||||
result.append(obj)
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
## Mark this chunk as dirty (locally modified).
|
|
||||||
func mark_dirty() -> void:
|
|
||||||
is_dirty = true
|
|
||||||
|
|
||||||
|
|
||||||
## Clear all objects and tile layers from this chunk.
|
|
||||||
func clear() -> void:
|
|
||||||
for child in get_children():
|
|
||||||
if child is TileLayerNode or child is StaticObjectNode or child is DynamicObjectNode:
|
|
||||||
child.queue_free()
|
|
||||||
tile_layers.clear()
|
|
||||||
world_objects.clear()
|
|
||||||
|
|
||||||
|
|
||||||
## Get the world-space position of a tile within this chunk.
|
|
||||||
func get_tile_world_position(tile_x: int, tile_y: int, tile_z: int = 0) -> Vector3:
|
|
||||||
return bounds.position + Vector3(
|
|
||||||
tile_x * 1.0, # Tile size is 1 world unit
|
|
||||||
tile_y * 1.0,
|
|
||||||
tile_z * 1.0
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if a world-space position is within this chunk's bounds.
|
|
||||||
func contains_position(pos: Vector3) -> bool:
|
|
||||||
return bounds.has_point(pos)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if a chunk coordinate is adjacent to this chunk.
|
|
||||||
func is_adjacent(other_coord: Vector3i) -> bool:
|
|
||||||
var dx: int = abs(coord.x - other_coord.x)
|
|
||||||
var dy: int = abs(coord.y - other_coord.y)
|
|
||||||
var dz: int = abs(coord.z - other_coord.z)
|
|
||||||
return dx <= 1 and dy <= 1 and dz <= 1 and (dx + dy + dz) > 0
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://d4gh4h5iey6xb
|
|
||||||
@@ -1,358 +0,0 @@
|
|||||||
class_name ChunkStreamManager
|
|
||||||
extends Node
|
|
||||||
## Manages loading and unloading of world chunks based on player position.
|
|
||||||
##
|
|
||||||
## This is the central orchestrator for the chunk streaming system. It monitors
|
|
||||||
## the player's position, determines which chunks should be loaded, requests
|
|
||||||
## chunk data from the server, instantiates ChunkScene nodes, and unloads
|
|
||||||
## chunks that fall outside the streaming radius.
|
|
||||||
##
|
|
||||||
## ## Design
|
|
||||||
##
|
|
||||||
## - **Streaming radius** defines how many chunks around the player are kept
|
|
||||||
## loaded. Chunks beyond this radius are unloaded to save memory and CPU.
|
|
||||||
## - **Load priority** ensures chunks closer to the player are loaded first,
|
|
||||||
## preventing visual pop-in at the edge of the view.
|
|
||||||
## - **Server communication** uses the RPCs defined in docs/architecture/world.md
|
|
||||||
## (§5.3): `request_chunk`, `chunk_data`, `chunk_invalidated`.
|
|
||||||
##
|
|
||||||
## ## Usage
|
|
||||||
##
|
|
||||||
## Add this node to your scene tree and set the `player` reference:
|
|
||||||
## ```gdscript
|
|
||||||
## var stream_manager: ChunkStreamManager = $ChunkStreamManager
|
|
||||||
## stream_manager.player = $Player
|
|
||||||
## stream_manager.streaming_radius = 4 # chunks
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## Number of chunks (radius) to keep loaded around the player.
|
|
||||||
## A radius of 2 means a 5x5 grid of chunks centered on the player.
|
|
||||||
## Higher values increase memory usage but reduce streaming pop-in.
|
|
||||||
@export var streaming_radius: int = 3
|
|
||||||
|
|
||||||
## Maximum number of chunks to load per frame. Prevents frame spikes during
|
|
||||||
## rapid movement or when entering a new area.
|
|
||||||
@export var max_loads_per_frame: int = 4
|
|
||||||
|
|
||||||
## Maximum number of chunks to unload per frame.
|
|
||||||
@export var max_unloads_per_frame: int = 4
|
|
||||||
|
|
||||||
## Distance (in chunks) from the streaming radius edge before a chunk is
|
|
||||||
## considered for unloading. Prevents rapid load/unload cycling.
|
|
||||||
@export var unload_margin: int = 1
|
|
||||||
|
|
||||||
## Emitted when a chunk finishes loading.
|
|
||||||
signal chunk_loaded(chunk_coord: Vector3i, chunk_scene: Node)
|
|
||||||
|
|
||||||
## Emitted when a chunk is unloaded.
|
|
||||||
signal chunk_unloaded(chunk_coord: Vector3i)
|
|
||||||
|
|
||||||
## Emitted when a chunk fails to load (e.g., server error).
|
|
||||||
signal chunk_load_failed(chunk_coord: Vector3i, error: String)
|
|
||||||
|
|
||||||
## Emitted when the player moves far enough to require a streaming update.
|
|
||||||
signal streaming_updated
|
|
||||||
|
|
||||||
## Reference to the player node. Must be set before the manager starts.
|
|
||||||
var player: Node3D = null
|
|
||||||
|
|
||||||
## The current player chunk coordinate.
|
|
||||||
var _player_chunk_coord: Vector3i = Vector3i.ZERO
|
|
||||||
|
|
||||||
## Map of loaded chunk coordinates to their scene nodes.
|
|
||||||
var _loaded_chunks: Dictionary = {}
|
|
||||||
|
|
||||||
## Queue of chunk coordinates pending load, sorted by distance from player.
|
|
||||||
var _load_queue: Array[Vector3i] = []
|
|
||||||
|
|
||||||
## Queue of chunk coordinates pending unload.
|
|
||||||
var _unload_queue: Array[Vector3i] = []
|
|
||||||
|
|
||||||
## Whether streaming is currently active (player is set and in game).
|
|
||||||
var is_active: bool = false
|
|
||||||
|
|
||||||
## The server RPC interface for chunk data. Set by the networking layer.
|
|
||||||
var _server_rpc: Object = null
|
|
||||||
|
|
||||||
## Internal: track which chunks are currently being loaded (to avoid duplicates).
|
|
||||||
var _loading_in_progress: Dictionary = {}
|
|
||||||
|
|
||||||
## Internal: time accumulator for throttled streaming updates.
|
|
||||||
var _update_accumulator: float = 0.0
|
|
||||||
|
|
||||||
## Internal: interval between streaming updates (seconds).
|
|
||||||
const UPDATE_INTERVAL: float = 0.1
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
# Streaming is driven from _process (main thread) so we can safely
|
|
||||||
# manipulate the scene tree. No background thread is used.
|
|
||||||
set_process(true)
|
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
|
||||||
if not is_active or player == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
_update_accumulator += delta
|
|
||||||
if _update_accumulator < UPDATE_INTERVAL:
|
|
||||||
return
|
|
||||||
_update_accumulator = 0.0
|
|
||||||
|
|
||||||
_update_streaming()
|
|
||||||
_process_load_queue()
|
|
||||||
_process_unload_queue()
|
|
||||||
streaming_updated.emit()
|
|
||||||
|
|
||||||
|
|
||||||
func _update_streaming() -> void:
|
|
||||||
if player == null or not is_inside_tree():
|
|
||||||
return
|
|
||||||
|
|
||||||
var current_coord: Vector3i = Chunk.coord_for_position(player.global_position)
|
|
||||||
if current_coord == _player_chunk_coord:
|
|
||||||
return
|
|
||||||
|
|
||||||
_player_chunk_coord = current_coord
|
|
||||||
_rebuild_queues()
|
|
||||||
|
|
||||||
|
|
||||||
func _rebuild_queues() -> void:
|
|
||||||
var target_set: Dictionary = _compute_target_chunks()
|
|
||||||
|
|
||||||
# Determine which chunks need to be loaded
|
|
||||||
var to_load: Array[Vector3i] = []
|
|
||||||
for coord in target_set:
|
|
||||||
if not _loaded_chunks.has(coord) and not _loading_in_progress.has(coord):
|
|
||||||
to_load.append(coord)
|
|
||||||
|
|
||||||
# Sort by distance from player (closest first)
|
|
||||||
to_load.sort_custom(_compare_distance)
|
|
||||||
_load_queue = to_load
|
|
||||||
|
|
||||||
# Determine which chunks need to be unloaded
|
|
||||||
var to_unload: Array[Vector3i] = []
|
|
||||||
for coord in _loaded_chunks:
|
|
||||||
if not target_set.has(coord):
|
|
||||||
to_unload.append(coord)
|
|
||||||
|
|
||||||
to_unload.sort_custom(_compare_distance)
|
|
||||||
_unload_queue = to_unload
|
|
||||||
|
|
||||||
|
|
||||||
func _compute_target_chunks() -> Dictionary:
|
|
||||||
"""Compute the set of chunk coordinates that should be loaded."""
|
|
||||||
var target: Dictionary = {}
|
|
||||||
var half: int = streaming_radius
|
|
||||||
for dx in range(-half, half + 1):
|
|
||||||
for dy in range(-half, half + 1):
|
|
||||||
for dz in range(-half, half + 1):
|
|
||||||
var coord: Vector3i = Vector3i(
|
|
||||||
_player_chunk_coord.x + dx,
|
|
||||||
_player_chunk_coord.y + dy,
|
|
||||||
_player_chunk_coord.z + dz
|
|
||||||
)
|
|
||||||
target[coord] = coord
|
|
||||||
return target
|
|
||||||
|
|
||||||
|
|
||||||
func _compare_distance(a: Vector3i, b: Vector3i) -> bool:
|
|
||||||
"""Compare chunk coordinates by distance from player chunk."""
|
|
||||||
var dist_a: int = _chunk_distance_squared(_player_chunk_coord, a)
|
|
||||||
var dist_b: int = _chunk_distance_squared(_player_chunk_coord, b)
|
|
||||||
return dist_a < dist_b
|
|
||||||
|
|
||||||
|
|
||||||
func _chunk_distance_squared(a: Vector3i, b: Vector3i) -> int:
|
|
||||||
var dx: int = a.x - b.x
|
|
||||||
var dy: int = a.y - b.y
|
|
||||||
var dz: int = a.z - b.z
|
|
||||||
return dx * dx + dy * dy + dz * dz
|
|
||||||
|
|
||||||
|
|
||||||
func _process_load_queue() -> void:
|
|
||||||
var count: int = 0
|
|
||||||
while count < max_loads_per_frame and not _load_queue.is_empty():
|
|
||||||
var coord: Vector3i = _load_queue.pop_front()
|
|
||||||
_load_chunk(coord)
|
|
||||||
count += 1
|
|
||||||
|
|
||||||
|
|
||||||
func _process_unload_queue() -> void:
|
|
||||||
var count: int = 0
|
|
||||||
while count < max_unloads_per_frame and not _unload_queue.is_empty():
|
|
||||||
var coord: Vector3i = _unload_queue.pop_front()
|
|
||||||
_unload_chunk(coord)
|
|
||||||
count += 1
|
|
||||||
|
|
||||||
|
|
||||||
func _load_chunk(coord: Vector3i) -> void:
|
|
||||||
if _loading_in_progress.has(coord):
|
|
||||||
return
|
|
||||||
|
|
||||||
_loading_in_progress[coord] = true
|
|
||||||
|
|
||||||
# Request chunk data from server via RPC
|
|
||||||
if _server_rpc != null and _server_rpc.has_method("request_chunk"):
|
|
||||||
_server_rpc.request_chunk(Chunk.build_key(
|
|
||||||
"", "", coord
|
|
||||||
))
|
|
||||||
else:
|
|
||||||
# Fallback: try to load from local cache or create empty chunk
|
|
||||||
_instantiate_chunk_scene(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_chunk_data_received(key: String, binary_data: PackedByteArray) -> void:
|
|
||||||
"""Called by the networking layer when chunk data arrives from server."""
|
|
||||||
var coord: Vector3i = _parse_coord_from_key(key)
|
|
||||||
if coord == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
_loading_in_progress.erase(coord)
|
|
||||||
|
|
||||||
# Decode the binary chunk data
|
|
||||||
var chunk_data: ChunkDataDecoder.ChunkPayload = ChunkDataDecoder.decode_binary(binary_data)
|
|
||||||
if chunk_data == null:
|
|
||||||
chunk_load_failed.emit(coord, "Failed to decode chunk data")
|
|
||||||
return
|
|
||||||
|
|
||||||
# Instantiate the chunk scene with the decoded data
|
|
||||||
_instantiate_chunk_scene_with_data(coord, chunk_data)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_chunk_load_error(coord: Vector3i, error_msg: String) -> void:
|
|
||||||
"""Called when the server reports a chunk load error."""
|
|
||||||
_loading_in_progress.erase(coord)
|
|
||||||
chunk_load_failed.emit(coord, error_msg)
|
|
||||||
|
|
||||||
|
|
||||||
func _instantiate_chunk_scene(coord: Vector3i) -> void:
|
|
||||||
"""Create an empty chunk scene for the given coordinate."""
|
|
||||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
|
||||||
chunk_scene.coord = coord
|
|
||||||
chunk_scene.key = Chunk.build_key("", "", coord)
|
|
||||||
chunk_scene.bounds = Chunk.compute_bounds(coord)
|
|
||||||
_add_loaded_chunk(coord, chunk_scene)
|
|
||||||
|
|
||||||
|
|
||||||
func _instantiate_chunk_scene_with_data(coord: Vector3i, data: ChunkDataDecoder.ChunkPayload) -> void:
|
|
||||||
"""Create a chunk scene populated with server data."""
|
|
||||||
var chunk_scene: ChunkScene = ChunkScene.new()
|
|
||||||
chunk_scene.coord = coord
|
|
||||||
chunk_scene.key = data.key
|
|
||||||
chunk_scene.bounds = data.bounds
|
|
||||||
chunk_scene.format_version = data.format_version
|
|
||||||
chunk_scene.revision = data.revision
|
|
||||||
|
|
||||||
# Add tiles
|
|
||||||
for layer in data.tile_layers:
|
|
||||||
var tile_layer: TileLayer = TileLayer.new()
|
|
||||||
tile_layer.name = layer.name
|
|
||||||
tile_layer.layer_id = layer.layer_id
|
|
||||||
tile_layer.width = layer.width
|
|
||||||
tile_layer.height = layer.height
|
|
||||||
tile_layer.depth = layer.depth
|
|
||||||
tile_layer.palette = layer.palette
|
|
||||||
tile_layer.tiles = layer.tiles
|
|
||||||
chunk_scene.add_tile_layer(tile_layer)
|
|
||||||
|
|
||||||
# Add objects
|
|
||||||
for obj_data in data.objects:
|
|
||||||
var world_obj: WorldObject = WorldObject.new()
|
|
||||||
world_obj.id = obj_data.id
|
|
||||||
world_obj.type = obj_data.type
|
|
||||||
world_obj.asset_id = obj_data.asset_id
|
|
||||||
world_obj.position = obj_data.position
|
|
||||||
world_obj.rotation = obj_data.rotation
|
|
||||||
world_obj.scale = obj_data.scale
|
|
||||||
world_obj.properties = obj_data.properties
|
|
||||||
world_obj.is_dynamic = obj_data.dynamic
|
|
||||||
world_obj.flags = obj_data.flags
|
|
||||||
chunk_scene.add_object(world_obj)
|
|
||||||
|
|
||||||
# Add content flags
|
|
||||||
chunk_scene.content_flags = data.flags
|
|
||||||
|
|
||||||
_add_loaded_chunk(coord, chunk_scene)
|
|
||||||
|
|
||||||
|
|
||||||
func _add_loaded_chunk(coord: Vector3i, chunk_scene: Node) -> void:
|
|
||||||
_loaded_chunks[coord] = chunk_scene
|
|
||||||
add_child(chunk_scene)
|
|
||||||
_loading_in_progress.erase(coord)
|
|
||||||
chunk_loaded.emit(coord, chunk_scene)
|
|
||||||
|
|
||||||
|
|
||||||
func _unload_chunk(coord: Vector3i) -> void:
|
|
||||||
if not _loaded_chunks.has(coord):
|
|
||||||
return
|
|
||||||
|
|
||||||
var chunk_scene: Node = _loaded_chunks[coord]
|
|
||||||
if is_instance_valid(chunk_scene):
|
|
||||||
chunk_scene.queue_free()
|
|
||||||
|
|
||||||
_loaded_chunks.erase(coord)
|
|
||||||
chunk_unloaded.emit(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_player_position_changed() -> void:
|
|
||||||
"""Call this when the player position changes significantly."""
|
|
||||||
if player != null:
|
|
||||||
_update_streaming()
|
|
||||||
|
|
||||||
|
|
||||||
func set_server_rpc(rpc_interface: Object) -> void:
|
|
||||||
"""Set the server RPC interface for chunk requests."""
|
|
||||||
_server_rpc = rpc_interface
|
|
||||||
|
|
||||||
|
|
||||||
func get_loaded_chunk(coord: Vector3i) -> Node:
|
|
||||||
"""Get a loaded chunk scene by coordinate, or null if not loaded."""
|
|
||||||
return _loaded_chunks.get(coord, null)
|
|
||||||
|
|
||||||
|
|
||||||
func is_chunk_loaded(coord: Vector3i) -> bool:
|
|
||||||
"""Check if a chunk is currently loaded."""
|
|
||||||
return _loaded_chunks.has(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func get_loaded_chunk_count() -> int:
|
|
||||||
"""Get the number of currently loaded chunks."""
|
|
||||||
return _loaded_chunks.size()
|
|
||||||
|
|
||||||
|
|
||||||
func get_all_loaded_coords() -> Array[Vector3i]:
|
|
||||||
"""Get all currently loaded chunk coordinates."""
|
|
||||||
var coords: Array[Vector3i] = []
|
|
||||||
for key in _loaded_chunks:
|
|
||||||
coords.append(key)
|
|
||||||
return coords
|
|
||||||
|
|
||||||
|
|
||||||
func force_reload_chunk(coord: Vector3i) -> void:
|
|
||||||
"""Force reload a specific chunk (e.g., after server update)."""
|
|
||||||
if _loaded_chunks.has(coord):
|
|
||||||
_unload_chunk(coord)
|
|
||||||
if not _loading_in_progress.has(coord):
|
|
||||||
_load_chunk(coord)
|
|
||||||
|
|
||||||
|
|
||||||
func clear_all_chunks() -> void:
|
|
||||||
"""Unload all chunks immediately."""
|
|
||||||
var coords: Array[Vector3i] = get_all_loaded_coords()
|
|
||||||
for coord in coords:
|
|
||||||
_unload_chunk(coord)
|
|
||||||
_load_queue.clear()
|
|
||||||
_unload_queue.clear()
|
|
||||||
|
|
||||||
|
|
||||||
func _parse_coord_from_key(key: String) -> Variant:
|
|
||||||
"""Parse chunk coordinate from a canonical chunk key."""
|
|
||||||
var parts: Array[String] = key.split(":")
|
|
||||||
if parts.size() < 5:
|
|
||||||
return null
|
|
||||||
return Vector3i(
|
|
||||||
int(parts[2]),
|
|
||||||
int(parts[3]),
|
|
||||||
int(parts[4])
|
|
||||||
)
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://8yokqwe23c23
|
|
||||||
@@ -1,68 +0,0 @@
|
|||||||
class_name DynamicObjectNode
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a dynamic (spawnable) world object template.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
|
|
||||||
## Dynamic objects are stored as *templates* in the chunk; their runtime state
|
|
||||||
## (position, health, inventory) is managed by the entity system, not by this
|
|
||||||
## node. This node renders the template's visual representation so the object
|
|
||||||
## is visible in the world.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## DynamicObjectNode (Node3D)
|
|
||||||
## └── MeshInstance3D # the object's visual mesh
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## The world object data this node represents.
|
|
||||||
var world_object: WorldObject = null
|
|
||||||
|
|
||||||
## The loaded mesh instance (or placeholder).
|
|
||||||
var _mesh_instance: MeshInstance3D = null
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
if world_object == null:
|
|
||||||
return
|
|
||||||
_load_mesh()
|
|
||||||
|
|
||||||
|
|
||||||
## Load and attach the object's mesh.
|
|
||||||
func _load_mesh() -> void:
|
|
||||||
_mesh_instance = MeshInstance3D.new()
|
|
||||||
_mesh_instance.name = "mesh"
|
|
||||||
|
|
||||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
|
||||||
if mesh == null:
|
|
||||||
mesh = _make_placeholder_mesh()
|
|
||||||
|
|
||||||
_mesh_instance.mesh = mesh
|
|
||||||
add_child(_mesh_instance)
|
|
||||||
|
|
||||||
|
|
||||||
## Attempt to load a mesh from the asset path.
|
|
||||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
|
||||||
if asset_id.is_empty():
|
|
||||||
return null
|
|
||||||
var path := "res://assets/%s" % asset_id
|
|
||||||
if ResourceLoader.exists(path):
|
|
||||||
var res := load(path)
|
|
||||||
if res is Mesh:
|
|
||||||
return res
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Create a simple placeholder sphere mesh when the real asset is unavailable.
|
|
||||||
func _make_placeholder_mesh() -> Mesh:
|
|
||||||
var mesh := SphereMesh.new()
|
|
||||||
mesh.radius = 0.5
|
|
||||||
mesh.height = 1.0
|
|
||||||
return mesh
|
|
||||||
|
|
||||||
|
|
||||||
## Get the world object's display name.
|
|
||||||
func get_display_name() -> String:
|
|
||||||
if world_object == null:
|
|
||||||
return ""
|
|
||||||
return world_object.get_display_name()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dyjqcstdnr4u1
|
|
||||||
@@ -1,67 +0,0 @@
|
|||||||
class_name StaticObjectNode
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a static world object within a chunk.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkScene] for each static (non-dynamic)
|
|
||||||
## [WorldObject]. It renders the object's mesh (referenced by `asset_id`) at
|
|
||||||
## the object's transform. If the asset is not yet loaded, a placeholder mesh
|
|
||||||
## is shown.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## StaticObjectNode (Node3D)
|
|
||||||
## └── MeshInstance3D # the object's visual mesh
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## The world object data this node represents.
|
|
||||||
var world_object: WorldObject = null
|
|
||||||
|
|
||||||
## The loaded mesh instance (or placeholder).
|
|
||||||
var _mesh_instance: MeshInstance3D = null
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
if world_object == null:
|
|
||||||
return
|
|
||||||
_load_mesh()
|
|
||||||
|
|
||||||
|
|
||||||
## Load and attach the object's mesh.
|
|
||||||
func _load_mesh() -> void:
|
|
||||||
_mesh_instance = MeshInstance3D.new()
|
|
||||||
_mesh_instance.name = "mesh"
|
|
||||||
|
|
||||||
# Try to load the asset by its id (path). Fall back to a placeholder.
|
|
||||||
var mesh := _load_asset_mesh(world_object.asset_id)
|
|
||||||
if mesh == null:
|
|
||||||
mesh = _make_placeholder_mesh()
|
|
||||||
|
|
||||||
_mesh_instance.mesh = mesh
|
|
||||||
add_child(_mesh_instance)
|
|
||||||
|
|
||||||
|
|
||||||
## Attempt to load a mesh from the asset path.
|
|
||||||
func _load_asset_mesh(asset_id: String) -> Mesh:
|
|
||||||
if asset_id.is_empty():
|
|
||||||
return null
|
|
||||||
var path := "res://assets/%s" % asset_id
|
|
||||||
if ResourceLoader.exists(path):
|
|
||||||
var res := load(path)
|
|
||||||
if res is Mesh:
|
|
||||||
return res
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Create a simple placeholder box mesh when the real asset is unavailable.
|
|
||||||
func _make_placeholder_mesh() -> Mesh:
|
|
||||||
var mesh := BoxMesh.new()
|
|
||||||
mesh.size = Vector3(1.0, 1.0, 1.0)
|
|
||||||
return mesh
|
|
||||||
|
|
||||||
|
|
||||||
## Get the world object's display name.
|
|
||||||
func get_display_name() -> String:
|
|
||||||
if world_object == null:
|
|
||||||
return ""
|
|
||||||
return world_object.get_display_name()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://chf6mruev1kc4
|
|
||||||
@@ -1,42 +0,0 @@
|
|||||||
class_name TileDef
|
|
||||||
extends RefCounted
|
|
||||||
## A single tile definition (palette entry) within a tile layer.
|
|
||||||
##
|
|
||||||
## Maps a tile ID to its asset reference and gameplay flags. See
|
|
||||||
## docs/architecture/world.md §3.2.
|
|
||||||
|
|
||||||
## Tile ID (index into the layer palette). 0 is reserved for empty/air.
|
|
||||||
var id: int = 0
|
|
||||||
|
|
||||||
## Reference to the tile/terrain asset.
|
|
||||||
var asset_id: String = ""
|
|
||||||
|
|
||||||
## Whether this tile has collision.
|
|
||||||
var solid: bool = false
|
|
||||||
|
|
||||||
## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
|
|
||||||
var flags: int = 0
|
|
||||||
|
|
||||||
## Number of visual variants for this tile.
|
|
||||||
var variants: int = 1
|
|
||||||
|
|
||||||
|
|
||||||
func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
|
|
||||||
p_flags: int = 0, p_variants: int = 1) -> void:
|
|
||||||
id = p_id
|
|
||||||
asset_id = p_asset_id
|
|
||||||
solid = p_solid
|
|
||||||
flags = p_flags
|
|
||||||
variants = p_variants
|
|
||||||
|
|
||||||
|
|
||||||
func is_walkable() -> bool:
|
|
||||||
return (flags & 0x01) != 0
|
|
||||||
|
|
||||||
|
|
||||||
func is_climbable() -> bool:
|
|
||||||
return (flags & 0x02) != 0
|
|
||||||
|
|
||||||
|
|
||||||
func is_liquid() -> bool:
|
|
||||||
return (flags & 0x04) != 0
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bavmpbmthilbx
|
|
||||||
@@ -1,83 +0,0 @@
|
|||||||
class_name TileLayer
|
|
||||||
extends RefCounted
|
|
||||||
## A single tile layer within a chunk.
|
|
||||||
##
|
|
||||||
## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
|
|
||||||
## definitions, and the layer metadata. This is the runtime representation of
|
|
||||||
## the `TileLayer` from the chunk data format (see docs/architecture/world.md
|
|
||||||
## §3.2).
|
|
||||||
|
|
||||||
## Layer name (e.g. "ground", "walls", "decor").
|
|
||||||
var name: String = ""
|
|
||||||
|
|
||||||
## Numeric layer id, unique within the chunk.
|
|
||||||
var layer_id: int = 0
|
|
||||||
|
|
||||||
## Grid dimensions in tiles.
|
|
||||||
var width: int = 0
|
|
||||||
var height: int = 0
|
|
||||||
var depth: int = 1
|
|
||||||
|
|
||||||
## Palette mapping tile IDs to tile definitions (shared per layer).
|
|
||||||
var palette: Array[TileDef] = []
|
|
||||||
|
|
||||||
## Dense, row-major tile IDs. Length = width * height * depth.
|
|
||||||
var tiles: PackedInt32Array = PackedInt32Array()
|
|
||||||
|
|
||||||
|
|
||||||
func _init(
|
|
||||||
p_layer_name: String = "",
|
|
||||||
p_layer_id: int = 0,
|
|
||||||
p_width: int = 0,
|
|
||||||
p_height: int = 0,
|
|
||||||
p_depth: int = 1
|
|
||||||
) -> void:
|
|
||||||
name = p_layer_name
|
|
||||||
layer_id = p_layer_id
|
|
||||||
width = p_width
|
|
||||||
height = p_height
|
|
||||||
depth = p_depth
|
|
||||||
|
|
||||||
|
|
||||||
## Total number of tiles in this layer.
|
|
||||||
func tile_count() -> int:
|
|
||||||
return width * height * depth
|
|
||||||
|
|
||||||
|
|
||||||
## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
|
|
||||||
func get_tile(x: int, y: int, z: int = 0) -> int:
|
|
||||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
|
||||||
return 0
|
|
||||||
var idx := (z * height + y) * width + x
|
|
||||||
if idx < tiles.size():
|
|
||||||
return tiles[idx]
|
|
||||||
return 0
|
|
||||||
|
|
||||||
|
|
||||||
## Set the tile ID at (x, y, z). No-op if out of bounds.
|
|
||||||
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
|
|
||||||
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
|
|
||||||
return
|
|
||||||
var idx := (z * height + y) * width + x
|
|
||||||
if idx < tiles.size():
|
|
||||||
tiles[idx] = tile_id
|
|
||||||
|
|
||||||
|
|
||||||
## Get the tile definition for a tile ID, or null if not in the palette.
|
|
||||||
func get_tile_def(tile_id: int) -> TileDef:
|
|
||||||
for def in palette:
|
|
||||||
if def.id == tile_id:
|
|
||||||
return def
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
## Whether the tile at (x, y, z) is solid (collision).
|
|
||||||
func is_solid(x: int, y: int, z: int = 0) -> bool:
|
|
||||||
var def := get_tile_def(get_tile(x, y, z))
|
|
||||||
return def != null and def.solid
|
|
||||||
|
|
||||||
|
|
||||||
## Whether the tile at (x, y, z) is walkable.
|
|
||||||
func is_walkable(x: int, y: int, z: int = 0) -> bool:
|
|
||||||
var def := get_tile_def(get_tile(x, y, z))
|
|
||||||
return def != null and def.is_walkable()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://came2ygke3ajs
|
|
||||||
@@ -1,112 +0,0 @@
|
|||||||
class_name TileLayerNode
|
|
||||||
extends Node3D
|
|
||||||
## A visual representation of a single tile layer within a chunk.
|
|
||||||
##
|
|
||||||
## This node is instantiated by [ChunkScene] for each tile layer in a chunk.
|
|
||||||
## It renders the layer's tiles as instanced meshes (one per tile definition
|
|
||||||
## in the palette) using [MultiMeshInstance3D] for efficiency.
|
|
||||||
##
|
|
||||||
## ## Structure
|
|
||||||
##
|
|
||||||
## ```
|
|
||||||
## TileLayerNode (Node3D)
|
|
||||||
## └── MultiMeshInstance3D # one per palette entry (tile definition)
|
|
||||||
## ```
|
|
||||||
|
|
||||||
## The tile layer data this node renders.
|
|
||||||
var tile_layer: TileLayer = null
|
|
||||||
|
|
||||||
## The chunk coordinate this layer belongs to (for world positioning).
|
|
||||||
var chunk_coord: Vector3i = Vector3i.ZERO
|
|
||||||
|
|
||||||
## Tile size in world units (each tile is 1x1x1).
|
|
||||||
const TILE_SIZE: float = 1.0
|
|
||||||
|
|
||||||
## Cache of MultiMeshInstance3D nodes, keyed by tile definition id.
|
|
||||||
var _mesh_instances: Dictionary = {}
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
if tile_layer == null:
|
|
||||||
return
|
|
||||||
_build_meshes()
|
|
||||||
|
|
||||||
|
|
||||||
## Build the MultiMesh instances for each tile definition in the palette.
|
|
||||||
func _build_meshes() -> void:
|
|
||||||
for tile_def in tile_layer.palette:
|
|
||||||
if tile_def.id == 0:
|
|
||||||
continue # Tile 0 is "empty/air", no mesh needed
|
|
||||||
_create_mesh_for_tile(tile_def)
|
|
||||||
|
|
||||||
|
|
||||||
func _create_mesh_for_tile(tile_def: TileDef) -> void:
|
|
||||||
# Count how many cells use this tile definition
|
|
||||||
var count := 0
|
|
||||||
for tile_id in tile_layer.tiles:
|
|
||||||
if tile_id == tile_def.id:
|
|
||||||
count += 1
|
|
||||||
|
|
||||||
if count == 0:
|
|
||||||
return
|
|
||||||
|
|
||||||
var multi_mesh := MultiMesh.new()
|
|
||||||
multi_mesh.transform_format = MultiMesh.TRANSFORM_3D
|
|
||||||
multi_mesh.mesh = _make_unit_cube_mesh()
|
|
||||||
multi_mesh.instance_count = count
|
|
||||||
|
|
||||||
var instance_idx := 0
|
|
||||||
for z in range(tile_layer.depth):
|
|
||||||
for y in range(tile_layer.height):
|
|
||||||
for x in range(tile_layer.width):
|
|
||||||
var tile_id := tile_layer.get_tile(x, y, z)
|
|
||||||
if tile_id != tile_def.id:
|
|
||||||
continue
|
|
||||||
var world_pos := _tile_to_world(x, y, z)
|
|
||||||
var xform := Transform3D(Basis(), world_pos)
|
|
||||||
multi_mesh.set_instance_transform(instance_idx, xform)
|
|
||||||
instance_idx += 1
|
|
||||||
|
|
||||||
var mesh_instance := MultiMeshInstance3D.new()
|
|
||||||
mesh_instance.multimesh = multi_mesh
|
|
||||||
mesh_instance.name = "tiles_%d" % tile_def.id
|
|
||||||
add_child(mesh_instance)
|
|
||||||
_mesh_instances[tile_def.id] = mesh_instance
|
|
||||||
|
|
||||||
|
|
||||||
## Convert a tile grid coordinate to a world-space position (center of tile).
|
|
||||||
func _tile_to_world(x: int, y: int, z: int) -> Vector3:
|
|
||||||
var origin := Vector3(
|
|
||||||
chunk_coord.x * tile_layer.width,
|
|
||||||
chunk_coord.y * tile_layer.height,
|
|
||||||
chunk_coord.z * tile_layer.depth
|
|
||||||
)
|
|
||||||
return origin + Vector3(
|
|
||||||
x * TILE_SIZE + TILE_SIZE * 0.5,
|
|
||||||
y * TILE_SIZE + TILE_SIZE * 0.5,
|
|
||||||
z * TILE_SIZE + TILE_SIZE * 0.5
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
## Create a simple unit cube mesh for tile rendering.
|
|
||||||
func _make_unit_cube_mesh() -> Mesh:
|
|
||||||
var mesh := BoxMesh.new()
|
|
||||||
mesh.size = Vector3(TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
|
||||||
return mesh
|
|
||||||
|
|
||||||
|
|
||||||
## Get the tile definition at a grid position, or null if empty.
|
|
||||||
func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
|
|
||||||
if tile_layer == null:
|
|
||||||
return null
|
|
||||||
var tile_id := tile_layer.get_tile(x, y, z)
|
|
||||||
if tile_id == 0:
|
|
||||||
return null
|
|
||||||
return tile_layer.get_tile_def(tile_id)
|
|
||||||
|
|
||||||
|
|
||||||
## Clear all rendered meshes.
|
|
||||||
func clear() -> void:
|
|
||||||
for child in get_children():
|
|
||||||
child.queue_free()
|
|
||||||
_mesh_instances.clear()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://d1x05tq8h43gm
|
|
||||||
@@ -1,135 +0,0 @@
|
|||||||
class_name WorldObject
|
|
||||||
extends RefCounted
|
|
||||||
## A world object (static or dynamic) within a chunk.
|
|
||||||
##
|
|
||||||
## This is the runtime representation of a WorldObject from the chunk data
|
|
||||||
## format (see docs/architecture/world.md §3.3). It holds the object's
|
|
||||||
## identity, transform, properties, and moderation flags.
|
|
||||||
|
|
||||||
## Stable object ID, unique within the chunk.
|
|
||||||
var id: String = ""
|
|
||||||
|
|
||||||
## Object type (e.g. "prop", "interactable", "spawn_point", "door").
|
|
||||||
var type: String = ""
|
|
||||||
|
|
||||||
## Reference to the object's mesh/glTF asset.
|
|
||||||
var asset_id: String = ""
|
|
||||||
|
|
||||||
## World-space position.
|
|
||||||
var position: Vector3 = Vector3.ZERO
|
|
||||||
|
|
||||||
## World-space rotation as a quaternion (x, y, z, w).
|
|
||||||
var rotation: Vector4 = Vector4(0, 0, 0, 1)
|
|
||||||
|
|
||||||
## World-space scale.
|
|
||||||
var scale: Vector3 = Vector3.ONE
|
|
||||||
|
|
||||||
## Type-specific key/value properties.
|
|
||||||
var properties: Dictionary = {}
|
|
||||||
|
|
||||||
## Whether this is a spawnable dynamic entity (true) or static (false).
|
|
||||||
var is_dynamic: bool = false
|
|
||||||
|
|
||||||
## Per-object content moderation flags.
|
|
||||||
var flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
|
|
||||||
|
|
||||||
## Whether this object has been modified locally.
|
|
||||||
var is_dirty: bool = false
|
|
||||||
|
|
||||||
|
|
||||||
func _init(
|
|
||||||
p_id: String = "",
|
|
||||||
p_type: String = "",
|
|
||||||
p_asset_id: String = "",
|
|
||||||
p_position: Vector3 = Vector3.ZERO,
|
|
||||||
p_rotation: Vector4 = Vector4(0, 0, 0, 1),
|
|
||||||
p_scale: Vector3 = Vector3.ONE,
|
|
||||||
p_properties: Dictionary = {},
|
|
||||||
p_dynamic: bool = false,
|
|
||||||
p_flags: ChunkDataDecoder.ContentFlags = null
|
|
||||||
) -> void:
|
|
||||||
id = p_id
|
|
||||||
type = p_type
|
|
||||||
asset_id = p_asset_id
|
|
||||||
position = p_position
|
|
||||||
rotation = p_rotation
|
|
||||||
scale = p_scale
|
|
||||||
properties = p_properties
|
|
||||||
is_dynamic = p_dynamic
|
|
||||||
if p_flags != null:
|
|
||||||
flags = p_flags
|
|
||||||
|
|
||||||
|
|
||||||
## Get a property value by key.
|
|
||||||
func get_property(key: String) -> Variant:
|
|
||||||
return properties.get(key)
|
|
||||||
|
|
||||||
|
|
||||||
## Set a property value.
|
|
||||||
func set_property(key: String, value: Variant) -> void:
|
|
||||||
properties[key] = value
|
|
||||||
is_dirty = true
|
|
||||||
|
|
||||||
|
|
||||||
## Check if this object is walkable (based on properties).
|
|
||||||
func is_walkable() -> bool:
|
|
||||||
return properties.get("walkable", true)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if this object is climbable (based on properties).
|
|
||||||
func is_climbable() -> bool:
|
|
||||||
return properties.get("climbable", false)
|
|
||||||
|
|
||||||
|
|
||||||
## Check if this object is interactable.
|
|
||||||
func is_interactable() -> bool:
|
|
||||||
return type == "interactable" or properties.get("interactable", false)
|
|
||||||
|
|
||||||
|
|
||||||
## Get the object's display name.
|
|
||||||
func get_display_name() -> String:
|
|
||||||
return properties.get("display_name", id)
|
|
||||||
|
|
||||||
|
|
||||||
## Serialize this object to a dictionary (for networking).
|
|
||||||
func to_dict() -> Dictionary:
|
|
||||||
return {
|
|
||||||
"id": id,
|
|
||||||
"type": type,
|
|
||||||
"asset_id": asset_id,
|
|
||||||
"position": [position.x, position.y, position.z],
|
|
||||||
"rotation": [rotation.x, rotation.y, rotation.z, rotation.w],
|
|
||||||
"scale": [scale.x, scale.y, scale.z],
|
|
||||||
"properties": properties,
|
|
||||||
"dynamic": is_dynamic,
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
## Create a WorldObject from a dictionary (for networking).
|
|
||||||
static func from_dict(d: Dictionary) -> WorldObject:
|
|
||||||
var pos := Vector3(
|
|
||||||
d.get("position", [0, 0, 0])[0],
|
|
||||||
d.get("position", [0, 0, 0])[1],
|
|
||||||
d.get("position", [0, 0, 0])[2]
|
|
||||||
)
|
|
||||||
var rot := Vector4(
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[0],
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[1],
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[2],
|
|
||||||
d.get("rotation", [0, 0, 0, 1])[3]
|
|
||||||
)
|
|
||||||
var scl := Vector3(
|
|
||||||
d.get("scale", [1, 1, 1])[0],
|
|
||||||
d.get("scale", [1, 1, 1])[1],
|
|
||||||
d.get("scale", [1, 1, 1])[2]
|
|
||||||
)
|
|
||||||
return WorldObject.new(
|
|
||||||
d.get("id", ""),
|
|
||||||
d.get("type", ""),
|
|
||||||
d.get("asset_id", ""),
|
|
||||||
pos,
|
|
||||||
rot,
|
|
||||||
scl,
|
|
||||||
d.get("properties", {}),
|
|
||||||
d.get("dynamic", false),
|
|
||||||
)
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://cxut2ghbsvobn
|
|
||||||
@@ -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)
|
|
||||||
@@ -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()
|
|
||||||
Reference in New Issue
Block a user