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# Godot editor cache / generated files
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# Avatar Component System & glTF Attachment Spec
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction, world chunk data format
## 1. Overview
This document specifies the **avatar component system** for **agp-game**, a
Godot-based multiplayer game. It defines:
- How an avatar is decomposed into **body parts** and **attachment slots**.
- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
base body.
- The **glTF/GLB format requirements** that all avatar assets must satisfy so
they can be loaded, skinned, and networked consistently.
The goal is a **modular, data-driven avatar pipeline**: a single base body rig
plus swappable attachments, all authored in glTF and consumed by a shared Godot
runtime. This enables player customization, cosmetic monetization, and
server-authoritative validation of what a player is wearing.
### 1.1 Design Goals
- **Modularity:** Body parts and attachments are independent assets that can be
combined at runtime without re-exporting.
- **Consistency:** A single, well-defined skeleton and slot convention so any
attachment fits any base body.
- **Networkability:** The avatar's composition is expressed as a compact,
serializable **loadout** that the server can validate and replicate.
- **Performance:** Attachments are skinned to the same skeleton and share
materials where possible to minimize draw calls and skinning cost.
- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
by a build-time checker.
---
## 2. Avatar Decomposition
### 2.1 The Base Body
Every avatar is built on a **base body** — a single glTF asset containing:
- A **skeleton** (the canonical rig, see §3).
- A **base mesh** for the skin/body (head, torso, arms, legs).
- **Attachment points** (empty nodes) that define where accessories mount.
The base body is the only asset that carries the skeleton. Attachments reference
the skeleton by **bone name** and are skinned to it; they never carry their own
rig.
### 2.2 Body Parts vs. Attachments
Two distinct concepts:
| Concept | Definition | Example |
|----------------|-------------------------------------------------------------------------|----------------------------------|
| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
The distinction matters for **slot exclusivity** and **layering**:
- **Body parts** are *exclusive* per slot — only one head can be equipped.
- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
above the head mesh.
---
## 3. Skeleton & Slot Convention
### 3.1 Canonical Skeleton
All avatars share a **canonical skeleton** with a fixed set of bone names. This
is the contract that lets any attachment fit any body. The skeleton follows a
humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
Required bones (subset of the full rig):
```
Root
├── Hips
│ ├── Spine
│ │ ├── Chest
│ │ │ ├── Neck
│ │ │ │ └── Head
│ │ │ │ ├── HeadTop # hat / hair mount
│ │ │ │ ├── Jaw # face accessories
│ │ │ │ └── LeftEye / RightEye
│ │ │ ├── LeftShoulder
│ │ │ │ └── LeftUpperArm
│ │ │ │ └── LeftLowerArm
│ │ │ │ └── LeftHand
│ │ │ └── RightShoulder
│ │ │ └── RightUpperArm
│ │ │ └── RightLowerArm
│ │ │ └── RightHand
│ │ └── (Chest children for torso attachments)
│ ├── LeftUpperLeg
│ │ └── LeftLowerLeg
│ │ └── LeftFoot
│ └── RightUpperLeg
│ └── RightLowerLeg
│ └── RightFoot
```
**Rules:**
- Bone names are **case-sensitive** and must match exactly.
- The skeleton is **T-pose** at rest for consistent skinning.
- Attachments must be skinned to **at least** the bones they deform; static
accessories may be parented to a single bone (e.g., a hat parented to `Head`).
### 3.2 Attachment Slots
Slots are the **logical mount points** for body parts and attachments. Each slot
maps to one or more bones and defines what can be equipped there.
| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
|----------------|--------------|--------------------|-------------|-------------------------------|
| `head` | body part | `Head` | exclusive | alternate head, face |
| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
| `torso` | body part | `Chest` | exclusive | alternate torso |
| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
| `legs` | body part | `Hips` | exclusive | alternate legs |
| `pants` | attachment | `Hips` | exclusive | pants, skirts |
| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
**Slot semantics:**
- **`exclusive`** slots allow at most one equipped item at a time.
- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
simultaneously (bounded by a configurable limit, e.g., 8).
- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
the corresponding base mesh. When a body part is equipped, the base mesh for
that region is hidden.
- **Attachment slots** layer on top of the base mesh and never hide it.
### 3.3 Slot → Bone Mapping
Each slot declares a **primary mount bone** and an optional **secondary bone
list** for skinning. The runtime uses this to:
1. Parent static accessories to the mount bone.
2. Skin skinned attachments to the union of the slot's bones.
---
## 4. glTF/GLB Format Requirements
All avatar assets (base bodies, body parts, attachments) are distributed as
**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
container). GLB is the preferred distribution format for runtime loading.
### 4.1 Required Conventions
| Concern | Requirement |
|--------------------|------------------------------------------------------------------------------|
| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
| **Pose** | T-pose at rest. |
| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
| **Animation** | Optional. If present, must not rename or remove canonical bones. |
### 4.2 Asset Metadata (extras)
Each asset **must** declare its slot and identity in the glTF `asset.extras`
object. This is the machine-readable contract consumed by the build pipeline and
runtime.
```json
{
"asset": {
"version": "2.0",
"extras": {
"agp": {
"type": "attachment", // "base_body" | "body_part" | "attachment"
"slot": "chest", // slot ID from §3.2
"id": "shirt_bandit_01", // globally unique asset id
"display_name": "Bandit Shirt",
"version": "1.0.0",
"mount_bone": "Chest", // primary mount bone
"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
"exclusive": true, // matches slot exclusivity
"tags": ["cloth", "common"],
"author": "platform-team"
}
}
}
}
```
**Validation rules for `extras.agp`:**
- `type` must be one of `base_body`, `body_part`, `attachment`.
- `slot` must be a known slot ID (§3.2).
- `mount_bone` must exist in the canonical skeleton.
- `skin_bones` must all exist in the canonical skeleton.
- `exclusive` must match the slot's declared exclusivity.
- `id` must be unique across the asset catalog.
### 4.3 Node Naming Convention
To make assets self-describing and mergeable, nodes follow a convention:
- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
`chest_shirt_bandit_01`).
- **Attachment points** (empty nodes) on the base body are named
`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
### 4.4 Material & Texture Requirements
- All materials use the **metallic-roughness** PBR model.
- Textures are embedded in the GLB or referenced as external files; external
references must be relative paths within the asset package.
- **Color customization** is supported via a `baseColorFactor` tint applied at
runtime (multiplied over the albedo). Assets should use a neutral albedo
(white/gray) where tinting is intended.
- **Masked/transparent** materials must set the correct alpha mode
(`MASK` or `BLEND`) and `alphaCutoff`.
### 4.5 Skeleton Merging at Runtime
When an attachment is loaded, the runtime **merges** it onto the base body:
1. Load the base body (skeleton + base meshes).
2. Load each equipped attachment.
3. For each attachment, **re-target its skin** to the base body's skeleton by
bone name (no re-export needed).
4. Parent static accessories to their `mount_bone`.
5. Hide base meshes for any equipped body-part slots.
6. Apply material tints and merge into the render tree.
The merge is **name-based** — bone names must match exactly (§3.1). This is the
core reason for the strict naming contract.
---
## 5. Loadout Model (Network & Persistence)
The avatar's composition is serialized as a **loadout** — a compact, ordered
list of equipped asset IDs. This is what the server validates, persists, and
replicates.
### 5.1 Loadout JSON
```json
{
"base_body": "base_human_male_01",
"slots": {
"head": "head_cyber_01",
"hair": "hair_mohawk_01",
"face": null,
"torso": null,
"chest": "chest_bandit_01",
"back": "backpack_01",
"left_arm": null,
"right_arm": null,
"left_hand": "glove_leather_01",
"right_hand": "glove_leather_01",
"legs": null,
"pants": "pants_cargo_01",
"left_foot": "shoe_boot_01",
"right_foot": "shoe_boot_01",
"accessory": ["belt_01", "necklace_01"]
}
}
```
**Rules:**
- `base_body` is required and must reference a valid `base_body` asset.
- Each exclusive slot holds **at most one** asset id (or `null`).
- `accessory` is an array (0..N, bounded).
- The server validates that every id exists in the catalog and that slot
exclusivity is respected.
### 5.2 Network Replication
The loadout is replicated as part of the player's spawn/state data:
```
spawn_entity:
entity_id: uint32
type: player
transform: { x, y, rot }
props:
loadout_hash: uint32 # hash of the loadout for change detection
loadout: { ... } # full loadout on spawn / on change
```
- The **full loadout** is sent on spawn and whenever it changes (reliable).
- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
- The server is the **authority** on the loadout; clients send *requests* to
change equipment, and the server validates and broadcasts the result.
### 5.3 Server-Side Validation
The server rejects a loadout if:
- `base_body` is missing or unknown.
- Any slot references an unknown asset id.
- An exclusive slot has more than one item.
- An asset's declared `slot` does not match the slot it is placed in.
- The accessory list exceeds the configured limit.
- The asset is not owned/unlocked by the player (for gated cosmetics).
---
## 6. Godot Runtime Architecture
### 6.1 Node Structure
```
Avatar (Node3D)
├── Skeleton3D # canonical skeleton (from base body)
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
│ ├── head_Mesh
│ ├── torso_Mesh
│ └── ...
├── Attachments # equipped attachments
│ ├── chest_shirt_bandit_01
│ ├── hair_mohawk_01
│ └── ...
└── AttachmentPoints # empty nodes for dynamic mounting
├── attach_head
├── attach_left_hand
└── ...
```
### 6.2 Core Classes
| Class | Responsibility |
|--------------------------|-------------------------------------------------------------|
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
| `AvatarLoadout` | Serializable loadout model + validation. |
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
| `AvatarVisualizer` | Builds the render tree from a loadout. |
### 6.3 Loading Pipeline
```
loadout JSON
│
▼
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
│
▼
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
│
▼
for each equipped slot:
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
│
▼
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
│
▼
Avatar node ready for render
```
### 6.4 Performance Considerations
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
computed once per frame.
- **Material batching:** Attachments that share a material are merged into a
single mesh where possible (static accessories).
- **LOD:** Optional LOD variants per asset; the runtime selects based on
distance.
- **Caching:** Resolved loadouts and imported GLB resources are cached by
`AvatarCatalog` to avoid re-importing on respawn or re-join.
---
## 7. Asset Pipeline & Validation
### 7.1 Build-Time Validation
A build-time checker validates every asset before it enters the catalog:
1. **Format check:** valid glTF 2.0 / GLB.
2. **Metadata check:** `extras.agp` present and valid (§4.2).
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
4. **Slot check:** `slot` is known and `exclusive` matches.
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
6. **Texture check:** sizes, formats, and alpha modes are valid.
7. **Uniqueness check:** `id` is unique.
### 7.2 Catalog Manifest
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
```json
{
"assets": {
"base_human_male_01": {
"type": "base_body",
"path": "res://assets/avatars/base_human_male_01.glb",
"version": "1.0.0"
},
"chest_bandit_01": {
"type": "attachment",
"slot": "chest",
"path": "res://assets/avatars/chest_bandit_01.glb",
"version": "1.0.0"
}
}
}
```
---
## 8. Security & Anti-Cheat
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
the server validates against the catalog and the player's owned items.
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
reference catalog ids only.
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
stale loadout state.
---
## 9. Open Questions / Future Work
- **Morph targets / blendshapes:** Support for facial expressions and body
morphs (e.g., height, muscle) via glTF morph targets.
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
humanoid avatars) as an import source.
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
---
## 10. Summary
| Concern | Decision |
|------------------------|-------------------------------------------------------|
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
| Skeleton | Single canonical humanoid skeleton, name-based merge |
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
| Loadout | Compact JSON; server-authoritative and validated |
| Replication | Full loadout on spawn/change + `loadout_hash` |
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
| Validation | Build-time asset checker + runtime catalog validation |
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# Content Moderation & Age Verification Architecture
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction, avatar component system, backend auth (JWT)
## 1. Overview
This document specifies the **content moderation** and **age verification**
architecture for **agp-game**, a Godot-based multiplayer game built by
autonomous agents. It defines:
- How **content flags** propagate through the system across the three primary
content types: **assets**, **rooms**, and **scripts**.
- How flags are **evaluated, aggregated, and enforced** at load time, at
runtime, and at the network boundary.
- The **age verification flow**, combining a lightweight **self-declaration**
with an optional **ID check hook** for higher-assurance verification.
The goal is a **single, consistent moderation pipeline** that applies the same
rules to user-generated content (UGC) regardless of whether it is a 3D asset, a
room definition, or a script, and that gates access to mature content behind a
verifiable age gate.
### 1.1 Design Goals
- **Uniformity:** One flag vocabulary and one propagation mechanism across
assets, rooms, and scripts.
- **Composability:** Flags on a room aggregate the flags of the assets and
scripts it contains; flags on a world aggregate the flags of its rooms.
- **Enforcement at the boundary:** The server is authoritative for what content
a client may load or receive, mirroring the server-authoritative networking
model.
- **Privacy-preserving age checks:** Self-declaration requires no PII; the ID
check hook is optional, pluggable, and never stores raw identity documents.
- **Auditability:** Every flag decision is logged with a reason, an actor, and
a timestamp so moderation actions are reviewable.
---
## 2. Content Flag Vocabulary
All content carries a set of **content flags**. A flag is a typed, immutable
label with a **severity** and a **scope**. Flags are the atomic unit of
moderation; everything else (aggregation, enforcement, gating) operates on
flags.
### 2.1 Flag Definition
A flag is a structured record:
| Field | Type | Description |
|------------|-----------|--------------------------------------------------------------------------|
| `id` | `string` | Stable machine-readable identifier, e.g. `violence.gore`. |
| `label` | `string` | Human-readable name, e.g. "Graphic Gore". |
| `category` | `enum` | One of `violence`, `sexual`, `language`, `substance`, `gambling`, `horror`, `hate`, `custom`. |
| `severity` | `enum` | One of `none`, `mild`, `moderate`, `severe`. |
| `scope` | `enum` | One of `visual`, `audio`, `text`, `behavior`, `interaction`. |
| `mature` | `bool` | Whether this flag triggers the age gate (see §5). |
| `reason` | `string` | Free-text justification supplied by the flagger. |
| `source` | `enum` | One of `author`, `moderator`, `automated`, `community`. |
### 2.2 Canonical Flag Set
The platform defines a **canonical registry** of flags so that different
content types and different flaggers use the same vocabulary. Examples:
| id | category | severity | scope | mature |
|-----------------------------|------------|-----------|--------------|--------|
| `violence.none` | violence | none | visual | false |
| `violence.mild` | violence | mild | visual | false |
| `violence.gore` | violence | severe | visual | true |
| `sexual.suggestive` | sexual | mild | visual | true |
| `sexual.explicit` | sexual | severe | visual | true |
| `language.mild` | language | mild | text | false |
| `language.profanity` | language | moderate | text | false |
| `substance.references` | substance | mild | text | false |
| `gambling.simulated` | gambling | moderate | behavior | true |
| `horror.jumpscare` | horror | mild | audio/visual | false |
| `hate.hateful` | hate | severe | text | true |
The registry is **data-driven** (a JSON/YAML manifest shipped with the server)
so new flags can be added without code changes.
---
## 3. Flag Propagation Model
Flags propagate through the system along the **content dependency graph**. The
three content types form a hierarchy:
```
World
└── Room
├── Asset (mesh, texture, audio, animation, material)
└── Script (behavior, dialogue, event logic)
```
### 3.1 Propagation Rules
1. **Explicit flags** are set directly on a content item by its author or a
moderator.
2. **Inherited flags** flow upward: a room's effective flag set is the **union**
of its own explicit flags and the flags of every asset and script it
references.
3. **Aggregation** uses the **maximum severity** per category across all
contributing items. A room containing one `violence.gore` asset and one
`violence.none` asset is `violence.severe`.
4. **Maturity is monotonic:** if any contributing item is `mature`, the
containing room and world are `mature`.
5. **Cycles are impossible** by construction: content references form a DAG
(an asset cannot contain a room; a room cannot contain itself).
### 3.2 Propagation Through the Pipeline
Flags are attached at **authoring time** and carried through every stage:
```
Authoring ──► Upload ──► Validation ──► Storage ──► Distribution ──► Runtime
│ │ │ │ │ │
│ flag │ flag │ automated │ flag │ flag │ flag
│ declared │ preserved │ scan adds │ indexed │ re-checked │ enforced
│ │ │ flags │ │ │
```
| Stage | Responsibility |
|--------------|-------------------------------------------------------------------------|
| **Authoring**| Author declares flags in the editor/upload UI. |
| **Upload** | Flags are validated against the canonical registry; unknown flags rejected. |
| **Validation**| Automated scanner (hash-based + heuristic) adds flags for detected content. |
| **Storage** | Flags are stored alongside the content record and indexed for queries. |
| **Distribution**| Flags are re-checked against the current registry before serving. |
| **Runtime** | The client enforces flags before loading content (see §4). |
### 3.3 Data Model
Flags are stored as a **normalized join table** so they can be queried and
aggregated efficiently:
```
content_item (id, type, owner_id, ...)
content_flag (content_id, flag_id, source, reason, created_at, actor_id)
flag_registry (id, category, severity, scope, mature, ...)
```
Aggregation is computed by a SQL view / query that joins a content item's
transitive dependencies. Because the graph is a DAG, this is a bounded
recursive query (PostgreSQL `WITH RECURSIVE`).
---
## 4. Enforcement
Enforcement happens at three layers, in order:
### 4.1 Load-Time Enforcement (Server)
Before a client is allowed to **request** content, the server evaluates the
content's effective flag set against the requesting account's **content
preferences** and **age verification status**:
- If the content is `mature` and the account is **not age-verified**, the
request is **rejected** with a `403 MATURE_CONTENT_REQUIRES_VERIFICATION`.
- If the content's flags exceed the account's **content filter** (a per-account
severity threshold per category), the request is rejected or the offending
content is **stripped** (e.g., audio muted, mesh hidden, script not loaded).
### 4.2 Runtime Enforcement (Client)
The client receives a **manifest** of allowed content from the server. It never
loads content that is not in the manifest. This prevents a malicious or buggy
client from bypassing the server's filter by loading content directly.
- Assets not in the manifest are **not instantiated**.
- Scripts not in the manifest are **not executed**.
- Rooms not in the manifest are **not entered**.
### 4.3 Network Boundary Enforcement
The server **filters replication** based on flags:
- Mature or filtered content is **not replicated** to clients that cannot
receive it.
- A room's flag set is broadcast in the room metadata so clients can show a
warning before entry.
### 4.4 Enforcement Decision Flow
```
Client requests content C for account A
│
▼
Compute effective flags F(C) [union + max-severity aggregation]
│
▼
Is A age-verified? ──no──► Is F(C).mature? ──yes──► REJECT (403)
│ yes │ no
▼ ▼
Does F(C) exceed A's filter? ──► yes ──► REJECT or STRIP
│ no
▼
Serve content + manifest
```
---
## 5. Age Verification Flow
Age verification is a **two-tier** system:
- **Tier 1 — Self-declaration:** The user asserts their date of birth. This is
fast, requires no PII beyond a birthdate, and is sufficient for most content.
- **Tier 2 — ID check (optional hook):** A pluggable identity-verification
provider confirms the user is an adult. This raises the account's assurance
level and unlocks the highest maturity tier.
### 5.1 Verification States
An account has an **age verification status**:
| Status | Meaning |
|-------------------|----------------------------------------------------------------------|
| `unverified` | No declaration on file. |
| `self_declared` | User declared a birthdate; **not** independently confirmed. |
| `id_verified` | User passed the ID check hook; independently confirmed adult. |
| `rejected` | ID check failed or declaration was inconsistent. |
### 5.2 Tier 1 — Self-Declaration Flow
```
User submits { date_of_birth }
│
▼
Server validates format & plausibility (age 13–120, not in future)
│
▼
Compute age from DOB
│
▼
age >= 18 ──► status = self_declared (adult)
age >= 13 ──► status = self_declared (minor, restricted)
age < 13 ──► status = rejected (below minimum platform age)
```
- The DOB is stored **encrypted at rest** and is **never exposed** to other
players.
- A user may **upgrade** from `self_declared` to `id_verified` at any time via
Tier 2.
### 5.3 Tier 2 — ID Check Hook
The ID check is an **optional, pluggable hook**. The platform defines an
interface; concrete providers (e.g., a third-party KYC service) implement it.
```
User requests ID verification
│
▼
Server creates a verification session (idempotent, expiring)
│
▼
Server calls provider hook: verify(identity_token) -> { adult: bool, ref: string }
│
▼
adult == true ──► status = id_verified, store provider ref (not raw doc)
adult == false ─► status = rejected
provider error ──► status unchanged, retry allowed
```
**Privacy guarantees:**
- The platform **never stores** the raw identity document or image.
- Only the provider's **opaque reference** and the boolean `adult` result are
persisted.
- The hook is **asynchronous and idempotent**; a session can be retried without
double-charging or double-verifying.
### 5.4 Hook Interface
The ID check hook is defined as a backend interface (FastAPI dependency /
abstract service):
```python
class IdentityVerificationProvider(Protocol):
def create_session(self, user_id: str) -> VerificationSession: ...
def verify(self, session_id: str, identity_token: str) -> VerificationResult: ...
class VerificationResult:
adult: bool
provider_ref: str | None
error: str | None
```
A default **no-op provider** returns `adult=False` with a clear error, so the
system runs without any third-party integration until one is configured.
### 5.5 Age Gate Enforcement
The age gate is enforced at **load time** (see §4.1):
| Verification status | Can access `mature` content? |
|---------------------|------------------------------|
| `unverified` | No |
| `self_declared` | Yes (adult) / No (minor) |
| `id_verified` | Yes |
| `rejected` | No |
---
## 6. Moderation Workflow
### 6.1 Flagging Sources
Content can be flagged by:
- **Author** (self-declared at upload).
- **Automated scanner** (hash-based detection, heuristic analysis).
- **Community** (players report content; reports become flags after review).
- **Moderator** (manual review and override).
### 6.2 Review Queue
Community and automated flags enter a **review queue**. A moderator either:
- **Approves** the flag (it becomes authoritative), or
- **Rejects** the flag (it is discarded), or
- **Escalates** to a senior moderator for severe/hate flags.
### 6.3 Actions
Once a flag is authoritative, a moderator can take actions:
| Action | Effect |
|-----------------|---------------------------------------------------------------|
| `warn` | Notify the author; content remains. |
| `restrict` | Content hidden from users below a filter threshold. |
| `age_gate` | Content marked `mature`; requires age verification. |
| `remove` | Content taken down; not served. |
| `ban_author` | Author's upload privileges suspended. |
### 6.4 Audit Log
Every flag and action is written to an **audit log**:
```
audit_event (id, content_id, actor_id, action, flag_id, reason, created_at)
```
This log is append-only and used for transparency and dispute resolution.
---
## 7. Client-Side Integration (Godot)
### 7.1 Content Manifest
The server sends each client a **content manifest** — the set of content the
client is permitted to load, derived from the account's verification status and
filter. The Godot client:
- Loads only manifest-listed assets.
- Executes only manifest-listed scripts.
- Shows a **maturity warning** dialog before entering a room whose effective
flags include `mature` content.
### 7.2 Flag Metadata on Content
Each content resource carries a `content_flags` metadata field (a Godot
`Dictionary` or custom `Resource`). The client uses this for local UI decisions
(e.g., showing a warning icon) but **never** as the authority for whether to
load — the server manifest is authoritative.
### 7.3 Age Verification UI
The client exposes an **age verification screen**:
- Tier 1: a date-of-birth picker.
- Tier 2: a button that opens the ID check provider flow (deep link / webview).
The client calls the backend endpoints (§8) and reflects the resulting status.
---
## 8. Backend API Surface
| Method | Path | Description |
|--------|-----------------------------------|------------------------------------------------|
| `POST` | `/v1/age/declare` | Submit self-declared DOB (Tier 1). |
| `POST` | `/v1/age/verify/session` | Create an ID-check session (Tier 2). |
| `POST` | `/v1/age/verify/confirm` | Confirm an ID-check session with a token. |
| `GET` | `/v1/age/status` | Return the account's verification status. |
| `GET` | `/v1/content/{id}/flags` | Return a content item's effective flags. |
| `POST` | `/v1/content/{id}/flags` | Add a flag (author/community). |
| `POST` | `/v1/moderation/review/{flag_id}` | Moderator approve/reject/escalate. |
| `POST` | `/v1/moderation/action` | Apply a moderation action. |
| `GET` | `/v1/manifest` | Return the client's permitted content manifest.|
All endpoints require a valid **JWT** (matching the existing auth stack). The
age endpoints additionally require the account to be in a non-`rejected` state.
---
## 9. Security & Privacy Considerations
- **DOB encryption:** Self-declared birthdates are encrypted at rest; only the
derived age and verification status are used in authorization decisions.
- **No raw identity storage:** The ID check hook persists only a provider
reference and a boolean result.
- **Server authority:** The client manifest prevents bypass; the client never
trusts its own flag metadata for access decisions.
- **Rate limiting:** Age-declaration and ID-check endpoints are rate-limited to
prevent abuse and enumeration.
- **Auditability:** All flag and verification events are logged append-only.
---
## 10. Open Questions / Future Work
- **Regional age thresholds:** Different jurisdictions may require different
minimum ages; the threshold should be configurable per region.
- **Parental controls:** A future feature may let a parent set a content filter
on a minor's account.
- **Automated scanner accuracy:** The heuristic scanner may produce false
positives; a confidence score should be attached to automated flags.
- **Offline / local content:** How flags apply to locally-authored content that
is never uploaded remains to be defined.
-286
View File
@@ -1,286 +0,0 @@
# Multiplayer Networking Architecture
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction
## 1. Overview
This document specifies the multiplayer networking architecture for **agp-game**,
a Godot-based game built by autonomous agents. The architecture follows a
**server-authoritative model with client-side prediction and reconciliation**,
which is the industry standard for fast-paced, competitive multiplayer games.
The goals of this architecture are:
- **Fairness & anti-cheat:** The server is the single source of truth for all
gameplay state. Clients never directly mutate world state.
- **Responsiveness:** Client-side prediction hides network latency so local input
feels immediate.
- **Determinism:** The server runs a fixed-timestep simulation so that state is
reproducible and testable.
- **Scalability:** A clear separation between transport, simulation, and
replication layers allows the server to be tuned independently.
---
## 2. Transport Choice: ENet over WebSocket
### 2.1 Decision
We choose **ENet** as the primary transport for gameplay traffic.
### 2.2 Justification
| Criterion | ENet | WebSocket (TCP) |
|----------------------|----------------------------------------|-------------------------------------|
| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
| **Packet ordering** | Per-channel ordering | Global strict ordering |
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
**Rationale:**
- **Movement & state replication** are latency-sensitive and tolerate occasional
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
frequency without head-of-line blocking.
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
*reliable* channel, giving us exactly the semantics we need without TCP's
retransmission stalls.
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
### 2.3 WebSocket as a Secondary Transport
WebSocket remains available as a **secondary transport** for:
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
- **Browser builds** where raw UDP/ENet is unavailable.
- **Admin / telemetry** channels.
The transport layer is abstracted behind an interface so gameplay code does not
depend on the underlying protocol.
---
## 3. Server-Side Game Loop
### 3.1 Tick Rate
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
**Justification:**
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
action game while keeping CPU and bandwidth costs predictable.
- A fixed timestep (rather than delta-time) makes the simulation deterministic
and testable.
- The tick rate is a **configuration constant** so it can be raised (e.g., to
60 Hz) for competitive modes without architectural changes.
### 3.2 Authority Model
- **Server is authoritative** for:
- Player position, velocity, and physics state.
- Health, damage, and death.
- Item pickups, inventory, and world-object state.
- Spawning and despawning of entities.
- Game rules, scoring, and win/lose conditions.
- **Client is authoritative** for:
- Its own *input* (which keys/buttons are pressed).
- Local camera and UI.
- Cosmetic / non-gameplay presentation.
### 3.3 Server Loop Pseudocode
```
while server_running:
process_network_inbound() # read client inputs & RPCs
for _ in range(ticks_to_advance):
simulate_tick() # fixed 30 Hz step
broadcast_snapshots() # replicate authoritative state
process_network_outbound() # flush reliable/unreliable channels
```
The server accumulates real elapsed time and advances the simulation in fixed
`TICK_DURATION` increments, decoupling simulation from frame rate.
---
## 4. RPC Call Patterns
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
### 4.1 Client → Server (Input & Requests)
| RPC | Channel | Payload | Notes |
|------------------------------|-----------|-------------------------------------------|-------|
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
| `request_respawn` | reliable | `{}` | After death |
**Design notes:**
- **Input is batched** per client tick and sent with a monotonically increasing
`seq` so the server can detect gaps and the client can reconcile.
- **Interactions are reliable** because they are discrete, must-happen events
(opening a door, picking up an item). Losing them would corrupt world state.
### 4.2 Server → Client (State & Events)
| RPC | Channel | Payload | Notes |
|------------------------------|-----------|-------------------------------------------|-------|
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
### 4.3 Broadcast vs. Targeted
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
`despawn_entity`, `game_event`.
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
players), and any player-private data.
---
## 5. Client-Side Prediction & Reconciliation
### 5.1 Prediction
- The client runs a **local copy of the movement simulation** using the same
physics constants as the server.
- When the player provides input, the client:
1. Applies the input to its local player immediately.
2. Renders the predicted position.
3. Sends the input to the server (batched, with `seq`).
### 5.2 Reconciliation
- The server sends authoritative `snapshot_state` at 30 Hz containing the
server's tick number and authoritative player positions.
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
- On receiving a snapshot:
1. Find the last predicted state that matches the server's tick.
2. Compute the **error** between predicted and authoritative position.
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
player to the authoritative position (error correction).
4. Re-simulate any inputs that occurred after the server's tick (rollback).
### 5.3 Interpolation of Remote Entities
- **Local player:** predicted + reconciled (see above).
- **Remote players / entities:** rendered with **interpolation delay** of
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
- The client buffers the last N snapshots and interpolates between them.
### 5.4 Prediction Buffer Sizing
- Buffer size is adaptive based on measured RTT.
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
---
## 6. Entity & World State Replication
### 6.1 Entity Model
Every networked entity has:
- A globally unique `entity_id` (server-assigned).
- An `EntityType` (player, enemy, item, projectile, door, ...).
- A `Transform` (position, rotation).
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
### 6.2 Snapshot Format
```
snapshot_state:
tick: uint32
entities:
- entity_id: uint32
type: uint8
transform: { x, y, rot }
props: { ... } # delta-encoded where possible
player_states:
- peer_id: int
entity_id: uint32
health: int
state: uint8
```
### 6.3 Delta Compression
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
- Static or unchanged entities are omitted from the snapshot.
- This keeps bandwidth proportional to *activity*, not world size.
---
## 7. Connection & Session Lifecycle
1. **Connect:** Client opens an ENet connection to the server.
2. **Authenticate / Join:** Client sends `request_join`; server validates and
assigns a `peer_id` and spawns the player entity.
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
and cleans up session state.
---
## 8. Security & Anti-Cheat
- **No client-authoritative gameplay values.** Clients only send *inputs* and
*requests*; the server computes all outcomes.
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
positions, and validates interaction targets.
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
- **Sequence validation:** Gaps or replays in input `seq` are detected and
rejected.
---
## 9. Testing & Determinism
- The simulation is a **pure function of (state, inputs, tick)** so it can be
unit-tested headlessly.
- A **replay system** records inputs and can re-simulate to verify server and
client produce identical results.
- Network code is tested with a **mock transport** that can inject latency,
jitter, and packet loss.
---
## 10. Open Questions / Future Work
- **Interest management / spatial partitioning:** For large worlds, restrict
snapshots to entities near each client (AOI culling).
- **Server-side physics:** Decide whether to use Godot's physics server on the
host or a custom deterministic physics step.
- **Dedicated server vs. listen server:** The architecture supports both; a
dedicated headless server is the target for production.
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
---
## 11. Summary
| Concern | Decision |
|------------------------|-------------------------------------------------|
| Transport | ENet (primary), WebSocket (secondary) |
| Tick rate | 30 Hz fixed timestep |
| Authority | Server-authoritative; client sends input only |
| Prediction | Client-side prediction + reconciliation |
| Remote interpolation | 2-tick interpolation delay |
| Replication | Delta-compressed snapshots at 30 Hz |
| Interaction RPCs | Reliable channel |
| Movement input | Unreliable channel, batched with sequence |
+3 -57
View File
@@ -252,11 +252,6 @@ logical model serialized directly.
}
```
> **Note on the example checksum:** The value shown above is illustrative only.
> In practice the `checksum` field is the SHA-256 of the canonical binary
> payload body (see §3.6.3), not of the JSON text. The value here is a
> placeholder for documentation purposes.
### 3.6 Binary Encoding
The binary encoding is the **runtime and network** representation. It is compact
@@ -486,16 +481,6 @@ CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
```
**Sync mechanism:** `chunk_objects` is maintained **explicitly by the write
path** — it is not a SQL trigger. Whenever `put_chunk` (or `delete_chunk`)
commits a chunk, the service layer performs a **delete-and-reinsert** of that
chunk's object rows in the same transaction: it deletes all rows for
`chunk_key`, then inserts fresh rows parsed from the new payload. This keeps the
index transactionally consistent with the payload and avoids the complexity and
fragility of SQL triggers over a binary BLOB. Because the index is derived, it
can always be rebuilt from `chunks.payload` if it ever drifts (a `rebuild_index`
utility is provided for this).
### 4.6 `content_flags`
Persists the aggregated moderation flags per chunk (and optionally per object).
@@ -505,7 +490,7 @@ payloads.
```sql
CREATE TABLE content_flags (
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
object_id TEXT NOT NULL DEFAULT '', -- '' = chunk-level flag (sentinel)
object_id TEXT, -- NULL = chunk-level flag
violence INTEGER NOT NULL DEFAULT 0,
sexual INTEGER NOT NULL DEFAULT 0,
language INTEGER NOT NULL DEFAULT 0,
@@ -523,16 +508,6 @@ CREATE INDEX idx_content_flags_mature ON content_flags(mature);
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
**Chunk-level vs. object-level flags:** Chunk-level flags use the **sentinel
value `''` (empty string)** in `object_id` rather than `NULL`. This is
deliberate: in SQLite, `NULL` values in a composite primary key are **not**
unique-constrained, so two rows with the same `chunk_key` and `object_id = NULL`
could be inserted accidentally. Using `''` as the sentinel means the composite
`PRIMARY KEY (chunk_key, object_id)` enforces that there is **exactly one**
chunk-level flag row per chunk. Object-level flags use the object's actual `id`
(which is never empty). The application layer treats `object_id = ''` as
"chunk-level" and any non-empty value as "object-level".
### 4.7 `revisions`
An append-only audit log of chunk writes. Enables rollback, auditing, and
@@ -541,31 +516,16 @@ replication of changes.
```sql
CREATE TABLE revisions (
id INTEGER PRIMARY KEY AUTOINCREMENT,
chunk_key TEXT NOT NULL, -- NOT a FK: survives chunk deletion
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
revision INTEGER NOT NULL,
actor TEXT NOT NULL, -- user / agent id
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
checksum TEXT NOT NULL, -- SHA-256 of payload
payload BLOB, -- full binary payload at this revision
checksum TEXT NOT NULL,
created_at TEXT NOT NULL
);
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
```
**Rollback support:** The `payload` BLOB stores the **full binary chunk payload**
at each revision. This is what makes rollback possible: to restore a chunk to a
previous revision, the server reads the `payload` of the target revision and
writes it back to `chunks.payload` (incrementing `revision` and appending a new
`revisions` row). Without the payload, only the checksum would be available,
which is insufficient to reconstruct the chunk.
**Audit trail preservation:** `chunk_key` is **not** a foreign key to `chunks`.
This means deleting a chunk does **not** cascade-delete its revision history —
the audit trail is preserved even after a chunk is removed. (The `chunk_key`
string is still stored so the history can be correlated to a chunk that existed
at that time.) If a chunk is later recreated with the same key, its history is
still intact.
### 4.8 Schema Versioning & Migrations
The database carries a schema version in a `meta` table:
@@ -606,8 +566,6 @@ class WorldStore:
bounds: Bounds | None = None) -> list[str]: ...
def get_chunk_flags(self, key: str) -> ContentFlags: ...
def flush_dirty(self) -> int: ...
def rollback_chunk(self, key: str, revision: int, actor: str) -> Chunk: ...
def rebuild_index(self, chunk_key: str | None = None) -> int: ...
def migrate(self) -> None: ...
```
@@ -670,18 +628,6 @@ memory and flushes them to SQLite in batches:
This keeps the hot path (in-memory chunk access) fast while guaranteeing
durability at shutdown and on a configurable interval.
**Recovery after unclean shutdown:** The `dirty` column in the `chunks` table
exists specifically to support recovery if the process crashes before a flush
completes. On startup, the server scans for rows where `dirty = 1` and treats
them as **unflushed in-memory state that was lost** — it re-reads the last
persisted payload from `chunks.payload` (the last durable state) and clears the
`dirty` flag. In other words, `dirty = 1` at startup means "the last write was
not durable; discard the in-memory delta and fall back to the persisted
payload." This guarantees that the on-disk state is always a consistent,
previously-committed snapshot, never a partially-written chunk. (The in-memory
dirty set is authoritative during normal operation; the `dirty` column is only a
recovery marker.)
### 5.6 Streaming & Caching
- The server streams only the chunks a client needs (those within the client's
-16
View File
@@ -1,16 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; but it can also be edited by hand.
config_version=5
[application]
config/name="AGP Game"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.6.2")
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
-6
View File
@@ -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")
-105
View File
@@ -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
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@@ -1 +0,0 @@
uid://dc6j7kqjitc6g
-667
View File
@@ -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
View File
@@ -1 +0,0 @@
uid://bv445xrd6f5tk
-170
View File
@@ -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
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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])
)
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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()
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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()
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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
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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()
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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()
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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
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uid://cxut2ghbsvobn
-15
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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)
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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()