Address review feedback: Implement chunk streaming system in GDScript #20
+1
-1
@@ -1,4 +1,4 @@
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# Godot editor cache / generated files
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# Godot 4 editor cache/import directory
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.godot/
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# Godot export artifacts
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@@ -0,0 +1,20 @@
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# Database (async driver)
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DATABASE_URL=postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
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# Redis
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REDIS_URL=redis://localhost:6379/0
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# JWT
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SECRET_KEY=change-me-to-a-secure-random-string
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ALGORITHM=HS256
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ACCESS_TOKEN_EXPIRE_MINUTES=30
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# App
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APP_NAME=AGP Backend
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APP_VERSION=0.1.0
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DEBUG=true
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CORS_ORIGINS=http://localhost:8080,http://localhost:3000
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# File uploads
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UPLOAD_DIR=uploads
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MAX_UPLOAD_SIZE_MB=100
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@@ -0,0 +1,4 @@
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.env
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__pycache__/
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*.pyc
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.venv/
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@@ -0,0 +1,42 @@
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# Alembic configuration file.
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# Run: alembic upgrade head (to apply migrations)
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# Run: alembic revision --autogenerate -m "description" (to generate migration)
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[alembic]
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script_location = alembic
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prepend_sys_path = .
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sqlalchemy.url = postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db
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[loggers]
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keys = root,sqlalchemy,alembic
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[handlers]
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keys = console
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[formatters]
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keys = generic
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[logger_root]
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level = WARN
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handlers = console
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qualname =
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[logger_sqlalchemy]
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level = WARN
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handlers =
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qualname = sqlalchemy.engine
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[logger_alembic]
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level = INFO
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handlers =
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qualname = alembic
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[handler_console]
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class = StreamHandler
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args = (sys.stderr,)
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level = NOTSET
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formatter = generic
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[formatter_generic]
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format = %(levelname)-5.5s [%(name)s] %(message)s
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datefmt = %H:%M:%S
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@@ -0,0 +1,65 @@
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"""Alembic environment configuration."""
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import asyncio
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from logging.config import fileConfig
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from alembic import context
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from sqlalchemy.ext.asyncio import create_async_engine
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from app.config import settings
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from app.database import Base
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from app.models import user, session, world, asset # noqa: F401
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# this is the Alembic Config object, which provides
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# access to the values within the .ini file in use.
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config = context.config
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# Interpret the config file for Python logging.
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# This line sets up loggers basically.
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if config.config_file_name is not None:
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fileConfig(config.config_file_name)
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# add your model's MetaData object here
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# for 'autogenerate' support
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target_metadata = Base.metadata
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def run_migrations_offline() -> None:
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"""Run migrations in 'offline' mode."""
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url = settings.DATABASE_URL
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context.configure(
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url=url,
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target_metadata=target_metadata,
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literal_binds=True,
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||||
dialect_opts={"paramstyle": "named"},
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)
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with context.begin_transaction():
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context.run_migrations()
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def do_run_migrations(connection):
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context.configure(connection=connection, target_metadata=target_metadata)
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with context.begin_transaction():
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context.run_migrations()
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async def run_async_migrations():
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||||
"""Run migrations in 'online' mode with async engine."""
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connectable = create_async_engine(settings.DATABASE_URL, echo=False)
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async with connectable.connect() as connection:
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await connection.run_sync(do_run_migrations)
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await connectable.dispose()
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def run_migrations_online() -> None:
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||||
"""Run migrations in 'online' mode."""
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asyncio.run(run_async_migrations())
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if context.is_offline_mode():
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run_migrations_offline()
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else:
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run_migrations_online()
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@@ -0,0 +1,27 @@
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"""${message}
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Revision ID: ${up_revision}
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Revises: ${down_revision | comma,n}
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Create Date: ${create_date}
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"""
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from typing import Sequence, Union
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from alembic import op
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import sqlalchemy as sa
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${imports if imports else ""}
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# revision identifiers, used by Alembic.
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revision: str = ${repr(up_revision)}
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down_revision: Union[str, None] = ${repr(down_revision)}
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branch_labels: Union[str, Sequence[str], None] = ${repr(branch_labels)}
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depends_on: Union[str, Sequence[str], None] = ${repr(depends_on)}
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def upgrade() -> None:
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"""Upgrade database schema."""
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${upgrades if upgrades else "pass"}
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def downgrade() -> None:
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"""Downgrade database schema."""
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${downgrades if downgrades else "pass"}
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@@ -0,0 +1,126 @@
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"""initial schema
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Revision ID: 0001_initial
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Revises:
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Create Date: 2024-01-01 00:00:00.000000
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"""
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from typing import Sequence, Union
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from alembic import op
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import sqlalchemy as sa
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from sqlalchemy.dialects import postgresql
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# revision identifiers, used by Alembic.
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revision: str = "0001_initial"
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down_revision: Union[str, None] = None
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branch_labels: Union[str, Sequence[str], None] = None
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depends_on: Union[str, Sequence[str], None] = None
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def upgrade() -> None:
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"""Upgrade database schema."""
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# Create ENUM types
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world_visibility = postgresql.ENUM(
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"public", "private", "friends_only", name="world_visibility"
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)
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world_visibility.create(op.get_bind(), checkfirst=True)
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asset_type = postgresql.ENUM(
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"image", "audio", "video", "document", "model_3d", "other", name="asset_type"
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)
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asset_type.create(op.get_bind(), checkfirst=True)
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# Create users table
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op.create_table(
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||||
"users",
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sa.Column("id", sa.Integer(), primary_key=True),
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sa.Column("username", sa.String(length=50), nullable=False),
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sa.Column("email", sa.String(length=120), nullable=False),
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sa.Column("hashed_password", sa.String(length=255), nullable=False),
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sa.Column("is_active", sa.Boolean(), nullable=True),
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sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
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)
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op.create_index(op.f("ix_users_email"), "users", ["email"], unique=True)
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op.create_index(op.f("ix_users_id"), "users", ["id"], unique=False)
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op.create_index(op.f("ix_users_username"), "users", ["username"], unique=True)
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||||
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||||
# Create sessions table
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||||
op.create_table(
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||||
"sessions",
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||||
sa.Column("id", sa.String(length=36), primary_key=True),
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sa.Column("user_id", sa.Integer(), nullable=False),
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sa.Column("token", sa.String(), nullable=False),
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sa.Column("expires_at", sa.DateTime(timezone=True), nullable=False),
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sa.Column("is_active", sa.Boolean(), nullable=True),
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sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
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||||
sa.ForeignKeyConstraint(["user_id"], ["users.id"], ondelete="CASCADE"),
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)
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op.create_index(op.f("ix_sessions_token"), "sessions", ["token"], unique=True)
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||||
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# Create worlds table
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op.create_table(
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||||
"worlds",
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sa.Column("id", sa.Integer(), primary_key=True),
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sa.Column("name", sa.String(length=255), nullable=False),
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sa.Column("description", sa.Text(), nullable=True),
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sa.Column("owner_id", sa.Integer(), nullable=False),
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sa.Column(
|
||||
"visibility",
|
||||
postgresql.ENUM(
|
||||
"public", "private", "friends_only", name="world_visibility"
|
||||
),
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||||
nullable=True,
|
||||
),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.Column("updated_at", sa.DateTime(timezone=True), nullable=True),
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sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
|
||||
)
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op.create_index(op.f("ix_worlds_id"), "worlds", ["id"], unique=False)
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||||
|
||||
# Create assets table
|
||||
op.create_table(
|
||||
"assets",
|
||||
sa.Column("id", sa.Integer(), primary_key=True),
|
||||
sa.Column("name", sa.String(length=255), nullable=False),
|
||||
sa.Column("description", sa.Text(), nullable=True),
|
||||
sa.Column(
|
||||
"asset_type",
|
||||
postgresql.ENUM(
|
||||
"image", "audio", "video", "document", "model_3d", "other",
|
||||
name="asset_type",
|
||||
),
|
||||
nullable=False,
|
||||
),
|
||||
sa.Column("file_path", sa.String(length=512), nullable=False),
|
||||
sa.Column("file_size", sa.Integer(), nullable=True),
|
||||
sa.Column("mime_type", sa.String(length=128), nullable=True),
|
||||
sa.Column("metadata_json", sa.Text(), nullable=True),
|
||||
sa.Column("world_id", sa.Integer(), nullable=True),
|
||||
sa.Column("owner_id", sa.Integer(), nullable=False),
|
||||
sa.Column("is_public", sa.Boolean(), nullable=False),
|
||||
sa.Column("created_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.Column("updated_at", sa.DateTime(timezone=True), server_default=sa.func.now()),
|
||||
sa.ForeignKeyConstraint(["owner_id"], ["users.id"]),
|
||||
sa.ForeignKeyConstraint(["world_id"], ["worlds.id"]),
|
||||
)
|
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op.create_index(op.f("ix_assets_id"), "assets", ["id"], unique=False)
|
||||
|
||||
|
||||
def downgrade() -> None:
|
||||
"""Downgrade database schema."""
|
||||
op.drop_index(op.f("ix_assets_id"), table_name="assets")
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op.drop_table("assets")
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op.drop_index(op.f("ix_worlds_id"), table_name="worlds")
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op.drop_table("worlds")
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||||
op.drop_index(op.f("ix_sessions_token"), table_name="sessions")
|
||||
op.drop_table("sessions")
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||||
op.drop_index(op.f("ix_users_username"), table_name="users")
|
||||
op.drop_index(op.f("ix_users_id"), table_name="users")
|
||||
op.drop_index(op.f("ix_users_email"), table_name="users")
|
||||
op.drop_table("users")
|
||||
|
||||
# Drop ENUM types
|
||||
postgresql.ENUM(name="asset_type").drop(op.get_bind(), checkfirst=True)
|
||||
postgresql.ENUM(name="world_visibility").drop(op.get_bind(), checkfirst=True)
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@@ -0,0 +1,52 @@
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"""Application configuration via pydantic-settings."""
|
||||
|
||||
from functools import lru_cache
|
||||
|
||||
from pydantic_settings import BaseSettings, SettingsConfigDict
|
||||
|
||||
|
||||
class Settings(BaseSettings):
|
||||
# App
|
||||
APP_NAME: str = "AGP Backend"
|
||||
APP_VERSION: str = "0.1.0"
|
||||
DEBUG: bool = True
|
||||
|
||||
# Database (async)
|
||||
DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
|
||||
|
||||
# Redis
|
||||
REDIS_URL: str = "redis://localhost:6379/0"
|
||||
|
||||
# JWT / Auth
|
||||
# NOTE: production must override SECRET_KEY with a secure random value
|
||||
# (e.g. `python -c "import secrets; print(secrets.token_urlsafe(32))"`)
|
||||
SECRET_KEY: str = "change-me-to-a-secure-random-string"
|
||||
ALGORITHM: str = "HS256"
|
||||
ACCESS_TOKEN_EXPIRE_MINUTES: int = 30
|
||||
|
||||
# CORS
|
||||
CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
|
||||
|
||||
# File uploads
|
||||
UPLOAD_DIR: str = "uploads"
|
||||
MAX_UPLOAD_SIZE_MB: int = 100
|
||||
|
||||
model_config = SettingsConfigDict(
|
||||
env_file=".env",
|
||||
env_file_encoding="utf-8",
|
||||
case_sensitive=True,
|
||||
)
|
||||
|
||||
@property
|
||||
def cors_origins_list(self) -> list[str]:
|
||||
return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
|
||||
|
||||
|
||||
@lru_cache()
|
||||
def get_settings() -> Settings:
|
||||
"""Return cached settings instance."""
|
||||
return Settings()
|
||||
|
||||
|
||||
# Convenience singleton
|
||||
settings = get_settings()
|
||||
@@ -0,0 +1,42 @@
|
||||
"""Async database engine and session factory."""
|
||||
|
||||
from sqlalchemy.ext.asyncio import (
|
||||
AsyncSession,
|
||||
async_sessionmaker,
|
||||
create_async_engine,
|
||||
)
|
||||
from sqlalchemy.orm import DeclarativeBase
|
||||
|
||||
from app.config import settings
|
||||
|
||||
engine = create_async_engine(
|
||||
settings.DATABASE_URL,
|
||||
echo=settings.DEBUG,
|
||||
pool_size=10,
|
||||
max_overflow=20,
|
||||
)
|
||||
|
||||
async_session_factory = async_sessionmaker(
|
||||
engine,
|
||||
class_=AsyncSession,
|
||||
expire_on_commit=False,
|
||||
)
|
||||
|
||||
|
||||
class Base(DeclarativeBase):
|
||||
pass
|
||||
|
||||
|
||||
async def get_db() -> AsyncSession:
|
||||
"""Dependency that yields an async database session.
|
||||
|
||||
Handlers are responsible for committing or rolling back their own
|
||||
transactions. This avoids the double-commit problem where the
|
||||
session is committed both here and in the handler.
|
||||
"""
|
||||
async with async_session_factory() as session:
|
||||
try:
|
||||
yield session
|
||||
except Exception:
|
||||
await session.rollback()
|
||||
raise
|
||||
@@ -0,0 +1,55 @@
|
||||
"""Shared FastAPI dependencies, including JWT-based auth."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import Depends, HTTPException, status
|
||||
from fastapi.security import OAuth2PasswordBearer
|
||||
from jose import JWTError, jwt
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.models.user import User
|
||||
|
||||
oauth2_scheme = OAuth2PasswordBearer(tokenUrl="/api/auth/login")
|
||||
|
||||
|
||||
async def get_current_user(
|
||||
token: Annotated[str, Depends(oauth2_scheme)],
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
) -> User:
|
||||
"""Resolve the JWT bearer token to a User, or raise 401."""
|
||||
credentials_exception = HTTPException(
|
||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||
detail="Could not validate credentials",
|
||||
headers={"WWW-Authenticate": "Bearer"},
|
||||
)
|
||||
try:
|
||||
payload = jwt.decode(
|
||||
token, settings.SECRET_KEY, algorithms=[settings.ALGORITHM]
|
||||
)
|
||||
user_id: str | None = payload.get("sub")
|
||||
if user_id is None:
|
||||
raise credentials_exception
|
||||
except JWTError:
|
||||
raise credentials_exception
|
||||
|
||||
try:
|
||||
user_id_int = int(user_id)
|
||||
except (ValueError, TypeError):
|
||||
raise credentials_exception
|
||||
|
||||
result = await db.execute(select(User).where(User.id == user_id_int))
|
||||
user = result.scalar_one_or_none()
|
||||
if user is None:
|
||||
raise credentials_exception
|
||||
if not user.is_active:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_403_FORBIDDEN,
|
||||
detail="User account is inactive",
|
||||
)
|
||||
return user
|
||||
|
||||
|
||||
CurrentUser = Annotated[User, Depends(get_current_user)]
|
||||
@@ -0,0 +1,46 @@
|
||||
"""FastAPI application entry point."""
|
||||
|
||||
from contextlib import asynccontextmanager
|
||||
|
||||
from fastapi import FastAPI
|
||||
from fastapi.middleware.cors import CORSMiddleware
|
||||
|
||||
from app.config import settings
|
||||
from app.routers import auth, users, worlds, assets
|
||||
|
||||
|
||||
@asynccontextmanager
|
||||
async def lifespan(app: FastAPI):
|
||||
"""Application lifespan: startup and shutdown events."""
|
||||
# Startup: initialize database, connect to Redis, etc.
|
||||
yield
|
||||
# Shutdown: close connections, cleanup
|
||||
|
||||
|
||||
app = FastAPI(
|
||||
title=settings.APP_NAME,
|
||||
version=settings.APP_VERSION,
|
||||
description="Agentic Game Platform - Backend API",
|
||||
lifespan=lifespan,
|
||||
)
|
||||
|
||||
# CORS
|
||||
app.add_middleware(
|
||||
CORSMiddleware,
|
||||
allow_origins=settings.cors_origins_list,
|
||||
allow_credentials=True,
|
||||
allow_methods=["*"],
|
||||
allow_headers=["*"],
|
||||
)
|
||||
|
||||
# Include routers
|
||||
app.include_router(auth.router, prefix="/api/auth", tags=["auth"])
|
||||
app.include_router(users.router, prefix="/api/users", tags=["users"])
|
||||
app.include_router(worlds.router, prefix="/api/worlds", tags=["worlds"])
|
||||
app.include_router(assets.router, prefix="/api/assets", tags=["assets"])
|
||||
|
||||
|
||||
@app.get("/api/health")
|
||||
async def health_check():
|
||||
"""Simple health check endpoint."""
|
||||
return {"status": "ok", "app": settings.APP_NAME}
|
||||
@@ -0,0 +1,6 @@
|
||||
from app.models.user import User
|
||||
from app.models.session import Session
|
||||
from app.models.world import World
|
||||
from app.models.asset import Asset
|
||||
|
||||
__all__ = ["User", "Session", "World", "Asset"]
|
||||
@@ -0,0 +1,40 @@
|
||||
from sqlalchemy import Column, Integer, String, ForeignKey, Text, DateTime, Boolean
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class AssetType(str, enum.Enum):
|
||||
IMAGE = "image"
|
||||
AUDIO = "audio"
|
||||
VIDEO = "video"
|
||||
DOCUMENT = "document"
|
||||
MODEL_3D = "model_3d"
|
||||
OTHER = "other"
|
||||
|
||||
|
||||
class Asset(Base):
|
||||
__tablename__ = "assets"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
asset_type = Column(
|
||||
ENUM(AssetType, name="asset_type", create_type=False),
|
||||
nullable=False,
|
||||
)
|
||||
file_path = Column(String(512), nullable=False)
|
||||
file_size = Column(Integer, nullable=True)
|
||||
mime_type = Column(String(128), nullable=True)
|
||||
metadata_json = Column(Text, nullable=True)
|
||||
world_id = Column(Integer, ForeignKey("worlds.id"), nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
is_public = Column(Boolean, default=False, nullable=False)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="assets")
|
||||
world = relationship("World", back_populates="assets")
|
||||
@@ -0,0 +1,20 @@
|
||||
import uuid
|
||||
|
||||
from sqlalchemy import Column, Integer, String, DateTime, ForeignKey, Boolean
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class Session(Base):
|
||||
__tablename__ = "sessions"
|
||||
|
||||
id = Column(String(36), primary_key=True, default=lambda: str(uuid.uuid4()))
|
||||
user_id = Column(Integer, ForeignKey("users.id", ondelete="CASCADE"), nullable=False)
|
||||
token = Column(String, unique=True, index=True, nullable=False)
|
||||
expires_at = Column(DateTime(timezone=True), nullable=False)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), server_default=func.now(), onupdate=func.now())
|
||||
|
||||
user = relationship("User", back_populates="sessions")
|
||||
@@ -0,0 +1,21 @@
|
||||
from sqlalchemy import Column, Integer, String, Boolean, DateTime
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class User(Base):
|
||||
__tablename__ = "users"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
username = Column(String(50), unique=True, index=True, nullable=False)
|
||||
email = Column(String(120), unique=True, index=True, nullable=False)
|
||||
hashed_password = Column(String(255), nullable=False)
|
||||
is_active = Column(Boolean, default=True)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
sessions = relationship("Session", back_populates="user", cascade="all, delete-orphan")
|
||||
worlds = relationship("World", back_populates="owner")
|
||||
assets = relationship("Asset", back_populates="owner")
|
||||
@@ -0,0 +1,31 @@
|
||||
from sqlalchemy import Column, Integer, String, Text, DateTime, ForeignKey
|
||||
from sqlalchemy.dialects.postgresql import ENUM
|
||||
from sqlalchemy.orm import relationship
|
||||
from sqlalchemy.sql import func
|
||||
import enum
|
||||
|
||||
from app.database import Base
|
||||
|
||||
|
||||
class WorldVisibility(enum.Enum):
|
||||
PUBLIC = "public"
|
||||
PRIVATE = "private"
|
||||
FRIENDS_ONLY = "friends_only"
|
||||
|
||||
|
||||
class World(Base):
|
||||
__tablename__ = "worlds"
|
||||
|
||||
id = Column(Integer, primary_key=True, index=True)
|
||||
name = Column(String(255), nullable=False)
|
||||
description = Column(Text, nullable=True)
|
||||
owner_id = Column(Integer, ForeignKey("users.id"), nullable=False)
|
||||
visibility = Column(
|
||||
ENUM(WorldVisibility, name="world_visibility", create_type=False),
|
||||
default=WorldVisibility.PUBLIC,
|
||||
)
|
||||
created_at = Column(DateTime(timezone=True), server_default=func.now())
|
||||
updated_at = Column(DateTime(timezone=True), onupdate=func.now())
|
||||
|
||||
owner = relationship("User", back_populates="worlds")
|
||||
assets = relationship("Asset", back_populates="world", cascade="all, delete-orphan")
|
||||
@@ -0,0 +1,209 @@
|
||||
"""Asset management router."""
|
||||
|
||||
import os
|
||||
from pathlib import Path
|
||||
from typing import Optional
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, UploadFile, File, Query
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.asset import Asset, AssetType
|
||||
from app.models.world import World
|
||||
from pydantic import BaseModel, Field
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class AssetCreate(BaseModel):
|
||||
"""Schema for creating an asset reference."""
|
||||
name: str = Field(..., min_length=1, max_length=255)
|
||||
description: Optional[str] = None
|
||||
asset_type: AssetType
|
||||
world_id: Optional[int] = None
|
||||
|
||||
|
||||
class AssetResponse(BaseModel):
|
||||
"""Schema for asset responses."""
|
||||
id: int
|
||||
name: str
|
||||
description: Optional[str]
|
||||
asset_type: AssetType
|
||||
file_path: str
|
||||
file_size: Optional[int]
|
||||
mime_type: Optional[str]
|
||||
world_id: Optional[int]
|
||||
owner_id: int
|
||||
is_public: bool
|
||||
created_at: str
|
||||
updated_at: str
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
class AssetUpdate(BaseModel):
|
||||
"""Schema for updating an asset."""
|
||||
name: Optional[str] = None
|
||||
description: Optional[str] = None
|
||||
is_public: Optional[bool] = None
|
||||
|
||||
|
||||
# --- Helpers ---
|
||||
|
||||
def _sanitize_filename(filename: str) -> str:
|
||||
"""Strip path components and unsafe characters from a filename."""
|
||||
# Remove any directory components (path traversal protection).
|
||||
base = os.path.basename(filename.replace("\\", "/"))
|
||||
# Keep only safe characters.
|
||||
safe = "".join(c for c in base if c.isalnum() or c in "._-")
|
||||
return safe or "file"
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.post("/", response_model=AssetResponse, status_code=201)
|
||||
async def create_asset(
|
||||
payload: AssetCreate,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Create a new asset reference."""
|
||||
# Verify world ownership if world_id is provided
|
||||
if payload.world_id is not None:
|
||||
world = await db.get(World, payload.world_id)
|
||||
if world is None:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
asset = Asset(
|
||||
name=payload.name,
|
||||
description=payload.description,
|
||||
asset_type=payload.asset_type,
|
||||
file_path="", # Will be set after upload
|
||||
owner_id=current_user.id,
|
||||
world_id=payload.world_id,
|
||||
is_public=False,
|
||||
)
|
||||
db.add(asset)
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
|
||||
|
||||
@router.get("/", response_model=list[AssetResponse])
|
||||
async def list_assets(
|
||||
current_user: CurrentUser,
|
||||
world_id: Optional[int] = Query(None, description="Filter by world"),
|
||||
asset_type: Optional[AssetType] = Query(None),
|
||||
limit: int = Query(50, ge=1, le=100),
|
||||
offset: int = Query(0, ge=0),
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""List assets with optional filters."""
|
||||
stmt = select(Asset).where(Asset.owner_id == current_user.id)
|
||||
|
||||
if world_id is not None:
|
||||
stmt = stmt.where(Asset.world_id == world_id)
|
||||
if asset_type is not None:
|
||||
stmt = stmt.where(Asset.asset_type == asset_type)
|
||||
|
||||
stmt = stmt.order_by(Asset.created_at.desc()).limit(limit).offset(offset)
|
||||
result = await db.execute(stmt)
|
||||
assets = result.scalars().all()
|
||||
return assets
|
||||
|
||||
|
||||
@router.get("/{asset_id}", response_model=AssetResponse)
|
||||
async def get_asset(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Get a single asset by ID."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
return asset
|
||||
|
||||
|
||||
@router.patch("/{asset_id}", response_model=AssetResponse)
|
||||
async def update_asset(
|
||||
asset_id: int,
|
||||
payload: AssetUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Update an asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
update_data = payload.model_dump(exclude_unset=True)
|
||||
for field, value in update_data.items():
|
||||
setattr(asset, field, value)
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
|
||||
|
||||
@router.delete("/{asset_id}", status_code=204)
|
||||
async def delete_asset(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Delete an asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
await db.delete(asset)
|
||||
await db.commit()
|
||||
|
||||
|
||||
@router.post("/{asset_id}/upload", response_model=AssetResponse)
|
||||
async def upload_asset_file(
|
||||
asset_id: int,
|
||||
current_user: CurrentUser,
|
||||
file: UploadFile = File(...),
|
||||
db: AsyncSession = Depends(get_db),
|
||||
):
|
||||
"""Upload a file for an existing asset."""
|
||||
asset = await db.get(Asset, asset_id)
|
||||
if asset is None or asset.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="Asset not found")
|
||||
|
||||
# Sanitize filename to prevent path traversal.
|
||||
safe_filename = _sanitize_filename(file.filename or f"asset_{asset_id}")
|
||||
|
||||
# Validate file size against configured maximum.
|
||||
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
|
||||
content = await file.read()
|
||||
file_size = len(content)
|
||||
if file_size > max_bytes:
|
||||
raise HTTPException(
|
||||
status_code=413,
|
||||
detail=f"File size {file_size} exceeds maximum allowed size {max_bytes} bytes",
|
||||
)
|
||||
|
||||
# Write the file to the upload directory.
|
||||
upload_dir = Path(settings.UPLOAD_DIR)
|
||||
upload_dir.mkdir(parents=True, exist_ok=True)
|
||||
stored_name = f"{asset_id}_{safe_filename}"
|
||||
file_path = upload_dir / stored_name
|
||||
file_path.write_bytes(content)
|
||||
|
||||
asset.file_path = str(file_path)
|
||||
asset.mime_type = file.content_type
|
||||
asset.file_size = file_size
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(asset)
|
||||
return asset
|
||||
@@ -0,0 +1,131 @@
|
||||
"""Authentication router - login, register, token refresh."""
|
||||
|
||||
from datetime import datetime, timedelta, timezone
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, status
|
||||
from fastapi.security import OAuth2PasswordRequestForm
|
||||
from pydantic import BaseModel, EmailStr
|
||||
|
||||
from jose import jwt
|
||||
from passlib.context import CryptContext
|
||||
|
||||
from app.config import settings
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.user import User
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
from sqlalchemy import select
|
||||
|
||||
pwd_context = CryptContext(schemes=["bcrypt"], deprecated="auto")
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class TokenResponse(BaseModel):
|
||||
access_token: str
|
||||
token_type: str = "bearer"
|
||||
|
||||
|
||||
class RegisterRequest(BaseModel):
|
||||
username: str
|
||||
email: EmailStr
|
||||
password: str
|
||||
|
||||
|
||||
class UserResponse(BaseModel):
|
||||
id: int
|
||||
username: str
|
||||
email: str
|
||||
is_active: bool
|
||||
created_at: datetime | None = None
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
# --- Helpers ---
|
||||
|
||||
def _create_access_token(data: dict) -> str:
|
||||
to_encode = data.copy()
|
||||
expire = datetime.now(timezone.utc) + timedelta(
|
||||
minutes=settings.ACCESS_TOKEN_EXPIRE_MINUTES
|
||||
)
|
||||
to_encode.update({"exp": expire})
|
||||
return jwt.encode(to_encode, settings.SECRET_KEY, algorithm=settings.ALGORITHM)
|
||||
|
||||
|
||||
def verify_password(plain_password: str, hashed_password: str) -> bool:
|
||||
"""Verify a plain password against a hash."""
|
||||
return pwd_context.verify(plain_password, hashed_password)
|
||||
|
||||
|
||||
def hash_password(password: str) -> str:
|
||||
"""Hash a password."""
|
||||
return pwd_context.hash(password)
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.post("/register", response_model=TokenResponse, status_code=status.HTTP_201_CREATED)
|
||||
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
|
||||
"""Register a new user and return an access token."""
|
||||
# Check if username already exists
|
||||
result = await db.execute(select(User).where(User.username == req.username))
|
||||
if result.scalar_one_or_none():
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_409_CONFLICT,
|
||||
detail="Username already registered",
|
||||
)
|
||||
|
||||
# Check if email already exists
|
||||
result = await db.execute(select(User).where(User.email == req.email))
|
||||
if result.scalar_one_or_none():
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_409_CONFLICT,
|
||||
detail="Email already registered",
|
||||
)
|
||||
|
||||
user = User(
|
||||
username=req.username,
|
||||
email=req.email,
|
||||
hashed_password=hash_password(req.password),
|
||||
)
|
||||
db.add(user)
|
||||
await db.commit()
|
||||
await db.refresh(user)
|
||||
|
||||
access_token = _create_access_token({"sub": str(user.id)})
|
||||
return TokenResponse(access_token=access_token)
|
||||
|
||||
|
||||
@router.post("/login", response_model=TokenResponse)
|
||||
async def login(form: OAuth2PasswordRequestForm = Depends(), db: AsyncSession = Depends(get_db)):
|
||||
"""Authenticate user and return an access token.
|
||||
|
||||
Accepts form-encoded credentials (username/password) as expected by
|
||||
OAuth2PasswordBearer, so the Swagger UI "Authorize" flow works correctly.
|
||||
"""
|
||||
result = await db.execute(select(User).where(User.username == form.username))
|
||||
user = result.scalar_one_or_none()
|
||||
|
||||
if not user or not verify_password(form.password, user.hashed_password):
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_401_UNAUTHORIZED,
|
||||
detail="Incorrect username or password",
|
||||
)
|
||||
|
||||
if not user.is_active:
|
||||
raise HTTPException(
|
||||
status_code=status.HTTP_403_FORBIDDEN,
|
||||
detail="User account is inactive",
|
||||
)
|
||||
|
||||
access_token = _create_access_token({"sub": str(user.id)})
|
||||
return TokenResponse(access_token=access_token)
|
||||
|
||||
|
||||
@router.get("/me", response_model=UserResponse)
|
||||
async def get_current_user(current_user: CurrentUser):
|
||||
"""Get current user profile from the JWT token."""
|
||||
return current_user
|
||||
@@ -0,0 +1,106 @@
|
||||
"""User management router."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, status
|
||||
from pydantic import BaseModel, EmailStr
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.user import User
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
|
||||
# ─── Pydantic schemas ────────────────────────────────────────────────────────
|
||||
|
||||
class UserResponse(BaseModel):
|
||||
id: int
|
||||
username: str
|
||||
email: str
|
||||
is_active: bool
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
class UserUpdate(BaseModel):
|
||||
email: EmailStr | None = None
|
||||
is_active: bool | None = None
|
||||
|
||||
|
||||
# ─── Endpoints ───────────────────────────────────────────────────────────────
|
||||
|
||||
@router.get("/me", response_model=UserResponse)
|
||||
async def get_current_user_profile(
|
||||
current_user: CurrentUser,
|
||||
):
|
||||
"""Get the currently authenticated user's profile."""
|
||||
return current_user
|
||||
|
||||
|
||||
@router.get("/{user_id}", response_model=UserResponse)
|
||||
async def get_user(
|
||||
user_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Get a user by ID. Only the owner can view their own profile."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may view their own profile.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to view this user")
|
||||
|
||||
return user
|
||||
|
||||
|
||||
@router.patch("/{user_id}", response_model=UserResponse)
|
||||
async def update_user(
|
||||
user_id: int,
|
||||
user_update: UserUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Update a user. Only the owner can update their own account."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may update their own account.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to update this user")
|
||||
|
||||
if user_update.email is not None:
|
||||
user.email = user_update.email
|
||||
if user_update.is_active is not None:
|
||||
user.is_active = user_update.is_active
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(user)
|
||||
return user
|
||||
|
||||
|
||||
@router.delete("/{user_id}", status_code=status.HTTP_204_NO_CONTENT)
|
||||
async def delete_user(
|
||||
user_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: Annotated[AsyncSession, Depends(get_db)],
|
||||
):
|
||||
"""Delete a user. Only the owner can delete their own account."""
|
||||
result = await db.execute(select(User).where(User.id == user_id))
|
||||
user = result.scalar_one_or_none()
|
||||
if not user:
|
||||
raise HTTPException(status_code=404, detail="User not found")
|
||||
|
||||
# Only the owner may delete their own account.
|
||||
if user.id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not authorized to delete this user")
|
||||
|
||||
await db.delete(user)
|
||||
await db.commit()
|
||||
@@ -0,0 +1,168 @@
|
||||
"""Worlds router - CRUD for game worlds."""
|
||||
|
||||
from typing import Annotated
|
||||
|
||||
from fastapi import APIRouter, Depends, HTTPException, Query
|
||||
from pydantic import BaseModel, Field
|
||||
from sqlalchemy import select
|
||||
from sqlalchemy.ext.asyncio import AsyncSession
|
||||
from sqlalchemy.orm import selectinload
|
||||
|
||||
from app.database import get_db
|
||||
from app.dependencies import CurrentUser
|
||||
from app.models.world import World, WorldVisibility
|
||||
|
||||
router = APIRouter()
|
||||
|
||||
DbDep = Annotated[AsyncSession, Depends(get_db)]
|
||||
|
||||
|
||||
# --- Pydantic schemas ---
|
||||
|
||||
class WorldCreate(BaseModel):
|
||||
"""Schema for creating a world."""
|
||||
name: str = Field(..., min_length=1, max_length=255)
|
||||
description: str | None = None
|
||||
visibility: WorldVisibility = WorldVisibility.PUBLIC
|
||||
|
||||
|
||||
class WorldUpdate(BaseModel):
|
||||
"""Schema for updating a world."""
|
||||
name: str | None = Field(None, min_length=1, max_length=255)
|
||||
description: str | None = None
|
||||
visibility: WorldVisibility | None = None
|
||||
|
||||
|
||||
class WorldResponse(BaseModel):
|
||||
"""Schema for world responses."""
|
||||
id: int
|
||||
name: str
|
||||
description: str | None
|
||||
visibility: WorldVisibility
|
||||
owner_id: int
|
||||
created_at: str | None = None
|
||||
|
||||
model_config = {"from_attributes": True}
|
||||
|
||||
|
||||
# --- Endpoints ---
|
||||
|
||||
@router.get("/", response_model=list[WorldResponse])
|
||||
async def list_worlds(
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
skip: int = Query(0, ge=0),
|
||||
limit: int = Query(50, ge=1, le=100),
|
||||
visibility: WorldVisibility | None = None,
|
||||
):
|
||||
"""List worlds visible to the current user.
|
||||
|
||||
PUBLIC worlds are visible to everyone.
|
||||
PRIVATE/FRIENDS_ONLY worlds are visible to their owner.
|
||||
"""
|
||||
query = select(World).options(selectinload(World.owner))
|
||||
|
||||
# Filter by visibility if specified
|
||||
if visibility:
|
||||
query = query.where(World.visibility == visibility)
|
||||
if visibility != WorldVisibility.PUBLIC:
|
||||
# Requesting a non-public visibility explicitly must not bypass
|
||||
# ownership — otherwise any authenticated user could list every
|
||||
# PRIVATE/FRIENDS_ONLY world in the system just by passing the
|
||||
# filter, defeating the point of the check below.
|
||||
query = query.where(World.owner_id == current_user.id)
|
||||
else:
|
||||
# Show PUBLIC worlds + owner's own worlds
|
||||
query = query.where(
|
||||
(World.visibility == WorldVisibility.PUBLIC)
|
||||
| (World.owner_id == current_user.id)
|
||||
)
|
||||
|
||||
query = query.offset(skip).limit(limit).order_by(World.created_at.desc())
|
||||
result = await db.execute(query)
|
||||
worlds = result.scalars().all()
|
||||
return worlds
|
||||
|
||||
|
||||
@router.get("/{world_id}", response_model=WorldResponse)
|
||||
async def get_world(
|
||||
world_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Get a single world by ID, respecting visibility."""
|
||||
result = await db.execute(
|
||||
select(World).where(World.id == world_id).options(selectinload(World.owner))
|
||||
)
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
# Allow access if world is PUBLIC or owned by current user
|
||||
if world.visibility != WorldVisibility.PUBLIC and world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
return world
|
||||
|
||||
|
||||
@router.post("/", response_model=WorldResponse, status_code=201)
|
||||
async def create_world(
|
||||
world_data: WorldCreate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Create a new world."""
|
||||
world = World(
|
||||
name=world_data.name,
|
||||
description=world_data.description,
|
||||
owner_id=current_user.id,
|
||||
visibility=world_data.visibility,
|
||||
)
|
||||
db.add(world)
|
||||
await db.commit()
|
||||
await db.refresh(world)
|
||||
return world
|
||||
|
||||
|
||||
@router.put("/{world_id}", response_model=WorldResponse)
|
||||
async def update_world(
|
||||
world_id: int,
|
||||
world_data: WorldUpdate,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Update an existing world."""
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
update_data = world_data.model_dump(exclude_unset=True)
|
||||
for field, value in update_data.items():
|
||||
setattr(world, field, value)
|
||||
|
||||
await db.commit()
|
||||
await db.refresh(world)
|
||||
return world
|
||||
|
||||
|
||||
@router.delete("/{world_id}", status_code=204)
|
||||
async def delete_world(
|
||||
world_id: int,
|
||||
current_user: CurrentUser,
|
||||
db: DbDep,
|
||||
):
|
||||
"""Delete a world."""
|
||||
result = await db.execute(select(World).where(World.id == world_id))
|
||||
world = result.scalar_one_or_none()
|
||||
if not world:
|
||||
raise HTTPException(status_code=404, detail="World not found")
|
||||
|
||||
if world.owner_id != current_user.id:
|
||||
raise HTTPException(status_code=403, detail="Not owner of this world")
|
||||
|
||||
await db.delete(world)
|
||||
await db.commit()
|
||||
@@ -0,0 +1,34 @@
|
||||
version: "3.9"
|
||||
|
||||
services:
|
||||
postgres:
|
||||
image: postgres:16-alpine
|
||||
environment:
|
||||
POSTGRES_USER: agp_user
|
||||
POSTGRES_PASSWORD: agp_password
|
||||
POSTGRES_DB: agp_db
|
||||
ports:
|
||||
- "5432:5432"
|
||||
volumes:
|
||||
- postgres_data:/var/lib/postgresql/data
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "pg_isready -U agp_user -d agp_db"]
|
||||
interval: 5s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
|
||||
redis:
|
||||
image: redis:7-alpine
|
||||
ports:
|
||||
- "6379:6379"
|
||||
volumes:
|
||||
- redis_data:/data
|
||||
healthcheck:
|
||||
test: ["CMD", "redis-cli", "ping"]
|
||||
interval: 5s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
|
||||
volumes:
|
||||
postgres_data:
|
||||
redis_data:
|
||||
@@ -0,0 +1,17 @@
|
||||
fastapi==0.115.6
|
||||
uvicorn[standard]==0.34.0
|
||||
sqlalchemy==2.0.36
|
||||
alembic==1.14.0
|
||||
psycopg2-binary==2.9.10
|
||||
asyncpg==0.31.0
|
||||
redis==5.2.1
|
||||
pydantic==2.10.3
|
||||
pydantic-settings==2.7.0
|
||||
python-jose[cryptography]==3.3.0
|
||||
passlib[bcrypt]==1.7.4
|
||||
python-multipart==0.0.20
|
||||
email-validator==2.2.0
|
||||
httpx==0.28.1
|
||||
pytest==8.3.4
|
||||
pytest-asyncio==0.25.0
|
||||
pytest-cov==6.0.0
|
||||
@@ -0,0 +1,369 @@
|
||||
# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** World chunk data format & persistence, server authority + client
|
||||
> prediction, content moderation & age verification, avatar component system
|
||||
> **Godot version:** 4.6.2 stable
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates the two primary ways to build the **world/level
|
||||
authoring tool** for **agp-game**:
|
||||
|
||||
- **(a) Godot editor plugin** — extend the Godot editor itself with custom
|
||||
panels, dock widgets, and tools that operate on the project's scenes and
|
||||
resources.
|
||||
- **(b) In-game editor** — a fully custom editor built as game UI (Godot
|
||||
`Control` nodes) that runs inside the running game, editing the game's own
|
||||
world data.
|
||||
|
||||
The goal is to pick the approach that best fits the platform's constraints:
|
||||
a **server-authoritative** multiplayer game where the **world is stored as
|
||||
versioned chunks** (see `world.md`), content is **moderation-flagged** (see
|
||||
`content_moderation.md`), and the client is a **shipped binary** that players
|
||||
run (not a dev tool).
|
||||
|
||||
This document is a **decision record**: it lays out the trade-offs, gives a
|
||||
clear recommendation, and defines the resulting architecture boundaries.
|
||||
|
||||
---
|
||||
|
||||
## 2. Context & Constraints
|
||||
|
||||
Before comparing the two approaches, we must fix the constraints that drive the
|
||||
decision. These come from the existing architecture docs.
|
||||
|
||||
### 2.1 The World Is Data, Not Scenes
|
||||
|
||||
`world.md` defines the world as **chunk data** (JSON for authoring, binary for
|
||||
runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
|
||||
of load, save, and stream. The **server is the only writer** to the store;
|
||||
clients submit **deltas** against a `base_revision` and the server validates and
|
||||
applies them.
|
||||
|
||||
**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
|
||||
files. Whatever editor we build must serialize to the chunk contract, not to
|
||||
Godot scene resources.
|
||||
|
||||
### 2.2 Server-Authoritative & Moderation-Aware
|
||||
|
||||
- The server validates every edit (schema, bounds, moderation) before
|
||||
persisting (`world.md` §5.4).
|
||||
- Content carries **content flags** aggregated from referenced assets/scripts
|
||||
(`content_moderation.md` §3). Mature content is gated behind age verification.
|
||||
- The client receives a **content manifest** and never loads content not in it.
|
||||
|
||||
**Implication:** An editor that runs on a **player's machine** cannot be the
|
||||
authority on what gets published. Editing must go through the server's
|
||||
validation pipeline, and the editor must surface moderation flags.
|
||||
|
||||
### 2.3 The Client Is a Shipped Binary
|
||||
|
||||
The game is a multiplayer product. Players run a **release build**. The Godot
|
||||
editor is a **development tool** that players do not have.
|
||||
|
||||
**Implication:** If authoring is a first-class *player* feature (user-generated
|
||||
content), the editor must ship inside the game binary. If authoring is a
|
||||
*developer/platform* feature, it can live in the editor.
|
||||
|
||||
### 2.4 Two Distinct Audiences
|
||||
|
||||
The evaluation must separate two audiences, because they have opposite needs:
|
||||
|
||||
| Audience | Who | Where they run | What they build |
|
||||
|----------|-----|----------------|-----------------|
|
||||
| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
|
||||
| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
|
||||
|
||||
The two approaches map cleanly onto these audiences, and the right answer is
|
||||
likely **both** — but with a clear primary recommendation.
|
||||
|
||||
---
|
||||
|
||||
## 3. Approach (a): Godot Editor Plugin
|
||||
|
||||
### 3.1 What It Is
|
||||
|
||||
A Godot editor plugin is a set of scripts (and optionally scenes) that extend
|
||||
the editor via the `EditorPlugin` API. It can add:
|
||||
|
||||
- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
|
||||
- **Toolbar buttons** (`add_control_to_container`).
|
||||
- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
|
||||
- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
|
||||
- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
|
||||
- **Menu entries** (`add_tool_menu_item`).
|
||||
|
||||
Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
|
||||
|
||||
### 3.2 Pros
|
||||
|
||||
- **Full editor power for free:** You get the scene tree, inspector, viewport
|
||||
navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
|
||||
- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
|
||||
exactly what the editor is built for. Great for authoring **base content**
|
||||
(rooms, templates, avatar base bodies).
|
||||
- **Fast iteration for devs:** The platform team can build and test levels
|
||||
directly in the tool they already use.
|
||||
- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
|
||||
- **No runtime footprint:** Editor-only code is stripped from export builds
|
||||
(`@tool` scripts and editor plugins are not shipped to players).
|
||||
|
||||
### 3.3 Cons
|
||||
|
||||
- **Not available to players.** Players don't run the Godot editor. Any
|
||||
player-facing UGC authoring cannot use this approach.
|
||||
- **Tied to the editor's UX.** You inherit the editor's look and interaction
|
||||
model; deep customization is limited by what the editor API exposes.
|
||||
- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
|
||||
plugins are more brittle across upgrades than game code.
|
||||
- **Scene-centric, not data-centric.** The editor is optimized for scenes and
|
||||
resources. Our world is **chunk data** (`world.md`). We'd have to build a
|
||||
translation layer (scene ↔ chunk) and keep it in sync — a real source of
|
||||
drift.
|
||||
- **Single-user, local.** The editor edits local files. It does not natively
|
||||
talk to our server-authoritative chunk store or the moderation pipeline.
|
||||
- **Headless/CI friction.** Validating plugin behavior in CI requires running
|
||||
the editor headless, which is heavier than testing game code.
|
||||
|
||||
### 3.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Excellent. This is the natural home for building
|
||||
base worlds, rooms, and templates.
|
||||
- **Player UGC:** Not applicable. Players cannot run the editor.
|
||||
- **Server-authoritative chunk store:** Poor fit natively. The editor edits
|
||||
local scenes; we'd bolt on a chunk export/import and a server sync layer.
|
||||
|
||||
---
|
||||
|
||||
## 4. Approach (b): In-Game Editor
|
||||
|
||||
### 4.1 What It Is
|
||||
|
||||
A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
|
||||
buttons, toolbars) that run inside the running game. It edits the game's own
|
||||
world data model (chunks) and submits edits through the normal server pipeline.
|
||||
|
||||
### 4.2 Pros
|
||||
|
||||
- **Ships to players.** The editor is part of the game binary, so **player UGC
|
||||
authoring is possible** — the core requirement for a user-generated-content
|
||||
platform.
|
||||
- **Data-native.** The editor operates directly on the **chunk model**
|
||||
(`world.md`), so there is no scene↔chunk translation layer and no drift.
|
||||
- **Server-authoritative by construction.** Edits go through the same
|
||||
`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
|
||||
moderation apply uniformly. The editor cannot bypass the server.
|
||||
- **Moderation-aware.** Because edits flow through the server, content flags are
|
||||
computed and enforced at the boundary (`content_moderation.md` §4). The editor
|
||||
can surface flags and gate mature content.
|
||||
- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
|
||||
the game; no separate editor theme to maintain.
|
||||
- **Testable in CI.** The editor is ordinary game code; it can be exercised
|
||||
headlessly and unit-tested like any other system.
|
||||
|
||||
### 4.3 Cons
|
||||
|
||||
- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
|
||||
We must implement selection, snapping, undo/redo, viewport navigation, and
|
||||
property editing ourselves.
|
||||
- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
|
||||
behind a feature flag / separate scene that is only instantiated on demand).
|
||||
- **More upfront work.** A usable in-game editor is a large feature; it needs
|
||||
its own architecture (tool modes, gizmos, palette, inspector).
|
||||
- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
|
||||
material is better done in the Godot editor / DCC tools. The in-game editor
|
||||
should focus on **world composition** (placing tiles and objects), not asset
|
||||
creation.
|
||||
|
||||
### 4.4 Fit for Our Constraints
|
||||
|
||||
- **Platform/dev authoring:** Workable but not ideal for deep asset work.
|
||||
- **Player UGC:** The **only** viable approach. Players can only author through
|
||||
the shipped game.
|
||||
- **Server-authoritative chunk store:** Excellent fit. The editor is a client
|
||||
that submits validated deltas.
|
||||
|
||||
---
|
||||
|
||||
## 5. Comparison Matrix
|
||||
|
||||
| Criterion | (a) Editor plugin | (b) In-game editor |
|
||||
|-----------|-------------------|--------------------|
|
||||
| Ships to players | ❌ No | ✅ Yes |
|
||||
| Player UGC authoring | ❌ Impossible | ✅ Core capability |
|
||||
| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
|
||||
| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
|
||||
| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
|
||||
| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
|
||||
| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
|
||||
| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
|
||||
| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
|
||||
| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
|
||||
| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
|
||||
|
||||
---
|
||||
|
||||
## 6. Recommendation
|
||||
|
||||
**Primary recommendation: build the in-game editor (b) as the platform's
|
||||
authoring surface, and use a lightweight Godot editor plugin (a) only as an
|
||||
internal dev convenience.**
|
||||
|
||||
### 6.1 Rationale
|
||||
|
||||
1. **Player UGC is the deciding factor.** The platform's value proposition is
|
||||
user-generated content (rooms, worlds, avatars). Players cannot run the Godot
|
||||
editor, so **only an in-game editor can deliver player authoring**. This is a
|
||||
hard requirement that the editor-plugin approach cannot meet.
|
||||
|
||||
2. **The world is data, and the in-game editor is data-native.** `world.md`
|
||||
defines chunks as the atomic unit. An in-game editor edits chunks directly
|
||||
and submits them through the server pipeline. An editor plugin would force a
|
||||
scene↔chunk translation layer that is a constant source of drift and bugs.
|
||||
|
||||
3. **Server authority and moderation fall out naturally.** Because in-game
|
||||
edits use the same `request_chunk_edit` RPCs as gameplay, validation,
|
||||
revisioning, optimistic concurrency, and content-flag enforcement
|
||||
(`content_moderation.md`) apply uniformly. The editor cannot bypass the
|
||||
server — which is exactly what a moderation-aware UGC platform needs.
|
||||
|
||||
4. **The editor-plugin's strengths are not what we need.** Its free features
|
||||
(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
|
||||
Our authoring is world composition against a chunk contract, not scene
|
||||
editing. The plugin's main win — deep asset authoring — is better served by
|
||||
DCC tools and the Godot editor for the *platform team*, not by a plugin we
|
||||
must maintain.
|
||||
|
||||
### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
|
||||
|
||||
We still recommend a **small, optional** editor plugin for the **platform team**
|
||||
to author **base content** (base rooms, templates, avatar base bodies, test
|
||||
levels) directly in the Godot editor. This is a dev-time convenience, not a
|
||||
product feature:
|
||||
|
||||
- It can export a scene/resource as a **chunk** (reusing the same encoder as the
|
||||
in-game editor) so dev-authored content flows into the same pipeline.
|
||||
- It is **not shipped** to players and is **not** the authoring surface for UGC.
|
||||
- It should be kept thin to minimize editor-API churn risk.
|
||||
|
||||
### 6.3 Scope Boundary
|
||||
|
||||
To keep the in-game editor tractable, define its scope clearly:
|
||||
|
||||
- **In scope (world composition):** placing tiles, placing static/dynamic
|
||||
objects, setting transforms, editing object properties, saving/loading chunks,
|
||||
submitting edits to the server, showing moderation flags.
|
||||
- **Out of scope (asset creation):** modeling meshes, authoring materials,
|
||||
rigging avatars. These are done in DCC tools / the Godot editor and imported
|
||||
as catalog assets (see `avatar.md` §7). The in-game editor **references**
|
||||
catalog assets by id; it does not create them.
|
||||
|
||||
---
|
||||
|
||||
## 7. Resulting Architecture
|
||||
|
||||
### 7.1 Shared Editor Core
|
||||
|
||||
Both the in-game editor and the (optional) dev plugin should share a single
|
||||
**editor core** that operates on the chunk model. This avoids two divergent
|
||||
implementations.
|
||||
|
||||
```
|
||||
EditorCore (shared, data-native)
|
||||
├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
|
||||
├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
|
||||
├── EditSession # base_revision tracking, delta generation
|
||||
├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
|
||||
├── UndoRedoStack # command pattern over chunk mutations
|
||||
├── SelectionManager # selected tiles/objects
|
||||
├── ToolRegistry # brush, object-place, select, erase, etc.
|
||||
└── ModerationView # surfaces content flags; gates mature content
|
||||
```
|
||||
|
||||
### 7.2 In-Game Editor (Primary)
|
||||
|
||||
```
|
||||
InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
|
||||
├── EditorViewport # custom 2D/3D viewport with camera navigation
|
||||
├── Toolbar # tool mode switcher
|
||||
├── PalettePanel # tile/object palette (from catalog)
|
||||
├── InspectorPanel # property editor for selected object
|
||||
├── ChunkBrowser # load/save chunks, list rooms
|
||||
└── EditorCore # shared core (above)
|
||||
```
|
||||
|
||||
- Instantiated only when the player enters "build mode" (a separate scene /
|
||||
feature flag), so the runtime footprint is negligible during normal play.
|
||||
- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
|
||||
by re-fetching and re-applying (`world.md` §5.4).
|
||||
|
||||
### 7.3 Dev Editor Plugin (Optional, Thin)
|
||||
|
||||
```
|
||||
DevChunkPlugin (EditorPlugin, dev-only, not shipped)
|
||||
├── Dock panel: "Chunk Export"
|
||||
├── Reads the current scene / selected nodes
|
||||
├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
|
||||
└── Exports a .chunk.json / submits to a dev server
|
||||
```
|
||||
|
||||
Kept thin to minimize editor-API churn. Its only job is to let the platform team
|
||||
author base content in the editor and push it into the same chunk pipeline.
|
||||
|
||||
### 7.4 Data Flow
|
||||
|
||||
```
|
||||
[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
|
||||
^ | validate
|
||||
| | apply
|
||||
+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
|
||||
v
|
||||
SQLite (world.db)
|
||||
|
||||
[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
|
||||
```
|
||||
|
||||
Both paths converge on the **same server validation pipeline**, so moderation
|
||||
and revisioning are uniform regardless of authoring surface.
|
||||
|
||||
---
|
||||
|
||||
## 8. Risks & Mitigations
|
||||
|
||||
| Risk | Mitigation |
|
||||
|------|------------|
|
||||
| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
|
||||
| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
|
||||
| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
|
||||
| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
|
||||
| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
|
||||
| Players bypass moderation | Impossible by construction: edits go through server validation |
|
||||
|
||||
---
|
||||
|
||||
## 9. Open Questions / Future Work
|
||||
|
||||
- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
|
||||
editor (volumetric chunks) is future work (`world.md` §8).
|
||||
- **Collaborative editing:** Multiple players editing the same chunk concurrently
|
||||
— the optimistic-concurrency model already supports it, but the UX (live
|
||||
cursors, conflict resolution) is unspecified.
|
||||
- **Template library:** A curated set of room templates players can start from.
|
||||
- **Publish/review flow:** How a player's authored room enters the moderation
|
||||
review queue (`content_moderation.md` §6) and becomes publicly joinable.
|
||||
|
||||
---
|
||||
|
||||
## 10. Summary
|
||||
|
||||
| Concern | Decision |
|
||||
|---------|----------|
|
||||
| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
|
||||
| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
|
||||
| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
|
||||
| Server authority | Edits go through `request_chunk_edit`; server validates |
|
||||
| Moderation | Enforced at the server boundary for both paths |
|
||||
| In-game editor scope | World composition only; asset creation is out of scope |
|
||||
| Runtime footprint | Editor gated behind a feature flag / separate scene |
|
||||
@@ -0,0 +1,159 @@
|
||||
# GDScript Sandboxing for User-Written Scripts
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Content moderation & age verification (scripts are one of the
|
||||
> three moderated content types), avatar component system
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates how to safely run **user-written scripts** as part of
|
||||
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||
|
||||
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||
none of the three options named in the original task hold up under testing.**
|
||||
A script running anywhere inside the Godot process — however it's loaded,
|
||||
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||
has to happen *outside* the scripting language, not through an in-engine
|
||||
restriction mechanism, because no such mechanism exists.
|
||||
|
||||
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||
version.
|
||||
|
||||
## 2. Options Evaluated
|
||||
|
||||
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||
|
||||
There is no `ScriptServer` class in Godot 4.6.2:
|
||||
|
||||
```
|
||||
ClassDB.class_exists("ScriptServer") → false
|
||||
```
|
||||
|
||||
There's also no project setting to disable engine subsystems for scripts —
|
||||
none of `application/run/disable_os`, `disable_file_access`, or
|
||||
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||
with sandboxing features from a different engine/scripting ecosystem, or
|
||||
with **export template stripping** (which controls what ships in a build,
|
||||
not what a script can call at runtime).
|
||||
|
||||
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||
node script, no special setup:
|
||||
|
||||
| Capability | Available to any script? |
|
||||
|---|---|
|
||||
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||
|
||||
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||
surface this option assumed doesn't exist in the engine.
|
||||
|
||||
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||
|
||||
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||
scene subtree its own render target and can gate input propagation) — it is
|
||||
not a security or scripting boundary. A script attached to any node inside a
|
||||
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||
|
||||
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||
the security problem the task is asking about. Worth keeping in mind for
|
||||
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||
provides zero script sandboxing.
|
||||
|
||||
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||
|
||||
Two ways to read this option, tested separately:
|
||||
|
||||
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||
practical — this means re-implementing (and then indefinitely maintaining,
|
||||
in lockstep with every Godot release) a full language interpreter outside
|
||||
the engine. Far more engineering than the problem justifies.
|
||||
|
||||
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||
safe by default: it can still reach through to unsafe engine methods if you
|
||||
aren't careful about what object you hand it as a base instance:
|
||||
|
||||
```gdscript
|
||||
var expr = Expression.new()
|
||||
expr.parse("get_environment('HOME')", ["OS"])
|
||||
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||
```
|
||||
|
||||
So `Expression` is a viable building block only if the host **never passes
|
||||
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||
allowlisting work still has to happen at the call site, `Expression` itself
|
||||
enforces none of it.
|
||||
|
||||
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||
`"OS.execute"` before parsing) was also probed and is not a real
|
||||
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||
`Callable`, or any other indirection, and produces false confidence.
|
||||
|
||||
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||
ability to reference engine singletons or arbitrary objects* is the only
|
||||
version of "custom interpreter" that's actually safe. This is real
|
||||
engineering effort, not a config flag.
|
||||
|
||||
## 3. Recommendation
|
||||
|
||||
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||
in-engine options provide a real boundary, the two approaches actually worth
|
||||
building are, in order of recommended priority:
|
||||
|
||||
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||
scripting. Most UGC scripting needs in a game like this (custom
|
||||
interactions, simple triggers, item behaviors) don't need a general
|
||||
programming language — they need a small set of declarative
|
||||
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||
side. This has *zero* attack surface by construction — there's no
|
||||
interpreter to escape because there's no general execution, just a
|
||||
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||
the actual UGC use cases in this game and should be scoped against real
|
||||
feature requirements before assuming more is needed.
|
||||
|
||||
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||
at the OS level, not the engine level: run untrusted scripts in a
|
||||
**separate process** (a stripped-down Godot instance or a dedicated
|
||||
interpreter) under OS sandboxing (a restricted user account, a
|
||||
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||
operations. This is the only approach that provides a real security
|
||||
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||
language cooperating — the OS enforces it. Substantially more
|
||||
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||
can't express what's needed.
|
||||
|
||||
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||
none provide a real boundary (§2).
|
||||
|
||||
## 4. Open Questions
|
||||
|
||||
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||
simple item/state effects, dialogue branching?) This determines whether
|
||||
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||
needed. Needs a concrete feature list before implementation starts.
|
||||
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||
Affects resource cost and isolation guarantees.
|
||||
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||
scripts as a moderated content type still need a moderation flag path
|
||||
regardless of which execution model is chosen — a DSL makes static
|
||||
analysis of *what a script can possibly do* far easier than it would be
|
||||
for general code, which is an additional point in its favor.
|
||||
+12
-4
@@ -6,11 +6,19 @@ config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="AGP Game"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/name="AGP-Game"
|
||||
run/main_scene="res://scenes/main_menu.tscn"
|
||||
config/features=PackedStringArray("4.6.2")
|
||||
|
||||
[autoload]
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1280
|
||||
window/size/viewport_height=720
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
window/stretch/mode="canvas_items"
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
renderer/rendering_method.mobile="gl_compatibility"
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
|
||||
@@ -0,0 +1,174 @@
|
||||
extends Node
|
||||
|
||||
func _ready():
|
||||
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
||||
probe_script_loading()
|
||||
probe_os_apis()
|
||||
probe_file_access()
|
||||
probe_network()
|
||||
probe_classdb()
|
||||
probe_expression_engine()
|
||||
probe_engine_singletons()
|
||||
probe_worker_threads()
|
||||
probe_project_settings()
|
||||
probe_allowlist()
|
||||
print("=== SANDBOX PROBE 6 END ===")
|
||||
get_tree().quit()
|
||||
|
||||
func probe_script_loading():
|
||||
print("--- Script loading ---")
|
||||
var gd = GDScript.new()
|
||||
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
||||
var err = gd.reload()
|
||||
print("GDScript.reload() from source_code err=", err)
|
||||
if err == OK:
|
||||
var inst = gd.new()
|
||||
print(" instantiated, hello()=", inst.call("hello"))
|
||||
var res = load("res://test_script.gd")
|
||||
print("load('res://test_script.gd') = ", res)
|
||||
if res:
|
||||
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
||||
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
||||
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
||||
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
||||
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
||||
|
||||
func probe_os_apis():
|
||||
print("--- OS APIs ---")
|
||||
var out = []
|
||||
var exit_code = OS.execute("echo", ["hello"], out)
|
||||
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
||||
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
||||
print("OS has 'create_process': ", OS.has_method("create_process"))
|
||||
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
||||
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
||||
print("OS.get_executable_path() = ", OS.get_executable_path())
|
||||
|
||||
func probe_file_access():
|
||||
print("--- File access ---")
|
||||
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
||||
print("FileAccess.open('/etc/hostname') = ", f)
|
||||
if f:
|
||||
print(" content: ", f.get_as_text())
|
||||
f.close()
|
||||
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
||||
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
||||
if w:
|
||||
w.store_string("probe")
|
||||
w.close()
|
||||
print(" wrote to /tmp OK")
|
||||
var dir = DirAccess.open("/")
|
||||
print("DirAccess.open('/') = ", dir)
|
||||
if dir:
|
||||
var names = dir.get_files()
|
||||
print(" root files count: ", names.size())
|
||||
var res_dir = DirAccess.open("res://")
|
||||
print("DirAccess.open('res://') = ", res_dir)
|
||||
var user_dir = DirAccess.open("user://")
|
||||
print("DirAccess.open('user://') = ", user_dir)
|
||||
|
||||
func probe_network():
|
||||
print("--- Network ---")
|
||||
var tcp = TCPServer.new()
|
||||
var bind_err = tcp.listen(0)
|
||||
print("TCPServer.listen(0) err=", bind_err)
|
||||
var http = HTTPClient.new()
|
||||
print("HTTPClient instantiated: ", http != null)
|
||||
var http_req = HTTPRequest.new()
|
||||
print("HTTPRequest instantiated: ", http_req != null)
|
||||
var udp = PacketPeerUDP.new()
|
||||
print("PacketPeerUDP instantiated: ", udp != null)
|
||||
var ws = WebSocketPeer.new()
|
||||
print("WebSocketPeer instantiated: ", ws != null)
|
||||
|
||||
func probe_classdb():
|
||||
print("--- ClassDB ---")
|
||||
print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
|
||||
print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
|
||||
print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
|
||||
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
||||
var class_list = ClassDB.get_class_list()
|
||||
print("ClassDB.get_class_list() count: ", class_list.size())
|
||||
var os_methods = ClassDB.class_get_method_list("OS")
|
||||
print("OS method count: ", os_methods.size())
|
||||
var inst = ClassDB.instantiate("Node")
|
||||
print("ClassDB.instantiate('Node') = ", inst)
|
||||
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
||||
|
||||
func probe_expression_engine():
|
||||
print("--- Expression engine ---")
|
||||
var expr = Expression.new()
|
||||
var err = expr.parse("1 + 2")
|
||||
print("Expression.parse('1 + 2') err=", err)
|
||||
if err == OK:
|
||||
var result = expr.execute()
|
||||
print(" Expression.execute() = ", result)
|
||||
var expr2 = Expression.new()
|
||||
err = expr2.parse("OS.get_environment('HOME')")
|
||||
print("Expression.parse('OS.get_environment') err=", err)
|
||||
if err == OK:
|
||||
var result2 = expr2.execute()
|
||||
print(" Expression.execute() = ", result2)
|
||||
var expr3 = Expression.new()
|
||||
err = expr3.parse("get_environment('HOME')", ["OS"])
|
||||
print("Expression.parse with base_instance err=", err)
|
||||
if err == OK:
|
||||
var result3 = expr3.execute([], OS)
|
||||
print(" Expression.execute with OS base = ", result3)
|
||||
var expr4 = Expression.new()
|
||||
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
||||
print("Expression.parse('FileAccess.open') err=", err)
|
||||
if err == OK:
|
||||
var result4 = expr4.execute()
|
||||
print(" Expression.execute() = ", result4)
|
||||
var expr5 = Expression.new()
|
||||
err = expr5.parse("get_tree().quit()")
|
||||
print("Expression.parse('get_tree().quit()') err=", err)
|
||||
if err == OK:
|
||||
var result5 = expr5.execute()
|
||||
print(" Expression.execute() = ", result5)
|
||||
|
||||
func probe_engine_singletons():
|
||||
print("--- Engine singletons ---")
|
||||
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
||||
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
||||
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
||||
|
||||
func probe_worker_threads():
|
||||
print("--- Worker threads ---")
|
||||
var thread = Thread.new()
|
||||
print(" Thread.new() = ", thread)
|
||||
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
||||
|
||||
func probe_project_settings():
|
||||
print("--- Project settings ---")
|
||||
var settings = ProjectSettings.get_property_list()
|
||||
var relevant = []
|
||||
for s in settings:
|
||||
var name = String(s.name)
|
||||
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
|
||||
relevant.append(name)
|
||||
print(" Sandbox/security project settings: ", relevant)
|
||||
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
|
||||
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
|
||||
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
|
||||
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
||||
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
||||
|
||||
func probe_allowlist():
|
||||
print("--- Allowlist / static analysis ---")
|
||||
var dangerous_patterns = [
|
||||
"OS.execute", "OS.create_process", "OS.get_environment",
|
||||
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
||||
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
||||
"get_tree().quit", "ProjectSettings"
|
||||
]
|
||||
var test_script = """extends Node
|
||||
func _ready():
|
||||
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
||||
OS.execute("rm", ["-rf", "/"])
|
||||
"""
|
||||
print(" Test script contains dangerous patterns:")
|
||||
for p in dangerous_patterns:
|
||||
if p in test_script:
|
||||
print(" DETECTED: ", p)
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
||||
|
||||
[node name="Probe6" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -0,0 +1,8 @@
|
||||
; Engine configuration file.
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="sandbox_probe"
|
||||
run/main_scene="res://probe6.tscn"
|
||||
config/features=PackedStringArray("4.6")
|
||||
@@ -0,0 +1,4 @@
|
||||
extends RefCounted
|
||||
|
||||
func hello():
|
||||
return "from test_script.gd"
|
||||
@@ -0,0 +1,43 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/main_menu.gd" id="1_main"]
|
||||
|
||||
[node name="MainMenu" type="Control"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_main")
|
||||
|
||||
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
|
||||
layout_mode = 1
|
||||
theme_override_constants/separation = 16
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "AGP Game"
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 72
|
||||
|
||||
[node name="PlayButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "Play"
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
layout_mode = 1
|
||||
text = "Quit"
|
||||
size_flags_horizontal = 4
|
||||
|
||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
|
||||
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
|
||||
@@ -0,0 +1,14 @@
|
||||
extends Control
|
||||
|
||||
|
||||
func _ready():
|
||||
pass
|
||||
|
||||
|
||||
func _on_play_button_pressed():
|
||||
# No gameplay scene exists yet — wire this to the real scene once one lands.
|
||||
print("Play pressed — no gameplay scene yet")
|
||||
|
||||
|
||||
func _on_quit_button_pressed():
|
||||
get_tree().quit()
|
||||
Reference in New Issue
Block a user