Files
modbison/scripts/world_list.gd
daddy 4ff74ae823 Editor save path: single/batch chunk PUT, 409 retry, non-joined Edit World entry
Implements world_persistence_impl.md §9 client/editor task items 2-3:

- ChunkSaveService (scripts/editor/chunk_save_service.gd): single-chunk
  PUT with base_revision, batch PUT for multi-chunk edits, and a real
  409 -> re-fetch -> retry loop. Full-chunk overwrite (§8.2 D5) means
  "re-apply the edit" is just retrying with the locally-edited payload
  at the freshly-learned revision, not delta replay.
- InGameEditor gets a Save button (+ Ctrl+S) that surfaces live_session
  as an explicit warning instead of ignoring it, per §6 D4.
- "Edit World" entry point on the world list (owner-gated) that calls
  Session.begin_edit() instead of ApiClient.join_world() -- editing
  never joins, opens no ENet connection, spawns no dedicated server.
- game.gd wires Session.editing to fetch the real (0,0,0) chunk over
  HTTP and open the editor against it, falling back to an empty chunk
  for an unwritten coordinate.

Verified against a real backend (register/world/save/reload, a genuine
409 from two racing saves, atomic 2-chunk batch, live_session field) --
new scripts/smoke_test_editor_save.gd (19/19) plus an extended
smoke_test_world_list.gd covering the non-joined entry point (11/11).
Full existing Godot smoke suite (18 files) and backend pytest (132)
still pass unchanged.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 23:35:33 +00:00

215 lines
7.7 KiB
GDScript

extends Control
## World list screen — browses public worlds via GET /api/worlds.
##
## Displays a scrollable list of world cards (name + description).
## Handles loading, empty list, errors, and refresh.
# UI references
@onready var scroll_container: ScrollContainer = $VBoxContainer/ScrollContainer
@onready var world_list: VBoxContainer = $VBoxContainer/ScrollContainer/WorldList
@onready var loading_label: Label = $VBoxContainer/LoadingLabel
@onready var error_label: Label = $VBoxContainer/ErrorLabel
@onready var refresh_button: Button = $VBoxContainer/HeaderHBox/RefreshButton
@onready var back_button: Button = $VBoxContainer/HeaderHBox/BackButton
@onready var empty_label: Label = $VBoxContainer/EmptyLabel
## Cached so each world card can decide whether to show "Edit World"
## (docs/architecture/world_persistence_impl.md §5.3: chunk writes require
## `world.owner_id == caller`, same as `update_world`) without an extra
## round trip per card. -1 until resolved / on failure, in which case no
## card shows the edit entry point.
var _current_user_id: int = -1
func _ready() -> void:
refresh_button.disabled = false
back_button.disabled = false
loading_label.visible = false
error_label.visible = false
empty_label.visible = false
world_list.visible = false
var me_result: Dictionary = await ApiClient.get_me()
if me_result.ok and me_result.data is Dictionary:
_current_user_id = int((me_result.data as Dictionary).get("id", -1))
_refresh_worlds()
func _on_refresh_button_pressed() -> void:
_refresh_worlds()
func _on_back_button_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
## Fetch the world list from the backend and update the UI.
func _refresh_worlds() -> void:
# Reset UI state
loading_label.visible = true
error_label.visible = false
empty_label.visible = false
world_list.visible = false
refresh_button.disabled = true
# Clear previous world cards
for child in world_list.get_children():
child.queue_free()
var result := await ApiClient.get_worlds()
loading_label.visible = false
refresh_button.disabled = false
if not result.ok:
# Show error message (401, network failure, etc.)
error_label.text = "Error: %s" % result.detail
error_label.visible = true
empty_label.visible = false
world_list.visible = false
return
var data = result.data
if not data is Array:
error_label.text = "Unexpected response format."
error_label.visible = true
empty_label.visible = false
world_list.visible = false
return
if data.is_empty():
empty_label.text = "No worlds yet. Check back later!"
empty_label.visible = true
error_label.visible = false
world_list.visible = false
return
# Render world cards
world_list.visible = true
empty_label.visible = false
error_label.visible = false
for world_dict in data:
if not world_dict is Dictionary:
continue
var card := _create_world_card(world_dict)
world_list.add_child(card)
## Create a visual card for a single world entry.
func _create_world_card(world_dict: Dictionary) -> Control:
# PanelContainer for the background, not a ColorRect moved to child index
# 0 of a VBoxContainer -- a VBoxContainer lays out ALL its children in a
# vertical sequence, it has no concept of "float this one child behind
# the others as an overlay". That version rendered as an empty dark bar
# sitting above the text, not a background behind it.
var panel := PanelContainer.new()
panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
panel.custom_minimum_size = Vector2(0, 80)
var style := StyleBoxFlat.new()
style.bg_color = Color(0.15, 0.15, 0.15, 1.0)
style.content_margin_left = 12
style.content_margin_right = 12
style.content_margin_top = 8
style.content_margin_bottom = 8
panel.add_theme_stylebox_override("panel", style)
var card := VBoxContainer.new()
card.size_flags_horizontal = Control.SIZE_EXPAND_FILL
card.add_theme_constant_override("separation", 4)
panel.add_child(card)
var name_label := Label.new()
name_label.text = world_dict.get("name", "Unnamed World")
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.size_flags_horizontal = Control.SIZE_FILL
name_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
name_label.add_theme_font_size_override("font_size", 18)
var desc_label := Label.new()
var description: String = str(world_dict.get("description", ""))
desc_label.text = description if description != "" else "No description."
desc_label.autowrap_mode = TextServer.AUTOWRAP_WORD
desc_label.size_flags_horizontal = Control.SIZE_FILL
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
desc_label.add_theme_font_size_override("font_size", 14)
desc_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1.0))
var meta_label := Label.new()
var visibility: String = str(world_dict.get("visibility", "public"))
var created: String = str(world_dict.get("created_at", ""))
meta_label.text = "Visibility: %s%s" % [visibility, " | Created: " + created if created != "" else ""]
meta_label.autowrap_mode = TextServer.AUTOWRAP_WORD
meta_label.size_flags_horizontal = Control.SIZE_FILL
meta_label.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
meta_label.add_theme_font_size_override("font_size", 12)
meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0))
# "Enter World" asks the backend to host this world (POST /join) and then
# loads scenes/game.tscn networked. If the backend has no game-server
# orchestration (a plain dev instance), it falls back to local
# single-player. All worlds still load the same test level -- per-world
# content is a later milestone.
var world_id := int(world_dict.get("id", 0))
var enter_button := Button.new()
enter_button.text = "Enter World"
enter_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
enter_button.pressed.connect(_on_enter_world_pressed.bind(world_id, enter_button))
var buttons_row := HBoxContainer.new()
buttons_row.add_child(enter_button)
# "Edit World" (world_persistence_impl.md §6 D4): a non-joined entry
# point into the in-game editor -- it does NOT call POST /join. Only
# shown for the world's owner, matching the write-side authorization the
# save path itself enforces (§5.3), so a non-owner never sees a button
# that would just 403 on the first save.
var owner_id := int(world_dict.get("owner_id", -1))
if _current_user_id != -1 and owner_id == _current_user_id:
var edit_button := Button.new()
edit_button.text = "Edit World"
edit_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
edit_button.pressed.connect(_on_edit_world_pressed.bind(world_id))
buttons_row.add_child(edit_button)
card.add_child(name_label)
card.add_child(desc_label)
card.add_child(meta_label)
card.add_child(buttons_row)
return panel
func _on_enter_world_pressed(world_id: int, button: Button) -> void:
button.disabled = true
button.text = "Joining…"
var result := await ApiClient.join_world(world_id)
if result.ok and result.data is Dictionary:
var d: Dictionary = result.data
Session.begin(world_id, str(d.get("host", "")), int(d.get("port", 0)))
get_tree().change_scene_to_file("res://scenes/game.tscn")
return
if result.status == 503:
# This backend can't host game servers -- go in local single-player.
Session.clear()
get_tree().change_scene_to_file("res://scenes/game.tscn")
return
button.disabled = false
button.text = "Enter World"
error_label.text = "Couldn't join: %s" % result.detail
error_label.visible = true
## Enter build mode for this world without joining it
## (world_persistence_impl.md §6 D4). No /join call, no ENet connection, no
## dedicated server -- game.gd loads/saves the world's chunks over HTTP.
func _on_edit_world_pressed(world_id: int) -> void:
Session.begin_edit(world_id)
get_tree().change_scene_to_file("res://scenes/game.tscn")