684 lines
26 KiB
Markdown
684 lines
26 KiB
Markdown
# World Chunk Data Format & Persistence Architecture
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** Server authority + client prediction, avatar component system, content moderation & age verification, backend auth (JWT)
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## 1. Overview
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This document specifies the **world chunk data format** and **persistence
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schema** for **agp-game**, a Godot-based multiplayer game built by autonomous
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agents. It defines:
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- The **chunk data format** — both a human-readable **JSON** form (for
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authoring, tooling, and debugging) and a compact **binary** form (for
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runtime loading and network transfer).
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- The **SQLite schema** that persists world state on the server, including
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chunk metadata, chunk payloads, and the world/room hierarchy.
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- The **read/write API** that the server and client use to load, save, and
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stream chunks.
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The goal is a **single, versioned chunk contract** that is shared across the
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Godot client, the Python backend, and the persistence layer. A chunk is the
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atomic unit of world geometry, gameplay objects, and persistence — the server
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loads and saves whole chunks, and clients stream the chunks around them.
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### 1.1 Design Goals
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- **Versioned & forward-compatible:** Every chunk carries a format version so
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the loader can migrate old data and reject unknown future data gracefully.
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- **Dual representation:** JSON for authoring/debugging, binary for
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runtime/network. Both encode the *same* logical model so there is exactly one
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source of truth for the schema.
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- **Server-authoritative persistence:** The server is the only writer to the
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SQLite store. Clients submit *edits* (deltas) and the server applies and
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persists them, mirroring the server-authoritative networking model.
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- **Chunk-granular persistence:** Persistence happens at chunk granularity so
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the server can save a dirty chunk without rewriting the whole world, and can
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stream only the chunks a client needs.
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- **Deterministic & testable:** The binary format is byte-stable for a given
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logical payload, enabling checksums, caching, and reproducible tests.
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- **Moderation-aware:** Chunks reference content (assets, scripts) that carry
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content flags (see `content_moderation.md`); the persistence layer stores the
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moderation state alongside chunk data so enforcement can happen at load time.
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---
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## 2. World Model & Chunking
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### 2.1 World Hierarchy
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The world is organized as a hierarchy that matches the moderation content graph:
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```
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World
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└── Room
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└── Chunk (the atomic persistence & streaming unit)
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├── Tiles / Terrain
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├── Static objects (props, geometry)
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├── Dynamic objects (spawnable entities, interactables)
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└── Metadata (flags, version, timestamps)
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```
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- A **World** is the top-level container (a named, versioned space).
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- A **Room** is a bounded region within a world (a level, a building, a zone).
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- A **Chunk** is a fixed-size, axis-aligned region of a room. It is the unit of
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load, save, and stream.
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### 2.2 Chunk Dimensions
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Chunks are **fixed-size, axis-aligned boxes** in world space. The default
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dimensions are a configuration constant so they can be tuned per world:
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| Constant | Default | Description |
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|---------------------|---------|----------------------------------------------------|
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| `CHUNK_SIZE_X` | 32 | Chunk width in world units (tiles). |
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| `CHUNK_SIZE_Y` | 32 | Chunk height in world units (tiles). |
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| `CHUNK_SIZE_Z` | 1 | Chunk depth (1 = flat 2D world; >1 = volumetric). |
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| `CHUNK_ORIGIN` | `(0,0)` | World-space origin of chunk coordinate `(0,0)`. |
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A chunk is identified by its **integer chunk coordinate** `(cx, cy, cz)`,
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computed from a world-space position `p` as:
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```
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cx = floor((p.x - CHUNK_ORIGIN.x) / CHUNK_SIZE_X)
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cy = floor((p.y - CHUNK_ORIGIN.y) / CHUNK_SIZE_Y)
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cz = floor((p.z - CHUNK_ORIGIN.z) / CHUNK_SIZE_Z)
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```
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The chunk's world-space bounding box is therefore:
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```
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min = (CHUNK_ORIGIN.x + cx*CHUNK_SIZE_X, ...)
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max = min + (CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z)
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```
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### 2.3 Chunk Coordinate Key
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For storage and lookup, a chunk is addressed by a **canonical string key**:
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```
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"{world_id}:{room_id}:{cx}:{cy}:{cz}"
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```
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Example: `"w_0001:r_0001:12:-4:0"`. This key is the primary lookup key in the
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SQLite `chunks` table and is used in the read/write API.
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---
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## 3. Chunk Data Format
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### 3.1 Logical Model
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Both the JSON and binary encodings serialize the same logical chunk model. The
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logical model is defined here once; the two encodings are projections of it.
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```
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Chunk
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├── version : uint (format version, currently 1)
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├── key : string (canonical chunk key, see §2.3)
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├── world_id : string
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├── room_id : string
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├── coord : { cx, cy, cz } (int)
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├── bounds : { min_x, min_y, min_z, max_x, max_y, max_z } (float)
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├── tiles : TileLayer[] (terrain / tile data)
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├── objects : WorldObject[] (static + dynamic objects)
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├── flags : ContentFlags (moderation flags, see §3.5)
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├── meta : { created_at, updated_at, revision, author }
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└── checksum : string (SHA-256 of canonical payload)
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```
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### 3.2 Tile Layer
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A chunk's terrain is stored as one or more **tile layers**. Each layer is a
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dense grid of tile IDs of size `CHUNK_SIZE_X × CHUNK_SIZE_Y` (× `CHUNK_SIZE_Z`
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for volumetric worlds).
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```
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TileLayer
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├── name : string (e.g. "ground", "walls", "decor")
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├── layer_id : uint
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├── width : uint (= CHUNK_SIZE_X)
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├── height : uint (= CHUNK_SIZE_Y)
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├── depth : uint (= CHUNK_SIZE_Z)
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├── tiles : uint[] (flattened tile IDs, row-major, length = w*h*d)
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└── palette : TileDef[] (tile ID → tile definition, shared per layer)
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```
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**Tile encoding:** A tile ID is a `uint16` index into the layer's `palette`.
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`0` is reserved for "empty/air". The palette maps each tile ID to a `TileDef`:
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```
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TileDef
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├── id : uint16
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├── asset_id : string (reference to a tile/terrain asset)
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├── solid : bool (collision)
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├── flags : uint32 (bitmask: walkable, climbable, liquid, ...)
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└── variants : uint8 (number of visual variants for this tile)
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```
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**Rationale for palette + indices:** Storing dense `uint16` indices rather than
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full asset strings per cell keeps the binary payload small (2 bytes/cell) while
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the palette (shared across the layer) carries the rich per-tile metadata.
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### 3.3 World Objects
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Objects are the non-tile entities in a chunk: static props, interactables,
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spawn points, and dynamic-object templates.
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```
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WorldObject
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├── id : string (stable object id, unique within the chunk)
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├── type : string (e.g. "prop", "interactable", "spawn_point", "door")
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├── asset_id : string (reference to the object's mesh/glTF asset)
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├── transform : { pos: [x,y,z], rot: [x,y,z,w], scale: [x,y,z] }
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├── properties : object (type-specific key/value map, JSON-typed)
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├── dynamic : bool (true if this is a spawnable dynamic entity)
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└── flags : ContentFlags (per-object moderation flags)
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```
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**Dynamic objects** are stored as *templates* in the chunk. Their *runtime
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state* (position, health, inventory) is **not** stored in the chunk; it lives
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in the runtime entity store and is persisted separately (see §4.4). This keeps
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chunks stable and diffable — a chunk only changes when its *static* content
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changes.
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### 3.4 Content Flags
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Each chunk (and each object) carries a **content flag set** that is the
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aggregate of the moderation flags of the assets and scripts it references. This
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mirrors the aggregation rules in `content_moderation.md`:
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```
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ContentFlags
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├── categories : { violence, sexual, language, substance, gambling, horror, hate, custom }
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│ (each → severity: none|mild|moderate|severe)
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├── mature : bool (true if any contributing item is mature)
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└── sources : string[] (flag ids that contributed, for audit)
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```
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The server computes and persists these flags at write time so that enforcement
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(age gating, content filtering) can happen at load time without re-scanning
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assets.
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### 3.5 JSON Encoding
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The JSON encoding is the **authoring and debugging** representation. It is
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human-readable, diffable, and used by tools and tests. It is the canonical
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logical model serialized directly.
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```json
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{
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"version": 1,
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"key": "w_0001:r_0001:12:-4:0",
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"world_id": "w_0001",
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"room_id": "r_0001",
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"coord": { "cx": 12, "cy": -4, "cz": 0 },
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"bounds": { "min_x": 384.0, "min_y": -128.0, "min_z": 0.0,
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"max_x": 416.0, "max_y": -96.0, "max_z": 1.0 },
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"tiles": [
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{
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"name": "ground",
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"layer_id": 0,
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"width": 32,
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"height": 32,
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"depth": 1,
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"palette": [
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{ "id": 0, "asset_id": "", "solid": false, "flags": 0, "variants": 1 },
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{ "id": 1, "asset_id": "tiles/grass", "solid": false, "flags": 1, "variants": 4 }
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],
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"tiles": [0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1]
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}
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],
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"objects": [
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{
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"id": "obj_0001",
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"type": "interactable",
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"asset_id": "props/chest",
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"transform": { "pos": [400.0, -110.0, 0.0],
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"rot": [0.0, 0.0, 0.0, 1.0],
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"scale": [1.0, 1.0, 1.0] },
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"properties": { "loot_table": "chest_basic", "locked": false },
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"dynamic": false,
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"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] }
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}
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],
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"flags": { "categories": { "violence": "none" }, "mature": false, "sources": [] },
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"meta": { "created_at": "2026-08-17T00:00:00Z",
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"updated_at": "2026-08-17T00:00:00Z",
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"revision": 3,
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"author": "agent-bot" },
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"checksum": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
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}
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```
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### 3.6 Binary Encoding
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The binary encoding is the **runtime and network** representation. It is compact
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and byte-stable. It uses a simple, explicitly-specified layout (no external
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serialization library) so it can be produced and consumed identically by the
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Godot client (GDScript) and the Python backend.
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#### 3.6.1 Header
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| Offset | Size | Field | Type / Encoding |
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|--------|------|--------------|------------------------------------------|
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| 0 | 4 | magic | ASCII `"AGPC"` (0x41 0x47 0x50 0x43) |
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| 4 | 2 | version | `uint16` LE (currently `1`) |
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| 6 | 2 | header_len | `uint16` LE (bytes of header after this) |
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| 8 | 4 | flags | `uint32` LE (bitmask, reserved) |
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| 12 | 4 | payload_len | `uint32` LE (bytes of payload body) |
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| 16 | 32 | checksum | SHA-256 of payload body (hex, 32 bytes) |
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Total header size: **48 bytes**.
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#### 3.6.2 Payload Body
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The payload body is a sequence of typed sections. Each section has a small
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header:
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| Offset | Size | Field | Type / Encoding |
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|--------|------|------------|----------------------------|
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| 0 | 1 | section_id | `uint8` (see table below) |
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| 1 | 4 | section_len| `uint32` LE (bytes of section data) |
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| 5 | ... | data | section-specific |
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Section IDs:
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| section_id | Section | Data layout |
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|------------|----------------|-------------------------------------------------------------------|
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| `0x01` | metadata | world_id, room_id (length-prefixed strings), coord (3×int32), bounds (6×float32) |
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| `0x02` | tile layer | name, layer_id, dims (3×uint16), palette, dense tile indices |
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| `0x03` | object | one `WorldObject` (repeated; one section per object) |
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| `0x04` | content flags | category severities (8×uint8), mature (uint8), sources (string list) |
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| `0x05` | meta | created_at, updated_at (int64 unix), revision (uint32), author (string) |
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**String encoding:** length-prefixed UTF-8 — `uint16` LE byte length followed by
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the UTF-8 bytes.
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**Tile layer data layout (section `0x02`):**
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```
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name : string
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layer_id : uint16 LE
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width : uint16 LE
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height : uint16 LE
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depth : uint16 LE
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palette_count : uint16 LE
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palette : palette_count × TileDef
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tile_count : uint32 LE
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tiles : tile_count × uint16 LE (dense, row-major)
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```
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```
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TileDef:
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id : uint16 LE
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asset_id : string
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solid : uint8
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flags : uint32 LE
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variants : uint8
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```
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**Object data layout (section `0x03`):**
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```
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id : string
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type : string
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asset_id : string
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pos : 3 × float32
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rot : 4 × float32
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scale : 3 × float32
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dynamic : uint8
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properties : JSON string (length-prefixed)
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flags : ContentFlags (see 0x04 layout)
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```
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**Content flags layout (section `0x04`):**
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```
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violence, sexual, language, substance, gambling, horror, hate, custom
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: 8 × uint8 (severity enum: 0=none,1=mild,2=moderate,3=severe)
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mature : uint8
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source_count: uint16 LE
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sources : source_count × string
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```
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#### 3.6.3 Byte-Stability
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For a given logical payload, the binary encoding is **deterministic**:
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- All integers are little-endian.
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- All strings are UTF-8, length-prefixed, and never null-terminated.
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- Maps (e.g. `properties`) are serialized as a **canonical JSON string** with
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keys sorted lexicographically.
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- The `checksum` is the SHA-256 of the payload body bytes.
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This guarantees that two encoders produce identical bytes, enabling content
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addressing, caching, and reproducible tests.
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---
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## 4. SQLite Persistence Schema
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The server persists world state in a **SQLite** database. SQLite is chosen for
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its zero-configuration, single-file, transactional, and embedded nature — ideal
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for a server that owns the world store and needs ACID guarantees without a
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separate database process.
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### 4.1 Database Layout
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The database file is `world.db` (path configurable). It contains the following
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tables:
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```
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worlds
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rooms
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chunks
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chunk_objects
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content_flags
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revisions
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```
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### 4.2 `worlds`
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Top-level world containers.
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```sql
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CREATE TABLE worlds (
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id TEXT PRIMARY KEY, -- e.g. 'w_0001'
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name TEXT NOT NULL,
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description TEXT,
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chunk_size_x INTEGER NOT NULL DEFAULT 32,
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chunk_size_y INTEGER NOT NULL DEFAULT 32,
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chunk_size_z INTEGER NOT NULL DEFAULT 1,
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origin_x REAL NOT NULL DEFAULT 0,
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origin_y REAL NOT NULL DEFAULT 0,
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origin_z REAL NOT NULL DEFAULT 0,
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created_at TEXT NOT NULL, -- ISO-8601 UTC
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updated_at TEXT NOT NULL
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);
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```
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### 4.3 `rooms`
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Rooms within a world.
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```sql
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CREATE TABLE rooms (
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id TEXT PRIMARY KEY, -- e.g. 'r_0001'
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world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
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name TEXT NOT NULL,
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bounds_min_x REAL NOT NULL,
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bounds_min_y REAL NOT NULL,
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bounds_min_z REAL NOT NULL DEFAULT 0,
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bounds_max_x REAL NOT NULL,
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bounds_max_y REAL NOT NULL,
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bounds_max_z REAL NOT NULL DEFAULT 1,
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created_at TEXT NOT NULL,
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updated_at TEXT NOT NULL,
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UNIQUE (world_id, name)
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);
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CREATE INDEX idx_rooms_world ON rooms(world_id);
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```
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### 4.4 `chunks`
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The core persistence table. One row per chunk. The **payload** is stored as a
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BLOB in the **binary format** (§3.6); the JSON form is derived on demand for
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authoring/debugging and is not stored (to avoid dual-write drift).
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```sql
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CREATE TABLE chunks (
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key TEXT PRIMARY KEY, -- canonical key 'world:room:cx:cy:cz'
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world_id TEXT NOT NULL REFERENCES worlds(id) ON DELETE CASCADE,
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room_id TEXT NOT NULL REFERENCES rooms(id) ON DELETE CASCADE,
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cx INTEGER NOT NULL,
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cy INTEGER NOT NULL,
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cz INTEGER NOT NULL DEFAULT 0,
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format_version INTEGER NOT NULL DEFAULT 1,
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payload BLOB NOT NULL, -- binary chunk encoding (§3.6)
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payload_len INTEGER NOT NULL,
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checksum TEXT NOT NULL, -- SHA-256 of payload
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revision INTEGER NOT NULL DEFAULT 0,
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dirty INTEGER NOT NULL DEFAULT 0, -- 1 = needs flush to disk
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created_at TEXT NOT NULL,
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updated_at TEXT NOT NULL,
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UNIQUE (world_id, room_id, cx, cy, cz)
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);
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CREATE INDEX idx_chunks_world_room ON chunks(world_id, room_id);
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CREATE INDEX idx_chunks_coord ON chunks(cx, cy, cz);
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```
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**Design notes:**
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- The `payload` BLOB is the single source of truth for chunk content. The
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`checksum` guards against corruption and enables content addressing.
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- `revision` increments on every write; it is used for optimistic concurrency
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and change detection (see §5.4).
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- `dirty` marks chunks that have been modified in memory but not yet flushed,
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enabling a write-behind persistence strategy (see §5.5).
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### 4.5 `chunk_objects`
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A denormalized, queryable index of the objects inside each chunk. This is
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**derived** from the chunk payload and kept in sync by the write path. It exists
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so the server can answer queries like "which chunks contain a door?" without
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parsing every payload BLOB.
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```sql
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CREATE TABLE chunk_objects (
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id TEXT NOT NULL, -- object id (unique within chunk)
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chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
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type TEXT NOT NULL, -- 'prop', 'interactable', ...
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asset_id TEXT,
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dynamic INTEGER NOT NULL DEFAULT 0,
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pos_x REAL NOT NULL,
|
||
pos_y REAL NOT NULL,
|
||
pos_z REAL NOT NULL DEFAULT 0,
|
||
PRIMARY KEY (chunk_key, id)
|
||
);
|
||
CREATE INDEX idx_chunk_objects_type ON chunk_objects(type);
|
||
CREATE INDEX idx_chunk_objects_asset ON chunk_objects(asset_id);
|
||
```
|
||
|
||
### 4.6 `content_flags`
|
||
|
||
Persists the aggregated moderation flags per chunk (and optionally per object).
|
||
This lets the server enforce age/content gates at load time without parsing
|
||
payloads.
|
||
|
||
```sql
|
||
CREATE TABLE content_flags (
|
||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||
object_id TEXT, -- NULL = chunk-level flag
|
||
violence INTEGER NOT NULL DEFAULT 0,
|
||
sexual INTEGER NOT NULL DEFAULT 0,
|
||
language INTEGER NOT NULL DEFAULT 0,
|
||
substance INTEGER NOT NULL DEFAULT 0,
|
||
gambling INTEGER NOT NULL DEFAULT 0,
|
||
horror INTEGER NOT NULL DEFAULT 0,
|
||
hate INTEGER NOT NULL DEFAULT 0,
|
||
custom INTEGER NOT NULL DEFAULT 0,
|
||
mature INTEGER NOT NULL DEFAULT 0,
|
||
sources TEXT NOT NULL DEFAULT '[]', -- JSON array of flag ids
|
||
PRIMARY KEY (chunk_key, object_id)
|
||
);
|
||
CREATE INDEX idx_content_flags_mature ON content_flags(mature);
|
||
```
|
||
|
||
Severity is stored as `0=none, 1=mild, 2=moderate, 3=severe`.
|
||
|
||
### 4.7 `revisions`
|
||
|
||
An append-only audit log of chunk writes. Enables rollback, auditing, and
|
||
replication of changes.
|
||
|
||
```sql
|
||
CREATE TABLE revisions (
|
||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||
chunk_key TEXT NOT NULL REFERENCES chunks(key) ON DELETE CASCADE,
|
||
revision INTEGER NOT NULL,
|
||
actor TEXT NOT NULL, -- user / agent id
|
||
action TEXT NOT NULL, -- 'create' | 'update' | 'delete'
|
||
checksum TEXT NOT NULL,
|
||
created_at TEXT NOT NULL
|
||
);
|
||
CREATE INDEX idx_revisions_chunk ON revisions(chunk_key);
|
||
```
|
||
|
||
### 4.8 Schema Versioning & Migrations
|
||
|
||
The database carries a schema version in a `meta` table:
|
||
|
||
```sql
|
||
CREATE TABLE meta (
|
||
key TEXT PRIMARY KEY,
|
||
value TEXT NOT NULL
|
||
);
|
||
-- seed: INSERT INTO meta(key, value) VALUES ('schema_version', '1');
|
||
```
|
||
|
||
Migrations are applied in order at startup. Each migration is a numbered SQL
|
||
script; the server tracks the applied version in `meta` and applies any pending
|
||
migrations transactionally. This keeps the schema forward-compatible as the
|
||
chunk format evolves.
|
||
|
||
---
|
||
|
||
## 5. Read/Write API
|
||
|
||
The API is exposed as a **Python service layer** on the backend (the same
|
||
process that owns the SQLite store) and consumed by the Godot client over the
|
||
network transport (see `networking.md`). The service layer is the **only**
|
||
writer to the database; clients never touch SQLite directly.
|
||
|
||
### 5.1 Service Interface (Python)
|
||
|
||
```python
|
||
class WorldStore:
|
||
"""Owns the SQLite connection and chunk read/write operations."""
|
||
|
||
def get_chunk(self, key: str) -> Chunk | None: ...
|
||
def get_chunk_binary(self, key: str) -> bytes | None: ...
|
||
def put_chunk(self, chunk: Chunk, actor: str) -> Chunk: ...
|
||
def delete_chunk(self, key: str, actor: str) -> None: ...
|
||
def list_chunks(self, world_id: str, room_id: str | None = None,
|
||
bounds: Bounds | None = None) -> list[str]: ...
|
||
def get_chunk_flags(self, key: str) -> ContentFlags: ...
|
||
def flush_dirty(self) -> int: ...
|
||
def migrate(self) -> None: ...
|
||
```
|
||
|
||
### 5.2 Encoding Helpers
|
||
|
||
The service layer provides symmetric encode/decode functions shared by the
|
||
client and server:
|
||
|
||
```python
|
||
def encode_binary(chunk: Chunk) -> bytes: ...
|
||
def decode_binary(data: bytes) -> Chunk: ...
|
||
def encode_json(chunk: Chunk) -> str: ...
|
||
def decode_json(text: str) -> Chunk: ...
|
||
def checksum(payload: bytes) -> str: ...
|
||
```
|
||
|
||
These are the single implementation of the format spec (§3), so the Godot
|
||
client and Python backend never drift.
|
||
|
||
### 5.3 Network RPCs
|
||
|
||
The chunk API is exposed to the client via RPCs (matching the networking
|
||
architecture). All chunk traffic is **reliable** (chunks are discrete,
|
||
must-arrive data).
|
||
|
||
| RPC | Direction | Payload | Notes |
|
||
|----------------------------|-----------|-------------------------------------------|-------|
|
||
| `request_chunk` | C → S | `{ key }` | Client asks for a chunk |
|
||
| `chunk_data` | S → C | `{ key, binary_payload, checksum }` | Server streams a chunk |
|
||
| `request_chunk_edit` | C → S | `{ key, base_revision, delta }` | Client submits an edit |
|
||
| `chunk_edit_result` | S → C | `{ key, success, new_revision, error? }` | Acknowledges an edit |
|
||
| `chunk_invalidated` | S → C | `{ key, new_revision }` | Server pushes a change |
|
||
| `request_chunk_flags` | C → S | `{ key }` | Age/content gate check |
|
||
|
||
### 5.4 Edit & Concurrency Model
|
||
|
||
- **Read:** Client requests a chunk; server returns the binary payload and its
|
||
`revision`.
|
||
- **Edit:** Client submits a **delta** against a known `base_revision`. The
|
||
server applies the delta, increments `revision`, persists, and returns the new
|
||
revision.
|
||
- **Optimistic concurrency:** If the chunk's current revision differs from the
|
||
client's `base_revision`, the server rejects the edit with a conflict error
|
||
and the client re-fetches and re-applies. This prevents lost updates when two
|
||
clients edit the same chunk.
|
||
- **Deltas:** A delta is a JSON patch (RFC 6902 style) applied to the chunk's
|
||
logical model. The server validates the patched chunk (schema, bounds,
|
||
moderation) before persisting.
|
||
|
||
### 5.5 Write-Behind Persistence
|
||
|
||
To amortize disk I/O, the server keeps a **dirty set** of chunks modified in
|
||
memory and flushes them to SQLite in batches:
|
||
|
||
1. `put_chunk` updates the in-memory chunk and marks it `dirty`.
|
||
2. A background flusher periodically calls `flush_dirty()`, which writes all
|
||
dirty chunks in a single transaction and clears the `dirty` flag.
|
||
3. On graceful shutdown, `flush_dirty()` is called to ensure durability.
|
||
|
||
This keeps the hot path (in-memory chunk access) fast while guaranteeing
|
||
durability at shutdown and on a configurable interval.
|
||
|
||
### 5.6 Streaming & Caching
|
||
|
||
- The server streams only the chunks a client needs (those within the client's
|
||
view radius), using `list_chunks` with a bounds query.
|
||
- Chunks are cached in memory (LRU) keyed by `key`; the cache is invalidated on
|
||
write.
|
||
- The binary payload is content-addressed by `checksum`, so unchanged chunks can
|
||
be served from cache without re-reading SQLite.
|
||
|
||
---
|
||
|
||
## 6. Format Versioning & Migration
|
||
|
||
- The chunk format `version` field (currently `1`) is checked on decode. A
|
||
decoder that encounters a higher version than it supports **rejects** the
|
||
chunk with a clear error rather than misreading it.
|
||
- The SQLite `schema_version` in `meta` drives database migrations (§4.8).
|
||
- Chunk payloads are migrated **lazily**: when a chunk is read and its
|
||
`format_version` is older than the current one, the server migrates it to the
|
||
current version in memory and marks it dirty so it is rewritten on the next
|
||
flush. This avoids a costly full-world migration at startup.
|
||
|
||
---
|
||
|
||
## 7. Security & Integrity
|
||
|
||
- **Server-authoritative writes:** Only the `WorldStore` writes to SQLite;
|
||
clients submit deltas that are validated before application.
|
||
- **Checksum verification:** Every chunk payload is checksummed (SHA-256) on
|
||
write and verified on read. Corruption is detected and the chunk is re-fetched
|
||
or flagged.
|
||
- **Bounds validation:** Chunk coordinates and object positions are validated
|
||
against the world's chunk dimensions and room bounds before persistence.
|
||
- **Moderation enforcement:** `content_flags` are checked at load time; mature
|
||
chunks are gated behind the age-verification flow (see `content_moderation.md`).
|
||
- **Input validation:** All string fields are length-limited and validated
|
||
against allowed character sets to prevent injection and oversized payloads.
|
||
|
||
---
|
||
|
||
## 8. Open Questions / Future Work
|
||
|
||
- **Volumetric worlds:** The schema and format already support `CHUNK_SIZE_Z >
|
||
1`, but the tooling and streaming for 3D chunks are not yet specified.
|
||
- **Chunk compression:** For very large worlds, the binary payload could be
|
||
compressed (e.g. zstd) before storage/transfer. The header reserves a `flags`
|
||
bitmask for a compression flag.
|
||
- **Multi-server sharding:** If a single SQLite file becomes a bottleneck, the
|
||
`chunks` table could be sharded by `world_id` across multiple databases. The
|
||
key design already supports this (world_id is a leading key component).
|
||
- **Delta compression for streaming:** Instead of sending full chunks, the
|
||
server could send only the delta between revisions to reduce bandwidth for
|
||
frequently-updated chunks.
|