8822a03f53
Implements the DSL that docs/architecture/scripting_sandbox.md recommends
as the primary (and, for now, sufficient) approach in place of running
untrusted GDScript in-process: a fixed set of trigger/condition/action
verbs, expressed as plain JSON data, interpreted by trusted GDScript with
zero ability to reference engine singletons, call arbitrary methods, or
execute code.
- ScriptBehavior (scripts/scripting/script_behavior.gd): parses and
validates rules from JSON/Dictionary data. Every trigger, condition
type/op, and verb is checked against an explicit whitelist at parse
time; malformed or unknown entries are dropped and recorded in
rejected_rules, never partially executed. Carries an optional
content_flags passthrough so this data type isn't hostile to future
moderation-queue integration (docs/architecture/content_moderation.md).
- ScriptInterpreterNode (scripts/scripting/script_interpreter.gd): the
only code that executes rules. Triggers: on_interact (proximity +
"interact" input action), on_enter (edge-triggered Area3D overlap),
on_touch (continuous overlap), on_timer (physics-clocked Timer). Verbs:
give_item, play_sound, move, rotate, spawn_from_catalog, set_timer --
each a fixed, hand-written function; verb dispatch is an explicit
match(), never call()-by-name from data. move/rotate animate via Tween
rather than teleporting.
- PlayerInventory (scripts/scripting/player_inventory.gd): a small
per-player item-count stub for give_item to target, since no real
inventory/entity-state system exists yet (M9 Economy). Attached to
scenes/player.tscn as "Inventory".
- SpawnCatalog (scripts/scripting/spawn_catalog.gd): trusted catalog_id ->
asset_id lookup for spawn_from_catalog, mirroring the AvatarCatalog
data-driven-JSON convention. Rule data only ever supplies a catalog_id
key, never a resource path.
- Wired a real demo ("ScriptedChest") into scenes/worlds/test_level.tscn
with an on_interact rule (give_item + play_sound + rotate), plus an
"interact" input action (project.godot).
- scripts/smoke_test_script_behavior.gd: exercises every trigger type,
every verb, and every condition type against the real interpreter and
the wired demo scene, and proves unknown/malformed/unsafe rules
(unknown verb, unknown trigger, non-scalar smuggled arguments, etc.)
are rejected at parse time and never run -- 50/50 checks pass.
64 lines
2.5 KiB
Plaintext
64 lines
2.5 KiB
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; but it can also be edited by hand.
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config_version=5
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[application]
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config/name="AGP-Game"
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run/main_scene="res://scenes/main_menu.tscn"
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config/features=PackedStringArray("4.6.2")
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agp/api_base_url="http://127.0.0.1:8000"
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[autoload]
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ApiClient="*res://scripts/api_client.gd"
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AvatarSystem="*res://scripts/avatar/avatar_system.gd"
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Session="*res://scripts/session.gd"
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[display]
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window/size/viewport_width=1920
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window/size/viewport_height=1080
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window/stretch/mode="canvas_items"
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[input]
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move_forward={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
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]
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}
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move_left={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
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]
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}
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move_right={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
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]
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}
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move_down={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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]
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}
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interact={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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]
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}
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[physics]
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; Fixed 30 Hz sim -- the multiplayer server, client prediction, and snapshot
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; rate all key off this. See docs/architecture/networking.md 3.1.
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common/physics_ticks_per_second=30
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[rendering]
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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