682f1f89f7
Made the multiplayer core actually work (it had never run a real sim): - project.godot: physics pinned to 30 Hz -- the shared sim/snapshot/prediction rate. - server.gd: loads the world's level (real ground + collision), spawns a server Player per peer at the level's PlayerSpawn, broadcasts a full snapshot every physics frame with each peer's state AND last_seq (the last input seq applied for that peer). Accepts `--port/--world/--status-file` args (status file = player count for a future idle reaper); defaults keep `godot res://scenes/server.tscn` working standalone. - player_spawner.gd (server Player): rewrote -- drains its whole input queue each physics frame in seq order, integrates gravity/walk/jump with the shared constants, move_and_slide(), tracks last_applied_seq. No more no-op process_server_input(). - network_client.gd: rewrote reconciliation -- drops inputs the server has acked (last_seq), re-simulates the still-in-flight ones from the authoritative state, snaps only on real drift. Exposes get_remote_states() (peer_id -> latest snapshot state) for the game to render other players. predict_and_send() now also sends body yaw. - proxies trimmed to the RPC set the rewrite actually uses. - scripts/mp_test_client.gd + run_multiplayer_2p_test.sh: two real client processes vs one real server -- client A sees client B and its own movement round-trips. PASS. - run_checkpoint_tests.py: also run the 2p shell test. smoke_test_network_client 4/4, player 15/15, avatar_in_world 10/10, all green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
149 lines
5.0 KiB
Python
149 lines
5.0 KiB
Python
"""Application configuration via pydantic-settings."""
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from functools import lru_cache
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from pathlib import Path
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from cryptography.hazmat.primitives.asymmetric.rsa import (
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RSAPrivateKey,
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RSAPublicKey,
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generate_private_key,
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)
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from cryptography.hazmat.primitives.serialization import (
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Encoding,
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NoEncryption,
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PrivateFormat,
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PublicFormat,
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load_pem_private_key,
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load_pem_public_key,
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)
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from pydantic_settings import BaseSettings, SettingsConfigDict
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def _load_or_generate_rsa_keys(key_dir: Path) -> tuple[bytes, bytes]:
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"""Load existing RSA keys or generate a new pair.
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Keys are stored as PEM files in *key_dir*. The directory is created
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if it does not exist. Files are named ``private.pem`` and
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``public.pem`` and are **not** committed to git.
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"""
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private_path = key_dir / "private.pem"
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public_path = key_dir / "public.pem"
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if private_path.exists() and public_path.exists():
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private_pem = private_path.read_bytes()
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public_pem = public_path.read_bytes()
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else:
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# Generate a new 2048-bit RSA key pair
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private_key = generate_private_key(public_exponent=65537, key_size=2048)
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private_pem = private_key.private_bytes(
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Encoding.PEM,
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PrivateFormat.PKCS8,
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NoEncryption(),
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)
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public_pem = private_key.public_key().public_bytes(
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Encoding.PEM,
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PublicFormat.SubjectPublicKeyInfo,
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)
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key_dir.mkdir(parents=True, exist_ok=True)
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private_path.write_bytes(private_pem)
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public_path.write_bytes(public_pem)
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return private_pem, public_pem
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class Settings(BaseSettings):
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# App
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APP_NAME: str = "AGP Backend"
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APP_VERSION: str = "0.1.0"
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DEBUG: bool = True
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# Database (async)
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DATABASE_URL: str = "postgresql+asyncpg://agp_user:agp_password@localhost:5432/agp_db"
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# Redis
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REDIS_URL: str = "redis://localhost:6379/0"
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# JWT / Auth
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ALGORITHM: str = "RS256"
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ACCESS_TOKEN_EXPIRE_MINUTES: int = 60
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REFRESH_TOKEN_EXPIRE_DAYS: int = 30
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# RS256 key storage. Defaults to a directory outside the repo so the
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# generated keypair is never accidentally committed.
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RSA_KEY_DIR: str = str(Path.home() / ".agp" / "keys")
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# CORS
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CORS_ORIGINS: str = "http://localhost:8080,http://localhost:3000"
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# File uploads
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UPLOAD_DIR: str = "uploads"
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MAX_UPLOAD_SIZE_MB: int = 100
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GLTF_MAX_FILE_SIZE_MB: int = 200
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# ── Game-server orchestration ──────────────────────────────────────────
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# The join flow (POST /api/worlds/{id}/join) ensures a headless Godot
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# dedicated-server process exists for a world and returns its address.
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# Disabled by default so nothing tries to spawn Godot in environments
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# that don't have it (plain pytest, CI without the engine); the
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# checkpoint/playtest launcher turns it on.
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GAME_SERVERS_ENABLED: bool = False
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# Path to the Godot 4 binary. "godot" resolves via PATH.
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GODOT_BIN: str = str(Path.home() / "godot" / "godot")
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# Godot project directory (the game repo root -- backend/ is a subdir).
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GAME_PROJECT_DIR: str = str(Path(__file__).resolve().parents[2])
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# The host clients should connect to for ENet. Defaults to the LAN IP the
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# launcher bakes into the exe; overridable for local testing.
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GAME_SERVER_HOST: str = "127.0.0.1"
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# Port range for per-world dedicated servers.
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GAME_SERVER_PORT_MIN: int = 27000
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GAME_SERVER_PORT_MAX: int = 27099
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# Kill a world's server this long after its last join with no active
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# players reported.
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GAME_SERVER_IDLE_TIMEOUT_SECONDS: int = 300
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model_config = SettingsConfigDict(
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env_file=".env",
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env_file_encoding="utf-8",
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case_sensitive=True,
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)
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@property
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def cors_origins_list(self) -> list[str]:
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return [origin.strip() for origin in self.CORS_ORIGINS.split(",")]
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@property
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def rsa_key_dir(self) -> Path:
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return Path(self.RSA_KEY_DIR)
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@property
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def private_pem(self) -> bytes:
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"""Return the private key PEM bytes (loads/generates on first call)."""
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private_pem, _ = _load_or_generate_rsa_keys(self.rsa_key_dir)
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return private_pem
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@property
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def public_pem(self) -> bytes:
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"""Return the public key PEM bytes (loads/generates on first call)."""
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_, public_pem = _load_or_generate_rsa_keys(self.rsa_key_dir)
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return public_pem
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@property
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def private_key(self) -> RSAPrivateKey:
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"""Return the deserialized RSA private key object."""
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return load_pem_private_key(self.private_pem, password=None)
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@property
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def public_key(self) -> RSAPublicKey:
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"""Return the deserialized RSA public key object."""
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return load_pem_public_key(self.public_pem)
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@lru_cache()
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def get_settings() -> Settings:
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"""Return cached settings instance."""
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return Settings()
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# Convenience singleton
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settings = get_settings()
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