370 lines
17 KiB
Markdown
370 lines
17 KiB
Markdown
# Editor Architecture: Godot Editor Plugin vs. In-Game Editor
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> **Status:** Proposed
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> **Owner:** Platform team
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> **Related:** World chunk data format & persistence, server authority + client
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> prediction, content moderation & age verification, avatar component system
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> **Godot version:** 4.6.2 stable
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## 1. Overview
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This document evaluates the two primary ways to build the **world/level
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authoring tool** for **agp-game**:
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- **(a) Godot editor plugin** — extend the Godot editor itself with custom
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panels, dock widgets, and tools that operate on the project's scenes and
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resources.
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- **(b) In-game editor** — a fully custom editor built as game UI (Godot
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`Control` nodes) that runs inside the running game, editing the game's own
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world data.
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The goal is to pick the approach that best fits the platform's constraints:
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a **server-authoritative** multiplayer game where the **world is stored as
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versioned chunks** (see `world.md`), content is **moderation-flagged** (see
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`content_moderation.md`), and the client is a **shipped binary** that players
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run (not a dev tool).
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This document is a **decision record**: it lays out the trade-offs, gives a
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clear recommendation, and defines the resulting architecture boundaries.
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---
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## 2. Context & Constraints
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Before comparing the two approaches, we must fix the constraints that drive the
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decision. These come from the existing architecture docs.
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### 2.1 The World Is Data, Not Scenes
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`world.md` defines the world as **chunk data** (JSON for authoring, binary for
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runtime/network), persisted in SQLite on the server. A chunk is the atomic unit
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of load, save, and stream. The **server is the only writer** to the store;
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clients submit **deltas** against a `base_revision` and the server validates and
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applies them.
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**Implication:** The editor's output is **chunk payloads**, not `.tscn` scene
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files. Whatever editor we build must serialize to the chunk contract, not to
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Godot scene resources.
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### 2.2 Server-Authoritative & Moderation-Aware
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- The server validates every edit (schema, bounds, moderation) before
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persisting (`world.md` §5.4).
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- Content carries **content flags** aggregated from referenced assets/scripts
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(`content_moderation.md` §3). Mature content is gated behind age verification.
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- The client receives a **content manifest** and never loads content not in it.
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**Implication:** An editor that runs on a **player's machine** cannot be the
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authority on what gets published. Editing must go through the server's
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validation pipeline, and the editor must surface moderation flags.
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### 2.3 The Client Is a Shipped Binary
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The game is a multiplayer product. Players run a **release build**. The Godot
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editor is a **development tool** that players do not have.
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**Implication:** If authoring is a first-class *player* feature (user-generated
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content), the editor must ship inside the game binary. If authoring is a
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*developer/platform* feature, it can live in the editor.
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### 2.4 Two Distinct Audiences
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The evaluation must separate two audiences, because they have opposite needs:
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| Audience | Who | Where they run | What they build |
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|----------|-----|----------------|-----------------|
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| **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels |
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| **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server |
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The two approaches map cleanly onto these audiences, and the right answer is
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likely **both** — but with a clear primary recommendation.
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---
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## 3. Approach (a): Godot Editor Plugin
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### 3.1 What It Is
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A Godot editor plugin is a set of scripts (and optionally scenes) that extend
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the editor via the `EditorPlugin` API. It can add:
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- **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel.
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- **Toolbar buttons** (`add_control_to_container`).
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- **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors.
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- **Import plugins** (`EditorImportPlugin`) — custom asset importers.
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- **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos.
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- **Menu entries** (`add_tool_menu_item`).
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Plugins are enabled per-project via `project.godot` (`[editor_plugins]`).
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### 3.2 Pros
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- **Full editor power for free:** You get the scene tree, inspector, viewport
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navigation, undo/redo, gizmos, and asset pipeline — all battle-tested.
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- **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is
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exactly what the editor is built for. Great for authoring **base content**
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(rooms, templates, avatar base bodies).
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- **Fast iteration for devs:** The platform team can build and test levels
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directly in the tool they already use.
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- **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`.
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- **No runtime footprint:** Editor-only code is stripped from export builds
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(`@tool` scripts and editor plugins are not shipped to players).
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### 3.3 Cons
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- **Not available to players.** Players don't run the Godot editor. Any
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player-facing UGC authoring cannot use this approach.
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- **Tied to the editor's UX.** You inherit the editor's look and interaction
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model; deep customization is limited by what the editor API exposes.
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- **Editor API churn.** `EditorPlugin` APIs change between Godot versions;
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plugins are more brittle across upgrades than game code.
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- **Scene-centric, not data-centric.** The editor is optimized for scenes and
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resources. Our world is **chunk data** (`world.md`). We'd have to build a
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translation layer (scene ↔ chunk) and keep it in sync — a real source of
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drift.
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- **Single-user, local.** The editor edits local files. It does not natively
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talk to our server-authoritative chunk store or the moderation pipeline.
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- **Headless/CI friction.** Validating plugin behavior in CI requires running
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the editor headless, which is heavier than testing game code.
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### 3.4 Fit for Our Constraints
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- **Platform/dev authoring:** Excellent. This is the natural home for building
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base worlds, rooms, and templates.
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- **Player UGC:** Not applicable. Players cannot run the editor.
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- **Server-authoritative chunk store:** Poor fit natively. The editor edits
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local scenes; we'd bolt on a chunk export/import and a server sync layer.
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---
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## 4. Approach (b): In-Game Editor
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### 4.1 What It Is
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A fully custom editor built as **game UI** — Godot `Control` nodes (panels,
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buttons, toolbars) that run inside the running game. It edits the game's own
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world data model (chunks) and submits edits through the normal server pipeline.
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### 4.2 Pros
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- **Ships to players.** The editor is part of the game binary, so **player UGC
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authoring is possible** — the core requirement for a user-generated-content
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platform.
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- **Data-native.** The editor operates directly on the **chunk model**
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(`world.md`), so there is no scene↔chunk translation layer and no drift.
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- **Server-authoritative by construction.** Edits go through the same
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`request_chunk_edit` RPCs as gameplay, so validation, revisioning, and
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moderation apply uniformly. The editor cannot bypass the server.
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- **Moderation-aware.** Because edits flow through the server, content flags are
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computed and enforced at the boundary (`content_moderation.md` §4). The editor
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can surface flags and gate mature content.
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- **One codebase, one UX.** The editor uses the same UI toolkit and art style as
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the game; no separate editor theme to maintain.
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- **Testable in CI.** The editor is ordinary game code; it can be exercised
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headlessly and unit-tested like any other system.
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### 4.3 Cons
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- **We build everything.** No free scene tree, inspector, gizmos, or undo/redo.
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We must implement selection, snapping, undo/redo, viewport navigation, and
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property editing ourselves.
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- **Runtime footprint.** Editor UI ships in the binary (though it can be gated
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behind a feature flag / separate scene that is only instantiated on demand).
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- **More upfront work.** A usable in-game editor is a large feature; it needs
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its own architecture (tool modes, gizmos, palette, inspector).
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- **Not ideal for deep asset authoring.** Modeling a mesh or authoring a
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material is better done in the Godot editor / DCC tools. The in-game editor
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should focus on **world composition** (placing tiles and objects), not asset
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creation.
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### 4.4 Fit for Our Constraints
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- **Platform/dev authoring:** Workable but not ideal for deep asset work.
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- **Player UGC:** The **only** viable approach. Players can only author through
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the shipped game.
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- **Server-authoritative chunk store:** Excellent fit. The editor is a client
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that submits validated deltas.
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---
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## 5. Comparison Matrix
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| Criterion | (a) Editor plugin | (b) In-game editor |
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|-----------|-------------------|--------------------|
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| Ships to players | ❌ No | ✅ Yes |
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| Player UGC authoring | ❌ Impossible | ✅ Core capability |
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| World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native |
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| Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) |
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| Moderation enforcement | ⚠️ Manual | ✅ At the boundary |
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| Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves |
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| Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) |
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| Dev iteration speed | ✅ Fast | ⚠️ Slower to build |
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| Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope |
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| CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code |
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| Editor API churn risk | ⚠️ Higher | ✅ None (game code) |
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---
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## 6. Recommendation
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**Primary recommendation: build the in-game editor (b) as the platform's
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authoring surface, and use a lightweight Godot editor plugin (a) only as an
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internal dev convenience.**
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### 6.1 Rationale
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1. **Player UGC is the deciding factor.** The platform's value proposition is
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user-generated content (rooms, worlds, avatars). Players cannot run the Godot
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editor, so **only an in-game editor can deliver player authoring**. This is a
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hard requirement that the editor-plugin approach cannot meet.
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2. **The world is data, and the in-game editor is data-native.** `world.md`
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defines chunks as the atomic unit. An in-game editor edits chunks directly
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and submits them through the server pipeline. An editor plugin would force a
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scene↔chunk translation layer that is a constant source of drift and bugs.
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3. **Server authority and moderation fall out naturally.** Because in-game
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edits use the same `request_chunk_edit` RPCs as gameplay, validation,
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revisioning, optimistic concurrency, and content-flag enforcement
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(`content_moderation.md`) apply uniformly. The editor cannot bypass the
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server — which is exactly what a moderation-aware UGC platform needs.
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4. **The editor-plugin's strengths are not what we need.** Its free features
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(scene tree, inspector, gizmos) are for editing Godot scenes and resources.
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Our authoring is world composition against a chunk contract, not scene
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editing. The plugin's main win — deep asset authoring — is better served by
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DCC tools and the Godot editor for the *platform team*, not by a plugin we
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must maintain.
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### 6.2 The Role of the Editor Plugin (Dev Convenience Only)
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We still recommend a **small, optional** editor plugin for the **platform team**
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to author **base content** (base rooms, templates, avatar base bodies, test
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levels) directly in the Godot editor. This is a dev-time convenience, not a
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product feature:
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- It can export a scene/resource as a **chunk** (reusing the same encoder as the
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in-game editor) so dev-authored content flows into the same pipeline.
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- It is **not shipped** to players and is **not** the authoring surface for UGC.
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- It should be kept thin to minimize editor-API churn risk.
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### 6.3 Scope Boundary
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To keep the in-game editor tractable, define its scope clearly:
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- **In scope (world composition):** placing tiles, placing static/dynamic
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objects, setting transforms, editing object properties, saving/loading chunks,
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submitting edits to the server, showing moderation flags.
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- **Out of scope (asset creation):** modeling meshes, authoring materials,
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rigging avatars. These are done in DCC tools / the Godot editor and imported
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as catalog assets (see `avatar.md` §7). The in-game editor **references**
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catalog assets by id; it does not create them.
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---
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## 7. Resulting Architecture
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### 7.1 Shared Editor Core
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Both the in-game editor and the (optional) dev plugin should share a single
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**editor core** that operates on the chunk model. This avoids two divergent
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implementations.
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```
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EditorCore (shared, data-native)
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├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags)
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├── ChunkEncoder # JSON/binary encode/decode (world.md §3)
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├── EditSession # base_revision tracking, delta generation
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├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling
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├── UndoRedoStack # command pattern over chunk mutations
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├── SelectionManager # selected tiles/objects
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├── ToolRegistry # brush, object-place, select, erase, etc.
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└── ModerationView # surfaces content flags; gates mature content
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```
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### 7.2 In-Game Editor (Primary)
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```
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InGameEditor (Control-based UI, shipped in binary, gated by feature flag)
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├── EditorViewport # custom 2D/3D viewport with camera navigation
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├── Toolbar # tool mode switcher
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├── PalettePanel # tile/object palette (from catalog)
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├── InspectorPanel # property editor for selected object
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├── ChunkBrowser # load/save chunks, list rooms
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└── EditorCore # shared core (above)
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```
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- Instantiated only when the player enters "build mode" (a separate scene /
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feature flag), so the runtime footprint is negligible during normal play.
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- Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts
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by re-fetching and re-applying (`world.md` §5.4).
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### 7.3 Dev Editor Plugin (Optional, Thin)
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```
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DevChunkPlugin (EditorPlugin, dev-only, not shipped)
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├── Dock panel: "Chunk Export"
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├── Reads the current scene / selected nodes
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├── Maps scene content → chunk model (via EditorCore.ChunkEncoder)
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└── Exports a .chunk.json / submits to a dev server
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```
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Kept thin to minimize editor-API churn. Its only job is to let the platform team
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author base content in the editor and push it into the same chunk pipeline.
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### 7.4 Data Flow
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```
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[In-game editor] --request_chunk_edit(delta, base_revision)--> [Server]
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^ | validate
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+--chunk_edit_result(ok/new_revision | conflict)-----------| persist
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v
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SQLite (world.db)
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[Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server]
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```
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Both paths converge on the **same server validation pipeline**, so moderation
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and revisioning are uniform regardless of authoring surface.
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---
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## 8. Risks & Mitigations
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| Risk | Mitigation |
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|------|------------|
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| In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag |
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| Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later |
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| Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly |
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| Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface |
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| Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` |
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| Players bypass moderation | Impossible by construction: edits go through server validation |
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---
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## 9. Open Questions / Future Work
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- **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game
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editor (volumetric chunks) is future work (`world.md` §8).
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- **Collaborative editing:** Multiple players editing the same chunk concurrently
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— the optimistic-concurrency model already supports it, but the UX (live
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cursors, conflict resolution) is unspecified.
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- **Template library:** A curated set of room templates players can start from.
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- **Publish/review flow:** How a player's authored room enters the moderation
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review queue (`content_moderation.md` §6) and becomes publicly joinable.
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---
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## 10. Summary
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| Concern | Decision |
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|---------|----------|
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| Primary authoring surface | **In-game editor** (ships to players, enables UGC) |
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| Dev authoring convenience | Thin, optional **editor plugin** (not shipped) |
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| World data model | Both operate on the **chunk model** via a shared `EditorCore` |
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| Server authority | Edits go through `request_chunk_edit`; server validates |
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| Moderation | Enforced at the server boundary for both paths |
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| In-game editor scope | World composition only; asset creation is out of scope |
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| Runtime footprint | Editor gated behind a feature flag / separate scene |
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