7bd8124199
POST /api/auth/register now requires a real date_of_birth (ISO YYYY-MM-DD). The server computes age (auth.calculate_age) and rejects under-18s with 403; a future/nonsensical date is 400. The DOB is stored and surfaced only to that user (/api/auth/me). Still self-attested (a user can enter a false DOB) -- but a concrete, stored, legally-meaningful data point and the seam for a future ID-check pass. Encryption-at-rest for the column and the Tier-2 hook are not done; the limitation is stated plainly in docs/architecture/content_moderation.md 5.2. - auth.py: RegisterRequest.date_of_birth (date); MIN_AGE=18; register() computes + enforces; UserResponse.date_of_birth typed `date | None` (the old `str | None` would have 500'd /me once a DOB was actually stored). - api_client.gd / main_menu.gd: the Over18 checkbox is now a "Date of birth (YYYY-MM-DD)" field with a client-side sanity check. - tests: test_auth_age_gate.py rewritten around the endpoint + age math (adult/minor/exactly-18/future-dob/stored); ~25 over_18 references across 6 backend test files + 6 game smoke tests updated. Backend 74 passed; game smokes green (auth 6/6, menu_full_flow 12/12, e2e 4/4, etc.); fresh-clone boot PASS. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
78 lines
2.6 KiB
GDScript
78 lines
2.6 KiB
GDScript
extends SceneTree
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## One client process for the full networked game-flow test
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## (scripts/run_game_multiplayer_test.sh): register -> POST /api/worlds/{id}/join
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## -> Session.begin -> load scenes/game.tscn -> run networked.
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##
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## godot --headless --path . --script res://scripts/mp_game_flow_client.gd -- \
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## --role a|b --world 1
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##
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## role b: joins, holds still, prints RESULT b in_world and stays ~40 s.
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## role a: joins, moves forward, prints RESULT a remotes=<n> moved=<bool>;
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## exits 0 iff it saw a remote player node AND moved.
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var role := "b"
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var world_id := 1
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func _initialize() -> void:
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var args := OS.get_cmdline_user_args()
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for i in args.size():
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if args[i] == "--role" and i + 1 < args.size():
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role = args[i + 1]
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elif args[i] == "--world" and i + 1 < args.size():
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world_id = int(args[i + 1])
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_run()
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func _run() -> void:
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await process_frame
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var api := root.get_node("ApiClient")
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var session := root.get_node("Session")
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var uname := "mpflow_%s_%d" % [role, int(Time.get_unix_time_from_system() * 1000) % 1000000]
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var reg: Dictionary = await api.register(uname, uname + "@e.com", "secret123", "1990-01-01")
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if not reg.ok:
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print("RESULT %s register_failed %s" % [role, reg.detail])
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quit(1); return
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var join: Dictionary = await api.join_world(world_id)
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if not (join.ok and join.data is Dictionary):
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print("RESULT %s join_failed status=%d %s" % [role, join.status, join.detail])
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quit(1); return
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var d: Dictionary = join.data
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session.begin(world_id, str(d["host"]), int(d["port"]))
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change_scene_to_file("res://scenes/game.tscn")
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# Wait for the scene + NetworkClient connect (game.gd awaits internally).
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for i in 180:
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await process_frame
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var game := current_scene
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var netc = game.get_node_or_null("NetworkClient") if game else null
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if netc == null or not netc.is_connected_to_server():
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print("RESULT %s not_connected" % role)
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quit(1); return
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if role == "b":
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print("RESULT b in_world")
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for i in 1200:
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await process_frame
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quit(0); return
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# role a: move and look for a remote node.
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var player = game.get_node("Player")
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var start: Vector3 = player.global_position
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var max_remotes := 0
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for i in 120:
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# Drive the player forward by faking held input.
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player._input_direction = Vector2(0, 1)
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await process_frame
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var n := 0
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for c in game.get_children():
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if c.name.begins_with("Remote_"):
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n += 1
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max_remotes = maxi(max_remotes, n)
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var moved: bool = player.global_position.distance_to(start) > 1.0
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print("RESULT a remotes=%d moved=%s" % [max_remotes, str(moved)])
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quit(0 if (moved and max_remotes >= 1) else 1)
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