8.2 KiB
Social — Friends, Chat & Groups — Plan
Status: Planned Owner: Platform team Feature ID:
socialGodot version: 4.6.2 stable Backend: FastAPI + SQLAlchemy (async) + PostgreSQL + Redis
1. Overview
This document breaks the Social feature into user stories and right-sized implementation tasks. The feature delivers:
- Friends & following — a friend request/accept model plus a one-way follow relationship, with block lists.
- Presence & status — online/offline, custom status message, last-seen.
- Chat — direct messages (DM) and in-experience (world/room) chat with first-class safety: server-side text filtering, report-message, and rate limiting.
- Groups — named groups with roles (owner/admin/member) and a simple group page.
- Public profiles — avatar, bio, favorite experiences, and a friends list that respects privacy settings.
2. Why chat safety is the differentiator
The platform is explicitly meant to pull adults away from a youth-oriented competitor. Chat is the highest-risk surface: it is real-time, user-generated, and where abuse happens fastest. Safety is therefore treated as a blocking requirement, not an add-on:
- Every message passes a server-side text filter before it is stored or delivered. The client filter is cosmetic only; the server is authoritative.
- Every message can be reported; reports flow into a moderation queue with
actor + reason + audit trail (mirroring
content_moderation.md). - Sending is rate limited per user (Redis token bucket) to stop flooding and harassment-by-volume.
- Report and block are always reachable from a message context in the UI.
3. Existing constraints (do not re-build)
- Auth: JWT bearer tokens;
get_current_user/CurrentUserdependency inapp/dependencies.py. All social endpoints reuse this. - DB: async SQLAlchemy + Alembic; migration
0001_initialis the head. - Redis: configured (
REDIS_URL) but unused so far; adopted here for presence and rate limiting. - Models:
User,World(owner_id),Asset(owner_id, is_public). Avatars and favorite-experience references point at existing rows. - Client: Godot 4.6.2, minimal
main_menu.gd; no social UI yet.
4. Key design decisions
| Concern | Decision |
|---|---|
| Message transport | REST for send/history; WebSocket gateway for real-time delivery + presence (matches networking.md's "WebSocket as secondary transport" for chat) |
| Presence store | Redis (TTL heartbeat) + persisted last_seen_at on the user record |
| Text filtering | Pluggable TextFilter interface with a deterministic default (profanity list + normalization) so it runs without external services; third-party hook later |
| Rate limiting | Redis token-bucket dependency, reusable across all social endpoints |
| Reports | message_reports table + moderation endpoints (list/review/resolve) with audit fields |
| Friends vs. follow | Friends = mutual (request→accept). Follow = one-way (no approval). Block = hard deny that also hides content and prevents DMs |
| Privacy | Per-user settings JSON (profile_visibility, friends_list_visibility, favorites_visibility) enforced server-side on every read |
| Groups | groups + group_members (role: owner/admin/member) + group page aggregate endpoint |
| Real-time | One WebSocket endpoint multiplexing presence, DM, and world-chat messages via Redis pub/sub |
5. User stories
US-1 Friends & following
As a player, I can send a friend request, accept/decline incoming requests, unfriend, follow/unfollow other players, and block users so they can't interact with me.
Acceptance criteria
- Friend requests are one-directional until accepted; accepted friendships are mutual.
- Follow is one-way and requires no approval.
- Block prevents DMs, hides the blocked user's profile/friends interactions, and removes any existing friendship/follow between the two.
- Duplicate/self requests are rejected idempotently.
US-2 Presence & status
As a player, I can see whether my friends are online, their custom status, and when they were last seen.
Acceptance criteria
- Online/offline is derived from a server-side heartbeat (Redis TTL), not client claims.
last_seen_atpersists and is visible (subject to privacy settings).- Custom status text is optional and length-limited.
US-3 Public profiles
As a player, I can view a public profile page showing avatar, bio, favorite experiences, and a friends list that respects the owner's privacy settings.
Acceptance criteria
- Avatar and bio are editable by the owner only.
- Favorite experiences reference existing
Worldrows. - A viewer sees only the sections the owner's privacy settings allow; blocked users see a restricted view.
US-4 Chat (DM + in-experience) with safety
As a player, I can send direct messages and chat inside a world/room. Messages are filtered, rate limited, and reportable.
Acceptance criteria
- Server filters message text before storing/delivering; filtered content is either rejected (blocking) or redacted (configurable per filter policy).
- Send rate is limited per user (token bucket); excess sends get
429. - Every message has a stable id, author, timestamp, and conversation/world scope.
- Any message can be reported with a reason; reports are stored and reviewable.
- Real-time delivery over WebSocket with REST fallback for history.
US-5 Groups
As a player, I can create a group, join/leave groups, and (as owner/admin) manage roles and view a simple group page.
Acceptance criteria
- Each group has exactly one owner and any number of admins/members.
- Role transitions are authorized (only owner can transfer ownership or promote/demote admins).
- Group page lists name, description, member list with roles, and member count.
US-6 Godot client
As a player, I can access friends, presence, chat, profiles, and groups from the game UI.
Acceptance criteria
- An API client handles JWT auth, HTTP, and WebSocket for all social calls.
- Dedicated screens/panels: friends+presence, DM & world chat (with report), profile page, group page.
- Client-side filtering is cosmetic; server responses remain authoritative.
6. Task breakdown
Right-sized to 1–3 files / one coherent piece of functionality each. Task IDs are sequential for dependency chaining.
| # | Task | Story | Depends on |
|---|---|---|---|
| 1 | Friends/follow/block models + Alembic migration | US-1 | — |
| 2 | Friends & follow API router | US-1 | 1 |
| 3 | Presence & status model + endpoints (Redis heartbeat) | US-2 | — |
| 4 | Profile model + migration + own-profile endpoints | US-3 | 1 |
| 5 | Public profile view + favorites + privacy enforcement | US-3 | 2, 4 |
| 6 | Chat data models + migration (conversations, messages, reports) | US-4 | — |
| 7 | Text filtering service + profanity config | US-4 | — |
| 8 | Redis rate-limiting dependency | US-4 | — |
| 9 | DM chat send/list endpoints (filter + rate limit) | US-4 | 6, 7, 8 |
| 10 | Report-message endpoint + moderation queue | US-4 | 6, 9 |
| 11 | In-experience (world/room) chat endpoints | US-4 | 9 |
| 12 | Real-time WebSocket gateway (presence + DM + world chat) | US-4 | 3, 9, 11 |
| 13 | Group + membership models + migration | US-5 | — |
| 14 | Groups API (CRUD, join/leave, roles, group page) | US-5 | 13 |
| 15 | Godot API client (auth + HTTP + WebSocket) | US-6 | 2 |
| 16 | Godot friends & presence UI | US-6 | 3, 15 |
| 17 | Godot chat UI (DM + world chat + report) | US-6 | 12, 15 |
| 18 | Godot profile page UI | US-6 | 5, 15 |
| 19 | Godot groups UI + group page | US-6 | 14, 15 |
7. Phasing
- Phase 1 (data + core APIs): tasks 1–5 (friends, presence, profiles).
- Phase 2 (chat safety — the differentiator): tasks 6–12 (chat + safety + realtime). This is the critical path and highest priority.
- Phase 3 (groups): tasks 13–14.
- Phase 4 (client): tasks 15–19, each landing after its backend dependency.
8. Out of scope for this feature
- Age verification / maturity gating (covered by
content_moderation.md). - Voice chat, media/image messages, message editing/deletion history.
- Third-party profanity/toxicity vendors (the
TextFilterinterface leaves a hook, but the default is deterministic and dependency-free). - Mobile push notifications.