feat(client): upgrade protocol decoder and GameState for v2 snapshot

Server shipped ObserverSnapshot v2 with game_time, player_facing,
visible_tiles (with visibility sectors), and per-entity visibility.
Protocol decoder was silently ignoring these fields. Now extracts
all v2 data with null defaults for backward compatibility.

GameState gains game_time, player_facing, visibility_sectors vars.
Derives visible_positions from visible_tiles when present (for real
server mode). Test snapshot updated with v2 fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 00:53:18 +01:00
co-authored by Claude Opus 4.6
parent a9f1cbd865
commit 57da75c509
4 changed files with 152 additions and 1 deletions
+42 -1
View File
@@ -13,7 +13,9 @@ class_name Protocol
# -- Decode: bytes from server → GDScript types --------------------------------
## Decode an ObserverSnapshot from MessagePack bytes.
## Returns { "tick": int, "entities": Array[Dictionary] } or null on error.
## Returns decoded snapshot Dictionary or null on error.
## v2 fields (version, game_time, player_facing, visible_tiles) default to null/empty
## when decoding v1 snapshots for backward compatibility.
static func decode_snapshot(bytes: PackedByteArray) -> Variant:
var result = Messagepack.decode(bytes)
if result.status != null:
@@ -41,10 +43,41 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
# GDScript int is signed 64-bit. Rust tick is u64 but will not exceed 2^63
# in any realistic scenario (would require ~29 billion years at 10 ticks/game-minute per D-031).
var tick: int = raw["tick"]
# v2 fields — optional for backward compatibility
var version: Variant = raw.get("version")
var game_time: Variant = raw.get("game_time")
# player_facing: FacingDirection is a unit enum → bare string in rmp_serde
var player_facing: Variant = null
var raw_facing: Variant = raw.get("player_facing")
if raw_facing is String:
player_facing = raw_facing
# visible_tiles: Array of {x, y, z, visibility}
var visible_tiles: Array = []
var raw_vtiles: Variant = raw.get("visible_tiles")
if raw_vtiles is Array:
for raw_tile in raw_vtiles:
if raw_tile is Dictionary and raw_tile.has("x") and raw_tile.has("y") and raw_tile.has("z"):
var tile_entry := {
"x": int(raw_tile["x"]),
"y": int(raw_tile["y"]),
"z": int(raw_tile["z"]),
}
var vis: Variant = raw_tile.get("visibility")
if vis is String:
tile_entry["visibility"] = vis
visible_tiles.append(tile_entry)
return {
"tick": tick,
"entities": entities,
"decode_errors": dropped,
"version": version,
"game_time": game_time,
"player_facing": player_facing,
"visible_tiles": visible_tiles,
}
@@ -56,12 +89,20 @@ static func _decode_entity(raw: Dictionary) -> Variant:
return null
var entity_id: int = raw["entity_id"]
# v2: visibility sector (Forward/Peripheral). null for v1 entities.
var visibility: Variant = null
var raw_vis: Variant = raw.get("visibility")
if raw_vis is String:
visibility = raw_vis
return {
"entity_id": entity_id,
"x": float(raw["x"]),
"y": float(raw["y"]),
"z": int(raw["z"]),
"kind": _decode_enum_variant(raw["kind"]),
"visibility": visibility,
}