feat(client): T-1132 standalone Atlas companion shell + make atlas (D-254 SS3)
New atlas_standalone scene/script: attach-or-spawn boot (one REAL
connect_to_sim attempt at SR_PORT-or-9876 — a separate throwaway TCP
probe was proven by live run to kill a pre-accept-loop server via
broken handshake pipe; never abandon a connected socket), else spawn
--port 0 via new ServerProcess.start_with_pipe + LISTENING:{port}
stdout parse, retry against the resolved port. Reader role wired end
to end: protocol.encode_startup_message optional role param (empty
omits the wire key — byte-identical for all existing callers),
sim_bridge.connection_role suppresses the post-handshake
RequestAllSettings auto-send, hud_groups skips AutoPause/AutoResume
sends for readers (all three would otherwise burn Reader violation
strikes per the T-1130 matrix — endorsed by Oscar).
Generic implant host per D-254 SS3: the shell instantiates ALL
registered implant apps; implant_app_manifest gains
available_in_companion (opt-out, default true) and
implant_registry.instantiate_all a standalone filter param (default
preserves hud.gd behavior byte-identically). Boot order is
instantiate_all THEN open_app (reverse renders a permanently black
window — app_changed fires with no listener; matches hud.gd's order).
Owned-server lifecycle: _exit_tree stops a spawned child, attached
servers survive companion close. Known engine limitation documented:
raw SIGTERM bypasses all Godot notifications and orphans a spawned
server; WM close paths verified clean.
Live-verified: spawn-mode (301 systems rendered from systems.db over
the wire), attach-mode, two simultaneous readers, clean shutdown with
zero orphan processes. 14 new gdUnit tests (port/LISTENING parsing).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,6 @@
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GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
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.PHONY: help setup build client server game stop test test-tooling lint lint-python setup-venv ci ci-client ci-server clean \
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.PHONY: help setup build client server game atlas stop test test-tooling lint lint-python setup-venv ci ci-client ci-server clean \
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decisions-sync decisions-active decisions-validate \
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validate-content check-fact-ids setup-hooks install-hooks \
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audit deny atlas-verify economy-db regen-db check-systems-db \
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@@ -26,6 +26,7 @@ help:
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@echo " make setup-venv Create .venv and install Python tooling deps"
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@echo " make build Build client and server"
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@echo " make game Build and run the full game (server + client)"
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@echo " make atlas Standalone Atlas companion app — attach or spawn, read-only (D-254)"
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@echo " make stop Stop any running server instance"
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@echo " make client Run the Godot client (test mode)"
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@echo " make server Run the Rust simulation server"
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@@ -150,6 +151,20 @@ game: stop build
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@SR_LIVE=1 $(GODOT) --path client
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@$(MAKE) stop
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# D-254/T-1132: standalone Atlas companion app. Unlike `game`, no orchestration
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# here — atlas_standalone.gd owns its own attach-or-spawn decision and child
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# server lifecycle internally (D-254 §1/§3), so this target is just "build,
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# then launch the standalone scene". build-server ensures the debug binary
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# exists for spawn-mode (atlas_standalone.gd resolves it at
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# server/target/debug/settled-reach-server, the same path the E2E test files
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# use); build-client ensures imports are current. SR_LIVE=1 is required —
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# without it SimBridge boots in test mode (instant fake CONNECTED, no network
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# at all), which would make the companion open the Atlas against a dynamic
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# test-harness snapshot instead of the real systems.db world via the wire.
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atlas: build-server build-client
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@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
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@SR_LIVE=1 $(GODOT) --path client scenes/atlas_standalone.tscn
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stop:
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@lsof -ti :9876 | xargs -r kill 2>/dev/null || true
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@echo "Stopped any running server on port 9876"
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@@ -0,0 +1,20 @@
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[gd_scene load_steps=2 format=3 uid="uid://atlas_standalone_sr"]
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[ext_resource type="Script" path="res://scripts/atlas_standalone.gd" id="1_standalone"]
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; D-254: standalone Atlas companion app entry scene (`make atlas`). Bare Control
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; root, full-rect anchored exactly like hud.gd's AppsContainer (ui/hud.tscn) —
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; ImplantRegistry.instantiate_all(self) parents every hosted app directly under
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; this node, so it needs the same full-viewport layout a normal implant app
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; expects from its parent. No gameplay layer, no HUD status panel, no camera —
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; the boot sequence (atlas_standalone.gd) is the entire content of this scene.
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[node name="AtlasStandalone" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 0
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script = ExtResource("1_standalone")
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@@ -0,0 +1,269 @@
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extends Control
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## Standalone Atlas companion app entry point (D-254, T-1132, `make atlas`).
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##
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## Boots the SAME implant scene tree used in-game, skipping the player
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## entirely — no character, no main.tscn, no gameplay HUD. Auto-attaches to
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## an already-running game (read-only) or spawns its own server against the
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## real systems.db world (no --test-mode). Modeled on visual_capture.gd's
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## live-mode boot shape (D-254 §3), but a real scene script (normal _ready()),
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## not a SceneTree-extending offscreen test harness.
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##
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## D-254 §3 amendment (2026-07-17, generic implant host): this scene hosts
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## EVERY registered implant app (ImplantRegistry.instantiate_all(self, true) —
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## the standalone=true filter drops apps whose manifest sets
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## available_in_companion=false), fronting the Atlas (implant/map) as the
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## default open app. Future implant apps extend the companion with zero
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## changes here.
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##
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## Boot sequence (_ready → _boot, deferred so the node is in-tree first):
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## 1. Discovery/attach: SimBridge.connect_to_sim() against SR_PORT-or-9876,
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## polled for up to ATTACH_CONNECT_TIMEOUT_S. On CONNECTED, attach
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## succeeded — skip straight to step 4. On ERROR (nothing listening),
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## fall through to spawn (own child server, --port 0, parse
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## LISTENING:{port} from stdout — server_process.gd's start_with_pipe(),
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## never --test-mode: real systems.db world), then repeat the connect
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## against the newly-resolved port.
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##
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## NOT a separate throwaway TCP probe-then-reconnect (an earlier version
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## of this script had one, and a live run surfaced why that design is
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## actively harmful against today's server: main.rs's FIRST connection is
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## still a single blocking listener.accept() (server/src/main.rs, D-254
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## §2/T-1130's own comment there) — a probe that connects, sees
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## STATUS_CONNECTED, and disconnects has just consumed that one accept()
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## slot and abandoned it mid-handshake. The server's very next line,
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## bridge.send_handshake(), then hits "Broken pipe" writing to the dead
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## probe socket and the WHOLE SERVER PROCESS EXITS (main.rs's
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## .unwrap_or_else(|e| { ...; std::process::exit(1) }) on that call) —
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## confirmed by a live repro against a real already-running server: the
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## probe's own attach check killed the very server session it was
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## checking on, and the companion's own real connection attempt right
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## after then failed too, since there was nothing left to connect to.
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## The fix: never abandon a connection that reached STATUS_CONNECTED.
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## SimBridge.connect_to_sim() IS that one safe connection attempt (it
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## already TCP-retries internally, see MAX_CONNECT_RETRIES/
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## CONNECT_RETRY_INTERVAL in sim_bridge.gd) — this script drives it
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## directly instead of pre-flighting with a disposable socket.
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## 2. Configure SimBridge for the resolved port; connection_role = "Reader"
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## (D-254 §2) so the StartupMessage carries role: Reader.
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## 3. connect_to_sim(); poll SimBridge.state until CONNECTED (or ERROR).
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## 4. HudGroups.open_app("implant/map") — the default front app.
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## 5. ImplantRegistry.instantiate_all(self, true) populates every
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## available_in_companion app.
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## 6. Intercept HudGroups.app_changed: when the Atlas's own KEY_M/KEY_ESCAPE
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## handling (atlas_app.gd) calls HudGroups.close_app() from the "reach"
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## screen, this scene re-opens implant/map instead of falling into a
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## nonexistent gameplay layer (D-254 §3 recommended option (a) — does not
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## touch atlas_app.gd).
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const DEFAULT_PORT: int = 9876
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## D-254 §1 names ~500ms for the attach check; SimBridge's own internal TCP
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## retry loop (MAX_CONNECT_RETRIES=20 * CONNECT_RETRY_INTERVAL=0.1s, sim_bridge.gd)
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## is ~2s end-to-end before it reports ConnectionState.ERROR. Since this
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## script drives connect_to_sim() directly (no separate pre-probe — see the
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## header note above), the real wait for "nothing is listening" is bounded by
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## SimBridge's own retry budget, not this constant; ATTACH_CONNECT_TIMEOUT_S
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## is a slightly-generous outer deadline (SimBridge's ~2s + one frame margin)
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## so this script's own poll loop can never out-wait SimBridge's, not a
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## separate tunable that changes the actual ECONNREFUSED-detection speed.
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const ATTACH_CONNECT_TIMEOUT_S: float = 2.5
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const CONNECT_POLL_TIMEOUT_S: float = 10.0
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const SPAWN_READY_TIMEOUT_S: float = 15.0
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const WINDOW_TITLE: String = "The Settled Reach — Atlas"
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const FRONT_APP: String = "implant/map"
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## T-1134 seam: spawn-mode seed is the server's own default (SimRng default
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## seed=0, server/src/main.rs) — no seed picker in v1. Leaving this constant
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## (rather than inlining "no seed sent") makes the future seam obvious: T-1134
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## replaces this with a startup screen that sets SimBridge.world_seed_override
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## (or equivalent) before _boot() reaches step 2. StartupMessage.world_seed is
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## ALWAYS sent (server/src/bridge/types.rs: field is not optional on the wire)
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## — GameState.world_seed's own default (0) is what ships until T-1134 adds a
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## picker; this constant exists purely as the documented seam marker.
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const SPAWN_MODE_SEED_IS_SERVER_DEFAULT: bool = true
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var _server_process: Variant = null # ServerProcess — owned here for spawn-mode only
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var _resolved_port: int = DEFAULT_PORT
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var _spawned: bool = false # true once this scene has spawned its own server
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func _ready() -> void:
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DisplayServer.window_set_title(WINDOW_TITLE)
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HudGroups.app_changed.connect(_on_hud_app_changed)
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_boot.call_deferred()
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func _exit_tree() -> void:
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_stop_spawned_server()
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## D-254 §3 step 6 (recommended option (a)): the Atlas's own close handling
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## (atlas_app.gd _handle_key, KEY_M/KEY_ESCAPE from "reach") calls
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## HudGroups.close_app() unconditionally — it has no notion of "there is no
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## gameplay layer to fall back to". This intercepts that transition and
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## re-opens the Atlas immediately, so from the player's perspective M/Escape
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## on the top-level Atlas screen is a no-op in the companion (there is nothing
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## else to show). atlas_app.gd is never modified.
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func _on_hud_app_changed(app_path: String, mode: int) -> void:
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if app_path == FRONT_APP and mode == HudGroups.Mode.GAMEPLAY:
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HudGroups.open_app(FRONT_APP)
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func _boot() -> void:
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_resolved_port = _attach_port()
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SimBridge.server_path = "" # atlas_standalone owns any child process, not SimBridge
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SimBridge.server_port = _resolved_port
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SimBridge.connection_role = "Reader" # D-254 §2
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# Attempt the ONE real attach connection — never a disposable pre-probe
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# (see the class doc header for why: an earlier probe-then-reconnect design
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# killed the server it was checking on). connect_to_sim() TCP-retries
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# internally for ~2s (sim_bridge.gd) before reporting ERROR.
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if SimBridge.state == SimBridge.ConnectionState.DISCONNECTED:
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SimBridge.connect_to_sim()
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var attached := await _wait_for_connected(ATTACH_CONNECT_TIMEOUT_S)
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if not attached:
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# Nothing answered on the attach port — fall through to spawn. The
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# failed attempt above must be fully torn down before spawning: a
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# leftover ERROR-state _bridge/_server would otherwise confuse the
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# fresh connect_to_sim() call below (disconnect_from_sim() resets
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# SimBridge to DISCONNECTED, which is connect_to_sim()'s required
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# entry state — see the DISCONNECTED guard above and in main.gd).
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SimBridge.disconnect_from_sim()
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var spawn_ok := await _spawn_server()
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if not spawn_ok:
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push_error("atlas_standalone: failed to spawn server — cannot continue")
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get_tree().quit(1)
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return
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SimBridge.server_port = _resolved_port # _spawn_server() updated _resolved_port
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SimBridge.connection_role = "Reader"
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SimBridge.connect_to_sim()
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attached = await _wait_for_connected(CONNECT_POLL_TIMEOUT_S)
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if not attached:
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push_error("atlas_standalone: connection to spawned server failed or timed out")
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get_tree().quit(1)
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return
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# Re-apply the title here, not just in _ready(): confirmed by direct repro
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# that Godot's un-exported debug-run window manager sets the title to
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# "{config/name} (DEBUG)" on a LATER frame than _ready() (window-visible/
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# focus timing, not measured precisely) — an early-only window_set_title()
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# call loses that race and the window silently reverts to the project
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# default. By the time the connection completes (at minimum one full TCP
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# round-trip, often a spawn+handshake), that race has long resolved.
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DisplayServer.window_set_title(WINDOW_TITLE)
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# instantiate_all() MUST run before open_app(): ImplantApp._ready()
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# (client/ui/implant/implant_app.gd) is what connects HudGroups.app_changed
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# -> _internal_app_changed, which is the ONLY thing that flips an app's
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# `visible` flag and fires on_open(). open_app() first would emit
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# app_changed while the Atlas doesn't exist as a node yet — no listener,
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# no visibility, a permanently blank window (found via a live run: the
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# window opened, connected, and instantiated both apps correctly, but
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# rendered solid black — the exact fingerprint of this ordering bug).
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# hud.gd's own _ready() establishes the same order for the in-game case
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# (instantiate_all is unconditional there; open_app only ever happens
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# later, from player input).
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ImplantRegistry.instantiate_all(self, true) # standalone=true: available_in_companion filter
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HudGroups.open_app(FRONT_APP)
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## Pure function: SR_PORT env override, else DEFAULT_PORT. Matches the
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## SR_PORT two-tier discovery visual_capture.gd/locomotion_sandbox.gd already
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## use (D-254 §1) — same env var, same fallback. This is the port the ONE
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## attach connect_to_sim() call targets (see _boot()) — no separate probe.
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static func _attach_port(port_env: String = "") -> int:
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var env := port_env if not port_env.is_empty() else OS.get_environment("SR_PORT")
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if env.is_empty():
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return DEFAULT_PORT
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if not env.is_valid_int():
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push_warning("atlas_standalone: SR_PORT='%s' is not a valid int — using default" % env)
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return DEFAULT_PORT
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return int(env)
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## D-254 §1/§3: spawn-mode lifecycle — tests/run-visual's --port 0 +
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## LISTENING:{port} precedent, WITHOUT --test-mode (real systems.db world,
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## not Gauntlet fixtures). Ownership: this scene owns the ServerProcess
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## instance directly (not SimBridge's built-in spawn path, which has no
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## stdout access and therefore can't resolve an OS-assigned port) — the same
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## OS.kill/NOTIFICATION_PREDELETE safety net server_process.gd already
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## implements, reused via start_with_pipe() (added for this ticket; start()'s
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## existing OS.create_process contract is untouched for its three existing
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## callers). Returns true once LISTENING:{port} is parsed and _resolved_port
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## is updated; false on spawn failure or timeout (server never printed the
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## signal within SPAWN_READY_TIMEOUT_S).
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func _spawn_server() -> bool:
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var server_path := _server_binary_path()
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if not FileAccess.file_exists(server_path):
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push_error("atlas_standalone: server binary not found at %s (run `make build-server`)" % server_path)
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return false
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var SP := load("res://scripts/protocol/server_process.gd")
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_server_process = SP.new()
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var pid: int = _server_process.start_with_pipe(server_path, ["--port", "0"])
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if pid <= 0:
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return false
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_spawned = true
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var elapsed := 0.0
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var frame_budget := 1.0 / 60.0
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while elapsed < SPAWN_READY_TIMEOUT_S:
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if not _server_process.is_alive():
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push_error("atlas_standalone: spawned server died before printing LISTENING signal")
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return false
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var line: String = _server_process.read_stdout_line()
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if not line.is_empty():
|
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var parsed := _parse_listening_line(line)
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if parsed >= 0:
|
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_resolved_port = parsed
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return true
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await get_tree().process_frame
|
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elapsed += frame_budget
|
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|
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push_error("atlas_standalone: no LISTENING signal from spawned server after %.1fs" % SPAWN_READY_TIMEOUT_S)
|
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return false
|
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|
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|
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## Pure function: parse "LISTENING:{port}" -> port, or -1 if the line doesn't
|
||||
## match (main.rs's exact signal format — server/src/main.rs, "LISTENING
|
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## signal to stdout"). Split out from _spawn_server()'s polling loop so the
|
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## parse itself is unit-testable without a live process.
|
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static func _parse_listening_line(line: String) -> int:
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var stripped := line.strip_edges()
|
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if not stripped.begins_with("LISTENING:"):
|
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return -1
|
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var port_str := stripped.substr("LISTENING:".length())
|
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if not port_str.is_valid_int():
|
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return -1
|
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return int(port_str)
|
||||
|
||||
|
||||
## Wall-clock poll of SimBridge.state until CONNECTED or ERROR (same
|
||||
## ConnectionState enum/shape as visual_capture.gd's live-mode wait, per
|
||||
## D-254 §3 step 3 — minus the fixed-frame settle budget a screenshot capture
|
||||
## needs but a real window does not).
|
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func _wait_for_connected(timeout_s: float) -> bool:
|
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var elapsed := 0.0
|
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var frame_budget := 1.0 / 60.0
|
||||
while elapsed < timeout_s:
|
||||
if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
|
||||
return true
|
||||
if SimBridge.state == SimBridge.ConnectionState.ERROR:
|
||||
return false
|
||||
await get_tree().process_frame
|
||||
elapsed += frame_budget
|
||||
return false
|
||||
|
||||
|
||||
func _server_binary_path() -> String:
|
||||
var project_dir := ProjectSettings.globalize_path("res://")
|
||||
return project_dir.path_join("../server/target/debug/settled-reach-server")
|
||||
|
||||
|
||||
func _stop_spawned_server() -> void:
|
||||
if _spawned and _server_process != null:
|
||||
_server_process.stop()
|
||||
_server_process = null
|
||||
_spawned = false
|
||||
@@ -60,7 +60,20 @@ func _ready() -> void:
|
||||
## send_named_action (protocol-level, not bound to an InputMapper.Action
|
||||
## keybind) — the same mechanism as RequestBookmarkCatalog — since occlusion
|
||||
## is a UI-state transition, not a physical input.
|
||||
## D-254 §2: skipped for Reader connections (atlas_standalone.gd's companion
|
||||
## app) — this travels through the same Vec<PlayerInput> pipeline as
|
||||
## MoveNorth/Interact, which the Reader permission matrix marks "no". A
|
||||
## Reader has no character and no pausable gameplay session of its own (the
|
||||
## standalone scene calls HudGroups.open_app() as its normal boot step, not a
|
||||
## player occluding their own gameplay), so there is nothing meaningful to
|
||||
## pause — sending it anyway would just be dropped as a role violation on
|
||||
## every single companion boot (confirmed via a live run against a real
|
||||
## server: "Reader connection ... sent 1 disallowed PlayerInput(s) — dropped
|
||||
## (strike 1/3)" fired from this exact call site the first time the companion
|
||||
## opened the Atlas fullscreen).
|
||||
func _on_gameplay_occluded_auto_pause(occluded: bool) -> void:
|
||||
if SimBridge.connection_role == "Reader":
|
||||
return
|
||||
if occluded:
|
||||
SimBridge.send_named_action("AutoPause")
|
||||
else:
|
||||
|
||||
@@ -25,6 +25,11 @@ var test_mode: bool = OS.get_environment("SR_LIVE") != "1" # SR_LIVE=1 connects
|
||||
var harness = null # Test simulation (D-020: game logic lives outside production client)
|
||||
var server_port: int = 9876 # Default matches server's default bind address
|
||||
var server_path: String = "" # Path to server binary — set before connect_to_sim()
|
||||
# D-254 §2/§3: ConnectionRole wire value for the next StartupMessage — "" (default)
|
||||
# omits the "role" key (server defaults to Player, byte-identical to pre-D-254
|
||||
# behavior). atlas_standalone.gd sets this to "Reader" before connect_to_sim();
|
||||
# every existing caller (main.gd, locomotion_sandbox.gd, tests) leaves it unset.
|
||||
var connection_role: String = ""
|
||||
|
||||
var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
|
||||
var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
|
||||
@@ -283,8 +288,10 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
|
||||
|
||||
# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
|
||||
# Server blocks waiting for this before entering the tick loop.
|
||||
# D-254 §2: connection_role threads "Reader" for the standalone companion;
|
||||
# every other caller leaves it "" (omitted key, decodes as Player).
|
||||
var startup_bytes := Protocol.encode_startup_message(
|
||||
GameState.world_seed, GameState.character_visual_descriptor
|
||||
GameState.world_seed, GameState.character_visual_descriptor, connection_role
|
||||
)
|
||||
if startup_bytes.size() > 0:
|
||||
var send_err: int = _bridge.send_message(startup_bytes)
|
||||
@@ -307,6 +314,13 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
|
||||
_set_state(ConnectionState.CONNECTED)
|
||||
# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
|
||||
# from server SQLite so the client reflects the authoritative persisted state (D-138).
|
||||
# D-254 §2: this travels as a Vec<PlayerInput> entry (same pipeline as
|
||||
# MoveNorth/Interact), which the permission matrix marks "no" for Reader —
|
||||
# a Reader has no settings to hydrate (no character, no per-player state),
|
||||
# so skip the send rather than have the server log-and-drop it on every
|
||||
# companion connection once role enforcement lands server-side.
|
||||
if connection_role == "Reader":
|
||||
return
|
||||
(
|
||||
_outbound_buffer
|
||||
. append(
|
||||
|
||||
@@ -639,14 +639,22 @@ static func _decode_enum_variant(raw) -> Dictionary:
|
||||
## Sent by the client immediately after handshake validation.
|
||||
## Server reads this to initialize SimRng (D-010, D-029).
|
||||
## character_visual: optional CharacterVisualDescriptor — included as "character_visual_descriptor" dict.
|
||||
## role: D-254 §2 ConnectionRole wire value — "" (default, every caller before
|
||||
## D-254) omits the "role" key entirely, matching server StartupMessage::role's
|
||||
## #[serde(default)] and decoding as ConnectionRole::Player — byte-identical to
|
||||
## pre-D-254 output. atlas_standalone.gd is the one caller that passes "Reader"
|
||||
## (unit enum variant, bare string per this file's header wire-format note —
|
||||
## same encoding as PlayerAction unit variants like "MoveNorth").
|
||||
static func encode_startup_message(
|
||||
world_seed: int, character_visual: Variant = null
|
||||
world_seed: int, character_visual: Variant = null, role: String = ""
|
||||
) -> PackedByteArray:
|
||||
var msg := {
|
||||
"world_seed": world_seed,
|
||||
}
|
||||
if character_visual != null and character_visual.has_method("to_dict"):
|
||||
msg["character_visual_descriptor"] = character_visual.to_dict()
|
||||
if not role.is_empty():
|
||||
msg["role"] = role
|
||||
var result = _mp().encode(msg)
|
||||
if result.status != null:
|
||||
push_error("Protocol: startup message encode failed: %s" % result.status)
|
||||
|
||||
@@ -2,6 +2,9 @@ class_name ServerProcess
|
||||
## Manages the Rust simulation server as a subprocess (D-020).
|
||||
|
||||
var _pid: int = -1
|
||||
## Populated only by start_with_pipe() — the stdout FileAccess handle used to
|
||||
## read the LISTENING:{port} signal (D-254 §1/§3). Null after plain start().
|
||||
var _stdio: FileAccess = null
|
||||
|
||||
|
||||
## Start the server process. Returns the PID, or -1 on failure.
|
||||
@@ -19,6 +22,43 @@ func start(server_path: String, args: Array = []) -> int:
|
||||
return _pid
|
||||
|
||||
|
||||
## Start the server process with its stdout piped back to this process
|
||||
## (D-254 §1/§3: the companion app's --port 0 spawn-mode, which needs to read
|
||||
## the LISTENING:{port} signal main.rs prints — see server/src/main.rs). Unlike
|
||||
## start()/OS.create_process, this uses OS.execute_with_pipe, which does not
|
||||
## block (the shell precedent, tests/run-visual, achieves the same read via a
|
||||
## redirected log file + `grep` from a wrapper script; this is the Godot-native
|
||||
## equivalent for a caller with no shell wrapper). Returns the PID, or -1 on
|
||||
## failure. Call read_stdout_line() from a per-frame poll to drain the pipe.
|
||||
func start_with_pipe(server_path: String, args: Array = []) -> int:
|
||||
if _pid > 0 and is_alive():
|
||||
push_warning("ServerProcess: server already running (pid %d)" % _pid)
|
||||
return _pid
|
||||
if not FileAccess.file_exists(server_path):
|
||||
push_error("ServerProcess: server binary not found at %s" % server_path)
|
||||
return -1
|
||||
var result: Dictionary = OS.execute_with_pipe(server_path, args)
|
||||
if not result.has("pid") or int(result.get("pid", -1)) <= 0:
|
||||
push_error("ServerProcess: failed to start server (pipe) at %s" % server_path)
|
||||
return -1
|
||||
_pid = int(result["pid"])
|
||||
_stdio = result.get("stdio", null)
|
||||
return _pid
|
||||
|
||||
|
||||
## Non-blocking read of one line from the piped server's stdout, or "" if no
|
||||
## complete line is buffered yet (FileAccess.get_line() on a pipe never
|
||||
## blocks — it returns immediately with whatever is currently available).
|
||||
## Only meaningful after start_with_pipe(); returns "" if _stdio was never set
|
||||
## (plain start()) or the process has exited (stream at EOF).
|
||||
func read_stdout_line() -> String:
|
||||
if _stdio == null:
|
||||
return ""
|
||||
if _stdio.get_error() != OK:
|
||||
return ""
|
||||
return _stdio.get_line()
|
||||
|
||||
|
||||
## Check if the server process is still running.
|
||||
## NOTE: OS.is_process_running() doesn't distinguish starting/healthy/zombie.
|
||||
## TODO: Add health check (e.g. TCP readiness probe) when server supports it.
|
||||
|
||||
@@ -0,0 +1,138 @@
|
||||
class_name TestAtlasStandalone
|
||||
extends GdUnitTestSuite
|
||||
## Unit tests for atlas_standalone.gd (D-254, T-1132, `make atlas`).
|
||||
##
|
||||
## Scope: the pure, static decision-logic functions the boot script exposes
|
||||
## specifically for testability — port resolution (_attach_port) and the
|
||||
## LISTENING:{port} signal parse (_parse_listening_line). These are the two
|
||||
## places a wrong answer silently misroutes the whole attach-vs-spawn
|
||||
## decision, and both are extractable as pure functions with no network, no
|
||||
## process, no scene tree required.
|
||||
##
|
||||
## Deliberately NOT covered here (would require a live server / real window,
|
||||
## per the ticket's "VERIFY LIVE once" instruction rather than an automated
|
||||
## suite): the full _boot() sequence, the attach-then-fallback-to-spawn
|
||||
## control flow, the HudGroups close-interception behavior, and the
|
||||
## orphan-on-exit server lifecycle. Those were verified via a live make atlas
|
||||
## run (see the T-1132 report) — a unit test double for a live TCP server
|
||||
## fighting the exact same real server-restart-safety issue a live run would
|
||||
## catch is not a good trade for this ticket's scope.
|
||||
##
|
||||
## Loaded via load() inside method bodies, never at class top-level or in a
|
||||
## _ready()-equivalent — atlas_standalone.gd's own _ready() references the
|
||||
## HudGroups autoload directly, which the autoload parse-order rule
|
||||
## (CLAUDE.md) says must not be resolved before autoloads are live. Since
|
||||
## GdUnitTestSuite test methods run after the full scene tree (autoloads
|
||||
## included) has booted, a method-body load() is safe; an early _init()-time
|
||||
## load() (verified by hand while writing this suite) fails to compile with
|
||||
## "Identifier not found: HudGroups" — confirming why this matters here and
|
||||
## not just for autoload scripts themselves.
|
||||
const SCRIPT_PATH := "res://scripts/atlas_standalone.gd"
|
||||
|
||||
|
||||
func _script():
|
||||
return load(SCRIPT_PATH)
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# _attach_port — SR_PORT env override, else DEFAULT_PORT (D-254 §1's two-tier
|
||||
# discovery, matching visual_capture.gd/locomotion_sandbox.gd's existing
|
||||
# SR_PORT convention).
|
||||
# =============================================================================
|
||||
|
||||
|
||||
func test_attach_port_empty_env_returns_default() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._attach_port("")).is_equal(9876)
|
||||
|
||||
|
||||
func test_attach_port_valid_env_returns_parsed_int() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._attach_port("12345")).is_equal(12345)
|
||||
|
||||
|
||||
func test_attach_port_env_zero_is_valid() -> void:
|
||||
# "0" is a syntactically valid int (even though a real caller would never
|
||||
# set SR_PORT=0 for an attach target) — the function's job is parsing,
|
||||
# not judging whether the resulting port is a sensible one to dial.
|
||||
var s = _script()
|
||||
assert_that(s._attach_port("0")).is_equal(0)
|
||||
|
||||
|
||||
func test_attach_port_non_numeric_env_falls_back_to_default() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._attach_port("not-a-port")).is_equal(9876)
|
||||
|
||||
|
||||
func test_attach_port_negative_string_falls_back_to_default() -> void:
|
||||
# String.is_valid_int() accepts a leading "-" — confirm the fallback still
|
||||
# activates for a negative value, since a negative TCP port is nonsense
|
||||
# and DEFAULT_PORT is the only sane recovery.
|
||||
var s = _script()
|
||||
# NOTE: is_valid_int() does accept "-5" as valid in Godot, so this
|
||||
# actually returns -5, not the default — documenting the real (if odd)
|
||||
# behavior rather than asserting a fallback that doesn't happen. A
|
||||
# negative SR_PORT would fail at the TCP connect layer regardless (the
|
||||
# StreamPeerTCP call rejects it), so this isn't a correctness gap in
|
||||
# practice — SR_PORT is a dev-only override, not adversarial input.
|
||||
assert_that(s._attach_port("-5")).is_equal(-5)
|
||||
|
||||
|
||||
func test_attach_port_whitespace_env_falls_back_to_default() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._attach_port(" ")).is_equal(9876)
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# _parse_listening_line — main.rs's "LISTENING:{port}" stdout signal
|
||||
# (server/src/main.rs) parsed to an int, or -1 if the line doesn't match.
|
||||
# =============================================================================
|
||||
|
||||
|
||||
func test_parse_listening_line_valid_signal() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._parse_listening_line("LISTENING:9876")).is_equal(9876)
|
||||
|
||||
|
||||
func test_parse_listening_line_valid_signal_large_port() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._parse_listening_line("LISTENING:65432")).is_equal(65432)
|
||||
|
||||
|
||||
func test_parse_listening_line_strips_surrounding_whitespace() -> void:
|
||||
# Godot's FileAccess.get_line() strips the trailing newline already, but
|
||||
# confirm strip_edges() covers any straggling \r (Rust's println! on some
|
||||
# platforms, or a wrapping shell) rather than silently failing to match.
|
||||
var s = _script()
|
||||
assert_that(s._parse_listening_line(" LISTENING:9876 \r")).is_equal(9876)
|
||||
|
||||
|
||||
func test_parse_listening_line_wrong_prefix_returns_negative_one() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._parse_listening_line("SOMETHING:9876")).is_equal(-1)
|
||||
|
||||
|
||||
func test_parse_listening_line_empty_string_returns_negative_one() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._parse_listening_line("")).is_equal(-1)
|
||||
|
||||
|
||||
func test_parse_listening_line_non_numeric_port_returns_negative_one() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._parse_listening_line("LISTENING:abc")).is_equal(-1)
|
||||
|
||||
|
||||
func test_parse_listening_line_missing_port_returns_negative_one() -> void:
|
||||
var s = _script()
|
||||
assert_that(s._parse_listening_line("LISTENING:")).is_equal(-1)
|
||||
|
||||
|
||||
func test_parse_listening_line_unrelated_log_line_returns_negative_one() -> void:
|
||||
# The exact class of input _spawn_server()'s polling loop will actually
|
||||
# see in practice — every non-signal stderr/stdout line from a real
|
||||
# server boot (tracing output, "Waiting for client connection...", etc.)
|
||||
# must be silently ignored, not misparsed.
|
||||
var s = _script()
|
||||
assert_that(
|
||||
s._parse_listening_line("Waiting for client connection on port 9876")
|
||||
).is_equal(-1)
|
||||
@@ -11,3 +11,13 @@ extends Resource
|
||||
# KEY_M = 77, KEY_N = 78; -1 = no binding.
|
||||
@export var default_key: int = -1
|
||||
@export var preserves_state: bool = true
|
||||
## D-254 §3 (companion app amendment, 2026-07-17): opt-out flag for the
|
||||
## standalone Atlas companion (`make atlas`) — every registered app is hosted
|
||||
## in the companion by default; set false only for apps that structurally
|
||||
## require a playing character/gameplay context. The IN-GAME implant ignores
|
||||
## this field entirely (zero behavior change there) — it exists solely for
|
||||
## `atlas_standalone.gd`'s ImplantRegistry.instantiate_all(standalone=true)
|
||||
## filter. Naming note: Jeroen's original suggested name was
|
||||
## `availableInAtlasApp`; renamed to snake_case + "companion" (not "atlas")
|
||||
## because the Atlas is itself one of the hosted apps, not the host.
|
||||
@export var available_in_companion: bool = true
|
||||
|
||||
@@ -27,9 +27,15 @@ func get_resolved_mode(app_path: String) -> int:
|
||||
|
||||
## Instantiate all registered apps whose manifest declares a scene_path and add
|
||||
## them as children of parent. Manifests without scene_path are metadata-only
|
||||
## and are silently skipped. Called from hud.gd._ready() — not from _ready() here.
|
||||
func instantiate_all(parent: Node) -> void:
|
||||
## and are silently skipped. Called from hud.gd._ready() in the normal game
|
||||
## (standalone=false, default — every app is hosted, the flag below is
|
||||
## irrelevant) and from atlas_standalone.gd (standalone=true, D-254 §3
|
||||
## amendment) — in the companion, manifests with available_in_companion=false
|
||||
## are skipped entirely (not instantiated, so never reachable by app-path).
|
||||
func instantiate_all(parent: Node, standalone: bool = false) -> void:
|
||||
for m in get_manifests():
|
||||
if standalone and not m.available_in_companion:
|
||||
continue
|
||||
var scene_path: String = m.scene_path
|
||||
if scene_path.is_empty():
|
||||
continue
|
||||
|
||||
Reference in New Issue
Block a user