feat(simulation): add world_seed IPC and EntanglementConfig (#175, #178)

Implements the StartupMessage protocol: client generates world_seed in
SessionManager.new_game(), sends it after handshake, server uses it to
seed SimRng and sample EntanglementConfig.

EntanglementConfig samples flat ∈ [25,35]%, intrigue ∈ [15,25]%, mundane
as remainder (D-029). Same seed produces identical config (D-010
determinism). Different seeds produce distinct configs in ≥90% of pairs.

Protocol flow: HandshakeMessage (server→client) → StartupMessage with
world_seed (client→server) → SimRng initialization → tick loop.

10 Rust tests (determinism, variation, bounds, sum invariant).
9 GDScript test stubs + 2 encode tests for client-side pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-28 14:26:31 +01:00
co-authored by Claude Opus 4.6
parent ebc87d8e74
commit d591f44b35
13 changed files with 640 additions and 7 deletions
+6
View File
@@ -66,6 +66,12 @@ var gauntlet_mode: bool = false # true when snapshot includes gauntlet_mode fla
# the server's "insert_active" snapshot field, disabling all z-layer-6 UI.
var insert_active: bool = true
# #175: World seed for deterministic simulation (D-010, D-029).
# Set by SessionManager.new_game(), sent to server via StartupMessage in SimBridge.
# Same seed → same EntanglementConfig → same NPC population across playthroughs.
# Persists for the session lifetime; not overwritten by apply_snapshot().
var world_seed: int = 0
# #507: RNG seed for replay determinism — populated from snapshot "rng_seed" field.
# Null in v0.1 (server does not yet send this field; protocol change required).
var rng_seed: Variant = null
@@ -31,6 +31,12 @@ func new_game() -> String:
save_path, error_string(err)])
return ""
GameState.current_game_id = game_id
# #175: Generate world_seed for deterministic simulation (D-010, D-029).
# Uses randi() (u32) for a seed that maps cleanly to Rust u64 via MessagePack.
# 4 billion seeds is sufficient entropy for EntanglementConfig variation (D-029).
GameState.world_seed = rng.randi()
return game_id
+20
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@@ -231,6 +231,26 @@ func _process(delta: float) -> void:
_set_state(ConnectionState.ERROR)
return
# Send startup message with world_seed (#175, D-010/D-029).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(GameState.world_seed)
if startup_bytes.size() > 0:
var send_err := _bridge.send_message(startup_bytes)
if send_err != OK:
var reason := "Failed to send startup message: %s" % error_string(send_err)
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
else:
var reason := "Failed to encode startup message"
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
handshake_complete.emit(server_version)
_set_state(ConnectionState.CONNECTED)
return
+12
View File
@@ -427,6 +427,18 @@ static func _decode_enum_variant(raw) -> Dictionary:
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng with the world seed (D-010, D-029).
static func encode_startup_message(world_seed: int) -> PackedByteArray:
var msg := {"world_seed": world_seed}
var result = Messagepack.encode(msg)
if result.status != null:
push_error("Protocol: startup message encode failed: %s" % result.status)
return PackedByteArray()
return result.value
## Encode a PlayerInput to MessagePack bytes.
## action_name: one of "MoveNorth", "MoveSouth", "MoveEast", "MoveWest",
## "Interact", "UsePerceptionMode", "Pause", "Unpause"