class_name Protocol ## MessagePack codec for the Rust↔Godot wire protocol (D-020). ## ## Encodes/decodes ObserverSnapshot and PlayerInput to match ## rmp_serde's named-field encoding of server/src/bridge/types.rs. ## ## Wire format notes (rmp_serde with to_vec_named): ## Structs → msgpack maps with string keys ## Unit enum variants (no data) → bare strings ("MoveNorth", "Npc") ## Data enum variants → single-element maps ({"UsePerceptionMode": "thermal"}) # -- Decode: bytes from server → GDScript types -------------------------------- ## Decode an ObserverSnapshot from MessagePack bytes. ## Returns { "tick": int, "entities": Array[Dictionary] } or null on error. static func decode_snapshot(bytes: PackedByteArray) -> Variant: var result = Messagepack.decode(bytes) if result.status != null: push_error("Protocol: msgpack decode failed: %s" % result.status) return null var raw = result.value if not raw is Dictionary or not raw.has("tick") or not raw.has("entities"): push_error("Protocol: snapshot missing required fields") return null var entities: Array[Dictionary] = [] var raw_entities: Array = raw["entities"] var dropped := 0 for raw_entity in raw_entities: var entity = _decode_entity(raw_entity) if entity != null: entities.append(entity) else: dropped += 1 if dropped > 0: push_error("Protocol: %d/%d entities failed to decode (D-010 information boundary violation)" % [dropped, raw_entities.size()]) # 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"] return { "tick": tick, "entities": entities, "decode_errors": dropped, } ## Decode a single VisibleEntity from a raw msgpack map. static func _decode_entity(raw: Dictionary) -> Variant: if not raw.has("entity_id") or not raw.has("x") or not raw.has("y") \ or not raw.has("z") or not raw.has("kind"): push_warning("Protocol: entity missing required fields: %s" % str(raw.keys())) return null var entity_id: int = raw["entity_id"] return { "entity_id": entity_id, "x": float(raw["x"]), "y": float(raw["y"]), "z": int(raw["z"]), "kind": _decode_enum_variant(raw["kind"]), } ## Decode an enum variant from rmp_serde's encoding. ## Unit variants are bare strings, data variants are single-element maps. ## Returns { "variant": String, "data": Variant } in both cases. static func _decode_enum_variant(raw) -> Dictionary: if raw is String: return { "variant": raw, "data": null } elif raw is Dictionary and raw.size() == 1: var variant_name: String = raw.keys()[0] return { "variant": variant_name, "data": raw[variant_name] } else: push_warning("Protocol: unexpected enum encoding: %s" % str(raw)) return { "variant": "Unknown", "data": raw } # -- Encode: GDScript types → bytes to server ---------------------------------- ## Encode a PlayerInput to MessagePack bytes. ## action_name: one of "MoveNorth", "MoveSouth", "MoveEast", "MoveWest", ## "Interact", "UsePerceptionMode", "Pause", "Unpause" ## action_data: null for unit variants, String for UsePerceptionMode static func encode_player_input(tick: int, action_name: String, action_data: Variant = null) -> PackedByteArray: var action_value: Variant if action_data != null: # Data variant → single-element map action_value = { action_name: action_data } else: # Unit variant → bare string action_value = action_name var input := { "tick": tick, "action": action_value, } var result = Messagepack.encode(input) if result.status != null: push_error("Protocol: msgpack encode failed: %s" % result.status) return PackedByteArray() return result.value ## Encode an array of PlayerInputs to MessagePack bytes (Vec wire format). ## Server expects one framed message per tick containing all inputs as a msgpack array. ## Each entry: { "tick": int, "action_name": String, "action_data": Variant (optional) } static func encode_player_inputs(inputs: Array) -> PackedByteArray: var wire_inputs: Array = [] for input in inputs: var action_name: String = input["action_name"] var action_data: Variant = input.get("action_data") var action_value: Variant if action_data != null: action_value = { action_name: action_data } else: action_value = action_name wire_inputs.append({ "tick": input["tick"], "action": action_value, }) var result = Messagepack.encode(wire_inputs) if result.status != null: push_error("Protocol: msgpack encode failed: %s" % result.status) return PackedByteArray() return result.value ## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios). ## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null. static func decode_player_input(bytes: PackedByteArray) -> Variant: var result = Messagepack.decode(bytes) if result.status != null: push_error("Protocol: msgpack decode failed: %s" % result.status) return null var raw = result.value if not raw is Dictionary or not raw.has("tick") or not raw.has("action"): push_error("Protocol: player_input missing required fields") return null var tick: int = raw["tick"] return { "tick": tick, "action": _decode_enum_variant(raw["action"]), }