extends Control ## Standalone Atlas companion app entry point (D-254, T-1132, `make atlas`). ## ## Boots the SAME implant scene tree used in-game, skipping the player ## entirely — no character, no main.tscn, no gameplay HUD. Auto-attaches to ## an already-running game (read-only) or spawns its own server against the ## real systems.db world (no --test-mode). Modeled on visual_capture.gd's ## live-mode boot shape (D-254 §3), but a real scene script (normal _ready()), ## not a SceneTree-extending offscreen test harness. ## ## D-254 §3 amendment (2026-07-17, generic implant host): this scene hosts ## EVERY registered implant app (ImplantRegistry.instantiate_all(self, true) — ## the standalone=true filter drops apps whose manifest sets ## available_in_companion=false), fronting the Atlas (implant/map) as the ## default open app. Future implant apps extend the companion with zero ## changes here. ## ## Boot sequence (_ready → _boot, deferred so the node is in-tree first): ## 1. Discovery/attach: SimBridge.connect_to_sim() against SR_PORT-or-9876, ## polled for up to ATTACH_CONNECT_TIMEOUT_S. On CONNECTED, attach ## succeeded — skip straight to step 4. On ERROR (nothing listening), ## fall through to spawn (own child server, --port 0, parse ## LISTENING:{port} from stdout — server_process.gd's start_with_pipe(), ## never --test-mode: real systems.db world), then repeat the connect ## against the newly-resolved port. ## ## NOT a separate throwaway TCP probe-then-reconnect (an earlier version ## of this script had one, and a live run surfaced why that design is ## actively harmful against today's server: main.rs's FIRST connection is ## still a single blocking listener.accept() (server/src/main.rs, D-254 ## §2/T-1130's own comment there) — a probe that connects, sees ## STATUS_CONNECTED, and disconnects has just consumed that one accept() ## slot and abandoned it mid-handshake. The server's very next line, ## bridge.send_handshake(), then hits "Broken pipe" writing to the dead ## probe socket and the WHOLE SERVER PROCESS EXITS (main.rs's ## .unwrap_or_else(|e| { ...; std::process::exit(1) }) on that call) — ## confirmed by a live repro against a real already-running server: the ## probe's own attach check killed the very server session it was ## checking on, and the companion's own real connection attempt right ## after then failed too, since there was nothing left to connect to. ## The fix: never abandon a connection that reached STATUS_CONNECTED. ## SimBridge.connect_to_sim() IS that one safe connection attempt (it ## already TCP-retries internally, see MAX_CONNECT_RETRIES/ ## CONNECT_RETRY_INTERVAL in sim_bridge.gd) — this script drives it ## directly instead of pre-flighting with a disposable socket. ## 2. Configure SimBridge for the resolved port; connection_role = "Reader" ## (D-254 §2) so the StartupMessage carries role: Reader. ## 3. connect_to_sim(); poll SimBridge.state until CONNECTED (or ERROR). ## 4. HudGroups.open_app("implant/map") — the default front app. ## 5. ImplantRegistry.instantiate_all(self, true) populates every ## available_in_companion app. ## 6. Intercept HudGroups.app_changed: when the Atlas's own KEY_M/KEY_ESCAPE ## handling (atlas_app.gd) calls HudGroups.close_app() from the "reach" ## screen, this scene re-opens implant/map instead of falling into a ## nonexistent gameplay layer (D-254 §3 recommended option (a) — does not ## touch atlas_app.gd). const DEFAULT_PORT: int = 9876 ## D-254 §1 names ~500ms for the attach check; SimBridge's own internal TCP ## retry loop (MAX_CONNECT_RETRIES=20 * CONNECT_RETRY_INTERVAL=0.1s, sim_bridge.gd) ## is ~2s end-to-end before it reports ConnectionState.ERROR. Since this ## script drives connect_to_sim() directly (no separate pre-probe — see the ## header note above), the real wait for "nothing is listening" is bounded by ## SimBridge's own retry budget, not this constant; ATTACH_CONNECT_TIMEOUT_S ## is a slightly-generous outer deadline (SimBridge's ~2s + one frame margin) ## so this script's own poll loop can never out-wait SimBridge's, not a ## separate tunable that changes the actual ECONNREFUSED-detection speed. const ATTACH_CONNECT_TIMEOUT_S: float = 2.5 const CONNECT_POLL_TIMEOUT_S: float = 10.0 const SPAWN_READY_TIMEOUT_S: float = 15.0 const WINDOW_TITLE: String = "The Settled Reach — Atlas" const FRONT_APP: String = "implant/map" ## T-1134 seam: spawn-mode seed is the server's own default (SimRng default ## seed=0, server/src/main.rs) — no seed picker in v1. Leaving this constant ## (rather than inlining "no seed sent") makes the future seam obvious: T-1134 ## replaces this with a startup screen that sets SimBridge.world_seed_override ## (or equivalent) before _boot() reaches step 2. StartupMessage.world_seed is ## ALWAYS sent (server/src/bridge/types.rs: field is not optional on the wire) ## — GameState.world_seed's own default (0) is what ships until T-1134 adds a ## picker; this constant exists purely as the documented seam marker. const SPAWN_MODE_SEED_IS_SERVER_DEFAULT: bool = true var _server_process: Variant = null # ServerProcess — owned here for spawn-mode only var _resolved_port: int = DEFAULT_PORT var _spawned: bool = false # true once this scene has spawned its own server func _ready() -> void: DisplayServer.window_set_title(WINDOW_TITLE) HudGroups.app_changed.connect(_on_hud_app_changed) _boot.call_deferred() func _exit_tree() -> void: _stop_spawned_server() ## D-254 §3 step 6 (recommended option (a)): the Atlas's own close handling ## (atlas_app.gd _handle_key, KEY_M/KEY_ESCAPE from "reach") calls ## HudGroups.close_app() unconditionally — it has no notion of "there is no ## gameplay layer to fall back to". This intercepts that transition and ## re-opens the Atlas immediately, so from the player's perspective M/Escape ## on the top-level Atlas screen is a no-op in the companion (there is nothing ## else to show). atlas_app.gd is never modified. func _on_hud_app_changed(app_path: String, mode: int) -> void: if app_path == FRONT_APP and mode == HudGroups.Mode.GAMEPLAY: # Deferred, never synchronous: this handler runs INSIDE close_app()'s # app_changed emit, and close_app() continues after the emit and resets # _active_app to "" — a synchronous open_app() here gets clobbered, # leaving the Atlas visible (open_app already raised its z) but # is_app_active() false, which kills atlas_app's input guard: a # keyboard soft-lock (PR #183 review, Tyre). HudGroups.open_app.call_deferred(FRONT_APP) func _boot() -> void: _resolved_port = _attach_port() SimBridge.server_path = "" # atlas_standalone owns any child process, not SimBridge SimBridge.server_port = _resolved_port SimBridge.connection_role = "Reader" # D-254 §2 # Attempt the ONE real attach connection — never a disposable pre-probe # (see the class doc header for why: an earlier probe-then-reconnect design # killed the server it was checking on). connect_to_sim() TCP-retries # internally for ~2s (sim_bridge.gd) before reporting ERROR. if SimBridge.state == SimBridge.ConnectionState.DISCONNECTED: SimBridge.connect_to_sim() var attached := await _wait_for_connected(ATTACH_CONNECT_TIMEOUT_S) if not attached: # Nothing answered on the attach port — fall through to spawn. The # failed attempt above must be fully torn down before spawning: a # leftover ERROR-state _bridge/_server would otherwise confuse the # fresh connect_to_sim() call below (disconnect_from_sim() resets # SimBridge to DISCONNECTED, which is connect_to_sim()'s required # entry state — see the DISCONNECTED guard above and in main.gd). SimBridge.disconnect_from_sim() var spawn_ok := await _spawn_server() if not spawn_ok: push_error("atlas_standalone: failed to spawn server — cannot continue") get_tree().quit(1) return SimBridge.server_port = _resolved_port # _spawn_server() updated _resolved_port SimBridge.connection_role = "Reader" SimBridge.connect_to_sim() attached = await _wait_for_connected(CONNECT_POLL_TIMEOUT_S) if not attached: push_error("atlas_standalone: connection to spawned server failed or timed out") get_tree().quit(1) return # Re-apply the title here, not just in _ready(): confirmed by direct repro # that Godot's un-exported debug-run window manager sets the title to # "{config/name} (DEBUG)" on a LATER frame than _ready() (window-visible/ # focus timing, not measured precisely) — an early-only window_set_title() # call loses that race and the window silently reverts to the project # default. By the time the connection completes (at minimum one full TCP # round-trip, often a spawn+handshake), that race has long resolved. DisplayServer.window_set_title(WINDOW_TITLE) # instantiate_all() MUST run before open_app(): ImplantApp._ready() # (client/ui/implant/implant_app.gd) is what connects HudGroups.app_changed # -> _internal_app_changed, which is the ONLY thing that flips an app's # `visible` flag and fires on_open(). open_app() first would emit # app_changed while the Atlas doesn't exist as a node yet — no listener, # no visibility, a permanently blank window (found via a live run: the # window opened, connected, and instantiated both apps correctly, but # rendered solid black — the exact fingerprint of this ordering bug). # hud.gd's own _ready() establishes the same order for the in-game case # (instantiate_all is unconditional there; open_app only ever happens # later, from player input). ImplantRegistry.instantiate_all(self, true) # standalone=true: available_in_companion filter HudGroups.open_app(FRONT_APP) ## Pure function: SR_PORT env override, else DEFAULT_PORT. Matches the ## SR_PORT two-tier discovery visual_capture.gd/locomotion_sandbox.gd already ## use (D-254 §1) — same env var, same fallback. This is the port the ONE ## attach connect_to_sim() call targets (see _boot()) — no separate probe. static func _attach_port(port_env: String = "") -> int: var env := port_env if not port_env.is_empty() else OS.get_environment("SR_PORT") if env.is_empty(): return DEFAULT_PORT if not env.is_valid_int(): push_warning("atlas_standalone: SR_PORT='%s' is not a valid int — using default" % env) return DEFAULT_PORT return int(env) ## D-254 §1/§3: spawn-mode lifecycle — tests/run-visual's --port 0 + ## LISTENING:{port} precedent, WITHOUT --test-mode (real systems.db world, ## not Gauntlet fixtures). Ownership: this scene owns the ServerProcess ## instance directly (not SimBridge's built-in spawn path, which has no ## stdout access and therefore can't resolve an OS-assigned port) — the same ## OS.kill/NOTIFICATION_PREDELETE safety net server_process.gd already ## implements, reused via start_with_pipe() (added for this ticket; start()'s ## existing OS.create_process contract is untouched for its three existing ## callers). Returns true once LISTENING:{port} is parsed and _resolved_port ## is updated; false on spawn failure or timeout (server never printed the ## signal within SPAWN_READY_TIMEOUT_S). func _spawn_server() -> bool: var server_path := _server_binary_path() if not FileAccess.file_exists(server_path): push_error("atlas_standalone: server binary not found at %s (run `make build-server`)" % server_path) return false var SP := load("res://scripts/protocol/server_process.gd") _server_process = SP.new() var pid: int = _server_process.start_with_pipe(server_path, ["--port", "0"]) if pid <= 0: return false _spawned = true var elapsed := 0.0 var frame_budget := 1.0 / 60.0 while elapsed < SPAWN_READY_TIMEOUT_S: if not _server_process.is_alive(): push_error("atlas_standalone: spawned server died before printing LISTENING signal") return false var line: String = _server_process.read_stdout_line() if not line.is_empty(): var parsed := _parse_listening_line(line) if parsed >= 0: _resolved_port = parsed return true await get_tree().process_frame elapsed += frame_budget push_error("atlas_standalone: no LISTENING signal from spawned server after %.1fs" % SPAWN_READY_TIMEOUT_S) return false ## 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 ## signal to stdout"). Split out from _spawn_server()'s polling loop so the ## parse itself is unit-testable without a live process. static func _parse_listening_line(line: String) -> int: var stripped := line.strip_edges() if not stripped.begins_with("LISTENING:"): return -1 var port_str := stripped.substr("LISTENING:".length()) if not port_str.is_valid_int(): return -1 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). func _wait_for_connected(timeout_s: float) -> bool: var elapsed := 0.0 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 ## Pure function: SR_SERVER_BIN env override, else the debug build path — ## same two-tier shape as _attach_port()'s SR_PORT (D-254 §1). `make atlas` ## now builds the RELEASE server and passes SR_SERVER_BIN so a `_spawn_server()` ## cold-start (this file's own live-repro path — the coordinator's cold-start ## dossier) gets sub-second first-tile derivation instead of a debug build's ## multi-second AnalyzeBody. `override_env`/`override_project_dir` exist ONLY ## for direct-call unit tests (mirrors _attach_port(port_env)'s own param ## shape) — every real caller uses the zero-arg form. Accepts either an ## ABSOLUTE path or one relative to the project root (`res://../`), so ## SR_SERVER_BIN can be given as `server/target/release/settled-reach-server` ## (the Makefile's own shape) without the caller having to know this script's ## `res://` layout. static func _server_binary_path(override_env: String = "", override_project_dir: String = "") -> String: var project_dir := ( override_project_dir if not override_project_dir.is_empty() else ProjectSettings.globalize_path("res://") ) var env := override_env if not override_env.is_empty() else OS.get_environment("SR_SERVER_BIN") if not env.is_empty(): return env if env.is_absolute_path() else project_dir.path_join("../" + env) 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