Files
settled-reach/client/scripts/autoloads/sim_bridge.gd
T
jpmschweitzerandClaude Opus 4.6 0041e4453f feat(client): wire SimBridge to Protocol codec
SimBridge now encodes player inputs via Protocol.encode_player_input()
and exposes receive_bytes()/drain_outbound() for the transport layer.
Test mode still works unchanged. Transport (ticket #79) will call
these methods to complete the IPC pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 19:17:05 +01:00

124 lines
3.9 KiB
GDScript

extends Node
# Connection states
enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
var state: ConnectionState = ConnectionState.DISCONNECTED
var test_mode: bool = true # Enable test mode for development without Rust server
var _test_tick: int = 0
var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
var _outbound_buffer: Array[PackedByteArray] = [] # Encoded inputs awaiting transport
# Signals
signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
signal snapshot_received(snapshot: Dictionary)
func _ready() -> void:
if test_mode:
print("SimBridge: Running in test mode (hardcoded snapshot)")
# Change connection state and emit signal
func _set_state(new_state: ConnectionState) -> void:
if state != new_state:
var old_state = state
state = new_state
connection_state_changed.emit(old_state, new_state)
# Connect to simulation server (real implementation comes later)
func connect_to_sim() -> void:
_set_state(ConnectionState.CONNECTING)
# TODO: Actual connection logic when IPC/MessagePack is implemented
if test_mode:
_set_state(ConnectionState.CONNECTED)
else:
_set_state(ConnectionState.ERROR)
# Disconnect from simulation server
func disconnect_from_sim() -> void:
_set_state(ConnectionState.DISCONNECTED)
# Send input to simulation server.
# player_input: Dictionary with "action" (int from InputMapper.Action enum) and "timestamp_msec".
# In test mode, inputs are silently dropped. Transport (ticket #79) will send the bytes.
func send_input(player_input: Dictionary) -> void:
if state != ConnectionState.CONNECTED:
return
if test_mode:
return
var action_name := _action_enum_to_wire(player_input.get("action", -1))
if action_name.is_empty():
return
var tick: int = player_input.get("timestamp_msec", 0)
_outbound_buffer.append(Protocol.encode_player_input(tick, action_name))
# Poll for snapshot from simulation.
# In test mode returns hardcoded data. In live mode, returns the last decoded snapshot (if any).
func poll_snapshot() -> Variant:
if state != ConnectionState.CONNECTED:
return null
if test_mode:
var snapshot = _test_snapshot()
snapshot_received.emit(snapshot)
return snapshot
if _last_snapshot != null:
var snapshot = _last_snapshot
_last_snapshot = null
snapshot_received.emit(snapshot)
return snapshot
return null
# Called by transport layer (ticket #79) when raw bytes arrive from the server.
func receive_bytes(bytes: PackedByteArray) -> void:
var snapshot = Protocol.decode_snapshot(bytes)
if snapshot != null:
_last_snapshot = snapshot
# Drain the outbound buffer. Called by transport layer (ticket #79) to get encoded messages.
func drain_outbound() -> Array[PackedByteArray]:
var messages = _outbound_buffer.duplicate()
_outbound_buffer.clear()
return messages
# Map InputMapper.Action enum values to wire-format action names (matching Rust PlayerAction).
static func _action_enum_to_wire(action: int) -> String:
match action:
0: return "MoveNorth" # InputMapper.Action.MOVE_NORTH
1: return "MoveSouth" # InputMapper.Action.MOVE_SOUTH
2: return "MoveEast" # InputMapper.Action.MOVE_EAST
3: return "MoveWest" # InputMapper.Action.MOVE_WEST
4: return "Interact" # InputMapper.Action.INTERACT
5: return "UsePerceptionMode" # InputMapper.Action.USE_PERCEPTION_MODE
7: return "Pause" # InputMapper.Action.PAUSE
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
# Hardcoded test snapshot for development (deterministic per D-010 principle 4)
func _test_snapshot() -> Dictionary:
_test_tick += 1
return {
"tick": _test_tick,
"player": {
"position": [10, 10],
"health": 100
},
"entities": [
{
"id": 1,
"type": "npc",
"position": [12, 8],
"name": "Test NPC"
},
],
"fog": {
"radius": 8
},
"hud": {
"perception_mode": "baseline",
"time": "08:00"
}
}