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>
124 lines
3.9 KiB
GDScript
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"
|
|
}
|
|
}
|