Files
settled-reach/client/scripts/protocol/protocol.gd
T
jpmschweitzerandClaude Opus 4.6 2338941721 fix(client): batch-encode inputs as Vec<PlayerInput> per server wire format
Server expects a MessagePack array of PlayerInput objects in one framed
message per tick, not individual inputs per frame. Added
Protocol.encode_player_inputs() for batch encoding. Changed SimBridge to
buffer raw input dicts and batch-encode in _process(). Also fixed server
port default (9876) and positional arg format to match server CLI.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:44:14 +01:00

154 lines
5.2 KiB
GDScript

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<PlayerInput> 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"]),
}