Files
settled-reach/client/scripts/autoloads/sim_bridge.gd
T
jpmschweitzerandClaude Opus 4.6 2ecafff2ed feat(client): integrate LocalBridge transport and 8-directional movement
Wire SimBridge to use LocalBridge for TCP transport in non-test mode:
_process() polls for incoming snapshots and flushes outbound inputs.
Add 4 diagonal movement variants (NE, SE, SW, NW) to InputMapper and
wire mapping, ordered clockwise. Register diagonal input actions in
project.godot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 20:59:40 +01:00

196 lines
6.7 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
# Transport layer (non-test mode)
var _bridge: LocalBridge = null
var _server: ServerProcess = null
var server_port: int = 9800
var server_path: String = "" # Path to server binary — set before connect_to_sim()
# 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.
# In test mode, immediately transitions to CONNECTED.
# In live mode, spawns server subprocess and connects via TCP.
func connect_to_sim() -> void:
_set_state(ConnectionState.CONNECTING)
if test_mode:
_set_state(ConnectionState.CONNECTED)
return
# Spawn server subprocess
if not server_path.is_empty():
_server = ServerProcess.new()
var pid := _server.start(server_path, ["--port", str(server_port)])
if pid <= 0:
push_error("SimBridge: failed to start server")
_set_state(ConnectionState.ERROR)
return
# Connect TCP bridge
_bridge = LocalBridge.new()
var err := _bridge.connect_to_server("127.0.0.1", server_port)
if err != OK:
push_error("SimBridge: failed to initiate TCP connection: %s" % error_string(err))
_set_state(ConnectionState.ERROR)
return
# State transitions to CONNECTED in _process() when TCP handshake completes
# Disconnect from simulation server
func disconnect_from_sim() -> void:
if _bridge != null:
_bridge.disconnect_from_server()
_bridge = null
if _server != null:
_server.stop()
_server = null
_set_state(ConnectionState.DISCONNECTED)
# Poll transport layer every frame (non-test mode only)
func _process(_delta: float) -> void:
if test_mode or _bridge == null:
return
_bridge.poll()
match _bridge.get_status():
StreamPeerTCP.STATUS_CONNECTED:
if state != ConnectionState.CONNECTED:
_set_state(ConnectionState.CONNECTED)
# Receive: drain all complete messages from the bridge
var msg := _bridge.poll_message()
while msg.size() > 0:
receive_bytes(msg)
msg = _bridge.poll_message()
# Send: flush outbound buffer through the bridge
var outbound := drain_outbound()
for payload in outbound:
var err := _bridge.send_message(payload)
if err != OK:
push_error("SimBridge: failed to send message: %s" % error_string(err))
StreamPeerTCP.STATUS_CONNECTING:
pass # Still connecting, wait
StreamPeerTCP.STATUS_ERROR:
if state != ConnectionState.ERROR:
push_error("SimBridge: TCP connection error")
_set_state(ConnectionState.ERROR)
StreamPeerTCP.STATUS_NONE:
if state == ConnectionState.CONNECTED:
push_warning("SimBridge: connection lost")
_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. In live mode, encoded and buffered for transport.
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)
var encoded := Protocol.encode_player_input(tick, action_name)
if encoded.size() == 0:
push_error("SimBridge: failed to encode player input (action=%s)" % action_name)
return
_outbound_buffer.append(encoded)
# 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 when raw bytes arrive from the server.
# Latest-wins semantics: newer snapshots replace unconsumed ones. This is correct
# for real-time rendering (stale frames are worthless). Upgrade to queue if needed.
func receive_bytes(bytes: PackedByteArray) -> void:
var snapshot = Protocol.decode_snapshot(bytes)
if snapshot != null:
if _last_snapshot != null:
push_warning("SimBridge: overwriting unconsumed snapshot (tick %s replaced by %s)" % [_last_snapshot.tick, snapshot.tick])
_last_snapshot = snapshot
# Drain the outbound buffer. Returns encoded messages for transport.
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).
# OPEN_MENU is client-only — no Rust equivalent, not sent over the wire.
static func _action_enum_to_wire(action: int) -> String:
match action:
InputMapper.Action.MOVE_NORTH: return "MoveNorth"
InputMapper.Action.MOVE_NORTHEAST: return "MoveNortheast"
InputMapper.Action.MOVE_EAST: return "MoveEast"
InputMapper.Action.MOVE_SOUTHEAST: return "MoveSoutheast"
InputMapper.Action.MOVE_SOUTH: return "MoveSouth"
InputMapper.Action.MOVE_SOUTHWEST: return "MoveSouthwest"
InputMapper.Action.MOVE_WEST: return "MoveWest"
InputMapper.Action.MOVE_NORTHWEST: return "MoveNorthwest"
InputMapper.Action.INTERACT: return "Interact"
InputMapper.Action.USE_PERCEPTION_MODE: return "UsePerceptionMode"
InputMapper.Action.PAUSE: return "Pause"
InputMapper.Action.OPEN_MENU:
# Client-only action, not part of wire protocol
push_warning("SimBridge: OPEN_MENU is client-only, not sent to server")
return ""
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
# Hardcoded test snapshot matching Protocol format (deterministic per D-010 principle 4).
# Uses the same {tick, entities} schema as Protocol.decode_snapshot() returns.
func _test_snapshot() -> Dictionary:
_test_tick += 1
return {
"tick": _test_tick,
"entities": [
{
"entity_id": 1,
"x": 10.0,
"y": 10.0,
"z": 0,
"kind": { "variant": "Npc", "data": null },
},
],
}