Files
settled-reach/client/scripts/protocol/protocol.gd
T
jpmschweitzerandClaude Fable 5 8da9670e0f feat(simulation): feature-name pipeline wired + legacy window_granularity u32 retired (T-1169, T-1159)
One commit for two tickets whose changes share the bridge/plugin
plumbing files. T-1169 connects the three dormant feature-name pieces:
atlas_feature_names populated at regen (17,891 rows — 15,190 mountain,
2,701 river — via populate_atlas_feature_names mirroring the city-names
importer; systems.db regenerated, stamp fresh), attach_feature_names
wired into the cascade's Topography block with name pools threaded
DB-free through AnalyzeBody (D-225 pattern) and assignments stored on
Layer1Output/BodyWorldState for future consumers, and a
FeatureNamesRequest/Response read proxy as the bridge's 7th tagged
envelope (D-236 pattern, both SimBridge impls). Client label DRAW is
deliberately NOT here — implementation proved both river and mountain
labels need a wire-carried position (the pool is position-free; course
polylines aren't correlated with the named attractors by construction) —
deferred to T-1195's single design pass. cascade_layer1 golden re-pinned
(additive feature_names field).

T-1159 retires the legacy u32 granularity field fully shadowed by
window_granularity_v2: AtlasLayerRequest.window_granularity,
DistrictWindowLayer.granularity echo, the u32::MAX sentinel, and
resolve_window_granularity are gone server-side; client encode paths and
the caller-less atlas_window_cache legacy key component dropped;
msgpack fixtures regenerated; the T-1150 aliasing regression test now
drives through the surviving enum field. The district_window carrier
itself survives byte-compatible per D-255(c).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 16:10:27 +02:00

975 lines
35 KiB
GDScript

extends Node
## 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"})
static func _mp():
return load("res://addons/messagepack/messagepack.gd")
## BrowseRequest/BrowseResponse codec (T-1131/T-1133) — factored into its own
## file to stay under gdlint's max-file-lines, load()'d here (not referenced
## as a bare class_name) per the autoload parse-order rule (CLAUDE.md):
## Protocol is an autoload, and autoload scripts compile before global
## class_name scripts are registered — a top-level class_name reference would
## fail to parse. By the time any caller actually runs (always post-boot),
## load() returns the already-cached resource with no reload cost.
static func _bp():
return load("res://scripts/protocol/browse_protocol.gd")
## AtlasLayerRequest/Response + StarMapRequest/Response + CityNamesRequest/Response
## codec (T-1118) — same load()-by-path rationale as _bp() above.
static func _amp():
return load("res://scripts/protocol/atlas_map_protocol.gd")
## StepCanvasRequest/StepCanvasResponse codec (T-1182, D-255(c)) — same
## load()-by-path rationale as _bp()/_amp() above.
static func _scp():
return load("res://scripts/protocol/step_canvas_protocol.gd")
# -- Decode: bytes from server → GDScript types --------------------------------
## Decode a raw MessagePack frame to its top-level value (or null on error).
## #960: lets receive_bytes decode a frame once and branch by shape before
## committing to the heavier snapshot decode.
static func decode_raw(bytes: PackedByteArray) -> Variant:
var result = _mp().decode(bytes)
if result.status != null:
push_error("Protocol: msgpack decode failed: %s" % result.status)
return null
return result.value
## Decode an ObserverSnapshot from MessagePack bytes.
## Returns decoded snapshot Dictionary or null on error.
## v2 fields (version, game_time, player_facing, visible_tiles) default to null/empty
## when decoding v1 snapshots for backward compatibility.
static func decode_snapshot(bytes: PackedByteArray) -> Variant:
var raw = decode_raw(bytes)
if raw == null:
return null
return _decode_snapshot_from_raw(raw)
## Build an ObserverSnapshot from an already-decoded raw value (the snapshot
## body, shared by decode_snapshot and the receive-side classifier).
static func _decode_snapshot_from_raw(raw: Variant) -> Variant:
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"]
# game_time for HUD display
var game_time: Variant = raw.get("game_time")
# player_facing: FacingDirection is a unit enum → bare string in rmp_serde
var player_facing: Variant = null
var raw_facing: Variant = raw.get("player_facing")
if raw_facing is String:
player_facing = raw_facing
# visible_tiles: Array of {x, y, z, visibility, tile_kind}
var visible_tiles: Array = []
var raw_vtiles: Variant = raw.get("visible_tiles")
if raw_vtiles is Array:
for raw_tile in raw_vtiles:
if (
raw_tile is Dictionary
and raw_tile.has("x")
and raw_tile.has("y")
and raw_tile.has("z")
):
var tile_entry := {
"x": int(raw_tile["x"]),
"y": int(raw_tile["y"]),
"z": int(raw_tile["z"]),
}
var vis: Variant = raw_tile.get("visibility")
if vis is String:
tile_entry["visibility"] = vis
# tile_kind: Floor/Wall/Door/Object — map to client tile type strings
var kind: Variant = raw_tile.get("tile_kind")
if kind is String:
tile_entry["type"] = kind.to_lower()
else:
tile_entry["type"] = "floor"
visible_tiles.append(tile_entry)
# v4: nearby_interactions (#404/#405)
var nearby_interactions: Array = []
var raw_interactions: Variant = raw.get("nearby_interactions")
if raw_interactions is Array:
for raw_ni in raw_interactions:
var ni = _decode_nearby_interaction(raw_ni)
if ni != null:
nearby_interactions.append(ni)
# v5: current_monologue (#414)
var current_monologue: Variant = null
var raw_monologue: Variant = raw.get("current_monologue")
if raw_monologue is Dictionary and raw_monologue.has("text"):
current_monologue = {
"id": str(raw_monologue.get("id", "")),
"text": str(raw_monologue["text"]),
"duration_seconds": float(raw_monologue.get("duration_seconds", 5.0)),
}
# v6: player_stance (#449, D-053) — unit enum → bare string
var player_stance: String = "Walk"
var raw_stance: Variant = raw.get("player_stance")
if raw_stance is String:
player_stance = raw_stance
# v6: player_inventory (#449, D-065) — array of {item_id, name, slot}
var player_inventory: Array = []
var raw_inventory: Variant = raw.get("player_inventory")
if raw_inventory is Array:
for raw_item in raw_inventory:
if raw_item is Dictionary and raw_item.has("item_id") and raw_item.has("name"):
(
player_inventory
. append(
{
"item_id": int(raw_item["item_id"]),
"name": str(raw_item["name"]),
"slot": int(raw_item.get("slot", 0)),
}
)
)
# v7: pending_recognitions (#431, D-059/D-060) — cognitive delay fog entities
# Bounded: server sends at most ~50 pending recognitions per snapshot (practical limit
# given perception range). Excessive arrays are truncated to prevent allocation abuse.
const MAX_PENDING_RECOGNITIONS: int = 64
var pending_recognitions: Array = []
var raw_recognitions: Variant = raw.get("pending_recognitions")
if raw_recognitions is Array:
var count := 0
for raw_pr in raw_recognitions:
if count >= MAX_PENDING_RECOGNITIONS:
push_warning(
(
"Protocol: pending_recognitions truncated at %d entries"
% MAX_PENDING_RECOGNITIONS
)
)
break
if (
raw_pr is Dictionary
and raw_pr.has("entity_id")
and raw_pr.has("x")
and raw_pr.has("y")
):
(
pending_recognitions
. append(
{
"entity_id": int(raw_pr["entity_id"]),
"x": float(raw_pr["x"]),
"y": float(raw_pr["y"]),
"z": int(raw_pr.get("z", 0)),
"remaining_ticks": int(raw_pr.get("remaining_ticks", 0)),
"total_delay_ticks": int(raw_pr.get("total_delay_ticks", 1)),
}
)
)
count += 1
# v7: current_dialogue (#435, D-061/D-062) — NPC speech + player response options
# Options carry response_id for server round-trip and priority for display ordering.
# Locked options are invisible (D-062): server filters before sending.
var current_dialogue: Variant = null
var raw_dialogue: Variant = raw.get("current_dialogue")
if raw_dialogue is Dictionary and raw_dialogue.has("speech"):
var dialogue_options: Array = []
var raw_options: Variant = raw_dialogue.get("options")
if raw_options is Array:
for raw_opt in raw_options:
if raw_opt is Dictionary and raw_opt.has("text"):
(
dialogue_options
. append(
{
"text": str(raw_opt["text"]),
"response_id": str(raw_opt.get("response_id", "")),
"priority": int(raw_opt.get("priority", 0)),
"confrontation": bool(raw_opt.get("confrontation", false)),
}
)
)
current_dialogue = {
"npc_name": str(raw_dialogue.get("npc_name", "")),
"npc_entity_id": int(raw_dialogue.get("npc_entity_id", -1)),
"speech": str(raw_dialogue["speech"]),
"options": dialogue_options,
}
# v8: dialogue_response (#305, D-028) — NPC's spoken dialogue line from server
# Separate from current_dialogue (client-side rich dialogue state).
var dialogue_response: Variant = null
var raw_dr: Variant = raw.get("dialogue_response")
if raw_dr is Dictionary and raw_dr.has("text"):
dialogue_response = {
"line_id": str(raw_dr.get("line_id", "")),
"text": str(raw_dr["text"]),
"speaker_entity_id": int(raw_dr.get("speaker_entity_id", -1)),
}
# v8: gauntlet_mode and room_id (#496) — present only in Gauntlet sessions.
# gauntlet_mode is a bool flag; room_id is a String room identifier or absent.
# Snapshot handler (snapshot_handler.gd) reads these via snapshot.has() guards.
var gauntlet_mode: bool = false
var raw_gauntlet: Variant = raw.get("gauntlet_mode")
if raw_gauntlet == true:
gauntlet_mode = true
var room_id: Variant = null
var raw_room_id: Variant = raw.get("room_id")
if raw_room_id is String:
room_id = raw_room_id
# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC dialogue lines.
# Each event carries pre-occluded text plus speaker/target attribution.
var conversation_events: Array = []
var raw_conv_events: Variant = raw.get("conversation_events")
if raw_conv_events is Array:
for raw_ce in raw_conv_events:
if raw_ce is Dictionary and raw_ce.has("occluded_line"):
(
conversation_events
. append(
{
"speaker_id": int(raw_ce.get("speaker_id", 0)),
"target_id": int(raw_ce.get("target_id", 0)),
"speaker_name": str(raw_ce.get("speaker_name", "")),
"target_name": str(raw_ce.get("target_name", "")),
"occluded_line": str(raw_ce["occluded_line"]),
}
)
)
# v9: conversation_ended (#535, D-078) — pairs whose conversation ended this tick.
var conversation_ended: Array = []
var raw_conv_ended: Variant = raw.get("conversation_ended")
if raw_conv_ended is Array:
for raw_end in raw_conv_ended:
if raw_end is Dictionary:
(
conversation_ended
. append(
{
"speaker_id": int(raw_end.get("speaker_id", 0)),
"target_id": int(raw_end.get("target_id", 0)),
}
)
)
# v14: poi_list (#151) — discovered POIs for minimap rendering.
# Each entry: {poi_id, name, x, y, z, poi_category}. Positions in sim tile coords.
var poi_list: Array = []
var raw_pois: Variant = raw.get("poi_list")
if raw_pois is Array:
for raw_poi in raw_pois:
if (
raw_poi is Dictionary
and raw_poi.has("poi_id")
and raw_poi.has("x")
and raw_poi.has("y")
):
(
poi_list
. append(
{
"poi_id": str(raw_poi["poi_id"]),
"name": str(raw_poi.get("name", "")),
"x": int(raw_poi["x"]),
"y": int(raw_poi["y"]),
"z": int(raw_poi.get("z", 0)),
"poi_category":
str(raw_poi.get("poi_category", raw_poi.get("category", "Location"))),
}
)
)
# v14: examine_result (#174, #242) — character-filtered observation text.
# {entity_id, text, confidence} or null. Auto-dismisses on client after 4-6 seconds.
var examine_result: Variant = null
var raw_examine: Variant = raw.get("examine_result")
if raw_examine is Dictionary and raw_examine.has("text"):
examine_result = {
"entity_id": int(raw_examine.get("entity_id", 0)),
"text": str(raw_examine["text"]),
"confidence": str(raw_examine.get("confidence", "KnowsOf")),
}
# v15: save_result (#554, D-085) — one-shot save/load operation result.
# {success: bool, kind: "save"|"load", error: String|null}
var save_result: Variant = null
var raw_save: Variant = raw.get("save_result")
if raw_save is Dictionary:
save_result = {
"success": bool(raw_save.get("success", false)),
"kind": str(raw_save.get("kind", "")),
"error": raw_save.get("error"),
}
# v18: debug_response (#580) — debug console command result.
# {command: String, text: String, success: bool}
var debug_response: Variant = null
var raw_debug: Variant = raw.get("debug_response")
if raw_debug is Dictionary:
debug_response = {
"command": str(raw_debug.get("command", "")),
"text": str(raw_debug.get("text", "")),
"success": bool(raw_debug.get("success", false)),
}
# v19: triangle_crisis_events (#590, D-072/D-089) — one-shot activation events.
# Each entry: {triangle_id: int}. Client deduplicates by triangle_id across ticks.
# v0.1 intentional omissions: role_assignments, trigger_npc_id, tick are not decoded
# here — the client has no use for them in v0.1 (no overlay, no entity targeting).
# Add when #593+ requires richer client-side event handling.
var triangle_crisis_events: Array = []
var raw_tce: Variant = raw.get("triangle_crisis_events")
if raw_tce is Array:
for raw_ev in raw_tce:
if raw_ev is Dictionary and raw_ev.has("triangle_id"):
(
triangle_crisis_events
. append(
{
"triangle_id": int(raw_ev["triangle_id"]),
}
)
)
# v20: settings_response (#627, D-138) — server ack after ChangeSettings / full settings dump
# after RequestAllSettings. kind = "full"|"ack". "full": settings array [{key, value}].
# "ack": {success: bool, key: String, error: String|null}.
var settings_response: Variant = null
var raw_sr: Variant = raw.get("settings_response")
if raw_sr is Dictionary:
var sr_kind: String = str(raw_sr.get("kind", ""))
if sr_kind == "full":
var sr_settings: Array = []
var raw_sr_settings: Variant = raw_sr.get("settings")
if raw_sr_settings is Array:
for raw_s in raw_sr_settings:
if raw_s is Dictionary and raw_s.has("key"):
(
sr_settings
. append(
{
"key": str(raw_s["key"]),
"value": raw_s.get("value"),
}
)
)
settings_response = {"kind": "full", "settings": sr_settings}
elif sr_kind == "ack":
settings_response = {
"kind": "ack",
"success": bool(raw_sr.get("success", false)),
"key": str(raw_sr.get("key", "")),
"error": raw_sr.get("error"),
}
# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
# {id: String, text: String, category: String} or null when player outside bar zone.
var current_ticker: Variant = null
var raw_ticker: Variant = raw.get("current_ticker")
if raw_ticker is Dictionary and raw_ticker.has("text"):
current_ticker = {
"id": str(raw_ticker.get("id", "")),
"text": str(raw_ticker["text"]),
"category": str(raw_ticker.get("category", "")),
}
# v23: bookmark_catalog (#614) — one-shot response to RequestBookmarkCatalog.
# {bookmarks: [{id, title, subtitle, flavor, default_location, allowed_locations,
# allowed_locations_cultures, career, starting_capital_tractus}]} or null.
var bookmark_catalog: Variant = null
var raw_bmc: Variant = raw.get("bookmark_catalog")
if raw_bmc is Dictionary and raw_bmc.get("bookmarks") is Array:
var bm_entries: Array = []
for raw_bm in raw_bmc["bookmarks"]:
if not raw_bm is Dictionary or not raw_bm.has("id"):
continue
var al: Array = []
var raw_al: Variant = raw_bm.get("allowed_locations")
if raw_al is Array:
for loc in raw_al:
al.append(str(loc))
var alc: Array = []
var raw_alc: Variant = raw_bm.get("allowed_locations_cultures")
if raw_alc is Array:
for cul in raw_alc:
alc.append(str(cul))
(
bm_entries
. append(
{
"id": str(raw_bm["id"]),
"title": str(raw_bm.get("title", "")),
"subtitle": str(raw_bm.get("subtitle", "")),
"flavor": str(raw_bm.get("flavor", "")),
"default_location": str(raw_bm.get("default_location", "")),
"allowed_locations": al,
"allowed_locations_cultures": alc,
"career": str(raw_bm.get("career", "")),
"starting_capital_tractus": int(raw_bm.get("starting_capital_tractus", 0)),
}
)
)
bookmark_catalog = {"bookmarks": bm_entries}
# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
# When server populates this field, client-side accumulation fallback in game_state.gd
# can be removed — apply_snapshot() should contain only direct field assignments.
var stationary_ticks: Variant = null
var raw_st: Variant = raw.get("stationary_ticks")
if raw_st != null:
stationary_ticks = int(raw_st)
# TODO(server): Send top-level zone_id string in ObserverSnapshot (D-073, D-020).
# Server sends zone_id per VisibleTile but not as a top-level snapshot field.
# When server populates this, client-side tile iteration fallback in game_state.gd
# can be removed — apply_snapshot() should contain only direct field assignments.
var zone_id: Variant = null
var raw_zid: Variant = raw.get("zone_id")
if raw_zid is String:
zone_id = raw_zid
# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
# {entities: [{entity_id, name, confidence, source, state, relationship, last_observed_tick}],
# facts: [{fact_id, confidence, source, state, acquired_tick}]}
var player_knowledge: Variant = null
var raw_pk: Variant = raw.get("player_knowledge")
if raw_pk is Dictionary:
var kg_entities: Array = []
var raw_kg_entities: Variant = raw_pk.get("entities")
if raw_kg_entities is Array:
for raw_ke in raw_kg_entities:
if raw_ke is Dictionary and raw_ke.has("entity_id"):
(
kg_entities
. append(
{
"entity_id": int(raw_ke["entity_id"]),
"name": str(raw_ke.get("name", "Unknown")),
"confidence": str(raw_ke.get("confidence", "Suspects")),
"source": str(raw_ke.get("source", "")),
"state": str(raw_ke.get("state", "Active")),
"relationship": str(raw_ke.get("relationship", "Unknown")),
"last_observed_tick": int(raw_ke.get("last_observed_tick", 0)),
}
)
)
var kg_facts: Array = []
var raw_kg_facts: Variant = raw_pk.get("facts")
if raw_kg_facts is Array:
for raw_kf in raw_kg_facts:
if raw_kf is Dictionary and raw_kf.has("fact_id"):
(
kg_facts
. append(
{
"fact_id": str(raw_kf["fact_id"]),
"confidence": str(raw_kf.get("confidence", "Suspects")),
"source": str(raw_kf.get("source", "")),
"state": str(raw_kf.get("state", "Active")),
"acquired_tick": int(raw_kf.get("acquired_tick", 0)),
}
)
)
player_knowledge = {
"entities": kg_entities,
"facts": kg_facts,
}
return {
"tick": tick,
"entities": entities,
"decode_errors": dropped,
"game_time": game_time,
"player_facing": player_facing,
"player_stance": player_stance,
"player_inventory": player_inventory,
"visible_tiles": visible_tiles,
"nearby_interactions": nearby_interactions,
"current_monologue": current_monologue,
"current_dialogue": current_dialogue,
"dialogue_response": dialogue_response,
"pending_recognitions": pending_recognitions,
"conversation_events": conversation_events,
"conversation_ended": conversation_ended,
"poi_list": poi_list,
"examine_result": examine_result,
"player_knowledge": player_knowledge,
"save_result": save_result,
"debug_response": debug_response,
"stationary_ticks": stationary_ticks,
"zone_id": zone_id,
"triangle_crisis_events": triangle_crisis_events,
"current_ticker": current_ticker,
"settings_response": settings_response,
"bookmark_catalog": bookmark_catalog,
"gauntlet_mode": gauntlet_mode,
"room_id": room_id,
}
## 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"]
# v2: visibility sector (Forward/Peripheral). null for v1 entities.
var visibility: Variant = null
var raw_vis: Variant = raw.get("visibility")
if raw_vis is String:
visibility = raw_vis
# v4: relationship (D-033) and observation state
var relationship: String = "Unknown"
var raw_rel: Variant = raw.get("relationship")
if raw_rel is String:
relationship = raw_rel
var observation: Variant = "Visible"
var raw_obs: Variant = raw.get("observation")
if raw_obs is String:
observation = raw_obs
elif raw_obs is Dictionary:
observation = _decode_enum_variant(raw_obs)
return {
"entity_id": entity_id,
"x": float(raw["x"]),
"y": float(raw["y"]),
"z": int(raw["z"]),
"kind": _decode_enum_variant(raw["kind"]),
"visibility": visibility,
"relationship": relationship,
"observation": observation,
}
## Decode a NearbyInteraction from a raw msgpack map.
## Returns {entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]} or null.
static func _decode_nearby_interaction(raw) -> Variant:
if not raw is Dictionary:
return null
if not raw.has("entity_id") or not raw.has("verbs"):
push_warning("Protocol: nearby_interaction missing required fields: %s" % str(raw.keys()))
return null
var verbs: Array[Dictionary] = []
var raw_verbs: Variant = raw.get("verbs")
if raw_verbs is Array:
for rv in raw_verbs:
var verb = _decode_verb_option(rv)
if verb != null:
verbs.append(verb)
if verbs.is_empty():
return null
var entity_type: String = ""
var raw_et: Variant = raw.get("entity_type")
if raw_et is String:
entity_type = raw_et
return {
"entity_id": int(raw["entity_id"]),
"entity_type": entity_type,
"distance": int(raw.get("distance", 0)),
"verbs": verbs,
}
## Decode a VerbOption from a raw msgpack map.
## Returns {kind, label, priority, available} or null.
static func _decode_verb_option(raw) -> Variant:
if not raw is Dictionary or not raw.has("label"):
return null
var kind: String = ""
var raw_kind: Variant = raw.get("kind")
if raw_kind is String:
kind = raw_kind
return {
"kind": kind,
"label": str(raw["label"]),
"priority": int(raw.get("priority", 0)),
"available": bool(raw.get("available", true)),
}
## 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}
if raw is Dictionary and raw.size() == 1:
var variant_name: String = raw.keys()[0]
return {"variant": variant_name, "data": raw[variant_name]}
push_warning("Protocol: unexpected enum encoding: %s" % str(raw))
return {"variant": "Unknown", "data": raw}
# -- Encode: GDScript types → bytes to server ----------------------------------
## Encode a StartupMessage to MessagePack bytes (#175, #718).
## Sent by the client immediately after handshake validation.
## Server reads this to initialize SimRng (D-010, D-029).
## character_visual: optional CharacterVisualDescriptor — included as "character_visual_descriptor" dict.
## role: D-254 §2 ConnectionRole wire value — "" (default, every caller before
## D-254) omits the "role" key entirely, matching server StartupMessage::role's
## #[serde(default)] and decoding as ConnectionRole::Player — byte-identical to
## pre-D-254 output. atlas_standalone.gd is the one caller that passes "Reader"
## (unit enum variant, bare string per this file's header wire-format note —
## same encoding as PlayerAction unit variants like "MoveNorth").
static func encode_startup_message(
world_seed: int, character_visual: Variant = null, role: String = ""
) -> PackedByteArray:
var msg := {
"world_seed": world_seed,
}
if character_visual != null and character_visual.has_method("to_dict"):
msg["character_visual_descriptor"] = character_visual.to_dict()
if not role.is_empty():
msg["role"] = role
var result = _mp().encode(msg)
if result.status != null:
push_error("Protocol: startup message encode failed: %s" % result.status)
return PackedByteArray()
return result.value
## 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 = _encode_action(action_name, action_data)
var input := {
"tick": tick,
"action": action_value,
}
var result = _mp().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")
(
wire_inputs
. append(
{
"tick": input["tick"],
"action": _encode_action(action_name, action_data),
}
)
)
var result = _mp().encode(wire_inputs)
if result.status != null:
push_error("Protocol: msgpack encode failed: %s" % result.status)
return PackedByteArray()
return result.value
## Encode a PlayerAction for the wire.
## Struct variants (Interact) always need their fields even when null.
## Unit variants (MoveNorth, Pause, etc.) encode as bare strings.
static func _encode_action(action_name: String, action_data: Variant) -> Variant:
if action_data != null:
return {action_name: action_data}
# Interact is a struct variant — server expects named fields, not a bare string
if action_name == "Interact":
return {"Interact": {"target_entity_id": null, "verb": null}}
return action_name
## Encode a ChangeSettings action for the AI-Enhanced Dialogue toggle (#646, D-138).
## Returns a MessagePack-encoded Vec<PlayerInput> in buffer-entry format
## (action_name + action_data), suitable for inspection in tests and for
## queuing via SimBridge._outbound_buffer.
## The server receives this as a PlayerAction::ChangeSettings variant.
static func encode_change_settings(enabled: bool) -> PackedByteArray:
var entries: Array = [
{
"tick": 0,
"action_name": "ChangeSettings",
"action_data": {"ai_enhanced_dialogue": enabled},
}
]
var result = _mp().encode(entries)
if result.status != null:
push_error("Protocol: encode_change_settings failed: %s" % result.status)
return PackedByteArray()
return result.value
## Encode a RequestBookmarkCatalog action (#614).
## Unit variant — no payload. Server responds with bookmark_catalog in the next snapshot.
static func encode_request_bookmark_catalog() -> PackedByteArray:
var entries: Array = [{"tick": 0, "action_name": "RequestBookmarkCatalog", "action_data": null}]
var result = _mp().encode(entries)
if result.status != null:
push_error("Protocol: encode_request_bookmark_catalog failed: %s" % result.status)
return PackedByteArray()
return result.value
## AtlasLayerRequest/Response + StarMapRequest/Response + CityNamesRequest/
## Response codec — factored into atlas_map_protocol.gd (T-1118) to stay
## under gdlint's max-file-lines, same rationale as _bp()/browse_protocol.gd
## above. Every function below is a thin delegate under its ORIGINAL public
## name — external callers (sim_bridge.gd, test_atlas_overlays.gd,
## test_atlas_data_delivery.gd) are unaffected by the move.
## window_center/window_n (T-1138, D-226 T-1124 amendment §1): optional
## windowed district-resolution regional-map query — see
## atlas_map_protocol.gd's encode_atlas_layer_request doc for the wire shape.
## Omitted callers (every whole-body-layer call site predating T-1138) are
## byte-unchanged. window_min_wl_m (T-1150): same byte-compatibility
## contract, see atlas_map_protocol.gd.
## window_granularity_v2 (T-1152): the string-tag granularity
## ("Quarter"/"District"/"Region"). Omitted (empty string) by every caller
## that doesn't pass it, resolving to District server-side. T-1159: the
## legacy `window_granularity: int` parameter this used to also forward is
## retired — see atlas_map_protocol.gd's encode_atlas_layer_request doc.
static func encode_atlas_layer_request(
body_id: String,
up_to: String = "Topography",
window_center: Variant = null,
window_n: int = 0,
window_min_wl_m: int = 0,
window_granularity_v2: String = ""
) -> PackedByteArray:
return _amp().encode_atlas_layer_request(
_mp(),
body_id,
up_to,
window_center,
window_n,
window_min_wl_m,
window_granularity_v2
)
## Decode an AtlasLayerResponse (#969, D-225). Returns a Dictionary
## {body_id, status, error, layer1, district_grid, road_graph, settlements,
## region_grid, quarter_footprints, district_window}, or null if the bytes are
## not an atlas response (no "status" key — e.g. an ObserverSnapshot).
static func decode_atlas_layer_response(bytes: PackedByteArray) -> Variant:
return atlas_response_from_raw(decode_raw(bytes))
## Build an AtlasLayerResponse from an already-decoded raw value. See
## atlas_map_protocol.gd for the full field-by-field wire-shape rationale.
static func atlas_response_from_raw(raw: Variant) -> Variant:
return _amp().atlas_response_from_raw(raw)
## Encode a StarMapRequest (T-949, D-010) for the Reach-level star-map proxy.
static func encode_star_map_request() -> PackedByteArray:
return _amp().encode_star_map_request(_mp())
## Build a StarMapResponse from an already-decoded raw value. See
## atlas_map_protocol.gd for the data-unwrapping rationale.
static func star_map_response_from_raw(raw: Variant) -> Variant:
return _amp().star_map_response_from_raw(raw)
## Decode a StarMapResponse from MessagePack bytes. See star_map_response_from_raw.
static func decode_star_map_response(bytes: PackedByteArray) -> Variant:
return star_map_response_from_raw(decode_raw(bytes))
## Encode a CityNamesRequest (T-949, D-223/D-236) for one body's atlas
## city-name pool.
static func encode_city_names_request(body_id: String) -> PackedByteArray:
return _amp().encode_city_names_request(_mp(), body_id)
## Build a CityNamesResponse from an already-decoded raw value. See
## atlas_map_protocol.gd for the SolExcluded/cities-shape rationale.
static func city_names_response_from_raw(raw: Variant) -> Variant:
return _amp().city_names_response_from_raw(raw)
## Decode a CityNamesResponse from MessagePack bytes. See city_names_response_from_raw.
static func decode_city_names_response(bytes: PackedByteArray) -> Variant:
return city_names_response_from_raw(decode_raw(bytes))
## Encode a BrowseRequest (T-1131/T-1133, D-254 §4) for the six-entity data
## browser proxy. Delegates to browse_protocol.gd — kept out of this file to
## stay under gdlint's max-file-lines; see that file for the full wire-shape
## rationale (discriminator field, kind/query split, filter_system_id).
static func encode_browse_request(
kind: String, query_kind: String, filter_value: String = ""
) -> PackedByteArray:
return _bp().encode_browse_request(_mp(), kind, query_kind, filter_value)
## Build a BrowseResponse from an already-decoded raw value. See
## browse_protocol.gd for the full shape/disambiguation rationale.
static func browse_response_from_raw(raw: Variant) -> Variant:
return _bp().browse_response_from_raw(raw)
## Decode a BrowseResponse from MessagePack bytes. See browse_response_from_raw.
static func decode_browse_response(bytes: PackedByteArray) -> Variant:
return browse_response_from_raw(decode_raw(bytes))
## Encode a StepCanvasRequest (T-1182, D-255(c)) — the stepped Atlas ladder's
## data-canvas request. Delegates to step_canvas_protocol.gd — see that file
## for the full wire-shape rationale (the sixth Inbound discriminator,
## PNG-per-field decode note).
static func encode_step_canvas_request(
body_id: String, rung: String, center: Vector2i, extent: Vector2i, min_wl_m: int = 0
) -> PackedByteArray:
return _scp().encode_step_canvas_request(_mp(), body_id, rung, center, extent, min_wl_m)
## Build a StepCanvasResponse from an already-decoded raw value. See
## step_canvas_protocol.gd for the full field-by-field wire-shape rationale.
static func step_canvas_response_from_raw(raw: Variant) -> Variant:
return _scp().step_canvas_response_from_raw(raw)
## Decode a StepCanvasResponse from MessagePack bytes. See
## step_canvas_response_from_raw.
static func decode_step_canvas_response(bytes: PackedByteArray) -> Variant:
return step_canvas_response_from_raw(decode_raw(bytes))
## Decode + classify one inbound frame (#960, D-225; T-949 adds starmap/
## citynames; T-1131/T-1133 adds browse; T-1182 adds step_canvas). Returns
## {kind, value}, kind one of
## "snapshot"|"atlas"|"starmap"|"citynames"|"browse"|"step_canvas"|"unknown" —
## all msgpack maps, told apart by field, most-specific-first: StarMapResponse
## is the only kind with "data" and no "body_id"; CityNamesResponse the only
## one with "cities"; BrowseResponse the only one with its OWN "kind" field
## alongside "status"; StepCanvasResponse the only one with "rung" (checked
## BEFORE the generic "status"-only AtlasLayerResponse fallback, since a
## step-canvas response also carries "status" and would otherwise be
## misrouted to "atlas"); anything else carrying "status" is
## AtlasLayerResponse. Lets receive_bytes decode the frame ONCE instead of
## double-decoding the 20 Hz snapshot path.
static func decode_inbound(bytes: PackedByteArray) -> Dictionary:
var raw = decode_raw(bytes)
if not raw is Dictionary:
return {"kind": "unknown", "value": null}
if raw.has("entities"):
return {"kind": "snapshot", "value": _decode_snapshot_from_raw(raw)}
if raw.has("data") and not raw.has("body_id"):
return {"kind": "starmap", "value": star_map_response_from_raw(raw)}
if raw.has("cities"):
return {"kind": "citynames", "value": city_names_response_from_raw(raw)}
if raw.has("kind") and raw.has("status"):
return {"kind": "browse", "value": browse_response_from_raw(raw)}
if raw.has("rung") and raw.has("status"):
return {"kind": "step_canvas", "value": step_canvas_response_from_raw(raw)}
if raw.has("status"):
return {"kind": "atlas", "value": atlas_response_from_raw(raw)}
return {"kind": "snapshot", "value": _decode_snapshot_from_raw(raw)}
## Encode a ConfirmBookmark action (#614, #680).
## Struct variant with bookmark_id and starting_location_id.
static func encode_confirm_bookmark(
bookmark_id: String, starting_location_id: String
) -> PackedByteArray:
var entries: Array = [
{
"tick": 0,
"action_name": "ConfirmBookmark",
"action_data":
{"bookmark_id": bookmark_id, "starting_location_id": starting_location_id},
}
]
var result = _mp().encode(entries)
if result.status != null:
push_error("Protocol: encode_confirm_bookmark 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 = _mp().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"]),
}