Files
settled-reach/client/scripts/protocol/protocol.gd
T
jpmschweitzerandClaude Opus 4.6 bc9a691bc1 fix(client): address PR #4 review feedback
Hoshe critical fixes:
- _action_enum_to_wire uses InputMapper.Action constants instead of
  fragile integer literals; OPEN_MENU explicitly handled as client-only
- Remove int() coercion on tick/entity_id — use direct assignment since
  GDScript int is signed 64-bit (safe for realistic tick values)
- Check encode result before buffering in send_input() — reject empty
  bytes instead of corrupting the outbound stream
- Test snapshot now uses Protocol format {tick, entities} instead of
  legacy schema; GameState updated to derive player position from
  entity data; main.gd and world_renderer.gd updated accordingly

Hoshe warnings:
- 5 negative tests added (truncated bytes, wrong type, missing fields,
  empty bytes, encode validation) — 20/20 tests pass
- receive_bytes signal is emitted at consume time in poll_snapshot by
  design (documented in code)

Tyre suggestions:
- Remove duplicated root-level fixtures — single source of truth in
  client/tests/fixtures/msgpack/
- gen_fixtures.rs writes directly to client/ directory
- Add `make fixtures` target for regeneration

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 19:32:49 +01:00

120 lines
4.1 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] = []
for raw_entity in raw["entities"]:
var entity = _decode_entity(raw_entity)
if entity != null:
entities.append(entity)
# 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/min).
var tick: int = raw["tick"]
return {
"tick": tick,
"entities": entities,
}
## 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
## 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"]),
}