New atlas_standalone scene/script: attach-or-spawn boot (one REAL
connect_to_sim attempt at SR_PORT-or-9876 — a separate throwaway TCP
probe was proven by live run to kill a pre-accept-loop server via
broken handshake pipe; never abandon a connected socket), else spawn
--port 0 via new ServerProcess.start_with_pipe + LISTENING:{port}
stdout parse, retry against the resolved port. Reader role wired end
to end: protocol.encode_startup_message optional role param (empty
omits the wire key — byte-identical for all existing callers),
sim_bridge.connection_role suppresses the post-handshake
RequestAllSettings auto-send, hud_groups skips AutoPause/AutoResume
sends for readers (all three would otherwise burn Reader violation
strikes per the T-1130 matrix — endorsed by Oscar).
Generic implant host per D-254 SS3: the shell instantiates ALL
registered implant apps; implant_app_manifest gains
available_in_companion (opt-out, default true) and
implant_registry.instantiate_all a standalone filter param (default
preserves hud.gd behavior byte-identically). Boot order is
instantiate_all THEN open_app (reverse renders a permanently black
window — app_changed fires with no listener; matches hud.gd's order).
Owned-server lifecycle: _exit_tree stops a spawned child, attached
servers survive companion close. Known engine limitation documented:
raw SIGTERM bypasses all Godot notifications and orphans a spawned
server; WM close paths verified clean.
Live-verified: spawn-mode (301 systems rendered from systems.db over
the wire), attach-mode, two simultaneous readers, clean shutdown with
zero orphan processes. 14 new gdUnit tests (port/LISTENING parsing).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
189 lines
6.7 KiB
GDScript
189 lines
6.7 KiB
GDScript
extends Node
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## HUD layer manager (D-170).
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##
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## Controls z-ordering and layout mode for HUD elements. Nothing gets hidden —
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## fullscreen apps render on top of gameplay, insert-mode apps share the screen.
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##
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## Modes:
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## MODE_GAMEPLAY — default z-level, normal layout
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## MODE_INSERT — small overlay alongside gameplay (e.g. minimap-sized star map)
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## MODE_FULLSCREEN — takes over the screen, gameplay renders behind
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##
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## Groups use hierarchical paths:
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## "gameplay" — HUD status, minimap, prompts, stance
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## "implant/map" — unified atlas (reach map → system → planet → regional, D-191)
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## "implant/wiki/gttr" — Drifter's Guide reader
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## "implant/journal" — knowledge journal
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## "implant/economics" — economics monitor (D-181, #824)
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##
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## Usage:
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## HudGroups.register(self, "implant/map")
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## HudGroups.open_app("implant/map") # fullscreen by default
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## HudGroups.open_app("implant/map", HudGroups.MODE_INSERT)
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## HudGroups.close_app()
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## HudGroups.toggle_app("implant/map")
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## Emitted when an app opens, closes, or changes mode.
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## mode is a HudGroups.Mode enum value.
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signal app_changed(app_path: String, mode: int)
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## Emitted when gameplay rendering should pause or resume.
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## Fullscreen implant apps occlude gameplay — expensive renderers (world,
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## fog, entities) should skip draw calls while this is true.
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signal gameplay_occluded(occluded: bool)
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enum Mode { GAMEPLAY, INSERT, FULLSCREEN }
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## Z-index values for each mode. Gameplay is the base layer.
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const Z_GAMEPLAY: int = 0
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const Z_INSERT: int = 10
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const Z_FULLSCREEN: int = 20
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const Z_MODAL: int = 30
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var _groups: Dictionary = {} # group_path -> Array[CanvasItem]
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var _active_app: String = "" # currently focused implant app ("" = none)
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var _active_mode: Mode = Mode.GAMEPLAY
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func _ready() -> void:
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# T-970 (D-226 layer 1): auto-pause/auto-resume the sim when a fullscreen
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# implant app occludes gameplay. AutoPause/AutoResume are distinct
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# PlayerAction variants from the manual Pause/Unpause (Space bar, D-088) —
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# the server tracks whether ITS OWN auto-pause caused the current pause
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# (AutoPauseState) so a pre-existing manual pause or Half rate survives
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# implant open/close untouched (see server/src/simulation/input.rs and
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# server/src/simulation/time.rs).
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gameplay_occluded.connect(_on_gameplay_occluded_auto_pause)
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## Sends AutoPause/AutoResume via SimBridge's outbound queue. Uses
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## send_named_action (protocol-level, not bound to an InputMapper.Action
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## keybind) — the same mechanism as RequestBookmarkCatalog — since occlusion
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## is a UI-state transition, not a physical input.
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## D-254 §2: skipped for Reader connections (atlas_standalone.gd's companion
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## app) — this travels through the same Vec<PlayerInput> pipeline as
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## MoveNorth/Interact, which the Reader permission matrix marks "no". A
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## Reader has no character and no pausable gameplay session of its own (the
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## standalone scene calls HudGroups.open_app() as its normal boot step, not a
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## player occluding their own gameplay), so there is nothing meaningful to
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## pause — sending it anyway would just be dropped as a role violation on
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## every single companion boot (confirmed via a live run against a real
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## server: "Reader connection ... sent 1 disallowed PlayerInput(s) — dropped
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## (strike 1/3)" fired from this exact call site the first time the companion
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## opened the Atlas fullscreen).
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func _on_gameplay_occluded_auto_pause(occluded: bool) -> void:
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if SimBridge.connection_role == "Reader":
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return
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if occluded:
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SimBridge.send_named_action("AutoPause")
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else:
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SimBridge.send_named_action("AutoResume")
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func register(node: CanvasItem, group: String) -> void:
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if not _groups.has(group):
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_groups[group] = []
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if node not in _groups[group]:
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_groups[group].append(node)
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# Apply current z-level
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_apply_z(node, group)
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func unregister(node: CanvasItem, group: String) -> void:
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if _groups.has(group):
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_groups[group].erase(node)
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## Open an implant app in fullscreen (default) or insert mode.
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func open_app(app: String, mode: Mode = Mode.FULLSCREEN) -> void:
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# Capture occlusion state BEFORE mutating — used for change detection below
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var was_occluded := _active_mode == Mode.FULLSCREEN and not _active_app.is_empty()
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# Close previous app if different
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if not _active_app.is_empty() and _active_app != app:
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_set_group_z(_active_app, Z_GAMEPLAY)
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app_changed.emit(_active_app, Mode.GAMEPLAY)
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_active_app = app
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_active_mode = mode
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# Set z-levels based on mode
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if mode == Mode.FULLSCREEN:
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_set_group_z("gameplay", Z_GAMEPLAY)
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_set_group_z(app, Z_FULLSCREEN)
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elif mode == Mode.INSERT:
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_set_group_z("gameplay", Z_GAMEPLAY)
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_set_group_z(app, Z_INSERT)
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app_changed.emit(app, mode)
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# Notify renderers about occlusion state change
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var now_occluded := mode == Mode.FULLSCREEN
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if now_occluded != was_occluded:
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gameplay_occluded.emit(now_occluded)
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## Close the current app. Returns everything to gameplay z-level.
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func close_app() -> void:
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var was_fullscreen := _active_mode == Mode.FULLSCREEN and not _active_app.is_empty()
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if not _active_app.is_empty():
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_set_group_z(_active_app, Z_GAMEPLAY)
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app_changed.emit(_active_app, Mode.GAMEPLAY)
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_active_app = ""
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_active_mode = Mode.GAMEPLAY
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_set_group_z("gameplay", Z_GAMEPLAY)
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if was_fullscreen:
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gameplay_occluded.emit(false)
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## Toggle an app. If open, close it. If closed or different app, open it.
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func toggle_app(app: String, mode: Mode = Mode.FULLSCREEN) -> void:
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if _active_app == app:
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close_app()
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else:
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open_app(app, mode)
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## Check if a specific app is currently open.
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func is_app_active(app: String) -> bool:
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return _active_app == app
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## Check if any implant app is open.
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func is_implant_active() -> bool:
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return not _active_app.is_empty()
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## Get the currently active app path, or "" if none.
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func get_active_app() -> String:
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return _active_app
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## Get the current mode of the active app.
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func get_active_mode() -> Mode:
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return _active_mode
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func _apply_z(node: CanvasItem, group: String) -> void:
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if group == "gameplay":
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node.z_index = Z_GAMEPLAY
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elif group.begins_with("implant/"):
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if group == _active_app:
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node.z_index = Z_FULLSCREEN if _active_mode == Mode.FULLSCREEN else Z_INSERT
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else:
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node.z_index = Z_GAMEPLAY
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elif group == "modal":
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node.z_index = Z_MODAL
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func _set_group_z(group: String, z: int) -> void:
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if not _groups.has(group):
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return
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# Prune freed nodes first: a typed loop variable (`for node: CanvasItem`)
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# errors on assignment of a freed instance BEFORE any is_instance_valid
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# guard can run. Nodes freed without unregister() must not crash the manager.
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var alive: Array = _groups[group].filter(func(n): return is_instance_valid(n))
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_groups[group] = alive
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for node: CanvasItem in alive:
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node.z_index = z
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