NEO-32: cooldown snapshot API, on_cooldown deny, client HUD sync
parent
b4b67bccfd
commit
361a6800d2
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@ -0,0 +1,25 @@
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meta {
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name: GET cooldown snapshot
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type: http
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seq: 1
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}
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get {
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url: {{baseUrl}}/game/players/dev-local-1/cooldown-snapshot
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body: none
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auth: none
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}
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tests {
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test("status 200", function () {
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expect(res.getStatus()).to.equal(200);
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});
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test("schema and eight slots", function () {
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const body = res.getBody();
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expect(body.schemaVersion).to.equal(1);
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expect(body.playerId).to.equal("dev-local-1");
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expect(Array.isArray(body.slots)).to.equal(true);
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expect(body.slots.length).to.equal(8);
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});
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}
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@ -1147,3 +1147,17 @@ theme_override_constants/outline_size = 6
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theme_override_font_sizes/font_size = 15
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autowrap_mode = 3
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text = "Cast: —"
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[node name="CooldownSlotsLabel" type="Label" parent="UICanvas" unique_id=9000006]
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offset_left = 8.0
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offset_top = 384.0
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offset_right = 520.0
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offset_bottom = 460.0
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grow_horizontal = 0
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grow_vertical = 0
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theme_override_colors/font_color = Color(0.78, 0.92, 0.86, 1)
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theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
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theme_override_constants/outline_size = 6
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theme_override_font_sizes/font_size = 14
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autowrap_mode = 3
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text = "Cooldowns: —"
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@ -0,0 +1,63 @@
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extends Node
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## NEO-32: prototype HTTP client for [code]GET /game/players/{id}/cooldown-snapshot[/code].
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signal snapshot_received(snapshot: Dictionary)
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@export var base_url: String = "http://127.0.0.1:5253"
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@export var dev_player_id: String = "dev-local-1"
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@export var injected_http: Node = null
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var _http: Node
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var _busy: bool = false
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func _ready() -> void:
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if injected_http != null:
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_http = injected_http
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else:
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_http = HTTPRequest.new()
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add_child(_http)
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if _http is HTTPRequest:
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(_http as HTTPRequest).timeout = 30.0
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@warning_ignore("unsafe_method_access")
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_http.request_completed.connect(_on_request_completed)
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func request_sync_from_server() -> void:
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if _busy:
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return
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_busy = true
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var url := "%s/game/players/%s/cooldown-snapshot" % [_base_root(), _player_path_segment()]
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var err: Error = _http.request(url)
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if err != OK:
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push_warning("CooldownSnapshotClient: GET failed to start (%s)" % err)
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_busy = false
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func _base_root() -> String:
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return base_url.strip_edges().rstrip("/")
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func _player_path_segment() -> String:
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return dev_player_id.strip_edges()
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func _on_request_completed(
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result: int, response_code: int, _headers: PackedStringArray, body: PackedByteArray
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) -> void:
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_busy = false
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if result != HTTPRequest.RESULT_SUCCESS:
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push_warning("CooldownSnapshotClient: HTTP failed (result=%s)" % result)
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return
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if response_code == 404:
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push_warning("CooldownSnapshotClient: HTTP 404 (player unknown)")
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return
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if response_code < 200 or response_code >= 300:
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push_warning("CooldownSnapshotClient: HTTP %s" % response_code)
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return
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var text := body.get_string_from_utf8()
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var parsed: Variant = JSON.parse_string(text)
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if not parsed is Dictionary:
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push_warning("CooldownSnapshotClient: non-JSON body")
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return
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snapshot_received.emit(parsed as Dictionary)
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@ -0,0 +1,75 @@
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extends RefCounted
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## Local mirror for GET [code]/game/players/{id}/cooldown-snapshot[/code] (NEO-32).
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## Uses [code]serverTimeUtc[/code] + receive tick to approximate server "now" between polls.
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const SLOT_COUNT: int = 8
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var _slot_end_unix: PackedFloat64Array = PackedFloat64Array()
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var _server_unix_at_receive: float = 0.0
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var _ticks_msec_at_receive: int = 0
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func _init() -> void:
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_slot_end_unix.resize(SLOT_COUNT)
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for i in range(SLOT_COUNT):
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_slot_end_unix[i] = 0.0
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func apply_snapshot(snapshot: Dictionary) -> void:
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for i in range(SLOT_COUNT):
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_slot_end_unix[i] = 0.0
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var st: Variant = snapshot.get("serverTimeUtc", "")
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if st is String:
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var su: String = st as String
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if not su.is_empty():
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_server_unix_at_receive = Time.get_unix_time_from_datetime_string(su)
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_ticks_msec_at_receive = Time.get_ticks_msec()
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var slots: Variant = snapshot.get("slots", [])
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if slots is Array:
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for item in slots as Array:
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if not item is Dictionary:
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continue
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var d: Dictionary = item
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var idx: int = int(d.get("slotIndex", -1))
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if idx < 0 or idx >= SLOT_COUNT:
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continue
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var end_v: Variant = d.get("cooldownEndsAtUtc", null)
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if end_v is String and not (end_v as String).is_empty():
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var end_s: String = end_v as String
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_slot_end_unix[idx] = Time.get_unix_time_from_datetime_string(end_s)
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func _effective_server_unix() -> float:
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return _server_unix_at_receive + (Time.get_ticks_msec() - _ticks_msec_at_receive) * 0.001
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func remaining_for_slot(slot_index: int) -> float:
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if slot_index < 0 or slot_index >= _slot_end_unix.size():
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return 0.0
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var end_u: float = _slot_end_unix[slot_index]
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if end_u <= 0.0:
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return 0.0
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return maxf(0.0, end_u - _effective_server_unix())
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func is_slot_cooling(slot_index: int) -> bool:
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return remaining_for_slot(slot_index) > 0.0
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func any_slot_cooling() -> bool:
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for i in range(_slot_end_unix.size()):
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if remaining_for_slot(i) > 0.0:
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return true
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return false
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func build_hud_line() -> String:
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var parts: PackedStringArray = PackedStringArray()
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for i in range(_slot_end_unix.size()):
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var rem: float = remaining_for_slot(i)
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if rem > 0.0:
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parts.append("slot %d: %.1fs" % [i, rem])
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if parts.is_empty():
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return "Cooldowns: (ready)"
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return "Cooldowns: " + ", ".join(parts)
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@ -40,6 +40,8 @@ const AUTH_SNAP_LOCOMOTION_VEL_HZ_SQ: float = 0.12
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const PrototypeTargetConstants := preload("res://scripts/prototype_target_constants.gd")
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const HotbarCastSlotResolver := preload("res://scripts/hotbar_cast_slot_resolver.gd")
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const CooldownStateScript := preload("res://scripts/cooldown_state.gd")
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const COOLDOWN_REASON_ON_CD := "on_cooldown"
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## Bump on each rejection so older one-shot timers do not clear a newer message.
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var _move_reject_msg_token: int = 0
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@ -69,6 +71,9 @@ var _dev_obstacle_smoke: Node3D
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var _hotbar_state: Node = null
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var _hotbar_client: Node = null
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var _ability_cast_client: Node = null
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var _cooldown_state: RefCounted = null
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var _cooldown_client: Node = null
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var _cooldown_poll_timer: Timer = null
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@onready var _camera: Camera3D = $World/IsometricFollowCamera/Camera3D
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@onready var _world: Node3D = $World
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@ -82,6 +87,7 @@ var _ability_cast_client: Node = null
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@onready var _player_pos_label: Label = $UICanvas/PlayerPositionLabel
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@onready var _target_lock_label: Label = $UICanvas/TargetLockLabel
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@onready var _cast_feedback_label: Label = $UICanvas/CastFeedbackLabel
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@onready var _cooldown_slots_label: Label = $UICanvas/CooldownSlotsLabel
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@onready var _target_client: Node = $TargetSelectionClient
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@onready var _interaction_client: Node = $InteractionRequestClient
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@onready var _floor: StaticBody3D = $World/NavigationRegion3D/Floor
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@ -143,6 +149,9 @@ func _physics_process(_delta: float) -> void:
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var p: Vector3 = _player.global_position
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_player_pos_label.text = _build_player_position_text(p)
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_render_target_lock_label(p)
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if is_instance_valid(_cooldown_state) and _cooldown_state.has_method("any_slot_cooling"):
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if bool(_cooldown_state.call("any_slot_cooling")):
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_render_cooldown_slots_label()
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## HUD: client position on top, and (once a `move-stream` / boot GET has landed) the
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@ -259,6 +268,77 @@ func _setup_hotbar_loadout_sync() -> void:
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_hotbar_client.call("set_hotbar_state", _hotbar_state)
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if _hotbar_client.has_method("request_sync_from_server"):
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_hotbar_client.call("request_sync_from_server")
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_setup_cooldown_sync()
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func _setup_cooldown_sync() -> void:
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# NEO-32: server cooldown snapshot + local mirror for HUD and cast spam guard.
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_cooldown_state = CooldownStateScript.new()
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_cooldown_client = load("res://scripts/cooldown_snapshot_client.gd").new()
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_cooldown_client.name = "CooldownSnapshotClient"
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add_child(_cooldown_client)
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if is_instance_valid(_authority):
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var authority_base_url: Variant = _authority.get("base_url")
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var authority_player_id: Variant = _authority.get("dev_player_id")
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if authority_base_url is String and not (authority_base_url as String).is_empty():
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_cooldown_client.set("base_url", authority_base_url)
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if authority_player_id is String and not (authority_player_id as String).is_empty():
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_cooldown_client.set("dev_player_id", authority_player_id)
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if _cooldown_client.has_signal("snapshot_received"):
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_cooldown_client.connect(
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"snapshot_received", Callable(self, "_on_cooldown_snapshot_received")
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)
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if _hotbar_client.has_signal("loadout_changed"):
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_hotbar_client.connect(
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"loadout_changed", Callable(self, "_on_hotbar_loadout_changed_sync_cooldown")
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)
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_ensure_cooldown_poll_timer()
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func _ensure_cooldown_poll_timer() -> void:
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if is_instance_valid(_cooldown_poll_timer):
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return
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_cooldown_poll_timer = Timer.new()
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_cooldown_poll_timer.name = "CooldownPollTimer"
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_cooldown_poll_timer.one_shot = true
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_cooldown_poll_timer.wait_time = 0.25
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_cooldown_poll_timer.timeout.connect(_on_cooldown_poll_timeout)
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add_child(_cooldown_poll_timer)
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func _on_hotbar_loadout_changed_sync_cooldown(_loadout: Dictionary) -> void:
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if is_instance_valid(_cooldown_client) and _cooldown_client.has_method("request_sync_from_server"):
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_cooldown_client.call("request_sync_from_server")
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func _on_cooldown_poll_timeout() -> void:
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if is_instance_valid(_cooldown_client) and _cooldown_client.has_method("request_sync_from_server"):
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_cooldown_client.call("request_sync_from_server")
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func _on_cooldown_snapshot_received(snapshot: Dictionary) -> void:
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if not is_instance_valid(_cooldown_state) or not _cooldown_state.has_method("apply_snapshot"):
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return
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_cooldown_state.call("apply_snapshot", snapshot)
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_render_cooldown_slots_label()
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if not _cooldown_state.has_method("any_slot_cooling"):
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return
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if bool(_cooldown_state.call("any_slot_cooling")):
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if is_instance_valid(_cooldown_poll_timer) and _cooldown_poll_timer.is_stopped():
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_cooldown_poll_timer.start()
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return
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if is_instance_valid(_cooldown_poll_timer):
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_cooldown_poll_timer.stop()
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func _render_cooldown_slots_label() -> void:
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if not is_instance_valid(_cooldown_slots_label):
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return
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if not is_instance_valid(_cooldown_state) or not _cooldown_state.has_method("build_hud_line"):
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return
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var line: Variant = _cooldown_state.call("build_hud_line")
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if line is String:
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_cooldown_slots_label.text = line as String
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## Combines cached server state (`_last_target_state`) with per-anchor horizontal
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@ -299,6 +379,8 @@ func _on_cast_result_received(accepted: bool, reason_code: String) -> void:
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return
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if accepted:
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_cast_feedback_label.text = "Cast: accepted"
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if is_instance_valid(_cooldown_client) and _cooldown_client.has_method("request_sync_from_server"):
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_cooldown_client.call("request_sync_from_server")
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return
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var rc := reason_code.strip_edges()
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if rc.is_empty():
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@ -384,6 +466,12 @@ func _request_hotbar_cast_slot(slot_index: int) -> void:
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var ability_id: String = outcome[HotbarCastSlotResolver.KEY_ABILITY_ID] as String
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var resolved_slot: int = int(outcome.get(HotbarCastSlotResolver.KEY_SLOT_INDEX, slot_index))
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var target_id: Variant = outcome.get(HotbarCastSlotResolver.KEY_TARGET_ID, null)
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if is_instance_valid(_cooldown_state) and _cooldown_state.has_method("is_slot_cooling"):
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if bool(_cooldown_state.call("is_slot_cooling", resolved_slot)):
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if is_instance_valid(_cast_feedback_label):
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_cast_feedback_label.text = "ability_cast_denied: %s (client guard)" % COOLDOWN_REASON_ON_CD
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push_warning("ability_cast_denied reasonCode=%s (client guard)" % COOLDOWN_REASON_ON_CD)
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return
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var started: bool = false
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if is_instance_valid(_ability_cast_client) and _ability_cast_client.has_method("request_cast"):
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started = bool(
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@ -0,0 +1,36 @@
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extends GdUnitTestSuite
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const CooldownStateScript := preload("res://scripts/cooldown_state.gd")
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func test_remaining_is_zero_when_end_before_server_time() -> void:
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# Arrange
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var state: RefCounted = CooldownStateScript.new()
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var snap := {
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"serverTimeUtc": "2026-01-01T12:01:00.000Z",
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"slots": [{"slotIndex": 0, "cooldownEndsAtUtc": "2026-01-01T12:00:05.000Z"}],
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}
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# Act
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state.call("apply_snapshot", snap)
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var rem: float = state.call("remaining_for_slot", 0) as float
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# Assert
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assert_that(rem).is_equal(0.0)
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func test_remaining_positive_when_end_after_server_time() -> void:
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# Arrange
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var state: RefCounted = CooldownStateScript.new()
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var snap := {
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"serverTimeUtc": "2026-01-01T12:00:00.000Z",
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"slots": [{"slotIndex": 0, "cooldownEndsAtUtc": "2026-01-01T12:00:10.000Z"}],
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}
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# Act
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state.call("apply_snapshot", snap)
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var rem: float = state.call("remaining_for_slot", 0) as float
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# Assert
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assert_that(rem).is_greater(9.0)
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assert_that(rem).is_less(11.0)
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@ -42,7 +42,7 @@ Epic 1 **Slice 3** — `ability_cast_requested`, `ability_cast_denied` with reas
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## Implementation snapshot
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- **Current state:** NEO-29 landed prototype `HotbarLoadout` v1 contract and hydration path (`GET`/`POST /game/players/{id}/hotbar-loadout`, fixed 8 slots, deny reason codes). NEO-31 landed prototype **`POST /game/players/{id}/ability-cast`** plus client digit hotbar → cast payload wiring (target id from server-ack target state). **NEO-28** extends that cast POST with **server lock + registry + range** validation (`invalid_target`, `out_of_range`) and a **HUD cast feedback** line on deny/accept. **NEO-30** documents Epic 1 Slice 3 **telemetry hook sites** for `ability_cast_requested` / `ability_cast_denied`: comment markers + payload notes in [`AbilityCastApi.cs`](../../../server/NeonSprawl.Server/Game/AbilityInput/AbilityCastApi.cs); client dev **`print`** / **`push_warning`** in [`main.gd`](../../../client/scripts/main.gd) and [`ability_cast_client.gd`](../../../client/scripts/ability_cast_client.gd) (all **TODO(E9.M1)** for cataloged ingest). `CooldownSnapshot` wiring is still pending ([NEO-32](https://linear.app/neon-sprawl/issue/NEO-32/e1m4-04-cooldownsnapshot-sync-slot-presentation)).
|
||||
- **Current state:** NEO-29 landed prototype `HotbarLoadout` v1 contract and hydration path (`GET`/`POST /game/players/{id}/hotbar-loadout`, fixed 8 slots, deny reason codes). NEO-31 landed prototype **`POST /game/players/{id}/ability-cast`** plus client digit hotbar → cast payload wiring (target id from server-ack target state). **NEO-28** extends that cast POST with **server lock + registry + range** validation (`invalid_target`, `out_of_range`) and a **HUD cast feedback** line on deny/accept. **NEO-30** documents Epic 1 Slice 3 **telemetry hook sites** for `ability_cast_requested` / `ability_cast_denied`: comment markers + payload notes in [`AbilityCastApi.cs`](../../../server/NeonSprawl.Server/Game/AbilityInput/AbilityCastApi.cs); client dev **`print`** / **`push_warning`** in [`main.gd`](../../../client/scripts/main.gd) and [`ability_cast_client.gd`](../../../client/scripts/ability_cast_client.gd) (all **TODO(E9.M1)** for cataloged ingest). **NEO-32** landed **`CooldownSnapshot`**: `GET /game/players/{id}/cooldown-snapshot` (`CooldownSnapshotResponse` v1: `serverTimeUtc`, eight `slots` with optional `cooldownEndsAtUtc`), prototype **global cooldown** on successful accept, JSON deny **`on_cooldown`**, Godot [`cooldown_snapshot_client.gd`](../../../client/scripts/cooldown_snapshot_client.gd) + [`cooldown_state.gd`](../../../client/scripts/cooldown_state.gd) + **`CooldownSlotsLabel`** HUD + client cast guard ([`main.gd`](../../../client/scripts/main.gd)); plan [NEO-32](../../plans/NEO-32-implementation-plan.md), manual QA [`NEO-32.md`](../../manual-qa/NEO-32.md).
|
||||
- **Prototype persistence policy (NEO-29):** per-player loadout key; Postgres when `ConnectionStrings:NeonSprawl` exists, in-memory fallback otherwise.
|
||||
- **Prototype backlog:** [E1M4 prototype backlog](../../plans/E1M4-prototype-backlog.md) defines five vertical slices from hotbar loadout contract to cast telemetry hooks.
|
||||
- **Dependency expectation:** first implementation stories assume E1.M3 target selection flow exists and E5.M1 provides minimum cast accept/deny contract.
|
||||
|
|
@ -58,7 +58,7 @@ Parent epic: [Epic 1 — Core Player Runtime](https://linear.app/neon-sprawl/pro
|
|||
| **E1M4-01** | [NEO-29](https://linear.app/neon-sprawl/issue/NEO-29/e1m4-01-hotbarloadout-v1-contract-baseline-persistence-path) — `HotbarLoadout` v1 contract + baseline persistence path |
|
||||
| **E1M4-02** | [NEO-31](https://linear.app/neon-sprawl/issue/NEO-31/e1m4-02-input-to-abilitycastrequest-path) — Input to `AbilityCastRequest` path |
|
||||
| **E1M4-03** | [NEO-28](https://linear.app/neon-sprawl/issue/NEO-28/e1m4-03-combat-acceptdeny-integration-reason-code-ux) — Combat accept/deny integration + reason-code UX |
|
||||
| **E1M4-04** | TBD — `CooldownSnapshot` sync + slot presentation |
|
||||
| **E1M4-04** | [NEO-32](https://linear.app/neon-sprawl/issue/NEO-32/e1m4-04-cooldownsnapshot-sync-slot-presentation) — `CooldownSnapshot` sync + slot presentation |
|
||||
| **E1M4-05** | [NEO-30](https://linear.app/neon-sprawl/issue/NEO-30/e1m4-05-slice-3-telemetry-hooks-for-cast-funnel) — Slice 3 telemetry hooks for cast funnel |
|
||||
|
||||
Issues should carry label **`E1.M4`** per [Linear alignment](../README.md#linear-alignment).
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@ Rows appear when work starts; default for unlisted modules is **Planned** / not
|
|||
| E1.M1 | Ready | Prototype milestone **Done** ([E1.M1](https://linear.app/neon-sprawl/project/e1m1-inputandmovementruntime-20eb28dd3db4)). Authoritative `PositionState` + **MoveCommand** over HTTP (JSON v1 snap); **in-memory** store by default, **Postgres** when configured ([NEO-8](../../plans/NEO-8-implementation-plan.md)); shared **NpgsqlDataSource** disposed on host shutdown ([NEO-13](../../plans/NEO-13-implementation-plan.md)); Godot sync + path-follow ([NEO-7](../../plans/NEO-7-implementation-plan.md), [NEO-11](../../plans/NEO-11-implementation-plan.md)); **InteractionRequest** + horizontal range ([NEO-9](../../plans/NEO-9-implementation-plan.md)). Follow-on: prediction/reconciliation, Slice 1 telemetry, Protobuf wire per [contracts.md](contracts.md). | [NEO-6](../../plans/NEO-6-implementation-plan.md), [NEO-7](../../plans/NEO-7-implementation-plan.md), [NEO-8](../../plans/NEO-8-implementation-plan.md), [NEO-9](../../plans/NEO-9-implementation-plan.md), [NEO-10](../../plans/NEO-10-implementation-plan.md), [NEO-11](../../plans/NEO-11-implementation-plan.md), [NEO-13](../../plans/NEO-13-implementation-plan.md); `server/NeonSprawl.Server/Game/PositionState/`, `Game/Interaction/`; [server README](../../../server/README.md) |
|
||||
| E1.M2 | Ready | **Slice 2 prototype slice closed:** follow + `CameraState` ([NEO-15](https://linear.app/neon-sprawl/issue/NEO-15)); zoom bands ([NEO-16](https://linear.app/neon-sprawl/issue/NEO-16)); occlusion ([NEO-17](https://linear.app/neon-sprawl/issue/NEO-17)); occluder pick-through ([NEO-20](https://linear.app/neon-sprawl/issue/NEO-20)); contracts + hardening ([NEO-18](https://linear.app/neon-sprawl/issue/NEO-18)). Client-local; no server use of camera pose. | [NEO-15](../../plans/NEO-15-implementation-plan.md), [NEO-16](../../plans/NEO-16-implementation-plan.md), [NEO-17](../../plans/NEO-17-implementation-plan.md), [NEO-18](../../plans/NEO-18-implementation-plan.md), [NEO-20](../../plans/NEO-20-implementation-plan.md); `client/scripts/isometric_follow_camera.gd`, `camera_state.gd`, `zoom_band_config.gd`, `occlusion_policy.gd`, `ground_pick.gd`; [E1_M2_IsometricCameraController.md](E1_M2_IsometricCameraController.md) |
|
||||
| E1.M3 | In Progress | **NEO-23 landed:** JSON v1 targeting read + select (`GET`/`POST …/target`, `Game/Targeting/`, [NEO-23](../../plans/NEO-23-implementation-plan.md)) — `PlayerTargetStateResponse` / soft lock / `reasonCode` denials; wire name differs from illustrative **`TargetState`** in module doc (called out in plan + README). **NEO-24 landed:** client tab-target + lock HUD synced to server ([NEO-24](../../plans/NEO-24-implementation-plan.md)) — `TargetSelectionClient` ([`client/scripts/target_selection_client.gd`](../../../client/scripts/target_selection_client.gd)), Tab / Esc bindings, `TargetLockLabel` HUD, hybrid movement-triggered refresh via new `PositionAuthorityClient.authoritative_ack` signal (fires on every server-confirmed position, boot + `move-stream` 200) with a 250 ms cooldown; manual QA in [`docs/manual-qa/NEO-24.md`](../../manual-qa/NEO-24.md). **NEO-25 landed:** versioned **`GET /game/world/interactables`** ([NEO-25](../../plans/NEO-25-implementation-plan.md)) — `InteractablesListResponse` / `InteractablesWorldApi` in `server/NeonSprawl.Server/Game/Interaction/`; Godot `interactables_catalog_client.gd` + `interactable_world_builder.gd` (fetch-driven props + glow); [server README — Interactable descriptors (NEO-25)](../../../server/README.md#interactable-descriptors-neo-25). **NEO-26 landed:** prototype **`SelectionEvent`** — **`TargetSelectionClient.selection_event`** ([NEO-26](../../plans/NEO-26-implementation-plan.md)) when **`lockedTargetId`** changes; optional **`log_selection_events`**. **NEO-27 landed:** Slice 3 telemetry hook sites documented — `selection_event` maps to product `target_changed` in `target_selection_client.gd`; server lock transition hook comments in `InMemoryPlayerTargetLockStore`; reserved `ability_cast_requested` / `ability_cast_denied` comments in `client/scripts/main.gd` (all TODO(E9.M1)); see [NEO-27](../../plans/NEO-27-implementation-plan.md) and [`docs/manual-qa/NEO-27.md`](../../manual-qa/NEO-27.md). **Follow-on / still open:** richer **`InteractableDescriptor`** consumers beyond list projection + existing `POST …/interact`; production telemetry ingest/catalog after E9.M1. **Precursor (E1.M1):** [NEO-9](../../plans/NEO-9-implementation-plan.md) `POST …/interact`. | Linear [NEO-24](https://linear.app/neon-sprawl/issue/NEO-24)–[NEO-27](https://linear.app/neon-sprawl/issue/NEO-27); [E1_M3_InteractionAndTargetingLayer.md](E1_M3_InteractionAndTargetingLayer.md); [E1M3 prototype backlog](../../plans/E1M3-prototype-backlog.md); [server README — Targeting](../../../server/README.md#targeting-neo-23), [Interactable descriptors (NEO-25)](../../../server/README.md#interactable-descriptors-neo-25), [Interaction](../../../server/README.md#interaction-neo-9) |
|
||||
| E1.M4 | In Progress | **NEO-29 landed:** prototype `HotbarLoadout` v1 server contract (`GET`/`POST /game/players/{id}/hotbar-loadout`) with stable deny reason codes, per-player scope, and persistence policy matching NEO-8/NS-17 (Postgres when configured, in-memory fallback otherwise). Client boot hydration is wired via `hotbar_loadout_client.gd` + `hotbar_state.gd` from `main.gd`; manual QA checklist created. **NEO-31 landed:** prototype **`POST /game/players/{id}/ability-cast`**, digit-key cast wiring from `main.gd`, `ability_cast_client.gd`, and `hotbar_cast_slot_resolver.gd` (target id from `lockedTargetId` in cached target state); GdUnit covers resolver + HTTP client; manual QA [NEO-31](../../manual-qa/NEO-31.md). **NEO-28 landed:** cast POST validates **lock + registry + range** (`invalid_target`, `out_of_range`); **`AbilityCastClient.cast_result_received`** + **`CastFeedbackLabel`** HUD line; manual QA [NEO-28](../../manual-qa/NEO-28.md). **NEO-30 landed:** Slice 3 cast funnel telemetry **hook-site comments** in [`AbilityCastApi.cs`](../../../server/NeonSprawl.Server/Game/AbilityInput/AbilityCastApi.cs) (`ability_cast_requested` on authoritative accept, `ability_cast_denied` + non-empty `reasonCode` on each JSON deny branch); client dev hooks unchanged; manual QA [NEO-30](../../manual-qa/NEO-30.md); plan [NEO-30](../../plans/NEO-30-implementation-plan.md). **Still open:** `CooldownSnapshot` sync ([NEO-32](https://linear.app/neon-sprawl/issue/NEO-32/e1m4-04-cooldownsnapshot-sync-slot-presentation)). | [NEO-29](../../plans/NEO-29-implementation-plan.md), [NEO-31](../../plans/NEO-31-implementation-plan.md), [NEO-28](../../plans/NEO-28-implementation-plan.md), [NEO-30](../../plans/NEO-30-implementation-plan.md); [E1_M4_AbilityInputScaffold.md](E1_M4_AbilityInputScaffold.md); [E1M4 prototype backlog](../../plans/E1M4-prototype-backlog.md); `server/NeonSprawl.Server/Game/AbilityInput/`; [`client/scripts/hotbar_loadout_client.gd`](../../../client/scripts/hotbar_loadout_client.gd), [`client/scripts/hotbar_state.gd`](../../../client/scripts/hotbar_state.gd), [`client/scripts/ability_cast_client.gd`](../../../client/scripts/ability_cast_client.gd), [`client/scripts/hotbar_cast_slot_resolver.gd`](../../../client/scripts/hotbar_cast_slot_resolver.gd); [server README — Hotbar loadout](../../../server/README.md#hotbar-loadout-neo-29), [Ability cast (NEO-31)](../../../server/README.md#ability-cast-neo-31) |
|
||||
| E1.M4 | In Progress | **NEO-29 landed:** prototype `HotbarLoadout` v1 server contract (`GET`/`POST /game/players/{id}/hotbar-loadout`) with stable deny reason codes, per-player scope, and persistence policy matching NEO-8/NS-17 (Postgres when configured, in-memory fallback otherwise). Client boot hydration is wired via `hotbar_loadout_client.gd` + `hotbar_state.gd` from `main.gd`; manual QA checklist created. **NEO-31 landed:** prototype **`POST /game/players/{id}/ability-cast`**, digit-key cast wiring from `main.gd`, `ability_cast_client.gd`, and `hotbar_cast_slot_resolver.gd` (target id from `lockedTargetId` in cached target state); GdUnit covers resolver + HTTP client; manual QA [NEO-31](../../manual-qa/NEO-31.md). **NEO-28 landed:** cast POST validates **lock + registry + range** (`invalid_target`, `out_of_range`); **`AbilityCastClient.cast_result_received`** + **`CastFeedbackLabel`** HUD line; manual QA [NEO-28](../../manual-qa/NEO-28.md). **NEO-30 landed:** Slice 3 cast funnel telemetry **hook-site comments** in [`AbilityCastApi.cs`](../../../server/NeonSprawl.Server/Game/AbilityInput/AbilityCastApi.cs) (`ability_cast_requested` on authoritative accept, `ability_cast_denied` + non-empty `reasonCode` on each JSON deny branch); client dev hooks unchanged; manual QA [NEO-30](../../manual-qa/NEO-30.md); plan [NEO-30](../../plans/NEO-30-implementation-plan.md). **NEO-32 landed:** `GET /game/players/{id}/cooldown-snapshot` + `on_cooldown` cast deny + prototype global cooldown commit; [`cooldown_snapshot_client.gd`](../../../client/scripts/cooldown_snapshot_client.gd), [`cooldown_state.gd`](../../../client/scripts/cooldown_state.gd), **`CooldownSlotsLabel`** in [`main.gd`](../../../client/scripts/main.gd); manual QA [NEO-32](../../manual-qa/NEO-32.md); plan [NEO-32](../../plans/NEO-32-implementation-plan.md). | [NEO-29](../../plans/NEO-29-implementation-plan.md), [NEO-31](../../plans/NEO-31-implementation-plan.md), [NEO-28](../../plans/NEO-28-implementation-plan.md), [NEO-30](../../plans/NEO-30-implementation-plan.md), [NEO-32](../../plans/NEO-32-implementation-plan.md); [E1_M4_AbilityInputScaffold.md](E1_M4_AbilityInputScaffold.md); [E1M4 prototype backlog](../../plans/E1M4-prototype-backlog.md); `server/NeonSprawl.Server/Game/AbilityInput/`; [`client/scripts/hotbar_loadout_client.gd`](../../../client/scripts/hotbar_loadout_client.gd), [`client/scripts/hotbar_state.gd`](../../../client/scripts/hotbar_state.gd), [`client/scripts/ability_cast_client.gd`](../../../client/scripts/ability_cast_client.gd), [`client/scripts/hotbar_cast_slot_resolver.gd`](../../../client/scripts/hotbar_cast_slot_resolver.gd), [`client/scripts/cooldown_snapshot_client.gd`](../../../client/scripts/cooldown_snapshot_client.gd), [`client/scripts/cooldown_state.gd`](../../../client/scripts/cooldown_state.gd); [server README — Hotbar loadout](../../../server/README.md#hotbar-loadout-neo-29), [Ability cast (NEO-31)](../../../server/README.md#ability-cast-neo-31), [Cooldown snapshot (NEO-32)](../../../server/README.md#cooldown-snapshot-neo-32) |
|
||||
|
||||
---
|
||||
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@ Fleshed-out scope, contracts, and integration notes live in **per-module documen
|
|||
|
||||
**E1.M3 note:** Decomposition expanded in [E1_M3_InteractionAndTargetingLayer.md](E1_M3_InteractionAndTargetingLayer.md) (E1.M1 vs E1.M3 boundary, contract sketches, Slice 3 alignment). **Partial (NEO-23):** versioned JSON v1 **`PlayerTargetStateResponse`** + **`POST …/target/select`** under `server/NeonSprawl.Server/Game/Targeting/` ([NEO-23](../../plans/NEO-23-implementation-plan.md); [server README — Targeting](../../../server/README.md#targeting-neo-23)) — throwaway HTTP spike per [contracts.md](contracts.md). **Partial (NEO-25):** versioned **`GET /game/world/interactables`** + `InteractablesListDtos` / `InteractablesWorldApi` in `Game/Interaction/`; Godot `interactables_catalog_client.gd` + `interactable_world_builder.gd` ([NEO-25](../../plans/NEO-25-implementation-plan.md); [server README — Interactable descriptors](../../../server/README.md#interactable-descriptors-neo-25)). **NEO-26 (prototype `SelectionEvent`):** Godot **`TargetSelectionClient.selection_event`** on **`lockedTargetId`** changes ([NEO-26](../../plans/NEO-26-implementation-plan.md)). **Follow-on / in progress:** richer multi-consumer **`InteractableDescriptor`** targeting on later Linear issues. **Precursor (E1.M1):** **`InteractionRequest`** + horizontal reach ([NEO-9](../../plans/NEO-9-implementation-plan.md); `Game/Interaction/`, `Game/World/HorizontalReach.cs`).
|
||||
|
||||
**E1.M4 note:** Vertical-slice decomposition is defined in [E1M4-prototype-backlog.md](../../plans/E1M4-prototype-backlog.md) with story slugs **E1M4-01** through **E1M4-05** (loadout contract, cast path, accept/deny UX, cooldown sync, telemetry hooks). **NEO-29** started implementation with `HotbarLoadout` v1 server APIs + persistence wiring and client hydration; **NEO-31** added the prototype cast POST + client digit-key path and resolver tests; **NEO-28** added server target lock + range gates and client cast feedback UX; **NEO-30** documented Epic 1 Slice 3 cast-funnel telemetry hook sites (comment-only, `AbilityCastApi`) — module status remains **In Progress**; see [E1_M4_AbilityInputScaffold.md](E1_M4_AbilityInputScaffold.md), [NEO-29 plan](../../plans/NEO-29-implementation-plan.md), [NEO-31 plan](../../plans/NEO-31-implementation-plan.md), [NEO-28 plan](../../plans/NEO-28-implementation-plan.md), and [NEO-30 plan](../../plans/NEO-30-implementation-plan.md).
|
||||
**E1.M4 note:** Vertical-slice decomposition is defined in [E1M4-prototype-backlog.md](../../plans/E1M4-prototype-backlog.md) with story slugs **E1M4-01** through **E1M4-05** (loadout contract, cast path, accept/deny UX, cooldown sync, telemetry hooks). **NEO-29** started implementation with `HotbarLoadout` v1 server APIs + persistence wiring and client hydration; **NEO-31** added the prototype cast POST + client digit-key path and resolver tests; **NEO-28** added server target lock + range gates and client cast feedback UX; **NEO-30** documented Epic 1 Slice 3 cast-funnel telemetry hook sites (comment-only, `AbilityCastApi`); **NEO-32** added `GET …/cooldown-snapshot`, `on_cooldown` deny, and client HUD + poll sync — module status remains **In Progress**; see [E1_M4_AbilityInputScaffold.md](E1_M4_AbilityInputScaffold.md), [NEO-29 plan](../../plans/NEO-29-implementation-plan.md), [NEO-31 plan](../../plans/NEO-31-implementation-plan.md), [NEO-28 plan](../../plans/NEO-28-implementation-plan.md), [NEO-30 plan](../../plans/NEO-30-implementation-plan.md), and [NEO-32 plan](../../plans/NEO-32-implementation-plan.md).
|
||||
|
||||
### Epic 2 — Skills and Progression Framework
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,11 @@
|
|||
# Manual QA — NEO-32 (CooldownSnapshot + slot HUD)
|
||||
|
||||
Prereq: game server running (`NeonSprawl.Server`), client pointed at same `base_url` / `dev_player_id` as dev player with position + hotbar seed.
|
||||
|
||||
1. **Cooling HUD after accept** — Tab-lock a prototype target in range, bind slot 0 to `prototype_pulse` if needed, press `1` to cast. Expect `Cast: accepted` and **Cooldowns:** line to show `slot 0: ~3.0s` (counts down). After ~3s expect `Cooldowns: (ready)`.
|
||||
|
||||
2. **Server deny on spam** — Immediately double-tap cast during cooling (or remove client guard temporarily): second attempt should show `ability_cast_denied: on_cooldown` (server) on the cast feedback line when POST completes.
|
||||
|
||||
3. **Client guard** — While slot 0 shows cooling, press `1` rapidly; expect `(client guard)` line without flooding the server (optional: watch server logs / Bruno).
|
||||
|
||||
4. **Reconnect / rehydrate** — With slot 0 mid-cooldown, restart the client (or reload scene) while server keeps running; after boot expect cooldown line to match server within one GET cycle (same dev player id).
|
||||
|
|
@ -31,9 +31,9 @@
|
|||
|
||||
## Acceptance criteria checklist
|
||||
|
||||
- [ ] After a successful cast, the affected slot shows a cooling state until the server snapshot says the cooldown has completed.
|
||||
- [ ] The client cannot repeatedly fire a cooling ability without server deny (and/or aligned guard UX) — `reasonCode` for cooldown documented and tested.
|
||||
- [ ] After reconnect, cooldown UI matches server state by **re-fetching** the snapshot (same process lifetime as today’s prototype stores).
|
||||
- [x] After a successful cast, the affected slot shows a cooling state until the server snapshot says the cooldown has completed.
|
||||
- [x] The client cannot repeatedly fire a cooling ability without server deny (and/or aligned guard UX) — `reasonCode` for cooldown documented and tested.
|
||||
- [x] After reconnect, cooldown UI matches server state by **re-fetching** the snapshot (same process lifetime as today’s prototype stores).
|
||||
|
||||
## Technical approach
|
||||
|
||||
|
|
@ -98,6 +98,13 @@
|
|||
|
||||
## Open questions / risks
|
||||
|
||||
- **Flaky timing in CI:** Mitigate with injectable `TimeProvider` on the cooldown store or very short real durations; decide during implementation.
|
||||
- **Flaky timing in CI:** Resolved with **`FakeTimeProvider`** in `InMemoryWebApplicationFactory` + `TimeProvider` injection on cast and snapshot routes.
|
||||
- **Linear blocked-by NEO-28:** Remove relation in Linear when you accept NEO-28 as done for scheduling.
|
||||
- **None** for wire shape or duration model — locked in kickoff.
|
||||
|
||||
## Implementation reconciliation (shipped)
|
||||
|
||||
- **Wire:** `CooldownSnapshotResponse` v1 + `GET /game/players/{id}/cooldown-snapshot`; cast deny **`on_cooldown`** (`AbilityCastApi.ReasonOnCooldown`); global duration `AbilityPrototypeCooldown.GlobalDuration` (3s).
|
||||
- **Client:** `cooldown_snapshot_client.gd`, `cooldown_state.gd`, `CooldownSlotsLabel` + poll timer + loadout-changed sync + cast-accept refresh in `main.gd`.
|
||||
- **Tests:** `CooldownSnapshotApiTests.cs`, cooldown cases in `AbilityCastApiTests.cs`, `client/test/cooldown_state_test.gd`.
|
||||
- **Bruno:** `bruno/neon-sprawl-server/cooldown-snapshot/Get cooldown snapshot.bru`.
|
||||
|
|
|
|||
|
|
@ -414,4 +414,69 @@ public sealed class AbilityCastApiTests
|
|||
// Assert
|
||||
Assert.Equal(HttpStatusCode.NotFound, response.StatusCode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public async Task PostAbilityCast_ShouldDenyOnCooldown_WhenRepeatedWhileCooling()
|
||||
{
|
||||
// Arrange
|
||||
await using var factory = new InMemoryWebApplicationFactory();
|
||||
var client = factory.CreateClient();
|
||||
await BindSlot0PulseAsync(client);
|
||||
await LockPrototypeTargetAlphaAsync(client);
|
||||
var cast = new AbilityCastRequest
|
||||
{
|
||||
SchemaVersion = AbilityCastRequest.CurrentSchemaVersion,
|
||||
SlotIndex = 0,
|
||||
AbilityId = PrototypeAbilityRegistry.PrototypePulse,
|
||||
TargetId = PrototypeTargetRegistry.PrototypeTargetAlphaId,
|
||||
};
|
||||
|
||||
// Act
|
||||
var first = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
|
||||
var second = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
|
||||
|
||||
// Assert
|
||||
var body1 = await first.Content.ReadFromJsonAsync<AbilityCastResponse>();
|
||||
var body2 = await second.Content.ReadFromJsonAsync<AbilityCastResponse>();
|
||||
Assert.Equal(HttpStatusCode.OK, first.StatusCode);
|
||||
Assert.Equal(HttpStatusCode.OK, second.StatusCode);
|
||||
Assert.NotNull(body1);
|
||||
Assert.NotNull(body2);
|
||||
Assert.True(body1!.Accepted);
|
||||
Assert.False(body2!.Accepted);
|
||||
Assert.Equal(AbilityCastApi.ReasonOnCooldown, body2.ReasonCode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public async Task PostAbilityCast_ShouldAcceptAgain_WhenCooldownElapsed()
|
||||
{
|
||||
// Arrange
|
||||
await using var factory = new InMemoryWebApplicationFactory();
|
||||
var client = factory.CreateClient();
|
||||
Assert.NotNull(factory.FakeClock);
|
||||
await BindSlot0PulseAsync(client);
|
||||
await LockPrototypeTargetAlphaAsync(client);
|
||||
var cast = new AbilityCastRequest
|
||||
{
|
||||
SchemaVersion = AbilityCastRequest.CurrentSchemaVersion,
|
||||
SlotIndex = 0,
|
||||
AbilityId = PrototypeAbilityRegistry.PrototypePulse,
|
||||
TargetId = PrototypeTargetRegistry.PrototypeTargetAlphaId,
|
||||
};
|
||||
|
||||
// Act
|
||||
var first = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
|
||||
factory.FakeClock!.Advance(AbilityPrototypeCooldown.GlobalDuration + TimeSpan.FromMilliseconds(50));
|
||||
var second = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
|
||||
|
||||
// Assert
|
||||
var body1 = await first.Content.ReadFromJsonAsync<AbilityCastResponse>();
|
||||
var body2 = await second.Content.ReadFromJsonAsync<AbilityCastResponse>();
|
||||
Assert.Equal(HttpStatusCode.OK, first.StatusCode);
|
||||
Assert.Equal(HttpStatusCode.OK, second.StatusCode);
|
||||
Assert.NotNull(body1);
|
||||
Assert.NotNull(body2);
|
||||
Assert.True(body1!.Accepted);
|
||||
Assert.True(body2!.Accepted);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,105 @@
|
|||
using System.Net;
|
||||
using System.Net.Http.Json;
|
||||
using NeonSprawl.Server.Game.AbilityInput;
|
||||
using NeonSprawl.Server.Game.Targeting;
|
||||
using NeonSprawl.Server.Tests;
|
||||
using Xunit;
|
||||
|
||||
namespace NeonSprawl.Server.Tests.Game.AbilityInput;
|
||||
|
||||
public sealed class CooldownSnapshotApiTests
|
||||
{
|
||||
private static async Task BindSlot0PulseAsync(HttpClient client)
|
||||
{
|
||||
var post = await client.PostAsJsonAsync(
|
||||
"/game/players/dev-local-1/hotbar-loadout",
|
||||
new HotbarLoadoutUpdateRequest
|
||||
{
|
||||
SchemaVersion = HotbarLoadoutUpdateRequest.CurrentSchemaVersion,
|
||||
Slots = [new HotbarSlotBindingJson { SlotIndex = 0, AbilityId = PrototypeAbilityRegistry.PrototypePulse }],
|
||||
});
|
||||
post.EnsureSuccessStatusCode();
|
||||
}
|
||||
|
||||
private static async Task LockPrototypeTargetAlphaAsync(HttpClient client)
|
||||
{
|
||||
var response = await client.PostAsJsonAsync(
|
||||
"/game/players/dev-local-1/target/select",
|
||||
new TargetSelectRequest
|
||||
{
|
||||
SchemaVersion = TargetSelectRequest.CurrentSchemaVersion,
|
||||
TargetId = PrototypeTargetRegistry.PrototypeTargetAlphaId,
|
||||
});
|
||||
response.EnsureSuccessStatusCode();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public async Task GetCooldownSnapshot_ShouldReturnNotFound_WhenPlayerUnknown()
|
||||
{
|
||||
// Arrange
|
||||
await using var factory = new InMemoryWebApplicationFactory();
|
||||
var client = factory.CreateClient();
|
||||
|
||||
// Act
|
||||
var response = await client.GetAsync("/game/players/missing-player/cooldown-snapshot");
|
||||
|
||||
// Assert
|
||||
Assert.Equal(HttpStatusCode.NotFound, response.StatusCode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public async Task GetCooldownSnapshot_ShouldReturnV1Schema_WithEightSlots_WhenPlayerKnown()
|
||||
{
|
||||
// Arrange
|
||||
await using var factory = new InMemoryWebApplicationFactory();
|
||||
var client = factory.CreateClient();
|
||||
|
||||
// Act
|
||||
var response = await client.GetAsync("/game/players/dev-local-1/cooldown-snapshot");
|
||||
|
||||
// Assert
|
||||
var body = await response.Content.ReadFromJsonAsync<CooldownSnapshotResponse>();
|
||||
Assert.Equal(HttpStatusCode.OK, response.StatusCode);
|
||||
Assert.NotNull(body);
|
||||
Assert.Equal(CooldownSnapshotResponse.CurrentSchemaVersion, body!.SchemaVersion);
|
||||
Assert.Equal("dev-local-1", body.PlayerId);
|
||||
Assert.Equal(HotbarLoadoutResponse.SlotCountV1, body.Slots.Count);
|
||||
Assert.All(body.Slots, s => Assert.Null(s.CooldownEndsAtUtc));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public async Task GetCooldownSnapshot_ShouldExposeSlotEnd_WhenCastAccepted_ThenClear_WhenAdvancedPastDuration()
|
||||
{
|
||||
// Arrange
|
||||
await using var factory = new InMemoryWebApplicationFactory();
|
||||
var client = factory.CreateClient();
|
||||
Assert.NotNull(factory.FakeClock);
|
||||
await BindSlot0PulseAsync(client);
|
||||
await LockPrototypeTargetAlphaAsync(client);
|
||||
var cast = new AbilityCastRequest
|
||||
{
|
||||
SchemaVersion = AbilityCastRequest.CurrentSchemaVersion,
|
||||
SlotIndex = 0,
|
||||
AbilityId = PrototypeAbilityRegistry.PrototypePulse,
|
||||
TargetId = PrototypeTargetRegistry.PrototypeTargetAlphaId,
|
||||
};
|
||||
|
||||
// Act
|
||||
var castResponse = await client.PostAsJsonAsync("/game/players/dev-local-1/ability-cast", cast);
|
||||
var snapDuring = await client.GetAsync("/game/players/dev-local-1/cooldown-snapshot");
|
||||
factory.FakeClock!.Advance(AbilityPrototypeCooldown.GlobalDuration + TimeSpan.FromMilliseconds(50));
|
||||
var snapAfter = await client.GetAsync("/game/players/dev-local-1/cooldown-snapshot");
|
||||
|
||||
// Assert
|
||||
castResponse.EnsureSuccessStatusCode();
|
||||
var during = await snapDuring.Content.ReadFromJsonAsync<CooldownSnapshotResponse>();
|
||||
var after = await snapAfter.Content.ReadFromJsonAsync<CooldownSnapshotResponse>();
|
||||
Assert.NotNull(during);
|
||||
Assert.NotNull(after);
|
||||
var slot0During = during!.Slots.Single(s => s.SlotIndex == 0);
|
||||
Assert.NotNull(slot0During.CooldownEndsAtUtc);
|
||||
Assert.True(slot0During.CooldownEndsAtUtc > during.ServerTimeUtc);
|
||||
var slot0After = after!.Slots.Single(s => s.SlotIndex == 0);
|
||||
Assert.Null(slot0After.CooldownEndsAtUtc);
|
||||
}
|
||||
}
|
||||
|
|
@ -3,6 +3,7 @@ using Microsoft.AspNetCore.Mvc.Testing;
|
|||
using Microsoft.AspNetCore.TestHost;
|
||||
using Microsoft.Extensions.DependencyInjection;
|
||||
using Microsoft.Extensions.Hosting;
|
||||
using Microsoft.Extensions.Time.Testing;
|
||||
using NeonSprawl.Server.Game.AbilityInput;
|
||||
using NeonSprawl.Server.Game.PositionState;
|
||||
using Npgsql;
|
||||
|
|
@ -12,6 +13,9 @@ namespace NeonSprawl.Server.Tests;
|
|||
/// <summary>Forces the in-memory position store by replacing Postgres registrations after the host builds services (overrides process env e.g. CI <c>ConnectionStrings__NeonSprawl</c>).</summary>
|
||||
public sealed class InMemoryWebApplicationFactory : WebApplicationFactory<Program>
|
||||
{
|
||||
/// <summary>Controllable UTC clock shared by cast + cooldown routes in tests (NEO-32).</summary>
|
||||
public FakeTimeProvider? FakeClock { get; private set; }
|
||||
|
||||
protected override void ConfigureWebHost(IWebHostBuilder builder)
|
||||
{
|
||||
builder.ConfigureTestServices(services =>
|
||||
|
|
@ -21,6 +25,8 @@ public sealed class InMemoryWebApplicationFactory : WebApplicationFactory<Progra
|
|||
var d = services[i];
|
||||
if (d.ServiceType == typeof(IPositionStateStore) ||
|
||||
d.ServiceType == typeof(IPlayerHotbarLoadoutStore) ||
|
||||
d.ServiceType == typeof(TimeProvider) ||
|
||||
d.ServiceType == typeof(IPlayerAbilityCooldownStore) ||
|
||||
d.ServiceType == typeof(NpgsqlDataSource) ||
|
||||
(d.ServiceType == typeof(IHostedService) &&
|
||||
(d.ImplementationType == typeof(PostgresDevPlayerSeedHostedService) ||
|
||||
|
|
@ -30,8 +36,12 @@ public sealed class InMemoryWebApplicationFactory : WebApplicationFactory<Progra
|
|||
}
|
||||
}
|
||||
|
||||
var fakeTime = new FakeTimeProvider(new DateTimeOffset(2026, 4, 30, 12, 0, 0, TimeSpan.Zero));
|
||||
FakeClock = fakeTime;
|
||||
services.AddSingleton<TimeProvider>(fakeTime);
|
||||
services.AddSingleton<IPositionStateStore, InMemoryPositionStateStore>();
|
||||
services.AddSingleton<IPlayerHotbarLoadoutStore, InMemoryPlayerHotbarLoadoutStore>();
|
||||
services.AddSingleton<IPlayerAbilityCooldownStore, InMemoryPlayerAbilityCooldownStore>();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,6 +13,7 @@
|
|||
<ItemGroup>
|
||||
<PackageReference Include="Npgsql" Version="10.0.0" />
|
||||
<PackageReference Include="Microsoft.AspNetCore.Mvc.Testing" Version="10.0.0" />
|
||||
<PackageReference Include="Microsoft.Extensions.TimeProvider.Testing" Version="10.0.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.14.1" />
|
||||
<PackageReference Include="xunit" Version="2.9.3" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.8.2">
|
||||
|
|
|
|||
|
|
@ -10,6 +10,7 @@ namespace NeonSprawl.Server.Game.AbilityInput;
|
|||
/// (on JSON denies, <see cref="AbilityCastResponse.ReasonCode"/> — wire JSON <c>reasonCode</c>) — hook sites are marked inline below.
|
||||
/// TODO(E9.M1): emit cataloged events (payload: route player id, slotIndex, abilityId, targetId; on deny include reasonCode).
|
||||
/// HTTP 400/404 here are outside the v1 cast deny contract (no JSON <c>AbilityCastResponse</c>).
|
||||
/// NEO-32: JSON deny <c>on_cooldown</c> when the slot is inside the prototype global cooldown window.
|
||||
/// </remarks>
|
||||
public static class AbilityCastApi
|
||||
{
|
||||
|
|
@ -24,6 +25,9 @@ public static class AbilityCastApi
|
|||
/// <summary>Locked prototype target is outside horizontal reach of authoritative position (NEO-28).</summary>
|
||||
public const string ReasonOutOfRange = TargetValidity.OutOfRange;
|
||||
|
||||
/// <summary>Slot still inside server-authoritative cooldown window (NEO-32).</summary>
|
||||
public const string ReasonOnCooldown = "on_cooldown";
|
||||
|
||||
public static WebApplication MapAbilityCastApi(this WebApplication app)
|
||||
{
|
||||
app.MapPost(
|
||||
|
|
@ -33,7 +37,9 @@ public static class AbilityCastApi
|
|||
AbilityCastRequest? body,
|
||||
IPositionStateStore positions,
|
||||
IPlayerHotbarLoadoutStore store,
|
||||
IPlayerTargetLockStore locks) =>
|
||||
IPlayerTargetLockStore locks,
|
||||
IPlayerAbilityCooldownStore cooldowns,
|
||||
TimeProvider clock) =>
|
||||
{
|
||||
// NEO-30: not a Slice 3 `ability_cast_denied` site — no AbilityCastResponse body.
|
||||
if (body is null || body.SchemaVersion != AbilityCastRequest.CurrentSchemaVersion)
|
||||
|
|
@ -130,6 +136,16 @@ public static class AbilityCastApi
|
|||
new AbilityCastResponse { Accepted = false, ReasonCode = ReasonOutOfRange });
|
||||
}
|
||||
|
||||
var now = clock.GetUtcNow();
|
||||
if (cooldowns.IsOnCooldown(id, body.SlotIndex, now))
|
||||
{
|
||||
// NEO-30 telemetry hook site: `ability_cast_denied` + reasonCode (TODO(E9.M1): catalog emit).
|
||||
return Results.Json(
|
||||
new AbilityCastResponse { Accepted = false, ReasonCode = ReasonOnCooldown });
|
||||
}
|
||||
|
||||
cooldowns.StartCooldown(id, body.SlotIndex, now, AbilityPrototypeCooldown.GlobalDuration);
|
||||
|
||||
// NEO-30 telemetry hook site: `ability_cast_requested` at authoritative accept (TODO(E9.M1): catalog emit).
|
||||
// Payload notes for E9.M1: player id = route `id`, body.SlotIndex, normalized ability id, body.TargetId (lock-aligned).
|
||||
return Results.Json(new AbilityCastResponse { Accepted = true });
|
||||
|
|
|
|||
|
|
@ -0,0 +1,12 @@
|
|||
namespace NeonSprawl.Server.Game.AbilityInput;
|
||||
|
||||
/// <summary>Registers prototype ability cooldown store + <see cref="TimeProvider"/> (NEO-32).</summary>
|
||||
public static class AbilityCooldownServiceCollectionExtensions
|
||||
{
|
||||
public static IServiceCollection AddAbilityCooldownStore(this IServiceCollection services)
|
||||
{
|
||||
services.AddSingleton(TimeProvider.System);
|
||||
services.AddSingleton<IPlayerAbilityCooldownStore, InMemoryPlayerAbilityCooldownStore>();
|
||||
return services;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
namespace NeonSprawl.Server.Game.AbilityInput;
|
||||
|
||||
/// <summary>Prototype global cooldown applied on successful cast (NEO-32) until E5.M1 ability catalog.</summary>
|
||||
public static class AbilityPrototypeCooldown
|
||||
{
|
||||
/// <summary>Single duration for every known prototype ability on accept.</summary>
|
||||
public static readonly TimeSpan GlobalDuration = TimeSpan.FromSeconds(3);
|
||||
}
|
||||
|
|
@ -0,0 +1,50 @@
|
|||
using NeonSprawl.Server.Game.PositionState;
|
||||
|
||||
namespace NeonSprawl.Server.Game.AbilityInput;
|
||||
|
||||
/// <summary>GET <c>/game/players/{{id}}/cooldown-snapshot</c> (NEO-32).</summary>
|
||||
public static class CooldownSnapshotApi
|
||||
{
|
||||
public static WebApplication MapCooldownSnapshotApi(this WebApplication app)
|
||||
{
|
||||
app.MapGet(
|
||||
"/game/players/{id}/cooldown-snapshot",
|
||||
(string id, IPositionStateStore positions, IPlayerAbilityCooldownStore cooldowns, TimeProvider clock) =>
|
||||
{
|
||||
if (!positions.TryGetPosition(id, out _))
|
||||
{
|
||||
return Results.NotFound();
|
||||
}
|
||||
|
||||
return Results.Json(BuildSnapshot(id, cooldowns, clock));
|
||||
});
|
||||
|
||||
return app;
|
||||
}
|
||||
|
||||
internal static CooldownSnapshotResponse BuildSnapshot(
|
||||
string playerId,
|
||||
IPlayerAbilityCooldownStore cooldowns,
|
||||
TimeProvider clock)
|
||||
{
|
||||
var now = clock.GetUtcNow();
|
||||
var slots = new List<CooldownSlotSnapshotJson>(HotbarLoadoutResponse.SlotCountV1);
|
||||
for (var i = 0; i < HotbarLoadoutResponse.SlotCountV1; i++)
|
||||
{
|
||||
DateTimeOffset? end = null;
|
||||
if (cooldowns.TryGetCooldownEndUtc(playerId, i, out var endUtc) && endUtc > now)
|
||||
{
|
||||
end = endUtc;
|
||||
}
|
||||
|
||||
slots.Add(new CooldownSlotSnapshotJson { SlotIndex = i, CooldownEndsAtUtc = end });
|
||||
}
|
||||
|
||||
return new CooldownSnapshotResponse
|
||||
{
|
||||
PlayerId = playerId,
|
||||
ServerTimeUtc = now,
|
||||
Slots = slots,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace NeonSprawl.Server.Game.AbilityInput;
|
||||
|
||||
/// <summary>GET response for per-slot cooldown ends (NEO-32).</summary>
|
||||
public sealed class CooldownSnapshotResponse
|
||||
{
|
||||
public const int CurrentSchemaVersion = 1;
|
||||
|
||||
[JsonPropertyName("schemaVersion")]
|
||||
public int SchemaVersion { get; init; } = CurrentSchemaVersion;
|
||||
|
||||
[JsonPropertyName("playerId")]
|
||||
public required string PlayerId { get; init; }
|
||||
|
||||
/// <summary>Authoritative instant for remaining-time math on the client.</summary>
|
||||
[JsonPropertyName("serverTimeUtc")]
|
||||
public DateTimeOffset ServerTimeUtc { get; init; }
|
||||
|
||||
/// <summary>Slots 0..7 in ascending order.</summary>
|
||||
[JsonPropertyName("slots")]
|
||||
public required IReadOnlyList<CooldownSlotSnapshotJson> Slots { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>Cooldown end for one hotbar slot; <see cref="CooldownEndsAtUtc"/> null when ready.</summary>
|
||||
public sealed class CooldownSlotSnapshotJson
|
||||
{
|
||||
[JsonPropertyName("slotIndex")]
|
||||
public required int SlotIndex { get; init; }
|
||||
|
||||
/// <summary>UTC instant when the slot leaves cooldown, or null when not cooling.</summary>
|
||||
[JsonPropertyName("cooldownEndsAtUtc")]
|
||||
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingNull)]
|
||||
public DateTimeOffset? CooldownEndsAtUtc { get; init; }
|
||||
}
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
namespace NeonSprawl.Server.Game.AbilityInput;
|
||||
|
||||
/// <summary>In-memory per-player hotbar slot cooldown ends (NEO-32).</summary>
|
||||
public interface IPlayerAbilityCooldownStore
|
||||
{
|
||||
/// <summary>Returns true when the slot has a cooldown end strictly after <paramref name="now"/>.</summary>
|
||||
bool IsOnCooldown(string playerId, int slotIndex, DateTimeOffset now);
|
||||
|
||||
/// <summary>Sets cooldown end for a slot to <paramref name="now"/> + <paramref name="duration"/>.</summary>
|
||||
void StartCooldown(string playerId, int slotIndex, DateTimeOffset now, TimeSpan duration);
|
||||
|
||||
/// <summary>Gets stored end instant for the slot when an entry exists (may be in the past).</summary>
|
||||
bool TryGetCooldownEndUtc(string playerId, int slotIndex, out DateTimeOffset endUtc);
|
||||
}
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
using System.Collections.Concurrent;
|
||||
|
||||
namespace NeonSprawl.Server.Game.AbilityInput;
|
||||
|
||||
/// <summary>Thread-safe in-memory cooldown map (NEO-32); not persisted across process restarts.</summary>
|
||||
public sealed class InMemoryPlayerAbilityCooldownStore : IPlayerAbilityCooldownStore
|
||||
{
|
||||
private readonly ConcurrentDictionary<string, ConcurrentDictionary<int, DateTimeOffset>> ends = new(StringComparer.Ordinal);
|
||||
|
||||
public bool IsOnCooldown(string playerId, int slotIndex, DateTimeOffset now)
|
||||
{
|
||||
if (!ends.TryGetValue(playerId, out var perSlot))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!perSlot.TryGetValue(slotIndex, out var end))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (now >= end)
|
||||
{
|
||||
perSlot.TryRemove(slotIndex, out _);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void StartCooldown(string playerId, int slotIndex, DateTimeOffset now, TimeSpan duration)
|
||||
{
|
||||
var perSlot = ends.GetOrAdd(playerId, _ => new ConcurrentDictionary<int, DateTimeOffset>());
|
||||
perSlot[slotIndex] = now + duration;
|
||||
}
|
||||
|
||||
public bool TryGetCooldownEndUtc(string playerId, int slotIndex, out DateTimeOffset endUtc)
|
||||
{
|
||||
endUtc = default;
|
||||
if (!ends.TryGetValue(playerId, out var perSlot))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return perSlot.TryGetValue(slotIndex, out endUtc);
|
||||
}
|
||||
}
|
||||
|
|
@ -6,6 +6,7 @@ using NeonSprawl.Server.Game.Targeting;
|
|||
var builder = WebApplication.CreateBuilder(args);
|
||||
builder.Services.AddPositionStateStore(builder.Configuration);
|
||||
builder.Services.AddHotbarLoadoutStore(builder.Configuration);
|
||||
builder.Services.AddAbilityCooldownStore();
|
||||
builder.Services.AddSingleton<IPlayerTargetLockStore, InMemoryPlayerTargetLockStore>();
|
||||
|
||||
var app = builder.Build();
|
||||
|
|
@ -25,6 +26,7 @@ app.MapInteractionApi();
|
|||
app.MapInteractablesWorldApi();
|
||||
app.MapTargetingApi();
|
||||
app.MapHotbarLoadoutApi();
|
||||
app.MapCooldownSnapshotApi();
|
||||
app.MapAbilityCastApi();
|
||||
|
||||
app.Run();
|
||||
|
|
|
|||
|
|
@ -227,7 +227,7 @@ Current prototype allowlist: `prototype_pulse`, `prototype_guard`, `prototype_da
|
|||
|
||||
Prototype **cast intent** (no full combat resolution — see E5.M1). **NEO-28** adds server-side target lock + registry + range gates and documents `invalid_target` / `out_of_range` denies; the Godot client surfaces accept/deny on **`CastFeedbackLabel`**.
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- **`POST /game/players/{id}/ability-cast`** with `AbilityCastRequest` v1 (`schemaVersion`, `slotIndex` `0..7`, `abilityId`, `targetId`) validates the player exists, the slot is bound in persisted hotbar loadout, and `abilityId` matches that binding and the prototype allowlist. **NEO-28:** `targetId` must be **non-empty**, exist in **`PrototypeTargetRegistry`**, **match** the server's current combat lock (`IPlayerTargetLockStore`), and the lock must be **within horizontal reach** of the authoritative position snapshot (same XZ radius rule as targeting). Returns **`AbilityCastResponse` v1** JSON (`schemaVersion`, `accepted`, optional `reasonCode`).
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- **`POST /game/players/{id}/ability-cast`** with `AbilityCastRequest` v1 (`schemaVersion`, `slotIndex` `0..7`, `abilityId`, `targetId`) validates the player exists, the slot is bound in persisted hotbar loadout, and `abilityId` matches that binding and the prototype allowlist. **NEO-28:** `targetId` must be **non-empty**, exist in **`PrototypeTargetRegistry`**, **match** the server's current combat lock (`IPlayerTargetLockStore`), and the lock must be **within horizontal reach** of the authoritative position snapshot (same XZ radius rule as targeting). **NEO-32:** rejects with `on_cooldown` when the slot is still cooling; on accept, starts the prototype global cooldown for that slot. Returns **`AbilityCastResponse` v1** JSON (`schemaVersion`, `accepted`, optional `reasonCode`).
|
||||
|
||||
**HTTP status:**
|
||||
|
||||
|
|
@ -247,9 +247,18 @@ Prototype **cast intent** (no full combat resolution — see E5.M1). **NEO-28**
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| `unknown_ability` | `abilityId` failed registry normalization (empty/garbage/off-list). |
|
||||
| `invalid_target` | `targetId` missing/empty, unknown prototype id, or not equal to the server's locked target id (NEO-28). |
|
||||
| `out_of_range` | Locked target is outside horizontal reach of authoritative player position vs. prototype anchor (NEO-28). |
|
||||
| `on_cooldown` | Slot is still inside the server-authoritative cooldown window after a prior successful accept (NEO-32). |
|
||||
|
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Implementation: `server/NeonSprawl.Server/Game/AbilityInput/AbilityCastApi.cs`, `AbilityCastDtos.cs`.
|
||||
|
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## Cooldown snapshot (NEO-32)
|
||||
|
||||
Prototype **per-slot cooldown ends** (in-memory per process; not persisted to Postgres). **Global duration** `AbilityPrototypeCooldown.GlobalDuration` applies on each successful cast after all NEO-28 gates pass.
|
||||
|
||||
- **`GET /game/players/{id}/cooldown-snapshot`** → `CooldownSnapshotResponse` v1 (`schemaVersion`, `playerId`, `serverTimeUtc`, `slots[]` with `slotIndex` and optional `cooldownEndsAtUtc` per slot). **404** when the player id is unknown to position state (same rule as loadout GET).
|
||||
|
||||
Implementation: `CooldownSnapshotApi.cs`, `CooldownSnapshotDtos.cs`, `IPlayerAbilityCooldownStore` / `InMemoryPlayerAbilityCooldownStore.cs`.
|
||||
|
||||
**NEO-30 (Slice 3 telemetry):** authoritative hook-site comments in `AbilityCastApi.cs` for product names `ability_cast_requested` (accept) and `ability_cast_denied` (each JSON deny + `reasonCode`); cataloged emit deferred to **E9.M1** (`TODO` in source).
|
||||
|
||||
## Solution
|
||||
|
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|
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Loading…
Reference in New Issue