Commit Graph

40 Commits (aeb7277120785630c992cc22778c44540cbb2e24)

Author SHA1 Message Date
VinPropane 9c054fbcf2 NEO-27: add Slice 3 telemetry hook-site documentation
Map SelectionEvent to target_changed, reserve ability_cast_requested and ability_cast_denied hook locations, and align plan/manual QA/decomposition docs with TODO(E9.M1) telemetry follow-up.
2026-04-25 21:56:28 -04:00
VinPropane ac2916bfee NEO-25: satisfy gdlint/gdformat for pre-push hook 2026-04-24 20:56:04 -04:00
VinPropane c17526e611 NEO-25: close code review follow-up (alignment, warning, tests) 2026-04-24 20:54:26 -04:00
VinPropane 06d9104157 NEO-25: route E/R interact via main _unhandled_key_input for reliable input 2026-04-24 20:44:43 -04:00
VinPropane ce54fcc44f NEO-25: world interactables GET, registry rows, fetch-driven Godot props + glow 2026-04-24 20:36:15 -04:00
VinPropane e31cd2df68 NEO-24: freshen server position before target-select + surface divergence on HUD
Fix "Tab says denied even though I'm in range of beta": root cause is the
race between the 20 Hz move-stream sampler and the target-select POST. A
Tab press right after the capsule stops can be validated against the
server's last sampled position, which trails the visible capsule by
several meters.

Client-side fixes (server contract unchanged):

- TargetSelectionClient.set_freshness_kick(authority, player): before each
  POST /target/select, submit a move-stream with the current player
  position so the server's stored snapshot is as fresh as possible when
  the range check runs. Wired in main.gd; optional so tests without the
  wiring still pass (regression-covered).
- PlayerPositionLabel now shows a "srv: (x,y,z) Δ=<d>m age=<ms>" line
  populated from PositionAuthorityClient.authoritative_ack, so any
  residual client/server divergence is visible in the HUD and future
  reports can point at it directly.
- Two new tests: select POST kicks exactly one freshness stream with the
  current player position before POSTing, and the kick is a no-op when
  the wiring is absent.

Docs: plan Decision 5, review follow-up #2, manual QA section 5 and
section 1, and client README updated to describe the new behaviors.
2026-04-21 23:21:16 -04:00
VinPropane 71ae829482 NEO-24: add visible target-anchor markers + HUD distance lines
Players reported targeting "feels inconsistent" because the server
PrototypeTargetRegistry anchors (alpha (-5,-5) r=8, beta (8,8) r=4) have
no visible meshes — the only console visible in the scene is the NEO-9
PrototypeTerminal at origin, which is unrelated to NEO-23/24 targeting.

Adds a display-only mirror of the server registry:

- client/scripts/prototype_target_markers.gd spawns a colored mast +
  translucent flat radius ring per anchor so the lock radius is
  visible in-world.
- client/scripts/prototype_target_constants.gd gains ANCHORS with
  position/radius/color, matching PrototypeTargetRegistry.cs. Marked
  display-only; server remains authoritative for validity.
- TargetLockLabel now renders a per-anchor distance line each physics
  tick ("<id>: <d> m / <radius> (in|out)") so players can see the
  relationship between the visible capsule and the lock radius and
  immediately spot client/server position drift.

Also updates README, plan (Decision 4), manual QA (Section 1 boot +
Section 4 locomotion), and the review file's follow-up section to
describe the UX fix.
2026-04-21 23:04:03 -04:00
VinPropane 435a32b3b3 NEO-24: fix movement-driven target refresh via authoritative_ack signal
Review 2026-04-21 caught that the hybrid soft-lock refresh path is
unreachable during normal WASD locomotion. `main.gd` was wiring
`TargetSelectionClient` to `PositionAuthorityClient.authoritative_position_received`,
which only fires on boot sync and move-rejection resync — successful
`move-stream` 200s are intentionally silent to avoid RTT rubber-banding.
So walking out of an alpha/beta radius never triggered the throttled
`GET /target` the HUD depends on, and validity stayed stuck at `ok`.

Add a separate `authoritative_ack(world)` signal on `PositionAuthorityClient`
emitted from both `BOOT_GET` 200 and successful `move-stream` 200, and
switch `TargetSelectionClient` (+ `main.gd`) to it. The snap signal keeps
its current semantics so rubber-band suppression is untouched; the ack
signal is a pure heartbeat that cooldown-throttled consumers can hook.

Also adds an integration test that wires both real clients together (per
the review's suggestion 1) so renames or mis-wires between the two
scripts fail loudly rather than silently skipping the end-to-end path.

- `client/scripts/position_authority_client.gd`: new `authoritative_ack`
  signal; extracted `_parse_world_from_response` helper to share JSON
  parse across `BOOT_GET` and `STREAM_POST`; emit ack from both.
- `client/scripts/target_selection_client.gd`: rename
  `on_authoritative_position_snap` to `on_authoritative_ack`; drop
  `apply_as_snap` gate (no longer meaningful).
- `client/scripts/main.gd`: connect the new signal.
- `client/test/position_authority_client_test.gd`: assert ack on boot
  200 and stream 200.
- `client/test/target_selection_client_test.gd`: rename tests for new
  handler.
- `client/test/target_refresh_on_locomotion_test.gd`: new integration
  suite wiring real authority + target clients.
- Plan Decision 3 + Tests row + Files-to-modify row updated.
- `docs/reviews/2026-04-21-NEO-24.md`: committed with blocking issue +
  suggestions struck through with `Done.` notes per
  planning-implementation-docs rule.
- `docs/decomposition/modules/documentation_and_implementation_alignment.md`:
  E1.M3 row now reflects NEO-24 landed.
- `client/README.md` + `docs/manual-qa/NEO-24.md`: refreshed signal names
  so the soft-lock refresh description matches the wiring.

Tests: 88/88 GdUnit headless passed locally.
2026-04-21 22:35:41 -04:00
VinPropane ee572e3661 NEO-24: client tab-target + lock HUD synced to server
Adds `TargetSelectionClient` (Godot, HTTP to NEO-23 targeting endpoints):
- Tab cycles ids in ascending order matching `PrototypeTargetRegistry`
  (`prototype_target_alpha`, `prototype_target_beta`) and wraps.
- Esc clears by POSTing with `targetId` omitted.
- UI always paints from the server's authoritative `targetState`
  (success and denials alike); `UICanvas/TargetLockLabel` shows
  `lockedTargetId`, `validity`, `sequence`, and (on deny) `reasonCode`.
- Movement-triggered refresh: while a lock is held, subsequent
  `authoritative_position_received` snaps fire a throttled GET
  (~250 ms cooldown) so `validity` flips to `out_of_range` after
  locomotion without duplicating server radius math on the client.

Registers `target_tab` (Tab) / `target_clear` (Esc) in `project.godot`;
documents bindings + manual QA in `client/README.md`.

Tests: `target_selection_client_test.gd` covers GET parse, tab ordering
from empty/alpha/wrap, POST body shape, denial preserves server state,
clear omits targetId, movement refresh fires only while locked, cooldown
collapses bursts to one GET, and `apply_as_snap=false` is ignored.
All 85 client GdUnit cases pass; gdlint and gdformat clean.

See `docs/plans/NEO-24-implementation-plan.md`.
2026-04-21 22:14:16 -04:00
VinPropane 90a17bc43d NEO-22: Extract WASD locomotion for gdlint max-file-lines
Move the WASD physics tick into player_locomotion_wasd.gd so player.gd
stays under the 1600-line CI cap. Fix gdlint class order (enum before
consts), load-constant naming, and wrap long doc lines. Update NEO-22
review and plan; refresh gdlintrc comment.
2026-04-17 20:13:36 -04:00
VinPropane a4095cb9bf NEO-22: Remove click-to-move client and legacy move POST/verify
Delete ground_pick and GroundPick wiring; PositionAuthorityClient now only
boot GET and move-stream POST. main.gd snaps on authoritative position only.
Update client/server READMEs, cursor rule example, NEO-22 plan note, and
GdUnit authority tests (stream 400 + boot resync).
2026-04-17 20:06:46 -04:00
VinPropane 39a41ac62c NEO-22: suppress stream snap-back while locomoting
Stream HTTP responses can lag integrated move_and_slide by roughly one RTT,
so apply_as_snap was pulling the capsule backward each tick while moving.
Skip small XZ corrections when wish or horizontal speed indicates locomotion,
with a cap so large desync still snaps. move_rejected sets a one-shot flag so
resync after move-stream 400 still applies the authoritative pose.
2026-04-17 19:29:56 -04:00
VinPropane 878b1f4aee NEO-22: fix stream rubber-banding (coalesce, idle gate, soft snap)
Queue only latest move-stream target per POST; clear pending while busy.
Skip stream submits when idle; skip tiny authoritative snaps after boot.
2026-04-17 19:27:10 -04:00
VinPropane a2c6c9f93e NEO-22: add move-stream API and WASD client locomotion
Introduce POST /game/players/{id}/move-stream with ordered targets, full-chain
validation before apply, and PositionStateResponse. Godot client uses camera-
relative WASD, queues samples, and snaps to stream responses; debug builds keep
click-to-move via ground_pick. Update READMEs, E1.M1 snapshot, and tests.
2026-04-17 19:21:33 -04:00
VinPropane 2b72d6bcb9 NEON-29: Prototype smooth hill piece, movement script updates, NEO-22 plan
Add prototype_smooth_hill_piece for QA geometry alongside main scene wiring.
Refresh player locomotion and main scene integration from stashed work.
Track docs/plans/NEO-22-implementation-plan.md (WASD replaces click-to-move).
2026-04-15 23:39:47 -04:00
VinPropane a7ad695143 NEON-29: Apply stashed WIP (main.tscn, movement validation, docs) 2026-04-13 13:24:05 -04:00
VinPropane 4a51e64f25 Merge branch 'main' into NEON-29-expand-prototype-district 2026-04-13 13:22:51 -04:00
VinPropane 7e17ff563b chore: point docs and rules at Linear NEO issue ids
Migrate Jira NEON-* references to Linear NEO-* and linear.app links in
docs, Cursor rules, READMEs, and traceability comments. Renamed
implementation plans and dated reviews to NEO filenames.

Branch is based on origin/main with this commit only (no NEON-29
gameplay chain). client/README follows main’s district/map copy;
player.gd matches main aside from NEO-14 debug trace prefixes.
2026-04-13 13:15:32 -04:00
VinPropane 46f8851a1a NEON-29: Hold-threshold stable idle + physics HUD coords
While _idle_stable_latched, use STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT (0.992) for
idle_support floor flatness so tread-edge normal flicker does not unlatch as
often. idle_support_is_stable gains optional min_flat_up_dot; unlatch streak 8.
Prototype position label updates in main _physics_process. Add GdUnit for param.
2026-04-12 17:13:37 -04:00
VinPropane 173c348030 NEON-29: Show player world x,y,z in prototype HUD
Add UICanvas/PlayerPositionLabel (top-left) and refresh each frame from main.gd.
2026-04-12 16:52:19 -04:00
VinPropane d1bd20582a chore: Fix gdlint/gdformat and harden pre-push on Windows
- main.gd: class member order (prvvars before @onready); wrap doc lines to 100 cols.

- isometric_follow_camera.gd: wrap doc lines to 100 cols.

- position_authority_client.gd: gdformat.

- pre-push: resolve .venv-gd/Scripts/gdlint.exe and gdformat.exe (Windows venv).

- Add scripts/install-git-hooks.ps1; README notes hook install and why CI can still fail.
2026-04-11 00:01:25 -04:00
VinPropane 398317d64f NEON-28: Dev obstacle smoke, nav reparent on hide, and docs
- Input action dev_toggle_occluder_obstacle (Ctrl+Shift+K): toggle obstacle off nav source via reparent to World, rebake NavigationRegion3D, sync NavigationAgent3D; physics/process/collision hardening unchanged intent.

- Occluder dictionary keys by instance id; related client fixes and README/project input note.

- Plan and review: PARSED_GEOMETRY_BOTH / runtime geometry removal lesson for future mechanics.
2026-04-10 23:55:50 -04:00
VinPropane 1ab3fc1dca NEON-28: fix F9 nav rebake coroutine + resync agent goal 2026-04-10 23:13:00 -04:00
VinPropane bb39a64ebd NEON-28: rebake nav after F9 obstacle removal (dev smoke) 2026-04-10 23:11:01 -04:00
VinPropane 387b61b577 NEON-25: fix gdlint (line length, class-definitions-order) 2026-04-08 00:05:55 -04:00
VinPropane 4930fd89a6 NEON-25: isometric follow camera, CameraState, tests, and docs 2026-04-07 23:46:04 -04:00
VinPropane 72897a4924 NS-24: Fix GDScript lint (line length, gdlint, gdformat)
- Shorten file-header and doc comments to satisfy max-line-length.
- Rename bump collision preload const to BUMP_COLLISION_CONSTS_SCRIPT.
- Refactor idle floor-angle and walk-step logic for return/format rules.
2026-04-06 00:41:32 -04:00
VinPropane 7b11d4e238 NS-24: Eliminate idle jitter and movement QA bumps (Godot client)
Physics: Jolt 3D; physics_interpolation off; 120 TPS. CharacterBody3D idle
path uses dual floor_max_angle, rim/straddle and ridged-contact handling,
rim settle and random-floor-bump lip/wall escape, floor_block_on_wall,
NavigationAgent3D avoidance off, per-node interp off. No global_transform in
_process (avoid render/physics ghosting).

QA geometry: random_floor_bumps.gd (load from main.gd); each bump on its own
StaticBody3D under NavigationRegion3D; random_floor_bump_collision_constants.gd
for collider fudge and RANDOM_FLOOR_BUMP_MESH_GROUP.

Scene: player safe_margin and mesh Y lift; MoveRejectPedestal / MoveRejectFarPad
renamed from NS19*; Mat_player_capsule without polygon_offset (per follow-up).

Docs: NS-24 plan + resolution, client/README manual steps, code review
2026-04-05-NS-24.md; server/README bump height note. Code/scene identifiers
avoid ticket-based ns19_* naming.
2026-04-06 00:32:41 -04:00
VinPropane a5ec8df4a7 NS-23: terminal collision, nav around obstacle, agent under region
- Add BoxShape3D to PrototypeTerminal (layer 1, walkable) so the player
  cannot pass through; matches terminal mesh size.
- Bake navigation from collision layer 1 only so the player (layer 2) is
  not merged into the mesh; reparent Player under NavigationRegion3D so
  NavigationAgent3D resolves a valid map.
- Restore nav waypoint following for long horizontal legs; keep horizontal
  steering toward next/goal so bump departure behavior stays sane.
2026-04-05 01:10:16 -04:00
VinPropane f49c8b88d2 NS-23: Fix nav movement (sync bake, map guard, path/fallback steering) 2026-04-05 00:29:58 -04:00
VinPropane 0ac059fa3b NS-23: NavigationAgent3D path-follow with server move authority 2026-04-05 00:23:03 -04:00
VinPropane 1f9260e8ba chore(client): order const/var before @onready for gdlint 2026-04-05 00:02:59 -04:00
VinPropane 7fffc3137a NS-19: auto-clear move reject label after 4s 2026-04-04 23:49:14 -04:00
VinPropane 32d2153acb NS-19: server move validation, client rejection UX, scene QA props 2026-04-04 23:39:40 -04:00
VinPropane b043e8ac45 NS-18: InteractionRequest, client prototype, Postgres test UX
Server: POST /game/players/{id}/interact, HorizontalReach, prototype registry, DTOs, tests; default spawn (-5,0.9,-5); dev HttpLogging.

Client: terminal, radius glow preview, interaction_request_client (interact/E), main wiring; obstacle moved off center.

Tests: postgres.runsettings, launchSettings, Docker compose auto-start/teardown harness, async-safe init.

Docs: plan AC, E1.M1 snapshot, alignment table, server/client README, code review 2026-04-04.
2026-04-04 20:19:33 -04:00
VinPropane 15b0ee0921 ci: gate .NET workflow on server paths; add GDScript lint/format CI
- Run .NET build/test only when the solution, server/, or the workflow changes.
- Add gdlint and gdformat --check for client/ on relevant path changes.
- Align client GDScript with gdtoolkit (formatting, enum order, line length).
2026-03-30 21:16:16 -04:00
VinPropane 3882b0e2c6 NS-16: MoveCommand → server PositionState, Godot sync, tests
Implement E1.M1 intent → authority: POST /game/players/{id}/move with v1 JSON
MoveCommandRequest (snap + sequence), extend in-memory store and
PositionStateApi. Godot client splits ground_pick and position_authority_client
with thin main.gd; snap_to_server on player.

Tests live under NeonSprawl.Server.Tests/Game/PositionState/ with AAA layout
and MethodName_ShouldExpectedOutcome_WhenScenario naming. Debug builds use
UseAppHost=false so Linux IDEs resolve .NET 10 from a user-local SDK.

Add NS-16 implementation plan, code review doc, godot-client-script-organization
rule, csharp test layout/naming rules, and refresh E1.M1 / alignment docs.
Server and client README updates include move API, prerequisites, and Rider
notes.

Made-with: Cursor
2026-03-30 19:54:17 -04:00
don 64092566a4 fix(client): reliable NS-14 click-to-move without NavigationMesh
- Drive movement with horizontal steering + move_and_slide toward click goal
- Remove NavigationRegion3D / NavigationAgent3D; obstacle interaction is slide
- main.gd: raycast to walkable, Player.set_move_goal; viewport camera + mouse
- Scene: explicit physics layers/mask on floor, obstacle, player
- Docs: Godot 4.6 baseline, README + NS-14 plan + tech_stack; Godot .import/.uid

Made-with: Cursor
2026-03-29 22:08:25 -04:00
don 343592541a feat(client): NS-14 click-to-move with NavigationAgent3D
- Main scene: floor, obstacle, nav mesh, camera, CharacterBody3D + agent
- Click-to-move on walkable group; pick mask avoids avatar self-hit
- player.gd drives path following; README and plan AC updated

Made-with: Cursor
2026-03-29 21:19:52 -04:00
don 09a4106543 Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client. 2026-03-29 17:23:00 -04:00