neon-sprawl/client
VinPropane 0ac059fa3b NS-23: NavigationAgent3D path-follow with server move authority 2026-04-05 00:23:03 -04:00
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scenes NS-23: NavigationAgent3D path-follow with server move authority 2026-04-05 00:23:03 -04:00
scripts NS-23: NavigationAgent3D path-follow with server move authority 2026-04-05 00:23:03 -04:00
README.md NS-23: NavigationAgent3D path-follow with server move authority 2026-04-05 00:23:03 -04:00
icon.svg 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
icon.svg.import fix(client): reliable NS-14 click-to-move without NavigationMesh 2026-03-29 22:08:25 -04:00
project.godot NS-18: InteractionRequest, client prototype, Postgres test UX 2026-04-04 20:19:33 -04:00

README.md

Neon Sprawl — Godot client

Open this client/ directory as a project in Godot 4.6 (4.x compatible). Use the standard Godot build (not the .NET build)—client code is GDScript (.gd).

  • Main scene: scenes/main.tscn (bootstrap scripts/main.gd).
  • Networking will use WebSocket or TCP to the C# server; authoritative logic stays on the server per docs/architecture/tech_stack.md.

Script organization (repo policy)

Do not grow an all-in-one main.gd. The main scene root should compose child nodes and scripts; put picking, server sync, and similar features in dedicated scripts (typically under scripts/) and connect via signals or small APIs. Use Autoloads only when several scenes truly need the same global. Full guidance for contributors and tooling: .cursor/rules/godot-client-script-organization.md.

Authoritative movement (NS-16, NS-23)

With the game server running (server/README.md), each valid floor click sends a MoveCommand (POST) and a follow-up GET for PositionState. The server still snaps authority to the target (NS-16/19); the client walks along a baked navigation mesh (NavigationRegion3D + NavigationAgent3D on the player) toward that verified position instead of teleporting on the GET (NS-23). Boot sync_from_server() snaps once so spawn matches the server.

  • Scripts: scripts/ground_pick.gd (walkable pick + target_chosen), scripts/position_authority_client.gd (PositionAuthorityClient: POST move, GET verify; second signal arg = boot snap vs nav goal), scripts/player.gd (path-follow), thin scripts/main.gd (nav bake on first frame, then wiring).
  • Scene: scenes/main.tscn — walkable StaticBody3D geometry lives under World/NavigationRegion3D so bake_navigation_mesh() (called from main.gd after one process_frame) picks up floor, NS-19 props, and the Obstacle cube. After moving floor or obstacles, open the scene in the editor and Bake NavigationMesh on the region if you need to refresh cached mesh data.
  • Inspector: select PositionAuthorityClient on the main scene to set base_url (default http://127.0.0.1:5253) and dev_player_id (default dev-local-1, must match server Game:DevPlayerId).

Manual check (NS-16 + NS-23)

  1. From repo root: cd server/NeonSprawl.Server && dotnet run (note the URL/port, usually http://localhost:5253).
  2. If the port differs, set base_url on PositionAuthorityClient accordingly (e.g. http://127.0.0.1:5253).
  3. Open the client in Godot and run the main scene (F5). The player should snap to the servers default position (e.g. (-5, 0.9, -5) per Game:DefaultPosition / NS-18 walk demo).
  4. Left-click the floor: the client POSTs the target, then GETs position; the capsule walks around Obstacle toward the authoritative target. NS-19 reject clicks still show the reject label and do not start a path.
  5. Click the far pad or pedestal top (from spawn) to confirm horizontal_step_exceeded / vertical_step_exceeded behavior is unchanged.

If the server is down, boot GET fails silently (check Output for warnings); clicks while a request is in flight are ignored until it finishes.

Interaction + range preview (NS-18)

The main scene includes a prototype terminal at the map center (same world X/Z as the servers static registry) and two glowing markers driven by scripts/interaction_radius_indicators.gd. That script compares the CharacterBody3D global_position (after server snap) to the anchor in scripts/prototype_interaction_constants.gd using horizontal distance on X/Z and the same interaction_radius as PrototypeInteractableRegistry.cspreview only; the server POST /game/players/{id}/interact is authoritative.

  • InteractionRequestClient (child of the main scene root): press E to POST interact for the prototype id; Output prints allowed / reasonCode (or HTTP errors). While a request is in flight, further E presses are ignored (same pattern as PositionAuthorityClient).
  • Inspector: match base_url / dev_player_id to PositionAuthorityClient and the server Game:DevPlayerId.

Manual check (NS-18)

  1. Run the game server and client as in NS-16.
  2. F5 in Godot: default spawn is out of range of the terminal; markers should stay dim. Click-move toward the center until markers brighten (within 3 m on the floor plane).
  3. Press E (input action interact in project.godot): Output should show allowed=true when markers glow, allowed=false with reasonCode=out_of_range when dim (if you walk back out). Interaction uses _input, not _unhandled_input, so keys register reliably in the embedded Game dock; click the game view if the editor had focus elsewhere.

Movement prototype (NS-14 → NS-23)

player.gd uses NavigationAgent3D.get_next_path_position() + move_and_slide() for horizontal motion (NS-23). snap_to_server() remains for boot (and would apply for any future hard reconcile).

  • The avatar is on physics layer 2 with mask 1 (floor + obstacle on layer 1); the pick ray uses mask 1 so clicks pass through the avatar and hit the floor.

Manual check (remnants)

  1. Run the main scene (F5) with server running for movement behavior above.
  2. Without the server, startup sync does not apply authoritative position; behavior is undefined for this repos intended demo—run the server for the demo path.

Clicks still ignored?

In the Game dock, Input must be active (not the 2D / 3D scene-picking tools) so events go to the game. If Input is on and clicks still do nothing, pick rays must use the viewports current camera and mouse position (the script does this so the embedded Game view matches the ray).

First run

  1. Install Godot 4.x.
  2. In the project manager, Import and select client/project.godot.
  3. Press F5 to run the main scene.

Godot CLI (Linux smoke test)

For agents and CI, use the official Linux x86_64 editor binary (matches config/features 4.6 in project.godot):

  1. Download Godot_v4.6-stable_linux.x86_64.zip from the 4.6-stable release.
  2. Unzip and put the binary on your PATH, e.g. ~/.local/opt/godot-4.6-stable/ and ln -s …/Godot_v4.6-stable_linux.x86_64 ~/.local/bin/godot.
  3. Ensure ~/.local/bin is on PATH, then from client/:
godot --version
godot --headless --path . --quit-after 5

A clean checkout has client/.godot/ gitignored, so scripts intentionally avoid class_name global types that require a full editor import before headless can resolve them.