350 lines
14 KiB
GDScript
350 lines
14 KiB
GDScript
extends Node
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## NEO-24 (E1M3-02): client tab-target + lock UI synced to server (NEO-23 `TargetState` v1).
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## NEO-26 (E1M3-04): emits [signal selection_event] when server-acknowledged [code]lockedTargetId[/code]
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## changes (see [member log_selection_events]).
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##
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## Flow:
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## - `request_sync_from_server()` → `GET …/target` returns `PlayerTargetStateResponse` v1.
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## - `request_tab_next()` picks the next id from `PrototypeTargetConstants.ORDERED_IDS`
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## (first id if no lock) and POSTs `TargetSelectRequest` v1.
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## - `request_select_target_id(id)` POSTs a specific id.
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## - `request_clear_target()` POSTs with `targetId` omitted (NEO-23 clear rule).
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## - Movement-triggered refresh: while a lock is held, `on_authoritative_ack(...)` fires a
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## throttled `GET` so `validity` flips to `out_of_range` after locomotion without duplicating
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## server radius math on the client (plan Decision 2). The ack signal fires on every
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## server-confirmed position — both boot and successful `move-stream` — so a held lock is
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## revalidated during normal WASD locomotion without re-introducing snap rubber-banding.
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##
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## Not an `HTTPRequest` subclass — tests inject a `Node` exposing `request()` +
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## `request_completed` (same pattern as `position_authority_client.gd`).
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signal target_state_changed(state: Dictionary)
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## NEO-26: fired only when normalized [code]lockedTargetId[/code] changes after a GET/POST.
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## Payload: [code]previous[/code] ([String] or [code]null[/code]), [code]next[/code] (same),
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## [code]cause[/code] ([code]"tab"[/code] | [code]"clear"[/code] | [code]"server_correction"[/code]),
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## [code]sequence[/code] ([int], from new state). E1.M4+ may [code]connect[/code] here without reshaping.
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signal selection_event(event: Dictionary)
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enum Phase { IDLE, GET, POST_SELECT }
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const PrototypeTargetConstants := preload("res://scripts/prototype_target_constants.gd")
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## Cooldown between movement-triggered refresh GETs. Drops further snaps inside the window so
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## one `move-stream` burst does not produce one GET per snap.
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const _REFRESH_COOLDOWN_MSEC: int = 250
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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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## When true, each [signal selection_event] is also printed to the Godot output (dev aid only).
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@export var log_selection_events: bool = false
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var _http: Node
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var _busy: bool = false
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var _phase: Phase = Phase.IDLE
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## Optional "freshness kick": before each `POST /target/select` we ask the authority to
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## submit a `move-stream` with the current player position so the server's stored snapshot
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## catches up with the visible capsule. Since NEO-24 follow-up #5 the `target/select` decision
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## itself is made against the `positionHint` in the request body (race-free), so the kick is
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## no longer load-bearing for denial correctness — its role is to keep the stored snap fresh
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## for the movement-triggered validity GET that runs on the next `authoritative_ack`. Both
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## refs are optional so tests that inject a plain script can still run without wiring.
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var _freshness_authority: Node = null
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var _freshness_player: Node3D = null
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## Last acknowledged state from the server. Mirrors `PlayerTargetStateResponse` v1:
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## `schemaVersion` (int), `playerId` (String), `lockedTargetId` (String or `null`),
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## `validity` (String: `none` | `ok` | `out_of_range` | `invalid_target`),
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## `sequence` (int). POST responses additionally carry `selectionApplied` (bool) and an optional
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## `reasonCode` (String).
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var _state: Dictionary = {}
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## `-_REFRESH_COOLDOWN_MSEC` so the first snap is never blocked by the window on boot.
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var _last_refresh_msec: int = -_REFRESH_COOLDOWN_MSEC
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## Cause for the in-flight HTTP request (GET → [code]server_correction[/code]; POST → [code]tab[/code] / [code]clear[/code]).
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## Set immediately before a request starts; cleared when the response is applied or dropped.
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var _http_selection_cause: String = ""
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func _create_http_request() -> Node:
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return HTTPRequest.new()
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func _ready() -> void:
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_http = _create_http_request()
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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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## Matches `interaction_request_client.gd`: `_input` is more reliable than `_unhandled_input`
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## inside the embedded Game dock / focus quirks. Tab is captured before UI focus navigation,
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## which is fine while the prototype HUD has no focusable controls.
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("target_tab"):
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request_tab_next()
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elif event.is_action_pressed("target_clear"):
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request_clear_target()
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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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_http_selection_cause = "server_correction"
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_busy = true
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_phase = Phase.GET
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_last_refresh_msec = Time.get_ticks_msec()
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var url := "%s/game/players/%s/target" % [_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("TargetSelectionClient: GET failed to start (%s)" % err)
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_busy = false
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_phase = Phase.IDLE
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_http_selection_cause = ""
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func request_tab_next() -> void:
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var current: Variant = _state.get("lockedTargetId", null)
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var next_id: String = ""
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# Prefer a client-side in-range pick when the player ref is wired so Tab locks the
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# anchor the user is visibly standing next to instead of cycling to whatever happens
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# to come first in `ORDERED_IDS`. Fall back to the plain cycle order (and let the
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# server pick the denial reason) when nothing is in range or no player is wired.
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if _freshness_player != null and is_instance_valid(_freshness_player):
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next_id = PrototypeTargetConstants.next_in_range_id_after(
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current, _freshness_player.global_position
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)
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if next_id.is_empty():
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next_id = PrototypeTargetConstants.next_id_after(current)
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if next_id.is_empty():
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return
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request_select_target_id(next_id)
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func request_select_target_id(target_id: String) -> void:
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var trimmed := target_id.strip_edges()
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if trimmed.is_empty():
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push_warning("TargetSelectionClient: refusing empty targetId; use request_clear_target()")
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return
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var payload: Dictionary = {"schemaVersion": 1, "targetId": trimmed}
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_maybe_attach_position_hint(payload)
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_post_select(payload, "tab")
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func request_clear_target() -> void:
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# NEO-23: omit `targetId` to clear. JSON `null` also works; omission keeps the body minimal.
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_post_select({"schemaVersion": 1}, "clear")
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## NEO-24 follow-up #5: attach the live capsule position as an advisory `positionHint` so the
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## server's range check runs against what the player sees *right now* instead of the last
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## `move-stream` sample the server happens to have stored. Only populated when the player ref
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## is wired (via [method set_freshness_kick]) — tests and other consumers that skip the wiring
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## fall through to today's stored-snap behavior. Server remains authoritative (hint is advisory
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## and does not write to the position store).
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func _maybe_attach_position_hint(payload: Dictionary) -> void:
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if _freshness_player == null or not is_instance_valid(_freshness_player):
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return
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var p: Vector3 = _freshness_player.global_position
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payload["positionHint"] = {"x": p.x, "y": p.y, "z": p.z}
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## Connected to `PositionAuthorityClient.authoritative_ack` in `main.gd`.
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## Boot is naturally skipped because no lock is held yet; once a lock exists, subsequent acks
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## (boot resync or `move-stream` 200) fire a refresh GET subject to a cooldown so bursts
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## collapse to one GET per window.
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func on_authoritative_ack(_world: Vector3) -> void:
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if not _has_lock():
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return
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if _busy:
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return
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var now_msec: int = Time.get_ticks_msec()
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if now_msec - _last_refresh_msec < _REFRESH_COOLDOWN_MSEC:
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return
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request_sync_from_server()
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func cached_state() -> Dictionary:
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return _state.duplicate()
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## Wire the authority + player so each `POST /target/select` is preceded by a fresh
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## `move-stream` submit (see `_freshness_authority`). Pass `null` for either to disable.
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## Safe to call multiple times; the last wiring wins.
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func set_freshness_kick(authority: Node, player: Node3D) -> void:
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_freshness_authority = authority
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_freshness_player = player
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func _has_lock() -> bool:
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if _state.is_empty():
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return false
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var v: Variant = _state.get("lockedTargetId", null)
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return v is String and not (v as String).is_empty()
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func _post_select(payload: Dictionary, selection_cause: String) -> void:
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if _busy:
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return
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_http_selection_cause = selection_cause
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_kick_freshness_stream()
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_busy = true
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_phase = Phase.POST_SELECT
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var url := "%s/game/players/%s/target/select" % [_base_root(), _player_path_segment()]
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var body := JSON.stringify(payload)
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var headers := PackedStringArray(["Content-Type: application/json"])
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var err: Error = _http.request(url, headers, HTTPClient.METHOD_POST, body)
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if err != OK:
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push_warning("TargetSelectionClient: POST failed to start (%s)" % err)
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_busy = false
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_phase = Phase.IDLE
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_http_selection_cause = ""
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## Nudges the authority with the current capsule position so the server's stored snapshot
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## catches up. Paired with the `positionHint` on the select POST (follow-up #5), this keeps
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## subsequent validity GETs honest; the select itself no longer depends on which request
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## arrives at the server first.
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func _kick_freshness_stream() -> void:
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if _freshness_authority == null or _freshness_player == null:
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return
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if not is_instance_valid(_freshness_authority) or not is_instance_valid(_freshness_player):
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return
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if not _freshness_authority.has_method("submit_stream_targets"):
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return
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_freshness_authority.call("submit_stream_targets", [_freshness_player.global_position])
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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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# ASCII-safe ids (e.g. `dev-local-1`); percent-encode if ids gain reserved URL characters.
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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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var phase: Phase = _phase
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_busy = false
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_phase = Phase.IDLE
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if _result != HTTPRequest.RESULT_SUCCESS:
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push_warning("TargetSelectionClient: HTTP failed (result=%s)" % _result)
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_http_selection_cause = ""
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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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if response_code != 200:
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push_warning("TargetSelectionClient: HTTP %s non-JSON body" % response_code)
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_http_selection_cause = ""
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return
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var data: Dictionary = parsed
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match phase:
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Phase.GET:
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if response_code == 200:
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_update_state_from_get(data)
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else:
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_http_selection_cause = ""
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Phase.POST_SELECT:
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# Server includes authoritative `targetState` on 200 (apply and denial). 400 / 404
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# bodies may lack it — swallow quietly; `_state` keeps last-good.
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if response_code == 200:
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_update_state_from_post(data)
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else:
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_http_selection_cause = ""
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_:
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_http_selection_cause = ""
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func _update_state_from_get(data: Dictionary) -> void:
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var state := _extract_target_state_fields(data)
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var cause := _http_selection_cause
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_http_selection_cause = ""
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if state.is_empty():
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return
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var prev: Dictionary = _state.duplicate()
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_state = state
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target_state_changed.emit(_state.duplicate())
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_maybe_emit_selection_event(prev, state, cause)
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func _update_state_from_post(data: Dictionary) -> void:
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var target_state_variant: Variant = data.get("targetState", null)
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if not target_state_variant is Dictionary:
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_http_selection_cause = ""
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push_warning("TargetSelectionClient: POST 200 missing targetState")
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return
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var state := _extract_target_state_fields(target_state_variant as Dictionary)
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if state.is_empty():
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_http_selection_cause = ""
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return
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var cause := _http_selection_cause
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_http_selection_cause = ""
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state["selectionApplied"] = bool(data.get("selectionApplied", false))
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var reason_variant: Variant = data.get("reasonCode", null)
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if reason_variant is String and not (reason_variant as String).is_empty():
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state["reasonCode"] = reason_variant as String
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var prev: Dictionary = _state.duplicate()
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_state = state
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target_state_changed.emit(_state.duplicate())
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_maybe_emit_selection_event(prev, state, cause)
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## Shape-only parse of the v1 target state payload (works for GET body and POST echo).
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## `lockedTargetId` is normalized to either a non-empty [String] or Variant [code]null[/code].
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func _extract_target_state_fields(data: Dictionary) -> Dictionary:
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if not data.has("validity"):
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return {}
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var out: Dictionary = {}
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out["schemaVersion"] = int(data.get("schemaVersion", 1))
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var pid_variant: Variant = data.get("playerId", "")
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out["playerId"] = (pid_variant as String) if pid_variant is String else ""
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var locked_variant: Variant = data.get("lockedTargetId", null)
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if locked_variant is String and not (locked_variant as String).is_empty():
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out["lockedTargetId"] = locked_variant as String
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else:
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out["lockedTargetId"] = null
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var validity_variant: Variant = data.get("validity", "none")
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out["validity"] = (validity_variant as String) if validity_variant is String else "none"
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out["sequence"] = int(data.get("sequence", 0))
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return out
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func _normalized_lock_id(state: Dictionary) -> Variant:
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if state.is_empty():
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return null
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var v: Variant = state.get("lockedTargetId", null)
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if v is String and not (v as String).is_empty():
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return v as String
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return null
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func _maybe_emit_selection_event(prev_state: Dictionary, new_state: Dictionary, cause: String) -> void:
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var prev_id: Variant = _normalized_lock_id(prev_state)
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var next_id: Variant = _normalized_lock_id(new_state)
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if prev_id == next_id:
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return
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if cause.is_empty():
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return
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var ev: Dictionary = {
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"previous": prev_id,
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"next": next_id,
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"cause": cause,
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"sequence": int(new_state.get("sequence", 0)),
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}
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selection_event.emit(ev)
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if log_selection_events:
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print("[TargetSelectionClient] SelectionEvent ", ev)
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