20 KiB
Game server (NeonSprawl.Server)
ASP.NET Core .NET 10 host for authoritative simulation (prototype: HTTP + health + position state via in-memory or PostgreSQL).
Prerequisites
- .NET 10 SDK (matches
TargetFrameworkinNeonSprawl.Server.csproj). Check withdotnet --list-sdks.
Run
cd server/NeonSprawl.Server
dotnet run
- Default URL is printed by Kestrel (see
Properties/launchSettings.json, typicallyhttp://localhost:5253). - Check
GET /healthfor a JSON heartbeat.
Position persistence (NEO-8)
When ConnectionStrings:NeonSprawl is set to a valid PostgreSQL connection string, the server uses the player_position table (relational columns pos_x … sequence, not JSONB). DDL lives in server/db/migrations/V001__player_position.sql; the app applies that script on startup and on first store use (idempotent CREATE TABLE IF NOT EXISTS). The configured dev player (Game:DevPlayerId / Game:DefaultPosition) is seeded once at host startup, matching the in-memory store’s constructor seed (not on every HTTP request).
If ConnectionStrings:NeonSprawl is missing or blank, behavior matches NEO-6/NEO-7 (in-memory only). The test project’s postgres.runsettings sets ConnectionStrings__NeonSprawl for the test host so Postgres integration tests run in CI/Rider/dotnet test; non-Postgres tests use InMemoryWebApplicationFactory and do not require a live DB. Remove or rename postgres.runsettings (and the RunSettingsFilePath property) if you want those three tests to skip again when the variable is unset.
Environment variables (typical — same mapping as other ASP.NET Core config):
| Mechanism | Example |
|---|---|
| Shell / CI | export ConnectionStrings__NeonSprawl='Host=localhost;Port=5432;Database=neon_sprawl;Username=neon_sprawl;Password=neon_sprawl_dev' |
| User secrets | dotnet user-secrets set ConnectionStrings:NeonSprawl "<connection string>" (run from server/NeonSprawl.Server) |
Match credentials with root docker-compose.yml for local development.
Restart check (acceptance criteria): start Postgres (docker compose up -d from repo root), set the connection string, dotnet run, POST …/move, stop the server, dotnet run again, GET …/position should return the last committed state.
Postgres integration tests require ConnectionStrings__NeonSprawl (set automatically in .github/workflows/dotnet.yml). The test project sets this via NeonSprawl.Server.Tests/postgres.runsettings (RunSettingsFilePath in the .csproj) so dotnet test and Rider pick it up without shell export. launchSettings.json in the same project is for IDE launch profiles and is not the xUnit “config file” in Rider settings.
Contributors / PRs: With postgres.runsettings checked in, dotnet test always injects that connection string, so the three Postgres integration tests run (they are not skipped). If nothing is listening on Postgres and Docker cannot start Compose (or you have no DB), those tests fail—that is expected, not a random flake. Mitigations: docker compose up -d from the repo root (tests may auto-start Compose locally when not in CI), or temporarily remove RunSettingsFilePath from NeonSprawl.Server.Tests.csproj while hacking. GitHub Actions provides Postgres in .github/workflows/dotnet.yml, so merges stay green when the workflow runs.
Rider: Under Settings → … → Unit Testing → xUnit.net, leave “Use specific configuration file” off unless you add a real xunit.runner.json. Do not point that field at launchSettings.json.
Local Docker (optional automation): When not in CI (CI, GITHUB_ACTIONS, GITLAB_CI, TF_BUILD), the Postgres test harness tries to connect first. If the server is unreachable, it runs docker compose up -d from the repo root (same compose file as root docker-compose.yml), waits for the DB, runs tests, then runs docker compose down only if it started Compose itself. If Postgres was already listening (existing container or native install), tests do not stop your database afterward. Initialization is async (no sync-over-async on the xUnit sync context) so Rider / Visual Studio do not leave Postgres tests stuck Pending after Compose starts.
Position state (NEO-6)
Authoritative player position is served over HTTP whether the backing store is in memory or PostgreSQL (NEO-8). The HTTP JSON shape is versioned with top-level schemaVersion (see XML docs on PositionStateResponse in the server project). Path {id} is trimmed and matched case-insensitively against stored players; playerId in the JSON body echoes the path segment from the request. Stored player ids use invariant lowercase + trim in Postgres for lookup parity.
Example (dev player id defaults to dev-local-1 in appsettings.json):
curl -s http://localhost:5253/game/players/dev-local-1/position
Sample response (default spawn matches Godot capsule and NEO-9 walk-in range demo):
{"schemaVersion":1,"playerId":"dev-local-1","position":{"x":-5,"y":0.9,"z":-5},"sequence":0}
Unknown player ids return 404. Full zone sync / replication is still out of scope for these spikes.
Move command (NEO-7, NEO-10)
POST /game/players/{id}/move with JSON body applies a v1 MoveCommand: authoritative position snaps to target immediately; sequence in responses increases by one per successful apply.
POST /game/players/{id}/move-stream (NEO-22): JSON body MoveStreamRequest (schemaVersion 1, targets: ordered array of world positions, max 24 per request). The server validates the entire chain against Game:MovementValidation (same rules as a single move) before applying anything, then applies each target in order; sequence increases by one per applied target. Response body matches PositionStateResponse. On the first failing leg the handler returns 400 with MoveCommandRejectedResponse and does not change stored position.
Client navigation (NEO-11): The Godot prototype uses a baked navigation mesh for local vertical routing / step assist when applicable; WASD sends move-stream samples and the server validates straight-line legs (NEO-10) from the last authoritative position to each requested position. The server does not simulate navmesh. Cheating or divergent paths are out of scope for this slice.
NEO-10 validation (reject-only): Before applying, the server checks the move against Game:MovementValidation. Limits use horizontal distance on X/Z only and |ΔY| separately (see MoveCommandValidation). Unknown players return 404 before validation.
| Config key | Meaning | Default (see appsettings.json) |
|---|---|---|
Game:MovementValidation:MaxHorizontalStep |
Max XZ displacement per command (m); inclusive at limit | 18 |
Game:MovementValidation:MaxVerticalStep |
Max absolute Y delta per command (m); inclusive | 2.2 |
Game:MovementValidation:DistrictBoundsEnabled |
Axis-aligned box on target (inclusive min/max) | false |
Game:MovementValidation:DistrictMinX … DistrictMaxZ |
District extents when enabled | ±12 / Y −2…24 |
Manual QA (Godot main.tscn): Green bumps are two random short cylinders each run (~8–14 cm rise) and stay under default MaxVerticalStep from the dev spawn; orange reject pedestal top is ~2.5 m above floor so move-stream from the floor into the pedestal still yields vertical_step_exceeded (default MaxVerticalStep is 2.2 m); the physics ramp test block top is 2 m so streaming from it toward the floor is accepted. Far pad is beyond default horizontal reach for horizontal_step_exceeded when horizontal limits are enabled.
Request body (example):
curl -s -X POST http://localhost:5253/game/players/dev-local-1/move \
-H "Content-Type: application/json" \
-d '{"schemaVersion":1,"target":{"x":1.5,"y":0,"z":-2}}'
- 200 — body matches
PositionStateResponse(same shape asGET…/position). - 400 — malformed command (missing/invalid body or wrong
schemaVersion) or move rejected by NEO-10 rules. Rejection responses are JSONMoveCommandRejectedResponse:schemaVersion(1) +reasonCode(horizontal_step_exceeded,vertical_step_exceeded,out_of_bounds). Malformed requests return 400 with no rejection body. - 404 — unknown player id.
See XML on MoveCommandRequest, PositionStateResponse, and MoveCommandRejectedResponse in the server project.
For a PR-ready contract blurb (formatted JSON + field table), see the NEO-6 implementation plan — Pull request description (GET shape) and NEO-7 implementation plan (MoveCommand + sequence semantics). NEO-10: NEO-10 implementation plan.
Interaction (NEO-9)
POST /game/players/{id}/interact with a versioned InteractionRequest body asks whether the given player may use a prototype interactable now. The server reads authoritative PositionState from IPositionStateStore (same id rules as position APIs: trim + ordinal case-insensitive match). Horizontal reach uses X and Z only; Y is ignored for distance (floor-plane prototype). See HorizontalReach in NeonSprawl.Server/Game/World/ and PrototypeInteractableRegistry in Game/Interaction/.
Request (example):
curl -s -X POST http://localhost:5253/game/players/dev-local-1/interact \
-H "Content-Type: application/json" \
-d '{"schemaVersion":1,"interactableId":"prototype_terminal"}'
HTTP
| Status | Meaning |
|---|---|
| 200 | Body is InteractionResponse v1: allowed: true (optional payload, interactableId echo) or allowed: false with required reasonCode. |
| 400 | Not a valid v1 attempt (bad/missing schemaVersion, malformed JSON, missing interactableId, or empty after trim). |
| 404 | Unknown player only (no row in the position store). |
reasonCode (v1, when allowed is false)
| Code | When |
|---|---|
out_of_range |
Horizontal distance on X/Z is greater than the interactable’s interactionRadius (on the radius is allowed — inclusive <=). |
unknown_interactable |
Id not in the prototype registry (after trim + case-insensitive lookup). |
When allowed is true, reasonCode is omitted (clients must not require it on success). Unknown player never returns this JSON — use 404.
Contract details and PR blurb: NEO-9 implementation plan.
Interactable descriptors (NEO-25)
GET /game/world/interactables returns a versioned projection of the prototype PrototypeInteractableRegistry (no player id; global list). Use this for client discovery of anchors, radii, and kind instead of duplicating registry constants in GDScript.
Example:
curl -s http://localhost:5253/game/world/interactables
HTTP
| Status | Meaning |
|---|---|
| 200 | Body is InteractablesListResponse v1: schemaVersion (1) + interactables array. |
interactables[] fields (v1)
| Field | Meaning |
|---|---|
interactableId |
Lowercase canonical id (matches POST …/interact). |
kind |
Stable machine string (terminal, resource_node, …). |
anchor |
Object with x, y, z (world meters). |
interactionRadius |
Horizontal reach on X/Z; inclusive boundary (same rule as NEO-9). |
Rows are sorted by ascending interactableId. Plan: NEO-25 implementation plan.
Targeting (NEO-23)
Authoritative combat target lock (prototype): GET /game/players/{id}/target returns PlayerTargetStateResponse v1; POST /game/players/{id}/target/select accepts TargetSelectRequest v1 and returns TargetSelectResponse v1. Player id rules match position/interact (trim + ordinal case-insensitive lookup in the in-memory store). Horizontal lock range uses HorizontalReach on X/Z only (inclusive radius), same floor-plane policy as NEO-9.
Soft lock: the server keeps the persisted lockedTargetId until clear or a successful swap. If the player moves out of stub range, validity becomes out_of_range on GET and on POST echoes until they move back in range, clear, or select another valid target (see NEO-23 implementation plan).
Stub registry: PrototypeTargetRegistry in NeonSprawl.Server/Game/Targeting/ — ids prototype_target_alpha, prototype_target_beta (ascending id order for future tab cycle).
GET /game/players/{id}/target
| Field | Meaning |
|---|---|
schemaVersion |
1 |
playerId |
Echo of route {id} |
lockedTargetId |
Lowercase stub id when locked; JSON null when no lock (key always present) |
validity |
none (no lock), ok, out_of_range, or invalid_target (unknown id in store — should not occur in normal use) |
sequence |
Increments when the persisted lock id changes (clear or swap); unchanged on idempotent re-select of the same id |
POST /game/players/{id}/target/select — body schemaVersion (1), optional targetId. Omit targetId or send JSON null to clear the lock. Non-null targetId is trimmed; whitespace-only after trim → 400.
Examples:
curl -s http://localhost:5253/game/players/dev-local-1/target
curl -s -X POST http://localhost:5253/game/players/dev-local-1/target/select \
-H "Content-Type: application/json" \
-d '{"schemaVersion":1,"targetId":"prototype_target_alpha"}'
HTTP
| Status | Meaning |
|---|---|
| 200 | GET: PlayerTargetStateResponse v1. POST: TargetSelectResponse v1 with targetState always set; selectionApplied true or false; when false, required reasonCode. |
| 400 | Invalid v1 body (wrong schemaVersion, malformed JSON, or targetId whitespace-only when provided). |
| 404 | Unknown player only (same as interact). |
reasonCode (POST v1, when selectionApplied is false)
| Code | When |
|---|---|
unknown_target |
Id not in the prototype target registry (after trim + case-insensitive lookup). |
out_of_range |
Horizontal distance on X/Z is greater than the target’s lockRadius (on the radius is allowed — inclusive <=). |
When selectionApplied is true, reasonCode is omitted (clients must not require it on success).
Hotbar loadout (NEO-29)
Prototype server-owned hotbar bindings are available at:
GET /game/players/{id}/hotbar-loadout→ returnsHotbarLoadoutResponsev1 with fixedslotCount8 andslotsarray entries (slotIndex, nullableabilityId) for every slot.POST /game/players/{id}/hotbar-loadoutwithHotbarLoadoutUpdateRequestv1 (schemaVersion,slots[]) upserts one or more slot bindings and returnsHotbarLoadoutUpdateResponsev1.
Prototype policy (kickoff decision):
- Scope is per player id (same keying strategy as
PositionState/TargetState). - Persistence mirrors NEO-8/NS-17: Postgres when
ConnectionStrings:NeonSprawlexists, otherwise in-memory fallback.
Validation deny reason codes (POST 200 with updated=false):
| Code | Meaning |
|---|---|
slot_out_of_bounds |
slotIndex is outside v1 range 0..7. |
unknown_ability |
abilityId is empty/whitespace or not in the prototype allowlist. |
duplicate_slot |
Request repeats the same slotIndex more than once. |
Current prototype allowlist: prototype_pulse, prototype_guard, prototype_dash, prototype_burst.
Ability cast (NEO-31)
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.
POST /game/players/{id}/ability-castwithAbilityCastRequestv1 (schemaVersion,slotIndex0..7,abilityId,targetId) validates the player exists, the slot is bound in persisted hotbar loadout, andabilityIdmatches that binding and the prototype allowlist. NEO-28:targetIdmust be non-empty, exist inPrototypeTargetRegistry, 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). ReturnsAbilityCastResponsev1 JSON (schemaVersion,accepted, optionalreasonCode).
HTTP status:
| Status | When |
|---|---|
| 200 | Body parses as AbilityCastResponse; accepted is true or false with a stable reasonCode on deny. |
| 400 | Missing body or wrong schemaVersion. |
| 404 | Unknown player id (no position row / unknown player for this prototype). |
Deny reasonCode values (200, accepted=false):
| Code | Meaning |
|---|---|
slot_out_of_bounds |
slotIndex outside 0..7. |
slot_unbound |
No ability bound on that slot in stored loadout. |
loadout_mismatch |
abilityId does not match the ability bound on that slot. |
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). |
Implementation: server/NeonSprawl.Server/Game/AbilityInput/AbilityCastApi.cs, AbilityCastDtos.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
From repo root: dotnet build NeonSprawl.sln and dotnet test NeonSprawl.sln.
CI
Pull requests targeting main run build and tests via .github/workflows/dotnet.yml on GitHub Actions (ubuntu-latest runner, Release configuration).
Linux + Rider: “only 8.x in /usr/share/dotnet”
If the debugger prints .NET location: /usr/share/dotnet and cannot find Microsoft.NETCore.App 10.x while you have .NET 10 under ~/.dotnet:
launchSettings.jsonenvironmentVariables(e.g.DOTNET_ROOT) often do not apply to the native apphost Rider launches first; the host probes/usr/share/dotnetbefore your app starts.- This repo sets
<UseAppHost>false</UseAppHost>for Debug builds so the IDE runsdotnet …/NeonSprawl.Server.dllusing the .NET CLI you configured in the toolchain (/home/don/.dotnet/dotnet), which then loads the 10.x shared runtime from the same install. - Alternatives: install .NET 10 into the default location so
/usr/share/dotnethas 10.x, or addDOTNET_ROOT=/home/don/.dotnetin Run → Edit Configurations → Environment variables (IDE-level, not onlylaunchSettings.json).