neon-sprawl/client/scripts/target_selection_client.gd

229 lines
7.9 KiB
GDScript

extends Node
## NEO-24 (E1M3-02): client tab-target + lock UI synced to server (NEO-23 `TargetState` v1).
##
## Flow:
## - `request_sync_from_server()` → `GET …/target` returns `PlayerTargetStateResponse` v1.
## - `request_tab_next()` picks the next id from `PrototypeTargetConstants.ORDERED_IDS`
## (first id if no lock) and POSTs `TargetSelectRequest` v1.
## - `request_select_target_id(id)` POSTs a specific id.
## - `request_clear_target()` POSTs with `targetId` omitted (NEO-23 clear rule).
## - Movement-triggered refresh: while a lock is held, `on_authoritative_position_snap(...)`
## fires a throttled `GET` so `validity` flips to `out_of_range` after locomotion without
## duplicating server radius math on the client (plan Decision 2).
##
## Not an `HTTPRequest` subclass — tests inject a `Node` exposing `request()` +
## `request_completed` (same pattern as `position_authority_client.gd`).
signal target_state_changed(state: Dictionary)
enum Phase { IDLE, GET, POST_SELECT }
const PrototypeTargetConstants := preload("res://scripts/prototype_target_constants.gd")
## Cooldown between movement-triggered refresh GETs. Drops further snaps inside the window so
## one `move-stream` burst does not produce one GET per snap.
const _REFRESH_COOLDOWN_MSEC: int = 250
@export var base_url: String = "http://127.0.0.1:5253"
@export var dev_player_id: String = "dev-local-1"
var _http: Node
var _busy: bool = false
var _phase: Phase = Phase.IDLE
## Last acknowledged state from the server. Mirrors `PlayerTargetStateResponse` v1:
## `schemaVersion` (int), `playerId` (String), `lockedTargetId` (String or `null`),
## `validity` (String: `none` | `ok` | `out_of_range` | `invalid_target`),
## `sequence` (int). POST responses additionally carry `selectionApplied` (bool) and an optional
## `reasonCode` (String).
var _state: Dictionary = {}
## `-_REFRESH_COOLDOWN_MSEC` so the first snap is never blocked by the window on boot.
var _last_refresh_msec: int = -_REFRESH_COOLDOWN_MSEC
func _create_http_request() -> Node:
return HTTPRequest.new()
func _ready() -> void:
_http = _create_http_request()
add_child(_http)
if _http is HTTPRequest:
(_http as HTTPRequest).timeout = 30.0
@warning_ignore("unsafe_method_access")
_http.request_completed.connect(_on_request_completed)
## Matches `interaction_request_client.gd`: `_input` is more reliable than `_unhandled_input`
## inside the embedded Game dock / focus quirks. Tab is captured before UI focus navigation,
## which is fine while the prototype HUD has no focusable controls.
func _input(event: InputEvent) -> void:
if event.is_action_pressed("target_tab"):
request_tab_next()
elif event.is_action_pressed("target_clear"):
request_clear_target()
func request_sync_from_server() -> void:
if _busy:
return
_busy = true
_phase = Phase.GET
_last_refresh_msec = Time.get_ticks_msec()
var url := "%s/game/players/%s/target" % [_base_root(), _player_path_segment()]
var err: Error = _http.request(url)
if err != OK:
push_warning("TargetSelectionClient: GET failed to start (%s)" % err)
_busy = false
_phase = Phase.IDLE
func request_tab_next() -> void:
var current: Variant = _state.get("lockedTargetId", null)
var next_id: String = PrototypeTargetConstants.next_id_after(current)
if next_id.is_empty():
return
request_select_target_id(next_id)
func request_select_target_id(target_id: String) -> void:
var trimmed := target_id.strip_edges()
if trimmed.is_empty():
push_warning("TargetSelectionClient: refusing empty targetId; use request_clear_target()")
return
_post_select({"schemaVersion": 1, "targetId": trimmed})
func request_clear_target() -> void:
# NEO-23: omit `targetId` to clear. JSON `null` also works; omission keeps the body minimal.
_post_select({"schemaVersion": 1})
## Connected to `PositionAuthorityClient.authoritative_position_received` in `main.gd`.
## Boot is naturally skipped because no lock is held yet; once a lock exists, subsequent
## snaps fire a refresh GET subject to a cooldown so bursts collapse to one GET.
func on_authoritative_position_snap(_world: Vector3, apply_as_snap: bool) -> void:
if not apply_as_snap:
return
if not _has_lock():
return
if _busy:
return
var now_msec: int = Time.get_ticks_msec()
if now_msec - _last_refresh_msec < _REFRESH_COOLDOWN_MSEC:
return
request_sync_from_server()
func cached_state() -> Dictionary:
return _state.duplicate()
func _has_lock() -> bool:
if _state.is_empty():
return false
var v: Variant = _state.get("lockedTargetId", null)
return v is String and not (v as String).is_empty()
func _post_select(payload: Dictionary) -> void:
if _busy:
return
_busy = true
_phase = Phase.POST_SELECT
var url := "%s/game/players/%s/target/select" % [_base_root(), _player_path_segment()]
var body := JSON.stringify(payload)
var headers := PackedStringArray(["Content-Type: application/json"])
var err: Error = _http.request(url, headers, HTTPClient.METHOD_POST, body)
if err != OK:
push_warning("TargetSelectionClient: POST failed to start (%s)" % err)
_busy = false
_phase = Phase.IDLE
func _base_root() -> String:
return base_url.strip_edges().rstrip("/")
func _player_path_segment() -> String:
# ASCII-safe ids (e.g. `dev-local-1`); percent-encode if ids gain reserved URL characters.
return dev_player_id.strip_edges()
func _on_request_completed(
_result: int, response_code: int, _headers: PackedStringArray, body: PackedByteArray
) -> void:
var phase: Phase = _phase
_busy = false
_phase = Phase.IDLE
if _result != HTTPRequest.RESULT_SUCCESS:
push_warning("TargetSelectionClient: HTTP failed (result=%s)" % _result)
return
var text := body.get_string_from_utf8()
var parsed: Variant = JSON.parse_string(text)
if not parsed is Dictionary:
if response_code != 200:
push_warning("TargetSelectionClient: HTTP %s non-JSON body" % response_code)
return
var data: Dictionary = parsed
match phase:
Phase.GET:
if response_code == 200:
_update_state_from_get(data)
Phase.POST_SELECT:
# Server includes authoritative `targetState` on 200 (apply and denial). 400 / 404
# bodies may lack it — swallow quietly; `_state` keeps last-good.
if response_code == 200:
_update_state_from_post(data)
_:
pass
func _update_state_from_get(data: Dictionary) -> void:
var state := _extract_target_state_fields(data)
if state.is_empty():
return
_state = state
target_state_changed.emit(_state.duplicate())
func _update_state_from_post(data: Dictionary) -> void:
var target_state_variant: Variant = data.get("targetState", null)
if not target_state_variant is Dictionary:
push_warning("TargetSelectionClient: POST 200 missing targetState")
return
var state := _extract_target_state_fields(target_state_variant as Dictionary)
if state.is_empty():
return
state["selectionApplied"] = bool(data.get("selectionApplied", false))
var reason_variant: Variant = data.get("reasonCode", null)
if reason_variant is String and not (reason_variant as String).is_empty():
state["reasonCode"] = reason_variant as String
_state = state
target_state_changed.emit(_state.duplicate())
## Shape-only parse of the v1 target state payload (works for GET body and POST echo).
## `lockedTargetId` is normalized to either a non-empty [String] or Variant [code]null[/code].
func _extract_target_state_fields(data: Dictionary) -> Dictionary:
if not data.has("validity"):
return {}
var out: Dictionary = {}
out["schemaVersion"] = int(data.get("schemaVersion", 1))
var pid_variant: Variant = data.get("playerId", "")
out["playerId"] = (pid_variant as String) if pid_variant is String else ""
var locked_variant: Variant = data.get("lockedTargetId", null)
if locked_variant is String and not (locked_variant as String).is_empty():
out["lockedTargetId"] = locked_variant as String
else:
out["lockedTargetId"] = null
var validity_variant: Variant = data.get("validity", "none")
out["validity"] = (validity_variant as String) if validity_variant is String else "none"
out["sequence"] = int(data.get("sequence", 0))
return out