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. |
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|---|---|---|
| .cursor | ||
| .github/workflows | ||
| .vscode | ||
| bruno/neon-sprawl-server | ||
| client | ||
| content | ||
| docs | ||
| scripts | ||
| server | ||
| .gitignore | ||
| AGENTS.md | ||
| NeonSprawl.sln | ||
| README.md | ||
| docker-compose.yml | ||
| gdlintrc | ||
| neon_sprawl_vision.plan.md | ||
README.md
Neon Sprawl
Neon Sprawl is the working title for a crafting-focused sci-fi / cyberpunk MMORPG with gigs (combat roles) and open non-combat skills (solo-dev scope). Product intent and phase gates: neon_sprawl_vision.plan.md. Design axioms: it must be fun, and it must stay distinctly cyberpunk in theme (see Design axioms in the vision plan).
Tech stack (locked)
| Area | Choice |
|---|---|
| Client | Godot 4.x (GDScript) |
| Game server | C# / .NET 10 (ASP.NET Core), PostgreSQL, Protobuf (JSON OK for earliest spike) |
| Content | JSON/YAML + JSON Schema in CI |
Full rationale and constraints: docs/architecture/tech_stack.md.
Decomposition
Epic-level breakdown: docs/decomposition/README.md.
Git workflow
- Documentation (Markdown under
docs/, README files,neon_sprawl_vision.plan.md): work and commit directly onmain. - Code and implementation (server/client source, Godot project,
content/data, Docker/build/CI config): use a branch, then merge tomainwhen ready. Mixed doc + code changes follow the branch rule.
Repository layout (prototype scaffold)
| Path | Purpose |
|---|---|
NeonSprawl.sln |
.NET solution |
server/NeonSprawl.Server/ |
ASP.NET Core game server |
client/ |
Godot 4.x project (import project.godot) |
content/ |
JSON data + JSON Schema (skills/, schemas/) |
docker-compose.yml |
Local PostgreSQL (docker compose up -d) |
Run the server
cd server/NeonSprawl.Server && dotnet run
Then open http://localhost:5253/health (port from launchSettings.json).
Run Postgres locally
docker compose up -d
Connection (dev): host localhost, port 5432, database neon_sprawl, user neon_sprawl, password neon_sprawl_dev.
Run the client
Open the client/ folder in Godot 4.6 and run the main scene (see client/README.md).