Stage 2: accounts, characters, permadeath, levels and experience
ci / verify (push) Successful in 47s

Identity is shaped like Steamworks so swapping to it is one subclass and no
schema change: the client presents an opaque ticket, the server validates it
into a stable 64-bit account id, and nothing downstream sees anything else.
LocalAuthProvider takes any ticket at face value -- insecure on purpose, and
labelled as such everywhere, because the point is the shape rather than the
security. Do not ship it.

Characters persist as JSON keyed by account. Account ids are written as decimal
strings because they are 64-bit and JSON numbers are doubles, which would
silently round them. A corrupt store aborts the server rather than starting
empty: starting empty looks like it worked and then saves over every character
on the first level-up.

Levels 1-15, +10 max health each, level DERIVED from lifetime experience rather
than stored beside it, so a hand-edited save cannot produce a level 12 character
with a level 3's experience. Experience is shared undivided across everyone
alive in the instance -- splitting it would make bringing a friend cost you
progress. A level-up heals by what it added, so gaining one mid-fight is relief
rather than a bar that moved further from full.

Death is permanent and unbinds the character entirely: no "return to the hub as
the character who just died", because the run is over. The record is retired,
never deleted. The five-character cap counts LIVING characters only -- counting
the dead would lock a player out of their own account after five deaths.

Verified by tools/diag_progression.tscn, which drives the real server through
kill -> xp -> level -> health and death -> retire -> roster. The bot smoke test
cannot cover that: bots are poor shots and rarely kill anything. Writing it
caught two real ordering bugs -- the death event was dispatched before the
payload that tells the player they died, and the dead character stayed bound to
the peer.

Also added --account and --store so several clients and test runs can coexist
on one machine. The smoke test now uses a scratch store; without it a rerun
resumed the previous run's characters and "a character was created" quietly
stopped being true.

193 tests. check.sh, test.sh, smoke.sh, diag_progression and diag_prediction
all pass.
This commit is contained in:
2026-09-04 00:44:34 +02:00
parent ff5e527ad4
commit 4765bbce28
36 changed files with 1613 additions and 34 deletions
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class_name CharacterStore
extends RefCounted
## Server-side persistence for accounts and their characters.
##
## JSON on disk, because the shape is small, the write rate is low (a level-up
## or a death, not a tick), and a save file you can open in a text editor is
## worth a great deal while a game is still being built. If this ever becomes a
## bottleneck the interface is narrow enough to put a database behind.
##
## Keyed by account id -- a 64-bit integer, deliberately the same shape as a
## SteamID64 so swapping [AuthProvider] for a real Steam one needs no migration.
const SAVE_PATH := "user://characters.json"
const FORMAT_VERSION := 1
## Live characters an account may hold at once. Retired ones do not count: a
## player who has died five times must not be locked out of their own account.
const MAX_ACTIVE := 5
## account_id -> { "characters": Array[Character], "last_played": String }
var _accounts: Dictionary[int, Dictionary] = {}
var _path: String = SAVE_PATH
var _rng := RandomNumberGenerator.new()
func _init(path: String = SAVE_PATH) -> void:
_path = path
_rng.randomize()
# --- Queries ----------------------------------------------------------------
func characters_for(account_id: int) -> Array[Character]:
var entry: Dictionary = _accounts.get(account_id, {})
var out: Array[Character] = []
for c in entry.get("characters", []):
out.append(c)
return out
func active_characters(account_id: int) -> Array[Character]:
var out: Array[Character] = []
for c in characters_for(account_id):
if c.active:
out.append(c)
return out
func get_character(account_id: int, character_id: String) -> Character:
for c in characters_for(account_id):
if c.id == character_id:
return c
return null
## The character to select on login: the last one played if it is still alive,
## otherwise the newest living one, otherwise nothing.
func last_played(account_id: int) -> Character:
var entry: Dictionary = _accounts.get(account_id, {})
var wanted := String(entry.get("last_played", ""))
var c := get_character(account_id, wanted)
if c != null and c.active:
return c
var living := active_characters(account_id)
if living.is_empty():
return null
var newest: Character = living[0]
for candidate in living:
if candidate.created_unix > newest.created_unix:
newest = candidate
return newest
func can_create(account_id: int) -> bool:
return active_characters(account_id).size() < MAX_ACTIVE
# --- Mutations --------------------------------------------------------------
## Returns null when the account is already at its living-character limit.
func create_character(account_id: int, character_name: String) -> Character:
if not can_create(account_id):
return null
var c := Character.create(character_name, _rng)
var entry: Dictionary = _accounts.get(account_id, {"characters": [], "last_played": ""})
entry["characters"].append(c)
entry["last_played"] = c.id
_accounts[account_id] = entry
save()
return c
func set_last_played(account_id: int, character_id: String) -> void:
var entry: Dictionary = _accounts.get(account_id, {"characters": [], "last_played": ""})
entry["last_played"] = character_id
_accounts[account_id] = entry
save()
## Death. The record stays; only its active flag changes.
func retire_character(account_id: int, character_id: String) -> void:
var c := get_character(account_id, character_id)
if c == null or not c.active:
return
c.retire()
save()
func grant_xp(account_id: int, character_id: String, amount: int) -> int:
var c := get_character(account_id, character_id)
if c == null:
return 0
var gained := c.grant_xp(amount)
if gained > 0:
save()
return gained
# --- Persistence ------------------------------------------------------------
func save() -> void:
var accounts := {}
for account_id in _accounts:
var entry: Dictionary = _accounts[account_id]
var chars := []
for c in entry["characters"]:
chars.append(c.to_dict())
# JSON object keys are strings; account ids are 64-bit and would lose
# precision as JSON numbers, so they are written as decimal strings.
accounts[str(account_id)] = {
"characters": chars,
"last_played": entry.get("last_played", ""),
}
var f := FileAccess.open(_path, FileAccess.WRITE)
if f == null:
GameLog.error("store", "cannot write %s (error %d)" % [_path, FileAccess.get_open_error()])
return
f.store_string(JSON.stringify({"version": FORMAT_VERSION, "accounts": accounts}, "\t"))
f.close()
## A missing file is a new server, not an error. A corrupt one is refused
## loudly and left alone rather than silently overwritten -- losing every
## character to a stray byte would be far worse than refusing to start.
func load_from_disk() -> bool:
_accounts.clear()
if not FileAccess.file_exists(_path):
return true
var f := FileAccess.open(_path, FileAccess.READ)
if f == null:
GameLog.error("store", "cannot read %s" % _path)
return false
var text := f.get_as_text()
f.close()
# JSON.new().parse() rather than JSON.parse_string(): it reports where the
# file is malformed instead of just returning null, which is the difference
# between a usable error and a mystery when someone's save will not load.
var json := JSON.new()
if json.parse(text) != OK or typeof(json.data) != TYPE_DICTIONARY:
GameLog.error("store", "%s is not valid JSON (line %d: %s); refusing to overwrite it"
% [_path, json.get_error_line(), json.get_error_message()])
return false
var data: Dictionary = json.data
var accounts: Dictionary = data.get("accounts", {})
for key in accounts:
var account_id := int(str(key))
var entry: Dictionary = accounts[key]
var chars: Array[Character] = []
for raw in entry.get("characters", []):
chars.append(Character.from_dict(raw))
_accounts[account_id] = {
"characters": chars,
"last_played": String(entry.get("last_played", "")),
}
GameLog.info("store", "loaded %d account(s) from %s" % [_accounts.size(), _path])
return true