feat: add versioned simulation state records

This commit is contained in:
2026-07-05 12:52:07 +02:00
parent c690937afa
commit 30cac28fc0
12 changed files with 514 additions and 1 deletions
+88 -1
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@@ -309,4 +309,91 @@ func get_state_snapshot() -> Dictionary:
} }
func get_state_checksum() -> String: func get_state_checksum() -> String:
return JSON.stringify(get_state_snapshot()).sha256_text() return create_state_record().to_json().sha256_text()
func create_state_record() -> SimulationStateRecord:
var record := SimulationStateRecord.new()
var wander_streams: Array[Dictionary] = []
var sorted_npc_ids: Array = wander_random_sources.keys()
sorted_npc_ids.sort()
for npc_id in sorted_npc_ids:
var source: RandomNumberGenerator = wander_random_sources[npc_id]
wander_streams.append({
"npc_id": int(npc_id),
"seed": str(source.seed),
"state": str(source.state)
})
record.simulation = {
"seed": simulation_seed,
"tick_interval": tick_interval,
"tick_count": tick_count,
"clock_accumulator": clock.accumulator,
"clock_elapsed_ticks": clock.elapsed_ticks,
"wander_random_streams": wander_streams
}
record.village = VillageStateRecord.capture(village)
for npc in npcs:
record.npcs.append(NPCStateRecord.capture(npc))
var resource_nodes := ResourceNode.get_all()
resource_nodes.sort_custom(
func(a: ResourceNode, b: ResourceNode) -> bool:
return String(a.node_id) < String(b.node_id)
)
var captured_resource_ids := {}
for node in resource_nodes:
if captured_resource_ids.has(node.node_id):
continue
captured_resource_ids[node.node_id] = true
record.resources.append(ResourceStateRecord.capture(node))
return record
func serialize_state() -> String:
return create_state_record().to_json()
func restore_state_from_json(json_text: String) -> bool:
var record := SimulationStateRecord.from_json(json_text)
if record == null:
push_error("SimulationManager: refused invalid or unsupported simulation state")
return false
return restore_state(record)
func restore_state(record: SimulationStateRecord) -> bool:
if record == null:
return false
simulation_seed = int(record.simulation["seed"])
tick_interval = float(record.simulation["tick_interval"])
tick_count = int(record.simulation["tick_count"])
clock = SimulationClock.new(tick_interval)
clock.accumulator = float(record.simulation["clock_accumulator"])
clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"])
village = record.village.restore(debug_logs)
npcs.clear()
for npc_record in record.npcs:
npcs.append(npc_record.restore(debug_logs))
wander_random_sources.clear()
var wander_streams: Array = record.simulation["wander_random_streams"]
for stream_data in wander_streams:
var source := RandomNumberGenerator.new()
source.seed = String(stream_data["seed"]).to_int()
source.state = String(stream_data["state"]).to_int()
wander_random_sources[int(stream_data["npc_id"])] = source
for resource_record in record.resources:
var node_id := StringName(resource_record.data["node_id"])
var node := ResourceNode.get_by_id(node_id)
if node == null:
push_warning(
"SimulationManager: resource state '%s' has no loaded presentation node"
% node_id
)
continue
if not resource_record.restore(node):
return false
village_changed.emit(village)
return true
+88
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@@ -0,0 +1,88 @@
class_name NPCStateRecord
extends RefCounted
const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func capture(npc: SimNPC) -> NPCStateRecord:
return NPCStateRecord.new({
"schema_version": SCHEMA_VERSION,
"id": npc.id,
"name": npc.npc_name,
"profession": npc.profession,
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"current_task": npc.current_task,
"task_state": npc.task_state,
"position": [npc.position.x, npc.position.y, npc.position.z],
"is_starving": npc.is_starving,
"starvation_ticks": npc.starvation_ticks,
"starvation_death_threshold": npc.starvation_death_threshold,
"is_dead": npc.is_dead,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"task_complete": npc.task_complete,
"target_id": String(npc.target_id),
"last_task": npc.last_task,
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state)
})
static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all([
"id", "name", "profession", "hunger", "energy", "strength",
"intelligence", "current_task", "task_state", "position",
"is_starving", "starvation_ticks", "starvation_death_threshold",
"is_dead", "task_duration", "task_progress", "task_complete",
"target_id", "last_task", "random_seed", "random_state"
]):
return null
var saved_position = record_data["position"]
if not saved_position is Array or saved_position.size() != 3:
return null
return NPCStateRecord.new(record_data)
func restore(debug_logs: bool) -> SimNPC:
var random_source := RandomNumberGenerator.new()
random_source.seed = String(data["random_seed"]).to_int()
var npc := SimNPC.new(
int(data["id"]),
String(data["name"]),
String(data["profession"]),
float(data["strength"]),
float(data["intelligence"]),
random_source
)
var saved_position: Array = data["position"]
npc.hunger = float(data["hunger"])
npc.energy = float(data["energy"])
npc.current_task = String(data["current_task"])
npc.task_state = String(data["task_state"])
npc.position = Vector3(
float(saved_position[0]),
float(saved_position[1]),
float(saved_position[2])
)
npc.is_starving = bool(data["is_starving"])
npc.starvation_ticks = int(data["starvation_ticks"])
npc.starvation_death_threshold = int(data["starvation_death_threshold"])
npc.is_dead = bool(data["is_dead"])
npc.task_duration = float(data["task_duration"])
npc.task_progress = float(data["task_progress"])
npc.task_complete = bool(data["task_complete"])
npc.target_id = StringName(data["target_id"])
npc.last_task = String(data["last_task"])
npc.random_source.state = String(data["random_state"]).to_int()
npc.debug_logs = debug_logs
return npc
func to_dictionary() -> Dictionary:
return data.duplicate(true)
+1
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@@ -0,0 +1 @@
uid://wf605vpwv8vn
+42
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@@ -0,0 +1,42 @@
class_name ResourceStateRecord
extends RefCounted
const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func capture(node: ResourceNode) -> ResourceStateRecord:
return ResourceStateRecord.new({
"schema_version": SCHEMA_VERSION,
"node_id": String(node.node_id),
"amount_remaining": node.amount_remaining,
"reserved_by": node.reserved_by,
"enabled": node.enabled
})
static func from_dictionary(record_data: Dictionary) -> ResourceStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all([
"node_id", "amount_remaining", "reserved_by", "enabled"
]):
return null
if String(record_data["node_id"]).is_empty():
return null
return ResourceStateRecord.new(record_data)
func restore(node: ResourceNode) -> bool:
if node == null or node.node_id != StringName(data["node_id"]):
return false
node.restore_persistent_state(
float(data["amount_remaining"]),
int(data["reserved_by"]),
bool(data["enabled"])
)
return true
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://pflq8apn87d6
+108
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@@ -0,0 +1,108 @@
class_name SimulationStateRecord
extends RefCounted
const SCHEMA_NAME := "the_steward.simulation"
const SCHEMA_VERSION := 1
var simulation: Dictionary
var village: VillageStateRecord
var npcs: Array[NPCStateRecord] = []
var resources: Array[ResourceStateRecord] = []
func to_dictionary() -> Dictionary:
var npc_data: Array[Dictionary] = []
for npc_record in npcs:
npc_data.append(npc_record.to_dictionary())
var resource_data: Array[Dictionary] = []
for resource_record in resources:
resource_data.append(resource_record.to_dictionary())
return {
"schema": SCHEMA_NAME,
"schema_version": SCHEMA_VERSION,
"simulation": simulation.duplicate(true),
"village": village.to_dictionary(),
"npcs": npc_data,
"resources": resource_data
}
func to_json() -> String:
return JSON.stringify(to_dictionary())
static func from_json(json_text: String) -> SimulationStateRecord:
var parsed = JSON.parse_string(json_text)
if not parsed is Dictionary:
return null
return from_dictionary(parsed)
static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
if record_data.get("schema", "") != SCHEMA_NAME:
return null
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all([
"simulation", "village", "npcs", "resources"
]):
return null
var simulation_data = record_data["simulation"]
if not simulation_data is Dictionary:
return null
if not simulation_data.has_all([
"seed", "tick_interval", "tick_count", "clock_accumulator",
"clock_elapsed_ticks", "wander_random_streams"
]):
return null
var wander_streams = simulation_data["wander_random_streams"]
if not wander_streams is Array:
return null
for stream_data in wander_streams:
if not stream_data is Dictionary:
return null
if not stream_data.has_all(["npc_id", "seed", "state"]):
return null
var village_data = record_data["village"]
if not village_data is Dictionary:
return null
var village_record := VillageStateRecord.from_dictionary(village_data)
if village_record == null:
return null
var npc_data = record_data["npcs"]
var resource_data = record_data["resources"]
if not npc_data is Array or not resource_data is Array:
return null
var record := SimulationStateRecord.new()
record.simulation = simulation_data.duplicate(true)
record.village = village_record
var npc_ids := {}
for item in npc_data:
if not item is Dictionary:
return null
var npc_record := NPCStateRecord.from_dictionary(item)
if npc_record == null:
return null
var npc_id := int(npc_record.data["id"])
if npc_ids.has(npc_id):
return null
npc_ids[npc_id] = true
record.npcs.append(npc_record)
var resource_ids := {}
for item in resource_data:
if not item is Dictionary:
return null
var resource_record := ResourceStateRecord.from_dictionary(item)
if resource_record == null:
return null
var resource_id := String(resource_record.data["node_id"])
if resource_ids.has(resource_id):
return null
resource_ids[resource_id] = true
record.resources.append(resource_record)
return record
@@ -0,0 +1 @@
uid://nmke245eadkk
+39
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@@ -0,0 +1,39 @@
class_name VillageStateRecord
extends RefCounted
const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func capture(village: SimVillage) -> VillageStateRecord:
return VillageStateRecord.new({
"schema_version": SCHEMA_VERSION,
"food": village.food,
"wood": village.wood,
"safety": village.safety,
"knowledge": village.knowledge
})
static func from_dictionary(record_data: Dictionary) -> VillageStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all(["food", "wood", "safety", "knowledge"]):
return null
return VillageStateRecord.new(record_data)
func restore(debug_logs: bool) -> SimVillage:
var village := SimVillage.new()
village.debug_logs = debug_logs
village.food = float(data["food"])
village.wood = float(data["wood"])
village.safety = float(data["safety"])
village.knowledge = float(data["knowledge"])
village.update_modifiers()
village.update_priorities()
return village
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://cipncpfigveuh
@@ -0,0 +1,127 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
await _test_deterministic_continuation()
await _test_resource_state_round_trip()
_test_schema_rejection()
if failures.is_empty():
print("[TEST] Simulation state serialization passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _test_deterministic_continuation() -> void:
var uninterrupted := _create_manager(91234)
_advance_scenario(uninterrupted, 24)
uninterrupted.clock.advance(0.5)
_advance_scenario(uninterrupted, 24)
var uninterrupted_checksum: String = uninterrupted.get_state_checksum()
var before_save := _create_manager(91234)
_advance_scenario(before_save, 24)
before_save.clock.advance(0.5)
var saved_json: String = before_save.serialize_state()
var restored := _create_manager(1)
_check(
restored.restore_state_from_json(saved_json),
"A valid versioned state should restore into a fresh manager"
)
_check(restored.tick_count == 24, "Tick count should survive restoration")
_check(
is_equal_approx(restored.clock.accumulator, 0.5),
"Clock remainder should survive restoration"
)
_advance_scenario(restored, 24)
var restored_checksum: String = restored.get_state_checksum()
if restored_checksum != uninterrupted_checksum:
print(
"[TEST] uninterrupted=",
uninterrupted.serialize_state(),
"\n[TEST] restored=",
restored.serialize_state()
)
_check(
restored_checksum == uninterrupted_checksum,
"Restored simulation should match uninterrupted deterministic continuation"
)
uninterrupted.free()
before_save.free()
restored.free()
func _test_resource_state_round_trip() -> void:
var resource: ResourceNode = load(
"res://world/resource_nodes/ResourceNode.tscn"
).instantiate()
resource.node_id = &"SerializationTestBerry"
resource.amount_remaining = 9.0
resource.yield_per_action = 2.0
root.add_child(resource)
await process_frame
_check(resource.reserve(42), "Resource should accept the test reservation")
resource.extract()
var manager := _create_manager(77)
var saved_json: String = manager.serialize_state()
resource.extract(5.0)
resource.release(42)
resource.enabled = false
_check(
manager.restore_state_from_json(saved_json),
"Resource state should restore with the simulation record"
)
_check(
is_equal_approx(resource.amount_remaining, 7.0),
"Resource amount should round-trip"
)
_check(resource.reserved_by == 42, "Resource reservation should round-trip")
_check(resource.enabled, "Resource enabled state should round-trip")
manager.free()
resource.free()
func _test_schema_rejection() -> void:
var unsupported := JSON.stringify({
"schema": SimulationStateRecord.SCHEMA_NAME,
"schema_version": 999
})
_check(
SimulationStateRecord.from_json(unsupported) == null,
"Unsupported schema versions should be rejected"
)
_check(
SimulationStateRecord.from_json("[]") == null,
"Non-record JSON should be rejected"
)
func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
root.add_child(manager)
manager.set_process(false)
return manager
func _advance_scenario(manager: Node, steps: int) -> void:
for step in steps:
manager.simulate_tick()
for npc in manager.npcs:
manager.get_wander_offset(npc.id)
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
manager.notify_npc_arrived(npc.id)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
@@ -0,0 +1 @@
uid://5c7luv7p1odh
+17
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@@ -75,6 +75,20 @@ func extract(requested_amount: float = yield_per_action) -> float:
$Visual.visible = false $Visual.visible = false
return extracted return extracted
func restore_persistent_state(
saved_amount: float,
saved_reserved_by: int,
saved_enabled: bool
) -> void:
amount_remaining = maxf(saved_amount, 0.0)
reserved_by = saved_reserved_by if amount_remaining > 0.0 else -1
enabled = saved_enabled
amount_changed.emit(node_id, amount_remaining)
reservation_changed.emit(node_id, reserved_by)
if has_node("Visual"):
$Visual.visible = not (hide_visual_when_depleted and is_depleted())
_update_debug_label()
func _update_debug_label(_a = null, _b = null) -> void: func _update_debug_label(_a = null, _b = null) -> void:
if not has_node("DebugLabel"): if not has_node("DebugLabel"):
return return
@@ -92,6 +106,9 @@ static func get_by_id(node_id: StringName) -> ResourceNode:
return node return node
return null return null
static func get_all() -> Array[ResourceNode]:
return _all.duplicate()
static func find_available(action: StringName, agent_id: int, from_position: Vector3) -> ResourceNode: static func find_available(action: StringName, agent_id: int, from_position: Vector3) -> ResourceNode:
var best: ResourceNode var best: ResourceNode
var best_dist := INF var best_dist := INF