feat: synchronize authoritative npc position

- NpcVisual emits position_changed signal during _physics_process
- SimulationManager.synchronize_npc_position() writes active position
  into SimNPC state on movement, arrival, and navigation failure
- WorldViewManager forwards position_changed and syncs before
  despawn/reload
- SimNPC stores travel_target_position and has_travel_target as
  versioned state; NPCStateRecord v2 persists them with v1 migration
- WorldViewManager.spawn_npc_visual() resumes travel for traveling NPCs
  via SimulationManager.request_current_travel()
- WorldViewManager.despawn_npc_visual() syncs position before removal
- WorldViewManager.reload_npc_visual() spawns a visual from persisted
  state without rerolling target selection
- tests/npc_visual_lifecycle_test.gd proves unload/reload preserves
  action, target, reservation, position, RNG state, and checksum
- simulation_state_serialization_test adds legacy v1 NPC migration test
  that does not invent an active travel target
This commit is contained in:
2026-07-05 17:21:17 +02:00
parent 4f9dc842fd
commit a8ae331f51
8 changed files with 238 additions and 10 deletions
+3
View File
@@ -2,6 +2,7 @@ extends CharacterBody3D
signal arrived_at_target(sim_id: int) signal arrived_at_target(sim_id: int)
signal navigation_failed(sim_id: int) signal navigation_failed(sim_id: int)
signal position_changed(sim_id: int, active_position: Vector3)
const DEBUG_LOGS := true const DEBUG_LOGS := true
@@ -123,6 +124,8 @@ func _physics_process(delta: float) -> void:
velocity.y = 0.0 velocity.y = 0.0
move_and_slide() move_and_slide()
if not global_position.is_equal_approx(prev_pos):
position_changed.emit(sim_id, global_position)
var minimum_progress := move_speed * delta * 0.1 var minimum_progress := move_speed * delta * 0.1
if global_position.distance_squared_to(prev_pos) < minimum_progress * minimum_progress: if global_position.distance_squared_to(prev_pos) < minimum_progress * minimum_progress:
+4
View File
@@ -26,6 +26,8 @@ var task_duration := 0.0
var task_progress := 0.0 var task_progress := 0.0
var task_complete := true var task_complete := true
var target_id: StringName = &"" var target_id: StringName = &""
var travel_target_position: Vector3
var has_travel_target := false
var last_task: StringName var last_task: StringName
var random_source: RandomNumberGenerator var random_source: RandomNumberGenerator
var debug_logs := true var debug_logs := true
@@ -62,6 +64,7 @@ func die_from_starvation() -> void:
task_progress = 0.0 task_progress = 0.0
task_duration = 0.0 task_duration = 0.0
task_complete = true task_complete = true
has_travel_target = false
if debug_logs: if debug_logs:
print("[SimNPC] ", npc_name, " died from starvation.") print("[SimNPC] ", npc_name, " died from starvation.")
@@ -85,6 +88,7 @@ func set_task(action_id: StringName, duration: float = -1.0) -> void:
task_progress = 0.0 task_progress = 0.0
task_complete = false task_complete = false
task_state = TASK_STATE_TRAVELING task_state = TASK_STATE_TRAVELING
has_travel_target = false
func start_working() -> void: func start_working() -> void:
if task_state != TASK_STATE_TRAVELING: if task_state != TASK_STATE_TRAVELING:
+31 -1
View File
@@ -182,6 +182,7 @@ func simulate_tick() -> void:
npc.task_state = SimNPC.TASK_STATE_IDLE npc.task_state = SimNPC.TASK_STATE_IDLE
npc.last_task = completed_task npc.last_task = completed_task
npc.current_task = SimulationIds.ACTION_IDLE npc.current_task = SimulationIds.ACTION_IDLE
npc.has_travel_target = false
if needs_immediate_food_after_gather and village.food > 0: if needs_immediate_food_after_gather and village.food > 0:
npc.set_task(SimulationIds.ACTION_EAT, 1.0) npc.set_task(SimulationIds.ACTION_EAT, 1.0)
@@ -262,6 +263,7 @@ func notify_npc_arrived(npc_id: int) -> void:
notify_npc_navigation_failed(npc.id) notify_npc_navigation_failed(npc.id)
return return
npc.has_travel_target = false
npc.start_working() npc.start_working()
if debug_logs: if debug_logs:
@@ -308,10 +310,32 @@ func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
notify_npc_target_unavailable(npc.id) notify_npc_target_unavailable(npc.id)
return false return false
npc.target_id = StringName(result.get("target_id", "")) npc.target_id = StringName(result.get("target_id", ""))
npc_travel_requested.emit(npc, result["position"]) npc.travel_target_position = result["position"]
npc.has_travel_target = true
npc_travel_requested.emit(npc, npc.travel_target_position)
return true return true
return false return false
func request_current_travel(npc_id: int) -> bool:
for npc in npcs:
if npc.id != npc_id:
continue
if npc.task_state != SimNPC.TASK_STATE_TRAVELING:
return false
if npc.has_travel_target:
npc_travel_requested.emit(npc, npc.travel_target_position)
else:
npc_target_requested.emit(npc)
return true
return false
func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
for npc in npcs:
if npc.id == npc_id:
npc.position = active_position
return true
return false
func register_loaded_resource_nodes() -> void: func register_loaded_resource_nodes() -> void:
for node in ResourceNode.get_all(): for node in ResourceNode.get_all():
register_resource_node(node) register_resource_node(node)
@@ -444,6 +468,12 @@ func get_state_snapshot() -> Dictionary:
"task_progress": npc.task_progress, "task_progress": npc.task_progress,
"target_id": String(npc.target_id), "target_id": String(npc.target_id),
"position": [npc.position.x, npc.position.y, npc.position.z], "position": [npc.position.x, npc.position.y, npc.position.z],
"travel_target_position": [
npc.travel_target_position.x,
npc.travel_target_position.y,
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"starvation_ticks": npc.starvation_ticks, "starvation_ticks": npc.starvation_ticks,
"is_dead": npc.is_dead "is_dead": npc.is_dead
}) })
+37 -3
View File
@@ -1,7 +1,8 @@
class_name NPCStateRecord class_name NPCStateRecord
extends RefCounted extends RefCounted
const SCHEMA_VERSION := 1 const SCHEMA_VERSION := 2
const LEGACY_SCHEMA_VERSION := 1
var data: Dictionary var data: Dictionary
@@ -29,25 +30,41 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
"task_progress": npc.task_progress, "task_progress": npc.task_progress,
"task_complete": npc.task_complete, "task_complete": npc.task_complete,
"target_id": String(npc.target_id), "target_id": String(npc.target_id),
"travel_target_position": [
npc.travel_target_position.x,
npc.travel_target_position.y,
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"last_task": String(npc.last_task), "last_task": String(npc.last_task),
"random_seed": str(npc.random_source.seed), "random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state) "random_state": str(npc.random_source.state)
}) })
static func from_dictionary(record_data: Dictionary) -> NPCStateRecord: static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION: var version := int(record_data.get("schema_version", -1))
if version == LEGACY_SCHEMA_VERSION:
record_data = _migrate_v1(record_data)
elif version != SCHEMA_VERSION:
return null return null
if not record_data.has_all([ if not record_data.has_all([
"id", "name", "profession", "hunger", "energy", "strength", "id", "name", "profession", "hunger", "energy", "strength",
"intelligence", "current_task", "task_state", "position", "intelligence", "current_task", "task_state", "position",
"is_starving", "starvation_ticks", "starvation_death_threshold", "is_starving", "starvation_ticks", "starvation_death_threshold",
"is_dead", "task_duration", "task_progress", "task_complete", "is_dead", "task_duration", "task_progress", "task_complete",
"target_id", "last_task", "random_seed", "random_state" "target_id", "travel_target_position", "has_travel_target",
"last_task", "random_seed", "random_state"
]): ]):
return null return null
var saved_position = record_data["position"] var saved_position = record_data["position"]
if not saved_position is Array or saved_position.size() != 3: if not saved_position is Array or saved_position.size() != 3:
return null return null
var saved_target_position = record_data["travel_target_position"]
if (
not saved_target_position is Array
or saved_target_position.size() != 3
):
return null
var profession_id := StringName(record_data["profession"]) var profession_id := StringName(record_data["profession"])
if SimulationDefinitions.get_profession(profession_id) == null: if SimulationDefinitions.get_profession(profession_id) == null:
return null return null
@@ -68,6 +85,16 @@ static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
return null return null
return NPCStateRecord.new(record_data) return NPCStateRecord.new(record_data)
static func _migrate_v1(legacy_data: Dictionary) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
migrated["travel_target_position"] = legacy_data.get(
"position",
[0.0, 0.0, 0.0]
)
migrated["has_travel_target"] = false
return migrated
func restore(debug_logs: bool) -> SimNPC: func restore(debug_logs: bool) -> SimNPC:
var random_source := RandomNumberGenerator.new() var random_source := RandomNumberGenerator.new()
random_source.seed = String(data["random_seed"]).to_int() random_source.seed = String(data["random_seed"]).to_int()
@@ -80,6 +107,7 @@ func restore(debug_logs: bool) -> SimNPC:
random_source random_source
) )
var saved_position: Array = data["position"] var saved_position: Array = data["position"]
var saved_target_position: Array = data["travel_target_position"]
npc.hunger = float(data["hunger"]) npc.hunger = float(data["hunger"])
npc.energy = float(data["energy"]) npc.energy = float(data["energy"])
npc.current_task = StringName(data["current_task"]) npc.current_task = StringName(data["current_task"])
@@ -97,6 +125,12 @@ func restore(debug_logs: bool) -> SimNPC:
npc.task_progress = float(data["task_progress"]) npc.task_progress = float(data["task_progress"])
npc.task_complete = bool(data["task_complete"]) npc.task_complete = bool(data["task_complete"])
npc.target_id = StringName(data["target_id"]) npc.target_id = StringName(data["target_id"])
npc.travel_target_position = Vector3(
float(saved_target_position[0]),
float(saved_target_position[1]),
float(saved_target_position[2])
)
npc.has_travel_target = bool(data["has_travel_target"])
npc.last_task = StringName(data["last_task"]) npc.last_task = StringName(data["last_task"])
npc.random_source.state = String(data["random_state"]).to_int() npc.random_source.state = String(data["random_state"]).to_int()
npc.debug_logs = debug_logs npc.debug_logs = debug_logs
+94
View File
@@ -0,0 +1,94 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
await process_frame
await physics_frame
await physics_frame
var manager: Node = main_scene.get_node("SimulationManager")
var view: Node = main_scene.get_node("WorldViewManager")
manager.set_process(false)
var npc: SimNPC = manager.npcs[0]
var visual: Node3D = view.active_npc_visuals[npc.id]
visual.set_physics_process(false)
var resource_state: ResourceStateRecord = manager.get_resource_state(
&"berry_bush_01"
)
npc.set_task(SimulationIds.ACTION_GATHER_FOOD)
npc.target_id = resource_state.get_node_id()
npc.travel_target_position = Vector3(-6.0, 0.0, -8.0)
npc.has_travel_target = true
resource_state.reserve(npc.id)
manager.request_current_travel(npc.id)
var saved_action := npc.current_task
var saved_target_id := npc.target_id
var saved_target_position := npc.travel_target_position
var authoritative_position := Vector3(-2.5, 0.5, 1.75)
visual.global_position = authoritative_position
_check(view.despawn_npc_visual(npc.id), "Visual should unload")
await process_frame
_check(
npc.position.is_equal_approx(authoritative_position),
"Unload should synchronize the last active position"
)
_check(
npc.current_task == saved_action
and npc.target_id == saved_target_id
and npc.travel_target_position.is_equal_approx(saved_target_position),
"Unload should preserve action and target state"
)
_check(
resource_state.get_reserved_by() == npc.id,
"Unload should preserve the resource reservation"
)
var unloaded_checksum: String = manager.get_state_checksum()
_check(view.reload_npc_visual(npc.id), "Visual should reload")
var reloaded: Node3D = view.active_npc_visuals[npc.id]
reloaded.set_physics_process(false)
_check(
reloaded.global_position.is_equal_approx(authoritative_position),
"Reloaded visual should use authoritative position"
)
var resumed_target: Vector3 = reloaded.get("current_target")
_check(
resumed_target.is_equal_approx(saved_target_position),
"Reloaded visual should resume the persisted travel target"
)
_check(
manager.get_state_checksum() == unloaded_checksum,
"Loading a visual must not mutate simulation state"
)
_check(
resource_state.get_reserved_by() == npc.id,
"Reload should preserve the reservation"
)
var moved_position := authoritative_position + Vector3(0.5, 0.0, 0.25)
reloaded.emit_signal("position_changed", npc.id, moved_position)
_check(
npc.position.is_equal_approx(moved_position),
"Active position callback should synchronize simulation state"
)
if failures.is_empty():
print("[TEST] NPC visual lifecycle passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+1
View File
@@ -0,0 +1 @@
uid://eji34itd1s6k
@@ -8,6 +8,7 @@ func _initialize() -> void:
func _run() -> void: func _run() -> void:
await _test_deterministic_continuation() await _test_deterministic_continuation()
await _test_resource_state_round_trip() await _test_resource_state_round_trip()
_test_legacy_npc_migration()
_test_legacy_resource_migration() _test_legacy_resource_migration()
_test_schema_rejection() _test_schema_rejection()
@@ -160,6 +161,27 @@ func _test_legacy_resource_migration() -> void:
"Resource migration should preserve mutable authority" "Resource migration should preserve mutable authority"
) )
func _test_legacy_npc_migration() -> void:
var npc := SimNPC.new(
88,
"LegacyNPC",
SimulationIds.PROFESSION_FARMER,
5.0,
5.0
)
var legacy_data := NPCStateRecord.capture(npc).to_dictionary()
legacy_data["schema_version"] = NPCStateRecord.LEGACY_SCHEMA_VERSION
legacy_data.erase("travel_target_position")
legacy_data.erase("has_travel_target")
var migrated := NPCStateRecord.from_dictionary(legacy_data)
_check(migrated != null, "NPCStateRecord v1 should migrate explicitly")
if migrated == null:
return
_check(
not bool(migrated.data["has_travel_target"]),
"Legacy NPC migration should not invent an active travel target"
)
func _create_manager(seed_value: int) -> Node: func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new() var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value manager.simulation_seed = seed_value
+46 -6
View File
@@ -17,7 +17,6 @@ func _ready() -> void:
func initialize_world_view() -> void: func initialize_world_view() -> void:
await get_tree().physics_frame await get_tree().physics_frame
spawn_initial_npcs()
if simulation_manager.has_signal("npc_target_requested"): if simulation_manager.has_signal("npc_target_requested"):
simulation_manager.npc_target_requested.connect( simulation_manager.npc_target_requested.connect(
_on_npc_target_requested _on_npc_target_requested
@@ -34,7 +33,7 @@ func initialize_world_view() -> void:
simulation_manager.npc_died.connect(_on_npc_died) simulation_manager.npc_died.connect(_on_npc_died)
else: else:
push_error("WorldViewManager: SimulationManager has no npc_died signal") push_error("WorldViewManager: SimulationManager has no npc_died signal")
request_current_targets() spawn_initial_npcs()
func spawn_initial_npcs() -> void: func spawn_initial_npcs() -> void:
if simulation_manager == null: if simulation_manager == null:
@@ -65,14 +64,37 @@ func spawn_npc_visual(npc: SimNPC) -> void:
visual.navigation_failed.connect(_on_npc_visual_navigation_failed) visual.navigation_failed.connect(_on_npc_visual_navigation_failed)
else: else:
push_error("WorldViewManager: NPCVisual has no navigation_failed signal") push_error("WorldViewManager: NPCVisual has no navigation_failed signal")
if visual.has_signal("position_changed"):
visual.position_changed.connect(_on_npc_visual_position_changed)
else:
push_error("WorldViewManager: NPCVisual has no position_changed signal")
active_npc_visuals[npc.id] = visual active_npc_visuals[npc.id] = visual
debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position]) debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
if npc.is_dead:
visual.apply_dead_visual_state()
elif npc.task_state == SimNPC.TASK_STATE_TRAVELING:
simulation_manager.request_current_travel(npc.id)
func request_current_targets() -> void: func despawn_npc_visual(npc_id: int) -> bool:
var visual = active_npc_visuals.get(npc_id) as Node3D
if visual == null:
return false
simulation_manager.synchronize_npc_position(
npc_id,
visual.global_position
)
active_npc_visuals.erase(npc_id)
visual.queue_free()
return true
func reload_npc_visual(npc_id: int) -> bool:
if active_npc_visuals.has(npc_id):
return false
for npc in simulation_manager.npcs: for npc in simulation_manager.npcs:
if npc.task_state != SimNPC.TASK_STATE_TRAVELING: if npc.id == npc_id:
continue spawn_npc_visual(npc)
_on_npc_target_requested(npc) return true
return false
func _on_npc_target_requested(npc: SimNPC) -> void: func _on_npc_target_requested(npc: SimNPC) -> void:
var visual = active_npc_visuals.get(npc.id) as Node3D var visual = active_npc_visuals.get(npc.id) as Node3D
@@ -98,6 +120,12 @@ func _on_npc_visual_arrived(sim_id: int) -> void:
if simulation_manager == null: if simulation_manager == null:
push_error("WorldViewManager: simulation_manager missing during arrival") push_error("WorldViewManager: simulation_manager missing during arrival")
return return
var visual = active_npc_visuals.get(sim_id) as Node3D
if visual != null:
simulation_manager.synchronize_npc_position(
sim_id,
visual.global_position
)
simulation_manager.notify_npc_arrived(sim_id) simulation_manager.notify_npc_arrived(sim_id)
func _on_npc_visual_navigation_failed(sim_id: int) -> void: func _on_npc_visual_navigation_failed(sim_id: int) -> void:
@@ -105,8 +133,20 @@ func _on_npc_visual_navigation_failed(sim_id: int) -> void:
if simulation_manager == null: if simulation_manager == null:
push_error("WorldViewManager: simulation_manager missing during failure") push_error("WorldViewManager: simulation_manager missing during failure")
return return
var visual = active_npc_visuals.get(sim_id) as Node3D
if visual != null:
simulation_manager.synchronize_npc_position(
sim_id,
visual.global_position
)
simulation_manager.notify_npc_navigation_failed(sim_id) simulation_manager.notify_npc_navigation_failed(sim_id)
func _on_npc_visual_position_changed(
sim_id: int,
active_position: Vector3
) -> void:
simulation_manager.synchronize_npc_position(sim_id, active_position)
func _on_npc_died(npc: SimNPC) -> void: func _on_npc_died(npc: SimNPC) -> void:
if not active_npc_visuals.has(npc.id): if not active_npc_visuals.has(npc.id):
return return