straywild/docs/DEVELOPMENT.md
Voyager 3b84bfe3a0 feat: expand progression and multiplayer systems
Add named save slots, progression import/export, and a unified play flow. Add live friend requests, presence, invitations, and relationship controls without durable discovery-server social storage. Advance the network protocol with isolated channels, movement reconciliation, late-join recovery, fishing replication, and animation synchronization. Preserve per-species catch totals, refine generated-world startup and water recovery, and complete the related input and interface improvements.
2026-08-23 20:49:54 -04:00

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Development reference

This is the authoritative reference for NETfishing architecture, engineering decisions, content policy, authoring, and validation.

Architecture

Composition

main/main.tscn is the application composition root. It owns long-lived services, the active world, player container, save/settings managers, and the pixelated UI viewport. Services are scene-owned rather than global autoloads, which makes their dependencies visible in the main scene and allows focused tests to instantiate the same composition.

The main script coordinates title, session, world, and UI lifecycle. Domain logic remains in typed resources and services rather than being stored solely in controls.

Domain boundaries

  • fish/ defines species, availability, catches, pools, quality, and selection.
  • fishing/ owns cast/chase state and resolves authoritative fishing surfaces.
  • inventory/, items/, economy/, progression/, and jobs/ own persistent player-facing game state.
  • world/ owns authored map composition and presentation. Water type is a shared typed definition used by water bodies, fish habitat, fishing validation, Logbook classification, and saltwater shoreline presentation.
  • ui/ observes and invokes domain services. It does not define stable item or fish identity.

Resource files (.tres) are authored data. Stable IDs, not display names or node names, connect persistent and networked state to that data.

Networking and authority

NetworkSession owns ENet session lifecycle and peer registration. Dedicated network services validate and replicate bounded domains such as fishing, sales, shops, item use, profiles, jobs, mail, chat, drawings, time, and weather.

DiscoveryClient is an optional directory layer beside NetworkSession. An open host may publish a short-lived room lease, and the shared Join Game page may browse compatible leases before handing the selected address back to the existing direct ENet connection flow. The directory does not carry gameplay traffic or become a gameplay authority. Its base URL comes from network/discovery/base_url, with NETFISHING_DISCOVERY_URL available as a development/deployment override.

Friendships are local identity relationships shared across save slots. A live, authenticated gameplay session is required to exchange the directional capabilities that establish a friendship. Blocking an identity removes that friendship; unblocking does not recreate it. Discovery may publish opt-in, short-lived friend presence and deliver invitations only while both games are online. It stores hashed capability identifiers rather than identity fingerprints or a complete friend graph, keeps no durable social records, and provides no offline delivery. Direct joins still use the existing verified public-room and ENet connection path.

The host is authoritative. Clients submit requests or evidence; the host derives trusted context from registered peers, authoritative regions, and server-owned state before mutating inventory, wallet, progression, or shared world state. Private single-player uses the same host path. Client evidence is bounded and reconstructed where possible; UI activation is never proof that a server-side mutation succeeded.

Moderation follows the same boundary. Player hosts may grant session-scoped operator status to an authenticated identity. Dedicated servers derive operators from their configured fingerprint allowlist. Operator status is replicated for presentation, but kick, ban, unban, and artwork-reset requests are always reauthorized against the authenticated sender by the host. Only a player host can grant or revoke operators; operators cannot moderate the host or another operator.

Protocol compatibility is defined in network/network_protocol.gd. A visible release version is not a reason to change the protocol number.

Persistence and stable identifiers

PlayerDataRoot selects and validates a portable data root. Stores receive paths from that owner rather than inventing unrelated locations. Progression is written by PlayerSaveManager and indexed as named slots by PlayerSaveSlotCatalog. Existing single-save installations are adopted as the first slot in place. Device settings, appearance, and social/identity stores remain shared across slots and have separate formats and lifecycles. Progression archive import and export belong to the title-screen Play page: imports create a new slot, while exports copy only the selected progression.

Save migrations are sequential and explicit. Existing catches and ownership are keyed by stable IDs so authored metadata can evolve without rewriting historical records. Current source constants—not documentation—are authoritative for format versions.

Repository-owned resources are authoritative authored data. Persistent and networked records refer to stable IDs; display names, filenames, node names, coordinates, and pool names are not compatibility identifiers. Cross-domain concepts such as water type use one typed definition. Removing or changing a stable ID requires an explicit compatibility plan.

Presentation

Gameplay is rendered in 3D with the GL Compatibility renderer. The main UI is presented through a uniformly scaled SubViewport. Shared UI components and palette resources prevent page-specific geometry and style drift.

World presentation systems (time/weather visuals, procedural sky and water, shoreline treatment, player blob shadows) do not own gameplay collision or network authority.

Engineering consequences

  • Shared mutations must behave consistently for private hosts, open hosts, dedicated servers, and joined clients.
  • Networking changes require local-host and paired host/client validation.
  • Protocol payloads and rejection cleanup are explicit and bounded.
  • Renaming visible UI does not require a save migration.
  • Content validation covers stable-ID uniqueness, catalog completeness, pool membership, and typed habitat compatibility.
  • New authored assets require provenance records as well as resource references.

Content and balance

Balance is authored data and should change deliberately. Exact current values remain authoritative in .tres resources and typed scripts.

Fish

  • Stable fish IDs and catalog numbers must not be changed for display cleanup.
  • Species availability may constrain water type, time, weather, bait, and other authored context.
  • Location pools control selection weight; the global catalog remains comprehensive.
  • Freshwater and saltwater habitat is validated by the host in addition to pool membership.
  • Value, rarity, quality, weight ranges, and authored barrier-health bands should be reviewed together because they affect economy and catch difficulty.

Economy and progression

  • Sales and purchases are host-authoritative and must mutate inventory and wallet exactly once.
  • Reserved assets are rejected atomically; mixed valid and reserved batches must not partially succeed.
  • Item effects, shop prices, inventory and storage capacity, fishing upgrades, jobs, and experience are separate balance axes. Avoid changing several in an unrelated presentation pass.

Record affected stable IDs and resource paths, old and new values, intended player-facing outcome, interactions with quality/availability/economy, deterministic validation, and save-compatibility impact with each balance change. Do not bump a save schema or network protocol merely because an authored number changed.

Authoring

World composition

world/test_world.tscn is the shared gameplay stage. It owns the environment, sun, world bounds, and below-world failsafe, then hosts exactly one active WorldRegion. Two canonical region implementations are supported:

  • the generated world, which is the default for new games and is rebuilt from the saved seed; and
  • the starter island, which remains an authored selectable layout and a useful compatibility/reference scene.

The stable layout IDs live in world/world_layout.gd. Do not infer a layout from a scene filename, display label, or region node name. Both implementations must satisfy the shared WorldRegion contract for player spawn, safe respawns, water regions, recovery, gathering, digging, the shop, and player storage.

A region owns the content that changes with the selected world:

WorldRegion
├── Terrain
├── WaterBodies
├── PlayerSpawn
├── SafeRespawns
├── DiggableAreas
├── GatherableAnchors
└── Interactables
    ├── FishingShopWorld
    └── PlayerStorageBox

The generated region owns its chunk, biome, and prop catalogs and derives terrain collision, water coverage, biome placement, and presentation reference geometry from the generated result. The starter-island region owns its imported terrain hierarchy and explicitly placed content. Code shared by both layouts must depend on WorldRegion, not a starter-island child path.

Every fishable water body authors its water type explicitly. Fish species use the same central type through an allowed-water-type bitmask. Do not infer habitat from node names, pool filenames, coordinates, or water height.

In the generated layout, seed and layout ID are persistent data. Chunk IDs, edge rules, biome definitions, and prop definitions are authored resources; changing them can change the world produced by an existing seed and therefore requires deliberate compatibility review.

For the authored starter island, move a meaningful feature root rather than one of its implementation children. Child transforms are local offsets owned by that feature. Its imported GLB hierarchy is the starter region's terrain and collision authority; this rule does not describe generated-world collision.

The active Environment and Sun remain Inspector-authored on the shared stage and are not recreated by either region.

Reusable world props

Use one placed WorldProp root for a complete landmark:

WorldProp
├── Visual
└── Collision
    └── CollisionShape3D

Put optional interaction areas, labels, and markers beneath the same root. Instance imported GLB content under Visual and keep gameplay collision under Collision. Author reusable assets at scale (1, 1, 1). Uniform provisional root scaling is acceptable when visual and collision scale together; avoid non-uniform root scaling. Make mutable per-instance shapes, meshes, and materials local to the scene.

Shoreline presentation

The visible shoreline treatment is currently produced by the water materials. The older smooth-ribbon baker and generated starter-island ribbon resource are retained as development history/tooling, but the ribbon mesh is disabled and is not part of the current rendered shoreline. Do not treat a ribbon rebuild as a normal terrain-authoring requirement or re-enable the mesh as incidental cleanup.

Facial-feature textures

Put new PNGs under the matching directory in art/exported/characters/faces/:

eyes/<id>.png
noses/<id>.png
mouth/<id>.png

The category directory is authoritative. A category prefix is optional, so both sleepy.png and eyes_sleepy.png produce the stable option ID sleepy. Filenames normalize to lowercase snake_case and are stored in appearance snapshots, so do not casually rename them. Preserve the established RGBA transparent canvas. Restart a development build after adding an image; rebuild exports to package new res:// files.

The tracked import policy keeps these facial-feature textures at a maximum runtime size of 512×512, uses VRAM compression, and does not generate mipmaps. The source PNGs remain unchanged. Run the texture import normalizer shown below after adding facial artwork so low-memory builds do not retain full-resolution copies of the entire customization catalog.

Texture sampling

NETfishing artwork always uses nearest-neighbor sampling. Do not enable linear, bilinear, trilinear, or anisotropic texture filtering, and do not generate mipmaps. Shader samplers must declare filter_nearest. The TextureSamplingPolicy autoload applies nearest sampling to 2D canvas items, Sprite3D presentations, imported 3D materials, and dynamically constructed mesh materials at runtime.

After importing new artwork, normalize its tracked import metadata where needed and run the focused policy check:

godot --headless --path . --script scripts/normalize_texture_imports.gd \
  -- --apply --root res://path/to/new/artwork
godot --headless --path . --script tests/texture_sampling_validation.gd

Importing animalese voice sets

Animalese clips use one deterministic runtime level and format: -18 dBFS RMS with a -3 dBFS peak ceiling, mono, 48 kHz, 16-bit PCM. Import a supplied set through the normalization script rather than copying its WAV files directly:

scripts/import_animalese_voice.sh /path/to/source_clips <sample-set-id>

The source directory may contain lowercase letter, number, and underscore WAV filenames. The script converts every top-level WAV and writes the results under sound/dialogue/animalese/<sample-set-id>/. Add a new runtime set to player/animalese_voice_profiles.gd after import, then run the quick validation suite. Keep the untouched submission and its original hashes in the private intake record; repository files are normalized derivatives.

Bubble menus

Instance ui/components/bubble_menu/bubble_button.tscn for each action, or attach bubble_button.gd to an existing button. Author neutral size, desktop and compact anchors, font-size limits, and deterministic motion in the Inspector. A label child may be assigned with label_control_path.

Place buttons under a Control using bubble_cluster.gd, pass ordered button references to configure(), and call apply_layout() when available size or responsive layout changes. Order defines keyboard/controller focus neighbors. The shared profile owns palette, styles, proportional-font ratio, hover response, and contact tuning. Parent menus own labels, actions, anchors, availability, and confirmation behavior.

motion_scale = 0.0 disables idle drift/deformation while preserving hover and focus feedback. Contact correction is deterministic and bounded; do not replace it with physics that destabilizes layout, focus order, or hit targets.

Validation

Tests are executable Godot SceneTree scripts. Some are pure content/domain checks, some instantiate the main scene, and multiplayer checks run paired host and client processes on loopback. The repository runner provides isolation and consistent entry points.

Consolidated runner

scripts/run_validations.sh quick
scripts/run_validations.sh full
scripts/run_validations.sh host
scripts/run_validations.sh network
scripts/run_validations.sh all
scripts/run_validations.sh --list
  • quick runs deterministic content and domain checks.
  • full adds socket-free scene/runtime checks.
  • host runs single-process authority checks that bind local UDP.
  • network runs loopback host/client pairs.
  • all runs full, host, and network.

Set GODOT_BIN to select an executable and TEST_TIMEOUT_SECONDS to change the per-process timeout. The runner isolates and removes XDG roots.

For one focused test:

test_root="$(mktemp -d)"
XDG_DATA_HOME="$test_root/data" \
XDG_CONFIG_HOME="$test_root/config" \
godot --headless --path . --script tests/fish_catalog_content_validation.gd
rm -rf -- "$test_root"

Do not point NETFISHING_DATA_DIR at an arbitrary empty directory; it is an explicit portable-data override and must identify a valid data root. The PortMaster launcher is the narrow exception: it also sets NETFISHING_CREATE_DATA_DIR=1, allowing the game to initialize its known empty external save directory on first launch.

Headless tests cannot prove visual alignment, mouse routing, shader appearance, controller feel, or resize behavior. Presentation changes require graphical review at the canonical 1280×720 layout and relevant low/high and ultrawide resolutions.

Network tests require free loopback UDP ports and local-socket permission. A release audit additionally requires clean Git/tag verification, editor import, platform exports, executable smoke tests, archive inspection, and SHA-256 verification; those checks are intentionally outside the development runner.