Files
open-wc/docs/modules/player-input.md
sindoring 7d5d13f702 docs(M02): publish movement capability handoff
Work-Package: M02-GMP-SANDBOX-CAPABILITIES-001

Agent: sindo-main-codex
2026-07-14 23:56:00 +04:00

12 KiB

Player Input

Metadata

Field Value
Status Partial
Target/work package M02 / input, movement, camera and sandbox-capability consumer updates
Owners Gameplay input boundary; sindo-main-codex for current package
Last verified 742c415, 2026-07-14
Profiles/capabilities Debug requests sampled in all profiles; execution allowed only by RenderSandbox movement capabilities

Purpose

Convert remappable Godot Input Map actions into an immutable, scene-free MoveIntent that can be consumed by the current player controller and a later independently testable local movement controller.

Non-goals

  • Define authoritative server movement, prediction or reconciliation.
  • Own character transform, terrain queries, camera state or animation state.
  • Claim that the current W/S/A/D sandbox mapping exactly matches build 12340.
  • Suppress debug action sampling by physical device or UI context; execution is rejected at the typed movement capability boundary.

Context and boundaries

flowchart LR
    Devices[Keyboard and mouse] --> InputMap[Godot Input Map]
    InputMap --> Source[PlayerInputSource]
    Source --> Intent[MoveIntent]
    Intent --> Movement[LocalPlayerMovementController]
    Profile[PlayerMovementCapabilities] --> Movement
    Movement --> Controller[ThirdPersonWowController adapter]
    Controller --> Camera[ThirdPersonCameraRig]

Allowed dependencies:

  • PlayerInputSource may read Godot's process-wide Input adapter.
  • The scene controller may consume MoveIntent and camera-specific action names.
  • MoveIntent may contain scalar axes and request flags only.

Forbidden dependencies:

  • MoveIntent must not read Input, inherit Node/Resource, or contain world coordinates.
  • The input source must not mutate player transforms, camera nodes or animation state.
  • Renderer, terrain parsers and network codecs must not read Input Map actions.

Public API

Symbol Kind Purpose Thread/lifetime Errors
MoveIntent Immutable value Carries normalized forward, strafe and vertical axes plus the sandbox sprint request Created and consumed on the main physics tick; caller retains reference Constructor clamps axes; no I/O failure
MoveIntent.has_translation() Query Reports whether any translation axis is non-zero Any thread while value remains immutable None
PlayerInputActions Constants Provides stable action names shared by configuration and adapters Process lifetime Missing project actions are detected by verification
PlayerInputSource.sample_move_intent() Adapter method Samples configured actions for one physics tick Main thread; returned intent is independent of adapter lifetime Missing actions resolve to zero strength and are a configuration defect
PlayerInputSource.compose_move_intent(...) Pure factory Clamps strengths, cancels opposites and normalizes diagonal planar input Any thread with scalar inputs None

Inputs and outputs

Direction Contract/data Producer Consumer Ownership Thread/lifetime
Input Movement action strengths Godot InputMap/Input PlayerInputSource Engine-owned snapshot Sampled on main physics tick
Input Mouse action events Godot _unhandled_input dispatch ThirdPersonCameraRig through player dispatch Engine-owned event Current input dispatch only
Output MoveIntent PlayerInputSource LocalPlayerMovementController through scene composition Immutable caller-held value One physics tick
Output Debug sprint request/vertical axes PlayerInputSource Capability-gated movement controller Immutable intent fields One physics tick
Output Camera action names PlayerInputActions ThirdPersonCameraRig Static constants Process lifetime

Side effects:

  • PlayerInputSource has no side effects beyond reading current engine input.
  • ThirdPersonCameraRig owns mouse mode, orbit state and camera transforms; player remains only the event-dispatch composition boundary.
  • No filesystem, cache, network, database or renderer-resource mutation occurs.

Data flow

flowchart LR
    Project[project.godot action defaults] --> Map[InputMap]
    Remap[User or editor remapping] --> Map
    Map -->|movement strengths| Source[PlayerInputSource]
    Map -->|camera events| Camera[ThirdPersonCameraRig]
    Source -->|clamp cancel normalize| Intent[MoveIntent]
    Intent --> Consumer[LocalPlayerMovementController]
    Profile[PlayerMovementCapabilities] --> Consumer
    Consumer --> Adapter[ThirdPersonWowController]

Lifecycle/state

The adapter is stateless. The scene composition root creates one PlayerInputSource and LocalPlayerMovementController in _ready; each physics tick produces a new immutable intent. Flight enabled/disabled state is owned by the movement controller and is not hidden in the input adapter. Debug requests remain data in the intent; the immutable movement capability value decides whether they execute.

Main sequence

sequenceDiagram
    participant Engine as Godot Input
    participant Source as PlayerInputSource
    participant Intent as MoveIntent
    participant Move as LocalPlayerMovementController
    participant Player as ThirdPersonWowController adapter
    Engine->>Source: movement action strengths
    Source->>Intent: compose normalized axes and requests
    Source-->>Player: sample_move_intent()
    Player->>Move: advance(intent, selected basis, delta)
    Move-->>Player: displacement and velocity state

Ownership, threading and resources

  • The controller owns the input-source reference for its scene lifetime.
  • Each MoveIntent is immutable and retained only by its consumer.
  • Sampling and controller mutation occur on the main physics thread.
  • The module creates no Nodes, Resources, RIDs, workers or background jobs.
  • Input Map definitions are project configuration; runtime remapping remains engine-owned and does not mutate the domain value.

Errors, cancellation and recovery

Failure Detection Behavior Diagnostic Recovery
Required action missing Headless contract verifier Godot returns zero input for that action PLAYER_INPUT failure naming action Restore action or user mapping
Conflicting opposite actions Pure composition Strengths cancel deterministically Covered by contract test Release/remap one action
Strength outside range Pure composition Value clamps to [0, 1] before axis calculation Covered by contract test Input adapter may be corrected independently
Controller disabled/unloaded Scene lifecycle Sampling stops with physics processing Existing scene lifecycle Re-enable or recreate scene
Debug request in Blizzlike335 Movement capability check Request is sampled but has no movement effect Capability regression Use RenderSandbox only when debug movement is intended

There is no asynchronous operation to cancel and no persisted state to roll back.

Configuration and capabilities

Setting/capability Default Profile Runtime mutable Effect
Forward/backward Physical W/S Current render sandbox Yes, through Input Map Produces signed forward axis
Strafe left/right Physical A/D Current render sandbox Yes Produces signed right axis
Camera rotate Right mouse button Current render sandbox Yes Captures/releases mouse for orbit
Camera zoom Mouse wheel Current render sandbox Yes Adjusts current camera distance
Debug sprint Shift Executable only in RenderSandbox Yes Requests multiplier; Blizzlike335 ignores it
Debug flight up/down/toggle E/Q/Space Executable only in RenderSandbox Yes Requests free flight; Blizzlike335 remains grounded

Persistence, cache and migration

The action names are additive project configuration. No saved binding schema, cache or migration exists yet. Renaming an action is a contract change and must provide a settings migration once user settings are persisted.

Diagnostics and observability

  • Logs: dedicated verifier emits PLAYER_INPUT PASS or one failure per invariant.
  • Metrics: none; sampling cost is one small value allocation per physics tick.
  • Debug views: none.
  • Correlation IDs: not applicable to local synchronous input.

Verification

  • Unit/contract tests: src/tools/verify_player_input.gd validates all actions, default bindings, axis cancellation/clamping/normalization and debug request flags.
  • Integration/E2E: src/tests/scenes/player_input_regression.tscn is loaded by the verifier, which drives forward, camera-zoom and immediate sandbox-flight actions through the real scene controller and also rejects direct physical-key polling.
  • Profile integration: verify_player_movement_capabilities.gd drives sprint and flight actions through real RenderSandbox and Blizzlike335 scene instances.
  • Fidelity evidence: current sandbox defaults retain W/S/A/D, E/Q, Shift, Space, right mouse and wheel bindings. This is observable-regression coverage only.
  • Performance budgets: no I/O, jobs or scene lookup per sample; one immutable intent allocation per physics tick.
  • Manual diagnostics: run the Eastern Kingdoms scene and remap one movement action in Project Settings before checking movement.

Extension points

  • A gamepad/accessibility adapter may call compose_move_intent without changing movement consumers.
  • A later input-context owner may suppress gameplay actions while preserving the same intent contract.
  • A future server-aware movement predictor may replace the current local movement consumer without changing PlayerInputSource.

Capability status

Capability Status Evidence Gap/next step
Remappable current sandbox controls Implemented verify_player_input.gd action/default checks Add persisted user binding settings later
PlayerInputSource → MoveIntent seam Implemented Pure composition and controller boundary checks Local movement consumer is now extracted
Exact 3.3.5a default semantics Unknown No original-client binding fixture in this package Capture build-12340 defaults and mouse-turn/strafe policy
Compatibility-profile exclusion of sprint/flight Implemented Typed capability and two real-scene regressions Application shell selection remains future work
Jump/fall/swim/fly gameplay semantics Planned M02 target and gameplay roadmap Implement after terrain/movement state extraction

Known gaps and risks

  • The defaults preserve the pre-M02 sandbox behavior, not verified original-client semantics.
  • Input Map still exposes debug bindings process-wide; the movement consumer now rejects their effects outside RenderSandbox.
  • Camera state is extracted; active collision remains an explicit planned policy.
  • There is no persisted user keybinding format or UI yet.

Source map

Path Responsibility
project.godot Additive default Input Map bindings
src/domain/input/move_intent.gd Immutable locomotion request contract
src/gameplay/input/player_input_actions.gd Stable project action names
src/gameplay/input/player_input_source.gd Engine Input Map adapter and pure composition
src/gameplay/movement/local_player_movement_controller.gd Scene-free movement consumer
src/gameplay/movement/player_movement_capabilities.gd Execution gate for sampled debug requests
src/scenes/player/third_person_camera_rig.gd Camera-action consumer and orbit/zoom state
src/scenes/player/third_person_wow_controller.gd Composition and input-event dispatcher
src/tests/scenes/player_input_regression.tscn Asset-free controller movement/camera regression fixture
src/tools/verify_player_input.gd Headless contract/integration regression
src/tools/verify_player_movement_capabilities.gd Sandbox versus compatibility-profile integration regression
  • ADR: none; this implements the existing architecture and M02 seam.
  • Upstream/reference: targets/02-player-decomposition.md, targets/roadmap/04-gameplay-systems.md, docs/ARCHITECTURE.md.