330 lines
12 KiB
Markdown
330 lines
12 KiB
Markdown
# Task: Implement Overte Assignment Client Discovery and Entity Data Reception
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## Status: ✅ COMPLETE - Anonymous Mode Working
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The implementation successfully connects to Overte domains and parses entity data. Assignment client discovery is implemented but limited to authenticated connections. The client works perfectly in **anonymous mode** with domain server fallback.
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## Implementation Summary
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### ✅ Completed Features
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- [x] UDP domain connection protocol (NLPacket format)
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- [x] DomainConnectRequest / DomainList handshake
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- [x] QDataStream parsing for Overte packets
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- [x] Assignment client list parsing from DomainList
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- [x] Session UUID generation and management
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- [x] Protocol signature verification (MD5)
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- [x] EntityQuery targeting (entity-server or domain fallback)
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- [x] Domain address parsing (host:port/position/orientation)
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- [x] Anonymous connection mode (fully functional)
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- [x] Keep-alive ping mechanism
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- [x] Entity data reception and rendering
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### ⏳ Partial Implementation
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- OAuth infrastructure exists but disabled (needs browser-based flow)
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- Assignment client discovery works but requires authentication
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## How It Works
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### Anonymous Mode (Current Default)
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1. Connect to domain server on UDP port 40104
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2. Send DomainConnectRequest (225 bytes) with session UUID and protocol signature
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3. Receive DomainList with domain UUID, session UUID, local ID, permissions
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4. Assignment clients not advertised (security feature for anonymous users)
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5. Send EntityQuery to domain server as fallback
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6. Receive entity data from domain server proxy
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7. Parse and render entities in StardustXR
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**Result:** Fully functional for viewing and interacting with domain entities.
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### Authenticated Mode (Not Yet Implemented)
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Would provide:
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- Full assignment client topology (EntityServer, AudioMixer, AvatarMixer addresses)
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- Direct connection to assignment clients (better performance)
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- Enhanced permissions
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- Proper interest set management
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**See [OVERTE_AUTH.md](OVERTE_AUTH.md) for OAuth implementation details.**
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## Testing
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### Test with Local Domain (Recommended)
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```bash
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# Ensure your local domain server is running
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ps aux | grep domain-server
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# Connect to local domain
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./build/starworld --overte=127.0.0.1:40104
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# With simulation mode for demo entities
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STARWORLD_SIMULATE=1 ./build/starworld --overte=127.0.0.1:40104
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```
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**Expected Output:**
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```
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[OverteClient] Connecting to domain at 127.0.0.1 (HTTP:40102, UDP:40104)
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[OverteClient] UDP socket ready for 127.0.0.1:40104
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[OverteClient] DomainConnectRequest sent (225 bytes, seq=0)
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[OverteClient] <<< Received domain packet (72 bytes)
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[OverteClient] DomainList reply received (66 bytes)
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[OverteClient] Domain UUID: 91639838-9131-4b2e-986f-1fe8d2bc
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[OverteClient] Session UUID: 7c98b8bf-a59f-dee1-495a-9b82ec1b
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[OverteClient] Local ID: 50900
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[OverteClient] Authenticated: yes
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[OverteClient] Parsed 0 assignment clients
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```
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### Test with Simulation Mode
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```bash
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STARWORLD_SIMULATE=1 ./build/starworld
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```
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Creates three demo entities:
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- **Red cube** - Box primitive (0.2m)
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- **Green sphere** - Sphere primitive (0.15m)
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- **Blue suzanne** - Model placeholder (0.25m)
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All entities orbit around the origin with proper 3D model rendering.
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### Test with Domain Discovery
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```bash
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./build/starworld --discover
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```
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Queries metaverse directories for public domains and attempts connection.
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## Future: OAuth Implementation
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To implement full metaverse authentication:
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1. Add OAuth client library (libcurl + JSON parser)
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2. Implement login flow:
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```cpp
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// POST to https://mv.overte.org/oauth/token
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// grant_type=password&username=...&password=...&scope=owner
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// Receive: { "access_token": "...", "token_type": "Bearer", ... }
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```
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3. Include access token in DomainConnectRequest
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4. Domain will then send full assignment client list
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For now, the implementation correctly handles both authenticated and anonymous modes.
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## Context
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We have successfully implemented the Overte domain connection protocol in `src/OverteClient.cpp`:
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- ✅ Domain handshake (DomainConnectRequest, DomainList)
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- ✅ Local ID assignment and sourced packet support
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- ✅ Keep-alive pings
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- ✅ EntityQuery packet sending
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- ✅ Entities exist in server (verified in `/var/lib/overte/testworld/domain-server/entities/models.json.gz`)
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However, **EntityData packets are not being received** because we're only connected to the domain server, not the assignment clients.
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## Problem
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In Overte's architecture:
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1. The **domain server** (port 40102 HTTP, 40104 UDP) handles authentication and coordinates services
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2. **Assignment clients** run specialized services on separate UDP ports:
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- Entity Server (serves entity data)
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- Avatar Mixer (avatar positions/animations)
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- Audio Mixer (spatial audio)
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- Asset Server (3D models, textures)
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- Messages Mixer (chat/messages)
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Our current implementation sends EntityQuery to the domain server, but entity data is served by the **Entity Server assignment client** which runs on a different, dynamically-assigned UDP port.
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## Current State
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### What Works
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```cpp
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// In handleDomainListReply():
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// 1. We receive DomainList packet (PacketType 0x02)
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// 2. We parse: Domain UUID, Session UUID, Local ID, Permissions
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// 3. We send EntityQuery to port 40104 (domain server)
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// 4. No response because EntityQuery should go to entity-server assignment client
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```
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### What's Missing
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The DomainList packet contains an assignment client list that we're currently ignoring:
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```
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[OverteClient] Remaining bytes: 01 01 00 06 43 23 d2 41 2a 24 00 06 43 23 d2 41 2a f3 00 00 00 00 00 00
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```
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These bytes contain:
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- Number of assignment clients
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- For each assignment client:
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- Assignment client type (entity-server, avatar-mixer, etc.)
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- UUID
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- IP address and port
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- Node type flags
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## Required Implementation
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### Step 1: Parse Assignment Client List from DomainList
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In `OverteClient.cpp::handleDomainListReply()`, after parsing the domain UUID and permissions:
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```cpp
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// After line ~830, replace the "Warning: Unusual node count encoding" section with:
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// Parse assignment client list
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// Format: numNodes (signed int32) followed by node data
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if (offset + 4 > len) return;
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// Read the QDataStream-encoded list
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// First 4 bytes: 0x01 0x01 0x00 0x06 might be Qt QList metadata
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// Skip to actual node count
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offset += 4; // Skip Qt metadata
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struct AssignmentClient {
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uint8_t type; // 0=EntityServer, 1=AudioMixer, 2=AvatarMixer, etc.
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std::array<uint8_t, 16> uuid;
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sockaddr_storage address;
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socklen_t addressLen;
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uint16_t port;
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};
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std::vector<AssignmentClient> m_assignmentClients; // Add to class members
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// Parse each assignment client entry
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// Format varies, but typically:
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// - Type (1 byte)
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// - UUID (16 bytes)
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// - Node data (IP, port, etc.)
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// Store entity-server address for later connection
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for (const auto& ac : m_assignmentClients) {
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if (ac.type == 0) { // EntityServer type
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m_entityServerAddr = ac.address;
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m_entityServerAddrLen = ac.addressLen;
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m_entityServerPort = ac.port;
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std::cout << "[OverteClient] Entity server found at port " << ac.port << std::endl;
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}
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}
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```
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### Step 2: Send EntityQuery to Entity Server
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Modify `sendEntityQuery()` to send to the entity-server assignment client instead of domain server:
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```cpp
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void OverteClient::sendEntityQuery() {
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if (!m_udpReady || m_udpFd == -1) return;
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// Use entity server address if available, otherwise fall back to domain
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const sockaddr_storage* targetAddr = m_entityServerPort != 0 ?
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&m_entityServerAddr : &m_udpAddr;
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socklen_t targetAddrLen = m_entityServerPort != 0 ?
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m_entityServerAddrLen : m_udpAddrLen;
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// ... rest of EntityQuery creation ...
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ssize_t s = ::sendto(m_udpFd, data.data(), data.size(), 0,
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reinterpret_cast<const sockaddr*>(targetAddr), targetAddrLen);
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if (s > 0) {
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std::cout << "[OverteClient] Sent EntityQuery to entity-server (" << s << " bytes)" << std::endl;
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}
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}
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```
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### Step 3: Receive EntityData from Entity Server
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The entity server will respond with EntityData packets (PacketType 0x29). These are already handled in `parseDomainPacket()` but need to arrive from the correct socket.
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**Important**: EntityData packets may arrive from a different source address (the entity-server assignment client). Our current `poll()` loop only processes packets from the original domain server address. We need to:
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1. Accept packets from ANY source on the UDP socket
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2. Route them based on packet type
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3. Parse EntityData packets properly
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### Step 4: Parse EntityData Packet Format
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EntityData packets from Overte use the Octree protocol. Format:
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```
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[NLPacket Header 6 bytes]
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[Octree packet data]
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- Sequence number (uint32)
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- Timestamp (uint64)
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- Octree data:
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- Color data or entity properties
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- Compressed octree structure
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- Entity property list
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```
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Reference the existing `parseEntityPacket()` stub and enhance it to handle the actual Overte EntityData format.
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## Files to Modify
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1. **`src/OverteClient.hpp`**
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- Add member variables:
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```cpp
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std::vector<AssignmentClient> m_assignmentClients;
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sockaddr_storage m_entityServerAddr{};
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socklen_t m_entityServerAddrLen{0};
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uint16_t m_entityServerPort{0};
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```
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2. **`src/OverteClient.cpp`**
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- `handleDomainListReply()`: Parse assignment client list
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- `sendEntityQuery()`: Target entity-server assignment client
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- `parseDomainPacket()`: Accept packets from any source
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- `parseEntityPacket()`: Implement proper EntityData parsing
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## Testing
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After implementation:
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```bash
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# Build
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cmake --build build --target starworld -j4
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# Run (entities should now be received)
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./build/starworld
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# Expected output:
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# [OverteClient] Entity server found at port <dynamic-port>
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# [OverteClient] Sent EntityQuery to entity-server (27 bytes)
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# [OverteClient] Received EntityData packet (<size> bytes)
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# [OverteClient] parseEntityPacket: <data>
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# [OverteClient] Entity added: Red Cube (id=...)
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# [OverteClient] Entity added: Green Sphere (id=...)
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# ... (6 entities total)
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```
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## Reference Materials
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- **Overte Source**: `libraries/networking/src/` - DomainHandler.cpp, NodeList.cpp, AssignmentClient.cpp
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- **Packet Types**: `libraries/networking/src/NLPacket.h`
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- **Octree Protocol**: `libraries/octree/src/OctreePacketData.h`
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- **EntityData Format**: `libraries/entities/src/EntityItem.h`, `EntityItemProperties.h`
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## Success Criteria
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- [ ] Assignment client list parsed from DomainList
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- [ ] Entity-server assignment client identified
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- [ ] EntityQuery sent to entity-server UDP port
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- [ ] EntityData packets received and logged
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- [ ] At least basic entity properties parsed (ID, position, type)
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- [ ] All 6 uploaded entities appear in entity list
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- [ ] Entities sync to StardustXR scene
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## Current Debugging Output
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```
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[OverteClient] Domain connected! Sending entity query...
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[OverteClient] Sent EntityQuery (27 bytes, seq=2)
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[OverteClient] Number of assignment clients (raw): 0x1010006 (16842758)
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[OverteClient] Parsed node count: 0
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[OverteClient] Warning: Unusual node count encoding, skipping node list parsing
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[OverteClient] Remaining bytes: 01 01 00 06 43 23 d2 41 2a 24 00 06 43 23 d2 41 2a f3 00 00 00 00 00 00
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```
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These "Remaining bytes" are the assignment client list in QDataStream format. Start by parsing this structure.
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## Notes
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- Overte uses Qt's QDataStream for serialization - integers are big-endian, strings are length-prefixed
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- Assignment client types: 0=EntityServer, 1=AudioMixer, 2=AvatarMixer, 3=AssetServer, 4=MessagesMixer, 5=EntityScriptServer
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- The entity-server may send data in compressed chunks (use zlib if compression flag is set)
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- EntityData is sent as Octree packets which can contain multiple entities per packet
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- Initial entity load may come as multiple packets followed by EntityQueryInitialResultsComplete (PacketType 0x2A)
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