Starworld (StardustXR + Overte Client)

CI

Overview

Starworld is an Overte client that renders virtual world entities inside the StardustXR compositor. It bridges Overte's entity protocol with Stardust's spatial computing environment, allowing you to view and interact with Overte domains in XR.

Current Status: Connection persistence is now fixed. All core entity rendering features are implemented. Color tinting and texture application are pending StardustXR API support.

Working Features:

  • Complete DomainConnectRequest implementation with OAuth authentication
  • Local ID assignment and parsing (fixed byte order bugs)
  • 3D model rendering with HTTP asset downloading
  • ModelCache automatically downloads models from http:// and https:// URLs to ~/.cache/starworld/models/
  • Primitive models (cube, sphere, suzanne) pre-generated in ~/.cache/starworld/primitives/
  • HMAC-MD5 packet verification implementation (correct but blocked by server config)

Note: Connection persistence is now fixed (see below). For protocol details, see docs/NETWORK_PROTOCOL_INVESTIGATION.md. For troubleshooting, see docs/ENTITY_TROUBLESHOOTING.md.

About the Technologies

StardustXR is a next-generation XR display server and compositor that runs XR clients as separate processes. It provides a Unix-philosophy approach to XR, where each application is an independent process communicating via IPC.

Overte is an open-source virtual worlds and social VR platform, a community-maintained fork of High Fidelity. It allows you to create and explore 3D virtual environments with others.

Quick Start

Prerequisites

  • CMake 3.15+
  • C++20 compiler (GCC/Clang)
  • Rust toolchain (for the bridge)
  • StardustXR server running (required!)
  • Required libraries: glm, OpenSSL, zlib, libcurl

Important: The application will exit if no StardustXR compositor is detected. Make sure to start the Stardust server first:

# Start StardustXR server (in a separate terminal)
stardust-xr-server

Build Everything

./scripts/build_and_test.sh

Or manually:

# 1. Build Rust bridge
cd bridge
cargo build --release
cd ..

# 2. Build C++ client
mkdir -p build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)

Run with Simulation Mode

Test the rendering without connecting to an Overte server:

export STARWORLD_SIMULATE=1
export STARWORLD_BRIDGE_PATH=./bridge/target/release
./build/starworld

This creates three demo entities rendered as 3D models:

  • Red cube (0.2m) - Box entity type
  • Green sphere (0.15m) - Sphere entity type
  • Blue suzanne (0.25m) - Model entity type (Blender monkey head placeholder)

Connect to Overte Server

Connect to a domain using the domain address format:

# Using domain:port format (port is UDP domain server port)
./build/starworld --overte=127.0.0.1:40104

# Using domain address with position/orientation (position/rotation ignored for now)
./build/starworld --overte=142.122.4.245:40104/0,0,0/0,0,0,1

# Using WebSocket URL format (deprecated, but still works)
./build/starworld --overte=ws://domain.example.com:40102

Address Format:

  • host:40104 - Connects to UDP domain server on port 40104 (standard Overte port)
  • HTTP port is automatically calculated as UDP port - 2 (e.g., 40102 for UDP 40104)
  • Position/orientation coordinates after / are currently ignored

Connect with Authentication

OAuth Browser Authentication Now Implemented!

Starworld now supports full OAuth 2.0 authentication via browser flow (Authorization Code Grant). This allows you to authenticate with your Overte account and access private domains and full entity data.

Quick Start - Browser OAuth (Recommended):

# Automatic browser-based login
./build/starworld --auth --overte=127.0.0.1:40102

# The application will:
# 1. Start a local callback server (usually port 8765)
# 2. Open your web browser to the Overte login page
# 3. Wait for you to log in
# 4. Receive the authorization code
# 5. Exchange it for an access token
# 6. Save the token for future use

Features:

  • Browser-based OAuth 2.0 (Authorization Code Grant)
  • Automatic token refresh
  • Token persistence (~/.config/starworld/overte_token.txt)
  • CSRF protection with state parameter
  • Secure local callback server (localhost only)
  • Fallback to saved tokens
  • Username/password login (less secure, for testing)

Advanced Options:

# Use saved token if available, otherwise open browser
./build/starworld --auth

# Specify metaverse server
OVERTE_METAVERSE=https://mv.overte.org ./build/starworld --auth

# Legacy username/password (NOT RECOMMENDED - use browser flow)
./build/starworld --auth --username=myuser --password=mypass

# Force re-authentication (deletes saved token)
rm ~/.config/starworld/overte_token.txt && ./build/starworld --auth

How It Works:

  1. Application starts HTTP callback server on http://localhost:8765/callback
  2. Opens browser to: https://mv.overte.org/oauth/authorize?...
  3. User logs in via Overte's web interface
  4. Overte redirects to http://localhost:8765/callback?code=ABC&state=XYZ
  5. Application receives authorization code
  6. Exchanges code for access token via POST to /oauth/token
  7. Saves token to ~/.config/starworld/overte_token.txt
  8. Token is automatically refreshed when expiring

Benefits of Authenticated Connection:

  • Access to private/restricted domains
  • Full entity server topology information
  • Direct EntityServer connections (faster, more reliable)
  • User profile information
  • Permission to edit entities
  • Voice chat capabilities (future)

Anonymous Connection (No --auth flag):

./build/starworld --overte=127.0.0.1:40104

Anonymous users can:

  • Connect to public domains
  • Query entity data (limited by server permissions)
  • Receive domain list packets
  • View and render entities (if server allows)

Limitations:

  • No assignment client topology information
  • EntityServer address not advertised (uses domain server fallback)
  • Some restricted domains may reject anonymous connections
  • Cannot edit entities or participate in voice chat

Domain Discovery

Overte Server (UDP) → OverteClient (C++) → SceneSync → StardustBridge (C++) 
                                                            ↓ (dlopen C-ABI)
                                                       Rust Bridge
                                                            ↓
                                                    Stardust Server

The Rust bridge provides the StardustXR client implementation, exposing a C ABI for the C++ code to use.

Entity Rendering

Starworld renders Overte entities as 3D GLTF/GLB models:

  • Box (type 1): Cube model from cube.glb
  • Sphere (type 2): Sphere model from sphere.glb
  • Model (type 3): Suzanne (Blender monkey) from model.glb, or downloaded models
  • Other types: Coming soon (Text, Image, Light, etc.)

Current Support:

  • Position, rotation, scale (full transform matrix)
  • Dimensions (xyz size in meters)
  • GLTF/GLB model loading from local cache
  • HTTP/HTTPS model URL downloading with ModelCache (SHA256-based caching)
  • Primitive generation using Blender (tools/blender_export_simple.py)
  • Entity colors (stored but not yet applied to models)
  • Texture support (entity.textureUrl parsing implemented)
  • ATP protocol support (Overte asset server)

Cache Structure:

  • Downloaded models: ~/.cache/starworld/models/ (SHA256 URL hashing)
  • Primitive models: ~/.cache/starworld/primitives/ (Blender-generated)
  • HTTP downloads use libcurl with async callbacks and progress reporting

Rust Bridge

The bridge (required for proper StardustXR integration) is a Rust shared library that:

  • Connects to the Stardust compositor via fusion client
  • Manages the spatial scene graph
  • Handles entity creation, updates, and removal
  • Renders entities using the asteroids element API

Build it with:

cd bridge
cargo build --release

This produces bridge/target/release/libstardust_bridge.so, which the C++ client loads at runtime.

Bridge Path Configuration

The client tries these locations in order:

  1. STARWORLD_BRIDGE_PATH environment variable
  2. ./bridge/target/debug/libstardust_bridge.so
  3. libstardust_bridge.so (system library path)

Configuration Options

Environment Variables

  • STARWORLD_BRIDGE_PATH: Path to bridge .so directory
  • STARWORLD_SIMULATE: Set to 1 for simulation mode (no Overte connection)
  • STARDUSTXR_SOCKET: Override Stardust compositor socket path
  • OVERTE_URL: Override Overte server URL (deprecated, use --overte flag)
  • OVERTE_UDP_PORT: Override UDP domain server port (default: from URL or 40104)
  • OVERTE_DISCOVER: Enable domain discovery (1 or true)
  • OVERTE_DISCOVER_PROBE: Enable/disable domain reachability probing
  • OVERTE_DISCOVER_INDEX: Manual domain selection index
  • OVERTE_USERNAME: Reserved for future OAuth (currently unused)
  • OVERTE_PASSWORD: Reserved for future OAuth (currently unused)
  • OVERTE_METAVERSE: Reserved for future OAuth (currently unused)

Command-Line Options

  • --socket=/path/to.sock: Override Stardust socket path
  • --abstract=name: Use abstract socket namespace
  • --overte=host:port: Connect to Overte domain (port is UDP port, typically 40104)
  • --overte=host:port/x,y,z/qx,qy,qz,qw: Domain address with spawn position (position ignored)
  • --discover: Enable Overte domain discovery via metaverse directories

Development

Project Structure

Starworld/
├── src/              # C++ source files
│   ├── main.cpp
│   ├── StardustBridge.cpp
│   ├── OverteClient.cpp
│   ├── SceneSync.cpp
│   └── ...
├── bridge/           # Rust bridge
│   ├── src/lib.rs
│   └── Cargo.toml
├── tests/            # Test harness
├── tools/            # Python utilities
├── scripts/          # Build and utility scripts
├── docs/             # Documentation files
└── examples/         # Example configurations and models

Debugging

Enable verbose logging:

export RUST_LOG=debug
export LOG_LEVEL=debug
./build/starworld

Vendoring StardustXR Crates

For deterministic builds, clone dependencies into third_party/:

cd third_party
git clone https://github.com/StardustXR/asteroids.git
git clone https://github.com/StardustXR/core.git

Then update bridge/Cargo.toml:

[dependencies.stardust-xr-asteroids]
path = "../third_party/asteroids"

[dependencies.stardust-xr-fusion]
path = "../third_party/core"

This allows you to:

  • Lock to specific commits
  • Patch client internals
  • Debug client crate issues
  • Add custom C ABI exports

Known Limitations

  1. Color Tinting Not Visually Applied: Color data is parsed, stored, and logged, but not yet applied to model materials (requires StardustXR asteroids API extension). See docs/ENTITY_TROUBLESHOOTING.md.

  2. Texture Application Not Implemented: Texture URLs are parsed, textures are downloaded and cached, but not yet visually applied to models (requires StardustXR material API).

  3. ATP Protocol Not Supported: atp:// asset protocol is not yet supported (requires AssetClient integration). Use HTTP URLs for now.

  4. Single User: No avatar or multi-user support yet.

  5. NAT/Firewall: External connections require port forwarding for self-hosted domains.

Roadmap

Phase 1: Core Rendering COMPLETE

  • Entity type differentiation
  • 3D model rendering with GLTF/GLB 🎉
  • Transform support (position, rotation, scale)
  • Dimension support (xyz sizing)

Phase 2: Asset Pipeline (In Progress)

  • Local asset cache (~/.cache/starworld/primitives/)
  • Blender primitive generation (tools/blender_export_simple.py)
  • HTTP model downloader with ModelCache 🎉
  • Download models from entity.modelUrl (http/https)
  • SHA256-based caching with libcurl
  • Async download callbacks with progress
  • Texture download and caching (infrastructure complete)
  • ATP protocol support (Overte asset server)
  • Material color application to models (pending API)
  • Texture loading and mapping (pending API)

Phase 3: Network & Protocol COMPLETE

  • Domain connection via UDP
  • NLPacket protocol implementation
  • DomainConnectRequest / DomainList handshake
  • QDataStream parsing for Overte packets
  • Assignment client list parsing
  • EntityQuery packet implementation
  • Session UUID generation
  • Protocol signature verification (MD5)
  • Domain address parsing (host:port/position/orientation)
  • OAuth 2.0 authentication with browser flow 🎉
  • Token persistence and refresh
  • Connection persistence bug fixed (see docs)
  • Assignment client direct connections
  • Authenticated EntityServer queries

Phase 4: Entity System (Current Focus)

  • Apply entity colors to model materials
  • All entity types (Text, Image, Light, Zone, etc.)
  • Entity property updates (real-time position, rotation, color changes)
  • Entity deletion handling
  • Parent/child entity hierarchies
  • Entity query/filtering by distance

Phase 5: Interaction & Multi-User

  • Avatar representation and sync
  • Input forwarding (XR controllers → Overte)
  • Audio spatial rendering
  • Voice chat integration

Phase 6: Advanced Features

  • Script integration
  • Physics simulation
  • Particle effects
  • Animation playback
  • Material/texture overrides

Troubleshooting

See docs/ENTITY_TROUBLESHOOTING.md for a complete troubleshooting guide, debug flags, and common issues.

Contributing

Documentation

Getting Started

  1. Read docs/DEVELOPER_GUIDE.md for build/run commands
  2. Check docs/CHANGELOG.md for recent changes
  3. Review protocol details in docs/OVERTE_ASSIGNMENT_CLIENT_TASK.md

Development Workflow

  1. Create feature branch: git checkout -b feature/my-feature
  2. Make changes and test locally: ./scripts/ci-test.sh
  3. Commit with clear messages
  4. Push and create PR in Gitea
  5. CI will run automated tests

See docs/CI_SETUP_SUMMARY.md for details on the CI pipeline.

References & Resources

See the documentation in the docs/ directory for protocol, troubleshooting, and implementation details. For StardustXR and Overte resources, see:

Description
Overte meet stardust
Readme Apache-2.0 630 MiB
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