Commit Graph
7 Commits
Author SHA1 Message Date
kovagoadiandClaude f7ca395a4f Put the AdminBridge GameScript under version control
Continuous Integration / lint-and-security (pull_request) Failing after 19s
Continuous Integration / tests-and-coverage (pull_request) Successful in 24s
The last commit noted in passing that the server-side half of the admin
GameScript channel "is not in this repo -- docker/config is gitignored --
so it has to be updated separately for any of this to work." That was true
of all nine features the README documents: list_vehicles, list_stations,
list_cargo, get_timetable, get_station, get_station_cargo, get_dispatch and
the event stream all answer from 705 lines of Squirrel that no clone could
reproduce, no reviewer could see, and CI never touched.

The bridge now lives in gamescript/AdminBridge/ with its own README, the
same arrangement docker/patches/ uses for the local JGRPP patches, and
docker-compose.yml bind-mounts it read-only over the container's
game/AdminBridge. docker/config stays ignored -- it also holds savegames,
downloaded content and generated config -- so the copy under it is now
shadowed and can be deleted. main.nut is byte-identical to what was running,
apart from the version work below.

Adds a version handshake, because the channel gives no way to tell a stale
bridge from a hung one: a bridge that does not recognise a command drops it
silently, so a client ahead of the server sees nothing but timeouts. The
bridge now answers get_version with its protocol version plus its command
and event catalogues, and get_bridge_version() raises when that is below
GS_BRIDGE_VERSION. It is opt-in rather than checked on connect: GameScripts
do not tick while the game is paused, so an automatic check would refuse to
connect to a paused server. A bridge older than 4 predates get_version
itself and can only fail by timing out, so the E2E test catches that and
reports it by name instead.

tests/test_gamescript.py gives CI a foothold on the GameScript without a
Squirrel toolchain: it parses the .nut files and pins the protocol version
across info.nut, main.nut and protocol.py, the event catalogue against
GameEventType, and the command table against the commands client.py sends.
The version has to be declared three times because a GameScript cannot read
its own info.nut at runtime -- GSController.GetVersion() returns the OpenTTD
version, not the script's.

info.nut also gains MinVersionToLoad() { return 1; }. The engine defaults it
to GetVersion(), so without it this bump would orphan every savegame pinned
to version 3: the scanner finds no compatible script and falls back with a
warning. The bridge keeps no savegame state, so any version can take over.

HandleCommand now dispatches through the same table get_version reports,
rather than an if/else chain, so the catalogue a client feature-detects
against cannot drift from what is implemented.

Co-Authored-By: Claude <[email protected]>
2026-08-31 19:06:33 +02:00
kovagoadiandClaude 25953bea06 Fix ruff lint findings across client, protocol, and tests
Continuous Integration / lint-and-security (pull_request) Successful in 20s
Continuous Integration / tests-and-coverage (pull_request) Successful in 25s
Resolve 51 findings from the I/RUF/BLE/TRY002/S110/PLR0402 rule set:

- Sort imports and __all__ (I001, RUF022, PLR0402). The sys.path.insert
  calls in check_public_calls.py and tests/test_e2e.py still precede the
  openttd imports that depend on them.
- Replace unused unpacked values with _ (RUF059) and annotate the two
  timetable lookup tables as ClassVar (RUF012).
- Narrow the best-effort excepts in OpenTTDClient.quit and
  OpenTTDAdminClient.quit to (OSError, SocketClosed) and log at debug
  rather than swallowing silently (BLE001, S110). The test doubles now
  raise an OSError subclass so they still exercise that branch.
- Narrow the gamescript JSON fallback to json.JSONDecodeError. The broad
  catch in receive_packet keeps a noqa: it guards untrusted wire data and
  must degrade to a no-op packet instead of killing the connection.
- Use contextlib.suppress instead of try/except/pass in tests.

ruff check . is clean, 102 tests pass, coverage stays at 100%.

Co-Authored-By: Claude <[email protected]>
2026-08-26 20:57:56 +02:00
kovagoadiandClaude Opus 4.8 2eea541158 Add scheduled dispatch support (edit + authoritative view)
Continuous Integration / lint-and-security (pull_request) Successful in 22s
Continuous Integration / tests-and-coverage (pull_request) Successful in 24s
Editing (game port, OpenTTDClient): a core of JGRPP's scheduled dispatch
DoCommands — set_scheduled_dispatch (enable/disable), add/remove schedule,
add/remove/clear slots, and set duration/start date. Adds the command IDs
to protocol.py.

Viewing (admin, OpenTTDAdminClient.get_dispatch): the GameScript API has no
dispatch support, so a new server patch (docker/patches/0002-*) adds
read-only GSOrder.GetScheduledDispatch* / IsScheduledDispatchEnabled
getters, an AdminBridge GameScript get_dispatch handler exposes them, and
get_dispatch() returns the live schedules and slots (mirrors get_timetable).

Note: set_dispatch_start_date values are normalised by the engine relative
to current game time, so they read back offset from the requested value.

Includes unit + e2e tests, a demo in main.py, and protocol/timetable docs.
The AdminBridge GameScript and the patched OpenTTD-patches clone live
outside this repo; the 0002 patch file is the durable source for the latter.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-24 22:56:37 +02:00
kovagoadiandClaude Opus 4.8 81a4d9333d Add station listing and cargo queries to admin client
Continuous Integration / lint-and-security (pull_request) Successful in 20s
Continuous Integration / tests-and-coverage (pull_request) Successful in 24s
Extends the AdminBridge GameScript JSON channel (the same relay used by
list_vehicles/get_timetable) with station support:

- list_stations(): enumerate stations, fire-and-forget like list_vehicles().
- get_station(): authoritative per-cargo snapshot of a station's live state,
  with both the real-time waiting amount (GSStation.GetCargoWaiting) and the
  planned cargodist link-graph flow (GetCargoPlanned), plus rating.
- get_station_cargo(): break one cargo type down by source station and by
  next hop (the cargodist routing destination) for both waiting and planned
  amounts, with optional from_station/via_station filters.

All three use stock GameScript API (no server patch, unlike timetables).
Refactors the shared GS request/reply correlation out of get_timetable and
get_station into a _gs_query() helper. Companion handlers must be added to
the server-side AdminBridge GameScript (not tracked in this repo).

Includes unit + e2e tests, a worked demo in main_admin.py, and protocol docs.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 21:48:20 +02:00
kovagoadi 3b54a722d6 Added real timetable support
Continuous Integration / lint-and-security (pull_request) Successful in 33s
Continuous Integration / tests-and-coverage (pull_request) Successful in 26s
2026-07-23 20:59:28 +02:00
kovagoadiandClaude Sonnet 5 0a8271d57c Add vehicle listing support to admin client
Continuous Integration / lint-and-security (pull_request) Successful in 31s
Continuous Integration / tests-and-coverage (pull_request) Successful in 25s
The Admin Network has no native packet for listing individual vehicles,
so list_vehicles() sends a "list_vehicles" command over the existing
GameScript JSON channel and relies on a companion server-side script to
reply with vehicle data via ServerGamescript. Requires subscribing to
Gamescript updates (documented in docs/PROTOCOL.md) to receive the reply.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-07-16 20:44:44 +02:00
kovagoadi aebd5f4ef5 Add admin port support with other major refactorations
Continuous Integration / lint-and-security (pull_request) Failing after 39s
Continuous Integration / tests-and-coverage (pull_request) Successful in 24s
2026-06-29 19:47:48 +02:00