class_name PlayableConfig ## 首个联网内测的配置解析器。 ## ## 这是纯数据校验层:不读取账号密码、不创建网络连接、不修改游戏状态。 ## 生产测试入口必须先通过 validate(),任何缺少的必测字段都只能得到 BLOCKED, ## 不能由测试脚本临时补默认值后继续发包。 const SCHEMA_VERSION := 1 const REQUIRED_KEYS := [ "scenario_id", "protocol", "server", "character_slot", "map_key", "waypoints_cm", "allowed_mob_vnums", "allowed_drop_vnums", "skill_cases", "resolution", "loops", "timeout_seconds", ] static func load_file(path: String) -> Dictionary: var result := {"ok": false, "config": {}, "errors": []} if path.strip_edges().is_empty(): result.errors.append("config path is empty") return result if not FileAccess.file_exists(path): result.errors.append("config file does not exist: %s" % path) return result var file := FileAccess.open(path, FileAccess.READ) if file == null: result.errors.append("config file cannot be opened") return result var parsed: Variant = JSON.parse_string(file.get_as_text()) file.close() if not (parsed is Dictionary): result.errors.append("config root must be a JSON object") return result var checked := validate(parsed) result.config = parsed result.errors = checked.errors result.ok = bool(checked.ok) return result static func validate(config: Dictionary) -> Dictionary: var errors: Array[String] = [] for key in REQUIRED_KEYS: if not config.has(key): errors.append("missing required key: %s" % key) if int(config.get("schema_version", -1)) != SCHEMA_VERSION: errors.append("schema_version must be %d" % SCHEMA_VERSION) if String(config.get("scenario_id", "")).strip_edges().is_empty(): errors.append("scenario_id must not be empty") var protocol := String(config.get("protocol", "")).strip_edges().to_lower() if protocol != "classic": errors.append("protocol must be classic") var server: Variant = config.get("server", null) if not (server is Dictionary): errors.append("server must be an object selected from serverinfo") else: for key in ["server_index", "channel_index"]: if not server.has(key) or int(server[key]) < 0: errors.append("server.%s must be a non-negative integer" % key) if not config.has("character_slot") or int(config.get("character_slot", -1)) < 0: errors.append("character_slot must be a non-negative integer") if String(config.get("map_key", "")).strip_edges().is_empty(): errors.append("map_key is empty; resolve it from the server/map fixture") var waypoints: Variant = config.get("waypoints_cm", null) if not (waypoints is Array) or waypoints.is_empty(): errors.append("waypoints_cm must contain at least one [x,y] centimeter point") else: for i in waypoints.size(): var point: Variant = waypoints[i] if not (point is Array) or point.size() != 2 or not _is_number(point[0]) or not _is_number(point[1]): errors.append("waypoints_cm[%d] must be [x,y] numbers" % i) var mobs: Variant = config.get("allowed_mob_vnums", null) if not (mobs is Array) or mobs.is_empty(): errors.append("allowed_mob_vnums must contain confirmed server mob vnums") else: _validate_positive_int_array(mobs, "allowed_mob_vnums", errors) var drops: Variant = config.get("allowed_drop_vnums", null) if not (drops is Array) or drops.is_empty(): errors.append("allowed_drop_vnums must contain a deterministic pickup fixture") else: _validate_positive_int_array(drops, "allowed_drop_vnums", errors) var skills: Variant = config.get("skill_cases", null) if not (skills is Array) or skills.is_empty(): errors.append("skill_cases must contain at least one confirmed skill case") else: for i in skills.size(): if not (skills[i] is Dictionary): errors.append("skill_cases[%d] must be an object" % i) continue var item: Dictionary = skills[i] for key in ["case_id", "skill_id", "required_evidence"]: if not item.has(key): errors.append("skill_cases[%d] missing %s" % [i, key]) if String(item.get("case_id", "")).strip_edges().is_empty(): errors.append("skill_cases[%d].case_id is empty" % i) if int(item.get("skill_id", -1)) <= 0 or int(item.get("skill_id", -1)) >= 255: errors.append("skill_cases[%d].skill_id must be 1..254" % i) if not (item.get("required_evidence", null) is Array) or item.required_evidence.is_empty(): errors.append("skill_cases[%d].required_evidence must be non-empty" % i) var resolution: Variant = config.get("resolution", null) if not (resolution is Array) or resolution.size() != 2 or int(resolution[0]) <= 0 or int(resolution[1]) <= 0: errors.append("resolution must be [width,height]") if int(config.get("loops", 0)) < 1: errors.append("loops must be at least 1") if int(config.get("timeout_seconds", 0)) < 1: errors.append("timeout_seconds must be positive") # This config is deliberately data-only. Reject the common accidental secret paths. for forbidden in ["account", "username", "password", "token", "secret"]: if config.has(forbidden): errors.append("credentials must not be stored in config: %s" % forbidden) return {"ok": errors.is_empty(), "errors": errors} static func _validate_positive_int_array(values: Array, name: String, errors: Array[String]) -> void: for i in values.size(): if not _is_number(values[i]) or int(values[i]) <= 0 or float(values[i]) != float(int(values[i])): errors.append("%s[%d] must be a positive integer" % [name, i]) static func _is_number(value: Variant) -> bool: return value is int or value is float