feat(ui): AI-Enhanced Dialogue toggle + hardware detection (#646, D-138)
Implements the full AI-Enhanced Dialogue feature for Sprint 26: - HardwareDetector autoload (extends Node): three-layer detection — Layer 1 RAM classification (pass/marginal/fail, thresholds 2GB/1.6GB), Layer 2 TPT benchmark cache (green/yellow/red, thresholds 6/3 t/s), Layer 3 degradation monitoring (>40% drop → yellow). load_ai_pref() restores toggle state from user://settings.cfg on startup. - Settings dialog AI section: toggle, colored status dot, status message label, testable API (get_ai_dialogue_label_text, set_ai_dialogue_ hardware_status, is_ai_dialogue_toggle_enabled). Only RAM "fail" greys out toggle — player always overrides yellow/red recommendations (D-138). - GameState.ai_enhanced_dialogue_enabled (default true, opt-out model). GameState.settings_response (v20 one-shot settings dump from server). apply_snapshot() hydrates ai_enhanced_dialogue_enabled from full dump. - Protocol v19→v20, settings_response decoding in decode_snapshot(). Protocol converted to extends Node autoload (enables test has_method). encode_change_settings() helper for test inspection. - InputMapper: CHANGE_SETTINGS, REQUEST_ALL_SETTINGS, DELETE_SETTING. SimBridge: wire mappings for all three. RequestAllSettings queued after handshake to hydrate client state from server SQLite on connect. settings_response carry-forward in receive_bytes(). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -97,6 +97,17 @@ var pending_load_path: String = ""
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# Default: "detective" — fallback for legacy saves without character.txt.
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var character_archetype: String = "detective"
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# #646: AI-Enhanced Dialogue enabled state (D-138).
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# Runtime toggle — true means the LLM re-voicing pipeline should run (server-side).
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# Default: true (opt-out model per D-138 §8). Hardware detector may disable at startup
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# if RAM is insufficient. Persisted to server SQLite via ChangeSettings IPC.
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var ai_enhanced_dialogue_enabled: bool = true
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# v20 fields (#627, D-138): settings response from server.
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# One-shot: {kind: "full", settings: [{key, value}]} or {kind: "ack", success, key, error} or null.
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# "full" response hydrates ai_enhanced_dialogue_enabled (server is authoritative for persisted state).
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var settings_response: Variant = null
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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@@ -328,6 +339,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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debug_response = null
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# v20: settings_response (#627, D-138) — one-shot settings ack/dump from server.
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# "full" kind → iterate settings array and hydrate matching fields.
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if snapshot.has("settings_response") and snapshot.settings_response is Dictionary:
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settings_response = snapshot.settings_response
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var sr: Dictionary = snapshot.settings_response
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if sr.get("kind") == "full":
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var sr_settings: Variant = sr.get("settings")
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if sr_settings is Array:
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for entry in sr_settings:
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if not entry is Dictionary:
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continue
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if entry.get("key") == "ai_dialogue.enabled":
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var val: Variant = entry.get("value")
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if val is Dictionary and val.has("Bool"):
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ai_enhanced_dialogue_enabled = bool(val["Bool"])
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else:
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settings_response = null
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# Only update when field is present (null means no change, server sends when KG changes).
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if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
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@@ -25,6 +25,9 @@ enum Action {
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SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
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LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
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DEBUG_COMMAND, # #581: debug console command dispatch — sends DebugCommandKind to server
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CHANGE_SETTINGS, # #646: persist a setting to server SQLite — sends {key, value} to server
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REQUEST_ALL_SETTINGS, # #646: request full settings dump from server after handshake (unit variant)
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DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
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}
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var input_queue: Array[Dictionary] = []
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@@ -253,6 +253,12 @@ func _process(delta: float) -> void:
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handshake_complete.emit(server_version)
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_set_state(ConnectionState.CONNECTED)
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# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
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# from server SQLite so the client reflects the authoritative persisted state (D-138).
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_outbound_buffer.append({
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"tick": 0,
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"action_name": "RequestAllSettings",
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})
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return
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if _bridge == null:
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@@ -375,6 +381,9 @@ func receive_bytes(bytes: PackedByteArray) -> void:
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# #554: Carry forward save/load result (one-shot, consumed by main.gd)
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if snapshot.get("save_result") == null and _last_snapshot.get("save_result") != null:
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snapshot["save_result"] = _last_snapshot["save_result"]
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# #646: Carry forward settings_response (one-shot, consumed by game_state apply_snapshot)
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if snapshot.get("settings_response") == null and _last_snapshot.get("settings_response") != null:
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snapshot["settings_response"] = _last_snapshot["settings_response"]
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_last_snapshot = snapshot
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# Drain the outbound buffer. Returns raw input entries for batch encoding.
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@@ -418,6 +427,12 @@ static func action_enum_to_wire(action: int) -> String:
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return "LoadGame" # #554: F6 quickload (D-085)
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InputMapper.Action.DEBUG_COMMAND:
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return "DebugCommand" # #581: debug console command dispatch
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InputMapper.Action.CHANGE_SETTINGS:
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return "ChangeSettings" # #646: persist setting to server SQLite (D-138)
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InputMapper.Action.REQUEST_ALL_SETTINGS:
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return "RequestAllSettings" # #646: unit variant — server sends full settings dump
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InputMapper.Action.DELETE_SETTING:
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return "DeleteSetting" # #646: struct variant — delete setting by key
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_:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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