refactor(ui): PR #134 review — MetaScreen/ESC chain tightening, D-192 reword
Addresses Tyre's 9 architecture items from the sprint-36 client review. - decisions/architecture.md (Tyre #1): D-192 now says "deprecate; removal tracked in #868" instead of "remove". The branch does not remove the version field or guard — that belongs in the coordinated server+client PR. The decision text now matches the code on this branch. - meta_stack.gd (#2): handle_escape() on a screen with closable_by_escape=false now consumes the event unconditionally. Was returning whatever on_escape() returned, which default-returned false and leaked ESC into main.gd's implant/settings chain — opening the settings dialog behind the loading screen. - debug_console.gd (#4): drop the direct KEY_ESCAPE branch in _unhandled_input. ESC now falls through to main.gd → MetaStack, which finds the console on top of the stack and closes it via the normal path. Other keys are still consumed so movement/action can't leak. - main.gd (#6, #10): extract the ESC priority chain into _handle_menu_key() so "MetaStack → implant → settings" is a named thing. Add a comment near connect_to_sim explaining that GameState.bookmark_catalog survives the Option A scene transition via the autoload. - main_menu.gd (#7): header comment documenting the double LoadingScreen lifecycle — safe today because main_menu.tscn and main.tscn never co-exist, noted for future promotion to autoload if that changes. - meta_screen.gd (#8): apply captures_input symmetrically in open()/ close() — was set in open() only, so a screen changing the flag between open+close kept the opened value forever. - meta_screen.gd (#9): on_escape() docstring clarifies the tri-state (consume-and-hold / consume-and-close / ignore) — and that closable_by_escape=false is the screen-wide way to say "consume-and-hold". - bug_report_dialog.gd (#11): capture_cancelled now emits from on_close() (covers any close path — ESC, MetaStack pop, programmatic close) rather than only on_escape(). A new _completed flag distinguishes completion from cancel so the two signals stay mutually exclusive.
This commit is contained in:
+24
-12
@@ -49,6 +49,10 @@ func _ready() -> void:
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# Connect to simulation (test mode sets CONNECTED immediately).
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# Guard: Option A flow leaves SimBridge CONNECTED when main.tscn loads — don't drop it.
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# Option A state handoff: main_menu polls and applies the snapshot first,
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# seeding GameState (including bookmark_catalog) via the autoload before the
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# scene swap. main.tscn then re-applies the next snapshot on top. Both paths
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# write through GameState — which is autoloaded, so catalog state survives.
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if SimBridge.state == SimBridge.ConnectionState.DISCONNECTED:
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SimBridge.connect_to_sim()
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@@ -267,19 +271,9 @@ func _process(delta: float) -> void:
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elif err != OK:
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push_error("main.gd: LOAD_GAME send_input failed: %s" % error_string(err))
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continue
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# #528: ESC/OPEN_MENU — priority chain: MetaStack modal → implant app → settings dialog
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# #528: ESC/OPEN_MENU — delegate to ordered priority chain
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if input.action == InputMapper.Action.OPEN_MENU:
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if MetaStack.handle_escape():
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continue
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if HudGroups.is_implant_active():
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HudGroups.close_app()
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continue
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if settings_dialog:
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if settings_dialog.is_open():
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settings_dialog.close()
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else:
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MetaStack.push(settings_dialog)
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settings_dialog.open()
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_handle_menu_key()
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continue
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if input.action == InputMapper.Action.INTERACT:
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# D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1)
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@@ -314,6 +308,24 @@ func _process(delta: float) -> void:
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_pending_record_inputs.clear()
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# #528: ESC/OPEN_MENU priority chain — first handler to consume wins.
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# Order matters: MetaStack modal > open implant app > settings dialog.
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# Adding a fourth handler: append a new step here; don't re-inline in _process.
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func _handle_menu_key() -> void:
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if MetaStack.handle_escape():
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return
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if HudGroups.is_implant_active():
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HudGroups.close_app()
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return
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if settings_dialog == null:
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return
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if settings_dialog.is_open():
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settings_dialog.close()
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else:
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MetaStack.push(settings_dialog)
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settings_dialog.open()
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# #496: Finalize gauntlet stats on disconnect
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func _on_connection_state_changed(
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_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState
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@@ -22,8 +22,7 @@ func open() -> void:
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return
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_phase = Phase.OPENING
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visible = true
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if captures_input:
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mouse_filter = Control.MOUSE_FILTER_STOP
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mouse_filter = Control.MOUSE_FILTER_STOP if captures_input else Control.MOUSE_FILTER_IGNORE
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on_open()
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_phase = Phase.OPEN
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@@ -34,6 +33,7 @@ func close() -> void:
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_phase = Phase.CLOSING
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on_close()
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visible = false
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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_phase = Phase.HIDDEN
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closed.emit()
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@@ -43,7 +43,16 @@ func is_open() -> bool:
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## Called by MetaStack when ESC is pressed with this screen on top.
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## Return true to consume the event (prevent stack pop); false to allow pop.
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##
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## Return true: consumed-and-held — keep this screen open (e.g. "are you sure"
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## prompt was shown, do not close the underlying screen).
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## Return false: did nothing internally — let MetaStack close this screen.
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##
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## To express "consume-and-hold" — the screen must remain open and ESC must NOT
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## fall through to gameplay/implant — set `closable_by_escape = false` instead.
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## MetaStack treats that as: call on_escape (to let the screen react), do not
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## pop, return true so the event stops here. Returning true from `on_escape` is
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## the per-event variant; setting the flag is the screen-wide variant.
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func on_escape() -> bool:
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escape_pressed.emit()
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return false
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@@ -38,12 +38,18 @@ func is_active() -> bool:
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## Handle ESC key. Call from main.gd before HudGroups ESC handling.
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## Returns true if the event was consumed (callers must return after).
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##
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## A screen on the stack always consumes the event. `closable_by_escape = false`
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## means "I refuse to close on ESC" — not "pass the event through to the
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## implant/gameplay layer." Otherwise an un-escapable screen (e.g. LoadingScreen)
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## would leak ESC to main.gd and open the settings dialog behind it.
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func handle_escape() -> bool:
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var t = top()
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if t == null:
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return false
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if not t.closable_by_escape:
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return t.on_escape()
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t.on_escape()
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return true
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if t.on_escape():
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return true
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t.close()
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@@ -37,6 +37,7 @@ const RING_SIZE := 60
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var _line_edit: LineEdit = null
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var _captured_screenshot: Image = null
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var _completed: bool = false # set by _on_text_submitted; suppresses on_close cancel
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# #507: Pre-allocated ring buffers (no per-tick allocation after _ready).
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# Input ring: replay-format PlayerInput arrays, one per tick.
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@@ -210,6 +211,7 @@ func _get_filled_snapshot_count() -> int:
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func start_capture() -> void:
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if is_open():
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return
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_completed = false # reset completion flag for this capture session
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# Capture screenshot BEFORE showing the dialog overlay
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_captured_screenshot = get_viewport().get_texture().get_image()
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MetaStack.push(self)
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@@ -236,17 +238,24 @@ func on_close() -> void:
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_line_edit.queue_free()
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_line_edit = null
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_captured_screenshot = null
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# Any close path that did not complete is a cancel — covers ESC, MetaStack
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# pop, programmatic close(). _completed flips to true in _on_text_submitted
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# right before capture_completed fires, so the two signals stay exclusive.
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if not _completed:
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capture_cancelled.emit()
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_completed = false
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func on_escape() -> bool:
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capture_cancelled.emit()
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# on_close() will emit capture_cancelled — don't double-emit here.
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return false # let MetaStack close
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func _on_text_submitted(text: String) -> void:
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_save_report(text)
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close()
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_completed = true
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capture_completed.emit()
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close()
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func _save_report(description: String) -> void:
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@@ -108,10 +108,11 @@ func _unhandled_input(event: InputEvent) -> void:
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_toggle()
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return
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if is_open():
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# Consume all keyboard events — prevent movement/action leaking through
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get_viewport().set_input_as_handled()
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if event.keycode == KEY_ESCAPE:
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close()
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# Consume keyboard events so movement/action don't leak to main.gd,
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# but let ESC fall through to OPEN_MENU → MetaStack.handle_escape().
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# MetaStack finds this console at the top of the stack and closes it.
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if event.keycode != KEY_ESCAPE:
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get_viewport().set_input_as_handled()
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func _on_input_key(event: InputEvent) -> void:
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@@ -3,6 +3,13 @@ extends MetaScreen
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## New Game: opens character creation screen, then starts game.
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## Continue: loads most recent save directory.
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## Load Game: shows sorted save list for manual selection (#257).
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##
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## LoadingScreen lifecycle: this scene instantiates its own LoadingScreen child
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## (see `_ensure_loading_screen`). main.tscn has a separate `$MetaLayer/LoadingScreen`.
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## Safe today because main_menu.tscn and main.tscn never co-exist — the scene
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## transition in `_start_game` replaces the tree wholesale. If that invariant
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## ever changes (e.g. embedding the menu as an overlay), promote LoadingScreen
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## to an autoload to enforce single-instance across the MetaStack.
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const GAME_SCENE := "res://scenes/main.tscn"
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const CHARACTER_CREATION_SCENE := "res://scenes/character_creation.tscn"
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@@ -751,7 +751,7 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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### D-192: Drop PROTOCOL_VERSION lockstep handshake
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- **Decision:** Remove the `version` field from the snapshot envelope, the `PROTOCOL_VERSION` constants on both server (`server/src/bridge/types.rs`) and client (`client/scripts/protocol/protocol.gd`), and the version-mismatch guard in `Protocol.decode_snapshot()`. Genuine schema mismatches surface as MessagePack decode errors or missing-field errors at the consumer; that signal is sufficient for our deployment model.
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- **Decision:** Deprecate the snapshot envelope `version` field, the `PROTOCOL_VERSION` constants on both server (`server/src/bridge/types.rs`) and client (`client/scripts/protocol/protocol.gd`), and the version-mismatch guard in `Protocol.decode_snapshot()`. Removal is tracked in ticket **#868** (server + client coordinated, sprint 37 or later). Once removed, genuine schema mismatches will surface as MessagePack decode errors or missing-field errors at the consumer; that signal is sufficient for our deployment model. Until #868 lands, the field and guard stay in place — they are no longer load-bearing, but removing them requires coordinated edits on both sides and fresh fixture regeneration.
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- **Rationale:** The version constants were designed for a network deployment where client and server can ship out of sync. Our actual deployment is a subprocess: the Godot client launches the Rust server it was built with. They are *always* in sync at runtime — the version check has never caught a real mismatch in the field, only dev-time forgetfulness. The cost has been measurable: every protocol-shaping sprint requires bumping two constants in lockstep, and we accumulated tautological tests asserting `PROTOCOL_VERSION == N` (deleted in sprint 36 — see ticket from this D-record). Removing the handshake makes the per-sprint cost zero. **Reversibility:** When/if networked multiplayer arrives (no firm date — see [D-005](#d-005-architecture-godot-client--rust-server-via-subprocess)), the natural fit is a one-time handshake at connection time (a single client-version vs. server-version exchange in the connection protocol), not a per-snapshot version stamp. So even the multiplayer path doesn't argue for keeping the per-snapshot field — that field would be doubly redundant once a connection-time check exists. The design space hasn't been narrowed.
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- **What we lose:** A single eager, human-readable error at connect time ("client v22 ↔ server v23"). A genuine dev-time schema drift will now surface as a downstream decode/missing-field error, possibly seconds into a session rather than at handshake.
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- **What we keep:** All field-presence and roundtrip tests in `test_protocol_bridge.gd`, `test_signal_sprint24.gd`, etc. — these cover the *behavior* the version constant was meant to gate. Decode failure in `Messagepack.decode()` still rejects malformed payloads.
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