feat(client): Option A pre-game flow + ESC priority chain (Workstream 4)
main_menu now connects SimBridge before character_creation opens, gating the transition on first ObserverSnapshot carrying a bookmark_catalog. Loading screen is shown during the connect; on cancel the SimBridge subprocess is torn down and the player returns to main_menu. Catalog is read straight from GameState.bookmark_catalog in W6. Flow (Option A): 1. New Game → SessionManager.new_game() creates save dir 2. main_menu pushes loading_screen via MetaStack with "Connecting to simulation..." message 3. SimBridge.connect_to_sim() spawned; main_menu listens on connection_state_changed, then on snapshot_received for the catalog 4. On catalog arrival: loading_screen closed, scene-transition to character_creation 5. character_creation Cancel → SimBridge.disconnect_from_sim() + scene transition back to main_menu (Tyre's recommendation: clean state per session over warm-start savings) 6. character_creation Start → ConfirmBookmark sent (stubbed for W4 with first catalog entry; real bookmark + location from W6's UI) ESC priority chain in main.gd OPEN_MENU handler: - MetaStack.handle_escape() first — closes the topmost meta overlay - HudGroups.is_implant_active() / close_app() — closes active implant - Fallback: toggle settings_dialog (existing W2 behavior) Files: - sim_bridge.gd: send_named_action(action_name, action_data) helper. Bridges named tag-enum PlayerActions (RequestBookmarkCatalog, ConfirmBookmark) into the existing outbound buffer, parallel to send_input's InputMapper.Action handling. - loading_screen.gd: set_message(text) for the connecting/loading label. - main_menu.gd: full Option A flow rewrite. Tracks _waiting_for_catalog so re-clicking New Game during connect is a no-op. - character_creation.gd: _on_back disconnect path + _on_start ConfirmBookmark stub. MAIN_MENU_SCENE / GAME_SCENE constants. - main.gd: connect_to_sim guard (don't reconnect when Option A leaves it CONNECTED). ESC chain wiring. Verification: - gdlint clean - godot --headless --path client --quit — no SCRIPT ERROR - test_protocol 62/62, test_implant_nav_stack 52/52, test_client_p3 24/24, test_ui_framework_sprint15 54/54 Pre-existing failing suites unchanged: test_sprint2_proof, test_dialogue_sprint18, test_client_p2 (camera-smoothing assertions that pre-date W4 — main.gd has disabled position_smoothing_enabled since #117 / #501 / #117 manual-lerp; tests were stale). Workstream 5 (3-tab restructure of character_creation: Bookmark / Appearance with sub-nav / Skills / Debug) lands next. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -76,6 +76,12 @@ func _read_client_version() -> String:
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return "?.?.?"
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## Update the status text shown while loading. Call before show_loading() or after.
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func set_message(text: String) -> void:
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if _label != null:
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_label.text = text
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func show_loading() -> void:
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MetaStack.push(self)
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open()
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