fix(client): address PR #25 review — 5 critical bugs, 4 warnings, 3 suggestions

Critical fixes:
- hide_dialogue() sent PAUSE instead of UNPAUSE, permanently freezing
  simulation after every dialogue (both reviewers)
- Confrontation monologue hardcoded in GDScript constant, violating
  D-042/D-020 — moved to ui-strings.yaml as dialogue.confrontation_beat
- Walk-away WASD didn't call set_input_as_handled(), letting movement
  event propagate and potentially stepping on the same frame
- is_dialogue_active() returned _is_showing only — interaction list
  could flash during 300ms fade gap. Now includes dialogue_active state
- Removed dead _last_dialogue_id / get_dialogue_id() state (never read)

Warnings addressed:
- Audio registry now scans res://audio/ recursively (subdirs registered)
- add_bus_effect guarded against duplicate calls in tests
- int64 encoder dead code tagged KNOWN-DEFECT, filed as ticket #516
- D-073 zone crossfade stub comment clarifies Sprint 9+ deferral
- listening_focus dip documents caller tick-gate responsibility (D-069/D-071)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-17 17:33:56 +01:00
co-authored by Claude Opus 4.6
parent 4ccb73d364
commit 2ab41a0f04
5 changed files with 37 additions and 27 deletions
+8
View File
@@ -144,6 +144,14 @@ tutorial_prompts:
minimap_hint: "The overlay shows the area around you."
knowledge_hint: "Open your notes to review what you know."
# ============================================================
# DIALOGUE
# Text displayed during dialogue interactions.
# D-063: Confrontation beat monologue — character's internal hesitation.
# ============================================================
dialogue:
confrontation_beat: "This changes things. No taking it back."
# ============================================================
# MENU AND SYSTEM TEXT
# Non-diegetic. Standard game UI. Clean, no flavor text.
+19 -7
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@@ -15,6 +15,8 @@ const BUSES := [BUS_MUSIC, BUS_AMBIENT, BUS_WORLD_SFX, BUS_PLAYER_ACTIONS, BUS_U
# D-069: Audio dip profiles — dB offsets relative to player slider setting.
# Mid-range of spec values used (e.g. -6 to -8 → -7).
# NOTE: listening_focus requires 30+ stationary ticks before activation (D-069/D-071).
# The tick gate is the caller's responsibility — AudioManager only manages bus volumes.
const DIP_SPECS := {
"dialogue": {
"ease_in": 0.3, "ease_out": 0.5,
@@ -70,8 +72,9 @@ func _setup_buses() -> void:
_bus_volumes[bus_name] = 0.0
# Low-pass filter on Ambient bus — cutoff starts high (bypassed).
# Confrontation dip sweeps it down to 800 Hz (D-069).
# Guard: skip if filter already exists (e.g. duplicate _ready in tests).
var amb_idx := AudioServer.get_bus_index(BUS_AMBIENT)
if amb_idx >= 0:
if amb_idx >= 0 and _ambient_filter == null:
_ambient_filter = AudioEffectLowPassFilter.new()
_ambient_filter.cutoff_hz = FILTER_CUTOFF_DEFAULT
AudioServer.add_bus_effect(amb_idx, _ambient_filter)
@@ -80,20 +83,28 @@ func _setup_buses() -> void:
# --- Asset registry (D-068 directory-scan pattern) ---
func _scan_registry() -> void:
var dir := DirAccess.open("res://audio/")
_scan_dir("res://audio/")
print("AudioManager: %d assets registered" % _registry.size())
func _scan_dir(path: String) -> void:
var dir := DirAccess.open(path)
if dir == null:
print("AudioManager: res://audio/ not found — all play methods no-op")
if path == "res://audio/":
print("AudioManager: res://audio/ not found — all play methods no-op")
return
dir.list_dir_begin()
var file_name := dir.get_next()
while file_name != "":
if not dir.current_is_dir() and not file_name.ends_with(".import"):
var full_path := path.path_join(file_name)
if dir.current_is_dir():
_scan_dir(full_path)
elif not file_name.ends_with(".import"):
if file_name.get_extension().to_lower() in ["ogg", "wav", "mp3"]:
var stream := load("res://audio/" + file_name) as AudioStream
var stream := load(full_path) as AudioStream
if stream:
_registry[file_name.get_basename()] = stream
file_name = dir.get_next()
print("AudioManager: %d assets registered" % _registry.size())
func has_asset(asset_key: String) -> bool:
@@ -268,7 +279,8 @@ func get_volume(bus: String) -> float:
# --- Zone crossfade (D-073 stub) ---
## Handle zone transition. Server sends zone_id per tile in ObserverSnapshot.
## Full crossfade implementation deferred — stub for integration point.
## Full crossfade implementation deferred to Sprint 9+ (D-073).
## Stub exists so server integration can call it without conditional checks.
func set_zone(_zone_id: String) -> void:
pass
-5
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@@ -13,10 +13,6 @@ extends Node2D
@onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7
@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
# Tracks the dialogue_id from dialogue_box to prevent consume-once race during fade-in.
# If a new snapshot arrives with null dialogue while fade-in is still running,
# we don't re-trigger show_dialogue because _last_dialogue_id still matches.
var _last_dialogue_id: int = 0
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _camera_anchored: bool = false
var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
@@ -169,7 +165,6 @@ func _consume_dialogue() -> void:
dlg.get("speech", ""),
dlg.get("options", [])
)
_last_dialogue_id = dialogue_box.get_dialogue_id()
GameState.current_dialogue = null
+4 -4
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@@ -86,12 +86,12 @@ func test_encode_uint32() -> void:
func test_encode_int64_positive() -> void:
# BV-P24 to BV-P25: int 64 range (2^32 to 2^63-1)
# NOTE: The encoder's int_64 branch condition `-(1 << 63) <= v < (1 << 63)`
# KNOWN-DEFECT: The encoder's int_64 branch condition `-(1 << 63) <= v < (1 << 63)`
# evaluates to `MIN_INT64 <= v < MIN_INT64` due to overflow, making it dead code.
# Values that should be int_64 (0xd3) are instead encoded as uint_64 (0xcf).
# Roundtrip still works because put_u64/get_u64 preserve the bit pattern.
# This test documents ACTUAL behavior. Fix the encoder condition to restore
# int_64 encoding (use explicit constant instead of `1 << 63`).
# This test documents ACTUAL behavior. Fix tracked in backlog.
# See: messagepack.gd int_64 branch — use explicit constant instead of `1 << 63`.
_assert_encodes_to(4294967296, PackedByteArray([
0xcf, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00
]), "BV-P24")
@@ -138,7 +138,7 @@ func test_encode_int32_negative() -> void:
func test_encode_int64_negative() -> void:
# BV-N15 to BV-N16: int 64 range (< -2147483648)
# Same int_64 branch issue as positive int_64 — encoded as uint_64 (0xcf).
# KNOWN-DEFECT: Same int_64 branch issue as positive int_64 — encoded as uint_64 (0xcf).
# Bit pattern is preserved: put_u64(negative) writes two's complement,
# get_u64() reads it back and Variant stores as int64 with same bit pattern.
_assert_encodes_to(-2147483649, PackedByteArray([
+6 -11
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@@ -23,7 +23,6 @@ var _option_response_ids: Array[String] = [] # response_id per option, same ind
var _option_texts: Array[String] = [] # raw display text per option
var _option_is_confrontation: Array[bool] = [] # confrontation flag per option
var _npc_name: String = ""
var _dialogue_id: int = 0 # Tracks current dialogue to prevent consume-once race
const FADE_IN: float = 0.2
const FADE_OUT: float = 0.3 # D-064: 300ms fade on walk-away
@@ -32,7 +31,7 @@ const MAX_HEIGHT_RATIO: float = 0.2 # D-061: max 20% viewport height
const MAX_WIDTH_PX: float = 832.0 # D-061: max-width cap (~65% of 1280)
const CONFRONTATION_BEAT_DURATION: float = 1.5 # D-063: pause before sending
const CONFRONTATION_DIM_ALPHA: float = 0.7 # D-063: dialogue box dims during beat
const CONFRONTATION_MONOLOGUE: String = "This changes things. No taking it back."
const CONFRONTATION_MONOLOGUE_KEY: String = "dialogue.confrontation_beat"
# D-064: movement actions that trigger walk-away
const _WALK_AWAY_ACTIONS: Array[StringName] = [
@@ -58,6 +57,7 @@ func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed:
for action in _WALK_AWAY_ACTIONS:
if event.is_action_pressed(action):
get_viewport().set_input_as_handled()
_cancel_beat()
hide_dialogue()
dialogue_dismissed.emit()
@@ -82,7 +82,6 @@ func _update_layout() -> void:
# D-063: confrontation options render italic.
func show_dialogue(npc_name: String, speech: String, options: Array = []) -> void:
_npc_name = npc_name
_dialogue_id += 1
_cancel_beat()
# NPC speech — name prefix in bold
@@ -158,7 +157,7 @@ func hide_dialogue() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
# D-061: unpause when dialogue closes
SimBridge.send_input({"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()})
SimBridge.send_input({"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()})
if _active_tween and _active_tween.is_valid():
_active_tween.kill()
@@ -172,11 +171,7 @@ func hide_dialogue() -> void:
func is_dialogue_active() -> bool:
return _is_showing
func get_dialogue_id() -> int:
return _dialogue_id
return _is_showing or GameState.dialogue_active
func _on_option_pressed(index: int) -> void:
@@ -209,8 +204,8 @@ func _start_confrontation_beat(response_id: String, text: String) -> void:
_active_tween = create_tween()
_active_tween.tween_property(panel, "modulate:a", CONFRONTATION_DIM_ALPHA, 0.2)
# D-063: monologue beat — hardcoded v0.1 line
confrontation_monologue.emit(CONFRONTATION_MONOLOGUE, CONFRONTATION_BEAT_DURATION)
# D-063: monologue beat — text from ui-strings.yaml (D-042)
confrontation_monologue.emit(UIStrings.get_text(CONFRONTATION_MONOLOGUE_KEY), CONFRONTATION_BEAT_DURATION)
# D-063: audio dip via AudioManager
AudioManager.apply_dip("confrontation")