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>
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@@ -15,6 +15,8 @@ const BUSES := [BUS_MUSIC, BUS_AMBIENT, BUS_WORLD_SFX, BUS_PLAYER_ACTIONS, BUS_U
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# D-069: Audio dip profiles — dB offsets relative to player slider setting.
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# Mid-range of spec values used (e.g. -6 to -8 → -7).
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# NOTE: listening_focus requires 30+ stationary ticks before activation (D-069/D-071).
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# The tick gate is the caller's responsibility — AudioManager only manages bus volumes.
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const DIP_SPECS := {
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"dialogue": {
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"ease_in": 0.3, "ease_out": 0.5,
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@@ -70,8 +72,9 @@ func _setup_buses() -> void:
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_bus_volumes[bus_name] = 0.0
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# Low-pass filter on Ambient bus — cutoff starts high (bypassed).
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# Confrontation dip sweeps it down to 800 Hz (D-069).
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# Guard: skip if filter already exists (e.g. duplicate _ready in tests).
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var amb_idx := AudioServer.get_bus_index(BUS_AMBIENT)
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if amb_idx >= 0:
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if amb_idx >= 0 and _ambient_filter == null:
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_ambient_filter = AudioEffectLowPassFilter.new()
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_ambient_filter.cutoff_hz = FILTER_CUTOFF_DEFAULT
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AudioServer.add_bus_effect(amb_idx, _ambient_filter)
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@@ -80,20 +83,28 @@ func _setup_buses() -> void:
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# --- Asset registry (D-068 directory-scan pattern) ---
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func _scan_registry() -> void:
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var dir := DirAccess.open("res://audio/")
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_scan_dir("res://audio/")
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print("AudioManager: %d assets registered" % _registry.size())
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func _scan_dir(path: String) -> void:
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var dir := DirAccess.open(path)
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if dir == null:
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print("AudioManager: res://audio/ not found — all play methods no-op")
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if path == "res://audio/":
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print("AudioManager: res://audio/ not found — all play methods no-op")
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return
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dir.list_dir_begin()
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var file_name := dir.get_next()
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while file_name != "":
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if not dir.current_is_dir() and not file_name.ends_with(".import"):
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var full_path := path.path_join(file_name)
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if dir.current_is_dir():
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_scan_dir(full_path)
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elif not file_name.ends_with(".import"):
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if file_name.get_extension().to_lower() in ["ogg", "wav", "mp3"]:
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var stream := load("res://audio/" + file_name) as AudioStream
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var stream := load(full_path) as AudioStream
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if stream:
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_registry[file_name.get_basename()] = stream
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file_name = dir.get_next()
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print("AudioManager: %d assets registered" % _registry.size())
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func has_asset(asset_key: String) -> bool:
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@@ -268,7 +279,8 @@ func get_volume(bus: String) -> float:
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# --- Zone crossfade (D-073 stub) ---
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## Handle zone transition. Server sends zone_id per tile in ObserverSnapshot.
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## Full crossfade implementation deferred — stub for integration point.
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## Full crossfade implementation deferred to Sprint 9+ (D-073).
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## Stub exists so server integration can call it without conditional checks.
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func set_zone(_zone_id: String) -> void:
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pass
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@@ -13,10 +13,6 @@ extends Node2D
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@onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7
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@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
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# Tracks the dialogue_id from dialogue_box to prevent consume-once race during fade-in.
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# If a new snapshot arrives with null dialogue while fade-in is still running,
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# we don't re-trigger show_dialogue because _last_dialogue_id still matches.
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var _last_dialogue_id: int = 0
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var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
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var _camera_anchored: bool = false
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var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
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@@ -169,7 +165,6 @@ func _consume_dialogue() -> void:
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dlg.get("speech", ""),
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dlg.get("options", [])
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)
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_last_dialogue_id = dialogue_box.get_dialogue_id()
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GameState.current_dialogue = null
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