chore(skills): sprint 36 retro process improvements

- pr-review: require manual smoke test for merge-path PRs (pre-game flow,
  scene transitions, save/load, connection handshake). Unchecked
  author-side smoke boxes downgrade verdict from APPROVED to
  REQUEST_CHANGES. Triggered by #872 — New Game hangs on 'connecting'
  landed through PR #134 with the exact smoke box unchecked.
- pr-push: wipe Godot script class cache before the runtime smoke check
  so cold-start parse-order bugs surface pre-push instead of failing
  the next fresh-clone parse. Sprint 36 hit this post-merge — MetaScreen
  base class not found because the cache was warm on developer machines
  but cold in CI / post-merge. Cold-cache check stays in the skill (not
  the pre-push hook) to keep iteration fast.
This commit is contained in:
2026-04-21 15:30:14 +02:00
parent 5ac9092f71
commit 2ae836c18a
2 changed files with 44 additions and 0 deletions
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@@ -91,7 +91,22 @@ Sprint 28 proved that code review without runtime testing misses critical
bugs (parse errors, depth sorting, scene tree failures).
**For client/visual branches:**
First, **wipe the script class cache before parsing**. Sprint 36 close
caught this: the team added a new `class_name MetaScreen` base class and
six scripts extending it. Warm cache on developer machines parsed fine,
but CI / fresh clones / post-merge parses hit `Could not find base class
"MetaScreen"` because the autoload-vs-class_name registration order only
resolves correctly once the class cache is seeded. Wiping the cache here
(client-side, before push) simulates the cold-start path and catches the
bug locally — keeping the pre-push hook fast.
```bash
# Cold-cache parse check. Deleting the cached class registry forces
# Godot to rebuild it from source on the next parse, matching the
# cold-start ordering CI and fresh clones see.
rm -f client/.godot/global_script_class_cache.cfg
# Headless parse + scanner check. Godot's resource scanner emits
# category errors (e.g. "Export type can only be built-in, a resource,
# a node, or an enum" for @export on a RefCounted) that do NOT always
@@ -109,6 +124,13 @@ timeout 10 godot --path client res://scenes/main_menu.tscn 2>&1 | \
grep -iE "^(SCRIPT )?ERROR|Parse Error|Export type"
```
If the cold parse reports a "Could not find base class X" error, the fix
is almost always an autoload-order issue (see `CLAUDE.md` → GDScript
conventions → Autoload parse-order rule). Rebuilding the cache with
`godot --editor --headless --quit` will mask it locally but the same error
will re-surface post-merge — fix the actual ordering problem, don't paper
over it with a cache rebuild.
Any lines that come through the filter represent new errors introduced
by this branch. Fix them before pushing — Sprint 36 shipped commit
`84105916` with an `@export var descriptor: CharacterVisualDescriptor`
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@@ -47,6 +47,28 @@ godot --headless --path client --quit 2>&1 | grep -i "SCRIPT ERROR"
If script errors appear in the branch diff files, flag them immediately
before spawning reviewers — no point reviewing code that doesn't parse.
#### 0b-i. Merge-path smoke test gate
When the branch diff touches any of:
- pre-game flow (main menu → character creation → connect)
- scene transitions (`change_scene_to_file`, scene autoloads)
- save / load / new-game paths
- connection handshake (`sim_bridge`, protocol decode/encode)
- any code path executed in the first 30 seconds of a new session
...the reviewer output MUST explicitly call out the state of author-side
manual smoke boxes in the PR test plan. If any merge-path smoke box is
unchecked, include a top-level note:
> **Merge-path smoke not performed.** PR test plan has unchecked manual
> smoke box(es): [list]. A reviewer or the team must run the smoke before
> merge approval. Sprint 36 bug #872 (New Game hangs on 'connecting')
> landed exactly here — do not skip.
Unchecked merge-path smoke boxes downgrade the verdict from APPROVED to
REQUEST_CHANGES even if reviewers have no code comments. The smoke is a
deliverable, not a suggestion.
### 0c. Zero warnings check
The project enforces a **zero warnings policy**. Before spawning reviewers,