Merge remote-tracking branch 'origin/client'
# Conflicts: # CHANGELOG.md
This commit is contained in:
@@ -70,6 +70,11 @@ var insert_active: bool = true
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# Null in v0.1 (server does not yet send this field; protocol change required).
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var rng_seed: Variant = null
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# v15 fields (#554, D-085): save/load result from server.
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# {success: bool, kind: "save"|"load", error: Variant} or null.
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# One-shot: consumed by main.gd after display, then set back to null.
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var save_result: Variant = null
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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@@ -279,6 +284,12 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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current_examine_result = null
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# v15: save_result (#554, D-085) — one-shot save/load confirmation from server.
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if snapshot.has("save_result") and snapshot.save_result is Dictionary:
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save_result = snapshot.save_result
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else:
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save_result = null
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# Only update when field is present (null means no change, server sends when KG changes).
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if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
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@@ -22,6 +22,8 @@ enum Action {
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OPEN_JOURNAL, # #264: J key — toggle knowledge journal panel, client-only
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SET_FACING, # D-054: facing octant update (no movement)
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TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel)
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SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
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LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
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}
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var input_queue: Array[Dictionary] = []
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@@ -112,12 +114,24 @@ func _unhandled_input(event: InputEvent) -> void:
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elif event.is_action_pressed("teleport_hub"):
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if GameState.gauntlet_mode:
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action = Action.TELEPORT_HUB
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elif event.is_action_pressed("quicksave"):
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action = Action.SAVE_GAME
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elif event.is_action_pressed("quickload"):
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action = Action.LOAD_GAME
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if action != -1:
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input_queue.append({
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var entry := {
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"action": action,
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"timestamp_msec": Time.get_ticks_msec(),
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})
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}
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# #554: Attach save path for SaveGame/LoadGame actions
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if action == Action.SAVE_GAME or action == Action.LOAD_GAME:
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var game_id := GameState.current_game_id
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if game_id.is_empty():
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get_viewport().set_input_as_handled()
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return # No active session — ignore save/load
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entry["action_data"] = {"path": "user://saves/" + game_id + "/quicksave.sav"}
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input_queue.append(entry)
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get_viewport().set_input_as_handled()
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@@ -84,9 +84,24 @@ func quit_to_menu() -> void:
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func _do_quit_to_menu() -> void:
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_cleanup_quit_dialog()
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# #554: F5 quicksave will be triggered here before scene change when server
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# supports SaveCommand. For now: navigate to menu without saving.
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GameState.current_game_id = ""
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# #554: Trigger quicksave before navigating to menu.
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# send_input() buffers the command — defer scene change by one frame so
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# SimBridge._process() flushes the outbound buffer before teardown.
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if not GameState.current_game_id.is_empty():
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var path := "user://saves/" + GameState.current_game_id + "/quicksave.sav"
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SimBridge.send_input({
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"action": InputMapper.Action.SAVE_GAME,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {"path": path},
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})
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GameState.current_game_id = ""
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_navigate_to_menu.call_deferred()
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else:
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GameState.current_game_id = ""
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get_tree().change_scene_to_file(MENU_SCENE)
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func _navigate_to_menu() -> void:
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get_tree().change_scene_to_file(MENU_SCENE)
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@@ -352,6 +352,9 @@ func receive_bytes(bytes: PackedByteArray) -> void:
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if old_conv_ended.size() > 0:
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var new_conv_ended: Array = snapshot.get("conversation_ended", [])
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snapshot["conversation_ended"] = old_conv_ended + new_conv_ended
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# #554: Carry forward save/load result (one-shot, consumed by main.gd)
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if snapshot.get("save_result") == null and _last_snapshot.get("save_result") != null:
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snapshot["save_result"] = _last_snapshot["save_result"]
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_last_snapshot = snapshot
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# Drain the outbound buffer. Returns raw input entries for batch encoding.
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@@ -389,6 +392,10 @@ static func action_enum_to_wire(action: int) -> String:
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return "SetFacing" # D-054: facing octant update (no movement)
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InputMapper.Action.TELEPORT_HUB:
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return "TeleportToHub" # #501: Gauntlet dev teleport (not production fast-travel)
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InputMapper.Action.SAVE_GAME:
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return "SaveGame" # #554: F5 quicksave (D-085)
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InputMapper.Action.LOAD_GAME:
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return "LoadGame" # #554: F6 quickload (D-085)
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_:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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@@ -173,6 +173,9 @@ func _process(delta: float) -> void:
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_consume_conversation_ended()
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_consume_dialogue_response()
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# #554: Show save/load result notification
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_consume_save_result()
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# Track camera to player (D-015: locked, fixed-north).
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# #117: Manual exponential smoothing — same pattern as EntityRenderer.LERP_SPEED.
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# Teleport (flag set by _teleport_transition): snap immediately, resume lerp next frame.
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@@ -381,6 +384,27 @@ func _consume_dialogue_response() -> void:
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GameState.dialogue_response = null
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# #554: Show save/load result notification from server response.
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func _consume_save_result() -> void:
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if GameState.save_result == null:
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return
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var result: Dictionary = GameState.save_result
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GameState.save_result = null # consume once
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var msg: String
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if result.get("success", false):
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if result.get("kind", "") == "save":
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msg = UIStrings.get_text("notifications.save_complete")
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else:
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msg = UIStrings.get_text("notifications.load_complete")
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else:
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if result.get("kind", "") == "save":
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msg = UIStrings.get_text("notifications.save_failed")
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else:
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msg = UIStrings.get_text("notifications.load_failed")
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if monologue_display:
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monologue_display.show_notification(msg)
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# D-061: Handle dialogue option selection → send to server
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func _on_dialogue_option_selected(response_id: String, text: String) -> void:
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SimBridge.send_input({
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@@ -233,6 +233,17 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"confidence": str(raw_examine.get("confidence", "KnowsOf")),
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}
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# v15: save_result (#554, D-085) — one-shot save/load operation result.
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# {success: bool, kind: "save"|"load", error: String|null}
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var save_result: Variant = null
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var raw_save: Variant = raw.get("save_result")
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if raw_save is Dictionary:
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save_result = {
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"success": bool(raw_save.get("success", false)),
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"kind": str(raw_save.get("kind", "")),
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"error": raw_save.get("error"),
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}
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# {entities: [{entity_id, name, confidence, source, state, relationship, last_observed_tick}],
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# facts: [{fact_id, confidence, source, state, acquired_tick}]}
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@@ -290,6 +301,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"poi_list": poi_list,
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"examine_result": examine_result,
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"player_knowledge": player_knowledge,
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"save_result": save_result,
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}
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@@ -189,6 +189,7 @@ func snapshot() -> Dictionary:
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"gauntlet_mode": gauntlet_mode,
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"conversation_events": conv_events,
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"conversation_ended": conv_ended,
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"save_result": null,
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}
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