fix(client): address PR #40 review — 13 suggestions
- Rename _insert to insert_state in main.gd (Hoshe #1) - Add after_each() to test_bug_report_ring_buffer.gd for GameState cleanup on assertion failure (Hoshe #2) - Add after_each() to test_insert_off_behavior.gd for stance/interaction restore on assertion failure (Hoshe #3) - Fix assertion message: "unknown" → "unavailable" (Hoshe #4) - Document memory ceiling of 60 JSON snapshots in ring buffer (Hoshe #5) - Add precision warning for u64 rng_seed via JSON float (Hoshe #6) - Promote _action_enum_to_wire to public action_enum_to_wire (Tyre #1) - Add @warning_ignore for unused _tick parameter (Tyre #5) - Document insert_active assumption for future no-insert characters (Tyre #4) - Restructure OQ-07 decision amendments as bullet points (Tyre #7) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -42,7 +42,9 @@ var gauntlet_mode: bool = false # true when snapshot includes gauntlet_mode fla
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# OQ-07 (#522): Insert active state — false suppresses verb labels (z-layer 6).
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# Cursor shape changes still fire when false (D-056 option a).
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# v0.1: always true (both detective and smuggler have inserts). Server may send false in future.
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# v0.1 assumption: always true — both playable characters (detective and smuggler)
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# have neural inserts. Future characters without inserts would receive false from
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# the server's "insert_active" snapshot field, disabling all z-layer-6 UI.
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var insert_active: bool = true
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# #507: RNG seed for replay determinism — populated from snapshot "rng_seed" field.
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