fix(client): T-1153/T-1152 round 4 — mosaic canvas-local frame, offset recompute on rung crossing, tile texture RID lifetime; real-driver draw smoke

Three live-found rendering bugs, all invisible to green unit suites:
- _draw_tile_mosaic placed tiles from absolute district (0,0); canvas-
  local (0,0) is held_center - held_n/2 everywhere else, and tile-mode
  held_n is the whole-body extent — the entire mosaic drew tens of
  thousands of px off-canvas. New pure district_to_canvas_local() +
  viewer accessors route every tile through the shared frame.
- _maybe_reselect_rung updated held_n across crossings without
  recomputing _view_offset — the single-window composite landed off-
  canvas the moment any crossing happened (why District/Quarter were
  black too). New pure recompute_offset_for_held_n_change().
- _build_tile_texture created an unstored ImageTexture per _draw,
  racing the RenderingServer's deferred upload — CPU pixels correct,
  screen white. Per-tile-index texture cache, same reference-identity
  discipline as the single-window _cached_texture.

Structural close of the twice-bitten 'nothing asserts pixels' gap:
test_atlas_window_overlay_draw_smoke.gd renders overlay output into a
SubViewport and asserts visible pixels for both modes — runs under a
real driver (invocation documented in DEVOPS.md, visual_capture
precedent; migration to the T-1157 harness noted on that ticket), skips
loud-but-green under the gate's headless run (verified green-with-skips
AND genuinely red with detection forced off). +7 geometry/crossing
tests, all revert-verified. Targeted suites 270 green; gdlint clean.
This commit is contained in:
2026-07-22 14:41:00 +02:00
parent 9ffda88e57
commit 493a7345d3
7 changed files with 732 additions and 92 deletions
+104
View File
@@ -677,3 +677,107 @@ func test_compute_tile_grid_is_centered_on_the_canonical_origin() -> void:
"the tile grid's row centers must average to ~0 (symmetric around the"
+ " canonical origin's equator row)"
).is_equal_approx(0.0, float(AtlasWindowGeometry.TILE_N))
# =============================================================================
# Live round 4: district_to_canvas_local() + recompute_offset_for_held_n_change()
# — the two pure functions behind both round-4 draw-path fixes (tile mosaic
# placement, single-window offset recompute across a rung crossing).
# =============================================================================
## A district AT the held window's own center must land at canvas-local
## `(held_n/2 * cell_px, held_n/2 * cell_px)` — the center of the
## `[0, held_n*cell_px)` square the single-window `Rect2(0,0,extent,extent)`
## draw call already assumes.
func test_district_to_canvas_local_center_district_lands_at_half_extent() -> void:
var held_center := Vector2i(100, 200)
var held_n := 64
var result: Vector2 = AtlasWindowGeometry.district_to_canvas_local(
Vector2(held_center), held_center, held_n, CELL_PIXEL_SIZE
)
var expected: float = float(held_n) * 0.5 * CELL_PIXEL_SIZE
assert_that(result).is_equal(Vector2(expected, expected))
## The window's own top-left corner (held_center - held_n/2) must land at
## canvas-local (0,0) — the exact invariant single-window `_draw()` and
## `fit_window_view()` both assume.
func test_district_to_canvas_local_top_left_corner_lands_at_origin() -> void:
var held_center := Vector2i(0, 0)
var held_n := 32
var top_left := Vector2(held_center) - Vector2.ONE * (float(held_n) * 0.5)
var result: Vector2 = AtlasWindowGeometry.district_to_canvas_local(
top_left, held_center, held_n, CELL_PIXEL_SIZE
)
assert_that(result).is_equal(Vector2.ZERO)
## Live round 4's OWN repro, pinned directly: a tile far from held_center
## (0,0) at whole-body scale (held_n ~19,139, Lendel's raw circumference)
## must NOT land near canvas-local (0,0) — the round-4 bug's exact failure
## mode (treating absolute district (0,0) as the canvas origin regardless of
## held_center/held_n) would place it there instead.
func test_district_to_canvas_local_matches_the_live_round_4_repro_scale() -> void:
var held_center := Vector2i.ZERO
var held_n := 19139 # Lendel's raw district-column count (live round 4's own repro)
var tile_center := Vector2(6400, 0) # one TILE_N east of the body's own center
var result: Vector2 = AtlasWindowGeometry.district_to_canvas_local(
tile_center, held_center, held_n, CELL_PIXEL_SIZE
)
var buggy_result: Vector2 = tile_center * CELL_PIXEL_SIZE # the round-4 bug's own formula
assert_bool(is_equal_approx(result.x, buggy_result.x)).override_failure_message(
"a tile away from held_center must NOT land where the round-4 bug's"
+ " absolute-district-(0,0)-relative formula would put it — got %.1f, the"
+ " buggy formula's own value is %.1f"
% [result.x, buggy_result.x]
).is_false()
## Zero held_n is a degenerate/never-real-in-practice input (a body always
## has SOME district extent) but must not divide-by-zero or crash — `half`
## is simply 0, so the district maps 1:1 to canvas-local (scaled by cell_px).
func test_district_to_canvas_local_zero_held_n_does_not_crash() -> void:
var result: Vector2 = AtlasWindowGeometry.district_to_canvas_local(
Vector2(5, 5), Vector2i.ZERO, 0, CELL_PIXEL_SIZE
)
assert_that(result).is_equal(Vector2(5, 5) * CELL_PIXEL_SIZE)
## The core contract this function exists for: recomputing `_view_offset` so
## a KNOWN screen point continues to map to canvas-local
## `new_held_n/2 * cell_px` (the new window's own center) — i.e. feeding the
## OUTPUT back through district_to_canvas_local()'s own "center district ->
## half-extent local" identity (tested above) and applying the resulting
## transform must reproduce the SAME screen point exactly.
func test_recompute_offset_for_held_n_change_preserves_the_screen_point() -> void:
var screen_point := Vector2(800.0, 450.0)
var view_zoom := 2.5
var new_held_n := 16
var offset: Vector2 = AtlasWindowGeometry.recompute_offset_for_held_n_change(
screen_point, view_zoom, new_held_n, CELL_PIXEL_SIZE
)
var new_local: Vector2 = Vector2.ONE * (float(new_held_n) * 0.5 * CELL_PIXEL_SIZE)
var reconstructed_screen_point: Vector2 = new_local * view_zoom + offset
assert_that(reconstructed_screen_point).is_equal_approx(screen_point, Vector2.ONE * 0.01)
## Live round 4's OWN repro: crossing from Region (~thousands-districts held_n)
## to District (64) or Quarter (16) must produce a DIFFERENT offset than
## leaving `_view_offset` untouched would — pinning that this function's
## OUTPUT actually depends on `new_held_n` (the exact thing the round-4 bug
## got wrong by never calling this function at all).
func test_recompute_offset_for_held_n_change_differs_for_different_held_n() -> void:
var screen_point := Vector2(800.0, 450.0)
var view_zoom := 3.378 # live round 4's own District-band zoom value
var offset_district: Vector2 = AtlasWindowGeometry.recompute_offset_for_held_n_change(
screen_point, view_zoom, 64, CELL_PIXEL_SIZE
)
var offset_quarter: Vector2 = AtlasWindowGeometry.recompute_offset_for_held_n_change(
screen_point, view_zoom, 16, CELL_PIXEL_SIZE
)
assert_that(offset_district).override_failure_message(
"a rung crossing that changes held_n must recompute a DIFFERENT"
+ " _view_offset — reusing the same offset across the crossing is"
+ " exactly the live round 4 bug (composite renders off-canvas)"
).is_not_equal(offset_quarter)
@@ -0,0 +1,344 @@
## Live round 4: a REAL draw smoke test — the "does anything draw at all"
## gap has now bitten twice (round 4's tile-mosaic coordinate bug AND its
## per-tile-texture-lifetime bug, both invisible to test_atlas_window_overlay.gd's
## existing suite, which only asserts on the CACHE FIELDS being populated —
## never on an actual composited pixel). This file closes that gap
## structurally: render AtlasWindowOverlay into a REAL SubViewport, force a
## GPU sync, grab the rendered Image, and assert a meaningful fraction of
## pixels differ from the background color — for BOTH the single-window path
## (a) and the tile-mosaic path (b), matching the coordinator's explicit ask.
##
## **REQUIRES A REAL RENDERING DRIVER — SKIPS (not fails) under
## `tests/run-godot`'s hardcoded `--headless`** (dummy driver, no GPU texture
## output; confirmed directly: SubViewport.get_texture().get_image() returns
## an all-zero/unusable image under it). This matters beyond "the assertions
## are meaningless there": the push gate runs the FULL suite through
## `tests/run-godot --headless` for every push, for everyone — a loud FAILURE
## here would bounce every future push project-wide, not just report a local
## false negative. Every test below carries the gdUnit4 fuzzer-arg skip
## convention (`_do_skip`/`_skip_reason`, matching test_input_gate_live.gd's
## own server-binary-not-built skip) keyed on `_dummy_renderer_active()`, so
## `tests/run-godot --filter test_atlas_window_overlay_draw_smoke` reports
## green-with-skips under headless, not red.
##
## To actually exercise this file's assertions, run it with a real driver:
## godot4 --display-driver x11 --rendering-driver opengl3 \
## -s addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -c \
## -a res://tests/test_atlas_window_overlay_draw_smoke.gd
## (matching tests/visual_capture.gd's own documented "requires a real
## rendering driver" precedent — see docs/DEVOPS.md's own note on this file.)
class_name TestAtlasWindowOverlayDrawSmoke
extends GdUnitTestSuite
const AtlasWindowOverlay := preload("res://ui/implant/apps/atlas/atlas_window_overlay.gd")
const AtlasWindowGeometry := preload("res://ui/implant/apps/atlas/atlas_window_geometry.gd")
const COLOR_BG: Color = Color("#0d1117") # AtlasWindowViewer.COLOR_BG, mirrored (private const)
const VIEWPORT_SIZE: Vector2i = Vector2i(512, 512)
## Minimum fraction of the captured image that must differ from COLOR_BG for
## a draw to count as "genuinely rendered something" — low enough to tolerate
## a mostly-water/mostly-one-color composite (round 4's own repro shots were
## legitimately near-uniform ocean at some zooms), high enough that a
## fully-blank/fully-background/fully-white frame (both round 4 bugs) fails it.
const MIN_NON_BACKGROUND_FRACTION: float = 0.05
const SKIP_REASON: String = (
"no real rendering driver (dummy/headless) — run with e.g."
+ " `godot4 --display-driver x11 --rendering-driver opengl3"
+ " -s addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -c"
+ " -a res://tests/test_atlas_window_overlay_draw_smoke.gd` to exercise this file"
)
## True under Godot's `--display-driver headless` (the dummy renderer
## `tests/run-godot`'s hardcoded `--headless` flag selects) — `DisplayServer.
## get_name()` reports `"headless"` there and the real driver name (`"X11"`,
## `"Wayland"`, etc.) otherwise, confirmed directly against both this
## worktree's `tests/run-godot` invocation and a real `--display-driver x11
## --rendering-driver opengl3` run. Named as a function, not a const, since
## `DisplayServer` singleton state isn't available at script-parse time.
static func _dummy_renderer_active() -> bool:
return DisplayServer.get_name() == "headless"
## Single-window viewer stub — mirrors test_atlas_window_overlay.gd's
## _ViewerStub exactly (is_tile_mode() -> false), so this exercises the
## SAME single-window draw path that suite's cache tests cover, just
## through a REAL render instead of inspecting `_cached_texture` directly.
class _SingleWindowViewerStub:
var window: Variant = null
func get_district_window() -> Variant:
return window
func is_overlay_visible(_overlay_id: String) -> bool:
return false
func get_cell_pixel_size() -> float:
return 16.0
func is_tile_mode() -> bool:
return false
## Tile-mode viewer stub — is_tile_mode() -> true, get_tile_set() returns a
## bare object exposing get_tiles() (AtlasWindowOverlay's own duck-typed
## contract, matching AtlasWindowTileSet.get_tiles()'s public shape exactly:
## Array of {"center": Vector2i, "window": Variant}).
class _TileModeViewerStub:
var tiles: Array = []
var held_center: Vector2i = Vector2i.ZERO
var held_n: int = 0
func get_district_window() -> Variant:
return null
func is_overlay_visible(_overlay_id: String) -> bool:
return false
func get_cell_pixel_size() -> float:
return 16.0
func is_tile_mode() -> bool:
return true
func get_tile_set() -> Variant:
return _TileSetStub.new(tiles)
func get_held_center() -> Vector2i:
return held_center
func get_held_n() -> int:
return held_n
class _TileSetStub:
var _tiles: Array = []
func _init(tiles: Array) -> void:
_tiles = tiles
func get_tiles() -> Array:
return _tiles
## A `Node2D._draw()`-based flat-fill background — deliberately NOT a
## `ColorRect` (a `Control`). A `ColorRect` parented directly under a bare
## `SubViewport` (no intervening `Control` container establishing its own
## layout rect) did not reliably render in this harness: sampled pixels came
## back fully transparent `(0,0,0,0)` regardless of the ColorRect's `color`/
## `size`, even after entering the tree before sizing. `AtlasWindowOverlay`
## itself is a bare `Node2D` using `draw_rect()` for its own background wash
## (`AtlasWindowViewer._draw()`'s own `COLOR_BG` fill) — matching that same,
## already-proven-working `Node2D.draw_rect()` pattern here sidesteps
## whatever `Control`-specific layout/compositing gap caused the ColorRect
## failure, rather than debugging that gap for its own sake.
class _BackgroundRect extends Node2D:
var fill_color: Color = Color.BLACK
var fill_size: Vector2 = Vector2.ZERO
func _draw() -> void:
draw_rect(Rect2(Vector2.ZERO, fill_size), fill_color)
static func _mock_window(center: Vector2i = Vector2i.ZERO, n: int = 64) -> Dictionary:
# A checkerboard-ish morphology spread (not all-one-zone) so the built
# composite has genuine color VARIATION, not just "one flat non-background
# color" — closer to what a real terrain response looks like.
var cells: int = n * n
var morphology := PackedByteArray()
var elev_q := PackedByteArray()
morphology.resize(cells)
elev_q.resize(cells)
for i in range(cells):
morphology[i] = (i % 4) as int # cycles through the 4 morphology zones
elev_q[i] = (i * 7) % 100 as int
return {
"center": [center.x, center.y],
"n": n,
"granularity_v2": "District",
"morphology": morphology,
"elev_q": elev_q,
"temp_dc": [],
"moisture_q": PackedByteArray(),
"vegetation": PackedByteArray(),
"glaciation": PackedByteArray(),
}
## Renders `overlay` (any Node2D with its own `_draw()` — an
## AtlasWindowOverlay for (a)/(b) below, or a bare `_BackgroundRect` probe for
## the harness sanity check) parented under a Node2D positioned/scaled the
## way AtlasWindowViewer._canvas would be, into a fresh SubViewport, and
## returns the captured Image. `zoom` mirrors AtlasWindowViewer._canvas.scale
## (real `fit_window_view()` output is a small fraction, e.g. ~0.006 for a
## whole-body tile mosaic per live round 4's own repro) — WITHOUT it, a
## tile's real-world extent (TILE_N * cell_px = 102,400 local units) is so
## much larger than any realistic test viewport that a mis-POSITIONED tile
## still overlaps the frame purely by being gigantic, making the position
## math this test exists to catch silently unfalsifiable (confirmed
## directly: an earlier version of this test without a zoom scale kept
## passing even with live round 4's tile-coordinate bug deliberately
## reintroduced). Also confirmed directly: a hand-rolled duplicate of this
## same SubViewport/settle-loop setup (the harness sanity check's ORIGINAL
## standalone version) was measurably less reliable under a real driver than
## going through this shared path — reuse over duplication here isn't just
## tidiness, it's the more reliable rendering path.
func _render_to_image(overlay: Node2D, zoom: float = 1.0) -> Image:
var sub_viewport := SubViewport.new()
sub_viewport.size = VIEWPORT_SIZE
sub_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
sub_viewport.transparent_bg = false
add_child(sub_viewport)
auto_free(sub_viewport)
var bg := _BackgroundRect.new()
bg.fill_color = COLOR_BG
bg.fill_size = Vector2(VIEWPORT_SIZE)
sub_viewport.add_child(bg)
bg.queue_redraw()
var canvas := Node2D.new()
canvas.position = Vector2(VIEWPORT_SIZE) * 0.5 # center the composite's local (0,0)
canvas.scale = Vector2(zoom, zoom)
sub_viewport.add_child(canvas)
canvas.add_child(overlay)
overlay.queue_redraw()
# Bounded settle wait, NOT `await RenderingServer.frame_post_draw` — that
# signal never fires under the dummy/headless driver (confirmed directly:
# a first version of this file using it hung for the full 300s
# tests/run-godot wall-clock cap and was force-killed, producing a FALSE
# "0 tests, passed" result — exactly the silent-hang failure mode the
# `_do_skip`/`_dummy_renderer_active()` gate (this file's header doc) now
# avoids structurally instead). A fixed small number of `process_frame`
# awaits settles real rendering — confirmed sufficient against a real
# driver during this fix's own live verification.
for _i in range(6):
await get_tree().process_frame
return sub_viewport.get_texture().get_image()
## Fraction of `image`'s pixels whose RGB differs from COLOR_BG (alpha
## ignored — the ColorRect background is opaque, everything drawn on top of
## it is what's under test).
static func _non_background_fraction(image: Image) -> float:
var w: int = image.get_width()
var h: int = image.get_height()
if w <= 0 or h <= 0:
return 0.0
var total: int = w * h
var differing: int = 0
var bg_rgb: Color = Color(COLOR_BG.r, COLOR_BG.g, COLOR_BG.b, 1.0)
for y in range(h):
for x in range(w):
var px: Color = image.get_pixel(x, y)
var px_rgb: Color = Color(px.r, px.g, px.b, 1.0)
if not px_rgb.is_equal_approx(bg_rgb):
differing += 1
return float(differing) / float(total)
## (a) Single-window path: a District-rung response must render as visibly
## non-background pixels through AtlasWindowOverlay._draw()'s own
## Rect2(0,0,extent,extent) draw call — the "does the OVERLAY actually paint
## something for a real window" half of the gap. Positions it at the
## SubViewport's center via the surrounding Node2D, mirroring _canvas's role
## in the real viewer.
##
## Honest scope note: live round 4's SECOND bug (leaving `_view_offset`
## stale across a rung crossing in `_maybe_reselect_rung()`) lived entirely
## in AtlasWindowViewer's transform bookkeeping, ONE LAYER ABOVE this
## overlay-only test's boundary — it never touched `_draw()` itself, so a
## pure-overlay smoke test structurally cannot reproduce it (there is no
## "stale vs. fresh offset" state to compare inside the overlay alone). That
## regression's coverage is `_maybe_reselect_rung()`'s own unit tests in
## test_atlas_zoom_ladder.gd. This test's job is narrower and still real:
## proving the overlay's draw call itself produces visible output for
## legitimate window data, closing the "the composite Rect2 call is
## silently a no-op" class of bug regardless of which layer caused it.
func test_single_window_draw_produces_visible_pixels(
_do_skip := _dummy_renderer_active(), _skip_reason := SKIP_REASON
) -> void:
var overlay: AtlasWindowOverlay = AtlasWindowOverlay.new()
var stub := _SingleWindowViewerStub.new()
stub.window = _mock_window(Vector2i.ZERO, 32)
overlay.viewer = stub
var image: Image = await _render_to_image(overlay)
var fraction: float = _non_background_fraction(image)
assert_float(fraction).override_failure_message(
(
"single-window composite must render VISIBLE non-background pixels — got"
+ " only %.2f%% of the frame differing from COLOR_BG. This is exactly the"
+ " shape of live round 4's second bug: _view_offset left stale across a"
+ " rung crossing pushed the composite off-canvas, so nothing but"
+ " background/chrome ever appeared, despite the underlying window data"
+ " and draw calls being individually 'correct' in isolation."
)
% (fraction * 100.0)
).is_greater(MIN_NON_BACKGROUND_FRACTION)
## (b) Tile-mosaic path: a tile at a district center AWAY from the body's
## own origin must still render as visibly non-background pixels once
## correctly placed via `district_to_canvas_local()`'s shared held_center/
## held_n convention — this is the path round 4's FIRST and THIRD bugs
## (tile-local-origin math ignoring that convention, and per-tile
## ImageTexture objects with no persistent reference being garbage-
## collected/GPU-desynced before their draw command flushed) would both
## have failed. Uses production-realistic scale (live round 4's own Lendel
## repro: raw circumference ~19,139 districts) — see the tile-center
## comment below for why scale matters here specifically.
func test_tile_mosaic_draw_produces_visible_pixels(
_do_skip := _dummy_renderer_active(), _skip_reason := SKIP_REASON
) -> void:
var overlay: AtlasWindowOverlay = AtlasWindowOverlay.new()
var stub := _TileModeViewerStub.new()
var tile_n: int = AtlasWindowGeometry.TILE_N
var cell_px: float = stub.get_cell_pixel_size()
stub.held_center = Vector2i.ZERO
stub.held_n = 19139
# A SINGLE tile chosen so the CORRECT canvas-local formula
# (`district_to_canvas_local()`, anchored at `held_center - held_n/2`)
# lands it centered in the viewport, while the round-4 BUGGY formula
# (anchored at absolute district (0,0) directly) lands it almost
# `held_n/2 * cell_px` local units away — tens of thousands of units at
# this scale, i.e. genuinely fully off a 512x512 viewport, not just
# "shifted but still overlapping" (confirmed by hand-computation: a
# smaller/toy-scale version of this test stayed green with the bug
# reintroduced, because the shift stayed within the viewport bounds
# either way — this scale/center combination is chosen specifically to
# avoid that false-negative).
var half_tile: float = float(tile_n) * 0.5
var half_body: float = float(stub.held_n) * 0.5
var lone_tile_center := Vector2i(roundi(half_tile - half_body), roundi(half_tile - half_body))
stub.tiles = [
{"center": lone_tile_center, "window": _mock_window(lone_tile_center, 64)},
]
overlay.viewer = stub
# A zoom small enough that the buggy-vs-correct shift (~half_body * cell_px
# local units) is comfortably larger than the viewport — see the center
# choice's own doc above for why this specific magnitude matters.
var zoom: float = float(VIEWPORT_SIZE.x) * 1.5 / (half_body * cell_px)
var image: Image = await _render_to_image(overlay, zoom)
var fraction: float = _non_background_fraction(image)
assert_float(fraction).override_failure_message(
(
"tile mosaic must render VISIBLE non-background pixels across its tiles —"
+ " got only %.2f%% of the frame differing from COLOR_BG. This is exactly"
+ " the shape of live round 4's bugs: (1) tile local-origin computed"
+ " relative to absolute district (0,0) instead of the shared"
+ " held_center/held_n canvas-local convention pushed the whole mosaic"
+ " off-canvas, and (2) even once correctly positioned, an unstored"
+ " per-draw-call ImageTexture rendered as a blank/white gap despite"
+ " provably-correct CPU-side pixel data — both invisible to any test that"
+ " only inspects Dictionary/cache state, never an actual composited pixel."
)
% (fraction * 100.0)
).is_greater(MIN_NON_BACKGROUND_FRACTION)
+52
View File
@@ -449,6 +449,58 @@ func test_zoom_crossing_fires_request_and_accepts_wire_accurate_refinement() ->
assert_str(v._held_granularity_v2).is_equal(request_granularity)
## Live round 4's SECOND bug, pinned directly: `_maybe_reselect_rung()` must
## recompute `_view_offset` (via AtlasWindowGeometry.
## recompute_offset_for_held_n_change()) the instant `_held_n` changes across
## a rung crossing — leaving it untouched (the round-4 bug) means the single-
## window `Rect2(0,0,extent)` draw call renders at whatever screen position
## the OLD (Region-scale) offset happened to put canvas-local (0,0), which
## for a whole-body `held_n` vs. a 64-district District `held_n` is tens or
## hundreds of thousands of px away from the viewport — the exact "pitch
## black" repro. Asserts the NEW held window's own extent actually overlaps
## the viewport after the crossing, the concrete on-screen consequence a
## stale offset breaks.
func test_zoom_crossing_recomputes_view_offset_so_the_new_window_is_on_screen() -> void:
var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new())
add_child(v)
v.size = Vector2(1600.0, 900.0)
var radius_km := 6238.4 # GJ380c (Lendel) — the live-repro body
v.enter_orbital({"body_id": "GJ380c", "body_radius_km": radius_km}, {})
assert_bool(v.is_tile_mode()).is_true()
var cursor_pos := Vector2(1100.0, 300.0)
for _i in range(60):
v._zoom_at(cursor_pos, 1.15)
if not v.is_tile_mode():
break
assert_bool(v.is_tile_mode()).override_failure_message(
"sanity: this test needs to actually cross out of tile mode to exercise"
+ " the held_n change _maybe_reselect_rung() must react to"
).is_false()
# The new (post-crossing) window's screen-space rect, using the SAME
# formula the overlay's single-window _draw() itself uses
# (Rect2(0,0,extent,extent) in canvas-local space, then _canvas's own
# position/scale transform — _view_offset/_view_zoom here mirror that
# exactly, since _apply_transform() is what sets _canvas.position/scale).
var extent_screen: float = float(v._held_n) * v.CELL_PIXEL_SIZE * v._view_zoom
var screen_top_left: Vector2 = v._view_offset
var screen_bottom_right: Vector2 = screen_top_left + Vector2(extent_screen, extent_screen)
var viewport_rect := Rect2(Vector2.ZERO, v.size)
var window_rect := Rect2(screen_top_left, Vector2(extent_screen, extent_screen))
assert_bool(viewport_rect.intersects(window_rect)).override_failure_message(
(
"the new (post-crossing) held window's screen rect %s must overlap the"
+ " viewport %s — a stale _view_offset (never recomputed for the new"
+ " held_n=%d) is exactly live round 4's 'pitch black' bug: the composite"
+ " renders somewhere entirely off-canvas despite request/response/data"
+ " all being individually correct"
)
% [window_rect, viewport_rect, v._held_n]
).is_true()
# =============================================================================
# T-1153: E/W wrap and pole-wall clamps at EVERY rung — both are extent-
# relative (CELL_PIXEL_SIZE-based district-space math, unchanged regardless
@@ -381,6 +381,63 @@ static func screen_center_to_district(
return Vector2i(roundi(abs_col), roundi(abs_row))
## Live round 4 fix: the exact INVERSE of screen_center_to_district()'s own
## district-space math, in CANVAS-LOCAL space (i.e. _canvas's own child
## coordinate system — BEFORE _view_offset/_view_zoom, which is what
## AtlasWindowOverlay._draw()/_draw_tile_mosaic() draw into, since the
## Node2D's position/scale already carries pan/zoom). Every held-window
## convention in this file agrees canvas-local `(0,0)` is absolute district
## `(held_center - held_n/2)` — single-window `_draw()`'s own
## `Rect2(0,0,extent,extent)` relies on this being true for `held_center` ==
## the window's own center. `_draw_tile_mosaic()`'s per-tile placement must
## use this SAME formula (with the VIEWER's `held_center`/`held_n`, not a
## tile's own center/TILE_N) to land in the same coordinate frame the
## fit/pan/zoom machinery already assumes — drawing tiles relative to
## absolute district (0,0) directly (the live-round-4 bug) silently
## disagreed with fit_window_view()'s own `[0, held_n)`-from-origin
## assumption whenever `held_n` (the WHOLE-BODY extent in tile mode) wasn't
## itself anchored the same way, pushing the entire mosaic off-canvas.
static func district_to_canvas_local(
district: Vector2, held_center: Vector2i, held_n: int, cell_pixel_size: float
) -> Vector2:
var half: float = float(held_n) / 2.0
var local_col: float = (district.x - (float(held_center.x) - half)) * cell_pixel_size
var local_row: float = (district.y - (float(held_center.y) - half)) * cell_pixel_size
return Vector2(local_col, local_row)
## Live round 4 fix (the SECOND half of the "pitch black" repro, beyond
## district_to_canvas_local()'s tile-mosaic fix above): `_view_offset` is a
## PURE screen<->canvas-local transform, entirely independent of
## `held_center`/`held_n` — cursor-anchored zoom (`_zoom_at()`) never
## references them. But the single-window `_draw()` path draws the held
## composite at canvas-local `Rect2(0,0,extent,extent)`, which is ONLY the
## right place on screen if canvas-local (0,0) still equals
## `held_center - held_n/2` for the NEW rung. `_maybe_reselect_rung()`
## updates `held_center`/`held_n` to the new rung's values (a DIFFERENT
## `held_n` — Region's ~thousands vs. District's 64 vs. Quarter's 16) but
## never touched `_view_offset` to compensate — so canvas-local (0,0)
## silently stopped meaning `held_center - held_n/2` the instant `held_n`
## changed, and the composite (still drawn at local (0,0)) landed wherever
## the STALE offset happened to put it — off-canvas by tens or hundreds of
## thousands of px for a Region-to-District/Quarter crossing (round 4's
## repro), same root shape as the tile-mosaic bug, just on the "one held
## window" side of the split instead of the "many tiles" side.
##
## This is the exact INVERSE construction: given the SAME screen point that
## used to map to `old_local` must now map to canvas-local
## `new_held_n/2 * cell_pixel_size` (i.e. new_held_center's own position
## under the NEW window's `[0, new_held_n)` span), solve for the
## `view_offset` that makes `screen_point == new_local * view_zoom +
## view_offset` true. Pan-edge refetch (`_maybe_refloat_window()`) never
## needed this because it never changes `held_n` — only rung crossings do.
static func recompute_offset_for_held_n_change(
screen_point: Vector2, view_zoom: float, new_held_n: int, cell_pixel_size: float
) -> Vector2:
var new_local: Vector2 = Vector2.ONE * (float(new_held_n) * 0.5 * cell_pixel_size)
return screen_point - new_local * view_zoom
# =============================================================================
# T-1145 item 2 (moved here T-1153 for file-length/testability): WASD/
# arrow-key held-pan direction + edge-scroll suppression/direction — pure
@@ -92,6 +92,23 @@ var _cached_texture: ImageTexture = null
var _cache_window_ref: Variant = null
var _cache_active_toggle: String = ""
## Live round 4 fix: per-TILE texture cache, keyed by tile index — mirrors
## the single-window cache above, but one slot per mosaic tile (a Dictionary
## of `{window_ref, active_toggle, texture}`, since the mosaic doesn't have a
## single fixed set of tiles the way the single-window path has a single
## fixed field). Building a brand-new, UNSTORED `ImageTexture` every
## `_draw()` call (the round-3 version) left it referenced only by a local
## variable — nothing keeps the RID alive past the function returning, which
## raced against the RenderingServer's deferred draw-command flush and
## rendered as a blank/white tile (the round-4 "pitch black"/white-mosaic
## repro's second half, beyond the coordinate fix above): the CPU-side pixel
## data was provably correct (sampled directly), but the GPU-side texture
## backing it could be gone by composite time. Caching each tile's texture
## as a class-owned Dictionary entry (same reference-identity rebuild-only-
## on-change discipline as `_cached_texture`) keeps it alive exactly as long
## as the single-window composite's own texture already is.
var _tile_texture_cache: Dictionary = {}
func _draw() -> void:
if viewer == null:
@@ -137,31 +154,42 @@ func _draw() -> void:
_draw_crisp_composite(w, grid_side, n, cell_px, active_toggle)
## T-1153, live round 3 (Jeroen's ruling, design doc §4): the orbital
## T-1153, live round 3/4 (Jeroen's ruling, design doc §4): the orbital
## rest-state MOSAIC draw path — one call to the EXISTING single-tile
## composite-building logic (`_rebuild_texture_if_needed()`/
## `_draw_smoothed_composite()`'s own per-tile equivalent below) PER TILE,
## each positioned at its own LOCAL offset from the tile-set's reference
## origin (district (0,0), matching `_enter_tile_mode()`'s own
## `_held_center = Vector2i.ZERO`). A tile centered at absolute district
## `tile.center` occupies local canvas space
## `[(tile.center - TILE_N/2) * cell_px, (tile.center + TILE_N/2) * cell_px)`
## — the SAME "window spans [center - n/2, center + n/2)" convention the
## single-window draw path already uses, just evaluated per tile instead of
## once for the whole composite. Tiles that haven't arrived yet
## (`tile["window"] == null`) are simply SKIPPED — no per-tile placeholder
## draw, letting COLOR_BG show through as the honest "nothing here yet" read
## (the viewer's own `_draw()` already documents why no separate
## whole-viewport fade is needed on top of this).
## each positioned at its own LOCAL offset in the SAME canvas-local
## coordinate frame the single-window path (and fit_window_view()/
## screen_center_to_district()) already use.
##
## **Live round 4 fix:** the round-3 version placed tiles relative to
## absolute district (0,0) directly (`(tile.center - TILE_N/2) * cell_px`),
## which does NOT match `_fit_and_center()`'s own convention — canvas-local
## (0,0) is `held_center - held_n/2` (AtlasWindowGeometry.
## district_to_canvas_local()'s own doc), and in tile mode `held_n` is the
## WHOLE BODY's extent, not TILE_N. That mismatch pushed the entire mosaic
## off-canvas (round 4's "pitch black" repro) — silent, since nothing
## errors, it just draws somewhere the viewport never shows. Fixed by
## routing every tile's placement through `district_to_canvas_local()` with
## the VIEWER's own `held_center`/`held_n`, the exact reference frame every
## other canvas-local consumer (fit/pan/reselect) already agrees on. Tiles
## that haven't arrived yet (`tile["window"] == null`) are simply SKIPPED —
## no per-tile placeholder draw, letting COLOR_BG show through as the honest
## "nothing here yet" read (the viewer's own `_draw()` already documents why
## no separate whole-viewport fade is needed on top of this).
func _draw_tile_mosaic() -> void:
var tile_set = viewer.get_tile_set()
if tile_set == null:
return
var cell_px: float = viewer.get_cell_pixel_size()
var active_toggle: String = _active_toggle_overlay()
var held_center: Vector2i = viewer.get_held_center()
var held_n: int = viewer.get_held_n()
var half_tile: float = float(AtlasWindowGeometryRef.TILE_N) * 0.5
var tiles: Array = tile_set.get_tiles()
for tile: Dictionary in tile_set.get_tiles():
for i in range(tiles.size()):
var tile: Dictionary = tiles[i]
var window: Variant = tile["window"]
if not window is Dictionary:
continue
@@ -174,42 +202,71 @@ func _draw_tile_mosaic() -> void:
continue
var center: Vector2i = tile["center"]
var local_origin: Vector2 = Vector2(
(float(center.x) - half_tile) * cell_px, (float(center.y) - half_tile) * cell_px
var tile_top_left: Vector2 = Vector2(
float(center.x) - half_tile, float(center.y) - half_tile
)
var local_origin: Vector2 = AtlasWindowGeometryRef.district_to_canvas_local(
tile_top_left, held_center, held_n, cell_px
)
var extent: float = float(AtlasWindowGeometryRef.TILE_N) * cell_px
_draw_one_tile(w, grid_side, local_origin, extent, active_toggle)
_draw_one_tile(i, w, grid_side, local_origin, extent, active_toggle)
## One tile's own composite — the SAME crisp/smoothed per-cell pipeline the
## single-window path uses (_cell_color()/_apply_glaciation(), UNCHANGED),
## just drawn at `local_origin` instead of always at (0,0). Each tile gets
## its OWN texture-rebuild cache slot (keyed by the tile's own window
## reference, via `_tile_texture_cache` below) — sharing ONE
## `_cached_texture` slot across all tiles (the single-window field) would
## thrash on every draw call as different tiles' windows compete for it.
## its OWN texture-rebuild cache slot in `_tile_texture_cache`, keyed by
## `tile_index` — sharing ONE `_cached_texture` slot across all tiles (the
## single-window field) would thrash on every draw call as different tiles'
## windows compete for it.
func _draw_one_tile(
w: Dictionary, grid_side: int, local_origin: Vector2, extent: float, active_toggle: String
tile_index: int,
w: Dictionary,
grid_side: int,
local_origin: Vector2,
extent: float,
active_toggle: String
) -> void:
if not COMPOSITE_SMOOTH:
_draw_crisp_tile(w, grid_side, local_origin, extent, active_toggle)
return
var tile_texture: ImageTexture = _build_tile_texture(w, grid_side, active_toggle)
var tile_texture: ImageTexture = _rebuild_tile_texture_if_needed(
tile_index, w, grid_side, active_toggle
)
if tile_texture == null:
return
texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR
draw_texture_rect(tile_texture, Rect2(local_origin, Vector2(extent, extent)), false)
## Builds (uncached — see the class doc's rebuild-cost paragraph for why the
## SINGLE-window path caches by reference; a per-tile cache keyed the same
## way would need a Dictionary keyed on tile index, a reasonable follow-up
## if mosaic redraw cost ever matters in practice, not attempted here since
## the mosaic is drawn only at the orbital rest state, never mid-interaction
## at a high redraw rate the way single-window zoom/pan is) a tile's own
## Image/ImageTexture from its per-cell colors — identical pipeline to
## `_rebuild_texture_if_needed()`, just returning the texture directly
## instead of writing to the single-window cache fields.
## Live round 4 fix: rebuilds (and, critically, KEEPS — see
## `_tile_texture_cache`'s own doc for why an unstored local `ImageTexture`
## silently rendered blank/white) `_tile_texture_cache[tile_index]`'s texture
## ONLY when that tile's window object or the active toggle overlay has
## changed since the last build — the SAME reference-identity discipline
## `_rebuild_texture_if_needed()` uses for the single-window composite, one
## cache entry per tile index instead of one shared field.
func _rebuild_tile_texture_if_needed(
tile_index: int, w: Dictionary, grid_side: int, active_toggle: String
) -> ImageTexture:
var entry: Dictionary = _tile_texture_cache.get(tile_index, {})
if (
is_same(entry.get("window_ref"), w)
and entry.get("active_toggle") == active_toggle
and entry.get("texture") != null
):
return entry["texture"]
var texture: ImageTexture = _build_tile_texture(w, grid_side, active_toggle)
_tile_texture_cache[tile_index] = {
"window_ref": w, "active_toggle": active_toggle, "texture": texture
}
return texture
## Builds a tile's own Image/ImageTexture from its per-cell colors —
## identical pipeline to `_rebuild_texture_if_needed()`, just returning the
## texture directly instead of writing to the single-window cache fields
## (the CALLER, `_rebuild_tile_texture_if_needed()`, owns persisting it).
func _build_tile_texture(w: Dictionary, grid_side: int, active_toggle: String) -> ImageTexture:
var elev_q: Variant = w.get("elev_q")
var glaciation: Variant = w.get("glaciation")
@@ -19,17 +19,14 @@ extends Control
## - _canvas (Node2D) holds AtlasWindowOverlay; pan = _canvas.position, zoom
## = _canvas.scale.
## - Zoom is client-side on the ALREADY-HELD composite frame-to-frame, but
## CONTINUOUS AND UNCLAMPED ACROSS RUNGS (D-013 restored for this seam):
## crossing a rung's coverage ceiling (§5, redesigned per live round 3 —
## see AtlasWindowGeometry.select_rung()) fires a background request for
## the new granularity while the OLD composite keeps drawing —
## progressive refinement, no blank frame, no mode flip (§6). A pan past
## the held window's edge re-requests the SAME rung at a new center.
## CONTINUOUS AND UNCLAMPED ACROSS RUNGS (D-013): crossing a rung's
## coverage ceiling (§5, AtlasWindowGeometry.select_rung()) fires a
## background request for the new granularity while the OLD composite
## keeps drawing — progressive refinement, no blank frame (§6). A pan
## past the held window's edge re-requests the SAME rung at a new center.
## - Zooming fully out snaps to the CANONICAL planetary frame (Jeroen's HARD
## condition) — see _maybe_reset_to_canonical_frame() — which, on a body
## needing tiling, re-enters `_tile_mode` (live round 3, design doc §4:
## "the top rest state is the WHOLE body, served as progressive
## capped-density TILING").
## needing tiling, re-enters `_tile_mode` (live round 3, design doc §4).
## - _window_request (atlas_window_request.gd) owns the single-window
## cache/debounce/retry; _tile_set (atlas_window_tile_set.gd) owns N of
## those for the tiled rest state — this Control decides WHICH is active.
@@ -207,12 +204,10 @@ var _legend_panel = null
var _window_request = null # AtlasWindowRequest
var _tile_set = null # AtlasWindowTileSet (T-1153, live round 3)
## T-1153 (Jeroen's ruling, design doc §4): true while showing the orbital
## rest state as a MULTI-WINDOW MOSAIC (AtlasWindowTileSet) instead of the
## single held composite (`_window`). Set by `_enter_tile_mode()` when
## compute_tile_grid() produces more than one tile; cleared the moment
## `_maybe_reselect_rung()` crosses OUT of Region — tiling is purely a
## TOP-of-the-ladder concern, never active below Region.
## T-1153 (design doc §4): true while showing the orbital rest state as a
## MULTI-WINDOW MOSAIC (AtlasWindowTileSet) instead of the single held
## composite (`_window`). Set by `_enter_tile_mode()`; cleared the moment
## `_maybe_reselect_rung()` crosses OUT of Region.
var _tile_mode: bool = false
@@ -303,14 +298,13 @@ func enter(
## entry and reset always agree on what "the top" means. No-radius bodies
## fall back to the District-rung default window (no circumference concept).
##
## **Live round 3 (Jeroen's ruling, design doc §4): the rest state must
## TILE.** A single wire-capped Region window covers at most
## `AtlasWindowGeometry.MAX_COVERAGE_M["Region"]` (13,107,200 m) — a THIRD of
## Lendel's ~39,197,023 m circumference (shot 01's own header: "13107.2 x
## 13107.2 km"). Once `compute_tile_grid()` returns MORE than one tile,
## entry goes through `_enter_tile_mode()` instead of `_enter_at_rung()`; a
## body whose circumference fits one Region window's ceiling still gets
## exactly one "tile" (the degenerate case) and stays single-window.
## **Live round 3 (design doc §4): the rest state must TILE.** A single
## wire-capped Region window covers at most
## `AtlasWindowGeometry.MAX_COVERAGE_M["Region"]`, a fraction of a real
## body's circumference. Once `compute_tile_grid()` returns MORE than one
## tile, entry goes through `_enter_tile_mode()` instead of
## `_enter_at_rung()`; a body whose circumference fits one Region window's
## ceiling still gets exactly one "tile" and stays single-window.
func enter_orbital(body: Dictionary, system: Dictionary) -> void:
var radius_km: float = float(body.get("body_radius_km", 0.0))
if radius_km <= 0.0:
@@ -330,11 +324,10 @@ func enter_orbital(body: Dictionary, system: Dictionary) -> void:
## T-1153, live round 3: the TILE-MODE entry path — same reset discipline as
## `_enter_at_rung()` but populates `_tile_set` instead of `_window_request`,
## setting `_tile_mode = true` so drawing/reset/reselect read the mosaic.
## `_enter_at_rung()` but populates `_tile_set` instead of `_window_request`.
## `_held_n` carries the WHOLE body's extent unclamped (each TILE clamps its
## own TILE_N-sized request independently inside AtlasWindowTileSet), so the
## extent math elsewhere needs no tile-specific branch.
## own TILE_N-sized request independently), so extent math elsewhere needs
## no tile-specific branch.
func _enter_tile_mode(body: Dictionary, system: Dictionary, radius_km: float) -> void:
var extent: Dictionary = AtlasDescendGeometry.district_extent(radius_km)
var n: int = int(extent["cols"])
@@ -398,12 +391,9 @@ func _enter_at_rung(
## T-1142: fit-and-center — applies AtlasWindowGeometry.fit_window_view()'s
## zoom/offset, then re-clamps the offset to the pole wall (a freshly-fitted
## view can still need the wall on a tiny body whose row span is shorter than
## the window itself — see atlas_window_geometry.gd's clamp function doc).
## Called from enter(), the FIRST _on_window_ready() after entry, and
## NOTIFICATION_RESIZED — never mid-interaction (guarded by _user_adjusted at
## each call site, not here, since the three callers gate slightly differently).
## zoom/offset, then re-clamps the offset to the pole wall. Called from
## enter(), the FIRST _on_window_ready() after entry, and
## NOTIFICATION_RESIZED — never mid-interaction (guarded by _user_adjusted).
func _fit_and_center() -> void:
var viewport: Vector2 = get_rect().size
if viewport == Vector2.ZERO:
@@ -453,6 +443,18 @@ func get_tile_set() -> Variant:
return _tile_set
## Live round 4: currently-HELD reference frame — AtlasWindowOverlay's
## mosaic draw path converts each tile's absolute district center into
## canvas-local space via these (see AtlasWindowGeometry.
## district_to_canvas_local()'s own doc for the shared convention).
func get_held_center() -> Vector2i:
return _held_center
func get_held_n() -> int:
return _held_n
## District-cell pixel size at zoom=1.0 — AtlasWindowOverlay reads this
## rather than hardcoding CELL_PIXEL_SIZE itself, so the viewer stays the
## single source of geometry truth (same "viewer owns the transform, overlay
@@ -558,11 +560,10 @@ func _apply_transform() -> void:
_overlay_node.queue_redraw()
## Cursor-anchored zoom (D-013 restored for this seam): the CANVAS POINT
## under the cursor stays fixed on screen across the zoom step. Unclamped
## ACROSS RUNGS (only the wide MIN_ZOOM/MAX_ZOOM safety clamp applies — see
## that constant's own doc); after applying, checks whether the extent now
## calls for a different rung or the top rest state.
## Cursor-anchored zoom (D-013): the CANVAS POINT under the cursor stays
## fixed on screen across the zoom step. Unclamped across rungs (only the
## wide MIN_ZOOM/MAX_ZOOM safety clamp applies); after applying, checks
## whether the extent now calls for a different rung or the top rest state.
func _zoom_at(mouse_pos: Vector2, factor: float) -> void:
var new_zoom: float = clampf(_view_zoom * factor, MIN_ZOOM, MAX_ZOOM)
if is_equal_approx(new_zoom, _view_zoom):
@@ -577,9 +578,8 @@ func _zoom_at(mouse_pos: Vector2, factor: float) -> void:
## The world extent (metres) currently displayed across the LARGER viewport
## dimension — the `E` half of the §5 rung-selection rule. A pure function
## of `_view_zoom` (see AtlasWindowGeometry.world_extent_m()'s own doc for
## why the held rung is NOT an input). Thin wrapper over that pure function.
## dimension — the `E` half of the §5 rung-selection rule. Thin wrapper over
## AtlasWindowGeometry.world_extent_m() (a pure function of `_view_zoom`).
func _current_world_extent_m() -> float:
return AtlasWindowGeometry.world_extent_m(CELL_PIXEL_SIZE, _view_zoom, get_rect().size)
@@ -592,12 +592,10 @@ func _current_world_extent_m() -> float:
##
## **C1 clamp-mirror, a THIRD layer up (live round 3):** `_held_n` MUST be
## re-clamped via `_clamp_window_n_mirror_v2()` for the TARGET rung, not left
## at the PREVIOUS rung's clamp — crossing rungs changes the clamp ceiling
## (Region caps at 6,400; District/Quarter at 64), so a stale Region-sized
## `_held_n` fed into a Quarter request gets server-clamped small while
## `_held_n` stays large — `_on_window_ready()`'s `w_n != _held_n` then
## drops every cross-rung refinement forever. Same bug as _enter_at_rung(),
## recurring at the CROSSING boundary.
## at the PREVIOUS rung's clamp — crossing rungs changes the clamp ceiling,
## so a stale large `_held_n` fed into a smaller-rung request desyncs
## `_on_window_ready()`'s `w_n != _held_n` check and drops the refinement
## forever. Same bug as _enter_at_rung(), recurring at the CROSSING boundary.
##
## Progressive refinement: does NOT touch `_window`/`_held_granularity_v2` —
## the OLD composite keeps drawing until _on_window_ready() adopts the new
@@ -609,12 +607,9 @@ func _maybe_reselect_rung() -> void:
var canvas_px: float = maxf(get_rect().size.x, get_rect().size.y)
var target_rung: String = AtlasWindowGeometry.select_rung(world_extent_m, canvas_px)
# T-1153, live round 3: tile mode is TOP-of-the-ladder only (coordinator's
# own scoping — "inside-zoom can stay single-window as now"). Staying at
# Region means staying tiled (zooming within a mosaic is a client-side
# scale on the SAME held tiles, like single-window zoom on one
# composite). Crossing OUT of Region falls through to the single-window
# path below, flipping `_tile_mode` off.
# T-1153, live round 3: tile mode is TOP-of-the-ladder only. Staying at
# Region means staying tiled; crossing OUT of Region falls through to
# the single-window path below, flipping `_tile_mode` off.
var leaving_tile_mode := false
if _tile_mode:
if target_rung == AtlasWindowRequest.GRANULARITY_V2_REGION:
@@ -623,25 +618,30 @@ func _maybe_reselect_rung() -> void:
leaving_tile_mode = true
# `leaving_tile_mode` FORCES the request through even if
# `_window_request`'s own STALE granularity_v2 (never touched while tiled)
# happens to already equal `target_rung` by coincidence — without this,
# the early-return below would skip the request that's supposed to
# POPULATE `_window` for the first time since tile mode replaced it.
# `_window_request`'s own STALE granularity_v2 (untouched while tiled)
# happens to already equal `target_rung` by coincidence.
if not leaving_tile_mode and target_rung == _window_request.get_granularity_v2():
return # already requesting (or holding) the rung this extent calls for
var new_center: Vector2i = _screen_center_district()
var clamped_n: int = AtlasWindowRequest._clamp_window_n_mirror_v2(_held_n, target_rung)
_held_center = new_center
_held_n = clamped_n
# Live round 4: `_view_offset` must be recomputed the instant `held_n`
# changes — see recompute_offset_for_held_n_change()'s own doc for why.
# Anchors on the SAME screen center just used above, preserving §6 "no
# layout jump" across the crossing.
_view_offset = AtlasWindowGeometry.recompute_offset_for_held_n_change(
size * 0.5, _view_zoom, clamped_n, CELL_PIXEL_SIZE
)
_apply_transform()
_window_request.request_debounced(
_dict_str(_body, "body_id", ""), new_center, clamped_n, target_rung
)
## The DistrictPos the current screen center maps to, in RAW absolute
## district space (the caller canonicalizes the final stored/sent value).
## Thin wrapper over AtlasWindowGeometry.screen_center_to_district() so both
## the pan-edge refetch and the rung-reselect refetch share ONE formula.
## district space. Thin wrapper over AtlasWindowGeometry.
## screen_center_to_district() so pan-edge/rung-reselect refetch share one formula.
func _screen_center_district() -> Vector2i:
var raw: Vector2i = AtlasWindowGeometry.screen_center_to_district(
size, _view_offset, _view_zoom, CELL_PIXEL_SIZE, _held_center, _held_n
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@@ -352,6 +352,32 @@ Key components:
- **CauseChain** (production ECS component) — Tracks causal attribution for testable observation sequences (D-030).
- **Deterministic replay** — Server simulation is deterministic given the same seed + input sequence. Replay logs enable regression testing (#201, critical).
### Real-rendering test exception: `test_atlas_window_overlay_draw_smoke.gd`
`tests/run-godot` hardcodes `--headless`, whose dummy driver produces no usable GPU
texture output (`SubViewport.get_texture().get_image()` returns unusable data). One
file needs real pixels — `client/tests/test_atlas_window_overlay_draw_smoke.gd` (T-1153
live round 4) renders `AtlasWindowOverlay` into a `SubViewport` and asserts real terrain
pixels were composited, closing a "did anything draw at all" gap that bit twice
(a tile-mosaic coordinate bug and an unstored-texture GPU-lifetime bug, both invisible
to cache-state-only assertions). It self-detects the dummy driver
(`DisplayServer.get_name() == "headless"`) and **skips** under the standard suite —
`tests/run-godot --filter test_atlas_window_overlay_draw_smoke` reports green-with-skips,
never a false failure that would bounce the push gate. To exercise its real assertions:
```bash
godot4 --display-driver x11 --rendering-driver opengl3 \
-s addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -c \
-a res://tests/test_atlas_window_overlay_draw_smoke.gd
```
Same underlying constraint as `tests/visual_capture.gd` (`tests/run-visual`), which is
the project's other real-driver exception — currently broken on this branch by the
retired `AtlasViewer` API (T-1157, capture-harness redesign). This file's scenarios are
slated to migrate into that redesigned harness once T-1157 lands, folding it into
`tests/visual.json` for consistency; until then it stays a standalone gdUnit file with
its own skip guard.
## Planning store (pql)
Tickets and decisions live in **pql**, not in the old SQLite wrapper scripts. Decisions