feat(client): wire CharacterVisualDescriptor into startup IPC (#718)
encode_startup_message() now accepts optional CharacterVisualDescriptor as third param, serialized via to_dict(). sim_bridge passes the descriptor from GameState on new game start. apply_snapshot() restores descriptor from server snapshot on save/load cycle. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -362,6 +362,14 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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else:
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settings_response = null
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# #718: character_visual_descriptor — restored from server snapshot on save/load.
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# Server persists the descriptor and includes it in ObserverSnapshot after load.
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# Only update when field is present (null means no change).
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if snapshot.has("character_visual_descriptor") and snapshot.character_visual_descriptor is Dictionary:
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var restored := CharacterVisualDescriptor.from_dict(snapshot.character_visual_descriptor)
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if restored != null:
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character_visual_descriptor = restored
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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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@@ -231,9 +231,9 @@ func _process(delta: float) -> void:
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_set_state(ConnectionState.ERROR)
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return
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# Send startup message with world_seed (#175, D-010/D-029).
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# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
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# Server blocks waiting for this before entering the tick loop.
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var startup_bytes := Protocol.encode_startup_message(GameState.world_seed, GameState.character_archetype)
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var startup_bytes := Protocol.encode_startup_message(GameState.world_seed, GameState.character_archetype, GameState.character_visual_descriptor)
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if startup_bytes.size() > 0:
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var send_err := _bridge.send_message(startup_bytes)
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if send_err != OK:
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@@ -494,11 +494,12 @@ static func _decode_enum_variant(raw) -> Dictionary:
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# -- Encode: GDScript types → bytes to server ----------------------------------
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## Encode a StartupMessage to MessagePack bytes (#175, #588).
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## Encode a StartupMessage to MessagePack bytes (#175, #588, #718).
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## Sent by the client immediately after handshake validation.
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## Server reads this to initialize SimRng (D-010, D-029) and select monologue pool (D-032).
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## character_archetype: "detective" → "Detective", "smuggler" → "Smuggler" (server enum variant).
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static func encode_startup_message(world_seed: int, character_archetype: String = "detective") -> PackedByteArray:
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## character_visual: optional CharacterVisualDescriptor — included as "character_visual_descriptor" dict.
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static func encode_startup_message(world_seed: int, character_archetype: String = "detective", character_visual: Variant = null) -> PackedByteArray:
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# Map client lowercase archetype string to server PascalCase enum variant.
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# Explicit match prevents unknown strings silently reaching the server as
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# garbage enum values — fail loudly and fall back to "Detective".
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@@ -515,6 +516,8 @@ static func encode_startup_message(world_seed: int, character_archetype: String
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"world_seed": world_seed,
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"character_archetype": archetype_variant,
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}
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if character_visual != null and character_visual is CharacterVisualDescriptor:
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msg["character_visual_descriptor"] = (character_visual as CharacterVisualDescriptor).to_dict()
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var result = Messagepack.encode(msg)
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if result.status != null:
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push_error("Protocol: startup message encode failed: %s" % result.status)
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