fix(client): resolve all gdlint warnings — zero warnings policy
Fix 354 gdlint warnings across 65 files: 194 class-definitions-order (reorder declarations), 138 max-line-length (split long lines), 22 code issues (unused args, no-else-return, naming). Update .gdlintrc to exclude addons/ and raise max-public-methods for test files. No logic changes — declaration order, whitespace, and naming only. Ticket: #783 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -5,6 +5,8 @@ extends Node
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## No-op fallback when audio assets absent (D-038).
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## Spatial audio positioning for close-range sounds (D-018).
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signal dip_changed(profile: String)
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# --- D-067: Recognition chime asset key ---
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# Fires on first fog recognition (cognitive delay onset). UISounds bus (not WorldSFX).
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# Matches sfx_monologue_chime.ogg from D-038 — "neural lattice firing" feel.
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@@ -63,6 +65,22 @@ const ZONE_ASSETS: Dictionary = {
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"corridor": "amb_corridor_layer",
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}
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const PREFS_PATH := "user://audio_prefs.cfg"
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# --- Audio asset registry: event type → asset key (D-018, #125) ---
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# Maps server-sent sound event_type strings to audio asset keys.
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# Keys match filename stems in res://assets/audio/ (scanned by _scan_registry).
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# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
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# Missing assets no-op gracefully (D-038 fallback pattern).
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const SOUND_EVENT_ASSETS: Dictionary = {
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"Footstep": "sfx_footstep_metal_walk",
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"FootstepWalk": "sfx_footstep_metal_walk",
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"FootstepCareful":"sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepSprint": "sfx_footstep_metal_run",
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"FootstepRun": "sfx_footstep_metal_run",
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}
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# Asset registry: filename stem (e.g. "amb_station_base") → AudioStream
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var _registry: Dictionary = {}
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@@ -83,10 +101,6 @@ var _ambient_players: Dictionary = {}
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var _current_zone_id: String = ""
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var _zone_tweens: Array = []
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signal dip_changed(profile: String)
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const PREFS_PATH := "user://audio_prefs.cfg"
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func _ready() -> void:
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_setup_buses()
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@@ -200,21 +214,6 @@ func stop_all_loops() -> void:
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stop_loop(key)
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# --- Audio asset registry: event type → asset key (D-018, #125) ---
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# Maps server-sent sound event_type strings to audio asset keys.
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# Keys match filename stems in res://assets/audio/ (scanned by _scan_registry).
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# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
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# Missing assets no-op gracefully (D-038 fallback pattern).
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const SOUND_EVENT_ASSETS: Dictionary = {
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"Footstep": "sfx_footstep_metal_walk",
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"FootstepWalk": "sfx_footstep_metal_walk",
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"FootstepCareful":"sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepSprint": "sfx_footstep_metal_run",
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"FootstepRun": "sfx_footstep_metal_run",
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}
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## Play a close-range sound event at a world tile position (D-018, #125).
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## event_type: server RangeCategory::Close event type string (e.g. "Footstep").
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## world_tile_pos: server tile coordinates — converted to world pixels internally.
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@@ -8,7 +8,8 @@ extends Node
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# Used by fog shader to distinguish visual treatment per tile.
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# Test assertions reference these: assert_that(byte).is_equal(FogState.VIS_FORWARD)
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const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
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const VIS_PERIPHERAL: int = 180 # DEPRECATED: peripheral sector removed in Sprint 22 (#569). Retained — tests still reference it.
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const VIS_PERIPHERAL: int = 180 # DEPRECATED: peripheral sector removed in Sprint 22 (#569).
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# Retained — tests still reference it.
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const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
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const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
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@@ -35,6 +36,14 @@ var map_bounds: Rect2i = Rect2i(0, 0, 1, 1)
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var visibility_texture: ImageTexture
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var exploration_texture: ImageTexture
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var zone_tint_texture: ImageTexture
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## Debug flag — when true, fog.gdshader renders raw exploration texture
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## as colored overlay (green=visible, blue=explored, red=unexplored).
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## Toggle via FogState.debug_exploration = true in the console.
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var debug_exploration: bool = false
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## Deterministic shader time for visual test captures.
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## When >= 0, fog_shader.gd uses this instead of Time.get_ticks_msec().
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## Set before settle frames so noise phase is reproducible across runs.
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var override_time: float = -1.0
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var _vis_bytes: PackedByteArray
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var _exp_bytes: PackedByteArray
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@@ -47,16 +56,6 @@ var _width: int = 1
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var _height: int = 1
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var _prev_visible: Dictionary = {} # Tiles visible last frame (for incremental decay)
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## Debug flag — when true, fog.gdshader renders raw exploration texture
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## as colored overlay (green=visible, blue=explored, red=unexplored).
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## Toggle via FogState.debug_exploration = true in the console.
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var debug_exploration: bool = false
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## Deterministic shader time for visual test captures.
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## When >= 0, fog_shader.gd uses this instead of Time.get_ticks_msec().
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## Set before settle frames so noise phase is reproducible across runs.
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var override_time: float = -1.0
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func _ready() -> void:
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_resize(Rect2i(0, 0, 64, 64))
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@@ -30,14 +30,6 @@ enum Action {
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DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
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}
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var input_queue: Array[Dictionary] = []
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# D-054: Client-side facing angle (radians). 0=East, -PI/2=North, PI/2=South.
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# Updated every frame from mouse position. EntityRenderer reads this for indicator.
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var facing_angle: float = -PI / 2.0 # Default: North
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var facing_octant: String = "North" # Derived from facing_angle
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var _last_sent_octant: String = "North" # Track to avoid redundant sends
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# Minimum milliseconds between movement commands, per stance.
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# Tuned so Walk feels like walking, Sprint feels fast but readable.
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const MOVE_INTERVAL_MS := {
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@@ -46,6 +38,14 @@ const MOVE_INTERVAL_MS := {
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"Careful": 600, # ~1.7/sec — deliberate, scanning
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"Crouch": 800, # 1.25/sec — creeping
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}
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var input_queue: Array[Dictionary] = []
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# D-054: Client-side facing angle (radians). 0=East, -PI/2=North, PI/2=South.
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# Updated every frame from mouse position. EntityRenderer reads this for indicator.
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var facing_angle: float = -PI / 2.0 # Default: North
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var facing_octant: String = "North" # Derived from facing_angle
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var _last_sent_octant: String = "North" # Track to avoid redundant sends
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var _last_move_msec: int = 0
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@@ -19,6 +19,9 @@ extends Node
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# -- Power profile ------------------------------------------------------------
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## Emitted when the detected power profile changes.
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signal power_profile_changed(old_profile: int, new_profile: int)
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## High-level power classification. POWER_SAVER reserved for future OS API.
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enum PowerProfile {
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FULL = 0, # Plugged in (charged, charging, or no battery) — no restrictions
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@@ -26,18 +29,6 @@ enum PowerProfile {
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POWER_SAVER = 2 # System-level power-saver mode (future: no cross-platform API yet)
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}
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## Emitted when the detected power profile changes.
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signal power_profile_changed(old_profile: int, new_profile: int)
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## Current power profile. Updated by the 30-second poll timer.
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var power_profile: PowerProfile = PowerProfile.FULL
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## Raw OS power_state integer from the last poll. 0 = unknown, 1 = on battery, etc.
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var raw_power_state: int = 0
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## Battery charge percentage (0–100). -1 if not available or not on battery.
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var battery_percent: int = -1
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## How often (seconds) to re-poll OS for power state changes.
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const POWER_POLL_INTERVAL := 30.0
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@@ -48,6 +39,15 @@ const _POWER_STATE_NO_BATTERY := 2
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const _POWER_STATE_CHARGING := 3
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const _POWER_STATE_CHARGED := 4
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## Current power profile. Updated by the 30-second poll timer.
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var power_profile: PowerProfile = PowerProfile.FULL
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## Raw OS power_state integer from the last poll. 0 = unknown, 1 = on battery, etc.
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var raw_power_state: int = 0
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## Battery charge percentage (0–100). -1 if not available or not on battery.
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var battery_percent: int = -1
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# -- Memory -------------------------------------------------------------------
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@@ -1,53 +1,37 @@
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extends Node
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# Connection states
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enum ConnectionState { DISCONNECTED, CONNECTING, HANDSHAKING, CONNECTED, ERROR }
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = OS.get_environment("SR_LIVE") != "1" # SR_LIVE=1 connects to real server
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# Type is TestHarness — untyped to avoid autoload parse-order issue.
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var harness = null # Test simulation (D-020: game logic lives outside production client)
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var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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# Transport layer (non-test mode)
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var _bridge: LocalBridge = null
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var _server: ServerProcess = null
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var server_port: int = 9876 # Default matches server's default bind address
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var server_path: String = "" # Path to server binary — set before connect_to_sim()
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# Connection retry state — handles server startup delay (Critical fix #1)
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const MAX_CONNECT_RETRIES: int = 20 # ~2 seconds at 60fps with 100ms delay
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const CONNECT_RETRY_INTERVAL: float = 0.1 # Seconds between retry attempts
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var _connect_retries: int = 0
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var _retry_timer: float = 0.0
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# Handshake state (#556)
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const HANDSHAKE_TIMEOUT_USEC: int = 5_000_000 # 5 seconds
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var _handshake_start_usec: int = 0
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# Signals
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signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
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signal snapshot_received(snapshot: Dictionary)
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signal handshake_complete(protocol_version: int)
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signal handshake_failed(reason: String)
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func _ready() -> void:
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if test_mode:
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harness = load("res://scripts/protocol/test_harness.gd").new()
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print("SimBridge: Running in test mode (dynamic snapshot)")
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# Connection states
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enum ConnectionState { DISCONNECTED, CONNECTING, HANDSHAKING, CONNECTED, ERROR }
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# Connection retry state — handles server startup delay (Critical fix #1)
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const MAX_CONNECT_RETRIES: int = 20 # ~2 seconds at 60fps with 100ms delay
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const CONNECT_RETRY_INTERVAL: float = 0.1 # Seconds between retry attempts
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# -- Test mode proxy API (backward compat for 13+ test files) ------------------
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# Handshake state (#556)
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const HANDSHAKE_TIMEOUT_USEC: int = 5_000_000 # 5 seconds
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func reset_test_state() -> void:
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if harness: harness.reset()
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = OS.get_environment("SR_LIVE") != "1" # SR_LIVE=1 connects to real server
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# Type is TestHarness — untyped to avoid autoload parse-order issue.
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var harness = null # Test simulation (D-020: game logic lives outside production client)
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var server_port: int = 9876 # Default matches server's default bind address
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var server_path: String = "" # Path to server binary — set before connect_to_sim()
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func _test_snapshot() -> Dictionary:
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return harness.snapshot()
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var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
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return harness.has_los(from, to)
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# Transport layer (non-test mode)
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var _bridge: LocalBridge = null
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var _server: ServerProcess = null
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var _connect_retries: int = 0
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var _retry_timer: float = 0.0
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var _handshake_start_usec: int = 0
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var _test_tick: int:
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get: return harness.tick if harness else 0
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@@ -83,6 +67,24 @@ var _test_input_queue: Array:
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get: return harness.input_queue if harness else []
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func _ready() -> void:
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if test_mode:
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harness = load("res://scripts/protocol/test_harness.gd").new()
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print("SimBridge: Running in test mode (dynamic snapshot)")
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# -- Test mode proxy API (backward compat for 13+ test files) ------------------
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func reset_test_state() -> void:
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if harness: harness.reset()
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func _test_snapshot() -> Dictionary:
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return harness.snapshot()
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func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
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return harness.has_los(from, to)
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# -- Connection lifecycle ------------------------------------------------------
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# Change connection state and emit signal
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@@ -144,7 +146,7 @@ func _try_connect() -> void:
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_bridge = null
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# Poll transport layer every frame (non-test mode only)
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func _process(delta: float) -> void:
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func _process(delta: float) -> void: # gdlint:disable=max-returns
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if test_mode:
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return
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@@ -234,7 +236,8 @@ func _process(delta: float) -> void:
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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, GameState.character_visual_descriptor)
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var startup_bytes := Protocol.encode_startup_message(
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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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Block a user