feat(client): upgrade protocol decoder and GameState for v2 snapshot

Server shipped ObserverSnapshot v2 with game_time, player_facing,
visible_tiles (with visibility sectors), and per-entity visibility.
Protocol decoder was silently ignoring these fields. Now extracts
all v2 data with null defaults for backward compatibility.

GameState gains game_time, player_facing, visibility_sectors vars.
Derives visible_positions from visible_tiles when present (for real
server mode). Test snapshot updated with v2 fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 00:53:18 +01:00
co-authored by Claude Opus 4.6
parent a9f1cbd865
commit 57da75c509
4 changed files with 152 additions and 1 deletions
+51
View File
@@ -271,6 +271,57 @@ func test_encode_player_inputs_empty() -> void:
assert_that(raw.value.size()).is_equal(0)
# -- v2 snapshot decoding -------------------------------------------------------
func test_decode_snapshot_v2_full() -> void:
var bytes = _load_fixture("snapshot_v2_full")
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(500)
assert_that(snapshot.version).is_equal(2)
# game_time
assert_that(snapshot.game_time).is_not_null()
assert_that(snapshot.game_time.day).is_equal(1)
assert_that(snapshot.game_time.time_of_day).is_equal(720)
assert_that(snapshot.game_time.paused).is_false()
# player_facing (unit enum → bare string)
assert_that(snapshot.player_facing).is_equal("Southeast")
# entities with visibility sector
assert_that(snapshot.entities.size()).is_equal(1)
assert_that(snapshot.entities[0].visibility).is_equal("Forward")
# visible_tiles
assert_that(snapshot.visible_tiles.size()).is_equal(3)
assert_that(snapshot.visible_tiles[0].x).is_equal(10)
assert_that(snapshot.visible_tiles[0].visibility).is_equal("Forward")
assert_that(snapshot.visible_tiles[1].visibility).is_equal("Peripheral")
func test_existing_fixtures_have_v2_fields() -> void:
# All fixtures are generated by v2 fixture_snapshot() — verify decoder extracts v2 fields
for fixture_name in ["snapshot_one_npc", "snapshot_empty", "snapshot_player", "snapshot_multi_entity"]:
var bytes = _load_fixture(fixture_name)
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(2)
assert_that(snapshot.player_facing).is_equal("North")
assert_that(snapshot.game_time).is_not_null()
func test_multi_entity_visibility_sectors() -> void:
# snapshot_multi_entity has: Player=Forward, Npc=Peripheral, Object=Forward, Terrain=Forward
var bytes = _load_fixture("snapshot_multi_entity")
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot.entities[0].visibility).is_equal("Forward")
assert_that(snapshot.entities[1].visibility).is_equal("Peripheral")
assert_that(snapshot.entities[2].visibility).is_equal("Forward")
assert_that(snapshot.entities[3].visibility).is_equal("Forward")
# -- Batch input fixture (D-030 Layer 1 bidirectional symmetry) ----------------
func test_decode_batch_input_fixture() -> void: