fix(client): address PR #11 review — type safety, perf, tests
Add Dictionary validation in game_state visible_tiles loop to prevent crash on malformed data (Hoshe critical). Skip redundant modulate.a writes (Hoshe suggestion). Add 3 tests: malformed visible_tiles, facing rotation accuracy, v1 backward compatibility. Clarify D-033 Phase 1/Phase 2 comments. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -98,6 +98,21 @@ func test_game_state_derives_visible_positions_from_visible_tiles() -> void:
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assert_that(GameState.visibility_sectors[Vector2i(5, 5)]).is_equal("Forward")
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assert_that(GameState.visibility_sectors[Vector2i(6, 5)]).is_equal("Peripheral")
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func test_game_state_skips_malformed_visible_tiles() -> void:
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var vtiles := [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward"},
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null,
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"not_a_dict",
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{"z": 0}, # missing x, y
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{"x": 6, "y": 6, "z": 0, "visibility": "Peripheral"},
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]
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GameState.apply_snapshot({"tick": 1, "visible_tiles": vtiles})
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# Only the 2 valid entries should be stored
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assert_that(GameState.visible_positions.size()).is_equal(2)
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assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true()
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assert_that(GameState.visible_positions.has(Vector2i(6, 6))).is_true()
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assert_that(GameState.visibility_sectors.size()).is_equal(2)
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func test_game_state_warns_on_missing_player() -> void:
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GameState.player_entity_id = 999
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GameState.player_position = Vector2(5, 5)
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@@ -283,6 +298,28 @@ func test_entity_renderer_player_has_facing_indicator() -> void:
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assert_that(indicator is Polygon2D).is_true()
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renderer.queue_free()
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func test_entity_renderer_facing_indicator_rotation_accuracy() -> void:
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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var directions := {
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"North": 0.0,
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"Northeast": PI / 4.0,
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"East": PI / 2.0,
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"Southeast": 3.0 * PI / 4.0,
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"South": PI,
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"Southwest": 5.0 * PI / 4.0,
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"West": 3.0 * PI / 2.0,
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"Northwest": 7.0 * PI / 4.0,
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}
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1]
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var indicator = player_node.get_node_or_null("FacingIndicator")
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for dir_name in directions:
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GameState.player_facing = dir_name
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renderer.update_entities(_test_entities_v2)
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assert_that(indicator.rotation).is_equal_approx(directions[dir_name], 0.001)
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renderer.queue_free()
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func test_entity_renderer_npc_has_no_facing_indicator() -> void:
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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