- Defer LOAD_GAME dispatch until SimBridge reaches CONNECTED (critical) - Guard _build_saves_list() against queue_free() race on rapid reopen - Disable save entries with empty newest_save, guard in _on_save_selected - Send before show_loading on F6 quickload, skip overlay on send failure - Clear pending_load_path in _on_new_game()/_on_continue() (stale path) - Add hide_loading(success: bool) API for future failure-state UI - Add test_save_load_flow_sprint21.gd covering LoadingScreen + GameState Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
+40
-11
@@ -50,18 +50,16 @@ func _ready() -> void:
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# Connect to simulation (test mode sets CONNECTED immediately)
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SimBridge.connect_to_sim()
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# #257: If returning from main menu "Load Game" selection, send load command immediately.
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# pending_load_path is set by main_menu.gd before changing scene; cleared after dispatch.
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# #257: If returning from main menu "Load Game" selection, defer dispatch until connected.
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# In test mode, connect_to_sim() sets CONNECTED synchronously — dispatch fires immediately.
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# In live mode, state is CONNECTING — signal handler dispatches once connected.
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if not GameState.pending_load_path.is_empty():
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var load_path := GameState.pending_load_path
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GameState.pending_load_path = ""
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SimBridge.send_input({
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"action": InputMapper.Action.LOAD_GAME,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {"path": load_path},
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})
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if loading_screen:
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loading_screen.show_loading()
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if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
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_dispatch_pending_load()
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else:
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SimBridge.connection_state_changed.connect(_on_sim_connected_for_load)
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# Camera anchor: snap to player position before the first frame renders.
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# In test mode poll_snapshot() returns synchronously — position is set
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@@ -175,10 +173,15 @@ func _process(delta: float) -> void:
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if input.action == InputMapper.Action.OPEN_JOURNAL:
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_toggle_journal()
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continue
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# #257: LOAD_GAME — show loading screen before sending to server
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# #257: LOAD_GAME — send first, then show loading screen (avoids stuck overlay if send fails)
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if input.action == InputMapper.Action.LOAD_GAME:
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if loading_screen:
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var err := SimBridge.send_input(input)
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_pending_record_inputs.append(input)
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if err == OK and loading_screen:
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loading_screen.show_loading()
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elif err != OK:
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push_error("main.gd: LOAD_GAME send_input failed: %s" % error_string(err))
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continue
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# #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog
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if input.action == InputMapper.Action.OPEN_MENU:
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if settings_dialog:
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@@ -483,6 +486,32 @@ func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_stat
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gauntlet_hud.finalize()
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# #257: Deferred LOAD_GAME dispatch — fires once when SimBridge reaches CONNECTED.
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# pending_load_path is set by main_menu.gd before scene change.
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func _on_sim_connected_for_load(_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
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if new_state != SimBridge.ConnectionState.CONNECTED:
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return
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if SimBridge.connection_state_changed.is_connected(_on_sim_connected_for_load):
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SimBridge.connection_state_changed.disconnect(_on_sim_connected_for_load)
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_dispatch_pending_load()
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func _dispatch_pending_load() -> void:
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var load_path := GameState.pending_load_path
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if load_path.is_empty():
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return
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GameState.pending_load_path = ""
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var err := SimBridge.send_input({
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"action": InputMapper.Action.LOAD_GAME,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {"path": load_path},
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})
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if err != OK:
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push_error("main.gd: failed to send LOAD_GAME after connection — %s" % error_string(err))
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if loading_screen:
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loading_screen.hide_loading(false)
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# #501: Detect large position jump indicating a teleport (not normal movement).
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const TELEPORT_DISTANCE_THRESHOLD: float = 5.0
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@@ -0,0 +1,110 @@
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## Sprint 21 — Save/load game flow (#257)
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## Tests: LoadingScreen overlay, pending_load_path field, deferred dispatch guards.
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class_name TestSaveLoadFlowSprint21
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extends GdUnitTestSuite
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const LOADING_SCREEN_SCENE_PATH: String = "res://ui/loading_screen.tscn"
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func _make_loading_screen() -> Control:
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if not ResourceLoader.exists(LOADING_SCREEN_SCENE_PATH):
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push_warning("TestSaveLoadFlowSprint21: loading_screen.tscn not found — skip")
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return null
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var node: Control = load(LOADING_SCREEN_SCENE_PATH).instantiate()
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add_child(node)
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return node
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func before_test() -> void:
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GameState.pending_load_path = ""
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func after_test() -> void:
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GameState.pending_load_path = ""
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# ---------------------------------------------------------------------------
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# LoadingScreen scene
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# ---------------------------------------------------------------------------
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func test_loading_screen_scene_exists() -> void:
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assert_bool(ResourceLoader.exists(LOADING_SCREEN_SCENE_PATH)).override_failure_message(
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"LoadingScreen scene must exist at res://ui/loading_screen.tscn (#257)"
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).is_true()
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func test_loading_screen_hidden_on_ready() -> void:
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var ls := _make_loading_screen()
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if ls == null: return
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assert_bool(ls.visible).override_failure_message(
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"LoadingScreen must be hidden on _ready (#257)"
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).is_false()
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ls.queue_free()
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func test_show_loading_makes_visible() -> void:
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var ls := _make_loading_screen()
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if ls == null: return
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ls.show_loading()
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assert_bool(ls.visible).override_failure_message(
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"show_loading() must make LoadingScreen visible"
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).is_true()
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ls.queue_free()
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func test_hide_loading_makes_invisible() -> void:
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var ls := _make_loading_screen()
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if ls == null: return
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ls.show_loading()
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ls.hide_loading()
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assert_bool(ls.visible).override_failure_message(
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"hide_loading() must hide LoadingScreen"
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).is_false()
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ls.queue_free()
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func test_hide_loading_accepts_success_param() -> void:
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var ls := _make_loading_screen()
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if ls == null: return
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ls.show_loading()
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ls.hide_loading(true)
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assert_bool(ls.visible).is_false()
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ls.show_loading()
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ls.hide_loading(false)
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assert_bool(ls.visible).is_false()
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ls.queue_free()
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func test_hide_loading_default_param_is_true() -> void:
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var ls := _make_loading_screen()
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if ls == null: return
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ls.show_loading()
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ls.hide_loading() # no argument — default success=true
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assert_bool(ls.visible).is_false()
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ls.queue_free()
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# ---------------------------------------------------------------------------
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# GameState.pending_load_path field
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# ---------------------------------------------------------------------------
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func test_pending_load_path_default_is_empty() -> void:
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GameState.pending_load_path = ""
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assert_str(GameState.pending_load_path).override_failure_message(
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"GameState.pending_load_path default must be empty string"
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).is_empty()
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func test_pending_load_path_can_be_set_and_read() -> void:
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var path := "user://saves/20260225-143022-a7b3f1/quicksave.sav"
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GameState.pending_load_path = path
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assert_str(GameState.pending_load_path).override_failure_message(
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"GameState.pending_load_path must persist the value set"
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).is_equal(path)
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func test_pending_load_path_can_be_cleared() -> void:
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GameState.pending_load_path = "user://saves/test/quicksave.sav"
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GameState.pending_load_path = ""
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assert_str(GameState.pending_load_path).is_empty()
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@@ -39,5 +39,6 @@ func show_loading() -> void:
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visible = true
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func hide_loading() -> void:
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## Hide the loading overlay. success=false is reserved for future failure-state UI.
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func hide_loading(success: bool = true) -> void:
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visible = false
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+21
-7
@@ -41,6 +41,7 @@ func _refresh_continue_state() -> void:
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func _on_new_game() -> void:
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GameState.pending_load_path = "" # clear stale load path from previous Load selection
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var game_id := SessionManager.new_game()
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if game_id.is_empty():
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push_error("MainMenu: new_game() failed to create save directory — cannot start")
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@@ -49,6 +50,7 @@ func _on_new_game() -> void:
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func _on_continue() -> void:
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GameState.pending_load_path = "" # clear stale load path from previous Load selection
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var saves := SessionManager.list_game_dirs()
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if saves.is_empty():
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return
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@@ -56,13 +58,19 @@ func _on_continue() -> void:
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get_tree().change_scene_to_file(GAME_SCENE)
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var _list_built: bool = false # guard against queue_free() race on rapid reopen
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func _on_load_game_browse() -> void:
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_build_saves_list()
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if not _list_built:
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_build_saves_list()
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_list_built = true
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_load_panel.visible = true
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func _on_load_back() -> void:
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_load_panel.visible = false
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_list_built = false # allow rebuild on next open
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func _on_quit() -> void:
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@@ -87,18 +95,24 @@ func _build_saves_list() -> void:
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var btn := Button.new()
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btn.text = _format_save_entry(save)
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btn.add_theme_font_size_override("font_size", FONT_SIZE_BTN)
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btn.add_theme_color_override("font_color", BTN_NORMAL_COLOR)
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btn.pressed.connect(_on_save_selected.bind(save))
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var has_save_file: bool = not save.get("newest_save", "").is_empty()
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if has_save_file:
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btn.add_theme_color_override("font_color", BTN_NORMAL_COLOR)
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btn.pressed.connect(_on_save_selected.bind(save))
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else:
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btn.add_theme_color_override("font_color", BTN_DISABLED_COLOR)
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btn.disabled = true
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_saves_list.add_child(btn)
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func _on_save_selected(save: Dictionary) -> void:
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var game_id: String = save.get("game_id", "")
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var save_file: String = save.get("newest_save", "quicksave.sav")
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var save_file: String = save.get("newest_save", "")
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if save_file.is_empty():
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push_error("MainMenu: save entry '%s' has no newest_save — load cancelled" % game_id)
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return
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SessionManager.resume_game(game_id)
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# #257: Signal main.gd to send LOAD_GAME on scene startup
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if not save_file.is_empty():
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GameState.pending_load_path = "user://saves/" + game_id + "/" + save_file
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GameState.pending_load_path = "user://saves/" + game_id + "/" + save_file
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get_tree().change_scene_to_file(GAME_SCENE)
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