fix(client): address PR #73 review — race conditions and defensive guards (#257)

- 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:
2026-02-27 18:06:16 +01:00
co-authored by Claude Opus 4.6
parent c797869503
commit 64bf4ec539
4 changed files with 173 additions and 19 deletions
+2 -1
View File
@@ -39,5 +39,6 @@ func show_loading() -> void:
visible = true
func hide_loading() -> void:
## Hide the loading overlay. success=false is reserved for future failure-state UI.
func hide_loading(success: bool = true) -> void:
visible = false
+21 -7
View File
@@ -41,6 +41,7 @@ func _refresh_continue_state() -> void:
func _on_new_game() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
var game_id := SessionManager.new_game()
if game_id.is_empty():
push_error("MainMenu: new_game() failed to create save directory — cannot start")
@@ -49,6 +50,7 @@ func _on_new_game() -> void:
func _on_continue() -> void:
GameState.pending_load_path = "" # clear stale load path from previous Load selection
var saves := SessionManager.list_game_dirs()
if saves.is_empty():
return
@@ -56,13 +58,19 @@ func _on_continue() -> void:
get_tree().change_scene_to_file(GAME_SCENE)
var _list_built: bool = false # guard against queue_free() race on rapid reopen
func _on_load_game_browse() -> void:
_build_saves_list()
if not _list_built:
_build_saves_list()
_list_built = true
_load_panel.visible = true
func _on_load_back() -> void:
_load_panel.visible = false
_list_built = false # allow rebuild on next open
func _on_quit() -> void:
@@ -87,18 +95,24 @@ func _build_saves_list() -> void:
var btn := Button.new()
btn.text = _format_save_entry(save)
btn.add_theme_font_size_override("font_size", FONT_SIZE_BTN)
btn.add_theme_color_override("font_color", BTN_NORMAL_COLOR)
btn.pressed.connect(_on_save_selected.bind(save))
var has_save_file: bool = not save.get("newest_save", "").is_empty()
if has_save_file:
btn.add_theme_color_override("font_color", BTN_NORMAL_COLOR)
btn.pressed.connect(_on_save_selected.bind(save))
else:
btn.add_theme_color_override("font_color", BTN_DISABLED_COLOR)
btn.disabled = true
_saves_list.add_child(btn)
func _on_save_selected(save: Dictionary) -> void:
var game_id: String = save.get("game_id", "")
var save_file: String = save.get("newest_save", "quicksave.sav")
var save_file: String = save.get("newest_save", "")
if save_file.is_empty():
push_error("MainMenu: save entry '%s' has no newest_save — load cancelled" % game_id)
return
SessionManager.resume_game(game_id)
# #257: Signal main.gd to send LOAD_GAME on scene startup
if not save_file.is_empty():
GameState.pending_load_path = "user://saves/" + game_id + "/" + save_file
GameState.pending_load_path = "user://saves/" + game_id + "/" + save_file
get_tree().change_scene_to_file(GAME_SCENE)