feat(simulation): auto-pause sim on implant-fullscreen — inspection substrate (T-970)

D-226 layer 1. World-advancing phases gated on pause: Movement/Storyteller/Knowledge/TickAdvance set-gated via sim_not_paused; Simulation + Economy gated per-system at their registration sites — collect_sound_events and serve_econ_state_query stay unconditioned (transient-buffer clear + paused-allowed query; set-gating Simulation leaked a stale tick-7 footstep into frozen snapshots — caught by golden_suite, fixed without touching the fixture; regression test encodes the bug shape). New PlayerAction::AutoPause/AutoResume + AutoPauseState resource implement Option A reconciliation: auto-resume only fires if auto-pause caused the pause; manual pause and Half rate survive implant open/close. PauseParams SystemParam bundle keeps process_player_input under the 16-param ceiling (BookmarkInputParams precedent). Client: HudGroups.gameplay_occluded now sends AutoPause/AutoResume via send_named_action; 5 gdUnit tests + 7 Rust tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 15:44:56 +02:00
co-authored by Claude Fable 5
parent 672a583e64
commit 6bda9f1697
12 changed files with 844 additions and 11 deletions
+22
View File
@@ -45,6 +45,28 @@ var _active_app: String = "" # currently focused implant app ("" = none)
var _active_mode: Mode = Mode.GAMEPLAY
func _ready() -> void:
# T-970 (D-226 layer 1): auto-pause/auto-resume the sim when a fullscreen
# implant app occludes gameplay. AutoPause/AutoResume are distinct
# PlayerAction variants from the manual Pause/Unpause (Space bar, D-088) —
# the server tracks whether ITS OWN auto-pause caused the current pause
# (AutoPauseState) so a pre-existing manual pause or Half rate survives
# implant open/close untouched (see server/src/simulation/input.rs and
# server/src/simulation/time.rs).
gameplay_occluded.connect(_on_gameplay_occluded_auto_pause)
## Sends AutoPause/AutoResume via SimBridge's outbound queue. Uses
## send_named_action (protocol-level, not bound to an InputMapper.Action
## keybind) — the same mechanism as RequestBookmarkCatalog — since occlusion
## is a UI-state transition, not a physical input.
func _on_gameplay_occluded_auto_pause(occluded: bool) -> void:
if occluded:
SimBridge.send_named_action("AutoPause")
else:
SimBridge.send_named_action("AutoResume")
func register(node: CanvasItem, group: String) -> void:
if not _groups.has(group):
_groups[group] = []
@@ -0,0 +1,84 @@
class_name TestHudGroupsAutoPause
extends GdUnitTestSuite
## T-970 (D-226 layer 1): HudGroups.gameplay_occluded must auto-pause/auto-resume
## the sim via SimBridge.send_named_action("AutoPause"/"AutoResume").
##
## AutoPause/AutoResume are protocol-level requests, not InputMapper keybinds —
## same mechanism as RequestBookmarkCatalog (send_named_action bypasses
## action_enum_to_wire entirely, so there is nothing to map there). This suite
## only covers the signal -> outbound-action wiring in hud_groups.gd; the
## server-side pause reconciliation (Option A) is covered by Rust tests in
## server/src/simulation/input.rs.
const TEST_APP_PATH := "implant/test_auto_pause"
const OTHER_APP_PATH := "implant/test_auto_pause_other"
func before_test() -> void:
SimBridge.connect_to_sim() # test mode: immediately CONNECTED
SimBridge._outbound_buffer.clear()
HudGroups._active_app = ""
HudGroups._active_mode = HudGroups.Mode.GAMEPLAY
func after_test() -> void:
HudGroups._active_app = ""
HudGroups._active_mode = HudGroups.Mode.GAMEPLAY
HudGroups._groups.erase(TEST_APP_PATH)
HudGroups._groups.erase(OTHER_APP_PATH)
SimBridge.disconnect_from_sim()
SimBridge._outbound_buffer.clear()
func _outbound_has_action(action_name: String) -> bool:
for entry in SimBridge._outbound_buffer:
if entry.get("action_name") == action_name:
return true
return false
func test_opening_fullscreen_app_sends_auto_pause() -> void:
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_bool(_outbound_has_action("AutoPause")).override_failure_message(
"Entering a fullscreen implant app must send AutoPause"
).is_true()
func test_closing_fullscreen_app_sends_auto_resume() -> void:
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
SimBridge._outbound_buffer.clear()
HudGroups.close_app()
assert_bool(_outbound_has_action("AutoResume")).override_failure_message(
"Closing a fullscreen implant app must send AutoResume"
).is_true()
func test_insert_mode_does_not_send_auto_pause() -> void:
# INSERT mode does not occlude gameplay (D-170) — gameplay_occluded never
# fires, so no AutoPause should be sent.
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.INSERT)
assert_bool(_outbound_has_action("AutoPause")).override_failure_message(
"INSERT mode must not trigger AutoPause — gameplay is not occluded"
).is_false()
func test_switching_between_fullscreen_apps_does_not_resend_auto_pause() -> void:
# D-170: switching from one fullscreen app to another must not re-emit
# gameplay_occluded (occlusion state does not change) — no duplicate AutoPause.
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
SimBridge._outbound_buffer.clear()
HudGroups.open_app(OTHER_APP_PATH, HudGroups.Mode.FULLSCREEN)
assert_bool(_outbound_has_action("AutoPause")).override_failure_message(
"Switching between two fullscreen apps must not re-send AutoPause"
).is_false()
func test_toggle_app_closed_from_fullscreen_sends_auto_resume() -> void:
# toggle_app(app) when already open calls close_app() internally —
# exercises the same gameplay_occluded(false) path via a different entry point.
HudGroups.open_app(TEST_APP_PATH, HudGroups.Mode.FULLSCREEN)
SimBridge._outbound_buffer.clear()
HudGroups.toggle_app(TEST_APP_PATH)
assert_bool(_outbound_has_action("AutoResume")).override_failure_message(
"toggle_app() closing a fullscreen app must send AutoResume"
).is_true()