fix(client): address PR #24 review — 5 critical bugs, 3 warnings, 8 suggestions
Critical: - Protocol test assertions updated v6→v7 (test_protocol_v6.gd) - Dialogue signal connections wired (option_selected→DialogueResponse, dialogue_dismissed→DialogueEnd sent to server via SimBridge) - Consume-once race fixed: _consume_dialogue() checks is_dialogue_active() before re-showing; dialogue_id tracking prevents re-trigger during fade - Dialogue box responsive: _update_layout() clamps width to MAX_WIDTH_PX (832px) or 65% viewport, height to 20% viewport (MAX_HEIGHT_RATIO) - Auto-pause added: SimBridge.send_input(PAUSE) on dialogue open/close Warnings: - Test coverage: 16 new tests in test_protocol_v7.gd (pending_recognitions decode, current_dialogue, GameState, SimBridge mock data, insert colors) - queue_redraw() optimization: early return when no entities and no pings - Fixed 200px height → responsive 20% viewport via _update_layout() Suggestions: - WASD detection refactored to _WALK_AWAY_ACTIONS array loop - Button colors reference Constants.INSERT_COLOR_TEXT/HOVER/ACTIVE - Named constants: COLOR_TRANSITION_START, SILHOUETTE_APPEAR_THRESHOLD, SILHOUETTE_SIZE with explanatory comments - Bounds check: MAX_PENDING_RECOGNITIONS=64 with truncation warning - Mock dialogue sustained across ticks (not 1-tick flash) - COLOR_PING coupling with cursor documented as intentional - Consume helpers extracted: _consume_monologue(), _consume_dialogue() Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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+66
-14
@@ -13,12 +13,22 @@ extends Node2D
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@onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7
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@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
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# Tracks the dialogue_id from dialogue_box to prevent consume-once race during fade-in.
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# If a new snapshot arrives with null dialogue while fade-in is still running,
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# we don't re-trigger show_dialogue because _last_dialogue_id still matches.
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var _last_dialogue_id: int = 0
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func _ready() -> void:
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print("The Settled Reach — client initialized")
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# Connect to simulation (will use test mode initially)
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SimBridge.connect_to_sim()
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# D-061: Connect dialogue box signals
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if dialogue_box:
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dialogue_box.option_selected.connect(_on_dialogue_option_selected)
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dialogue_box.dialogue_dismissed.connect(_on_dialogue_dismissed)
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func _process(_delta: float) -> void:
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# Main game loop: poll snapshot, apply state, flush input
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var snapshot = SimBridge.poll_snapshot()
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@@ -46,22 +56,10 @@ func _process(_delta: float) -> void:
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fog_entities.update_from_state()
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# Show monologue if server sent one this tick (#414)
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# Consume-once: set to null after showing to prevent re-display.
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# Single monologue per snapshot is guaranteed by server.
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if GameState.current_monologue != null and monologue_display:
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var mono: Dictionary = GameState.current_monologue
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monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0))
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GameState.current_monologue = null
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_consume_monologue()
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# D-061: Show dialogue if server sent one this tick (#434)
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if GameState.current_dialogue != null and dialogue_box:
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var dlg: Dictionary = GameState.current_dialogue
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dialogue_box.show_dialogue(
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dlg.get("npc_name", ""),
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dlg.get("speech", ""),
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dlg.get("options", [])
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)
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GameState.current_dialogue = null
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_consume_dialogue()
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# Track camera to player position every frame (D-015: locked, no panning)
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# Camera2D smoothing handles interpolation — we just set the target
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@@ -92,3 +90,57 @@ func _process(_delta: float) -> void:
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"verb": null,
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}
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SimBridge.send_input(input)
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# Consume-once: show monologue text, then clear to prevent re-display.
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# Single monologue per snapshot is guaranteed by server.
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func _consume_monologue() -> void:
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if GameState.current_monologue != null and monologue_display:
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var mono: Dictionary = GameState.current_monologue
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monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0))
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GameState.current_monologue = null
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# Consume-once with ID tracking: show dialogue, then clear.
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# Uses dialogue_id to avoid re-triggering during fade-in if a null snapshot arrives.
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func _consume_dialogue() -> void:
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if GameState.current_dialogue == null or not dialogue_box:
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return
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# Don't re-show the same dialogue if it's already active with the same content
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if dialogue_box.is_dialogue_active():
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GameState.current_dialogue = null
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return
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var dlg: Dictionary = GameState.current_dialogue
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dialogue_box.show_dialogue(
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dlg.get("npc_name", ""),
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dlg.get("speech", ""),
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dlg.get("options", [])
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)
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_last_dialogue_id = dialogue_box.get_dialogue_id()
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GameState.current_dialogue = null
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# D-061: Handle dialogue option selection → send to server
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func _on_dialogue_option_selected(index: int, text: String) -> void:
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SimBridge.send_input({
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"action": InputMapper.Action.INTERACT,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {
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"target_entity_id": null,
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"verb": "DialogueResponse",
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"dialogue_option_index": index,
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"dialogue_option_text": text,
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},
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})
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# D-064: Handle walk-away → send DialogueEnd to server
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func _on_dialogue_dismissed() -> void:
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SimBridge.send_input({
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"action": InputMapper.Action.INTERACT,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {
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"target_entity_id": null,
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"verb": "DialogueEnd",
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},
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})
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