fix(client): use tick-based invalidation for world renderer
Count-based dirty tracking missed content changes when tile/visibility count stayed the same (e.g., door opening, player moving through corridor). Now re-renders all layers when GameState.current_tick advances, which correctly handles every snapshot change. Adds 3 tests for tick advancement and same-count-different-content scenarios. 68 total tests, 0 failures. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -31,6 +31,12 @@ func test_tile_size_constant() -> void:
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# -- GameState: tile and visibility data --
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func test_game_state_tick_advances() -> void:
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GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles})
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assert_that(GameState.current_tick).is_equal(1)
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GameState.apply_snapshot({"tick": 2, "tiles": _test_tiles})
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assert_that(GameState.current_tick).is_equal(2)
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func test_game_state_stores_tiles() -> void:
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GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles})
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assert_that(GameState.visible_tiles.size()).is_equal(5)
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@@ -49,6 +55,23 @@ func test_game_state_clears_old_visible_positions() -> void:
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assert_that(GameState.visible_positions.size()).is_equal(2)
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assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
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func test_game_state_same_count_different_tiles_new_tick() -> void:
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var tiles_a := [{"x": 0, "y": 0, "z": 0, "type": "floor"}]
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var tiles_b := [{"x": 0, "y": 0, "z": 0, "type": "door"}]
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GameState.apply_snapshot({"tick": 1, "tiles": tiles_a})
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assert_that(GameState.visible_tiles[0].type).is_equal("floor")
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GameState.apply_snapshot({"tick": 2, "tiles": tiles_b})
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assert_that(GameState.current_tick).is_equal(2)
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assert_that(GameState.visible_tiles[0].type).is_equal("door")
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func test_game_state_same_count_different_visibility_new_tick() -> void:
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GameState.apply_snapshot({"tick": 1, "visible_positions": [{"x": 1, "y": 1}]})
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assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_true()
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GameState.apply_snapshot({"tick": 2, "visible_positions": [{"x": 2, "y": 2}]})
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assert_that(GameState.current_tick).is_equal(2)
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assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
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assert_that(GameState.visible_positions.has(Vector2i(2, 2))).is_true()
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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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