fix(client): address PR #141 review — parse-order, tween guard, test fixes
- Fix autoload parse-order violations: sim_bridge.gd, input_mapper.gd, audio_manager.gd now use load() for class_name types instead of direct references (LocalBridge, ServerProcess, Constants) - Collapse redundant tween validity guard in dialogue_box.gd to is_instance_valid(panel) only - Add clarifying comments to fog test resize assertions (8-tile padding trigger, 32x32 fixture assumption) - Fix test_examine_display_sprint18 case 2: GameState.has() → "field" in GameState (Node vs Dictionary API) - Fix test_game_state_sprint20: rename before_each → before_test (GdUnit4 lifecycle hook) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -231,7 +231,8 @@ func play_sound_event(event_type: String, world_tile_pos: Vector2) -> void:
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var asset_key: String = SOUND_EVENT_ASSETS.get(event_type, "")
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if asset_key.is_empty():
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return
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play_at(asset_key, world_tile_pos * Constants.TILE_SIZE)
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var C := load("res://scripts/constants.gd")
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play_at(asset_key, world_tile_pos * C.TILE_SIZE)
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# --- Playback: spatial (D-018 close-range) ---
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@@ -184,10 +184,11 @@ func _update_facing_from_mouse() -> void:
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if vp == null:
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return
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var canvas_xf := vp.get_canvas_transform()
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var player_world_px := GameState.player_position * Constants.TILE_SIZE
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var player_screen := canvas_xf * player_world_px
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var mouse_screen := vp.get_mouse_position()
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var delta := mouse_screen - player_screen
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var C := load("res://scripts/constants.gd")
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var player_world_px: Vector2 = GameState.player_position * C.TILE_SIZE
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var player_screen: Vector2 = canvas_xf * player_world_px
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var mouse_screen: Vector2 = vp.get_mouse_position()
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var delta: Vector2 = mouse_screen - player_screen
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# Only update if mouse is meaningfully distant from player (avoid jitter at center)
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if delta.length_squared() > 4.0:
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facing_angle = delta.angle()
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@@ -27,8 +27,8 @@ var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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# Transport layer (non-test mode)
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var _bridge: LocalBridge = null
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var _server: ServerProcess = null
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var _bridge = null # LocalBridge
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var _server = null # ServerProcess
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var _connect_retries: int = 0
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var _retry_timer: float = 0.0
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var _handshake_start_usec: int = 0
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@@ -126,7 +126,8 @@ func connect_to_sim() -> void:
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# Spawn server subprocess
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if not server_path.is_empty():
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_server = ServerProcess.new()
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var SP := load("res://scripts/protocol/server_process.gd")
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_server = SP.new()
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# Server reads first positional arg as bind address (e.g. "127.0.0.1:9876").
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# D-085 (#258): pass --game-id <id> so server logs use the same session identifier.
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var args := ["127.0.0.1:" + str(server_port)]
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@@ -159,7 +160,8 @@ func disconnect_from_sim() -> void:
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# Attempt TCP connection. Called from _process() during CONNECTING state.
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func _try_connect() -> void:
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_bridge = LocalBridge.new()
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var LB := load("res://scripts/protocol/local_bridge.gd")
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_bridge = LB.new()
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var err := _bridge.connect_to_server("127.0.0.1", server_port)
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if err != OK:
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push_warning(
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