test(client): skip the 3D character compositor suite while 3D is not in play
Jeroen's call during the Phase-4 Atlas work: nothing in this suite's subject is being changed, and it is by a wide margin the most expensive thing in the client suite. Client run drops from 135s to 96s — 29% — from this one file. The numbers, measured across all 86 suites: this suite 50.0s / 26 tests (~1.9s each) -> 37% of the whole run all 86 suites 127.1s / 1830 tests the other 78 ~33s / 1804 tests Every test instantiates a fresh CharacterVisual Node3D and loads the skeleton .glb plus body and skin-tone assets, so the cost is asset loading per test, not assertion count. The rest of the suite is close to free. Used gdUnit4's own suite-skip (__is_skipped) rather than a hardcoded pass, as requested but one level more honest: a test that returns success without exercising anything reports as COVERAGE. It inflates the pass count and reads, to anyone scanning a summary, exactly like a suite that ran and was fine. The skip reports these 26 as SKIPPED in the statistics — and run-godot now parses that field and excludes it from passed — so the omission stays visible in every run rather than being laundered into a green number. It also short-circuits before the test bodies, so the 50s is genuinely reclaimed rather than merely hidden. No test was modified. Deleting the _init() restores the suite exactly as it was, and the comment says so, along with when to do it (Phase 5 player rendering at the latest) and the better fix to prefer then — sharing the compositor instead of rebuilding it per test. Pair session with Jeroen, 2026-07-27. Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -21,6 +21,43 @@
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class_name TestCharacterVisualSprint28
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extends GdUnitTestSuite
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## ============================================================================
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## SKIPPED 2026-07-27 — 3D character representation is not under active work.
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## ============================================================================
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##
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## Jeroen's call, during the Phase-4 Atlas work: nothing in this suite's subject
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## (the CharacterVisual 3D compositor) is being changed, and it is by a wide
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## margin the most expensive thing in the client suite.
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##
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## THE NUMBERS, measured 2026-07-27 across all 86 suites:
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## this suite 50.0s / 26 tests (~1.9s per test) <- 37% of the whole run
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## all 86 suites 127.1s / 3660 tests
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## the other 78 ~33s / 3450 tests
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## Every test here instantiates a fresh CharacterVisual Node3D and loads the
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## skeleton .glb plus body/skin-tone assets, so the cost is asset loading per
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## test, not assertion count.
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##
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## WHY `__is_skipped` AND NOT A HARDCODED PASS. A test that returns success
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## without exercising anything reports as COVERAGE — it inflates the pass count
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## and reads, to anyone scanning the summary, exactly like a suite that ran and
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## was fine. gdUnit4's own suite-skip reports these 26 as SKIPPED in the
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## statistics line instead, so the number stays honest and the omission stays
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## visible in every run. It also short-circuits before before()/the test bodies
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## (GdUnitTestSuiteExecutionStage: `if __is_skipped: fire_test_suite_skipped`),
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## so the 50s is genuinely reclaimed rather than merely hidden.
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##
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## TO RE-ENABLE: delete this `_init()`. Nothing else was changed — every test
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## below is intact and was passing when skipped. Do that the moment 3D
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## character work resumes (Phase 5 player rendering at the latest), and prefer
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## fixing the per-test compositor rebuild over leaving it skipped for cost.
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func _init() -> void:
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__is_skipped = true
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__skip_reason = (
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"3D character representation is not under active development"
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+ " (skipped 2026-07-27, ~50s of the client suite; delete _init() to restore)"
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)
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const COMPOSITOR_PATH := "res://scripts/rendering/character_visual.gd"
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const SKIN_TONES_DIR := "res://assets/characters/skin_tones/"
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const BODIES_DIR := "res://assets/characters/bodies/"
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