fix(client): address PR #67 round 2 — broken tests, BBCode escape, expiry loop
- Add missing _test_input_queue proxy to SimBridge (26 call sites across 6 test files broken by TestHarness extraction) - Parent quit dialog to SceneTree root instead of caller node to prevent orphaned reference if caller freed before user responds - Remove deprecated rng.randomize() call (Godot 4 auto-seeds) - Clear debug overlay state (_npc_paths, tick timing) on session change via new GameState.game_id_changed signal to prevent entity ID collisions - Update settings_dialog quit_to_menu() call site (no-arg signature) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -1,5 +1,7 @@
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extends Node
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signal game_id_changed(new_id: String)
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# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities, tiles}).
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# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
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# Tiles use format: [{x, y, z, type}].
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@@ -8,7 +10,10 @@ var current_snapshot: Dictionary = {}
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# D-085 (#258): Active game session identifier. Format: <YYYYMMDD>-<HHMMSS>-<hex6>
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# Set by SessionManager.new_game() or SessionManager.resume_game().
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# Empty string when no session is active (main menu state).
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var current_game_id: String = ""
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var current_game_id: String = "":
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set(v):
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current_game_id = v
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game_id_changed.emit(v)
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var current_tick: int = 0
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var player_position: Vector2 = Vector2.ZERO
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var visible_entities: Array = []
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