fix(client): address PR #47 review — murmur deferral, zone extraction, 6 tests

Remove premature Voice/VoiceConversation from SOUND_EVENT_ASSETS (D-072
defers murmur to end-to-end sprint). Extract current_zone_id in
GameState.apply_snapshot() as first-class field, eliminating O(N) tile
scan in main.gd (D-020 server-authoritative). Add dir.list_dir_end()
after registry scan. Add rapid zone-crossing + _load_prefs() roundtrip
tests. Enhance comments on hub/workplace same-asset pattern, station
base hum, and confrontation dip replacement semantics.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-19 18:37:23 +01:00
co-authored by Claude Opus 4.6
parent 513682522f
commit 8985340bdd
5 changed files with 103 additions and 17 deletions
+7 -5
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@@ -45,7 +45,12 @@ const FILTER_CUTOFF_DEFAULT := 20500.0
const CROSSFADE_DURATION := 1.8 # D-073: 1.5-2s spec, mid-range
# Maps server zone_id strings to ambient asset keys (filenames in res://audio/).
# Hub and Workplace share the same ambient layer — same location type.
# Hub and Workplace intentionally share the same ambient layer (amb_hub_layer) —
# they are the same location type, so hub→workplace transition is a same-asset no-op
# (old_asset != new_asset guard skips the fade-out). Sprint brief consolidates
# D-038's "amb_workplace_layer" to "amb_hub_layer" for v0.1.
# Note: amb_station_base (D-038 global base hum) plays globally via play_loop()
# at startup — it is not zone-dependent and has no ZONE_ASSETS entry.
const ZONE_ASSETS: Dictionary = {
"hub": "amb_hub_layer",
"workplace": "amb_hub_layer",
@@ -129,6 +134,7 @@ func _scan_dir(path: String) -> void:
if stream:
_registry[file_name.get_basename()] = stream
file_name = dir.get_next()
dir.list_dir_end()
func has_asset(asset_key: String) -> bool:
@@ -201,10 +207,6 @@ const SOUND_EVENT_ASSETS: Dictionary = {
"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
"FootstepSprint": "sfx_footstep_metal_run",
"FootstepRun": "sfx_footstep_metal_run",
# D-072 (#533): NPC conversation murmur — single universal asset, World SFX bus.
# Zone ambient provides natural conspicuousness (bar buries it, corridor exposes it).
"Voice": "sfx_npc_murmur",
"VoiceConversation": "sfx_npc_murmur",
}
+16
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@@ -68,6 +68,11 @@ var close_sound_events: Array = []
var stationary_ticks: int = 0
var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previous position
# D-073 (#529): Server-authoritative zone_id from the player's current tile.
# Extracted in apply_snapshot() — avoids O(N) tile scan in main.gd per Tyre review.
# Empty string when zone_id field absent (server hasn't shipped OQ-09 yet).
var current_zone_id: String = ""
func apply_snapshot(snapshot: Dictionary) -> void:
current_snapshot = snapshot
@@ -197,6 +202,17 @@ func apply_snapshot(snapshot: Dictionary) -> void:
medium_sound_events = []
close_sound_events = []
# D-073 (#529): Extract zone_id from the player's current tile (server-authoritative).
# O(1) via visible_positions dict would be ideal, but tiles are arrays without
# positional indexing — use the same tile iteration below instead.
current_zone_id = ""
var _px := int(player_position.x)
var _py := int(player_position.y)
for _ztile in visible_tiles:
if _ztile is Dictionary and _ztile.get("x") == _px and _ztile.get("y") == _py:
current_zone_id = _ztile.get("zone_id", "")
break
# v2: visible_tiles with visibility sectors
# Derives visible_positions when not explicitly provided (real server mode)
if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
+3 -11
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@@ -254,19 +254,11 @@ func _play_recognition_chimes() -> void:
_known_recognition_ids.erase(eid)
# D-073 (#529): Zone ambient crossfade — read zone_id from player's current tile.
# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
# (extracted in apply_snapshot(), server-authoritative per D-020).
# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
# zone_id field is server-authoritative; missing field treated as empty (no zone).
func _update_zone() -> void:
var px := int(GameState.player_position.x)
var py := int(GameState.player_position.y)
var zone: String = ""
for tile in GameState.visible_tiles:
if not tile is Dictionary:
continue
if tile.get("x") == px and tile.get("y") == py:
zone = tile.get("zone_id", "")
break
var zone := GameState.current_zone_id
if zone != _current_zone:
_current_zone = zone
AudioManager.set_zone(zone)
+74
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@@ -108,6 +108,35 @@ func test_d073_zone_asset_corridor_key_matches_filename_convention() -> void:
assert_that(zone_assets["corridor"]).is_equal("amb_corridor_layer")
func test_d073_game_state_extracts_zone_id_from_player_tile() -> void:
## D-073 / Tyre review: zone_id is extracted in GameState.apply_snapshot() as
## a first-class field (like player_facing, player_stance), avoiding O(N) tile
## scan in main.gd per D-020 server-authoritative state.
var player := {"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": {}}}
GameState.apply_snapshot({
"tick": 1,
"entities": [player],
"tiles": [
{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "bar"},
{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "hub"},
],
})
assert_that(GameState.current_zone_id).is_equal("bar")
GameState.apply_snapshot({"tick": 2})
func test_d073_game_state_zone_id_empty_when_field_absent() -> void:
## D-073: Defensive — zone_id missing from tile data (server hasn't shipped OQ-09).
var player := {"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": {}}}
GameState.apply_snapshot({
"tick": 1,
"entities": [player],
"tiles": [{"x": 5, "y": 5, "z": 0, "type": "floor"}],
})
assert_that(GameState.current_zone_id).is_equal("")
GameState.apply_snapshot({"tick": 2})
func test_d073_crossfade_duration_in_1_5_to_2_0s_range() -> void:
## D-073: Crossfade tween duration must be 1.5-2.0s.
## Activates once #529 defines the duration constant.
@@ -131,6 +160,51 @@ func test_d073_set_zone_same_zone_repeated_is_noop() -> void:
assert_that(AudioManager._ambient_players.size() <= 1).is_true()
func test_d073_rapid_zone_crossing_interruptible() -> void:
## D-073: Rapid back-and-forth zone crossing (interruptible crossfade).
## When _kill_zone_tweens() fires mid-fade, old player stays at intermediate
## volume — new tween starts from current position. No stacked tweens, no crash.
if not "ZONE_ASSETS" in AudioManager:
push_warning("TestAudioSprint13: ZONE_ASSETS not yet defined — skip rapid crossing test")
return
# Cross hub → bar → hub rapidly (simulates player walking back and forth)
AudioManager.set_zone("hub")
AudioManager.set_zone("bar") # Interrupts hub fade-in mid-tween
AudioManager.set_zone("hub") # Interrupts bar fade-in mid-tween
AudioManager.set_zone("corridor") # Interrupts hub fade-in mid-tween
## After rapid crossing: at most 2 ambient players (outgoing fade-out + incoming fade-in).
## No stacked tweens — _kill_zone_tweens clears previous tweens each time.
assert_that(AudioManager._ambient_players.size() <= 2).is_true()
## Zone tweens array should only contain active tweens from the last set_zone call.
assert_that(AudioManager._zone_tweens.size() <= 2).is_true()
AudioManager.stop_all_loops()
func test_d068_load_prefs_persistence_roundtrip() -> void:
## #528: Volume persistence — save/load roundtrip via ConfigFile.
## Sets non-default volumes, saves, reloads, and verifies values match.
AudioManager.set_volume(AudioManager.BUS_AMBIENT, -8.5)
AudioManager.set_volume(AudioManager.BUS_WORLD_SFX, -3.0)
AudioManager.set_volume(AudioManager.BUS_UI_SOUNDS, -12.0)
## _save_prefs() fires inside set_volume() — prefs file is written.
## Reload prefs by calling _load_prefs() directly.
AudioManager._load_prefs()
assert_that(AudioManager.get_volume(AudioManager.BUS_AMBIENT)).is_equal_approx(-8.5, 0.01)
assert_that(AudioManager.get_volume(AudioManager.BUS_WORLD_SFX)).is_equal_approx(-3.0, 0.01)
assert_that(AudioManager.get_volume(AudioManager.BUS_UI_SOUNDS)).is_equal_approx(-12.0, 0.01)
## Reset to defaults for subsequent tests.
for bus in AudioManager.BUSES:
AudioManager.set_volume(bus, 0.0)
func test_d068_load_prefs_handles_missing_config_gracefully() -> void:
## #528: _load_prefs() with a missing/corrupted config file must not crash.
## The config path is user://audio_prefs.cfg — if absent, _load_prefs returns early.
## This test documents the graceful fallback behavior.
AudioManager._load_prefs()
## No assertion — absence of crash is the test.
# ==============================================================================
# Layer 2: D-069 Dip Timing and dB Spec Values
# These tests supplement test_audio_bus_routing.gd with timing and dB precision.
+3 -1
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@@ -140,7 +140,9 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
GameState.dialogue_active = true # D-064: block movement while dialogue visible/fading
# D-069: Dialogue dip — reduce ambient noise to foreground conversation.
# Confrontation options override this with apply_dip("confrontation") in _start_confrontation_beat().
# Confrontation options REPLACE (not nest) this dip via apply_dip("confrontation")
# in _start_confrontation_beat(). hide_dialogue()'s clear_dip() restores to base
# volumes regardless of which profile was last active — intentional replacement semantics.
AudioManager.apply_dip("dialogue")
# D-061: auto-pause in single-player when dialogue opens