refactor(client): extract SnapshotEventRouter from main.gd (#559)
New SnapshotEventRouter class (46 lines) provides callable-based snapshot dispatch via register(), register_always(), and dispatch(). main.gd _process() now calls _router.dispatch(snapshot) instead of 15+ inline if-has blocks. Handlers registered in _ready(). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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+86
-86
@@ -33,6 +33,7 @@ var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (
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var _teleport_in_progress: bool = false # #501/#117: forces camera snap (not lerp) on next _process frame
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var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
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var _current_zone: String = "" # D-073 (#529): zone tracking for ambient crossfades
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var _router: SnapshotEventRouter # #559: callable-based snapshot dispatch
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const LISTENING_FOCUS_TICKS: int = 30 # D-071: stationary ticks before ListeningFocus boost activates
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@@ -65,11 +66,51 @@ func _ready() -> void:
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dialogue_box.confrontation_monologue.connect(_on_confrontation_monologue)
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dialogue_box.pause_requested.connect(_on_dialogue_pause_requested)
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dialogue_box.unpause_requested.connect(_on_dialogue_unpause_requested)
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# D-020 (#558): Decoupled signals — coordinator routes state changes.
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dialogue_box.dialogue_state_changed.connect(_on_dialogue_state_changed)
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dialogue_box.audio_dip_requested.connect(_on_audio_dip_requested)
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dialogue_box.audio_dip_cleared.connect(_on_audio_dip_cleared)
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# #496: Print gauntlet session summary on disconnect
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if gauntlet_hud:
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SimBridge.connection_state_changed.connect(_on_connection_state_changed)
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# #559: Register snapshot dispatch handlers — replaces inline dispatch in _process().
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_router = SnapshotEventRouter.new()
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# Always-run: child nodes that update from GameState on every snapshot tick.
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if world_renderer:
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_router.register_always(world_renderer.update_from_state)
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_router.register_always(_propagate_insert_state)
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_router.register_always(_update_interaction_list)
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if inventory_grid:
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_router.register_always(inventory_grid.update_from_state)
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if stance_indicator:
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_router.register_always(stance_indicator.update_from_state)
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if fog_entities:
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_router.register_always(fog_entities.update_from_state)
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_router.register_always(_play_recognition_chimes)
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if gauntlet_hud:
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_router.register_always(gauntlet_hud.update_from_state)
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if checklist_overlay:
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_router.register_always(checklist_overlay.update_from_state)
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if time_display:
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_router.register_always(time_display.update_from_state)
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if journal_panel:
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_router.register_always(journal_panel.update_from_state)
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if debug_overlay:
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_router.register_always(debug_overlay.update_from_state)
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_router.register_always(_play_close_sound_events)
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_router.register_always(_update_zone)
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_router.register_always(_update_listening_focus)
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_router.register_always(_consume_examine_result)
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# Keyed: consume methods guarded by specific snapshot fields.
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_router.register("current_monologue", _consume_monologue)
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_router.register("current_dialogue", _consume_dialogue)
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_router.register("conversation_events", _consume_conversation_events)
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_router.register("conversation_ended", _consume_conversation_ended)
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_router.register("dialogue_response", _consume_dialogue_response)
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_router.register("save_result", _consume_save_result)
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func _process(delta: float) -> void:
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# Main game loop: poll snapshot, apply state, flush input
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@@ -89,92 +130,9 @@ func _process(delta: float) -> void:
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camera.global_position = GameState.player_position * Constants.TILE_SIZE
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_camera_anchored = true
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# Update renderers with new state
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if world_renderer and world_renderer.has_method("update_from_state"):
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world_renderer.update_from_state()
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# OQ-07 (#522): propagate insert state to all z-layer-6 display nodes.
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# Cursor shape still fires (D-056 option a) — only verb labels suppressed.
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var insert_state := GameState.insert_active
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if cursor_renderer and cursor_renderer.has_method("set_insert_active"):
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cursor_renderer.set_insert_active(insert_state)
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if interaction_list and interaction_list.has_method("set_insert_active"):
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interaction_list.set_insert_active(insert_state)
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if interaction_prompt and interaction_prompt.has_method("set_insert_active"):
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interaction_prompt.set_insert_active(insert_state)
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if minimap and minimap.has_method("set_insert_active"):
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minimap.set_insert_active(insert_state)
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# D-057: Update interaction list from game state
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# Suppress during dialogue — player is in conversation, verb list is noise
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if interaction_list and interaction_list.has_method("update_from_state"):
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if dialogue_box and dialogue_box.is_dialogue_active():
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if interaction_list.is_showing():
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interaction_list.hide_list()
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else:
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interaction_list.update_from_state()
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# D-065: Update inventory grid
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if inventory_grid and inventory_grid.has_method("update_from_state"):
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inventory_grid.update_from_state()
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# D-053: Update stance indicator
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if stance_indicator and stance_indicator.has_method("update_from_state"):
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stance_indicator.update_from_state()
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# D-059/D-060: Update fog entity visualization (#431)
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if fog_entities and fog_entities.has_method("update_from_state"):
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fog_entities.update_from_state()
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# D-067: Recognition chime — fire sfx_monologue_chime on first fog recognition
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_play_recognition_chimes()
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# #496: Update gauntlet HUD (room timer + personal bests)
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if gauntlet_hud and gauntlet_hud.has_method("update_from_state"):
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gauntlet_hud.update_from_state()
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# #503: Update checklist overlay (auto-checklist progress tracking)
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if checklist_overlay and checklist_overlay.has_method("update_from_state"):
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checklist_overlay.update_from_state()
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# #263: Update time display (D-013, D-031)
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if time_display and time_display.has_method("update_from_state"):
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time_display.update_from_state()
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# #264: Update journal panel — auto-close on dialogue, refresh if open
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if journal_panel and journal_panel.has_method("update_from_state"):
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journal_panel.update_from_state()
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# #511: Update debug overlay (F3 toggle, dev tool)
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if debug_overlay and debug_overlay.has_method("update_from_state"):
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debug_overlay.update_from_state()
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# D-018 #125: Play close-range sound events via positional 2D audio
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_play_close_sound_events()
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# D-073 (#529): Zone ambient crossfade — detect player tile zone, trigger set_zone on change.
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_update_zone()
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# D-071 (#530): ListeningFocus boost — stationary 30+ ticks boosts WorldSFX.
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# Only activates when no dialogue/confrontation dip is active (D-070).
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_update_listening_focus()
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# #174: Show examine result if server sent one this tick (#242)
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_consume_examine_result()
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# Show monologue if server sent one this tick (#414)
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_consume_monologue()
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# D-061: Show dialogue if server sent one this tick (#434)
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_consume_dialogue()
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# #535: Consume overheard conversation events and responses
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_consume_conversation_events()
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_consume_conversation_ended()
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_consume_dialogue_response()
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# #554: Show save/load result notification
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_consume_save_result()
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# #559: Dispatch snapshot to registered handlers (router pattern).
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# Always-run handlers update child nodes; keyed handlers fire for present fields.
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_router.dispatch(snapshot)
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# Track camera to player (D-015: locked, fixed-north).
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# #117: Manual exponential smoothing — same pattern as EntityRenderer.LERP_SPEED.
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@@ -247,6 +205,32 @@ func _process(delta: float) -> void:
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_pending_record_inputs.clear()
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# OQ-07 (#522): Propagate insert state to all z-layer-6 display nodes.
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# Cursor shape still fires (D-056 option a) — only verb labels suppressed.
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func _propagate_insert_state() -> void:
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var insert_state := GameState.insert_active
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if cursor_renderer:
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cursor_renderer.set_insert_active(insert_state)
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if interaction_list:
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interaction_list.set_insert_active(insert_state)
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if interaction_prompt:
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interaction_prompt.set_insert_active(insert_state)
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if minimap:
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minimap.set_insert_active(insert_state)
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# D-057: Update interaction list from game state.
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# Suppress during dialogue — player is in conversation, verb list is noise.
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func _update_interaction_list() -> void:
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if not interaction_list:
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return
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if dialogue_box and dialogue_box.is_dialogue_active():
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if interaction_list.is_showing():
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interaction_list.hide_list()
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else:
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interaction_list.update_from_state()
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# D-018 #125: Play close-range sound events — fired once per snapshot tick.
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# Each event is passed to AudioManager.play_sound_event() for 2D positional playback
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# on the WorldSFX bus. Events with no registered asset are silently skipped (D-038).
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@@ -456,6 +440,22 @@ func _on_dialogue_dismissed() -> void:
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})
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# D-020 (#558): Coordinator handles dialogue state changes from dialogue_box.
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# Synchronous signal — GameState.dialogue_active updates same frame (D-064).
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func _on_dialogue_state_changed(active: bool) -> void:
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GameState.dialogue_active = active
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# D-020 (#558): Coordinator routes audio dip requests from dialogue_box.
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func _on_audio_dip_requested(profile: String) -> void:
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AudioManager.apply_dip(profile)
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# D-020 (#558): Coordinator routes audio dip clear from dialogue_box.
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func _on_audio_dip_cleared() -> void:
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AudioManager.clear_dip()
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# #496: Finalize gauntlet stats on disconnect
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func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
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if new_state == SimBridge.ConnectionState.DISCONNECTED and gauntlet_hud:
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@@ -0,0 +1,45 @@
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class_name SnapshotEventRouter
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## Routes snapshot fields to registered handlers (D-020, #559).
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##
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## Decouples main.gd from knowing which child node handles which snapshot field.
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## Handlers are registered in main.gd._ready(); dispatch() is called each snapshot tick.
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##
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## Two handler types:
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## - Keyed: called only when the snapshot contains a specific field.
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## - Always: called every dispatch (every snapshot tick), regardless of fields present.
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##
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## All handlers are zero-argument callables — they read from GameState directly.
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## This preserves GameState as the single source of truth post-apply_snapshot().
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## Keyed handlers: field_name → Array[Callable]
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## Array per field allows multiple handlers on the same key (e.g., two consumers of same data).
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var _keyed: Dictionary = {} # String → Array[Callable]
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## Always handlers: called every dispatch regardless of snapshot content.
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var _always: Array[Callable] = []
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## Register a handler for a specific snapshot field key.
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## Handler is called (with no arguments) when snapshot.has(field) is true.
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## Multiple handlers per field are supported — they run in registration order.
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func register(field: String, handler: Callable) -> void:
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if not _keyed.has(field):
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_keyed[field] = []
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_keyed[field].append(handler)
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## Register a handler that runs every dispatch tick (not keyed to a field).
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## Use for child nodes that update from GameState on every snapshot, e.g. update_from_state().
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func register_always(handler: Callable) -> void:
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_always.append(handler)
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## Dispatch a snapshot: call always handlers first, then keyed handlers for present fields.
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## Handlers read from GameState.* directly — apply_snapshot() must be called before dispatch().
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func dispatch(snapshot: Dictionary) -> void:
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for handler in _always:
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handler.call()
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for field in _keyed:
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if snapshot.has(field):
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for handler in _keyed[field]:
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handler.call()
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