fix(client): address PR #4 review feedback

Hoshe critical fixes:
- _action_enum_to_wire uses InputMapper.Action constants instead of
  fragile integer literals; OPEN_MENU explicitly handled as client-only
- Remove int() coercion on tick/entity_id — use direct assignment since
  GDScript int is signed 64-bit (safe for realistic tick values)
- Check encode result before buffering in send_input() — reject empty
  bytes instead of corrupting the outbound stream
- Test snapshot now uses Protocol format {tick, entities} instead of
  legacy schema; GameState updated to derive player position from
  entity data; main.gd and world_renderer.gd updated accordingly

Hoshe warnings:
- 5 negative tests added (truncated bytes, wrong type, missing fields,
  empty bytes, encode validation) — 20/20 tests pass
- receive_bytes signal is emitted at consume time in poll_snapshot by
  design (documented in code)

Tyre suggestions:
- Remove duplicated root-level fixtures — single source of truth in
  client/tests/fixtures/msgpack/
- gen_fixtures.rs writes directly to client/ directory
- Add `make fixtures` target for regeneration

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-11 19:32:49 +01:00
co-authored by Claude Opus 4.6
parent 9af9b3f3aa
commit bc9a691bc1
15 changed files with 109 additions and 89 deletions
+3
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@@ -73,6 +73,9 @@ test: test-server test-client
test-server:
cd server && cargo nextest run
fixtures:
cd server && cargo test --test gen_fixtures -- --ignored
test-client:
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
$(GODOT) --headless --path client -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
+14 -19
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@@ -1,31 +1,26 @@
extends Node
# Updated each frame from ObserverSnapshot data
# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities}).
# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
var current_snapshot: Dictionary = {}
var current_tick: int = 0
var player_position: Vector2 = Vector2.ZERO
var visible_entities: Array = []
var fog_state: Dictionary = {}
var hud_data: Dictionary = {}
# Player entity ID — the first entity is assumed to be the player (will be
# refined when the server assigns explicit player entity IDs).
var player_entity_id: int = 1
func apply_snapshot(snapshot: Dictionary) -> void:
current_snapshot = snapshot
# Parse player data
if snapshot.has("player") and snapshot.player.has("position"):
var pos = snapshot.player.position
if pos is Array and pos.size() >= 2:
player_position = Vector2(pos[0], pos[1])
else:
push_warning("GameState: malformed player position in snapshot")
if snapshot.has("tick"):
current_tick = snapshot.tick
# Parse entities
if snapshot.has("entities"):
visible_entities = snapshot.entities
# Parse fog state
if snapshot.has("fog"):
fog_state = snapshot.fog
# Parse HUD data
if snapshot.has("hud"):
hud_data = snapshot.hud
# Derive player position from the player entity
for entity in visible_entities:
if entity.has("entity_id") and entity.entity_id == player_entity_id:
player_position = Vector2(entity.x, entity.y)
break
+24 -24
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@@ -49,7 +49,11 @@ func send_input(player_input: Dictionary) -> void:
if action_name.is_empty():
return
var tick: int = player_input.get("timestamp_msec", 0)
_outbound_buffer.append(Protocol.encode_player_input(tick, action_name))
var encoded := Protocol.encode_player_input(tick, action_name)
if encoded.size() == 0:
push_error("SimBridge: failed to encode player input (action=%s)" % action_name)
return
_outbound_buffer.append(encoded)
# Poll for snapshot from simulation.
# In test mode returns hardcoded data. In live mode, returns the last decoded snapshot (if any).
@@ -83,41 +87,37 @@ func drain_outbound() -> Array[PackedByteArray]:
return messages
# Map InputMapper.Action enum values to wire-format action names (matching Rust PlayerAction).
# OPEN_MENU is client-only — no Rust equivalent, not sent over the wire.
static func _action_enum_to_wire(action: int) -> String:
match action:
0: return "MoveNorth" # InputMapper.Action.MOVE_NORTH
1: return "MoveSouth" # InputMapper.Action.MOVE_SOUTH
2: return "MoveEast" # InputMapper.Action.MOVE_EAST
3: return "MoveWest" # InputMapper.Action.MOVE_WEST
4: return "Interact" # InputMapper.Action.INTERACT
5: return "UsePerceptionMode" # InputMapper.Action.USE_PERCEPTION_MODE
7: return "Pause" # InputMapper.Action.PAUSE
InputMapper.Action.MOVE_NORTH: return "MoveNorth"
InputMapper.Action.MOVE_SOUTH: return "MoveSouth"
InputMapper.Action.MOVE_EAST: return "MoveEast"
InputMapper.Action.MOVE_WEST: return "MoveWest"
InputMapper.Action.INTERACT: return "Interact"
InputMapper.Action.USE_PERCEPTION_MODE: return "UsePerceptionMode"
InputMapper.Action.PAUSE: return "Pause"
InputMapper.Action.OPEN_MENU:
# Client-only action, not part of wire protocol
push_warning("SimBridge: OPEN_MENU is client-only, not sent to server")
return ""
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
# Hardcoded test snapshot for development (deterministic per D-010 principle 4)
# Hardcoded test snapshot matching Protocol format (deterministic per D-010 principle 4).
# Uses the same {tick, entities} schema as Protocol.decode_snapshot() returns.
func _test_snapshot() -> Dictionary:
_test_tick += 1
return {
"tick": _test_tick,
"player": {
"position": [10, 10],
"health": 100
},
"entities": [
{
"id": 1,
"type": "npc",
"position": [12, 8],
"name": "Test NPC"
"entity_id": 1,
"x": 10.0,
"y": 10.0,
"z": 0,
"kind": { "variant": "Npc", "data": null },
},
],
"fog": {
"radius": 8
},
"hud": {
"perception_mode": "baseline",
"time": "08:00"
}
}
-10
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@@ -24,16 +24,6 @@ func _process(_delta: float) -> void:
# Track camera to player position (D-015)
camera.position = GameState.player_position * 32 # tile-space to pixel-space
# Update HUD
if hud and hud.has_method("update_from_hud_data"):
hud.update_from_hud_data(GameState.hud_data)
if snapshot.has("player") and snapshot.player.has("health"):
hud.update_health(snapshot.player.health)
# Wire monologue display (D-016 perception data path)
if snapshot.has("monologue") and monologue_display:
monologue_display.show_monologue(snapshot.monologue)
# Send queued input to simulation
var inputs = InputMapper.flush_queue()
for input in inputs:
+8 -3
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@@ -31,8 +31,11 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
if entity != null:
entities.append(entity)
# GDScript int is signed 64-bit. Rust tick is u64 but will not exceed 2^63
# in any realistic scenario (would require ~29 billion years at 10 ticks/min).
var tick: int = raw["tick"]
return {
"tick": int(raw["tick"]),
"tick": tick,
"entities": entities,
}
@@ -44,8 +47,9 @@ static func _decode_entity(raw: Dictionary) -> Variant:
push_warning("Protocol: entity missing required fields: %s" % str(raw.keys()))
return null
var entity_id: int = raw["entity_id"]
return {
"entity_id": int(raw["entity_id"]),
"entity_id": entity_id,
"x": float(raw["x"]),
"y": float(raw["y"]),
"z": int(raw["z"]),
@@ -108,7 +112,8 @@ static func decode_player_input(bytes: PackedByteArray) -> Variant:
push_error("Protocol: player_input missing required fields")
return null
var tick: int = raw["tick"]
return {
"tick": int(raw["tick"]),
"tick": tick,
"action": _decode_enum_variant(raw["action"]),
}
+1
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@@ -0,0 +1 @@
uid://fkmd537xvwxe
+2 -2
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@@ -15,6 +15,6 @@ func update_from_state() -> void:
if entity_renderer and entity_renderer.has_method("update_entities"):
entity_renderer.update_entities(GameState.visible_entities)
# Update fog overlay
# Update fog overlay (fog data will come in D-020 expansion)
if fog_renderer and fog_renderer.has_method("update_fog"):
fog_renderer.update_fog(GameState.fog_state, GameState.player_position)
fog_renderer.update_fog({}, GameState.player_position)
+33
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@@ -135,3 +135,36 @@ func test_gdscript_encode_matches_rust_fixture() -> void:
assert_that(from_gd.tick).is_equal(from_rust.tick)
assert_that(from_gd.action.variant).is_equal(from_rust.action.variant)
assert_that(from_gd.action.data).is_equal(from_rust.action.data)
# -- Negative tests: malformed/truncated input -----------------------------------
func test_decode_snapshot_truncated_bytes() -> void:
var truncated := PackedByteArray([0x82, 0xa4]) # Incomplete msgpack map
var result = Protocol.decode_snapshot(truncated)
assert_that(result).is_null()
func test_decode_snapshot_wrong_type() -> void:
# Encode an array instead of a map — should fail validation
var encoded = Messagepack.encode([1, 2, 3])
var result = Protocol.decode_snapshot(encoded.value)
assert_that(result).is_null()
func test_decode_snapshot_missing_fields() -> void:
# Map with wrong keys
var encoded = Messagepack.encode({"foo": "bar"})
var result = Protocol.decode_snapshot(encoded.value)
assert_that(result).is_null()
func test_decode_player_input_empty_bytes() -> void:
var result = Protocol.decode_player_input(PackedByteArray())
assert_that(result).is_null()
func test_encode_returns_empty_on_failure() -> void:
# Verify that a valid encode produces non-empty bytes
var bytes = Protocol.encode_player_input(1, "MoveNorth")
assert_that(bytes.size()).is_greater(0)
+22 -28
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@@ -1,30 +1,24 @@
## D-030 Layer 1: Fixture-based tests for snapshot parsing
## Validates that GameState correctly parses ObserverSnapshot data
## Validates that GameState correctly parses Protocol-format ObserverSnapshot data
class_name TestSnapshotParsing
extends GdUnitTestSuite
# Valid snapshot fixture
# Valid snapshot in Protocol format (matches Protocol.decode_snapshot output)
var _valid_snapshot: Dictionary = {
"tick": 1,
"player": {
"position": [10, 15],
"health": 85
},
"entities": [
{"id": 1, "type": "npc", "position": [12, 8], "name": "Test NPC"},
{"id": 2, "type": "npc", "position": [5, 20], "name": "Second NPC"},
{"entity_id": 1, "x": 10.0, "y": 15.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
{"entity_id": 2, "x": 5.0, "y": 20.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
],
"fog": {"radius": 8},
"hud": {"perception_mode": "baseline", "time": "14:30"}
}
func test_apply_valid_snapshot() -> void:
GameState.player_entity_id = 1
GameState.apply_snapshot(_valid_snapshot)
assert_that(GameState.current_tick).is_equal(1)
assert_that(GameState.player_position).is_equal(Vector2(10, 15))
assert_that(GameState.visible_entities.size()).is_equal(2)
assert_that(GameState.fog_state).is_equal({"radius": 8})
assert_that(GameState.hud_data).is_equal({"perception_mode": "baseline", "time": "14:30"})
func test_empty_snapshot_no_crash() -> void:
# Reset state
@@ -37,26 +31,25 @@ func test_empty_snapshot_no_crash() -> void:
assert_that(GameState.player_position).is_equal(Vector2.ZERO)
assert_that(GameState.visible_entities.size()).is_equal(0)
func test_malformed_position_no_crash() -> void:
var bad_snapshot: Dictionary = {
"player": {"position": "not_an_array"},
}
# Reset
GameState.player_position = Vector2.ZERO
func test_no_player_entity_position_unchanged() -> void:
GameState.player_entity_id = 999 # No entity with this ID
GameState.player_position = Vector2(5, 5)
# Should not crash — logs warning instead
GameState.apply_snapshot(bad_snapshot)
assert_that(GameState.player_position).is_equal(Vector2.ZERO)
GameState.apply_snapshot(_valid_snapshot)
# Position stays at previous value since no matching entity
assert_that(GameState.player_position).is_equal(Vector2(5, 5))
func test_missing_fields_partial_update() -> void:
# First apply valid snapshot
GameState.player_entity_id = 1
GameState.apply_snapshot(_valid_snapshot)
assert_that(GameState.player_position).is_equal(Vector2(10, 15))
# Apply snapshot with only HUD data — player position unchanged
GameState.apply_snapshot({"hud": {"perception_mode": "thermal", "time": "22:00"}})
# Apply snapshot with no entities — player position unchanged (no matching entity)
GameState.apply_snapshot({"tick": 2})
assert_that(GameState.player_position).is_equal(Vector2(10, 15))
assert_that(GameState.hud_data.perception_mode).is_equal("thermal")
assert_that(GameState.current_tick).is_equal(2)
func test_sim_bridge_test_snapshot_deterministic() -> void:
SimBridge._test_tick = 0
@@ -65,8 +58,9 @@ func test_sim_bridge_test_snapshot_deterministic() -> void:
assert_that(snap1.tick).is_equal(1)
assert_that(snap2.tick).is_equal(2)
# Snapshot structure is stable
assert_that(snap1.has("player")).is_true()
# Snapshot matches Protocol format
assert_that(snap1.has("tick")).is_true()
assert_that(snap1.has("entities")).is_true()
assert_that(snap1.has("fog")).is_true()
assert_that(snap1.has("hud")).is_true()
assert_that(snap1.entities.size()).is_greater(0)
assert_that(snap1.entities[0].has("entity_id")).is_true()
assert_that(snap1.entities[0].has("kind")).is_true()
+2 -1
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@@ -6,7 +6,8 @@ use std::fs;
use std::path::Path;
fn write_fixture(name: &str, bytes: &[u8]) {
let dir = Path::new("../tests/fixtures/msgpack");
// Write directly into the Godot project's test fixtures (single source of truth)
let dir = Path::new("../client/tests/fixtures/msgpack");
fs::create_dir_all(dir).expect("create fixture dir");
let path = dir.join(format!("{}.msgpack", name));
fs::write(&path, bytes).expect("write fixture");
-1
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@@ -1 +0,0 @@
うtickdヲactionゥMoveNorth
-1
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@@ -1 +0,0 @@
うtickフネヲactionUsePerceptionModeァthermal
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