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:
@@ -1,31 +1,26 @@
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extends Node
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# Updated each frame from ObserverSnapshot data
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# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities}).
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# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
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var current_snapshot: Dictionary = {}
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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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var fog_state: Dictionary = {}
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var hud_data: Dictionary = {}
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# Player entity ID — the first entity is assumed to be the player (will be
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# refined when the server assigns explicit player entity IDs).
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var player_entity_id: int = 1
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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# Parse player data
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if snapshot.has("player") and snapshot.player.has("position"):
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var pos = snapshot.player.position
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if pos is Array and pos.size() >= 2:
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player_position = Vector2(pos[0], pos[1])
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else:
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push_warning("GameState: malformed player position in snapshot")
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if snapshot.has("tick"):
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current_tick = snapshot.tick
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# Parse entities
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if snapshot.has("entities"):
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visible_entities = snapshot.entities
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# Parse fog state
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if snapshot.has("fog"):
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fog_state = snapshot.fog
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# Parse HUD data
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if snapshot.has("hud"):
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hud_data = snapshot.hud
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# Derive player position from the player entity
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for entity in visible_entities:
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if entity.has("entity_id") and entity.entity_id == player_entity_id:
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player_position = Vector2(entity.x, entity.y)
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break
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