fix(client): clear the test debt — 2 production bugs, suite fully green (T-973 et al.)

Production fixes surfaced by honest test triage:
- hud_groups.gd: _set_group_z crashed on freed HUD nodes — the typed loop
  variable errors before the is_instance_valid guard runs; prune first
- fog_state.gd: _resize cleared _prev_visible (world-space keys survive
  resizes), so pre-resize tiles never decayed VISIBLE→EXPLORED (D-059)

Test debt (T-928/929/934/935/936/937/938/939, T-864, T-973): lambda
local-capture bugs rewritten with array captures (now assert exact
emission counts), e2e suites updated to the current handshake +
StartupMessage protocol and stream-aware reads against the live binary,
fog perf test measures steady state, chime test pins the shipped 800ms
catalog asset (D-067 amended separately), monologue gdUnit4 API typo,
battery-warning tests follow the MetaScreen on_open lifecycle. 3 sprint2
proof tests revived (corner_reveal had passed from the wrong tile — NPC3
blocks (18,14); route corrected). Soft-skips converted to real do_skip
reporting. T-1068: 7 orphan .gd.uid deleted, _format_pop/_format_radius
deduped into atlas_format.gd (preload, no class_name — headless cache).

Suite: 1264 cases/20 failures → 1268/0, independently re-verified
(2536/2536, exit 0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-06-12 16:22:01 +02:00
co-authored by Claude Fable 5
parent b7a8cd1876
commit c64231e8ee
25 changed files with 603 additions and 269 deletions
+14 -5
View File
@@ -8,6 +8,15 @@ class_name TestMonologueDisplay
extends GdUnitTestSuite
# Suite prerequisite — reported as a real gdUnit4 skip (visible in the JSON
# summary) instead of the old push_warning-then-return soft-skip (T-1068).
func before(
_do_skip := not ResourceLoader.exists("res://ui/monologue_display.tscn"),
_skip_reason := "monologue_display.tscn not found"
) -> void:
pass
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
@@ -222,7 +231,7 @@ func test_queue_never_exceeds_max_depth() -> void:
d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
for i in range(d.MAX_QUEUE + 20):
d.show_monologue("flood_%d" % i, 1.0, 2)
assert_int(d._queue.size()).is_less_or_equal(d.MAX_QUEUE)
assert_int(d._queue.size()).is_less_equal(d.MAX_QUEUE)
d.queue_free()
@@ -429,16 +438,16 @@ func test_canvas_ui_constant_is_20() -> void:
assert_that(Constants.CANVAS_UI).is_equal(20)
func test_monologue_display_parented_to_canvas_layer_20_in_main_scene() -> void:
func test_monologue_display_parented_to_canvas_layer_20_in_main_scene(
_do_skip := not ResourceLoader.exists("res://scenes/main.tscn"),
_skip_reason := "main.tscn not found"
) -> void:
## D-049: Structural verification — MonologueDisplay must be a direct child of
## UILayer (CanvasLayer, layer=20) in the live scene tree, not the world layer.
## Catches regressions where the node gets accidentally moved to InsertOverlay
## (layer=10) or MetaLayer (layer=30), or dropped into the world z-stack.
##
## Scene path verified: Game/UILayer/MonologueDisplay (main.tscn line 141).
if not ResourceLoader.exists("res://scenes/main.tscn"):
push_warning("TestMonologueDisplay: main.tscn not found — D-049 scene tree test skipped")
return
var scene: Node = load("res://scenes/main.tscn").instantiate()
auto_free(scene)
add_child(scene)