refactor(client): make stationary_ticks and zone_id server-authoritative (#557)
apply_snapshot() now reads stationary_ticks and zone_id directly from the server snapshot when present (D-020 compliance). Client-side accumulation and tile lookup retained as deprecated fallbacks until the server populates these fields. Protocol.gd extended with decode paths and TODO markers for the server team. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -109,14 +109,17 @@ var medium_sound_events: Array = []
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var close_sound_events: Array = []
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# D-071 (#530): Consecutive ticks without player position change.
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# Incremented per snapshot in apply_snapshot(). Reset to 0 on movement.
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# D-020: Server-authoritative — read from snapshot "stationary_ticks" field.
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# Fallback: client-side accumulation (deprecated, remove when server populates field).
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# ListeningFocus boost activates at 30+ ticks (main.gd manages the dip).
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var stationary_ticks: int = 0
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# DEPRECATED: Only used by client-side accumulation fallback. Remove with fallback.
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var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previous position
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# D-073 (#529): Server-authoritative zone_id from the player's current tile.
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# Extracted in apply_snapshot() — avoids O(N) tile scan in main.gd per Tyre review.
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# Empty string when zone_id field absent (server hasn't shipped OQ-09 yet).
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# D-020: Read directly from snapshot "zone_id" field.
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# Fallback: client-side tile lookup (deprecated, remove when server populates field).
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# Empty string when zone_id field absent.
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var current_zone_id: String = ""
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func apply_snapshot(snapshot: Dictionary) -> void:
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@@ -140,12 +143,19 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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push_warning("GameState: no Player entity found in %d entities" % [
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visible_entities.size()])
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# D-071 (#530): Track consecutive stationary ticks for ListeningFocus boost.
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# Compares current player_position against previous snapshot's position.
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if player_position == _prev_player_position:
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stationary_ticks += 1
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# D-020/D-071 (#530): Server-authoritative stationary_ticks for ListeningFocus boost.
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# Prefer server-sent value; fall back to client-side accumulation until server populates.
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if snapshot.has("stationary_ticks") and snapshot.stationary_ticks is int:
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# D-020: direct field assignment from server-authoritative snapshot.
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stationary_ticks = snapshot.stationary_ticks
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else:
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stationary_ticks = 0
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# DEPRECATED fallback — client-side accumulation. Remove when server sends
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# "stationary_ticks" in ObserverSnapshot (D-020 violation: derives behavior-
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# driving state on the client). Server tracks this in ListeningFocus component.
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if player_position == _prev_player_position:
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stationary_ticks += 1
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else:
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stationary_ticks = 0
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_prev_player_position = player_position
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# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
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@@ -295,16 +305,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
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player_knowledge = snapshot.player_knowledge
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# D-073 (#529): O(1) zone_id lookup. Build coord→tile dict from member visible_tiles
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# (populated above from either "tiles" test-mode key or "visible_tiles" live key).
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# Must use the member var, not snapshot.visible_tiles, so test mode is covered.
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var _tile_by_coord: Dictionary = {}
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for vtile in visible_tiles:
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if vtile is Dictionary and vtile.has("x") and vtile.has("y"):
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_tile_by_coord[Vector2i(vtile.x, vtile.y)] = vtile
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var player_pos_key := Vector2i(int(player_position.x), int(player_position.y))
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var player_tile = _tile_by_coord.get(player_pos_key, null)
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current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
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# D-020/D-073 (#529): Server-authoritative zone_id for zone ambient crossfade.
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# Prefer server-sent top-level value; fall back to client-side tile lookup until
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# server populates top-level "zone_id" in ObserverSnapshot.
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if snapshot.has("zone_id") and snapshot.zone_id is String:
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# D-020: direct field assignment from server-authoritative snapshot.
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current_zone_id = snapshot.zone_id
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else:
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# DEPRECATED fallback — client-side tile lookup. Remove when server sends
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# top-level "zone_id" in ObserverSnapshot (D-020 violation: derives zone
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# identity on the client via tile iteration). Server sends zone_id per
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# VisibleTile but not as a top-level snapshot field.
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var _tile_by_coord: Dictionary = {}
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for vtile in visible_tiles:
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if vtile is Dictionary and vtile.has("x") and vtile.has("y"):
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_tile_by_coord[Vector2i(vtile.x, vtile.y)] = vtile
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var player_pos_key := Vector2i(int(player_position.x), int(player_position.y))
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var player_tile = _tile_by_coord.get(player_pos_key, null)
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current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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@@ -244,6 +244,24 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"error": raw_save.get("error"),
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}
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# TODO(server): Send stationary_ticks in ObserverSnapshot (D-071, D-020).
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# Server already tracks this in ListeningFocus component (server/src/simulation/listening.rs).
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# When server populates this field, client-side accumulation fallback in game_state.gd
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# can be removed — apply_snapshot() should contain only direct field assignments.
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var stationary_ticks: Variant = null
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var raw_st: Variant = raw.get("stationary_ticks")
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if raw_st != null:
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stationary_ticks = int(raw_st)
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# TODO(server): Send top-level zone_id string in ObserverSnapshot (D-073, D-020).
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# Server sends zone_id per VisibleTile but not as a top-level snapshot field.
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# When server populates this, client-side tile iteration fallback in game_state.gd
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# can be removed — apply_snapshot() should contain only direct field assignments.
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var zone_id: Variant = null
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var raw_zid: Variant = raw.get("zone_id")
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if raw_zid is String:
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zone_id = raw_zid
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# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
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# {entities: [{entity_id, name, confidence, source, state, relationship, last_observed_tick}],
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# facts: [{fact_id, confidence, source, state, acquired_tick}]}
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@@ -302,6 +320,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
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"examine_result": examine_result,
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"player_knowledge": player_knowledge,
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"save_result": save_result,
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"stationary_ticks": stationary_ticks,
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"zone_id": zone_id,
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}
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