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>
This commit is contained in:
2026-02-25 21:59:38 +01:00
co-authored by Claude Opus 4.6
parent 95a9b349a0
commit c8de1a0629
4 changed files with 283 additions and 22 deletions
+63 -4
View File
@@ -19,6 +19,8 @@ func before_each() -> void:
GameState.player_stance = "Walk"
GameState.player_inventory = []
GameState.stationary_ticks = 0
GameState._prev_player_position = Vector2(-1e9, -1e9)
GameState.current_zone_id = ""
GameState.insert_active = true
@@ -115,19 +117,49 @@ func test_apply_snapshot_inventory_absent_clears_list() -> void:
assert_that(GameState.player_inventory.size()).is_equal(0)
# -- Stationary tick counter (D-071) -------------------------------------
# -- Stationary ticks: server-authoritative (D-020/D-071) -----------------
func test_stationary_ticks_increments_when_player_position_unchanged() -> void:
func test_stationary_ticks_from_server_snapshot() -> void:
## D-020: When server sends stationary_ticks, client reads it directly.
GameState.apply_snapshot({"tick": 1, "entities": [], "stationary_ticks": 42})
assert_int(GameState.stationary_ticks).is_equal(42)
func test_stationary_ticks_server_value_overrides_client_accumulation() -> void:
## D-020: Server value takes priority — client must not accumulate on top of it.
var snapshot := {
"tick": 1,
"entities": [{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
"stationary_ticks": 5,
}
GameState.apply_snapshot(snapshot)
GameState.apply_snapshot(snapshot) # same position, but server sends 5 again
assert_int(GameState.stationary_ticks).is_equal(5) # server value, not 6
func test_stationary_ticks_missing_field_degrades_gracefully() -> void:
## D-020 fallback: when server omits stationary_ticks, no crash, defaults to 0.
GameState.stationary_ticks = 0
GameState.apply_snapshot({"tick": 1, "entities": []})
# No crash; field retains a valid integer value.
assert_int(GameState.stationary_ticks).is_greater_equal(0)
# -- Stationary ticks: deprecated client-side fallback (D-071) -----------
func test_stationary_ticks_fallback_increments_when_position_unchanged() -> void:
## Deprecated fallback: client accumulates when server omits the field.
var snapshot := {
"tick": 1,
"entities": [{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
}
GameState.apply_snapshot(snapshot) # first call: position changes from ZERO
GameState.apply_snapshot(snapshot) # first call: position changes from sentinel
GameState.apply_snapshot(snapshot) # second call: position unchanged → +1
assert_int(GameState.stationary_ticks).is_greater(0)
func test_stationary_ticks_resets_on_player_movement() -> void:
func test_stationary_ticks_fallback_resets_on_movement() -> void:
## Deprecated fallback: client resets on movement when server omits the field.
var s1 := {
"tick": 1,
"entities": [{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
@@ -143,6 +175,33 @@ func test_stationary_ticks_resets_on_player_movement() -> void:
assert_int(GameState.stationary_ticks).is_equal(0)
# -- Zone ID: server-authoritative (D-020/D-073) -------------------------
func test_zone_id_from_server_snapshot() -> void:
## D-020: When server sends top-level zone_id, client reads it directly.
GameState.apply_snapshot({"tick": 1, "entities": [], "zone_id": "zone_alpha"})
assert_that(GameState.current_zone_id).is_equal("zone_alpha")
func test_zone_id_server_value_overrides_tile_derivation() -> void:
## D-020: Server top-level zone_id takes priority over tile-derived zone_id.
var snapshot := {
"tick": 1,
"entities": [{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
"tiles": [{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_from_tile"}],
"zone_id": "zone_from_server",
}
GameState.apply_snapshot(snapshot)
assert_that(GameState.current_zone_id).is_equal("zone_from_server")
func test_zone_id_missing_field_degrades_gracefully() -> void:
## D-020 fallback: when server omits zone_id and no tiles match, defaults to "".
GameState.current_zone_id = ""
GameState.apply_snapshot({"tick": 1, "entities": []})
assert_that(GameState.current_zone_id).is_equal("")
# -- insert_active (OQ-07, #522) -----------------------------------------
func test_apply_snapshot_insert_active_false() -> void: