fix(client): address PR #109 review — 6 warnings + 5 suggestions

Star map (W1-W3, S3):
- _process visibility guard + dirty flag (no redraw when hidden/unchanged)
- _system_hash masked to 31-bit positive range
- Extracted _find_nearest_system() shared helper

game_state.gd (W4):
- Inline load() in apply_snapshot() replaces per-tick overhead; safe at
  runtime because script is already in resource cache

Data pipeline (W5-W6):
- Script-relative path resolution via __file__
- --check mode + make check-star-map staleness target

Minor (S1-S2, S5):
- Removed redundant bone_idx assignment
- Simplified double-negative test assertion
- Documented autoload parse-order convention in CLAUDE.md

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-05 00:12:48 +02:00
co-authored by Claude Opus 4.6
parent 0d5323f66c
commit c94c5d7acb
9 changed files with 116 additions and 76 deletions
+10
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@@ -84,6 +84,16 @@ The ticketing database (`settledreach.db`) lives in the **parent directory** sha
- Three test tiers: (1) Live server — highest fidelity, (2) MessagePack replay via `Protocol.decode_snapshot()` — for unreachable rooms, (3) TestHarness mock — for UI-only tests where fog data doesn't matter.
- `make fixtures-gauntlet` regenerates real server snapshot fixtures from the Gauntlet world.
### GDScript conventions
**Autoload parse-order rule:** Autoload scripts (`client/scripts/autoloads/`) compile before global `class_name` scripts are registered. Referencing a `class_name` type directly in an autoload causes a parse-time "not declared" error. Pattern:
- Declare fields untyped: `var my_field = null` (comment the intended type)
- Do **not** reference `class_name` types at the top level or in `_ready()` of autoloads
- In method bodies called at runtime (e.g. `apply_snapshot`), use `load()` inline — by then the script is cached and `load()` returns the cached resource without reloading: `var CVD := load("res://scripts/rendering/character_visual_descriptor.gd")`
- Do **not** cache the `load()` result in `_ready()``_ready()` fires during autoload init, before the target script is in the resource cache, causing an actual file reload that breaks self-references in scripts using their own `class_name`
`game_state.gd` (`character_visual_descriptor` field) and `sim_bridge.gd` (`harness` field) follow this pattern.
### File conventions
- Decisions: domain files in `decisions/` (see `decisions/README.md` for index)
- Decision IDs: `D-NNN` (confirmed), `Q-NNN` (open questions), `R-NNN` (rejected)
+4 -1
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@@ -7,7 +7,7 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client fixtures-gauntlet golden-diff golden-update \
checklist-validate checklist-generate \
checklist-validate checklist-generate check-star-map \
build-sr-voice run-sr-voice test-voice-mock test-voice-real \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
@@ -347,6 +347,9 @@ checklist-validate:
checklist-generate:
@tooling/validate-checklist
check-star-map:
@python3 tooling/generate-star-map-data.py --check
perf-baseline:
@tooling/perf-baseline
+2 -2
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@@ -1,6 +1,6 @@
{
"_meta": {
"generated_from": "docs/design/star-map.json + server/data/systems.db",
"generated_from": "star-map.json + systems.db",
"system_count": 301,
"edge_count": 335,
"note": "Client-side star map data. Regenerate with: tooling/generate-star-map-data.py"
@@ -4360,4 +4360,4 @@
"GJ 71"
]
]
}
}
+7 -3
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@@ -367,10 +367,14 @@ func apply_snapshot(snapshot: Dictionary) -> void:
# Server persists the descriptor and includes it in ObserverSnapshot after load.
# Only update when field is present (null means no change).
if snapshot.has("character_visual_descriptor") and snapshot.character_visual_descriptor is Dictionary:
# load() returns a cached script — safe to call per-tick once the resource is in cache.
# Cannot use CharacterVisualDescriptor directly: autoloads compile before global class_names
# are registered, causing a parse-time "not declared" error.
var CVD := load("res://scripts/rendering/character_visual_descriptor.gd")
var restored = CVD.from_dict(snapshot.character_visual_descriptor)
if restored != null:
character_visual_descriptor = restored
if CVD != null:
var restored = CVD.from_dict(snapshot.character_visual_descriptor)
if restored != null:
character_visual_descriptor = restored
# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
# Only update when field is present (null means no change, server sends when KG changes).
@@ -331,7 +331,6 @@ func _create_overhead_anchor() -> void:
return
_overhead_attachment = BoneAttachment3D.new()
_overhead_attachment.bone_name = "Head"
_overhead_attachment.bone_idx = bone_idx
_overhead_attachment.name = "OverheadAttachment"
_skeleton.add_child(_overhead_attachment)
+1 -1
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@@ -230,7 +230,7 @@ func test_descriptor_has_no_hair_highlight_tint_field() -> void:
assert_bool(d.has("hair_highlight_tint")).override_failure_message(
"to_dict() must NOT include hair_highlight_tint — highlight is auto-derived"
).is_false()
assert_bool(desc.get("hair_highlight_tint") != null and typeof(desc.get("hair_highlight_tint")) != TYPE_NIL).override_failure_message(
assert_bool("hair_highlight_tint" in desc).override_failure_message(
"CharacterVisualDescriptor must not define a hair_highlight_tint property"
).is_false()
+29 -25
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@@ -96,6 +96,7 @@ var _pan_start_offset: Vector2 = Vector2.ZERO
var _data_loaded: bool = false
var _insert_active: bool = true
var _show_edges: bool = false # toggle edge display
var _dirty: bool = true # redraw needed — set by state changes, cleared after _draw
func _ready() -> void:
@@ -106,8 +107,11 @@ func _ready() -> void:
func _process(_delta: float) -> void:
if _insert_active and _data_loaded:
if not visible:
return
if _dirty and _data_loaded:
queue_redraw()
_dirty = false
## Called from main.gd when insert state changes.
@@ -122,6 +126,8 @@ func set_insert_active(active: bool) -> void:
## Toggle visibility (e.g., from a keybind or button).
func toggle_visible() -> void:
visible = not visible
if visible:
_dirty = true
## Return the currently selected system data, or empty dict.
@@ -259,8 +265,8 @@ func _sector_sort_key(node: Dictionary) -> float:
## Deterministic float in [-1, 1] from a string key.
func _system_hash(key: String) -> float:
var h: int = key.hash()
return fmod(float(h) / 2147483647.0, 1.0) * 2.0 - 1.0
var h: int = key.hash() & 0x7FFFFFFF # mask to 31-bit positive range
return float(h) / 2147483647.0 * 2.0 - 1.0
# =============================================================================
@@ -465,9 +471,15 @@ func _gui_input(event: InputEvent) -> void:
_pan_start = mb.position
_pan_start_offset = _pan_offset
MOUSE_BUTTON_WHEEL_UP:
var old_zoom := _zoom
_zoom = clampf(_zoom + ZOOM_STEP, ZOOM_MIN, ZOOM_MAX)
if _zoom != old_zoom:
_dirty = true
MOUSE_BUTTON_WHEEL_DOWN:
var old_zoom := _zoom
_zoom = clampf(_zoom - ZOOM_STEP, ZOOM_MIN, ZOOM_MAX)
if _zoom != old_zoom:
_dirty = true
else:
if mb.button_index == MOUSE_BUTTON_MIDDLE:
_is_panning = false
@@ -476,17 +488,17 @@ func _gui_input(event: InputEvent) -> void:
var mm := event as InputEventMouseMotion
if _is_panning:
_pan_offset = _pan_start_offset + (mm.position - _pan_start)
_dirty = true
else:
_update_hover(mm.position)
func _handle_click(pos: Vector2) -> void:
## Find the system_id of the nearest node to screen position, or "" if none within HIT_RADIUS.
func _find_nearest_system(pos: Vector2) -> String:
var sz: Vector2 = get_rect().size
var center: Vector2 = sz * MAP_CENTER_FRACTION + _pan_offset
var best_dist: float = HIT_RADIUS
var best_sid: String = ""
for node: Dictionary in _nodes:
var sid: String = node.get("system_id", "")
if not _node_positions.has(sid):
@@ -496,30 +508,22 @@ func _handle_click(pos: Vector2) -> void:
if dist < best_dist:
best_dist = dist
best_sid = sid
return best_sid
if best_sid != "":
_selected_system = best_sid
func _handle_click(pos: Vector2) -> void:
var nearest := _find_nearest_system(pos)
if nearest != "":
_selected_system = nearest
_show_edges = true
else:
_selected_system = ""
_show_edges = false
_dirty = true
func _update_hover(pos: Vector2) -> void:
var sz: Vector2 = get_rect().size
var center: Vector2 = sz * MAP_CENTER_FRACTION + _pan_offset
var best_dist: float = HIT_RADIUS
var best_sid: String = ""
for node: Dictionary in _nodes:
var sid: String = node.get("system_id", "")
if not _node_positions.has(sid):
continue
var node_pos: Vector2 = center + _node_positions[sid] * _zoom
var dist: float = pos.distance_to(node_pos)
if dist < best_dist:
best_dist = dist
best_sid = sid
_hovered_system = best_sid
var nearest := _find_nearest_system(pos)
if nearest != _hovered_system:
_hovered_system = nearest
_dirty = true
+1 -1
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@@ -1236,7 +1236,7 @@ dependencies = [
[[package]]
name = "settled-reach-server"
version = "0.1.28"
version = "0.1.29"
dependencies = [
"bevy_app",
"bevy_ecs",
+62 -42
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@@ -1,8 +1,9 @@
#!/usr/bin/env python3
"""Generate client/data/star_map_data.json from star-map.json + systems.db.
Run from the project root (any worktree):
Run from any directory — paths are resolved relative to this script's location:
python3 tooling/generate-star-map-data.py
python3 tooling/generate-star-map-data.py --check # exit 1 if committed JSON is stale
Sources:
docs/design/star-map.json — graph topology (nodes + edges)
@@ -16,42 +17,36 @@ import json
import os
import sqlite3
import sys
import tempfile
# Resolve project root from this script's location: tooling/ is one level below root.
# Works regardless of cwd — no fragile relative path guessing.
_SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
_PROJECT_ROOT = os.path.dirname(_SCRIPT_DIR)
# Worktree layout: settled-reach/{client,server,main}/
# This script lives in client/tooling/, so _PROJECT_ROOT = client/.
# The parent of _PROJECT_ROOT is the worktree parent where sibling dirs live.
_WORKTREE_PARENT = os.path.dirname(_PROJECT_ROOT)
STAR_MAP_PATH = os.path.join(_PROJECT_ROOT, "docs", "design", "star-map.json")
SYSTEMS_DB_PATH = os.path.join(_WORKTREE_PARENT, "server", "server", "data", "systems.db")
OUTPUT_PATH = os.path.join(_PROJECT_ROOT, "client", "data", "star_map_data.json")
def find_file(candidates: list[str]) -> str | None:
for p in candidates:
if os.path.exists(p):
return p
return None
def main() -> None:
# Find star-map.json
star_map_path = find_file([
"docs/design/star-map.json",
"../docs/design/star-map.json",
"../../docs/design/star-map.json",
])
if not star_map_path:
print("ERROR: docs/design/star-map.json not found", file=sys.stderr)
def generate() -> dict:
"""Generate the enriched star map data dict."""
if not os.path.exists(STAR_MAP_PATH):
print(f"ERROR: star-map.json not found at {STAR_MAP_PATH}", file=sys.stderr)
sys.exit(1)
if not os.path.exists(SYSTEMS_DB_PATH):
print(f"ERROR: systems.db not found at {SYSTEMS_DB_PATH}", file=sys.stderr)
sys.exit(1)
# Find systems.db
db_path = find_file([
"server/server/data/systems.db",
"../server/server/data/systems.db",
"../../server/server/data/systems.db",
])
if not db_path:
print("ERROR: server/server/data/systems.db not found", file=sys.stderr)
sys.exit(1)
# Load star map topology
with open(star_map_path) as f:
with open(STAR_MAP_PATH) as f:
star_map = json.load(f)
# Load DB data
conn = sqlite3.connect(db_path)
conn = sqlite3.connect(SYSTEMS_DB_PATH)
conn.row_factory = sqlite3.Row
cur = conn.cursor()
cur.execute(
@@ -61,7 +56,6 @@ def main() -> None:
db_lookup = {row["system_id"]: dict(row) for row in cur.fetchall()}
conn.close()
# Merge
nodes = []
for n in star_map["nodes"]:
sid = n["system_id"]
@@ -82,9 +76,9 @@ def main() -> None:
nodes.sort(key=lambda x: (x["hop_distance"], x["system_id"]))
output = {
return {
"_meta": {
"generated_from": f"{star_map_path} + {db_path}",
"generated_from": "star-map.json + systems.db",
"system_count": len(nodes),
"edge_count": len(star_map["edges"]),
"note": "Client-side star map data. Regenerate with: tooling/generate-star-map-data.py",
@@ -93,15 +87,41 @@ def main() -> None:
"edges": star_map["edges"],
}
# Write output
out_path = find_file(["client/data"]) or "client/data"
os.makedirs(out_path, exist_ok=True)
out_file = os.path.join(out_path, "star_map_data.json")
with open(out_file, "w") as f:
json.dump(output, f, indent=2, ensure_ascii=False)
print(f"Generated {out_file}")
print(f" Nodes: {len(nodes)}, Edges: {len(star_map['edges'])}")
def write_output(data: dict, path: str) -> None:
os.makedirs(os.path.dirname(path), exist_ok=True)
with open(path, "w") as f:
json.dump(data, f, indent=2, ensure_ascii=False)
f.write("\n")
def main() -> None:
check_mode = "--check" in sys.argv
data = generate()
if check_mode:
# Generate to temp file and compare against committed JSON
if not os.path.exists(OUTPUT_PATH):
print(f"STALE: {OUTPUT_PATH} does not exist — run without --check to generate")
sys.exit(1)
with tempfile.NamedTemporaryFile(mode="w", suffix=".json", delete=False) as tmp:
json.dump(data, tmp, indent=2, ensure_ascii=False)
tmp.write("\n")
tmp_path = tmp.name
try:
with open(tmp_path) as a, open(OUTPUT_PATH) as b:
if a.read() != b.read():
print(f"STALE: {OUTPUT_PATH} differs from generated output")
print("Run: python3 tooling/generate-star-map-data.py")
sys.exit(1)
print(f"OK: {OUTPUT_PATH} is up to date")
finally:
os.unlink(tmp_path)
else:
write_output(data, OUTPUT_PATH)
print(f"Generated {OUTPUT_PATH}")
print(f" Nodes: {data['_meta']['system_count']}, Edges: {data['_meta']['edge_count']}")
if __name__ == "__main__":