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
+7 -3
View File
@@ -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)