fix(client): T-1146 gameplay input gated while an implant screen occludes gameplay
InputMapper polled the D-054 move_* actions (and queued discrete gameplay actions) unconditionally — WASD with a fullscreen implant open walked the character blind. Poll-site gate (both _process and _unhandled_input, the file's existing dialogue/free-camera early-return idiom): nothing is enqueued while occluded, so no backlog can flush on close. Gate signal is HudGroups.gameplay_occluded, deliberately NOT is_implant_active(): that flag is also true for INSERT mode (economics monitor panel), where gameplay stays visible and playable by design — the naive gate would have broken WASD there. Local _gameplay_occluded mirror via the existing signal; regression tests pin the INSERT distinction. Held-state semantics: open-while-held stops on the next poll; close-while-held requires release-then-repress (a _suppress_move_until_release latch armed on the close transition, cleared only when EVERY movement key is released — one-of-two released does not clear, tested). Facing exempt from the latch (re-sync, not lurch). Audited action set: movement/facing-send/INTERACT/perception/pause/ stance/teleport/quicksave-load gated; OPEN_MENU exempt (Esc must close the implant), BUG_REPORT/OPEN_JOURNAL exempt (client-only, never reach send_input); dialog-driven direct SimBridge sends (settings, dialogue pause, quit-to-menu save) out of scope by design. The pre-existing server-side AutoPause defense observed firing correctly alongside. Drive-by: pre-existing gdlint class-definitions-order violation in input_mapper.gd fixed (public/private var ordering) — file lint-clean for the first time. Tests: 16 unit/state (real autoloads, real open_app/close_app transitions, Input.action_press engine state) + 2 LIVE against a real spawned server through the REAL client pipeline (position frozen for 20 held-W ticks while occluded; still frozen 10 ticks after close without re-press; resumes on re-press) — port-retry/wall-clock/ COOLDOWN_TICKS conventions reused from test_input_roundtrip. 12-suite regression sweep of every InputMapper consumer green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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## T-1146: implant-occlusion gate — LIVE tier. Connects the real SimBridge/
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## InputMapper/HudGroups autoloads (not stubs, not TestHarness) to a spawned
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## server binary and proves the actual client-side pipeline end to end: WASD
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## held while a FULLSCREEN implant screen is open must not move the character
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## on the server, and closing the screen must require a re-press before
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## movement resumes.
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##
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## Reuses test_input_roundtrip.gd's/test_sprint2_proof.gd's hard-won live-
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## server conventions verbatim (port-collision retry, wall-clock deadlines,
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## COOLDOWN_TICKS pacing, handshake dance) — see their own header comments for
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## the "why" behind each one. The one structural difference from those files:
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## this test drives input through the REAL client pipeline (InputMapper poll +
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## SimBridge.send_input, exactly mirroring main.gd's dispatch loop) instead of
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## LocalBridge.send_message() directly — the gate under test lives in that
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## pipeline, so a raw-protocol test would not exercise it at all.
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class_name TestInputGateLive
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extends GdUnitTestSuite
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const CONNECT_TIMEOUT: float = 3.0
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const RESPONSE_TIMEOUT: float = 10.0
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# Server move cooldown: the proof-room player is Walk stance (ticks_per_move =
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# 2, server stance.rs) — see test_input_roundtrip.gd's own header comment for
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# the full "why" (a dropped move stays dropped no matter how long the wait).
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const COOLDOWN_TICKS: int = 3
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const MAX_PORT_ATTEMPTS: int = 5
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const TEST_APP := "implant/t1146_live_gate_test"
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var _server_pid: int = -1
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var _test_port: int = 0
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# Autoload state to restore in after_test() — SimBridge/InputMapper/HudGroups
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# are persistent singletons shared with every other suite in the run.
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var _saved_test_mode: bool = true
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var _saved_state: int = 0
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var _saved_bridge = null
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var _saved_server_path: String = ""
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var _saved_server_port: int = 9876
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func _server_binary_path() -> String:
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var project_dir := ProjectSettings.globalize_path("res://")
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return project_dir.path_join("../server/target/debug/settled-reach-server")
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static func _random_test_port() -> int:
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return 49152 + (randi() % (65535 - 49152 + 1))
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## Spawn the server binary directly (not through SimBridge.connect_to_sim's
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## own spawn path) so this test controls port retry exactly like the sibling
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## live-server tests — SimBridge is then pointed at the already-bound port
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## with server_path left empty so it skips its own subprocess spawn and goes
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## straight to the TCP-connect retry loop in its _process().
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func _spawn_server(server_path: String) -> bool:
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for _attempt in range(MAX_PORT_ATTEMPTS):
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_test_port = _random_test_port()
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var addr := "127.0.0.1:%d" % _test_port
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_server_pid = OS.create_process(server_path, [addr])
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if _server_pid <= 0:
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continue
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await get_tree().create_timer(0.15).timeout
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if OS.is_process_running(_server_pid):
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return true
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_server_pid = -1
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return false
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func before_test() -> void:
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_saved_test_mode = SimBridge.test_mode
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_saved_state = SimBridge.state
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_saved_bridge = SimBridge._bridge
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_saved_server_path = SimBridge.server_path
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_saved_server_port = SimBridge.server_port
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InputMapper.input_queue.clear()
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InputMapper._gameplay_occluded = false
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InputMapper._suppress_move_until_release = false
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_release_all_movement_keys()
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func after_test() -> void:
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if SimBridge._bridge != null and SimBridge._bridge != _saved_bridge:
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SimBridge._bridge.disconnect_from_server()
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if _server_pid > 0 and OS.is_process_running(_server_pid):
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OS.kill(_server_pid)
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_server_pid = -1
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SimBridge.test_mode = _saved_test_mode
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SimBridge.state = _saved_state
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SimBridge._bridge = _saved_bridge
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SimBridge.server_path = _saved_server_path
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SimBridge.server_port = _saved_server_port
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SimBridge.reset_test_state()
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InputMapper.input_queue.clear()
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InputMapper._gameplay_occluded = false
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InputMapper._suppress_move_until_release = false
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_release_all_movement_keys()
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HudGroups._active_app = ""
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HudGroups._active_mode = HudGroups.Mode.GAMEPLAY
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HudGroups._groups.erase(TEST_APP)
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func _release_all_movement_keys() -> void:
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Input.action_release("move_north")
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Input.action_release("move_south")
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Input.action_release("move_east")
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Input.action_release("move_west")
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## Drives SimBridge from DISCONNECTED all the way to CONNECTED against a
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## freshly spawned server, awaiting real frames so SimBridge's own _process()
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## (autoload, ticks automatically) does its TCP-connect + handshake dance.
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func _connect_live(server_path: String) -> bool:
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var spawned := await _spawn_server(server_path)
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assert_bool(spawned).override_failure_message(
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"server spawn failed after %d port attempts" % MAX_PORT_ATTEMPTS
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).is_true()
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if not spawned:
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return false
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SimBridge.test_mode = false
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SimBridge.server_path = "" # already spawned ourselves — SimBridge must not spawn again
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SimBridge.server_port = _test_port
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SimBridge._bridge = null
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SimBridge.state = SimBridge.ConnectionState.DISCONNECTED
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SimBridge.connect_to_sim()
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var deadline_ms: int = Time.get_ticks_msec() + int(CONNECT_TIMEOUT * 1000.0) * 2
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while Time.get_ticks_msec() < deadline_ms:
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if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
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return true
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if SimBridge.state == SimBridge.ConnectionState.ERROR:
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break
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await get_tree().process_frame
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return SimBridge.state == SimBridge.ConnectionState.CONNECTED
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## Find the player entity in a decoded snapshot Dictionary.
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static func _find_player(snapshot: Dictionary) -> Dictionary:
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for entity in snapshot.get("entities", []):
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if entity.kind.variant == "Player":
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return entity
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return {}
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## Poll SimBridge.poll_snapshot() until one arrives (or the timeout elapses).
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## Returns the last-seen snapshot Dictionary, or {} on timeout.
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func _await_next_snapshot(timeout: float = RESPONSE_TIMEOUT) -> Dictionary:
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var deadline_ms: int = Time.get_ticks_msec() + int(timeout * 1000.0)
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while Time.get_ticks_msec() < deadline_ms:
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var snap: Variant = SimBridge.poll_snapshot()
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if snap != null:
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return snap
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await get_tree().process_frame
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return {}
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## Mirrors main.gd's dispatch loop exactly for the actions this test exercises
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## (movement + SET_FACING): flush InputMapper's queue and forward each entry
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## to SimBridge.send_input(). main.gd's client-only continues (BUG_REPORT,
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## OPEN_JOURNAL, OPEN_MENU, INTERACT's target-resolution) are irrelevant here
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## since this test never presses those keys — nothing to special-case.
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func _flush_input_to_server() -> void:
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var inputs: Array[Dictionary] = InputMapper.flush_queue()
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for input in inputs:
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SimBridge.send_input(input)
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## Drive InputMapper._process() + the flush-to-server forwarding for one
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## simulated frame, then await a real engine frame so SimBridge's own
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## _process() gets a chance to actually transmit the outbound buffer.
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func _tick(delta: float = 0.05) -> void:
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InputMapper._process(delta)
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_flush_input_to_server()
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await get_tree().process_frame
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# -- Live: WASD held while a FULLSCREEN implant is open must not move the player --
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func test_wasd_held_during_implant_occlusion_does_not_move_player(
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_do_skip := not FileAccess.file_exists(_server_binary_path()),
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_skip_reason := "server binary not built — run `cargo build` in server/"
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) -> void:
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var server_path := _server_binary_path()
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var connected := await _connect_live(server_path)
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assert_bool(connected).override_failure_message(
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"live SimBridge connection to spawned server failed within timeout"
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).is_true()
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if not connected:
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return
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GameState.player_stance = "Walk"
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InputMapper._last_move_msec = Time.get_ticks_msec() - 1000
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# Baseline: proof-room player starts at (16,16) -> render coords (16.5, 16.5).
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var baseline: Dictionary = await _await_next_snapshot()
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var start_player := _find_player(baseline)
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assert_that(start_player.size()).override_failure_message(
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"must receive at least one snapshot with a Player entity before testing"
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).is_greater(0)
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var start_x: float = start_player.x
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var start_y: float = start_player.y
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assert_float(start_x).is_equal_approx(16.5, 0.001)
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assert_float(start_y).is_equal_approx(16.5, 0.001)
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# Open a FULLSCREEN implant screen — gameplay is now occluded.
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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assert_bool(InputMapper._gameplay_occluded).override_failure_message(
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"gate precondition: HudGroups.open_app(FULLSCREEN) must occlude gameplay"
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).is_true()
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# Hold W (move_north) and drive several ticks — comfortably past the Walk
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# stance's 400ms move interval, so if the gate were absent this would have
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# produced multiple MoveNorth sends by now.
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Input.action_press("move_north")
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for _i in range(20):
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await _tick(0.05)
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Input.action_release("move_north")
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# Drain whatever the server actually streamed during the hold and confirm
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# the player never left the starting tile.
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var settle: Dictionary = await _await_next_snapshot(2.0)
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if settle.is_empty():
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settle = baseline
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var after_hold := _find_player(settle)
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assert_that(after_hold.size()).is_greater(0)
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assert_float(after_hold.x).override_failure_message(
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(
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"player must NOT move while WASD is held during implant occlusion — x drifted from %.2f to %.2f"
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% [start_x, after_hold.x]
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)
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).is_equal_approx(start_x, 0.001)
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assert_float(after_hold.y).override_failure_message(
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(
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"player must NOT move while WASD is held during implant occlusion — y drifted from %.2f to %.2f"
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% [start_y, after_hold.y]
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)
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).is_equal_approx(start_y, 0.001)
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# -- Live: close-while-held must not resume movement without a re-press --------
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func test_close_while_held_requires_repress_before_movement_resumes_live(
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_do_skip := not FileAccess.file_exists(_server_binary_path()),
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_skip_reason := "server binary not built — run `cargo build` in server/"
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) -> void:
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var server_path := _server_binary_path()
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var connected := await _connect_live(server_path)
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assert_bool(connected).override_failure_message(
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"live SimBridge connection to spawned server failed within timeout"
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).is_true()
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if not connected:
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return
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GameState.player_stance = "Walk"
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InputMapper._last_move_msec = Time.get_ticks_msec() - 1000
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var baseline: Dictionary = await _await_next_snapshot()
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var start_player := _find_player(baseline)
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assert_that(start_player.size()).is_greater(0)
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var start_x: float = start_player.x
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var start_y: float = start_player.y
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# Open the implant, hold W THROUGH the close transition (W is still down
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# when close_app() fires — this is the "forgot their finger on W" case).
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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Input.action_press("move_north")
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for _i in range(6):
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await _tick(0.05)
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HudGroups.close_app()
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assert_bool(InputMapper._suppress_move_until_release).override_failure_message(
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"the release-latch must arm the instant the implant closes"
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).is_true()
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# Still held for several more ticks post-close — must NOT resume.
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for _i in range(10):
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await _tick(0.05)
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var settle_still_held: Dictionary = await _await_next_snapshot(2.0)
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if settle_still_held.is_empty():
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settle_still_held = baseline
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var still_held_player := _find_player(settle_still_held)
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assert_that(still_held_player.size()).is_greater(0)
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assert_float(still_held_player.x).override_failure_message(
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"player must NOT resume moving while W stays held through the close transition (no re-press yet)"
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).is_equal_approx(start_x, 0.001)
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assert_float(still_held_player.y).override_failure_message(
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"player must NOT resume moving while W stays held through the close transition (no re-press yet)"
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).is_equal_approx(start_y, 0.001)
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# Release, then re-press — movement must resume normally now.
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Input.action_release("move_north")
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await _tick(0.05) # observes the release, clears the latch
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assert_bool(InputMapper._suppress_move_until_release).override_failure_message(
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"the latch must clear once every movement key has been observed released"
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).is_false()
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InputMapper._last_move_msec = Time.get_ticks_msec() - 1000
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Input.action_press("move_north")
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var resumed := false
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for _i in range(30):
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await _tick(0.05)
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var snap: Dictionary = await _await_next_snapshot(0.5)
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if not snap.is_empty():
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var p := _find_player(snap)
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if (
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p.size() > 0
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and not (is_equal_approx(p.x, start_x) and is_equal_approx(p.y, start_y))
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):
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resumed = true
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break
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Input.action_release("move_north")
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assert_bool(resumed).override_failure_message(
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"movement must resume after a fresh re-press following the close-while-held transition"
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).is_true()
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