fix(protocol): drop PROTOCOL_VERSION lockstep — D-192 (#875)

Removes the version-mismatch guard from Protocol.decode_snapshot() and the
PROTOCOL_VERSION constant from the client (server side done in #874).

Core changes:
- protocol.gd: remove const PROTOCOL_VERSION, remove version mismatch guard,
  remove "version" from return dict, add gauntlet_mode/room_id decode
- sim_bridge.gd: remove handshake version check; relax handshake guard to
  require only a valid Dictionary (server no longer sends protocol_version);
  emit handshake_complete(0) for API compat
- loading_screen.gd: drop "· protocol N" suffix from version label
- test_harness.gd: replace Protocol.PROTOCOL_VERSION with literal 23

Test updates (21 files): replace "version": Protocol.PROTOCOL_VERSION with
"version": 23 in all snapshot bytes dicts; remove snapshot.version == N
assertions; remove version-rejection tests (test_rejects_version_6,
test_decode_snapshot_rejects_missing_version, test_decode_snapshot_rejects_old_version,
test_protocol_rejects_version_mismatch, test_sim_bridge_test_snapshot_uses_current_protocol_version).

Also includes: #872 bookmark_catalog carry-forward regression test, and
#873 merge-path flow tests (test_merge_path_flows_sprint37.gd).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-21 17:29:49 +02:00
co-authored by Claude Sonnet 4.6
parent 708ab25614
commit d72fcc7847
21 changed files with 490 additions and 193 deletions
+13 -19
View File
@@ -246,13 +246,10 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
if msg.is_empty():
return # Not ready yet, continue polling
# Decode HandshakeMessage: { "protocol_version": N }
# Decode HandshakeMessage — D-192 (#875): protocol_version field dropped.
# Server sends {} or a minimal dict; only structural validity is required.
var decoded: Variant = Messagepack.decode(msg)
if (
decoded.status != null
or not (decoded.value is Dictionary)
or not decoded.value.has("protocol_version")
):
if decoded.status != null or not (decoded.value is Dictionary):
var reason := "Handshake decode failed: malformed HandshakeMessage"
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
@@ -260,18 +257,6 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
_set_state(ConnectionState.ERROR)
return
var server_version: int = decoded.value["protocol_version"]
if server_version != Protocol.PROTOCOL_VERSION:
var reason := (
"Protocol version mismatch: server=%d, client=%d"
% [server_version, Protocol.PROTOCOL_VERSION]
)
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(
@@ -296,7 +281,7 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
_set_state(ConnectionState.ERROR)
return
handshake_complete.emit(server_version)
handshake_complete.emit(0) # D-192: protocol_version field dropped; signal kept for API compat
_set_state(ConnectionState.CONNECTED)
# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
# from server SQLite so the client reflects the authoritative persisted state (D-138).
@@ -464,6 +449,15 @@ func receive_bytes(bytes: PackedByteArray) -> void:
and _last_snapshot.get("settings_response") != null
):
snapshot["settings_response"] = _last_snapshot["settings_response"]
# #872: Carry forward bookmark_catalog (one-shot, consumed by main_menu._on_snapshot_received_for_catalog).
# Server sends catalog on tick 0 and after RequestBookmarkCatalog. If tick 0 and tick 1
# arrive in the same TCP batch, the inner receive loop overwrites _last_snapshot and the
# catalog is silently lost — this carry-forward prevents that race.
if (
snapshot.get("bookmark_catalog") == null
and _last_snapshot.get("bookmark_catalog") != null
):
snapshot["bookmark_catalog"] = _last_snapshot["bookmark_catalog"]
_last_snapshot = snapshot
+15 -20
View File
@@ -9,13 +9,6 @@ extends Node
## Unit enum variants (no data) → bare strings ("MoveNorth", "Npc")
## Data enum variants → single-element maps ({"UsePerceptionMode": "thermal"})
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
## v21: adds economy_snapshot field to ObserverSnapshot (#822, D-181).
## v23: adds bookmark_catalog field to ObserverSnapshot (#614).
const PROTOCOL_VERSION: int = 23
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -34,17 +27,6 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
push_error("Protocol: snapshot missing required fields")
return null
# Version check: reject snapshots from incompatible server
var version: Variant = raw.get("version")
if version != PROTOCOL_VERSION:
push_error(
(
"Protocol: version mismatch (got %s, expected %s). Server and client are out of sync."
% [version, PROTOCOL_VERSION]
)
)
return null
var entities: Array[Dictionary] = []
var raw_entities: Array = raw["entities"]
var dropped := 0
@@ -67,7 +49,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
# in any realistic scenario (would require ~29 billion years at 10 ticks/game-minute per D-031).
var tick: int = raw["tick"]
# version already checked above; game_time for HUD display
# game_time for HUD display
var game_time: Variant = raw.get("game_time")
# player_facing: FacingDirection is a unit enum → bare string in rmp_serde
@@ -223,6 +205,18 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"speaker_entity_id": int(raw_dr.get("speaker_entity_id", -1)),
}
# v8: gauntlet_mode and room_id (#496) — present only in Gauntlet sessions.
# gauntlet_mode is a bool flag; room_id is a String room identifier or absent.
# Snapshot handler (snapshot_handler.gd) reads these via snapshot.has() guards.
var gauntlet_mode: bool = false
var raw_gauntlet: Variant = raw.get("gauntlet_mode")
if raw_gauntlet == true:
gauntlet_mode = true
var room_id: Variant = null
var raw_room_id: Variant = raw.get("room_id")
if raw_room_id is String:
room_id = raw_room_id
# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC dialogue lines.
# Each event carries pre-occluded text plus speaker/target attribution.
var conversation_events: Array = []
@@ -484,7 +478,6 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"tick": tick,
"entities": entities,
"decode_errors": dropped,
"version": version,
"game_time": game_time,
"player_facing": player_facing,
"player_stance": player_stance,
@@ -508,6 +501,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"current_ticker": current_ticker,
"settings_response": settings_response,
"bookmark_catalog": bookmark_catalog,
"gauntlet_mode": gauntlet_mode,
"room_id": room_id,
}
+1 -1
View File
@@ -272,7 +272,7 @@ func snapshot() -> Dictionary:
return {
"tick": tick,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time":
{
"day": 0,
+14 -10
View File
@@ -15,7 +15,7 @@ extends GdUnitTestSuite
const MAIN_SCENE = preload("res://scenes/main.tscn")
var GauntletHUDScript = load("res://ui/gauntlet_hud.gd")
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
const BugReportDialogScene = preload("res://ui/bug_report_dialog.tscn")
var _instance: Node = null
@@ -47,7 +47,7 @@ func after_test() -> void:
func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
var snapshot := {
"tick": overrides.get("tick", 1),
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": overrides.get("entities", [{
"entity_id": 1,
"x": 10.0,
@@ -92,8 +92,10 @@ func _make_gauntlet_hud() -> Control:
func _make_bug_report_dialog() -> Control:
var dialog = Control.new()
dialog.set_script(BugReportDialogScript)
# Instantiate via .tscn — preserves the MetaScreen runtime stack.
# (Sprint 36 migrated bug_report_dialog.gd to extends MetaScreen; bare
# Control.new() + set_script() no longer satisfies the base contract.)
var dialog: Control = BugReportDialogScene.instantiate()
auto_free(dialog)
add_child(dialog)
return dialog
@@ -203,13 +205,15 @@ func test_snapshot_without_room_id_shows_no_gauntlet_ui() -> void:
var snapshot: Variant = SimBridge._last_snapshot
assert_that(snapshot).is_not_null()
# Snapshot should NOT contain gauntlet fields
assert_that(snapshot.has("room_id")).override_failure_message(
"Non-gauntlet snapshot must not contain room_id"
).is_false()
assert_that(snapshot.has("gauntlet_mode")).override_failure_message(
"Non-gauntlet snapshot must not contain gauntlet_mode"
# Non-gauntlet snapshot: gauntlet fields must be present with default values.
# (Protocol.decode_snapshot always decodes gauntlet fields; non-gauntlet
# snapshots produce false/null defaults. Check values, not key presence.)
assert_that(snapshot.get("gauntlet_mode", false)).override_failure_message(
"Non-gauntlet snapshot must decode gauntlet_mode == false"
).is_false()
assert_that(snapshot.get("room_id")).override_failure_message(
"Non-gauntlet snapshot must decode room_id == null"
).is_null()
# Apply to GameState — gauntlet-related state should not exist
GameState.apply_snapshot(snapshot)
+6 -4
View File
@@ -14,7 +14,7 @@ extends GdUnitTestSuite
# Expected ring buffer capacity per spec.
const EXPECTED_CAPACITY := 60
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
const BugReportDialogScene = preload("res://ui/bug_report_dialog.tscn")
func after_each() -> void:
@@ -35,8 +35,10 @@ func after_each() -> void:
# -- Helpers -------------------------------------------------------------------
func _make_dialog() -> Control:
var dialog = Control.new()
dialog.set_script(BugReportDialogScript)
# Instantiate via .tscn — preserves the MetaScreen runtime stack.
# (Sprint 36 migrated bug_report_dialog.gd to extends MetaScreen; bare
# Control.new() + set_script() no longer satisfies the base contract.)
var dialog: Control = BugReportDialogScene.instantiate()
auto_free(dialog)
add_child(dialog)
return dialog
@@ -52,7 +54,7 @@ func _make_input(tick: int, action: String = "MoveNorth") -> Dictionary:
func _make_snapshot_json(tick: int) -> String:
return JSON.stringify({
"tick": tick,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
})
+2 -2
View File
@@ -15,7 +15,7 @@ const _THRESHOLD: float = 5.0 # Mirror of main.gd TELEPORT_DISTANCE_THRESHOLD
var _gauntlet_snapshot := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
@@ -36,7 +36,7 @@ var _gauntlet_snapshot := {
var _normal_snapshot := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
-3
View File
@@ -160,8 +160,6 @@ func test_interact_roundtrip() -> void:
# Server accepts it (currently a no-op) and responds with a valid snapshot.
var snapshot: Dictionary = await _send_and_receive("Interact", 0)
# Snapshot should be valid with correct protocol version
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.entities.size()).is_greater(0)
# Player should be at start position (Interact doesn't move)
@@ -173,7 +171,6 @@ func test_interact_roundtrip() -> void:
# Send Interact again at next tick — server should still accept it
var snap2: Dictionary = await _send_and_receive("Interact", 1)
assert_that(snap2).is_not_null()
assert_that(snap2.version).is_equal(Protocol.PROTOCOL_VERSION)
# -- Mixed sequence: movement then interact in one session ---------------------
+2 -2
View File
@@ -305,7 +305,7 @@ func test_contradicted_entity_verbs_decode() -> void:
# #422: NearbyInteraction.contradicted=true should be decodeable
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{
"entity_id": 2,
@@ -329,7 +329,7 @@ func test_object_type_verbs_decode() -> void:
# #421: ObjectType appears in NearbyInteraction.object_type
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{
"entity_id": 3,
+6 -23
View File
@@ -11,7 +11,7 @@ extends GdUnitTestSuite
func test_protocol_decode_v4_with_nearby_interactions() -> void:
var raw := {
"tick": 10,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Player",
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
@@ -46,7 +46,7 @@ func test_protocol_decode_v4_with_nearby_interactions() -> void:
func test_protocol_decode_v4_no_nearby_interactions() -> void:
var raw := {
"tick": 5,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -57,7 +57,7 @@ func test_protocol_decode_v4_no_nearby_interactions() -> void:
func test_protocol_decode_empty_nearby_interactions() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [],
}
@@ -68,7 +68,7 @@ func test_protocol_decode_empty_nearby_interactions() -> void:
func test_protocol_decode_interaction_missing_verbs() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{"entity_id": 2}],
}
@@ -79,7 +79,7 @@ func test_protocol_decode_interaction_missing_verbs() -> void:
func test_protocol_decode_interaction_empty_verbs() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{"entity_id": 2, "entity_type": "Npc", "distance": 1, "verbs": []}],
}
@@ -90,7 +90,7 @@ func test_protocol_decode_interaction_empty_verbs() -> void:
func test_protocol_decode_v4_entity_relationship() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Npc",
"visibility": "Forward", "relationship": "Friendly", "observation": "Visible"},
@@ -100,17 +100,6 @@ func test_protocol_decode_v4_entity_relationship() -> void:
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot.entities[0].relationship).is_equal("Friendly")
func test_protocol_rejects_version_mismatch() -> void:
var raw := {
"tick": 5,
"version": 2,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
# -- GameState: nearby_interactions storage --
func test_game_state_stores_nearby_interactions() -> void:
@@ -153,12 +142,6 @@ func test_sim_bridge_test_snapshot_interaction_at_range_2() -> void:
var snap = SimBridge._test_snapshot()
assert_that(snap.nearby_interactions.size()).is_equal(1)
func test_sim_bridge_test_snapshot_protocol_version() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.version).is_equal(Protocol.PROTOCOL_VERSION)
# -- InteractionPrompt UI --
func test_prompt_get_selected_verb_returns_first_kind() -> void:
-7
View File
@@ -19,13 +19,6 @@ func _load_fixture(name: String) -> PackedByteArray:
# -- snapshot_minimal ----------------------------------------------------------
func test_fixture_snapshot_minimal_version() -> void:
var bytes = _load_fixture("snapshot_minimal")
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
func test_fixture_snapshot_minimal_tick() -> void:
var bytes = _load_fixture("snapshot_minimal")
var snapshot = Protocol.decode_snapshot(bytes)
+1 -1
View File
@@ -95,7 +95,7 @@ func test_frame_encode_large_payload_length() -> void:
func test_framed_protocol_snapshot_roundtrip() -> void:
# Encode a snapshot with Protocol, frame it, decode the frame, decode the snapshot
var snapshot_data := {"tick": 42, "version": Protocol.PROTOCOL_VERSION, "entities": []}
var snapshot_data := {"tick": 42, "version": 23, "entities": []}
var encoded: Variant = Messagepack.encode(snapshot_data)
assert_that(encoded.status).is_null()
@@ -0,0 +1,317 @@
## Sprint 37 — Scene-level merge-path UI flow tests (#873)
##
## Four flows that cover the critical paths through the pre-game UI.
## These tests are the merge-gate mechanism added in the Sprint 36 retro:
## regressions like #872 (New Game hang) must be caught here, not in post-merge
## smoke tests.
##
## Pattern: load scene → simulate input via button.pressed.emit() or direct
## handler call → assert terminal state. No pixel diffing, no xdotool.
##
## NOTE: Tests that end in a scene transition (change_scene_to_file) assert state
## synchronously before the deferred transition fires. The test scene is
## queue_freed in after_test() regardless.
##
## Reference: test_character_creation_sprint28.gd
## Ticket: #873 | motivating regression: #872
class_name TestMergePathFlowsSprint37
extends GdUnitTestSuite
const MAIN_MENU_SCENE_PATH := "res://scenes/main_menu.tscn"
const CHAR_CREATE_SCENE_PATH := "res://scenes/character_creation.tscn"
var _scene = null # MainMenu or CharacterCreation — untyped, varies per test
func before_test() -> void:
# Reset all shared state that these flows touch
SimBridge.disconnect_from_sim()
SimBridge._last_snapshot = null
SimBridge._outbound_buffer.clear()
GameState.bookmark_catalog = []
GameState.pending_load_path = ""
# Clear MetaStack from any leftover overlays to prevent push/pop ordering issues
MetaStack._stack.clear()
func after_test() -> void:
if is_instance_valid(_scene):
_scene.queue_free()
_scene = null
SimBridge.disconnect_from_sim()
SimBridge._outbound_buffer.clear()
MetaStack._stack.clear()
# -----------------------------------------------------------------------------
# Helpers
# -----------------------------------------------------------------------------
func _load_main_menu() -> void:
var packed := load(MAIN_MENU_SCENE_PATH) as PackedScene
if packed == null:
push_warning("TestMergePathFlowsSprint37: main_menu.tscn not found — skipping")
return
_scene = packed.instantiate()
add_child(_scene)
func _load_char_create() -> void:
var packed := load(CHAR_CREATE_SCENE_PATH) as PackedScene
if packed == null:
push_warning("TestMergePathFlowsSprint37: character_creation.tscn not found — skipping")
return
_scene = packed.instantiate()
# Seed required state so Start is not disabled (guard added in PR #134 / R2-Hoshe-1).
# Individual tests override these as needed.
_scene._selected_bookmark_id = "test-bookmark"
_scene._selected_location_id = "test-location"
if _scene.has_method("_update_start_btn_state"):
_scene._update_start_btn_state()
add_child(_scene)
func _make_catalog_snapshot() -> Dictionary:
## Minimal valid snapshot with a bookmark_catalog for flow-1 testing.
return {
"tick": 0,
"version": 23,
"entities": [],
"game_time": {"day": 0, "time_of_day": 0, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
"player_inventory": [],
"visible_tiles": [],
"nearby_interactions": [],
"pending_recognitions": [],
"bookmark_catalog": {
"bookmarks": [
{
"id": "bm_tycoon_arion",
"title": "Arion Freight Broker",
"subtitle": "Start at Arion orbital",
"flavor": "Commodities and logistics.",
"default_location": "arion",
"allowed_locations": ["arion", "arion_low"],
"allowed_locations_cultures": ["arion"],
"career": "tycoon",
"starting_capital_tractus": 50000,
}
]
},
}
# =============================================================================
# Flow 1: main menu → new game → loading state → catalog received → resolved
# =============================================================================
# Regression guard for #872: New Game used to hang on "Connecting to simulation..."
# because bookmark_catalog was overwritten in receive_bytes before poll_snapshot consumed it.
# This test catches that regression by verifying the full state machine:
# pressed → loading visible → catalog signal → loading dismissed.
func test_new_game_shows_loading_screen() -> void:
## Pressing New Game must show the loading screen and set _waiting_for_catalog.
_load_main_menu()
if _scene == null:
return
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"_waiting_for_catalog must be false before New Game is pressed"
).is_false()
# Press New Game via the button signal (same as real player input)
_scene._new_game_btn.pressed.emit()
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"_waiting_for_catalog must be true after New Game pressed"
).is_true()
assert_that(_scene._loading_screen).override_failure_message(
"Loading screen instance must exist after New Game pressed"
).is_not_null()
assert_bool(_scene._loading_screen.visible).override_failure_message(
"Loading screen must be visible after New Game pressed"
).is_true()
func test_new_game_catalog_snapshot_resolves_loading_state() -> void:
## When snapshot_received fires with a bookmark_catalog, the loading state must clear.
## This is the exact regression introduced in #872 — if the catalog is never delivered,
## _waiting_for_catalog stays true and the screen hangs forever.
_load_main_menu()
if _scene == null:
return
# Simulate the New Game press to set up the signal subscription and loading state.
# In test mode, connect_to_sim() immediately fires CONNECTED, which triggers
# _on_sim_state_changed_for_new_game and connects snapshot_received.
_scene._new_game_btn.pressed.emit()
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"Precondition: _waiting_for_catalog must be true before catalog arrives"
).is_true()
# Deliver the catalog via the signal path (same path the server uses in live mode).
# snapshot_received is emitted here directly because in test mode poll_snapshot()
# uses the harness snapshot (no catalog). The carry-forward fix (#872) ensures
# this signal path also works correctly in live mode when ticks batch.
var catalog_snapshot := _make_catalog_snapshot()
SimBridge.snapshot_received.emit(catalog_snapshot)
# Terminal state: loading resolved
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"_waiting_for_catalog must be false after catalog snapshot delivered — #872 regression"
).is_false()
assert_bool(GameState.bookmark_catalog.size() > 0).override_failure_message(
"GameState.bookmark_catalog must be populated after catalog snapshot applied"
).is_true()
assert_str(GameState.bookmark_catalog[0].get("id", "")).override_failure_message(
"Catalog entry must have the expected bookmark id"
).is_equal("bm_tycoon_arion")
# =============================================================================
# Flow 2: main menu → load game → save picker → save selected
# =============================================================================
func test_load_game_save_picker_shows_on_browse() -> void:
## Calling _on_load_game_browse() must show the save picker panel.
_load_main_menu()
if _scene == null:
return
assert_bool(_scene._load_panel.visible).override_failure_message(
"Load panel must be hidden before Load Game is pressed"
).is_false()
_scene._on_load_game_browse()
assert_bool(_scene._load_panel.visible).override_failure_message(
"Load panel must be visible after _on_load_game_browse()"
).is_true()
func test_load_game_save_selection_sets_pending_load_path() -> void:
## Selecting a save entry must set GameState.pending_load_path for main.gd to consume.
_load_main_menu()
if _scene == null:
return
var mock_save := {
"game_id": "20260421-120000-abc123",
"newest_save": "quicksave.sav",
}
# Call _on_save_selected directly — mirrors what the generated save-list button does.
_scene._on_save_selected(mock_save)
assert_str(GameState.pending_load_path).override_failure_message(
"pending_load_path must be set to the selected save's full path"
).is_equal("user://saves/20260421-120000-abc123/quicksave.sav")
# =============================================================================
# Flow 3: character creation → submit → sim_bridge receives correct payload
# =============================================================================
func test_character_creation_submit_sends_confirm_bookmark_action() -> void:
## _on_start() must queue a ConfirmBookmark action with the selected bookmark
## and location IDs. This is the payload the server uses to initialize the run.
_load_char_create()
if _scene == null:
return
# Ensure SimBridge is connected so send_named_action doesn't silently drop the action
SimBridge.connect_to_sim() # test mode: immediately CONNECTED
_scene._selected_bookmark_id = "bm_tycoon_arion"
_scene._selected_location_id = "arion"
if _scene.has_method("_update_start_btn_state"):
_scene._update_start_btn_state()
SimBridge._outbound_buffer.clear()
_scene._on_start()
var found := false
for entry in SimBridge._outbound_buffer:
if entry.get("action_name") == "ConfirmBookmark":
var data: Variant = entry.get("action_data")
if (
data is Dictionary
and data.get("bookmark_id") == "bm_tycoon_arion"
and data.get("starting_location_id") == "arion"
):
found = true
break
assert_bool(found).override_failure_message(
"_outbound_buffer must contain ConfirmBookmark{bookmark_id='bm_tycoon_arion', starting_location_id='arion'}"
).is_true()
# =============================================================================
# Flow 4: bookmark tab → select location → confirm → server gets bookmark action
# =============================================================================
func test_bookmark_tab_select_location_then_confirm_queues_action() -> void:
## Exercises the full selection path: picking a bookmark, picking a location, then
## confirming. Verifies the correct bookmark_id + starting_location_id reach the server.
## This is the flow the player actually takes — selection handlers must propagate
## to the outbound buffer correctly.
# Populate catalog before scene instantiation so _build_bookmark_cards() sees it
GameState.bookmark_catalog = [
{
"id": "bm_tycoon_arion",
"title": "Arion Freight Broker",
"subtitle": "Start at Arion orbital",
"flavor": "Commodities and logistics.",
"default_location": "arion",
"allowed_locations": ["arion", "arion_low"],
"allowed_locations_cultures": ["arion"],
"career": "tycoon",
"starting_capital_tractus": 50000,
}
]
_load_char_create()
if _scene == null:
return
SimBridge.connect_to_sim() # test mode: immediately CONNECTED
SimBridge._outbound_buffer.clear()
# Simulate the player selecting the bookmark card
var bm: Dictionary = GameState.bookmark_catalog[0]
_scene._on_bookmark_selected(bm)
assert_str(_scene._selected_bookmark_id).override_failure_message(
"_on_bookmark_selected must update _selected_bookmark_id"
).is_equal("bm_tycoon_arion")
assert_str(_scene._selected_location_id).override_failure_message(
"_on_bookmark_selected must populate _selected_location_id from default_location"
).is_not_empty()
# Simulate the player picking a specific allowed location
_scene._on_location_selected("arion_low")
assert_str(_scene._selected_location_id).override_failure_message(
"_on_location_selected must update _selected_location_id"
).is_equal("arion_low")
# Confirm — sends the action to the server
_scene._on_start()
var found := false
for entry in SimBridge._outbound_buffer:
if entry.get("action_name") == "ConfirmBookmark":
var data: Variant = entry.get("action_data")
if (
data is Dictionary
and data.get("bookmark_id") == "bm_tycoon_arion"
and data.get("starting_location_id") == "arion_low"
):
found = true
break
assert_bool(found).override_failure_message(
"_outbound_buffer must contain ConfirmBookmark{bookmark_id='bm_tycoon_arion', starting_location_id='arion_low'}"
).is_true()
+76 -2
View File
@@ -1,10 +1,14 @@
## Client P0 regression tests: guards for Bug #5 (monologue lost) and Bug #2 (camera drift).
## Client P0 regression tests: guards for Bug #5 (monologue lost), Bug #2 (camera drift),
## and Bug #872 (bookmark_catalog lost on batch receive).
## These must pass before any other client testing is meaningful.
##
## Bug #5: Monologue text lost when server sends snapshots faster than client
## consumes them. Fix: carry-forward one-shot events in receive_bytes().
## Bug #2: Camera doesn't center at startup / drifts during pause. Fix: anchor
## pattern with smoothing disabled until first snapshot applied.
## Bug #872: bookmark_catalog silently dropped when tick 0 (with catalog) and tick 1
## (without catalog) arrive in the same TCP batch. Fix: carry-forward
## bookmark_catalog in receive_bytes() like save_result/settings_response.
##
## Spec ref: stig-round3.md Section 1 (P0 tests #1, #2).
class_name TestP0Regressions
@@ -44,7 +48,7 @@ func after_test() -> void:
func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
var snapshot := {
"tick": overrides.get("tick", 1),
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": overrides.get("entities", [{
"entity_id": 1,
"x": 10.0,
@@ -71,6 +75,8 @@ func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
snapshot["current_monologue"] = overrides["current_monologue"]
if overrides.has("current_dialogue"):
snapshot["current_dialogue"] = overrides["current_dialogue"]
if overrides.has("bookmark_catalog"):
snapshot["bookmark_catalog"] = overrides["bookmark_catalog"]
var result = Messagepack.encode(snapshot)
return result.value
@@ -229,3 +235,71 @@ func test_camera_anchored_after_pause_unpause() -> void:
# Camera still tracking player (position may have changed due to test_snapshot)
var player_pos := GameState.player_position * Constants.TILE_SIZE
assert_that(camera.global_position).is_equal(player_pos)
# -- Bug #872: bookmark_catalog carry-forward ---------------------------------
# Server sends bookmark_catalog on tick 0. If tick 1 arrives before poll_snapshot()
# is called (same TCP batch), the inner receive loop overwrites _last_snapshot and
# the catalog is silently lost. The carry-forward fix must preserve the catalog.
func test_bookmark_catalog_not_lost_on_snapshot_overwrite() -> void:
var catalog := {
"bookmarks": [
{
"id": "bm_tycoon_arion",
"title": "Arion Freight Broker",
"subtitle": "Start at Arion orbital",
"flavor": "Commodities and logistics.",
"default_location": "arion",
"allowed_locations": ["arion"],
"allowed_locations_cultures": ["arion"],
"career": "tycoon",
"starting_capital_tractus": 50000,
}
]
}
# Tick 0: server sends catalog automatically after handshake
var bytes_tick0 := _make_snapshot_bytes({
"tick": 0,
"bookmark_catalog": catalog,
})
SimBridge.receive_bytes(bytes_tick0)
# Tick 1: server sends next tick WITHOUT catalog (fast server, same TCP batch)
var bytes_tick1 := _make_snapshot_bytes({"tick": 1})
SimBridge.receive_bytes(bytes_tick1)
# Assert: catalog must survive the overwrite — this is the Bug #872 fix.
assert_that(SimBridge._last_snapshot).is_not_null()
var bmc: Variant = SimBridge._last_snapshot.get("bookmark_catalog")
assert_that(bmc).is_not_null()
assert_that(bmc is Dictionary).is_true()
var bookmarks: Variant = bmc.get("bookmarks")
assert_that(bookmarks is Array).is_true()
assert_that((bookmarks as Array).size()).is_equal(1)
assert_that((bookmarks as Array)[0].get("id")).is_equal("bm_tycoon_arion")
func test_bookmark_catalog_not_carried_forward_after_consumption() -> void:
# After poll_snapshot() consumes the catalog, the next snapshot without catalog
# must NOT carry it forward (it was already consumed and the scene transitioned).
var catalog := {
"bookmarks": [{"id": "bm_test", "title": "Test", "subtitle": "", "flavor": "",
"default_location": "arion", "allowed_locations": [], "allowed_locations_cultures": [],
"career": "tycoon", "starting_capital_tractus": 0}]
}
var bytes_tick0 := _make_snapshot_bytes({"tick": 0, "bookmark_catalog": catalog})
SimBridge.receive_bytes(bytes_tick0)
# Simulate poll_snapshot() consumption — sets _last_snapshot to null
var snapshot = SimBridge._last_snapshot
SimBridge._last_snapshot = null
assert_that(snapshot).is_not_null()
# Next snapshot arrives without catalog — no carry-forward should happen
var bytes_tick1 := _make_snapshot_bytes({"tick": 1})
SimBridge.receive_bytes(bytes_tick1)
var bmc: Variant = SimBridge._last_snapshot.get("bookmark_catalog")
assert_that(bmc).is_null()
+3 -29
View File
@@ -188,7 +188,7 @@ func test_decode_snapshot_malformed_entities_counted() -> void:
# Snapshot with one valid and one malformed entity — decode_errors should count the bad one
var raw := {
"tick": 7,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 10.0, "z": 0, "kind": "Npc"},
{"entity_id": 2, "broken": true}, # Missing required fields
@@ -282,7 +282,6 @@ func test_decode_snapshot_v2_full() -> void:
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(500)
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
# game_time
assert_that(snapshot.game_time).is_not_null()
@@ -309,7 +308,6 @@ func test_existing_fixtures_have_v2_fields() -> void:
var bytes = _load_fixture(fixture_name)
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("North")
assert_that(snapshot.game_time).is_not_null()
@@ -324,30 +322,6 @@ func test_multi_entity_visibility_sectors() -> void:
assert_that(snapshot.entities[3].visibility).is_equal("Forward")
# -- Version enforcement (strict PROTOCOL_VERSION check) --------------------
func test_decode_snapshot_rejects_missing_version() -> void:
# Snapshot without version field → rejected by strict version check
var v1_raw := {"tick": 10, "entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Player"},
]}
var encoded: Variant = Messagepack.encode(v1_raw)
assert_that(encoded.status).is_null()
var snapshot: Variant = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
func test_decode_snapshot_rejects_old_version() -> void:
# Snapshot with version 2 → rejected by strict version check
var old_raw := {"tick": 10, "version": 2, "entities": []}
var encoded: Variant = Messagepack.encode(old_raw)
assert_that(encoded.status).is_null()
var snapshot: Variant = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
# -- Batch input fixture (D-030 Layer 1 bidirectional symmetry) ----------------
func test_decode_batch_input_fixture() -> void:
@@ -391,7 +365,7 @@ func test_decode_snapshot_with_bookmark_catalog() -> void:
# Hand-built dict — fixture generation requires server work, skip round-trip (#614).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"bookmark_catalog": {
"bookmarks": [
@@ -451,7 +425,7 @@ func test_decode_snapshot_no_bookmark_catalog_is_null() -> void:
# Snapshot without bookmark_catalog key → field should be null.
var raw := {
"tick": 2,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded: Variant = Messagepack.encode(raw)
+12 -40
View File
@@ -24,33 +24,12 @@ func _load_fixture(name: String) -> PackedByteArray:
return file.get_buffer(file.get_length())
# -- Protocol version upgrade -------------------------------------------------
# Tautological "PROTOCOL_VERSION == N" assertions deleted: they assert a constant
# equals its own literal, fail mechanically on every protocol bump, and have
# never caught a real bug. Mismatch handling is exercised by test_rejects_version_6
# below; field-presence is exercised by the per-version decode tests.
func test_fixtures_at_protocol_version_8() -> void:
# NOTE: These binary fixtures embed version 8 and are rejected by the version
# mismatch guard in decode_snapshot(). This test is pre-existing broken since v9+.
# Fixtures need regeneration via `make fixtures-gauntlet` to match current protocol.
# Skipping rather than deleting to preserve the fixture round-trip pattern.
pass
func test_rejects_version_6() -> void:
var raw := {"tick": 1, "version": 6, "entities": []}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
# -- player_stance decode (D-053) ---------------------------------------------
func test_decode_player_stance_walk() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Walk",
"player_inventory": [],
@@ -64,7 +43,7 @@ func test_decode_player_stance_walk() -> void:
func test_decode_player_stance_sprint() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Sprint",
"player_inventory": [],
@@ -77,7 +56,7 @@ func test_decode_player_stance_sprint() -> void:
func test_decode_player_stance_careful() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Careful",
"player_inventory": [],
@@ -90,7 +69,7 @@ func test_decode_player_stance_careful() -> void:
func test_decode_player_stance_crouch() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Crouch",
"player_inventory": [],
@@ -104,7 +83,7 @@ func test_decode_player_stance_missing_defaults_to_walk() -> void:
# v6 snapshot without player_stance → should default to "Walk"
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -118,7 +97,7 @@ func test_decode_player_stance_missing_defaults_to_walk() -> void:
func test_decode_empty_inventory() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Walk",
"player_inventory": [],
@@ -132,7 +111,7 @@ func test_decode_smuggler_inventory_3_items() -> void:
# D-065: smuggler carries 3 specific items
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Walk",
"player_inventory": [
@@ -161,7 +140,7 @@ func test_decode_full_9_slot_inventory() -> void:
items.append({"item_id": 100 + i, "name": "Item %d" % i, "slot": i})
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_inventory": items,
}
@@ -177,7 +156,7 @@ func test_decode_full_9_slot_inventory() -> void:
func test_decode_inventory_missing_defaults_to_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -188,7 +167,7 @@ func test_decode_inventory_missing_defaults_to_empty() -> void:
func test_decode_inventory_skips_malformed_items() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_inventory": [
{"item_id": 100, "name": "Valid Item", "slot": 0},
@@ -209,7 +188,7 @@ func test_decode_inventory_skips_malformed_items() -> void:
func test_decode_inventory_item_slot_defaults_to_zero() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_inventory": [
{"item_id": 100, "name": "No Slot"},
@@ -281,12 +260,6 @@ func test_sim_bridge_test_snapshot_has_player_inventory() -> void:
assert_that(snap.player_inventory is Array).is_true()
func test_sim_bridge_test_snapshot_uses_current_protocol_version() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.version).is_equal(Protocol.PROTOCOL_VERSION)
# -- Fixture: v6 snapshots include new fields ----------------------------------
func test_fixture_snapshots_have_v6_defaults() -> void:
@@ -334,7 +307,7 @@ func test_full_v6_snapshot_decode() -> void:
# Simulate a realistic v6 snapshot with all fields populated
var raw := {
"tick": 100,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 1, "time_of_day": 720, "day_phase": "Evening", "tick_rate": "Full"},
"player_facing": "Southeast",
"player_stance": "Careful",
@@ -367,7 +340,6 @@ func test_full_v6_snapshot_decode() -> void:
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(100)
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("Southeast")
assert_that(snapshot.player_stance).is_equal("Careful")
assert_that(snapshot.player_inventory.size()).is_equal(3)
+11 -12
View File
@@ -12,7 +12,7 @@ extends GdUnitTestSuite
func test_decode_pending_recognitions_basic() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 13.5, "y": 12.5, "z": 0, "remaining_ticks": 4, "total_delay_ticks": 6},
@@ -33,7 +33,7 @@ func test_decode_pending_recognitions_basic() -> void:
func test_decode_pending_recognitions_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [],
}
@@ -45,7 +45,7 @@ func test_decode_pending_recognitions_empty() -> void:
func test_decode_pending_recognitions_missing_defaults_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -56,7 +56,7 @@ func test_decode_pending_recognitions_missing_defaults_empty() -> void:
func test_decode_pending_recognitions_skips_malformed() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 13.5, "y": 12.5, "z": 0, "remaining_ticks": 4, "total_delay_ticks": 6},
@@ -76,7 +76,7 @@ func test_decode_pending_recognitions_defaults() -> void:
# remaining_ticks and total_delay_ticks default to 0 and 1
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 5.0, "y": 5.0},
@@ -94,7 +94,7 @@ func test_decode_pending_recognitions_defaults() -> void:
func test_decode_current_dialogue() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"npc_name": "Kael",
@@ -123,7 +123,7 @@ func test_decode_current_dialogue() -> void:
func test_decode_current_dialogue_missing_is_null() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -136,7 +136,7 @@ func test_decode_current_dialogue_options_default_fields() -> void:
# response_id and priority default when absent
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"speech": "Just speech.",
@@ -158,7 +158,7 @@ func test_decode_current_dialogue_options_default_fields() -> void:
func test_decode_current_dialogue_confrontation_option() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"npc_name": "Sera",
@@ -179,7 +179,7 @@ func test_decode_current_dialogue_confrontation_option() -> void:
func test_decode_current_dialogue_skips_malformed_options() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"npc_name": "Sera",
@@ -332,7 +332,7 @@ func test_insert_color_constants_exist() -> void:
func test_full_v7_snapshot_decode() -> void:
var raw := {
"tick": 200,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 2, "time_of_day": 1000, "day_phase": "Evening", "tick_rate": "Full"},
"player_facing": "West",
"player_stance": "Careful",
@@ -362,7 +362,6 @@ func test_full_v7_snapshot_decode() -> void:
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(200)
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("West")
assert_that(snapshot.player_stance).is_equal("Careful")
assert_that(snapshot.player_inventory.size()).is_equal(1)
-2
View File
@@ -174,8 +174,6 @@ func test_sim_bridge_test_tiles_contain_all_types() -> void:
func test_sim_bridge_test_snapshot_has_v2_fields() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.has("version")).is_true()
assert_that(snap.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snap.has("game_time")).is_true()
assert_that(snap.has("player_facing")).is_true()
assert_that(snap.has("visible_tiles")).is_true()
+9 -9
View File
@@ -80,7 +80,7 @@ func test_protocol_decode_includes_triangle_crisis_events_field() -> void:
# decode_snapshot() must return a "triangle_crisis_events" key (#590).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"triangle_crisis_events": [{"triangle_id": 42}],
}
@@ -102,7 +102,7 @@ func test_protocol_decode_triangle_crisis_events_empty_array() -> void:
# When no events are present, field is present and empty.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"triangle_crisis_events": [],
}
@@ -117,7 +117,7 @@ func test_protocol_decode_triangle_crisis_events_absent_returns_empty() -> void:
# When server doesn't send field (pre-#589), field defaults to empty array.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -167,7 +167,7 @@ func test_protocol_decode_includes_current_ticker_field() -> void:
# decode_snapshot() must return a "current_ticker" key (#592).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_ticker": {"id": "ticker_001", "text": "Station systems nominal.", "category": "System"},
}
@@ -187,7 +187,7 @@ func test_protocol_decode_current_ticker_null_when_absent() -> void:
# When server doesn't send current_ticker (player outside bar zone), field is null.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -210,7 +210,7 @@ func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
# Snapshot with no current_ticker (player outside bar zone).
GameState.current_snapshot = {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
ticker.update_from_state()
@@ -229,7 +229,7 @@ func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
GameState.current_snapshot = {
"tick": 2,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_ticker": {"id": "t1", "text": "Station systems nominal.", "category": "System"},
}
@@ -249,7 +249,7 @@ func test_news_ticker_hides_when_ticker_becomes_null() -> void:
# Show it first.
GameState.current_snapshot = {
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"tick": 1, "version": 23, "entities": [],
"current_ticker": {"id": "t1", "text": "Breaking news.", "category": "System"},
}
ticker.update_from_state()
@@ -257,7 +257,7 @@ func test_news_ticker_hides_when_ticker_becomes_null() -> void:
# Null current_ticker — player left the bar zone.
GameState.current_snapshot = {
"tick": 2, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"tick": 2, "version": 23, "entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
-1
View File
@@ -132,7 +132,6 @@ func skip_test_proof_player_moves_and_v2_snapshot() -> void:
assert_float(player.y).is_equal_approx(15.5, 0.001)
# v4 protocol fields present
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("North")
assert_that(snapshot.game_time).is_not_null()
+1 -1
View File
@@ -291,7 +291,7 @@ func test_hud_time_row_updates_after_process() -> void:
add_child(instance)
GameState.apply_snapshot({
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"tick": 1, "version": 23, "entities": [],
"game_time": {"day": 0, "time_of_day": 720, "day_phase": "Afternoon", "tick_rate": "Full"},
})
instance._process(0.016)
@@ -39,13 +39,9 @@ func _build_ui() -> void:
_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_label)
# client_ver and proto_ver are independent — project.yaml version is the client release,
# Protocol.PROTOCOL_VERSION is the wire protocol. Mismatches between builds are visible
# only to the observer reading the loading-screen label; a future ticket will surface them.
var client_ver := _read_client_version()
var proto_ver: int = Protocol.PROTOCOL_VERSION
_version_label = Label.new()
_version_label.text = "v%s · protocol %d" % [client_ver, proto_ver]
_version_label.text = "v%s" % [client_ver]
_version_label.add_theme_font_size_override("font_size", VERSION_FONT_SIZE)
_version_label.add_theme_color_override("font_color", VERSION_COLOR)
_version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER