fix(ui): address PR #90 review — 8 items (W1–W4, S5–S6, A3–A4)
W1/A2: add SimBridge.CONNECTED guard before send_input in toggle handler
W2/A1: assert PlatformInfo != null in HardwareDetector._ready();
add ordering comment in project.godot [autoload] section
W3: replace FileAccess.open() with get_file_as_string() in
read_benchmark_cache() — auto-closes, no leak
W4/A3: add _extract_bool_setting() helper in game_state.gd that handles
both {"Bool": true} and plain bool; push_warning on type mismatch
S5: sync _pre_battery_pref from GameState after load_ai_pref() in
HardwareDetector._ready() — closes race if system starts on battery
S6: separate "red" TPT status into its own arm with STATUS_RED dot and
label colour — three-colour mapping: green/yellow/red now distinct
A4: replace DebugConsole.PREFS_PATH compile-time dependency in
_save_ai_pref() with local SETTINGS_CFG_PATH constant
S7 (battery CI guard) already applied by Hoshe in test file.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -32,7 +32,9 @@ var _pre_battery_pref: bool = true
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# -- Lifecycle ----------------------------------------------------------------
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func _ready() -> void:
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assert(PlatformInfo != null, "PlatformInfo must load before HardwareDetector")
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load_ai_pref()
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_pre_battery_pref = GameState.ai_enhanced_dialogue_enabled
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PlatformInfo.power_profile_changed.connect(_on_power_profile_changed)
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@@ -75,11 +77,11 @@ func read_benchmark_cache() -> Variant:
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var cache_path: String = PlatformInfo.benchmark_cache_path
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if not FileAccess.file_exists(cache_path):
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return null
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var f := FileAccess.open(cache_path, FileAccess.READ)
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if f == null:
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var text: String = FileAccess.get_file_as_string(cache_path)
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if text.is_empty():
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return null
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var json := JSON.new()
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if json.parse(f.get_as_text()) != OK:
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if json.parse(text) != OK:
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return null
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var data: Variant = json.get_data()
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if not data is Dictionary or not data.has("tps"):
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