PR #190 review (Hoshe + Tyre), all five findings addressed:
- Tyre: queue_move_step/queue_stance_toggle (the T-1088 click-to-move seams)
now share the full suppression predicate — all three input_queue producers
in the module are gated, making the header's 'every action this file can
produce' claim true (previously the seams relied on the sandbox caller's
own freeze). +3 regression tests.
- Hoshe: the live suite's settle=baseline timeout fallback compared baseline
to itself, vacuously passing the no-movement claim — a timeout now fails
loudly (both tests).
- Hoshe: the unit suite's real open_app/close_app transitions fire the
global auto-pause handler; with ambient SimBridge.state left CONNECTED by
earlier suites (test_hub_teleport has no after_test) each transition
silently appended AutoPause/AutoResume to the shared _outbound_buffer.
before_test now forces DISCONNECTED (restored in after_test) and clears
the buffer.
- Hoshe: documented why the live suite's reset_test_state() call is inert
but still correct.
Full suite: 3374/3374.
Unit suite: pin facing to North via the T-1088 facing_angle_provider seam.
D-054 makes movement facing-relative, and _update_facing_from_mouse() derives
facing from engine/session globals (viewport mouse position vs the
GameState.player_position anchor) — in full-suite order 'press W' resolved to
MOVE_NORTHWEST (the gate failure at line 187).
Live suite, three independent leaks from the shared autoloads, each of which
passed in isolation and failed in gate order:
- snapshot starvation: poll_snapshot() is consume-and-clear; a node leaked
into the gdUnit tree by an earlier suite steals every snapshot during our
awaits. Capture snapshot_received (fires on every consume, ours or theirs)
alongside a direct poll + explicit SimBridge._process pump.
- tick poisoning: SimBridge left test_mode=true + CONNECTED lets the leaked
poller apply TestHarness mock snapshots (~tick 15+) into
GameState.current_tick during our spawn awaits; the fresh server's own
ticks (1..5) then stamp backward and its InputQueue panics ('tick ordering
violated', last=16 new=3). Neutralize SimBridge before the first await,
zero current_tick, clear _last_snapshot/_outbound_buffer both directions.
- crash-on-assert-failure: gdUnit asserts don't halt; guard the player-entity
dereferences so a missing Player reports cleanly instead of a runtime error.
Full suite: 3368/3368.
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>