Commit Graph
7 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 0f75c3194d feat(client): add LocalBridge framing tests and diagonal fixtures
12 new tests covering framing roundtrips, cross-layer Protocol+framing
integration, and diagonal wire mapping. 4 new diagonal movement
fixtures generated from Rust for D-030 Layer 1 cross-language
verification. 33/33 tests pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 20:59:46 +01:00
jpmschweitzerandClaude Opus 4.6 5a539991e4 fix(client): address PR #4 round 2 review feedback
- decode_snapshot() reports dropped entities via push_error and returns
  decode_errors count so callers can detect partial data (D-010
  information boundary compliance)
- receive_bytes() warns when overwriting unconsumed snapshot, documents
  latest-wins semantics
- Rename misleading test to test_encode_produces_nonempty_bytes
- Fix tick rate comment: 10 ticks/game-minute per D-031

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 20:12:39 +01:00
jpmschweitzerandClaude Opus 4.6 bc9a691bc1 fix(client): address PR #4 review feedback
Hoshe critical fixes:
- _action_enum_to_wire uses InputMapper.Action constants instead of
  fragile integer literals; OPEN_MENU explicitly handled as client-only
- Remove int() coercion on tick/entity_id — use direct assignment since
  GDScript int is signed 64-bit (safe for realistic tick values)
- Check encode result before buffering in send_input() — reject empty
  bytes instead of corrupting the outbound stream
- Test snapshot now uses Protocol format {tick, entities} instead of
  legacy schema; GameState updated to derive player position from
  entity data; main.gd and world_renderer.gd updated accordingly

Hoshe warnings:
- 5 negative tests added (truncated bytes, wrong type, missing fields,
  empty bytes, encode validation) — 20/20 tests pass
- receive_bytes signal is emitted at consume time in poll_snapshot by
  design (documented in code)

Tyre suggestions:
- Remove duplicated root-level fixtures — single source of truth in
  client/tests/fixtures/msgpack/
- gen_fixtures.rs writes directly to client/ directory
- Add `make fixtures` target for regeneration

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 19:32:49 +01:00
jpmschweitzerandClaude Opus 4.6 b5dd44313e feat(client): add Protocol codec with cross-language tests (#77)
Protocol.gd decodes ObserverSnapshot and PlayerInput from Rust's
rmp_serde wire format, and encodes PlayerInput for sending to server.
Handles rmp_serde enum encoding: unit variants as bare strings,
data variants as single-element maps.

8 fixture-based tests verify decode of Rust-generated fixtures,
GDScript encode/decode roundtrips, and cross-language compatibility.
All 15 tests pass (3 suites).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 19:16:56 +01:00
jpmschweitzerandClaude Opus 4.6 84e34f61bd feat(client): add MessagePack library and cross-language fixtures
Install Godot4MessagePack (pure GDScript) for MessagePack encode/decode.
Add Rust fixture generator (gen_fixtures.rs) that produces canonical
.msgpack files using rmp_serde::to_vec_named for cross-language testing.

Fixtures cover: snapshots (empty, one NPC, multi-entity with all
EntityKind variants) and player inputs (unit + data enum variants).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 19:16:43 +01:00
jpmschweitzerandClaude Opus 4.6 3368231396 fix(client): address PR review — input bug, bounds checks, fixture tests
- Fix input_mapper double-check bug (redundant InputEventKey + pressed filter)
- Add bounds checking for position arrays in entity_renderer and game_state
- Make test snapshot deterministic (incrementing counter, not wall clock)
- Fix tween overlap in monologue_display (cancel active tween before new one)
- Extract TILE_SIZE constant from magic number 32
- Add 5 D-030 Layer 1 fixture tests for snapshot parsing (7/7 total passing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 17:53:24 +01:00
jpmschweitzerandClaude Opus 4.6 603c24e177 feat(client): initialize Godot 4 project boilerplate (epic #277)
Set up the complete Godot 4.6 client foundation as a pure renderer (D-020):
- project.godot with 2D rendering, autoloads, input actions
- Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer
- Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper
- Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer
- UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay
- Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause)
- gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 16:52:27 +01:00