## PR #192 cold-start dossier — coordinator's live repro against a freshly- ## spawned (cold) server (`make atlas` shape, first AnalyzeBody taking ## seconds): BUG 1 (tile-mosaic paint never resolving), the legend-stacking ## half of BUG 2, and BUG 3 (the "DERIVING TERRAIN…" pending-state label, ## round 2). Split out of test_atlas_zoom_ladder.gd purely for file-length ## reasons (gdlint max-file-lines) — same instantiation/mock-response ## conventions as that file, not a different testing philosophy. ## RegionalScreen's own re-entry-guard half of BUG 2 is covered separately ## in test_regional_screen.gd (a different layer — nav, not the viewer). class_name TestAtlasColdStart extends GdUnitTestSuite const AtlasWindowRequest := preload("res://ui/implant/apps/atlas/atlas_window_request.gd") const AtlasWindowGeometry := preload("res://ui/implant/apps/atlas/atlas_window_geometry.gd") ## Dudley's WINDOW_GRANULARITY_REGION_KEY sentinel — mirrors ## test_atlas_zoom_ladder.gd's own constant (see that file's doc for why the ## real wire value matters, not a convenient placeholder). const SERVER_LEGACY_GRANULARITY_REGION_SENTINEL: int = 4294967295 ## Build a hand-authored DistrictWindowLayer dict (n=2 by default) — mirrors ## test_atlas_zoom_ladder.gd's own _mock_window(). static func _mock_window(center: Vector2i, n: int = 2) -> Dictionary: return { "center": [center.x, center.y], "n": n, "morphology": PackedByteArray([8, 14, 0, 1]), "elev_q": PackedByteArray([40, 90, 5, 60]), "temp_dc": [120, 95, -32768, 60], "moisture_q": PackedByteArray([50, 30, 90, 20]), "vegetation": PackedByteArray([2, 1, 6, 3]), "glaciation": PackedByteArray([0, 0, 1, 2]), } static func _mock_response(body_id: String, window: Variant) -> Dictionary: return {"body_id": body_id, "status": "Ready", "district_window": window} # ============================================================================= # BUG 1 — tile-mosaic paint self-heal. # ============================================================================= ## Counts real _draw() invocations — CanvasItem exposes no public ## "is a redraw pending" query in this Godot version, so the only reliable ## signal that queue_redraw() actually had an effect is the engine calling ## _draw() again on a subsequent frame. Subclasses the REAL AtlasWindowOverlay ## (not a duck-typed stub) so drawing still runs through the genuine ## production code path — this spy only adds counting, nothing else. class _CountingOverlay extends AtlasWindowOverlay: var draw_count := 0 func _draw() -> void: draw_count += 1 super._draw() ## On a cold server, a tile's window_ready can land well after entry's own ## paint window, and a live repro showed the mosaic staying black even with ## every tile held/textured — only resolving on an unrelated gesture. ## _process() must therefore queue a redraw on BOTH the viewer and the ## overlay every frame while any tile is still pending, regardless of ## whether the tile-arrival signal path painted correctly on its own. Proven ## here by swapping the REAL overlay for a _draw()-counting subclass right ## after entry (once the entry-time redraw has already resolved via a real ## frame), then calling _process() directly with NO input/gesture and ## confirming a further frame actually invokes _draw() again — revert- ## verified against a version of _process() with the self-heal removed ## (fails without it, since nothing else re-queues while idle). func test_process_self_heals_the_overlay_redraw_while_tiles_are_pending() -> void: var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new()) add_child(v) var radius_km := 6238.4 # GJ380c (Lendel) — needs tiling v.enter_orbital({"body_id": "GJ380c", "body_radius_km": radius_km}, {}) assert_bool(v.is_tile_mode()).is_true() assert_bool(v.get_tile_set().has_pending_tiles()).override_failure_message( "sanity: entry must leave every tile pending before any response arrives" ).is_true() # Swap in the counting spy AFTER entry (so entry's own queue_redraw() # calls don't pollute the baseline) but the OLD overlay is freed and the # spy re-added under the same _canvas parent, matching _ready()'s own # construction shape exactly. var spy := _CountingOverlay.new() spy.viewer = v v._overlay_node.queue_free() v._overlay_node = spy v._canvas.add_child(spy) await get_tree().process_frame # let this frame settle with the spy in place await get_tree().process_frame var baseline: int = spy.draw_count assert_int(baseline).override_failure_message( "sanity: the spy must have been drawn at least once before the no-input" + " frame below, or this test can't distinguish self-heal from a first draw" ).is_greater(0) # No pan/zoom/gesture — the ONLY thing that should cause another _draw() # is _process()'s own self-heal, since has_pending_tiles() is still true # (no response has been delivered). v._process(0.016) await get_tree().process_frame assert_int(spy.draw_count).override_failure_message( "_process() must queue a redraw every frame while has_pending_tiles()" + " is true, with NO input/gesture — draw_count must have advanced past" + " the baseline (%d), the cold-start self-heal" % baseline ).is_greater(baseline) ## The self-heal must STOP once every tile has arrived — a redraw queued ## forever regardless of state would just be a disguised always-redraw, not ## a targeted fix for the pending window. func test_process_stops_self_healing_once_every_tile_has_arrived() -> void: var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new()) add_child(v) var radius_km := 6238.4 # GJ380c (Lendel) v.enter_orbital({"body_id": "GJ380c", "body_radius_km": radius_km}, {}) var tile_set = v.get_tile_set() for tile: Dictionary in tile_set.get_tiles(): var window: Dictionary = _mock_window(tile["center"]) window["granularity_v2"] = "Region" window["granularity"] = SERVER_LEGACY_GRANULARITY_REGION_SENTINEL window["n"] = AtlasWindowRequest.SERVER_DISTRICT_WINDOW_MAX_N_REGION SimBridge.atlas_layers_received.emit(_mock_response("GJ380c", window)) assert_bool(tile_set.has_pending_tiles()).override_failure_message( "sanity: every tile must have arrived after this loop" ).is_false() # ============================================================================= # BUG 2 — legend stacking (the viewer-level half; see test_regional_screen.gd # for the nav-layer re-entry guard). # ============================================================================= ## Coordinator's live scene dump: WindowLegend measured 260x2343 px, ~10 ## legends stacked — ImplantPanel.clear() used deferred queue_free(), so ## same-frame repeat refresh() calls piled new content onto STALE not-yet- ## freed children instead of replacing them. N refresh() calls in the SAME ## frame (no process_frame between them, matching how the actual trigger — ## RegionalScreen.enter() previously lacking its own re-entry guard — landed ## repeat enter_orbital() calls back to back) must leave exactly ONE legend's ## worth of children, not N stacked copies. func test_legend_refresh_is_idempotent_against_same_frame_re_entry() -> void: var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new()) add_child(v) v.enter({"body_id": "GJ380c"}, {}, Vector2i(10, 20), 2) var baseline_count: int = v._legend_panel.get_implant_children().size() for _i in range(10): v._legend_panel.refresh() var after_count: int = v._legend_panel.get_implant_children().size() assert_int(after_count).override_failure_message( ( "10 same-frame refresh() calls must leave exactly ONE legend's worth of" + " children (%d), not %d stacked copies — ImplantPanel.clear() must" + " free immediately, not defer via queue_free()" ) % [baseline_count, after_count] ).is_equal(baseline_count) ## PR #192 cold-start round 2: the children-count fix above is necessary but ## not sufficient — the coordinator's live scene dump showed the CONTAINER ## itself measured 260x2343px even after that fix landed. Root cause turned ## out to be BROADER than "only after stacking": this panel is manually ## positioned under AtlasWindowViewer (not inside a parent Container), so ## `size` NEVER tracks a shrinking `get_minimum_size()` on its own at ## all — confirmed directly (instrumented and reverted) that even a ## completely FRESH, never-refreshed-twice legend shows `size` frozen at ## whatever it happened to be on its very first measurement, while ## get_minimum_size() reports the correct value the whole time. The ## regression here therefore compares `size.y` against the RELIABLE ground ## truth (`get_minimum_size().y`, confirmed correct in every trace) rather ## than an earlier `size.y` snapshot — comparing size-to-size would pass ## trivially if BOTH numbers were equally stuck at the same stale value, ## which is exactly what silently happened during earlier drafts of this ## test. Reproduces the stacking shape (N same-frame refresh() calls) for ## realism, matching the coordinator's own trigger — the coordinator's ## acceptance bar: "after N refreshes the panel rect height must be within ## one legend's height" (of the CORRECT single-legend height, i.e. the ## settled minimum size). func test_legend_panel_shrinks_back_after_a_stacking_window() -> void: var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new()) add_child(v) v.enter({"body_id": "GJ380c"}, {}, Vector2i(10, 20), 2) # Reproduce the stacking window directly (same-frame repeat refresh() # calls, matching the pre-fix trigger shape) — this drives the panel's # minimum size up the same way N repeat enter_orbital() calls did live. for _i in range(10): v._legend_panel.refresh() await get_tree().process_frame await get_tree().process_frame # A further, ordinary refresh() (the kind every real rung change already # triggers) must leave the panel within one legend's height. v._legend_panel.refresh() # reset_to_content_size() is deferred (see its own doc — get_minimum_size() # is momentarily wrong for RichTextLabel.fit_content children until the # panel's real width has been laid out once) — a real frame must elapse # for the deferred reset_size() call to actually run. await get_tree().process_frame await get_tree().process_frame var one_legend_height: float = v._legend_panel.get_minimum_size().y assert_float(one_legend_height).override_failure_message( "sanity: a single settled legend must have a real, non-zero measured minimum height" ).is_greater(0.0) assert_float(v._legend_panel.size.y).override_failure_message( ( "after a stacking window, the legend panel's rect height (%.1f) must" + " shrink back to within one legend's height (%.1f, the panel's own" + " correctly-settled get_minimum_size()) — reset_to_content_size()" + " must actually collapse the Control back down, not just hold onto" + " its previously-grown size" ) % [v._legend_panel.size.y, one_legend_height] ).is_less_equal(one_legend_height + 1.0) # +1.0: float rounding slack # ============================================================================= # BUG 3 (round 2) — "DERIVING TERRAIN…" label: the subtle per-tile # COLOR_BORDER_FADE wash alone was invisible in a live cold capture. The # viewer draws an unmistakable centered label while ZERO tiles have arrived, # dropping it the instant even one lands. # ============================================================================= ## The viewer must show the label exactly while is_tile_mode() is true AND ## has_any_tile_arrived() is false — the coordinator's "ZERO tiles have ## arrived" trigger condition, pinned directly against real tile-set state ## (not a mock) via a real enter_orbital() on a tiling body. Also exercises ## _draw()'s ACTUAL dispatch to _draw_deriving_terrain_label() through a ## real frame (queue_redraw() + await process_frame, matching the ## _CountingOverlay spy pattern from the BUG 1 self-heal tests above) — ## proving the draw call itself is reachable and doesn't error, not just ## that the underlying predicate is correct. func test_deriving_terrain_label_condition_true_before_any_tile_arrives() -> void: var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new()) add_child(v) var radius_km := 6238.4 # GJ380c (Lendel) — needs tiling v.enter_orbital({"body_id": "GJ380c", "body_radius_km": radius_km}, {}) assert_bool(v.is_tile_mode()).is_true() assert_bool(v._tile_set.has_any_tile_arrived()).override_failure_message( "sanity: entry must leave every tile unarrived before any response arrives" ).is_false() v.queue_redraw() await get_tree().process_frame ## The instant even ONE tile lands, the label's own gate condition must flip ## off — per-tile washes alone are the right treatment once real content is ## visibly filling in (coordinator: "dropping to per-tile washes once the ## first tile lands"). func test_deriving_terrain_label_condition_false_after_one_tile_arrives() -> void: var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new()) add_child(v) var radius_km := 6238.4 # GJ380c (Lendel) v.enter_orbital({"body_id": "GJ380c", "body_radius_km": radius_km}, {}) var tile_set = v.get_tile_set() var first_tile: Dictionary = tile_set.get_tiles()[0] var window: Dictionary = _mock_window(first_tile["center"]) window["granularity_v2"] = "Region" window["granularity"] = SERVER_LEGACY_GRANULARITY_REGION_SENTINEL window["n"] = AtlasWindowRequest.SERVER_DISTRICT_WINDOW_MAX_N_REGION SimBridge.atlas_layers_received.emit(_mock_response("GJ380c", window)) assert_bool(tile_set.has_any_tile_arrived()).override_failure_message( "the label's own gate condition (NOT has_any_tile_arrived()) must flip" + " false the instant a single tile lands, dropping the label" ).is_true() ## Single-window mode (District/Quarter/small-body Region, not tile mode) ## never shows this label at all — it's a mosaic-specific cue for the ## "whole orbital rest state is still deriving" case, not every wait state ## (the single-window path already has its own COLOR_BORDER_FADE treatment, ## unchanged by this round). func test_deriving_terrain_label_never_applies_outside_tile_mode() -> void: var v: AtlasWindowViewer = auto_free(AtlasWindowViewer.new()) add_child(v) v.enter({"body_id": "GJ380c"}, {}, Vector2i(10, 20), 2) assert_bool(v.is_tile_mode()).override_failure_message( "sanity: a District-rung enter() must never be tile mode" ).is_false() ## centered_label_baseline() pure geometry: the X component is the ## VIEWPORT-CENTERED text block's left-anchor-adjusted X (viewport center ## minus half the text width — draw_string() itself does the final ## horizontal centering from there via HORIZONTAL_ALIGNMENT_CENTER, this ## only sets up where that alignment measures from); the Y component sits ## at viewport-center (a draw_string() baseline is the text's OWN vertical ## center here, by construction: center.y - text.y/2 + text.y/2 == center.y). func test_centered_label_baseline_centers_a_symmetric_case() -> void: var viewport_size := Vector2(1000.0, 800.0) var text_size := Vector2(200.0, 40.0) var baseline: Vector2 = AtlasWindowGeometry.centered_label_baseline(viewport_size, text_size) assert_that(baseline).is_equal(Vector2(400.0, 400.0)) ## A zero-size viewport (never laid out yet) must not crash — degenerate ## input, not a real scenario, but the function must stay total. func test_centered_label_baseline_zero_viewport_does_not_crash() -> void: var baseline: Vector2 = AtlasWindowGeometry.centered_label_baseline( Vector2.ZERO, Vector2(100.0, 20.0) ) assert_that(baseline).is_equal(Vector2(-50.0, 0.0))