Standardized YAML frontmatter on all 115 sprint briefing files across sprints 1-26 with title, description, type, status, sprint number, and team fields. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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title, description, type, status, sprint, team
| title | description | type | status | sprint | team |
|---|---|---|---|---|---|
| Sprint 19 — Client Briefing | Save/load client UI, game session management, GDScript test framework | sprint | archived | 19 | client |
Sprint 19: Persist — Client Tasks
Goal: The player can save and resume a game session with per-game directories; the simulation tier system gains eviction and scope pinning; and the first test infrastructure ships with information boundary validation and IPC hardening.
Branch: client
Agents: Stig (UI), Oscar (networking)
Carry-over from Sprint 18
None. Sprint 18 closed clean.
New Tickets
| # | Title | Blocked by |
|---|---|---|
| #554 | Save/load: client UI | #553 (server) |
| #258 | Game session management | — |
| #205 | GDScript test framework setup | — |
| #206 | Scene testing utilities | #205 |
| #348 | Debug visualization overlay | — |
Use db/connectors/ticket show <id> for full details.
Key Decisions
decisions/architecture.md— D-020 (IPC architecture, MessagePack), D-085 (per-game save directory structure)decisions/questions.md— Q-029 (save file format design — open, Sprint 19 uses MessagePack quick-and-dirty format)
Open Questions to Resolve Early
- Q-029: Save file format design — Sprint 19 ships MessagePack quick-and-dirty format. Do not over-engineer the loading screen metadata. A readable directory name (
<timestamp>-<seed>/) per D-085 is sufficient for v0.1. The full versioning/migration design is tracked in Q-029 for a later sprint.
Notes
#554 — Save/load: client UI
Blocked by #553 (server must implement SaveCommand/LoadCommand IPC messages before client can wire F5/F6).
What this ticket must deliver:
- F5 key mapped in
client/scripts/autoloads/input_mapper.gdto send aSaveGameIPC action to the server with the active game directory path (user://saves/<game-id>/quicksave.sav) - F6 key mapped to send
LoadGameIPC action with the same path - Server responds with
SaveComplete/LoadComplete— client shows a brief HUD notification ("Saved" / "Loading...") - Loading screen scene: reads
user://saves/directory, lists subdirectories sorted by last-modified (most recent first), shows most recent save filename per game directory per D-085 - F6 from the main menu opens the loading screen
- The active
game-idis tracked inGameStateautoload (addcurrent_game_id: String)
Integration points: client/scripts/autoloads/input_mapper.gd (key bindings), client/scripts/autoloads/game_state.gd (current_game_id field), client/scripts/protocol/ (new IPC message encoding), client/scripts/ui/ (loading screen scene).
Save directory path per D-085: user://saves/<timestamp>-<seed>/ where game-id is created on New Game (#258). F5 quicksave writes to user://saves/<game-id>/quicksave.sav. Loading screen lists directories sorted by FileAccess.get_modified_time().
Wireframe reference: docs/design/wireframes/menus/v01-save-load.png.
#258 — Game session management
New Game creates the per-game save directory before any save occurs (D-085 requirement: "directory created on New Game — even before the first save, so the path exists for quicksave/autosave").
What this ticket must deliver:
GameState.current_game_id: String— format<timestamp>-<seed>(e.g.20260225-143022-a7b3f1)- On "New Game": generate game-id (timestamp + RNG hex suffix), create
user://saves/<game-id>/directory viaDirAccess.make_dir_recursive() - On "Continue" / loading screen selection: set
current_game_idfrom the selected directory name - "Quit to menu" flow: prompt "Save before quitting?" — F5 save if confirmed
- Wire the game-id into the
SimBridgestartup: server subprocess launched with--game-id <id>argument (or equivalent) so server can log with the same ID
Integration points: client/scripts/autoloads/game_state.gd (new fields), client/scripts/protocol/server_process.gd (subprocess launch args), client/scripts/ui/ (main menu scene: New Game / Continue buttons).
Note: game_state.gd is already the largest autoload with 300+ lines. Keep game session logic in a thin wrapper on GameState — do not add another 100-line block directly. Consider a session_manager.gd helper if the logic exceeds 40 lines.
#205 — GDScript test framework setup
The project has no GDScript test infrastructure yet. The Godot client has no equivalent of cargo test.
What this ticket must deliver:
- Install and configure GUT (Godot Unit Test) as the GDScript test framework — it has the best Godot 4 support and is actively maintained
- Create
client/tests/as the test root directory client/tests/run_gut.gd: the GUT runner script that CI can invoke headlessly (godot --headless -s client/tests/run_gut.gd)- Exit code 0 = all pass, non-zero = failures — required for CI integration (#270 test runner scripts)
- A single smoke test
client/tests/test_protocol.gd: verifiesProtocol.decode_snapshot(bytes)returns non-null for a minimal valid msgpack fixture
GUT installation: add as a Godot addon. Check if there is already an addons/ directory in client/.
#206 — Scene testing utilities
Blocked by #205 (GUT must be installed first).
What this ticket must deliver:
client/tests/util/scene_helper.gd: loads a scene file by path, instantiates it into a temporary viewport, providesassert_node_exists(path),assert_signal_emitted(node, signal_name), andget_node_at(path)helpersclient/tests/test_game_state.gd: tests forGameState.apply_snapshot()— verify that a snapshot dictionary with known fields updates the correctGameStatefieldsclient/tests/test_protocol.gd(extend from #205 smoke test): add roundtrip test forProtocol.encode_player_input()andProtocol.decode_player_input()
These utilities are the scaffolding for all future client tests. Keep them minimal and dependency-free — do not require a running server.
#348 — Debug visualization overlay
Dev tool (F3 toggle). The stub client/scripts/ui/debug_overlay.gd already exists.
What this ticket must deliver:
- Extend
debug_overlay.gdto draw on aCanvasLayerabove the game world:- Pathfinding waypoints: draw lines between waypoint positions from
GameState.visible_entities(entities with kindNpc— estimate waypoints from position delta between ticks) - Line-of-sight rays: draw lines from player position to each visible entity
- Vision cone boundary: draw the forward/peripheral arc boundary using
GameState.visibility_sectors - Information state tags: draw confidence label (Suspects/KnowsOf/KnowsDetails/Direct) above each visible NPC from
GameState.player_knowledge - Tick timing graph: small line chart in corner showing tick delta over the last 30 ticks
- Pathfinding waypoints: draw lines between waypoint positions from
- F3 toggle: connected to
InputMapperactiontoggle_debug_overlay - Debug overlay is dev-only: compiled out in export builds via
OS.is_debug_build()check
Integration points: client/scripts/autoloads/game_state.gd (data source), client/scripts/autoloads/input_mapper.gd (F3 action), client/scripts/ui/debug_overlay.gd (extend existing stub).
Dependency Chain
#205 (GDScript test framework) → #206 (scene testing utilities)
#258 (game session management) → #554 (save/load client UI: needs current_game_id)
#553 (server, ECS extraction) → #554 (save/load client UI: needs IPC commands)
#348 (debug overlay) → standalone, parallel track
Parallel starts: #258, #205, #348 all unblocked week 1. #554 starts after #553 (server) reaches review stage and #258 lands. #206 starts after #205 merges.
PR Workflow
When ready to submit, create a PR with tea CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(client): description" --description "body" --base main --head client