Files
settled-reach/client/scripts/atlas_standalone.gd
T
jpmschweitzerandClaude Fable 5 9b5c113961 fix(client): defer companion close-interceptor re-open out of the app_changed emit (PR #183 review)
Tyre's finding: _on_hud_app_changed ran open_app synchronously from
INSIDE close_app's app_changed emit; close_app continues past the emit
and resets _active_app, clobbering the re-open — Atlas left visible
(z already raised) but is_app_active() false, so atlas_app's input
guard rejects every key: keyboard soft-lock after one M/Escape on the
reach screen. Fix: open_app.call_deferred, out of the signal frame.

Two regression tests pin the contract at the HudGroups level (no
server needed): the synchronous shape must keep getting clobbered and
the deferred shape must survive — if HudGroups emit semantics ever
change, both flag the contract shift for a deliberate look.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 09:29:29 +02:00

276 lines
14 KiB
GDScript

extends Control
## Standalone Atlas companion app entry point (D-254, T-1132, `make atlas`).
##
## Boots the SAME implant scene tree used in-game, skipping the player
## entirely — no character, no main.tscn, no gameplay HUD. Auto-attaches to
## an already-running game (read-only) or spawns its own server against the
## real systems.db world (no --test-mode). Modeled on visual_capture.gd's
## live-mode boot shape (D-254 §3), but a real scene script (normal _ready()),
## not a SceneTree-extending offscreen test harness.
##
## D-254 §3 amendment (2026-07-17, generic implant host): this scene hosts
## EVERY registered implant app (ImplantRegistry.instantiate_all(self, true) —
## the standalone=true filter drops apps whose manifest sets
## available_in_companion=false), fronting the Atlas (implant/map) as the
## default open app. Future implant apps extend the companion with zero
## changes here.
##
## Boot sequence (_ready → _boot, deferred so the node is in-tree first):
## 1. Discovery/attach: SimBridge.connect_to_sim() against SR_PORT-or-9876,
## polled for up to ATTACH_CONNECT_TIMEOUT_S. On CONNECTED, attach
## succeeded — skip straight to step 4. On ERROR (nothing listening),
## fall through to spawn (own child server, --port 0, parse
## LISTENING:{port} from stdout — server_process.gd's start_with_pipe(),
## never --test-mode: real systems.db world), then repeat the connect
## against the newly-resolved port.
##
## NOT a separate throwaway TCP probe-then-reconnect (an earlier version
## of this script had one, and a live run surfaced why that design is
## actively harmful against today's server: main.rs's FIRST connection is
## still a single blocking listener.accept() (server/src/main.rs, D-254
## §2/T-1130's own comment there) — a probe that connects, sees
## STATUS_CONNECTED, and disconnects has just consumed that one accept()
## slot and abandoned it mid-handshake. The server's very next line,
## bridge.send_handshake(), then hits "Broken pipe" writing to the dead
## probe socket and the WHOLE SERVER PROCESS EXITS (main.rs's
## .unwrap_or_else(|e| { ...; std::process::exit(1) }) on that call) —
## confirmed by a live repro against a real already-running server: the
## probe's own attach check killed the very server session it was
## checking on, and the companion's own real connection attempt right
## after then failed too, since there was nothing left to connect to.
## The fix: never abandon a connection that reached STATUS_CONNECTED.
## SimBridge.connect_to_sim() IS that one safe connection attempt (it
## already TCP-retries internally, see MAX_CONNECT_RETRIES/
## CONNECT_RETRY_INTERVAL in sim_bridge.gd) — this script drives it
## directly instead of pre-flighting with a disposable socket.
## 2. Configure SimBridge for the resolved port; connection_role = "Reader"
## (D-254 §2) so the StartupMessage carries role: Reader.
## 3. connect_to_sim(); poll SimBridge.state until CONNECTED (or ERROR).
## 4. HudGroups.open_app("implant/map") — the default front app.
## 5. ImplantRegistry.instantiate_all(self, true) populates every
## available_in_companion app.
## 6. Intercept HudGroups.app_changed: when the Atlas's own KEY_M/KEY_ESCAPE
## handling (atlas_app.gd) calls HudGroups.close_app() from the "reach"
## screen, this scene re-opens implant/map instead of falling into a
## nonexistent gameplay layer (D-254 §3 recommended option (a) — does not
## touch atlas_app.gd).
const DEFAULT_PORT: int = 9876
## D-254 §1 names ~500ms for the attach check; SimBridge's own internal TCP
## retry loop (MAX_CONNECT_RETRIES=20 * CONNECT_RETRY_INTERVAL=0.1s, sim_bridge.gd)
## is ~2s end-to-end before it reports ConnectionState.ERROR. Since this
## script drives connect_to_sim() directly (no separate pre-probe — see the
## header note above), the real wait for "nothing is listening" is bounded by
## SimBridge's own retry budget, not this constant; ATTACH_CONNECT_TIMEOUT_S
## is a slightly-generous outer deadline (SimBridge's ~2s + one frame margin)
## so this script's own poll loop can never out-wait SimBridge's, not a
## separate tunable that changes the actual ECONNREFUSED-detection speed.
const ATTACH_CONNECT_TIMEOUT_S: float = 2.5
const CONNECT_POLL_TIMEOUT_S: float = 10.0
const SPAWN_READY_TIMEOUT_S: float = 15.0
const WINDOW_TITLE: String = "The Settled Reach — Atlas"
const FRONT_APP: String = "implant/map"
## T-1134 seam: spawn-mode seed is the server's own default (SimRng default
## seed=0, server/src/main.rs) — no seed picker in v1. Leaving this constant
## (rather than inlining "no seed sent") makes the future seam obvious: T-1134
## replaces this with a startup screen that sets SimBridge.world_seed_override
## (or equivalent) before _boot() reaches step 2. StartupMessage.world_seed is
## ALWAYS sent (server/src/bridge/types.rs: field is not optional on the wire)
## — GameState.world_seed's own default (0) is what ships until T-1134 adds a
## picker; this constant exists purely as the documented seam marker.
const SPAWN_MODE_SEED_IS_SERVER_DEFAULT: bool = true
var _server_process: Variant = null # ServerProcess — owned here for spawn-mode only
var _resolved_port: int = DEFAULT_PORT
var _spawned: bool = false # true once this scene has spawned its own server
func _ready() -> void:
DisplayServer.window_set_title(WINDOW_TITLE)
HudGroups.app_changed.connect(_on_hud_app_changed)
_boot.call_deferred()
func _exit_tree() -> void:
_stop_spawned_server()
## D-254 §3 step 6 (recommended option (a)): the Atlas's own close handling
## (atlas_app.gd _handle_key, KEY_M/KEY_ESCAPE from "reach") calls
## HudGroups.close_app() unconditionally — it has no notion of "there is no
## gameplay layer to fall back to". This intercepts that transition and
## re-opens the Atlas immediately, so from the player's perspective M/Escape
## on the top-level Atlas screen is a no-op in the companion (there is nothing
## else to show). atlas_app.gd is never modified.
func _on_hud_app_changed(app_path: String, mode: int) -> void:
if app_path == FRONT_APP and mode == HudGroups.Mode.GAMEPLAY:
# Deferred, never synchronous: this handler runs INSIDE close_app()'s
# app_changed emit, and close_app() continues after the emit and resets
# _active_app to "" — a synchronous open_app() here gets clobbered,
# leaving the Atlas visible (open_app already raised its z) but
# is_app_active() false, which kills atlas_app's input guard: a
# keyboard soft-lock (PR #183 review, Tyre).
HudGroups.open_app.call_deferred(FRONT_APP)
func _boot() -> void:
_resolved_port = _attach_port()
SimBridge.server_path = "" # atlas_standalone owns any child process, not SimBridge
SimBridge.server_port = _resolved_port
SimBridge.connection_role = "Reader" # D-254 §2
# Attempt the ONE real attach connection — never a disposable pre-probe
# (see the class doc header for why: an earlier probe-then-reconnect design
# killed the server it was checking on). connect_to_sim() TCP-retries
# internally for ~2s (sim_bridge.gd) before reporting ERROR.
if SimBridge.state == SimBridge.ConnectionState.DISCONNECTED:
SimBridge.connect_to_sim()
var attached := await _wait_for_connected(ATTACH_CONNECT_TIMEOUT_S)
if not attached:
# Nothing answered on the attach port — fall through to spawn. The
# failed attempt above must be fully torn down before spawning: a
# leftover ERROR-state _bridge/_server would otherwise confuse the
# fresh connect_to_sim() call below (disconnect_from_sim() resets
# SimBridge to DISCONNECTED, which is connect_to_sim()'s required
# entry state — see the DISCONNECTED guard above and in main.gd).
SimBridge.disconnect_from_sim()
var spawn_ok := await _spawn_server()
if not spawn_ok:
push_error("atlas_standalone: failed to spawn server — cannot continue")
get_tree().quit(1)
return
SimBridge.server_port = _resolved_port # _spawn_server() updated _resolved_port
SimBridge.connection_role = "Reader"
SimBridge.connect_to_sim()
attached = await _wait_for_connected(CONNECT_POLL_TIMEOUT_S)
if not attached:
push_error("atlas_standalone: connection to spawned server failed or timed out")
get_tree().quit(1)
return
# Re-apply the title here, not just in _ready(): confirmed by direct repro
# that Godot's un-exported debug-run window manager sets the title to
# "{config/name} (DEBUG)" on a LATER frame than _ready() (window-visible/
# focus timing, not measured precisely) — an early-only window_set_title()
# call loses that race and the window silently reverts to the project
# default. By the time the connection completes (at minimum one full TCP
# round-trip, often a spawn+handshake), that race has long resolved.
DisplayServer.window_set_title(WINDOW_TITLE)
# instantiate_all() MUST run before open_app(): ImplantApp._ready()
# (client/ui/implant/implant_app.gd) is what connects HudGroups.app_changed
# -> _internal_app_changed, which is the ONLY thing that flips an app's
# `visible` flag and fires on_open(). open_app() first would emit
# app_changed while the Atlas doesn't exist as a node yet — no listener,
# no visibility, a permanently blank window (found via a live run: the
# window opened, connected, and instantiated both apps correctly, but
# rendered solid black — the exact fingerprint of this ordering bug).
# hud.gd's own _ready() establishes the same order for the in-game case
# (instantiate_all is unconditional there; open_app only ever happens
# later, from player input).
ImplantRegistry.instantiate_all(self, true) # standalone=true: available_in_companion filter
HudGroups.open_app(FRONT_APP)
## Pure function: SR_PORT env override, else DEFAULT_PORT. Matches the
## SR_PORT two-tier discovery visual_capture.gd/locomotion_sandbox.gd already
## use (D-254 §1) — same env var, same fallback. This is the port the ONE
## attach connect_to_sim() call targets (see _boot()) — no separate probe.
static func _attach_port(port_env: String = "") -> int:
var env := port_env if not port_env.is_empty() else OS.get_environment("SR_PORT")
if env.is_empty():
return DEFAULT_PORT
if not env.is_valid_int():
push_warning("atlas_standalone: SR_PORT='%s' is not a valid int — using default" % env)
return DEFAULT_PORT
return int(env)
## D-254 §1/§3: spawn-mode lifecycle — tests/run-visual's --port 0 +
## LISTENING:{port} precedent, WITHOUT --test-mode (real systems.db world,
## not Gauntlet fixtures). Ownership: this scene owns the ServerProcess
## instance directly (not SimBridge's built-in spawn path, which has no
## stdout access and therefore can't resolve an OS-assigned port) — the same
## OS.kill/NOTIFICATION_PREDELETE safety net server_process.gd already
## implements, reused via start_with_pipe() (added for this ticket; start()'s
## existing OS.create_process contract is untouched for its three existing
## callers). Returns true once LISTENING:{port} is parsed and _resolved_port
## is updated; false on spawn failure or timeout (server never printed the
## signal within SPAWN_READY_TIMEOUT_S).
func _spawn_server() -> bool:
var server_path := _server_binary_path()
if not FileAccess.file_exists(server_path):
push_error("atlas_standalone: server binary not found at %s (run `make build-server`)" % server_path)
return false
var SP := load("res://scripts/protocol/server_process.gd")
_server_process = SP.new()
var pid: int = _server_process.start_with_pipe(server_path, ["--port", "0"])
if pid <= 0:
return false
_spawned = true
var elapsed := 0.0
var frame_budget := 1.0 / 60.0
while elapsed < SPAWN_READY_TIMEOUT_S:
if not _server_process.is_alive():
push_error("atlas_standalone: spawned server died before printing LISTENING signal")
return false
var line: String = _server_process.read_stdout_line()
if not line.is_empty():
var parsed := _parse_listening_line(line)
if parsed >= 0:
_resolved_port = parsed
return true
await get_tree().process_frame
elapsed += frame_budget
push_error("atlas_standalone: no LISTENING signal from spawned server after %.1fs" % SPAWN_READY_TIMEOUT_S)
return false
## Pure function: parse "LISTENING:{port}" -> port, or -1 if the line doesn't
## match (main.rs's exact signal format — server/src/main.rs, "LISTENING
## signal to stdout"). Split out from _spawn_server()'s polling loop so the
## parse itself is unit-testable without a live process.
static func _parse_listening_line(line: String) -> int:
var stripped := line.strip_edges()
if not stripped.begins_with("LISTENING:"):
return -1
var port_str := stripped.substr("LISTENING:".length())
if not port_str.is_valid_int():
return -1
return int(port_str)
## Wall-clock poll of SimBridge.state until CONNECTED or ERROR (same
## ConnectionState enum/shape as visual_capture.gd's live-mode wait, per
## D-254 §3 step 3 — minus the fixed-frame settle budget a screenshot capture
## needs but a real window does not).
func _wait_for_connected(timeout_s: float) -> bool:
var elapsed := 0.0
var frame_budget := 1.0 / 60.0
while elapsed < timeout_s:
if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
return true
if SimBridge.state == SimBridge.ConnectionState.ERROR:
return false
await get_tree().process_frame
elapsed += frame_budget
return false
func _server_binary_path() -> String:
var project_dir := ProjectSettings.globalize_path("res://")
return project_dir.path_join("../server/target/debug/settled-reach-server")
func _stop_spawned_server() -> void:
if _spawned and _server_process != null:
_server_process.stop()
_server_process = null
_spawned = false