- Add missing _test_input_queue proxy to SimBridge (26 call sites across 6 test files broken by TestHarness extraction) - Parent quit dialog to SceneTree root instead of caller node to prevent orphaned reference if caller freed before user responds - Remove deprecated rng.randomize() call (Godot 4 auto-seeds) - Clear debug overlay state (_npc_paths, tick timing) on session change via new GameState.game_id_changed signal to prevent entity ID collisions - Update settings_dialog quit_to_menu() call site (no-arg signature) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
332 lines
12 KiB
GDScript
332 lines
12 KiB
GDScript
extends Node
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# Connection states
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enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = OS.get_environment("SR_LIVE") != "1" # SR_LIVE=1 connects to real server
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var harness: TestHarness = null # Test simulation (D-020: game logic lives outside production client)
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var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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# Transport layer (non-test mode)
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var _bridge: LocalBridge = null
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var _server: ServerProcess = null
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var server_port: int = 9876 # Default matches server's default bind address
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var server_path: String = "" # Path to server binary — set before connect_to_sim()
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# Connection retry state — handles server startup delay (Critical fix #1)
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const MAX_CONNECT_RETRIES: int = 20 # ~2 seconds at 60fps with 100ms delay
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const CONNECT_RETRY_INTERVAL: float = 0.1 # Seconds between retry attempts
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var _connect_retries: int = 0
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var _retry_timer: float = 0.0
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# Signals
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signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
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signal snapshot_received(snapshot: Dictionary)
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func _ready() -> void:
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if test_mode:
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harness = TestHarness.new()
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print("SimBridge: Running in test mode (dynamic snapshot)")
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# -- Test mode proxy API (backward compat for 13+ test files) ------------------
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func reset_test_state() -> void:
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if harness: harness.reset()
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func _test_snapshot() -> Dictionary:
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return harness.snapshot()
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func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
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return harness.has_los(from, to)
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var _test_tick: int:
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get: return harness.tick if harness else 0
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set(v):
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if harness: harness.tick = v
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var _test_player_pos: Vector2i:
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get: return harness.player_pos if harness else Vector2i.ZERO
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set(v):
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if harness: harness.player_pos = v
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var _test_facing: String:
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get: return harness.facing if harness else "North"
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set(v):
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if harness: harness.facing = v
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var _test_in_dialogue: bool:
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get: return harness.in_dialogue if harness else false
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set(v):
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if harness: harness.in_dialogue = v
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var _test_gauntlet_mode: bool:
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get: return harness.gauntlet_mode if harness else false
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set(v):
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if harness: harness.gauntlet_mode = v
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var _test_npc_relationship: String:
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get: return harness.npc_relationship if harness else "Unknown"
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set(v):
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if harness: harness.npc_relationship = v
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var _test_input_queue: Array:
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get: return harness.input_queue if harness else []
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# -- Connection lifecycle ------------------------------------------------------
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# Change connection state and emit signal
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func _set_state(new_state: ConnectionState) -> void:
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if state != new_state:
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var old_state = state
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state = new_state
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connection_state_changed.emit(old_state, new_state)
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# Connect to simulation server.
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# In test mode, immediately transitions to CONNECTED.
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# In live mode, spawns server subprocess and defers TCP connection to _process()
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# to allow the server time to bind its port.
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func connect_to_sim() -> void:
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_set_state(ConnectionState.CONNECTING)
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if test_mode:
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_set_state(ConnectionState.CONNECTED)
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return
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# Spawn server subprocess
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if not server_path.is_empty():
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_server = ServerProcess.new()
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# Server reads first positional arg as bind address (e.g. "127.0.0.1:9876").
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# D-085 (#258): pass --game-id <id> so server logs use the same session identifier.
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var args := ["127.0.0.1:" + str(server_port)]
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var game_id: String = GameState.current_game_id
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if not game_id.is_empty():
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args.append_array(["--game-id", game_id])
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var pid := _server.start(server_path, args)
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if pid <= 0:
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push_error("SimBridge: failed to start server")
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_set_state(ConnectionState.ERROR)
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return
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# Defer TCP connection to _process() — server needs time to bind its port
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_connect_retries = 0
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_retry_timer = 0.0
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_bridge = null
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# Disconnect from simulation server
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func disconnect_from_sim() -> void:
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if _bridge != null:
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_bridge.disconnect_from_server()
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_bridge = null
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if _server != null:
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_server.stop()
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_server = null
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_connect_retries = 0
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_set_state(ConnectionState.DISCONNECTED)
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# Attempt TCP connection. Called from _process() during CONNECTING state.
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func _try_connect() -> void:
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_bridge = LocalBridge.new()
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var err := _bridge.connect_to_server("127.0.0.1", server_port)
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if err != OK:
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push_warning("SimBridge: TCP connect attempt %d/%d failed: %s" % [
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_connect_retries + 1, MAX_CONNECT_RETRIES, error_string(err)])
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_bridge = null
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# Poll transport layer every frame (non-test mode only)
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func _process(delta: float) -> void:
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if test_mode:
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return
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# CONNECTING state: retry TCP connection until server is ready
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if state == ConnectionState.CONNECTING:
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if _bridge == null:
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_retry_timer += delta
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if _retry_timer >= CONNECT_RETRY_INTERVAL or _connect_retries == 0:
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_retry_timer = 0.0
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_connect_retries += 1
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if _connect_retries > MAX_CONNECT_RETRIES:
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push_error("SimBridge: TCP connection failed after %d retries" % MAX_CONNECT_RETRIES)
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_set_state(ConnectionState.ERROR)
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return
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_try_connect()
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return
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# Bridge exists — poll for connection completion
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_bridge.poll()
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match _bridge.get_status():
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StreamPeerTCP.STATUS_CONNECTED:
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_set_state(ConnectionState.CONNECTED)
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StreamPeerTCP.STATUS_CONNECTING:
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pass # Still connecting, wait
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StreamPeerTCP.STATUS_ERROR:
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# Connection attempt failed — retry
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_bridge = null
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if _connect_retries >= MAX_CONNECT_RETRIES:
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push_error("SimBridge: TCP connection failed after %d retries" % MAX_CONNECT_RETRIES)
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_set_state(ConnectionState.ERROR)
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StreamPeerTCP.STATUS_NONE:
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_bridge = null # Reset and retry
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return
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if _bridge == null:
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return
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_bridge.poll()
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match _bridge.get_status():
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StreamPeerTCP.STATUS_CONNECTED:
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# Receive: drain all complete messages from the bridge
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var msg := _bridge.poll_message()
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while msg.size() > 0:
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receive_bytes(msg)
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msg = _bridge.poll_message()
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# Send: batch-encode and flush outbound buffer as one frame (Vec<PlayerInput>).
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# Inputs are drained before encoding. On encode failure the inputs are
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# intentionally dropped — re-queuing would retry the same bad data and
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# the server tick has already advanced, making stale inputs invalid.
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var outbound := drain_outbound()
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if outbound.size() > 0:
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var encoded := Protocol.encode_player_inputs(outbound)
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if encoded.size() > 0:
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var err := _bridge.send_message(encoded)
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if err != OK:
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push_error("SimBridge: failed to send message: %s" % error_string(err))
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else:
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push_error("SimBridge: failed to batch-encode %d inputs (dropped)" % outbound.size())
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StreamPeerTCP.STATUS_CONNECTING:
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pass # Should not happen in CONNECTED state
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StreamPeerTCP.STATUS_ERROR:
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if state != ConnectionState.ERROR:
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push_error("SimBridge: TCP connection error")
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_set_state(ConnectionState.ERROR)
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StreamPeerTCP.STATUS_NONE:
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if state == ConnectionState.CONNECTED:
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push_warning("SimBridge: connection lost")
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_set_state(ConnectionState.DISCONNECTED)
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# -- Input / snapshot ----------------------------------------------------------
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# Send input to simulation server.
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# player_input: Dictionary with "action" (int from InputMapper.Action enum) and "timestamp_msec".
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# In test mode, inputs are delegated to the test harness.
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# In live mode, encoded and buffered for transport.
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# Returns OK on success, or an error code on failure.
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func send_input(player_input: Dictionary) -> Error:
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if state != ConnectionState.CONNECTED:
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return ERR_CONNECTION_ERROR
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if test_mode:
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var action: int = player_input.get("action", -1)
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var wire_name: String = action_enum_to_wire(action)
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if not wire_name.is_empty():
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if wire_name == "SetFacing":
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var facing: String = ""
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var action_data: Variant = player_input.get("action_data")
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if action_data is Dictionary:
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facing = str(action_data.get("facing", ""))
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if not facing.is_empty():
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harness.process_facing(facing)
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else:
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harness.process_input(wire_name)
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return OK
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var action_name := action_enum_to_wire(player_input.get("action", -1))
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if action_name.is_empty():
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return ERR_INVALID_PARAMETER
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var tick: int = GameState.current_tick
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var entry: Dictionary = { "tick": tick, "action_name": action_name }
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var action_data: Variant = player_input.get("action_data")
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if action_data != null:
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entry["action_data"] = action_data
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_outbound_buffer.append(entry)
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return OK
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# Poll for snapshot from simulation.
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# In test mode delegates to test harness. In live mode, returns the last decoded snapshot.
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func poll_snapshot() -> Variant:
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if state != ConnectionState.CONNECTED:
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return null
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if test_mode:
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var snapshot = harness.snapshot()
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snapshot_received.emit(snapshot)
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return snapshot
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if _last_snapshot != null:
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var snapshot = _last_snapshot
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_last_snapshot = null
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snapshot_received.emit(snapshot)
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return snapshot
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return null
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# Called by transport layer when raw bytes arrive from the server.
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# Latest-wins for positional state (stale frames are worthless), but one-shot
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# events (monologue, dialogue) are carried forward from overwritten snapshots
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# so they aren't silently dropped when server ticks faster than client consumes.
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func receive_bytes(bytes: PackedByteArray) -> void:
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var snapshot = Protocol.decode_snapshot(bytes)
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if snapshot == null:
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push_warning("SimBridge: decode_snapshot returned null for %d bytes" % bytes.size())
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return
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if _last_snapshot != null:
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# Carry forward one-shot events the client hasn't consumed yet.
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if snapshot.get("current_monologue") == null and _last_snapshot.get("current_monologue") != null:
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snapshot["current_monologue"] = _last_snapshot["current_monologue"]
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if snapshot.get("current_dialogue") == null and _last_snapshot.get("current_dialogue") != null:
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snapshot["current_dialogue"] = _last_snapshot["current_dialogue"]
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# #535: Carry forward one-shot dialogue events (arrays merge, scalar falls through)
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if snapshot.get("dialogue_response") == null and _last_snapshot.get("dialogue_response") != null:
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snapshot["dialogue_response"] = _last_snapshot["dialogue_response"]
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var old_conv_events: Array = _last_snapshot.get("conversation_events", [])
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if old_conv_events.size() > 0:
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var new_conv_events: Array = snapshot.get("conversation_events", [])
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snapshot["conversation_events"] = old_conv_events + new_conv_events
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var old_conv_ended: Array = _last_snapshot.get("conversation_ended", [])
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if old_conv_ended.size() > 0:
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var new_conv_ended: Array = snapshot.get("conversation_ended", [])
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snapshot["conversation_ended"] = old_conv_ended + new_conv_ended
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_last_snapshot = snapshot
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# Drain the outbound buffer. Returns raw input entries for batch encoding.
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func drain_outbound() -> Array[Dictionary]:
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var inputs = _outbound_buffer.duplicate()
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_outbound_buffer.clear()
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return inputs
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# -- Wire protocol mapping -----------------------------------------------------
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# Map InputMapper.Action enum values to wire-format action names (matching Rust PlayerAction).
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# OPEN_MENU is client-only — no Rust equivalent, not sent over the wire.
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static func action_enum_to_wire(action: int) -> String:
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match action:
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InputMapper.Action.MOVE_NORTH: return "MoveNorth"
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InputMapper.Action.MOVE_NORTHEAST: return "MoveNortheast"
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InputMapper.Action.MOVE_EAST: return "MoveEast"
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InputMapper.Action.MOVE_SOUTHEAST: return "MoveSoutheast"
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InputMapper.Action.MOVE_SOUTH: return "MoveSouth"
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InputMapper.Action.MOVE_SOUTHWEST: return "MoveSouthwest"
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InputMapper.Action.MOVE_WEST: return "MoveWest"
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InputMapper.Action.MOVE_NORTHWEST: return "MoveNorthwest"
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InputMapper.Action.INTERACT: return "Interact"
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InputMapper.Action.USE_PERCEPTION_MODE: return "UsePerceptionMode"
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InputMapper.Action.PAUSE: return "Pause"
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InputMapper.Action.UNPAUSE: return "Unpause"
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InputMapper.Action.TOGGLE_STANCE_UP: return "ToggleStanceUp"
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InputMapper.Action.TOGGLE_STANCE_DOWN: return "ToggleStanceDown"
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InputMapper.Action.OPEN_MENU:
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return "" # Client-only action, not part of wire protocol
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InputMapper.Action.BUG_REPORT:
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return "" # Client-only action (#495), not part of wire protocol
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InputMapper.Action.SET_FACING:
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return "SetFacing" # D-054: facing octant update (no movement)
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InputMapper.Action.TELEPORT_HUB:
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return "TeleportToHub" # #501: Gauntlet dev teleport (not production fast-travel)
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_:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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