Files
settled-reach/client/ui/implant/widgets/system_index.gd
T
jpmschweitzerandClaude Fable 5 845737617c feat(client): atlas roads/settlements overlays + legend + server-API data delivery (T-960, T-949)
T-960: gen_l2_roads (MaintenanceAuthority-colored polylines, rail styling, junction markers) + gen_l3_settlements (size-scaled markers, capital shape, name labels) overlays — cities render on generated bodies for the first time; left-side generation legend panel (D-226 item 3, data-driven per-overlay spec, implant component library); protocol.gd decodes road_graph/settlements + the two new response types. T-949: system_index/atlas_app/overview_screen migrated off the direct star_map_data.json read to StarMapRequest over the bridge (loading state + replay-on-connect, no silent file fallback); atlas_viewer _load_markers requests CityNamesResponse for non-Sol bodies; Sol keeps the legacy authored markers.json geometry read (D-236/T-1073, load-bearing guard). Lead fix: _send_star_map_request now carries the same guard as request_star_map — the autoload's _star_map_wanted leaked across gdUnit suites and the unguarded replay-on-CONNECTED crashed 8 pre-existing flow tests on a Nil bridge; reset_test_state clears the flag. Fixtures regenerated via gen_fixtures (road/settlement samples). Full suite 2946/2946.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 15:45:54 +02:00

70 lines
2.6 KiB
GDScript

class_name SystemIndex
## Shared, cached system data loader for implant apps (#844, T-949).
##
## T-949: replaces the direct star_map_data.json FileAccess read with a
## StarMapRequest over the bridge (D-010 — the client never reads game data
## files directly). A static cache so every caller (AtlasApp's Reach screen,
## the economics OverviewScreen) shares one fetch instead of each re-asking.
##
## Usage per caller:
## 1. Call request_refresh() once (e.g. in _ready()/on_install()) — idempotent,
## no-op once loaded or already in flight.
## 2. Connect to SimBridge.star_map_received and, in the handler, re-pull
## get_sorted_systems() to refresh with the now-populated list.
## The Atlas can open before the bridge finishes its handshake —
## SimBridge.request_star_map() remembers the request and fires it
## automatically the instant the connection reaches CONNECTED, so callers
## never need to poll or retry themselves.
static var _cache: Array = []
static var _loaded: bool = false
static var _requested: bool = false
## Sorted node list (by proper_name, falling back to system_id), or [] if the
## star map has not arrived yet. Callers should re-pull this after
## SimBridge.star_map_received fires.
static func get_sorted_systems() -> Array:
return _cache
static func is_loaded() -> bool:
return _loaded
## Ask the bridge for the star map if it hasn't been fetched yet. Safe to call
## from every screen's _ready()/on_install() — idempotent once loaded or a
## request is already in flight.
static func request_refresh() -> void:
if _loaded or _requested:
return
_requested = true
SimBridge.request_star_map()
## Feed a decoded StarMapResponse (from a SimBridge.star_map_received handler)
## into the cache. Sorts once here so every caller gets the same order for free.
## Only a "Ready" status is trusted — an Error response (protocol.gd's
## star_map_response_from_raw already reduces it to status/error/nodes=[])
## must NOT mark the cache _loaded, and must clear _requested so a later
## request_refresh() retries instead of treating the failed fetch as
## permanently done.
static func ingest(response: Dictionary) -> void:
if str(response.get("status", "")) != "Ready":
_requested = false
return
var nodes: Array = response.get("nodes", [])
var sorted: Array = []
for node: Dictionary in nodes:
var sid: String = node.get("system_id", "")
if not sid.is_empty():
sorted.append(node)
sorted.sort_custom(
func(a: Dictionary, b: Dictionary) -> bool:
var na: String = a.get("proper_name", a.get("system_id", ""))
var nb: String = b.get("proper_name", b.get("system_id", ""))
return na < nb
)
_cache = sorted
_loaded = true