Hoshe critical fixes:
- _action_enum_to_wire uses InputMapper.Action constants instead of
fragile integer literals; OPEN_MENU explicitly handled as client-only
- Remove int() coercion on tick/entity_id — use direct assignment since
GDScript int is signed 64-bit (safe for realistic tick values)
- Check encode result before buffering in send_input() — reject empty
bytes instead of corrupting the outbound stream
- Test snapshot now uses Protocol format {tick, entities} instead of
legacy schema; GameState updated to derive player position from
entity data; main.gd and world_renderer.gd updated accordingly
Hoshe warnings:
- 5 negative tests added (truncated bytes, wrong type, missing fields,
empty bytes, encode validation) — 20/20 tests pass
- receive_bytes signal is emitted at consume time in poll_snapshot by
design (documented in code)
Tyre suggestions:
- Remove duplicated root-level fixtures — single source of truth in
client/tests/fixtures/msgpack/
- gen_fixtures.rs writes directly to client/ directory
- Add `make fixtures` target for regeneration
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
21 lines
698 B
GDScript
21 lines
698 B
GDScript
extends Node2D
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# World renderer — manages all visual representation from GameState
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# Attached to the World node in main.tscn
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@onready var entity_renderer = $Entities
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@onready var fog_renderer = $FogOverlay
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func _ready() -> void:
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print("WorldRenderer: Initialized")
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# Called each frame to update visuals from game state
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func update_from_state() -> void:
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# Update entity sprites
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if entity_renderer and entity_renderer.has_method("update_entities"):
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entity_renderer.update_entities(GameState.visible_entities)
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# Update fog overlay (fog data will come in D-020 expansion)
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if fog_renderer and fog_renderer.has_method("update_fog"):
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fog_renderer.update_fog({}, GameState.player_position)
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