Files
settled-reach/client/tests/test_save_load_flow_sprint21.gd
T
jpmschweitzerandClaude Opus 4.6 64bf4ec539 fix(client): address PR #73 review — race conditions and defensive guards (#257)
- Defer LOAD_GAME dispatch until SimBridge reaches CONNECTED (critical)
- Guard _build_saves_list() against queue_free() race on rapid reopen
- Disable save entries with empty newest_save, guard in _on_save_selected
- Send before show_loading on F6 quickload, skip overlay on send failure
- Clear pending_load_path in _on_new_game()/_on_continue() (stale path)
- Add hide_loading(success: bool) API for future failure-state UI
- Add test_save_load_flow_sprint21.gd covering LoadingScreen + GameState

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 18:06:16 +01:00

111 lines
3.3 KiB
GDScript

## Sprint 21 — Save/load game flow (#257)
## Tests: LoadingScreen overlay, pending_load_path field, deferred dispatch guards.
class_name TestSaveLoadFlowSprint21
extends GdUnitTestSuite
const LOADING_SCREEN_SCENE_PATH: String = "res://ui/loading_screen.tscn"
func _make_loading_screen() -> Control:
if not ResourceLoader.exists(LOADING_SCREEN_SCENE_PATH):
push_warning("TestSaveLoadFlowSprint21: loading_screen.tscn not found — skip")
return null
var node: Control = load(LOADING_SCREEN_SCENE_PATH).instantiate()
add_child(node)
return node
func before_test() -> void:
GameState.pending_load_path = ""
func after_test() -> void:
GameState.pending_load_path = ""
# ---------------------------------------------------------------------------
# LoadingScreen scene
# ---------------------------------------------------------------------------
func test_loading_screen_scene_exists() -> void:
assert_bool(ResourceLoader.exists(LOADING_SCREEN_SCENE_PATH)).override_failure_message(
"LoadingScreen scene must exist at res://ui/loading_screen.tscn (#257)"
).is_true()
func test_loading_screen_hidden_on_ready() -> void:
var ls := _make_loading_screen()
if ls == null: return
assert_bool(ls.visible).override_failure_message(
"LoadingScreen must be hidden on _ready (#257)"
).is_false()
ls.queue_free()
func test_show_loading_makes_visible() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
assert_bool(ls.visible).override_failure_message(
"show_loading() must make LoadingScreen visible"
).is_true()
ls.queue_free()
func test_hide_loading_makes_invisible() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
ls.hide_loading()
assert_bool(ls.visible).override_failure_message(
"hide_loading() must hide LoadingScreen"
).is_false()
ls.queue_free()
func test_hide_loading_accepts_success_param() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
ls.hide_loading(true)
assert_bool(ls.visible).is_false()
ls.show_loading()
ls.hide_loading(false)
assert_bool(ls.visible).is_false()
ls.queue_free()
func test_hide_loading_default_param_is_true() -> void:
var ls := _make_loading_screen()
if ls == null: return
ls.show_loading()
ls.hide_loading() # no argument — default success=true
assert_bool(ls.visible).is_false()
ls.queue_free()
# ---------------------------------------------------------------------------
# GameState.pending_load_path field
# ---------------------------------------------------------------------------
func test_pending_load_path_default_is_empty() -> void:
GameState.pending_load_path = ""
assert_str(GameState.pending_load_path).override_failure_message(
"GameState.pending_load_path default must be empty string"
).is_empty()
func test_pending_load_path_can_be_set_and_read() -> void:
var path := "user://saves/20260225-143022-a7b3f1/quicksave.sav"
GameState.pending_load_path = path
assert_str(GameState.pending_load_path).override_failure_message(
"GameState.pending_load_path must persist the value set"
).is_equal(path)
func test_pending_load_path_can_be_cleared() -> void:
GameState.pending_load_path = "user://saves/test/quicksave.sav"
GameState.pending_load_path = ""
assert_str(GameState.pending_load_path).is_empty()