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