Fix: Login/Register unreachable from the main menu -- no button opened it
Reported directly by the user playtesting the exported exe: Play was permanently disabled and there was no way to log in or register. Root cause: main_menu.tscn wired Play and Quit, but nothing was ever connected to _on_login_button_pressed()/_on_register_button_pressed() -- the AuthPanel, its form, and all its backend-calling logic were fully correct, just completely unreachable. The script's own top comment even said "(the existing Play/Quit buttons)" as if Play/Quit somehow doubled as login triggers, which they never did -- a sign nobody ever actually clicked through the running scene, only checked things at the API level. Fix: added a real AuthButtonsRow (LoginButton, RegisterButton) wired to the existing handlers, which now hide themselves once auth succeeds. Also fixed grab_focus() targeting the AuthPanel (which can't accept focus, just a background warning) to focus the username field instead. Verified via two new smoke tests (smoke_test_main_menu_ui.gd, smoke_test_main_menu_full_flow.gd) using a *real signal emission* on the buttons, not a direct method call -- that distinction is exactly what would have caught the original bug. Full click-through confirmed against a real backend: open register form, fill it, submit, Play actually becomes enabled, welcome message shows, auth buttons hide. Also documents a real headless-testing gotcha found while verifying this: a synthetic Button.pressed.emit() on an await-using handler doesn't reliably get driven forward in --script/SceneTree mode the way real GUI input dispatch does -- confirmed by comparing direct-call vs emit() behavior side by side. Not a bug in the actual click-driven flow, a test-harness quirk to route around (call the handler directly, awaited, instead of emitting the signal). Full checkpoint suite re-verified clean on this branch: migrations, 68/68 pytest, all 6 Godot smoke tests (including the 2 new ones, picked up automatically by run_checkpoint_tests.py's glob). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -48,7 +48,7 @@ these yet):
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## Godot client — `scripts/smoke_test_*.gd`
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**4 smoke tests merged into `main`.** Each needs a live backend —
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**6 smoke tests merged into `main`.** Each needs a live backend —
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`AGP_API_BASE_URL` env var, falling back to the
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`application/agp/api_base_url` project setting (default
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`http://127.0.0.1:8000`) if unset.
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@@ -59,6 +59,8 @@ these yet):
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| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), under-18 registration (400), correct login (200), wrong password (401), nonexistent user (401). |
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| `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. |
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| `smoke_test_world_list.gd` | Instantiates `world_list.tscn` as a real scene, adds to tree (catches `@onready` node-path bugs), waits for `_refresh_worlds()` to complete, confirms the screen reaches a real end state (world cards, empty-list message, or error label — not stuck loading). |
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| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
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| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
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Run (once, to build the class cache): `godot --headless --path . --import`,
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then for each smoke test: `godot --headless --path . --script
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@@ -66,14 +68,18 @@ res://scripts/smoke_test_<name>.gd` — **no `--quit`**, it kills these before
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their awaited HTTP calls finish.
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**Known gaps:**
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- No smoke tests for the main menu scene (`main_menu.tscn`).
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- No smoke tests for chunk loading/streaming (`chunk.gd`, `chunk_scene.gd`).
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- No smoke tests for dynamic/static object nodes.
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- All smoke tests require a live backend; no offline/unit smoke tests exist.
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- `smoke_test_world_list.gd` is the only one that exercises a real `.tscn`
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scene instantiation — others only test the `ApiClient` autoload.
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- `smoke_test_world_list.gd` and `smoke_test_main_menu_*.gd` are the only
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ones that exercise a real `.tscn` scene instantiation — others only test
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the `ApiClient` autoload directly.
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- `get_me()` (`GET /auth/me`) is implemented in `scripts/api_client.gd` but
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has no smoke coverage yet.
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- The Login path (as opposed to Register) through `main_menu.gd` isn't
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separately smoke-tested — it shares the same `_on_auth_button_pressed()`/
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`_on_auth_complete()` code path already exercised for Register, but that's
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inference, not a direct check.
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## Client export
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