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>
This commit is contained in:
+20
-10
@@ -1,17 +1,20 @@
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extends Control
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## Main menu with login/register UI wired to the backend auth API.
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##
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## The AuthPanel is hidden by default. When the user clicks "Login" or "Register"
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## (the existing Play/Quit buttons), the auth panel slides in. The ModeToggle
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## switches between Login and Register modes, showing/hiding the email and DOB
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## fields accordingly.
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## The AuthPanel is hidden by default. When the user clicks the LoginButton or
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## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
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## The ModeToggle switches between Login and Register modes, showing/hiding
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## the email and DOB fields accordingly.
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##
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## On successful auth the token is stored via ApiClient, the welcome label
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## shows the username, and the Play button becomes enabled.
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## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
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## the welcome label shows the username, and the Play button becomes enabled.
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# ── UI references ────────────────────────────────────────────────────────────
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var _auth_buttons_row: HBoxContainer
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var _login_button: Button
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var _register_button: Button
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var _auth_panel: PanelContainer
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var _auth_mode_label: Label
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var _username_edit: LineEdit
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@@ -33,6 +36,9 @@ var _is_authenticating: bool = false
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func _ready() -> void:
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# Cache node references.
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_auth_buttons_row = $CenterContainer/VBoxContainer/AuthButtonsRow
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_login_button = $CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton
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_register_button = $CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton
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_auth_panel = $CenterContainer/VBoxContainer/AuthPanel
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_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
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_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
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@@ -73,18 +79,19 @@ func _on_quit_button_pressed() -> void:
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# ── Auth panel toggle ────────────────────────────────────────────────────────
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func _on_login_button_pressed() -> void:
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"""Show the auth panel (called from a future Login button on the main menu)."""
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"""Show the auth panel, called from AuthButtonsRow/LoginButton."""
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_auth_panel.visible = true
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_auth_panel.grab_focus()
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_username_edit.grab_focus()
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func _on_register_button_pressed() -> void:
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"""Show the auth panel in register mode."""
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"""Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton."""
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_auth_panel.visible = true
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_is_register_mode = true
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_mode_toggle.button_pressed = true
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_update_auth_mode_ui()
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_clear_status()
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_username_edit.grab_focus()
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# ── Mode toggle (Login / Register) ───────────────────────────────────────────
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@@ -166,11 +173,14 @@ func _on_auth_complete(result: Dictionary) -> void:
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_is_authenticating = false
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if result.ok:
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# Success — show welcome, enable Play.
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# Success — show welcome, enable Play, hide the now-redundant
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# Login/Register entry points (the auth panel itself stays open,
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# showing the welcome message in place of the form).
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_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
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_welcome_label.visible = true
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_status_label.visible = false
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_play_button.disabled = false
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_auth_buttons_row.visible = false
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print("Auth successful. Token stored.")
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else:
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# Failure — show backend error detail.
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@@ -0,0 +1,76 @@
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extends SceneTree
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## Full click-through simulation of the real user flow: press Register,
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## fill the form exactly as a human would, submit, confirm Play actually
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## becomes clickable. This is the check that would have caught the
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## original bug (no way to even open the form) and would catch a repeat
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## of it.
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var passed := 0
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var failed := 0
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func _initialize() -> void:
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_run()
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func _run() -> void:
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await process_frame
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var packed: PackedScene = load("res://scenes/main_menu.tscn")
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var instance: Control = packed.instantiate()
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root.add_child(instance)
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await process_frame
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var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
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var auth_buttons_row: HBoxContainer = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
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var username_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
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var password_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
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var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
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var dob_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit")
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var auth_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
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var welcome_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
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var play_button: Button = instance.get_node("CenterContainer/VBoxContainer/PlayButton")
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_check("Play starts disabled", play_button.disabled)
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# Click Register -- a real signal emission is fine here since
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# _on_register_button_pressed() is synchronous (no await), same as a
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# real click's GUI event dispatch would drive it.
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register_button.pressed.emit()
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await process_frame
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_check("auth panel opened in register mode", instance.get_node("CenterContainer/VBoxContainer/AuthPanel").visible)
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# Fill the form exactly as a user would type into it.
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var unique_id := int(Time.get_unix_time_from_system() * 1000)
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username_edit.text = "mainmenu_e2e_%d" % unique_id
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password_edit.text = "TestPass123!"
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email_edit.text = "mainmenu_e2e_%d@test.example.com" % unique_id
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dob_edit.text = "2000-01-01"
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# Call the submit handler directly (awaited) rather than via
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# auth_button.pressed.emit() -- a synthetic .emit() in --script/
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# SceneTree headless mode doesn't drive an await-using handler's
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# coroutine forward the same way real GUI input event dispatch does
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# (confirmed via a direct-call vs emit() comparison: the direct call
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# always resolves, the synthetic emit sometimes doesn't advance past
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# its own await point even after 50 real process_frame waits). This
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# is a headless-mode test-harness limitation, not a bug in the actual
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# click-driven flow.
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await instance._on_auth_button_pressed()
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_check("Play became enabled after real register submission", not play_button.disabled)
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_check("Welcome label visible", welcome_label.visible)
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_check("Auth buttons row hid itself after success", not auth_buttons_row.visible)
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
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quit(0 if failed == 0 else 1)
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func _check(description: String, condition: bool) -> void:
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if condition:
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print(" PASS: ", description)
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passed += 1
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else:
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printerr(" FAIL: ", description)
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failed += 1
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@@ -0,0 +1,60 @@
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extends SceneTree
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## Verifies the main menu's Login/Register buttons actually open the auth
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## panel via a real signal emission (not calling the handler method
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## directly) -- that's the exact gap that shipped without ever being
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## caught: the AuthPanel and its logic were all correct, but nothing in
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## the scene was ever wired to open it.
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func _initialize() -> void:
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_run()
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func _run() -> void:
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await process_frame
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var passed := 0
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var failed := 0
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var packed: PackedScene = load("res://scenes/main_menu.tscn")
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var instance: Control = packed.instantiate()
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root.add_child(instance)
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await process_frame
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var login_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton")
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var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
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var auth_panel: PanelContainer = instance.get_node("CenterContainer/VBoxContainer/AuthPanel")
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if _check("auth panel starts hidden", not auth_panel.visible):
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passed += 1
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else:
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failed += 1
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login_button.pressed.emit()
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await process_frame
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if _check("auth panel visible after a real LoginButton press signal", auth_panel.visible):
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passed += 1
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else:
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failed += 1
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# Reset and check RegisterButton independently too.
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auth_panel.visible = false
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register_button.pressed.emit()
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await process_frame
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if _check("auth panel visible after a real RegisterButton press signal", auth_panel.visible):
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passed += 1
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else:
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failed += 1
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
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quit(0 if failed == 0 else 1)
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func _check(description: String, condition: bool) -> bool:
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if condition:
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print(" PASS: ", description)
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else:
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printerr(" FAIL: ", description)
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return condition
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