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:
@@ -48,7 +48,7 @@ these yet):
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## Godot client — `scripts/smoke_test_*.gd`
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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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`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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`application/agp/api_base_url` project setting (default
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`http://127.0.0.1:8000`) if unset.
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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_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_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_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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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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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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their awaited HTTP calls finish.
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**Known gaps:**
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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 chunk loading/streaming (`chunk.gd`, `chunk_scene.gd`).
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- No smoke tests for dynamic/static object nodes.
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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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- 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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- `smoke_test_world_list.gd` and `smoke_test_main_menu_*.gd` are the only
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scene instantiation — others only test the `ApiClient` autoload.
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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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- `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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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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## Client export
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@@ -29,6 +29,21 @@ text = "AGP Game"
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horizontal_alignment = 1
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horizontal_alignment = 1
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theme_override_font_sizes/font_size = 72
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theme_override_font_sizes/font_size = 72
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[node name="AuthButtonsRow" type="HBoxContainer" parent="CenterContainer/VBoxContainer"]
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layout_mode = 1
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theme_override_constants/separation = 16
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alignment = 1
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[node name="LoginButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
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layout_mode = 1
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text = "Login"
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size_flags_horizontal = 3
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[node name="RegisterButton" type="Button" parent="CenterContainer/VBoxContainer/AuthButtonsRow"]
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layout_mode = 1
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text = "Register"
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size_flags_horizontal = 3
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[node name="AuthPanel" type="PanelContainer" parent="CenterContainer/VBoxContainer"]
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[node name="AuthPanel" type="PanelContainer" parent="CenterContainer/VBoxContainer"]
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layout_mode = 1
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layout_mode = 1
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visible = false
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visible = false
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@@ -106,6 +121,8 @@ layout_mode = 1
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text = "Quit"
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text = "Quit"
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size_flags_horizontal = 4
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size_flags_horizontal = 4
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[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton" to="." method="_on_login_button_pressed"]
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[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton" to="." method="_on_register_button_pressed"]
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[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
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[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
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[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
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[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
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[connection signal="toggled" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle" to="." method="_on_mode_toggle_toggled"]
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[connection signal="toggled" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle" to="." method="_on_mode_toggle_toggled"]
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+20
-10
@@ -1,17 +1,20 @@
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extends Control
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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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## Main menu with login/register UI wired to the backend auth API.
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##
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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 AuthPanel is hidden by default. When the user clicks the LoginButton or
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## (the existing Play/Quit buttons), the auth panel slides in. The ModeToggle
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## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
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## switches between Login and Register modes, showing/hiding the email and DOB
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## The ModeToggle switches between Login and Register modes, showing/hiding
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## fields accordingly.
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## the email and DOB fields accordingly.
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##
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##
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## On successful auth the token is stored via ApiClient, the welcome label
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## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
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## shows the username, and the Play button becomes enabled.
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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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# ── 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_panel: PanelContainer
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var _auth_mode_label: Label
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var _auth_mode_label: Label
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var _username_edit: LineEdit
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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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func _ready() -> void:
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# Cache node references.
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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_panel = $CenterContainer/VBoxContainer/AuthPanel
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_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
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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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_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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# ── Auth panel toggle ────────────────────────────────────────────────────────
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func _on_login_button_pressed() -> void:
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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.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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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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_auth_panel.visible = true
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_is_register_mode = true
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_is_register_mode = true
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_mode_toggle.button_pressed = true
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_mode_toggle.button_pressed = true
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_update_auth_mode_ui()
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_update_auth_mode_ui()
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_clear_status()
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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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# ── 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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_is_authenticating = false
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if result.ok:
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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.text = "Welcome, %s!" % _username_edit.text.strip_edges()
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_welcome_label.visible = true
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_welcome_label.visible = true
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_status_label.visible = false
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_status_label.visible = false
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_play_button.disabled = 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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print("Auth successful. Token stored.")
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else:
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else:
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# Failure — show backend error detail.
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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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|
|
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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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|
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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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||||||
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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.
|
||||||
|
auth_panel.visible = false
|
||||||
|
register_button.pressed.emit()
|
||||||
|
await process_frame
|
||||||
|
|
||||||
|
if _check("auth panel visible after a real RegisterButton press signal", auth_panel.visible):
|
||||||
|
passed += 1
|
||||||
|
else:
|
||||||
|
failed += 1
|
||||||
|
|
||||||
|
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||||
|
quit(0 if failed == 0 else 1)
|
||||||
|
|
||||||
|
|
||||||
|
func _check(description: String, condition: bool) -> bool:
|
||||||
|
if condition:
|
||||||
|
print(" PASS: ", description)
|
||||||
|
else:
|
||||||
|
printerr(" FAIL: ", description)
|
||||||
|
return condition
|
||||||
Reference in New Issue
Block a user