WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning

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2026-08-20 23:31:27 +00:00
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extends SceneTree
## Headless smoke test for the world list screen.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_world_list.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000, override with
## AGP_API_BASE_URL).
##
## Unlike a pure API-level test, this actually instantiates scenes/
## world_list.tscn as a real scene and adds it to the tree -- catches
## @onready node-path bugs (a node reference pointing at the wrong path
## errors right here, not just "looks right" from reading the script) that
## an API-only test would miss entirely.
##
## Tests:
## 1. Register + log in a fresh user (so get_worlds() has a valid token).
## 2. POST a real world via the API so the populated-card path actually
## gets exercised -- run_checkpoint_tests.py always starts from a
## genuinely empty DB, so without this the card-rendering code below
## would never run in CI at all, only the empty-list path would.
## 3. Instantiate world_list.tscn, add to tree -- @onready resolution
## must not error.
## 4. Wait for _refresh_worlds()'s awaited request to complete.
## 5. Confirm it actually reached the populated (not empty) state, and
## that the rendered card has a real width -- not just non-zero
## child_count. 2026-08-20: a real bug shipped where every card
## technically existed in the tree (child_count > 0, no error, no
## crash) but rendered at 1.0px wide because size_flags_horizontal/
## vertical used the raw integer 4 (Control.SIZE_SHRINK_CENTER)
## instead of 3 (Control.SIZE_EXPAND_FILL) on ScrollContainer -- a
## child-count check alone would never catch that, only a real size
## assertion does.
##
## Exits 0 on full pass, 1 on any failure.
const WORLD_LIST_SCENE := "res://scenes/world_list.tscn"
const MIN_SANE_CARD_WIDTH := 200.0 # a real screen is at minimum a few hundred px wide
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
assert(api != null, "ApiClient autoload not found")
var passed: int = 0
var failed: int = 0
# --- Setup: register + log in so the world list has a valid token ---
print("\n=== Setup: register + login ===")
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "worldlist_smoke_%d" % unique_id
var email := "worldlist_smoke_%d@test.example.com" % unique_id
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true)
if not _check("setup: register succeeded", reg_result.ok):
print(" detail: ", reg_result.detail)
quit(1)
return
# --- Seed a real world so the populated-card path is actually exercised ---
print("\n=== Setup: seed a real world ===")
var world_body := JSON.stringify({
"name": "Smoke Test World %d" % unique_id,
"description": "Seeded by smoke_test_world_list.gd to exercise the populated-card render path.",
"visibility": "public",
})
var create_result: Dictionary = await api.request(HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true)
if not _check("setup: world created", create_result.ok):
print(" detail: ", create_result.detail)
quit(1)
return
# --- Test 1: Instantiate the real scene ---
print("\n=== Test 1: Instantiate world_list.tscn ===")
var packed_scene: PackedScene = load(WORLD_LIST_SCENE)
if not _check("scene loads", packed_scene != null):
quit(1)
return
var instance: Control = packed_scene.instantiate()
if not _check("scene instantiates", instance != null):
quit(1)
return
root.add_child(instance)
# One frame for _ready() (and its @onready resolution) to run. A wrong
# node path in an @onready var errors during this, not silently.
await process_frame
if _check("scene added to tree without error", is_instance_valid(instance)):
passed += 1
else:
failed += 1
# --- Test 2: Wait for the world fetch to resolve, check a real end state ---
print("\n=== Test 2: World fetch reaches a real end state ===")
# _refresh_worlds() runs from _ready(); give its awaited HTTP call time
# to complete rather than a fixed sleep -- poll for either end state.
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
var empty_label: Label = instance.get_node("VBoxContainer/EmptyLabel")
var error_label: Label = instance.get_node("VBoxContainer/ErrorLabel")
var settled := false
for i in range(50): # up to ~5s at 100ms/frame-ish via process_frame waits
await process_frame
if world_list_node.visible or empty_label.visible or error_label.visible:
settled = true
break
if _check("reached a real end state (cards, empty, or error) not stuck loading", settled):
passed += 1
else:
failed += 1
print(" world_list.visible=%s empty_label.visible=%s error_label.visible=%s" % [
world_list_node.visible, empty_label.visible, error_label.visible
])
if error_label.visible:
printerr(" Note: ended in error state: ", error_label.text)
elif empty_label.visible:
# We just seeded a world -- ending up empty means GET /api/worlds
# isn't actually seeing what POST /api/worlds/ just created.
_check("ended in populated state, not empty (a world was just seeded)", false)
failed += 1
elif world_list_node.visible:
var card_count := world_list_node.get_child_count()
print(" Note: rendered %d world card(s)" % card_count)
if _check("at least one card rendered", card_count > 0):
passed += 1
else:
failed += 1
# The actual bug this test exists to catch: a card can be present
# in the tree, not crash, and still be visually nothing because
# it rendered at ~1px wide. Check every card's real computed size,
# not just that it exists.
for i in range(card_count):
var card: Control = world_list_node.get_child(i)
var wide_enough := card.size.x >= MIN_SANE_CARD_WIDTH
if _check("card %d has a real width (%.0fpx >= %.0fpx)" % [i, card.size.x, MIN_SANE_CARD_WIDTH], wide_enough):
passed += 1
else:
failed += 1
# --- Summary ---
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
if failed > 0:
quit(1)
else:
print("SMOKE RESULT: ALL PASS")
quit(0)
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
return true
else:
printerr(" FAIL: ", description)
return false