Wire browse-worlds screen to GET /api/worlds
- main_menu.gd: Play button now navigates to world_list.tscn
- world_list.gd: fix invalid theme_override_constants property-path syntax
(use add_theme_constant_override), fix @onready node paths missing
/HeaderHBox/, cast Variant dict values to String to avoid type-inference
errors when cards actually render
- world_list.tscn: wire up Back/Refresh button signal connections (scene
had zero [connection] blocks, buttons were dead)
- backend: fix real bug where World.visibility enum sent member names
("PUBLIC") to Postgres instead of lowercase values, breaking both GET
and POST /api/worlds/ for any real query
- backend: fix WorldResponse.created_at typed as str instead of datetime,
causing a second 500 on GET once the enum bug was fixed
- add smoke_test_world_list.gd: headless scene-level smoke test that
registers a user, instantiates the real scene, and confirms world cards
render from live backend data (not just an API-level check)
This commit is contained in:
@@ -0,0 +1,122 @@
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extends SceneTree
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## Headless smoke test for the world list screen.
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##
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## Run with:
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## godot --headless --path . --script res://scripts/smoke_test_world_list.gd
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##
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## Requires the backend to be running (default base URL
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## `application/agp/api_base_url` -> http://127.0.0.1:8000, override with
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## AGP_API_BASE_URL).
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##
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## Unlike a pure API-level test, this actually instantiates scenes/
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## world_list.tscn as a real scene and adds it to the tree -- catches
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## @onready node-path bugs (a node reference pointing at the wrong path
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## errors right here, not just "looks right" from reading the script) that
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## an API-only test would miss entirely.
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##
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## Tests:
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## 1. Register + log in a fresh user (so get_worlds() has a valid token).
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## 2. Instantiate world_list.tscn, add to tree -- @onready resolution
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## must not error.
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## 3. Wait for _refresh_worlds()'s awaited request to complete.
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## 4. Confirm the screen reached a real end state (world cards, or the
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## empty-list message -- either is fine, a crash/stuck-loading isn't).
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##
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## Exits 0 on full pass, 1 on any failure.
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const WORLD_LIST_SCENE := "res://scenes/world_list.tscn"
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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 api := root.get_node("ApiClient")
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assert(api != null, "ApiClient autoload not found")
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var passed: int = 0
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var failed: int = 0
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# --- Setup: register + log in so the world list has a valid token ---
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print("\n=== Setup: register + login ===")
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randomize()
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var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
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var username := "worldlist_smoke_%d" % unique_id
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var email := "worldlist_smoke_%d@test.example.com" % unique_id
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var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", "2000-01-01")
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if not _check("setup: register succeeded", reg_result.ok):
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print(" detail: ", reg_result.detail)
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quit(1)
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return
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# --- Test 1: Instantiate the real scene ---
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print("\n=== Test 1: Instantiate world_list.tscn ===")
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var packed_scene: PackedScene = load(WORLD_LIST_SCENE)
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if not _check("scene loads", packed_scene != null):
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quit(1)
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return
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var instance: Control = packed_scene.instantiate()
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if not _check("scene instantiates", instance != null):
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quit(1)
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return
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root.add_child(instance)
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# One frame for _ready() (and its @onready resolution) to run. A wrong
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# node path in an @onready var errors during this, not silently.
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await process_frame
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if _check("scene added to tree without error", is_instance_valid(instance)):
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passed += 1
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else:
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failed += 1
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# --- Test 2: Wait for the world fetch to resolve, check a real end state ---
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print("\n=== Test 2: World fetch reaches a real end state ===")
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# _refresh_worlds() runs from _ready(); give its awaited HTTP call time
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# to complete rather than a fixed sleep -- poll for either end state.
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var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
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var empty_label: Label = instance.get_node("VBoxContainer/EmptyLabel")
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var error_label: Label = instance.get_node("VBoxContainer/ErrorLabel")
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var settled := false
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for i in range(50): # up to ~5s at 100ms/frame-ish via process_frame waits
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await process_frame
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if world_list_node.visible or empty_label.visible or error_label.visible:
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settled = true
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break
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if _check("reached a real end state (cards, empty, or error) not stuck loading", settled):
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passed += 1
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else:
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failed += 1
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print(" world_list.visible=%s empty_label.visible=%s error_label.visible=%s" % [
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world_list_node.visible, empty_label.visible, error_label.visible
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])
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if error_label.visible:
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printerr(" Note: ended in error state: ", error_label.text)
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elif world_list_node.visible:
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print(" Note: rendered %d world card(s)" % world_list_node.get_child_count())
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elif empty_label.visible:
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print(" Note: ended in empty-list state")
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# --- Summary ---
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
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if failed > 0:
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quit(1)
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else:
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print("SMOKE RESULT: ALL PASS")
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quit(0)
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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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return true
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else:
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printerr(" FAIL: ", description)
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return false
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