Fix smoke test: resolve ApiClient via get_node, defer one frame before first request
Two Godot --script-mode-only quirks, neither a bug in ApiClient itself (verified working against a real backend, health_check returns 200): 1. Bare autoload identifiers don't resolve at compile time in --script/ SceneTree runs (the node exists at runtime, root.has_node() is true, but referencing it as a plain global name fails to compile) -- use get_node() instead. 2. A freshly add_child()'d HTTPRequest isn't reliably "inside tree" yet at _initialize() time, since --script mode hasn't processed a frame yet -- one process_frame await fixes it. Verified: full smoke test now passes end-to-end against a live backend (docker compose postgres + alembic migrations + uvicorn), confirming ApiClient.health_check() genuinely round-trips. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -17,8 +17,23 @@ func _initialize() -> void:
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func _run() -> void:
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# _initialize() fires before the SceneTree has processed its first frame,
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# so a freshly add_child()'d HTTPRequest node isn't reliably considered
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# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
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# of delay is enough; this only matters for --script mode, not a real
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# running game.
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await process_frame
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# Godot's --script/SceneTree runner doesn't resolve autoload singletons
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# as bare global identifiers at compile time (the node exists at
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# runtime -- root.has_node("ApiClient") is true -- but referencing it as
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# a plain identifier fails with "Identifier not found: ApiClient" during
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# script compilation). get_node sidesteps compile-time resolution
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# entirely. This only affects --script mode; a real game scene resolves
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# the bare autoload name normally.
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var api_client := root.get_node("ApiClient")
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print("SMOKE: calling ApiClient.health_check() ...")
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var result: Dictionary = await ApiClient.health_check()
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var result: Dictionary = await api_client.health_check()
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print("SMOKE: result = ", result)
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if result.ok \
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