Commit Graph

52 Commits

Author SHA1 Message Date
architect-bot 2fa7b1f475 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:26:08 +00:00
claude-checkpoint-tooling aeccc78143 Fix login form fields reappearing after Play -> Back (real playtest bug)
_show_authenticated() (the session-restore path, used when returning to
main_menu.tscn -- e.g. after clicking Back from world_list) only hid
EmailEdit/Over18Check, unlike _on_auth_complete() (the fresh-login path)
which hides the full form: UsernameEdit, PasswordEdit, EmailEdit,
Over18Check, AuthButton, AuthModeLabel. Play was correctly enabled and
the welcome message was correctly visible, so a check that stopped at
those two passed clean -- but the actual login fields were still on
screen, which is what a real user sees as "it's making me log in again."
Confirmed via live PC1 playtest today.

Reported by: real playtest, 2026-08-20 (yesterday's automated regression
test for this exact Play -> Back flow only asserted Play/welcome/auth
buttons row -- strengthened smoke_test_main_menu_back.gd to also check
the individual form fields, and confirmed it fails exactly this way with
the bug reintroduced before restoring the fix).

Verified against a live backend: 61/61 pytest (unaffected), 8/8 Godot
smoke tests (including 20/20 on the strengthened back-nav test).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 19:21:40 +00:00
claude-checkpoint-tooling 1c64dd4967 Fix broken main_menu.gd on main + land Play->Back session persistence
Two things, found together while investigating a stuck blocker task:

1. URGENT: main_menu.gd currently fails to parse at all on main
   ("Identifier '_dob_edit' not declared in the current scope"). PR #44
   (hide-all-fields-on-auth-success) and PR #45 (DOBEdit -> Over18Check
   checkbox) each merged cleanly on their own -- Gitea's merge reported
   mergeable:true for both -- but together they left a reference to the
   old _dob_edit var on a line neither PR's diff touched, so no conflict
   was ever flagged. Same failure mode in smoke_test_main_menu_full_flow.gd
   (dob_edit, would have failed to even parse in the checkpoint suite).
   Fixed both to reference _over_18_check / over_18_check.

2. Lands the Play -> Back session-persistence fix (PR #43, task
   28357bca192d) that was stuck behind review the whole time main didn't
   have it yet: signal auth_state_ready, _show_authenticated() /
   _reset_to_logged_out() helpers, and _ready() restoring the
   authenticated UI (not resetting it) when ApiClient already holds a
   valid token. Plus the real fix a review round caught on top of that
   (task 9186405a6373): _show_authenticated() was hiding AuthPanel while
   claiming the welcome label inside it was visible -- a no-op UI-wise,
   since WelcomeLabel.visible=true does nothing once its parent is
   hidden. AuthPanel now stays visible; the regression test
   (smoke_test_main_menu_back.gd, new) asserts is_visible_in_tree(), not
   just .visible, so this class of bug can't pass silently again.

Verified against a live backend: 61/61 pytest, 7/7 Godot smoke tests
(including the new smoke_test_main_menu_back.gd, 12/12).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 18:15:32 +00:00
reviewer-bot 4dd6c7c8af Merge pull request 'Main menu: hide the login/register form once authenticated, keep only the welcome message' (#44) from agent/470f875e0416 into main 2026-08-20 17:08:45 +00:00
claude-checkpoint-tooling 33b0c3f1fb Merge main into agent/470f875e0416 to resolve PR #44 conflicts
# Conflicts:
#	scripts/main_menu.gd
2026-08-20 16:47:44 +00:00
claude-checkpoint-tooling 0ecc16d963 Registration: replace date-of-birth field with a simple 18+ confirmation
The register form collected and validated an actual date of birth just to
throw it away (backend never stored it beyond a nullable column). Per the
roadmap note: don't collect/store DOB right now, just get a client-side
"I am 18 or older" confirmation. RegisterRequest.date_of_birth (str) is now
over_18 (bool); the endpoint rejects over_18=false with 400 same as before.
calculate_age() is kept (unused by /register now) since real DOB collection
is coming back in a future pass and deleting it broke test_auth_age_gate.py's
import for no benefit.

Frontend: DOBEdit LineEdit replaced with an Over18Check CheckBox; api_client.gd's
register() now takes a bool instead of a date string. All Godot callers
(smoke_test_auth/e2e/world_list/main_menu_ui/main_menu_full_flow) and backend
test files updated to match. Full suite verified against a live backend:
61/61 pytest, 6/6 Godot smoke tests (33 individual assertions), all passing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 16:25:27 +00:00
coder-bot 8f1a1110e2 WIP checkpoint: Main menu: hide the login/register form once authenticated, keep only the welcome message 2026-08-20 15:01:02 +00:00
coder-bot 12fef51020 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 14:03:57 +00:00
coder-bot af50819a16 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 14:01:20 +00:00
coder-bot 16bb87c6b0 WIP checkpoint: Main menu: fix Register-mode UI trapping the user (remove the confusing mode toggle) 2026-08-20 13:56:44 +00:00
claude-checkpoint-tooling 8fc9d378e4 Fix: world cards render at ~1px wide once real data exists
Reported directly by the user after seeding a test world through the
browse-worlds screen: "screen is blank now". Two compounding layout
bugs, both real:

1. world_list.tscn's root VBoxContainer had no anchors at all, only
   size_flags -- but its parent (the scene's root node) is a plain
   Control, not a Container, so size_flags on a Control's direct child
   are meaningless there. Without anchors it never actually filled the
   screen, so it (and everything under it) collapsed toward zero size.

2. size_flags_horizontal/vertical used the raw integer 4 everywhere
   expand-fill was clearly intended (ScrollContainer, its WorldList
   child, HeaderHBox, TitleLabel) -- but 4 is Control.SIZE_SHRINK_CENTER
   in Godot 4, not SIZE_EXPAND_FILL (which is 3). ScrollContainer with
   SHRINK_CENTER takes only its own minimum size instead of expanding,
   cascading a ~1px width down through every card and every label.
   Confirmed the actual enum values by asking Godot directly rather
   than assuming.

Both are exactly the kind of bug a headless smoke test checking only
"did cards get added to the tree" can't catch -- child_count was
correctly non-zero, nothing crashed, the content was just rendered
invisibly thin. Verified the fix is real by deliberately reintroducing
bug #2 and confirming the test now correctly fails (card width 25px,
below the 200px sanity threshold) before restoring it.

Also replaced the card background: it was a ColorRect manually moved to
child index 0 of a VBoxContainer, which doesn't work as an overlay --
a VBoxContainer lays out ALL its children in sequence, so the "moved to
front" ColorRect rendered as an empty dark bar ABOVE the text, not
behind it. Now a proper PanelContainer with a StyleBoxFlat background,
the idiomatic way to get a colored panel behind auto-laid-out content
in Godot.

smoke_test_world_list.gd strengthened to actually catch this class of
bug going forward: seeds a real world via POST /api/worlds/ first (the
checkpoint runner's fresh DB meant the populated-card path never ran in
CI at all before this, only empty-list did), and asserts each card's
real computed width, not just that cards exist.

Full checkpoint suite re-verified clean on this branch: migrations,
68/68 pytest, all 6 Godot smoke tests, both platform exports.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:35:46 +00:00
claude-checkpoint-tooling 3679e4dbc4 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>
2026-08-20 13:13:38 +00:00
tester-bot fcfb767c49 End-to-end headless smoke test: register -> login -> fetch worlds
Tester had already written a complete, correct test (4/4 steps pass
against a real backend) but stalled investigating DB/migration setup
after its own verification run silently exited with no result -- the
task spec's suggested invocation included --quit, which kills a --script
SceneTree test before its awaited HTTP calls finish (same Godot
--script-mode gotcha documented elsewhere this session).

Renamed smoke_test.gd -> smoke_test_e2e.gd: the task spec named it
without the checkpoint runner's expected smoke_test_*.gd suffix, so
scripts/run_checkpoint_tests.py's glob would have silently never picked
it up. Also fixed the --quit flag in the file's own usage comments.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 23:30:52 +00:00
tester-bot e2e771d2f8 WIP checkpoint: End-to-end headless smoke test + manual verify 2026-08-19 23:15:22 +00:00
coder-bot 3dd5416e81 Merge origin/main into agent/1de295a0da42
Resolves conflict in main_menu.gd's play button: kept this branch's real
world_list.tscn transition over main's stale TODO placeholder (main's
version predates this fix; nothing else has touched the play button
since). Brings in PR #37's /auth/refresh endpoint and its tests cleanly,
no other conflicts.
2026-08-19 23:11:05 +00:00
coder-bot b3227f5b78 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)
2026-08-19 21:57:39 +00:00
coder-bot 2ba6bc6b9f WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:27:24 +00:00
coder-bot 03da22aa9e WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
coder-bot 55a65bb7b1 WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
coder-bot 62e15d0c87 WIP checkpoint: Implementation: Browse worlds screen wired to GET /api/worlds 2026-08-19 21:20:52 +00:00
coder-bot 6d5051bbb2 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 20:23:02 +00:00
coder-bot 69b6f40eb9 WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
coder-bot 4d467c0c9e WIP checkpoint: Implementation: Login/Register UI wired to /api/auth 2026-08-19 19:51:31 +00:00
reviewer-bot f64ffd6422 Merge pull request 'Write headless Godot export CI script' (#32) from agent/a7d462fe1322 into main 2026-08-19 17:16:46 +00:00
reviewer-bot 7e28e2b525 Merge pull request 'Add test inventory + checkpoint test runner' (#31) from docs/test-inventory-and-runner into main 2026-08-19 17:01:42 +00:00
coder-bot 99be8f1dab Write headless Godot export CI script
Adds export_presets.cfg (Linux/X11 + Windows Desktop, x86_64) -- didn't
exist at all before this, which is why the task got stuck: you can't run
godot --export-release without presets already defined, and Godot only
auto-generates this file interactively through the editor. Hand-wrote a
minimal valid one and verified both platforms actually export and produce
real binaries (not just that the command exits 0):
- export/linux/agp-game.x86_64 -- confirmed real ELF 64-bit executable via `file`
- export/windows/agp-game.exe -- 104MB PE binary

scripts/build.sh wraps both exports, documents the exact Godot version +
export template requirement, and was run end-to-end (not just written) to
confirm it works as a real CI entrypoint would invoke it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:54:50 +00:00
claude-checkpoint-tooling 634b2e39c0 Add test inventory + checkpoint test runner
docs/testing/test_inventory.md: honest, current list of what automated
coverage actually exists (38 backend pytest tests across 2 files, 0 Godot
tests merged yet) and what doesn't (no integration/endpoint tests at all,
no coverage yet for the in-review RS256/moderation work) -- verified
against a genuinely fresh checkout + fresh Postgres, not just read off the
file tree.

scripts/run_checkpoint_tests.py: runs the whole inventory in one shot --
throwaway Postgres, migrations, pytest, then starts the backend server and
runs every scripts/smoke_test_*.gd against it headlessly. Verified working
both with and without a smoke test present (temporarily tested against
PC1's not-yet-merged scripts/api_client.gd + smoke_test_api.gd, removed
before this commit -- that PR carries its own files).

docs/testing/README.md: what running this at a Package Checkpoint review
does and doesn't prove, and how to grow the inventory as real coverage
gets added.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 15:18:49 +00:00
architect-bot ef21bf9d69 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>
2026-08-19 14:40:51 +00:00
architect-bot e06cd2a23d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:31:35 +00:00
architect-bot 77f9b74286 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:12:56 +00:00
architect-bot 6108c63c46 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 109c6ef1a0 WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 33c5236a2d WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot 4bb4e9fb8a WIP checkpoint: Architecture: ApiClient autoload (HTTP + JWT + error contract) 2026-08-19 14:11:48 +00:00
architect-bot ffbc4849a7 Recovered orphaned WIP before switching to a new task 2026-08-19 14:11:47 +00:00
reviewer-bot dbdc01f8d6 Merge remote-tracking branch 'origin/main' into merge-fix
# Conflicts:
#	.gitignore
#	project.godot
2026-08-18 14:40:41 +00:00
coder-bot 93d83a28fc WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 13:11:54 +00:00
coder-bot 25f2dffc53 WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 02:45:44 +00:00
coder-bot 929c69e5da WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript 2026-08-18 02:40:34 +00:00
coder-bot 1c5c0f8c8e WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:15:16 +00:00
coder-bot 97e0804dfe WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:14:34 +00:00
coder-bot 342d0f69d9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:14:14 +00:00
coder-bot 97949d6b44 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:08:24 +00:00
coder-bot 720cf6f6b9 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-18 00:03:28 +00:00
coder-bot d752cf5280 Recovered orphaned WIP before switching to a new task 2026-08-17 21:57:57 +00:00
coder-bot 504c92301a WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:57:04 +00:00
coder-bot 67f6a9c43f WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:54:29 +00:00
coder-bot 5c0a61870f WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:46:23 +00:00
coder-bot cc27d73ca6 WIP checkpoint: Implement chunk streaming system in GDScript 2026-08-17 21:36:13 +00:00
coder-bot 5090341591 Bring in Godot project + address review feedback (this branch had none of it)
This branch never actually had the Godot scaffold — a workspace-reuse bug
(see agp source repo) let leftover backend/**/__pycache__/*.pyc files from
an unrelated task get swept into this branch's only prior commit, which
was checkpointed under this task's title despite containing zero Godot
files. Removing that garbage and bringing over the real project from
agent/997c429bc6b4 (the original PR's branch) with the review feedback
addressed:

- Play button no longer references the nonexistent scenes/game.tscn.
- Wired PlayButton/QuitButton [connection] entries in main_menu.tscn.
- Removed the invalid uid="uid://main_menu".
- Added .gitignore for .godot/.
- Removed the non-standard [export]/[export_options] sections from
  project.godot (Godot 4 uses export_presets.cfg, not this).
2026-08-17 21:24:43 +00:00