Merges the pre-existing avatar system implementation (catalog, slot
registry, loadout, glTF-based loader, customization UI, visualizer --
~2300 lines across scripts/avatar/) onto current main, which had
diverged significantly since this branch was last touched (PC1 UI
fixes, PC2's playable level/player/multiplayer work).
Fixes found while integrating:
- project.godot had wholesale-replaced the [autoload] section again
(same recurring pattern as the multiplayer server/client branches),
dropping the ApiClient autoload entirely. Restored it additively
alongside AvatarSystem.
- All other real conflicts (main_menu.tscn/.gd, main.tscn, .godot
cache) were pure "this branch re-created a stale duplicate of
something main already has" -- resolved by taking main's version,
confirmed via `git diff` that this task's own changes never touched
those files' actual logic.
New: scripts/smoke_test_avatar_system.gd -- confirms AvatarSystem is a
real autoload, the committed catalog.json parses, loadout equip/
validate/JSON-round-trip works against real catalog entries, and --
since assets/avatars/*.glb model files don't exist yet -- that
AvatarLoader.load_base_body() fails gracefully (null + load_error
signal) rather than crashing when given a real catalog entry with no
backing file. 10/10 passing.
Verified no regressions: all 10 pre-existing Godot smoke suites still
pass against a live backend, and all 61 backend pytest tests pass.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
Real client-side networking for the player controller, verified with a
genuine two-process integration test (an actual dedicated server process
+ a real ENet-connected client), per docs/architecture/networking.md §5.
scripts/network_client.gd: NetworkClient -- predicts movement locally on
input (same movement constants as scripts/player_spawner.gd), sends input
to the server via RPC, and reconciles against the server's authoritative
snapshots when they diverge beyond a threshold.
scripts/network_receiver_proxy.gd + network_player_proxy.gd: the RPC
plumbing that makes this actually route correctly, which took real
debugging to get right:
- Godot's rpc_id() resolves the receiving node by matching the sending
node's NodePath between peers. scripts/server.gd is the SceneTree root
node "Server" when the dedicated server runs, and spawns each player as
"Player_<peer_id>" under itself -- so the client needs its own node
tree at those same paths purely for RPC routing.
- Godot also enforces an RPC "node checksum": both peers must declare the
*same set* of @rpc methods at a matching path, or every RPC at that
path fails, not just a genuinely missing one. Every @rpc method on
scripts/server.gd's root and scripts/player_spawner.gd had to be
mirrored here (mostly as no-op stubs), not just the ones this class
actually calls.
Known, explicitly-scoped simplification (stated in the code, not hidden):
scripts/server.gd's snapshot doesn't currently echo back a per-peer "last
input seq processed", so reconciliation corrects against the most recent
prediction rather than true tick-exact rollback-and-replay
(networking.md §5.2 step 4). A real follow-up once the server echoes
that ack, not faked here.
Verified: real two-process test (godot --headless --path . scenes/
server.tscn as an actual persistent process, a second process running
scripts/smoke_test_network_client.gd against it over real ENet) --
4/4 passing: connects, predicts locally before any server round trip,
sends real input, and a deliberately-desynced position (moved 9999 units
away) gets corrected by the very next real snapshot. Full existing
client suite (10 suites) + 61 backend pytest still passing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
Both were verified (9/9 passing) before PR #50 merged but got lost in the
handoff between my push and the concurrent live agent session reusing the
same workspace -- PR #50's actual merged diff only had the world_list.gd/
player.gd code changes, missing the new test file and the doc update.
Caught while auditing everything feeding PC2 for real completeness.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
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
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
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>
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>
Architect independently reclaimed this task after my fix landed and
rewrote the same doc with more precise per-file test descriptions and a
more specific gap list -- genuinely better in places (caught real detail
I'd summarized loosely) but its own investigation also introduced one
factual error (claimed 18 tests in test_auth_age_gate.py; verified via
pytest --collect-only, it's 17) and dropped two things worth keeping:
the exact commit hash for reproducibility, and the Client export section
(it never looked at the export step).
Merged: kept the architect's richer per-file coverage descriptions and
gap analysis, restored the verified counts/commit hash/export section/
--quit gotcha from my original.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Was written 2026-08-19 and badly stale by the time the full PC1
checkpoint validation ran 2026-08-20: said 38 backend tests (actually
68), said zero integration/endpoint tests exist (4 real integration
test files landed since), and said nothing had merged for Godot smoke
tests (4 real ones did).
Verified for real, fresh clone of main, commit 927f9bd: migrations +
68/68 pytest + all 4 Godot smoke tests + both platform exports (Linux
ELF64 + Windows PE32+, confirmed valid via file) all clean.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>