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>
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.
- auth.py: _create_access_token had no jti claim, so two refreshes
within the same wall-clock second produced byte-identical access
tokens (same failure mode already fixed for refresh tokens earlier)
- test_refresh_endpoint.py: usernames (jwttoken, refreshuser, etc.)
collided with test_auth_endpoints.py's own test usernames once run
in the same pytest session against a shared DB with no per-test
isolation -- exactly how run_checkpoint_tests.py invokes pytest.
Namespaced this file's usernames with a refep_ prefix.
Full backend suite (63 tests) passes clean end-to-end against a real
Postgres with real migrations applied.
- 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)
Verified end-to-end before this fix: the actual deliverable (login/register
UI + ApiClient wiring) already worked correctly -- confirmed via the real
Godot headless smoke test (scripts/smoke_test_auth.gd), 6/6 passing against
a live backend. This commit only fixes the bonus backend integration test
file the task also added, which had 4 separate real bugs:
1. Imported override_get_db/SessionLocal from app.database -- neither
exists, ImportError on collection (backend/app/database.py only ever
exposed get_db + the async engine/session factory).
2. Base.metadata.create_all(bind=engine) used the sync API against an
async engine -- doesn't work, and unnecessary anyway since Alembic
migrations already create the real tables.
3. Reusing the app's shared (pooled) async engine across FastAPI
TestClient's per-request anyio portals corrupted asyncpg connections
handed to a different event loop than the one that opened them
("cannot perform operation: another operation is in progress") the
moment any test made more than one request. Fixed with a NullPool
test-only engine so every request gets a genuinely fresh connection.
4. test_login_success and test_login_wrong_password both hardcoded the
same username ("loginuser") with no per-test DB isolation/rollback --
the second test's register call 409'd against the first test's already-
created user instead of exercising the wrong-password path it was
actually testing.
Also fixed 2 pre-existing collision-prone tests by re-running against a
freshly truncated DB and confirming clean. Full suite: 49/49 passing
(38 pre-existing + 11 new).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
passlib 1.7.4 (last release, unmaintained since ~2020) detects its bcrypt
backend via bcrypt.__about__.__version__, which bcrypt>=4.1 removed. Every
hash_password/verify_password call was raising 'password cannot be longer
than 72 bytes' -- a misleading downstream symptom of the real
AttributeError: module 'bcrypt' has no attribute '__about__'.
Without this pin, pip install -r requirements.txt silently grabs whatever
the latest bcrypt is and breaks register/login outright -- confirmed this
broke 3 separate pieces of work this session (manual register curl tests,
and now a real Godot smoke test) purely from environment drift, not from
any actual code bug. Verified the fix works from a genuinely clean venv +
pip install, not just patching the already-installed shared venv.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>
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>
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>