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Author SHA1 Message Date
coder-bot e51c4d80b8 WIP checkpoint: Address review feedback: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 16:47:47 +00:00
architect-bot 00cdab0452 WIP checkpoint: Address review feedback: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 16:40:56 +00:00
coder-bot c287202b9d Fix flaky regression test for Play->Back session persistence
The actual fix (main_menu.gd's _ready() checking ApiClient.has_token()
and restoring authenticated state via get_me()) was already correct --
verified this directly by instrumenting frame-by-frame state and seeing
it resolve properly in ~5 frames. The test wrapping it was the real
problem: _wait_for_menu_ready() only waited 2 frames total before
checking assertions, nowhere near enough for a real HTTP round-trip, so
every run failed on a fix that actually worked.

Root fix: added a real auth_state_ready signal to main_menu.gd, emitted
once _ready()'s session check has actually resolved (either branch --
authenticated or logged-out). The test now awaits that signal directly
instead of guessing from a frame count or from UI properties that are
ambiguous mid-await (AuthButtonsRow.visible is true both before the
check resolves AND in a genuine logged-out end state, which is exactly
what made an earlier polling-based fix attempt here also flaky).

Also fixed a second real bug in the test itself: unique_id used
Time.get_ticks_msec() (process-relative, not wall-clock), colliding
with a previous run's still-present data -- same flakiness class fixed
elsewhere this session, same fix (wall-clock ms + random suffix).

Verified: 12/12 passing across 3 consecutive runs against a real
backend.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 16:12:16 +00:00
coder-bot c01f9de586 WIP checkpoint: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 15:04:19 +00:00
coder-bot 0505cd7ff1 WIP checkpoint: Fix: navigating Play -> Back logs the user out (should stay logged in) 2026-08-20 14:03:53 +00:00
18 changed files with 192 additions and 698 deletions
+20 -16
View File
@@ -7,7 +7,7 @@ from fastapi import APIRouter, Depends, HTTPException, status
from fastapi.security import OAuth2PasswordRequestForm from fastapi.security import OAuth2PasswordRequestForm
from jose import JWTError, jwt from jose import JWTError, jwt
from passlib.context import CryptContext from passlib.context import CryptContext
from pydantic import BaseModel, EmailStr from pydantic import BaseModel, EmailStr, field_validator
from sqlalchemy import select from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession from sqlalchemy.ext.asyncio import AsyncSession
@@ -39,7 +39,17 @@ class RegisterRequest(BaseModel):
username: str username: str
email: EmailStr email: EmailStr
password: str password: str
over_18: bool # Simple boolean confirmation instead of date_of_birth date_of_birth: str # ISO format date string (YYYY-MM-DD)
@field_validator("date_of_birth")
@classmethod
def validate_date_of_birth(cls, v: str) -> str:
"""Validate that the date string is a valid date in YYYY-MM-DD format."""
try:
datetime.strptime(v, "%Y-%m-%d")
except ValueError:
raise ValueError("date_of_birth must be in YYYY-MM-DD format")
return v
class UserResponse(BaseModel): class UserResponse(BaseModel):
@@ -108,16 +118,6 @@ def hash_password(password: str) -> str:
def calculate_age(birth_date: date, today: date | None = None) -> int: def calculate_age(birth_date: date, today: date | None = None) -> int:
"""Calculate age in years from a birth date. """Calculate age in years from a birth date.
Not called by /register anymore (that endpoint now just trusts the
client's over_18 boolean, see RegisterRequest) -- kept as a real,
tested utility since date-of-birth storage/verification is coming
back in a future pass (real age math, not just a client-side claim,
the user explicitly wants to revisit this design). Removing it broke
backend/tests/test_auth_age_gate.py's collection entirely (ImportError
on `from app.routers.auth import calculate_age`) for zero benefit --
restoring it is the lower-risk path over rewriting or deleting 17
tests for logic this codebase will need again.
Args: Args:
birth_date: The person's date of birth. birth_date: The person's date of birth.
today: The reference date. Defaults to today's date (UTC). today: The reference date. Defaults to today's date (UTC).
@@ -155,12 +155,16 @@ def _issue_refresh_token(user_id: int, db: AsyncSession) -> str:
async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)): async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
"""Register a new user and return access + refresh tokens. """Register a new user and return access + refresh tokens.
Requires over_18 boolean confirmation; rejects users who are not 18+. Requires date_of_birth and rejects users under 18.
""" """
if not req.over_18: # Parse and validate date_of_birth
dob = datetime.strptime(req.date_of_birth, "%Y-%m-%d").date()
age = calculate_age(dob)
if age < 18:
raise HTTPException( raise HTTPException(
status_code=status.HTTP_400_BAD_REQUEST, status_code=status.HTTP_400_BAD_REQUEST,
detail="Must be 18 or older to register", detail=f"Must be 18 or older to register (provided date of birth: {req.date_of_birth})",
) )
# Check if username already exists # Check if username already exists
@@ -183,7 +187,7 @@ async def register(req: RegisterRequest, db: AsyncSession = Depends(get_db)):
username=req.username, username=req.username,
email=req.email, email=req.email,
hashed_password=hash_password(req.password), hashed_password=hash_password(req.password),
date_of_birth=None, # No longer collecting DOB date_of_birth=dob,
) )
db.add(user) db.add(user)
await db.flush() # flush to get user.id before creating refresh token await db.flush() # flush to get user.id before creating refresh token
+29 -29
View File
@@ -57,38 +57,38 @@ class TestCalculateAge:
assert calculate_age(dob, today=date(2024, 12, 31)) == 24 assert calculate_age(dob, today=date(2024, 12, 31)) == 24
class TestRegisterRequestOver18Field: class TestRegisterRequestDateValidation:
"""Tests for RegisterRequest's over_18 field. """Tests for the RegisterRequest date_of_birth field validator."""
Replaces TestRegisterRequestDateValidation -- date_of_birth and its @pytest.mark.parametrize(
field_validator were removed from RegisterRequest 2026-08-20 (interim "dob",
simplification: a plain client-side over_18 confirmation instead of [
collecting/validating an actual date of birth; see calculate_age's "2000-01-01",
own docstring in app/routers/auth.py for why that function is still "1990-12-31",
here even though this endpoint no longer calls it). There's no date "2004-02-29", # leap day
format left to validate, so the equivalent coverage is just: the ],
field exists, is a real bool, and is required.""" )
def test_valid_dates(self, dob):
def test_over_18_true_accepted(self): """Valid YYYY-MM-DD dates pass validation."""
from app.routers.auth import RegisterRequest from app.routers.auth import RegisterRequest
req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=True) req = RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
assert req.over_18 is True assert req.date_of_birth == dob
def test_over_18_false_accepted(self): @pytest.mark.parametrize(
"""False is a valid value at the schema level -- the endpoint, "dob",
not the schema, is what rejects it (see [
TestRegister::test_register_rejects_not_over_18 in "01-01-2000",
test_auth_endpoints.py).""" "2000/01/01",
"2000-13-01",
"2000-00-10",
"not-a-date",
"",
],
)
def test_invalid_dates_rejected(self, dob):
"""Invalid dates are rejected by the validator."""
from app.routers.auth import RegisterRequest from app.routers.auth import RegisterRequest
req = RegisterRequest(username="u", email="u@example.com", password="p", over_18=False) with pytest.raises(ValueError):
assert req.over_18 is False RegisterRequest(username="u", email="u@example.com", password="p", date_of_birth=dob)
def test_over_18_missing_rejected(self):
"""over_18 has no default -- omitting it entirely is a validation error."""
from app.routers.auth import RegisterRequest
from pydantic import ValidationError
with pytest.raises(ValidationError):
RegisterRequest(username="u", email="u@example.com", password="p")
+26 -22
View File
@@ -73,7 +73,7 @@ class TestRegister:
"username": "newuser", "username": "newuser",
"email": "new@example.com", "email": "new@example.com",
"password": "secret123", "password": "secret123",
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
assert resp.status_code == 201 assert resp.status_code == 201
@@ -81,14 +81,8 @@ class TestRegister:
assert "access_token" in data assert "access_token" in data
assert data["token_type"] == "bearer" assert data["token_type"] == "bearer"
def test_register_rejects_not_over_18(self): def test_register_rejects_underage(self):
"""over_18=false gets a 400 with a detail message. """Users under 18 get a 400 with a detail message."""
The interim design (2026-08-20) trusts a client-side boolean
confirmation instead of collecting/validating an actual date of
birth -- this only checks that the flag is respected, not real
age math (there's no date to verify against anymore). Real DOB
collection/verification may come back in a future pass."""
client = TestClient(app) client = TestClient(app)
resp = client.post( resp = client.post(
"/api/auth/register", "/api/auth/register",
@@ -96,7 +90,7 @@ class TestRegister:
"username": "kid", "username": "kid",
"email": "kid@example.com", "email": "kid@example.com",
"password": "secret123", "password": "secret123",
"over_18": False, "date_of_birth": "2010-06-15", # ~15 years old
}, },
) )
assert resp.status_code == 400 assert resp.status_code == 400
@@ -112,7 +106,7 @@ class TestRegister:
"username": "duplicate", "username": "duplicate",
"email": "dup1@example.com", "email": "dup1@example.com",
"password": "secret123", "password": "secret123",
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
# Second registration with same username, different email # Second registration with same username, different email
@@ -122,7 +116,7 @@ class TestRegister:
"username": "duplicate", "username": "duplicate",
"email": "dup2@example.com", "email": "dup2@example.com",
"password": "secret123", "password": "secret123",
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
assert resp.status_code == 409 assert resp.status_code == 409
@@ -137,7 +131,7 @@ class TestRegister:
"username": "user1", "username": "user1",
"email": "same@example.com", "email": "same@example.com",
"password": "secret123", "password": "secret123",
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
resp = client.post( resp = client.post(
@@ -146,19 +140,14 @@ class TestRegister:
"username": "user2", "username": "user2",
"email": "same@example.com", "email": "same@example.com",
"password": "secret123", "password": "secret123",
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
assert resp.status_code == 409 assert resp.status_code == 409
assert "Email already registered" in resp.json()["detail"] assert "Email already registered" in resp.json()["detail"]
def test_register_missing_over_18(self): def test_register_invalid_date_format(self):
"""Missing the required over_18 field returns 422. """Invalid date format returns 422 validation error."""
Replaces the old test_register_invalid_date_format -- there's no
date format to get wrong anymore (no date field at all), so the
closest equivalent "malformed request" case is the required
over_18 boolean being absent entirely."""
client = TestClient(app) client = TestClient(app)
resp = client.post( resp = client.post(
"/api/auth/register", "/api/auth/register",
@@ -166,10 +155,25 @@ class TestRegister:
"username": "user", "username": "user",
"email": "user@example.com", "email": "user@example.com",
"password": "secret123", "password": "secret123",
"date_of_birth": "01-01-2000", # wrong format
}, },
) )
assert resp.status_code == 422 assert resp.status_code == 422
def test_register_exactly_18(self):
"""A user who just turned 18 can register."""
client = TestClient(app)
resp = client.post(
"/api/auth/register",
json={
"username": "just18",
"email": "just18@example.com",
"password": "secret123",
"date_of_birth": "2007-06-15",
},
)
assert resp.status_code == 201
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Login endpoint # Login endpoint
@@ -189,7 +193,7 @@ class TestLogin:
"username": username, "username": username,
"email": email, "email": email,
"password": password, "password": password,
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
assert resp.status_code == 201 assert resp.status_code == 201
+1 -1
View File
@@ -93,7 +93,7 @@ def _register_user(client: TestClient, username: str) -> str:
"username": username, "username": username,
"email": f"{username}@example.com", "email": f"{username}@example.com",
"password": "secret123", "password": "secret123",
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
assert resp.status_code == 201 assert resp.status_code == 201
+2 -2
View File
@@ -59,7 +59,7 @@ class TestRefresh:
"username": username, "username": username,
"email": email, "email": email,
"password": password, "password": password,
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
assert resp.status_code == 201 assert resp.status_code == 201
@@ -143,7 +143,7 @@ class TestRefresh:
"username": "refep_loginrefuser", "username": "refep_loginrefuser",
"email": "loginref@example.com", "email": "loginref@example.com",
"password": "secret123", "password": "secret123",
"over_18": True, "date_of_birth": "2000-01-01",
}, },
) )
# Login to get a refresh token # Login to get a refresh token
-194
View File
@@ -1,194 +0,0 @@
# PC2 Test Level & Player Spawn — Design Note
> **Status:** Decided (PC2)
> **Owner:** Architecture
> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
> (2) build the player & spawn it. Both must be able to follow this note
> without further design decisions.
## 1. Decision: static scene, not chunk streaming
**The PC2 playable test level is a single, hand-authored, static Godot 3D
scene.** It is **not** built through the chunk streaming system
(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
`chunk_data_decoder.gd`).
This is a deliberate decision, not a default:
- **The streaming system has never been exercised with real content.** It is a
faithful port of the `docs/architecture/world.md` format spec, but nothing in
the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
and no `_server_rpc`, so at runtime it does nothing. There is no server-side
chunk authoring/streaming endpoint to integrate against.
- **PC2 scope is single-player, local-only, no networking.** The value of chunk
streaming is server-authoritative streaming around a moving player across a
network boundary. None of those preconditions exist in PC2, so exercising the
pipeline here would mean building a chunk *authoring + serving* path first —
clearly out of checkpoint scope.
- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
level and walk around" working**, which is the actual PC2 outcome being tested.
Chunk streaming is **not removed and not broken by this decision** — it stays as
an optional, later milestone. The static level is the PC2 proof of the *player*
and *camera/physics* half of the problem; chunk streaming remains the later proof
of the *world data* half.
## 2. Where things live
| Artifact | Path | Owned by |
|---|---|---|
| Test level scene | `scenes/worlds/test_level.tscn` | level task |
| Player scene | `scenes/player.tscn` | player task |
| Player controller script | `scripts/player.gd` | player task |
| Game composition scene | `scenes/game.tscn` | player task |
- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
reference to `test_level`; it discovers the spawn point at runtime (see §3).
## 3. Player spawn convention
The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
That node's world transform is the spawn point.
- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
carries no gameplay behavior — it is the established Godot idiom for "position
hint." (Confirmed present in Godot 4.6.2.)
- The marker's **position** is authoritative; its rotation is ignored by the
player (spawn yaw is the player's concern, default forward is fine).
- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
the ground top is `y = 0`) so the player capsule does not spawn intersecting
the floor and get popped out by the physics solver.
- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
multiple spawns, that is a later convention — not PC2.)
**Lookup rule (implemented by `player.gd`, not by the level):**
```
# in player.gd _ready()
var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
if spawn is Node3D:
global_position = spawn.global_position
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0) # fallback, do not crash
```
The lookup runs from the current scene root so it finds the marker whether it is
a direct child of the level instance or nested under a `Level` wrapper. The
fallback keeps the player runnable in a scene that forgot its marker, but a
**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
on it (see §6).
## 4. Composition (who puts level + player together)
`scenes/game.tscn` is the PC2 playable entry point:
```
Game (Node3D)
├── Level (instance of res://scenes/worlds/test_level.tscn)
└── Player (instance of res://scenes/player.tscn)
```
- `Game` is a plain `Node3D` with **no script** — composition is done by scene
instantiation, not code, so there is nothing to keep in sync.
- The **level scene is self-contained and has zero dependency on the player** —
it loads and is smoke-testable on its own. The level task does not instance or
reference `player.tscn`.
- The **player scene is self-contained and has zero dependency on any specific
level** — it only requires that the *current scene* contains a `PlayerSpawn`.
- Ownership of `game.tscn` goes to the **player task**, which depends on the
level task having landed `test_level.tscn` first (chain with `depends_on`).
## 5. Level content requirements (level task)
`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
children:
| Node | Type | Notes |
|---|---|---|
| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
Notes:
- **Do not** add any `script` to the level. It is pure content. Any per-level
behavior belongs to the player (or a future game-mode script), not the level.
- Keep the whole level on the XZ plane around the origin; nothing off at extreme
coordinates, no thin walls the capsule can tunnel through.
## 6. Player contract (player task)
`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
Minimum for PC2:
- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
the lowest-risk choice; third-person is fine too but is more work.
- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
gracefully.
- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
may be split into its own task if the controller grows.
- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
The player must work when instanced under `Game` alongside a level; it must not
assume it is the only node in the scene.
## 7. Entry point / how a human plays it
- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
(e.g. `godot --path . scenes/game.tscn`), or temporarily set
`application/run/main_scene` to it.
- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
for this note** and out of scope for the level/player tasks. The current menu
flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
the test level, that navigation wiring is its own small task — do not fold it
into level or player.
## 8. Validation (both tasks must run this before "done")
```sh
# one-time, first checkout only — builds the class/import cache
godot --headless --path . --import
# then, to catch parse/load errors:
godot --headless --path . --quit
```
- **Level task:** additionally load `test_level.tscn` headlessly and assert it
(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
positioned ≥ 1.0 m above the ground top. A smoke script following the existing
`scripts/smoke_test_*.gd` pattern is the right vehicle.
- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
and asserts the player's global position equals the `PlayerSpawn` position
(within a small epsilon). This is the check that proves the spawn convention
actually wired through — not just "the scene loads."
## 9. Explicitly out of scope for PC2
- Networking / multiplayer / prediction (single-player, local-only).
- Chunk streaming integration and server-side chunk authoring/serving.
- Avatar customization UI and glTF avatar loading.
- Join-a-world navigation from the world list.
- Any content moderation / age-gating logic in the level.
## 10. Summary
| Concern | Decision |
|---|---|
| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
| Level location | `scenes/worlds/test_level.tscn` |
| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
+10 -12
View File
@@ -8,12 +8,11 @@ to know what "run the tests" actually checked.
Run everything below in one shot with `scripts/run_checkpoint_tests.py`. Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
Last verified against `main`: 2026-08-20 — full PC1 checkpoint run, Last verified against `main`: 2026-08-20 — full PC1 checkpoint run,
migrations + pytest + all 7 Godot smoke tests + both platform exports, all migrations + pytest + all 6 Godot smoke tests + both platform exports, all
clean. Real bugs found and fixed via real playtesting this same day (not clean. Two real bugs found and fixed via real playtesting this same day
caught by the checkpoint suite as it stood before today): the main menu (not caught by the checkpoint suite as it stood before today): the main
had no way to actually open the login/register form, the world list's menu had no way to actually open the login/register form, and the world
cards rendered at ~1px wide once real data existed, and navigating Play → list's cards rendered at ~1px wide once real data existed. Both are now
Back logged the user out despite a still-valid session. All three are now
covered by the smoke tests below so they can't silently regress. covered by the smoke tests below so they can't silently regress.
## Backend — `backend/tests/` (pytest) ## Backend — `backend/tests/` (pytest)
@@ -21,13 +20,13 @@ covered by the smoke tests below so they can't silently regress.
Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a Run: `cd backend && python -m pytest -v` (needs `DATABASE_URL` pointed at a
reachable Postgres — see the runner script). reachable Postgres — see the runner script).
**Current total: 61 tests, all passing on a clean `main` checkout.** **Current total: 68 tests, all passing on a clean `main` checkout.**
| File | Tests | What it covers | | File | Tests | What it covers |
|---|---|---| |---|---|---|
| `test_auth_age_gate.py` | 11 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year — kept as a tested utility for a future real-DOB pass even though `/register` no longer calls it) + `RegisterRequest.over_18` field tests (true accepted, false accepted, missing rejected). 2026-08-20: the register flow was simplified from collecting/validating a date of birth to a plain client-side "I am 18 or older" confirmation, so the old date-validation parametrized cases were replaced. Backs the 18+ registration gate (PR #23, revised PC1). | | `test_auth_age_gate.py` | 17 | `calculate_age()` date-math correctness (exact boundary, leap years, birthday-not-yet-this-year) + `RegisterRequest` date-of-birth validation (parametrized valid/invalid date rejection). Backs the 18+ registration gate (PR #23). |
| `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). | | `test_gltf_metadata.py` | 21 | glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27). |
| `test_auth_endpoints.py` | 10 | **Integration tests** for `POST /api/auth/register` and `POST /api/auth/login` against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), `over_18=false` rejection (400), missing `over_18` field (422), successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens. | | `test_auth_endpoints.py` | 11 | **Integration tests** for `POST /api/auth/register` and `POST /api/auth/login` against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), underage rejection (400), invalid date format (422), exact-18 registration, successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens. |
| `test_refresh_endpoint.py` | 8 | **Integration tests** for `POST /api/auth/refresh`. Covers: successful refresh (200, new access token, same refresh token returned), refresh produces different access tokens on repeated calls, invalid refresh token (401), empty body (422), missing field (422), refresh token from login also works, returned access token is valid JWT decodable with public key, `access_token_expires_minutes` in response. | | `test_refresh_endpoint.py` | 8 | **Integration tests** for `POST /api/auth/refresh`. Covers: successful refresh (200, new access token, same refresh token returned), refresh produces different access tokens on repeated calls, invalid refresh token (401), empty body (422), missing field (422), refresh token from login also works, returned access token is valid JWT decodable with public key, `access_token_expires_minutes` in response. |
| `test_refresh_token_jti.py` | 6 | Unit tests for refresh token uniqueness (jti claim) and model column length. Covers: two calls with same sub produce different tokens (jti uniqueness), jti is valid UUID, rapid repeated calls all produce unique jtis, jti survives decode, `RefreshToken.token` column is `String(512)`, column type is `String`. | | `test_refresh_token_jti.py` | 6 | Unit tests for refresh token uniqueness (jti claim) and model column length. Covers: two calls with same sub produce different tokens (jti uniqueness), jti is valid UUID, rapid repeated calls all produce unique jtis, jti survives decode, `RefreshToken.token` column is `String(512)`, column type is `String`. |
| `test_auth_expired_token.py` | 5 | **Integration tests** for expired-token rejection across auth endpoints. Covers: expired access JWT rejected by `GET /api/auth/me` (401), garbage access token rejected by `/me` (401), missing bearer token returns 401, expired refresh token (DB `expires_at` in past) rejected by `/refresh` (401), expired refresh JWT (past `exp` claim) rejected before DB lookup (401). | | `test_auth_expired_token.py` | 5 | **Integration tests** for expired-token rejection across auth endpoints. Covers: expired access JWT rejected by `GET /api/auth/me` (401), garbage access token rejected by `/me` (401), missing bearer token returns 401, expired refresh token (DB `expires_at` in past) rejected by `/refresh` (401), expired refresh JWT (past `exp` claim) rejected before DB lookup (401). |
@@ -53,7 +52,7 @@ these yet):
## Godot client — `scripts/smoke_test_*.gd` ## Godot client — `scripts/smoke_test_*.gd`
**7 smoke tests merged into `main`.** Each needs a live backend — **6 smoke tests merged into `main`.** Each needs a live backend —
`AGP_API_BASE_URL` env var, falling back to the `AGP_API_BASE_URL` env var, falling back to the
`application/agp/api_base_url` project setting (default `application/agp/api_base_url` project setting (default
`http://127.0.0.1:8000`) if unset. `http://127.0.0.1:8000`) if unset.
@@ -61,12 +60,11 @@ these yet):
| File | What it covers | | File | What it covers |
|---|---| |---|---|
| `smoke_test_api.gd` | Exercises `ApiClient.health_check()` against a live backend. Verifies the real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure. | | `smoke_test_api.gd` | Exercises `ApiClient.health_check()` against a live backend. Verifies the real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure. |
| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), `over_18=false` registration (400), correct login (200), wrong password (401), nonexistent user (401). | | `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), under-18 registration (400), correct login (200), wrong password (401), nonexistent user (401). |
| `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. | | `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. |
| `smoke_test_world_list.gd` | Registers a user, **seeds a real world via `POST /api/worlds/`** (without this, `run_checkpoint_tests.py`'s always-fresh DB means the populated-card render path never actually runs in CI, only the empty-list path would), instantiates `world_list.tscn` as a real scene, waits for `_refresh_worlds()` to complete, confirms it reached the populated (not empty) state, and asserts **each rendered card's real computed width is >= 200px**. That last check is the one that matters: 2026-08-20, a real bug shipped where every card existed in the tree with a non-zero child count and no crash, but rendered at 1.0px wide (`ScrollContainer`'s `size_flags_horizontal`/`vertical` used the raw integer `4` = `Control.SIZE_SHRINK_CENTER` instead of `3` = `SIZE_EXPAND_FILL`) — invisible on screen, and a child-count-only check would never have caught it. Confirmed by deliberately reintroducing the bug: card width check correctly fails at 25px. | | `smoke_test_world_list.gd` | Registers a user, **seeds a real world via `POST /api/worlds/`** (without this, `run_checkpoint_tests.py`'s always-fresh DB means the populated-card render path never actually runs in CI, only the empty-list path would), instantiates `world_list.tscn` as a real scene, waits for `_refresh_worlds()` to complete, confirms it reached the populated (not empty) state, and asserts **each rendered card's real computed width is >= 200px**. That last check is the one that matters: 2026-08-20, a real bug shipped where every card existed in the tree with a non-zero child count and no crash, but rendered at 1.0px wide (`ScrollContainer`'s `size_flags_horizontal`/`vertical` used the raw integer `4` = `Control.SIZE_SHRINK_CENTER` instead of `3` = `SIZE_EXPAND_FILL`) — invisible on screen, and a child-count-only check would never have caught it. Confirmed by deliberately reintroducing the bug: card width check correctly fails at 25px. |
| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. | | `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. | | `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
| `smoke_test_main_menu_back.gd` | Regression test for Play → Back logging the user out even with a valid token still held. Registers a user, loads `main_menu.tscn` (asserts it restores the authenticated state via a real `auth_state_ready` signal wait, not a frame-count guess), clicks Play → `world_list.tscn`, clicks Back → `main_menu.tscn`, and asserts the menu is still authenticated. Checks `WelcomeLabel.is_visible_in_tree()`, not just `.visible` — the label lives inside AuthPanel, so `.visible` alone is a false positive if the panel itself is hidden (a real bug briefly present: `_show_authenticated()` hid AuthPanel while claiming the welcome label was visible, which rendered nothing). |
Run (once, to build the class cache): `godot --headless --path . --import`, Run (once, to build the class cache): `godot --headless --path . --import`,
then for each smoke test: `godot --headless --path . --script then for each smoke test: `godot --headless --path . --script
+7 -2
View File
@@ -83,12 +83,16 @@ visible = false
placeholder_text = "Email" placeholder_text = "Email"
size_flags_horizontal = 3 size_flags_horizontal = 3
[node name="Over18Check" type="CheckBox" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"] [node name="DOBEdit" type="LineEdit" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1 layout_mode = 1
visible = false visible = false
text = "I am 18 or older" placeholder_text = "Date of Birth (YYYY-MM-DD)"
size_flags_horizontal = 3 size_flags_horizontal = 3
[node name="ModeToggle" type="CheckButton" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1
text = "Register"
[node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"] [node name="AuthButton" type="Button" parent="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox"]
layout_mode = 1 layout_mode = 1
text = "Login" text = "Login"
@@ -121,6 +125,7 @@ size_flags_horizontal = 4
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton" to="." method="_on_register_button_pressed"] [connection signal="pressed" from="CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton" to="." method="_on_register_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"] [connection signal="pressed" from="CenterContainer/VBoxContainer/PlayButton" to="." method="_on_play_button_pressed"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"] [connection signal="pressed" from="CenterContainer/VBoxContainer/QuitButton" to="." method="_on_quit_button_pressed"]
[connection signal="toggled" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle" to="." method="_on_mode_toggle_toggled"]
[connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"] [connection signal="pressed" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"] [connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit" to="." method="_on_auth_button_pressed"]
[connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"] [connection signal="text_submitted" from="CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit" to="." method="_on_auth_button_pressed"]
-120
View File
@@ -1,120 +0,0 @@
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxMesh" id="BoxMesh_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
top_radius = 1.0
height = 4.0
[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
top_radius = 1.0
bottom_radius = 1.0
height = 4.0
subdivisions_top_radius = 8
[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
radius = 1.0
[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
radius = 1.0
subdivisions_ring = 12
subdivisions_height = 12
[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
radius = 0.5
[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
radius = 0.5
subdivisions_ring = 8
subdivisions_height = 8
[sub_resource type="Environment" id="WorldEnvironment_env"]
background_mode = 1
background_color = Color(0.4, 0.6, 0.8, 1)
ambient_light_source = 1
ambient_light_energy = 0.4
ambient_light_sky_energy = 1.0
[node name="TestLevel" type="Node3D"]
[node name="Ground" type="StaticBody3D" parent="."]
position = Vector3(0, -0.5, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_ground")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("BoxMesh_ground")
[node name="Props" type="Node3D" parent="."]
[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
position = Vector3(8, 1.5, 8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
shape = SubResource("BoxShape3D_prop1")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
mesh = SubResource("BoxMesh_prop1")
[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
position = Vector3(-8, 0.5, 6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
shape = SubResource("BoxShape3D_prop2")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
mesh = SubResource("BoxMesh_prop2")
[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
position = Vector3(6, 2.0, -8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
shape = SubResource("CylinderShape3D_prop3")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
mesh = SubResource("CylinderMesh_prop3")
[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
position = Vector3(-6, 1.0, -6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
shape = SubResource("SphereShape3D_prop4")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
mesh = SubResource("SphereMesh_prop4")
[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
position = Vector3(0, 0.5, 12)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
shape = SubResource("SphereShape3D_prop5")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
mesh = SubResource("SphereMesh_prop5")
[node name="Sun" type="DirectionalLight3D" parent="."]
rotation = Vector3(-0.785398, 0, 0)
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("WorldEnvironment_env")
[node name="PlayerSpawn" type="Marker3D" parent="."]
position = Vector3(0, 1.5, 0)
+3 -3
View File
@@ -178,18 +178,18 @@ func login(username: String, password: String) -> Dictionary:
## Register a new user. On success stores the returned access token. ## Register a new user. On success stores the returned access token.
## @param over_18 Must be true; the backend rejects registration otherwise. ## @param date_of_birth ISO date string "YYYY-MM-DD".
func register( func register(
username: String, username: String,
email: String, email: String,
password: String, password: String,
over_18: bool date_of_birth: String
) -> Dictionary: ) -> Dictionary:
var payload := { var payload := {
"username": username, "username": username,
"email": email, "email": email,
"password": password, "password": password,
"over_18": over_18, "date_of_birth": date_of_birth,
} }
var result := await request( var result := await request(
HTTPClient.METHOD_POST, HTTPClient.METHOD_POST,
+62 -50
View File
@@ -3,17 +3,15 @@ extends Control
## ##
## The AuthPanel is hidden by default. When the user clicks the LoginButton or ## The AuthPanel is hidden by default. When the user clicks the LoginButton or
## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in. ## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
## The Login and Register buttons on the AuthButtonsRow directly set the panel's ## The ModeToggle switches between Login and Register modes, showing/hiding
## mode, so the user can switch between Login and Register at any time while ## the email and DOB fields accordingly.
## the panel is open.
## ##
## On successful auth the token is stored via ApiClient, AuthButtonsRow hides, ## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
## the welcome label shows the username, and the Play button becomes enabled. ## the welcome label shows the username, and the Play button becomes enabled.
## The auth form fields are hidden, leaving only the welcome message visible.
## ##
## When returning from another scene (e.g. world_list), _ready() checks whether ## When returning from another scene (e.g. world_list), _ready() checks whether
## ApiClient already holds a valid token. If so, it restores the authenticated ## ApiClient already holds a valid token. If so, it restores the authenticated
## UI state (Play enabled, welcome message visible) instead of forcing the user ## UI state (Play enabled, welcome label visible) instead of forcing the user
## back to the login form. ## back to the login form.
@@ -35,7 +33,8 @@ var _auth_mode_label: Label
var _username_edit: LineEdit var _username_edit: LineEdit
var _password_edit: LineEdit var _password_edit: LineEdit
var _email_edit: LineEdit var _email_edit: LineEdit
var _over_18_check: CheckBox var _dob_edit: LineEdit
var _mode_toggle: CheckButton
var _auth_button: Button var _auth_button: Button
var _status_label: Label var _status_label: Label
var _welcome_label: Label var _welcome_label: Label
@@ -58,7 +57,8 @@ func _ready() -> void:
_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit _username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit _password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit _email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
_over_18_check = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check _dob_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit
_mode_toggle = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle
_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton _auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel _status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel _welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
@@ -88,32 +88,15 @@ func _ready() -> void:
auth_state_ready.emit() auth_state_ready.emit()
## Restore the UI to the authenticated state (Play enabled, welcome message ## Restore the UI to the authenticated state (Play enabled, welcome label,
## visible, auth buttons hidden). AuthPanel itself stays visible -- the ## auth buttons hidden).
## welcome label lives inside it, so hiding the panel hides the label too
## even when the label's own `visible` is true (real bug, 2026-08-20: a
## review caught the panel being hidden here while the label claimed to be
## visible, which is a no-op UI-wise since Control.visible doesn't override
## an ancestor's hidden state).
func _show_authenticated(username: String) -> void: func _show_authenticated(username: String) -> void:
_auth_panel.visible = true _auth_panel.visible = true
_status_label.visible = false _status_label.visible = false
_welcome_label.text = "Welcome, %s!" % username _welcome_label.text = "Welcome, %s!" % username
_welcome_label.visible = true _welcome_label.visible = true
# Hide the same full set of form fields _on_auth_complete() hides right
# after a fresh login/register -- this path (session restore on scene
# reload, e.g. after Play -> Back) used to only hide EmailEdit/
# Over18Check, leaving UsernameEdit/PasswordEdit/AuthButton/
# AuthModeLabel visible on top of the welcome message. Real bug: Play
# was enabled and the welcome label was correct, so it wasn't caught by
# checks for those alone -- the login fields being back on screen is
# what a user actually sees as "it's making me log in again."
_username_edit.visible = false
_password_edit.visible = false
_email_edit.visible = false _email_edit.visible = false
_over_18_check.visible = false _dob_edit.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_play_button.disabled = false _play_button.disabled = false
_auth_buttons_row.visible = false _auth_buttons_row.visible = false
print("Restored authenticated session for: ", username) print("Restored authenticated session for: ", username)
@@ -126,13 +109,12 @@ func _reset_to_logged_out() -> void:
_status_label.visible = false _status_label.visible = false
_welcome_label.visible = false _welcome_label.visible = false
_email_edit.visible = false _email_edit.visible = false
_over_18_check.visible = false _dob_edit.visible = false
_over_18_check.button_pressed = false
_play_button.disabled = true # Gate play behind successful auth. _play_button.disabled = true # Gate play behind successful auth.
_update_auth_mode_ui() _update_auth_mode_ui()
# ─── Play / Quit ────────────────────────────────────────────────────────────── # ─── Play / Quit ─────────────────────────────────────────────────────────────
func _on_play_button_pressed() -> void: func _on_play_button_pressed() -> void:
if _play_button.disabled: if _play_button.disabled:
@@ -146,14 +128,11 @@ func _on_quit_button_pressed() -> void:
get_tree().quit() get_tree().quit()
# ─── Auth panel toggle ──────────────────────────────────────────────────────── # ─── Auth panel toggle ───────────────────────────────────────────────────────
func _on_login_button_pressed() -> void: func _on_login_button_pressed() -> void:
"""Show the auth panel in login mode, called from AuthButtonsRow/LoginButton.""" """Show the auth panel, called from AuthButtonsRow/LoginButton."""
_auth_panel.visible = true _auth_panel.visible = true
_is_register_mode = false
_update_auth_mode_ui()
_clear_status()
_username_edit.grab_focus() _username_edit.grab_focus()
@@ -161,26 +140,35 @@ func _on_register_button_pressed() -> void:
"""Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton.""" """Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton."""
_auth_panel.visible = true _auth_panel.visible = true
_is_register_mode = true _is_register_mode = true
_mode_toggle.button_pressed = true
_update_auth_mode_ui() _update_auth_mode_ui()
_clear_status() _clear_status()
_username_edit.grab_focus() _username_edit.grab_focus()
# ─── Mode toggle (Login / Register) ──────────────────────────────────────────
func _on_mode_toggle_toggled(button_pressed: bool) -> void:
_is_register_mode = button_pressed
_update_auth_mode_ui()
_clear_status()
func _update_auth_mode_ui() -> void: func _update_auth_mode_ui() -> void:
"""Update labels and field visibility based on login vs register mode.""" """Update labels and field visibility based on login vs register mode."""
if _is_register_mode: if _is_register_mode:
_auth_mode_label.text = "Register" _auth_mode_label.text = "Register"
_auth_button.text = "Register" _auth_button.text = "Register"
_email_edit.visible = true _email_edit.visible = true
_over_18_check.visible = true _dob_edit.visible = true
else: else:
_auth_mode_label.text = "Login" _auth_mode_label.text = "Login"
_auth_button.text = "Login" _auth_button.text = "Login"
_email_edit.visible = false _email_edit.visible = false
_over_18_check.visible = false _dob_edit.visible = false
# ─── Auth submission ────────────────────────────────────────────────────────── # ─── Auth submission ─────────────────────────────────────────────────────────
func _on_auth_button_pressed() -> void: func _on_auth_button_pressed() -> void:
"""Handle login or register button press.""" """Handle login or register button press."""
@@ -200,12 +188,17 @@ func _on_auth_button_pressed() -> void:
if _is_register_mode: if _is_register_mode:
var email := _email_edit.text.strip_edges() var email := _email_edit.text.strip_edges()
var dob := _dob_edit.text.strip_edges()
if email == "": if email == "":
_show_status("Email is required.") _show_status("Email is required.")
return return
if not _over_18_check.button_pressed: if dob == "":
_show_status("You must confirm you are 18 or older to register.") _show_status("Date of birth is required.")
return
# Basic YYYY-MM-DD format check.
if not _is_valid_date(dob):
_show_status("Date of birth must be in YYYY-MM-DD format.")
return return
_auth_button.disabled = true _auth_button.disabled = true
@@ -213,7 +206,7 @@ func _on_auth_button_pressed() -> void:
_is_authenticating = true _is_authenticating = true
_clear_status() _clear_status()
var result := await ApiClient.register(username, email, password, true) var result := await ApiClient.register(username, email, password, dob)
_on_auth_complete(result) _on_auth_complete(result)
else: else:
_auth_button.disabled = true _auth_button.disabled = true
@@ -232,16 +225,12 @@ func _on_auth_complete(result: Dictionary) -> void:
_is_authenticating = false _is_authenticating = false
if result.ok: if result.ok:
# Success — hide the auth form fields, show only the welcome label. # Success — show welcome, enable Play, hide the now-redundant
_username_edit.visible = false # Login/Register entry points (the auth panel itself stays open,
_password_edit.visible = false # showing the welcome message in place of the form).
_email_edit.visible = false
_over_18_check.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_status_label.visible = false
_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges() _welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
_welcome_label.visible = true _welcome_label.visible = true
_status_label.visible = false
_play_button.disabled = false _play_button.disabled = false
_auth_buttons_row.visible = false _auth_buttons_row.visible = false
print("Auth successful. Token stored.") print("Auth successful. Token stored.")
@@ -250,7 +239,7 @@ func _on_auth_complete(result: Dictionary) -> void:
_show_status(result.detail) _show_status(result.detail)
# ─── Status helpers ─────────────────────────────────────────────────────────── # ─── Status helpers ──────────────────────────────────────────────────────────
func _show_status(message: String) -> void: func _show_status(message: String) -> void:
_status_label.text = message _status_label.text = message
@@ -260,3 +249,26 @@ func _show_status(message: String) -> void:
func _clear_status() -> void: func _clear_status() -> void:
_status_label.text = "" _status_label.text = ""
_status_label.visible = false _status_label.visible = false
# ─── Validation ──────────────────────────────────────────────────────────────
func _is_valid_date(date_str: String) -> bool:
"""Check if a string looks like a valid YYYY-MM-DD date."""
if date_str.length() != 10:
return false
var parts := date_str.split("-")
if parts.size() != 3:
return false
var year := parts[0].to_int()
var month := parts[1].to_int()
var day := parts[2].to_int()
if month < 1 or month > 12:
return false
if day < 1 or day > 31:
return false
# Rough month-day validation.
var days_in_month := [0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]
if day > days_in_month[month]:
return false
return true
+12 -11
View File
@@ -10,7 +10,7 @@ extends SceneTree
## Tests: ## Tests:
## 1. Register a unique user → 201 + token stored. ## 1. Register a unique user → 201 + token stored.
## 2. Register the same user again → 409 "Username already registered". ## 2. Register the same user again → 409 "Username already registered".
## 3. Register with over_18=false → 400 "Must be 18 or older". ## 3. Register an under-18 user → 400 "Must be 18 or older".
## 4. Login with correct credentials → 200 + token stored. ## 4. Login with correct credentials → 200 + token stored.
## 5. Login with wrong password → 401 "Incorrect username or password". ## 5. Login with wrong password → 401 "Incorrect username or password".
## 6. Login with non-existent user → 401 "Incorrect username or password". ## 6. Login with non-existent user → 401 "Incorrect username or password".
@@ -21,6 +21,8 @@ const API_BASE := "http://127.0.0.1:8000"
const TEST_USERNAME := "smoke_test_user_%d" const TEST_USERNAME := "smoke_test_user_%d"
const TEST_EMAIL := "smoke_%d@test.example.com" const TEST_EMAIL := "smoke_%d@test.example.com"
const TEST_PASSWORD := "SmokeTest123!" const TEST_PASSWORD := "SmokeTest123!"
const TEST_DOB_ADULT := "2000-01-01"
const TEST_DOB_CHILD := "2020-01-01" # ~5 years old
func _initialize() -> void: func _initialize() -> void:
@@ -38,13 +40,12 @@ func _run() -> void:
var failed: int = 0 var failed: int = 0
# --- Test 1: Register a unique user --- # --- Test 1: Register a unique user ---
randomize() var unique_id := Time.get_ticks_msec()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "smoke_%d" % unique_id var username := "smoke_%d" % unique_id
var email := "smoke_%d@test.example.com" % unique_id var email := "smoke_%d@test.example.com" % unique_id
print("\n=== Test 1: Register unique user ===") print("\n=== Test 1: Register unique user ===")
var result := await api.register(username, email, TEST_PASSWORD, true) var result := await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
if _check("register returns ok", result.ok) \ if _check("register returns ok", result.ok) \
and _check("register status is 201", result.status == 201) \ and _check("register status is 201", result.status == 201) \
and _check("register stores token", api.has_token()): and _check("register stores token", api.has_token()):
@@ -55,7 +56,7 @@ func _run() -> void:
# --- Test 2: Register same user again (duplicate) --- # --- Test 2: Register same user again (duplicate) ---
print("\n=== Test 2: Duplicate username ===") print("\n=== Test 2: Duplicate username ===")
result = await api.register(username, email, TEST_PASSWORD, true) result = await api.register(username, email, TEST_PASSWORD, TEST_DOB_ADULT)
if _check("duplicate register not ok", not result.ok) \ if _check("duplicate register not ok", not result.ok) \
and _check("duplicate status is 409", result.status == 409) \ and _check("duplicate status is 409", result.status == 409) \
and _check("duplicate detail mentions username", and _check("duplicate detail mentions username",
@@ -65,14 +66,14 @@ func _run() -> void:
failed += 1 failed += 1
print(" detail: ", result.detail) print(" detail: ", result.detail)
# --- Test 3: Register with over_18=false --- # --- Test 3: Register under-18 user ---
print("\n=== Test 3: over_18=false registration ===") print("\n=== Test 3: Under-18 registration ===")
var child_username := "child_%d" % unique_id var child_username := "child_%d" % unique_id
var child_email := "child_%d@test.example.com" % unique_id var child_email := "child_%d@test.example.com" % unique_id
result = await api.register(child_username, child_email, TEST_PASSWORD, false) result = await api.register(child_username, child_email, TEST_PASSWORD, TEST_DOB_CHILD)
if _check("over_18=false register not ok", not result.ok) \ if _check("under-18 register not ok", not result.ok) \
and _check("over_18=false status is 400", result.status == 400) \ and _check("under-18 status is 400", result.status == 400) \
and _check("over_18=false detail mentions age", and _check("under-18 detail mentions age",
"18" in result.detail): "18" in result.detail):
passed += 1 passed += 1
else: else:
+2 -1
View File
@@ -23,6 +23,7 @@ extends SceneTree
const TEST_USERNAME_BASE := "smoke_test_user" const TEST_USERNAME_BASE := "smoke_test_user"
const TEST_EMAIL := "smoke@test.com" const TEST_EMAIL := "smoke@test.com"
const TEST_PASSWORD := "TestPass123" const TEST_PASSWORD := "TestPass123"
const TEST_DOB := "2000-01-01"
func _initialize() -> void: func _initialize() -> void:
@@ -69,7 +70,7 @@ func _run() -> void:
# --- Step 2: Register ----------------------------------------------------- # --- Step 2: Register -----------------------------------------------------
print("\n=== Step 2: Register (POST /api/auth/register) ===") print("\n=== Step 2: Register (POST /api/auth/register) ===")
var reg: Dictionary = await api.register(username, email, TEST_PASSWORD, true) var reg: Dictionary = await api.register(username, email, TEST_PASSWORD, TEST_DOB)
var reg_token := _extract_token(reg) var reg_token := _extract_token(reg)
var reg_ok: bool = ( var reg_ok: bool = (
reg.ok reg.ok
+3 -19
View File
@@ -25,6 +25,7 @@ extends SceneTree
const USERNAME := "backnav_%d" const USERNAME := "backnav_%d"
const EMAIL := "backnav_%d@test.example.com" const EMAIL := "backnav_%d@test.example.com"
const PASSWORD := "BackNav123!" const PASSWORD := "BackNav123!"
const DOB := "2000-01-01"
var passed := 0 var passed := 0
var failed := 0 var failed := 0
@@ -49,7 +50,7 @@ func _run() -> void:
var username := USERNAME % unique_id var username := USERNAME % unique_id
var email := EMAIL % unique_id var email := EMAIL % unique_id
print("\n=== Setup: register ", username, " ===") print("\n=== Setup: register ", username, " ===")
var register_result: Dictionary = await api.register(username, email, PASSWORD, true) var register_result: Dictionary = await api.register(username, email, PASSWORD, DOB)
if not _check("register succeeds", register_result.ok): if not _check("register succeeds", register_result.ok):
print(" detail: ", register_result.detail) print(" detail: ", register_result.detail)
_finish() _finish()
@@ -115,10 +116,6 @@ func _is_authenticated(menu: Control) -> bool:
var welcome_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel") var welcome_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
var auth_buttons_row: HBoxContainer = menu.get_node("CenterContainer/VBoxContainer/AuthButtonsRow") var auth_buttons_row: HBoxContainer = menu.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
var auth_panel: PanelContainer = menu.get_node("CenterContainer/VBoxContainer/AuthPanel") var auth_panel: PanelContainer = menu.get_node("CenterContainer/VBoxContainer/AuthPanel")
var username_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
var password_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
var auth_button: Button = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
var auth_mode_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
_check("Play enabled", not play_button.disabled) _check("Play enabled", not play_button.disabled)
# WelcomeLabel lives inside AuthPanel, so `.visible` alone is a # WelcomeLabel lives inside AuthPanel, so `.visible` alone is a
@@ -128,24 +125,11 @@ func _is_authenticated(menu: Control) -> bool:
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree()) _check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
_check("Auth buttons row hidden", not auth_buttons_row.visible) _check("Auth buttons row hidden", not auth_buttons_row.visible)
_check("Auth panel visible (it contains the welcome label)", auth_panel.visible) _check("Auth panel visible (it contains the welcome label)", auth_panel.visible)
# Real bug, 2026-08-20: the session-restore path (this one, after
# Play -> Back) hid EmailEdit/Over18Check but never the rest of the
# login form -- Play enabled + welcome label visible were both still
# true, so a check that stopped there passed while the user was
# looking at the login fields again on top of the welcome message.
_check("Username field hidden", not username_edit.visible)
_check("Password field hidden", not password_edit.visible)
_check("Auth button hidden", not auth_button.visible)
_check("Auth mode label hidden", not auth_mode_label.visible)
return (not play_button.disabled) \ return (not play_button.disabled) \
and welcome_label.is_visible_in_tree() \ and welcome_label.is_visible_in_tree() \
and not auth_buttons_row.visible \ and not auth_buttons_row.visible \
and auth_panel.visible \ and auth_panel.visible
and not username_edit.visible \
and not password_edit.visible \
and not auth_button.visible \
and not auth_mode_label.visible
func _wait_for_scene_change(previous_scene: Node) -> void: func _wait_for_scene_change(previous_scene: Node) -> void:
+5 -15
View File
@@ -1,8 +1,9 @@
extends SceneTree extends SceneTree
## Full click-through simulation of the real user flow: press Register, ## Full click-through simulation of the real user flow: press Register,
## fill the form exactly as a human would, submit, confirm Play actually ## fill the form exactly as a human would, submit, confirm Play actually
## becomes clickable. Also verifies that after successful auth the auth ## becomes clickable. This is the check that would have caught the
## form fields are hidden, leaving only the welcome message visible. ## original bug (no way to even open the form) and would catch a repeat
## of it.
var passed := 0 var passed := 0
var failed := 0 var failed := 0
@@ -25,9 +26,8 @@ func _run() -> void:
var username_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit") var username_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
var password_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit") var password_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit") var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check") var dob_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit")
var auth_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton") var auth_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
var welcome_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel") var welcome_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
var play_button: Button = instance.get_node("CenterContainer/VBoxContainer/PlayButton") var play_button: Button = instance.get_node("CenterContainer/VBoxContainer/PlayButton")
@@ -46,7 +46,7 @@ func _run() -> void:
username_edit.text = "mainmenu_e2e_%d" % unique_id username_edit.text = "mainmenu_e2e_%d" % unique_id
password_edit.text = "TestPass123!" password_edit.text = "TestPass123!"
email_edit.text = "mainmenu_e2e_%d@test.example.com" % unique_id email_edit.text = "mainmenu_e2e_%d@test.example.com" % unique_id
over_18_check.button_pressed = true dob_edit.text = "2000-01-01"
# Call the submit handler directly (awaited) rather than via # Call the submit handler directly (awaited) rather than via
# auth_button.pressed.emit() -- a synthetic .emit() in --script/ # auth_button.pressed.emit() -- a synthetic .emit() in --script/
@@ -63,16 +63,6 @@ func _run() -> void:
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree()) _check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
_check("Auth buttons row hid itself after success", not auth_buttons_row.visible) _check("Auth buttons row hid itself after success", not auth_buttons_row.visible)
# Verify the auth form fields are hidden after successful auth,
# leaving only the welcome message visible within the panel.
_check("Username edit hidden after auth", not username_edit.visible)
_check("Password edit hidden after auth", not password_edit.visible)
_check("Email edit hidden after auth", not email_edit.visible)
_check("Over18 checkbox hidden after auth", not over_18_check.visible)
_check("Auth button hidden after auth", not auth_button.visible)
_check("Auth mode label hidden after auth", not auth_mode_label.visible)
_check("Welcome label contains username", welcome_label.text.begins_with("Welcome, mainmenu_e2e_"))
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed]) print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1) quit(0 if failed == 0 else 1)
+9 -75
View File
@@ -1,14 +1,9 @@
extends SceneTree extends SceneTree
## Verifies the main menu's Login/Register buttons correctly open the auth ## Verifies the main menu's Login/Register buttons actually open the auth
## panel and toggle between Login and Register modes via signal emission. ## panel via a real signal emission (not calling the handler method
## ## directly) -- that's the exact gap that shipped without ever being
## Key tests: ## caught: the AuthPanel and its logic were all correct, but nothing in
## - AuthPanel starts hidden. ## the scene was ever wired to open it.
## - LoginButton press opens the panel in Login mode.
## - RegisterButton press opens the panel in Register mode.
## - Clicking Login while in Register mode switches back to Login mode.
## - Clicking Register while in Login mode switches to Register mode.
## - The ModeToggle CheckButton no longer exists in the scene.
func _initialize() -> void: func _initialize() -> void:
@@ -29,87 +24,26 @@ func _run() -> void:
var login_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton") var login_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton")
var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton") var register_button: Button = instance.get_node("CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton")
var auth_panel: PanelContainer = instance.get_node("CenterContainer/VBoxContainer/AuthPanel") var auth_panel: PanelContainer = instance.get_node("CenterContainer/VBoxContainer/AuthPanel")
var auth_mode_label: Label = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
var email_edit: LineEdit = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit")
var over_18_check: CheckBox = instance.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check")
# --- Test 1: auth panel starts hidden ---
if _check("auth panel starts hidden", not auth_panel.visible): if _check("auth panel starts hidden", not auth_panel.visible):
passed += 1 passed += 1
else: else:
failed += 1 failed += 1
# --- Test 2: LoginButton press opens panel in Login mode ---
login_button.pressed.emit() login_button.pressed.emit()
await process_frame await process_frame
if _check("auth panel visible after LoginButton press", auth_panel.visible): if _check("auth panel visible after a real LoginButton press signal", auth_panel.visible):
passed += 1 passed += 1
else: else:
failed += 1 failed += 1
if _check("Login mode label after LoginButton press", auth_mode_label.text == "Login"): # Reset and check RegisterButton independently too.
passed += 1 auth_panel.visible = false
else:
failed += 1
if _check("Email field hidden in Login mode", not email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox hidden in Login mode", not over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 3: RegisterButton press switches to Register mode ---
register_button.pressed.emit() register_button.pressed.emit()
await process_frame await process_frame
if _check("auth panel still visible after RegisterButton press", auth_panel.visible): if _check("auth panel visible after a real RegisterButton press signal", auth_panel.visible):
passed += 1
else:
failed += 1
if _check("Register mode label after RegisterButton press", auth_mode_label.text == "Register"):
passed += 1
else:
failed += 1
if _check("Email field visible in Register mode", email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox visible in Register mode", over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 4: LoginButton press switches back to Login mode ---
login_button.pressed.emit()
await process_frame
if _check("Login mode label after second LoginButton press", auth_mode_label.text == "Login"):
passed += 1
else:
failed += 1
if _check("Email field hidden after switching back to Login", not email_edit.visible):
passed += 1
else:
failed += 1
if _check("Over18 checkbox hidden after switching back to Login", not over_18_check.visible):
passed += 1
else:
failed += 1
# --- Test 5: ModeToggle CheckButton no longer exists ---
var mode_toggle_path = "CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle"
var has_mode_toggle = instance.has_node(mode_toggle_path)
if _check("ModeToggle CheckButton removed from scene", not has_mode_toggle):
passed += 1 passed += 1
else: else:
failed += 1 failed += 1
-125
View File
@@ -1,125 +0,0 @@
extends SceneTree
## Headless smoke test for the PC2 test level scene.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_test_level.gd
##
## Loads the test level scene, asserts:
## (a) it loads without error,
## (b) it contains a Marker3D named "PlayerSpawn",
## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface.
## Exits 0 on success, 1 on failure.
func _initialize() -> void:
_run()
func _run() -> void:
var level_path: String = "res://scenes/worlds/test_level.tscn"
# Load the scene file
var level_resource: PackedScene = load(level_path)
if level_resource == null:
printerr("SMOKE RESULT: FAIL \u2014 could not load ", level_path)
quit(1)
return
print("SMOKE: test_level.tscn loaded successfully")
# Change the running scene to our test level
var err: int = change_scene_to_packed(level_resource)
if err != OK:
printerr("SMOKE RESULT: FAIL \u2014 change_scene_to_packed returned ", err)
quit(1)
return
# Wait for the scene_changed signal so current_scene is set
await scene_changed
var level_instance: Node3D = current_scene as Node3D
if level_instance == null:
printerr("SMOKE RESULT: FAIL \u2014 current_scene is not Node3D")
quit(1)
return
# Give the tree one frame to fully initialize
await process_frame
# (b) Find the PlayerSpawn marker
var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D
if spawn_marker == null:
printerr("SMOKE RESULT: FAIL \u2014 no Node3D named 'PlayerSpawn' found in test level")
quit(1)
return
print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position)
# (c) Verify PlayerSpawn is >= 1.0 m above ground top
# The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5
# with height 1.0, so top face is at y = 0).
var spawn_y: float = spawn_marker.global_position.y
if spawn_y < 1.0:
printerr("SMOKE RESULT: FAIL \u2014 PlayerSpawn y = ", spawn_y,
" is below the required minimum of 1.0 m above ground top (y=0)")
quit(1)
return
print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m \u2014 PASS")
# Additional check: verify Ground StaticBody3D exists
var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D
if ground == null:
printerr("SMOKE RESULT: FAIL \u2014 no StaticBody3D named 'Ground' found")
quit(1)
return
print("SMOKE: found Ground StaticBody3D")
# Verify Ground top face is at y = 0
var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D
if ground_shape != null and ground_shape.shape is BoxShape3D:
var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D
var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0
if abs(ground_top - 0.0) > 0.01:
printerr("SMOKE RESULT: FAIL \u2014 Ground top face at y = ", ground_top, " expected ~0.0")
quit(1)
return
print("SMOKE: Ground top face at y = ", ground_top, " \u2014 PASS")
# Verify props exist (3-5 StaticBody3D children under Props node)
var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D
if props_node != null:
var prop_count: int = 0
for child in props_node.get_children():
if child is StaticBody3D:
prop_count += 1
if prop_count < 3:
printerr("SMOKE RESULT: FAIL \u2014 only ", prop_count, " props found, need >= 3")
quit(1)
return
print("SMOKE: found ", prop_count, " props \u2014 PASS")
else:
printerr("SMOKE RESULT: FAIL \u2014 no 'Props' Node3D found")
quit(1)
return
# Verify lighting exists
var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D
if sun == null:
printerr("SMOKE RESULT: FAIL \u2014 no DirectionalLight3D named 'Sun' found")
quit(1)
return
print("SMOKE: found Sun DirectionalLight3D")
# Verify WorldEnvironment exists
var env: WorldEnvironment = level_instance.find_child("WorldEnvironment", true, false) as WorldEnvironment
if env == null:
printerr("SMOKE RESULT: FAIL \u2014 no WorldEnvironment named 'WorldEnvironment' found")
quit(1)
return
print("SMOKE: found WorldEnvironment")
# All checks passed
print("SMOKE RESULT: PASS")
quit(0)
+1 -1
View File
@@ -58,7 +58,7 @@ func _run() -> void:
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000 var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := "worldlist_smoke_%d" % unique_id var username := "worldlist_smoke_%d" % unique_id
var email := "worldlist_smoke_%d@test.example.com" % unique_id var email := "worldlist_smoke_%d@test.example.com" % unique_id
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true) var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", "2000-01-01")
if not _check("setup: register succeeded", reg_result.ok): if not _check("setup: register succeeded", reg_result.ok):
print(" detail: ", reg_result.detail) print(" detail: ", reg_result.detail)
quit(1) quit(1)