Architecture: ApiClient autoload (HTTP + JWT + error contract) #29
@@ -17,8 +17,23 @@ func _initialize() -> void:
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
# _initialize() fires before the SceneTree has processed its first frame,
|
||||
# so a freshly add_child()'d HTTPRequest node isn't reliably considered
|
||||
# "inside tree" yet (request_raw fails with !is_inside_tree()). One frame
|
||||
# of delay is enough; this only matters for --script mode, not a real
|
||||
# running game.
|
||||
await process_frame
|
||||
|
||||
# Godot's --script/SceneTree runner doesn't resolve autoload singletons
|
||||
# as bare global identifiers at compile time (the node exists at
|
||||
# runtime -- root.has_node("ApiClient") is true -- but referencing it as
|
||||
# a plain identifier fails with "Identifier not found: ApiClient" during
|
||||
# script compilation). get_node sidesteps compile-time resolution
|
||||
# entirely. This only affects --script mode; a real game scene resolves
|
||||
# the bare autoload name normally.
|
||||
var api_client := root.get_node("ApiClient")
|
||||
print("SMOKE: calling ApiClient.health_check() ...")
|
||||
var result: Dictionary = await ApiClient.health_check()
|
||||
var result: Dictionary = await api_client.health_check()
|
||||
print("SMOKE: result = ", result)
|
||||
|
||||
if result.ok \
|
||||
|
||||
Reference in New Issue
Block a user