Fix: navigating Play -> Back logs the user out (should stay logged in) #43

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coder-bot wants to merge 4 commits from agent/28357bca192d into main
2 changed files with 201 additions and 1 deletions
+51 -1
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@@ -6,6 +6,23 @@ extends Control
## The Login and Register buttons on the AuthButtonsRow directly set the panel's ## The Login and Register buttons on the AuthButtonsRow directly set the panel's
## mode, so the user can switch between Login and Register at any time while ## mode, so the user can switch between Login and Register at any time while
## the panel is open. ## the panel is open.
##
## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
## the welcome label shows the username, and the Play button becomes enabled.
##
## When returning from another scene (e.g. world_list), _ready() checks whether
## ApiClient already holds a valid token. If so, it restores the authenticated
## UI state (Play enabled, welcome label visible) instead of forcing the user
## back to the login form.
## Emitted once _ready()'s session check (has_token() + the awaited
## get_me() call) has actually resolved, whichever way -- lets a test (or
## anything else) know the UI state is trustworthy now, rather than
## guessing from a frame count or from UI properties that are ambiguous
## mid-await (e.g. AuthButtonsRow.visible is true both before the check
## resolves AND in a genuine logged-out end state).
signal auth_state_ready
# ─── UI references ──────────────────────────────────────────────────────────── # ─── UI references ────────────────────────────────────────────────────────────
@@ -47,7 +64,40 @@ func _ready() -> void:
_play_button = $CenterContainer/VBoxContainer/PlayButton _play_button = $CenterContainer/VBoxContainer/PlayButton
_quit_button = $CenterContainer/VBoxContainer/QuitButton _quit_button = $CenterContainer/VBoxContainer/QuitButton
# Initial state. # Check whether a valid session already exists (e.g. user logged in,
# navigated to world_list, then clicked Back). If so, restore the
# authenticated UI state instead of forcing the login form again.
if ApiClient.has_token():
var me_result: Dictionary = await ApiClient.get_me()
if me_result.ok and me_result.data is Dictionary:
var username: String = str((me_result.data as Dictionary).get("username", ""))
if username != "":
_show_authenticated(username)
auth_state_ready.emit()
return
# Token missing or invalid — fall through to logged-out state.
_reset_to_logged_out()
auth_state_ready.emit()
## Restore the UI to the authenticated state (Play enabled, welcome label,
## auth buttons hidden).
func _show_authenticated(username: String) -> void:
_auth_panel.visible = false
_status_label.visible = false
_welcome_label.text = "Welcome, %s!" % username
_welcome_label.visible = true
_email_edit.visible = false
_dob_edit.visible = false
_play_button.disabled = false
_auth_buttons_row.visible = false
print("Restored authenticated session for: ", username)
## Reset the UI to the logged-out state (Play disabled, auth panel hidden,
## login/register buttons visible).
func _reset_to_logged_out() -> void:
_auth_panel.visible = false _auth_panel.visible = false
_status_label.visible = false _status_label.visible = false
_welcome_label.visible = false _welcome_label.visible = false
+150
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@@ -0,0 +1,150 @@
extends SceneTree
## Regression test for the Play -> Back navigation bug.
##
## The reported bug: after logging in and clicking Play, the user lands on
## world_list.tscn; clicking Back returns to main_menu.tscn, but the menu
## reset to a fully logged-out state (Play disabled, login form showing)
## even though ApiClient still held a valid token. main_menu.gd's _ready()
## used to unconditionally reset the UI on every scene load.
##
## This test drives the real navigation flow (change_scene_to_file) against
## a live backend:
## 1. Register a unique user so ApiClient holds a valid token.
## 2. Load main_menu.tscn and assert it restores the authenticated state.
## 3. Click Play -> world_list.tscn.
## 4. Click Back -> main_menu.tscn.
## 5. Assert the menu is STILL authenticated (Play enabled, welcome label
## visible, login/register buttons hidden).
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_main_menu_back.gd
##
## Requires the backend to be running (default base URL
## `application/agp/api_base_url` -> http://127.0.0.1:8000).
const USERNAME := "backnav_%d"
const EMAIL := "backnav_%d@test.example.com"
const PASSWORD := "BackNav123!"
const DOB := "2000-01-01"
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
if api == null:
printerr("FAIL: ApiClient autoload not found")
quit(1)
return
# 1. Establish a real, valid session exactly the way a user would.
randomize()
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
var username := USERNAME % unique_id
var email := EMAIL % unique_id
print("\n=== Setup: register ", username, " ===")
var register_result: Dictionary = await api.register(username, email, PASSWORD, DOB)
if not _check("register succeeds", register_result.ok):
print(" detail: ", register_result.detail)
_finish()
return
_check("ApiClient stores token after register", api.has_token())
# 2. First visit to the main menu: should already show the authenticated
# state (no login form, Play enabled).
change_scene_to_file("res://scenes/main_menu.tscn")
# change_scene_to_file defers the actual swap -- a couple frames is
# plenty for the scene object itself to exist (unlike the real
# get_me() network round-trip afterward, which is what auth_state_ready
# actually waits for below).
for i in 5:
await process_frame
if current_scene is Control:
break
var menu: Control = current_scene
if menu == null or not menu is Control:
printerr("FAIL: main_menu.tscn did not become current_scene")
_finish()
return
await menu.auth_state_ready
_check("first main menu visit restores authenticated state", _is_authenticated(menu))
# 3. Play -> world_list.tscn (real button press).
var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
play_button.pressed.emit()
await _wait_for_scene_change(menu)
var world_list_scene := current_scene
if world_list_scene == null or world_list_scene == menu:
printerr("FAIL: world_list.tscn did not become current_scene after Play")
_finish()
return
# 4. Back -> main_menu.tscn (real button press).
var back_button: Button = world_list_scene.get_node("VBoxContainer/HeaderHBox/BackButton")
back_button.pressed.emit()
await _wait_for_scene_change(world_list_scene)
menu = current_scene
if menu == null or not menu is Control:
printerr("FAIL: main_menu.tscn did not become current_scene after Back")
_finish()
return
# The new main_menu instance's own _ready() is *also* awaiting a real
# get_me() call -- _wait_for_scene_change only confirms the scene
# object exists, not that its authenticated-state fields have been
# set yet. Wait for the real signal, not a guess.
await menu.auth_state_ready
# 5. THE regression assertion: still logged in after returning.
_check("main menu stays authenticated after Play -> Back", _is_authenticated(menu))
_finish()
func _is_authenticated(menu: Control) -> bool:
var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
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_panel: PanelContainer = menu.get_node("CenterContainer/VBoxContainer/AuthPanel")
_check("Play enabled", not play_button.disabled)
_check("Welcome label visible", welcome_label.visible)
_check("Auth buttons row hidden", not auth_buttons_row.visible)
_check("Auth panel hidden", not auth_panel.visible)
return (not play_button.disabled) \
and welcome_label.visible \
and not auth_buttons_row.visible \
and not auth_panel.visible
func _wait_for_scene_change(previous_scene: Node) -> void:
for i in 20:
await process_frame
if current_scene != previous_scene and current_scene != null:
return
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
return condition
func _finish() -> void:
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)