Avatar loader & customization system: merge onto main + fix regressions, add smoke coverage #53

Merged
agent-bot merged 27 commits from agent/896fbb97de1d into main 2026-08-21 01:35:29 +00:00
3 changed files with 109 additions and 4 deletions
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@@ -7,14 +7,17 @@ to know what "run the tests" actually checked.
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
Last verified against `main`: 2026-08-21 — migrations + pytest + all 10
Last verified against `main`: 2026-08-21 — migrations + pytest + all 11
Godot smoke tests, all clean. PC1's real playtest-found bugs (login form
unreachable, 1px world cards, Play → Back losing the session) are covered
by the smoke tests below so they can't silently regress. PC2 (basic
playable world + character + movement) landed 2026-08-20/21 — see
`docs/checkpoints/` once a PC2 record exists, and the three new smoke
tests below (`smoke_test_test_level.gd`, `smoke_test_player.gd`,
`smoke_test_enter_world.gd`) for what's actually verified.
`smoke_test_enter_world.gd`) for what's actually verified. The avatar
loader/customization system (`smoke_test_avatar_system.gd`) also landed
2026-08-21 — real glTF-based loading with graceful failure on missing
assets, verified since `assets/avatars/*.glb` model files don't exist yet.
## Backend — `backend/tests/` (pytest)
@@ -53,8 +56,10 @@ these yet):
## Godot client — `scripts/smoke_test_*.gd`
**11 smoke tests merged into `main`.** Ten need a live backend, one
(`smoke_test_network_client.gd`) needs a live dedicated server instead —
**12 smoke tests merged into `main`.** Ten need a live backend, one
(`smoke_test_network_client.gd`) needs a live dedicated server instead,
and one (`smoke_test_avatar_system.gd`) needs neither — it only exercises
local catalog/loadout/loader logic. Backend-dependent tests read
`AGP_API_BASE_URL` env var, falling back to the
`application/agp/api_base_url` project setting (default
`http://127.0.0.1:8000`) if unset.
@@ -72,6 +77,7 @@ these yet):
| `smoke_test_player.gd` | Loads `scenes/game.tscn` and confirms the player exists as a real `CharacterBody3D` with a `CollisionShape3D`+shape, a `CapsuleMesh`, and spawns at the level's `PlayerSpawn` marker position. Also asserts `JUMP_VELOCITY` is positive and a `Camera3D` exists and is `current` — both were real bugs found 2026-08-20/21 (jump velocity was negative, pushing the player down instead of up; no camera existed at all, so the game was unplayable even though the character could technically move). Structural checks only — real movement/jump *direction* correctness was verified separately via a throwaway headless physics simulation during development, not by an automated test that's part of this suite. |
| `smoke_test_enter_world.gd` | The full PC2 path end to end: register → seed a real world → load `world_list.tscn` → click the real "Enter World" button on a real card (found by walking the card's children, not by index, so it doesn't silently pass if the card layout changes) → confirms `scenes/game.tscn` actually becomes `current_scene` with the player spawned at the level's `PlayerSpawn` marker → sends a real `KEY_ESCAPE` input event (not a direct method call) and confirms it returns to `world_list.tscn`. This is the test that proves "browse → enter → walk around → leave" actually works as one continuous flow, not just that each piece works in isolation. |
| `smoke_test_network_client.gd` | **Real two-process integration test** for `scripts/network_client.gd` (client-side prediction + reconciliation, docs/architecture/networking.md §5) — needs an actual dedicated server running first: `godot --headless --path . scenes/server.tscn &`, *not* the usual HTTP backend. Connects a real `NetworkClient` over ENet, confirms local input prediction moves the player immediately (no waiting on a round trip), confirms real snapshots arrive and get processed, then deliberately desyncs the predicted position by 9999 units and confirms the very next snapshot corrects it back — the actual proof reconciliation logic works, not just that it never had to fire. Known simplification, stated in the script's own docstring: the server's snapshot doesn't currently echo back a per-peer "last input seq processed," so reconciliation corrects against the *most recent* prediction rather than true tick-exact rollback-and-replay (docs/architecture/networking.md §5.2 step 4) — a real, scoped follow-up once the server echoes that ack, not something faked here. |
| `smoke_test_avatar_system.gd` | Confirms `AvatarSystem` is a real autoload, the committed `assets/avatars/catalog.json` actually parses, `get_assets_for_slot("base_body")` returns real entries, an `AvatarLoadout` can set `base_body` and equip a real catalog accessory, the loadout round-trips through `to_json()`/`load_loadout_from_json()`, and — since `assets/avatars/*.glb` model files don't exist yet — that `AvatarLoader.load_base_body()` against a real catalog entry with a missing file fails *gracefully*: returns `null` and emits `load_error` rather than crashing. Visual rendering itself can't be verified until real assets exist. |
Run (once, to build the class cache): `godot --headless --path . --import`,
then for each smoke test: `godot --headless --path . --script
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@@ -14,6 +14,7 @@ agp/api_base_url="http://127.0.0.1:8000"
[autoload]
ApiClient="*res://scripts/api_client.gd"
AvatarSystem="*res://scripts/avatar/avatar_system.gd"
[display]
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@@ -0,0 +1,98 @@
extends SceneTree
## Smoke test for the avatar catalog/slot/loadout/system layers.
##
## Real .glb model assets don't exist yet (assets/avatars/catalog.json
## references them, the files themselves are a tracked user to-do -- see
## the "AGP MVP status" project memory). This test covers everything that
## doesn't require them (catalog parsing, slot registry, loadout equip/
## validate, the AvatarSystem orchestrator's autoload wiring) and confirms
## the one thing that DOES touch missing files -- AvatarLoader.load_base_body()
## -- fails gracefully (emits load_error, returns null) instead of crashing.
## Visual rendering itself can't be verified until real assets exist.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_avatar_system.gd
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
# 1. AvatarSystem is a real autoload, not just a loose script.
var system := root.get_node_or_null("AvatarSystem")
if not _check("AvatarSystem autoload exists", system != null):
_finish()
return
# 2. The real catalog.json (committed to assets/avatars/) actually parses.
var err: Error = system.load_catalog()
_check("catalog loads without error", err == OK)
_check("AvatarSystem reports catalog loaded", system.is_catalog_loaded)
var base_bodies: Array[String] = system.get_assets_for_slot("base_body")
_check("catalog has at least one base_body entry", base_bodies.size() > 0)
# 3. Loadout: create, equip, validate against the real catalog.
# base_body is its own dedicated field on AvatarLoadout, not something
# set via the generic per-slot set_equipment() -- AvatarSlotRegistry's
# SLOT_IDS deliberately excludes "base_body" (it's the foundational
# model you start from, not a layered attachment slot).
var loadout := AvatarLoadout.new()
if base_bodies.size() > 0:
loadout.base_body = base_bodies[0]
_check("loadout has base_body set",
base_bodies.size() == 0 or not loadout.base_body.is_empty())
var hair_options: Array[String] = system.get_assets_for_slot("hair")
if hair_options.size() > 0:
var equip_ok: bool = loadout.add_accessory(hair_options[0])
_check("adding a real catalog accessory succeeds", equip_ok)
# 4. Loadout serializes and survives a round trip.
var json_str: String = loadout.to_json()
_check("loadout serializes to non-empty JSON", json_str.length() > 0)
var restored: AvatarLoadout = system.load_loadout_from_json(json_str)
_check("loadout round-trips through JSON", restored != null and restored.is_valid())
# 5. The part that DOES need real files: confirm it fails gracefully
# rather than crashing, since assets/avatars/*.glb genuinely don't
# exist yet. A crash here would be a real bug; a clean load_error
# signal + null return is the correct, already-designed-for behavior.
if base_bodies.size() > 0:
# A plain bool captured by a lambda is captured BY VALUE in
# GDScript -- mutating it inside the closure doesn't propagate to
# this outer scope. A single-element Array is the standard
# workaround (confirmed the hard way earlier in this same session,
# see scripts/smoke_test_network_client.gd's own comment on this).
var error_state := [false]
var error_handler := func(_msg): error_state[0] = true
system.loader.load_error.connect(error_handler)
var result: Node3D = system.loader.load_base_body(base_bodies[0])
system.loader.load_error.disconnect(error_handler)
_check("load_base_body against a missing .glb returns null (not a crash)", result == null)
_check("load_base_body against a missing .glb emits load_error (not silent)", error_state[0])
else:
print(" SKIP: no base_body entries in catalog to test the failure path against")
_finish()
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)