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 # Preloaded rather than referenced by global class_name so this test also # runs from a cold cache (a bare `--script` run with no prior --import). const AvatarLoadout := preload("res://scripts/avatar/avatar_loadout.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)