Files
modbison/docs/testing
claude-checkpoint-tooling 8fc9d378e4 Fix: world cards render at ~1px wide once real data exists
Reported directly by the user after seeding a test world through the
browse-worlds screen: "screen is blank now". Two compounding layout
bugs, both real:

1. world_list.tscn's root VBoxContainer had no anchors at all, only
   size_flags -- but its parent (the scene's root node) is a plain
   Control, not a Container, so size_flags on a Control's direct child
   are meaningless there. Without anchors it never actually filled the
   screen, so it (and everything under it) collapsed toward zero size.

2. size_flags_horizontal/vertical used the raw integer 4 everywhere
   expand-fill was clearly intended (ScrollContainer, its WorldList
   child, HeaderHBox, TitleLabel) -- but 4 is Control.SIZE_SHRINK_CENTER
   in Godot 4, not SIZE_EXPAND_FILL (which is 3). ScrollContainer with
   SHRINK_CENTER takes only its own minimum size instead of expanding,
   cascading a ~1px width down through every card and every label.
   Confirmed the actual enum values by asking Godot directly rather
   than assuming.

Both are exactly the kind of bug a headless smoke test checking only
"did cards get added to the tree" can't catch -- child_count was
correctly non-zero, nothing crashed, the content was just rendered
invisibly thin. Verified the fix is real by deliberately reintroducing
bug #2 and confirming the test now correctly fails (card width 25px,
below the 200px sanity threshold) before restoring it.

Also replaced the card background: it was a ColorRect manually moved to
child index 0 of a VBoxContainer, which doesn't work as an overlay --
a VBoxContainer lays out ALL its children in sequence, so the "moved to
front" ColorRect rendered as an empty dark bar ABOVE the text, not
behind it. Now a proper PanelContainer with a StyleBoxFlat background,
the idiomatic way to get a colored panel behind auto-laid-out content
in Godot.

smoke_test_world_list.gd strengthened to actually catch this class of
bug going forward: seeds a real world via POST /api/worlds/ first (the
checkpoint runner's fresh DB meant the populated-card path never ran in
CI at all before this, only empty-list did), and asserts each card's
real computed width, not just that cards exist.

Full checkpoint suite re-verified clean on this branch: migrations,
68/68 pytest, all 6 Godot smoke tests, both platform exports.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:35:46 +00:00
..

Testing at Package Checkpoints

A Package Checkpoint (PC1, PC2, ...) is a periodic review point — every few real milestones, the client and server builds get packaged together and independently reviewed before anyone calls anything actually done. See project_agp in Claude's memory, or ask, for the full definition; this doc is just the mechanical "how do I run the tests" part of that review.

Running the suite

python scripts/run_checkpoint_tests.py

Brings up a throwaway Postgres, runs Alembic migrations against it, runs the backend pytest suite, starts the backend server, and runs every Godot headless smoke test (scripts/smoke_test_*.gd) against it. Tears the Postgres container down afterward (--keep-postgres to skip that if you want to poke at the DB after a failure).

If port 5432 is already taken on the machine, pass --postgres-port with something else.

Exit code is 0 only if everything that actually ran passed — suites with nothing to run yet (no Godot binary found, no smoke test scripts yet) are reported SKIPPED, not treated as a failure.

What this does and doesn't prove

Passing this script means: migrations apply cleanly to a genuinely empty database, the backend's unit-level logic is correct, and whatever Godot smoke tests exist actually round-trip against a live backend. It does not mean full endpoint/integration coverage exists — see test_inventory.md for the current, honest list of what's tested and what isn't. A checkpoint review should still involve reading the actual diffs for anything this script's current coverage doesn't reach, not just running green and calling it done.

Growing this over time

As real integration tests get added (endpoint tests hitting the FastAPI app, more Godot smoke coverage beyond health_check), they should land under backend/tests/ / scripts/smoke_test_*.gd respectively — this script picks up new files automatically, nothing to register by hand. Update test_inventory.md's tables when you do, so the inventory stays a source of truth instead of quietly going stale.

Eventual goal (not implemented yet): gate merges to main on this script passing, the same way a real CI pipeline would. For now it's a manual step run at checkpoint review time.