Files
modbison/docs/testing/test_inventory.md
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claude-checkpoint-tooling 3679e4dbc4 Fix: Login/Register unreachable from the main menu -- no button opened it
Reported directly by the user playtesting the exported exe: Play was
permanently disabled and there was no way to log in or register. Root
cause: main_menu.tscn wired Play and Quit, but nothing was ever
connected to _on_login_button_pressed()/_on_register_button_pressed() --
the AuthPanel, its form, and all its backend-calling logic were fully
correct, just completely unreachable. The script's own top comment even
said "(the existing Play/Quit buttons)" as if Play/Quit somehow doubled
as login triggers, which they never did -- a sign nobody ever actually
clicked through the running scene, only checked things at the API level.

Fix: added a real AuthButtonsRow (LoginButton, RegisterButton) wired to
the existing handlers, which now hide themselves once auth succeeds.
Also fixed grab_focus() targeting the AuthPanel (which can't accept
focus, just a background warning) to focus the username field instead.

Verified via two new smoke tests (smoke_test_main_menu_ui.gd,
smoke_test_main_menu_full_flow.gd) using a *real signal emission* on
the buttons, not a direct method call -- that distinction is exactly
what would have caught the original bug. Full click-through confirmed
against a real backend: open register form, fill it, submit, Play
actually becomes enabled, welcome message shows, auth buttons hide.

Also documents a real headless-testing gotcha found while verifying
this: a synthetic Button.pressed.emit() on an await-using handler
doesn't reliably get driven forward in --script/SceneTree mode the way
real GUI input dispatch does -- confirmed by comparing direct-call vs
emit() behavior side by side. Not a bug in the actual click-driven flow,
a test-harness quirk to route around (call the handler directly,
awaited, instead of emitting the signal).

Full checkpoint suite re-verified clean on this branch: migrations,
68/68 pytest, all 6 Godot smoke tests (including the 2 new ones, picked
up automatically by run_checkpoint_tests.py's glob).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 13:13:38 +00:00

8.3 KiB

Test Inventory

What automated coverage actually exists, what it actually verifies, and what doesn't have coverage yet. Keep this current as tests are added — it's the thing a Package Checkpoint review (see docs/testing/README.md) reads first to know what "run the tests" actually checked.

Run everything below in one shot with scripts/run_checkpoint_tests.py.

Last verified against main: 2026-08-20 (commit 927f9bd) — full PC1 checkpoint run, fresh clone, migrations + pytest + all 4 Godot smoke tests + both platform exports, all clean.

Backend — backend/tests/ (pytest)

Run: cd backend && python -m pytest -v (needs DATABASE_URL pointed at a reachable Postgres — see the runner script).

Current total: 68 tests, all passing on a clean main checkout.

File Tests What it covers
test_auth_age_gate.py 17 calculate_age() date-math correctness (exact boundary, leap years, birthday-not-yet-this-year) + RegisterRequest date-of-birth validation (parametrized valid/invalid date rejection). Backs the 18+ registration gate (PR #23).
test_gltf_metadata.py 21 glTF/GLB binary + JSON parsing: magic-byte detection, chunk-padding handling, mesh/animation/texture-reference metadata extraction, malformed-input rejection. Backs the asset-import pipeline (PR #27).
test_auth_endpoints.py 11 Integration tests for POST /api/auth/register and POST /api/auth/login against the real FastAPI app + real Postgres. Covers: successful register (201), duplicate username (409), duplicate email (409), underage rejection (400), invalid date format (422), exact-18 registration, successful login with correct credentials (200), wrong password (401), nonexistent user (401), form-encoded login (OAuth2), and JWT validity of returned tokens.
test_refresh_endpoint.py 8 Integration tests for POST /api/auth/refresh. Covers: successful refresh (200, new access token, same refresh token returned), refresh produces different access tokens on repeated calls, invalid refresh token (401), empty body (422), missing field (422), refresh token from login also works, returned access token is valid JWT decodable with public key, access_token_expires_minutes in response.
test_refresh_token_jti.py 6 Unit tests for refresh token uniqueness (jti claim) and model column length. Covers: two calls with same sub produce different tokens (jti uniqueness), jti is valid UUID, rapid repeated calls all produce unique jtis, jti survives decode, RefreshToken.token column is String(512), column type is String.
test_auth_expired_token.py 5 Integration tests for expired-token rejection across auth endpoints. Covers: expired access JWT rejected by GET /api/auth/me (401), garbage access token rejected by /me (401), missing bearer token returns 401, expired refresh token (DB expires_at in past) rejected by /refresh (401), expired refresh JWT (past exp claim) rejected before DB lookup (401).

What these are, honestly: a mix of pure unit tests (test_auth_age_gate.py, test_gltf_metadata.py, test_refresh_token_jti.py) and real integration tests (test_auth_endpoints.py, test_refresh_endpoint.py, test_auth_expired_token.py) that hit the FastAPI app against a real Postgres database via TestClient. The integration tests exercise the full stack: Pydantic validation → DB → JWT → response. The suite is also re-runnable without manual cleanup — backend/tests/conftest.py has a session-scoped autouse fixture that truncates all app tables once before the suite runs.

Known coverage gaps (real gaps, not placeholders — nothing enforces filling these yet):

  • No endpoint tests for GET /api/worlds, GET /api/assets/*, or any world/asset CRUD routes — only auth endpoints have integration coverage (GET /api/worlds is covered indirectly via the Godot smoke tests below).
  • No tests for the moderation schema/migration beyond "the migration runs."
  • No tests for the GET /api/auth/me endpoint's response body (only its auth-header validation is covered via expired-token tests).
  • No tests for session management (create/validate/revoke sessions).

Godot client — scripts/smoke_test_*.gd

6 smoke tests merged into main. Each needs a live backend — 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.

File What it covers
smoke_test_api.gd Exercises ApiClient.health_check() against a live backend. Verifies the real HTTP request path (HTTPRequest node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure.
smoke_test_auth.gd Tests the full auth flow via ApiClient autoload: register unique user (201), duplicate username (409), under-18 registration (400), correct login (200), wrong password (401), nonexistent user (401).
smoke_test_e2e.gd End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and get_worlds() with auth header.
smoke_test_world_list.gd Instantiates world_list.tscn as a real scene, adds to tree (catches @onready node-path bugs), waits for _refresh_worlds() to complete, confirms the screen reaches a real end state (world cards, empty-list message, or error label — not stuck loading).
smoke_test_main_menu_ui.gd Instantiates main_menu.tscn, confirms the auth panel starts hidden, and confirms a real signal emission on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI.
smoke_test_main_menu_full_flow.gd Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via auth_button.pressed.emit() — see the note at the top of the file: a synthetic .emit() on an await-using handler doesn't get driven forward reliably in --script/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs .emit() behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests.

Run (once, to build the class cache): godot --headless --path . --import, then for each smoke test: godot --headless --path . --script res://scripts/smoke_test_<name>.gd — no --quit, it kills these before their awaited HTTP calls finish.

Known gaps:

  • No smoke tests for chunk loading/streaming (chunk.gd, chunk_scene.gd).
  • No smoke tests for dynamic/static object nodes.
  • All smoke tests require a live backend; no offline/unit smoke tests exist.
  • smoke_test_world_list.gd and smoke_test_main_menu_*.gd are the only ones that exercise a real .tscn scene instantiation — others only test the ApiClient autoload directly.
  • get_me() (GET /auth/me) is implemented in scripts/api_client.gd but has no smoke coverage yet.
  • The Login path (as opposed to Register) through main_menu.gd isn't separately smoke-tested — it shares the same _on_auth_button_pressed()/ _on_auth_complete() code path already exercised for Register, but that's inference, not a direct check.

Client export

scripts/build.sh produces real Linux (agp-game.x86_64) and Windows (agp-game.exe) binaries via --export-release. Verified 2026-08-20: both exports complete clean from a fresh checkout and produce valid binaries (confirmed via file — real ELF64/PE32+, not empty or truncated). Neither export is exercised by an automated GUI test (headless Godot can't drive a window) — actually launching and clicking through the exported binary is a manual step, see docs/checkpoints/PC1.md for playtest instructions.

What "full coverage" should eventually mean here

Not defined precisely yet — the honest target as of 2026-08-20 is "integration tests for every endpoint + smoke tests for every major scene." As real integration/endpoint tests get added, update the tables above rather than letting this doc drift stale; a wrong inventory is worse than no inventory.