Files
modbison/scripts/smoke_test_main_menu_back.gd
T
claude-checkpoint-tooling aeccc78143 Fix login form fields reappearing after Play -> Back (real playtest bug)
_show_authenticated() (the session-restore path, used when returning to
main_menu.tscn -- e.g. after clicking Back from world_list) only hid
EmailEdit/Over18Check, unlike _on_auth_complete() (the fresh-login path)
which hides the full form: UsernameEdit, PasswordEdit, EmailEdit,
Over18Check, AuthButton, AuthModeLabel. Play was correctly enabled and
the welcome message was correctly visible, so a check that stopped at
those two passed clean -- but the actual login fields were still on
screen, which is what a real user sees as "it's making me log in again."
Confirmed via live PC1 playtest today.

Reported by: real playtest, 2026-08-20 (yesterday's automated regression
test for this exact Play -> Back flow only asserted Play/welcome/auth
buttons row -- strengthened smoke_test_main_menu_back.gd to also check
the individual form fields, and confirmed it fails exactly this way with
the bug reintroduced before restoring the fix).

Verified against a live backend: 61/61 pytest (unaffected), 8/8 Godot
smoke tests (including 20/20 on the strengthened back-nav test).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-20 19:21:40 +00:00

171 lines
6.7 KiB
GDScript

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
## actually visible in the tree, 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!"
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, true)
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")
var username_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit")
var password_edit: LineEdit = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit")
var auth_button: Button = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton")
var auth_mode_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel")
_check("Play enabled", not play_button.disabled)
# WelcomeLabel lives inside AuthPanel, so `.visible` alone is a
# false-positive: the label can have visible=true while its parent is
# hidden and it renders as nothing. `is_visible_in_tree()` is the
# check that proves the user can actually see the welcome message.
_check("Welcome label visible in tree", welcome_label.is_visible_in_tree())
_check("Auth buttons row hidden", not auth_buttons_row.visible)
_check("Auth panel visible (it contains the welcome label)", auth_panel.visible)
# Real bug, 2026-08-20: the session-restore path (this one, after
# Play -> Back) hid EmailEdit/Over18Check but never the rest of the
# login form -- Play enabled + welcome label visible were both still
# true, so a check that stopped there passed while the user was
# looking at the login fields again on top of the welcome message.
_check("Username field hidden", not username_edit.visible)
_check("Password field hidden", not password_edit.visible)
_check("Auth button hidden", not auth_button.visible)
_check("Auth mode label hidden", not auth_mode_label.visible)
return (not play_button.disabled) \
and welcome_label.is_visible_in_tree() \
and not auth_buttons_row.visible \
and auth_panel.visible \
and not username_edit.visible \
and not password_edit.visible \
and not auth_button.visible \
and not auth_mode_label.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)