3679e4dbc4
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>
223 lines
8.0 KiB
GDScript
223 lines
8.0 KiB
GDScript
extends Control
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## Main menu with login/register UI wired to the backend auth API.
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##
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## The AuthPanel is hidden by default. When the user clicks the LoginButton or
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## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
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## The ModeToggle switches between Login and Register modes, showing/hiding
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## the email and DOB fields accordingly.
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##
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## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
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## the welcome label shows the username, and the Play button becomes enabled.
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# ── UI references ────────────────────────────────────────────────────────────
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var _auth_buttons_row: HBoxContainer
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var _login_button: Button
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var _register_button: Button
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var _auth_panel: PanelContainer
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var _auth_mode_label: Label
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var _username_edit: LineEdit
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var _password_edit: LineEdit
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var _email_edit: LineEdit
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var _dob_edit: LineEdit
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var _mode_toggle: CheckButton
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var _auth_button: Button
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var _status_label: Label
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var _welcome_label: Label
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var _play_button: Button
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var _quit_button: Button
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var _is_register_mode: bool = false
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var _is_authenticating: bool = false
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# ── Lifecycle ────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Cache node references.
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_auth_buttons_row = $CenterContainer/VBoxContainer/AuthButtonsRow
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_login_button = $CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton
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_register_button = $CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton
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_auth_panel = $CenterContainer/VBoxContainer/AuthPanel
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_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
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_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
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_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
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_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
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_dob_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/DOBEdit
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_mode_toggle = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/ModeToggle
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_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
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_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
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_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
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_play_button = $CenterContainer/VBoxContainer/PlayButton
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_quit_button = $CenterContainer/VBoxContainer/QuitButton
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# Initial state.
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_auth_panel.visible = false
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_status_label.visible = false
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_welcome_label.visible = false
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_email_edit.visible = false
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_dob_edit.visible = false
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_play_button.disabled = true # Gate play behind successful auth.
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_update_auth_mode_ui()
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# ── Play / Quit ──────────────────────────────────────────────────────────────
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func _on_play_button_pressed() -> void:
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if _play_button.disabled:
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return
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# Browse worlds is the first real screen past login -- actual gameplay
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# (joining a world) doesn't exist yet, browsing does.
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get_tree().change_scene_to_file("res://scenes/world_list.tscn")
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func _on_quit_button_pressed() -> void:
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get_tree().quit()
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# ── Auth panel toggle ────────────────────────────────────────────────────────
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func _on_login_button_pressed() -> void:
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"""Show the auth panel, called from AuthButtonsRow/LoginButton."""
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_auth_panel.visible = true
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_username_edit.grab_focus()
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func _on_register_button_pressed() -> void:
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"""Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton."""
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_auth_panel.visible = true
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_is_register_mode = true
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_mode_toggle.button_pressed = true
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_update_auth_mode_ui()
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_clear_status()
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_username_edit.grab_focus()
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# ── Mode toggle (Login / Register) ───────────────────────────────────────────
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func _on_mode_toggle_toggled(button_pressed: bool) -> void:
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_is_register_mode = button_pressed
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_update_auth_mode_ui()
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_clear_status()
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func _update_auth_mode_ui() -> void:
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"""Update labels and field visibility based on login vs register mode."""
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if _is_register_mode:
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_auth_mode_label.text = "Register"
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_auth_button.text = "Register"
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_email_edit.visible = true
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_dob_edit.visible = true
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else:
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_auth_mode_label.text = "Login"
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_auth_button.text = "Login"
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_email_edit.visible = false
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_dob_edit.visible = false
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# ── Auth submission ──────────────────────────────────────────────────────────
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func _on_auth_button_pressed() -> void:
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"""Handle login or register button press."""
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if _is_authenticating:
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return
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# Validate inputs.
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var username := _username_edit.text.strip_edges()
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var password := _password_edit.text
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if username == "":
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_show_status("Username is required.")
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return
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if password == "":
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_show_status("Password is required.")
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return
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if _is_register_mode:
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var email := _email_edit.text.strip_edges()
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var dob := _dob_edit.text.strip_edges()
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if email == "":
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_show_status("Email is required.")
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return
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if dob == "":
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_show_status("Date of birth is required.")
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return
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# Basic YYYY-MM-DD format check.
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if not _is_valid_date(dob):
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_show_status("Date of birth must be in YYYY-MM-DD format.")
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return
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_auth_button.disabled = true
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_auth_button.text = "Registering..."
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_is_authenticating = true
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_clear_status()
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var result := await ApiClient.register(username, email, password, dob)
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_on_auth_complete(result)
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else:
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_auth_button.disabled = true
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_auth_button.text = "Logging in..."
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_is_authenticating = true
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_clear_status()
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var result := await ApiClient.login(username, password)
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_on_auth_complete(result)
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func _on_auth_complete(result: Dictionary) -> void:
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"""Handle the result of a login or register call."""
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_auth_button.disabled = false
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_auth_button.text = "Register" if _is_register_mode else "Login"
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_is_authenticating = false
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if result.ok:
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# Success — show welcome, enable Play, hide the now-redundant
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# Login/Register entry points (the auth panel itself stays open,
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# showing the welcome message in place of the form).
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_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
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_welcome_label.visible = true
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_status_label.visible = false
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_play_button.disabled = false
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_auth_buttons_row.visible = false
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print("Auth successful. Token stored.")
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else:
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# Failure — show backend error detail.
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_show_status(result.detail)
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# ── Status helpers ───────────────────────────────────────────────────────────
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func _show_status(message: String) -> void:
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_status_label.text = message
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_status_label.visible = true
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func _clear_status() -> void:
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_status_label.text = ""
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_status_label.visible = false
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# ── Validation ───────────────────────────────────────────────────────────────
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func _is_valid_date(date_str: String) -> bool:
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"""Check if a string looks like a valid YYYY-MM-DD date."""
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if date_str.length() != 10:
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return false
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var parts := date_str.split("-")
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if parts.size() != 3:
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return false
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var year := parts[0].to_int()
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var month := parts[1].to_int()
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var day := parts[2].to_int()
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if month < 1 or month > 12:
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return false
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if day < 1 or day > 31:
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return false
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# Rough month-day validation.
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var days_in_month := [0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]
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if day > days_in_month[month]:
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return false
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return true
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