NEO-153: add code review for contract HUD client slice.

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VinPropane 2026-06-28 14:51:03 -04:00
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# Code review — NEO-153 client contract issue + progress HUD
**Date:** 2026-06-28
**Scope:** Branch `NEO-153-e7m4-10-client-contract-issue-progress-hud-godot` — commits `9d756c2`..`365e577` (6 commits)
**Base:** `main`
**Issue:** [NEO-153](https://linear.app/neon-sprawl/issue/NEO-153) — E7M4-10 client contract issue + progress HUD (Godot)
## Verdict
**Request changes**
## Summary
This branch delivers the E7M4-10 Godot client slice: `contract_client.gd` (GET list + POST issue with separate sync/issue busy guards), `contract_hud_controller.gd` (Shift+C prototype issue, active/completed label, deny copy, in-session reward transition), thin `main.gd` wiring, scene labels, GdUnit coverage (12 cases), `client/README.md`, and manual QA. The implementation closely follows NEO-122/NEO-131 quest HUD patterns and pairs NEO-151 server HTTP correctly.
Overall risk is moderate: client-only, but **`_reapply_issue_contract_patch_if_needed` always merges a stale issue patch over authoritative GET snapshots**, which can regress `ContractActiveLabel` to **`active`** after the server reports **`completed`** — a primary acceptance-criteria failure. Docs tracking (E7M4 backlog AC, E7.M4 module page, alignment register) is not updated for the landed client slice. GdUnit contract tests pass locally.
## Documentation checked
| Document | Result |
|----------|--------|
| `docs/plans/NEO-153-implementation-plan.md` | **Matches** — shipped reconciliation aligns with code; AC checklist marked complete; kickoff decisions (separate controller, fixed dev seed, encounter-complete refresh) reflected |
| `docs/plans/E7M4-pre-production-backlog.md` | **Partially matches** — E7M4-10 section still has unchecked AC `[ ]`; no **Landed (NEO-153)** note (contrast E7M4-09 / NEO-152) |
| `docs/decomposition/modules/E7_M4_ContractMissionGenerator.md` | **Partially matches** — server slices through NEO-152 documented; **no client HUD line** for E7M4-10 / NEO-153 (NEO-122 precedent on E7.M1) |
| `docs/decomposition/modules/documentation_and_implementation_alignment.md` | **Partially matches** — E7.M4 row ends at E7M4-09 / NEO-152; **E7M4-10 / NEO-153 not in body or trailing refs** |
| `docs/decomposition/modules/contracts.md` | **N/A** — policy doc; no client HUD surface |
| `docs/decomposition/modules/client_server_authority.md` | **Matches** — client displays server snapshots; no client-side issue authority |
| `docs/manual-qa/NEO-153.md` | **Matches** — Godot-only checklist; edge cases documented |
| `client/README.md` | **Matches** — contract HUD subsection with keys, refresh triggers, server deps |
Register/tracking table and E7.M4 module page **should be updated** after merge (same pattern as NEO-152 follow-up).
## Blocking issues
1. **Stale `_issue_contract_patch` overwrites completed contract row** — In `contract_hud_controller.gd`, `_on_contracts_received` calls `_reapply_issue_contract_patch_if_needed()` after copying the GET snapshot. That helper **always** merges `_issue_contract_patch` (set on successful issue with `status: active`) and **never clears** it. On encounter-complete refresh, the server returns `status: completed`, but the merge replaces that row with the stale active patch. `ContractActiveLabel` then shows **`active`** instead of **`completed`** (AC failure). Quest HUD avoids this in `_reapply_accept_quest_patch_if_needed`: merge only while the server row is still `not_started`, else **`_accept_quest_patch = {}`**. Contract HUD should adopt the same pattern — e.g. merge only when the instance id is **missing** from the GET snapshot, otherwise clear the patch:
```gdscript
func _reapply_issue_contract_patch_if_needed() -> void:
if _issue_contract_patch.is_empty():
return
var patch_id := str(_issue_contract_patch.get("contractInstanceId", "")).strip_edges()
if patch_id.is_empty():
return
var row: Dictionary = ContractClient.contract_row(patch_id, _last_snapshot)
if row.is_empty():
_last_snapshot = ContractClient.merge_contract_row_into_snapshot(
_last_snapshot, _issue_contract_patch
)
else:
_issue_contract_patch = {}
```
Add a GdUnit case: issue patch present → second `_on_contracts_received` with **completed** snapshot → active label contains **`completed`**, not **`active`**.
## Suggestions
1. **Update decomposition docs for landed client slice** — After fixing the patch bug: add **E7M4-10 / NEO-153** to `E7_M4_ContractMissionGenerator.md` (client HUD + README/manual QA links, mirroring NEO-151/152 server lines); extend E7.M4 row in `documentation_and_implementation_alignment.md` with `[NEO-153 plan]` in trailing refs; check E7M4-10 AC and add **Landed (NEO-153)** in `E7M4-pre-production-backlog.md`.
2. **Faction-standing reward re-paint (plan § Open questions)** — Plan adopted re-render on `definitions_ready` **and** faction standing received when summary is cached. Controller connects `definitions_ready` but **`_faction_standing_client` is stored and never wired** (rep grant display names would stay raw if a future contract bundle includes `reputationGrants`). Low impact for prototype bundle (no rep), but align with plan or note deferral in plan reconciliation.
3. **Split or label the `chore:` commit**`fea9928` (warnings-as-errors, dotnet format CI/hooks) is unrelated to NEO-153. Harmless on branch, but consider a separate PR or explicit note in merge description so reviewers do not conflate infra with HUD work.
## Nits
- Nit: `_faction_standing_client` field is assigned in `setup()` but unused — only `FactionStandingClient.display_name_for` static is called; remove the field or connect standing signals per suggestion 2.
- Nit: Branch includes a one-line server `CompareOrdinal` sort tie-break in `InMemoryContractInstanceStore.cs` — fine as hygiene; no NEO-153 client impact.
- Nit: `test_reward_label_populates_on_active_to_completed_transition` bypasses the issue-patch path; extend after blocking fix so regression is covered.
## Verification
```bash
# GdUnit (NEO-153 suites)
cd client && godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://test/contract_client_test.gd -a res://test/contract_hud_controller_test.gd
# Full client suite (CI parity)
cd client && godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://test
# Server (unchanged behavior; optional)
dotnet test NeonSprawl.sln
```
**Manual (required before merge):** `docs/manual-qa/NEO-153.md` steps 15 — confirm **`ContractActiveLabel`** shows **`completed`** (not **`active`**) after pocket clear and reward line appears.