Follow the GDScript style guide in every script
- Types on every parameter, return value and variable, and snake_case names (the player name limit is the constant MAX_NAME_LENGTH). - Spelling fixes: *_triggered, character_selected, separator, caught_errors. The server's catched_errors key stays as the server sends it. - Signals are connected with signal.connect() instead of by name. - Code is ordered signals, constants, exported vars, vars, @onready vars, functions, with @onready on one line and two blank lines between functions. - Every script starts with a ## description. Template comments, old LOC notes and commented-out code are gone, apart from the local play code. - Lines are at most 100 characters, apart from the local play path. - The screenshot tour turns off the blinking text cursor so pictures match.
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@@ -1,4 +1,5 @@
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extends GdUnitTestSuite
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## MusicServerClient: which paths it asks for and how it handles the answers.
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var _server: FakeHttpTransport
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@@ -115,7 +116,8 @@ func test_mark_song_played_sends_put() -> void:
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func test_character_name_is_url_encoded() -> void:
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MusicServerClient.fetch_character_image("Paper Mario.png", func(_body: PackedByteArray) -> void: pass)
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MusicServerClient.fetch_character_image("Paper Mario.png",
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func(_body: PackedByteArray) -> void: pass)
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assert_array(_server.requested_paths).contains_exactly(["/character?name=Paper%20Mario.png"])
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