- Settings: labels in one column and switches and number buttons lined
up in another, with margins inside the panel
- Log: title and margins; text no longer touches the panel edge
- Sync result: error list centred under its header, which now reads
Errors instead of CatchedErrors
- About: text wraps inside the panel instead of running under the
scrollbar
- Character select: wider panel, so the right column of characters is
no longer right next to the scrollbar
Popups:
- All nine popups now extend a shared PopupWindow class with open(),
close() and toggle(), instead of each copying its own close-on-click
code. Popups that need cleanup override close().
- A click outside a popup closed it and also pressed whatever was
underneath, e.g. Reset playlist. The closing click is now consumed.
- Popups used Godot's see-through default panel, so the song list and
titles showed through. They now use an opaque popup theme, and a
backdrop dims the window behind them.
- The main window root now fills the screen, so the backdrop covers it.
Text and images:
- Many labels and buttons forced nearest filtering, which made text and
icons jagged when the window is not 1920x1080. They now use the
default smooth filtering. Only the pixel-art "no character" picture
keeps nearest filtering when the winner window enlarges it.
Player list:
- A long player name pushed that row's character and buttons to the
right. Names now take the free space and shorten with an ellipsis, so
all rows line up and use the full width of the panel.
Winning turned statistics off and nothing turned them back on, while
the Settings checkbox still showed them as on. Resetting points now
turns them back on if the win turned them off, and the checkbox shows
the current state when Settings is opened.
A winning score of 1 could never be won and with 2 the first point was
not announced as match point, because the first-point check ran first.
The winning score also could not be kept from going below 1.
At startup and after resetting the playlist, loading the song list and
preloading the first song started at the same time. When the list
answered last, it cleared the playlist and dropped the preloaded song.
Preloading now starts once the list has loaded, and loading the list is
retried if it fails.
Before the first song played, currently_playing_song is -1, so pressing
Show answer marked the last song in the list as answered. That is the
preloaded song, so its title was shown as soon as it started playing,
and played?song=-1 was sent to the server. With an empty playlist it
crashed.
HTTPRequest has no timeout by default, so a server that accepts the
connection but never responds left song downloads waiting forever.
Requests now fail after 120 seconds, which triggers the normal retry.
Raising the cache size used to have no effect until the next song was
played. Downloads now start when the settings window closes, so clicking
the number up and down while it is open does not start any downloads.
Covers a cache size above 1: songs are preloaded until the setting is
reached, playing a song tops the cache up again, and the cache keeps
filling after a failed download once the server answers again.
The version now lives in project.godot (application/config/version)
and Settings.version reads it from there. The Build workflow tests and
exports on every push, and on main creates the tag, uploads the builds
and creates the Gitea release when that version has no tag yet. This
replaces gitea-release.yaml, which released when a branch named after
the version was pushed.
Godot setup moves into a local .gitea/actions/setup-godot action shared
by the test and build jobs, and Godot is updated to 4.7.2 to match the
editor the project is made with.
MusicServerClient functions now take an optional on_failed callback,
called when a request fails or returns invalid JSON. Before, a failed
request was silently dropped, so a failure while preloading a song left
Playlist.is_song_downloading set forever and no more songs were fetched.
Song fetching retries the step that failed (download, queue or info)
every song_fetch_retry_seconds, so the server and the game keep the same
playlist.
The previous tests never compiled: they used GUT's assert functions,
Godot 3 APIs and reassigned autoload functions, so no test ran.
- 90 tests: unit tests for the playlist, songs, player scoring, time
formatting, search and the server client, plus integration tests
that run MainWindow and SyncWindow against a fake server
- Keybind tests check that Alt+<number> and Ctrl+Alt+<number> keep
following the player rows while players are added and removed
- run_tests.sh finds Godot and runs the suite headless (~10 seconds)
- CI runs the tests before the build job in gitea-build.yaml; the
separate test.yml used a GitHub action that does not exist
- GdUnit4 is committed instead of ignored, since the project enables
it, and .gitea/ is no longer ignored
- Exported builds leave out tests/ and addons/gdUnit4/
- Add GdUnit4 v6.2.1 framework in addons/gdUnit4/
- Create test directory structure (tests/unit/, tests/integration/, tests/mocks/)
- Add unit tests for MusicPlayer.gd (8 tests)
- Add unit tests for MainWindow.gd (15+ tests)
- Add unit tests for Settings.gd (5 tests)
- Add unit tests for Playlist.gd (11 tests)
- Add integration tests for full flow (10+ tests)
- Add MockHTTPRequest for HTTP request mocking
- Add TestHelpers with utility functions
- Add Gitea Actions CI workflow (.gitea/workflows/test.yml)
- Add .runsettings for GdUnit4 CLI configuration
- Add run_tests.sh for convenient test execution
- Add TESTING.md with comprehensive documentation
- Add TESTING_PLAN.md with implementation details
- Update .gitignore for test artifacts
- Enable GdUnit4 plugin in project.godot
Features:
- Test button functionality (play, pause, search, sync, etc.)
- Mock REST API requests to server
- Test complete application flows
- Run tests in CI (headless mode)
- Run tests in GUI for visual feedback
- JUnit XML and HTML test reports
Generated by OpenCode AI assistant.