spaceship/tests/test_icon_button_press_fires.gd
Loïc Wisniewski 137e4e528d Fix the web build: a wasm trap on integer % 0, and buttons that never fired
The web export reached the main menu and went no further. Two separate bugs,
one hiding the other.

BUTTONS NEVER FIRED. A browser on a phone delivers the touch DOWN and never
the release. IconButton emits `pressed` only on release, deliberately, so
that dragging off cancels - so on the web it never emitted at all, on every
button in the game. fire_on_press (default OS.has_feature("web")) completes
the press there instead, and does not latch, since nothing is coming to
unlatch it. The cost is drag-off-to-cancel, which every other platform keeps.

Measured on the device rather than guessed: an on-screen probe reported
`touch=1 mouse=1 held=y` after one tap - one down, one emulated mouse down,
the button latched through ordinary GUI routing, then nothing.

THE ENGINE THEN TRAPPED. With the button working, pressing Play loaded and
built Main.tscn and the whole engine stopped mid-frame, page still alive.
An error overlay in a custom HTML shell finally showed why:

    Uncaught RuntimeError: remainder by zero

An integer % 0. Wasm TRAPS on that; native builds silently tolerate it. So
the bug was equally present on Android and in all 100 tests, doing nothing
in both - which is why nothing runnable here could ever have caught it, and
why reasoning from frozen screenshots got nowhere for several rounds. Every
variable modulo is now guarded: the hangar grid's `i % columns`, planet
naming's `% names.size()`, and two in the map editor.

WHAT IS KEPT, AND WHY

- web_shell.html mirrors console errors onto the page, hidden until one
  occurs. Godot's errors go to the browser console, which is unreachable on
  a phone; this found in one shot what inference had failed to find all
  evening. It costs nothing when there is nothing to report.
- MainMenu._start does load -> instantiate -> add_child by hand instead of
  change_scene_to_file. That call does all three opaquely, so a failure is
  indistinguishable from an unpressed button; split, each step reports.
- PlanetAtmosphereController defers the forced world populate out of the
  frame that builds Main.tscn. It did not fix the hang - the trap did - but
  25 chunks of asteroids and 49 of planets do not belong in the one frame
  that already constructs 197 nodes, and nothing can paint until it ends.

Removed the direct-input-routing experiment and its test: it was written on
the theory that touches were not reaching Controls, which `held=y` later
disproved, and its set_input_as_handled() swallowed the very events the
probe was reading.

Full suite green at 100/100.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 01:08:09 +02:00

101 lines
4.1 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_icon_button_press_fires.gd
# A browser on a phone delivers the touch DOWN and never delivers the
# release. Measured on the deployed web build: presses arrived with correct
# coordinates, landed inside the button, the button latched into its held
# state, and no release ever followed. IconButton emits `pressed` only on
# release, so on the web nothing ever fired - the "Play does nothing" bug.
#
# fire_on_press exists for exactly that platform. This test does not care
# whether THIS run is a web build; it exercises both settings directly, which
# is the only way a headless Linux run can cover the web path at all.
#
# Covers:
# A. with fire_on_press, a press alone emits - and emits ONCE even if a
# release does arrive after it
# B. with fire_on_press, the button does not stay latched in its held
# state (nothing is coming to clear it)
# C. without it, the release still drives the press, and dragging off
# still cancels - the behaviour every other platform keeps
# D. the default follows OS.has_feature("web")
#
# There is deliberately NO test for bypassing Godot's GUI routing. An earlier
# attempt did that, on the theory that touches were not reaching Controls at
# all - the device then reported `held=y`, proving the button had been
# receiving presses through ordinary routing the whole time. The bypass was
# solving a problem that did not exist, and its set_input_as_handled() call
# swallowed the very events the on-screen probe was reading.
var presses: int = 0
func _initialize() -> void:
var button_script: GDScript = load("res://IconButton.gd")
# --- D. the default is the platform rule --------------------------
var default_button: Control = button_script.new()
default_button.size = Vector2(120, 120)
if default_button.fire_on_press != OS.has_feature("web"):
return _fail("fire_on_press defaults to %s, expected OS.has_feature('web') = %s" \
% [default_button.fire_on_press, OS.has_feature("web")])
default_button.free()
print("fire_on_press defaults to the web feature flag (%s here)" % OS.has_feature("web"))
# --- A + B. the web path ------------------------------------------
var web_button: Control = button_script.new()
web_button.size = Vector2(120, 120)
web_button.fire_on_press = true
web_button.pressed.connect(_count)
root.add_child(web_button)
presses = 0
web_button._handle_press(true, Vector2(60, 60))
if presses != 1:
return _fail("a press alone emitted %d times with fire_on_press, expected 1" % presses)
if web_button.pressed_down:
return _fail("the button latched held with fire_on_press - nothing will ever clear it")
# A release may still arrive on a platform that sends one; it must not
# produce a second press for the same tap.
web_button._handle_press(false, Vector2(60, 60))
if presses != 1:
return _fail("a release after a fired press emitted again (%d total)" % presses)
print("fire_on_press: one tap emits exactly once and does not latch")
# --- C. every other platform --------------------------------------
var native_button: Control = button_script.new()
native_button.size = Vector2(120, 120)
native_button.fire_on_press = false
native_button.pressed.connect(_count)
root.add_child(native_button)
presses = 0
native_button._handle_press(true, Vector2(60, 60))
if presses != 0:
return _fail("a press emitted without a release while fire_on_press was off")
if not native_button.pressed_down:
return _fail("the button did not latch held while waiting for its release")
native_button._handle_press(false, Vector2(60, 60))
if presses != 1:
return _fail("the release did not emit (%d)" % presses)
# Dragging off before lifting still cancels.
presses = 0
native_button._handle_press(true, Vector2(60, 60))
native_button._handle_press(false, Vector2(400, 400))
if presses != 0:
return _fail("releasing outside the button still counted as a press")
print("release path unchanged: release fires, dragging off cancels")
print("TEST_ICON_BUTTON_PRESS_FIRES: PASS")
quit(0)
func _count() -> void:
presses += 1
func _fail(message: String) -> void:
print("TEST_ICON_BUTTON_PRESS_FIRES: FAIL (%s)" % message)
quit(1)