# app_flow_lifecycle_test —— §9.3 生命周期单一属主回归。 # AppFlow 跨登录 / 选人 / 游戏持有唯一 AppLifecycle;GameScene 不重复创建。 extends SceneTree const AppFlow = preload("res://app_flow.gd") class FakeClient extends Node: signal phase_changed(phase: String) signal disconnected(reason: String) signal char_list(characters: Array) signal char_name_changed(pid: int, name: String) signal entered_game() signal login_failed(reason: String) signal char_created(slot: int) signal char_create_failed(reason: int) signal char_deleted(slot: int) signal char_delete_failed() var _fail := 0 func _ck(ok: bool, message: String) -> void: if not ok: _fail += 1 printerr("FAIL: " + message) func _init() -> void: var client := FakeClient.new() var flow := AppFlow.new() flow.build_game_scene = false get_root().add_child(flow) flow.start("", client) await process_frame var lifecycle_nodes: Array[Node] = [] for child in flow.get_children(): if child.name == "AppLifecycle": lifecycle_nodes.append(child) _ck(lifecycle_nodes.size() == 1, "AppFlow owns exactly one AppLifecycle") _ck(flow.get_node_or_null("AppLifecycle") != null, "AppLifecycle survives login screen construction") _ck(client.get_parent() == flow, "AppFlow keeps the same client beside lifecycle coordinator") flow.queue_free() await process_frame if _fail == 0: print("PASS: app_flow_lifecycle_test (single lifecycle owner)") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1)