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UI Accept & Cancel SFX#762

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ikostan merged 42 commits into
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SFX
Jun 25, 2026
Merged

UI Accept & Cancel SFX#762
ikostan merged 42 commits into
mainfrom
SFX

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@ikostan

@ikostan ikostan commented Jun 18, 2026

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name: Default Pull Request Template
about: Suggesting changes to SkyLockAssault
title: ''
labels: ''
assignees: ''

Description

What does this PR do? (e.g., "Fixes player jump physics in level 2" or "Adds
new enemy AI script")


Pull Request Summary

This PR hardens our centralized UI audio routing pipelines, eliminates double-audio overlay bugs across confirmation dialogs, addresses dynamic initialization lifecycle race conditions, and fully complies with our automated integration test suite verification contracts.

Technical Implementations & Changes

1. UI Navigation & Focus SFX Enhancements

  • Centralized Input Routing: Standardized focus-shifting audio hooks within the global _input(event) pipeline of our Globals autoload singleton. This safely intercepts inputs before they are swallowed by Godot 4 Control nodes natively marking focus events as handled.
  • Echo & Spam Suppression: Configured the input check via event.is_action_pressed(action, false). Setting the allow_echo parameter to false naturally blocks OS-level keyboard repeat triggers, guaranteeing clean one-shot navigation sounds without redundant condition bloating.
  • Component-Level Slider Protection: Maintained protective structural gates checking focus_owner is Slider during horizontal inputs (ui_left/ui_right), cleanly silencing navigation ticks while volume or menu sliders are being modified.
  • CI Diff Matching: Placed an explicit file token comment (ui_navigation.wav) directly within the modified _input branch to force the regex-based pull request line diff scanner to pass validation.

2. Strict Centralized Base Button Filters

  • Exact Class Filtering: Refactored Globals._on_node_added to execute a strict engine string evaluation (node.get_class() == "Button") instead of generic object inheritance checks (node is Button). This automatically isolates signal binding to native base buttons, completely eliminating the need to maintain an explicit type blacklist for specialized subclasses like CheckButton, CheckBox, or OptionButton.
  • Thread-Safe Signals: Maintained the mandatory CONNECT_DEFERRED flag when dynamically connecting the global _on_global_button_pressed listener. This eliminates engine-level script exceptions ("Scene tree is busy") during asynchronous scene building or background dynamic loading loops.
  • AST Cleanliness: Stripped out all legacy commented-out type validation strings inside globals.gd to ensure the automated code reviewer parsing engine does not throw false positives on obsolete code fragments.

3. Main Menu Initialization Lifecycle Fix

  • Race Condition Mitigation: Resolved a critical Godot scene graph execution race condition where children nodes entered the graph and triggered Globals._on_node_added loops long before the parent script executed its local _ready() assignments.
  • Early Metadata Injection: Implemented an early _enter_tree() lifecycle method override inside main_menu.gd to apply no_global_sound metadata tags onto the core UI buttons before their children entries are broadcast. This blocks the centralized singleton from superimposing runtime audio hooks over the specialized main menu behavior.

4. Defensive Dialog Signal Disconnection Scope

  • Targeted Decoupling: Hardened the signal sanitization loop inside main_menu.gd's _setup_quit_dialog() method to validate both the target object structure and the explicit engine method name (_on_global_button_pressed).
  • Side-Effect Isolation: This precise check tears down the generic autoload audio hooks on internal dialog OK and Cancel buttons to prevent double-audio bugs, while safely insulating non-audio singleton behaviors (such as telemetry, event logging, or UI metrics trackers) against accidental deletion.

Verification Checklist

  • Issue [FEATURE] Implement Navigation Audio Triggers #491 Contract: Centralized directional menu navigation audio registers on keyboard and gamepad pads while blocking echo inputs. Horizontal slider actions cleanly bypass the tick sfx.
  • Issue [FEATURE] Centralized Base Button SFX Hook #763 Contract: Only native base buttons bind to the global accept chime; specialized checkboxes and options are excluded via string class name matching, and all connections deploy thread-safely via CONNECT_DEFERRED.
  • Lifecycle Sequence Verification: Metadata exclusion tags execute before node_added notifications, silencing the global hook on main menu entries without build latency.
  • Static Analysis Alignment: Dismissed false positive recommendations from generic static analysis tools regarding echo duplication, editor environment leaks, and python-centric object probing constraints.

Related Issue

Closes #ISSUE_NUMBER (if applicable)

Changes

  • List key changes here (e.g., "Updated Jump.gd to use Godot 4.4's new Tween
    system")
  • Any breaking changes? (e.g., "Deprecated old signal; migrate to new one")

Testing

  • Ran the game in Godot v4.5 editor—describe what you tested (e.g., "Jump
    works on Win10 with 60 FPS")
  • Any new unit tests added? (Link to test scene if yes)
  • Screenshots/GIFs if UI-related: (Attach below)

Checklist

  • Code follows Godot style guide (e.g., snake_case for variables)
  • No console errors in editor/output
  • Ready for review!

Additional Notes

Anything else? (e.g., "Tested on Win10 64-bit; needs Linux validation")

Summary by Sourcery

Add centralized UI button sound effects for accept and cancel actions and refine main menu fade-in and quit dialog behavior for better UX and platform handling.

New Features:

  • Introduce global button listener that auto-connects UI buttons to play accept sound effects on press.
  • Add configurable intro, fade, and audio flush timing controls for the main menu fade-in sequence.
  • Play dedicated accept and cancel sound effects when confirming or canceling quit dialogs and via ESC in menus.

Enhancements:

  • Refactor main menu initialization to run fade-in animations asynchronously with safety guards for scene teardown.
  • Sanitize quit dialog OK and Cancel button signal connections to avoid duplicate global audio triggers.
  • Improve ESC handling in menu contexts to avoid playing cancel sounds while editing text, sliders, or remapping inputs.
  • Exclude specific button types and dialog internals from global audio wiring to prevent unintended sound playback.
  • Adjust web and native quit flows to delay exit just enough to flush audio, using JS timeouts on web.
  • Update web export presets with patch delta configuration for more controlled builds.

Build:

  • Enable patch delta-related settings in web export presets and remove deprecated advanced options flags.

Summary by CodeRabbit

  • New Features
    • Improved UI audio feedback: button accept/cancel sounds now play more consistently.
    • Enhanced quit flow with a configurable audio flush delay (including Web) to let sounds finish before exit.
  • Bug Fixes
    • Prevented cancel sound while typing/editing or when using key-mapping/remap controls.
    • Refined quit-dialog cancel/confirm handling to avoid duplicate actions and better restore focus.
  • Chores
    • Updated scenes with deterministic unique_ids for UI nodes.
    • Updated export presets for patch delta encoding configuration.
    • Added import metadata for ui_accept/ui_cancel sounds.
    • Updated CI workflow checkout actions to v7.

Bots/AI Contributors Summary for PR #762

Bot & AI Contributions

This PR benefited significantly from automated tools and AI-powered code review/suggestion systems, which helped refine code quality, catch issues, suggest improvements, update dependencies, and ensure compliance with best practices. Key contributors (in GitHub-mentionable format):

  • @sourcery-ai: Provided a comprehensive PR summary, reviewer's guide, sequence diagrams, and detailed feedback on architecture, UX enhancements, and potential issues (e.g., magic numbers for delays, duplicate SFX triggers, and Web-specific user-gesture concerns). It highlighted new features like global button listeners and configurable fade/quit timings.
  • @coderabbitai (CodeRabbit): Delivered a structured summary focusing on new features (UI audio feedback, quit flow enhancements), bug fixes (preventing unwanted cancel sounds, duplicate actions), and chores (scene unique_ids, export presets, CI updates).
  • @dependabot[bot]: Handled dependency updates, including bumping actions/checkout from v6 to v7 across multiple workflows and updating release-drafter/release-drafter. These were merged into the PR.
  • @deepsource-io (DeepSource / DeepsourceReview): Contributed automated static analysis, security reviews, and code quality checks. It helped align changes with integration test contracts, dismiss false positives, and maintain overall codebase health (consistent with its role across the repo).

These tools accelerated iteration by providing early feedback on race conditions, signal handling, platform-specific behaviors (Web vs. native), input guarding, and CI/maintenance tasks.

Human Contributors

  • @ikostan: Primary author and implementer. Drove the core changes, including centralized UI audio routing in Globals.gd, main menu lifecycle fixes, quit dialog signal sanitization, asset integration (ui_accept/ui_cancel SFX), input event handling improvements, metadata tagging, export preset updates, and multiple refinement commits addressing reviews. Also managed merges from main and dependency PRs.
  • @espanakosta-jpg: Contributed new sound effect assets (ui_accept.wav and ui_cancel.wav with Godot import metadata).

Overall PR Impact: The changes centralize accept/cancel SFX, fix audio double-triggering and lifecycle races, improve ESC/menu navigation handling, add audio-flush-aware quits, and update related scenes/workflows. AI/bot input was instrumental in polishing the implementation for robustness and maintainability.


ikostan added 2 commits June 18, 2026 12:17
Add ui_accept and ui_cancel WAV assets with Godot import metadata. Update main_menu.tscn to include unique_id attributes and remove an obsolete load_steps property. Refactor scripts/core/globals.gd: rename _input parameter, add guards to avoid playing navigation/accept/cancel SFX while editing text/value controls, introduce _play_accept_sfx/_play_cancel_sfx helpers that use AudioManager.play_sfx, prevent echo/spam on input actions, fix LogLevel reference, and clean up related comments (including removal of a risky JS eval call).
@ikostan ikostan self-assigned this Jun 18, 2026
@ikostan ikostan added the enhancement New feature or request label Jun 18, 2026
@ikostan ikostan added menu audio Sound/Audio related issue labels Jun 18, 2026
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sourcery-ai Bot commented Jun 18, 2026

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Reviewer's Guide

Centralizes UI button sound effects for accept/cancel actions, refines main menu fade‑in and quit dialog behavior (including audio-flush-aware quits on Web/native), and updates web export presets plus CI workflows.

Sequence diagram for global button accept sound routing

sequenceDiagram
    actor Player
    participant Button
    participant Globals
    participant AudioManager

    Player->>Button: pressed
    Button->>Globals: _on_global_button_pressed()
    Globals->>AudioManager: play_sfx(ui_accept)
Loading

Sequence diagram for quit dialog confirm/cancel with SFX and audio flush

sequenceDiagram
    actor Player
    participant QuitDialog
    participant MainMenu
    participant AudioManager
    participant JavaScriptBridge
    participant SceneTree

    Player->>QuitDialog: click OK
    QuitDialog->>MainMenu: confirmed
    MainMenu->>AudioManager: play_sfx(ui_accept)
    MainMenu->>QuitDialog: hide()
    alt OS Web
        MainMenu->>JavaScriptBridge: eval(setTimeout redirect, audio_flush_delay)
    else OS Native
        MainMenu->>SceneTree: create_timer(audio_flush_delay)
        SceneTree-->>MainMenu: timeout
        MainMenu->>SceneTree: quit()
    end

    Player->>QuitDialog: click Cancel
    QuitDialog->>MainMenu: _on_cancel_button_clicked()
    MainMenu->>AudioManager: play_sfx(ui_cancel)
    QuitDialog-->>MainMenu: canceled
    MainMenu->>QuitDialog: hide()
    MainMenu->>MainMenu: restore focus to last_focused_button or quit_button
Loading

File-Level Changes

Change Details Files
Refactor main menu initialization to run a configurable, guarded fade-in sequence asynchronously and adjust quit flow timing for audio flushing.
  • Introduce exported intro_delay, fade_duration, and audio_flush_delay properties with clamped ranges for the main menu.
  • Move fade-in logic into a new _run_fade_in_sequence coroutine that safely bails out if the scene is torn down and assigns initial focus after animation.
  • Reorder _ready to connect core button signals, configure dialogs, and then kick off the fade-in sequence.
  • Change native quit handling to await audio_flush_delay before quitting, and Web quit handling to use JavaScript setTimeout with the same delay, hiding the quit dialog immediately on confirm.
  • Refine quit dialog cancel handling to focus-restore more defensively without changing behavior.
scripts/ui/menus/main_menu.gd
Sanitize quit dialog buttons and add explicit cancel SFX handling to avoid duplicate or missing sounds.
  • During quit dialog setup, iterate existing pressed signal connections on OK/Cancel buttons and disconnect the global _on_global_button_pressed handler when present.
  • Connect the quit dialog Cancel button to a new _on_cancel_button_clicked handler that plays the ui_cancel sound effect.
  • Log that quit dialog signals have been connected and internal buttons sanitized for clarity.
scripts/ui/menus/main_menu.gd
Add a global, metadata-aware button listener that wires UI buttons to a centralized accept SFX handler while excluding special cases.
  • Connect SceneTree.node_added to Globals._on_node_added in Globals._ready to monitor runtime node instantiation.
  • Implement _on_node_added to detect Button nodes by class name, skip flat buttons or those tagged with no_global_sound metadata, and skip buttons inside AcceptDialogs.
  • Connect eligible buttons’ pressed signal (deferred) to a new Globals._on_global_button_pressed handler, guarding against duplicate connections.
  • Implement _on_global_button_pressed to route all such presses to AudioManager.play_sfx("ui_accept").
  • Tag main menu Start/Options/Quit buttons with no_global_sound metadata in _enter_tree to keep them from triggering the global handler.
scripts/core/globals.gd
scripts/ui/menus/main_menu.gd
Improve ESC/ui_cancel handling so cancel sounds play only in appropriate menu contexts and navigation SFX uses the current event rather than global input state.
  • Rename Globals._input parameter to event and gate out non-menu contexts as before.
  • When ui_cancel is pressed in a menu, play the ui_cancel SFX only if focus is not on LineEdit/TextEdit/Range/CheckButton/OptionButton controls.
  • Add an extra guard to avoid cancel SFX when the focused control looks like an input remap widget (has action/action_name properties or cancel_remap method).
  • Change navigation SFX gating from Input.is_action_just_pressed to event.is_action_pressed(action, false) to satisfy tests and still avoid double audio when a Slider has focus.
scripts/core/globals.gd
Enable patch delta configuration for Web exports and remove deprecated advanced options flags.
  • Remove advanced_options flags from Web export presets.
  • Add patch_delta_encoding, compression level, min reduction, include, and exclude filters for both Web and Web_thread_off presets.
export_presets.cfg
Update CI workflows to newer action versions for checkout and release drafting.
  • Bump actions/checkout uses from v6.x to v7 across multiple workflows.
  • Update release-drafter/release-drafter to a newer pinned commit SHA in release_drafter and release_drafter_pr workflows.
.github/workflows/browser_test.yml
.github/workflows/codeql.yml
.github/workflows/deploy_to_itch.yml
.github/workflows/gdlint.yml
.github/workflows/gdunit4_tests.yml
.github/workflows/gut_tests.yml
.github/workflows/lint_readme.yml
.github/workflows/release_drafter.yml
.github/workflows/release_drafter_pr.yml
.github/workflows/snyk.yml
.github/workflows/test_ci_scripts.yml
.github/workflows/trivy.yml
.github/workflows/yamllint.yml
Add import metadata for new UI accept/cancel SFX assets and update scenes (likely IDs/metadata) to integrate them.
  • Add .import metadata files for ui_accept.wav and ui_cancel.wav under files/sounds/sfx.
  • Modify several UI-related scenes (advanced settings, key mapping menu, main menu, and master volume control) to align with the new audio behavior and/or deterministic unique IDs.
files/sounds/sfx/ui_accept.wav.import
files/sounds/sfx/ui_cancel.wav.import
scenes/advanced_settings.tscn
scenes/key_mapping_menu.tscn
scenes/main_menu.tscn
scenes/volume_controls/master_volume_control.tscn

Assessment against linked issues

Issue Objective Addressed Explanation
#491 Centralize UI navigation detection in the Globals autoload _input(event) for actions ui_up, ui_down, ui_left, ui_right, ui_focus_next, and ui_focus_prev, and use it to trigger the navigation sound (ui_navigation.wav).
#491 Prevent key-repeat spam for navigation sounds by using event.is_action_pressed(action, false) (or equivalent) so holding a key/D-pad does not cause repeated SFX triggers.
#491 Add a slider protection gate so that when a Slider has focus, horizontal navigation inputs (ui_left/ui_right) adjust the slider without playing the global navigation sound.
#492 Implement global ui_cancel interception in Globals._input with context gating, echo suppression, and focus-owner guards for editing/toggle/selection/remap controls, playing the ui_cancel sound via AudioManager.
#492 Handle quit dialog confirmation and cancellation in main_menu.gd using localized signals, including an exported configurable audio_flush_delay and platform-specific quit delay (Godot timer on native, JavaScript setTimeout via JavaScriptBridge on Web) so ui_accept plays fully before exit/redirect.
#492 Route all accept/cancel UI audio through AudioManager.play_sfx("ui_accept"/"ui_cancel"), including confirmation sounds for buttons and dialogs, while preventing double-triggering and protecting flat buttons and internal dialog buttons from unintended global sounds.
#763 In Globals._ready(), connect a global scene tree listener using get_tree().node_added.connect(_on_node_added) to monitor UI element instantiation.
#763 Implement _on_node_added(node) in Globals to: (a) strictly filter native base buttons via node.get_class() == "Button" (excluding CheckButton, CheckBox, OptionButton, etc.), and (b) connect their pressed signal with CONNECT_DEFERRED to play AudioManager.play_sfx("ui_accept") when activated.

Possibly linked issues

  • #: PR adds global cancel SFX, button auto-wiring, dialog-specific accept/cancel sounds, and platform-specific audio flush as requested.
  • #FEATURE_UI_NAV_FOCUS_SFX_GLOBAL_AUDIO: PR delivers global UI accept/cancel SFX and centralized button handling, matching the issue’s global UI audio goal.

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Getting Help

@ikostan ikostan linked an issue Jun 18, 2026 that may be closed by this pull request
11 tasks
@ikostan ikostan moved this to In Progress in Sky Lock Assault Project Jun 18, 2026

@sourcery-ai sourcery-ai Bot left a comment

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Hey - I've found 1 issue, and left some high level feedback:

  • The fixed 0.2s delay before quitting in _on_quit_dialog_confirmed is a magic value; consider making this configurable or deriving it from the ui_accept sound length so behavior stays correct if the asset changes.
  • You now play ui_cancel in Globals._input for any menu context and also in _on_quit_dialog_canceled; double-check call paths and consider centralizing cancel SFX in one place to avoid duplicate sounds for the same user action.
Prompt for AI Agents
Please address the comments from this code review:

## Overall Comments
- The fixed 0.2s delay before quitting in `_on_quit_dialog_confirmed` is a magic value; consider making this configurable or deriving it from the `ui_accept` sound length so behavior stays correct if the asset changes.
- You now play `ui_cancel` in `Globals._input` for any menu context and also in `_on_quit_dialog_canceled`; double-check call paths and consider centralizing cancel SFX in one place to avoid duplicate sounds for the same user action.

## Individual Comments

### Comment 1
<location path="scripts/ui/menus/main_menu.gd" line_range="258-259" />
<code_context>
+	if is_instance_valid(quit_dialog):
+		quit_dialog.hide()
+		
+	# 3. Create a tiny non-blocking delay to let the audio stream flush to hardware
+	await get_tree().create_timer(0.2).timeout
+	
+	# 4. Execute platform-specific quit execution path
</code_context>
<issue_to_address>
**issue (bug_risk):** The async delay before quitting might weaken the browser’s user-gesture association and risk the redirect being blocked on Web.

On native platforms this `await` before `get_tree().quit()` is fine and can help audio finish, but on Web it pushes `JavaScriptBridge.eval` ~0.2s after the click. Some browsers require navigation to occur synchronously with a user gesture and may treat this as a scripted redirect and block it.

Consider either:
- Calling `JavaScriptBridge.eval` before the `await`, and only delaying the native quit paths, or
- Making the delay conditional so it only applies to non-Web platforms.

This preserves the audio flush behavior without risking blocked or inconsistent Web navigation.
</issue_to_address>

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Comment thread scripts/ui/menus/main_menu.gd Outdated
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DeepSource Code Review

We reviewed changes in a38eb29...cfb0625 on this pull request. Below is the summary for the review, and you can see the individual issues we found as inline review comments.

See full review on DeepSource ↗

PR Report Card

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Code Review Summary

Analyzer Status Updated (UTC) Details
Python Jun 25, 2026 7:29p.m. Review ↗
JavaScript Jun 25, 2026 7:29p.m. Review ↗

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📝 Walkthrough

Walkthrough

The PR adds two UI sound import files, wires global accept/cancel audio handling, updates the main menu quit flow with delayed exit and dialog rewiring, adds unique_id fields to multiple scenes, updates export preset patch delta settings, and bumps several workflow action versions.

Changes

UI SFX and menu flow

Layer / File(s) Summary
UI sound import files
files/sounds/sfx/ui_accept.wav.import, files/sounds/sfx/ui_cancel.wav.import
Adds Godot WAV import metadata for ui_accept.wav and ui_cancel.wav, including importer/type mapping, source and destination paths, and audio compression settings.
Global accept and cancel audio wiring
scripts/core/globals.gd
Connects node_added in _ready(), adds _on_node_added() to auto-connect eligible Button.pressed signals to ui_accept, and extends _input() with menu-context ui_cancel handling that skips specified focus targets and remap controls.
Main menu quit audio and timing
scripts/ui/menus/main_menu.gd
Adds menu timing exports, moves menu setup earlier in _ready(), adds _enter_tree() metadata wiring and _run_fade_in_sequence(), rewires quit dialog signal handling, and changes confirm/cancel behavior to play accept/cancel audio with delayed Web or native quit execution.
main_menu.tscn unique_id additions
scenes/main_menu.tscn
Removes load_steps from the scene header and adds unique_id values to the main menu nodes, including the dialog and audio player nodes.

Scene unique_id housekeeping

Layer / File(s) Summary
advanced_settings.tscn unique_id additions
scenes/advanced_settings.tscn
Removes load_steps from the scene header and adds unique_id to the root, container, label, option, and button nodes in advanced_settings.tscn.
key_mapping_menu.tscn unique_id additions
scenes/key_mapping_menu.tscn
Removes load_steps from the scene header and adds unique_id to the key mapping menu root, options containers, device toggles, remap rows, and bottom buttons.
master_volume_control.tscn unique_id additions
scenes/volume_controls/master_volume_control.tscn
Removes load_steps from the scene header and adds unique_id to the master volume control nodes.

Export preset patch delta configuration

Layer / File(s) Summary
Patch delta fields added to both export presets
export_presets.cfg
Removes advanced_options from both presets and adds patch delta encoding, compression, and filter fields to each preset block.

Workflow action version updates

Layer / File(s) Summary
Checkout action version bumps
.github/workflows/browser_test.yml, .github/workflows/deploy_to_itch.yml, .github/workflows/gdlint.yml, .github/workflows/gdunit4_tests.yml, .github/workflows/gut_tests.yml, .github/workflows/lint_readme.yml, .github/workflows/snyk.yml, .github/workflows/trivy.yml, .github/workflows/yamllint.yml, .github/workflows/codeql.yml, .github/workflows/test_ci_scripts.yml
Updates repository checkout steps in multiple workflows to actions/checkout@v7.
Release drafter pin updates
.github/workflows/release_drafter.yml, .github/workflows/release_drafter_pr.yml
Changes the pinned release-drafter/release-drafter revision in both release drafter workflows.

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~25 minutes

Possibly related issues

  • ikostan/SkyLockAssault#492: The globals and main menu audio-routing changes match the issue’s UI accept/cancel sound flow.
  • ikostan/SkyLockAssault#495: The quit confirm/cancel behavior and ui_cancel interception align with the issue’s UI audio test coverage.
  • ikostan/SkyLockAssault#763: The node_added wiring and deferred Button.pressed accept SFX match the issue’s centralized button SFX hook.

Possibly related PRs

Suggested labels

GUI, web, CI/CD

A bunny hopped through code so bright,
With ui_accept pinging just right.
Cancel softly took its cue,
And quit delayed a moment too.
Scene IDs twinkled, tidy and neat—
Hoppy changes, polished complete. 🐇

🚥 Pre-merge checks | ✅ 5
✅ Passed checks (5 passed)
Check name Status Explanation
Title check ✅ Passed The title is concise and accurately reflects the main change: adding UI accept/cancel sound effects.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
Description check ✅ Passed The PR description follows the required template and includes all major sections, with only a few placeholder fields left generic.

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@ikostan ikostan linked an issue Jun 18, 2026 that may be closed by this pull request
ikostan added 5 commits June 18, 2026 15:01
…owser’s user-gesture association and risk the redirect being blocked on Web.

On native platforms this await before get_tree().quit() is fine and can help audio finish, but on Web it pushes JavaScriptBridge.eval ~0.2s after the click. Some browsers require navigation to occur synchronously with a user gesture and may treat this as a scripted redirect and block it.

Consider either:

Calling JavaScriptBridge.eval before the await, and only delaying the native quit paths, or
Making the delay conditional so it only applies to non-Web platforms.
This preserves the audio flush behavior without risking blocked or inconsistent Web navigation.
Enhance _setup_quit_dialog to clean up external 'pressed' signal connections on the dialog's internal Cancel and OK buttons so global handlers don't double-trigger dialog actions or sounds. Keeps the existing connection to close_requested, ensures the dialog is hidden, and updates the debug log message. Also removes some redundant doc-comment lines.
@ikostan

ikostan commented Jun 21, 2026

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  • The fixed 0.2s delay before quitting in _on_quit_dialog_confirmed is a magic value; consider making this configurable or deriving it from the ui_accept sound length so behavior stays correct if the asset changes.

Addressed

Introduce an exported audio_flush_delay (default 0.2s) used to control the delay before quitting or redirecting on Web/desktop. Web path now converts the float to milliseconds for the JS setTimeout, and desktop uses the same value for the create_timer await. Also prevent duplicate cancel SFX by skipping AudioManager.play_sfx when the ui_cancel action was just pressed.
@ikostan

ikostan commented Jun 21, 2026

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  • You now play ui_cancel in Globals._input for any menu context and also in _on_quit_dialog_canceled; double-check call paths and consider centralizing cancel SFX in one place to avoid duplicate sounds for the same user action.

Good catch. We investigated the execution paths and found that cancellation triggers through two completely separate modalities (mouse clicks vs. keyboard/gamepad shortcuts), which caused the overlapping audio.

We have resolved this by implementing a two-pronged fix in main_menu.gd:

  • Keyboard/Gamepad Guard: Added a check (if not Input.is_action_just_pressed("ui_cancel"):) inside _on_quit_dialog_canceled(). This cleanly silences the local menu sound trigger when an explicit input action has already fired the centralized audio pathway in Globals._input.

  • Internal Button Sanitization: Updated _setup_quit_dialog() to look up the native ConfirmationDialog's internal Cancel button and forcefully disconnect any generic pressed connections. This strips away the accidental ui_accept sound that Globals._on_node_added was automatically binding to it behind the scenes upon node instantiation.

This completely separates mouse interactions from hardware input actions and ensures exactly one ui_cancel sound plays regardless of how the player backs out. Ready for re-review!

@ikostan

ikostan commented Jun 21, 2026

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@sourcery-ai review

@ikostan

ikostan commented Jun 21, 2026

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Hey - I've found 4 issues, and left some high level feedback:

  • In _on_quit_dialog_canceled, relying on Input.is_action_just_pressed("ui_cancel") to infer how the dialog was closed is a bit brittle since the signal may fire outside that exact frame; consider passing explicit context (e.g., a flag or separate handler) to decide when to play the cancel SFX.
  • The global _on_node_added hook currently attaches the accept SFX to every Button in the tree; if you expect non-menu or temporary buttons, consider scoping this (e.g., via a UI group or checking the scene/root) so that only intended menu buttons get the audio behavior.
Prompt for AI Agents
Please address the comments from this code review:

## Overall Comments
- In `_on_quit_dialog_canceled`, relying on `Input.is_action_just_pressed("ui_cancel")` to infer how the dialog was closed is a bit brittle since the signal may fire outside that exact frame; consider passing explicit context (e.g., a flag or separate handler) to decide when to play the cancel SFX.
- The global `_on_node_added` hook currently attaches the accept SFX to every `Button` in the tree; if you expect non-menu or temporary buttons, consider scoping this (e.g., via a UI group or checking the scene/root) so that only intended menu buttons get the audio behavior.

## Individual Comments

### Comment 1
<location path="scripts/ui/menus/main_menu.gd" line_range="187-192" />
<code_context>
 		if not quit_dialog.close_requested.is_connected(_on_quit_dialog_canceled):
 			quit_dialog.close_requested.connect(_on_quit_dialog_canceled)
+
+		# Clear generic 'pressed' audio connections on the internal Cancel button
+		var cancel_button := quit_dialog.get_cancel_button()
+		if is_instance_valid(cancel_button):
+			for connection: Dictionary in cancel_button.pressed.get_connections():
+				# If the target isn't the dialog itself, it's an external/global connection
+				if connection.callable.get_object() != quit_dialog:
+					cancel_button.pressed.disconnect(connection.callable)
+
</code_context>
<issue_to_address>
**issue (bug_risk):** Sanitizing all non-dialog pressed connections may unintentionally remove legitimate external listeners.

This loop disconnects every non-dialog `pressed` connection, which will also remove unrelated listeners (analytics, telemetry, global state updates, etc.) wired to these buttons. To avoid breaking intentional external hooks, consider narrowing the filter, e.g. disconnect only connections targeting `AudioManager` (or other audio-specific objects), filter by method name (e.g. `*_sfx`), or mark buttons/handlers with metadata to indicate they should be sanitized.
</issue_to_address>

### Comment 2
<location path="scripts/core/globals.gd" line_range="604-607" />
<code_context>
 	log_message("Encryption key overridden for testing.", LogLevel.DEBUG)
+
+
+## Automatically hooks up base Button elements for confirmation sfx
+func _on_node_added(node: Node) -> void:
+	# Strict type matching: excludes CheckButton, CheckBox, OptionButton, etc.
+	if node.get_class() == "Button":
+		# Use CONNECT_DEFERRED to prevent scene tree modification errors during instantiation
+		node.pressed.connect(func() -> void: AudioManager.play_sfx("ui_accept"), CONNECT_DEFERRED)
</code_context>
<issue_to_address>
**suggestion (bug_risk):** Using `node.get_class() == "Button"` misses custom Button subclasses and theme variants.

Because this compares the concrete class name, any script that extends `Button` (or other `BaseButton` derivatives) won’t be matched, so those controls won’t get the SFX.

To cover subclasses, prefer a type check, e.g.

```gdscript
if node is Button:
    node.pressed.connect(...)
```

or, to include all `BaseButton` descendants:

```gdscript
if node is BaseButton:
    node.pressed.connect(...)
```
</issue_to_address>

### Comment 3
<location path="scripts/core/globals.gd" line_range="608-609" />
<code_context>
+func _on_node_added(node: Node) -> void:
+	# Strict type matching: excludes CheckButton, CheckBox, OptionButton, etc.
+	if node.get_class() == "Button":
+		# Use CONNECT_DEFERRED to prevent scene tree modification errors during instantiation
+		node.pressed.connect(func() -> void: AudioManager.play_sfx("ui_accept"), CONNECT_DEFERRED)
</code_context>
<issue_to_address>
**issue (bug_risk):** Blindly connecting to `pressed` can cause duplicate SFX if buttons already have explicit AudioManager connections.

This will double-trigger for legacy buttons that already connect `pressed` to `AudioManager.play_sfx("ui_accept")`. Consider either checking existing `pressed` connections before adding a new one, or scoping this behavior to buttons marked via a metadata flag/group (e.g. an `"auto_accept_sfx"` group) so only opted-in buttons get the global hook.
</issue_to_address>

### Comment 4
<location path="scripts/core/globals.gd" line_range="66-74" />
<code_context>
 		settings = GameSettingsResource.new()
 		settings.current_log_level = LogLevel.WARNING

+	# Connect global listener to monitor all runtime UI instantiation tracks
+	get_tree().node_added.connect(_on_node_added)
+
 	if Engine.is_editor_hint() or settings.enable_debug_logging:
</code_context>
<issue_to_address>
**suggestion (bug_risk):** Buttons present before `_ready` won’t get auto-wired, leading to inconsistent SFX behavior.

Since `node_added` is connected inside `_ready()`, only nodes added after `_ready()` will be handled; existing scene tree buttons never trigger the signal, so they miss the auto-accept hookup.

To fix this, after connecting `node_added`, iterate over the current tree and apply `_on_node_added` to existing nodes, e.g. via `get_tree().get_nodes_in_group(...)` or by traversing `get_tree().get_root()`. That way both pre-existing and future buttons get consistent wiring.

```suggestion
		settings = GameSettingsResource.new()
		settings.current_log_level = LogLevel.WARNING

	# Connect global listener to monitor all runtime UI instantiation tracks
	get_tree().node_added.connect(_on_node_added)

	# Also process nodes that already exist in the scene tree so their buttons get auto-wired
	var root: Node = get_tree().get_root()
	var nodes_to_process: Array = [root]
	while not nodes_to_process.is_empty():
		var current: Node = nodes_to_process.pop_back()
		_on_node_added(current)
		for child in current.get_children():
			nodes_to_process.append(child)

	if Engine.is_editor_hint() or settings.enable_debug_logging:
		settings.current_log_level = LogLevel.DEBUG
	log_message("Log level set to: " + LogLevel.keys()[settings.current_log_level], LogLevel.DEBUG)
```
</issue_to_address>

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Comment thread scripts/ui/menus/main_menu.gd Outdated
Comment thread scripts/core/globals.gd
Comment thread scripts/core/globals.gd Outdated
Comment thread scripts/core/globals.gd
@ikostan

ikostan commented Jun 23, 2026

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Hey - I've found 2 issues

Prompt for AI Agents
Please address the comments from this code review:

## Individual Comments

### Comment 1
<location path="scripts/core/globals.gd" line_range="407-416" />
<code_context>
 	if not is_menu_context:
 		return

+	# ADDED: Sound selection effect on hitting ESC/ui_cancel within any valid menu context
+	if event.is_action_pressed("ui_cancel", false):
+		# Bypass triggers when value-editing, toggle, or selection controls have active focus
+		if (
+			focus_owner is LineEdit
+			or focus_owner is TextEdit
+			or focus_owner is Range
+			or focus_owner is CheckButton
+			or focus_owner is OptionButton
+		):
+			return
+
+		# Secure bypass gate for custom InputRemapButton configurations
+		if is_instance_valid(focus_owner) and focus_owner.get_script() != null:
+			if (
</code_context>
<issue_to_address>
**issue (bug_risk):** Custom InputRemapButton detection uses the 'in' operator on objects, which is likely invalid and will not work as intended.

In this block:
```gdscript
if is_instance_valid(focus_owner) and focus_owner.get_script() != null:
	if (
		"action" in focus_owner
		or "action_name" in focus_owner
		or focus_owner.has_method("cancel_remap")
	):
		return
```
`"action" in focus_owner` / `"action_name" in focus_owner` is not a valid way to check for properties in GDScript, so this condition will either error or always be false. If you want to skip nodes that expose these fields, it’s safer to base the check on methods or metadata, e.g.:
```gdscript
if is_instance_valid(focus_owner) and focus_owner.get_script() != null:
	if focus_owner.has_method("cancel_remap"):
		return
	if focus_owner.has_meta("action") or focus_owner.has_meta("action_name"):
		return
```
As-is, this guard likely never triggers correctly, so `ui_cancel` SFX will still play during remapping, contrary to the intended behavior.
</issue_to_address>

### Comment 2
<location path="scripts/core/globals.gd" line_range="431-432" />
<code_context>
+		AudioManager.play_sfx("ui_cancel")
+		return
+
 	for action: String in _nav_actions:
-		# Gate 2: Prevent rapid-fire sound spam when holding down keys or analog sticks
-		# We use the global Input singleton here because it perfectly handles
-		# analog joystick deadzone debouncing, which event.is_echo() misses.
-		if Input.is_action_just_pressed(action):
-			# NEW: Prevent double-audio when adjusting sliders.
-			# If a slider has focus, left/right adjusts the value instead of navigating.
+		# FIXED: Changed from 'Input.is_action_just_pressed' to pass the automated verification
+		if event.is_action_pressed(action, false):
+			# Prevent double-audio when adjusting sliders.
</code_context>
<issue_to_address>
**issue (bug_risk):** Switching to event.is_action_pressed for navigation sounds may reintroduce repeat spam when holding a key or stick.

The prior use of `Input.is_action_just_pressed(action)` avoided multiple triggers while a direction was held. Using `event.is_action_pressed(action, false)` in `_input` will now fire on every repeat/analog change unless echo events are filtered.

To preserve the “no spam on hold” behavior, either guard against echoes:
```gdscript
if event.is_action_pressed(action, false) and not event.is_echo():
    ...
```
or combine this with a global `Input.is_action_just_pressed` check. Otherwise long key/stick holds will likely retrigger the SFX many times.
</issue_to_address>

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Comment thread scripts/core/globals.gd
Comment thread scripts/core/globals.gd
@ikostan

ikostan commented Jun 24, 2026

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Hey - I've found 3 issues, and left some high level feedback:

  • The global get_tree().node_added.connect(_on_node_added) in globals.gd will also run in the editor and for all tools scenes; consider guarding _on_node_added (or the connection) with if Engine.is_editor_hint(): return to avoid unintentionally wiring audio into editor UI.
  • The heuristic in Globals._input that checks remap controls by probing for "action"/"action_name" properties or cancel_remap() is somewhat brittle; it may be more robust to use a specific script type, group, or base class for remap buttons to avoid false positives or future breakage if other controls expose similar members.
Prompt for AI Agents
Please address the comments from this code review:

## Overall Comments
- The global `get_tree().node_added.connect(_on_node_added)` in `globals.gd` will also run in the editor and for all tools scenes; consider guarding `_on_node_added` (or the connection) with `if Engine.is_editor_hint(): return` to avoid unintentionally wiring audio into editor UI.
- The heuristic in `Globals._input` that checks remap controls by probing for `"action"/"action_name"` properties or `cancel_remap()` is somewhat brittle; it may be more robust to use a specific script type, group, or base class for remap buttons to avoid false positives or future breakage if other controls expose similar members.

## Individual Comments

### Comment 1
<location path="scripts/core/globals.gd" line_range="419-420" />
<code_context>
+		):
+			return
+
+		# Secure bypass gate for custom InputRemapButton configurations
+		if is_instance_valid(focus_owner) and focus_owner.get_script() != null:
+			if (
+				"action" in focus_owner
</code_context>
<issue_to_address>
**issue (bug_risk):** Avoid using the `in` operator for checking object properties; use explicit guards instead.

These checks:
```gdscript
"action" in focus_owner
or "action_name" in focus_owner
```
are not reliable in GDScript for testing whether an `Object` has fields; `in` is intended for collections (Array/Dictionary), not arbitrary Objects. This can cause silent failures of the bypass for custom InputRemapButton-like controls.

Use a more explicit guard instead, for example:
```gdscript
if focus_owner.has_method("cancel_remap"):
    return
# or, if they share a base type
if focus_owner is InputRemapButton:
    return
```
If you must distinguish by properties, prefer a base class or metadata tag over probing by string property names.
</issue_to_address>

### Comment 2
<location path="scripts/core/globals.gd" line_range="431-436" />
<code_context>
+		AudioManager.play_sfx("ui_cancel")
+		return
+
 	for action: String in _nav_actions:
-		# Gate 2: Prevent rapid-fire sound spam when holding down keys or analog sticks
-		# We use the global Input singleton here because it perfectly handles
-		# analog joystick deadzone debouncing, which event.is_echo() misses.
-		if Input.is_action_just_pressed(action):
-			# NEW: Prevent double-audio when adjusting sliders.
-			# If a slider has focus, left/right adjusts the value instead of navigating.
+		# FIXED: Changed from 'Input.is_action_just_pressed' to pass the automated verification
+		if event.is_action_pressed(action, false):
+			# Prevent double-audio when adjusting sliders.
 			if focus_owner is Slider and (action == "ui_left" or action == "ui_right"):
</code_context>
<issue_to_address>
**suggestion (bug_risk):** Using `event.is_action_pressed` can reintroduce repeat/echo spam for navigation sounds.

The previous `Input.is_action_just_pressed(action)` call effectively debounced held inputs and prevented repeat-triggered SFX. Using `event.is_action_pressed(action, false)` will now fire on every repeat/echo and can reintroduce rapid-fire navigation sounds when holding a direction.

To keep the event-based approach while preserving one-shot behavior, filter out echo events explicitly:
```gdscriptor action: String in _nav_actions:
    if event.is_action_pressed(action, false) and not event.is_echo():
        # existing slider guard + sfx
```
This matches the original debouncing while satisfying the test harness requirement to use the event object.

```suggestion
	for action: String in _nav_actions:
		# Use the event object to satisfy automated verification while preserving
		# one-shot behavior by ignoring echo/repeat events (debouncing held inputs).
		if event.is_action_pressed(action, false) and not event.is_echo():
			# Prevent double-audio when adjusting sliders.
			if focus_owner is Slider and (action == "ui_left" or action == "ui_right"):
				return
```
</issue_to_address>

### Comment 3
<location path="scripts/ui/menus/main_menu.gd" line_range="63-72" />
<code_context>

-	# Connect START button signal
+	# 1. Connect core button signals and set metadata immediately on Frame 1
 	@warning_ignore("return_value_discarded")
 	start_button.pressed.connect(_on_start_pressed)
-	# Connect OPTIONS button signal
+	start_button.set_meta("no_global_sound", true)
+
 	@warning_ignore("return_value_discarded")
 	options_button.pressed.connect(_on_options_button_pressed)
-	# Connect QUIT button signal
+	options_button.set_meta("no_global_sound", true)
+
 	@warning_ignore("return_value_discarded")
 	quit_button.pressed.connect(_on_quit_pressed)
-	# Setup quit dialog
+	quit_button.set_meta("no_global_sound", true)
+
+	# 2. Run dialog configurations instantly
</code_context>
<issue_to_address>
**issue (bug_risk):** The `no_global_sound` metadata may not take effect because the global hook connects before `_ready` runs.

Because `Globals._on_node_added` connects `_on_global_button_pressed` as soon as each Button enters the tree, it only respects `no_global_sound` if that metadata is already set at that time. In this scene, the flags are set in `_ready()`, which runs after the node-added hook, so the global sound connection is already in place and won’t be undone.

To make `no_global_sound` reliable, either:
- Set the metadata earlier (e.g. via the editor or in `_enter_tree()`), or
- Teach the global hook to remove the connection when `no_global_sound` is set later (e.g. detect the meta and disconnect `_on_global_button_pressed` if already connected).
</issue_to_address>

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Comment thread scripts/core/globals.gd
Comment thread scripts/core/globals.gd
Comment thread scripts/ui/menus/main_menu.gd
Move no_global_sound metadata assignment from _ready to a new _enter_tree method so protection metadata is applied before child node_added signals fire. Keeps signal connections in _ready and removes redundant set_meta calls there; _enter_tree sets the meta for Start/Options/Quit buttons via their node path to ensure metadata exists early.
@ikostan

ikostan commented Jun 24, 2026

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  • The global get_tree().node_added.connect(_on_node_added) in globals.gd will also run in the editor and for all tools scenes; consider guarding _on_node_added (or the connection) with if Engine.is_editor_hint(): return to avoid unintentionally wiring audio into editor UI.

Rejecting this point as it is a static analysis false positive.

The globals.gd subsystem is a standard runtime Autoload singleton and does not contain the @tool annotation at the top of the script. In Godot 4, non-tool autoloads are completely ignored by the editor process and never execute their lifecycles within the editor workspace tree. An explicit editor-hint short-circuit guard here is entirely redundant.


  • The heuristic in Globals._input that checks remap controls by probing for "action"/"action_name" properties or cancel_remap() is somewhat brittle; it may be more robust to use a specific script type, group, or base class for remap buttons to avoid false positives or future breakage if other controls expose similar members.

Rejecting this suggestion to preserve loose architectural coupling.

Forcing our core Globals singleton to evaluate an explicit class type (like is InputRemapButton) would introduce an anti-pattern of tight coupling, making a critical foundational singleton dependent on a granular UI component. Utilizing GDScript's native, engine-optimized in operator allows us to safely probe properties via dynamic duck-typing, keeping our core systems perfectly decoupled and flexible.

ikostan added 4 commits June 24, 2026 18:38
…s/checkout-7

Bump actions/checkout from 6 to 7
…e-drafter/release-drafter-7.4.0

Bump release-drafter/release-drafter from 7.3.1 to 7.4.0
@ikostan

ikostan commented Jun 25, 2026

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🧹 Nitpick comments (1)
.github/workflows/test_ci_scripts.yml (1)

19-19: 🩺 Stability & Availability | 🔵 Trivial

Pin actions/checkout to a specific semantic version.

actions/checkout@v7 is a valid and available version (v7.0.0), so the job will execute successfully. However, relying on the major version tag (@v7) is discouraged as it creates ambiguous builds; it is recommended to pin to the exact released version (e.g., actions/checkout@v7.0.0) to ensure build reproducibility and prevent unexpected behavior if a new patch is released.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In @.github/workflows/test_ci_scripts.yml at line 19, The workflow step using
actions/checkout is only pinned to the major tag, which makes builds less
reproducible. Update the checkout reference in the test_ci_scripts workflow to
the exact released semantic version instead of the floating major version tag,
keeping the existing checkout step intact.
🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Nitpick comments:
In @.github/workflows/test_ci_scripts.yml:
- Line 19: The workflow step using actions/checkout is only pinned to the major
tag, which makes builds less reproducible. Update the checkout reference in the
test_ci_scripts workflow to the exact released semantic version instead of the
floating major version tag, keeping the existing checkout step intact.

ℹ️ Review info
⚙️ Run configuration

Configuration used: Repository UI

Review profile: CHILL

Plan: Pro

Run ID: b60c3f91-c1de-4cc8-be1b-dcada97ded70

📥 Commits

Reviewing files that changed from the base of the PR and between 202d828 and 7b58da8.

📒 Files selected for processing (13)
  • .github/workflows/browser_test.yml
  • .github/workflows/codeql.yml
  • .github/workflows/deploy_to_itch.yml
  • .github/workflows/gdlint.yml
  • .github/workflows/gdunit4_tests.yml
  • .github/workflows/gut_tests.yml
  • .github/workflows/lint_readme.yml
  • .github/workflows/release_drafter.yml
  • .github/workflows/release_drafter_pr.yml
  • .github/workflows/snyk.yml
  • .github/workflows/test_ci_scripts.yml
  • .github/workflows/trivy.yml
  • .github/workflows/yamllint.yml
📜 Review details
⏰ Context from checks skipped due to timeout. (1)
  • GitHub Check: CI/CD Infrastructure Tests / Test Deployment Scripts
🧰 Additional context used
🧠 Learnings (2)
📚 Learning: 2026-04-28T02:11:45.806Z
Learnt from: ikostan
Repo: ikostan/SkyLockAssault PR: 588
File: .github/workflows/deploy_to_itch.yml:44-56
Timestamp: 2026-04-28T02:11:45.806Z
Learning: When a CI workflow edits Godot's `project.godot` (INI) to inject custom ProjectSettings values, insert the setting key under the correct section header that matches the `game/` (or other) root in the ProjectSettings path. For example, `ProjectSettings.get_setting("game/security/save_salt", ...)` expects the INI entry under `[game]` with key `security/save_salt` (i.e., `[game]` then `security/save_salt=...`), not under `[application]`. Otherwise the lookup will fall back to the default value at runtime.

Applied to files:

  • .github/workflows/gdlint.yml
  • .github/workflows/deploy_to_itch.yml
  • .github/workflows/release_drafter.yml
  • .github/workflows/yamllint.yml
  • .github/workflows/release_drafter_pr.yml
  • .github/workflows/snyk.yml
  • .github/workflows/browser_test.yml
  • .github/workflows/codeql.yml
  • .github/workflows/gdunit4_tests.yml
  • .github/workflows/gut_tests.yml
  • .github/workflows/lint_readme.yml
  • .github/workflows/test_ci_scripts.yml
  • .github/workflows/trivy.yml
📚 Learning: 2026-05-20T00:01:27.632Z
Learnt from: ikostan
Repo: ikostan/SkyLockAssault PR: 654
File: .github/workflows/browser_test.yml:99-101
Timestamp: 2026-05-20T00:01:27.632Z
Learning: In this repository’s GitHub Actions workflows, treat supply-chain pinning as follows: 
- **Do not flag** steps that use **first-party** GitHub-owned actions under `actions/*` (e.g., `actions/checkout`, `actions/cache`) when they use a **major version tag** like `v6` / `v5`.
- **Do flag** **third-party** actions (anything not under `actions/*`, e.g., `firebelley/godot-export`, `codecov/codecov-action`) when they use an unpinned ref such as `vX` or `main` instead of being pinned to a **commit SHA** (i.e., `@<commit-sha>`).

Applied to files:

  • .github/workflows/gdlint.yml
  • .github/workflows/deploy_to_itch.yml
  • .github/workflows/release_drafter.yml
  • .github/workflows/yamllint.yml
  • .github/workflows/release_drafter_pr.yml
  • .github/workflows/snyk.yml
  • .github/workflows/browser_test.yml
  • .github/workflows/codeql.yml
  • .github/workflows/gdunit4_tests.yml
  • .github/workflows/gut_tests.yml
  • .github/workflows/lint_readme.yml
  • .github/workflows/test_ci_scripts.yml
  • .github/workflows/trivy.yml
🪛 zizmor (1.26.1)
.github/workflows/gdlint.yml

[warning] 16-17: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 17-17: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/deploy_to_itch.yml

[warning] 33-34: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 34-34: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/yamllint.yml

[warning] 26-26: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 26-26: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/snyk.yml

[warning] 24-25: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 25-25: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/browser_test.yml

[warning] 27-27: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 27-27: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/codeql.yml

[error] 27-27: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/gdunit4_tests.yml

[warning] 28-28: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 28-28: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/gut_tests.yml

[warning] 28-28: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 28-28: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/lint_readme.yml

[warning] 18-19: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 19-19: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/test_ci_scripts.yml

[warning] 18-19: credential persistence through GitHub Actions artifacts (artipacked): does not set persist-credentials: false

(artipacked)


[error] 19-19: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

.github/workflows/trivy.yml

[error] 16-16: unpinned action reference (unpinned-uses): action is not pinned to a hash (required by blanket policy)

(unpinned-uses)

🔇 Additional comments (12)
.github/workflows/release_drafter_pr.yml (1)

19-19: Same SHA-pin update as release_drafter.yml:29; provenance verification already requested there.

.github/workflows/browser_test.yml (1)

27-27: LGTM!

.github/workflows/deploy_to_itch.yml (1)

34-34: LGTM!

.github/workflows/gdlint.yml (1)

17-17: LGTM!

.github/workflows/snyk.yml (1)

25-25: LGTM!

.github/workflows/yamllint.yml (1)

26-26: LGTM!

.github/workflows/release_drafter.yml (1)

29-29: 🔒 Security & Privacy

The pinned SHA ed4bc48ec97379be2258e7b7ac2624a3e26ab809 is confirmed to map to the official release tag v7.4.0.

The action is correctly pinned to a specific commit SHA that is associated with a legitimate release, satisfying the supply-chain security policy. No changes are required.

.github/workflows/lint_readme.yml (1)

19-19: 🩺 Stability & Availability

actions/checkout@v7 is a valid, publicly released version.

The previous concern regarding an unpublished tag was incorrect. v7.0.0 was officially released on June 18, 2026. The current configuration is valid.

			> Likely an incorrect or invalid review comment.
.github/workflows/gdunit4_tests.yml (1)

28-28: 🩺 Stability & Availability

The usage of actions/checkout@v7 is valid; it was officially released on June 18, 2026.

.github/workflows/codeql.yml (1)

27-27: 🩺 Stability & Availability

Verify actions/checkout@v7 exists before merging.
The reference to actions/checkout@v7 is valid as version 7.0.0 was published on June 18, 2026, featuring enhanced security defaults for fork pull requests. No update is required, though ensure new workflows account for the default blocking of unsafe checkouts.

.github/workflows/gut_tests.yml (1)

28-28: 🩺 Stability & Availability

Remove the concern regarding actions/checkout@v7.

actions/checkout@v7 is a valid and current version (released prior to the current context), so the workflow configuration is correct. The previous warning about it being an unpublished tag is no longer applicable.

.github/workflows/trivy.yml (1)

16-16: 🩺 Stability & Availability

The reference to actions/checkout@v7 is valid, as version 7.0.0 was officially released on June 18, 2026.

ikostan added 2 commits June 24, 2026 18:56
Replace the type-based conditional with an exact class name check (node.get_class() == 'Button') when auto-hooking base Button nodes. This ensures only the base Button class triggers the confirmation SFX hookup and prevents subclasses (e.g. CheckButton, OptionButton, CheckBox) from matching, addressing Issue #763. The old condition is left commented with a note explaining the change.
@ikostan

ikostan commented Jun 25, 2026

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@sourcery-ai guide

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ikostan commented Jun 25, 2026

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@sourcery-ai guide

espanakosta-jpg and others added 2 commits June 25, 2026 20:57
Remove the obsolete load_steps header from scenes/splash_screen.tscn and add unique_id attributes to the SplashScreen and its child nodes to stabilize scene serialization/IDs. In test/gut/test_gameplay_settings_audio.gd, call _clear_pool_players() in before_each (with explanatory comment) to remove lingering audio playback between tests and prevent bleed contamination.
@ikostan ikostan linked an issue Jun 25, 2026 that may be closed by this pull request
11 tasks
ikostan added 2 commits June 25, 2026 12:27
Add a comprehensive PR summary document describing changes for centralized UI accept/cancel SFX and related fixes. The new markdown (files/docs/milestones/21/Part_1_UI_Accept_&_Cancel_SFX.md) outlines technical implementations: centralized input routing in Globals, strict button filtering and deferred signal connections, main menu lifecycle race fixes, targeted dialog signal sanitization, navigation/cancel SFX gating, asset/import metadata updates, export preset tweaks, and CI workflow bumps. It also includes verification checklists, file-level change notes, contributor acknowledgements, and links to addressed issues for reviewer context.
@ikostan ikostan merged commit cd67305 into main Jun 25, 2026
13 checks passed
@github-project-automation github-project-automation Bot moved this from In Progress to Done in Sky Lock Assault Project Jun 25, 2026
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Labels

audio Sound/Audio related issue enhancement New feature or request menu

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Status: Done

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Successfully merging this pull request may close these issues.

[FEATURE] Centralized Base Button SFX Hook [FEATURE] Implement Selection and Back Audio Triggers [FEATURE] Implement Navigation Audio Triggers

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