Save The Tree implementation and acceptance work in progress
Preserve production code, regression fixtures, audio assets and provenance, test infrastructure, and the original-completion plan and progress ledger. Final game and Windows acceptance remain pending; excluded local artifacts and native experiments are not part of this snapshot.
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@@ -1,5 +1,7 @@
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extends SceneTree
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const AudioTeardown := preload("res://tests/helpers/ui_audio_teardown.gd")
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var _manual_save_path := "user://tests/main_dashboard_%d/manual_ui" % OS.get_process_id()
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var _checks := 0
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var _failures := 0
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@@ -202,8 +204,8 @@ func _run() -> void:
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_test_manual_save_and_load()
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_test_event_choice_ui()
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if is_instance_valid(_main):
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_main.queue_free()
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var teardown: Dictionary = await AudioTeardown.free_owner_and_wait(self, _main)
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_expect(bool(teardown.get(&"passed", false)) and not bool(teardown.get(&"deadline_reached", true)), "owned audio references release before bounded teardown deadline with whole Runtime unchanged")
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SaveService.delete_save(_manual_save_path)
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if _failures == 0:
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print("PASS: %d checks" % _checks)
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