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feat: Add timeout diagnostics and outdated-runner hint to pause-point CLI errors#1892

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hatayama merged 2 commits into
feature/pause-point-round4-integrationfrom
feat/pause-point-await-timeout-diagnostics
Jul 20, 2026
Merged

feat: Add timeout diagnostics and outdated-runner hint to pause-point CLI errors#1892
hatayama merged 2 commits into
feature/pause-point-round4-integrationfrom
feat/pause-point-await-timeout-diagnostics

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@hatayama

@hatayama hatayama commented Jul 20, 2026

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Summary

  • A HitCount=0 await-pause-point timeout now suggests pausing PlayMode before scenario setup, not just re-triggering the code path.
  • An unrecognized flag on await-pause-point/pause-point-status now names an outdated installed project runner as a likely cause, alongside the existing typo/help pointer.

User Impact

  • Previously, a timeout with no hits only advised re-triggering the code path, which does not help when a self-progressing game (timers, gravity, spawners) consumed the scenario before the marker could fire. The hint now also points at control-play-mode --action Pause as the preventive fix for next time.
  • Previously, an unrecognized flag read as a plain typo, even when the actual cause was an installed project runner older than the flag's documentation. The error now suggests checking uloop --version and updating the CLI as an alternative explanation.

Changes

  • Extended the existing HitCount=0 timeout hint in pausePointTimeoutHint with one additional sentence; no other diagnostic fields changed.
  • Added a shared pausePointUnknownOptionError helper used by both await-pause-point and pause-point-status option parsing, replacing their near-duplicate inline error construction.
  • No IPC or response-shape changes; both errors are CLI-side argument/diagnostic text only.

Verification

  • scripts/check-go-cli.sh: all packages pass (fmt/vet/lint/test/build)
  • dist/darwin-arm64/uloop await-pause-point --id jump --bogus-flag value: confirmed the new hint text in the response

Review in cubic

…rrors

Two friction points reported from real usage: a HitCount=0 timeout gave
no forward-looking advice beyond re-triggering the code path, and an
unrecognized flag on await-pause-point/pause-point-status looked
identical to a typo even when the real cause was an outdated installed
project runner that predates a documented flag.

Extend the existing HitCount=0 timeout hint with a sentence pointing at
`control-play-mode --action Pause` as a preventive fix for
self-progressing games, alongside the existing reactive "re-trigger and
wait again" advice. Add a shared unknown-option error builder for the
two runner-owned pause-point native commands that names the outdated-
runner possibility and points at `uloop --version`.

Verification: `scripts/check-go-cli.sh` passes (fmt/vet/lint/test/build).
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📥 Commits

Reviewing files that changed from the base of the PR and between dfd8d00 and 67588c5.

📒 Files selected for processing (4)
  • cli/project-runner/internal/projectrunner/native_command_help.go
  • cli/project-runner/internal/projectrunner/pause_point_errors.go
  • cli/project-runner/internal/projectrunner/pause_point_wait.go
  • cli/project-runner/internal/projectrunner/pause_point_wait_test.go
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  • Commit unit tests in branch feat/pause-point-await-timeout-diagnostics

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The timeout hint referenced a nonexistent `Resume` action; control-play-mode
only supports Play/Stop/Pause/Step, so the hint now tells agents to resume
with `control-play-mode --action Play`. Also moved a doc comment that had
ended up above the wrong test after a new test was inserted between it and
its target.
@hatayama
hatayama merged commit 6b4f786 into feature/pause-point-round4-integration Jul 20, 2026
1 of 2 checks passed
@hatayama
hatayama deleted the feat/pause-point-await-timeout-diagnostics branch July 20, 2026 19:23
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