# Opus Review

**Model:** claude-opus-4
**Generated:** 2026-03-09T16:15:00Z

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## Overall Assessment

This is a well-motivated plan that addresses real, observed problems with clear root-cause analysis. The five fixes are logically sequenced and the scope is appropriately narrow. However, there are several implementation-level issues, a significant architectural concern with the approach to attaching `_editor_state`, and missing details in the grid connectivity algorithm that need attention before implementation begins.

## Critical Issues

### 1. `_editor_state` attachment via `send_response()` misses game-forwarded responses

Section 1 lists 17 handlers that need `_editor_state` attached. But seven of those are routed through `_handle_game_forward()`. Their responses come back through `handle_game_response()`, which calls `send_response()`. The plan should either:
- (a) Inject `_editor_state` inside `send_response()` itself (cleanest — one line, catches everything)
- (b) Explicitly modify `handle_game_response()` too

Option (a) is strongly recommended.

### 2. The plan's handler list is inaccurate

Lists `_handle_watch`, `_handle_perf_snapshot`, etc. as handlers — these don't exist as separate functions; they're dispatched to `_handle_game_forward()`. Also omits `_handle_ping`, `_handle_stop`, `_handle_undo_history`, `_handle_exec_editor`.

### 3. The prompt file path is wrong

`src/godotiq/prompts/godot_development.md` was deleted. Actual file is `src/godotiq/prompts/godot_development_prompt_v2.md`.

## Architectural Concerns

### 4. Grid connectivity validation belongs on Python side, not GDScript

The validation is pure computation on override keys and spacing. Putting it in GDScript means it can't be unit tested without Godot. Move to `build_scene.py` for pure Python testing.

### 5. `_editor_state` payload increase and `apply_output_limit()`

`apply_output_limit()` truncates list-valued keys and could truncate `_editor_state.recent_errors`. Plan should specify whether `_editor_state` is excluded from output limiting.

## Edge Cases

### 6. `_record_error` wiring from debugger is underspecified

Plan says "Wire from debugger's runtime_error event handler" but doesn't specify mechanism (modify debugger's `_capture`, add listener, override `send_event`?).

### 7. Pre-flight auto-open is a risky side effect

Opening a scene discards unsaved changes. Safer: return error telling agent which scene is open vs expected, let agent save/switch explicitly.

### 8. Grid key format: `"row,col"` not `"col,row"`

Code uses `"%d,%d" % [row, col]`. Plan says `(col, row)` which is wrong.

### 9. Override tiles with custom positions cause false distance warnings

Override entries can specify custom `position` overriding grid position. Connectivity check would produce false mismatch warning.

### 10. Single override tile: warning is noise

Single override is legitimate (one special tile in grid). Should only warn when 2+ overrides fail to form connected subgraph.

## Testing Gaps

### 11. No tests for `_editor_state` passthrough via `apply_output_limit()`

### 12. No tests for `_send_error` responses with `_editor_state`

### 13. Testing grid validation as Python unit tests while implementing in GDScript — inconsistent

## Missing Considerations

### 14. `_editor_state` on `_handle_editor_context` is redundant (acceptable)

### 15. Error ring buffer thread safety — safe in GDScript (cooperative)

### 16. No backward compatibility handling for `_editor_state` on Python side

### 17. Need to verify `apply_output_limit()` doesn't strip `_editor_state`

### 18. File change summary lists wrong filename and omits `godotiq_debugger.gd`

### 19. "Working memory" in efficiency rules is vague — clarify as "don't repeat same tool call in conversation"

### 20. QA checklist is advisory, not enforced — consider programmatic enforcement
