# Sprint 5c Integration Notes

## Integrating

### 1. Async dispatch pattern (CRITICAL) — INTEGRATING
The reviewer is correct. In GDScript, calling an async function from a synchronous `_dispatch()` means we just CALL it (don't await it). The function runs as a coroutine and sends the response when done. This is actually how GDScript works — calling an async func without `await` starts it as a fire-and-forget coroutine. Will clarify this in the plan.

### 2. look_at crash guard — INTEGRATING
Valid. `camera.look_at(target)` crashes on zero-length direction. Will add epsilon guard: skip look_at if distance < 0.001.

### 3. readOnlyHint=False for camera — INTEGRATING
Correct. The camera tool mutates state (look_at, focus_node). Change to `readOnlyHint=False`.

### 4. Python-side array validation — INTEGRATING
Will validate `camera_position` and `camera_target` have exactly 3 elements on Python side. Same for camera tool `position` and `target`.

### 5. focus_node selection note — INTEGRATING
Will add note in response that previous selection is replaced.

### 6. viewport value validation — INTEGRATING
Will reject values other than "editor" and "game" in screenshot.py.

### 7. Prompt category — INTEGRATING
Will update screenshot entry to be in both EDIT (editor viewport) and PLAY & DEBUG (game viewport) sections, or add cross-reference.

## Not Integrating

### Camera restore race condition
The two-frame window is ~33ms at 60fps. User interaction during this window is extremely unlikely. Even if it happens, restoring is the safe default — the user's manual positioning happened during an automated capture. Not worth adding complexity for.

### Image size warnings
WebP at scale=0.5 is typically well under 500KB. The existing game screenshot tool doesn't have size warnings. Consistency is more important than over-engineering.
