feat(godot): resolve autoload access cross-file (L7 finalization)#54
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Summary
Cross-file finalization for Godot — the headline capability that turns autoload usage into real edges so an autoload-only-called function is no longer false dead-code.
BuffManager.apply()(whereBuffManageris a[autoload]singleton fromproject.godot) now resolves to that singleton via the resolver'sresolve()Strategy-1, gated strictly by the known autoload roster — non-roster receivers (Vector2.ZERO, locals) yield no edge. Zero false positives by construction.post_extractreturns nodes-only (cannot create edges), so autoload edges are produced inresolve();post_extractdoes the nodes-only work (stamps the singleton'ssignaturewith its confirmed script binding when the script file exists). Scene→script and signal-connection handlers resolve via the existing generic name-matcher (not duplicated).parse_gdscript_dynamicsis untouched;parse_autoload_candidatesis added alongside and merged into the.gdextract; theDYNAMIC_PREFIXsentinel refs are skipped.Verification
make cigreen; godot suites green (project 8, scene 8, resource 7, script 21, post_extract 5, frameworks 28); workspace 0 failures; clippy -D warnings 0; guardrail 0; golden corpora byte-unchanged.