netfishing/tests/job_multiplayer_validation.gd

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GDScript3
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extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18139
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("host"):
await _run_host()
return
if arguments.has("client"):
await _run_client()
return
push_error("Job multiplayer validation needs host or client mode.")
quit(1)
func _run_host() -> void:
var main: Node = await _create_initialized_main()
var session := main.get_node("%NetworkSession") as NetworkSession
var save_manager := main.get("_save_manager") as PlayerSaveManager
var jobs := main.get_node("%PlayerJobService") as PlayerJobService
assert(session.start_private_host(TEST_PORT))
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
await process_frame
assert(session.set_host_open(true))
var host_board: Dictionary = jobs.get_host_board_network_data()
assert(PlayerJobService.validate_board(host_board))
var remote_peer_id: int = 0
var join_deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_deadline and remote_peer_id == 0:
await process_frame
for peer_id: int in session.get_authenticated_peer_ids():
if peer_id != session.get_local_peer_id():
remote_peer_id = peer_id
break
assert(remote_peer_id > 1)
assert(session.peer_supports_capability(
remote_peer_id, NetworkProtocol.JOBS_CAPABILITY
))
var disconnect_deadline: int = Time.get_ticks_msec() + 12000
while (
Time.get_ticks_msec() < disconnect_deadline
and session.is_authenticated_peer(remote_peer_id)
):
await process_frame
assert(not session.is_authenticated_peer(remote_peer_id))
print("Job multiplayer host validation: PASS")
session.disconnect_session("")
main.queue_free()
await process_frame
quit()
func _run_client() -> void:
var main: Node = await _create_initialized_main()
main.call(
"_on_title_join_game_requested",
"127.0.0.1:%d" % TEST_PORT,
)
var session := main.get_node("%NetworkSession") as NetworkSession
var jobs := main.get_node("%PlayerJobService") as PlayerJobService
var weather := main.get_node("%WorldWeatherService") as WorldWeatherService
var join_deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_deadline:
await process_frame
if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
main.call("_confirm_server_trust")
if (
session.is_joined_client()
and bool(main.get("_gameplay_started"))
and not jobs.get_plan_id().is_empty()
):
break
assert(session.is_joined_client())
assert(session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY))
assert(not jobs.get_plan_id().is_empty())
assert(jobs.get_daily_jobs().size() == JobCatalog.DAILY_JOB_COUNT)
assert(jobs.get_forecast().size() == JobCatalog.WEATHER_SEGMENT_COUNT)
assert(weather.get_daily_plan_id().is_empty())
var game_ui := main.get_node("%GameUI") as GameUI
var player_menu := game_ui.get("_player_menu") as PlayerMenu
player_menu.call("_show_section_immediate", PlayerMenu.Section.NET)
assert((player_menu.get_node("%TheNetPage") as TheNetPage).visible)
print("Job multiplayer client validation: PASS")
session.disconnect_session("")
main.queue_free()
await process_frame
quit()
func _create_initialized_main() -> Node:
root.size = Vector2i(1280, 720)
var main: Node = MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
return main