Fix multiplayer presentation and Fishnet synchronization

This commit is contained in:
Alexander Sellite 2026-08-13 21:58:43 -04:00
parent 31d459b3a7
commit 2045d8e288
19 changed files with 748 additions and 41 deletions

View file

@ -0,0 +1,163 @@
extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18141
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("Movement 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
assert(session.start_private_host(TEST_PORT))
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
for _frame: int in 4:
await physics_frame
assert(session.set_host_open(true))
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
var player := main.get("_player") as Player
player.configure_network_remote(true)
player.apply_authoritative_network_input(_movement_input(1, true))
await create_timer(2.5).timeout
player.apply_authoritative_network_input(_movement_input(2, false))
await create_timer(2.5).timeout
player.apply_authoritative_network_input(_movement_input(3, false, false))
var disconnect_deadline: int = Time.get_ticks_msec() + 8000
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("Movement multiplayer host validation: PASS")
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
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 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")):
break
assert(session.is_joined_client())
var spawn_service := main.get_node(
"%PlayerSpawnService"
) as PlayerSpawnService
var host_avatar: Player = spawn_service.get_avatar(1)
assert(host_avatar != null)
var animation_player := host_avatar.get_node(
"Visuals/CharacterRig/AnimationPlayer"
) as AnimationPlayer
var sprint_dust := host_avatar.get_node("%SprintDust") as SprintDustTrail
var saw_running: bool = false
var saw_walking: bool = false
var saw_animation_advance: bool = false
var saw_dust: bool = false
var previous_animation: StringName = &""
var previous_animation_position: float = -1.0
var observation_deadline: int = Time.get_ticks_msec() + 7000
while Time.get_ticks_msec() < observation_deadline:
await process_frame
var current_animation: StringName = animation_player.current_animation
saw_running = saw_running or current_animation.begins_with("running")
saw_walking = saw_walking or current_animation.begins_with("walking")
var current_position: float = (
animation_player.current_animation_position
)
if (
current_animation == previous_animation
and previous_animation_position >= 0.0
and absf(current_position - previous_animation_position) > 0.001
):
saw_animation_advance = true
previous_animation = current_animation
previous_animation_position = current_position
saw_dust = saw_dust or sprint_dust.get_active_puff_count() > 0
if saw_running and saw_walking and saw_animation_advance and saw_dust:
break
assert(saw_running)
assert(saw_walking)
assert(saw_animation_advance)
assert(saw_dust)
print("Movement multiplayer client validation: PASS")
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
quit()
func _movement_input(
sequence: int,
sprinting: bool,
moving: bool = true,
) -> Dictionary:
return {
"sequence": sequence,
"axis": [0.0, -1.0] if moving else [0.0, 0.0],
"camera_yaw": 0.0,
"jump": false,
"sprint": sprinting,
"sneak": false,
"slow_walk": false,
"sitting": false,
"casting": false,
"animation_action": (
NetworkPlayerAnimationProtocol.make_action_state()
),
}
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
func _wait_for_remote_peer(session: NetworkSession) -> int:
var deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < deadline:
await process_frame
for peer_id: int in session.get_authenticated_peer_ids():
if peer_id != session.get_local_peer_id():
return peer_id
return 0