Add synchronized Fishnet jobs and laptop UI
This commit is contained in:
parent
46df74361a
commit
26fbd41132
39 changed files with 3257 additions and 188 deletions
111
tests/job_multiplayer_validation.gd
Normal file
111
tests/job_multiplayer_validation.gd
Normal file
|
|
@ -0,0 +1,111 @@
|
|||
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
|
||||
Loading…
Add table
Add a link
Reference in a new issue