Add dedicated server runtime
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14 changed files with 595 additions and 47 deletions
49
tests/dedicated_server_client_validation.gd
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49
tests/dedicated_server_client_validation.gd
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extends SceneTree
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const MainScene = preload("res://main/main.tscn")
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const TEST_ENDPOINT: String = "127.0.0.1:7777"
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const EXPECTED_SERVER_NAME: String = "Dedicated-Client-Test"
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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root.size = Vector2i(1280, 720)
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var main: Node = MainScene.instantiate()
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root.add_child(main)
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for _frame: int in 4:
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await process_frame
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if not bool(main.get("_application_initialized")):
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main.call("_activate_selected_data_path", "", true)
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for _frame: int in 8:
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await process_frame
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assert(bool(main.get("_application_initialized")))
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main.call("_on_title_join_game_requested", TEST_ENDPOINT)
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var session := main.get_node("%NetworkSession") as NetworkSession
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var joined: bool = false
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var deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < deadline:
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await process_frame
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if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
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main.call("_confirm_server_trust")
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if session.is_joined_client() and bool(main.get("_gameplay_started")):
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joined = true
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break
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assert(joined)
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assert(session.get_local_peer_id() > 1)
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assert(session.get_player_count() == 1)
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var metadata: Dictionary = session.get_last_server_metadata()
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assert(str(metadata.get("server_display_name", "")) == EXPECTED_SERVER_NAME)
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var spawn_service := main.get_node(
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"%PlayerSpawnService"
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) as PlayerSpawnService
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assert(spawn_service.get_avatar(1) == null)
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assert(spawn_service.get_avatar(session.get_local_peer_id()) != null)
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print("DEDICATED_SERVER_CLIENT_VALIDATION_OK")
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session.disconnect_session("Dedicated client validation complete.")
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main.queue_free()
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for _frame: int in 4:
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await process_frame
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quit()
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