Fix in-game multiplayer session switching
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parent
2526b5578b
commit
8c2f8715b0
5 changed files with 341 additions and 16 deletions
173
tests/session_switch_multiplayer_validation.gd
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173
tests/session_switch_multiplayer_validation.gd
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extends SceneTree
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const MainScene: PackedScene = preload("res://main/main.tscn")
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const FIRST_HOST_PORT: int = 18142
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const SECOND_HOST_PORT: int = 18143
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const WAIT_SECONDS: int = 20
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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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var arguments: PackedStringArray = OS.get_cmdline_user_args()
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if arguments.has("first_host"):
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await _run_host(FIRST_HOST_PORT, "first")
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return
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if arguments.has("second_host"):
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await _run_host(SECOND_HOST_PORT, "second")
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return
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if arguments.has("client"):
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await _run_client()
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return
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push_error(
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"Session switch multiplayer validation needs first_host, "
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+ "second_host, or client mode."
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)
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quit(1)
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func _run_host(port: int, label: String) -> void:
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var main: Node = await _create_initialized_main()
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var session := main.get_node("%NetworkSession") as NetworkSession
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assert(session.start_dedicated_host(port, 8, "127.0.0.1"))
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assert(session.set_host_open(true))
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var remote_peer_id: int = await _wait_for_remote_peer(session)
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assert(remote_peer_id > 1)
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var disconnect_deadline: int = (
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Time.get_ticks_msec() + WAIT_SECONDS * 1000
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)
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while (
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Time.get_ticks_msec() < disconnect_deadline
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and session.is_authenticated_peer(remote_peer_id)
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):
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await process_frame
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assert(not session.is_authenticated_peer(remote_peer_id))
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print("Session switch %s host validation: PASS" % label)
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session.disconnect_session("")
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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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await create_timer(0.1).timeout
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quit()
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func _run_client() -> void:
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var main: Node = await _create_initialized_main()
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var session := main.get_node("%NetworkSession") as NetworkSession
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main.call(
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"_on_title_join_game_requested",
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"127.0.0.1:%d" % FIRST_HOST_PORT,
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)
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await _wait_for_join(main, session, FIRST_HOST_PORT)
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var game_ui := main.get("_game_ui") as GameUI
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var pause_menu := game_ui.get_pause_menu()
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var join_page := pause_menu.get_node("%JoinGamePage") as JoinGamePage
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var discovery := main.get_node("%DiscoveryClient") as DiscoveryClient
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pause_menu.show()
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(pause_menu.get_node("%RootPage") as Control).hide()
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join_page.open_page()
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join_page.set("_mode", JoinGamePage.Mode.DISCOVER)
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var rooms: Array[Dictionary] = [{
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"room_id": "deferred-public-room",
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"room_name": "Deferred public room",
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"address": "127.0.0.1",
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"port": SECOND_HOST_PORT,
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"current_players": 0,
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"max_players": 8,
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}]
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join_page.set("_discovery_rooms", rooms)
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join_page.set("_selected_discovery_index", 0)
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assert(bool(join_page.get("_gameplay_context")))
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assert(
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str(
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(join_page.call("_selected_discovery_room") as Dictionary).get(
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"room_id", ""
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)
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) == "deferred-public-room"
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)
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join_page.call("_request_join")
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assert(not bool(discovery.get("_join_request_in_flight")))
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assert(
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str(
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(join_page.get("_pending_confirmation_room") as Dictionary).get(
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"room_id", ""
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)
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) == "deferred-public-room"
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)
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assert(
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int(pause_menu.get("_confirmation_action"))
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== PauseMenu.ConfirmationAction.JOIN_ANOTHER
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)
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join_page.cancel_pending_join_confirmation()
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(pause_menu.get_node("%ConfirmationPage") as Control).hide()
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pause_menu.set("_confirmation_action", PauseMenu.ConfirmationAction.NONE)
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pause_menu.set("_confirmation_returns_to_join_game", false)
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join_page.open_page("127.0.0.1:%d" % SECOND_HOST_PORT)
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join_page.set("_mode", JoinGamePage.Mode.DIRECT)
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join_page.call("_request_join")
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assert(
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int(pause_menu.get("_confirmation_action"))
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== PauseMenu.ConfirmationAction.JOIN_ANOTHER
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)
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assert(not join_page.visible)
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assert((pause_menu.get_node("%ConfirmationPage") as Control).visible)
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pause_menu.call(
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"_finish_confirmation_accept",
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PauseMenu.ConfirmationAction.JOIN_ANOTHER,
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)
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await _wait_for_join(main, session, SECOND_HOST_PORT)
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assert(bool(main.get("_gameplay_started")))
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print("Session switch multiplayer client validation: PASS")
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session.disconnect_session("")
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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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await create_timer(0.1).timeout
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quit()
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func _wait_for_join(
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main: Node,
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session: NetworkSession,
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expected_port: int,
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) -> void:
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var deadline: int = Time.get_ticks_msec() + WAIT_SECONDS * 1000
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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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var endpoint: ConnectionEndpoint = session.get_current_endpoint()
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if (
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session.is_joined_client()
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and bool(main.get("_gameplay_started"))
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and endpoint != null
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and endpoint.port == expected_port
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):
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return
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assert(false, "Timed out joining UDP %d." % expected_port)
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func _wait_for_remote_peer(session: NetworkSession) -> int:
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var deadline: int = Time.get_ticks_msec() + WAIT_SECONDS * 1000
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while Time.get_ticks_msec() < deadline:
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await process_frame
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for peer_id: int in session.get_authenticated_peer_ids():
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if peer_id > 1:
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return peer_id
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return 0
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func _create_initialized_main() -> Node:
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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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return main
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1
tests/session_switch_multiplayer_validation.gd.uid
Normal file
1
tests/session_switch_multiplayer_validation.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://bkuih0ht2vny3
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