Fix in-game multiplayer session switching

This commit is contained in:
Alexander Sellite 2026-08-14 22:48:59 -04:00
parent 2526b5578b
commit 8c2f8715b0
5 changed files with 341 additions and 16 deletions

View file

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