Fix in-game multiplayer session switching
This commit is contained in:
parent
2526b5578b
commit
8c2f8715b0
5 changed files with 341 additions and 16 deletions
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@ -60,13 +60,17 @@ readonly -a NETWORK_TESTS=(
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"tests/world_spawn_multiplayer_validation.gd"
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)
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readonly SESSION_SWITCH_NETWORK_TEST="tests/session_switch_multiplayer_validation.gd"
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cleanup() {
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rm -rf -- "${RUN_ROOT}"
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}
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trap cleanup EXIT INT TERM
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usage() {
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printf 'Usage: %s {quick|full|host|network|all|--list}\n' "$0"
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printf \
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'Usage: %s {quick|full|host|network|session-switch|all|--list}\n' \
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"$0"
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}
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prepare_root() {
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@ -169,6 +173,85 @@ run_network_test() {
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fi
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}
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run_session_switch_network_test() {
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local script="${SESSION_SWITCH_NETWORK_TEST}"
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local name="${script#tests/}"
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name="${name%.gd}"
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local first_root second_root client_root
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local first_pid second_pid first_status second_status client_status
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local both_hosts_ready=0
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first_root="$(prepare_root "${name}-first-host")"
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second_root="$(prepare_root "${name}-second-host")"
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client_root="$(prepare_root "${name}-client")"
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printf '\n==> %s (two hosts + client)\n' "${script}"
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XDG_DATA_HOME="${first_root}/data" \
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XDG_CONFIG_HOME="${first_root}/config" \
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XDG_CACHE_HOME="${first_root}/cache" \
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timeout "${TEST_TIMEOUT_SECONDS}s" "${GODOT_BIN}" \
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--headless --path "${PROJECT_ROOT}" --script "${script}" -- first_host \
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>"${first_root}/output.log" 2>&1 &
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first_pid=$!
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XDG_DATA_HOME="${second_root}/data" \
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XDG_CONFIG_HOME="${second_root}/config" \
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XDG_CACHE_HOME="${second_root}/cache" \
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timeout "${TEST_TIMEOUT_SECONDS}s" "${GODOT_BIN}" \
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--headless --path "${PROJECT_ROOT}" --script "${script}" -- second_host \
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>"${second_root}/output.log" 2>&1 &
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second_pid=$!
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for _attempt in {1..100}; do
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if ! kill -0 "${first_pid}" 2>/dev/null \
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|| ! kill -0 "${second_pid}" 2>/dev/null; then
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break
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fi
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if ! command -v ss >/dev/null 2>&1; then
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sleep 2
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both_hosts_ready=1
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break
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fi
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if ss -H -lun "sport = :18142" | grep -q . \
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&& ss -H -lun "sport = :18143" | grep -q .; then
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both_hosts_ready=1
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break
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fi
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sleep 0.1
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done
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if ((both_hosts_ready == 0)); then
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kill "${first_pid}" "${second_pid}" 2>/dev/null || true
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wait "${first_pid}" 2>/dev/null || true
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wait "${second_pid}" 2>/dev/null || true
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printf '%s\n' '-- first host output --'
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sed -n '1,240p' "${first_root}/output.log"
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printf '%s\n' '-- second host output --'
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sed -n '1,240p' "${second_root}/output.log"
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printf '%s\n' 'error: session-switch hosts did not become ready' >&2
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return 1
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fi
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set +e
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XDG_DATA_HOME="${client_root}/data" \
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XDG_CONFIG_HOME="${client_root}/config" \
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XDG_CACHE_HOME="${client_root}/cache" \
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timeout "${TEST_TIMEOUT_SECONDS}s" "${GODOT_BIN}" \
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--headless --path "${PROJECT_ROOT}" --script "${script}" -- client \
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>"${client_root}/output.log" 2>&1
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client_status=$?
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wait "${first_pid}"
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first_status=$?
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wait "${second_pid}"
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second_status=$?
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set -e
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printf '%s\n' '-- first host output --'
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sed -n '1,240p' "${first_root}/output.log"
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printf '%s\n' '-- second host output --'
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sed -n '1,240p' "${second_root}/output.log"
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printf '%s\n' '-- client output --'
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sed -n '1,240p' "${client_root}/output.log"
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if ((first_status != 0 || second_status != 0 || client_status != 0)); then
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printf 'error: hosts exited %d/%d; client exited %d\n' \
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"${first_status}" "${second_status}" "${client_status}" >&2
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return 1
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fi
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}
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run_quick() {
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local test_script
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for test_script in "${QUICK_TESTS[@]}"; do
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@ -196,6 +279,7 @@ run_network() {
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for test_script in "${NETWORK_TESTS[@]}"; do
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run_network_test "${test_script}"
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done
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run_session_switch_network_test
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}
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list_tests() {
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@ -207,6 +291,8 @@ list_tests() {
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printf ' %s\n' "${HOST_TESTS[@]}"
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printf '%s\n' 'Paired network tests:'
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printf ' %s\n' "${NETWORK_TESTS[@]}"
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printf '%s\n' 'Two-host session-switch network test:'
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printf ' %s\n' "${SESSION_SWITCH_NETWORK_TEST}"
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}
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case "${1:-}" in
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@ -222,6 +308,9 @@ case "${1:-}" in
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network)
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run_network
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;;
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session-switch)
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run_session_switch_network_test
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;;
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all)
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run_full
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run_host
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173
tests/session_switch_multiplayer_validation.gd
Normal file
173
tests/session_switch_multiplayer_validation.gd
Normal file
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@ -0,0 +1,173 @@
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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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@ -2,6 +2,7 @@ class_name JoinGamePage
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extends Control
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signal join_requested(endpoint: String)
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signal join_confirmation_requested(endpoint: String)
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signal back_requested
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enum Mode {
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@ -63,6 +64,8 @@ var _editing_entry_id: String = ""
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var _name_entry_active: bool = false
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var _delete_armed: bool = false
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var _connection_error_latched: bool = false
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var _pending_confirmation_endpoint: String = ""
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var _pending_confirmation_room: Dictionary = {}
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func _ready() -> void:
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@ -189,6 +192,11 @@ func open_page(preserved_endpoint: String = "") -> void:
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func close_page() -> void:
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cancel_pending_join_confirmation()
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hide_for_join_confirmation()
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func hide_for_join_confirmation() -> void:
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_clear_edit_state()
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_discovery_refresh_timer.stop()
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hide()
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@ -206,6 +214,28 @@ func set_status(message: String) -> void:
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_set_status(_friendly_connection_message(message), true)
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func cancel_pending_join_confirmation() -> void:
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_pending_confirmation_endpoint = ""
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_pending_confirmation_room.clear()
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func confirm_pending_join() -> bool:
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if _pending_confirmation_endpoint.is_empty():
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_set_status("No server is waiting to be joined.", true)
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return false
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var endpoint_text: String = _pending_confirmation_endpoint
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var room: Dictionary = _pending_confirmation_room.duplicate(true)
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cancel_pending_join_confirmation()
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if not room.is_empty():
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if _discovery == null or not _discovery.prepare_public_join(room):
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_set_status("Could not prepare the public connection.", true)
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return false
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return true
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_set_status("Connecting…")
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join_requested.emit(endpoint_text)
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return true
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func _set_mode(mode: Mode, clear_connection_error: bool = true) -> void:
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if clear_connection_error:
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_connection_error_latched = false
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@ -236,6 +266,7 @@ func _request_join() -> void:
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]:
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_network_session.reset_failure()
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var endpoint_text: String = _address.text
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var discovery_room: Dictionary = {}
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if _mode == Mode.DISCOVER:
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var room: Dictionary = _selected_discovery_room()
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if _discovery != null and _discovery.is_own_room(room):
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@ -244,15 +275,26 @@ func _request_join() -> void:
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if _discovery_room_is_full(room):
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_set_status("That room is full.", true)
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return
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if _discovery == null or not _discovery.prepare_public_join(room):
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if _discovery == null:
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_set_status("Could not prepare the public connection.", true)
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return
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endpoint_text = _discovery.room_endpoint(room)
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discovery_room = room.duplicate(true)
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elif _mode != Mode.DIRECT and _selected_entry != null:
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endpoint_text = _selected_entry.normalized_endpoint
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var endpoint: ConnectionEndpoint = EndpointParser.parse(endpoint_text)
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if not endpoint.is_valid():
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_set_status(endpoint.error_message, true)
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return
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if _gameplay_context:
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_pending_confirmation_endpoint = endpoint.normalized_display
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_pending_confirmation_room = discovery_room
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join_confirmation_requested.emit(endpoint.normalized_display)
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return
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if not discovery_room.is_empty():
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if not _discovery.prepare_public_join(discovery_room):
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_set_status("Could not prepare the public connection.", true)
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return
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_set_status("Connecting…")
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_address.text = endpoint.normalized_display
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join_requested.emit(endpoint.normalized_display)
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@ -73,7 +73,7 @@ var _action_in_progress: bool = false
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var _root_transition_active: bool = false
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var _root_transition_generation: int = 0
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var _closing_menu: bool = false
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var _pending_join_endpoint: String = ""
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var _confirmation_returns_to_join_game: bool = false
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func _ready() -> void:
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@ -92,7 +92,10 @@ func _ready() -> void:
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_settings_panel.navigation_transition_started.connect(
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_emit_transition_flurry
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)
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_join_game_page.join_requested.connect(_on_join_game_requested)
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_join_game_page.join_requested.connect(_on_confirmed_join_requested)
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_join_game_page.join_confirmation_requested.connect(
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_on_join_confirmation_requested
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)
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_join_game_page.back_requested.connect(_close_join_game)
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_confirmation_page.hide_page()
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resized.connect(_update_responsive_pause_stage)
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@ -139,6 +142,7 @@ func open_menu() -> void:
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_join_game_page.close_page()
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_confirmation_page.hide_page()
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_confirmation_action = ConfirmationAction.NONE
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_confirmation_returns_to_join_game = false
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_action_in_progress = false
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_root_page.hide_page()
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show()
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@ -238,20 +242,29 @@ func _close_join_game() -> void:
|
|||
_begin_root_entry(true)
|
||||
|
||||
|
||||
func _on_join_game_requested(endpoint: String) -> void:
|
||||
func _on_join_confirmation_requested(_endpoint: String) -> void:
|
||||
if _action_in_progress or _root_transition_active:
|
||||
_join_game_page.cancel_pending_join_confirmation()
|
||||
return
|
||||
_pending_join_endpoint = endpoint
|
||||
_open_confirmation(
|
||||
ConfirmationAction.JOIN_ANOTHER,
|
||||
"join another game?",
|
||||
_confirmation_action = ConfirmationAction.JOIN_ANOTHER
|
||||
_confirmation_returns_to_join_game = true
|
||||
_confirmation_page.configure(
|
||||
(
|
||||
"your progression will be saved first. "
|
||||
+ "current players will be disconnected if you are hosting."
|
||||
"join another game?\n\n"
|
||||
+ "your progression will be saved first. current players will be "
|
||||
+ "disconnected if you are hosting."
|
||||
),
|
||||
"save and join",
|
||||
false
|
||||
"cancel",
|
||||
BubbleConfirmationPageType.InitialFocus.CONFIRM,
|
||||
)
|
||||
_join_game_page.hide_for_join_confirmation()
|
||||
_emit_transition_flurry()
|
||||
_show_confirmation()
|
||||
|
||||
|
||||
func _on_confirmed_join_requested(endpoint: String) -> void:
|
||||
join_game_requested.emit(endpoint)
|
||||
|
||||
|
||||
func report_network_error(message: String) -> void:
|
||||
|
|
@ -340,6 +353,7 @@ func _open_confirmation(
|
|||
) -> void:
|
||||
if _action_in_progress or _root_transition_active:
|
||||
return
|
||||
_confirmation_returns_to_join_game = false
|
||||
_confirmation_action = action
|
||||
_confirmation_page.configure(
|
||||
"%s\n\n%s" % [title, message],
|
||||
|
|
@ -380,6 +394,11 @@ func _close_confirmation() -> void:
|
|||
|
||||
|
||||
func _finish_confirmation_cancel() -> void:
|
||||
if _confirmation_returns_to_join_game:
|
||||
_confirmation_returns_to_join_game = false
|
||||
_join_game_page.cancel_pending_join_confirmation()
|
||||
_join_game_page.open_page()
|
||||
return
|
||||
_begin_root_entry(true)
|
||||
|
||||
|
||||
|
|
@ -414,9 +433,9 @@ func _finish_confirmation_accept(action: ConfirmationAction) -> void:
|
|||
ConfirmationAction.QUIT_ANYWAY:
|
||||
quit_requested.emit()
|
||||
ConfirmationAction.JOIN_ANOTHER:
|
||||
_join_game_page.close_page()
|
||||
join_game_requested.emit(_pending_join_endpoint)
|
||||
_pending_join_endpoint = ""
|
||||
_confirmation_returns_to_join_game = false
|
||||
_join_game_page.open_page()
|
||||
_join_game_page.confirm_pending_join()
|
||||
_:
|
||||
_action_in_progress = false
|
||||
_begin_root_entry(false)
|
||||
|
|
@ -507,6 +526,7 @@ func _finish_close(reason: CloseReason, restore_controls: bool) -> void:
|
|||
_root_page.hide_page()
|
||||
_confirmation_page.hide_page()
|
||||
_confirmation_action = ConfirmationAction.NONE
|
||||
_confirmation_returns_to_join_game = false
|
||||
_action_in_progress = false
|
||||
_transition_flurry.clear_flurries()
|
||||
hide()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue