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

@ -60,13 +60,17 @@ readonly -a NETWORK_TESTS=(
"tests/world_spawn_multiplayer_validation.gd"
)
readonly SESSION_SWITCH_NETWORK_TEST="tests/session_switch_multiplayer_validation.gd"
cleanup() {
rm -rf -- "${RUN_ROOT}"
}
trap cleanup EXIT INT TERM
usage() {
printf 'Usage: %s {quick|full|host|network|all|--list}\n' "$0"
printf \
'Usage: %s {quick|full|host|network|session-switch|all|--list}\n' \
"$0"
}
prepare_root() {
@ -169,6 +173,85 @@ run_network_test() {
fi
}
run_session_switch_network_test() {
local script="${SESSION_SWITCH_NETWORK_TEST}"
local name="${script#tests/}"
name="${name%.gd}"
local first_root second_root client_root
local first_pid second_pid first_status second_status client_status
local both_hosts_ready=0
first_root="$(prepare_root "${name}-first-host")"
second_root="$(prepare_root "${name}-second-host")"
client_root="$(prepare_root "${name}-client")"
printf '\n==> %s (two hosts + client)\n' "${script}"
XDG_DATA_HOME="${first_root}/data" \
XDG_CONFIG_HOME="${first_root}/config" \
XDG_CACHE_HOME="${first_root}/cache" \
timeout "${TEST_TIMEOUT_SECONDS}s" "${GODOT_BIN}" \
--headless --path "${PROJECT_ROOT}" --script "${script}" -- first_host \
>"${first_root}/output.log" 2>&1 &
first_pid=$!
XDG_DATA_HOME="${second_root}/data" \
XDG_CONFIG_HOME="${second_root}/config" \
XDG_CACHE_HOME="${second_root}/cache" \
timeout "${TEST_TIMEOUT_SECONDS}s" "${GODOT_BIN}" \
--headless --path "${PROJECT_ROOT}" --script "${script}" -- second_host \
>"${second_root}/output.log" 2>&1 &
second_pid=$!
for _attempt in {1..100}; do
if ! kill -0 "${first_pid}" 2>/dev/null \
|| ! kill -0 "${second_pid}" 2>/dev/null; then
break
fi
if ! command -v ss >/dev/null 2>&1; then
sleep 2
both_hosts_ready=1
break
fi
if ss -H -lun "sport = :18142" | grep -q . \
&& ss -H -lun "sport = :18143" | grep -q .; then
both_hosts_ready=1
break
fi
sleep 0.1
done
if ((both_hosts_ready == 0)); then
kill "${first_pid}" "${second_pid}" 2>/dev/null || true
wait "${first_pid}" 2>/dev/null || true
wait "${second_pid}" 2>/dev/null || true
printf '%s\n' '-- first host output --'
sed -n '1,240p' "${first_root}/output.log"
printf '%s\n' '-- second host output --'
sed -n '1,240p' "${second_root}/output.log"
printf '%s\n' 'error: session-switch hosts did not become ready' >&2
return 1
fi
set +e
XDG_DATA_HOME="${client_root}/data" \
XDG_CONFIG_HOME="${client_root}/config" \
XDG_CACHE_HOME="${client_root}/cache" \
timeout "${TEST_TIMEOUT_SECONDS}s" "${GODOT_BIN}" \
--headless --path "${PROJECT_ROOT}" --script "${script}" -- client \
>"${client_root}/output.log" 2>&1
client_status=$?
wait "${first_pid}"
first_status=$?
wait "${second_pid}"
second_status=$?
set -e
printf '%s\n' '-- first host output --'
sed -n '1,240p' "${first_root}/output.log"
printf '%s\n' '-- second host output --'
sed -n '1,240p' "${second_root}/output.log"
printf '%s\n' '-- client output --'
sed -n '1,240p' "${client_root}/output.log"
if ((first_status != 0 || second_status != 0 || client_status != 0)); then
printf 'error: hosts exited %d/%d; client exited %d\n' \
"${first_status}" "${second_status}" "${client_status}" >&2
return 1
fi
}
run_quick() {
local test_script
for test_script in "${QUICK_TESTS[@]}"; do
@ -196,6 +279,7 @@ run_network() {
for test_script in "${NETWORK_TESTS[@]}"; do
run_network_test "${test_script}"
done
run_session_switch_network_test
}
list_tests() {
@ -207,6 +291,8 @@ list_tests() {
printf ' %s\n' "${HOST_TESTS[@]}"
printf '%s\n' 'Paired network tests:'
printf ' %s\n' "${NETWORK_TESTS[@]}"
printf '%s\n' 'Two-host session-switch network test:'
printf ' %s\n' "${SESSION_SWITCH_NETWORK_TEST}"
}
case "${1:-}" in
@ -222,6 +308,9 @@ case "${1:-}" in
network)
run_network
;;
session-switch)
run_session_switch_network_test
;;
all)
run_full
run_host

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

View file

@ -0,0 +1 @@
uid://bkuih0ht2vny3

View file

@ -2,6 +2,7 @@ class_name JoinGamePage
extends Control
signal join_requested(endpoint: String)
signal join_confirmation_requested(endpoint: String)
signal back_requested
enum Mode {
@ -63,6 +64,8 @@ var _editing_entry_id: String = ""
var _name_entry_active: bool = false
var _delete_armed: bool = false
var _connection_error_latched: bool = false
var _pending_confirmation_endpoint: String = ""
var _pending_confirmation_room: Dictionary = {}
func _ready() -> void:
@ -189,6 +192,11 @@ func open_page(preserved_endpoint: String = "") -> void:
func close_page() -> void:
cancel_pending_join_confirmation()
hide_for_join_confirmation()
func hide_for_join_confirmation() -> void:
_clear_edit_state()
_discovery_refresh_timer.stop()
hide()
@ -206,6 +214,28 @@ func set_status(message: String) -> void:
_set_status(_friendly_connection_message(message), true)
func cancel_pending_join_confirmation() -> void:
_pending_confirmation_endpoint = ""
_pending_confirmation_room.clear()
func confirm_pending_join() -> bool:
if _pending_confirmation_endpoint.is_empty():
_set_status("No server is waiting to be joined.", true)
return false
var endpoint_text: String = _pending_confirmation_endpoint
var room: Dictionary = _pending_confirmation_room.duplicate(true)
cancel_pending_join_confirmation()
if not room.is_empty():
if _discovery == null or not _discovery.prepare_public_join(room):
_set_status("Could not prepare the public connection.", true)
return false
return true
_set_status("Connecting…")
join_requested.emit(endpoint_text)
return true
func _set_mode(mode: Mode, clear_connection_error: bool = true) -> void:
if clear_connection_error:
_connection_error_latched = false
@ -236,6 +266,7 @@ func _request_join() -> void:
]:
_network_session.reset_failure()
var endpoint_text: String = _address.text
var discovery_room: Dictionary = {}
if _mode == Mode.DISCOVER:
var room: Dictionary = _selected_discovery_room()
if _discovery != null and _discovery.is_own_room(room):
@ -244,15 +275,26 @@ func _request_join() -> void:
if _discovery_room_is_full(room):
_set_status("That room is full.", true)
return
if _discovery == null or not _discovery.prepare_public_join(room):
if _discovery == null:
_set_status("Could not prepare the public connection.", true)
return
endpoint_text = _discovery.room_endpoint(room)
discovery_room = room.duplicate(true)
elif _mode != Mode.DIRECT and _selected_entry != null:
endpoint_text = _selected_entry.normalized_endpoint
var endpoint: ConnectionEndpoint = EndpointParser.parse(endpoint_text)
if not endpoint.is_valid():
_set_status(endpoint.error_message, true)
return
if _gameplay_context:
_pending_confirmation_endpoint = endpoint.normalized_display
_pending_confirmation_room = discovery_room
join_confirmation_requested.emit(endpoint.normalized_display)
return
if not discovery_room.is_empty():
if not _discovery.prepare_public_join(discovery_room):
_set_status("Could not prepare the public connection.", true)
return
_set_status("Connecting…")
_address.text = endpoint.normalized_display
join_requested.emit(endpoint.normalized_display)

View file

@ -73,7 +73,7 @@ var _action_in_progress: bool = false
var _root_transition_active: bool = false
var _root_transition_generation: int = 0
var _closing_menu: bool = false
var _pending_join_endpoint: String = ""
var _confirmation_returns_to_join_game: bool = false
func _ready() -> void:
@ -92,7 +92,10 @@ func _ready() -> void:
_settings_panel.navigation_transition_started.connect(
_emit_transition_flurry
)
_join_game_page.join_requested.connect(_on_join_game_requested)
_join_game_page.join_requested.connect(_on_confirmed_join_requested)
_join_game_page.join_confirmation_requested.connect(
_on_join_confirmation_requested
)
_join_game_page.back_requested.connect(_close_join_game)
_confirmation_page.hide_page()
resized.connect(_update_responsive_pause_stage)
@ -139,6 +142,7 @@ func open_menu() -> void:
_join_game_page.close_page()
_confirmation_page.hide_page()
_confirmation_action = ConfirmationAction.NONE
_confirmation_returns_to_join_game = false
_action_in_progress = false
_root_page.hide_page()
show()
@ -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()