extends SceneTree const MainScene: PackedScene = preload("res://main/main.tscn") const PlayerScene: PackedScene = preload("res://player/player.tscn") const TEST_PORT: int = 18141 func _initialize() -> void: call_deferred("_run") func _run() -> void: await _validate_latency_smoothing() var arguments: PackedStringArray = OS.get_cmdline_user_args() if arguments.has("unit"): print("Movement latency smoothing validation: PASS") quit() return if arguments.has("host"): await _run_host() return if arguments.has("client"): await _run_client() return push_error("Movement multiplayer validation needs host or client mode.") quit(1) func _validate_latency_smoothing() -> void: var avatar := PlayerScene.instantiate() as Player root.add_child(avatar) await process_frame avatar.set_process(false) avatar.set_physics_process(false) _validate_compact_snapshot_encoding() _validate_transit_estimation() _validate_remote_snapshot_smoothing(avatar) _validate_reliable_jump_intent(avatar) _validate_stale_input_expiry(avatar) avatar.queue_free() await process_frame func _validate_compact_snapshot_encoding() -> void: var moving_snapshot: Dictionary = _network_snapshot( Vector3.ZERO, Vector3(4.5, 0.0, 0.0), 1, ) assert(NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE == 8) var encoded_snapshots: Array = [] for _peer: int in NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE: encoded_snapshots.append( NetworkSession._encode_movement_snapshot(moving_snapshot) ) assert(var_to_bytes(encoded_snapshots).size() < 1200) assert( NetworkSession._decode_movement_snapshot( encoded_snapshots[0] ) == moving_snapshot ) func _validate_transit_estimation() -> void: assert(is_equal_approx( Player.resolve_local_prediction_transit_seconds( 10, 16, 1.0 / 30.0, 0.075, ), 0.075, )) # Six outstanding 30 Hz inputs span about 200 ms round trip. The fallback # must use only the approximately 100 ms one-way half of that gap. assert(is_equal_approx( Player.resolve_local_prediction_transit_seconds( 10, 16, 1.0 / 30.0, -1.0, ), 0.1, )) assert(is_equal_approx( Player.resolve_local_prediction_transit_seconds( 1, 100, 1.0 / 30.0, -1.0, ), Player.LOCAL_PREDICTION_EXTRAPOLATION_LIMIT_SECONDS, )) func _validate_remote_snapshot_smoothing(avatar: Player) -> void: avatar.configure_network_remote(false) var moving_snapshot: Dictionary = _network_snapshot( Vector3.ZERO, Vector3(4.5, 0.0, 0.0), 1, ) avatar.push_network_snapshot(moving_snapshot, 0.1) assert(is_equal_approx(avatar.global_position.x, 0.45)) assert(is_equal_approx( float(avatar.get("_network_target_position").x), 0.45, )) avatar.call("_update_network_interpolation", 0.12) var before_delayed_snapshot: Vector3 = avatar.global_position var delayed_snapshot: Dictionary = _network_snapshot( Vector3(0.54, 0.0, 0.0), Vector3(4.5, 0.0, 0.0), 2, ) avatar.push_network_snapshot(delayed_snapshot, 0.1) # Snapshot receipt updates the target without teleporting a presented # remote avatar, even after a jittered packet interval. assert(avatar.global_position == before_delayed_snapshot) assert(float(avatar.get("_network_snapshot_jitter")) > 0.0) avatar.call("_update_network_interpolation", 1.0 / 60.0) assert( avatar.global_position.distance_to(before_delayed_snapshot) < 0.12 ) # Simulate a burst of dropped snapshots. Extrapolation must stop at the # tight limit instead of allowing the remote avatar to run indefinitely. for _step: int in 20: avatar.call("_update_network_interpolation", 1.0 / 30.0) assert(is_equal_approx( float(avatar.get("_network_snapshot_age")), Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS, )) var maximum_extrapolated_x: float = ( 0.54 + 4.5 * (0.1 + Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS) ) assert(avatar.global_position.x <= maximum_extrapolated_x + 0.1) avatar.set_local_control(true) avatar.global_position = Vector3(0.8, 0.0, 0.0) avatar.apply_local_prediction_correction( moving_snapshot, 10, 1.0 / 30.0, 0.1, ) assert(avatar.global_position.x < 0.8) assert(avatar.global_position.x > 0.7) func _validate_reliable_jump_intent(avatar: Player) -> void: avatar.set_local_control(true) avatar.call("_queue_local_network_jump_intent") var first: Dictionary = avatar.capture_network_input(20) var repeated: Dictionary = avatar.capture_network_input(21) assert(bool(first["jump"])) assert(bool(repeated["jump"])) assert(int(avatar.get("_local_network_jump_intent_sequence")) == 20) avatar.apply_local_prediction_correction( _network_snapshot(avatar.global_position, Vector3.ZERO, 20), 21, 1.0 / 30.0, 0.0, ) assert(not bool(avatar.capture_network_input(22)["jump"])) avatar.configure_network_remote(true) var first_host_jump: Dictionary = _movement_input(30, false, false) first_host_jump["jump"] = true avatar.apply_authoritative_network_input(first_host_jump) assert(bool(avatar.get("_network_jump_pending"))) avatar.set("_network_jump_pending", false) var repeated_host_jump: Dictionary = _movement_input(31, false, false) repeated_host_jump["jump"] = true avatar.apply_authoritative_network_input(repeated_host_jump) assert(not bool(avatar.get("_network_jump_pending"))) avatar.apply_authoritative_network_input( _movement_input(32, false, false) ) var next_host_jump: Dictionary = _movement_input(33, false, false) next_host_jump["jump"] = true avatar.apply_authoritative_network_input(next_host_jump) assert(bool(avatar.get("_network_jump_pending"))) avatar.reset_network_movement_state() assert(not bool(avatar.get("_network_jump_pending"))) assert(not bool(avatar.get("_local_network_jump_intent_pending"))) assert(int(avatar.get("_last_network_input_sequence")) == 0) func _validate_stale_input_expiry(avatar: Player) -> void: avatar.configure_network_remote(true) avatar.apply_authoritative_network_input(_movement_input(40, true)) assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0) avatar.call( "_update_network_input_freshness", Player.NETWORK_INPUT_STALE_TIMEOUT_SECONDS + 0.01, ) assert((avatar.get("_network_axis") as Vector2) == Vector2.ZERO) assert(not bool(avatar.get("_network_sprint"))) assert(bool(avatar.get("_network_input_stale"))) avatar.apply_authoritative_network_input(_movement_input(41, false)) assert(not bool(avatar.get("_network_input_stale"))) assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0) func _network_snapshot( position: Vector3, velocity: Vector3, acknowledged_input: int, ) -> Dictionary: return { "peer_id": 2, "acknowledged_input": acknowledged_input, "position": [position.x, position.y, position.z], "velocity": [velocity.x, velocity.y, velocity.z], "visual_yaw": 0.0, "animation_state": NetworkPlayerAnimationProtocol.make_state( NetworkPlayerAnimationProtocol.LOCOMOTION_RUNNING, true, ), "sitting": false, "casting": false, } func _run_host() -> void: var main: Node = await _create_initialized_main() var session := main.get_node("%NetworkSession") as NetworkSession var save_manager := main.get("_save_manager") as PlayerSaveManager assert(session.start_private_host(TEST_PORT)) assert(save_manager.initialize_new_game()) main.call("_enter_gameplay") for _frame: int in 4: await physics_frame assert(session.set_host_open(true)) var remote_peer_id: int = await _wait_for_remote_peer(session) assert(remote_peer_id > 1) var player := main.get("_player") as Player player.configure_network_remote(true) player.apply_authoritative_network_input(_movement_input(1, true)) await create_timer(2.5).timeout player.apply_authoritative_network_input(_movement_input(2, false)) await create_timer(2.5).timeout player.apply_authoritative_network_input(_movement_input(3, false, false)) var disconnect_deadline: int = Time.get_ticks_msec() + 8000 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("Movement multiplayer host validation: PASS") 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() main.call( "_on_title_join_game_requested", "127.0.0.1:%d" % TEST_PORT, ) var session := main.get_node("%NetworkSession") as NetworkSession var join_deadline: int = Time.get_ticks_msec() + 20000 while Time.get_ticks_msec() < join_deadline: await process_frame if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY: main.call("_confirm_server_trust") if session.is_joined_client() and bool(main.get("_gameplay_started")): break assert(session.is_joined_client()) var spawn_service := main.get_node( "%PlayerSpawnService" ) as PlayerSpawnService var host_avatar: Player = spawn_service.get_avatar(1) assert(host_avatar != null) var animation_player := host_avatar.get_node( "Visuals/CharacterRig/AnimationPlayer" ) as AnimationPlayer var sprint_dust := host_avatar.get_node("%SprintDust") as SprintDustTrail var saw_running: bool = false var saw_walking: bool = false var saw_animation_advance: bool = false var saw_dust: bool = false var previous_animation: StringName = &"" var previous_animation_position: float = -1.0 var observation_deadline: int = Time.get_ticks_msec() + 7000 while Time.get_ticks_msec() < observation_deadline: await process_frame var current_animation: StringName = animation_player.current_animation saw_running = saw_running or current_animation.begins_with("running") saw_walking = saw_walking or current_animation.begins_with("walking") var current_position: float = ( animation_player.current_animation_position ) if ( current_animation == previous_animation and previous_animation_position >= 0.0 and absf(current_position - previous_animation_position) > 0.001 ): saw_animation_advance = true previous_animation = current_animation previous_animation_position = current_position saw_dust = saw_dust or sprint_dust.get_active_puff_count() > 0 if saw_running and saw_walking and saw_animation_advance and saw_dust: break assert(saw_running) assert(saw_walking) assert(saw_animation_advance) assert(saw_dust) print("Movement 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 _movement_input( sequence: int, sprinting: bool, moving: bool = true, ) -> Dictionary: return { "sequence": sequence, "axis": [0.0, -1.0] if moving else [0.0, 0.0], "camera_yaw": 0.0, "jump": false, "sprint": sprinting, "sneak": false, "slow_walk": false, "sitting": false, "casting": false, "animation_action": ( NetworkPlayerAnimationProtocol.make_action_state() ), } 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 func _wait_for_remote_peer(session: NetworkSession) -> int: var deadline: int = Time.get_ticks_msec() + 20000 while Time.get_ticks_msec() < deadline: await process_frame for peer_id: int in session.get_authenticated_peer_ids(): if peer_id != session.get_local_peer_id(): return peer_id return 0