extends SceneTree const MainScene: PackedScene = preload("res://main/main.tscn") const TEST_PORT: int = 18144 func _initialize() -> void: call_deferred("_run") func _run() -> void: var arguments: PackedStringArray = OS.get_cmdline_user_args() if arguments.has("host"): await _run_host() return if arguments.has("client"): await _run_client() return push_error("Profile multiplayer validation needs host or client mode.") quit(1) 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 record := session.get_peer_record(remote_peer_id) assert(record != null) assert( NetworkProtocol.APPEARANCE_PREVIEW_CAPABILITY in record.capability_flags ) var original: Dictionary = record.appearance_snapshot.duplicate(true) var changed: Dictionary = _changed_appearance(original) assert(changed != original) await _wait_for_remote_appearance(session, remote_peer_id, changed) await _wait_for_remote_appearance(session, remote_peer_id, original) await _wait_for_remote_appearance(session, remote_peer_id, changed) var avatar := main.get_node("%PlayerSpawnService").get_avatar( remote_peer_id ) as Player assert(avatar != null) assert(avatar.appearance_snapshot == changed) assert(record.display_name != "NetworkProfileService") 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("Profile multiplayer host validation: PASS") await _session_cleanup(main, session) 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()) assert(session.supports_server_capability( NetworkProtocol.APPEARANCE_PREVIEW_CAPABILITY )) var service := main.get_node( "%NetworkProfileService" ) as NetworkProfileService var original: Dictionary = service.get_persisted_appearance() var changed: Dictionary = _changed_appearance(original) assert(service.preview_appearance(changed)) await create_timer(0.75).timeout service.restore_persisted_appearance() await create_timer(0.75).timeout assert(service.preview_appearance(changed)) await create_timer(0.75).timeout var apply_results: Array = [] service.apply_finished.connect(func(accepted: bool, message: String) -> void: apply_results.append([accepted, message]) ) assert(service.apply_profile( service.get_persisted_name(), changed, true, service.get_persisted_voice_id(), service.get_persisted_speech_speed_id(), service.get_persisted_call_id(), )) var apply_deadline: int = Time.get_ticks_msec() + 8000 while Time.get_ticks_msec() < apply_deadline and apply_results.is_empty(): await process_frame assert(not apply_results.is_empty()) assert(bool(apply_results[0][0])) assert(service.get_persisted_appearance() == changed) assert(Dictionary(session.get("_local_appearance_snapshot")) == changed) await create_timer(0.75).timeout print("Profile multiplayer client validation: PASS") await _session_cleanup(main, session) func _changed_appearance(original: Dictionary) -> Dictionary: var changed := original.duplicate(true) for category_id: String in CharacterCustomizationCatalog.CATEGORY_IDS: if category_id in CharacterCustomizationCatalog.FUR_STYLE_IDS: continue var options: Array = CharacterCustomizationCatalog.options_for(category_id) for option: Dictionary in options: var option_id: Variant = option.get("id") if option_id != changed.get(category_id): changed[category_id] = option_id if CharacterCustomizationCatalog.validate_snapshot(changed): return changed changed[category_id] = original.get(category_id) assert(false, "No alternate appearance option is available.") return changed func _wait_for_remote_appearance( session: NetworkSession, peer_id: int, expected: Dictionary, ) -> void: var deadline: int = Time.get_ticks_msec() + 8000 while Time.get_ticks_msec() < deadline: await process_frame var record := session.get_peer_record(peer_id) if record != null and record.appearance_snapshot == expected: return assert(false, "Timed out waiting for a remote appearance update.") 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 func _session_cleanup(main: Node, session: NetworkSession) -> void: session.disconnect_session("") main.queue_free() for _frame: int in 4: await process_frame await create_timer(0.1).timeout quit()