extends SceneTree const MainScene = preload("res://main/main.tscn") const TEST_PORT: int = 17983 const INITIAL_HOST_TIME: float = 19.75 const UPDATED_HOST_TIME: float = 20.75 const TIME_TOLERANCE_HOURS: float = 0.05 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("World time 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 world_time := main.get_node("%WorldTimeService") as WorldTimeService var world_weather := ( main.get_node("%WorldWeatherService") as WorldWeatherService ) assert(session.start_private_host(TEST_PORT)) world_time.synchronize_time(INITIAL_HOST_TIME) world_weather.apply_authoritative_snapshot( WorldWeatherService.Weather.RAINY, 300.0 ) assert(session.set_host_open(true)) var remote_peer_id: int = 0 var join_deadline: int = Time.get_ticks_msec() + 20000 while Time.get_ticks_msec() < join_deadline and remote_peer_id == 0: await process_frame for peer_id: int in session.get_authenticated_peer_ids(): if peer_id != session.get_local_peer_id(): remote_peer_id = peer_id break assert(remote_peer_id > 1) assert(session.peer_supports_capability( remote_peer_id, NetworkProtocol.WORLD_TIME_CAPABILITY )) assert(session.peer_supports_capability( remote_peer_id, NetworkProtocol.WORLD_WEATHER_CAPABILITY )) assert(world_time.get_phase() == WorldTimeService.Phase.DUSK) await create_timer(1.0).timeout world_time.synchronize_time(UPDATED_HOST_TIME) world_weather.apply_authoritative_snapshot( WorldWeatherService.Weather.FOGGY, 300.0 ) var disconnect_deadline: int = Time.get_ticks_msec() + 12000 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("World time multiplayer host validation: PASS") session.disconnect_session("") main.queue_free() await process_frame 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 world_time := main.get_node("%WorldTimeService") as WorldTimeService var world_weather := ( main.get_node("%WorldWeatherService") as WorldWeatherService ) 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.WORLD_TIME_CAPABILITY )) assert(session.supports_server_capability( NetworkProtocol.WORLD_WEATHER_CAPABILITY )) var initial_deadline: int = Time.get_ticks_msec() + 8000 while ( Time.get_ticks_msec() < initial_deadline and _wrapped_time_difference( world_time.get_time_hours(), INITIAL_HOST_TIME ) > TIME_TOLERANCE_HOURS ): await process_frame assert(_wrapped_time_difference( world_time.get_time_hours(), INITIAL_HOST_TIME ) <= TIME_TOLERANCE_HOURS) assert(world_time.get_phase() == WorldTimeService.Phase.DUSK) var weather_deadline: int = Time.get_ticks_msec() + 8000 while ( Time.get_ticks_msec() < weather_deadline and not world_weather.is_raining() ): await process_frame assert(world_weather.is_raining()) var game_ui := main.get_node("%GameUI") as CanvasLayer var chat_ui := game_ui.get_node("%ChatUI") as Control var clock_panel := chat_ui.get_node("WorldClockPanel") as PanelContainer var clock_label := clock_panel.get_node("WorldClockLabel") as Label var weather_icon := chat_ui.get_node("WorldWeatherIcon") as WeatherIcon var chat_panel := chat_ui.get_node("ChatPanel") as PanelContainer assert(clock_panel.visible) assert(clock_label.text == world_time.get_clock_text()) assert(clock_label.text.ends_with(" pm")) assert(weather_icon.visible) assert(weather_icon.get_weather() == WorldWeatherService.Weather.RAINY) assert(clock_panel.position.y + clock_panel.size.y < chat_panel.position.y) var update_deadline: int = Time.get_ticks_msec() + 10000 while ( Time.get_ticks_msec() < update_deadline and _wrapped_time_difference( world_time.get_time_hours(), UPDATED_HOST_TIME ) > TIME_TOLERANCE_HOURS ): await process_frame assert(_wrapped_time_difference( world_time.get_time_hours(), UPDATED_HOST_TIME ) <= TIME_TOLERANCE_HOURS) assert(world_time.get_phase() == WorldTimeService.Phase.NIGHT) assert(clock_label.text == world_time.get_clock_text()) var fog_deadline: int = Time.get_ticks_msec() + 8000 while ( Time.get_ticks_msec() < fog_deadline and not world_weather.is_foggy() ): await process_frame assert(world_weather.is_foggy()) assert(weather_icon.get_weather() == WorldWeatherService.Weather.FOGGY) chat_ui.call("set_dock_right", true) await process_frame assert(clock_panel.position.x > 1000.0) assert(weather_icon.position.x < clock_panel.position.x) chat_ui.call("set_dock_right", false) await process_frame assert(clock_panel.position.x < 20.0) assert(weather_icon.position.x > clock_panel.position.x) print("World time multiplayer client validation: PASS") session.disconnect_session("") main.queue_free() await process_frame quit() func _create_initialized_main() -> Node: root.size = Vector2i(1280, 720) var main := 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 _wrapped_time_difference(left: float, right: float) -> float: var direct: float = absf(left - right) return minf(direct, WorldTimeService.HOURS_PER_DAY - direct)