extends SceneTree const MainScene: PackedScene = preload("res://main/main.tscn") const TEST_PORT: int = 18139 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("Job 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 var jobs := main.get_node("%PlayerJobService") as PlayerJobService assert(session.start_private_host(TEST_PORT)) assert(save_manager.initialize_new_game()) main.call("_enter_gameplay") await process_frame assert(session.set_host_open(true)) var host_board: Dictionary = jobs.get_host_board_network_data() assert(PlayerJobService.validate_board(host_board)) 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.JOBS_CAPABILITY )) 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("Job 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 jobs := main.get_node("%PlayerJobService") as PlayerJobService var 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")) and not jobs.get_plan_id().is_empty() ): break assert(session.is_joined_client()) assert(session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY)) assert(not jobs.get_plan_id().is_empty()) assert(jobs.get_daily_jobs().size() == JobCatalog.DAILY_JOB_COUNT) assert(jobs.get_forecast().size() == JobCatalog.WEATHER_SEGMENT_COUNT) assert(weather.get_daily_plan_id().is_empty()) var game_ui := main.get_node("%GameUI") as GameUI var player_menu := game_ui.get("_player_menu") as PlayerMenu player_menu.call("_show_section_immediate", PlayerMenu.Section.NET) assert((player_menu.get_node("%TheNetPage") as TheNetPage).visible) print("Job 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 _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