extends SceneTree const MainScene = preload("res://main/main.tscn") const TEST_ENDPOINT: String = "127.0.0.1:7777" const EXPECTED_SERVER_NAME: String = "Dedicated-Client-Test" func _initialize() -> void: call_deferred("_run") func _run() -> void: 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"))) main.call("_on_title_join_game_requested", TEST_ENDPOINT) var session := main.get_node("%NetworkSession") as NetworkSession var joined: bool = false var deadline: int = Time.get_ticks_msec() + 20000 while Time.get_ticks_msec() < 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")): joined = true break assert(joined) assert(session.get_local_peer_id() > 1) assert(session.get_player_count() == 1) var metadata: Dictionary = session.get_last_server_metadata() assert(str(metadata.get("server_display_name", "")) == EXPECTED_SERVER_NAME) var spawn_service := main.get_node( "%PlayerSpawnService" ) as PlayerSpawnService assert(spawn_service.get_avatar(1) == null) assert(spawn_service.get_avatar(session.get_local_peer_id()) != null) print("DEDICATED_SERVER_CLIENT_VALIDATION_OK") session.disconnect_session("Dedicated client validation complete.") main.queue_free() for _frame: int in 4: await process_frame quit()