111 lines
3.6 KiB
GDScript
111 lines
3.6 KiB
GDScript
extends SceneTree
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const MainScene: PackedScene = preload("res://main/main.tscn")
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const TEST_PORT: int = 18139
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var arguments: PackedStringArray = OS.get_cmdline_user_args()
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if arguments.has("host"):
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await _run_host()
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return
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if arguments.has("client"):
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await _run_client()
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return
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push_error("Job multiplayer validation needs host or client mode.")
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quit(1)
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func _run_host() -> void:
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var main: Node = await _create_initialized_main()
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var session := main.get_node("%NetworkSession") as NetworkSession
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var save_manager := main.get("_save_manager") as PlayerSaveManager
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var jobs := main.get_node("%PlayerJobService") as PlayerJobService
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assert(session.start_private_host(TEST_PORT))
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assert(save_manager.initialize_new_game())
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main.call("_enter_gameplay")
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await process_frame
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assert(session.set_host_open(true))
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var host_board: Dictionary = jobs.get_host_board_network_data()
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assert(PlayerJobService.validate_board(host_board))
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var remote_peer_id: int = 0
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var join_deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < join_deadline and remote_peer_id == 0:
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await process_frame
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for peer_id: int in session.get_authenticated_peer_ids():
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if peer_id != session.get_local_peer_id():
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remote_peer_id = peer_id
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break
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assert(remote_peer_id > 1)
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assert(session.peer_supports_capability(
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remote_peer_id, NetworkProtocol.JOBS_CAPABILITY
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))
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var disconnect_deadline: int = Time.get_ticks_msec() + 12000
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while (
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Time.get_ticks_msec() < disconnect_deadline
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and session.is_authenticated_peer(remote_peer_id)
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):
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await process_frame
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assert(not session.is_authenticated_peer(remote_peer_id))
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print("Job multiplayer host validation: PASS")
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session.disconnect_session("")
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main.queue_free()
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await process_frame
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quit()
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func _run_client() -> void:
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var main: Node = await _create_initialized_main()
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main.call(
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"_on_title_join_game_requested",
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"127.0.0.1:%d" % TEST_PORT,
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)
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var session := main.get_node("%NetworkSession") as NetworkSession
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var jobs := main.get_node("%PlayerJobService") as PlayerJobService
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var weather := main.get_node("%WorldWeatherService") as WorldWeatherService
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var join_deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < join_deadline:
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await process_frame
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if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
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main.call("_confirm_server_trust")
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if (
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session.is_joined_client()
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and bool(main.get("_gameplay_started"))
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and not jobs.get_plan_id().is_empty()
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):
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break
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assert(session.is_joined_client())
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assert(session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY))
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assert(not jobs.get_plan_id().is_empty())
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assert(jobs.get_daily_jobs().size() == JobCatalog.DAILY_JOB_COUNT)
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assert(jobs.get_forecast().size() == JobCatalog.WEATHER_SEGMENT_COUNT)
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assert(weather.get_daily_plan_id().is_empty())
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var game_ui := main.get_node("%GameUI") as GameUI
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var player_menu := game_ui.get("_player_menu") as PlayerMenu
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player_menu.call("_show_section_immediate", PlayerMenu.Section.NET)
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assert((player_menu.get_node("%TheNetPage") as TheNetPage).visible)
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print("Job multiplayer client validation: PASS")
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session.disconnect_session("")
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main.queue_free()
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await process_frame
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quit()
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func _create_initialized_main() -> Node:
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root.size = Vector2i(1280, 720)
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var main: Node = MainScene.instantiate()
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root.add_child(main)
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for _frame: int in 4:
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await process_frame
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if not bool(main.get("_application_initialized")):
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main.call("_activate_selected_data_path", "", true)
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for _frame: int in 8:
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await process_frame
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assert(bool(main.get("_application_initialized")))
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return main
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