netfishing/tests/world_time_multiplayer_validation.gd

186 lines
6.1 KiB
GDScript

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)