netfishing/tests/world_spawn_multiplayer_validation.gd

168 lines
5.4 KiB
GDScript

extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18141
const EXPECTED_POPULATION: int = 2
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 spawn 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 service: Node = main.get_node("%NetworkWorldSpawnService")
assert(session.start_dedicated_host(TEST_PORT, 8, "127.0.0.1"))
assert(session.set_host_open(true))
await _wait_for_population(service)
_validate_population(service)
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_SPAWN_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))
_validate_population(service)
_validate_respawn_budget(service)
print("World spawn 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 service: Node = main.get_node("%NetworkWorldSpawnService")
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_SPAWN_CAPABILITY
))
await _wait_for_population(service)
_validate_population(service)
print("World spawn 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 _wait_for_population(service: Node) -> void:
var deadline: int = Time.get_ticks_msec() + 12000
while Time.get_ticks_msec() < deadline:
await process_frame
if (service.get("_entities") as Dictionary).size() == EXPECTED_POPULATION:
return
assert(false, "Timed out waiting for the world spawn population.")
func _validate_population(service: Node) -> void:
var entities: Dictionary = service.get("_entities")
var presentations: Dictionary = service.get("_presentations")
assert(entities.size() == EXPECTED_POPULATION)
assert(presentations.size() == EXPECTED_POPULATION)
for state: Dictionary in entities.values():
assert(state.get("type_id") == &"crab_brown")
var position: Variant = state.get("position")
assert(typeof(position) == TYPE_VECTOR3)
assert((position as Vector3).is_finite())
assert((position as Vector3).y > 0.08)
func _validate_respawn_budget(service: Node) -> void:
var entities: Dictionary = service.get("_entities")
var entity_ids: Array = entities.keys()
assert(entity_ids.size() == EXPECTED_POPULATION)
for entity_id: Variant in entity_ids:
service.call(
"_despawn_entity",
str(entity_id),
&"captured",
false,
true,
)
assert((service.get("_entities") as Dictionary).is_empty())
var now: float = Time.get_ticks_msec() / 1000.0
var respawns: Array = service.get("_respawns")
assert(respawns.size() == EXPECTED_POPULATION)
for index: int in respawns.size():
var respawn: Dictionary = respawns[index]
var delay: float = float(respawn.get("due", 0.0)) - now
assert(delay >= 479.0 and delay <= 721.0)
respawn["due"] = now - 1.0
respawns[index] = respawn
service.call("_update_respawns")
assert((service.get("_entities") as Dictionary).size() == 1)
assert((service.get("_respawns") as Array).size() == 1)
var next_by_type: Dictionary = service.get("_next_respawn_by_type")
var next_allowed: float = float(next_by_type.get(&"crab_brown", 0.0))
assert(next_allowed - now >= 179.0)
service.call("_update_respawns")
assert((service.get("_entities") as Dictionary).size() == 1)
assert((service.get("_respawns") as Array).size() == 1)
next_by_type[&"crab_brown"] = now - 1.0
service.call("_update_respawns")
assert((service.get("_entities") as Dictionary).size() == 2)
assert((service.get("_respawns") as Array).is_empty())
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