straywild/tests/world_layout_multiplayer_validation.gd

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GDScript3
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2026-08-20 21:43:04 -04:00
extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18155
const TEST_SEED: int = 86421357
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 layout 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
assert(bool(main.call(
"_apply_world",
WorldLayout.STARTER_ISLAND,
TEST_SEED,
true,
)))
assert(bool(main.call(
"_prepare_host_world",
WorldLayout.STARTER_ISLAND,
TEST_SEED,
)))
assert(save_manager.initialize_new_game(
TEST_SEED,
WorldLayout.STARTER_ISLAND,
))
assert(session.start_private_host(TEST_PORT))
main.call("_enter_gameplay")
assert(session.set_host_open(true))
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
assert(session.peer_supports_capability(
remote_peer_id,
NetworkProtocol.WORLD_LAYOUT_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("World layout multiplayer host validation: PASS")
await _cleanup(main, session)
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 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")):
break
assert(session.is_joined_client())
assert(session.supports_server_capability(
NetworkProtocol.WORLD_LAYOUT_CAPABILITY
))
var metadata: Dictionary = session.get_last_server_metadata()
assert(str(metadata.get("world_layout", "")) == String(
WorldLayout.STARTER_ISLAND
))
assert(int(metadata.get("world_seed", 0)) == TEST_SEED)
var world := main.get("_test_world") as TestWorld
assert(world.get_world_layout() == WorldLayout.STARTER_ISLAND)
assert(world.get_generation_seed() == TEST_SEED)
assert(world.get_node_or_null("Regions/StarterIslandRegion") != null)
assert(world.get_fishing_shop() != null)
assert(world.get_player_storage() != null)
print("World layout multiplayer client validation: PASS")
await _cleanup(main, session)
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
func _wait_for_remote_peer(session: NetworkSession) -> int:
var deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < deadline:
await process_frame
for peer_id: int in session.get_authenticated_peer_ids():
if peer_id != session.get_local_peer_id():
return peer_id
return 0
func _cleanup(main: Node, session: NetworkSession) -> void:
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
quit()