straywild/tests/chat_privacy_multiplayer_validation.gd

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3.8 KiB
GDScript3
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extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18152
const PREJOIN_MESSAGE: String = "private prejoin message"
const LIVE_MESSAGE: String = "live message after join"
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("Chat privacy 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(session.start_private_host(TEST_PORT))
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
for _frame: int in 4:
await physics_frame
assert(session.set_host_open(true))
var chat_service := main.get_node(
"%NetworkChatService"
) as NetworkChatService
assert(chat_service.send_local_message(PREJOIN_MESSAGE))
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
await create_timer(1.0).timeout
assert(chat_service.send_local_message(LIVE_MESSAGE))
var disconnect_deadline: int = Time.get_ticks_msec() + 8000
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("Chat privacy multiplayer host validation: PASS")
await _session_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 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())
var chat_service := main.get_node(
"%NetworkChatService"
) as NetworkChatService
await create_timer(0.5).timeout
assert(not _history_contains(chat_service, PREJOIN_MESSAGE))
var live_deadline: int = Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < live_deadline
and not _history_contains(chat_service, LIVE_MESSAGE)
):
await process_frame
assert(_history_contains(chat_service, LIVE_MESSAGE))
assert(not _history_contains(chat_service, PREJOIN_MESSAGE))
print("Chat privacy multiplayer client validation: PASS")
await _session_cleanup(main, session)
func _history_contains(service: NetworkChatService, body: String) -> bool:
return service.get_history().any(
func(message: Dictionary) -> bool:
return str(message.get("body", "")) == body
)
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 _session_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()