straywild/tests/home_spawn_multiplayer_validation.gd

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extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18222
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("Home spawn 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 network_home := main.get_node(
"%NetworkHomeService"
) as NetworkHomeService
var home_world := main.get_node("%HomeWorldService") as HomeWorldService
var spawn_service := main.get_node(
"%PlayerSpawnService"
) as PlayerSpawnService
var save_manager := main.get("_save_manager") as PlayerSaveManager
var home_state := main.get_node("%PlayerHomeState") as PlayerHomeState
assert(bool(main.call(
"_apply_world", WorldLayout.STARTER_ISLAND, 1, true
)))
assert(bool(main.call(
"_prepare_host_world", WorldLayout.STARTER_ISLAND, 1
)))
assert(save_manager.initialize_new_game(1, WorldLayout.STARTER_ISLAND))
assert(session.start_private_host(TEST_PORT))
main.call("_enter_gameplay")
assert(session.set_host_open(true))
var host_fingerprint: String = session.get_local_identity_fingerprint()
assert(await _wait_for_home(network_home, host_fingerprint))
var host_avatar: Player = spawn_service.get_avatar(1)
var host_spawn: Transform3D = home_world.get_exterior_spawn_transform(
host_fingerprint
)
assert(_same_door_position(host_avatar.global_position, host_spawn.origin))
assert(_faces_away_from_home(host_avatar, home_world, host_fingerprint))
assert(network_home.request_enter(host_fingerprint))
await physics_frame
host_avatar.global_position = home_world.get_interior_exit_position(
host_fingerprint
)
assert(network_home.request_exit())
await physics_frame
assert(_same_door_position(host_avatar.global_position, host_spawn.origin))
assert(_faces_away_from_home(host_avatar, home_world, host_fingerprint))
var upgrade_result_id := "home-test-upgrade"
network_home.authorize_home_upgrade(
session.get_local_peer_id(),
PlayerHomeState.STARTER_RV_TIER,
upgrade_result_id,
)
assert(home_state.upgrade_to_next_tier())
var rv_deadline: int = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < rv_deadline
and home_world.get_interior_exit_positions(host_fingerprint).size() < 2
):
await process_frame
var rv_exits: Array[Vector3] = home_world.get_interior_exit_positions(
host_fingerprint
)
assert(rv_exits.size() == 2)
network_home.finalize_home_upgrade(
session.get_local_peer_id(), upgrade_result_id, true
)
assert(rv_exits[0].x < rv_exits[1].x)
for exit_position: Vector3 in rv_exits:
host_avatar.global_position = (
exit_position
+ home_world.get_interior_exit_direction_near(
host_fingerprint, exit_position
) * 0.05
)
assert(home_world.has_avatar_crossed_interior_exit_threshold(
host_avatar, host_fingerprint
))
host_avatar.global_position = rv_exits[0] + Vector3(0.0, 0.0, 1.1)
assert(not home_world.has_avatar_crossed_interior_exit_threshold(
host_avatar, host_fingerprint
))
var presentations: Dictionary = home_world.get(
"_presentations_by_fingerprint"
)
var host_presentation: Dictionary = presentations.get(host_fingerprint, {})
var host_interior := host_presentation.get("interior") as Node3D
assert(host_interior != null)
var wall_collision := host_interior.find_child(
"WallWestCollision", true, false
) as StaticBody3D
assert(wall_collision != null)
assert(bool(wall_collision.get_meta(
HomeWorldService.INTERIOR_SHELL_COLLISION_META, false
)))
var wall_shape := wall_collision.get_child(0) as CollisionShape3D
assert(wall_shape != null)
assert((wall_shape.shape as ConcavePolygonShape3D).backface_collision)
host_avatar.global_position = host_spawn.origin
assert(network_home.request_enter(host_fingerprint))
await physics_frame
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
var remote_record := session.get_peer_record(remote_peer_id)
var remote_fingerprint: String = remote_record.identity_fingerprint
assert(await _wait_for_home(network_home, remote_fingerprint))
var remote_avatar: Player = spawn_service.get_avatar(remote_peer_id)
assert(not remote_avatar.is_remote_presentation_visible())
var chat_ui := main.get_node("%GameUI").get_node("%ChatUI") as ChatUI
chat_ui.call(
"_show_speech_bubble", remote_peer_id, "outside", remote_fingerprint
)
var speech_states: Dictionary = chat_ui.get("_speech")
assert(not speech_states.has(remote_peer_id))
var toolbar := main.get_node("%GameUI").get_node(
"%HomeDecorToolbar"
) as HomeDecorToolbar
assert(toolbar.visible)
var exit_button := toolbar.find_child(
"ExitRVButton", true, false
) as Button
assert(exit_button != null and exit_button.text == "Exit RV")
var storage := main.get_node("%GameUI").get_node(
"%PlayerStorage"
) as PlayerStorage
assert(storage.open_storage_from_home(true))
var close_storage_event := InputEventAction.new()
close_storage_event.action = &"interact"
close_storage_event.pressed = true
storage._unhandled_input(close_storage_event)
assert(not storage.visible)
exit_button.pressed.emit()
var exit_deadline: int = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < exit_deadline
and not network_home.get_local_home_owner_fingerprint().is_empty()
):
await process_frame
assert(network_home.get_local_home_owner_fingerprint().is_empty())
var visibility_deadline: int = Time.get_ticks_msec() + 1000
while (
Time.get_ticks_msec() < visibility_deadline
and is_instance_valid(remote_avatar)
and not remote_avatar.is_remote_presentation_visible()
):
await process_frame
assert(is_instance_valid(remote_avatar))
assert(remote_avatar.is_remote_presentation_visible())
chat_ui.call(
"_show_speech_bubble", remote_peer_id, "inside", remote_fingerprint
)
speech_states = chat_ui.get("_speech")
assert(speech_states.has(remote_peer_id))
chat_ui.call("_on_peer_removed", remote_peer_id)
var remote_spawn: Transform3D = home_world.get_exterior_spawn_transform(
remote_fingerprint
)
assert(_same_door_position(
remote_avatar.global_position, remote_spawn.origin
))
assert(_faces_away_from_home(
remote_avatar, home_world, remote_fingerprint
))
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("Home spawn 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 network_home := main.get_node(
"%NetworkHomeService"
) as NetworkHomeService
var home_world := main.get_node("%HomeWorldService") as HomeWorldService
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())
var fingerprint: String = session.get_local_identity_fingerprint()
assert(await _wait_for_home(network_home, fingerprint))
var player := main.get("_player") as Player
var exterior_spawn: Transform3D = (
home_world.get_exterior_spawn_transform(fingerprint)
)
deadline = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < deadline
and not _same_door_position(
player.global_position, exterior_spawn.origin
)
):
await physics_frame
assert(_same_door_position(
player.global_position, exterior_spawn.origin
))
assert(_faces_away_from_home(player, home_world, fingerprint))
# Keep the peer present long enough for the host to rebuild the upgraded RV,
# exercise late-spawn visibility, and use the toolbar transition back to the
# shared world. A two-second grace period raced the host on slower machines.
await create_timer(10.0).timeout
print("Home spawn 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_home(
network_home: NetworkHomeService,
fingerprint: String,
) -> bool:
var deadline: int = Time.get_ticks_msec() + 10000
while Time.get_ticks_msec() < deadline:
await process_frame
var manifests: Dictionary = network_home.get(
"_manifests_by_fingerprint"
)
if manifests.has(fingerprint):
return true
return false
func _faces_away_from_home(
avatar: Player,
home_world: HomeWorldService,
fingerprint: String,
) -> bool:
var exterior_basis: Basis = home_world.get_exterior_transform(
fingerprint
).basis
var outward_direction := exterior_basis.z
outward_direction.y = 0.0
if outward_direction.is_zero_approx():
return false
return avatar.get_facing_direction().dot(
outward_direction.normalized()
) >= 0.99
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 _same_door_position(first: Vector3, second: Vector3) -> bool:
return (
Vector2(first.x, first.z).distance_to(Vector2(second.x, second.z))
< 0.08
and absf(first.y - second.y) < 0.3
)
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()