straywild/tests/movement_multiplayer_validation.gd

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extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const PlayerScene: PackedScene = preload("res://player/player.tscn")
const TEST_PORT: int = 18171
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
await _validate_latency_smoothing()
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("unit"):
print("Movement latency smoothing validation: PASS")
quit()
return
if arguments.has("host"):
await _run_host()
return
if arguments.has("client"):
await _run_client()
return
push_error("Movement multiplayer validation needs host or client mode.")
quit(1)
func _validate_latency_smoothing() -> void:
var avatar := PlayerScene.instantiate() as Player
root.add_child(avatar)
await process_frame
avatar.set_process(false)
avatar.set_physics_process(false)
_validate_compact_input_encoding()
_validate_compact_snapshot_encoding()
_validate_compact_animation_encoding()
_validate_animation_action_ordering(avatar)
_validate_transit_estimation()
await _validate_remote_snapshot_smoothing(avatar)
_validate_remote_locomotion_playback_recovery(avatar)
_validate_reliable_jump_intent(avatar)
_validate_airborne_sitting(avatar)
_validate_stale_input_expiry(avatar)
avatar.queue_free()
await process_frame
func _validate_compact_input_encoding() -> void:
var input: Dictionary = _movement_input(
12,
true,
true,
true,
&"strike",
4,
true,
)
var encoded: Array = NetworkSession._encode_movement_input(input)
assert(encoded.size() == NetworkSession.MOVEMENT_INPUT_FIELD_COUNT)
assert(var_to_bytes(encoded).size() < var_to_bytes(input).size())
assert(NetworkSession._decode_movement_input(encoded) == input)
assert(NetworkSession._decode_movement_input(encoded.slice(0, 3)).is_empty())
var unknown_flags: Array = encoded.duplicate()
unknown_flags[3] = 1 << 12
assert(NetworkSession._decode_movement_input(unknown_flags).is_empty())
func _validate_compact_snapshot_encoding() -> void:
var moving_snapshot: Dictionary = _network_snapshot(
Vector3.ZERO,
Vector3(4.5, 0.0, 0.0),
1,
)
assert(NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE == 8)
assert(NetworkSession.OWNER_SNAPSHOT_DIVISOR == 3)
var encoded_snapshots: Array = []
for _peer: int in NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE:
encoded_snapshots.append(
NetworkSession._encode_movement_snapshot(moving_snapshot)
)
assert(var_to_bytes(encoded_snapshots).size() < 1200)
var expected_snapshot: Dictionary = moving_snapshot.duplicate(true)
expected_snapshot.erase("animation_state")
assert(
NetworkSession._decode_movement_snapshot(encoded_snapshots[0])
== expected_snapshot
)
assert(
NetworkSession._decode_movement_snapshot(
encoded_snapshots[0].slice(0, 4)
).is_empty()
)
var invalid_snapshot_flags: Array = encoded_snapshots[0].duplicate()
invalid_snapshot_flags[5] = 1 << 12
assert(
NetworkSession._decode_movement_snapshot(
invalid_snapshot_flags
).is_empty()
)
func _validate_compact_animation_encoding() -> void:
var paused_state := NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE,
true,
&"strike",
7,
0.5,
true,
)
var encoded: Array = NetworkSession._encode_movement_animation(
2,
paused_state,
)
assert(encoded.size() == NetworkSession.MOVEMENT_ANIMATION_FIELD_COUNT)
var decoded: Dictionary = NetworkSession._decode_movement_animation(encoded)
assert(int(decoded.get("peer_id", 0)) == 2)
assert(Dictionary(decoded.get("state", {})) == paused_state)
var advanced_state: Dictionary = paused_state.duplicate(true)
advanced_state["action"]["elapsed"] = 0.75
assert(
NetworkSession._movement_animation_signature(advanced_state)
== NetworkSession._movement_animation_signature(paused_state)
)
var action: Dictionary = paused_state["action"]
var encoded_action: Array = (
NetworkSession._encode_movement_animation_action(action, true)
)
assert(
encoded_action.size()
== NetworkSession.MOVEMENT_ANIMATION_ACTION_FIELD_COUNT
)
var decoded_action: Dictionary = (
NetworkSession._decode_movement_animation_action(encoded_action)
)
assert(Dictionary(decoded_action.get("action", {})) == action)
assert(bool(decoded_action.get("sitting", false)))
assert(
NetworkSession._decode_movement_animation_action(
encoded_action.slice(0, 2)
).is_empty()
)
func _validate_airborne_sitting(avatar: Player) -> void:
avatar.reset_network_movement_state()
avatar.set_local_control(true)
avatar.set("_sit_after_landing", true)
assert(avatar.get_network_sitting_intent())
assert(not avatar.get_network_sitting_state())
assert(not bool(avatar.make_network_snapshot(2)["sitting"]))
assert(bool(avatar.capture_network_input(1)["sitting"]))
avatar.call("_queue_local_network_jump_intent")
var jumping_input: Dictionary = avatar.capture_network_input(2)
assert(bool(jumping_input["jump"]))
assert(not bool(jumping_input["sitting"]))
avatar.call("_cancel_sitting_for_jump")
assert(not bool(avatar.get("_sit_after_landing")))
assert(bool(avatar.get("_sitting_intent_pending")))
avatar.reset_network_movement_state()
# Even a malformed or stale reconciliation that marks an airborne avatar as
# seated must not bypass gravity and freeze it in place.
avatar.set("_sit_after_landing", false)
avatar.call("_set_sitting", true)
avatar.velocity = Vector3(0.0, 4.0, 0.0)
avatar.call("_simulate_movement_physics", 0.1)
assert(not avatar.is_sitting())
assert(bool(avatar.get("_sit_after_landing")))
assert(avatar.velocity.y < 4.0)
avatar.reset_network_movement_state()
func _validate_animation_action_ordering(avatar: Player) -> void:
var draw := NetworkPlayerAnimationProtocol.make_action_state(
&"draw", 5, 0.2
)
avatar.apply_authoritative_network_animation_action(draw)
assert(StringName(str(avatar.get("_animation_action_id"))) == &"draw")
var cleared := NetworkPlayerAnimationProtocol.make_action_state(
&"", 6, 0.0
)
avatar.apply_authoritative_network_animation_action(cleared)
assert(StringName(str(avatar.get("_animation_action_id"))).is_empty())
avatar.apply_authoritative_network_animation_action(draw)
assert(StringName(str(avatar.get("_animation_action_id"))).is_empty())
avatar.apply_authoritative_network_animation_action(
NetworkPlayerAnimationProtocol.make_action_state(&"strike", 6, 0.0)
)
assert(StringName(str(avatar.get("_animation_action_id"))).is_empty())
var strike := NetworkPlayerAnimationProtocol.make_action_state(
&"strike", 7, 0.2
)
avatar.apply_authoritative_network_animation_action(strike)
avatar.apply_authoritative_network_animation_action(
NetworkPlayerAnimationProtocol.make_action_state(
&"strike", 8, 0.4, true
)
)
avatar.apply_authoritative_network_animation_action(strike)
assert(bool(avatar.get("_animation_action_paused")))
avatar.apply_authoritative_network_animation_action(
NetworkPlayerAnimationProtocol.make_action_state(&"", 9, 0.0)
)
avatar.configure_network_remote(false)
avatar.apply_network_animation_state(
NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE,
true,
&"strike",
9,
0.4,
true,
)
)
avatar.apply_network_animation_state(
NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_WALKING,
true,
&"draw",
8,
0.1,
)
)
assert(
StringName(str(avatar.get("_network_target_animation_action_id")))
== &"strike"
)
avatar.apply_network_animation_state(
NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE,
true,
&"",
10,
)
)
func _validate_transit_estimation() -> void:
assert(is_equal_approx(
Player.resolve_local_prediction_transit_seconds(
10,
16,
1.0 / 30.0,
0.075,
),
0.075,
))
# Six outstanding 30 Hz inputs span about 200 ms round trip. The fallback
# must use only the approximately 100 ms one-way half of that gap.
assert(is_equal_approx(
Player.resolve_local_prediction_transit_seconds(
10,
16,
1.0 / 30.0,
-1.0,
),
0.1,
))
assert(is_equal_approx(
Player.resolve_local_prediction_transit_seconds(
1,
100,
1.0 / 30.0,
-1.0,
),
Player.LOCAL_PREDICTION_EXTRAPOLATION_LIMIT_SECONDS,
))
func _validate_remote_snapshot_smoothing(avatar: Player) -> void:
avatar.configure_network_remote(false)
var moving_snapshot: Dictionary = _network_snapshot(
Vector3.ZERO,
Vector3(4.5, 0.0, 0.0),
1,
)
avatar.push_network_snapshot(moving_snapshot, 0.1)
assert(is_equal_approx(avatar.global_position.x, 0.45))
assert(is_equal_approx(
float(avatar.get("_network_target_position").x),
0.45,
))
avatar.call("_update_network_interpolation", 0.12)
var before_delayed_snapshot: Vector3 = avatar.global_position
var delayed_snapshot: Dictionary = _network_snapshot(
Vector3(0.54, 0.0, 0.0),
Vector3(4.5, 0.0, 0.0),
2,
)
avatar.push_network_snapshot(delayed_snapshot, 0.1)
# Snapshot receipt updates the target without teleporting a presented
# remote avatar, even after a jittered packet interval.
assert(avatar.global_position == before_delayed_snapshot)
assert(float(avatar.get("_network_snapshot_jitter")) > 0.0)
avatar.call("_update_network_interpolation", 1.0 / 60.0)
assert(
avatar.global_position.distance_to(before_delayed_snapshot) < 0.12
)
# Simulate a burst of dropped snapshots. Extrapolation must stop at the
# tight limit instead of allowing the remote avatar to run indefinitely.
for _step: int in 20:
avatar.call("_update_network_interpolation", 1.0 / 30.0)
assert(is_equal_approx(
float(avatar.get("_network_snapshot_age")),
Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS,
))
var maximum_extrapolated_x: float = (
0.54
+ 4.5 * (0.1 + Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS)
)
assert(avatar.global_position.x <= maximum_extrapolated_x + 0.1)
# Reconciliation only applies after both simulations report a grounded body.
# Give the unit avatar a real floor so this exercises the production path.
var floor := StaticBody3D.new()
floor.collision_layer = 1
floor.collision_mask = 0
floor.position = Vector3(0.0, -0.1, 0.0)
var floor_shape := CollisionShape3D.new()
var floor_box := BoxShape3D.new()
floor_box.size = Vector3(100.0, 0.2, 100.0)
floor_shape.shape = floor_box
floor.add_child(floor_shape)
root.add_child(floor)
await physics_frame
avatar.set_local_control(true)
avatar.global_position = Vector3(0.8, 0.0, 0.0)
avatar.velocity = Vector3.DOWN
avatar.move_and_slide()
assert(avatar.is_on_floor())
avatar.apply_local_prediction_correction(
moving_snapshot,
2,
1.0 / 30.0,
0.1,
0.1,
)
# Ordinary host/client disagreement is expected while a packet is in flight.
# It must never tug the locally controlled body or camera around.
assert(is_equal_approx(avatar.global_position.x, 0.8))
assert(
int(avatar.get("_local_prediction_soft_corrections")) == 0
)
assert(
int(avatar.get("_local_prediction_hard_corrections")) == 0
)
# A larger but still plausible mismatch must persist across multiple audits
# before a small correction is allowed. Preserve both visible character and
# camera positions while the collision body catches up.
avatar.global_position = Vector3(3.0, 0.0, 0.0)
var visual_position: Vector3 = avatar.get_node("Visuals").global_position
var camera_position: Vector3 = avatar.get_node("CameraYaw").global_position
var drift_snapshot: Dictionary = _network_snapshot(
Vector3.ZERO,
Vector3.ZERO,
20,
)
for _audit: int in 3:
avatar.apply_local_prediction_correction(
drift_snapshot,
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(is_equal_approx(avatar.global_position.x, 3.0))
avatar.apply_local_prediction_correction(
drift_snapshot,
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(avatar.global_position.x < 3.0)
assert(avatar.global_position.x >= 2.85 - 0.001)
assert(avatar.get_node("Visuals").global_position == visual_position)
assert(avatar.get_node("CameraYaw").global_position == camera_position)
assert(
int(avatar.get("_local_prediction_soft_corrections")) == 1
)
# Host and client jump timing naturally differs. An airborne authoritative
# snapshot must not drag the local capsule sideways or down before landing.
avatar.global_position = Vector3(3.0, 0.0, 0.0)
avatar.velocity = Vector3(0.0, 1.0, 0.0)
var airborne_snapshot: Dictionary = drift_snapshot.duplicate(true)
airborne_snapshot["grounded"] = false
for _audit: int in 6:
avatar.apply_local_prediction_correction(
airborne_snapshot,
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(avatar.global_position.is_equal_approx(Vector3(3.0, 0.0, 0.0)))
assert(int(avatar.get("_local_prediction_soft_corrections")) == 1)
avatar.velocity = Vector3.ZERO
# The local body may reach its apex after the host has already landed. The
# local airborne state still owns presentation and must not be pulled toward
# the host until it has landed too.
avatar.global_position = Vector3(3.0, 2.0, 0.0)
avatar.velocity = Vector3.ZERO
avatar.move_and_slide()
assert(not avatar.is_on_floor())
for _audit: int in 6:
avatar.apply_local_prediction_correction(
drift_snapshot,
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(avatar.global_position.is_equal_approx(Vector3(3.0, 2.0, 0.0)))
assert(int(avatar.get("_local_prediction_soft_corrections")) == 1)
# Genuine divergence still recovers immediately, as do the separate reliable
# teleport and water-recovery paths used by gameplay transitions.
avatar.global_position = Vector3(10.0, 0.0, 0.0)
avatar.apply_local_prediction_correction(
drift_snapshot,
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(avatar.global_position == Vector3.ZERO)
assert(
int(avatar.get("_local_prediction_hard_corrections")) == 1
)
# Soft reconciliation must respect the same terrain collision as ordinary
# player movement instead of phasing the capsule through a solid obstacle.
var blocker := StaticBody3D.new()
blocker.collision_layer = 1
blocker.collision_mask = 0
blocker.position = Vector3(1.0, 1.0, 0.0)
var blocker_shape := CollisionShape3D.new()
var blocker_box := BoxShape3D.new()
blocker_box.size = Vector3(0.2, 4.0, 4.0)
blocker_shape.shape = blocker_box
blocker.add_child(blocker_shape)
root.add_child(blocker)
await physics_frame
avatar.global_position = Vector3.ZERO
avatar.velocity = Vector3.ZERO
avatar.call("_clear_local_reconciliation_offsets")
var blocked_visual_position: Vector3 = (
avatar.get_node("Visuals") as Node3D
).global_position
var blocked_camera_position: Vector3 = (
avatar.get_node("CameraYaw") as Node3D
).global_position
assert(bool(avatar.call(
"_apply_camera_safe_local_correction",
Vector3(2.0, 0.0, 0.0),
)))
assert(avatar.global_position.x > 0.0 and avatar.global_position.x < 0.6)
assert(
(avatar.get_node("Visuals") as Node3D).global_position
== blocked_visual_position
)
assert(
(avatar.get_node("CameraYaw") as Node3D).global_position
== blocked_camera_position
)
blocker.queue_free()
floor.queue_free()
await physics_frame
func _validate_remote_locomotion_playback_recovery(avatar: Player) -> void:
avatar.configure_network_remote(false)
avatar.push_network_snapshot(
_network_snapshot(Vector3.ZERO, Vector3(4.5, 0.0, 0.0), 21)
)
avatar.call("_update_character_animation")
var animation_player := avatar.get_node(
"Visuals/CharacterRig/AnimationPlayer"
) as AnimationPlayer
assert(animation_player.assigned_animation == &"running")
assert(animation_player.is_playing())
# Reproduce issue #111: locomotion replication still says RUNNING (and the
# dust therefore still emits), but the rig playback has fallen idle. The
# local presentation pass must repair that state without another packet.
animation_player.stop()
assert(not animation_player.is_playing())
assert(
int(avatar.get("_network_target_locomotion_state"))
== Player.LocomotionState.RUNNING
)
avatar.call("_update_character_animation")
assert(animation_player.assigned_animation == &"running")
assert(animation_player.is_playing())
func _validate_reliable_jump_intent(avatar: Player) -> void:
avatar.set_local_control(true)
avatar.call("_queue_local_network_jump_intent")
var first: Dictionary = avatar.capture_network_input(20)
var repeated: Dictionary = avatar.capture_network_input(21)
assert(bool(first["jump"]))
assert(bool(repeated["jump"]))
assert(int(avatar.get("_local_network_jump_intent_sequence")) == 20)
avatar.apply_local_prediction_correction(
_network_snapshot(avatar.global_position, Vector3.ZERO, 20),
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(not bool(avatar.capture_network_input(22)["jump"]))
avatar.configure_network_remote(true)
var first_host_jump: Dictionary = _movement_input(30, false, false)
first_host_jump["jump"] = true
avatar.apply_authoritative_network_input(first_host_jump)
assert(bool(avatar.get("_network_jump_pending")))
avatar.set("_network_jump_pending", false)
var repeated_host_jump: Dictionary = _movement_input(31, false, false)
repeated_host_jump["jump"] = true
avatar.apply_authoritative_network_input(repeated_host_jump)
assert(not bool(avatar.get("_network_jump_pending")))
avatar.apply_authoritative_network_input(
_movement_input(32, false, false)
)
var next_host_jump: Dictionary = _movement_input(33, false, false)
next_host_jump["jump"] = true
avatar.apply_authoritative_network_input(next_host_jump)
assert(bool(avatar.get("_network_jump_pending")))
avatar.reset_network_movement_state()
assert(not bool(avatar.get("_network_jump_pending")))
assert(not bool(avatar.get("_local_network_jump_intent_pending")))
assert(int(avatar.get("_last_network_input_sequence")) == 0)
func _validate_stale_input_expiry(avatar: Player) -> void:
avatar.configure_network_remote(true)
var high_latency_timeout := (
Player.resolve_network_input_stale_timeout_seconds(400)
)
assert(high_latency_timeout > Player.NETWORK_INPUT_STALE_TIMEOUT_SECONDS)
avatar.apply_authoritative_network_input(
_movement_input(40, true),
high_latency_timeout,
)
assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0)
avatar.call(
"_update_network_input_freshness",
Player.NETWORK_INPUT_STALE_TIMEOUT_SECONDS + 0.01,
)
assert(not bool(avatar.get("_network_input_stale")))
avatar.call(
"_update_network_input_freshness",
high_latency_timeout,
)
assert((avatar.get("_network_axis") as Vector2) == Vector2.ZERO)
assert(not bool(avatar.get("_network_sprint")))
assert(bool(avatar.get("_network_input_stale")))
avatar.apply_authoritative_network_input(_movement_input(41, false))
assert(not bool(avatar.get("_network_input_stale")))
assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0)
func _network_snapshot(
position: Vector3,
velocity: Vector3,
acknowledged_input: int,
) -> Dictionary:
return {
"peer_id": 2,
"acknowledged_input": acknowledged_input,
"position": [position.x, position.y, position.z],
"velocity": [velocity.x, velocity.y, velocity.z],
"visual_yaw": 0.0,
"grounded": true,
"animation_state": NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_RUNNING,
true,
),
"sitting": false,
"casting": false,
}
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,
NetworkProtocol.DEFAULT_WORLD_SEED,
true,
)))
assert(bool(main.call(
"_prepare_host_world",
WorldLayout.STARTER_ISLAND,
NetworkProtocol.DEFAULT_WORLD_SEED,
)))
assert(save_manager.initialize_new_game(
NetworkProtocol.DEFAULT_WORLD_SEED,
WorldLayout.STARTER_ISLAND,
))
assert(session.start_private_host(TEST_PORT))
main.call("_enter_gameplay")
for _frame: int in 4:
await physics_frame
assert(session.set_host_open(true))
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
# Authentication completes before the client has necessarily created and
# begun observing the host avatar. Give its gameplay scene a bounded moment
# to settle before emitting the one-shot locomotion/action sequence.
await create_timer(3.0).timeout
var player := main.get("_player") as Player
var world := main.get_node("TestWorld") as TestWorld
player.configure_network_remote(true)
await _reset_locomotion_test_position(player, session, world)
var input_sequence: int = 1
input_sequence = await _sustain_locomotion_input(
player, input_sequence, 1.5, true
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)
await _reset_locomotion_test_position(player, session, world)
input_sequence = await _sustain_locomotion_input(
player, input_sequence, 1.5, false
)
await _reset_locomotion_test_position(player, session, world)
input_sequence = await _sustain_locomotion_input(
player, input_sequence, 1.5, false, true, true
)
input_sequence = await _sustain_locomotion_input(
player, input_sequence, 1.5, false, false, true
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)
player.apply_authoritative_network_input(
_movement_input(input_sequence, false, false, true, &"draw", 1)
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)
input_sequence += 1
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await create_timer(1.0).timeout
player.apply_authoritative_network_input(
_movement_input(
input_sequence, false, false, true, &"strike", 2, true
)
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)
input_sequence += 1
await create_timer(2.0).timeout
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player.apply_authoritative_network_input(
_movement_input(input_sequence, false, false, false, &"", 3)
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)
var disconnect_deadline: int = Time.get_ticks_msec() + 15000
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("Movement 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 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 spawn_service := main.get_node(
"%PlayerSpawnService"
) as PlayerSpawnService
var host_avatar: Player = await _wait_for_avatar(spawn_service, 1)
assert(host_avatar != null)
var animation_player := host_avatar.get_node(
"Visuals/CharacterRig/AnimationPlayer"
) as AnimationPlayer
var sprint_dust := host_avatar.get_node("%SprintDust") as SprintDustTrail
var saw_running: bool = false
var saw_walking: bool = false
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var saw_sneaking: bool = false
var saw_idle_sneak: bool = false
var saw_net_draw: bool = false
var saw_net_strike: bool = false
var saw_net_strike_paused: bool = false
var saw_animation_advance: bool = false
var saw_dust: bool = false
var observed_animations: Dictionary = {}
var observed_locomotion_states: Dictionary = {}
var maximum_sneak_speed: float = 0.0
var previous_animation: StringName = &""
var previous_animation_position: float = -1.0
var observation_deadline: int = Time.get_ticks_msec() + 22000
while Time.get_ticks_msec() < observation_deadline:
await process_frame
var current_animation: StringName = animation_player.current_animation
observed_animations[current_animation] = true
var target_locomotion_state: int = int(host_avatar.get(
"_network_target_locomotion_state"
))
observed_locomotion_states[target_locomotion_state] = true
if target_locomotion_state == Player.LocomotionState.SNEAKING:
maximum_sneak_speed = maxf(
maximum_sneak_speed,
Vector2(
host_avatar.velocity.x, host_avatar.velocity.z
).length(),
)
saw_running = saw_running or current_animation.begins_with("running")
saw_walking = saw_walking or current_animation.begins_with("walking")
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saw_sneaking = saw_sneaking or current_animation == &"sneaking"
saw_idle_sneak = saw_idle_sneak or current_animation == &"idle_sneak"
saw_net_draw = saw_net_draw or current_animation == &"draw"
saw_net_strike = (
saw_net_strike
or current_animation == &"strike"
or animation_player.assigned_animation == &"strike"
)
saw_net_strike_paused = (
saw_net_strike_paused
or bool(host_avatar.get(
"_network_target_animation_action_paused"
))
)
var current_position: float = (
animation_player.current_animation_position
)
if (
current_animation == previous_animation
and previous_animation_position >= 0.0
and absf(current_position - previous_animation_position) > 0.001
):
saw_animation_advance = true
previous_animation = current_animation
previous_animation_position = current_position
saw_dust = saw_dust or sprint_dust.get_active_puff_count() > 0
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if (
saw_running
and saw_walking
and saw_sneaking
and saw_idle_sneak
and saw_net_draw
and saw_net_strike
and saw_net_strike_paused
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and saw_animation_advance
and saw_dust
):
break
var missing_observations: Array[String] = []
if not saw_running:
missing_observations.append("running")
if not saw_walking:
missing_observations.append("walking")
if not saw_sneaking:
missing_observations.append("sneaking")
if not saw_idle_sneak:
missing_observations.append("idle_sneak")
if not saw_net_draw:
missing_observations.append("net_draw")
if not saw_net_strike:
missing_observations.append("net_strike")
if not saw_net_strike_paused:
missing_observations.append("net_strike_paused")
if not saw_animation_advance:
missing_observations.append("animation_advance")
if not saw_dust:
missing_observations.append("sprint_dust")
if not missing_observations.is_empty():
push_error(
(
"Missing movement observations %s; observed animations: %s; "
+ "locomotion states: %s; maximum sneak speed: %.3f"
) % [
missing_observations,
observed_animations.keys(),
observed_locomotion_states.keys(),
maximum_sneak_speed,
]
)
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
quit(1)
return
print("Movement 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 _movement_input(
sequence: int,
sprinting: bool,
moving: bool = true,
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sneaking: bool = false,
action_id: StringName = &"",
action_sequence: int = 0,
action_paused: bool = false,
) -> Dictionary:
return {
"sequence": sequence,
"axis": [0.0, -1.0] if moving else [0.0, 0.0],
"camera_yaw": 0.0,
"jump": false,
"sprint": sprinting,
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"sneak": sneaking,
"slow_walk": false,
"sitting": false,
"casting": false,
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"animation_action": NetworkPlayerAnimationProtocol.make_action_state(
action_id,
action_sequence,
0.0,
action_paused,
),
}
func _sustain_locomotion_input(
player: Player,
starting_sequence: int,
duration_seconds: float,
sprinting: bool,
moving: bool = true,
sneaking: bool = false,
) -> int:
var sequence: int = starting_sequence
var deadline: int = (
Time.get_ticks_msec() + roundi(duration_seconds * 1000.0)
)
while Time.get_ticks_msec() < deadline:
player.apply_authoritative_network_input(
_movement_input(sequence, sprinting, moving, sneaking)
)
sequence += 1
await create_timer(0.1).timeout
return sequence
func _reset_locomotion_test_position(
player: Player,
session: NetworkSession,
world: TestWorld,
) -> void:
player.velocity = Vector3.ZERO
player.global_transform = world.get_player_spawn_transform()
session.publish_authoritative_teleport(1)
for _frame: int in 4:
await physics_frame
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 _wait_for_avatar(
spawn_service: PlayerSpawnService,
peer_id: int,
) -> Player:
var deadline: int = Time.get_ticks_msec() + 8000
while Time.get_ticks_msec() < deadline:
await process_frame
var avatar := spawn_service.get_avatar(peer_id) as Player
if avatar != null:
return avatar
return null