Integrate per-save identity and interaction UI
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4fda6e97f6
58 changed files with 3471 additions and 461 deletions
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@ -31,6 +31,7 @@ func _run_host() -> void:
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"%PlayerSpawnService"
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) as PlayerSpawnService
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var save_manager := main.get("_save_manager") as PlayerSaveManager
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var home_state := main.get_node("%PlayerHomeState") as PlayerHomeState
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assert(bool(main.call(
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"_apply_world", WorldLayout.STARTER_ISLAND, 1, true
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)))
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@ -59,6 +60,60 @@ func _run_host() -> void:
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await physics_frame
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assert(_same_door_position(host_avatar.global_position, host_spawn.origin))
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assert(_faces_away_from_home(host_avatar, home_world, host_fingerprint))
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var upgrade_result_id := "home-test-upgrade"
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network_home.authorize_home_upgrade(
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session.get_local_peer_id(),
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PlayerHomeState.STARTER_RV_TIER,
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upgrade_result_id,
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)
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assert(home_state.upgrade_to_next_tier())
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var rv_deadline: int = Time.get_ticks_msec() + 5000
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while (
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Time.get_ticks_msec() < rv_deadline
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and home_world.get_interior_exit_positions(host_fingerprint).size() < 2
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):
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await process_frame
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var rv_exits: Array[Vector3] = home_world.get_interior_exit_positions(
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host_fingerprint
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)
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assert(rv_exits.size() == 2)
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network_home.finalize_home_upgrade(
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session.get_local_peer_id(), upgrade_result_id, true
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)
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assert(rv_exits[0].x < rv_exits[1].x)
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for exit_position: Vector3 in rv_exits:
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host_avatar.global_position = (
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exit_position
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+ home_world.get_interior_exit_direction_near(
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host_fingerprint, exit_position
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) * 0.05
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)
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assert(home_world.has_avatar_crossed_interior_exit_threshold(
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host_avatar, host_fingerprint
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))
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host_avatar.global_position = rv_exits[0] + Vector3(0.0, 0.0, 1.1)
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assert(not home_world.has_avatar_crossed_interior_exit_threshold(
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host_avatar, host_fingerprint
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))
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var presentations: Dictionary = home_world.get(
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"_presentations_by_fingerprint"
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)
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var host_presentation: Dictionary = presentations.get(host_fingerprint, {})
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var host_interior := host_presentation.get("interior") as Node3D
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assert(host_interior != null)
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var wall_collision := host_interior.find_child(
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"WallWestCollision", true, false
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) as StaticBody3D
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assert(wall_collision != null)
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assert(bool(wall_collision.get_meta(
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HomeWorldService.INTERIOR_SHELL_COLLISION_META, false
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)))
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var wall_shape := wall_collision.get_child(0) as CollisionShape3D
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assert(wall_shape != null)
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assert((wall_shape.shape as ConcavePolygonShape3D).backface_collision)
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host_avatar.global_position = host_spawn.origin
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assert(network_home.request_enter(host_fingerprint))
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await physics_frame
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var remote_peer_id: int = await _wait_for_remote_peer(session)
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assert(remote_peer_id > 1)
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@ -66,6 +121,53 @@ func _run_host() -> void:
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var remote_fingerprint: String = remote_record.identity_fingerprint
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assert(await _wait_for_home(network_home, remote_fingerprint))
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var remote_avatar: Player = spawn_service.get_avatar(remote_peer_id)
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assert(not remote_avatar.is_remote_presentation_visible())
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var chat_ui := main.get_node("%GameUI").get_node("%ChatUI") as ChatUI
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chat_ui.call(
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"_show_speech_bubble", remote_peer_id, "outside", remote_fingerprint
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)
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var speech_states: Dictionary = chat_ui.get("_speech")
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assert(not speech_states.has(remote_peer_id))
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var toolbar := main.get_node("%GameUI").get_node(
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"%HomeDecorToolbar"
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) as HomeDecorToolbar
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assert(toolbar.visible)
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var exit_button := toolbar.find_child(
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"ExitRVButton", true, false
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) as Button
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assert(exit_button != null and exit_button.text == "Exit RV")
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var storage := main.get_node("%GameUI").get_node(
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"%PlayerStorage"
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) as PlayerStorage
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assert(storage.open_storage_from_home(true))
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var close_storage_event := InputEventAction.new()
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close_storage_event.action = &"interact"
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close_storage_event.pressed = true
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storage._unhandled_input(close_storage_event)
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assert(not storage.visible)
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exit_button.pressed.emit()
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var exit_deadline: int = Time.get_ticks_msec() + 5000
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while (
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Time.get_ticks_msec() < exit_deadline
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and not network_home.get_local_home_owner_fingerprint().is_empty()
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):
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await process_frame
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assert(network_home.get_local_home_owner_fingerprint().is_empty())
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var visibility_deadline: int = Time.get_ticks_msec() + 1000
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while (
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Time.get_ticks_msec() < visibility_deadline
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and is_instance_valid(remote_avatar)
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and not remote_avatar.is_remote_presentation_visible()
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):
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await process_frame
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assert(is_instance_valid(remote_avatar))
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assert(remote_avatar.is_remote_presentation_visible())
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chat_ui.call(
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"_show_speech_bubble", remote_peer_id, "inside", remote_fingerprint
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)
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speech_states = chat_ui.get("_speech")
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assert(speech_states.has(remote_peer_id))
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chat_ui.call("_on_peer_removed", remote_peer_id)
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var remote_spawn: Transform3D = home_world.get_exterior_spawn_transform(
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remote_fingerprint
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)
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@ -124,6 +226,10 @@ func _run_client() -> void:
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player.global_position, exterior_spawn.origin
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))
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assert(_faces_away_from_home(player, home_world, fingerprint))
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# Keep the peer present long enough for the host to rebuild the upgraded RV,
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# exercise late-spawn visibility, and use the toolbar transition back to the
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# shared world. A two-second grace period raced the host on slower machines.
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await create_timer(10.0).timeout
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print("Home spawn multiplayer client validation: PASS")
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await _cleanup(main, session)
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