test: refresh release validation fixtures

This commit is contained in:
Alexander Sellite 2026-08-24 21:07:51 -04:00
parent e6f46dcad9
commit 549908b6b0
3 changed files with 17 additions and 3 deletions

View file

@ -23,13 +23,24 @@ func _run() -> void:
bool(main.get("_application_initialized")),
"application initialization failed",
)
var save_manager := main.get("_save_manager") as PlayerSaveManager
var world_layout: StringName = WorldLayout.GENERATED
var world_seed: int = PlayerSaveManager.DEFAULT_WORLD_SEED
_expect(
bool(main.call("_apply_world", world_layout, world_seed, true)),
"generated-world preparation failed",
)
_expect(
bool(main.call("_prepare_host_world", world_layout, world_seed)),
"host-world preparation failed",
)
_expect(
bool(main.call("_prepare_private_host")),
"private host preparation failed",
)
var save_manager := main.get("_save_manager") as PlayerSaveManager
_expect(
save_manager != null and save_manager.initialize_new_game(),
save_manager != null
and save_manager.initialize_new_game(world_seed, world_layout),
"new-game initialization failed",
)
main.call("_enter_gameplay")

View file

@ -180,6 +180,9 @@ func _run_multiplayer_client() -> void:
var fish_catch := _make_catch(fish)
assert(player.inventory.add_catch(fish_catch))
catch_ids.append(fish_catch.catch_id)
if catch_ids.size() == NetworkSaleProtocol.MAX_CATCHES_PER_REQUEST:
break
assert(catch_ids.size() == NetworkSaleProtocol.MAX_CATCHES_PER_REQUEST)
player.inventory.set_inventory_layout(player.inventory_layout)
await create_timer(1.0).timeout
_sale_result.clear()

View file

@ -23,7 +23,7 @@ func _run() -> void:
await process_frame
assert(is_equal_approx(
Player.get_catch_texture_resolution_scale(CrabBrown.display_texture),
1.0,
20.0,
))
assert(is_equal_approx(
Player.get_catch_texture_resolution_scale(ClamManila.display_texture),