Harden multiplayer validation for portable homes
This commit is contained in:
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commit
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5 changed files with 381 additions and 49 deletions
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@ -87,6 +87,7 @@ readonly -a NETWORK_TESTS=(
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"tests/fish_showcase_multiplayer_validation.gd"
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"tests/friend_multiplayer_validation.gd"
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"tests/fishing_multiplayer_validation.gd"
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"tests/home_spawn_multiplayer_validation.gd"
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"tests/job_multiplayer_validation.gd"
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"tests/movement_multiplayer_validation.gd"
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"tests/operator_multiplayer_validation.gd"
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@ -63,12 +63,38 @@ func _run_host() -> void:
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var spawn_service := main.get_node(
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"%PlayerSpawnService"
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) as PlayerSpawnService
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var network_home := main.get_node(
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"%NetworkHomeService"
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) as NetworkHomeService
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var home_world := main.get_node("%HomeWorldService") as HomeWorldService
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var remote_avatar: Player = spawn_service.get_avatar(remote_peer_id)
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assert(remote_avatar != null)
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assert(remote_avatar.bag.get_quantity(&"worms") == 0)
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remote_avatar.global_position = Vector3(-0.5, 3.95, 2.1)
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var remote_visuals := remote_avatar.get_node("Visuals") as Node3D
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remote_visuals.rotation.y = PI * 0.5
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var remote_record := session.get_peer_record(remote_peer_id)
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assert(remote_record != null)
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assert(await _wait_for_home(
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network_home, remote_record.identity_fingerprint
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))
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var exterior_spawn: Transform3D = home_world.get_exterior_spawn_transform(
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remote_record.identity_fingerprint
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)
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var exterior_deadline: int = Time.get_ticks_msec() + 5000
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while (
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Time.get_ticks_msec() < exterior_deadline
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and remote_avatar.global_position.distance_to(exterior_spawn.origin) > 0.25
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):
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await physics_frame
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assert(remote_avatar.global_position.distance_to(exterior_spawn.origin) <= 0.25)
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# Give the client enough local frames to observe the initial RV-door spawn
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# before this test publishes its separate fishing-position teleport.
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for _frame: int in 30:
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await physics_frame
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var cast_setup: Dictionary = await _find_clear_fishing_setup(
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main, remote_avatar
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)
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assert(not cast_setup.is_empty(), "no clear fishing setup was found")
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var expected_position: Vector3 = cast_setup["position"]
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var expected_direction: Vector3 = cast_setup["direction"]
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session.publish_authoritative_teleport(remote_peer_id)
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var aiming_deadline: int = Time.get_ticks_msec() + 15000
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while (
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@ -82,7 +108,7 @@ func _run_host() -> void:
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== Player.FishingVisualPhase.CASTING
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)
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var remote_position_error := (
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remote_avatar.global_position - Vector3(-0.5, 3.95, 2.1)
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remote_avatar.global_position - expected_position
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)
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remote_position_error.y = 0.0
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assert(
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@ -90,7 +116,7 @@ func _run_host() -> void:
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"remote casting position drifted: %s" % remote_avatar.global_position
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)
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assert(
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remote_avatar.get_facing_direction().dot(Vector3.LEFT) > 0.99,
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remote_avatar.get_facing_direction().dot(expected_direction) > 0.99,
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"remote casting facing drifted: %s"
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% remote_avatar.get_facing_direction()
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)
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@ -196,6 +222,23 @@ func _run_client() -> void:
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joined = true
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break
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assert(joined)
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var network_home := main.get_node(
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"%NetworkHomeService"
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) as NetworkHomeService
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var home_world := main.get_node("%HomeWorldService") as HomeWorldService
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var local_fingerprint: String = session.get_local_identity_fingerprint()
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assert(await _wait_for_home(network_home, local_fingerprint))
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var player := main.get("_player") as Player
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var exterior_spawn: Transform3D = (
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home_world.get_exterior_spawn_transform(local_fingerprint)
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)
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var home_spawn_deadline: int = Time.get_ticks_msec() + 5000
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while (
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Time.get_ticks_msec() < home_spawn_deadline
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and player.global_position.distance_to(exterior_spawn.origin) > 0.25
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):
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await physics_frame
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assert(player.global_position.distance_to(exterior_spawn.origin) <= 0.25)
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var service := main.get_node(
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"%NetworkFishingService"
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@ -206,7 +249,6 @@ func _run_client() -> void:
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cast_rejections.append(message)
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)
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var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
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var player := main.get("_player") as Player
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var item_catalog := main.get("item_catalog") as ItemCatalog
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var worms: ItemData = item_catalog.get_item_by_id(&"worms")
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if player.bag.get_quantity(&"worms") == 0:
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@ -217,15 +259,20 @@ func _run_client() -> void:
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"Visuals/CharacterRig/AnimationPlayer"
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) as AnimationPlayer
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assert(character_animation_player.has_animation(&"retract_sit"))
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var placement_deadline: int = Time.get_ticks_msec() + 5000
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# The host chooses and publishes a clear target after both RV manifests have
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# settled. Waiting for that authoritative teleport also coordinates the
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# animation-observation window between these two independent processes.
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var placement_deadline: int = Time.get_ticks_msec() + 10000
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while (
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Time.get_ticks_msec() < placement_deadline
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and player.global_position.distance_to(Vector3(-0.5, 3.95, 2.1))
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> 0.25
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and player.global_position.distance_to(exterior_spawn.origin) <= 1.0
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):
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await physics_frame
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assert(player.global_position.distance_to(Vector3(-0.5, 3.95, 2.1)) <= 0.25)
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assert(player.get_facing_direction().dot(Vector3.LEFT) > 0.99)
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assert(player.global_position.distance_to(exterior_spawn.origin) > 1.0)
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for _frame: int in 2:
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await physics_frame
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var expected_position: Vector3 = player.global_position
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var expected_direction: Vector3 = player.get_facing_direction()
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player.set_casting_visual()
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assert(
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@ -241,7 +288,10 @@ func _run_client() -> void:
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assert(player.is_sitting())
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for _frame: int in 15:
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await physics_frame
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assert(fishing_spot.state == FishingSpotType.FishingState.READY)
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assert(fishing_spot.get("_active_player") == null)
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fishing_spot.call("_begin_aiming", player)
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assert(fishing_spot.state == FishingSpotType.FishingState.AIMING_CAST)
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assert(player.is_movement_enabled())
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assert(
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int(player.get("_fishing_visual_phase"))
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@ -250,6 +300,7 @@ func _run_client() -> void:
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var cast_charge: float = 0.0
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var target: Vector3 = Vector3.ZERO
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var cast_origin: Vector3 = fishing_spot.get("_cast_origin_position")
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var target_diagnostics: Array[String] = []
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for charge_step: int in range(1, 21):
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var candidate_charge := float(charge_step) / 20.0
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fishing_spot.set("_cast_charge", candidate_charge)
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@ -258,14 +309,33 @@ func _run_client() -> void:
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var candidate_surface := fishing_spot.get(
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"_aim_surface_sample"
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) as FishingSurfaceSample
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target_diagnostics.append(
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"charge=%.2f surface=%s path=%s target=%s" % [
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candidate_charge,
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candidate_surface.is_fishable(),
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fishing_spot.get("_cast_path_is_clear"),
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candidate_target,
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]
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)
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if (
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candidate_surface.is_fishable()
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and fishing_spot.is_cast_path_clear(cast_origin, candidate_target)
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and bool(fishing_spot.get("_cast_path_is_clear"))
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):
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cast_charge = candidate_charge
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target = candidate_target
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break
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assert(cast_charge > 0.0, "no clear fishable test target was found")
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assert(
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cast_charge > 0.0,
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(
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"no clear fishable test target was found; position=%s facing=%s "
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+ "expected=%s diagnostics=%s"
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) % [
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player.global_position,
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player.get_facing_direction(),
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expected_direction,
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target_diagnostics,
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],
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)
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var evidence: Dictionary = fishing_spot.call("_build_network_evidence")
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fishing_spot.set("state", FishingSpotType.FishingState.CASTING)
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player.set_movement_enabled(false)
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@ -388,3 +458,79 @@ func _create_initialized_main() -> Node:
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await process_frame
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assert(bool(main.get("_application_initialized")))
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return main
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func _wait_for_home(
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network_home: NetworkHomeService,
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fingerprint: String,
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) -> bool:
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var deadline: int = Time.get_ticks_msec() + 10000
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while Time.get_ticks_msec() < deadline:
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await process_frame
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var manifests: Dictionary = network_home.get(
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"_manifests_by_fingerprint"
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)
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if manifests.has(fingerprint):
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return true
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return false
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func _find_clear_fishing_setup(main: Node, player: Player) -> Dictionary:
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var world := main.get_node("TestWorld") as TestWorld
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var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
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var regions: Array[FishableWaterRegion] = world.get_fishable_water_regions()
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for region: FishableWaterRegion in regions:
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var body := region.get_parent() as WaterBodyAuthoring
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if body == null or body.surface_size.x <= 0.0 or body.surface_size.y <= 0.0:
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continue
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var center: Vector3 = region.global_position
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var half_size: Vector2 = body.surface_size * 0.5
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var candidate_offsets: Array[Vector3] = [
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Vector3(half_size.x + 0.8, 0.0, 0.0),
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Vector3(-half_size.x - 0.8, 0.0, 0.0),
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Vector3(0.0, 0.0, half_size.y + 0.8),
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Vector3(0.0, 0.0, -half_size.y - 0.8),
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]
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for offset: Vector3 in candidate_offsets:
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var position := Vector3(
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center.x + offset.x,
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region.get_surface_height() + 1.44,
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center.z + offset.z,
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)
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var direction: Vector3 = center - position
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direction.y = 0.0
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direction = direction.normalized()
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player.global_position = position
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var visuals := player.get_node("Visuals") as Node3D
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visuals.global_rotation.y = atan2(-direction.x, -direction.z)
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for _frame: int in 2:
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await physics_frame
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var cast_origin: Vector3 = player.get_cast_origin_position()
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var launch_position: Vector3 = player.get_fishing_rod_tip().global_position
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for charge_step: int in range(1, 21):
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var cast_charge := float(charge_step) / 20.0
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var cast_distance := lerpf(
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fishing_spot.minimum_cast_distance,
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fishing_spot.maximum_cast_distance,
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cast_charge,
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)
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var query_position := cast_origin + direction * cast_distance
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var sample: FishingSurfaceSample = (
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fishing_spot.resolve_fishing_surface(
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query_position, cast_origin.y
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)
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)
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var target: Vector3 = sample.get_bobber_position(
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fishing_spot.solid_bobber_clearance
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)
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if (
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sample.is_fishable()
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and fishing_spot.is_cast_path_clear(
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launch_position, target
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)
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):
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return {
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"position": player.global_position,
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"direction": direction,
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}
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return {}
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@ -90,11 +90,12 @@ func _run_first_client() -> void:
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player.toggle_sitting()
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assert(player.is_sitting())
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assert(player.bag.add_item(&"crab_net"))
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assert(player.hotbar.assign_item(0, &"crab_net"))
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assert(player.hotbar.select_slot(0))
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for _frame: int in 2:
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await process_frame
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assert(bool(player.get("_active_item_is_net")))
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# Slot zero begins selected with the starter rod. Replacing that slot does
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# not emit a selection change, so use the next slot to exercise the same
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# equipped-item path a player uses in normal gameplay.
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assert(player.hotbar.assign_item(1, &"crab_net"))
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assert(player.hotbar.select_slot(1))
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assert(await _wait_for_local_net(main, player))
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assert(player.begin_animation_action(ACTIVE_ACTION))
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await create_timer(0.5).timeout
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assert(StringName(str(player.get("_animation_action_id"))) == ACTIVE_ACTION)
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@ -185,6 +186,29 @@ func _wait_for_registry_size(session: NetworkSession, expected: int) -> bool:
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return false
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func _wait_for_local_net(main: Node, player: Player) -> bool:
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var deadline: int = Time.get_ticks_msec() + 10000
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while Time.get_ticks_msec() < deadline:
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# A joined client can finish its world transition one frame after the
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# hotbar selection signal. Refresh through the production path until the
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# ready fishing state accepts the equipped item.
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main.call("_refresh_active_hotbar_item")
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await process_frame
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if bool(player.get("_active_item_is_net")):
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return true
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var fishing_spot: Node = main.get_node("%FishingSpot")
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print(
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"net equip wait timed out: ",
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{
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"fishing_state": int(fishing_spot.get("state")),
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"selected_slot": player.hotbar.get_selected_slot(),
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"selected_item": String(player.hotbar.get_selected_item_id()),
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"owns_net": player.bag.owns_item(&"crab_net"),
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},
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)
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return false
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func _history_contains(service: NetworkChatService, body: String) -> bool:
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return service.get_history().any(
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func(message: Dictionary) -> bool:
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@ -593,15 +593,22 @@ func _run_host() -> void:
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var main: Node = await _create_initialized_main()
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var session := main.get_node("%NetworkSession") as NetworkSession
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var save_manager := main.get("_save_manager") as PlayerSaveManager
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assert(session.set_host_world(
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assert(bool(main.call(
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"_apply_world",
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WorldLayout.STARTER_ISLAND,
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NetworkProtocol.DEFAULT_WORLD_SEED,
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))
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assert(session.start_private_host(TEST_PORT))
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true,
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)))
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assert(bool(main.call(
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"_prepare_host_world",
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WorldLayout.STARTER_ISLAND,
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NetworkProtocol.DEFAULT_WORLD_SEED,
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)))
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assert(save_manager.initialize_new_game(
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NetworkProtocol.DEFAULT_WORLD_SEED,
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WorldLayout.STARTER_ISLAND,
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))
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assert(session.start_private_host(TEST_PORT))
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main.call("_enter_gameplay")
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for _frame: int in 4:
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await physics_frame
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@ -613,31 +620,40 @@ func _run_host() -> void:
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# to settle before emitting the one-shot locomotion/action sequence.
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await create_timer(3.0).timeout
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var player := main.get("_player") as Player
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var world := main.get_node("TestWorld") as TestWorld
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player.configure_network_remote(true)
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player.apply_authoritative_network_input(_movement_input(1, true))
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await create_timer(2.5).timeout
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player.apply_authoritative_network_input(_movement_input(2, false))
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await create_timer(2.5).timeout
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player.apply_authoritative_network_input(
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_movement_input(3, false, true, true)
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await _reset_locomotion_test_position(player, session, world)
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var input_sequence: int = 1
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input_sequence = await _sustain_locomotion_input(
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player, input_sequence, 1.5, true
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)
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await create_timer(2.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(4, false, false, true)
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await _reset_locomotion_test_position(player, session, world)
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input_sequence = await _sustain_locomotion_input(
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player, input_sequence, 1.5, false
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)
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await create_timer(2.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(5, false, false, true, &"draw", 1)
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await _reset_locomotion_test_position(player, session, world)
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input_sequence = await _sustain_locomotion_input(
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player, input_sequence, 1.5, false, true, true
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)
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input_sequence = await _sustain_locomotion_input(
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player, input_sequence, 1.5, false, false, true
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)
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player.apply_authoritative_network_input(
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_movement_input(input_sequence, false, false, true, &"draw", 1)
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)
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input_sequence += 1
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await create_timer(1.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(6, false, false, true, &"strike", 2, true)
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_movement_input(
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input_sequence, false, false, true, &"strike", 2, true
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)
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)
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input_sequence += 1
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await create_timer(2.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(7, false, false, false, &"", 3)
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_movement_input(input_sequence, false, false, false, &"", 3)
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)
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var disconnect_deadline: int = Time.get_ticks_msec() + 8000
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var disconnect_deadline: int = Time.get_ticks_msec() + 15000
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while (
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Time.get_ticks_msec() < disconnect_deadline
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and session.is_authenticated_peer(remote_peer_id)
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@ -686,12 +702,27 @@ func _run_client() -> void:
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var saw_net_strike_paused: bool = false
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var saw_animation_advance: bool = false
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var saw_dust: bool = false
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var observed_animations: Dictionary = {}
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var observed_locomotion_states: Dictionary = {}
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||||
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() + 18000
|
||||
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")
|
||||
saw_sneaking = saw_sneaking or current_animation == &"sneaking"
|
||||
|
|
@ -732,15 +763,44 @@ func _run_client() -> void:
|
|||
and saw_dust
|
||||
):
|
||||
break
|
||||
assert(saw_running)
|
||||
assert(saw_walking)
|
||||
assert(saw_sneaking)
|
||||
assert(saw_idle_sneak)
|
||||
assert(saw_net_draw)
|
||||
assert(saw_net_strike)
|
||||
assert(saw_net_strike_paused)
|
||||
assert(saw_animation_advance)
|
||||
assert(saw_dust)
|
||||
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()
|
||||
|
|
@ -778,6 +838,39 @@ func _movement_input(
|
|||
}
|
||||
|
||||
|
||||
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()
|
||||
|
|
|
|||
|
|
@ -27,10 +27,12 @@ func _run_host() -> void:
|
|||
assert(bool(main.call(
|
||||
"_apply_world", WorldLayout.STARTER_ISLAND, 1, true
|
||||
)))
|
||||
assert(session.set_host_world(WorldLayout.STARTER_ISLAND, 1))
|
||||
assert(session.start_private_host(TEST_PORT))
|
||||
assert(bool(main.call(
|
||||
"_prepare_host_world", WorldLayout.STARTER_ISLAND, 1
|
||||
)))
|
||||
var save_manager := main.get("_save_manager") as PlayerSaveManager
|
||||
assert(save_manager.initialize_new_game())
|
||||
assert(save_manager.initialize_new_game(1, WorldLayout.STARTER_ISLAND))
|
||||
assert(session.start_private_host(TEST_PORT))
|
||||
main.call("_enter_gameplay")
|
||||
await physics_frame
|
||||
await physics_frame
|
||||
|
|
@ -62,6 +64,40 @@ func _run_host() -> void:
|
|||
remote_peer_id
|
||||
)
|
||||
assert(remote_record != null)
|
||||
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
|
||||
assert(await _wait_for_home(
|
||||
network_home, remote_record.identity_fingerprint
|
||||
))
|
||||
var remote_avatar: Player = spawn_service.get_avatar(remote_peer_id)
|
||||
assert(remote_avatar != null)
|
||||
var exterior_spawn: Transform3D = home_world.get_exterior_spawn_transform(
|
||||
remote_record.identity_fingerprint
|
||||
)
|
||||
var exterior_deadline: int = Time.get_ticks_msec() + 5000
|
||||
while (
|
||||
Time.get_ticks_msec() < exterior_deadline
|
||||
and remote_avatar.global_position.distance_to(exterior_spawn.origin) > 0.25
|
||||
):
|
||||
await physics_frame
|
||||
assert(remote_avatar.global_position.distance_to(exterior_spawn.origin) <= 0.25)
|
||||
var canvas_state: Dictionary = service.get_canvas_state(canvas_id)
|
||||
var canvas_origin: Vector3 = SurfaceDrawingProtocol.array_to_vector(
|
||||
canvas_state["origin"]
|
||||
)
|
||||
remote_avatar.global_position = Vector3(
|
||||
canvas_origin.x + 1.0,
|
||||
player.global_position.y,
|
||||
canvas_origin.z,
|
||||
)
|
||||
session.publish_authoritative_teleport(remote_peer_id)
|
||||
for _frame: int in 4:
|
||||
await physics_frame
|
||||
assert(session.peer_supports_capability(
|
||||
remote_peer_id, SurfaceDrawingProtocol.CAPABILITY
|
||||
))
|
||||
|
|
@ -152,6 +188,9 @@ func _run_host() -> void:
|
|||
):
|
||||
await process_frame
|
||||
assert(service.get_canvas_ids().size() == 1)
|
||||
# Keep the second stamp observable on the client before the ban removes all
|
||||
# artwork carrying that participant fingerprint.
|
||||
await create_timer(1.0).timeout
|
||||
var player_list := main.get_node(
|
||||
"%NetworkPlayerListService"
|
||||
) as NetworkPlayerListService
|
||||
|
|
@ -221,6 +260,20 @@ func _run_client() -> void:
|
|||
var canvas_id: String = service.get_canvas_ids()[0]
|
||||
var snapshot: Dictionary = service.get_canvas_state(canvas_id)
|
||||
assert(str(_find_cell(snapshot, 7, 7).get("color_id", "")) == "coral")
|
||||
var canvas_origin: Vector3 = SurfaceDrawingProtocol.array_to_vector(
|
||||
snapshot["origin"]
|
||||
)
|
||||
var placement_deadline: int = Time.get_ticks_msec() + 10000
|
||||
while (
|
||||
Time.get_ticks_msec() < placement_deadline
|
||||
and player.global_position.distance_to(canvas_origin)
|
||||
> NetworkSurfaceDrawingService.MAX_DRAW_DISTANCE + 2.0
|
||||
):
|
||||
await physics_frame
|
||||
assert(
|
||||
player.global_position.distance_to(canvas_origin)
|
||||
<= NetworkSurfaceDrawingService.MAX_DRAW_DISTANCE + 2.0
|
||||
)
|
||||
assert(service.request_cell_edits(canvas_id, [{
|
||||
"x": 7,
|
||||
"y": 7,
|
||||
|
|
@ -381,3 +434,18 @@ func _create_initialized_main() -> Node:
|
|||
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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue