Harden multiplayer validation for portable homes

This commit is contained in:
Alexander Sellite 2026-08-30 23:52:25 -04:00
parent d2dce7f900
commit b48cb73f3a
5 changed files with 381 additions and 49 deletions

View file

@ -63,12 +63,38 @@ func _run_host() -> void:
var spawn_service := main.get_node(
"%PlayerSpawnService"
) as PlayerSpawnService
var network_home := main.get_node(
"%NetworkHomeService"
) as NetworkHomeService
var home_world := main.get_node("%HomeWorldService") as HomeWorldService
var remote_avatar: Player = spawn_service.get_avatar(remote_peer_id)
assert(remote_avatar != null)
assert(remote_avatar.bag.get_quantity(&"worms") == 0)
remote_avatar.global_position = Vector3(-0.5, 3.95, 2.1)
var remote_visuals := remote_avatar.get_node("Visuals") as Node3D
remote_visuals.rotation.y = PI * 0.5
var remote_record := session.get_peer_record(remote_peer_id)
assert(remote_record != null)
assert(await _wait_for_home(
network_home, remote_record.identity_fingerprint
))
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)
# Give the client enough local frames to observe the initial RV-door spawn
# before this test publishes its separate fishing-position teleport.
for _frame: int in 30:
await physics_frame
var cast_setup: Dictionary = await _find_clear_fishing_setup(
main, remote_avatar
)
assert(not cast_setup.is_empty(), "no clear fishing setup was found")
var expected_position: Vector3 = cast_setup["position"]
var expected_direction: Vector3 = cast_setup["direction"]
session.publish_authoritative_teleport(remote_peer_id)
var aiming_deadline: int = Time.get_ticks_msec() + 15000
while (
@ -82,7 +108,7 @@ func _run_host() -> void:
== Player.FishingVisualPhase.CASTING
)
var remote_position_error := (
remote_avatar.global_position - Vector3(-0.5, 3.95, 2.1)
remote_avatar.global_position - expected_position
)
remote_position_error.y = 0.0
assert(
@ -90,7 +116,7 @@ func _run_host() -> void:
"remote casting position drifted: %s" % remote_avatar.global_position
)
assert(
remote_avatar.get_facing_direction().dot(Vector3.LEFT) > 0.99,
remote_avatar.get_facing_direction().dot(expected_direction) > 0.99,
"remote casting facing drifted: %s"
% remote_avatar.get_facing_direction()
)
@ -196,6 +222,23 @@ func _run_client() -> void:
joined = true
break
assert(joined)
var network_home := main.get_node(
"%NetworkHomeService"
) as NetworkHomeService
var home_world := main.get_node("%HomeWorldService") as HomeWorldService
var local_fingerprint: String = session.get_local_identity_fingerprint()
assert(await _wait_for_home(network_home, local_fingerprint))
var player := main.get("_player") as Player
var exterior_spawn: Transform3D = (
home_world.get_exterior_spawn_transform(local_fingerprint)
)
var home_spawn_deadline: int = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < home_spawn_deadline
and player.global_position.distance_to(exterior_spawn.origin) > 0.25
):
await physics_frame
assert(player.global_position.distance_to(exterior_spawn.origin) <= 0.25)
var service := main.get_node(
"%NetworkFishingService"
@ -206,7 +249,6 @@ func _run_client() -> void:
cast_rejections.append(message)
)
var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
var player := main.get("_player") as Player
var item_catalog := main.get("item_catalog") as ItemCatalog
var worms: ItemData = item_catalog.get_item_by_id(&"worms")
if player.bag.get_quantity(&"worms") == 0:
@ -217,15 +259,20 @@ func _run_client() -> void:
"Visuals/CharacterRig/AnimationPlayer"
) as AnimationPlayer
assert(character_animation_player.has_animation(&"retract_sit"))
var placement_deadline: int = Time.get_ticks_msec() + 5000
# The host chooses and publishes a clear target after both RV manifests have
# settled. Waiting for that authoritative teleport also coordinates the
# animation-observation window between these two independent processes.
var placement_deadline: int = Time.get_ticks_msec() + 10000
while (
Time.get_ticks_msec() < placement_deadline
and player.global_position.distance_to(Vector3(-0.5, 3.95, 2.1))
> 0.25
and player.global_position.distance_to(exterior_spawn.origin) <= 1.0
):
await physics_frame
assert(player.global_position.distance_to(Vector3(-0.5, 3.95, 2.1)) <= 0.25)
assert(player.get_facing_direction().dot(Vector3.LEFT) > 0.99)
assert(player.global_position.distance_to(exterior_spawn.origin) > 1.0)
for _frame: int in 2:
await physics_frame
var expected_position: Vector3 = player.global_position
var expected_direction: Vector3 = player.get_facing_direction()
player.set_casting_visual()
assert(
@ -241,7 +288,10 @@ func _run_client() -> void:
assert(player.is_sitting())
for _frame: int in 15:
await physics_frame
assert(fishing_spot.state == FishingSpotType.FishingState.READY)
assert(fishing_spot.get("_active_player") == null)
fishing_spot.call("_begin_aiming", player)
assert(fishing_spot.state == FishingSpotType.FishingState.AIMING_CAST)
assert(player.is_movement_enabled())
assert(
int(player.get("_fishing_visual_phase"))
@ -250,6 +300,7 @@ func _run_client() -> void:
var cast_charge: float = 0.0
var target: Vector3 = Vector3.ZERO
var cast_origin: Vector3 = fishing_spot.get("_cast_origin_position")
var target_diagnostics: Array[String] = []
for charge_step: int in range(1, 21):
var candidate_charge := float(charge_step) / 20.0
fishing_spot.set("_cast_charge", candidate_charge)
@ -258,14 +309,33 @@ func _run_client() -> void:
var candidate_surface := fishing_spot.get(
"_aim_surface_sample"
) as FishingSurfaceSample
target_diagnostics.append(
"charge=%.2f surface=%s path=%s target=%s" % [
candidate_charge,
candidate_surface.is_fishable(),
fishing_spot.get("_cast_path_is_clear"),
candidate_target,
]
)
if (
candidate_surface.is_fishable()
and fishing_spot.is_cast_path_clear(cast_origin, candidate_target)
and bool(fishing_spot.get("_cast_path_is_clear"))
):
cast_charge = candidate_charge
target = candidate_target
break
assert(cast_charge > 0.0, "no clear fishable test target was found")
assert(
cast_charge > 0.0,
(
"no clear fishable test target was found; position=%s facing=%s "
+ "expected=%s diagnostics=%s"
) % [
player.global_position,
player.get_facing_direction(),
expected_direction,
target_diagnostics,
],
)
var evidence: Dictionary = fishing_spot.call("_build_network_evidence")
fishing_spot.set("state", FishingSpotType.FishingState.CASTING)
player.set_movement_enabled(false)
@ -388,3 +458,79 @@ 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
func _find_clear_fishing_setup(main: Node, player: Player) -> Dictionary:
var world := main.get_node("TestWorld") as TestWorld
var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
var regions: Array[FishableWaterRegion] = world.get_fishable_water_regions()
for region: FishableWaterRegion in regions:
var body := region.get_parent() as WaterBodyAuthoring
if body == null or body.surface_size.x <= 0.0 or body.surface_size.y <= 0.0:
continue
var center: Vector3 = region.global_position
var half_size: Vector2 = body.surface_size * 0.5
var candidate_offsets: Array[Vector3] = [
Vector3(half_size.x + 0.8, 0.0, 0.0),
Vector3(-half_size.x - 0.8, 0.0, 0.0),
Vector3(0.0, 0.0, half_size.y + 0.8),
Vector3(0.0, 0.0, -half_size.y - 0.8),
]
for offset: Vector3 in candidate_offsets:
var position := Vector3(
center.x + offset.x,
region.get_surface_height() + 1.44,
center.z + offset.z,
)
var direction: Vector3 = center - position
direction.y = 0.0
direction = direction.normalized()
player.global_position = position
var visuals := player.get_node("Visuals") as Node3D
visuals.global_rotation.y = atan2(-direction.x, -direction.z)
for _frame: int in 2:
await physics_frame
var cast_origin: Vector3 = player.get_cast_origin_position()
var launch_position: Vector3 = player.get_fishing_rod_tip().global_position
for charge_step: int in range(1, 21):
var cast_charge := float(charge_step) / 20.0
var cast_distance := lerpf(
fishing_spot.minimum_cast_distance,
fishing_spot.maximum_cast_distance,
cast_charge,
)
var query_position := cast_origin + direction * cast_distance
var sample: FishingSurfaceSample = (
fishing_spot.resolve_fishing_surface(
query_position, cast_origin.y
)
)
var target: Vector3 = sample.get_bobber_position(
fishing_spot.solid_bobber_clearance
)
if (
sample.is_fishable()
and fishing_spot.is_cast_path_clear(
launch_position, target
)
):
return {
"position": player.global_position,
"direction": direction,
}
return {}