Stabilize runtime validation under dynamic UI load

This commit is contained in:
Alexander Sellite 2026-08-30 22:32:27 -04:00
parent 983e4d0ec3
commit d2dce7f900
5 changed files with 46 additions and 11 deletions

View file

@ -31,9 +31,14 @@ func _run() -> void:
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
var session := main.get_node("%NetworkSession") as NetworkSession
assert(bool(main.call(
"_apply_world", WorldLayout.STARTER_ISLAND, 1, true
)))
assert(session.set_host_world(WorldLayout.STARTER_ISLAND, 1))
assert(bool(main.call("_prepare_private_host")))
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))
main.call("_enter_gameplay")
for _frame: int in 8:
await process_frame
@ -42,7 +47,6 @@ func _run() -> void:
var catalog := main.get("fish_catalog") as FishPool
var sale_service := main.get_node("%NetworkSaleService") as NetworkSaleService
var shop_service := main.get_node("%NetworkShopService") as NetworkShopService
var session := main.get_node("%NetworkSession") as NetworkSession
var reservations := (
main.get_node("%PlayerAssetReservationService")
as PlayerAssetReservationService
@ -554,7 +558,10 @@ func _test_host_backpack_purchase(
for expected_capacity: int in [18, 27, 36]:
_shop_result.clear()
assert(not shop_service.request_backpack_capacity_upgrade().is_empty())
assert(not _shop_result.is_empty() and bool(_shop_result[1]))
assert(
not _shop_result.is_empty() and bool(_shop_result[1]),
"Backpack purchase failed: %s" % [_shop_result],
)
assert(layout.get_inventory_capacity() == expected_capacity)
assert(player.wallet.get_balance() == balance_before - total_cost)
assert(layout.get_next_backpack_cost() == -1)
@ -575,7 +582,10 @@ func _test_host_storage_purchase(
for expected_capacity: int in [18, 27, 36, 45, 54, 63, 72]:
_shop_result.clear()
assert(not shop_service.request_cooler_capacity_upgrade().is_empty())
assert(not _shop_result.is_empty() and bool(_shop_result[1]))
assert(
not _shop_result.is_empty() and bool(_shop_result[1]),
"Cooler purchase failed: %s" % [_shop_result],
)
assert(capacity.get_capacity() == expected_capacity)
assert(player.wallet.get_balance() == balance_before - total_cost)
assert(capacity.get_next_cost() == -1)

View file

@ -21,9 +21,13 @@ func _run() -> void:
assert(bool(main.get("_application_initialized")))
var session := main.get_node("%NetworkSession") as NetworkSession
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))
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))
main.call("_enter_gameplay")
for _frame: int in 8:
await process_frame
@ -38,7 +42,7 @@ func _run() -> void:
and game_ui != null
and catalog != null
)
fishing_spot.minimum_showcase_duration = 0.15
fishing_spot.minimum_showcase_duration = 1.0
assert(player.bag.add_item(&"crab_net"))
assert(player.hotbar.assign_item(0, &"crab_net"))
assert(player.hotbar.select_slot(0))
@ -81,7 +85,7 @@ func _run() -> void:
await process_frame
assert(fishing_spot.get("_pending_catch") == crab_catch)
Input.action_release("fish_primary")
await create_timer(0.2).timeout
fishing_spot.set("_showcase_input_lock_remaining", 0.0)
await process_frame
assert(bool(fishing_spot.get("_put_away_press_armed")))
Input.parse_input_event(pocket_event)

View file

@ -21,13 +21,17 @@ func _run() -> void:
assert(bool(main.get("_application_initialized")))
var session := main.get_node("%NetworkSession") as NetworkSession
assert(session != null)
assert(bool(main.call(
"_apply_world", WorldLayout.STARTER_ISLAND, 1, true
)))
assert(session.set_host_world(WorldLayout.STARTER_ISLAND, 1))
var occupied_port := PacketPeerUDP.new()
assert(occupied_port.bind(18137, "127.0.0.1") == OK)
assert(session.start_private_host(18137, 3))
assert(session.get_host_port() == 18138)
occupied_port.close()
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))
main.call("_enter_gameplay")
await physics_frame
await physics_frame

View file

@ -20,9 +20,13 @@ func _run() -> void:
await process_frame
assert(bool(main.get("_application_initialized")))
var session := main.get_node("%NetworkSession") as NetworkSession
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))
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))
main.call("_enter_gameplay")
await physics_frame
await physics_frame