Add portable RV homes and decor prototype
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56 changed files with 5459 additions and 112 deletions
178
tests/home_spawn_multiplayer_validation.gd
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178
tests/home_spawn_multiplayer_validation.gd
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extends SceneTree
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const MainScene: PackedScene = preload("res://main/main.tscn")
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const TEST_PORT: int = 18222
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var arguments: PackedStringArray = OS.get_cmdline_user_args()
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if arguments.has("host"):
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await _run_host()
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return
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if arguments.has("client"):
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await _run_client()
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return
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push_error("Home spawn validation needs host or client mode.")
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quit(1)
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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 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 spawn_service := main.get_node(
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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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assert(bool(main.call(
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"_apply_world", WorldLayout.STARTER_ISLAND, 1, true
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)))
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assert(bool(main.call(
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"_prepare_host_world", WorldLayout.STARTER_ISLAND, 1
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)))
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assert(save_manager.initialize_new_game(1, WorldLayout.STARTER_ISLAND))
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assert(session.start_private_host(TEST_PORT))
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main.call("_enter_gameplay")
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assert(session.set_host_open(true))
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var host_fingerprint: String = session.get_local_identity_fingerprint()
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assert(await _wait_for_home(network_home, host_fingerprint))
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var host_avatar: Player = spawn_service.get_avatar(1)
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var host_spawn: Transform3D = home_world.get_exterior_spawn_transform(
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host_fingerprint
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)
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assert(_same_door_position(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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host_avatar.global_position = home_world.get_interior_exit_position(
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host_fingerprint
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)
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assert(network_home.request_exit())
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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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var remote_peer_id: int = await _wait_for_remote_peer(session)
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assert(remote_peer_id > 1)
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var remote_record := session.get_peer_record(remote_peer_id)
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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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var remote_spawn: Transform3D = home_world.get_exterior_spawn_transform(
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remote_fingerprint
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)
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assert(_same_door_position(
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remote_avatar.global_position, remote_spawn.origin
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))
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var disconnect_deadline: int = Time.get_ticks_msec() + 12000
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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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):
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await process_frame
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assert(not session.is_authenticated_peer(remote_peer_id))
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print("Home spawn multiplayer host validation: PASS")
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await _cleanup(main, session)
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func _run_client() -> void:
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var main: Node = await _create_initialized_main()
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main.call(
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"_on_title_join_game_requested",
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"127.0.0.1:%d" % TEST_PORT,
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)
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var session := main.get_node("%NetworkSession") as NetworkSession
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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 deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < deadline:
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await process_frame
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if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
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main.call("_confirm_server_trust")
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if session.is_joined_client() and bool(main.get("_gameplay_started")):
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break
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assert(session.is_joined_client())
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var fingerprint: String = session.get_local_identity_fingerprint()
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assert(await _wait_for_home(network_home, 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(fingerprint)
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)
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deadline = Time.get_ticks_msec() + 5000
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while (
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Time.get_ticks_msec() < deadline
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and not _same_door_position(
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player.global_position, exterior_spawn.origin
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)
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):
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await physics_frame
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assert(_same_door_position(
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player.global_position, exterior_spawn.origin
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))
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print("Home spawn multiplayer client validation: PASS")
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await _cleanup(main, session)
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func _create_initialized_main() -> Node:
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root.size = Vector2i(1280, 720)
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var main: Node = MainScene.instantiate()
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root.add_child(main)
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for _frame: int in 4:
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await process_frame
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if not bool(main.get("_application_initialized")):
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main.call("_activate_selected_data_path", "", true)
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for _frame: int in 8:
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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 _wait_for_remote_peer(session: NetworkSession) -> int:
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var deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < deadline:
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await process_frame
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for peer_id: int in session.get_authenticated_peer_ids():
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if peer_id != session.get_local_peer_id():
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return peer_id
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return 0
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func _same_door_position(first: Vector3, second: Vector3) -> bool:
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return (
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Vector2(first.x, first.z).distance_to(Vector2(second.x, second.z))
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< 0.08
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and absf(first.y - second.y) < 0.3
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)
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func _cleanup(main: Node, session: NetworkSession) -> void:
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session.disconnect_session("")
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main.queue_free()
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for _frame: int in 4:
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await process_frame
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await create_timer(0.1).timeout
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quit()
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