extends SceneTree const MainScene: PackedScene = preload("res://main/main.tscn") const TEST_PORT: int = 18152 const PREJOIN_MESSAGE: String = "private prejoin message" const LIVE_MESSAGE: String = "live message after join" func _initialize() -> void: call_deferred("_run") func _run() -> void: var arguments: PackedStringArray = OS.get_cmdline_user_args() if arguments.has("host"): await _run_host() return if arguments.has("client"): await _run_client() return push_error("Chat privacy validation needs host or client mode.") quit(1) func _run_host() -> void: var main: Node = await _create_initialized_main() var session := main.get_node("%NetworkSession") as NetworkSession var save_manager := main.get("_save_manager") as PlayerSaveManager 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(save_manager.initialize_new_game()) main.call("_enter_gameplay") for _frame: int in 4: await physics_frame assert(session.set_host_open(true)) var chat_service := main.get_node( "%NetworkChatService" ) as NetworkChatService assert(chat_service.send_local_message(PREJOIN_MESSAGE)) var remote_peer_id: int = await _wait_for_remote_peer(session) assert(remote_peer_id > 1) await create_timer(1.0).timeout assert(chat_service.send_local_message(LIVE_MESSAGE)) var disconnect_deadline: int = Time.get_ticks_msec() + 8000 while ( Time.get_ticks_msec() < disconnect_deadline and session.is_authenticated_peer(remote_peer_id) ): await process_frame assert(not session.is_authenticated_peer(remote_peer_id)) print("Chat privacy multiplayer host validation: PASS") await _session_cleanup(main, session) func _run_client() -> void: var main: Node = await _create_initialized_main() main.call("_on_title_join_game_requested", "127.0.0.1:%d" % TEST_PORT) var session := main.get_node("%NetworkSession") as NetworkSession var join_deadline: int = Time.get_ticks_msec() + 20000 while Time.get_ticks_msec() < join_deadline: await process_frame if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY: main.call("_confirm_server_trust") if session.is_joined_client() and bool(main.get("_gameplay_started")): break assert(session.is_joined_client()) var chat_service := main.get_node( "%NetworkChatService" ) as NetworkChatService await create_timer(0.5).timeout assert(not _history_contains(chat_service, PREJOIN_MESSAGE)) var live_deadline: int = Time.get_ticks_msec() + 8000 while ( Time.get_ticks_msec() < live_deadline and not _history_contains(chat_service, LIVE_MESSAGE) ): await process_frame assert(_history_contains(chat_service, LIVE_MESSAGE)) assert(not _history_contains(chat_service, PREJOIN_MESSAGE)) print("Chat privacy multiplayer client validation: PASS") await _session_cleanup(main, session) func _history_contains(service: NetworkChatService, body: String) -> bool: return service.get_history().any( func(message: Dictionary) -> bool: return str(message.get("body", "")) == body ) func _create_initialized_main() -> Node: root.size = Vector2i(1280, 720) var main: Node = MainScene.instantiate() root.add_child(main) for _frame: int in 4: await process_frame if not bool(main.get("_application_initialized")): main.call("_activate_selected_data_path", "", true) for _frame: int in 8: await process_frame assert(bool(main.get("_application_initialized"))) return main func _wait_for_remote_peer(session: NetworkSession) -> int: var deadline: int = Time.get_ticks_msec() + 20000 while Time.get_ticks_msec() < deadline: await process_frame for peer_id: int in session.get_authenticated_peer_ids(): if peer_id != session.get_local_peer_id(): return peer_id return 0 func _session_cleanup(main: Node, session: NetworkSession) -> void: session.disconnect_session("") main.queue_free() for _frame: int in 4: await process_frame await create_timer(0.1).timeout quit()