extends SceneTree const MainScene: PackedScene = preload("res://main/main.tscn") const TEST_PORT: int = 18155 const TEST_SEED: int = 86421357 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("World layout multiplayer 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, TEST_SEED, true, ))) assert(bool(main.call( "_prepare_host_world", WorldLayout.STARTER_ISLAND, TEST_SEED, ))) assert(save_manager.initialize_new_game( TEST_SEED, WorldLayout.STARTER_ISLAND, )) assert(session.start_private_host(TEST_PORT)) main.call("_enter_gameplay") assert(session.set_host_open(true)) var remote_peer_id: int = await _wait_for_remote_peer(session) assert(remote_peer_id > 1) assert(session.peer_supports_capability( remote_peer_id, NetworkProtocol.WORLD_LAYOUT_CAPABILITY, )) var disconnect_deadline: int = Time.get_ticks_msec() + 12000 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("World layout multiplayer host validation: PASS") await _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 deadline: int = Time.get_ticks_msec() + 20000 while Time.get_ticks_msec() < 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()) assert(session.supports_server_capability( NetworkProtocol.WORLD_LAYOUT_CAPABILITY )) var metadata: Dictionary = session.get_last_server_metadata() assert(str(metadata.get("world_layout", "")) == String( WorldLayout.STARTER_ISLAND )) assert(int(metadata.get("world_seed", 0)) == TEST_SEED) var world := main.get("_test_world") as TestWorld assert(world.get_world_layout() == WorldLayout.STARTER_ISLAND) assert(world.get_generation_seed() == TEST_SEED) assert(world.get_node_or_null("Regions/StarterIslandRegion") != null) assert(world.get_fishing_shop() != null) assert(world.get_player_storage() != null) print("World layout multiplayer client validation: PASS") await _cleanup(main, session) 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 _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()