extends SceneTree const MainScene: PackedScene = preload("res://main/main.tscn") const TEST_PORT: int = 18194 const LATE_MESSAGE: String = "late join visibility check" func _initialize() -> void: call_deferred("_run") func _run() -> void: var arguments: PackedStringArray = OS.get_cmdline_user_args() if arguments.has("host"): await _run_host() elif arguments.has("first"): await _run_first_client() elif arguments.has("late"): await _run_late_client() else: push_error("Late-join validation needs host, first, or late 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(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)) assert(await _wait_for_registry_size(session, 3)) var spawn := main.get_node("%PlayerSpawnService") as PlayerSpawnService assert(spawn.get_peer_ids().size() == 3) await create_timer(5.0).timeout print("Late-join multiplayer host validation: PASS") await _cleanup(main, session) func _run_first_client() -> void: var main: Node = await _create_initialized_main() var session := await _join(main) var profile := main.get_node("%NetworkProfileService") as NetworkProfileService var preview: Dictionary = profile.get_persisted_appearance().duplicate(true) preview["scale"] = 0.9 assert(profile.preview_appearance(preview)) await create_timer(2.0).timeout var chat := main.get_node("%NetworkChatService") as NetworkChatService var deadline: int = Time.get_ticks_msec() + 15000 while Time.get_ticks_msec() < deadline: await process_frame if ( session.get_authenticated_peer_ids().size() == 3 and _history_contains(chat, LATE_MESSAGE) ): break assert(session.get_authenticated_peer_ids().size() == 3) assert(_history_contains(chat, LATE_MESSAGE)) var spawn := main.get_node("%PlayerSpawnService") as PlayerSpawnService assert(spawn.get_peer_ids().size() == 3) print("Late-join first-client validation: PASS") await _cleanup(main, session) func _run_late_client() -> void: var main: Node = await _create_initialized_main() var session := await _join(main) var deadline: int = Time.get_ticks_msec() + 8000 while ( Time.get_ticks_msec() < deadline and session.get_authenticated_peer_ids().size() < 3 ): await process_frame assert(session.get_authenticated_peer_ids().size() == 3) var spawn := main.get_node("%PlayerSpawnService") as PlayerSpawnService assert(spawn.get_peer_ids().size() == 3) var chat := main.get_node("%NetworkChatService") as NetworkChatService assert(chat.send_local_message(LATE_MESSAGE)) await create_timer(1.0).timeout print("Late-join late-client validation: PASS") await _cleanup(main, session) func _join(main: Node) -> NetworkSession: 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")): return session assert(false, "Client did not join in time.") return session func _wait_for_registry_size(session: NetworkSession, expected: int) -> bool: var deadline: int = Time.get_ticks_msec() + 25000 while Time.get_ticks_msec() < deadline: await process_frame if session.get_authenticated_peer_ids().size() == expected: return true return false 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 _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()