120 lines
3.8 KiB
GDScript
120 lines
3.8 KiB
GDScript
extends SceneTree
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const MainScene: PackedScene = preload("res://main/main.tscn")
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const TEST_PORT: int = 18152
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const PREJOIN_MESSAGE: String = "private prejoin message"
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const LIVE_MESSAGE: String = "live message after join"
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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("Chat privacy 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 save_manager := main.get("_save_manager") as PlayerSaveManager
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assert(session.start_private_host(TEST_PORT))
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assert(save_manager.initialize_new_game())
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main.call("_enter_gameplay")
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for _frame: int in 4:
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await physics_frame
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assert(session.set_host_open(true))
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var chat_service := main.get_node(
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"%NetworkChatService"
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) as NetworkChatService
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assert(chat_service.send_local_message(PREJOIN_MESSAGE))
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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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await create_timer(1.0).timeout
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assert(chat_service.send_local_message(LIVE_MESSAGE))
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var disconnect_deadline: int = Time.get_ticks_msec() + 8000
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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("Chat privacy multiplayer host validation: PASS")
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await _session_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("_on_title_join_game_requested", "127.0.0.1:%d" % TEST_PORT)
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var session := main.get_node("%NetworkSession") as NetworkSession
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var join_deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < join_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 chat_service := main.get_node(
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"%NetworkChatService"
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) as NetworkChatService
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await create_timer(0.5).timeout
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assert(not _history_contains(chat_service, PREJOIN_MESSAGE))
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var live_deadline: int = Time.get_ticks_msec() + 8000
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while (
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Time.get_ticks_msec() < live_deadline
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and not _history_contains(chat_service, LIVE_MESSAGE)
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):
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await process_frame
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assert(_history_contains(chat_service, LIVE_MESSAGE))
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assert(not _history_contains(chat_service, PREJOIN_MESSAGE))
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print("Chat privacy multiplayer client validation: PASS")
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await _session_cleanup(main, session)
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func _history_contains(service: NetworkChatService, body: String) -> bool:
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return service.get_history().any(
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func(message: Dictionary) -> bool:
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return str(message.get("body", "")) == body
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)
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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_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 _session_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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