straywild/tests/fishing_authority_validation.gd

261 lines
9.9 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main/main.tscn")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = Vector2i(1280, 720)
var main := 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")))
assert(bool(main.call("_prepare_private_host")))
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
for _frame: int in 8:
await process_frame
var session := main.get_node("%NetworkSession") as NetworkSession
var service := main.get_node(
"%NetworkFishingService"
) as NetworkFishingService
var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
var game_ui := main.get_node("UIPresentation/UIViewport/GameUI")
var fishing_status := game_ui.get_node("%StatusLabel") as Label
var fishing_panel := game_ui.get_node("%FishingPanel") as PanelContainer
var player := main.get("_player") as Player
var item_catalog := main.get("item_catalog") as ItemCatalog
assert(session.is_host())
assert(not session.is_open_host())
assert(service != null and fishing_spot != null and player != null)
assert(player.hotbar.get_selected_item_id() == &"basic_fishing_rod")
var worms: ItemData = item_catalog.get_item_by_id(&"worms")
assert(worms != null)
if player.bag.get_quantity(&"worms") == 0:
assert(player.bag.add_item(&"worms", 2))
assert(player.equip_bait(worms))
var bait_quantity_before: int = player.bag.get_quantity(&"worms")
var fresh_root := main.get_node(
"TestWorld/Regions/GeneratedWorldRegion/WaterBodies/FreshWaterBodies"
) as Node3D
var pond: WaterBodyAuthoring
for child: Node in fresh_root.get_children():
var candidate := child as WaterBodyAuthoring
if candidate != null and &"pond" in candidate.location_tags:
pond = candidate
break
assert(pond != null)
var pond_region := pond.get_node("FishingRegion") as FishableWaterRegion
assert(pond_region != null)
var pond_surface_y: float = pond_region.get_surface_height()
player.global_position = pond.global_transform * Vector3(
pond.surface_size.x * 0.5 + 0.8,
1.44,
0.0,
)
var pond_direction := pond.global_position - player.global_position
pond_direction.y = 0.0
pond_direction = pond_direction.normalized()
var visuals := player.get_node("Visuals") as Node3D
visuals.global_rotation.y = atan2(-pond_direction.x, -pond_direction.z)
for _frame: int in 4:
await physics_frame
assert(player.get_facing_direction().dot(pond_direction) > 0.99)
fishing_spot.call("_begin_aiming", player)
assert(fishing_spot.state == FishingSpotType.FishingState.AIMING_CAST)
assert(player.is_movement_enabled())
fishing_spot.set("_cast_charge", 0.32)
fishing_spot.call("_update_cast_charge", 0.0)
var aimed_target: Vector3 = fishing_spot.get("_cast_target")
var aimed_direction := aimed_target - player.global_position
aimed_direction.y = 0.0
assert(aimed_direction.normalized().dot(pond_direction) > 0.99)
assert(is_equal_approx(aimed_target.y, pond_surface_y))
assert(fishing_spot.is_target_fishable(aimed_target))
fishing_spot.call("_confirm_cast")
assert(fishing_spot.state == FishingSpotType.FishingState.CASTING)
assert(not player.is_movement_enabled())
var wait_deadline: int = Time.get_ticks_msec() + 4000
while (
Time.get_ticks_msec() < wait_deadline
and fishing_spot.state != FishingSpotType.FishingState.WAITING_FOR_BITE
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.WAITING_FOR_BITE)
assert(service.has_local_attempt())
assert(player.bag.get_quantity(&"worms") == bait_quantity_before)
assert(fishing_status.text.is_empty())
assert(not fishing_status.visible)
assert(not fishing_panel.visible)
var attempts: Dictionary = service.get("_attempts")
var attempt: NetworkFishingAttempt = attempts.get(session.get_local_peer_id())
assert(attempt != null)
assert(is_equal_approx(attempt.target.y, pond_surface_y))
assert(attempt.bobber_position.is_equal_approx(attempt.target))
fishing_spot.set("_withdrawal_input_held", true)
fishing_spot.set("_network_primary_input_held", true)
service.submit_local_input(true, true)
var return_deadline: int = Time.get_ticks_msec() + 4000
while (
Time.get_ticks_msec() < return_deadline
and fishing_spot.state != FishingSpotType.FishingState.RETURNING
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.RETURNING)
assert(not service.has_local_attempt())
var bobber := fishing_spot.get_node(
"FishingPresentation/Bobber"
) as MeshInstance3D
assert(bobber.visible)
var ready_deadline: int = Time.get_ticks_msec() + 3000
while (
Time.get_ticks_msec() < ready_deadline
and fishing_spot.state != FishingSpotType.FishingState.READY
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.READY)
assert(player.is_movement_enabled())
assert(not bobber.visible)
assert(player.bag.get_quantity(&"worms") == bait_quantity_before)
# A private host rolls and retains the authoritative catch before the fight
# so its quality selects the barrier band clients receive in snapshots.
fishing_spot.call("_begin_aiming", player)
fishing_spot.set("_cast_charge", 0.32)
fishing_spot.call("_update_cast_charge", 0.0)
fishing_spot.call("_confirm_cast")
var second_wait_deadline: int = Time.get_ticks_msec() + 4000
while (
Time.get_ticks_msec() < second_wait_deadline
and fishing_spot.state != FishingSpotType.FishingState.WAITING_FOR_BITE
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.WAITING_FOR_BITE)
attempts = service.get("_attempts")
attempt = attempts.get(session.get_local_peer_id())
assert(attempt != null)
assert(player.bag.get_quantity(&"worms") == bait_quantity_before)
service.call("_start_bite", attempt)
await process_frame
assert(attempt.phase == NetworkFishingAttempt.Phase.FIGHTING)
assert(player.bag.get_quantity(&"worms") == bait_quantity_before - 1)
var catalog: FishPool = main.get("fish_catalog") as FishPool
assert(catalog != null)
var fish: FishData = catalog.get_fish_by_id(attempt.fish_id)
var fish_catch := FishCatch.from_network_dict(
attempt.catch_payload,
fish,
)
assert(fish_catch != null and fish_catch.is_valid())
var reference_controller := CatchController.new()
root.add_child(reference_controller)
reference_controller.start_authoritative_encounter(
fish.catch_profile,
attempt.reel_speed,
attempt.barrier_damage,
attempt.encounter_seed,
fish_catch.quality,
)
var quality_barriers: Array = attempt.controller.get("_barriers")
var reference_barriers: Array = reference_controller.get("_barriers")
assert(quality_barriers.size() == reference_barriers.size())
for barrier_index: int in quality_barriers.size():
var quality_barrier: RefCounted = quality_barriers[barrier_index]
var reference_barrier: RefCounted = reference_barriers[barrier_index]
assert(
is_equal_approx(
float(quality_barrier.get("position")),
float(reference_barrier.get("position")),
)
)
assert(
int(quality_barrier.get("maximum_health"))
== int(reference_barrier.get("maximum_health"))
)
assert(
int(quality_barrier.get("maximum_health"))
>= FishQuality.BARRIER_HEALTH_MINIMUMS[fish_catch.quality]
)
assert(
int(quality_barrier.get("maximum_health"))
<= FishQuality.BARRIER_HEALTH_MAXIMUMS[fish_catch.quality]
)
reference_controller.queue_free()
service.call("_on_attempt_escaped", session.get_local_peer_id())
await process_frame
assert(not service.has_local_attempt())
assert(fishing_status.text.is_empty())
assert(not fishing_status.visible)
assert(not fishing_panel.visible)
var reset_test_deadline: int = Time.get_ticks_msec() + 3000
while (
Time.get_ticks_msec() < reset_test_deadline
and fishing_spot.state != FishingSpotType.FishingState.READY
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.READY)
# Leaving a session during the cast presentation must release every local
# action and equipment lock. This is the same cleanup path used by an
# in-game server switch or a lost connection.
fishing_spot.call("_begin_aiming", player)
fishing_spot.set("_cast_charge", 0.32)
fishing_spot.call("_update_cast_charge", 0.0)
fishing_spot.call("_confirm_cast")
assert(fishing_spot.state == FishingSpotType.FishingState.CASTING)
assert(not player.is_movement_enabled())
fishing_spot.call(
"_on_network_session_state_changed",
NetworkSession.State.DISCONNECTING,
)
assert(fishing_spot.state == FishingSpotType.FishingState.READY)
assert(player.is_movement_enabled())
assert(fishing_spot.can_change_hotbar_selection())
assert(fishing_spot.can_open_fishing_shop())
# Escape can put the rod into RETURNING immediately before deep-water
# recovery begins. Recovery must finish that return before snapshotting its
# movement state, otherwise the respawn restores a permanent cast lock.
var water_recovery := main.get_node("%WaterRecovery") as WaterRecoveryController
assert(water_recovery != null)
var pause_menu: PauseMenu = game_ui.get_pause_menu()
pause_menu.open_menu()
assert(pause_menu.visible)
player.set_movement_enabled(false)
fishing_spot.set("_active_player", player)
fishing_spot.state = FishingSpotType.FishingState.RETURNING
water_recovery.call(
"_on_recovery_requested",
player,
player.global_position.y,
)
assert(fishing_spot.state == FishingSpotType.FishingState.READY)
assert(bool(water_recovery.get("_prior_movement_enabled")))
assert(bool(water_recovery.get("_prior_camera_input_enabled")))
assert(not pause_menu.visible)
water_recovery.call("_finish_recovery")
assert(player.is_movement_enabled())
print("Fishing authority validation: PASS")
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
quit()