straywild/tests/home_spawn_multiplayer_validation.gd

178 lines
5.5 KiB
GDScript

extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18222
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("Home spawn 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 network_home := main.get_node(
"%NetworkHomeService"
) as NetworkHomeService
var home_world := main.get_node("%HomeWorldService") as HomeWorldService
var spawn_service := main.get_node(
"%PlayerSpawnService"
) as PlayerSpawnService
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(bool(main.call(
"_apply_world", WorldLayout.STARTER_ISLAND, 1, true
)))
assert(bool(main.call(
"_prepare_host_world", WorldLayout.STARTER_ISLAND, 1
)))
assert(save_manager.initialize_new_game(1, WorldLayout.STARTER_ISLAND))
assert(session.start_private_host(TEST_PORT))
main.call("_enter_gameplay")
assert(session.set_host_open(true))
var host_fingerprint: String = session.get_local_identity_fingerprint()
assert(await _wait_for_home(network_home, host_fingerprint))
var host_avatar: Player = spawn_service.get_avatar(1)
var host_spawn: Transform3D = home_world.get_exterior_spawn_transform(
host_fingerprint
)
assert(_same_door_position(host_avatar.global_position, host_spawn.origin))
assert(network_home.request_enter(host_fingerprint))
await physics_frame
host_avatar.global_position = home_world.get_interior_exit_position(
host_fingerprint
)
assert(network_home.request_exit())
await physics_frame
assert(_same_door_position(host_avatar.global_position, host_spawn.origin))
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
var remote_record := session.get_peer_record(remote_peer_id)
var remote_fingerprint: String = remote_record.identity_fingerprint
assert(await _wait_for_home(network_home, remote_fingerprint))
var remote_avatar: Player = spawn_service.get_avatar(remote_peer_id)
var remote_spawn: Transform3D = home_world.get_exterior_spawn_transform(
remote_fingerprint
)
assert(_same_door_position(
remote_avatar.global_position, remote_spawn.origin
))
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("Home spawn 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 network_home := main.get_node(
"%NetworkHomeService"
) as NetworkHomeService
var home_world := main.get_node("%HomeWorldService") as HomeWorldService
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())
var fingerprint: String = session.get_local_identity_fingerprint()
assert(await _wait_for_home(network_home, fingerprint))
var player := main.get("_player") as Player
var exterior_spawn: Transform3D = (
home_world.get_exterior_spawn_transform(fingerprint)
)
deadline = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < deadline
and not _same_door_position(
player.global_position, exterior_spawn.origin
)
):
await physics_frame
assert(_same_door_position(
player.global_position, exterior_spawn.origin
))
print("Home spawn 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_home(
network_home: NetworkHomeService,
fingerprint: String,
) -> bool:
var deadline: int = Time.get_ticks_msec() + 10000
while Time.get_ticks_msec() < deadline:
await process_frame
var manifests: Dictionary = network_home.get(
"_manifests_by_fingerprint"
)
if manifests.has(fingerprint):
return true
return false
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 _same_door_position(first: Vector3, second: Vector3) -> bool:
return (
Vector2(first.x, first.z).distance_to(Vector2(second.x, second.z))
< 0.08
and absf(first.y - second.y) < 0.3
)
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()