straywild/tests/friend_multiplayer_validation.gd
Voyager 3b84bfe3a0 feat: expand progression and multiplayer systems
Add named save slots, progression import/export, and a unified play flow. Add live friend requests, presence, invitations, and relationship controls without durable discovery-server social storage. Advance the network protocol with isolated channels, movement reconciliation, late-join recovery, fishing replication, and animation synchronization. Preserve per-species catch totals, refine generated-world startup and water recovery, and complete the related input and interface improvements.
2026-08-23 20:49:54 -04:00

161 lines
4.9 KiB
GDScript

extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18196
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var arguments := OS.get_cmdline_user_args()
if arguments.has("host"):
await _run_host()
return
if arguments.has("client"):
await _run_client()
return
push_error("Friend multiplayer validation needs host or client mode.")
quit(1)
func _run_host() -> void:
var main := 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, 1, true
)))
assert(session.set_host_world(WorldLayout.STARTER_ISLAND, 1))
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))
var remote_peer_id := await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
assert(session.peer_supports_capability(
remote_peer_id, NetworkProtocol.FRIENDS_CAPABILITY
))
var remote_record := session.get_peer_record(remote_peer_id)
assert(remote_record != null)
var game_ui := main.get_node("%GameUI") as GameUI
var prompt_deadline := Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < prompt_deadline
and not game_ui.is_social_prompt_open()
):
await process_frame
assert(game_ui.is_social_prompt_open())
await create_timer(0.15).timeout
game_ui.call("_accept_social_prompt")
var relationships := main.get_node(
"%PlayerRelationshipStore"
) as PlayerRelationshipStore
var accepted_deadline := Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < accepted_deadline
and not relationships.is_friend(remote_record.identity_fingerprint)
):
await process_frame
assert(relationships.is_friend(remote_record.identity_fingerprint))
var friend := relationships.get_friend_record(
remote_record.identity_fingerprint
)
assert(not str(friend.get("remote_presence_channel", "")).is_empty())
assert(not str(friend.get("remote_invite_token", "")).is_empty())
var disconnect_deadline := Time.get_ticks_msec() + 8000
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("Friend multiplayer host validation: PASS")
await _cleanup(main, session)
func _run_client() -> void:
var main := 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 join_deadline := Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_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.FRIENDS_CAPABILITY
))
var host_record := session.get_peer_record(1)
assert(host_record != null)
var service := main.get_node(
"%NetworkPlayerListService"
) as NetworkPlayerListService
assert(service.send_friend_request(
1,
host_record.identity_fingerprint,
host_record.display_name,
))
var relationships := main.get_node(
"%PlayerRelationshipStore"
) as PlayerRelationshipStore
var accepted_deadline := Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < accepted_deadline
and not relationships.is_friend(host_record.identity_fingerprint)
):
await process_frame
assert(relationships.is_friend(host_record.identity_fingerprint))
var friend := relationships.get_friend_record(
host_record.identity_fingerprint
)
assert(not str(friend.get("remote_presence_channel", "")).is_empty())
assert(not str(friend.get("remote_invite_token", "")).is_empty())
print("Friend multiplayer client validation: PASS")
await _cleanup(main, session)
func _create_initialized_main() -> Node:
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")))
return main
func _wait_for_remote_peer(session: NetworkSession) -> int:
var deadline := 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()