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2025-09-16 20:46:46 -04:00
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/**************************************************************************/
/* test_multiplayer_spawner.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "tests/test_macros.h"
#include "tests/test_utils.h"
#include "../multiplayer_spawner.h"
namespace TestMultiplayerSpawner {
class Wasp : public Node {
GDCLASS(Wasp, Node);
int _size = 0;
public:
int get_size() const {
return _size;
}
void set_size(int p_size) {
_size = p_size;
}
Wasp() {
set_name("Wasp");
set_scene_file_path("wasp.tscn");
}
};
class SpawnWasps : public Object {
GDCLASS(SpawnWasps, Object);
protected:
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("wasp", "size"), &SpawnWasps::create_wasps);
{
MethodInfo mi;
mi.name = "wasp_error";
mi.arguments.push_back(PropertyInfo(Variant::INT, "size"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "wasp_error", &SpawnWasps::create_wasps_error, mi, varray(), false);
}
ClassDB::bind_method(D_METHOD("echo", "size"), &SpawnWasps::echo_size);
}
public:
Wasp *create_wasps(int p_size) {
Wasp *wasp = memnew(Wasp);
wasp->set_size(p_size);
return wasp;
}
Wasp *create_wasps_error(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
return nullptr;
}
int echo_size(int p_size) {
return p_size;
}
};
TEST_CASE("[Multiplayer][MultiplayerSpawner] Defaults") {
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
CHECK_EQ(multiplayer_spawner->get_configuration_warnings().size(), 1);
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
CHECK_EQ(multiplayer_spawner->get_spawn_path(), NodePath());
CHECK_EQ(multiplayer_spawner->get_spawn_limit(), 0);
CHECK_EQ(multiplayer_spawner->get_spawn_function(), Callable());
memdelete(multiplayer_spawner);
}
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn Path warning") {
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
// If there is no spawn path, there should be a warning.
PackedStringArray warning_messages = multiplayer_spawner->get_configuration_warnings();
REQUIRE_EQ(warning_messages.size(), 1);
CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");
// If there is a spawn path, but it doesn't exist a node on it, there should be a warning.
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
warning_messages = multiplayer_spawner->get_configuration_warnings();
REQUIRE_EQ(warning_messages.size(), 1);
CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");
// If there is a spawn path and a node on it, shouldn't be a warning.
Node *foo = memnew(Node);
foo->set_name("Foo");
SceneTree::get_singleton()->get_root()->add_child(foo);
warning_messages = multiplayer_spawner->get_configuration_warnings();
CHECK_EQ(warning_messages.size(), 0);
memdelete(foo);
memdelete(multiplayer_spawner);
}
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn node") {
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
Node *foo = memnew(Node);
foo->set_name("Foo");
SceneTree::get_singleton()->get_root()->add_child(foo);
SUBCASE("nullptr if spawn path doesn't exists") {
multiplayer_spawner->set_spawn_path(NodePath("/root/NotExists"));
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
}
SUBCASE("Get it after setting spawn path with no signal connections") {
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
CHECK_FALSE(foo->has_connections("child_entered_tree"));
}
SUBCASE("Get it after setting spawn path with signal connections") {
multiplayer_spawner->add_spawnable_scene("scene.tscn");
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
CHECK(foo->has_connections("child_entered_tree"));
}
SUBCASE("Set a new one should disconnect signals from the old one") {
multiplayer_spawner->add_spawnable_scene("scene.tscn");
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
CHECK(foo->has_connections("child_entered_tree"));
Node *bar = memnew(Node);
bar->set_name("Bar");
SceneTree::get_singleton()->get_root()->add_child(bar);
multiplayer_spawner->set_spawn_path(NodePath("/root/Bar"));
CHECK_EQ(multiplayer_spawner->get_spawn_node(), bar);
CHECK(bar->has_connections("child_entered_tree"));
CHECK_FALSE(foo->has_connections("child_entered_tree"));
memdelete(bar);
}
memdelete(foo);
memdelete(multiplayer_spawner);
}
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawnable scene") {
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
SUBCASE("Add one") {
multiplayer_spawner->add_spawnable_scene("scene.tscn");
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 1);
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");
}
SUBCASE("Add one and if there is a valid spawn path add a connection to it") {
Node *foo = memnew(Node);
foo->set_name("Foo");
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
CHECK_FALSE(foo->has_connections("child_entered_tree"));
// Adding now foo to the tree to avoid set_spawn_path() making the connection.
SceneTree::get_singleton()->get_root()->add_child(foo);
multiplayer_spawner->notification(Node::NOTIFICATION_POST_ENTER_TREE);
CHECK_FALSE(foo->has_connections("child_entered_tree"));
multiplayer_spawner->add_spawnable_scene("scene.tscn");
CHECK(foo->has_connections("child_entered_tree"));
memdelete(foo);
}
SUBCASE("Add multiple") {
multiplayer_spawner->add_spawnable_scene("scene.tscn");
multiplayer_spawner->add_spawnable_scene("other_scene.tscn");
multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(1), "other_scene.tscn");
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(2), "yet_another_scene.tscn");
}
SUBCASE("Clear") {
Node *foo = memnew(Node);
foo->set_name("Foo");
SceneTree::get_singleton()->get_root()->add_child(foo);
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
multiplayer_spawner->add_spawnable_scene("scene.tscn");
multiplayer_spawner->add_spawnable_scene("other_scene.tscn");
multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);
CHECK(foo->has_connections("child_entered_tree"));
multiplayer_spawner->clear_spawnable_scenes();
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
CHECK_FALSE(foo->has_connections("child_entered_tree"));
}
memdelete(multiplayer_spawner);
}
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Instantiate custom") {
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
Node *nest = memnew(Node);
nest->set_name("Nest");
SceneTree::get_singleton()->get_root()->add_child(nest);
multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));
SpawnWasps *spawn_wasps = memnew(SpawnWasps);
SUBCASE("Instantiates a node properly") {
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
multiplayer_spawner->set_spawn_limit(1);
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));
CHECK_NE(wasp, nullptr);
CHECK_EQ(wasp->get_name(), "Wasp");
CHECK_EQ(wasp->get_size(), 42);
memdelete(wasp);
}
SUBCASE("Instantiates multiple nodes properly if there is no spawn limit") {
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
for (int i = 0; i < 10; i++) {
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(i)));
CHECK_NE(wasp, nullptr);
CHECK_EQ(wasp->get_name(), "Wasp");
CHECK_EQ(wasp->get_size(), i);
nest->add_child(wasp, true);
}
}
SUBCASE("Fails if spawn limit is reached") {
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
multiplayer_spawner->set_spawn_limit(1);
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
// This one works.
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));
CHECK_NE(wasp, nullptr);
CHECK_EQ(wasp->get_name(), "Wasp");
CHECK_EQ(wasp->get_size(), 42);
// Adding to the spawner node to get it tracked.
nest->add_child(wasp);
// This one fails because spawn limit is reached.
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(255)), nullptr);
ERR_PRINT_ON;
memdelete(wasp);
}
SUBCASE("Fails if spawn function is not set") {
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
ERR_PRINT_ON;
}
SUBCASE("Fails when spawn function fails") {
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
multiplayer_spawner->set_spawn_limit(1);
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp_error"));
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
ERR_PRINT_ON;
}
SUBCASE("Fails when spawn function not returns a node") {
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
multiplayer_spawner->set_spawn_limit(1);
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
ERR_PRINT_ON;
}
memdelete(spawn_wasps);
memdelete(nest);
memdelete(multiplayer_spawner);
}
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn") {
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
SUBCASE("Fails because is not inside tree") {
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
ERR_PRINT_ON;
}
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
Node *nest = memnew(Node);
nest->set_name("Nest");
SceneTree::get_singleton()->get_root()->add_child(nest);
multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));
SpawnWasps *spawn_wasps = memnew(SpawnWasps);
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
SUBCASE("Spawns a node, track it and add it to spawn node") {
multiplayer_spawner->set_spawn_limit(1);
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));
CHECK_NE(wasp, nullptr);
CHECK_EQ(wasp->get_name(), "Wasp");
CHECK_EQ(wasp->get_size(), 42);
CHECK_EQ(wasp->get_parent(), nest);
CHECK_EQ(nest->get_child_count(), 1);
CHECK_EQ(nest->get_child(0), wasp);
}
SUBCASE("Spawns multiple nodes properly if there is no spawn limit") {
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
for (int i = 0; i < 10; i++) {
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(i)));
CHECK_NE(wasp, nullptr);
CHECK_EQ(wasp->get_name(), "Wasp" + String((i == 0) ? "" : itos(i + 1)));
CHECK_EQ(wasp->get_size(), i);
CHECK_EQ(wasp->get_parent(), nest);
CHECK_EQ(nest->get_child_count(), i + 1);
CHECK_EQ(nest->get_child(i), wasp);
}
}
SUBCASE("Fails if spawn limit is reached") {
multiplayer_spawner->set_spawn_limit(1);
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
// This one works.
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));
CHECK_NE(wasp, nullptr);
CHECK_EQ(wasp->get_name(), "Wasp");
CHECK_EQ(wasp->get_size(), 42);
CHECK_EQ(wasp->get_parent(), nest);
CHECK_EQ(nest->get_child_count(), 1);
CHECK_EQ(nest->get_child(0), wasp);
// This one fails because spawn limit is reached.
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->spawn(Variant(255)), nullptr);
ERR_PRINT_ON;
memdelete(wasp);
}
SUBCASE("Fails if spawn function is not set") {
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
ERR_PRINT_ON;
}
SUBCASE("Fails if spawn node cannot be found") {
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
multiplayer_spawner->set_spawn_path(NodePath(""));
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
ERR_PRINT_ON;
}
SUBCASE("Fails when instantiate_custom not returns a node") {
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
multiplayer_spawner->set_spawn_limit(1);
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));
ERR_PRINT_OFF;
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
ERR_PRINT_ON;
}
memdelete(spawn_wasps);
memdelete(nest);
memdelete(multiplayer_spawner);
}
} // namespace TestMultiplayerSpawner

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/**************************************************************************/
/* test_scene_multiplayer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "tests/test_macros.h"
#include "tests/test_utils.h"
#include "../scene_multiplayer.h"
namespace TestSceneMultiplayer {
TEST_CASE("[Multiplayer][SceneMultiplayer] Defaults") {
Ref<SceneMultiplayer> scene_multiplayer;
scene_multiplayer.instantiate();
REQUIRE(scene_multiplayer->has_multiplayer_peer());
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
CHECK_EQ(scene_multiplayer->poll(), Error::OK);
CHECK_EQ(scene_multiplayer->get_unique_id(), MultiplayerPeer::TARGET_PEER_SERVER);
CHECK_EQ(scene_multiplayer->get_peer_ids(), Vector<int>());
CHECK_EQ(scene_multiplayer->get_remote_sender_id(), 0);
CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
CHECK(scene_multiplayer->get_connected_peers().is_empty());
CHECK_FALSE(scene_multiplayer->is_refusing_new_connections());
CHECK_FALSE(scene_multiplayer->is_object_decoding_allowed());
CHECK(scene_multiplayer->is_server_relay_enabled());
CHECK_EQ(scene_multiplayer->get_max_sync_packet_size(), 1350);
CHECK_EQ(scene_multiplayer->get_max_delta_packet_size(), 65535);
CHECK(scene_multiplayer->is_server());
}
TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] SceneTree has a OfflineMultiplayerPeer by default") {
Ref<SceneMultiplayer> scene_multiplayer = SceneTree::get_singleton()->get_multiplayer();
REQUIRE(scene_multiplayer->has_multiplayer_peer());
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
}
TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Object configuration add/remove") {
Ref<SceneMultiplayer> scene_multiplayer;
scene_multiplayer.instantiate();
SUBCASE("Returns invalid parameter") {
CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
NodePath foo_path("/Foo");
NodePath bar_path("/Bar");
CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
ERR_PRINT_OFF;
CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, bar_path), Error::ERR_INVALID_PARAMETER);
ERR_PRINT_ON;
}
SUBCASE("Sets root path") {
NodePath foo_path("/Foo");
CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
}
SUBCASE("Unsets root path") {
NodePath foo_path("/Foo");
CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, foo_path), Error::OK);
CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
}
SUBCASE("Add/Remove a MultiplayerSpawner") {
Node2D *node = memnew(Node2D);
MultiplayerSpawner *spawner = memnew(MultiplayerSpawner);
CHECK_EQ(scene_multiplayer->object_configuration_add(node, spawner), Error::OK);
CHECK_EQ(scene_multiplayer->object_configuration_remove(node, spawner), Error::OK);
memdelete(spawner);
memdelete(node);
}
SUBCASE("Add/Remove a MultiplayerSynchronizer") {
Node2D *node = memnew(Node2D);
MultiplayerSynchronizer *synchronizer = memnew(MultiplayerSynchronizer);
CHECK_EQ(scene_multiplayer->object_configuration_add(node, synchronizer), Error::OK);
CHECK_EQ(scene_multiplayer->object_configuration_remove(node, synchronizer), Error::OK);
memdelete(synchronizer);
memdelete(node);
}
}
TEST_CASE("[Multiplayer][SceneMultiplayer] Root Path") {
Ref<SceneMultiplayer> scene_multiplayer;
scene_multiplayer.instantiate();
SUBCASE("Is set") {
NodePath foo_path("/Foo");
scene_multiplayer->set_root_path(foo_path);
CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
}
SUBCASE("Fails when path is empty") {
ERR_PRINT_OFF;
scene_multiplayer->set_root_path(NodePath());
ERR_PRINT_ON;
}
SUBCASE("Fails when path is relative") {
NodePath foo_path("Foo");
ERR_PRINT_OFF;
scene_multiplayer->set_root_path(foo_path);
ERR_PRINT_ON;
CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
}
}
// This one could be a dummy callback because the current set of test is not actually testing the full auth flow.
static Variant auth_callback(Variant sv, Variant pvav) {
return Variant();
}
TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Send Authentication") {
Ref<SceneMultiplayer> scene_multiplayer;
scene_multiplayer.instantiate();
SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
SUBCASE("Is properly sent") {
SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authenticating");
// Adding a peer to MultiplayerPeer.
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
int peer_id = 42;
multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
SIGNAL_CHECK("peer_authenticating", { { peer_id } });
CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
Vector<int> expected_peer_ids = { peer_id };
CHECK_EQ(scene_multiplayer->get_authenticating_peer_ids(), expected_peer_ids);
SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authenticating");
}
SUBCASE("peer_authentication_failed is emitted when a peer is deleted before authentication is completed") {
SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
// Adding a peer to MultiplayerPeer.
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
int peer_id = 42;
multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
multiplayer_peer->emit_signal(SNAME("peer_disconnected"), peer_id);
SIGNAL_CHECK("peer_authentication_failed", { { peer_id } });
SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
}
SUBCASE("peer_authentication_failed is emitted when authentication timeout") {
SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
scene_multiplayer->set_auth_timeout(0.01);
CHECK_EQ(scene_multiplayer->get_auth_timeout(), 0.01);
// Adding two peesr to MultiplayerPeer.
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
int first_peer_id = 42;
int second_peer_id = 84;
multiplayer_peer->emit_signal(SNAME("peer_connected"), first_peer_id);
multiplayer_peer->emit_signal(SNAME("peer_connected"), second_peer_id);
// Let timeout happens.
OS::get_singleton()->delay_usec(500000);
CHECK_EQ(scene_multiplayer->poll(), Error::OK);
SIGNAL_CHECK("peer_authentication_failed", Array({ { first_peer_id }, { second_peer_id } }));
SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
}
SUBCASE("Fails when there is no MultiplayerPeer configured") {
scene_multiplayer->set_multiplayer_peer(nullptr);
ERR_PRINT_OFF;
CHECK_EQ(scene_multiplayer->send_auth(42, Vector<uint8_t>()), Error::ERR_UNCONFIGURED);
ERR_PRINT_ON;
}
SUBCASE("Fails when the peer to send the auth is not pending") {
ERR_PRINT_OFF;
CHECK_EQ(scene_multiplayer->send_auth(42, String("It's me").to_ascii_buffer()), Error::ERR_INVALID_PARAMETER);
ERR_PRINT_ON;
}
}
TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Complete Authentication") {
Ref<SceneMultiplayer> scene_multiplayer;
scene_multiplayer.instantiate();
SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
SUBCASE("Is properly completed") {
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
int peer_id = 42;
multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
}
SUBCASE("Fails when there is no MultiplayerPeer configured") {
scene_multiplayer->set_multiplayer_peer(nullptr);
ERR_PRINT_OFF;
CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_UNCONFIGURED);
ERR_PRINT_ON;
}
SUBCASE("Fails when the peer to complete the auth is not pending") {
ERR_PRINT_OFF;
CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_INVALID_PARAMETER);
ERR_PRINT_ON;
}
SUBCASE("Fails to send auth or completed for a second time") {
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
int peer_id = 42;
multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
ERR_PRINT_OFF;
CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::ERR_FILE_CANT_WRITE);
CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::ERR_FILE_CANT_WRITE);
ERR_PRINT_ON;
}
}
} // namespace TestSceneMultiplayer