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270
modules/multiplayer/tests/test_scene_multiplayer.h
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270
modules/multiplayer/tests/test_scene_multiplayer.h
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/**************************************************************************/
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/* test_scene_multiplayer.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "tests/test_macros.h"
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#include "tests/test_utils.h"
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#include "../scene_multiplayer.h"
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namespace TestSceneMultiplayer {
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TEST_CASE("[Multiplayer][SceneMultiplayer] Defaults") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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REQUIRE(scene_multiplayer->has_multiplayer_peer());
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
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CHECK_EQ(scene_multiplayer->poll(), Error::OK);
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CHECK_EQ(scene_multiplayer->get_unique_id(), MultiplayerPeer::TARGET_PEER_SERVER);
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CHECK_EQ(scene_multiplayer->get_peer_ids(), Vector<int>());
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CHECK_EQ(scene_multiplayer->get_remote_sender_id(), 0);
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CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
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CHECK(scene_multiplayer->get_connected_peers().is_empty());
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CHECK_FALSE(scene_multiplayer->is_refusing_new_connections());
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CHECK_FALSE(scene_multiplayer->is_object_decoding_allowed());
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CHECK(scene_multiplayer->is_server_relay_enabled());
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CHECK_EQ(scene_multiplayer->get_max_sync_packet_size(), 1350);
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CHECK_EQ(scene_multiplayer->get_max_delta_packet_size(), 65535);
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CHECK(scene_multiplayer->is_server());
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] SceneTree has a OfflineMultiplayerPeer by default") {
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Ref<SceneMultiplayer> scene_multiplayer = SceneTree::get_singleton()->get_multiplayer();
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REQUIRE(scene_multiplayer->has_multiplayer_peer());
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Object configuration add/remove") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SUBCASE("Returns invalid parameter") {
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
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NodePath foo_path("/Foo");
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NodePath bar_path("/Bar");
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, bar_path), Error::ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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SUBCASE("Sets root path") {
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NodePath foo_path("/Foo");
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
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CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
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}
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SUBCASE("Unsets root path") {
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NodePath foo_path("/Foo");
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, foo_path), Error::OK);
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CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
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}
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SUBCASE("Add/Remove a MultiplayerSpawner") {
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Node2D *node = memnew(Node2D);
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MultiplayerSpawner *spawner = memnew(MultiplayerSpawner);
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CHECK_EQ(scene_multiplayer->object_configuration_add(node, spawner), Error::OK);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(node, spawner), Error::OK);
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memdelete(spawner);
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memdelete(node);
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}
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SUBCASE("Add/Remove a MultiplayerSynchronizer") {
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Node2D *node = memnew(Node2D);
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MultiplayerSynchronizer *synchronizer = memnew(MultiplayerSynchronizer);
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CHECK_EQ(scene_multiplayer->object_configuration_add(node, synchronizer), Error::OK);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(node, synchronizer), Error::OK);
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memdelete(synchronizer);
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memdelete(node);
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}
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer] Root Path") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SUBCASE("Is set") {
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NodePath foo_path("/Foo");
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scene_multiplayer->set_root_path(foo_path);
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CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
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}
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SUBCASE("Fails when path is empty") {
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ERR_PRINT_OFF;
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scene_multiplayer->set_root_path(NodePath());
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when path is relative") {
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NodePath foo_path("Foo");
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ERR_PRINT_OFF;
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scene_multiplayer->set_root_path(foo_path);
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ERR_PRINT_ON;
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CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
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}
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}
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// This one could be a dummy callback because the current set of test is not actually testing the full auth flow.
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static Variant auth_callback(Variant sv, Variant pvav) {
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return Variant();
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Send Authentication") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
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scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
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SUBCASE("Is properly sent") {
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SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authenticating");
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// Adding a peer to MultiplayerPeer.
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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SIGNAL_CHECK("peer_authenticating", { { peer_id } });
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
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Vector<int> expected_peer_ids = { peer_id };
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CHECK_EQ(scene_multiplayer->get_authenticating_peer_ids(), expected_peer_ids);
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SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authenticating");
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}
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SUBCASE("peer_authentication_failed is emitted when a peer is deleted before authentication is completed") {
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SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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// Adding a peer to MultiplayerPeer.
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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multiplayer_peer->emit_signal(SNAME("peer_disconnected"), peer_id);
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SIGNAL_CHECK("peer_authentication_failed", { { peer_id } });
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SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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}
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SUBCASE("peer_authentication_failed is emitted when authentication timeout") {
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SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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scene_multiplayer->set_auth_timeout(0.01);
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CHECK_EQ(scene_multiplayer->get_auth_timeout(), 0.01);
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// Adding two peesr to MultiplayerPeer.
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int first_peer_id = 42;
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int second_peer_id = 84;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), first_peer_id);
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multiplayer_peer->emit_signal(SNAME("peer_connected"), second_peer_id);
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// Let timeout happens.
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OS::get_singleton()->delay_usec(500000);
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CHECK_EQ(scene_multiplayer->poll(), Error::OK);
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SIGNAL_CHECK("peer_authentication_failed", Array({ { first_peer_id }, { second_peer_id } }));
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SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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}
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SUBCASE("Fails when there is no MultiplayerPeer configured") {
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scene_multiplayer->set_multiplayer_peer(nullptr);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->send_auth(42, Vector<uint8_t>()), Error::ERR_UNCONFIGURED);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when the peer to send the auth is not pending") {
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->send_auth(42, String("It's me").to_ascii_buffer()), Error::ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Complete Authentication") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
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scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
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SUBCASE("Is properly completed") {
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
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CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
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}
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SUBCASE("Fails when there is no MultiplayerPeer configured") {
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scene_multiplayer->set_multiplayer_peer(nullptr);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_UNCONFIGURED);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when the peer to complete the auth is not pending") {
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails to send auth or completed for a second time") {
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
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CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::ERR_FILE_CANT_WRITE);
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CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::ERR_FILE_CANT_WRITE);
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ERR_PRINT_ON;
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}
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}
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} // namespace TestSceneMultiplayer
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