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| 7d84dd5ec8 |
@@ -0,0 +1 @@
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
63f7b34db8d8cdea90c76aacccf841ec
|
||||
::res://::1787275048
|
||||
export_presets.cfg::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
README.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
::res://addons/::1787273260
|
||||
::res://assets/::1787273260
|
||||
::res://backend/::1787273260
|
||||
alembic.ini::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
docker-compose.yml::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
pytest.ini::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
requirements.txt::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
::res://backend/alembic/::1787273260
|
||||
::res://backend/alembic/versions/::1787273260
|
||||
::res://backend/app/::1787273260
|
||||
::res://backend/app/models/::1787273260
|
||||
::res://backend/app/routers/::1787273260
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||||
::res://backend/app/services/::1787273260
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||||
::res://backend/tests/::1787273260
|
||||
::res://docs/::1787273260
|
||||
::res://docs/architecture/::1787273260
|
||||
avatar.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
content_moderation.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
editor.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
networking.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
pc2_test_level.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
scripting_sandbox.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
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||||
world.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
::res://docs/checkpoints/::1787273260
|
||||
PC1.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
::res://docs/planning/::1787273260
|
||||
client-server-wiring.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
economy.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
social.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
::res://docs/testing/::1787275048
|
||||
README.md::TextFile::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
test_inventory.md::TextFile::-1::1787275048::0::1::::<><><>0<>0<><>::
|
||||
::res://scenes/::1787275048
|
||||
game.tscn::PackedScene::-1::1787273260::0::1::::<><><>0<>0<><>::res://scenes/worlds/test_level.tscn<>res://scenes/player.tscn
|
||||
main.tscn::PackedScene::-1::1787273260::0::1::::<><><>0<>0<><>::res://scripts/chunk_stream_manager.gd
|
||||
main_menu.tscn::PackedScene::-1::1787273260::0::1::::<><><>0<>0<><>::res://scripts/main_menu.gd
|
||||
player.tscn::PackedScene::-1::1787273260::0::1::::<><><>0<>0<><>::res://scripts/player.gd
|
||||
server.tscn::PackedScene::-1::1787275048::0::1::::<><><>0<>0<><>::res://scripts/server.gd
|
||||
server_player.tscn::PackedScene::-1::1787275048::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
|
||||
world_list.tscn::PackedScene::-1::1787273260::0::1::::<><><>0<>0<><>::res://scripts/world_list.gd
|
||||
::res://scenes/worlds/::1787273260
|
||||
test_level.tscn::PackedScene::-1::1787273260::0::1::::<><><>0<>0<><>::
|
||||
::res://scripts/::1787275048
|
||||
api_client.gd::GDScript::5412288119287126975::1787273260::0::1::::<>Node<><>0<>0<><>::
|
||||
chunk.gd::GDScript::7364239597441807588::1787273260::0::1::::Chunk<>Node3D<><>0<>0<><>::
|
||||
chunk_data_decoder.gd::GDScript::3922068956043581888::1787273260::0::1::::ChunkDataDecoder<>RefCounted<><>0<>0<><>::
|
||||
chunk_scene.gd::GDScript::9207602004456600331::1787273260::0::1::::ChunkScene<>Node3D<><>0<>0<><>::
|
||||
chunk_stream_manager.gd::GDScript::2366645676568508746::1787273260::0::1::::ChunkStreamManager<>Node<><>0<>0<><>::
|
||||
dynamic_object_node.gd::GDScript::8863349716576659118::1787273260::0::1::::DynamicObjectNode<>Node3D<><>0<>0<><>::
|
||||
main_menu.gd::GDScript::2834562513277893052::1787273260::0::1::::<>Control<><>0<>0<><>::
|
||||
player.gd::GDScript::4510795778937304264::1787273260::0::1::::Player<>CharacterBody3D<><>0<>0<><>::
|
||||
player_spawner.gd::GDScript::3637338339553764865::1787275048::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
|
||||
server.gd::GDScript::6336910781803684784::1787275048::0::1::::<>Node<><>0<>0<><>::
|
||||
smoke_test_api.gd::GDScript::1760923834350699002::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_auth.gd::GDScript::3027816090663230577::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_e2e.gd::GDScript::9086409960595132737::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_enter_world.gd::GDScript::4171815758762850910::1787275048::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_main_menu_back.gd::GDScript::4436937414562273157::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_main_menu_full_flow.gd::GDScript::1948803640558784862::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_main_menu_ui.gd::GDScript::396938597300585484::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_player.gd::GDScript::3497042634752676337::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_test_level.gd::GDScript::2607555612829866949::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_world_list.gd::GDScript::4300757286283894147::1787273260::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
static_object_node.gd::GDScript::5276389741929225897::1787273260::0::1::::StaticObjectNode<>Node3D<><>0<>0<><>::
|
||||
tile_def.gd::GDScript::2430528079284085109::1787273260::0::1::::TileDef<>RefCounted<><>0<>0<><>::
|
||||
tile_layer.gd::GDScript::4797906255131447844::1787273260::0::1::::TileLayer<>RefCounted<><>0<>0<><>::
|
||||
tile_layer_node.gd::GDScript::9033225196818247616::1787273260::0::1::::TileLayerNode<>Node3D<><>0<>0<><>::
|
||||
world_list.gd::GDScript::6119591848847211153::1787273260::0::1::::<>Control<><>0<>0<><>::
|
||||
world_object.gd::GDScript::6429674491464200335::1787273260::0::1::::WorldObject<>RefCounted<><>0<>0<><>::
|
||||
@@ -0,0 +1,11 @@
|
||||
[game_view]
|
||||
|
||||
select_mode=0
|
||||
|
||||
[editor_metadata]
|
||||
|
||||
executable_path="/home/daddy/godot/godot"
|
||||
|
||||
[recent_files]
|
||||
|
||||
scenes=["res://scenes/main_menu.tscn", "res://scenes/server.tscn"]
|
||||
@@ -0,0 +1,5 @@
|
||||
[folding]
|
||||
|
||||
node_unfolds=[]
|
||||
resource_unfolds=[]
|
||||
nodes_folded=[]
|
||||
@@ -0,0 +1,97 @@
|
||||
list=[{
|
||||
"base": &"Node3D",
|
||||
"class": &"Chunk",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/chunk.gd"
|
||||
}, {
|
||||
"base": &"RefCounted",
|
||||
"class": &"ChunkDataDecoder",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/chunk_data_decoder.gd"
|
||||
}, {
|
||||
"base": &"Node3D",
|
||||
"class": &"ChunkScene",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/chunk_scene.gd"
|
||||
}, {
|
||||
"base": &"Node",
|
||||
"class": &"ChunkStreamManager",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/chunk_stream_manager.gd"
|
||||
}, {
|
||||
"base": &"Node3D",
|
||||
"class": &"DynamicObjectNode",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/dynamic_object_node.gd"
|
||||
}, {
|
||||
"base": &"CharacterBody3D",
|
||||
"class": &"Player",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/player.gd"
|
||||
}, {
|
||||
"base": &"CharacterBody3D",
|
||||
"class": &"PlayerNode",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/player_spawner.gd"
|
||||
}, {
|
||||
"base": &"Node3D",
|
||||
"class": &"StaticObjectNode",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/static_object_node.gd"
|
||||
}, {
|
||||
"base": &"RefCounted",
|
||||
"class": &"TileDef",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/tile_def.gd"
|
||||
}, {
|
||||
"base": &"RefCounted",
|
||||
"class": &"TileLayer",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/tile_layer.gd"
|
||||
}, {
|
||||
"base": &"Node3D",
|
||||
"class": &"TileLayerNode",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/tile_layer_node.gd"
|
||||
}, {
|
||||
"base": &"RefCounted",
|
||||
"class": &"WorldObject",
|
||||
"icon": "",
|
||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/world_object.gd"
|
||||
}]
|
||||
Binary file not shown.
@@ -7,14 +7,14 @@ to know what "run the tests" actually checked.
|
||||
|
||||
Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
|
||||
|
||||
Last verified against `main`: 2026-08-20 — full PC1 checkpoint run,
|
||||
migrations + pytest + all 7 Godot smoke tests + both platform exports, all
|
||||
clean. Real bugs found and fixed via real playtesting this same day (not
|
||||
caught by the checkpoint suite as it stood before today): the main menu
|
||||
had no way to actually open the login/register form, the world list's
|
||||
cards rendered at ~1px wide once real data existed, and navigating Play →
|
||||
Back logged the user out despite a still-valid session. All three are now
|
||||
covered by the smoke tests below so they can't silently regress.
|
||||
Last verified against `main`: 2026-08-21 — migrations + pytest + all 10
|
||||
Godot smoke tests, all clean. PC1's real playtest-found bugs (login form
|
||||
unreachable, 1px world cards, Play → Back losing the session) are covered
|
||||
by the smoke tests below so they can't silently regress. PC2 (basic
|
||||
playable world + character + movement) landed 2026-08-20/21 — see
|
||||
`docs/checkpoints/` once a PC2 record exists, and the three new smoke
|
||||
tests below (`smoke_test_test_level.gd`, `smoke_test_player.gd`,
|
||||
`smoke_test_enter_world.gd`) for what's actually verified.
|
||||
|
||||
## Backend — `backend/tests/` (pytest)
|
||||
|
||||
@@ -53,7 +53,7 @@ these yet):
|
||||
|
||||
## Godot client — `scripts/smoke_test_*.gd`
|
||||
|
||||
**7 smoke tests merged into `main`.** Each needs a live backend —
|
||||
**10 smoke tests merged into `main`.** Each needs a live backend —
|
||||
`AGP_API_BASE_URL` env var, falling back to the
|
||||
`application/agp/api_base_url` project setting (default
|
||||
`http://127.0.0.1:8000`) if unset.
|
||||
@@ -67,6 +67,9 @@ these yet):
|
||||
| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
|
||||
| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
|
||||
| `smoke_test_main_menu_back.gd` | Regression test for Play → Back logging the user out even with a valid token still held. Registers a user, loads `main_menu.tscn` (asserts it restores the authenticated state via a real `auth_state_ready` signal wait, not a frame-count guess), clicks Play → `world_list.tscn`, clicks Back → `main_menu.tscn`, and asserts the menu is still authenticated. Checks `WelcomeLabel.is_visible_in_tree()`, not just `.visible` — the label lives inside AuthPanel, so `.visible` alone is a false positive if the panel itself is hidden (a real bug briefly present: `_show_authenticated()` hid AuthPanel while claiming the welcome label was visible, which rendered nothing). |
|
||||
| `smoke_test_test_level.gd` | Loads `scenes/worlds/test_level.tscn` directly (the level is player-agnostic and self-contained per `docs/architecture/pc2_test_level.md` §4) and confirms it has real content: 5 props, a `DirectionalLight3D` ("Sun"), and a `WorldEnvironment` — not an empty void. |
|
||||
| `smoke_test_player.gd` | Loads `scenes/game.tscn` and confirms the player exists as a real `CharacterBody3D` with a `CollisionShape3D`+shape, a `CapsuleMesh`, and spawns at the level's `PlayerSpawn` marker position. Also asserts `JUMP_VELOCITY` is positive and a `Camera3D` exists and is `current` — both were real bugs found 2026-08-20/21 (jump velocity was negative, pushing the player down instead of up; no camera existed at all, so the game was unplayable even though the character could technically move). Structural checks only — real movement/jump *direction* correctness was verified separately via a throwaway headless physics simulation during development, not by an automated test that's part of this suite. |
|
||||
| `smoke_test_enter_world.gd` | The full PC2 path end to end: register → seed a real world → load `world_list.tscn` → click the real "Enter World" button on a real card (found by walking the card's children, not by index, so it doesn't silently pass if the card layout changes) → confirms `scenes/game.tscn` actually becomes `current_scene` with the player spawned at the level's `PlayerSpawn` marker → sends a real `KEY_ESCAPE` input event (not a direct method call) and confirms it returns to `world_list.tscn`. This is the test that proves "browse → enter → walk around → leave" actually works as one continuous flow, not just that each piece works in isolation. |
|
||||
|
||||
Run (once, to build the class cache): `godot --headless --path . --import`,
|
||||
then for each smoke test: `godot --headless --path . --script
|
||||
|
||||
@@ -21,6 +21,29 @@ window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
window/stretch/mode="canvas_items"
|
||||
|
||||
[input]
|
||||
|
||||
move_forward={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_left={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_right={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
move_down={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://game_scene_pc2"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
|
||||
[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
|
||||
|
||||
[node name="Game" type="Node3D"]
|
||||
|
||||
[node name="Level" parent="." instance=ExtResource("1_level")]
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource("2_player")]
|
||||
@@ -0,0 +1,24 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://player_scene_001"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
|
||||
|
||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
|
||||
radius = 0.35
|
||||
height = 1.6
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
|
||||
radius = 0.35
|
||||
height = 1.6
|
||||
|
||||
[node name="Player" type="CharacterBody3D"]
|
||||
script = ExtResource("1_player")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
shape = SubResource("CapsuleShape1")
|
||||
|
||||
[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("CapsuleMesh1")
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
|
||||
current = true
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/server.gd" id="1_server"]
|
||||
|
||||
[node name="Server" type="Node"]
|
||||
script = ExtResource("1_server")
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
|
||||
|
||||
[node name="Player" type="CharacterBody3D"]
|
||||
script = ExtResource("1")
|
||||
@@ -0,0 +1,146 @@
|
||||
class_name Player
|
||||
extends CharacterBody3D
|
||||
## The player character controller.
|
||||
##
|
||||
## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
|
||||
## first-person Camera3D with mouse-look. Reads the spawn point from the
|
||||
## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
|
||||
##
|
||||
## No networking, no chunk code, no avatar UI — PC2 is local-only.
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Movement constants
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const WALK_SPEED: float = 5.0
|
||||
const JUMP_VELOCITY: float = 4.5
|
||||
const GRAVITY: float = 9.8
|
||||
|
||||
## Mouse-look sensitivity (radians per pixel of relative motion).
|
||||
const MOUSE_SENSITIVITY: float = 0.003
|
||||
|
||||
## Camera pitch is clamped so the player can't flip past looking straight
|
||||
## up/down (which would otherwise let mouse-look invert on itself).
|
||||
const PITCH_LIMIT: float = deg_to_rad(89.0)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Input state
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
var _input_direction := Vector2.ZERO
|
||||
var _camera_pitch: float = 0.0
|
||||
|
||||
@onready var _camera: Camera3D = $Camera3D
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _ready — spawn at PlayerSpawn marker, capture the mouse for look
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
|
||||
# scene root. The lookup walks the full subtree (recursive=true) so
|
||||
# it finds the marker whether it is a direct child of the level or
|
||||
# nested deeper.
|
||||
#
|
||||
# current_scene is null in headless --script mode and in any scene
|
||||
# before the main scene is fully swapped in, so guard it rather than
|
||||
# blindly dereferencing.
|
||||
var current_scene: Node = get_tree().current_scene
|
||||
var spawn: Node = null
|
||||
if current_scene != null:
|
||||
spawn = current_scene.find_child("PlayerSpawn", true, false)
|
||||
|
||||
if spawn is Node3D:
|
||||
global_position = (spawn as Node3D).global_position
|
||||
# Align player forward with spawn yaw (optional polish).
|
||||
var spawn_yaw := (spawn as Node3D).rotation.y
|
||||
rotation.y = spawn_yaw
|
||||
else:
|
||||
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
|
||||
global_position = Vector3(0, 1.0, 0)
|
||||
|
||||
# Capture the mouse for FPS-style look. Headless/test runs have no real
|
||||
# window to capture input for, so guard against that rather than error.
|
||||
if DisplayServer.get_name() != "headless":
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _unhandled_input — capture keyboard / mouse for movement
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventKey:
|
||||
var key := event as InputEventKey
|
||||
if key.pressed and not key.echo:
|
||||
_update_input_direction(key)
|
||||
elif not key.pressed:
|
||||
_clear_input_direction(key)
|
||||
# Escape exits the level back to the world browse list, mirroring
|
||||
# the Back button pattern already used in world_list.gd/main_menu.gd.
|
||||
if key.pressed and key.keycode == KEY_ESCAPE:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
|
||||
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
_handle_mouse_look(event as InputEventMouseMotion)
|
||||
|
||||
|
||||
func _update_input_direction(key: InputEventKey) -> void:
|
||||
match key.keycode:
|
||||
KEY_W, KEY_UP:
|
||||
_input_direction.y += 1.0
|
||||
KEY_S, KEY_DOWN:
|
||||
_input_direction.y -= 1.0
|
||||
KEY_A, KEY_LEFT:
|
||||
_input_direction.x -= 1.0
|
||||
KEY_D, KEY_RIGHT:
|
||||
_input_direction.x += 1.0
|
||||
|
||||
|
||||
func _clear_input_direction(key: InputEventKey) -> void:
|
||||
match key.keycode:
|
||||
KEY_W, KEY_UP:
|
||||
_input_direction.y -= 1.0
|
||||
KEY_S, KEY_DOWN:
|
||||
_input_direction.y += 1.0
|
||||
KEY_A, KEY_LEFT:
|
||||
_input_direction.x += 1.0
|
||||
KEY_D, KEY_RIGHT:
|
||||
_input_direction.x -= 1.0
|
||||
|
||||
|
||||
func _handle_mouse_look(event: InputEventMouseMotion) -> void:
|
||||
# Yaw rotates the whole body (so movement direction turns with the
|
||||
# look direction); pitch only tilts the camera, so the capsule itself
|
||||
# never tips over.
|
||||
rotation.y -= event.relative.x * MOUSE_SENSITIVITY
|
||||
_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
|
||||
_camera.rotation.x = _camera_pitch
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Physics — gravity, jump, move_and_slide
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Apply gravity.
|
||||
if not is_on_floor():
|
||||
velocity.y -= GRAVITY * delta
|
||||
|
||||
# Jump.
|
||||
if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
# Build movement direction from input. Godot's local "forward" is -Z, not
|
||||
# +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
|
||||
# move the player backward when pressing forward (confirmed by reading
|
||||
# Camera3D/Node3D's own convention: a node looks down its local -Z).
|
||||
var direction := (_input_direction.x * transform.basis.x -
|
||||
_input_direction.y * transform.basis.z).normalized()
|
||||
velocity.x = direction.x * WALK_SPEED
|
||||
velocity.z = direction.z * WALK_SPEED
|
||||
|
||||
move_and_slide()
|
||||
@@ -0,0 +1,232 @@
|
||||
class_name PlayerNode
|
||||
extends CharacterBody3D
|
||||
## PlayerNode - Server-side player entity.
|
||||
##
|
||||
## Represents a connected player on the server. Handles movement,
|
||||
## input processing, and state synchronization.
|
||||
|
||||
# --- Signals ---
|
||||
signal health_changed(new_health: int)
|
||||
signal player_died(player_node: PlayerNode)
|
||||
|
||||
|
||||
# --- Constants ---
|
||||
const WALK_SPEED := 5.0
|
||||
const SPRINT_MULTIPLIER := 1.6
|
||||
const JUMP_VELOCITY := 4.5
|
||||
const GRAVITY := 9.8
|
||||
const MAX_FALL_SPEED := 20.0
|
||||
const FRICTION := 8.0
|
||||
const AIR_CONTROL := 0.3
|
||||
|
||||
# --- Configurable ---
|
||||
@export var walk_speed: float = WALK_SPEED
|
||||
@export var sprint_multiplier: float = SPRINT_MULTIPLIER
|
||||
@export var jump_velocity: float = JUMP_VELOCITY
|
||||
@export var max_fall_speed: float = MAX_FALL_SPEED
|
||||
|
||||
# --- State ---
|
||||
@export var max_health: int = 100
|
||||
var current_health: int = 0
|
||||
var is_alive: bool = true
|
||||
var is_sprinting: bool = false
|
||||
var peer_id: int = -1
|
||||
var player_name: String = ""
|
||||
var entity_id: int = 0
|
||||
|
||||
# --- Input buffer ---
|
||||
var _input_queue: Array[Dictionary] = []
|
||||
var _last_processed_seq: int = -1
|
||||
|
||||
# --- Movement ---
|
||||
var _velocity: Vector3 = Vector3.ZERO
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
current_health = max_health
|
||||
velocity = _velocity
|
||||
# Start alive
|
||||
is_alive = true
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if not is_alive:
|
||||
return
|
||||
|
||||
# Process input from queue
|
||||
_process_input(delta)
|
||||
|
||||
# Apply gravity
|
||||
if not is_on_floor():
|
||||
velocity.y -= GRAVITY * delta
|
||||
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
|
||||
|
||||
# Apply friction on ground
|
||||
if is_on_floor():
|
||||
var move_dir := Vector2(velocity.x, velocity.z)
|
||||
if move_dir.length() > 0.01:
|
||||
var friction_factor := clampf(FRICTION * delta, 0.0, 1.0)
|
||||
velocity.x = move_dir.normalized().x * move_dir.length() * (1.0 - friction_factor)
|
||||
velocity.z = move_dir.normalized().y * move_dir.length() * (1.0 - friction_factor)
|
||||
else:
|
||||
velocity.x = 0.0
|
||||
velocity.z = 0.0
|
||||
|
||||
# Move and slide
|
||||
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
|
||||
move_and_slide()
|
||||
|
||||
# Update visual position (for remote clients via RPC)
|
||||
_update_visual_state()
|
||||
|
||||
|
||||
func _process_input(delta: float) -> void:
|
||||
"""Process buffered input from the server's input queue."""
|
||||
if _input_queue.is_empty():
|
||||
return
|
||||
|
||||
var input_data: Dictionary = _input_queue.pop_front()
|
||||
var input_state: Dictionary = input_data.get("input_state", {})
|
||||
|
||||
# Calculate movement direction
|
||||
var direction := Vector3.ZERO
|
||||
direction.x = input_state.get("move_x", 0.0)
|
||||
direction.z = input_state.get("move_z", 0.0)
|
||||
|
||||
# Sprint check
|
||||
is_sprinting = input_state.get("sprint", false)
|
||||
|
||||
if direction.length() > 0.01:
|
||||
direction = direction.normalized()
|
||||
var speed = walk_speed * sprint_multiplier if is_sprinting else walk_speed
|
||||
velocity.x = direction.x * speed
|
||||
velocity.z = direction.z * speed
|
||||
else:
|
||||
# On ground, apply friction (handled in physics_process)
|
||||
if not is_on_floor():
|
||||
velocity.x *= (1.0 - AIR_CONTROL * delta * 5.0)
|
||||
velocity.z *= (1.0 - AIR_CONTROL * delta * 5.0)
|
||||
|
||||
# Jump
|
||||
if input_state.get("jump", false) and is_on_floor():
|
||||
velocity.y = jump_velocity
|
||||
|
||||
|
||||
func take_damage(amount: int, source_id: int) -> Dictionary:
|
||||
"""Take damage and return result dict."""
|
||||
if not is_alive:
|
||||
return {"success": false, "reason": "already_dead"}
|
||||
|
||||
current_health = max(0, current_health - amount)
|
||||
health_changed.emit(current_health)
|
||||
|
||||
if current_health <= 0:
|
||||
die()
|
||||
return {"success": true, "health": 0, "dead": true}
|
||||
|
||||
return {"success": true, "health": current_health}
|
||||
|
||||
|
||||
func die() -> void:
|
||||
"""Handle player death."""
|
||||
is_alive = false
|
||||
velocity = Vector3.ZERO
|
||||
player_died.emit(self)
|
||||
|
||||
# Respawn after delay
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
respawn()
|
||||
|
||||
|
||||
func respawn() -> void:
|
||||
"""Respawn the player at spawn point."""
|
||||
current_health = max_health
|
||||
is_alive = true
|
||||
velocity = Vector3.ZERO
|
||||
health_changed.emit(current_health)
|
||||
|
||||
# Move to spawn point (default: origin)
|
||||
position = Vector3.ZERO
|
||||
|
||||
|
||||
func set_input_queue(inputs: Array[Dictionary]) -> void:
|
||||
"""Set the input queue from the server."""
|
||||
_input_queue = inputs
|
||||
|
||||
|
||||
func get_state() -> Dictionary:
|
||||
"""Get current player state for replication."""
|
||||
return {
|
||||
"entity_id": entity_id,
|
||||
"peer_id": peer_id,
|
||||
"position": position,
|
||||
"rotation": rotation,
|
||||
"health": current_health,
|
||||
"max_health": max_health,
|
||||
"is_alive": is_alive,
|
||||
"is_sprinting": is_sprinting,
|
||||
}
|
||||
|
||||
|
||||
func get_server_state() -> Dictionary:
|
||||
"""Get current player state for server snapshot broadcast."""
|
||||
return get_state()
|
||||
|
||||
|
||||
func process_server_input(tick: int) -> void:
|
||||
"""Called by server tick to process buffered input."""
|
||||
# This is called from the server's _tick loop.
|
||||
# The input queue is populated by RPCs from clients.
|
||||
pass
|
||||
|
||||
|
||||
func _update_visual_state() -> void:
|
||||
"""Update visual state (for remote interpolation)."""
|
||||
# In a full implementation, this would update a remote player's
|
||||
# visual representation. For now, the node itself is the authority.
|
||||
pass
|
||||
|
||||
|
||||
# --- RPCs ---
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_input(input_state: Dictionary, seq: int) -> void:
|
||||
"""Receive input from client."""
|
||||
if not is_alive:
|
||||
return
|
||||
# Store for processing in _physics_process
|
||||
_input_queue.append({
|
||||
"input_state": input_state,
|
||||
"seq": seq,
|
||||
"timestamp": Time.get_ticks_msec(),
|
||||
})
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_interact(target_id: int) -> void:
|
||||
"""Handle interaction request from client."""
|
||||
if not is_alive:
|
||||
return
|
||||
# TODO: Implement interaction logic
|
||||
print("Player %d interacted with entity %d" % [peer_id, target_id])
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_attack(target_id: int, aim_dir: Vector3) -> void:
|
||||
"""Handle attack request from client."""
|
||||
if not is_alive:
|
||||
return
|
||||
# TODO: Implement attack logic
|
||||
print("Player %d attacked entity %d with aim %s" % [peer_id, target_id, aim_dir])
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func rpc_set_position(pos: Vector3) -> void:
|
||||
"""Server authoritative position update."""
|
||||
position = pos
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func rpc_set_rotation(rot: Vector3) -> void:
|
||||
"""Server authoritative rotation update."""
|
||||
rotation = rot
|
||||
@@ -0,0 +1 @@
|
||||
uid://br27owjh2f5xd
|
||||
@@ -0,0 +1,174 @@
|
||||
## ServerMain - Dedicated server root node.
|
||||
## Accepts ENet connections, spawns Player nodes for each peer,
|
||||
## and runs the simulation tick loop at 20 Hz.
|
||||
extends Node
|
||||
|
||||
|
||||
## Maximum number of concurrent players.
|
||||
const MAX_PLAYERS := 16
|
||||
|
||||
## Server tick rate (Hz).
|
||||
const TICK_RATE := 20
|
||||
|
||||
## Tick duration in seconds.
|
||||
const TICK_DURATION := 1.0 / TICK_RATE
|
||||
|
||||
## ENet server port.
|
||||
const SERVER_PORT := 7777
|
||||
|
||||
## Network peer used for ENet communication.
|
||||
var network_peer: ENetMultiplayerPeer
|
||||
|
||||
## Map of peer_id -> Player node.
|
||||
var players: Dictionary = {}
|
||||
|
||||
## Current tick counter (server-authoritative).
|
||||
var tick: int = 0
|
||||
|
||||
## Whether the server is running.
|
||||
var is_running: bool = false
|
||||
|
||||
## Accumulated real time for fixed timestep simulation.
|
||||
var accumulator: float = 0.0
|
||||
|
||||
## Player scene resource (loaded once).
|
||||
var _player_scene: PackedScene
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Preload the player scene once.
|
||||
_player_scene = preload("res://scenes/server_player.tscn")
|
||||
|
||||
# Create and assign the ENet server peer.
|
||||
network_peer = _create_server_peer()
|
||||
if network_peer:
|
||||
multiplayer.multiplayer_peer = network_peer
|
||||
is_running = true
|
||||
print("[Server] Started on port %d" % SERVER_PORT)
|
||||
else:
|
||||
printerr("[Server] Failed to create ENet peer.")
|
||||
get_tree().quit(1)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Server creation
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _create_server_peer() -> ENetMultiplayerPeer:
|
||||
var peer := ENetMultiplayerPeer.new()
|
||||
var error := peer.create_server(SERVER_PORT, MAX_PLAYERS)
|
||||
if error != OK:
|
||||
printerr("[Server] create_server error: %d" % error)
|
||||
return null
|
||||
return peer
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Fixed-timestep simulation loop
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not is_running:
|
||||
return
|
||||
|
||||
# Fixed timestep accumulator.
|
||||
accumulator += delta
|
||||
while accumulator >= TICK_DURATION:
|
||||
accumulator -= TICK_DURATION
|
||||
_tick()
|
||||
|
||||
|
||||
func _tick() -> void:
|
||||
"""Main server simulation tick (called at TICK_RATE)."""
|
||||
tick += 1
|
||||
|
||||
# Process player inputs and update state.
|
||||
for peer_id in players:
|
||||
var player: Node3D = players[peer_id]
|
||||
if player and player.has_method("process_server_input"):
|
||||
player.process_server_input(tick)
|
||||
|
||||
# Broadcast snapshot to all clients.
|
||||
_broadcast_snapshot()
|
||||
|
||||
|
||||
func _broadcast_snapshot() -> void:
|
||||
"""Broadcast the current authoritative state to all connected clients."""
|
||||
var snapshot_data := {
|
||||
"tick": tick,
|
||||
"players": {},
|
||||
}
|
||||
|
||||
for peer_id in players:
|
||||
var player: Node3D = players[peer_id]
|
||||
if player and player.has_method("get_server_state"):
|
||||
snapshot_data.players[peer_id] = player.get_server_state()
|
||||
|
||||
# Send snapshot to all peers except the server itself (peer_id == 1).
|
||||
var peer_ids: Array = multiplayer.get_peers()
|
||||
for pid in peer_ids:
|
||||
if pid == 1: # 1 is the server itself
|
||||
continue
|
||||
rpc_id(pid, "_receive_snapshot", snapshot_data)
|
||||
|
||||
|
||||
# Remote: clients receive snapshots.
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func _receive_snapshot(snapshot_data: Dictionary) -> void:
|
||||
pass # Handled by client scene.
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Connection lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _on_peer_connected(peer_id: int) -> void:
|
||||
print("[Server] Peer %d connected." % peer_id)
|
||||
|
||||
if players.size() >= MAX_PLAYERS:
|
||||
print("[Server] Max players reached. Disconnecting peer %d." % peer_id)
|
||||
rpc_id(peer_id, "_kick", "Server is full.")
|
||||
return
|
||||
|
||||
# Spawn a Player node for this peer.
|
||||
var player: Node3D = _player_scene.instantiate()
|
||||
player.name = "Player_%d" % peer_id
|
||||
player.peer_id = peer_id
|
||||
add_child(player)
|
||||
players[peer_id] = player
|
||||
|
||||
print("[Server] Spawned player node for peer %d." % peer_id)
|
||||
|
||||
|
||||
func _on_peer_disconnected(peer_id: int) -> void:
|
||||
print("[Server] Peer %d disconnected." % peer_id)
|
||||
if players.has(peer_id):
|
||||
var player: Node3D = players[peer_id]
|
||||
if player.is_inside_tree():
|
||||
player.queue_free()
|
||||
players.erase(peer_id)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# RPCs
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func _kick(reason: String) -> void:
|
||||
print("[Server] Kicking caller: %s" % reason)
|
||||
rpc_id(multiplayer.get_remote_sender_id(), "_disconnect", reason)
|
||||
|
||||
|
||||
@rpc("call_remote", "reliable")
|
||||
func _disconnect(reason: String) -> void:
|
||||
print("[Server] Disconnecting: %s" % reason)
|
||||
get_tree().quit(0)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Signal connections
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _enter_tree() -> void:
|
||||
multiplayer.peer_connected.connect(_on_peer_connected)
|
||||
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cwjv826lva2gi
|
||||
@@ -0,0 +1,146 @@
|
||||
extends SceneTree
|
||||
## Regression/smoke test for the PC2 "Enter World" flow end to end.
|
||||
##
|
||||
## Real user path: register -> land on world_list.tscn -> click "Enter World"
|
||||
## on a real card -> the playable level (scenes/game.tscn) actually loads
|
||||
## with the player spawned in it -> pressing Escape returns to world_list.
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_enter_world.gd
|
||||
##
|
||||
## Requires the backend to be running (default base URL
|
||||
## `application/agp/api_base_url` -> http://127.0.0.1:8000, overridable via
|
||||
## AGP_API_BASE_URL) and at least one real world to already exist.
|
||||
|
||||
var passed := 0
|
||||
var failed := 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await process_frame
|
||||
|
||||
var api := root.get_node("ApiClient")
|
||||
if api == null:
|
||||
printerr("FAIL: ApiClient autoload not found")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
# 1. Register a real user and seed a world so the browse list has a
|
||||
# real card to click, same pattern as smoke_test_world_list.gd.
|
||||
randomize()
|
||||
var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
|
||||
var username := "enterworld_%d" % unique_id
|
||||
var email := "enterworld_%d@test.example.com" % unique_id
|
||||
var reg_result: Dictionary = await api.register(username, email, "SmokeTest123!", true)
|
||||
if not _check("setup: register succeeded", reg_result.ok):
|
||||
print(" detail: ", reg_result.detail)
|
||||
_finish()
|
||||
return
|
||||
|
||||
var world_body := JSON.stringify({
|
||||
"name": "EnterWorld Smoke Test World %d" % unique_id,
|
||||
"description": "Seeded by smoke_test_enter_world.gd",
|
||||
"visibility": "public",
|
||||
})
|
||||
var world_result: Dictionary = await api.request(
|
||||
HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true
|
||||
)
|
||||
if not _check("setup: world created", world_result.ok):
|
||||
print(" detail: ", world_result.detail)
|
||||
_finish()
|
||||
return
|
||||
|
||||
# 2. Load world_list.tscn as a real scene and let it fetch worlds.
|
||||
var packed: PackedScene = load("res://scenes/world_list.tscn")
|
||||
var instance: Control = packed.instantiate()
|
||||
root.add_child(instance)
|
||||
# _ready() kicks off an async _refresh_worlds() -- wait real frames for
|
||||
# the HTTP round trip rather than guessing a fixed count.
|
||||
var world_list_node: VBoxContainer = instance.get_node("VBoxContainer/ScrollContainer/WorldList")
|
||||
var settled := false
|
||||
for i in 120:
|
||||
await process_frame
|
||||
if world_list_node.get_child_count() > 0:
|
||||
settled = true
|
||||
break
|
||||
if not _check("world list populated with at least one card", settled):
|
||||
_finish()
|
||||
return
|
||||
|
||||
# 3. Click "Enter World" on the first real card -- find the button by
|
||||
# walking the card's children rather than assuming an index, so this
|
||||
# doesn't silently pass if _create_world_card's structure changes.
|
||||
var card: Control = world_list_node.get_child(0)
|
||||
var enter_button: Button = _find_button(card, "Enter World")
|
||||
if not _check("Enter World button exists on the card", enter_button != null):
|
||||
_finish()
|
||||
return
|
||||
|
||||
enter_button.pressed.emit()
|
||||
await _wait_for_scene_change(instance, 60)
|
||||
|
||||
var game_scene := current_scene
|
||||
if not _check("game.tscn became current_scene after Enter World", game_scene != null and game_scene != instance):
|
||||
_finish()
|
||||
return
|
||||
|
||||
# 4. Verify the player actually exists and spawned at the level's
|
||||
# PlayerSpawn marker -- not just that *some* scene loaded.
|
||||
var player: Node = game_scene.get_node_or_null("Player")
|
||||
_check("Player node exists in the loaded game scene", player is CharacterBody3D)
|
||||
|
||||
var spawn_marker: Node = game_scene.get_node_or_null("Level/PlayerSpawn")
|
||||
_check("PlayerSpawn marker exists in the loaded level", spawn_marker is Marker3D)
|
||||
|
||||
if player is CharacterBody3D and spawn_marker is Marker3D:
|
||||
var dist := (player as CharacterBody3D).global_position.distance_to((spawn_marker as Marker3D).global_position)
|
||||
_check("player spawned at (or very near) the PlayerSpawn marker", dist < 0.5)
|
||||
|
||||
# 5. Escape should return to world_list.tscn (real key event, not a
|
||||
# direct method call -- proves the actual input binding works).
|
||||
var esc_event := InputEventKey.new()
|
||||
esc_event.keycode = KEY_ESCAPE
|
||||
esc_event.pressed = true
|
||||
Input.parse_input_event(esc_event)
|
||||
await _wait_for_scene_change(game_scene, 60)
|
||||
|
||||
var back_to_menu := current_scene
|
||||
_check("Escape returned to world_list.tscn", back_to_menu != null and back_to_menu.scene_file_path == "res://scenes/world_list.tscn")
|
||||
|
||||
_finish()
|
||||
|
||||
|
||||
func _find_button(node: Node, text: String) -> Button:
|
||||
if node is Button and (node as Button).text == text:
|
||||
return node
|
||||
for child in node.get_children():
|
||||
var found := _find_button(child, text)
|
||||
if found:
|
||||
return found
|
||||
return null
|
||||
|
||||
|
||||
func _wait_for_scene_change(previous_scene: Node, max_frames: int) -> void:
|
||||
for i in max_frames:
|
||||
await process_frame
|
||||
if current_scene != previous_scene and current_scene != null:
|
||||
return
|
||||
|
||||
|
||||
func _check(description: String, condition: bool) -> bool:
|
||||
if condition:
|
||||
print(" PASS: ", description)
|
||||
passed += 1
|
||||
else:
|
||||
printerr(" FAIL: ", description)
|
||||
failed += 1
|
||||
return condition
|
||||
|
||||
|
||||
func _finish() -> void:
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||
quit(0 if failed == 0 else 1)
|
||||
@@ -0,0 +1,93 @@
|
||||
extends SceneTree
|
||||
## Smoke test for the player character scene and its spawn behavior.
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_player.gd
|
||||
##
|
||||
## Loads the test level, verifies the player is present, spawned at the
|
||||
## PlayerSpawn marker, and has the expected CharacterBody3D structure.
|
||||
|
||||
var _passed := 0
|
||||
var _failed := 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
print("SMOKE: starting player smoke test")
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await process_frame
|
||||
print("SMOKE: loading game scene")
|
||||
|
||||
# Load scenes/game.tscn -- the real PC2 composition point (Level + Player
|
||||
# as siblings, per docs/architecture/pc2_test_level.md §4), not the level
|
||||
# scene directly. Use the same SceneTree API as the real game so
|
||||
# `current_scene` is populated before the scene is added and its
|
||||
# _ready() callbacks fire. That ordering is what the player's spawn
|
||||
# lookup (get_tree().current_scene) depends on.
|
||||
var packed: PackedScene = load("res://scenes/game.tscn")
|
||||
var result := change_scene_to_packed(packed)
|
||||
if result != OK:
|
||||
printerr("SMOKE: failed to change scene, error ", result)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
await scene_changed
|
||||
var game: Node3D = current_scene as Node3D
|
||||
print("SMOKE: game scene ready")
|
||||
|
||||
# 1. Verify the player node exists in the scene tree.
|
||||
var player: Node = game.get_node("Player")
|
||||
_check("Player node exists in test level", player != null)
|
||||
_check("Player is a CharacterBody3D", player is CharacterBody3D)
|
||||
|
||||
# 2. Verify the player has the expected child structure.
|
||||
var collision: Node = player.get_node("CollisionShape3D")
|
||||
_check("Player has CollisionShape3D", collision != null)
|
||||
_check("CollisionShape3D has a shape",
|
||||
collision is CollisionShape3D and (collision as CollisionShape3D).shape != null)
|
||||
|
||||
var mesh: Node = player.get_node("CapsuleMesh")
|
||||
_check("Player has CapsuleMesh", mesh != null)
|
||||
_check("CapsuleMesh has a mesh",
|
||||
mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null)
|
||||
|
||||
# 3. Verify the player spawned at the PlayerSpawn marker position.
|
||||
var spawn_marker: Marker3D = game.get_node("Level/PlayerSpawn")
|
||||
_check("PlayerSpawn marker exists", spawn_marker != null)
|
||||
|
||||
# The player's _ready() should have moved it to the spawn marker's
|
||||
# global position. Compare global positions directly (not local) since
|
||||
# Player and Level sit at different depths under Game.
|
||||
var expected_pos: Vector3 = spawn_marker.global_position
|
||||
_check("Player spawned at PlayerSpawn position",
|
||||
player.global_position == expected_pos)
|
||||
|
||||
# 4. Verify the player script class_name is correct and has the
|
||||
# movement constants defined.
|
||||
var script: GDScript = player.get_script() as GDScript
|
||||
_check("Player has a script attached", script != null)
|
||||
var constants: Dictionary = script.get_script_constant_map()
|
||||
_check("Player has WALK_SPEED constant", constants.has("WALK_SPEED"))
|
||||
_check("Player has GRAVITY constant", constants.has("GRAVITY"))
|
||||
_check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY"))
|
||||
_check("JUMP_VELOCITY is positive (upward)", float(constants.get("JUMP_VELOCITY", -1.0)) > 0.0)
|
||||
|
||||
# 5. Verify the player has a Camera3D so the game is actually viewable
|
||||
# from the player's perspective, not just a walking capsule with no view.
|
||||
var camera: Node = player.get_node_or_null("Camera3D")
|
||||
_check("Player has a Camera3D", camera is Camera3D)
|
||||
_check("Camera3D is current", camera is Camera3D and (camera as Camera3D).current)
|
||||
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [_passed, _passed + _failed])
|
||||
quit(0 if _failed == 0 else 1)
|
||||
|
||||
|
||||
func _check(description: String, condition: bool) -> void:
|
||||
if condition:
|
||||
print(" PASS: ", description)
|
||||
_passed += 1
|
||||
else:
|
||||
printerr(" FAIL: ", description)
|
||||
_failed += 1
|
||||
@@ -135,8 +135,23 @@ func _create_world_card(world_dict: Dictionary) -> Control:
|
||||
meta_label.add_theme_font_size_override("font_size", 12)
|
||||
meta_label.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1.0))
|
||||
|
||||
# PC2: the only thing a world actually loads into right now is the one
|
||||
# shared playable test level (scenes/game.tscn) -- there's no per-world
|
||||
# content yet, so "Enter" doesn't need the world's id for anything.
|
||||
# Real per-world level loading is a later concern once worlds actually
|
||||
# have their own content to load.
|
||||
var enter_button := Button.new()
|
||||
enter_button.text = "Enter World"
|
||||
enter_button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
|
||||
enter_button.pressed.connect(_on_enter_world_pressed)
|
||||
|
||||
card.add_child(name_label)
|
||||
card.add_child(desc_label)
|
||||
card.add_child(meta_label)
|
||||
card.add_child(enter_button)
|
||||
|
||||
return panel
|
||||
|
||||
|
||||
func _on_enter_world_pressed() -> void:
|
||||
get_tree().change_scene_to_file("res://scenes/game.tscn")
|
||||
|
||||
Reference in New Issue
Block a user