Files
modbison/scripts/smoke_test_world_chat_and_sound.gd
T
2026-09-19 13:39:13 +00:00

174 lines
5.8 KiB
GDScript

extends SceneTree
## Headless verification for world chat message send and sound toggle.
const PauseMenuScript = preload("res://scripts/pause_menu.gd")
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
print("SMOKE: Starting World Chat Send & Sound Toggle verification...")
# 1. Verify AudioManager and sound toggle
var audio_mgr = root.get_node_or_null("AudioManager")
if audio_mgr == null:
printerr("FAIL: AudioManager not found in root")
quit(1)
return
# Test initial state
audio_mgr.set_sound_enabled(true, false)
if not audio_mgr.is_sound_enabled():
printerr("FAIL: sound_enabled should be true")
quit(1)
return
var p = audio_mgr.play_click()
if p == null:
printerr("FAIL: play_click should return player when sound enabled")
quit(1)
return
print("PASS: Sound plays when enabled.")
# Test toggle OFF
var toggled: bool = audio_mgr.toggle_sound()
if toggled != false or audio_mgr.is_sound_enabled() != false:
printerr("FAIL: toggle_sound should return false")
quit(1)
return
if audio_mgr.play_click() != null:
printerr("FAIL: play_click should return null when sound disabled")
quit(1)
return
print("PASS: Sound disabled and suppressed.")
# Test toggle ON
toggled = audio_mgr.toggle_sound()
if toggled != true or audio_mgr.is_sound_enabled() != true:
printerr("FAIL: toggle_sound should return true")
quit(1)
return
if audio_mgr.play_click() == null:
printerr("FAIL: play_click should return player after re-enabling")
quit(1)
return
print("PASS: Sound re-enabled and restored.")
# 2. Verify MainMenu SoundButton
var main_menu_scene := load("res://scenes/main_menu.tscn")
if main_menu_scene:
var menu = main_menu_scene.instantiate()
root.add_child(menu)
await process_frame
var sound_btn = menu.get_node_or_null("SoundButton")
if sound_btn == null:
printerr("FAIL: SoundButton not found on MainMenu")
quit(1)
return
if not sound_btn.text.contains("Sound: ON"):
printerr("FAIL: SoundButton text should be ON, got: ", sound_btn.text)
quit(1)
return
# Click button
sound_btn.emit_signal("pressed")
await process_frame
if not sound_btn.text.contains("Sound: OFF"):
printerr("FAIL: SoundButton text should be OFF after click, got: ", sound_btn.text)
quit(1)
return
audio_mgr.set_sound_enabled(true, false)
menu.queue_free()
await process_frame
print("PASS: MainMenu SoundButton toggle verified.")
# 3. Verify PauseMenu sound button
var pause_menu = PauseMenuScript.new(true, "Test World")
root.add_child(pause_menu)
await process_frame
if pause_menu._sound_button == null:
printerr("FAIL: _sound_button not found in PauseMenu")
quit(1)
return
if not pause_menu._sound_button.text.contains("Sound FX: ON"):
printerr("FAIL: PauseMenu sound button should say ON, got: ", pause_menu._sound_button.text)
quit(1)
return
pause_menu._sound_button.emit_signal("pressed")
await process_frame
if not pause_menu._sound_button.text.contains("Sound FX: OFF"):
printerr("FAIL: PauseMenu sound button should say OFF after toggle, got: ", pause_menu._sound_button.text)
quit(1)
return
audio_mgr.set_sound_enabled(true, false)
pause_menu.queue_free()
await process_frame
print("PASS: PauseMenu sound button toggle verified.")
# 4. Verify in-game Game HUD SoundButton
var game_scene := load("res://scenes/game.tscn")
if game_scene:
var game_node = game_scene.instantiate()
root.add_child(game_node)
await process_frame
var hud_sound_btn = game_node.find_child("SoundButton", true, false) as Button
if hud_sound_btn == null:
printerr("FAIL: SoundButton not found in game HUD")
quit(1)
return
if not hud_sound_btn.text.contains("Sound [M]"):
printerr("FAIL: HUD sound button should say Sound [M], got: ", hud_sound_btn.text)
quit(1)
return
hud_sound_btn.emit_signal("pressed")
await process_frame
if not hud_sound_btn.text.contains("Muted [M]"):
printerr("FAIL: HUD sound button should say Muted [M] after click, got: ", hud_sound_btn.text)
quit(1)
return
audio_mgr.set_sound_enabled(true, false)
game_node.queue_free()
await process_frame
print("PASS: In-game HUD sound button toggle verified.")
# 5. Verify world chat API send & retrieve (if backend reachable)
var api_client = root.get_node_or_null("ApiClient")
if api_client != null:
var ts := int(Time.get_unix_time_from_system())
var reg_res = await api_client.register("chat_u_%d" % ts, "chat_%d@test.com" % ts, "testpass123", true)
if reg_res.ok:
var world_res = await api_client.create_world("ChatTestWorld_%d" % int(Time.get_unix_time_from_system()), "Chat test world")
if world_res.ok and world_res.data is Dictionary:
var wid: int = int(world_res.data.get("id", 0))
var send_res = await api_client.send_world_chat_message(wid, "Test message from smoke test!")
if not send_res.ok:
printerr("FAIL: send_world_chat_message failed: ", send_res.detail)
quit(1)
return
print("PASS: send_world_chat_message succeeded.")
var list_res = await api_client.get_world_chat_messages(wid)
if not list_res.ok:
printerr("FAIL: get_world_chat_messages failed: ", list_res.detail)
quit(1)
return
var msgs: Array = []
if list_res.data is Dictionary and list_res.data.has("messages"):
msgs = list_res.data["messages"]
elif list_res.data is Array:
msgs = list_res.data
if msgs.is_empty():
printerr("FAIL: world chat messages empty after send")
quit(1)
return
var msg_obj = msgs[0]
var body_text: String = str(msg_obj.get("content", msg_obj.get("body", "")))
if not body_text.contains("Test message from smoke test!"):
printerr("FAIL: message text mismatch: ", body_text)
quit(1)
return
print("PASS: World chat message sent and verified in history.")
print("SMOKE RESULT: PASS")
quit(0)