Files
modbison/scripts/mp_game_flow_client.gd
T
2026-09-05 22:59:58 +00:00

84 lines
2.8 KiB
GDScript

extends SceneTree
## One client process for the full networked game-flow test
## (scripts/run_game_multiplayer_test.sh): register -> POST /api/worlds/{id}/join
## -> Session.begin -> load scenes/game.tscn -> run networked.
##
## godot --headless --path . --script res://scripts/mp_game_flow_client.gd -- \
## --role a|b --world 1
##
## role b: joins, holds still, prints RESULT b in_world and stays ~40 s.
## role a: joins, moves forward, prints RESULT a remotes=<n> moved=<bool>;
## exits 0 iff it saw a remote player node AND moved.
var role := "b"
var world_id := 1
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
for i in args.size():
if args[i] == "--role" and i + 1 < args.size():
role = args[i + 1]
elif args[i] == "--world" and i + 1 < args.size():
world_id = int(args[i + 1])
_run()
func _run() -> void:
await process_frame
var api := root.get_node("ApiClient")
var session := root.get_node("Session")
var uname := "mpflow_%s_%d" % [role, int(Time.get_unix_time_from_system() * 1000) % 1000000]
var reg: Dictionary = await api.register(uname, uname + "@e.com", "secret123", "1990-01-01")
if not reg.ok:
print("RESULT %s register_failed %s" % [role, reg.detail])
quit(1); return
var join: Dictionary = await api.join_world(world_id)
if not (join.ok and join.data is Dictionary):
print("RESULT %s join_failed status=%d %s" % [role, join.status, join.detail])
quit(1); return
var d: Dictionary = join.data
session.begin(world_id, str(d["host"]), int(d["port"]))
change_scene_to_file("res://scenes/game.tscn")
# Wait for the scene + NetworkClient connect (game.gd awaits internally).
for i in 180:
await process_frame
var game := current_scene
var netc = game.get_node_or_null("NetworkClient") if game else null
if netc == null or not netc.is_connected_to_server():
print("RESULT %s not_connected" % role)
quit(1); return
if role == "b":
print("RESULT b in_world")
for i in 1200:
await process_frame
quit(0); return
# role a: hold still briefly (confirm we don't fall through the floor),
# then move and look for a remote node.
var player = game.get_node("Player")
var min_y := 1000.0
for i in 30:
await process_frame
min_y = minf(min_y, player.global_position.y)
var on_floor: bool = min_y > -3.0
var start: Vector3 = player.global_position
var max_remotes := 0
for i in 120:
player._input_direction = Vector2(0, 1) # fake held forward
await process_frame
var n := 0
for c in game.get_children():
if c.name.begins_with("Remote_"):
n += 1
max_remotes = maxi(max_remotes, n)
var moved: bool = player.global_position.distance_to(start) > 1.0
print("RESULT a remotes=%d moved=%s on_floor=%s" % [max_remotes, str(moved), str(on_floor)])
quit(0 if (moved and max_remotes >= 1 and on_floor) else 1)