Files
CosmicClash/Game/tests/lobby_smoke.gd
T
Josh Creek 4fb7ddfecf docs(multiplayer): consolidate tracking into one document
multiplayer-todo.md and multiplayer-next.md tracked overlapping
information in two places. Fold everything into multiplayer-next.md
(architecture decisions, wire format, task breakdown with checkboxes,
gotchas list, testing notes) and delete multiplayer-todo.md. Section
numbers are unchanged, so existing code comments citing them by
section/task number still resolve; update every such reference to
point at the new filename.
2026-09-01 12:32:43 +01:00

80 lines
3.3 KiB
GDScript

extends Node
# Manual two-process smoke test for lobby.tscn (task 1.5). BOTH roles load
# lobby.tscn as their actual current_scene via change_scene_to_file —
# matching how main_menu.gd's Host/Join flow (task 1.7) really gets a
# player there — rather than instantiating it as a child of this driver.
# That distinction matters: change_scene_to_file() operates on
# get_tree().current_scene, and calling it from a node that ISN'T an
# ancestor-chain match for current_scene (as an earlier draft of this test
# did, by add_child()-ing lobby.tscn under this driver) hung completely
# on disconnect — see multiplayer-next.md §9 gotcha 27.
#
# The host role loading lobby.tscn is deliberate, not an oversight: a
# *dedicated* server (server_boot.tscn) never loads it, but a self-hosting
# player clicking main_menu.gd's Host button does — NetworkManager.host()
# then _leave_to_lobby(), landing them on lobby.gd's is_server branch (a
# read-only view of the roster, no team/ready controls). An earlier
# version of this test skipped that branch entirely on the mistaken
# assumption that "host" here meant "dedicated server"; adversarial review
# caught that it left a real, production-reachable code path untested.
#
# Not part of tests/test_runner.tscn — needs real ENet peers. Run:
#
# godot --headless --path Game res://tests/lobby_smoke.tscn -- --role=host
# godot --headless --path Game res://tests/lobby_smoke.tscn -- --role=client
const PORT := 7806
var _role := ""
func _ready() -> void:
for arg in OS.get_cmdline_user_args():
if arg.begins_with("--role="):
_role = arg.substr("--role=".length())
match _role:
"host":
var err := NetworkManager.host(PORT)
if err != OK:
print("SMOKE FAIL: host() failed: %s" % error_string(err))
get_tree().quit(1)
return
print("SMOKE: hosting on port %d" % PORT)
get_tree().change_scene_to_file.call_deferred("res://scenes/lobby.tscn")
var host_hooks := preload("res://tests/lobby_test_hooks.gd").new()
get_tree().root.add_child.call_deferred(host_hooks)
host_hooks.run_host_test.call_deferred()
"client":
MatchNet.local_player_name = "Carol"
var err := NetworkManager.join("127.0.0.1", PORT)
if err != OK:
print("SMOKE FAIL: join() failed: %s" % error_string(err))
get_tree().quit(1)
return
# Real usage (task 1.7): main_menu.gd will call this same
# change_scene_to_file after NetworkManager.join() succeeds — but
# not from this test's own _ready(), which the tree is still in
# the middle of processing (Godot rejects a synchronous
# change_scene_to_file mid node-add with "Parent node is busy").
# call_deferred sidesteps that; main_menu.gd's real button-press
# handler won't have this problem since it isn't called from
# inside _ready().
get_tree().change_scene_to_file.call_deferred("res://scenes/lobby.tscn")
var hooks := preload("res://tests/lobby_test_hooks.gd").new()
get_tree().root.add_child.call_deferred(hooks) # sibling of current_scene, not a child of it -- survives the swap above
hooks.run_client_test.call_deferred()
_:
print("SMOKE FAIL: missing or unrecognised --role=")
get_tree().quit(1)
return
func _process(_delta: float) -> void:
NetworkManager.poll()
func _physics_process(_delta: float) -> void:
NetworkManager.poll()