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https://github.com/jcreek/CosmicClash.git
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4fb7ddfecf
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.
80 lines
3.3 KiB
GDScript
80 lines
3.3 KiB
GDScript
extends Node
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# Manual two-process smoke test for lobby.tscn (task 1.5). BOTH roles load
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# lobby.tscn as their actual current_scene via change_scene_to_file —
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# matching how main_menu.gd's Host/Join flow (task 1.7) really gets a
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# player there — rather than instantiating it as a child of this driver.
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# That distinction matters: change_scene_to_file() operates on
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# get_tree().current_scene, and calling it from a node that ISN'T an
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# ancestor-chain match for current_scene (as an earlier draft of this test
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# did, by add_child()-ing lobby.tscn under this driver) hung completely
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# on disconnect — see multiplayer-next.md §9 gotcha 27.
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#
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# The host role loading lobby.tscn is deliberate, not an oversight: a
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# *dedicated* server (server_boot.tscn) never loads it, but a self-hosting
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# player clicking main_menu.gd's Host button does — NetworkManager.host()
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# then _leave_to_lobby(), landing them on lobby.gd's is_server branch (a
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# read-only view of the roster, no team/ready controls). An earlier
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# version of this test skipped that branch entirely on the mistaken
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# assumption that "host" here meant "dedicated server"; adversarial review
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# caught that it left a real, production-reachable code path untested.
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#
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# Not part of tests/test_runner.tscn — needs real ENet peers. Run:
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#
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# godot --headless --path Game res://tests/lobby_smoke.tscn -- --role=host
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# godot --headless --path Game res://tests/lobby_smoke.tscn -- --role=client
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const PORT := 7806
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var _role := ""
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func _ready() -> void:
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for arg in OS.get_cmdline_user_args():
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if arg.begins_with("--role="):
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_role = arg.substr("--role=".length())
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match _role:
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"host":
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var err := NetworkManager.host(PORT)
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if err != OK:
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print("SMOKE FAIL: host() failed: %s" % error_string(err))
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get_tree().quit(1)
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return
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print("SMOKE: hosting on port %d" % PORT)
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get_tree().change_scene_to_file.call_deferred("res://scenes/lobby.tscn")
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var host_hooks := preload("res://tests/lobby_test_hooks.gd").new()
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get_tree().root.add_child.call_deferred(host_hooks)
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host_hooks.run_host_test.call_deferred()
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"client":
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MatchNet.local_player_name = "Carol"
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var err := NetworkManager.join("127.0.0.1", PORT)
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if err != OK:
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print("SMOKE FAIL: join() failed: %s" % error_string(err))
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get_tree().quit(1)
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return
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# Real usage (task 1.7): main_menu.gd will call this same
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# change_scene_to_file after NetworkManager.join() succeeds — but
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# not from this test's own _ready(), which the tree is still in
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# the middle of processing (Godot rejects a synchronous
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# change_scene_to_file mid node-add with "Parent node is busy").
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# call_deferred sidesteps that; main_menu.gd's real button-press
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# handler won't have this problem since it isn't called from
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# inside _ready().
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get_tree().change_scene_to_file.call_deferred("res://scenes/lobby.tscn")
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var hooks := preload("res://tests/lobby_test_hooks.gd").new()
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get_tree().root.add_child.call_deferred(hooks) # sibling of current_scene, not a child of it -- survives the swap above
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hooks.run_client_test.call_deferred()
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_:
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print("SMOKE FAIL: missing or unrecognised --role=")
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get_tree().quit(1)
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return
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func _process(_delta: float) -> void:
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NetworkManager.poll()
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func _physics_process(_delta: float) -> void:
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NetworkManager.poll()
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