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- /**************************************************************************/
- /* test_scene_multiplayer.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef TEST_SCENE_MULTIPLAYER_H
- #define TEST_SCENE_MULTIPLAYER_H
- #include "tests/test_macros.h"
- #include "tests/test_utils.h"
- #include "../scene_multiplayer.h"
- namespace TestSceneMultiplayer {
- static inline Array build_array() {
- return Array();
- }
- template <typename... Targs>
- static inline Array build_array(Variant item, Targs... Fargs) {
- Array a = build_array(Fargs...);
- a.push_front(item);
- return a;
- }
- TEST_CASE("[Multiplayer][SceneMultiplayer] Defaults") {
- Ref<SceneMultiplayer> scene_multiplayer;
- scene_multiplayer.instantiate();
- REQUIRE(scene_multiplayer->has_multiplayer_peer());
- Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
- REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
- CHECK_EQ(scene_multiplayer->poll(), Error::OK);
- CHECK_EQ(scene_multiplayer->get_unique_id(), MultiplayerPeer::TARGET_PEER_SERVER);
- CHECK_EQ(scene_multiplayer->get_peer_ids(), Vector<int>());
- CHECK_EQ(scene_multiplayer->get_remote_sender_id(), 0);
- CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
- CHECK(scene_multiplayer->get_connected_peers().is_empty());
- CHECK_FALSE(scene_multiplayer->is_refusing_new_connections());
- CHECK_FALSE(scene_multiplayer->is_object_decoding_allowed());
- CHECK(scene_multiplayer->is_server_relay_enabled());
- CHECK_EQ(scene_multiplayer->get_max_sync_packet_size(), 1350);
- CHECK_EQ(scene_multiplayer->get_max_delta_packet_size(), 65535);
- CHECK(scene_multiplayer->is_server());
- }
- TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] SceneTree has a OfflineMultiplayerPeer by default") {
- Ref<SceneMultiplayer> scene_multiplayer = SceneTree::get_singleton()->get_multiplayer();
- REQUIRE(scene_multiplayer->has_multiplayer_peer());
- Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
- REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
- }
- TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Object configuration add/remove") {
- Ref<SceneMultiplayer> scene_multiplayer;
- scene_multiplayer.instantiate();
- SUBCASE("Returns invalid parameter") {
- CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
- CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
- NodePath foo_path("/Foo");
- NodePath bar_path("/Bar");
- CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
- ERR_PRINT_OFF;
- CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, bar_path), Error::ERR_INVALID_PARAMETER);
- ERR_PRINT_ON;
- }
- SUBCASE("Sets root path") {
- NodePath foo_path("/Foo");
- CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
- CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
- }
- SUBCASE("Unsets root path") {
- NodePath foo_path("/Foo");
- CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
- CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, foo_path), Error::OK);
- CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
- }
- SUBCASE("Add/Remove a MultiplayerSpawner") {
- Node2D *node = memnew(Node2D);
- MultiplayerSpawner *spawner = memnew(MultiplayerSpawner);
- CHECK_EQ(scene_multiplayer->object_configuration_add(node, spawner), Error::OK);
- CHECK_EQ(scene_multiplayer->object_configuration_remove(node, spawner), Error::OK);
- memdelete(spawner);
- memdelete(node);
- }
- SUBCASE("Add/Remove a MultiplayerSynchronizer") {
- Node2D *node = memnew(Node2D);
- MultiplayerSynchronizer *synchronizer = memnew(MultiplayerSynchronizer);
- CHECK_EQ(scene_multiplayer->object_configuration_add(node, synchronizer), Error::OK);
- CHECK_EQ(scene_multiplayer->object_configuration_remove(node, synchronizer), Error::OK);
- memdelete(synchronizer);
- memdelete(node);
- }
- }
- TEST_CASE("[Multiplayer][SceneMultiplayer] Root Path") {
- Ref<SceneMultiplayer> scene_multiplayer;
- scene_multiplayer.instantiate();
- SUBCASE("Is set") {
- NodePath foo_path("/Foo");
- scene_multiplayer->set_root_path(foo_path);
- CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
- }
- SUBCASE("Fails when path is empty") {
- ERR_PRINT_OFF;
- scene_multiplayer->set_root_path(NodePath());
- ERR_PRINT_ON;
- }
- SUBCASE("Fails when path is relative") {
- NodePath foo_path("Foo");
- ERR_PRINT_OFF;
- scene_multiplayer->set_root_path(foo_path);
- ERR_PRINT_ON;
- CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
- }
- }
- // This one could be a dummy callback because the current set of test is not actually testing the full auth flow.
- static Variant auth_callback(Variant sv, Variant pvav) {
- return Variant();
- }
- TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Send Authentication") {
- Ref<SceneMultiplayer> scene_multiplayer;
- scene_multiplayer.instantiate();
- SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
- scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
- SUBCASE("Is properly sent") {
- SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authenticating");
- // Adding a peer to MultiplayerPeer.
- Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
- int peer_id = 42;
- multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
- SIGNAL_CHECK("peer_authenticating", build_array(build_array(peer_id)));
- CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
- Vector<int> expected_peer_ids = { peer_id };
- CHECK_EQ(scene_multiplayer->get_authenticating_peer_ids(), expected_peer_ids);
- SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authenticating");
- }
- SUBCASE("peer_authentication_failed is emitted when a peer is deleted before authentication is completed") {
- SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
- // Adding a peer to MultiplayerPeer.
- Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
- int peer_id = 42;
- multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
- multiplayer_peer->emit_signal(SNAME("peer_disconnected"), peer_id);
- SIGNAL_CHECK("peer_authentication_failed", build_array(build_array(peer_id)));
- SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
- }
- SUBCASE("peer_authentication_failed is emitted when authentication timeout") {
- SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
- scene_multiplayer->set_auth_timeout(0.01);
- CHECK_EQ(scene_multiplayer->get_auth_timeout(), 0.01);
- // Adding two peesr to MultiplayerPeer.
- Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
- int first_peer_id = 42;
- int second_peer_id = 84;
- multiplayer_peer->emit_signal(SNAME("peer_connected"), first_peer_id);
- multiplayer_peer->emit_signal(SNAME("peer_connected"), second_peer_id);
- // Let timeout happens.
- OS::get_singleton()->delay_usec(500000);
- CHECK_EQ(scene_multiplayer->poll(), Error::OK);
- SIGNAL_CHECK("peer_authentication_failed", build_array(build_array(first_peer_id), build_array(second_peer_id)));
- SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
- }
- SUBCASE("Fails when there is no MultiplayerPeer configured") {
- scene_multiplayer->set_multiplayer_peer(nullptr);
- ERR_PRINT_OFF;
- CHECK_EQ(scene_multiplayer->send_auth(42, Vector<uint8_t>()), Error::ERR_UNCONFIGURED);
- ERR_PRINT_ON;
- }
- SUBCASE("Fails when the peer to send the auth is not pending") {
- ERR_PRINT_OFF;
- CHECK_EQ(scene_multiplayer->send_auth(42, String("It's me").to_ascii_buffer()), Error::ERR_INVALID_PARAMETER);
- ERR_PRINT_ON;
- }
- }
- TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Complete Authentication") {
- Ref<SceneMultiplayer> scene_multiplayer;
- scene_multiplayer.instantiate();
- SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
- scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
- SUBCASE("Is properly completed") {
- Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
- int peer_id = 42;
- multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
- CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
- CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
- }
- SUBCASE("Fails when there is no MultiplayerPeer configured") {
- scene_multiplayer->set_multiplayer_peer(nullptr);
- ERR_PRINT_OFF;
- CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_UNCONFIGURED);
- ERR_PRINT_ON;
- }
- SUBCASE("Fails when the peer to complete the auth is not pending") {
- ERR_PRINT_OFF;
- CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_INVALID_PARAMETER);
- ERR_PRINT_ON;
- }
- SUBCASE("Fails to send auth or completed for a second time") {
- Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
- int peer_id = 42;
- multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
- CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
- CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
- ERR_PRINT_OFF;
- CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::ERR_FILE_CANT_WRITE);
- CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::ERR_FILE_CANT_WRITE);
- ERR_PRINT_ON;
- }
- }
- } // namespace TestSceneMultiplayer
- #endif // TEST_SCENE_MULTIPLAYER_H
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