virtualx-engine/modules/multiplayer/tests/test_scene_multiplayer.h
Pablo Andres Fuente e376c4f30c Add unit tests for SceneMultiplayer
This PR aims to help "fix" #43440

Also fixing a small typo on `SceneMultiplayer` docs.
2024-09-29 21:44:52 -03:00

284 lines
12 KiB
C++

/**************************************************************************/
/* 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 */
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/* the following conditions: */
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/**************************************************************************/
#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