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Merge pull request #97607 from pafuent/firsts_multiplayer_unit_tests
Add unit tests for `SceneMultiplayer`
This commit is contained in:
commit
49700c335e
@ -13,3 +13,10 @@ if env.editor_build:
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env_mp.add_source_files(module_obj, "editor/*.cpp")
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env.modules_sources += module_obj
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if env["tests"]:
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env_mp.Append(CPPDEFINES=["TESTS_ENABLED"])
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env_mp.add_source_files(env.modules_sources, "./tests/*.cpp")
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if env["disable_exceptions"]:
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env_mp.Append(CPPDEFINES=["DOCTEST_CONFIG_NO_EXCEPTIONS_BUT_WITH_ALL_ASSERTS"])
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@ -65,7 +65,7 @@
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[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threat such as remote code execution.
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</member>
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<member name="auth_callback" type="Callable" setter="set_auth_callback" getter="get_auth_callback" default="Callable()">
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The callback to execute when when receiving authentication data sent via [method send_auth]. If the [Callable] is empty (default), peers will be automatically accepted as soon as they connect.
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The callback to execute when receiving authentication data sent via [method send_auth]. If the [Callable] is empty (default), peers will be automatically accepted as soon as they connect.
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</member>
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<member name="auth_timeout" type="float" setter="set_auth_timeout" getter="get_auth_timeout" default="3.0">
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If set to a value greater than [code]0.0[/code], the maximum duration in seconds peers can stay in the authenticating state, after which the authentication will automatically fail. See the [signal peer_authenticating] and [signal peer_authentication_failed] signals.
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284
modules/multiplayer/tests/test_scene_multiplayer.h
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284
modules/multiplayer/tests/test_scene_multiplayer.h
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@ -0,0 +1,284 @@
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/**************************************************************************/
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/* test_scene_multiplayer.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_SCENE_MULTIPLAYER_H
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#define TEST_SCENE_MULTIPLAYER_H
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#include "tests/test_macros.h"
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#include "tests/test_utils.h"
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#include "../scene_multiplayer.h"
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namespace TestSceneMultiplayer {
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static inline Array build_array() {
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return Array();
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}
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template <typename... Targs>
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static inline Array build_array(Variant item, Targs... Fargs) {
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Array a = build_array(Fargs...);
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a.push_front(item);
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return a;
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer] Defaults") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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REQUIRE(scene_multiplayer->has_multiplayer_peer());
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
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CHECK_EQ(scene_multiplayer->poll(), Error::OK);
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CHECK_EQ(scene_multiplayer->get_unique_id(), MultiplayerPeer::TARGET_PEER_SERVER);
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CHECK_EQ(scene_multiplayer->get_peer_ids(), Vector<int>());
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CHECK_EQ(scene_multiplayer->get_remote_sender_id(), 0);
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CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
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CHECK(scene_multiplayer->get_connected_peers().is_empty());
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CHECK_FALSE(scene_multiplayer->is_refusing_new_connections());
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CHECK_FALSE(scene_multiplayer->is_object_decoding_allowed());
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CHECK(scene_multiplayer->is_server_relay_enabled());
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CHECK_EQ(scene_multiplayer->get_max_sync_packet_size(), 1350);
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CHECK_EQ(scene_multiplayer->get_max_delta_packet_size(), 65535);
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CHECK(scene_multiplayer->is_server());
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] SceneTree has a OfflineMultiplayerPeer by default") {
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Ref<SceneMultiplayer> scene_multiplayer = SceneTree::get_singleton()->get_multiplayer();
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REQUIRE(scene_multiplayer->has_multiplayer_peer());
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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REQUIRE_MESSAGE(Object::cast_to<OfflineMultiplayerPeer>(multiplayer_peer.ptr()) != nullptr, "By default it must be an OfflineMultiplayerPeer instance.");
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Object configuration add/remove") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SUBCASE("Returns invalid parameter") {
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, "ImInvalid"), Error::ERR_INVALID_PARAMETER);
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NodePath foo_path("/Foo");
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NodePath bar_path("/Bar");
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, bar_path), Error::ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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SUBCASE("Sets root path") {
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NodePath foo_path("/Foo");
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
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CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
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}
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SUBCASE("Unsets root path") {
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NodePath foo_path("/Foo");
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CHECK_EQ(scene_multiplayer->object_configuration_add(nullptr, foo_path), Error::OK);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(nullptr, foo_path), Error::OK);
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CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
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}
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SUBCASE("Add/Remove a MultiplayerSpawner") {
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Node2D *node = memnew(Node2D);
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MultiplayerSpawner *spawner = memnew(MultiplayerSpawner);
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CHECK_EQ(scene_multiplayer->object_configuration_add(node, spawner), Error::OK);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(node, spawner), Error::OK);
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memdelete(spawner);
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memdelete(node);
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}
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SUBCASE("Add/Remove a MultiplayerSynchronizer") {
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Node2D *node = memnew(Node2D);
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MultiplayerSynchronizer *synchronizer = memnew(MultiplayerSynchronizer);
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CHECK_EQ(scene_multiplayer->object_configuration_add(node, synchronizer), Error::OK);
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CHECK_EQ(scene_multiplayer->object_configuration_remove(node, synchronizer), Error::OK);
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memdelete(synchronizer);
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memdelete(node);
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}
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer] Root Path") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SUBCASE("Is set") {
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NodePath foo_path("/Foo");
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scene_multiplayer->set_root_path(foo_path);
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CHECK_EQ(scene_multiplayer->get_root_path(), foo_path);
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}
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SUBCASE("Fails when path is empty") {
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ERR_PRINT_OFF;
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scene_multiplayer->set_root_path(NodePath());
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when path is relative") {
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NodePath foo_path("Foo");
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ERR_PRINT_OFF;
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scene_multiplayer->set_root_path(foo_path);
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ERR_PRINT_ON;
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CHECK_EQ(scene_multiplayer->get_root_path(), NodePath());
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}
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}
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// This one could be a dummy callback because the current set of test is not actually testing the full auth flow.
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static Variant auth_callback(Variant sv, Variant pvav) {
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return Variant();
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Send Authentication") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
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scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
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SUBCASE("Is properly sent") {
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SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authenticating");
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// Adding a peer to MultiplayerPeer.
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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SIGNAL_CHECK("peer_authenticating", build_array(build_array(peer_id)));
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
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Vector<int> expected_peer_ids = { peer_id };
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CHECK_EQ(scene_multiplayer->get_authenticating_peer_ids(), expected_peer_ids);
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SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authenticating");
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}
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SUBCASE("peer_authentication_failed is emitted when a peer is deleted before authentication is completed") {
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SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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// Adding a peer to MultiplayerPeer.
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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multiplayer_peer->emit_signal(SNAME("peer_disconnected"), peer_id);
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SIGNAL_CHECK("peer_authentication_failed", build_array(build_array(peer_id)));
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SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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}
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SUBCASE("peer_authentication_failed is emitted when authentication timeout") {
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SIGNAL_WATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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scene_multiplayer->set_auth_timeout(0.01);
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CHECK_EQ(scene_multiplayer->get_auth_timeout(), 0.01);
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// Adding two peesr to MultiplayerPeer.
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int first_peer_id = 42;
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int second_peer_id = 84;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), first_peer_id);
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multiplayer_peer->emit_signal(SNAME("peer_connected"), second_peer_id);
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// Let timeout happens.
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OS::get_singleton()->delay_usec(500000);
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CHECK_EQ(scene_multiplayer->poll(), Error::OK);
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SIGNAL_CHECK("peer_authentication_failed", build_array(build_array(first_peer_id), build_array(second_peer_id)));
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SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
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}
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SUBCASE("Fails when there is no MultiplayerPeer configured") {
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scene_multiplayer->set_multiplayer_peer(nullptr);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->send_auth(42, Vector<uint8_t>()), Error::ERR_UNCONFIGURED);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when the peer to send the auth is not pending") {
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->send_auth(42, String("It's me").to_ascii_buffer()), Error::ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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}
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TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Complete Authentication") {
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Ref<SceneMultiplayer> scene_multiplayer;
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scene_multiplayer.instantiate();
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SceneTree::get_singleton()->set_multiplayer(scene_multiplayer);
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scene_multiplayer->set_auth_callback(callable_mp_static(auth_callback));
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SUBCASE("Is properly completed") {
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
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CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
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}
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SUBCASE("Fails when there is no MultiplayerPeer configured") {
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scene_multiplayer->set_multiplayer_peer(nullptr);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_UNCONFIGURED);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when the peer to complete the auth is not pending") {
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->complete_auth(42), Error::ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails to send auth or completed for a second time") {
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Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
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int peer_id = 42;
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multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
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CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::OK);
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ERR_PRINT_OFF;
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CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::ERR_FILE_CANT_WRITE);
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CHECK_EQ(scene_multiplayer->complete_auth(peer_id), Error::ERR_FILE_CANT_WRITE);
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ERR_PRINT_ON;
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}
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}
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} // namespace TestSceneMultiplayer
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#endif // TEST_SCENE_MULTIPLAYER_H
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