mirror of
https://github.com/godotengine/godot.git
synced 2025-04-07 00:44:24 +08:00
Merge pull request #99101 from pafuent/adding_multiplayer_spawner_unit_tests
Add `MultiplayerSpawner` unit tests
This commit is contained in:
commit
cb4501315a
445
modules/multiplayer/tests/test_multiplayer_spawner.h
Normal file
445
modules/multiplayer/tests/test_multiplayer_spawner.h
Normal file
@ -0,0 +1,445 @@
|
||||
/**************************************************************************/
|
||||
/* test_multiplayer_spawner.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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "tests/test_macros.h"
|
||||
#include "tests/test_utils.h"
|
||||
|
||||
#include "../multiplayer_spawner.h"
|
||||
|
||||
namespace TestMultiplayerSpawner {
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
class Wasp : public Node {
|
||||
GDCLASS(Wasp, Node);
|
||||
|
||||
int _size = 0;
|
||||
|
||||
public:
|
||||
int get_size() const {
|
||||
return _size;
|
||||
}
|
||||
void set_size(int p_size) {
|
||||
_size = p_size;
|
||||
}
|
||||
|
||||
Wasp() {
|
||||
set_name("Wasp");
|
||||
set_scene_file_path("wasp.tscn");
|
||||
}
|
||||
};
|
||||
|
||||
class SpawnWasps : public Object {
|
||||
GDCLASS(SpawnWasps, Object);
|
||||
|
||||
protected:
|
||||
static void _bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("wasp", "size"), &SpawnWasps::create_wasps);
|
||||
{
|
||||
MethodInfo mi;
|
||||
mi.name = "wasp_error";
|
||||
mi.arguments.push_back(PropertyInfo(Variant::INT, "size"));
|
||||
|
||||
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "wasp_error", &SpawnWasps::create_wasps_error, mi, varray(), false);
|
||||
}
|
||||
ClassDB::bind_method(D_METHOD("echo", "size"), &SpawnWasps::echo_size);
|
||||
}
|
||||
|
||||
public:
|
||||
Wasp *create_wasps(int p_size) {
|
||||
Wasp *wasp = memnew(Wasp);
|
||||
wasp->set_size(p_size);
|
||||
return wasp;
|
||||
}
|
||||
|
||||
Wasp *create_wasps_error(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
|
||||
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
int echo_size(int p_size) {
|
||||
return p_size;
|
||||
}
|
||||
};
|
||||
|
||||
TEST_CASE("[Multiplayer][MultiplayerSpawner] Defaults") {
|
||||
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_configuration_warnings().size(), 1);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_path(), NodePath());
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_limit(), 0);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_function(), Callable());
|
||||
|
||||
memdelete(multiplayer_spawner);
|
||||
}
|
||||
|
||||
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn Path warning") {
|
||||
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
|
||||
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
|
||||
|
||||
// If there is no spawn path, there should be a warning.
|
||||
PackedStringArray warning_messages = multiplayer_spawner->get_configuration_warnings();
|
||||
REQUIRE_EQ(warning_messages.size(), 1);
|
||||
CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");
|
||||
|
||||
// If there is a spawn path, but it doesn't exist a node on it, there should be a warning.
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
|
||||
warning_messages = multiplayer_spawner->get_configuration_warnings();
|
||||
REQUIRE_EQ(warning_messages.size(), 1);
|
||||
CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");
|
||||
|
||||
// If there is a spawn path and a node on it, shouldn't be a warning.
|
||||
Node *foo = memnew(Node);
|
||||
foo->set_name("Foo");
|
||||
SceneTree::get_singleton()->get_root()->add_child(foo);
|
||||
warning_messages = multiplayer_spawner->get_configuration_warnings();
|
||||
CHECK_EQ(warning_messages.size(), 0);
|
||||
|
||||
memdelete(foo);
|
||||
memdelete(multiplayer_spawner);
|
||||
}
|
||||
|
||||
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn node") {
|
||||
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
|
||||
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
|
||||
|
||||
Node *foo = memnew(Node);
|
||||
foo->set_name("Foo");
|
||||
SceneTree::get_singleton()->get_root()->add_child(foo);
|
||||
|
||||
SUBCASE("nullptr if spawn path doesn't exists") {
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/NotExists"));
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
|
||||
}
|
||||
|
||||
SUBCASE("Get it after setting spawn path with no signal connections") {
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
|
||||
CHECK_FALSE(foo->has_connections("child_entered_tree"));
|
||||
}
|
||||
|
||||
SUBCASE("Get it after setting spawn path with signal connections") {
|
||||
multiplayer_spawner->add_spawnable_scene("scene.tscn");
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
|
||||
CHECK(foo->has_connections("child_entered_tree"));
|
||||
}
|
||||
|
||||
SUBCASE("Set a new one should disconnect signals from the old one") {
|
||||
multiplayer_spawner->add_spawnable_scene("scene.tscn");
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
|
||||
CHECK(foo->has_connections("child_entered_tree"));
|
||||
|
||||
Node *bar = memnew(Node);
|
||||
bar->set_name("Bar");
|
||||
SceneTree::get_singleton()->get_root()->add_child(bar);
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Bar"));
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), bar);
|
||||
CHECK(bar->has_connections("child_entered_tree"));
|
||||
CHECK_FALSE(foo->has_connections("child_entered_tree"));
|
||||
|
||||
memdelete(bar);
|
||||
}
|
||||
|
||||
memdelete(foo);
|
||||
memdelete(multiplayer_spawner);
|
||||
}
|
||||
|
||||
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawnable scene") {
|
||||
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
|
||||
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
|
||||
|
||||
SUBCASE("Add one") {
|
||||
multiplayer_spawner->add_spawnable_scene("scene.tscn");
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 1);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");
|
||||
}
|
||||
|
||||
SUBCASE("Add one and if there is a valid spawn path add a connection to it") {
|
||||
Node *foo = memnew(Node);
|
||||
foo->set_name("Foo");
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
|
||||
CHECK_FALSE(foo->has_connections("child_entered_tree"));
|
||||
|
||||
// Adding now foo to the tree to avoid set_spawn_path() making the connection.
|
||||
SceneTree::get_singleton()->get_root()->add_child(foo);
|
||||
multiplayer_spawner->notification(Node::NOTIFICATION_POST_ENTER_TREE);
|
||||
CHECK_FALSE(foo->has_connections("child_entered_tree"));
|
||||
multiplayer_spawner->add_spawnable_scene("scene.tscn");
|
||||
CHECK(foo->has_connections("child_entered_tree"));
|
||||
|
||||
memdelete(foo);
|
||||
}
|
||||
|
||||
SUBCASE("Add multiple") {
|
||||
multiplayer_spawner->add_spawnable_scene("scene.tscn");
|
||||
multiplayer_spawner->add_spawnable_scene("other_scene.tscn");
|
||||
multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(1), "other_scene.tscn");
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene(2), "yet_another_scene.tscn");
|
||||
}
|
||||
|
||||
SUBCASE("Clear") {
|
||||
Node *foo = memnew(Node);
|
||||
foo->set_name("Foo");
|
||||
SceneTree::get_singleton()->get_root()->add_child(foo);
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
|
||||
|
||||
multiplayer_spawner->add_spawnable_scene("scene.tscn");
|
||||
multiplayer_spawner->add_spawnable_scene("other_scene.tscn");
|
||||
multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);
|
||||
CHECK(foo->has_connections("child_entered_tree"));
|
||||
|
||||
multiplayer_spawner->clear_spawnable_scenes();
|
||||
|
||||
CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
|
||||
CHECK_FALSE(foo->has_connections("child_entered_tree"));
|
||||
}
|
||||
|
||||
memdelete(multiplayer_spawner);
|
||||
}
|
||||
|
||||
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Instantiate custom") {
|
||||
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
|
||||
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
|
||||
|
||||
Node *nest = memnew(Node);
|
||||
nest->set_name("Nest");
|
||||
SceneTree::get_singleton()->get_root()->add_child(nest);
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));
|
||||
|
||||
SpawnWasps *spawn_wasps = memnew(SpawnWasps);
|
||||
|
||||
SUBCASE("Instantiates a node properly") {
|
||||
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
|
||||
|
||||
multiplayer_spawner->set_spawn_limit(1);
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
|
||||
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));
|
||||
CHECK_NE(wasp, nullptr);
|
||||
CHECK_EQ(wasp->get_name(), "Wasp");
|
||||
CHECK_EQ(wasp->get_size(), 42);
|
||||
|
||||
memdelete(wasp);
|
||||
}
|
||||
|
||||
SUBCASE("Instantiates multiple nodes properly if there is no spawn limit") {
|
||||
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
|
||||
|
||||
for (int i = 0; i < 10; i++) {
|
||||
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(i)));
|
||||
CHECK_NE(wasp, nullptr);
|
||||
CHECK_EQ(wasp->get_name(), "Wasp");
|
||||
CHECK_EQ(wasp->get_size(), i);
|
||||
nest->add_child(wasp, true);
|
||||
}
|
||||
}
|
||||
|
||||
SUBCASE("Fails if spawn limit is reached") {
|
||||
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
|
||||
|
||||
multiplayer_spawner->set_spawn_limit(1);
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
|
||||
|
||||
// This one works.
|
||||
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));
|
||||
CHECK_NE(wasp, nullptr);
|
||||
CHECK_EQ(wasp->get_name(), "Wasp");
|
||||
CHECK_EQ(wasp->get_size(), 42);
|
||||
// Adding to the spawner node to get it tracked.
|
||||
nest->add_child(wasp);
|
||||
|
||||
// This one fails because spawn limit is reached.
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(255)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
|
||||
memdelete(wasp);
|
||||
}
|
||||
|
||||
SUBCASE("Fails if spawn function is not set") {
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
}
|
||||
|
||||
SUBCASE("Fails when spawn function fails") {
|
||||
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
|
||||
|
||||
multiplayer_spawner->set_spawn_limit(1);
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp_error"));
|
||||
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
}
|
||||
|
||||
SUBCASE("Fails when spawn function not returns a node") {
|
||||
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
|
||||
|
||||
multiplayer_spawner->set_spawn_limit(1);
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));
|
||||
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
}
|
||||
|
||||
memdelete(spawn_wasps);
|
||||
memdelete(nest);
|
||||
memdelete(multiplayer_spawner);
|
||||
}
|
||||
|
||||
TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn") {
|
||||
MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
|
||||
|
||||
SUBCASE("Fails because is not inside tree") {
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
}
|
||||
|
||||
SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
|
||||
CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
|
||||
|
||||
Node *nest = memnew(Node);
|
||||
nest->set_name("Nest");
|
||||
SceneTree::get_singleton()->get_root()->add_child(nest);
|
||||
multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));
|
||||
|
||||
SpawnWasps *spawn_wasps = memnew(SpawnWasps);
|
||||
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
|
||||
|
||||
SUBCASE("Spawns a node, track it and add it to spawn node") {
|
||||
multiplayer_spawner->set_spawn_limit(1);
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
|
||||
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));
|
||||
CHECK_NE(wasp, nullptr);
|
||||
CHECK_EQ(wasp->get_name(), "Wasp");
|
||||
CHECK_EQ(wasp->get_size(), 42);
|
||||
CHECK_EQ(wasp->get_parent(), nest);
|
||||
CHECK_EQ(nest->get_child_count(), 1);
|
||||
CHECK_EQ(nest->get_child(0), wasp);
|
||||
}
|
||||
|
||||
SUBCASE("Spawns multiple nodes properly if there is no spawn limit") {
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
|
||||
|
||||
for (int i = 0; i < 10; i++) {
|
||||
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(i)));
|
||||
CHECK_NE(wasp, nullptr);
|
||||
CHECK_EQ(wasp->get_name(), "Wasp" + String((i == 0) ? "" : itos(i + 1)));
|
||||
CHECK_EQ(wasp->get_size(), i);
|
||||
CHECK_EQ(wasp->get_parent(), nest);
|
||||
CHECK_EQ(nest->get_child_count(), i + 1);
|
||||
CHECK_EQ(nest->get_child(i), wasp);
|
||||
}
|
||||
}
|
||||
|
||||
SUBCASE("Fails if spawn limit is reached") {
|
||||
multiplayer_spawner->set_spawn_limit(1);
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
|
||||
|
||||
// This one works.
|
||||
Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));
|
||||
CHECK_NE(wasp, nullptr);
|
||||
CHECK_EQ(wasp->get_name(), "Wasp");
|
||||
CHECK_EQ(wasp->get_size(), 42);
|
||||
CHECK_EQ(wasp->get_parent(), nest);
|
||||
CHECK_EQ(nest->get_child_count(), 1);
|
||||
CHECK_EQ(nest->get_child(0), wasp);
|
||||
|
||||
// This one fails because spawn limit is reached.
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->spawn(Variant(255)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
|
||||
memdelete(wasp);
|
||||
}
|
||||
|
||||
SUBCASE("Fails if spawn function is not set") {
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
}
|
||||
|
||||
SUBCASE("Fails if spawn node cannot be found") {
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
|
||||
multiplayer_spawner->set_spawn_path(NodePath(""));
|
||||
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
}
|
||||
|
||||
SUBCASE("Fails when instantiate_custom not returns a node") {
|
||||
multiplayer_spawner->add_spawnable_scene("wasp.tscn");
|
||||
|
||||
multiplayer_spawner->set_spawn_limit(1);
|
||||
multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));
|
||||
|
||||
ERR_PRINT_OFF;
|
||||
CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
|
||||
ERR_PRINT_ON;
|
||||
}
|
||||
|
||||
memdelete(spawn_wasps);
|
||||
memdelete(nest);
|
||||
memdelete(multiplayer_spawner);
|
||||
}
|
||||
|
||||
} // namespace TestMultiplayerSpawner
|
Loading…
x
Reference in New Issue
Block a user