J3a: the journey on a server. A server per land (Lands: the hub starts land servers on demand over a private link), the cliff tunnel online, crossings with one-time passes, shared characters that remember their land, one clock from the hub; test_net_lands

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Paul Bailey
2026-11-06 23:14:11 +00:00
parent 6544862885
commit 85bbed249b
17 changed files with 1050 additions and 28 deletions

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tests/test_net_lands.gd Normal file
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extends SceneTree
## J3a (docs/WORLDLETS_DESIGN.md: a server per land): the journey on a server.
##
## A real headless server (the hub, the Valley, with --debug-cheats), Alice
## (this test) and Bob (tests/net_world_bot.gd), who stays in the Valley.
## Alice digs the cliff tunnel's seam and first stretch online (the server
## decides, and her game sees the rock change), props it, goes down, lights
## it. With the tunnel dug through, she walks out of the sea cave's mouth:
## the hub starts the Cove's server, she's sent on there with a pass, and
## arrives on the Cove's shore with her bag, on the same day and hour, while
## Bob carries on in the Valley. Back up the sea cave to the hub; then out
## to the Cove again, leave the game, and join the hub again: she's sent
## straight on to the Cove, where she left off.
## Run: godot --headless --path . --script res://tests/test_net_lands.gd
const PORT := 24371
const DIR := "user://test_net"
const SRV := DIR + "/server_lands"
const BOBS := DIR + "/bob_lands"
const SEED := 1337
var _fails := 0
var _finished := false
var _pids: Array[int] = []
var Net: Node
var WN: Node
var PN: Node
var A: Node
var L: Node
var world: Node3D
var player: CharacterBody3D
var _bob_dir := ""
var _cmd := 0
var _toasts: Array[String] = []
var _arrived := ""
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
Engine.max_fps = 60
Net = root.get_node("Net")
WN = root.get_node("WorldNet")
PN = root.get_node("PlayerNet")
A = root.get_node("Actions")
L = root.get_node("Lands")
A.notify.connect(func(t): _toasts.append(t))
Net.arrived.connect(func(l): _arrived = l)
for d in [SRV, BOBS]:
_rm_tree(d)
_spawn(["--server", "--port", str(PORT), "--config", SRV + "/server.json",
"--server-name", "Lands Test", "--seed", str(SEED), "--debug-cheats", "--no-creatures"])
await _sleep(4.0)
await _body()
if world != null and is_instance_valid(world):
world.queue_free()
await process_frame
Net.leave()
await _sleep(0.5)
for pid in _pids:
if OS.is_process_running(pid):
OS.kill(pid)
check(_finished, "test ran to the end (no script errors)")
await _sleep(1.0)
if _fails == 0 or OS.get_environment("KEEP_SRV").is_empty():
_rm_tree(SRV)
_rm_tree(BOBS)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
func _body() -> void:
var me = load("res://scripts/net/identity.gd").open(DIR + "/a_lands")
me.name = "Alice"
Net.identity = me
var r := await _join()
check(r == "", "Alice joins the hub (%s)" % r)
if r != "":
return
await _load_world()
check(world.worldlet_id() == "valley" and world.tunnel != null, "the Valley, with its cliff tunnel, online")
var b0 := await _new_bob()
check(bool(b0.get("ok", false)), "Bob joins too (%s)" % b0.get("why", "ok"))
PN.ask("debug_give", ["antler_pickaxe", 1])
PN.ask("debug_give", ["wood", 10])
PN.ask("debug_give", ["torch_stand", 2])
await _sleep(0.6)
_hold("antler_pickaxe")
await _sleep(0.3)
print("digging the seam, online")
var t: Node3D = world.tunnel
await _tp(t.seam_out + Vector3(0, 0.2, 0))
var seam: Node3D = t._face
check(seam != null and seam.stage == 0, "the seam, as the server sees it")
await _dig_face(30)
check(t.opened, "dug open: the server says so, and Alice's game has the opening")
t.go_in(player) # (asks the server, which moves her)
await _until(func(): return world.underground_at(player.global_position), 3.0)
check(world.underground_at(player.global_position), "down into the tunnel (the server takes her)")
await _dig_face(40)
check(t.dug == 1, "dug the first stretch (%d)" % t.dug)
t.set_prop(player, 1)
await _until(func(): return bool(t.props[1]), 3.0)
check(t.props[1], "propped it, online")
PN.ask("debug_tunnel", [t.STRETCHES])
await _until(func(): return t.dug == t.STRETCHES, 3.0)
check(t.dug == t.STRETCHES and t.props.count(true) >= t.STRETCHES - 1, "(the rest dug by the test's cheat: down to the sea cave)")
var slot := _slot("torch_stand")
var floor_at: Vector3 = t._mouth(2) + Vector3(0.9, 0, 0.5) # (on the landing, beside the way down)
await _tp(floor_at + Vector3(1.0, 0.1, 0))
A.place(player, slot, Transform3D(Basis(), floor_at), world)
await _until(func(): return world.all_pieces().any(func(p): return p.item_id == "torch_stand"), 3.0)
check(world.all_pieces().any(func(p): return p.item_id == "torch_stand" and world.underground_at(p.global_position)),
"a torch stand set down there, for everyone")
print("out to the Cove")
var day0: int = world.day_night.day
var stone0: int = player.inventory.count("stone")
await _tp(t.cave_mouth + Vector3(0.8, 0.2, 0))
_arrived = ""
world.travel("cove", "sea_cave") # (what walking into the mouth does)
await _until(func(): return not _arrived.is_empty(), 45.0)
check(_arrived == "cove", "the hub starts the Cove's server and sends her on (%s)" % (_arrived if not _arrived.is_empty() else "never arrived: %s" % [_toasts.slice(-3)]))
if _arrived != "cove":
return
check(FileAccess.file_exists(SRV + "/land-cove.log"), "(the Cove's server logs beside server.json)")
await _load_world()
check(world.worldlet_id() == "cove", "Alice is in the Cove")
check(world.sea_cave != null and player.global_position.distance_to(world.sea_cave.front) < 2.0,
"on its shore, by the sea cave (%.1f m off)" % player.global_position.distance_to(world.sea_cave.front))
check(player.inventory.count("antler_pickaxe") == 1 and player.inventory.count("stone") == stone0, "with her bag as it was")
check(world.day_night.day == day0, "the same day: one clock for every land")
check(world.sea_cave.open(), "the sea cave leads back up (the hub says the tunnel's through)")
var bob := await _bob({"do": "report"})
check(not bob.has("error") and not bob.is_empty(), "Bob carries on in the Valley, on the hub (%s)" % bob.get("error", "ok"))
print("back up to the Valley")
_arrived = ""
await _tp(world.sea_cave.front)
world.sea_cave.interact(player)
await _until(func(): return not _arrived.is_empty(), 30.0)
check(_arrived == "valley", "into the sea cave: back to the hub (%s)" % _arrived)
if _arrived != "valley":
return
await _load_world()
check(world.worldlet_id() == "valley" and world.underground_at(player.global_position)
and player.global_position.distance_to(world.tunnel.bottom) < 2.5, "arriving at the bottom of the tunnel")
print("leave from the Cove, and come back")
await _tp(world.tunnel.cave_mouth + Vector3(0.8, 0.2, 0))
_arrived = ""
world.travel("cove", "sea_cave")
await _until(func(): return not _arrived.is_empty(), 30.0)
await _load_world()
var spot: Vector3 = world.sea_cave.front + Vector3(4.0, 0.0, 2.0)
spot.y = world.terrain.sample_height(spot.x, spot.z) + 0.1
await _tp(spot)
world.queue_free()
await process_frame
world = null
Net.leave()
await _sleep(1.5)
_arrived = ""
r = await _join()
await _until(func(): return not _arrived.is_empty(), 30.0)
check(_arrived == "cove", "joining the hub again sends her straight on to the Cove (%s)" % _arrived)
if _arrived == "cove":
await _load_world()
check(world.worldlet_id() == "cove" and player.global_position.distance_to(spot) < 1.5,
"where she left off (%.1f m off)" % player.global_position.distance_to(spot))
_finished = true
# --- helpers -------------------------------------------------------------------------
## (Re)loads the world for whichever server we're on now.
func _load_world() -> void:
if world != null and is_instance_valid(world):
world.queue_free()
for _i in range(3):
await process_frame
var r0: int = WN.received
world = load("res://scenes/world.tscn").instantiate()
root.add_child(world)
for _i in range(8):
await physics_frame
player = world.player
player.set_physics_process(false)
await _until(func(): return WN.received > r0, 10.0)
await _sleep(0.3)
func _tp(at: Vector3) -> void:
PN.ask("debug_tp", [at])
await _until(func(): return player.global_position.distance_to(at) < 0.5, 3.0)
await _sleep(0.2)
## Swings at the tunnel's face (whichever it is now) until it gives.
func _dig_face(limit: int) -> void:
var t: Node3D = world.tunnel
var stage0: int = t.dug if t.opened else -1
for _i in range(limit):
var f: Node3D = t._face
if f == null or not is_instance_valid(f) or (t.dug if t.opened else -1) != stage0:
break
PN.ask("debug_stats", [{"stamina": 100.0}])
A.harvest_hit(player, f, f.global_position)
await _sleep(0.12)
await _until(func(): return (t.dug if t.opened else -1) != stage0, 3.0)
await _sleep(0.3)
func _slot(id: String) -> int:
for i in range(player.inventory.size()):
var s = player.inventory.get_slot(i)
if s != null and s.id == id:
return i
return -1
func _hold(id: String) -> void:
var i := _slot(id)
if i >= 0:
player.select(i)
PN.ask("select", [i])
func _join() -> String:
var state := {"done": false, "reason": ""}
var ok := func(): state.done = true
var bad := func(why): state.done = true; state.reason = why
Net.joined.connect(ok)
Net.join_failed.connect(bad)
Net.join("127.0.0.1:%d" % PORT)
var t := 0.0
while not state.done and t < 25.0:
await _sleep(0.05)
t += 0.05
Net.joined.disconnect(ok)
Net.join_failed.disconnect(bad)
return state.reason if state.done else "test timed out"
func _new_bob() -> Dictionary:
_bob_dir = "%s/b1" % BOBS
DirAccess.make_dir_recursive_absolute(_bob_dir)
_cmd = 0
_spawn(["--identity", DIR + "/bob_lands_id", "--name", "Bob", "--address", "127.0.0.1:%d" % PORT, "--dir", _bob_dir],
"res://tests/net_world_bot.gd")
return await _bob_result(0, 30.0)
func _bob(cmd: Dictionary) -> Dictionary:
_cmd += 1
var f := FileAccess.open("%s/cmd_%d.json" % [_bob_dir, _cmd], FileAccess.WRITE)
f.store_string(JSON.stringify(cmd))
f.close()
return await _bob_result(_cmd, 20.0)
func _bob_result(n: int, limit: float) -> Dictionary:
var path := "%s/res_%d.json" % [_bob_dir, n]
var t := 0.0
while not FileAccess.file_exists(path) and t < limit:
await _sleep(0.05)
t += 0.05
await _sleep(0.05)
var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(path)) if FileAccess.file_exists(path) else null
return d if d is Dictionary else {"error": "Bob gave no answer to command %d" % n}
func _spawn(user_args: Array, script: String = "") -> int:
var args := PackedStringArray(["--headless", "--path", ProjectSettings.globalize_path("res://")])
if not script.is_empty():
args.append_array(["--script", script])
args.append("--")
for x in user_args:
args.append(str(x))
args.append_array(["--exit-with", str(OS.get_process_id())])
var pid := OS.create_process(OS.get_executable_path(), args)
_pids.append(pid)
return pid
func _until(cond: Callable, limit: float) -> bool:
var t := 0.0
while not cond.call() and t < limit:
await _sleep(0.05)
t += 0.05
return cond.call()
func _sleep(s: float) -> void:
await create_timer(s).timeout
static func _rm_tree(d: String) -> void:
var da := DirAccess.open(d)
if da == null:
return
for sub in da.get_directories():
_rm_tree(d.path_join(sub))
for f in da.get_files():
da.remove(f)
DirAccess.remove_absolute(d)