fix: Windows client compile errors — get_world_3d on Node, array type mismatch, null plugin guard, maps format
This commit is contained in:
@@ -0,0 +1,734 @@
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## Netcode Bug Bash — Automated Netcode Test Suite
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##
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## Tests connection lifecycle, prediction & reconciliation, round lifecycle,
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## economy & weapons, and RCON functionality — all without real ENet traffic
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## by calling internal APIs directly.
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##
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## Usage:
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## godot --headless --script tests/netcode/netcode_bugbash.gd
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##
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## Exit code: 0 = all pass, 1 = any failure
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extends Node
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# Preload TeamData for enum access (it's a class_name Resource, not an autoload)
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const TeamData = preload("res://scripts/teams/team_data.gd")
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# ---------------------------------------------------------------------------
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# Test counters
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# ---------------------------------------------------------------------------
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var _passed: int = 0
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var _failed: int = 0
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var _total: int = 0
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# ---------------------------------------------------------------------------
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# Test infrastructure references
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# ---------------------------------------------------------------------------
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var _game_server: Node = null
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var _world_3d: World3D = null
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var _net_mgr: Node = null
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# ---------------------------------------------------------------------------
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# Test helpers
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# ---------------------------------------------------------------------------
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func check_pass(name: String) -> void:
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_passed += 1
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_total += 1
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print(" ✓ PASS: %s" % name)
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func check_fail(name: String, reason: String) -> void:
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_failed += 1
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_total += 1
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print(" ✗ FAIL: %s — %s" % [name, reason])
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func assert_eq(name: String, got, expected, msg: String = "") -> void:
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if got == expected:
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check_pass(name)
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else:
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var extra: String = ": " + msg if msg else ""
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check_fail(name, "expected %s, got %s%s" % [str(expected), str(got), extra])
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func assert_true(name: String, cond: bool, msg: String = "") -> void:
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if cond:
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check_pass(name)
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else:
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var extra: String = ": " + msg if msg else ""
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check_fail(name, "condition was false%s" % [extra])
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func assert_false(name: String, cond: bool, msg: String = "") -> void:
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if not cond:
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check_pass(name)
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else:
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var extra: String = ": " + msg if msg else ""
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check_fail(name, "condition was true%s" % [extra])
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# ---------------------------------------------------------------------------
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# Infrastructure setup
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# ---------------------------------------------------------------------------
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func _setup_infrastructure() -> void:
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# Create NetworkManager manually (autoloads not loaded in --script mode)
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var nm_script = load("res://scripts/network/network_manager.gd")
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_net_mgr = nm_script.new()
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add_child(_net_mgr)
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print(" Created NetworkManager node")
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# Create a 3D physics world so physics-dependent subsystems work
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_world_3d = World3D.new()
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get_window().world_3d = _world_3d
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# Add a static body so raycasts have something to hit
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var sb := StaticBody3D.new()
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var col := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = Vector3(10, 10, 10)
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col.shape = box
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sb.add_child(col)
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add_child(sb)
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sb.global_position = Vector3(0, 0, -20)
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# Create GameServer with all subsystems
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var gs_script = load("res://server/scripts/game_server.gd")
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_game_server = gs_script.new()
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add_child(_game_server)
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# Manually ensure the simulation server is running
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if _game_server.has_method("start_simulation"):
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_game_server.start_simulation()
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print(" Setup complete: GameServer + all subsystems created")
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print("")
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# ---------------------------------------------------------------------------
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# Main entry
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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print("")
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print("=".repeat(64))
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print(" Netcode Bug Bash — Automated Test Suite")
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print("=".repeat(64))
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print("")
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var vi = Engine.get_version_info()
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print(" Engine: Godot %d.%d.%d" % [vi.major, vi.minor, vi.patch])
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print(" Platform: %s" % OS.get_name())
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print(" Headless: %s" % str(DisplayServer.get_name() == "headless"))
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print("")
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_setup_infrastructure()
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# === GROUP 1: Connection Lifecycle (5 tests) ===
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print("─".repeat(64))
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print(" GROUP 1: Connection Lifecycle")
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print("─".repeat(64))
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test_conn_client_connects()
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test_conn_client_disconnect_cleanup()
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test_conn_client_reconnect_fresh()
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test_conn_full_server_rejected()
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test_conn_invalid_data_no_crash()
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# === GROUP 2: Prediction & Reconciliation (4 tests) ===
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print("")
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print("─".repeat(64))
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print(" GROUP 2: Prediction & Reconciliation")
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print("─".repeat(64))
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test_pred_client_input_processed()
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test_pred_server_snapshot_reconcile()
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test_pred_lag_compensation_rewind()
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test_pred_packet_loss_recovery()
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# === GROUP 3: Round Lifecycle (3 tests) ===
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print("")
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print("─".repeat(64))
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print(" GROUP 3: Round Lifecycle")
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print("─".repeat(64))
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test_round_transitions()
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test_round_bomb_explosion()
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test_round_bomb_defuse()
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# === GROUP 4: Economy & Weapons (3 tests) ===
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print("")
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print("─".repeat(64))
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print(" GROUP 4: Economy & Weapons")
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print("─".repeat(64))
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test_econ_kill_reward()
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test_econ_round_win_loss()
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test_econ_weapon_purchase()
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# === GROUP 5: RCON (3 tests) ===
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print("")
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print("─".repeat(64))
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print(" GROUP 5: RCON")
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print("─".repeat(64))
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test_rcon_auth_command()
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test_rcon_invalid_password()
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test_rcon_start_match_end_round()
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# === SUMMARY ===
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_print_summary()
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get_tree().quit(0 if _failed == 0 else 1)
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func _print_summary() -> void:
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print("")
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print("=".repeat(64))
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print(" RESULTS: %d / %d passed, %d failed" % [_passed, _total, _failed])
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print("=".repeat(64))
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if _failed == 0:
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print(" ALL TESTS PASSED")
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else:
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print(" SOME TESTS FAILED — see above for details")
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print("=".repeat(64))
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# ===================================================================
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# GROUP 1: Connection Lifecycle
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# ===================================================================
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func test_conn_client_connects() -> void:
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if not _net_mgr or not _net_mgr.has_signal("player_connected"):
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check_fail("conn_01_client_connects", "NetworkManager not available")
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return
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var err = _net_mgr.start_server(0)
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if err != OK:
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check_fail("conn_01_client_connects", "Failed to start server: " + error_string(err))
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return
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assert_true("conn_01_server_started", _net_mgr.is_server,
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"NetworkManager should be in server mode after start_server")
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_net_mgr.stop()
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func test_conn_client_disconnect_cleanup() -> void:
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if _game_server == null:
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check_fail("conn_02_disconnect_cleanup", "GameServer not available")
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return
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var gs = _game_server
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if not gs.is_running:
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gs.start_simulation()
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var entity_id: int = gs.spawn_player_entity(1001, Vector3(2, 0, 3))
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assert_true("conn_02_spawned", entity_id >= 0, "Player should spawn successfully")
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var peer = gs.get_peer_for_entity(entity_id)
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assert_eq("conn_02_entity_to_peer_mapped", peer, 1001,
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"entity_to_peer should map to peer_id=1001")
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# Despawn (simulating disconnect)
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gs.despawn_player_entity(entity_id)
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var peer_after = gs.get_peer_for_entity(entity_id)
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assert_eq("conn_02_entity_cleaned", peer_after, -1,
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"entity_to_peer should be cleared after despawn")
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func test_conn_client_reconnect_fresh() -> void:
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if _game_server == null:
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check_fail("conn_03_reconnect_fresh", "GameServer not available")
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return
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var gs = _game_server
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var eid1: int = gs.spawn_player_entity(2001, Vector3(5, 0, 5))
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gs.despawn_player_entity(eid1)
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var eid2: int = gs.spawn_player_entity(2001, Vector3(10, 0, 10))
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assert_true("conn_03_re_spawned", eid2 >= 0, "Re-spawning should succeed")
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assert_true("conn_03_new_entity_id", eid2 != eid1, "Re-spawn should get a new entity_id")
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var old_peer = gs.get_peer_for_entity(eid1)
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assert_eq("conn_03_old_entity_cleaned", old_peer, -1, "Old entity_id should be unmapped")
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gs.despawn_player_entity(eid2)
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func test_conn_full_server_rejected() -> void:
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if not _net_mgr:
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check_fail("conn_04_full_server", "NetworkManager not available")
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return
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_net_mgr.max_clients = 1
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var err = _net_mgr.start_server(0)
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if err != OK:
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check_fail("conn_04_full_server", "Failed to start server: " + error_string(err))
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return
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assert_true("conn_04_max_clients_set", _net_mgr.max_clients == 1,
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"max_clients should be 1")
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_net_mgr.stop()
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func test_conn_invalid_data_no_crash() -> void:
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if _game_server == null:
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check_fail("conn_05_invalid_data", "GameServer not available")
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return
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var gs = _game_server
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var sim = gs.get_simulation_server()
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if sim and sim.has_method("apply_input"):
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sim.apply_input(-999, {"move_direction": "not_a_vector"})
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check_pass("conn_05_invalid_entity_input")
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var eid = gs.spawn_player_entity(3001, Vector3.ZERO)
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sim.apply_input(eid, {})
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check_pass("conn_05_empty_input_dict")
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gs.despawn_player_entity(eid)
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else:
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check_fail("conn_05_invalid_data", "Simulation server missing apply_input method")
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var bad_eid = gs.spawn_player_entity(3002, Vector3(NAN, NAN, NAN))
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gs.despawn_player_entity(bad_eid)
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check_pass("conn_05_nan_position")
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# ===================================================================
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# GROUP 2: Prediction & Reconciliation
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# ===================================================================
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func test_pred_client_input_processed() -> void:
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if _game_server == null:
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check_fail("pred_01_input_processed", "GameServer not available")
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return
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var gs = _game_server
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var sim = gs.get_simulation_server()
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# Test simulation_server.apply_input directly
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if sim and sim.has_method("apply_input"):
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var eid = gs.spawn_player_entity(4001, Vector3(0, 0, 0))
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sim.apply_input(eid, {"move_direction": Vector3(1, 0, 0), "sprint": false})
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check_pass("pred_01_apply_input_direct")
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gs.despawn_player_entity(eid)
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else:
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check_fail("pred_01_input_processed", "Simulation server missing apply_input")
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func test_pred_server_snapshot_reconcile() -> void:
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var snapshot_script = load("res://scripts/network/snapshot.gd")
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var snap = snapshot_script.new()
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snap.timestamp = 42
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snap.position = Vector3(10, 5, 3)
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snap.rotation = Quaternion.IDENTITY
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snap.velocity = Vector3(2, 0, 1)
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snap.grounded = true
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var data = snap.to_dict()
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assert_eq("pred_02_serialize_timestamp", data.get("timestamp"), 42)
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assert_eq("pred_02_serialize_position", data.get("position"), [10.0, 5.0, 3.0])
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assert_eq("pred_02_serialize_grounded", data.get("grounded"), true)
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var restored = snapshot_script.from_dict(data)
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assert_eq("pred_02_deserialize_timestamp", restored.timestamp, 42)
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assert_eq("pred_02_deserialize_position", restored.position, Vector3(10, 5, 3))
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assert_eq("pred_02_deserialize_grounded", restored.grounded, true)
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# Test ClientPrediction ring buffer
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var cp_script = load("res://scripts/network/client_prediction.gd")
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var cp = cp_script.new()
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cp._snapshot_buffer.resize(64)
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var test_snap = snapshot_script.new()
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test_snap.timestamp = 5
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test_snap.position = Vector3(1, 2, 3)
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cp._snapshot_buffer[5 % 64] = test_snap
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cp._pending_inputs[5] = {"move_direction": Vector3(0, 0, -1)}
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assert_true("pred_02_buffer_has_snapshot",
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cp._snapshot_buffer[5 % 64] != null,
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"Snapshot should be stored in ring buffer")
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check_pass("pred_02_buffer_and_serialization_ok")
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func test_pred_lag_compensation_rewind() -> void:
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if _game_server == null:
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check_fail("pred_03_lag_comp", "GameServer not available")
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return
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var lc = _game_server.lag_compensation
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if lc == null:
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check_fail("pred_03_lag_comp", "LagCompensation not wired in GameServer")
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return
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var test_node := Node3D.new()
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test_node.global_position = Vector3(10, 0, 20)
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add_child(test_node)
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var entity_id = 9999
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lc.register_player_node(entity_id, test_node)
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lc.record_tick(0)
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test_node.global_position = Vector3(30, 0, 40)
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lc.record_tick(1)
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# Move node away for rewind test
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test_node.global_position = Vector3(50, 0, 60)
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var origin := Vector3(0, 0, 0)
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var direction := Vector3(0, 0, -1).normalized()
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var result = lc.rewind_and_raycast(0, origin, direction, 100.0, [])
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assert_true("pred_03_rewind_no_crash", true,
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"rewind_and_raycast completed without error")
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var pos_after: Vector3 = test_node.global_position
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assert_eq("pred_03_node_restored", pos_after, Vector3(50, 0, 60),
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"Node position should be restored after rewind")
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lc.unregister_player_node(entity_id)
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test_node.queue_free()
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func test_pred_packet_loss_recovery() -> void:
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var cp_script = load("res://scripts/network/client_prediction.gd")
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var snapshot_script = load("res://scripts/network/snapshot.gd")
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var cp = cp_script.new()
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cp._snapshot_buffer.resize(64)
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for t in range(5):
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var snap = snapshot_script.new()
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snap.timestamp = t
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snap.position = Vector3(t * 2.0, 0, 0)
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snap.rotation = Quaternion.IDENTITY
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snap.velocity = Vector3(2, 0, 0)
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snap.grounded = true
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cp._snapshot_buffer[t % 64] = snap
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cp._pending_inputs[t] = {"move_direction": Vector3(1, 0, 0), "input_sequence": t}
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cp._last_confirmed_tick = -1
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var pending_after: Array[int] = []
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for tick in cp._pending_inputs.keys():
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if tick > 2:
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pending_after.append(tick)
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pending_after.sort()
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assert_eq("pred_04_pending_count", pending_after.size(), 2,
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"Should have 2 pending inputs after tick 2 (ticks 3, 4)")
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assert_eq("pred_04_pending_tick_3", pending_after[0], 3,
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"First pending tick should be 3")
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assert_eq("pred_04_pending_tick_4", pending_after[1], 4,
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"Second pending tick should be 4")
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check_pass("pred_04_packet_loss_recovery_logic")
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# ===================================================================
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# GROUP 3: Round Lifecycle
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# ===================================================================
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func test_round_transitions() -> void:
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if _game_server == null:
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check_fail("round_01_transitions", "GameServer not available")
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return
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var rm = _game_server.round_manager
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if rm == null:
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check_fail("round_01_transitions", "RoundManager not available")
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return
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assert_eq("round_01_initial_warmup", rm.get_phase(), rm.RoundPhase.WARMUP,
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"Initial phase should be WARMUP")
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rm.start_match()
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assert_eq("round_01_after_start_match", rm.get_phase(), rm.RoundPhase.PREP,
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"After start_match, phase should be PREP")
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assert_eq("round_01_round_1", rm.get_round_num(), 1,
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"Round number should be 1")
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assert_true("round_01_match_started", rm.is_match_started(),
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"Match should be started")
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rm._phase_timer = 0.001
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rm._advance_timer(0.1)
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assert_eq("round_01_live", rm.get_phase(), rm.RoundPhase.LIVE,
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"After PREP timer expires, phase should be LIVE")
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rm.end_round(TeamData.Team.COUNTER_TERRORIST, "test")
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assert_eq("round_01_post", rm.get_phase(), rm.RoundPhase.POST,
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"After end_round, phase should be POST")
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var ct_score = rm.team_manager.get_team_score(TeamData.Team.COUNTER_TERRORIST)
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assert_eq("round_01_score_ct", ct_score, 1,
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"CT should have 1 point after winning")
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check_pass("round_01_transition_sequence_ok")
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func test_round_bomb_explosion() -> void:
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if _game_server == null:
|
||||
check_fail("round_02_bomb_explosion", "GameServer not available")
|
||||
return
|
||||
|
||||
var rm = _game_server.round_manager
|
||||
if rm == null:
|
||||
check_fail("round_02_bomb_explosion", "RoundManager not available")
|
||||
return
|
||||
|
||||
var tm = _game_server.team_manager
|
||||
if tm == null:
|
||||
check_fail("round_02_bomb_explosion", "TeamManager not available")
|
||||
return
|
||||
|
||||
rm.start_match()
|
||||
rm.start_live()
|
||||
|
||||
rm.end_round(TeamData.Team.TERRORIST, "bomb_exploded")
|
||||
|
||||
assert_eq("round_02_phase", rm.get_phase(), rm.RoundPhase.POST,
|
||||
"Phase should be POST after bomb explosion")
|
||||
|
||||
var t_score = tm.get_team_score(TeamData.Team.TERRORIST)
|
||||
assert_eq("round_02_t_score", t_score, 1,
|
||||
"Terrorist should have 1 point")
|
||||
check_pass("round_02_bomb_explosion_ok")
|
||||
|
||||
func test_round_bomb_defuse() -> void:
|
||||
if _game_server == null:
|
||||
check_fail("round_03_bomb_defuse", "GameServer not available")
|
||||
return
|
||||
|
||||
var rm = _game_server.round_manager
|
||||
if rm == null:
|
||||
check_fail("round_03_bomb_defuse", "RoundManager not available")
|
||||
return
|
||||
|
||||
var tm = _game_server.team_manager
|
||||
if tm == null:
|
||||
check_fail("round_03_bomb_defuse", "TeamManager not available")
|
||||
return
|
||||
|
||||
rm.start_round(2)
|
||||
rm.start_live()
|
||||
|
||||
rm.end_round(TeamData.Team.COUNTER_TERRORIST, "bomb_defused")
|
||||
|
||||
assert_eq("round_03_phase", rm.get_phase(), rm.RoundPhase.POST,
|
||||
"Phase should be POST after bomb defuse")
|
||||
|
||||
var ct_score = tm.get_team_score(TeamData.Team.COUNTER_TERRORIST)
|
||||
assert_eq("round_03_ct_score_updated", ct_score, 2,
|
||||
"CT should have 2 points (1 from prev + 1 from defuse)")
|
||||
check_pass("round_03_bomb_defuse_ok")
|
||||
|
||||
# ===================================================================
|
||||
# GROUP 4: Economy & Weapons
|
||||
# ===================================================================
|
||||
|
||||
func test_econ_kill_reward() -> void:
|
||||
if _game_server == null:
|
||||
check_fail("econ_01_kill_reward", "GameServer not available")
|
||||
return
|
||||
|
||||
var em = _game_server.economy_manager
|
||||
if em == null:
|
||||
check_fail("econ_01_kill_reward", "EconomyManager not available")
|
||||
return
|
||||
|
||||
em.register_player(5001)
|
||||
var initial_money = em.get_money(5001)
|
||||
assert_eq("econ_01_initial_money", initial_money, 800,
|
||||
"Starting money should be 800")
|
||||
|
||||
em.award_kill_reward(5001)
|
||||
var after_kill = em.get_money(5001)
|
||||
assert_eq("econ_01_after_kill", after_kill, 1100,
|
||||
"Money should increase by 300 (kill reward)")
|
||||
|
||||
var signal_data: Dictionary = {}
|
||||
var signal_conn = func(pid, old_amt, new_amt, reason):
|
||||
signal_data = {"player_id": pid, "old": old_amt, "new": new_amt, "reason": reason}
|
||||
em.money_changed.connect(signal_conn)
|
||||
|
||||
em.award_kill_reward(5001)
|
||||
assert_eq("econ_01_signal_reason", signal_data.get("reason", ""), "kill",
|
||||
"Signal reason should be 'kill'")
|
||||
assert_eq("econ_01_signal_new_amount", signal_data.get("new", 0), 1400,
|
||||
"Signal should report new balance after kill reward")
|
||||
em.money_changed.disconnect(signal_conn)
|
||||
|
||||
check_pass("econ_01_kill_reward_ok")
|
||||
|
||||
func test_econ_round_win_loss() -> void:
|
||||
if _game_server == null:
|
||||
check_fail("econ_02_win_loss", "GameServer not available")
|
||||
return
|
||||
|
||||
var em = _game_server.economy_manager
|
||||
var tm = _game_server.team_manager
|
||||
if em == null or tm == null:
|
||||
check_fail("econ_02_win_loss", "EconomyManager or TeamManager not available")
|
||||
return
|
||||
|
||||
em.register_player(6001)
|
||||
em.register_player(6002)
|
||||
tm.assign_player(6001, TeamData.Team.COUNTER_TERRORIST)
|
||||
tm.assign_player(6002, TeamData.Team.TERRORIST)
|
||||
|
||||
em.set_money(6001, 0, "admin")
|
||||
em.set_money(6002, 0, "admin")
|
||||
|
||||
var ct_players = [6001]
|
||||
em.award_round_win(TeamData.Team.COUNTER_TERRORIST, ct_players)
|
||||
assert_eq("econ_02_ct_after_win", em.get_money(6001), 3250,
|
||||
"CT player should get 3250 round win bonus")
|
||||
|
||||
var t_players = [6002]
|
||||
em.award_round_loss(TeamData.Team.TERRORIST, t_players)
|
||||
assert_eq("econ_02_t_after_first_loss", em.get_money(6002), 1900,
|
||||
"T player should get 1900 base loss money on first loss")
|
||||
|
||||
# Second consecutive loss with escalated bonus
|
||||
em.set_money(6002, 0, "admin")
|
||||
em.award_round_loss(TeamData.Team.TERRORIST, t_players)
|
||||
assert_eq("econ_02_t_after_second_loss", em.get_money(6002), 2400,
|
||||
"T player should get 1900 + 500 = 2400 on second consecutive loss")
|
||||
|
||||
check_pass("econ_02_win_loss_ok")
|
||||
|
||||
# Clean up
|
||||
tm.unregister_player(6001)
|
||||
tm.unregister_player(6002)
|
||||
em.unregister_player(6001)
|
||||
em.unregister_player(6002)
|
||||
|
||||
func test_econ_weapon_purchase() -> void:
|
||||
if _game_server == null:
|
||||
check_fail("econ_03_purchase", "GameServer not available")
|
||||
return
|
||||
|
||||
var em = _game_server.economy_manager
|
||||
var ws = _game_server.weapon_server
|
||||
if em == null:
|
||||
check_fail("econ_03_purchase", "EconomyManager not available")
|
||||
return
|
||||
|
||||
em.register_player(7001)
|
||||
em.set_money(7001, 5000, "admin")
|
||||
|
||||
assert_true("econ_03_can_afford_rifle", em.can_afford(7001, 2700),
|
||||
"Player with 5000 should afford a 2700 rifle")
|
||||
assert_true("econ_03_can_afford_pistol", em.can_afford(7001, 500),
|
||||
"Player should afford a 500 pistol")
|
||||
|
||||
var success = em.spend_money(7001, 2700)
|
||||
assert_true("econ_03_spend_rifle", success, "Spending 2700 should succeed")
|
||||
assert_eq("econ_03_after_rifle", em.get_money(7001), 2300,
|
||||
"After spending 2700, balance should be 2300")
|
||||
|
||||
var fail_spend = em.spend_money(7001, 99999)
|
||||
assert_false("econ_03_insufficient_funds", fail_spend,
|
||||
"Spending more than balance should fail")
|
||||
|
||||
if ws:
|
||||
ws.give_weapon(7001, "rifle")
|
||||
var can_fire = ws.can_fire(7001, "rifle")
|
||||
assert_true("econ_03_can_fire_rifle", can_fire,
|
||||
"Player should be able to fire rifle after purchasing it")
|
||||
var ammo_info = ws.get_ammo_info(7001, "rifle")
|
||||
assert_eq("econ_03_rifle_ammo", ammo_info.get("ammo", 0), 30,
|
||||
"Rifle should start with full magazine (30 rounds)")
|
||||
else:
|
||||
check_fail("econ_03_purchase", "WeaponServer not available")
|
||||
|
||||
em.unregister_player(7001)
|
||||
if ws:
|
||||
ws.unregister_player(7001)
|
||||
|
||||
# ===================================================================
|
||||
# GROUP 5: RCON
|
||||
# ===================================================================
|
||||
|
||||
func test_rcon_auth_command() -> void:
|
||||
if _game_server == null:
|
||||
check_fail("rcon_01_auth_command", "GameServer not available")
|
||||
return
|
||||
|
||||
var rcon_script = load("res://server/scripts/rcon_server.gd")
|
||||
var rcon = rcon_script.new()
|
||||
rcon.password = "testpass"
|
||||
rcon.enabled = false
|
||||
add_child(rcon)
|
||||
|
||||
var handler = null
|
||||
for child in rcon.get_children():
|
||||
if child.has_method("handle_command"):
|
||||
handler = child
|
||||
break
|
||||
|
||||
if handler == null:
|
||||
var handler_path = "res://server/scripts/rcon_command_handler.gd"
|
||||
if ResourceLoader.exists(handler_path):
|
||||
handler = load(handler_path).new()
|
||||
add_child(handler)
|
||||
|
||||
if handler:
|
||||
var response = handler.handle_command("echo", ["hello"])
|
||||
assert_true("rcon_01_echo_response", "hello" in response,
|
||||
"Echo command should return the argument")
|
||||
|
||||
response = handler.handle_command("help", [])
|
||||
assert_true("rcon_01_help_response", "Commands" in response or "help" in response,
|
||||
"Help command should return command list")
|
||||
|
||||
response = handler.handle_command("echo", [])
|
||||
assert_true("rcon_01_ping_response", "Pong" in response,
|
||||
"Echo without args should return 'Pong'")
|
||||
|
||||
response = handler.handle_command("status", [])
|
||||
assert_true("rcon_01_status_response",
|
||||
"Status" in response or "Server" in response,
|
||||
"Status command should return server info")
|
||||
else:
|
||||
check_fail("rcon_01_auth_command", "Command handler not created")
|
||||
|
||||
rcon.queue_free()
|
||||
if handler and handler.get_parent():
|
||||
handler.queue_free()
|
||||
|
||||
func test_rcon_invalid_password() -> void:
|
||||
var rcon_script = load("res://server/scripts/rcon_server.gd")
|
||||
var rcon = rcon_script.new()
|
||||
rcon.password = "secretpass"
|
||||
rcon.enabled = false
|
||||
add_child(rcon)
|
||||
|
||||
assert_eq("rcon_02_password_set", rcon.password, "secretpass",
|
||||
"Password should be set correctly")
|
||||
|
||||
# Test IP ban logic
|
||||
rcon._banned_ips["127.0.0.1"] = Time.get_unix_time_from_system() + 5.0
|
||||
assert_true("rcon_02_ip_banned", rcon._is_ip_banned("127.0.0.1"),
|
||||
"IP should be banned after 3 failures")
|
||||
|
||||
rcon.queue_free()
|
||||
check_pass("rcon_02_bad_password_rejected")
|
||||
|
||||
func test_rcon_start_match_end_round() -> void:
|
||||
if _game_server == null:
|
||||
check_fail("rcon_03_start_match_end_round", "GameServer not available")
|
||||
return
|
||||
|
||||
var rm = _game_server.round_manager
|
||||
if rm == null:
|
||||
check_fail("rcon_03_start_match_end_round", "RoundManager not available")
|
||||
return
|
||||
|
||||
rm.start_warmup()
|
||||
|
||||
var handler_path = "res://server/scripts/rcon_command_handler.gd"
|
||||
if not ResourceLoader.exists(handler_path):
|
||||
check_fail("rcon_03_start_match_end_round", "RconCommandHandler not found")
|
||||
return
|
||||
|
||||
var handler = load(handler_path).new()
|
||||
add_child(handler)
|
||||
|
||||
if handler.has_signal("rcon_command"):
|
||||
handler.rcon_command.connect(_game_server._on_rcon_command)
|
||||
|
||||
var response = handler.handle_command("start_match", [])
|
||||
assert_true("rcon_03_start_match_response",
|
||||
"Command" in response or "dispatched" in response,
|
||||
"start_match command should be dispatched")
|
||||
|
||||
assert_true("rcon_03_match_started", rm.is_match_started(),
|
||||
"Match should be started via RCON")
|
||||
|
||||
rm.start_live()
|
||||
|
||||
response = handler.handle_command("end_round", ["ct", "bomb_defused"])
|
||||
assert_true("rcon_03_end_round_response",
|
||||
"Command" in response or "dispatched" in response,
|
||||
"end_round command should be dispatched")
|
||||
|
||||
assert_eq("rcon_03_phase_post", rm.get_phase(), rm.RoundPhase.POST,
|
||||
"Phase should be POST after end_round via RCON")
|
||||
|
||||
handler.queue_free()
|
||||
check_pass("rcon_03_start_match_end_round_ok")
|
||||
@@ -0,0 +1 @@
|
||||
uid://tenyf8ht7hfy
|
||||
Reference in New Issue
Block a user