/**************************************************************************/ /* 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 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(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(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(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(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(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(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