Path: blob/master/modules/multiplayer/tests/test_multiplayer_spawner.h
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/**************************************************************************/1/* test_multiplayer_spawner.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "tests/test_macros.h"33#include "tests/test_utils.h"3435#include "../multiplayer_spawner.h"3637namespace TestMultiplayerSpawner {38class Wasp : public Node {39GDCLASS(Wasp, Node);4041int _size = 0;4243public:44int get_size() const {45return _size;46}47void set_size(int p_size) {48_size = p_size;49}5051Wasp() {52set_name("Wasp");53set_scene_file_path("wasp.tscn");54}55};5657class SpawnWasps : public Object {58GDCLASS(SpawnWasps, Object);5960protected:61static void _bind_methods() {62ClassDB::bind_method(D_METHOD("wasp", "size"), &SpawnWasps::create_wasps);63{64MethodInfo mi;65mi.name = "wasp_error";66mi.arguments.push_back(PropertyInfo(Variant::INT, "size"));6768ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "wasp_error", &SpawnWasps::create_wasps_error, mi, varray(), false);69}70ClassDB::bind_method(D_METHOD("echo", "size"), &SpawnWasps::echo_size);71}7273public:74Wasp *create_wasps(int p_size) {75Wasp *wasp = memnew(Wasp);76wasp->set_size(p_size);77return wasp;78}7980Wasp *create_wasps_error(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {81r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;82return nullptr;83}8485int echo_size(int p_size) {86return p_size;87}88};8990TEST_CASE("[Multiplayer][MultiplayerSpawner] Defaults") {91MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);9293CHECK_EQ(multiplayer_spawner->get_configuration_warnings().size(), 1);94CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);95CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);96CHECK_EQ(multiplayer_spawner->get_spawn_path(), NodePath());97CHECK_EQ(multiplayer_spawner->get_spawn_limit(), 0);98CHECK_EQ(multiplayer_spawner->get_spawn_function(), Callable());99100memdelete(multiplayer_spawner);101}102103TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn Path warning") {104MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);105SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);106107// If there is no spawn path, there should be a warning.108PackedStringArray warning_messages = multiplayer_spawner->get_configuration_warnings();109REQUIRE_EQ(warning_messages.size(), 1);110CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");111112// If there is a spawn path, but it doesn't exist a node on it, there should be a warning.113multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));114warning_messages = multiplayer_spawner->get_configuration_warnings();115REQUIRE_EQ(warning_messages.size(), 1);116CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");117118// If there is a spawn path and a node on it, shouldn't be a warning.119Node *foo = memnew(Node);120foo->set_name("Foo");121SceneTree::get_singleton()->get_root()->add_child(foo);122warning_messages = multiplayer_spawner->get_configuration_warnings();123CHECK_EQ(warning_messages.size(), 0);124125memdelete(foo);126memdelete(multiplayer_spawner);127}128129TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn node") {130MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);131SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);132CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);133134Node *foo = memnew(Node);135foo->set_name("Foo");136SceneTree::get_singleton()->get_root()->add_child(foo);137138SUBCASE("nullptr if spawn path doesn't exists") {139multiplayer_spawner->set_spawn_path(NodePath("/root/NotExists"));140141CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);142}143144SUBCASE("Get it after setting spawn path with no signal connections") {145multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));146147CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);148CHECK_FALSE(foo->has_connections("child_entered_tree"));149}150151SUBCASE("Get it after setting spawn path with signal connections") {152multiplayer_spawner->add_spawnable_scene("scene.tscn");153multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));154155CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);156CHECK(foo->has_connections("child_entered_tree"));157}158159SUBCASE("Set a new one should disconnect signals from the old one") {160multiplayer_spawner->add_spawnable_scene("scene.tscn");161multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));162163CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);164CHECK(foo->has_connections("child_entered_tree"));165166Node *bar = memnew(Node);167bar->set_name("Bar");168SceneTree::get_singleton()->get_root()->add_child(bar);169multiplayer_spawner->set_spawn_path(NodePath("/root/Bar"));170171CHECK_EQ(multiplayer_spawner->get_spawn_node(), bar);172CHECK(bar->has_connections("child_entered_tree"));173CHECK_FALSE(foo->has_connections("child_entered_tree"));174175memdelete(bar);176}177178memdelete(foo);179memdelete(multiplayer_spawner);180}181182TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawnable scene") {183MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);184SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);185CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);186187SUBCASE("Add one") {188multiplayer_spawner->add_spawnable_scene("scene.tscn");189190CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 1);191CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");192}193194SUBCASE("Add one and if there is a valid spawn path add a connection to it") {195Node *foo = memnew(Node);196foo->set_name("Foo");197multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));198CHECK_FALSE(foo->has_connections("child_entered_tree"));199200// Adding now foo to the tree to avoid set_spawn_path() making the connection.201SceneTree::get_singleton()->get_root()->add_child(foo);202multiplayer_spawner->notification(Node::NOTIFICATION_POST_ENTER_TREE);203CHECK_FALSE(foo->has_connections("child_entered_tree"));204multiplayer_spawner->add_spawnable_scene("scene.tscn");205CHECK(foo->has_connections("child_entered_tree"));206207memdelete(foo);208}209210SUBCASE("Add multiple") {211multiplayer_spawner->add_spawnable_scene("scene.tscn");212multiplayer_spawner->add_spawnable_scene("other_scene.tscn");213multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");214215CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);216CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");217CHECK_EQ(multiplayer_spawner->get_spawnable_scene(1), "other_scene.tscn");218CHECK_EQ(multiplayer_spawner->get_spawnable_scene(2), "yet_another_scene.tscn");219}220221SUBCASE("Clear") {222Node *foo = memnew(Node);223foo->set_name("Foo");224SceneTree::get_singleton()->get_root()->add_child(foo);225multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));226227multiplayer_spawner->add_spawnable_scene("scene.tscn");228multiplayer_spawner->add_spawnable_scene("other_scene.tscn");229multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");230CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);231CHECK(foo->has_connections("child_entered_tree"));232233multiplayer_spawner->clear_spawnable_scenes();234235CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);236CHECK_FALSE(foo->has_connections("child_entered_tree"));237}238239memdelete(multiplayer_spawner);240}241242TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Instantiate custom") {243MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);244SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);245CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);246247Node *nest = memnew(Node);248nest->set_name("Nest");249SceneTree::get_singleton()->get_root()->add_child(nest);250multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));251252SpawnWasps *spawn_wasps = memnew(SpawnWasps);253254SUBCASE("Instantiates a node properly") {255multiplayer_spawner->add_spawnable_scene("wasp.tscn");256257multiplayer_spawner->set_spawn_limit(1);258multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));259Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));260CHECK_NE(wasp, nullptr);261CHECK_EQ(wasp->get_name(), "Wasp");262CHECK_EQ(wasp->get_size(), 42);263264memdelete(wasp);265}266267SUBCASE("Instantiates multiple nodes properly if there is no spawn limit") {268multiplayer_spawner->add_spawnable_scene("wasp.tscn");269multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));270271for (int i = 0; i < 10; i++) {272Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(i)));273CHECK_NE(wasp, nullptr);274CHECK_EQ(wasp->get_name(), "Wasp");275CHECK_EQ(wasp->get_size(), i);276nest->add_child(wasp, true);277}278}279280SUBCASE("Fails if spawn limit is reached") {281multiplayer_spawner->add_spawnable_scene("wasp.tscn");282283multiplayer_spawner->set_spawn_limit(1);284multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));285286// This one works.287Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));288CHECK_NE(wasp, nullptr);289CHECK_EQ(wasp->get_name(), "Wasp");290CHECK_EQ(wasp->get_size(), 42);291// Adding to the spawner node to get it tracked.292nest->add_child(wasp);293294// This one fails because spawn limit is reached.295ERR_PRINT_OFF;296CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(255)), nullptr);297ERR_PRINT_ON;298299memdelete(wasp);300}301302SUBCASE("Fails if spawn function is not set") {303ERR_PRINT_OFF;304CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);305ERR_PRINT_ON;306}307308SUBCASE("Fails when spawn function fails") {309multiplayer_spawner->add_spawnable_scene("wasp.tscn");310311multiplayer_spawner->set_spawn_limit(1);312multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp_error"));313314ERR_PRINT_OFF;315CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);316ERR_PRINT_ON;317}318319SUBCASE("Fails when spawn function not returns a node") {320multiplayer_spawner->add_spawnable_scene("wasp.tscn");321322multiplayer_spawner->set_spawn_limit(1);323multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));324325ERR_PRINT_OFF;326CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);327ERR_PRINT_ON;328}329330memdelete(spawn_wasps);331memdelete(nest);332memdelete(multiplayer_spawner);333}334335TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn") {336MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);337338SUBCASE("Fails because is not inside tree") {339ERR_PRINT_OFF;340CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);341ERR_PRINT_ON;342}343344SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);345CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);346347Node *nest = memnew(Node);348nest->set_name("Nest");349SceneTree::get_singleton()->get_root()->add_child(nest);350multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));351352SpawnWasps *spawn_wasps = memnew(SpawnWasps);353multiplayer_spawner->add_spawnable_scene("wasp.tscn");354355SUBCASE("Spawns a node, track it and add it to spawn node") {356multiplayer_spawner->set_spawn_limit(1);357multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));358Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));359CHECK_NE(wasp, nullptr);360CHECK_EQ(wasp->get_name(), "Wasp");361CHECK_EQ(wasp->get_size(), 42);362CHECK_EQ(wasp->get_parent(), nest);363CHECK_EQ(nest->get_child_count(), 1);364CHECK_EQ(nest->get_child(0), wasp);365}366367SUBCASE("Spawns multiple nodes properly if there is no spawn limit") {368multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));369370for (int i = 0; i < 10; i++) {371Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(i)));372CHECK_NE(wasp, nullptr);373CHECK_EQ(wasp->get_name(), "Wasp" + String((i == 0) ? "" : itos(i + 1)));374CHECK_EQ(wasp->get_size(), i);375CHECK_EQ(wasp->get_parent(), nest);376CHECK_EQ(nest->get_child_count(), i + 1);377CHECK_EQ(nest->get_child(i), wasp);378}379}380381SUBCASE("Fails if spawn limit is reached") {382multiplayer_spawner->set_spawn_limit(1);383multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));384385// This one works.386Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));387CHECK_NE(wasp, nullptr);388CHECK_EQ(wasp->get_name(), "Wasp");389CHECK_EQ(wasp->get_size(), 42);390CHECK_EQ(wasp->get_parent(), nest);391CHECK_EQ(nest->get_child_count(), 1);392CHECK_EQ(nest->get_child(0), wasp);393394// This one fails because spawn limit is reached.395ERR_PRINT_OFF;396CHECK_EQ(multiplayer_spawner->spawn(Variant(255)), nullptr);397ERR_PRINT_ON;398399memdelete(wasp);400}401402SUBCASE("Fails if spawn function is not set") {403ERR_PRINT_OFF;404CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);405ERR_PRINT_ON;406}407408SUBCASE("Fails if spawn node cannot be found") {409multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));410multiplayer_spawner->set_spawn_path(NodePath(""));411412ERR_PRINT_OFF;413CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);414ERR_PRINT_ON;415}416417SUBCASE("Fails when instantiate_custom not returns a node") {418multiplayer_spawner->add_spawnable_scene("wasp.tscn");419420multiplayer_spawner->set_spawn_limit(1);421multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));422423ERR_PRINT_OFF;424CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);425ERR_PRINT_ON;426}427428memdelete(spawn_wasps);429memdelete(nest);430memdelete(multiplayer_spawner);431}432433} // namespace TestMultiplayerSpawner434435436