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- /**************************************************************************/
- /* 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
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