diff --git a/modules/multiplayer/tests/test_multiplayer_spawner.h b/modules/multiplayer/tests/test_multiplayer_spawner.h new file mode 100644 index 000000000000..2efe38452d18 --- /dev/null +++ b/modules/multiplayer/tests/test_multiplayer_spawner.h @@ -0,0 +1,448 @@ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#ifndef TEST_MULTIPLAYER_SPAWNER_H +#define TEST_MULTIPLAYER_SPAWNER_H + +#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 + +#endif // TEST_MULTIPLAYER_SPAWNER_H