Files
VRyHungry1/test/run_mp_test_windowed.ps1
T
algodoogle 23ec41c1d6 Fix five multiplayer sync bugs, add automated two-instance test
Adds test/multiPlayerTest.tscn plus a driver that runs the kitchen flow
across two game instances: grab/drop, dirt station, sink washing, hob
cooking, counter combining and plating. Runs headless (run_mp_test.ps1),
in two visible windows (run_mp_test_windowed.ps1), or by hand with
keyboard controls (play_mp_test.ps1). 108 checks, exits non-zero on
failure.

After every step both peers snapshot every item's position and rendered
state and the server diffs them. Targeted assertions only look at the
thing a step touched, which misses desyncs elsewhere - that audit is
what caught the last bug below.

Bugs found and fixed:

- net_pickable: apply_held_state() only wrote `enabled` in its
  non-authority branch, so once a client grabbed an item every other
  peer set enabled=false and regaining authority never restored it. The
  server could then never pick that item up again, and a station would
  "snap" it (emitting has_picked_up, so a plate still got marked dirty)
  while pick_up() bailed out on the disabled item - leaving the zone
  holding an item with no grab driver.

- network_manager: station gating only happened in the spawn path, so
  stations baked into a scene file kept running their snap zones on
  clients and grabbed items straight out of the local hand. Added
  gate_existing_stations().

- network_manager: despawn_item() only freed the server's copy. Items
  baked into a scene aren't tracked by the MultiplayerSpawner, so
  consuming one left a ghost on every client, which then blocked the
  station it sat in and got grabbed instead of its replacement.

- network_manager: the snap-into-station decision read the server's own
  copy of the item position, but the reliable release RPC routinely
  overtakes the synchronizer's unordered position updates - so it acted
  on a stale position and teleported items back into the station they
  had just been carried away from. The releasing peer now sends its
  final transform and the server adopts it first.

- container: contained_ids.append()/erase() mutate the array in place,
  which never fires the setter that rebuilds the plate's visuals. The
  peer that put food on a plate was the only peer that never redrew it;
  remote peers looked right because the synchronizer assigns there.

Also null-guards XRServer.get_tracker() in the vendored xr-tools hand
grab point, which threw on every successful grab without an XR runtime,
and adds multiplayer_world.populate_from_layout so debug scenes can bake
their own content instead of spawning the whole kitchen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-26 02:00:50 +01:00

70 lines
2.7 KiB
PowerShell

# Runs the two-instance multiplayer test in two VISIBLE windows, side by side,
# pausing between steps so you can watch what happens on each peer.
#
# powershell -File test\run_mp_test_windowed.ps1
#
# Same test as run_mp_test.ps1 (headless); this one is for watching it. Each
# window shows an on-screen overlay of the step log for that peer.
#
# To drive it yourself instead, see test\play_mp_test.ps1 (manual mode).
param(
[string]$Godot = "C:\Users\Aqua Aurora\Desktop\Godot_v4.7-stable_win64.exe",
# Seconds to pause between steps, and to hold the final state on screen.
[double]$Pause = 1.5,
[double]$Hold = 20,
[int]$TimeoutSec = 300
)
$ErrorActionPreference = "Stop"
$proj = Split-Path -Parent $PSScriptRoot
$scene = "res://test/multiPlayerTest.tscn"
$serverLog = Join-Path $proj "logs/mptest_server.log"
$clientLog = Join-Path $proj "logs/mptest_client.log"
foreach ($f in @($serverLog, $clientLog)) { if (Test-Path $f) { Remove-Item $f -Force } }
. (Join-Path $PSScriptRoot "mp_window_layout.ps1")
function Start-Instance($extraArgs) {
# --xr-mode off keeps it on the desktop (SteamVR's OpenXR runtime otherwise
# takes over, and two instances can't share a headset anyway).
$a = "--xr-mode off --resolution 900x600 --path `"$proj`" $scene -- " +
"$($extraArgs -join ' ') --mptest --mptest-pause $Pause --mptest-hold $Hold"
$p = Start-Process -FilePath $Godot -ArgumentList $a -PassThru
# Touching .Handle caches it, which is what makes .ExitCode readable later.
$null = $p.Handle
return $p
}
Write-Host "Starting SERVER window (left)..."
$server = Start-Instance @("--server")
$w = Move-GameWindow $server 20 60
Start-Sleep -Seconds 5
Write-Host "Starting CLIENT window (right)..."
$client = Start-Instance @("--join", "127.0.0.1")
$null = Move-GameWindow $client (20 + $w + 12) 60
Write-Host "Watch the two windows (each has a fixed camera on the test area)."
Write-Host "Step logs: $serverLog"
Write-Host " $clientLog"
$deadline = (Get-Date).AddSeconds($TimeoutSec)
while ((Get-Date) -lt $deadline -and -not $server.HasExited) { Start-Sleep -Milliseconds 500 }
foreach ($p in @($server, $client)) {
if (-not $p.HasExited) { Write-Host "Killing pid $($p.Id) (still running)"; $p.Kill() }
}
Start-Sleep -Milliseconds 500
foreach ($pair in @(@("SERVER", $serverLog), @("CLIENT", $clientLog))) {
Write-Host ""
Write-Host "======================== $($pair[0]) ========================"
if (Test-Path $pair[1]) { Get-Content $pair[1] -Encoding UTF8 } else { Write-Host "(no log written)" }
}
$server.WaitForExit(2000) | Out-Null
$code = if ($server.HasExited) { $server.ExitCode } else { 1 }
Write-Host ""
Write-Host "server exit code: $code"
exit $code