23ec41c1d6
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>
70 lines
2.7 KiB
PowerShell
70 lines
2.7 KiB
PowerShell
# Runs the two-instance multiplayer test in two VISIBLE windows, side by side,
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# pausing between steps so you can watch what happens on each peer.
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#
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# powershell -File test\run_mp_test_windowed.ps1
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#
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# Same test as run_mp_test.ps1 (headless); this one is for watching it. Each
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# window shows an on-screen overlay of the step log for that peer.
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#
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# To drive it yourself instead, see test\play_mp_test.ps1 (manual mode).
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param(
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[string]$Godot = "C:\Users\Aqua Aurora\Desktop\Godot_v4.7-stable_win64.exe",
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# Seconds to pause between steps, and to hold the final state on screen.
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[double]$Pause = 1.5,
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[double]$Hold = 20,
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[int]$TimeoutSec = 300
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)
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$ErrorActionPreference = "Stop"
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$proj = Split-Path -Parent $PSScriptRoot
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$scene = "res://test/multiPlayerTest.tscn"
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$serverLog = Join-Path $proj "logs/mptest_server.log"
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$clientLog = Join-Path $proj "logs/mptest_client.log"
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foreach ($f in @($serverLog, $clientLog)) { if (Test-Path $f) { Remove-Item $f -Force } }
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. (Join-Path $PSScriptRoot "mp_window_layout.ps1")
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function Start-Instance($extraArgs) {
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# --xr-mode off keeps it on the desktop (SteamVR's OpenXR runtime otherwise
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# takes over, and two instances can't share a headset anyway).
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$a = "--xr-mode off --resolution 900x600 --path `"$proj`" $scene -- " +
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"$($extraArgs -join ' ') --mptest --mptest-pause $Pause --mptest-hold $Hold"
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$p = Start-Process -FilePath $Godot -ArgumentList $a -PassThru
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# Touching .Handle caches it, which is what makes .ExitCode readable later.
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$null = $p.Handle
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return $p
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}
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Write-Host "Starting SERVER window (left)..."
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$server = Start-Instance @("--server")
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$w = Move-GameWindow $server 20 60
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Start-Sleep -Seconds 5
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Write-Host "Starting CLIENT window (right)..."
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$client = Start-Instance @("--join", "127.0.0.1")
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$null = Move-GameWindow $client (20 + $w + 12) 60
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Write-Host "Watch the two windows (each has a fixed camera on the test area)."
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Write-Host "Step logs: $serverLog"
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Write-Host " $clientLog"
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$deadline = (Get-Date).AddSeconds($TimeoutSec)
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while ((Get-Date) -lt $deadline -and -not $server.HasExited) { Start-Sleep -Milliseconds 500 }
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foreach ($p in @($server, $client)) {
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if (-not $p.HasExited) { Write-Host "Killing pid $($p.Id) (still running)"; $p.Kill() }
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}
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Start-Sleep -Milliseconds 500
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foreach ($pair in @(@("SERVER", $serverLog), @("CLIENT", $clientLog))) {
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Write-Host ""
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Write-Host "======================== $($pair[0]) ========================"
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if (Test-Path $pair[1]) { Get-Content $pair[1] -Encoding UTF8 } else { Write-Host "(no log written)" }
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}
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$server.WaitForExit(2000) | Out-Null
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$code = if ($server.HasExited) { $server.ExitCode } else { 1 }
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Write-Host ""
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Write-Host "server exit code: $code"
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exit $code
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