extends SceneTree const EffectPlayer = preload("res://fx/effect_player.gd") var failures := 0 func check(ok: bool, label: String) -> void: if not ok: failures += 1 printerr("FAIL: " + label) func _init() -> void: call_deferred("run") func fixture(): var fx := EffectPlayer.new() fx.build({"particles": [{"start_time": 0.2, "emitter": {"CycleLength": 1.0, "CycleLoopEnable": 1}}], "lights": [{"duration": 0.8, "diffuse": [1.0, 0.5, 0.2, 1.0]}]}) # A synthetic two-frame mesh isolates playback from MDE asset decoding. var host := Node3D.new() var mesh := MeshInstance3D.new() mesh.material_override = StandardMaterial3D.new() host.add_child(mesh) fx.add_child(host) fx._mesh_nodes.append(host) fx._mesh_states.append({"node": host, "clock": 0.0, "start_time": 0.0, "frame_delay": 0.5, "duration": 1.0, "children": [{"node": mesh, "frames": [{"visibility": 1.0}, {"visibility": 0.5}], "meshes": [ArrayMesh.new(), ArrayMesh.new()], "frame": -1}]}) root.add_child(fx) fx.set_process(false) # Advance deterministically; SceneTree timers still run. return fx func run() -> void: var fx = fixture() var emitter: GPUParticles3D = fx._emitters[0] check(not emitter.emitting, "build does not emit before play") fx.play(true) check(not emitter.emitting, "play respects delay immediately") fx._process(0.25) check(emitter.emitting, "particle starts on playback clock") fx._process(0.35) check(fx._mesh_states[0].children[0].frame == 1, "mesh reached second frame") fx.stop() fx._process(0.01) check(not fx._lights[0].visible, "stopped light stays hidden") check(not fx._mesh_nodes[0].visible, "stopped mesh stays hidden") check(is_equal_approx(fx._light_states[0].clock, 0.6), "stop freezes CPU clock") await create_timer(0.3).timeout check(not emitter.emitting, "old delayed start cannot revive stopped emitter") fx.play(false) check(not emitter.one_shot, "normal replay restores source loop mode") check(is_zero_approx(fx._mesh_states[0].clock), "mesh replay resets clock") check(is_zero_approx(fx._light_states[0].clock), "light replay resets clock") check(fx._mesh_states[0].children[0].frame == 0, "mesh replay restores first frame") check(fx._lights[0].visible, "light replay restores visibility") fx._process(0.1) check(not emitter.emitting, "replay uses new start delay") fx._process(0.1) check(emitter.emitting, "replay starts at delay boundary") # Old forced-one-shot cleanup must not delete a later persistent playback. await create_timer(2.5).timeout check(is_instance_valid(fx), "old auto-free cannot delete replay") if is_instance_valid(fx): fx.free() var once = fixture() once.play(true) once._process(once._longest_life() + 0.6) check(once.is_queued_for_deletion(), "current one-shot still cleans up") if not once.is_queued_for_deletion(): once.free() await process_frame # Exercise the actual SceneTree process path, not just manual clock updates. var live = fixture() live.set_process(true) live.play() await create_timer(0.35).timeout check(live._emitters[0].emitting, "SceneTree starts delayed emission") live.stop() var stopped_clock: float = live._particle_states[0].clock await create_timer(0.1).timeout check(not live._emitters[0].emitting and not live._lights[0].visible, "SceneTree does not reactivate stopped effect") check(is_equal_approx(live._particle_states[0].clock, stopped_clock), "SceneTree leaves stopped clock unchanged") live.free() print("effect_playback_test: failures=%d" % failures) quit(1 if failures else 0)