# netplay_test —— P0 闭环胶水(net_play.gd)的 headless 自检。 # godot --headless --path project --script netplay_test.gd # 用假 M2Client / 假 PlayerController / 假 HUD 驱动,断言 net_play 产生的调用正确。 # 退出码 0 = 全过。 extends SceneTree const NetPlay = preload("res://net_play.gd") const NetWorld = preload("res://net_world.gd") class FakeClient extends Node: signal entity_spawned(entity: Dictionary) signal entity_despawned(vid: int) signal entity_moved(vid: int) signal entity_info(vid: int, entity: Dictionary) signal entity_main_set(vid: int) signal entity_dead(vid: int) signal vitals_changed(vid: int) signal points_changed(points: Dictionary) signal target_info(vid: int, hp_percent: int) signal chat(type: int, vid: int, text: String) var ents := {} var main := 0 var in_game := true var calls := {"move": [], "attack": [], "set_target": []} func is_in_game() -> bool: return in_game func get_main_vid() -> int: return main func get_entity(vid: int) -> Dictionary: return ents.get(vid, {}) func move(f, a, rot, x, y) -> bool: calls.move.append([f, a, rot, x, y]); return true func attack(motion, vid) -> bool: calls.attack.append([motion, vid]); return true func set_target(vid) -> bool: calls.set_target.append(vid); return true class FakePC extends Node: signal target_selected(node: Node3D) signal moved(pos: Vector3) signal anim_state(state: String) var player: Node3D var server_speed := 1.0 func set_server_speed(moving_speed: int) -> void: server_speed = float(moving_speed) / 100.0 class FakeHud extends Node: var vitals := [] var exp_v := [] var level := 0 var target := [] var energy := [] var cleared := 0 func set_vitals(hp, mhp, sp, msp): vitals = [hp, mhp, sp, msp] func set_exp(xp, nxp): exp_v = [xp, nxp] func set_level(lv): level = lv func set_energy(value, maximum): energy = [value, maximum] func set_target(nm, pct): target = [nm, pct] func clear_target(): cleared += 1 var _fail := 0 func _ck(c: bool, m: String) -> void: if not c: _fail += 1 printerr("FAIL: " + m) func _init() -> void: await _run() if _fail == 0: print("PASS: netplay_test (P0 move/attack/target/HUD loop)") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: var root := get_root() var fc := FakeClient.new() var pc := FakePC.new() var hud := FakeHud.new() var nw: Node = NetWorld.new() pc.player = Node3D.new() root.add_child(fc); root.add_child(pc); root.add_child(hud); root.add_child(nw) root.add_child(pc.player) var np: Node = NetPlay.new() root.add_child(np) np.setup(fc, pc, nw, hud) fc.main = 1000 fc.ents[1000] = {"vid": 1000, "pos": Vector3.ZERO, "hp": 200, "max_hp": 200, "moving_speed": 150, "attack_speed": 150} fc.entity_main_set.emit(1000) fc.entity_info.emit(1000, fc.ents[1000]) _ck(is_equal_approx(pc.server_speed, 1.5), "GC_CHANGE_SPEED -> local prediction speed scale") _ck(is_equal_approx(np.attack_period, 0.4), "entity attack_speed -> attack cadence") # 1) 点地移动 -> move(FUNC_MOVE) 带 server cm + heading pc.player.position = Vector3(3, 0, -5) # to_server_cm -> (300, -500) pc.player.rotation.y = 0.0 pc.moved.emit(pc.player.position) _ck(fc.calls.move.size() == 1, "one move sent") if fc.calls.move.size() == 1: var mv: Array = fc.calls.move[0] _ck(mv[0] == 1, "func == FUNC_MOVE") _ck(mv[3] == 300 and mv[4] == -500, "server cm (300,-500), got (%d,%d)" % [mv[3], mv[4]]) _ck(mv[2] >= 0 and mv[2] < 360, "heading in [0,360)") # 2) 节流:紧接着的小位移不发 pc.player.position = Vector3(3.3, 0, -5) pc.moved.emit(pc.player.position) _ck(fc.calls.move.size() == 1, "small quick move throttled") # 3) 停下 -> move(FUNC_WAIT) 一次 pc.anim_state.emit("wait") _ck(fc.calls.move.size() == 2 and fc.calls.move[1][0] == 0, "stop -> FUNC_WAIT sent") pc.anim_state.emit("wait") _ck(fc.calls.move.size() == 2, "second wait not re-sent") # 4) 点实体 -> set_target var mob := Node3D.new() mob.set_meta("vid", 2000) root.add_child(mob) mob.position = Vector3(4, 0, -5) # 距玩家(3.3,0,-5) 0.7m -> 攻击距离内 fc.ents[2000] = {"vid": 2000, "name": "Wolf", "pos": mob.position, "hp": 50, "max_hp": 50, "dead": false} nw._by_vid[2000] = mob # 让 net_world.node_for(2000) 命中 pc.target_selected.emit(mob) _ck(fc.calls.set_target.size() == 1 and fc.calls.set_target[0] == 2000, "set_target(2000)") # 5) 攻击距离内 -> 按 attack_period 自动 attack for i in 4: await process_frame _ck(fc.calls.attack.size() >= 1, "auto-attack fired, got %d" % fc.calls.attack.size()) if fc.calls.attack.size() >= 1: _ck(fc.calls.attack[0][1] == 2000, "attack victim == 2000") var n1: int = fc.calls.attack.size() await process_frame _ck(fc.calls.attack.size() == n1, "attack throttled within period") # 6) points_changed -> HUD fc.points_changed.emit({"hp": 120, "max_hp": 200, "sp": 30, "max_sp": 80, "exp": 50, "next_exp": 100, "level": 7, "energy": 75}) _ck(hud.vitals == [120, 200, 30, 80], "hud.set_vitals from points") _ck(hud.exp_v == [50, 100], "hud.set_exp") _ck(hud.level == 7, "hud.set_level") _ck(hud.energy == [75, 100], "hud.set_energy from POINT_ENERGY") # 7) 自己的 GC_MOVE 位置校正(远 -> 瞬移) fc.ents[1000]["pos"] = Vector3(50, 0, -5) fc.entity_moved.emit(1000) _ck(pc.player.position.distance_to(Vector3(50, 0, pc.player.position.z)) < 0.01, "far server pos -> snap, got %s" % pc.player.position) # 8) target_info -> hud.set_target fc.target_info.emit(2000, 40) _ck(hud.target.size() == 2 and hud.target[1] == 40, "hud.set_target(pct=40)") # 9) 目标死亡 -> 清目标 fc.ents[2000]["dead"] = true fc.entity_dead.emit(2000) _ck(hud.cleared >= 1, "target cleared on death")