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36 lines
1.1 KiB
GDScript
36 lines
1.1 KiB
GDScript
# disconnect_world_reset_test —— 40250 SetOffLinePhase/Destroy 清理边界。
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# 显式断开不能只销毁 socket;保留 GameScene 时必须通知 presentation owner 清空旧世界。
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extends SceneTree
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var _failures := 0
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func _check(ok: bool, message: String) -> void:
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if not ok:
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_failures += 1
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printerr("FAIL: " + message)
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func _init() -> void:
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var client := M2Client.new()
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get_root().add_child(client)
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var resets := [0]
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client.world_reset.connect(func() -> void:
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resets[0] += 1)
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# The client is offline here, so this checks the public lifecycle contract:
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# explicit disconnect always gives the retained scene one synchronous reset
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# notification, while remaining idempotent at the transport layer.
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client.disconnect_from_server()
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_check(resets[0] == 1,
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"explicit disconnect emits one world_reset for retained scene cleanup")
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client.disconnect_from_server()
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_check(resets[0] == 2,
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"repeated explicit disconnect emits one reset per lifecycle boundary")
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client.free()
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if _failures == 0:
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print("PASS: disconnect_world_reset_test")
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quit(0)
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else:
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printerr("%d check(s) failed" % _failures)
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quit(1)
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