142 lines
5.7 KiB
GDScript
142 lines
5.7 KiB
GDScript
# p10_test —— P10:serverinfo + loading 遮罩 + 断线重连 + 串场状态机 headless 自检。
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# godot --headless --path project --script p10_test.gd
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extends SceneTree
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const ServerInfoRes = preload("res://net/serverinfo.gd")
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const LoadingScreen = preload("res://ui/loading_screen.gd")
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const ReconnectUI = preload("res://ui/reconnect_ui.gd")
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const AppFlow = preload("res://app_flow.gd")
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class FakeClient extends Node:
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signal phase_changed(phase: String)
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signal char_list(characters: Array)
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signal entered_game()
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signal disconnected(reason: String)
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signal login_failed(reason: String)
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var reconnects := 0
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var connects := []
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var selects := []
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func connect_to_server(ah, ap, gh, gp, id, pw) -> void:
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connects.append([ah, ap, gh, gp, id, pw])
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func select_character(i) -> bool: selects.append(i); return true
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func reconnect() -> bool: reconnects += 1; return true
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var _fail := 0
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func _ck(c: bool, m: String) -> void:
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if not c:
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_fail += 1
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printerr("FAIL: " + m)
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func _init() -> void:
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_run()
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if _fail == 0:
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print("PASS: p10_test (serverinfo + loading + reconnect + app flow)")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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func _run() -> void:
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# --- serverinfo ---
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var si: RefCounted = ServerInfoRes.new()
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_ck(si.count() == 1 and si.server(0)["auth_host"] == "192.168.21.203", "serverinfo: built-in default")
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var addr: Dictionary = si.address(0, 3)
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_ck(addr["game_port"] == 13022, "serverinfo: 内置 CH3 -> 13022 (step 10)")
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# user:// may be read-only in the managed headless runner; the parser only
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# needs a temporary text file, so keep this fixture outside the project.
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var tmp := "/tmp/mtgodot-p10-servers.txt"
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var f := FileAccess.open(tmp, FileAccess.WRITE)
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f.store_line("# test")
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f.store_line("欧服\teu.example.com\t13000\teu.example.com\t13011\t1,2\t10")
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f.close()
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_ck(si.load_file(tmp) and si.count() == 1 and si.server(0)["name"] == "欧服", "serverinfo: parse file")
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_ck(si.address(0, 2)["game_port"] == 13021, "serverinfo: file port_step 10 覆盖 -> CH2 = 13021")
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# --- loading screen ---
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var ls: Node = LoadingScreen.new()
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get_root().add_child(ls)
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ls.setup(null)
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_ck(not ls.is_showing(), "loading: hidden initially")
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ls._on_phase("loading")
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_ck(ls.is_showing() and ls._label.text.contains("地图"), "loading: shows on phase=loading")
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ls.set_progress(0.5)
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_ck(ls._bar.visible and ls._bar.value == 50.0, "loading: progress bar")
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ls._on_phase("select")
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_ck(not ls.is_showing(), "loading: hides on phase=select (选人界面要露出来)")
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ls._on_phase("loading")
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ls._on_phase("game")
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_ck(not ls.is_showing(), "loading: hides on phase=game")
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ls._on_phase("login")
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_ck(not ls.is_showing(), "loading: hides on phase=login")
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# --- reconnect ---
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var fc := FakeClient.new()
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get_root().add_child(fc)
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var rc: Node = ReconnectUI.new()
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get_root().add_child(rc)
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rc.setup(fc)
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_ck(not rc.is_showing(), "reconnect: hidden initially")
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fc.disconnected.emit("peer closed")
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_ck(rc.is_showing() and rc._msg.text.contains("peer closed"), "reconnect: shows on disconnect")
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# 倒计时耗尽 -> reconnect()
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rc._left = 0.05
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rc._process(0.1)
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_ck(fc.reconnects == 1, "reconnect: auto-retry fired")
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# 手动
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rc._retry_now()
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_ck(fc.reconnects == 2, "reconnect: manual retry")
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# entered_game -> 收起
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fc.entered_game.emit()
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_ck(not rc.is_showing(), "reconnect: dismissed on entered_game")
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# --- app flow 状态机 ---
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var fc2 := FakeClient.new()
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var af: Node = AppFlow.new()
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af.build_game_scene = false
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get_root().add_child(af)
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af.start("", fc2)
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_ck(af.state() == AppFlow.LOGIN, "flow: starts at LOGIN")
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# 检测频道按钮存在 + 探测不可达端口快速返回 false
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var has_probe := false
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for b in af._ui.find_children("*", "Button", true, false):
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if String(b.text) == "检测频道":
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has_probe = true
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_ck(has_probe, "flow: 检测频道 button present")
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var reachable: bool = await af._probe_tcp("127.0.0.1", 1, 0.3)
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_ck(reachable == false, "flow: _probe_tcp unreachable -> false")
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af._do_connect()
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_ck(fc2.connects.size() == 1 and fc2.connects[0][3] == 13002, "flow: connect uses serverinfo addr")
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if af._loading and af._loading.has_method("show_for"):
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af._loading.show_for("载入角色…") # 模拟 phase=select 时遮罩已亮
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fc2.char_list.emit([{"index": 0, "name": "Hero", "level": 42}])
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_ck(af.state() == AppFlow.SELECT, "flow: char_list -> SELECT")
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_ck(af._loading == null or not af._loading.is_showing(),
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"flow: _goto_select 收起读取遮罩(选人界面不被盖)")
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# 新版选人页:默认已选 slot 0,点“开始”进游戏
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var picked := false
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for b in af._ui.find_children("*", "Button", true, false):
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if String(b.text) == "开始":
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b.pressed.emit()
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picked = true
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_ck(picked and fc2.selects == [0], "flow: pick char -> select_character(0)")
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fc2.entered_game.emit()
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_ck(af.state() == AppFlow.GAME, "flow: entered_game -> GAME")
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# build_game_scene=false skips the real GameScene in this headless state
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# machine test; provide its live-scene sentinel so disconnect handling is
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# exercised with the same ownership contract as the real client.
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af._game = Node.new()
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af._game.name = "FakeGameScene"
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af.add_child(af._game)
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# 在 GAME 时断线 -> 保留 GAME,显示重连遮罩;重连后的角色列表静默选回角色
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fc2.disconnected.emit("game dropped")
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_ck(af.state() == AppFlow.GAME and af._reconnecting_game,
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"flow: disconnect in GAME -> reconnecting GAME")
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fc2.char_list.emit([{"index": 0, "name": "Hero", "level": 42}])
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_ck(fc2.selects == [0, 0], "flow: reconnect re-enters previous character")
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fc2.entered_game.emit()
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_ck(af.state() == AppFlow.GAME and not af._reconnecting_game,
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"flow: reconnect entered_game -> GAME")
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fc2.disconnected.emit("dropped")
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_ck(af.state() == AppFlow.GAME and af._reconnecting_game,
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"flow: second game disconnect keeps GAME")
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