forked from 0ad/0ad
wraitii
0f60bf3a97
Follows 34b1920e7b
.
This splits off the object-related functions, such as
[Set/Get/Has]Property, CreateObject, CreateArray, FreezeObject.
It also puts the definitions in the header itself, which might end up
with faster code here & there, though perhaps slower compilation time
(somewhat doubtful since we already included most things anyways).
Differential Revision: https://code.wildfiregames.com/D3956
This was SVN commit r25430.
385 lines
9.0 KiB
C++
385 lines
9.0 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/self_test.h"
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#include "graphics/TerrainTextureManager.h"
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#include "lib/external_libraries/enet.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/tex/tex.h"
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#include "network/NetServer.h"
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#include "network/NetClient.h"
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#include "network/NetMessage.h"
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#include "network/NetMessages.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Filesystem.h"
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#include "ps/Loader.h"
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#include "ps/XML/Xeromyces.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/TurnManager.h"
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class TestNetComms : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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g_VFS = CreateVfs();
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TS_ASSERT_OK(g_VFS->Mount(L"", DataDir() / "mods" / "public" / "", VFS_MOUNT_MUST_EXIST));
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TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir() / "_testcache" / "", 0, VFS_MAX_PRIORITY));
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CXeromyces::Startup();
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// Need some stuff for terrain movement costs:
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// (TODO: this ought to be independent of any graphics code)
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new CTerrainTextureManager;
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g_TexMan.LoadTerrainTextures();
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enet_initialize();
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}
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void tearDown()
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{
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enet_deinitialize();
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delete &g_TexMan;
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CXeromyces::Terminate();
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g_VFS.reset();
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DeleteDirectory(DataDir()/"_testcache");
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}
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bool clients_are_all(const std::vector<CNetClient*>& clients, uint state)
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{
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for (size_t j = 0; j < clients.size(); ++j)
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if (clients[j]->GetCurrState() != state)
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return false;
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return true;
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}
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void connect(CNetServer& server, const std::vector<CNetClient*>& clients)
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{
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TS_ASSERT(server.SetupConnection(PS_DEFAULT_PORT));
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for (CNetClient* client: clients)
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{
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client->SetupServerData("127.0.0.1", PS_DEFAULT_PORT, false);
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TS_ASSERT(client->SetupConnection(nullptr));
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}
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for (size_t i = 0; ; ++i)
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{
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// debug_printf(".");
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for (size_t j = 0; j < clients.size(); ++j)
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clients[j]->Poll();
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if (clients_are_all(clients, NCS_PREGAME))
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break;
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if (i > 20)
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{
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TS_FAIL("connection timeout");
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break;
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}
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SDL_Delay(100);
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}
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}
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#if 0
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void disconnect(CNetServer& server, const std::vector<CNetClient*>& clients)
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{
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for (size_t i = 0; ; ++i)
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{
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// debug_printf(".");
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server.Poll();
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for (size_t j = 0; j < clients.size(); ++j)
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clients[j]->Poll();
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if (server.GetState() == SERVER_STATE_UNCONNECTED && clients_are_all(clients, NCS_UNCONNECTED))
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break;
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if (i > 20)
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{
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TS_FAIL("disconnection timeout");
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break;
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}
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SDL_Delay(100);
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}
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}
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#endif
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void wait(const std::vector<CNetClient*>& clients, size_t msecs)
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{
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for (size_t i = 0; i < msecs/10; ++i)
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{
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for (size_t j = 0; j < clients.size(); ++j)
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clients[j]->Poll();
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SDL_Delay(10);
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}
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}
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void test_basic_DISABLED()
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{
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// This doesn't actually test much, it just runs a very quick multiplayer game
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// and prints a load of debug output so you can see if anything funny's going on
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ScriptInterface scriptInterface("Engine", "Test", g_ScriptContext);
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ScriptRequest rq(scriptInterface);
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TestStdoutLogger logger;
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std::vector<CNetClient*> clients;
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CGame client1Game(false);
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CGame client2Game(false);
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CGame client3Game(false);
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CNetServer server("no_secret");
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JS::RootedValue attrs(rq.cx);
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Script::CreateObject(
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rq,
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&attrs,
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"mapType", "scenario",
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"map", "maps/scenarios/Saharan Oases",
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"mapPath", "maps/scenarios/",
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"thing", "example");
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server.UpdateInitAttributes(&attrs, scriptInterface);
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CNetClient client1(&client1Game);
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CNetClient client2(&client2Game);
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CNetClient client3(&client3Game);
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clients.push_back(&client1);
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clients.push_back(&client2);
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clients.push_back(&client3);
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connect(server, clients);
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debug_printf("%s", client1.TestReadGuiMessages().c_str());
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server.StartGame();
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SDL_Delay(100);
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for (size_t j = 0; j < clients.size(); ++j)
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{
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clients[j]->Poll();
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TS_ASSERT_OK(LDR_NonprogressiveLoad());
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clients[j]->LoadFinished();
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}
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wait(clients, 100);
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{
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JS::RootedValue cmd(rq.cx);
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Script::CreateObject(
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rq,
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&cmd,
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"type", "debug-print",
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"message", "[>>> client1 test sim command]\\n");
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client1Game.GetTurnManager()->PostCommand(cmd);
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}
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{
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JS::RootedValue cmd(rq.cx);
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Script::CreateObject(
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rq,
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&cmd,
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"type", "debug-print",
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"message", "[>>> client2 test sim command]\\n");
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client2Game.GetTurnManager()->PostCommand(cmd);
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}
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wait(clients, 100);
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client1Game.GetTurnManager()->Update(1.0f, 1);
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client2Game.GetTurnManager()->Update(1.0f, 1);
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client3Game.GetTurnManager()->Update(1.0f, 1);
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wait(clients, 100);
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client1Game.GetTurnManager()->Update(1.0f, 1);
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client2Game.GetTurnManager()->Update(1.0f, 1);
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client3Game.GetTurnManager()->Update(1.0f, 1);
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wait(clients, 100);
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}
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void test_rejoin_DISABLED()
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{
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ScriptInterface scriptInterface("Engine", "Test", g_ScriptContext);
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ScriptRequest rq(scriptInterface);
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TestStdoutLogger logger;
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std::vector<CNetClient*> clients;
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CGame client1Game(false);
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CGame client2Game(false);
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CGame client3Game(false);
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CNetServer server("no_secret");
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JS::RootedValue attrs(rq.cx);
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Script::CreateObject(
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rq,
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&attrs,
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"mapType", "scenario",
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"map", "maps/scenarios/Saharan Oases",
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"mapPath", "maps/scenarios/",
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"thing", "example");
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server.UpdateInitAttributes(&attrs, scriptInterface);
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CNetClient client1(&client1Game);
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CNetClient client2(&client2Game);
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CNetClient client3(&client3Game);
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client1.SetUserName(L"alice");
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client2.SetUserName(L"bob");
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client3.SetUserName(L"charlie");
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clients.push_back(&client1);
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clients.push_back(&client2);
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clients.push_back(&client3);
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connect(server, clients);
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debug_printf("%s", client1.TestReadGuiMessages().c_str());
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server.StartGame();
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SDL_Delay(100);
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for (size_t j = 0; j < clients.size(); ++j)
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{
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clients[j]->Poll();
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TS_ASSERT_OK(LDR_NonprogressiveLoad());
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clients[j]->LoadFinished();
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}
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wait(clients, 100);
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{
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JS::RootedValue cmd(rq.cx);
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Script::CreateObject(
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rq,
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&cmd,
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"type", "debug-print",
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"message", "[>>> client1 test sim command 1]\\n");
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client1Game.GetTurnManager()->PostCommand(cmd);
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}
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wait(clients, 100);
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client1Game.GetTurnManager()->Update(1.0f, 1);
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client2Game.GetTurnManager()->Update(1.0f, 1);
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client3Game.GetTurnManager()->Update(1.0f, 1);
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wait(clients, 100);
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{
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JS::RootedValue cmd(rq.cx);
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Script::CreateObject(
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rq,
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&cmd,
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"type", "debug-print",
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"message", "[>>> client1 test sim command 2]\\n");
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client1Game.GetTurnManager()->PostCommand(cmd);
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}
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debug_printf("==== Disconnecting client 2\n");
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client2.DestroyConnection();
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clients.erase(clients.begin()+1);
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debug_printf("==== Connecting client 2B\n");
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CGame client2BGame(false);
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CNetClient client2B(&client2BGame);
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client2B.SetUserName(L"bob");
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clients.push_back(&client2B);
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client2B.SetupServerData("127.0.0.1", PS_DEFAULT_PORT, false);
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TS_ASSERT(client2B.SetupConnection(nullptr));
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for (size_t i = 0; ; ++i)
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{
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debug_printf("[%u]\n", client2B.GetCurrState());
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client2B.Poll();
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if (client2B.GetCurrState() == NCS_PREGAME)
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break;
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if (client2B.GetCurrState() == NCS_UNCONNECTED)
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{
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TS_FAIL("connection rejected");
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return;
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}
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if (i > 20)
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{
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TS_FAIL("connection timeout");
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return;
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}
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SDL_Delay(100);
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}
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wait(clients, 100);
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client1Game.GetTurnManager()->Update(1.0f, 1);
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client3Game.GetTurnManager()->Update(1.0f, 1);
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wait(clients, 100);
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server.SetTurnLength(100);
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client1Game.GetTurnManager()->Update(1.0f, 1);
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client3Game.GetTurnManager()->Update(1.0f, 1);
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wait(clients, 100);
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// (This SetTurnLength thing doesn't actually detect errors unless you change
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// CTurnManager::TurnNeedsFullHash to always return true)
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{
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JS::RootedValue cmd(rq.cx);
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Script::CreateObject(
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rq,
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&cmd,
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"type", "debug-print",
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"message", "[>>> client1 test sim command 3]\\n");
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client1Game.GetTurnManager()->PostCommand(cmd);
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}
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clients[2]->Poll();
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TS_ASSERT_OK(LDR_NonprogressiveLoad());
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clients[2]->LoadFinished();
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wait(clients, 100);
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{
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JS::RootedValue cmd(rq.cx);
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Script::CreateObject(
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rq,
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&cmd,
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"type", "debug-print",
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"message", "[>>> client1 test sim command 4]\\n");
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client1Game.GetTurnManager()->PostCommand(cmd);
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}
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for (size_t i = 0; i < 3; ++i)
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{
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client1Game.GetTurnManager()->Update(1.0f, 1);
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client2BGame.GetTurnManager()->Update(1.0f, 1);
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client3Game.GetTurnManager()->Update(1.0f, 1);
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wait(clients, 100);
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}
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}
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};
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