forked from 0ad/0ad
Ykkrosh
f39f279132
Handle AIProxy entirely through scripts. Support structured clones of script values. Improve performance. Support multiple script contexts sharing a runtime. Use a separate context per AI player. This was SVN commit r8866.
48 lines
1.6 KiB
C++
48 lines
1.6 KiB
C++
/* Copyright (C) 2010 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 "network/NetMessage.h"
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#include "scriptinterface/ScriptInterface.h"
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class TestNetMessage : public CxxTest::TestSuite
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{
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public:
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void test_sim()
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{
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ScriptInterface script("Test", "Test", ScriptInterface::CreateRuntime());
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CScriptValRooted val;
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script.Eval("[4]", val);
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CSimulationMessage msg(script, 1, 2, 3, val.get());
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TS_ASSERT_STR_EQUALS(msg.ToString(), "CSimulationMessage { m_Client: 1, m_Player: 2, m_Turn: 3, m_Data: [4] }");
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size_t len = msg.GetSerializedLength();
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u8* buf = new u8[len+1];
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buf[len] = '!';
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TS_ASSERT_EQUALS(msg.Serialize(buf) - (buf+len), 0);
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TS_ASSERT_EQUALS(buf[len], '!');
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CNetMessage* msg2 = CNetMessageFactory::CreateMessage(buf, len, script);
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TS_ASSERT_STR_EQUALS(((CSimulationMessage*)msg2)->ToString(), "CSimulationMessage { m_Client: 1, m_Player: 2, m_Turn: 3, m_Data: [4] }");
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delete msg2;
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delete[] buf;
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}
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};
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