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https://gitea.wildfiregames.com/0ad/0ad
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1c0536bf08introduced a disableGraphics bool with a default value and relied on the default being reasonable except for the few needed cases.be93b31411introduced the replayLog argument with a default value and relied on the default being reasonable except for the few needed cases.5747619c39fixed a bug in that commit because the default value hadn't actually been considered to be correct for all CGame constructor calls and was wrong for two. By requiring callers to specify the value, authors are forced to establish thought which value is the correct one, as opposed to hoping that a default value will be good by default. As you can see in the diff, it also makes it easier to compare what values changed if they are always defined in the caller. Use CRenderer::IsInitialised() to determine if this is a non-visual CGame, for the purpose of removing less transparent proxy functions that are unneeded as long as there are about 30 other calls testing for CRenderer::IsInitialised() to determine if the Game should be rendered. Supersedes: * CGame constructor argument bool disableGraphics from1c0536bf08. * CGame::IsGraphicsDisabled() proxy froma533fff883to the proxy from1c0536bf08and two local nonVisual = args.Has("autostart-nonvisual") variables in GameSetup.cpp froma533fff883. Call the Renderer destructor instead of calling delete on the non-pointer (SAFE_DELETE would not be supported for instance). Started as a preparation for D2197, but actually independent. Differential Revision: https://code.wildfiregames.com/D2211 This was SVN commit r22785.
342 lines
8.9 KiB
C++
342 lines
8.9 KiB
C++
/* Copyright (C) 2019 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"));
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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 (size_t j = 0; j < clients.size(); ++j)
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TS_ASSERT(clients[j]->SetupConnection("127.0.0.1", PS_DEFAULT_PORT, nullptr));
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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_ScriptRuntime);
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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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;
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JS::RootedValue attrs(cx);
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scriptInterface.Eval("({mapType:'scenario',map:'maps/scenarios/Saharan Oases',mapPath:'maps/scenarios/',thing:'example'})", &attrs);
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server.UpdateGameAttributes(&attrs, scriptInterface);
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CNetClient client1(&client1Game, false);
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CNetClient client2(&client2Game, false);
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CNetClient client3(&client3Game, false);
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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(cx);
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client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command]\\n'})", &cmd);
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client1Game.GetTurnManager()->PostCommand(cmd);
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}
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{
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JS::RootedValue cmd(cx);
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client2.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client2 test sim command]\\n'})", &cmd);
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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_ScriptRuntime);
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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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;
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JS::RootedValue attrs(cx);
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scriptInterface.Eval("({mapType:'scenario',map:'maps/scenarios/Saharan Oases',mapPath:'maps/scenarios/',thing:'example'})", &attrs);
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server.UpdateGameAttributes(&attrs, scriptInterface);
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CNetClient client1(&client1Game, false);
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CNetClient client2(&client2Game, false);
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CNetClient client3(&client3Game, false);
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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(cx);
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client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 1]\\n'})", &cmd);
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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(cx);
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client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 2]\\n'})", &cmd);
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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, false);
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client2B.SetUserName(L"bob");
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clients.push_back(&client2B);
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TS_ASSERT(client2B.SetupConnection("127.0.0.1", PS_DEFAULT_PORT, 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(cx);
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client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 3]\\n'})", &cmd);
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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(cx);
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client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 4]\\n'})", &cmd);
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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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