0ad/source/network/tests/test_Net.h
elexis 24f97d9fd5 Fix unreported glooxwrapper leaks following 61261d14fc, refs #2305.
Fixes an occurring leak indicated by the reported clang unused variable
compiler warning, refs #5294, #5550,
by adding the missing glooxwrapper::Jingle::Session::Session destructor
.

Fix two leaks that would have occurred if the according code had been
used:
Delete unused glooxwrapper::Jingle::ICEUDP::ICEUDP instead of adding the
missing destructor.
Delete unused glooxwrapper::Jingle::Content::Content instead of adding
the missing destructor.

Explain why glooxwrapper::Client::registerStanzaExtension doesn't leak
the new StanzaExtensionWrapper.
Explain why glooxwrapper::Jingle::Session::sessionInitiate doesn't leak
the new gloox::Jingle::Content, nor the new gloox::Jingle::ICEUDP.
Explain why glooxwrapper::SessionManager::registerPlugins doesn't leak
the new gloox::Jingle::Content and new gloox::Jingle::ICEUDP.
Explain why glooxwrapper::SessionManager::createSession doesn't leak the
gloox::Jingle::Session.

I will not leak memory in the glooxwrapper.
I will not leak memory in the glooxwrapper.
I will not leak memory in the glooxwrapper.

Use references in the StunClient and glooxwrapper to anticipate any
confusion as to whose obligation it is to delete variables when they are
passed around across several files.
Use static_cast and reinterpret_cast instead of C-style casts in the
StunClient.

Differential Revision: https://code.wildfiregames.com/D2094
Refs D2093 for the reported leaks.
Reviewed By: Josh
Comments By: fcxSanya, Vladislav for D2094, and echotangoecho, leper in
61261d14fc

This was SVN commit r22678.
2019-08-17 00:12:19 +00:00

342 lines
8.9 KiB
C++

/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "lib/self_test.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/external_libraries/enet.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/tex/tex.h"
#include "network/NetServer.h"
#include "network/NetClient.h"
#include "network/NetMessage.h"
#include "network/NetMessages.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Filesystem.h"
#include "ps/Loader.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/TurnManager.h"
class TestNetComms : public CxxTest::TestSuite
{
public:
void setUp()
{
g_VFS = CreateVfs();
TS_ASSERT_OK(g_VFS->Mount(L"", DataDir()/"mods"/"public", VFS_MOUNT_MUST_EXIST));
TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir()/"_testcache"));
CXeromyces::Startup();
// Need some stuff for terrain movement costs:
// (TODO: this ought to be independent of any graphics code)
new CTerrainTextureManager;
g_TexMan.LoadTerrainTextures();
enet_initialize();
}
void tearDown()
{
enet_deinitialize();
delete &g_TexMan;
CXeromyces::Terminate();
g_VFS.reset();
DeleteDirectory(DataDir()/"_testcache");
}
bool clients_are_all(const std::vector<CNetClient*>& clients, uint state)
{
for (size_t j = 0; j < clients.size(); ++j)
if (clients[j]->GetCurrState() != state)
return false;
return true;
}
void connect(CNetServer& server, const std::vector<CNetClient*>& clients)
{
TS_ASSERT(server.SetupConnection(PS_DEFAULT_PORT));
for (size_t j = 0; j < clients.size(); ++j)
TS_ASSERT(clients[j]->SetupConnection("127.0.0.1", PS_DEFAULT_PORT, nullptr));
for (size_t i = 0; ; ++i)
{
// debug_printf(".");
for (size_t j = 0; j < clients.size(); ++j)
clients[j]->Poll();
if (clients_are_all(clients, NCS_PREGAME))
break;
if (i > 20)
{
TS_FAIL("connection timeout");
break;
}
SDL_Delay(100);
}
}
#if 0
void disconnect(CNetServer& server, const std::vector<CNetClient*>& clients)
{
for (size_t i = 0; ; ++i)
{
// debug_printf(".");
server.Poll();
for (size_t j = 0; j < clients.size(); ++j)
clients[j]->Poll();
if (server.GetState() == SERVER_STATE_UNCONNECTED && clients_are_all(clients, NCS_UNCONNECTED))
break;
if (i > 20)
{
TS_FAIL("disconnection timeout");
break;
}
SDL_Delay(100);
}
}
#endif
void wait(const std::vector<CNetClient*>& clients, size_t msecs)
{
for (size_t i = 0; i < msecs/10; ++i)
{
for (size_t j = 0; j < clients.size(); ++j)
clients[j]->Poll();
SDL_Delay(10);
}
}
void test_basic_DISABLED()
{
// This doesn't actually test much, it just runs a very quick multiplayer game
// and prints a load of debug output so you can see if anything funny's going on
ScriptInterface scriptInterface("Engine", "Test", g_ScriptRuntime);
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
TestStdoutLogger logger;
std::vector<CNetClient*> clients;
CGame client1Game(true);
CGame client2Game(true);
CGame client3Game(true);
CNetServer server;
JS::RootedValue attrs(cx);
scriptInterface.Eval("({mapType:'scenario',map:'maps/scenarios/Saharan Oases',mapPath:'maps/scenarios/',thing:'example'})", &attrs);
server.UpdateGameAttributes(&attrs, scriptInterface);
CNetClient client1(&client1Game, false);
CNetClient client2(&client2Game, false);
CNetClient client3(&client3Game, false);
clients.push_back(&client1);
clients.push_back(&client2);
clients.push_back(&client3);
connect(server, clients);
debug_printf("%s", client1.TestReadGuiMessages().c_str());
server.StartGame();
SDL_Delay(100);
for (size_t j = 0; j < clients.size(); ++j)
{
clients[j]->Poll();
TS_ASSERT_OK(LDR_NonprogressiveLoad());
clients[j]->LoadFinished();
}
wait(clients, 100);
{
JS::RootedValue cmd(cx);
client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command]\\n'})", &cmd);
client1Game.GetTurnManager()->PostCommand(cmd);
}
{
JS::RootedValue cmd(cx);
client2.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client2 test sim command]\\n'})", &cmd);
client2Game.GetTurnManager()->PostCommand(cmd);
}
wait(clients, 100);
client1Game.GetTurnManager()->Update(1.0f, 1);
client2Game.GetTurnManager()->Update(1.0f, 1);
client3Game.GetTurnManager()->Update(1.0f, 1);
wait(clients, 100);
client1Game.GetTurnManager()->Update(1.0f, 1);
client2Game.GetTurnManager()->Update(1.0f, 1);
client3Game.GetTurnManager()->Update(1.0f, 1);
wait(clients, 100);
}
void test_rejoin_DISABLED()
{
ScriptInterface scriptInterface("Engine", "Test", g_ScriptRuntime);
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
TestStdoutLogger logger;
std::vector<CNetClient*> clients;
CGame client1Game(true);
CGame client2Game(true);
CGame client3Game(true);
CNetServer server;
JS::RootedValue attrs(cx);
scriptInterface.Eval("({mapType:'scenario',map:'maps/scenarios/Saharan Oases',mapPath:'maps/scenarios/',thing:'example'})", &attrs);
server.UpdateGameAttributes(&attrs, scriptInterface);
CNetClient client1(&client1Game, false);
CNetClient client2(&client2Game, false);
CNetClient client3(&client3Game, false);
client1.SetUserName(L"alice");
client2.SetUserName(L"bob");
client3.SetUserName(L"charlie");
clients.push_back(&client1);
clients.push_back(&client2);
clients.push_back(&client3);
connect(server, clients);
debug_printf("%s", client1.TestReadGuiMessages().c_str());
server.StartGame();
SDL_Delay(100);
for (size_t j = 0; j < clients.size(); ++j)
{
clients[j]->Poll();
TS_ASSERT_OK(LDR_NonprogressiveLoad());
clients[j]->LoadFinished();
}
wait(clients, 100);
{
JS::RootedValue cmd(cx);
client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 1]\\n'})", &cmd);
client1Game.GetTurnManager()->PostCommand(cmd);
}
wait(clients, 100);
client1Game.GetTurnManager()->Update(1.0f, 1);
client2Game.GetTurnManager()->Update(1.0f, 1);
client3Game.GetTurnManager()->Update(1.0f, 1);
wait(clients, 100);
{
JS::RootedValue cmd(cx);
client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 2]\\n'})", &cmd);
client1Game.GetTurnManager()->PostCommand(cmd);
}
debug_printf("==== Disconnecting client 2\n");
client2.DestroyConnection();
clients.erase(clients.begin()+1);
debug_printf("==== Connecting client 2B\n");
CGame client2BGame(true);
CNetClient client2B(&client2BGame, false);
client2B.SetUserName(L"bob");
clients.push_back(&client2B);
TS_ASSERT(client2B.SetupConnection("127.0.0.1", PS_DEFAULT_PORT, nullptr));
for (size_t i = 0; ; ++i)
{
debug_printf("[%u]\n", client2B.GetCurrState());
client2B.Poll();
if (client2B.GetCurrState() == NCS_PREGAME)
break;
if (client2B.GetCurrState() == NCS_UNCONNECTED)
{
TS_FAIL("connection rejected");
return;
}
if (i > 20)
{
TS_FAIL("connection timeout");
return;
}
SDL_Delay(100);
}
wait(clients, 100);
client1Game.GetTurnManager()->Update(1.0f, 1);
client3Game.GetTurnManager()->Update(1.0f, 1);
wait(clients, 100);
server.SetTurnLength(100);
client1Game.GetTurnManager()->Update(1.0f, 1);
client3Game.GetTurnManager()->Update(1.0f, 1);
wait(clients, 100);
// (This SetTurnLength thing doesn't actually detect errors unless you change
// CTurnManager::TurnNeedsFullHash to always return true)
{
JS::RootedValue cmd(cx);
client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 3]\\n'})", &cmd);
client1Game.GetTurnManager()->PostCommand(cmd);
}
clients[2]->Poll();
TS_ASSERT_OK(LDR_NonprogressiveLoad());
clients[2]->LoadFinished();
wait(clients, 100);
{
JS::RootedValue cmd(cx);
client1.GetScriptInterface().Eval("({type:'debug-print', message:'[>>> client1 test sim command 4]\\n'})", &cmd);
client1Game.GetTurnManager()->PostCommand(cmd);
}
for (size_t i = 0; i < 3; ++i)
{
client1Game.GetTurnManager()->Update(1.0f, 1);
client2BGame.GetTurnManager()->Update(1.0f, 1);
client3Game.GetTurnManager()->Update(1.0f, 1);
wait(clients, 100);
}
}
};