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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 13:23:56 -07:00
This makes using STUN mandatory for games hosted using the multiplayer lobby. The motivation for that is a reduction in complexity, because right now if STUN is disabled we use a home-grown STUN-like logic, which got implemented before Pyrogenesis got STUN support. That home-grown logic relies on a custom ejabberd module (mod_ipstamp), which inserts the external IP-address of a host in the response messages when a host registers a game. Originally mod_ipstamp was also used to inform all potential players of a hosts IP-address, however that has already been removed to let hosts to only share their IP-address with players actually joining their game. Removing the home-grown logic and instead always relying on STUN removes complexity in Pyrogenesis and the lobby server and also eases hosting games for players, as they don't have to figure out anymore whether they need to enable STUN or not. These changes shouldn't negatively impact the ability of Pyrogenesis to handle different types of NAT or broken networks. There is one difference though: While the custom logic using mod_ipstamp utilized TCP as transport protocol, the STUN implementation in Pyrogenesis currently uses UDP. That doesn't allow hosts with UDP-connectivity issues to resolve their external IP-address anymore, however without UDP-connectivity they aren't able to successfully host games anyway, as the actual game updates are transferred using UDP as well.
384 lines
9 KiB
C++
384 lines
9 KiB
C++
/* Copyright (C) 2025 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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#include <optional>
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class TestNetComms : public CxxTest::TestSuite
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{
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std::optional<CXeromycesEngine> xeromycesEngine;
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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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xeromycesEngine.emplace();
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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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xeromycesEngine.reset();
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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);
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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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// just so that cxxtestgen doesn't complain "No tests defined" if all are disabled
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void test_dummy() {}
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void DISABLED_test_basic()
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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{false};
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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 DISABLED_test_rejoin()
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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{false};
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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);
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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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