0ad/source/network/tests/test_Net.h
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

340 lines
8.7 KiB
C++

/* Copyright (C) 2014 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/NetTurnManager.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"
class TestNetComms : public CxxTest::TestSuite
{
public:
void setUp()
{
g_VFS = CreateVfs(20 * MiB);
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());
for (size_t j = 0; j < clients.size(); ++j)
TS_ASSERT(clients[j]->SetupConnection("127.0.0.1"));
for (size_t i = 0; ; ++i)
{
// debug_printf(L".");
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(L".");
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);
CNetClient client2(&client2Game);
CNetClient client3(&client3Game);
clients.push_back(&client1);
clients.push_back(&client2);
clients.push_back(&client3);
connect(server, clients);
debug_printf(L"%ls", 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);
CNetClient client2(&client2Game);
CNetClient client3(&client3Game);
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(L"%ls", 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(L"==== Disconnecting client 2\n");
client2.DestroyConnection();
clients.erase(clients.begin()+1);
debug_printf(L"==== Connecting client 2B\n");
CGame client2BGame(true);
CNetClient client2B(&client2BGame);
client2B.SetUserName(L"bob");
clients.push_back(&client2B);
TS_ASSERT(client2B.SetupConnection("127.0.0.1"));
for (size_t i = 0; ; ++i)
{
debug_printf(L"[%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
// CNetTurnManager::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);
}
}
};