/* 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 .
*/
#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& 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& 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(".");
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& 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& 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 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("%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 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("%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);
client2B.SetUserName(L"bob");
clients.push_back(&client2B);
TS_ASSERT(client2B.SetupConnection("127.0.0.1"));
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
// 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);
}
}
};