forked from mirrors/0ad
dfb10c8209
Don't flush network queue after every message. Desingletonify CGameAttributes to allow testing. Make network server/client basically testable. Add very basic tests for network server/client. Fix FsmActionCtx memory leak. Split CNetHost into a separate file. Convert CNetHost, CNetSession to a more conventional coding style. Delete CNetLogger, since it's a lot of complexity and is barely used and is redundant with CLogger. Other minor simplifications. This was SVN commit r7623.
166 lines
4.0 KiB
C++
166 lines
4.0 KiB
C++
/* Copyright (C) 2010 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 "lib/external_libraries/sdl.h"
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#include "network/NetServer.h"
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#include "network/NetClient.h"
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#include "ps/ConfigDB.h"
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#include "ps/Filesystem.h"
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#include "ps/GameAttributes.h"
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#include "ps/XML/Xeromyces.h"
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#include "scriptinterface/ScriptInterface.h"
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class TestNetServer : public CNetServer
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{
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public:
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TestNetServer(ScriptInterface& scriptInterface, CGameAttributes& gameAttributes) :
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CNetServer(scriptInterface, NULL, &gameAttributes), m_HasConnection(false)
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{
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}
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bool m_HasConnection;
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protected:
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virtual void OnPlayerJoin(CNetSession* pSession)
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{
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debug_printf(L"# player joined\n");
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for (size_t slot = 0; slot < m_GameAttributes->GetSlotCount(); ++slot)
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{
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if (m_GameAttributes->GetSlot(slot)->GetAssignment() == SLOT_OPEN)
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{
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debug_printf(L"# assigning slot %d\n", slot);
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m_GameAttributes->GetSlot(slot)->AssignToSession(pSession);
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m_HasConnection = true;
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break;
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}
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}
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}
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virtual void OnPlayerLeave(CNetSession* UNUSED(pSession))
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{
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debug_printf(L"# player left\n");
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}
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};
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class TestNetClient : public CNetClient
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{
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public:
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TestNetClient(ScriptInterface& scriptInterface, CGameAttributes& gameAttributes) :
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CNetClient(scriptInterface, NULL, &gameAttributes), m_HasConnection(false)
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{
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}
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bool m_HasConnection;
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protected:
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virtual void OnConnectComplete()
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{
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debug_printf(L"# connect complete\n");
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m_HasConnection = true;
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}
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virtual void OnStartGame()
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{
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debug_printf(L"# start game\n");
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}
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};
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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(20 * MiB);
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TS_ASSERT_OK(g_VFS->Mount(L"", DataDir()/L"mods/public", VFS_MOUNT_MUST_EXIST));
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TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir()/L"_testcache"));
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CXeromyces::Startup();
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new ScriptingHost;
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CGameAttributes::ScriptingInit();
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CNetServer::ScriptingInit();
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CNetClient::ScriptingInit();
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new CConfigDB;
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}
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void tearDown()
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{
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delete &g_ConfigDB;
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CGameAttributes::ScriptingShutdown();
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CNetServer::ScriptingShutdown();
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CNetClient::ScriptingShutdown();
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delete &g_ScriptingHost;
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CXeromyces::Terminate();
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g_VFS.reset();
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DeleteDirectory(DataDir()/L"_testcache");
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}
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void connect(TestNetServer& server, TestNetClient& client)
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{
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TS_ASSERT(server.Start(NULL, 0, NULL));
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TS_ASSERT(client.Create());
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TS_ASSERT(client.ConnectAsync("127.0.0.1", DEFAULT_HOST_PORT));
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for (size_t i = 0; ; ++i)
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{
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debug_printf(L".");
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server.Poll();
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client.Poll();
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if (server.m_HasConnection && client.m_HasConnection)
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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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void test_basic_DISABLED()
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{
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ScriptInterface scriptInterface("Engine");
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CGameAttributes gameAttributesServer;
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CGameAttributes gameAttributesClient;
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TestNetServer server(scriptInterface, gameAttributesServer);
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TestNetClient client(scriptInterface, gameAttributesClient);
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connect(server, client);
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client.CNetHost::Shutdown();
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server.CNetHost::Shutdown();
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}
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void TODO_test_destructor()
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{
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ScriptInterface scriptInterface("Engine");
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CGameAttributes gameAttributesServer;
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CGameAttributes gameAttributesClient;
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TestNetServer server(scriptInterface, gameAttributesServer);
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TestNetClient client(scriptInterface, gameAttributesClient);
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connect(server, client);
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// run in Valgrind; this shouldn't leak
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}
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};
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