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ee0d204bf6
JSAutoRequest is required before calling into most JSAPI methods, for GC reasons. Calling it is required and fragile as one must not forget. Further, SM52 and later make manipulating JSContext* dangerous as that can cross Compartment(Realm in SM68) barriers (and ScriptInterface now matches a Compartment). The solution to both problems is to avoid using JSContext* in 0 A.D. itself. To achieve this, a Request class is introduced, and must be used to access a JSContext* from a scriptInterface. Further, Request is passed to other ScriptInterface functions isntead of JSContext*, making it obvious that the caller has already called it, reducing errors and redundant JSAutoRequest calls. Only JSNative functions now get a naked JSContext* without protection, but the likelihood of forgetting a request is lower since many ScriptInterface functions now expect it. JSContext* is directly passed to JSAPI functions only. Part of the SM52 migration, stage: SM45 compatible Based on a patch by: Itms Tested By: Freagarach Refs #4893 Differential Revision: https://code.wildfiregames.com/D3088 This was SVN commit r24176.
381 lines
9.0 KiB
C++
381 lines
9.0 KiB
C++
/* Copyright (C) 2020 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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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();
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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"));
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CXeromyces::Startup();
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// Need some stuff for terrain movement costs:
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// (TODO: this ought to be independent of any graphics code)
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new CTerrainTextureManager;
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g_TexMan.LoadTerrainTextures();
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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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delete &g_TexMan;
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CXeromyces::Terminate();
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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 (size_t j = 0; j < clients.size(); ++j)
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TS_ASSERT(clients[j]->SetupConnection("127.0.0.1", PS_DEFAULT_PORT, nullptr));
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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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void test_basic_DISABLED()
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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_ScriptRuntime);
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ScriptInterface::Request 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;
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JS::RootedValue attrs(rq.cx);
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ScriptInterface::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.UpdateGameAttributes(&attrs, scriptInterface);
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CNetClient client1(&client1Game, false);
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CNetClient client2(&client2Game, false);
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CNetClient client3(&client3Game, false);
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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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ScriptInterface::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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ScriptInterface::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 test_rejoin_DISABLED()
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{
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ScriptInterface scriptInterface("Engine", "Test", g_ScriptRuntime);
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ScriptInterface::Request 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;
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JS::RootedValue attrs(rq.cx);
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ScriptInterface::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.UpdateGameAttributes(&attrs, scriptInterface);
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CNetClient client1(&client1Game, false);
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CNetClient client2(&client2Game, false);
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CNetClient client3(&client3Game, false);
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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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ScriptInterface::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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ScriptInterface::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, false);
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client2B.SetUserName(L"bob");
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clients.push_back(&client2B);
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TS_ASSERT(client2B.SetupConnection("127.0.0.1", PS_DEFAULT_PORT, 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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ScriptInterface::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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ScriptInterface::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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