// Create a new ServerGame with one dummy team -- be sure to delete this somewhere! ServerGame *newServerGame() { Address addr; GameSettingsPtr settings = GameSettingsPtr(new GameSettings()); LevelSourcePtr levelSource = LevelSourcePtr(new StringLevelSource("")); Level *level = new Level(); level->loadLevelFromString("", -1); ServerGame *game = new ServerGame(addr, settings, levelSource, false, false); game->setLevel(level); game->addTeam(new Team()); // Team will be cleaned up when game is deleted return game; }
// Create a pair of games suitable for testing client/server interaction. Provide some levelcode to get things started. GamePair::GamePair(const string &levelCode, S32 clientCount) { GameSettingsPtr settings = GameSettingsPtr(new GameSettings()); initialize(settings, levelCode, clientCount); }
// Simulates player joining game from new client ClientGame *GamePair::addClient(const string &name) const { GameSettingsPtr settings = GameSettingsPtr(new GameSettings()); return addClient(name, settings); }
// Create a new ClientGame with one dummy team -- be sure to delete this somewhere! ClientGame *newClientGame() { GameSettingsPtr settings = GameSettingsPtr(new GameSettings()); return newClientGame(settings); }
// This one is a little more involved, as we will be simulating an entire editor session, including level testing TEST(ObjectCleanupTests, TestEditorObjectManagement) { GameSettingsPtr settings = GameSettingsPtr(new GameSettings()); settings->setSetting(IniKey::Nickname, string("Alfonso")); // Set this to bypass startup screen settings->getFolderManager()->setLevelDir("levels"); // Need something for hosting to work settings->updatePlayerName("Alfonso"); Address addr; ClientGame *clientGame = new ClientGame(addr, settings, new UIManager()); // ClientGame destructor will clean up UIManager GameManager::addClientGame(clientGame); UIManager *uiMgr = clientGame->getUIManager(); uiMgr->activate<MainMenuUserInterface>(); ASSERT_TRUE(uiMgr->isCurrentUI<MainMenuUserInterface>()); // Cheat a little; go directly to editor uiMgr->getUI<EditorUserInterface>()->setLevelFileName("xyzzy"); // Reset this so we get the level entry screen uiMgr->activate<EditorUserInterface>(); ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()); EditorUserInterface *editor = uiMgr->getUI<EditorUserInterface>(); ///// Test basic object deletion, undo system not activated SafePtr<TestItem> testItem = new TestItem(); // To track deletion... see "Basics" test above ASSERT_FALSE(testItem.isNull()) << "Just created this!"; editor->addToEditor(testItem.getPointer()); editor->deleteItem(0, false); // Low level method doesn't save undo state; object should be deleted ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!"; ///// Check deleting object with undo system -- do things get deleted as expected? testItem = new TestItem(); ASSERT_FALSE(testItem.isNull()) << "Just created this -- shouldn't be gone yet!"; editor->addToEditor(testItem.getPointer()); testItem->setSelected(true); ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Started with one object"; editor->handleKeyPress(KEY_Z, "Del"); // Triggers deleteSelection(false) ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!"; ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "All objects deleted... none should be present"; editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_UNDO_ACTION)); // Undo ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Undeleted one object"; ASSERT_FALSE(testItem.isValid()); testItem = dynamic_cast<TestItem *>(editor->getLevel()->findObjects_fast()->get(0)); ASSERT_TRUE(testItem.isValid()); editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_REDO_ACTION)); ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "Redid delete... none should be present"; ASSERT_FALSE(testItem.isValid()); ///// Test level Level *level = editor->getLevel(); // Keep track of the level we were editing editor->testLevelStart(); ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Still in editor"; ASSERT_TRUE(editor->getLevel()->getGameType()) << "Have valid GameType"; GameType *gt = editor->getLevel()->getGameType(); GameManager::getServerGame()->loadNextLevelInfo(); ASSERT_EQ(GameManager::DoneLoadingLevels, GameManager::getHostingModePhase()) << "Only loading one level here..."; ASSERT_TRUE(GameManager::hostGame()) << "Failure to host game!"; ASSERT_TRUE(uiMgr->isCurrentUI<GameUserInterface>()) << "In game UI"; GameManager::localClientQuits(GameManager::getClientGames()->get(0)); ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Back to the editor"; ASSERT_EQ(editor, uiMgr->getCurrentUI()) << "Expect same object"; ASSERT_EQ(level, editor->getLevel()) << "Level should not have changed"; ASSERT_TRUE(editor->getLevel()->getGameType()) << "Expect valid GameType"; ASSERT_EQ(gt, editor->getLevel()->getGameType()) << "GameType should not have changed"; }