// Scenario 2: Player enters idle command, other players, so server does not suspend itself. Since // player used idle command, a 5 second penalty will be levied against them. static void doScenario2(GamePair &gamePair) { ServerGame *serverGame = gamePair.server; string player1Name = "TestPlayer0"; ASSERT_EQ(1, gamePair.getClientCount()); // Should have had a client here when we arrived ASSERT_EQ(player1Name, gamePair.getClient(0)->getPlayerName()); // With this name string player2Name = "TestUser2"; gamePair.addClientAndSetTeam(player2Name.c_str(), 0); ClientGame *client1 = gamePair.getClient(0); ClientGame *client2 = gamePair.getClient(1); // Make sure the names are what we think they are... can't move on unless they are ASSERT_EQ(player1Name, client1->getPlayerName()); ASSERT_EQ(player2Name, client2->getPlayerName()); // Should now be 2 ships in the game -- one belonging to client1 and another belonging to client2 gamePair.idle(10, 5); // Idle 5x; give things time to propagate fillVector.clear(); serverGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(2, fillVector.size()); fillVector.clear(); client1->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(2, fillVector.size()); fillVector.clear(); client2->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(2, fillVector.size()); Vector<string> words; ChatCommands::idleHandler(client1, words); // Make client 1 go /idle gamePair.idle(Ship::KillDeleteDelay / 15, 30); // Give things time to propagate, timers to time out, etc. ASSERT_TRUE(serverGame->getClientInfo(0)->isSpawnDelayed()); ASSERT_TRUE(client1->isSpawnDelayed()); // Status should have propagated to client by now fillVector.clear(); serverGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(1, fillVector.size()); // Ship should have been killed off -- only 2nd player ship should be left fillVector.clear(); client1->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(0, fillVector.size()); // Suspended players don't see remote objects fillVector.clear(); client2->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); //ASSERT_EQ(1, fillVector.size()); // Player 2 should see self ASSERT_TRUE(client2->findClientInfo(client1->getPlayerName())->isSpawnDelayed()); // Check that other player knows our status // ReturnToGame penalty has been set, but won't start to count down until ship attempts to spawn ASSERT_FALSE(client1->inReturnToGameCountdown()); ASSERT_TRUE(static_cast<FullClientInfo *>(serverGame->getClientInfo(0))->hasReturnToGamePenalty()); // Penalty has been primed ASSERT_EQ(0, serverGame->getClientInfo(0)->getReturnToGameTime()); // Player presses a key to rejoin the game; there should be a SPAWN_UNDELAY_TIMER_DELAY ms penalty incurred for using /idle ASSERT_FALSE(serverGame->isSuspended()) << "Game is suspended -- subsequent tests will fail"; client1->undelaySpawn(); // Simulate effects of key press gamePair.idle(10, 10); // Idle; give things time to propagate ASSERT_TRUE(serverGame->getClientInfo(0)->getReturnToGameTime() > 0); // Timers should be set and counting down ASSERT_TRUE(client1->inReturnToGameCountdown()); // Check to ensure ship didn't spawn -- spawn should be delayed until penalty period has expired fillVector.clear(); serverGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(1, fillVector.size()); // (one ship for client2) // Client 1 won't see spawning ship while he is suspended fillVector.clear(); client1->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(0, fillVector.size()); // Client 2 should see that client 1 has been delayed ASSERT_TRUE(client2->findClientInfo(player1Name.c_str())->isSpawnDelayed()); // After some time has passed -- no longer in returnToGameCountdown period, ship should have appeared on server and client gamePair.idle(ClientInfo::SPAWN_UNDELAY_TIMER_DELAY / 100, 105); // More time than SPAWN_UNDELAY_TIMER_DELAY ASSERT_FALSE(client1->inReturnToGameCountdown()); fillVector.clear(); serverGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(2, fillVector.size()); fillVector.clear(); client1->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(2, fillVector.size()); gamePair.removeClient(1); }
// Scenario 3, 4 -- Player enters /idle command, no other players, so server suspends itself // In this case, no returnToGame penalty should be levied // In this scenario 3, player un-idles during the suspend game timer countdown (there is a 2 second delay after all players are idle) // In scenario 4, player enters full suspend mode before unidling static void doScenario34(GamePair &gamePair, bool letGameSlipIntoFullSuspendMode) { ClientGame *clientGame = gamePair.getClient(0); ServerGame *serverGame = gamePair.server; // Make sure we start off in a "normal" state ASSERT_FALSE(serverGame->isOrIsAboutToBeSuspended()); ASSERT_FALSE(clientGame->isSpawnDelayed()); gamePair.idle(Ship::KillDeleteDelay / 15, 20); // Idle; give things time to propagate fillVector.clear(); serverGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(1, fillVector.size()); // Now that player 2 has left, should only be one ship fillVector.clear(); clientGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(1, fillVector.size()); Vector<string> words; ChatCommands::idleHandler(clientGame, words); gamePair.idle(10, 10); // Idle; give things time to propagate, timers to time out, etc. ASSERT_TRUE(serverGame->getClientInfo(0)->isSpawnDelayed()); ASSERT_TRUE(serverGame->isOrIsAboutToBeSuspended()); EXPECT_FALSE(serverGame->isSuspended()); ASSERT_TRUE(clientGame->isSpawnDelayed()); // Status should have propagated to client by now EXPECT_FALSE(clientGame->isSuspended()); fillVector.clear(); serverGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(0, fillVector.size()); // No ships remaining in game -- don't check client as it may have exploding ship there fillVector.clear(); // ReturnToGame penalty has been set, but won't start to count down until ship attempts to spawn ASSERT_FALSE(clientGame->inReturnToGameCountdown()); ASSERT_TRUE(static_cast<FullClientInfo *>(serverGame->getClientInfo(0))->hasReturnToGamePenalty()); // Penalty has been primed ASSERT_EQ(0, serverGame->getClientInfo(0)->getReturnToGameTime()); if(letGameSlipIntoFullSuspendMode) gamePair.idle(ServerGame::PreSuspendSettlingPeriod / 20, 25); // Player presses a key to rejoin the game; since game was suspended, player can resume without penalty ASSERT_TRUE(serverGame->isOrIsAboutToBeSuspended()) << "Game should be suspended"; if(letGameSlipIntoFullSuspendMode) { // In here, game is suspended EXPECT_TRUE(serverGame->isSuspended()); EXPECT_TRUE(clientGame->isSuspended()); // Check if server clocks are still counting down... should be stopped S32 snow = serverGame->getGameType()->getRemainingGameTimeInMs(); S32 cnow = clientGame->getGameType()->getRemainingGameTimeInMs(); gamePair.idle(10, 10); S32 slater = serverGame->getGameType()->getRemainingGameTimeInMs(); S32 clater = clientGame->getGameType()->getRemainingGameTimeInMs(); EXPECT_EQ(snow, slater) << "Looks like server clock is still running (should be stopped)!"; EXPECT_EQ(cnow, clater) << "Looks like client clock is still running (should be stopped)!"; } else { // In here, game is not (yet) suspended, but is in the 2 second cooldown period that comes after // all players have left or are idle, but before full suspension EXPECT_FALSE(serverGame->isSuspended()); EXPECT_FALSE(clientGame->isSuspended()); // Check if clocks are still counting down... should be still running S32 snow = serverGame->getGameType()->getRemainingGameTimeInMs(); S32 cnow = clientGame->getGameType()->getRemainingGameTimeInMs(); gamePair.idle(10, 10); S32 slater = serverGame->getGameType()->getRemainingGameTimeInMs(); S32 clater = clientGame->getGameType()->getRemainingGameTimeInMs(); EXPECT_NE(snow, slater) << "Looks like server clock is stopped (should be running)!"; EXPECT_NE(cnow, clater) << "Looks like client clock is stopped (should be running)!"; } clientGame->undelaySpawn(); // Simulate effects of key press gamePair.idle(10, 5); // Idle; give things time to propagate ASSERT_FALSE(serverGame->isOrIsAboutToBeSuspended()); ASSERT_EQ(0, serverGame->getClientInfo(0)->getReturnToGameTime()); // No returnToGame penalty ASSERT_FALSE(clientGame->inReturnToGameCountdown()); gamePair.idle(Ship::KillDeleteDelay / 15, 20); // Idle; give dead ships time to be cleaned up // Check to ensure ship spawned fillVector.clear(); serverGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(1, fillVector.size()); fillVector.clear(); clientGame->getLevel()->findObjects(PlayerShipTypeNumber, fillVector); ASSERT_EQ(1, fillVector.size()); ASSERT_FALSE(serverGame->isOrIsAboutToBeSuspended()); ASSERT_FALSE(clientGame->isSpawnDelayed()); }