예제 #1
0
// 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);
}
예제 #2
0
// 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());         
}