void GamePair::initialize(GameSettingsPtr settings, const Vector<string> &levelCode, S32 clientCount) { settings->resolveDirs(); // Need to start Lua before we add any clients. Might as well do it now. LuaScriptRunner::startLua(settings->getFolderManager()->getLuaDir()); LevelSourcePtr levelSource = LevelSourcePtr(new StringLevelSource(levelCode)); initHosting(settings, levelSource, true, false); // Creates a game and adds it to GameManager server = GameManager::getServerGame(); // Get the game created in initHosting // Give the host name something meaningful... in this case the name of the test if(::testing::UnitTest::GetInstance()->current_test_case()) { const char *name = ::testing::UnitTest::GetInstance()->current_test_case()->name(); const char *name2 = ::testing::UnitTest::GetInstance()->current_test_info()->name(); server->getSettings()->setHostName(string(name) + "_" + name2, false); } server->startHosting(); // This will load levels and wipe out any teams for(S32 i = 0; i < clientCount; i++) addClient("TestPlayer" + itos(i)); idle(1, 5); // Give GameType and game objects time to propagate to client(s) }
// 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; }