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#ifndef _ClientAppFixture_h_
#define _ClientAppFixture_h_
#include "client/ClientApp.h"
class ClientAppFixture : public ClientApp {
public:
ClientAppFixture();
bool PingLocalHostServer();
bool ConnectToLocalHostServer();
bool ConnectToServer(const std::string& ip_address);
void DisconnectFromServer();
void HostSPGame(unsigned int num_AIs);
void JoinGame();
bool ProcessMessages(const boost::posix_time::ptime& start_time, int max_seconds);
bool HandleMessage(Message& msg);
void SaveGame();
void UpdateLobby();
unsigned int GetLobbyAICount() const;
int EffectsProcessingThreads() const override;
protected:
std::set<int> m_ai_empires; ///< Ids of AI empires in game.
std::set<int> m_ai_waiting; ///< Ids of AI empires not yet send orders.
boost::uuids::uuid m_cookie; ///< Cookie from server login.
MultiplayerLobbyData m_lobby_data; ///< Lobby data.
bool m_lobby_updated = false; ///< Did player get updated lobby.
bool m_game_started = false; ///< Is server started the game?
bool m_turn_done = false; ///< Is server processed turn?
bool m_save_completed = false; ///< Is server saved game?
};
constexpr static int MAX_WAITING_SEC = 120;
#endif
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