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#include <boost/test/unit_test.hpp>
#include "ClientAppFixture.h"
#include "Empire/Empire.h"
#include "universe/Planet.h"
#include "universe/Ship.h"
#include "universe/ShipDesign.h"
#include "util/Directories.h"
#include "util/Order.h"
#include "util/Process.h"
#include "util/SitRepEntry.h"
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/string_generator.hpp>
#ifdef FREEORION_MACOSX
#include <stdlib.h>
#endif
BOOST_FIXTURE_TEST_SUITE(SmokeTestGame, ClientAppFixture)
/**
* - Do start a server with as a host mock player on localhost.
* - Expect successfully connection to localhost server.
* - Do launch singleplayer game with `FO_TEST_GAME_AIS` AIs (by default 2).
* - Expect singleplayer game is correctly lauched.
* - Do make empty turns until turn number reach `FO_TEST_GAME_TURNS` or mock player will be
* eliminated or someone will win.
* - Expect turns're processing without error.
* - Do save game after each turn if `FO_TEST_GAME_SAVE` was set.
* - Expect saving is processing correctly.
* - Do shut down server.
* - Expect that server and AIs were shut down.
*/
BOOST_AUTO_TEST_CASE(host_server) {
BOOST_REQUIRE(!PingLocalHostServer());
std::string SERVER_CLIENT_EXE = GetOptionsDB().Get<std::string>("misc.server-local-binary.path");
BOOST_TEST_MESSAGE(SERVER_CLIENT_EXE);
#ifdef FREEORION_MACOSX
// On OSX set environment variable DYLD_LIBRARY_PATH to python framework folder
// bundled with app, so the dynamic linker uses the bundled python library.
// Otherwise the dynamic linker will look for a correct python lib in system
// paths, and if it can't find it, throw an error and terminate!
// Setting environment variable here, spawned child processes will inherit it.
setenv("DYLD_LIBRARY_PATH", GetPythonHome().string().c_str(), 1);
#endif
std::vector<std::string> args{
"\"" + SERVER_CLIENT_EXE + "\"",
"--singleplayer",
"--testing",
"--log-level", "info",
"--resource.path", GetOptionsDB().Get<std::string>("resource.path")
};
#ifdef FREEORION_LINUX
// Dirty hack to output log to console.
args.push_back("--log-file");
args.push_back("/proc/self/fd/1");
#endif
Process server = Process(SERVER_CLIENT_EXE, args);
BOOST_REQUIRE(ConnectToLocalHostServer());
BOOST_TEST_MESSAGE("Connected to server");
boost::posix_time::ptime start_time = boost::posix_time::microsec_clock::local_time();
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
BOOST_TEST_MESSAGE("First messages processed. Starting game...");
unsigned int num_AIs = 2;
int num_turns = 5;
bool save_game = true;
const char *env_num_AIs = std::getenv("FO_TEST_GAME_AIS");
if (env_num_AIs) {
try {
num_AIs = boost::lexical_cast<unsigned int>(env_num_AIs);
} catch (...) {
// ignore
}
}
const char *env_num_turns = std::getenv("FO_TEST_GAME_TURNS");
if (env_num_turns) {
try {
num_turns = boost::lexical_cast<int>(env_num_turns);
} catch (...) {
// ignore
}
}
const char *env_save_game = std::getenv("FO_TEST_GAME_SAVE");
if (env_save_game) {
try {
save_game = boost::lexical_cast<int>(env_save_game) != 0;
} catch (...) {
// ignore
}
}
HostSPGame(num_AIs);
BOOST_TEST_MESSAGE("Waiting game to start...");
start_time = boost::posix_time::microsec_clock::local_time();
while (!m_game_started) {
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
}
BOOST_REQUIRE_EQUAL(m_ai_empires.size(), num_AIs);
BOOST_TEST_MESSAGE("Game started. Waiting AI for turns...");
start_time = boost::posix_time::microsec_clock::local_time();
while (!m_ai_waiting.empty()) {
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
}
SaveGameUIData ui_data;
int troop_design_id = INVALID_DESIGN_ID;
while (m_current_turn <= num_turns) {
SendPartialOrders();
StartTurn(ui_data);
m_turn_done = false;
m_ai_waiting = m_ai_empires;
BOOST_TEST_MESSAGE("Turn done. Waiting server for update... " << m_current_turn);
start_time = boost::posix_time::microsec_clock::local_time();
while (!m_turn_done) {
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
}
BOOST_TEST_MESSAGE("Turn updated " << m_current_turn);
// output sitreps
auto my_empire = m_empires.GetEmpire(m_empire_id);
BOOST_REQUIRE(my_empire != nullptr);
for (const auto& sitrep : my_empire->SitReps()) {
if (sitrep.GetTurn() == m_current_turn) {
BOOST_TEST_MESSAGE("Sitrep: " << sitrep.Dump());
}
}
const auto is_owned = [this](const UniverseObject* obj) { return obj->OwnedBy(m_empire_id); };
if (m_current_turn == 2) {
// check home planet meters
const Planet* home_planet = nullptr;
for (const auto* planet : Objects().findRaw<Planet>(is_owned)) {
BOOST_REQUIRE_LT(0.0, planet->GetMeter(MeterType::METER_POPULATION)->Current());
BOOST_TEST_MESSAGE("Population: " << planet->GetMeter(MeterType::METER_POPULATION)->Current());
BOOST_REQUIRE_LT(0.0, planet->GetMeter(MeterType::METER_INDUSTRY)->Current());
BOOST_TEST_MESSAGE("Industry: " << planet->GetMeter(MeterType::METER_INDUSTRY)->Current());
BOOST_REQUIRE_LT(0.0, planet->GetMeter(MeterType::METER_RESEARCH)->Current());
BOOST_TEST_MESSAGE("Research: " << planet->GetMeter(MeterType::METER_RESEARCH)->Current());
home_planet = planet;
}
BOOST_REQUIRE(home_planet != nullptr);
// enqueue Troop Ship
ScriptingContext context;
static const boost::uuids::uuid troop_ship_uuid =
boost::uuids::string_generator{}("08a58b080929496d84fcfaa91424ca02");
for (const auto* design : GetPredefinedShipDesignManager().GetOrderedShipDesigns()) {
BOOST_TEST_MESSAGE("Predefined ship design " << design->Name() << " " << design->UUID());
if (design->UUID() == troop_ship_uuid) {
BOOST_REQUIRE_EQUAL(troop_design_id, INVALID_DESIGN_ID);
troop_design_id = my_empire->AddShipDesign(*design, context.ContextUniverse());
BOOST_REQUIRE_NE(troop_design_id, INVALID_DESIGN_ID);
BOOST_TEST_MESSAGE("Found predefined troop ship design " << troop_design_id << " " << design->Name() << " " << design->UUID());
}
}
BOOST_REQUIRE_NE(troop_design_id, INVALID_DESIGN_ID);
BOOST_REQUIRE(my_empire->ProducibleItem(BuildType::BT_SHIP, troop_design_id, home_planet->ID(), context));
m_orders.IssueOrder(std::make_shared<ProductionQueueOrder>(ProductionQueueOrder::ProdQueueOrderAction::PLACE_IN_QUEUE,
m_empire_id,
ProductionQueue::ProductionItem(BuildType::BT_SHIP, troop_design_id, context.ContextUniverse()),
1,
home_planet->ID()),
context);
}
if (m_current_turn > 2) {
if (my_empire->GetProductionQueue().empty()) {
for (const auto* ship : Objects().findRaw<Ship>(is_owned)) {
if (ship->DesignID() == troop_design_id) {
ScriptingContext context;
BOOST_TEST_MESSAGE("Found troop ship with troops " << ship->TroopCapacity(context.ContextUniverse()));
BOOST_REQUIRE_GT(ship->TroopCapacity(context.ContextUniverse()), 0.0f);
}
}
}
}
if (my_empire->Eliminated()) {
BOOST_TEST_MESSAGE("Test player empire was eliminated.");
break;
}
bool have_winner = false;
for (auto& empire : m_empires) {
if (empire.second->Won()) {
have_winner = true;
break;
}
}
if (have_winner) {
BOOST_TEST_MESSAGE("Someone wins game.");
break;
}
BOOST_TEST_MESSAGE("Waiting AI for turns...");
start_time = boost::posix_time::microsec_clock::local_time();
while (!m_ai_waiting.empty()) {
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
}
if (save_game) {
BOOST_TEST_MESSAGE("Save game");
SaveGame();
start_time = boost::posix_time::microsec_clock::local_time();
while (!m_save_completed) {
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
}
}
}
BOOST_TEST_MESSAGE("Terminating server...");
BOOST_WARN(server.Terminate());
BOOST_TEST_MESSAGE("Server terminated");
}
BOOST_AUTO_TEST_SUITE_END()
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