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#include <boost/test/unit_test.hpp>
#include "ClientAppFixture.h"
#include "Empire/Empire.h"
#include "universe/Planet.h"
#include "util/Directories.h"
#include "util/Process.h"
#include "util/SitRepEntry.h"
#ifdef FREEORION_MACOSX
#include <stdlib.h>
#endif
BOOST_FIXTURE_TEST_SUITE(SmokeTestHostless, ClientAppFixture)
/**
* - Do start a server with hostless mode if `FO_TEST_HOSTLESS_LAUNCH_SERVER` was set with save
* enabled if `FO_TEST_HOSTLESS_SAVE` was set.
* - Do connect to lobby to localhost server as a Player.
* - Expect successfully connection to localhost server.
* - Do add `FO_TEST_HOSTLESS_AIS` AIs to lobby (by default 2).
* - Expect AIs will be added successfully.
* - Do make player ready.
* - Expect game started.
* - Do make empty turns until turn number reach `FO_TEST_HOSTLESS_TURNS` or mock player will be
* eliminated or someone will win.
* - Expect turns're processing without error.
* - Do disconnect from server.
* - Do reconnect to server until number of played games reach `FO_TEST_HOSTLESS_GAMES`.
* - Expect got to lobby.
* - Expect number of AIs was preserved.
* - Do repeat game steps.
* - Expect all games processed correctly.
* - Do shut down server.
* - Expect that serve and AIs were shut down.
*/
BOOST_AUTO_TEST_CASE(hostless_server) {
unsigned int num_AIs = 2;
unsigned int num_games = 3;
int num_turns = 3;
bool save_game = true;
bool launch_server = true;
const char *env_num_AIs = std::getenv("FO_TEST_HOSTLESS_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_HOSTLESS_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_HOSTLESS_SAVE");
if (env_save_game) {
try {
save_game = boost::lexical_cast<int>(env_save_game) != 0;
} catch (...) {
// ignore
}
}
const char *env_launch_server = std::getenv("FO_TEST_HOSTLESS_LAUNCH_SERVER");
if (env_launch_server) {
try {
launch_server = boost::lexical_cast<int>(env_launch_server) != 0;
} catch (...) {
// ignore
}
}
const char *env_games = std::getenv("FO_TEST_HOSTLESS_GAMES");
if (env_games) {
try {
num_games = boost::lexical_cast<unsigned int>(env_games);
} catch (...) {
// ignore
}
}
boost::optional<Process> server;
if (launch_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 + "\"",
"--hostless",
"--save.auto.hostless.enabled", save_game ? "1" : "0",
"--setup.ai.player.count", "0",
"--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
server = Process(SERVER_CLIENT_EXE, args);
BOOST_TEST_MESSAGE("Server started.");
}
for (unsigned int g = 0; g < num_games; ++g) {
m_game_started = false;
BOOST_TEST_MESSAGE("Game " << g << ". Connecting to server...");
BOOST_REQUIRE(ConnectToServer("localhost"));
BOOST_TEST_MESSAGE("Joining game...");
JoinGame();
boost::posix_time::ptime start_time = boost::posix_time::microsec_clock::local_time();
start_time = boost::posix_time::microsec_clock::local_time();
BOOST_TEST_MESSAGE("Waiting for lobby update...");
while (!m_lobby_updated) {
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
}
BOOST_TEST_MESSAGE("Entered to lobby");
if (g == 0) {
// if first game lobby should be empty
BOOST_REQUIRE_EQUAL(GetLobbyAICount(), 0);
BOOST_TEST_MESSAGE("Filling lobby with " << num_AIs << "AIs.");
// fill lobby with AIs
for (unsigned int ai_i = 1; ai_i <= num_AIs; ++ai_i) {
PlayerSetupData ai_plr;
ai_plr.client_type = Networking::ClientType::CLIENT_TYPE_AI_PLAYER;
m_lobby_data.players.emplace_back(Networking::INVALID_PLAYER_ID, ai_plr);
// publish changes
UpdateLobby();
start_time = boost::posix_time::microsec_clock::local_time();
BOOST_TEST_MESSAGE("Waiting for lobby update after adding AI " << ai_i);
while (!m_lobby_updated) {
BOOST_REQUIRE(ProcessMessages(start_time, MAX_WAITING_SEC));
}
}
BOOST_TEST_MESSAGE("Lobby filling done.");
}
// after filling first game there should be corrent number of AIs
// and other game should retain number of AIs from previous game
BOOST_REQUIRE_EQUAL(GetLobbyAICount(), num_AIs);
// get ready
for (auto& plr : m_lobby_data.players) {
if (plr.first == PlayerID())
plr.second.player_ready = true;
}
UpdateLobby();
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);
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;
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
const 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());
}
}
if (m_current_turn == 2) {
// check home planet meters
bool found_planet = false;
auto is_owned = [this](const UniverseObject* obj) { return obj->OwnedBy(m_empire_id); };
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());
found_planet = true;
}
BOOST_REQUIRE(found_planet);
}
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));
}
}
DisconnectFromServer();
start_time = boost::posix_time::microsec_clock::local_time();
while (ProcessMessages(start_time, MAX_WAITING_SEC));
}
if (launch_server && server) {
BOOST_WARN(server->Terminate());
}
}
BOOST_AUTO_TEST_SUITE_END()
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