public void TestRemoveNonReplicatedGames()
        {
            if (this.connectPolicy.IsOnline)
            {
                Assert.Ignore("This is an offline test");
            }

            Thread.Sleep(1000);// to finish everything from perv tests

            var connPolicy = (OfflineConnectPolicy)this.connectPolicy;

            var masterServer = (ITestMasterApplication)connPolicy.MasterServer.Application;

            masterServer.ResetStats();

            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);
                masterClient1 = this.CreateGameOnGameServer(this.Player1, roomName, null, 0, true, true, 3, null, null);

                connPolicy.MasterServer.SimulateConnectionBreak((uint)GameServerSettings.Default.ConnectReytryInterval * 1000 - 1000);

                masterClient1.Disconnect(); // after disconnect game should be removed from GS

                // wait till game server reconnts
                Thread.Sleep(GameServerSettings.Default.ConnectReytryInterval * 1000 + 1000);

                // join 2nd client on master:
                masterClient2 = this.CreateMasterClientAndAuthenticate(this.Player2);

                masterClient2.JoinGame(roomName, ErrorCode.GameDoesNotExist);

                Assert.That(masterServer.OnBeginReplicationCount, Is.EqualTo(2));
                Assert.That(masterServer.OnFinishReplicationCount, Is.EqualTo(2));
                Assert.That(masterServer.OnStopReplicationCount, Is.EqualTo(0));
                Assert.That(masterServer.OnServerWentOfflineCount, Is.EqualTo(0));
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
                connPolicy.GameServer.Stop();
                connPolicy.GameServer.Start();
                masterServer.ResetStats();
            }
        }
        protected virtual OperationResponse ConnectAndAuthenticate(UnifiedTestClient client, string address,
                                                                   string userName, Dictionary <byte, object> authParameter = null, bool reuseToken = false, short expectedErrorCode = 0)
        {
            if (client.Connected)
            {
                client.Disconnect();
            }

            if (!reuseToken &&
                address == this.MasterAddress
#pragma warning disable CS0618 // Type or member is obsolete
                && this.authPolicy == AuthPolicy.AuthOnMaster)
#pragma warning restore CS0618 // Type or member is obsolete
            {
                client.Token = string.Empty;
            }

            client.OperationResponseQueueClear();
            client.EventQueueClear();

            if (authParameter == null)
            {
                authParameter = new Dictionary <byte, object>();
            }

            if (this.authPolicy != AuthPolicy.UseAuthOnce ||
                this.NameServerAddress == address)
            {
                ConnectToServer(client, address);
                if (this.authPolicy != AuthPolicy.UseAuthOnce)
                {
                    return(client.Authenticate(userName, authParameter, expectedErrorCode));
                }

                return(client.AuthOnce(userName, authParameter, expectedErrorCode));
            }

            client.ConnectWithAuthOnce(address, expectedErrorCode);
            return(null);
        }
Ejemplo n.º 3
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        public void AsyncJoinToSavedGame()
        {
            UnifiedTestClient client  = null;
            UnifiedTestClient client2 = null;

            try
            {
                var roomName = GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                client = this.CreateMasterClientAndAuthenticate(Player1);

                // try join game on gameServer
                this.ConnectAndAuthenticate(client, this.GameServerAddress);

                client.CreateRoom(roomName, new RoomOptions(), TypedLobby.Default, null, true, "SaveLoadStateTestPlugin");

                Thread.Sleep(1000);
                client.Disconnect();
                Thread.Sleep(1000);

                // try join game on master
                client2 = this.CreateMasterClientAndAuthenticate(Player2);
                client2.JoinGame(roomName);

                // try join game on gameServer
                this.ConnectAndAuthenticate(client2, this.GameServerAddress);
                var joinGameRequest = new JoinGameRequest
                {
                    GameId  = roomName,
                    Plugins = new[] { "SaveLoadStateTestPlugin" }
                };
                client2.WaitTimeout = 3000000;
                client2.JoinGame(joinGameRequest);
            }
            finally
            {
                DisposeClients(client, client2);
            }
        }
        public virtual void ConnectAndAuthenticate(UnifiedTestClient client, string address, string userName, Dictionary<byte, object> authParameter = null, bool reuseToken  = false)
        {
            if (client.Connected)
            {
                client.Disconnect();
            }

            if (!reuseToken && address == this.MasterAddress)
            {
                client.Token = String.Empty;
            }

            client.OperationResponseQueueClear();
            client.EventQueueClear();

            this.ConnectToServer(client, address);

            if (authParameter == null)
            {
                authParameter = new Dictionary<byte, object>();
            }

            client.Authenticate(userName, authParameter);
        }
Ejemplo n.º 5
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        public virtual void ConnectAndAuthenticate(UnifiedTestClient client, string address, string userName, Dictionary <byte, object> authParameter = null, bool reuseToken = false)
        {
            if (client.Connected)
            {
                client.Disconnect();
            }

            if (!reuseToken && address == this.MasterAddress)
            {
                client.Token = String.Empty;
            }

            client.OperationResponseQueueClear();
            client.EventQueueClear();

            this.ConnectToServer(client, address);

            if (authParameter == null)
            {
                authParameter = new Dictionary <byte, object>();
            }

            client.Authenticate(userName, authParameter);
        }
        public void EventCache_ActorCacheLimitExceeded()
        {
            if (this.IsOnline)
            {
                Assert.Ignore("Does not support online mode");
            }

            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;
            UnifiedTestClient client3 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                client1 = this.CreateMasterClientAndAuthenticate(Player1);
                client3 = this.CreateMasterClientAndAuthenticate(Player3);

                var createGameResponse = client1.CreateGame(roomName, true, true, 4);

                // switch client 1 to GS
                this.ConnectAndAuthenticate(client1, createGameResponse.Address);
                this.ConnectAndAuthenticate(client3, createGameResponse.Address);

                client1.CreateGame(new CreateGameRequest()
                {
                    GameId             = roomName,
                    PlayerTTL          = -1,
                    SuppressRoomEvents = true,
                    CheckUserOnJoin    = true
                });

                client3.JoinGame(roomName);

                // exceeding limits
                for (byte i = 1; i <= 11; ++i)
                {
                    var raiseEventOp = new OperationRequest
                    {
                        OperationCode = OperationCode.RaiseEvent,
                        Parameters    = new Dictionary <byte, object>
                        {
                            { ParameterCode.Data, new Hashtable() },
                            { ParameterCode.Cache, (byte)CacheOperation.MergeCache },
                            { ParameterCode.Code, i }
                        }
                    };
                    client1.SendRequest(raiseEventOp);
                }
                client1.WaitForEvent(EventCode.PropertiesChanged);
                client1.WaitForEvent(EventCode.ErrorInfo);

                client2 = this.CreateMasterClientAndAuthenticate(Player2);
                client2.JoinGame(roomName, ErrorCode.GameClosed);

                this.ConnectAndAuthenticate(client2, createGameResponse.Address);
                client2.JoinGame(roomName, ErrorCode.GameClosed);

                client3.LeaveGame(true);
                client3.Disconnect();

                this.ConnectAndAuthenticate(client3, createGameResponse.Address);
                client3.JoinGame(new JoinGameRequest
                {
                    GameId   = roomName,
                    JoinMode = JoinModes.RejoinOnly
                }, 32739);//EventCacheExceeded
            }
            finally
            {
                DisposeClients(client1, client2, client3);
            }
        }
        public void EventCache_RemoveUsingActorIdAndEventCode()
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;
            UnifiedTestClient client3 = null;
            UnifiedTestClient client4 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                // create room
                client1 = this.CreateMasterClientAndAuthenticate(this.Player1);

                var createGameRequest = new CreateGameRequest
                {
                    GameId          = roomName,
                    CheckUserOnJoin = !string.IsNullOrEmpty(this.Player1),
                };

                var createGameResponse = client1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address);

                // creation on GS
                client1.CreateGame(createGameRequest);


                // second player joins and check that there is no removed event
                client2 = this.CreateMasterClientAndAuthenticate(this.Player2);
                client3 = this.CreateMasterClientAndAuthenticate(this.Player3);

                this.ConnectClientToGame(client2, roomName);
                this.ConnectClientToGame(client3, roomName);

                var eventsData = new Hashtable {
                    { 1, 1 }
                };
                AddEventCacheData(client1, client2, client3, eventsData);

                client2.Disconnect();
                client3.Disconnect();

                // remove cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.ActorList, new int[] { 3 } },
                        { ParameterCode.Cache, (byte)EventCaching.RemoveFromRoomCache },
                        { ParameterCode.Code, (byte)4 },
                    }
                });


                client4 = this.CreateMasterClientAndAuthenticate("Player4");
                this.ConnectClientToGame(client4, roomName);

                client4.WaitForEvent(EventCode.Join);
                client4.CheckThereIsEvent(1);
                client4.CheckThereIsEvent(2);

                client4.CheckThereIsEvent(3);
                client4.CheckThereIsNoEvent(4);
            }
            finally
            {
                DisposeClients(client1, client2, client3, client4);
            }
        }
        public void EventCache_ActorReplaceData()
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;
            UnifiedTestClient client3 = null;
            UnifiedTestClient client4 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                // create room
                client1 = this.CreateMasterClientAndAuthenticate(this.Player1);

                var createGameRequest = new CreateGameRequest
                {
                    GameId          = roomName,
                    CheckUserOnJoin = !string.IsNullOrEmpty(this.Player1),
                };

                var createGameResponse = client1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address);

                // creation on GS
                client1.CreateGame(createGameRequest);


                // second player joins and check that there is no removed event
                client2 = this.CreateMasterClientAndAuthenticate(this.Player2);
                client3 = this.CreateMasterClientAndAuthenticate(this.Player3);

                this.ConnectClientToGame(client2, roomName);
                this.ConnectClientToGame(client3, roomName);

                var eventsData = new Hashtable {
                    { 1, 1 }
                };
                var eventsData2 = new Hashtable
                {
                    { 2, 2 }
                };
                AddActorEventCacheData(client1, client2, client3, eventsData);

                client2.Disconnect();
                client3.Disconnect();

                // update cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Data, eventsData2 },
                        { ParameterCode.Cache, (byte)EventCaching.ReplaceCache },
                        { ParameterCode.Code, (byte)1 },
                    }
                });


                client4 = this.CreateMasterClientAndAuthenticate("Player4");
                this.ConnectClientToGame(client4, roomName);

                client4.WaitForEvent(EventCode.Join);

                EventData ev;
                Assert.That(client4.TryWaitEvent(1, this.WaitTimeout, out ev), Is.True);

                Assert.That(ev[(byte)ParameterKey.Data], Is.EqualTo(eventsData2));
                client4.CheckThereIsEvent(2);
                client4.CheckThereIsEvent(3);
            }
            finally
            {
                DisposeClients(client1, client2, client3, client4);
            }
        }
Ejemplo n.º 9
0
        public void GetGameUpdate_PluginSetStateOnCreation([Values(LobbyType.Default, LobbyType.SqlLobby)] LobbyType lobbyType)
        {
            if (!this.UsePlugins)
            {
                Assert.Ignore("This test needs plugins");
            }

            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;

            var lobbyFilterCase = LobbyFilterContent.LobbyFilterNonEmpty;
            var lobbyName       = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name + "_Lobby");
            var lobbyFilter     = SetupLobbyFilter(lobbyFilterCase);

            try
            {
                // authenticate client and check if the Lobbystats event will be received
                // Remarks: The event cannot be checked for a specific lobby count because
                // previous tests may have created lobbies.
                client1 = this.CreateMasterClientAndAuthenticate(this.Player1);

                if (string.IsNullOrEmpty(this.Player1) || client1.Token == null)
                {
                    Assert.Ignore("This test does not work correctly for old clients without userId and token");
                }

                client1.JoinLobby(lobbyName, (byte)lobbyType);

                // create a new game for the lobby
                var gameName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);
                var request  = new CreateGameRequest
                {
                    GameId    = gameName,
                    LobbyType = (byte)lobbyType,
                    LobbyName = lobbyName,
                    Plugins   = new [] { "SaveLoadStateTestPlugin" },

                    GameProperties = new Hashtable
                    {
                        { "xxx", 1 },
                        { "yyy", 2 },
                        { GameParameter.LobbyProperties, new [] { "xxx" } }
                    },
                };

                var createGameResponse = client1.CreateGame(request);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address, client1.UserId);
                client1.CreateGame(request);

                // give the game server some time to report the game to the master server
                Thread.Sleep(100);

                client1.Disconnect();// after disconnect game state is saved

                Thread.Sleep(100);

                var authParameter = new Dictionary <byte, object> {
                    { (byte)Operations.ParameterCode.LobbyStats, true }
                };
                // check if new game is listed in lobby statistics
                client2 = this.CreateMasterClientAndAuthenticate(this.Player2, authParameter);
                if (this.AuthPolicy == AuthPolicy.UseAuthOnce) // in this case we should send OpSettings to master
                {
                    client2.SendRequest(new OperationRequest
                    {
                        OperationCode = (byte)OperationCode.ServerSettings,
                        Parameters    = new Dictionary <byte, object> {
                            { SettingsRequestParameters.LobbyStats, true }
                        },
                    });
                }

                client2.JoinLobby(lobbyName, (byte)lobbyType);
                Thread.Sleep(3000);
                client2.EventQueueClear();


                var joinRequest = new JoinGameRequest
                {
                    GameId    = gameName,
                    LobbyType = (byte)lobbyType,
                    LobbyName = lobbyName,
                    Plugins   = new string[] { "SaveLoadStateTestPlugin" },
                    JoinMode  = (byte)JoinMode.JoinOrRejoin,
                };

                this.ConnectAndAuthenticate(client1, this.MasterAddress);
                var jgResponse = client1.JoinGame(joinRequest);

                this.ConnectAndAuthenticate(client1, jgResponse.Address);
                client1.JoinGame(joinRequest);

                EventData eventData;
                Assert.That(client2.TryWaitForEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout, out eventData));

                Assert.That(eventData.Parameters.Count > 0);

                var gameList     = (Hashtable)eventData.Parameters[(byte)ParameterKey.GameList];
                var propertyList = (Hashtable)gameList[gameName];

                Assert.That(propertyList["xxx"], Is.EqualTo(1));
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }
        public void TestLobbyCountAfterRemovingInactivePlayerBreak()
        {
            if (this.connectPolicy.IsOnline)
            {
                Assert.Ignore("This is an offline test");
            }

            if (string.IsNullOrEmpty(this.Player1))
            {
                Assert.Ignore("this tests requires userId to be set");
            }

            Thread.Sleep(1000);// to finish everything from perv tests

            var connPolicy = (OfflineConnectPolicy)this.connectPolicy;

            var masterServer = (ITestMasterApplication)connPolicy.MasterServer.Application;

            masterServer.ResetStats();

            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;
            UnifiedTestClient masterClient3 = null;

            try
            {
                string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                masterClient1 = this.CreateMasterClientAndAuthenticate(this.Player1);
                var createGameRequest = new CreateGameRequest
                {
                    GameId          = roomName,
                    PlayerTTL       = 3000,
                    CheckUserOnJoin = !string.IsNullOrEmpty(this.Player1),
                };
                var createGameResponse = masterClient1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(masterClient1, createGameResponse.Address);

                //createGameRequest.AddUsers = new string[] { "Player3", "Player5", "Player6", "Player7" };

                masterClient1.CreateGame(createGameRequest);
                Thread.Sleep(300);

                masterClient2 = this.CreateMasterClientAndAuthenticate(this.Player2);
                masterClient3 = this.CreateMasterClientAndAuthenticate(this.Player3);

                var response = masterClient2.JoinGame(roomName, ErrorCode.Ok);
                masterClient3.JoinGame(roomName, ErrorCode.Ok);

                this.ConnectAndAuthenticate(masterClient3, response.Address);

                masterClient3.JoinGame(roomName, ErrorCode.Ok);

                Thread.Sleep(300);

                masterClient3.Disconnect();

                Thread.Sleep(4000);

                masterClient1.Disconnect();

                Thread.Sleep(1000);
                this.ConnectAndAuthenticate(masterClient2, this.MasterAddress);
                var getLobbyStatsResponse = masterClient2.GetLobbyStats(null, null);

                masterClient2.Disconnect();

                Assert.That(getLobbyStatsResponse.PeerCount[0], Is.EqualTo(0));
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2, masterClient3);
            }
        }
Ejemplo n.º 11
0
        public void A_Group_PluginHttpCallSyncAfterContinueTests()
        {
            const string config = "HttpCallSyncAfterContinue";

            UnifiedTestClient client  = null;
            UnifiedTestClient client2 = null;
            var GameName = RandomizeString(MethodBase.GetCurrentMethod().Name);

            try
            {
                client = this.CreateMasterClientAndAuthenticate("User1");

                var request = new OperationRequest
                {
                    OperationCode = OperationCode.CreateGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, GameName },
                        { ParameterCode.EmptyRoomTTL, 0 },
                        { ParameterCode.PlayerTTL, 0 },
                        { ParameterCode.CheckUserOnJoin, false },
                        { ParameterCode.CleanupCacheOnLeave, false },
                        { ParameterCode.SuppressRoomEvents, false },
                        { ParameterCode.LobbyName, "Default" },
                        { ParameterCode.LobbyType, (byte)0 },
                        {
                            ParameterCode.GameProperties, new Hashtable {
                                { "config", config }
                            }
                        },
                        { ParameterCode.Plugins, new string[] { "AllMethosCallHttpTestPlugin" } },
                    }
                };

                var response = client.SendRequestAndWaitForResponse(request);

                this.ConnectAndAuthenticate(client, (string)response[ParameterCode.Address], client.UserId);

                client.SendRequestAndWaitForResponse(request);

                client.CheckThereIsEvent(123, this.WaitTimeout);

                client.SendRequestAndWaitForResponse(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { GamePropertyKey.IsOpen, true }
                          } }
                    }
                });

                client.CheckThereIsErrorInfoEvent(this.WaitTimeout);
                client.CheckThereIsEvent(123, this.WaitTimeout);

                request = new OperationRequest
                {
                    OperationCode = OperationCode.JoinGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, GameName },
                        { ParameterCode.PlayerProperties, new Hashtable {
                              { "Actor2Property", "Actor2PropertyValue" }
                          } },
                        { ParameterCode.GameProperties, new Hashtable() },
                        { ParameterCode.UserId, "User2" },
                        { ParameterCode.LobbyName, "Default" },
                    },
                };

                client2  = this.CreateMasterClientAndAuthenticate("User2");
                response = client2.SendRequestAndWaitForResponse(request);

                this.ConnectAndAuthenticate(client2, (string)response[ParameterCode.Address], client2.UserId);
                client2.SendRequestAndWaitForResponse(request);

                client.CheckThereIsErrorInfoEvent(this.WaitTimeout);
                client.CheckThereIsEvent(123, this.WaitTimeout);

                request = new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Code, (byte)1 },
                    }
                };

                client.SendRequest(request);

                client.CheckThereIsEvent(123, this.WaitTimeout);

                client2.SendRequestAndWaitForResponse(new OperationRequest
                {
                    OperationCode = OperationCode.Leave,
                    Parameters    = new Dictionary <byte, object> {
                        { ParameterCode.IsInactive, true }
                    }
                });

                client2.Disconnect();

                client.CheckThereIsNoErrorInfoEvent();

                client.Disconnect();
            }
            finally
            {
                if (client != null && client.Connected)
                {
                    client.Disconnect();
                    client.Dispose();
                }

                if (client2 != null && client2.Connected)
                {
                    client2.Disconnect();
                    client2.Dispose();
                }

                this.CheckGameIsClosed(GameName, this.WaitTimeout);
            }
        }