public void RoomFlags_NotPublishUserIdTest()
        {
            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;
            UnifiedTestClient masterClient3 = null;
            UnifiedTestClient masterClient4 = null;

            try
            {
                var roomName    = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name + "_");
                var joinRequest = new OperationRequest
                {
                    OperationCode = OperationCode.JoinGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, roomName },
                        { ParameterCode.JoinMode, JoinModes.CreateIfNotExists },
                        { ParameterCode.CheckUserOnJoin, !string.IsNullOrEmpty(this.Player1) },
                        { ParameterCode.Broadcast, true },
                    }
                };

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);
                masterClient3 = this.CreateMasterClientAndAuthenticate(Player3);
                masterClient4 = this.CreateMasterClientAndAuthenticate(Player3 != null ? "Player4" : null);

                var joinResponse = masterClient1.SendRequestAndWaitForResponse(joinRequest);
                var address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient1, address);
                masterClient1.SendRequestAndWaitForResponse(joinRequest);

                //var actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                var joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                var actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                Assert.IsNull(actorProperties);

                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);
                address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient2, address);
                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);

                actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                Assert.IsNull(actorProperties);

                joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                Assert.IsNull(actorProperties);
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2, masterClient3, masterClient4);
            }
        }
        public void RoomFlags_CheckUserOnJoin([Values("UseFlag", "UseFlags", "Conflict")] string testCase)
        {
            if (string.IsNullOrEmpty(this.Player1))
            {
                Assert.Ignore("Test does work only if PlayerId is set");
            }

            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;

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

                var joinRequest = new OperationRequest
                {
                    OperationCode = OperationCode.JoinGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, roomName },
                        { ParameterCode.JoinMode, JoinModes.CreateIfNotExists },
                    }
                };

                if (testCase == "UseFlags")
                {
                    joinRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.CheckUserOnJoin);
                }
                else if (testCase == "UseFlag")
                {
                    joinRequest.Parameters.Add(ParameterCode.CheckUserOnJoin, true);
                }
                else
                {
                    joinRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.CheckUserOnJoin);
                    joinRequest.Parameters.Add(ParameterCode.CheckUserOnJoin, false);
                }

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                masterClient2 = this.CreateMasterClientAndAuthenticate(Player1);


                var joinResponse = masterClient1.SendRequestAndWaitForResponse(joinRequest);
                var address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient1, address);
                masterClient1.SendRequestAndWaitForResponse(joinRequest);

                masterClient2.SendRequestAndWaitForResponse(joinRequest, ErrorCode.JoinFailedPeerAlreadyJoined);
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
        public void EventCache_SliceLimitExceeded()
        {
            if (this.IsOnline)
            {
                Assert.Ignore("Does not support online mode");
            }

            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;

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

                client1 = this.CreateMasterClientAndAuthenticate(Player1);
                client2 = this.CreateMasterClientAndAuthenticate(Player2);

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

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

                var createRequest = new OperationRequest {
                    OperationCode = OperationCode.CreateGame, Parameters = new Dictionary <byte, object>()
                };
                createRequest.Parameters.Add(ParameterCode.RoomName, createGameResponse.GameId);
                createRequest.Parameters.Add((byte)Operations.ParameterCode.SuppressRoomEvents, true);
                client1.SendRequestAndWaitForResponse(createRequest);

                var raiseEventOp = new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Data, new Hashtable() },
                        { ParameterCode.Cache, (byte)CacheOperation.SliceIncreaseIndex }
                    }
                };

                for (int i = 0; i < 10; ++i)
                {
                    client1.SendRequest(raiseEventOp);
                }

                client1.SendRequestAndWaitForResponse(raiseEventOp, ErrorCode.InvalidOperation);

                this.ConnectAndAuthenticate(client2, createGameResponse.Address);
                client2.JoinGame(roomName);
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }
        public void RoomFlags_SuppressRoomEvents([Values("UseFlag", "UseFlags", "Conflict")] string testCase)
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName("SuppressRoomEvents_");

                client1 = this.CreateMasterClientAndAuthenticate(Player1);
                client2 = this.CreateMasterClientAndAuthenticate(Player2);

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

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

                var createRequest = new OperationRequest {
                    OperationCode = OperationCode.CreateGame, Parameters = new Dictionary <byte, object>()
                };
                createRequest.Parameters.Add(ParameterCode.RoomName, createGameResponse.GameId);

                if (testCase == "UseFlags")
                {
                    createRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.SuppressRoomEvents);
                }
                else if (testCase == "UseFlag")
                {
                    createRequest.Parameters.Add((byte)Operations.ParameterCode.SuppressRoomEvents, true);
                }
                else
                {
                    createRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.SuppressRoomEvents);
                    createRequest.Parameters.Add((byte)Operations.ParameterCode.SuppressRoomEvents, false);
                }

                client1.SendRequestAndWaitForResponse(createRequest);

                this.ConnectAndAuthenticate(client2, createGameResponse.Address, client1.UserId);
                client2.JoinGame(roomName);

                EventData eventData;
                Assert.IsFalse(client1.TryWaitForEvent(EventCode.Join, ConnectPolicy.WaitTime, out eventData));

                client1.Dispose();
                Assert.IsFalse(client2.TryWaitForEvent(EventCode.Leave, ConnectPolicy.WaitTime, out eventData));
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }
        public void RoomFlags_PublishUserIdTest([Values("UseFlag", "UseFlags", "Conflict")] string testCase)
        {
            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;

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

                var joinRequest = new OperationRequest
                {
                    OperationCode = OperationCode.JoinGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, roomName },
                        { ParameterCode.JoinMode, JoinModes.CreateIfNotExists },
                        { ParameterCode.CheckUserOnJoin, !string.IsNullOrEmpty(this.Player1) },
                        { ParameterCode.Broadcast, true },
                    }
                };

                if (testCase == "UseFlags")
                {
                    joinRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.PublishUserId);
                }
                else if (testCase == "UseFlag")
                {
                    joinRequest.Parameters.Add(ParameterCode.PublishUserId, true);
                }
                else
                {
                    joinRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.PublishUserId);
                    joinRequest.Parameters.Add(ParameterCode.PublishUserId, false);
                }

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);

                if (string.IsNullOrEmpty(this.Player1) && masterClient1.Token == null)
                {
                    Assert.Ignore("This test does not work correctly for old clients without userId and token");
                }

                var joinResponse = masterClient1.SendRequestAndWaitForResponse(joinRequest);
                var address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient1, address);
                masterClient1.SendRequestAndWaitForResponse(joinRequest);

                //var actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                var joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                var actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                var userId          = (string)actorProperties[(byte)ActorParameter.UserId];
                if (string.IsNullOrEmpty(this.Player1))
                {
                    Assert.IsFalse(string.IsNullOrEmpty(userId));
                }
                else
                {
                    Assert.AreEqual(this.Player1, userId);
                }

                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);
                address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient2, address);

                masterClient2.OperationResponseQueueClear();
                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);

                actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                var actor0Properties = (Hashtable)actorProperties[1];
                userId = (string)actor0Properties[(byte)ActorParameter.UserId];
                if (string.IsNullOrEmpty(this.Player1))
                {
                    Assert.IsFalse(string.IsNullOrEmpty(userId));
                }
                else
                {
                    Assert.AreEqual(this.Player1, userId);
                }

                joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                userId          = (string)actorProperties[(byte)ActorParameter.UserId];

                if (string.IsNullOrEmpty(this.Player2))
                {
                    Assert.IsFalse(string.IsNullOrEmpty(userId));
                }
                else
                {
                    Assert.AreEqual(this.Player2, userId);
                }
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
        public void RoomFlags_DeleteNullPropsTest()
        {
            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;

            try
            {
                // create game on the game server
                string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                var gameProperties = new Hashtable();
                gameProperties["P1"] = 1;
                gameProperties["P2"] = 2;
                gameProperties["L1"] = 1;
                gameProperties["L2"] = 2;
                gameProperties["L3"] = 3;

                var createGameRequest = new OperationRequest
                {
                    OperationCode = OperationCode.CreateGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, roomName },
                        { ParameterCode.Properties, gameProperties },
                    }
                };

                createGameRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.DeleteNullProps);


                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                var cgResponse = masterClient1.SendRequestAndWaitForResponse(createGameRequest);

                this.ConnectAndAuthenticate(masterClient1, (string)cgResponse[ParameterCode.Address]);

                masterClient1.SendRequestAndWaitForResponse(createGameRequest);

                masterClient1.OpSetPropertiesOfRoom
                (
                    new Hashtable
                {
                    { "P1", null }
                }
                );

                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);

                var joinRequest = new JoinGameRequest()
                {
                    GameId = roomName,
                };

                var jgResponse = masterClient2.JoinGame(joinRequest, ErrorCode.Ok);

                this.ConnectAndAuthenticate(masterClient2, jgResponse.Address);

                jgResponse = masterClient2.JoinGame(joinRequest);

                Assert.That(jgResponse.GameProperties.Contains("P1"), Is.False);

                masterClient1.OpSetPropertiesOfRoom
                (
                    new Hashtable
                {
                    { "P2", null }
                }
                );

                var propertiesChangedEvent = masterClient2.WaitForEvent(EventCode.PropertiesChanged, this.WaitTimeout);

                var properties = (Hashtable)propertiesChangedEvent[(byte)ParameterKey.Properties];

                Assert.That(properties, Is.Not.Null);
                Assert.That(properties.Contains("P2"));
                Assert.That(properties["P2"], Is.Null);
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
Ejemplo n.º 7
0
        public void SecureParamsTest()
        {
            UnifiedTestClient client    = null;
            UnifiedTestClient client2   = null;
            const int         SleepTime = 350;

            try
            {
                client        = (UnifiedTestClient)this.CreateTestClient();
                client.UserId = Player1;

                this.ConnectToServer(client, this.MasterAddress);

                var response = client.Authenticate(Player1, new Dictionary <byte, object>()
                {
                    { (byte)ParameterKey.ClientAuthenticationParams, "username=yes&token=yes" }
                });

                Assert.AreEqual("nick", response[(byte)ParameterKey.Nickname]);
                Assert.IsNotNull(response[(byte)ParameterKey.Token]);


                var request = new OperationRequest
                {
                    OperationCode = OperationCode.CreateGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, "TestGame" },
                        { ParameterCode.Plugins, new string[] { "CheckSecurePlugin" } },
                    }
                };

                response = client.SendRequestAndWaitForResponse(request);

                this.ConnectAndAuthenticate(client, (string)response[ParameterCode.Address], client.UserId, new Dictionary <byte, object>()
                {
                    { (byte)ParameterKey.ClientAuthenticationParams, "username=yes&token=yes" }
                });

                client.SendRequestAndWaitForResponse(request);

                Thread.Sleep(SleepTime);
                CheckSecure("CreateGameAuthCookie");

                client2 = this.CreateMasterClientAndAuthenticate("User2", new Dictionary <byte, object>()
                {
                    { (byte)ParameterKey.ClientAuthenticationParams, "username=yes&token=yes" }
                });

                request = new OperationRequest
                {
                    OperationCode = OperationCode.JoinGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, "TestGame" },
                    }
                };

                response = client2.SendRequestAndWaitForResponse(request);

                this.ConnectAndAuthenticate(client2, (string)response[ParameterCode.Address], client2.UserId, new Dictionary <byte, object>()
                {
                    { (byte)ParameterKey.ClientAuthenticationParams, "username=yes&token=yes" }
                });

                client2.SendRequestAndWaitForResponse(request);

                Thread.Sleep(SleepTime);
                CheckSecure("JoinGameAuthCookie");

                request = new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Code, (byte)1 },
                        { ParameterCode.EventForward, (byte)3 },
                    }
                };

                client2.SendRequest(request);

                Thread.Sleep(SleepTime);
                CheckSecure("RaiseEventAuthCookie");

                //just to ensure that there is nothing on server for RaiseEventAuthCookie
                CheckSecure("RaiseEventAuthCookie", expectToFail: true);

                request = new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Code, (byte)1 },
                        { ParameterCode.EventForward, (byte)1 },// we send request but without secure
                    }
                };

                client2.SendRequest(request);
                CheckSecure("RaiseEventAuthCookie", expectToFail: true);


                client.SendRequestAndWaitForResponse(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { GamePropertyKey.IsOpen, true }
                          } },
                        { ParameterCode.EventForward, (byte)3 },
                    }
                });

                Thread.Sleep(SleepTime);
                CheckSecure("SetPropertiesAuthCookie");

                client.SendRequestAndWaitForResponse(new OperationRequest
                {
                    OperationCode = OperationCode.WebRpc,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Data, new Hashtable {
                              { GamePropertyKey.IsOpen, true }
                          } },
                        { ParameterCode.EventForward, (byte)3 },
                        { ParameterCode.UriPath, "RpcSecure" },
                    }
                });

                Thread.Sleep(SleepTime);
                CheckSecure("RpcAuthCookie");

                client.SendRequestAndWaitForResponse(new OperationRequest
                {
                    OperationCode = OperationCode.WebRpc,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Data, new Hashtable {
                              { GamePropertyKey.IsOpen, true }
                          } },
                        { ParameterCode.UriPath, "RpcSecure" },
                    }
                });

                Thread.Sleep(SleepTime);
                CheckSecure("RpcAuthCookie", true);

                var client3 = this.CreateMasterClientAndAuthenticate("User3", new Dictionary <byte, object>()
                {
                    { (byte)ParameterKey.ClientAuthenticationParams, "username=yes&token=yes" }
                });
                client3.SendRequestAndWaitForResponse(new OperationRequest
                {
                    OperationCode = OperationCode.WebRpc,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Data, new Hashtable {
                              { GamePropertyKey.IsOpen, true }
                          } },
                        { ParameterCode.UriPath, "RpcSecure" },
                        { ParameterCode.EventForward, (byte)3 },
                    }
                });

                Thread.Sleep(SleepTime);
                CheckSecure("RpcAuthCookie");

                client3.SendRequestAndWaitForResponse(new OperationRequest
                {
                    OperationCode = OperationCode.WebRpc,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Data, new Hashtable {
                              { GamePropertyKey.IsOpen, true }
                          } },
                        { ParameterCode.UriPath, "RpcSecure" },
                        { ParameterCode.EventForward, (byte)1 },
                    }
                });

                Thread.Sleep(SleepTime);
                CheckSecure("RpcAuthCookie", expectToFail: true);
            }
            finally
            {
                DisposeClients(client, client2);
            }
        }
Ejemplo n.º 8
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);
            }
        }