private static void AddEventCacheData(UnifiedTestClient client1, UnifiedTestClient client2, UnifiedTestClient client3, Hashtable data)
        {
            // add cached message
            client1.SendRequest(new OperationRequest
            {
                OperationCode = OperationCode.RaiseEvent,
                Parameters    = new Dictionary <byte, object>
                {
                    { ParameterCode.Code, (byte)1 },
                    { ParameterCode.Cache, (byte)EventCaching.AddToRoomCacheGlobal },
                    { ParameterCode.Data, data },
                }
            });

            // add cached message
            client1.SendRequest(new OperationRequest
            {
                OperationCode = OperationCode.RaiseEvent,
                Parameters    = new Dictionary <byte, object>
                {
                    { ParameterCode.Code, (byte)2 },
                    { ParameterCode.Cache, (byte)EventCaching.AddToRoomCache },
                    { ParameterCode.Data, null },
                }
            });

            // add cached message
            client2.SendRequest(new OperationRequest
            {
                OperationCode = OperationCode.RaiseEvent,
                Parameters    = new Dictionary <byte, object>
                {
                    { ParameterCode.Code, (byte)3 },
                    { ParameterCode.Cache, (byte)EventCaching.AddToRoomCache },
                    { ParameterCode.Data, data },
                }
            });

            // add cached message
            client3.SendRequest(new OperationRequest
            {
                OperationCode = OperationCode.RaiseEvent,
                Parameters    = new Dictionary <byte, object>
                {
                    { ParameterCode.Code, (byte)4 },
                    { ParameterCode.Cache, (byte)EventCaching.AddToRoomCache },
                    { ParameterCode.Data, data },
                }
            });

            Thread.Sleep(200);
        }
        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_DeleteNullPropsWrongCASTest()
        {
            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 CreateGameRequest
                {
                    GameId         = roomName,
                    RoomFlags      = RoomOptionFlags.DeleteNullProps,
                    GameProperties = gameProperties,
                };

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

                this.ConnectAndAuthenticate(masterClient1, cgResponse.Address);

                masterClient1.CreateGame(createGameRequest);

                masterClient1.SendRequest(new OperationRequest()
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { (byte)ParameterKey.Properties, new Hashtable {
                              { "P1", null }
                          } },
                        { (byte)ParameterKey.ExpectedValues, new Hashtable {
                              { "P1", 12 }
                          } },
                    }
                });

                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.True);

                masterClient1.SendRequest(new OperationRequest()
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { (byte)ParameterKey.Properties, new Hashtable {
                              { "P2", null }
                          } },
                        { (byte)ParameterKey.ExpectedValues, new Hashtable {
                              { "P2", 23 }
                          } },
                    }
                });

                masterClient2.CheckThereIsNoEvent(EventCode.PropertiesChanged, this.WaitTimeout);
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
        public void RoomFlags_BroadcastOnChange([Values("ToAll", "ToOthers")] string policy)
        {
            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 CreateGameRequest
                {
                    GameId         = roomName,
                    GameProperties = gameProperties,
                    RoomFlags      = policy == "ToAll" ? RoomOptionFlags.BroadcastPropsChangeToAll : 0,
                };

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                var cgResponse = masterClient1.CreateGame(createGameRequest);
                this.ConnectAndAuthenticate(masterClient1, cgResponse.Address);
                masterClient1.CreateGame(createGameRequest);

                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);

                var joinRequest = new JoinGameRequest()
                {
                    GameId = roomName,
                };
                var jgResponse = masterClient2.JoinGame(joinRequest, ErrorCode.Ok);
                this.ConnectAndAuthenticate(masterClient2, jgResponse.Address);
                masterClient2.JoinGame(joinRequest);


                masterClient1.EventQueueClear();
                masterClient1.SendRequest(new OperationRequest()
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { (byte)ParameterKey.Properties, new Hashtable {
                              { "P2", 22 }
                          } },
                        { (byte)ParameterKey.Broadcast, true }
                    }
                });

                masterClient2.CheckThereIsEvent(EventCode.PropertiesChanged, this.WaitTimeout);
                if (policy == "ToOthers")
                {
                    masterClient1.CheckThereIsNoEvent(EventCode.PropertiesChanged, this.WaitTimeout);
                }
                else
                {
                    masterClient1.CheckThereIsEvent(EventCode.PropertiesChanged, this.WaitTimeout);
                }
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
        public void EventCache_AddGlobalEventRemoveUsing0ActorId()
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = 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);
                var data = new Hashtable()
                {
                    { (byte)7, 1 }
                };
                // add cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Code, (byte)1 },
                        { ParameterCode.Data, data },
                        { ParameterCode.Cache, (byte)EventCaching.AddToRoomCacheGlobal },
                    }
                });

                // remove cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Code, (byte)1 },
                        { ParameterCode.ActorList, new int[] { 0 } },
                        { ParameterCode.Data, data },
                        { ParameterCode.Cache, (byte)EventCaching.RemoveFromRoomCache },
                    }
                });

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

                this.ConnectClientToGame(client2, roomName);

                client2.WaitForEvent(EventCode.Join);

                client2.CheckThereIsNoEvent(1);
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }
        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);
            }
        }
Esempio n. 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);
            }
        }
Esempio n. 10
0
        public void GetGameUpdate_WellKnownPropertyChange(
            [Values(GameParameter.IsVisible, GameParameter.IsOpen)] GameParameter gameParameter,
            [Values(LobbyType.Default, LobbyType.SqlLobby)] LobbyType lobbyType)
        {
            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 createGameResponse = client1.CreateGame(gameName, true, true, 0, new Hashtable()
                {
                    { "z", "w" }
                }, lobbyFilter, null);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address, client1.UserId);
                client1.CreateGame(gameName, true, true, 0, new Hashtable()
                {
                    { "z", "w" }
                }, lobbyFilter, null);

                // give the game server some time to report the game to the master server
                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();

                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { (byte)gameParameter, false }
                          } },
                    }
                });

                client2.CheckThereIsEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout);

                // we send same value again
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { (byte)gameParameter, false }
                          } },
                    }
                });

                client2.CheckThereIsNoEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout);
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }
Esempio n. 11
0
        public void GetGameUpdate_LobbyPropertyRemove([Values(LobbyType.Default, LobbyType.SqlLobby)] LobbyType lobbyType)
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;

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

            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 createGameRequest = new CreateGameRequest
                {
                    GameId         = gameName,
                    RoomFlags      = RoomOptionFlags.DeleteNullProps,
                    GameProperties = new Hashtable()
                    {
                        { "z", "w" },
                        { propertyName, "Value" },
                        { (byte)GameParameter.LobbyProperties, lobbyFilter }
                    }
                };
                var createGameResponse = client1.CreateGame(createGameRequest);

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

                // give the game server some time to report the game to the master server
                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);

                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { propertyName, "xx" }
                          } },
                    }
                });

                Thread.Sleep(100);

                var gameListUpdate = client2.WaitForEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout);

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

                Assert.That(propertyList[propertyName], Is.EqualTo("xx"));

                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { propertyName, null }
                          } },
                    }
                });

                Thread.Sleep(100);

                gameListUpdate = client2.WaitForEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout);
                gameList       = (Hashtable)gameListUpdate.Parameters[(byte)ParameterKey.GameList];
                propertyList   = (Hashtable)gameList[gameName];

                Assert.That(propertyList.Contains(propertyName), Is.False);
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }
Esempio n. 12
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);
            }
        }
Esempio n. 13
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);
            }
        }