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} if (!reuseToken && address == this.MasterAddress #pragma warning disable CS0618 // Type or member is obsolete && this.authPolicy == AuthPolicy.AuthOnMaster) #pragma warning restore CS0618 // Type or member is obsolete { client.Token = string.Empty; } client.OperationResponseQueueClear(); client.EventQueueClear(); if (authParameter == null) { authParameter = new Dictionary 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