コード例 #1
0
ファイル: UnitTest1.cs プロジェクト: Logangster/BoggleGame
        public void CreateNewGameOnePlayer()
        {
            BoggleServer.Server server = new BoggleServer.Server(2000, new string[] { "200", "Dictionary.txt" });

            mre1 = new ManualResetEvent(false);
            mre2 = new ManualResetEvent(false);

            StringSocket client1 = Client.CreateClient(2000);

            client1.BeginSend("PLAY Testing1\n", (e, o) => { }, null);

            client1.BeginReceive(ReceiveClient1, "Client1");

            // Make sure client 1 times out since no messages will be sent by server
            Assert.AreEqual(false, mre1.WaitOne(timeout), "Timed out waiting 1");

            //Now that second player has connected and added name, client 1 shouldn't time out
            StringSocket client2 = Client.CreateClient(2000);

            client2.BeginSend("PLAY Testing2\n", (e, o) => { }, null);

            //Make sure game has started
            Assert.AreEqual(true, mre1.WaitOne(timeout), "Timed out waiting 1");
            Assert.AreEqual("START", s1.Substring(0, 5));
            Assert.AreEqual("Client1", p1);

            server.CloseServer();
        }
コード例 #2
0
ファイル: UnitTest1.cs プロジェクト: Logangster/BoggleGame
        public void CreateNewGameWithInvalidPlay()
        {
            BoggleServer.Server server = new BoggleServer.Server(2000, new string[] { "200", "Dictionary.txt" });

            mre1 = new ManualResetEvent(false);
            mre2 = new ManualResetEvent(false);

            StringSocket client1 = Client.CreateClient(2000);

            //Wrong Play comment
            client1.BeginSend("PALY ENTEREDWRONG\n", (e, o) => { }, null);

            StringSocket client2 = Client.CreateClient(2000);

            client2.BeginSend("PLAY Testing2\n", (e, o) => { }, null);

            //Now enter in the command correctly so that the game can still be started
            client1.BeginSend("PLAY ENTEREDCORRECTLY\n", (e, o) => { }, null);

            client1.BeginReceive(ReceiveClient1, "Client1");
            client2.BeginReceive(ReceiveClient2, "Client2");

            // Make sure client 1 gets ignore message due to bad command
            Assert.AreEqual(true, mre1.WaitOne(timeout), "Timed out waiting 1");
            Assert.AreEqual("IGNORING", s1.Substring(0, 8));
            Assert.AreEqual("Client1", p1);

            // Make sure client 2 gets start message signifying that client 1's resend worked this time
            Assert.AreEqual(true, mre2.WaitOne(timeout), "Timed out waiting 2");
            Assert.AreEqual("START", s2.Substring(0, 5));
            Assert.AreEqual("Client2", p2);

            server.CloseServer();
        }
コード例 #3
0
ファイル: UnitTest1.cs プロジェクト: Logangster/BoggleGame
        public void OpponentClosedGame()
        {
            BoggleServer.Server server = new BoggleServer.Server(2000, new string[] { "200", "Dictionary.txt" });

            mre1 = new ManualResetEvent(false);
            mre2 = new ManualResetEvent(false);

            //Separate MRE for the opponent closing test case
            opponentClosedMre = new ManualResetEvent(false);

            StringSocket client1 = Client.CreateClient(2000);

            client1.BeginSend("PLAY Testing1\n", (e, o) => { }, null);

            StringSocket client2 = Client.CreateClient(2000);

            client2.BeginSend("PLAY Testing2\n", (e, o) => { }, null);

            client1.BeginReceive(ReceiveClient1, "Client1");

            client2.BeginReceive(ReceiveClient2, "Client2");

            //Close the client and make sure the proper TERMINATED message is sent back
            Thread.Sleep(1000);
            client2.BeginReceive(OpponentClosedCallback, null);
            client1.Close();

            //Now make sure the remaining client gets the terminated message sent back
            Assert.AreEqual(true, opponentClosedMre.WaitOne(timeout), "Timed out waiting 3");
            Assert.AreEqual("TERMINATED", opponentClosedString);

            server.CloseServer();
        }
コード例 #4
0
ファイル: UnitTest1.cs プロジェクト: Logangster/BoggleGame
        public void TestSameWord()
        {
            BoggleServer.Server server = new BoggleServer.Server(2000, new string[] { "20", "Dictionary.txt", "potscatscarsteps" });

            mre1 = new ManualResetEvent(false);
            mre2 = new ManualResetEvent(false);
            mre3 = new ManualResetEvent(false);
            mre4 = new ManualResetEvent(false);

            StringSocket client1 = Client.CreateClient(2000);

            client1.BeginSend("PLAY Testing1\n", (e, o) => { }, "Client1");

            StringSocket client2 = Client.CreateClient(2000);

            client2.BeginSend("PLAY Testing2\n", (e, o) => { }, "Client2");

            client1.BeginReceive(ReceiveClient1, "Client1");

            client2.BeginReceive(ReceiveClient2, "Client2");

            client1.BeginSend("word Pots\n", (e, o) => { }, "Client1");
            client2.BeginSend("word Pots\n", (e, o) => { }, "Client2");

            client1.BeginReceive(ReceiveScore1, "Client1");

            client2.BeginReceive(ReceiveScore2, "Client2");


            client1.BeginReceive(ReceiveScore1, "Client1");

            client2.BeginReceive(ReceiveScore2, "Client2");

            System.Threading.Thread.Sleep(1000);



            // Make sure client 1 gets start message
            Assert.AreEqual(true, mre1.WaitOne(timeout), "Timed out waiting 1");
            Assert.AreEqual("START", s1.Substring(0, 5));
            Assert.AreEqual("Client1", p1);

            // Make sure client 2 gets start message
            Assert.AreEqual(true, mre2.WaitOne(timeout), "Timed out waiting 2");
            Assert.AreEqual("START", s2.Substring(0, 5));
            Assert.AreEqual("Client2", p2);

            // Make sure Client 1 gets the score message
            Assert.AreEqual(true, mre3.WaitOne(timeout), "Timed out waiting 3");
            Assert.AreEqual("SCORE 0 0", s3, "Score passed Incorrectly");

            // Makes sure Client 2 gets the score message
            Assert.AreEqual(true, mre4.WaitOne(timeout), "Timed out waiting 4");
            Assert.AreEqual("SCORE 0 0", s4, "Score passed Incorrectly");

            // Closes the server
            server.CloseServer();
        }
コード例 #5
0
ファイル: UnitTest1.cs プロジェクト: Logangster/BoggleGame
        public void TestAllWordScores()
        {
            BoggleServer.Server server = new BoggleServer.Server(2000, new string[] { "20", "Dictionary.txt", "abansnodmodejjsm" });

            mre1 = new ManualResetEvent(false);
            mre2 = new ManualResetEvent(false);
            mre3 = new ManualResetEvent(false);
            mre4 = new ManualResetEvent(false);

            StringSocket client1 = Client.CreateClient(2000);

            client1.BeginSend("PLAY Testing1\n", (e, o) => { }, "Client1");

            StringSocket client2 = Client.CreateClient(2000);

            client2.BeginSend("PLAY Testing2\n", (e, o) => { }, "Client2");

            client1.BeginReceive(ReceiveClient1, "Client1");

            client2.BeginReceive(ReceiveClient2, "Client2");

            client1.BeginSend("words abandons\n", (e, o) => { }, "Client1");
            client1.BeginSend("word abandon\n", (e, o) => { }, "Client1");
            client1.BeginSend("word abandons\n", (e, o) => { }, "Client1");
            client1.BeginSend("word mode\n", (e, o) => { }, "Client1");
            client1.BeginSend("word modem\n", (e, o) => { }, "Client1");
            client1.BeginSend("word modems\n", (e, o) => { }, "Client1");
            client1.BeginSend("word mod\n", (e, o) => { }, "Client1");
            client1.BeginSend("word abandons\n", (e, o) => { }, "Client1");

            do
            {
                client1.BeginReceive(ReceiveScore1, "Client1");
            }while (!s3.Equals("SCORE 23 0"));



            // Make sure client 1 gets start message
            Assert.AreEqual(true, mre1.WaitOne(timeout), "Timed out waiting 1");
            Assert.AreEqual("START", s1.Substring(0, 5));
            Assert.AreEqual("Client1", p1);

            // Make sure client 2 gets start message
            Assert.AreEqual(true, mre2.WaitOne(timeout), "Timed out waiting 2");
            Assert.AreEqual("START", s2.Substring(0, 5));
            Assert.AreEqual("Client2", p2);

            // Make sure Client 1 gets the score message
            Assert.AreEqual(true, mre3.WaitOne(timeout), "Timed out waiting 3");
            Assert.AreEqual("SCORE 23 0", s3, "Score passed Incorrectly");

            // Closes the server
            server.CloseServer();
        }
コード例 #6
0
ファイル: UnitTest1.cs プロジェクト: Logangster/BoggleGame
        public void TestStopMessage()
        {
            BoggleServer.Server server = new BoggleServer.Server(2000, new string[] { "2", "Dictionary.txt", "potscatscarsteps" });

            mre1 = new ManualResetEvent(false);
            mre2 = new ManualResetEvent(false);
            mre3 = new ManualResetEvent(false);
            mre4 = new ManualResetEvent(false);

            StringSocket client1 = Client.CreateClient(2000);

            client1.BeginSend("PLAY Testing1\n", (e, o) => { }, "Client1");

            StringSocket client2 = Client.CreateClient(2000);

            client2.BeginSend("PLAY Testing2\n", (e, o) => { }, "Client2");

            // Receives the start message
            client1.BeginReceive(ReceiveClient1, "Client1");

            // Receives the start message
            client2.BeginReceive(ReceiveClient2, "Client2");

            // Words are added to test all aspects of the stop message
            client1.BeginSend("word pots\n", (e, o) => { }, "Client1");
            client2.BeginSend("word pots\n", (e, o) => { }, "Client2");
            client1.BeginSend("word pot\n", (e, o) => { }, "Client1");
            client2.BeginSend("word cat\n", (e, o) => { }, "Client2");
            client1.BeginSend("word pasdfasdf\n", (e, o) => { }, "Client1");
            client2.BeginSend("word aldsffas\n", (e, o) => { }, "Client2");
            client2.BeginSend("word sto\n", (e, o) => { }, "Client2");

            // Waits until stop message for both clients have been received before asserting
            do
            {
                client1.BeginReceive(ReceiveStop1, "Client1");

                client2.BeginReceive(ReceiveStop2, "Client2");
            }while (stop1 == false || stop2 == false);

            // Make sure Client 1 gets the score message
            Assert.AreEqual(true, mre3.WaitOne(timeout), "Timed out waiting 3");
            Assert.AreEqual("STOP", s3.Substring(0, 4));

            // Makes sure Client 2 gets the score message
            Assert.AreEqual("STOP", s4.Substring(0, 4));

            System.Threading.Thread.Sleep(1001);

            // Closes the server
            server.CloseServer();
        }