Пример #1
0
        public async Task TwoClientsTest()
        {
            var emptyTask = new Task(() => {
            });
            //check stats
            var stats = _gameApplication.GetStats();

            Assert.AreEqual(0, stats.PeerCount);
            Assert.AreEqual(0, stats.RoomCount);

            var roomId = _gameApplication.CreateRoom(
                new Dictionary <byte, object>()
            {
                { PropertyCode.RoomProperties.GameMode, (byte)GameMode.SinglePlayer }
            },
                new Dictionary <Guid, Dictionary <byte, object> >());

            _serverLogger.Info($"Room {roomId} created");
            _client1.Connect(CLIENT_CONNECTS_TO_IP, SERVER_PORT_1);
            _client2.Connect(CLIENT_CONNECTS_TO_IP, SERVER_PORT_2);
            emptyTask.Wait(WAIT_TIMEOUT);

            stats = _gameApplication.GetStats();
            Assert.AreEqual(2, stats.PeerCount);
            Assert.AreEqual(1, stats.RoomCount);
            await _client1.Send <AuthorizationResponse>(new AuthorizationRequest()
            {
                SessionId = Guid.NewGuid()
            });

            await _client2.Send <AuthorizationResponse>(new AuthorizationRequest()
            {
                SessionId = Guid.NewGuid()
            });

            await _client1.Send <JoinRoomResponse>(new JoinRoomRequest(roomId, new Dictionary <byte, object>()));

            await _client2.Send <JoinRoomResponse>(new JoinRoomRequest(roomId, new Dictionary <byte, object>()));

            stats = _gameApplication.GetStats();
            Assert.AreEqual(2, stats.PeerCount);
            Assert.AreEqual(1, stats.RoomCount);
            var roomPeerCount = stats.RoomsPeerCount;

            Assert.AreEqual(2, roomPeerCount[roomId]);
        }
Пример #2
0
        private async Task JoinMm(int level)
        {
            RegisterServer();
            //player join
            _client1.Connect(CLIENT_CONNECTS_TO_IP, MM_SERVER_PORT);
            await _client1.WaitFor <ConnectedEvent>(e => true);

            //incorrect mm request
            var mmResponse = await _client1.Send <EnterMatchMakingResponse>(new EnterMatchMakingRequest(new Dictionary <byte, object>()));

            Assert.AreEqual(MatchMakingErrorCode.RequiredPlayerPropertyIsNotSet, mmResponse.MatchMakingErrorCode);

            //correct mm request
            mmResponse = await _client1.Send <EnterMatchMakingResponse>(new EnterMatchMakingRequest(new Dictionary <byte, object> {
                { FakePropertyCodes.PlayerProperties.Level, level }
            }));
        }
Пример #3
0
        public void PassProperties()
        {
            var roomId = _gameApplication.CreateRoom(
                new Dictionary <byte, object>()
            {
                { PropertyCode.RoomProperties.GameMode, (byte)GameMode.SinglePlayer }
            },
                new Dictionary <Guid, Dictionary <byte, object> >());

            _client.Connect(CLIENT_CONNECTS_TO_IP, SERVER_PORT);
            EmptyTask.Wait(WAIT_TIMEOUT);

            //authing
            EmptyTask.Wait(WAIT_TIMEOUT);

            //send join
            var props = new Dictionary <byte, object>
            {
                { 1, 100 },
                { 2, (byte)101 },
                { 3, (short)102 },
                { 4, (ushort)103 },
                { 5, (uint)104 },
                { 6, (float)105.15 },
                { 7, true },
                { 8, (long)106 },
                { 9, (ulong)110 },
                { 10, new byte[] { 111, 112, 113 } }
            };

            _client.Send <JoinRoomResponse>(new JoinRoomRequest(roomId, props));

            EmptyTask.Wait(WAIT_TIMEOUT);


            var peer       = _gameApplication.GetListeners()[0].GetPeerCollection().GetAll().FirstOrDefault().Value;
            var room       = _gameApplication.GetRoomManager().GetRoomBySessionId(peer.GetSessionId());
            var roomPlayer = room.FindPlayer(peer.GetSessionId());

            Assert.AreEqual(props, roomPlayer.Properties);
        }
        private async Task TestBody(int launchIndex, string ip, ushort port, Dictionary <byte, object> mmProperties, Dictionary <byte, object> joinGameProperties)
        {
            var isSuccess = false;

            _clients.Clear();
            //create N clients and connect them to mm
            for (var i = 0; i < CLIENTS_NUMBER_2; i++)
            {
                var client = new TestClientPeer(_clientLogger, taskSchedulerFactory, serializer);
                await client.Connect(ip, port);

                _clients.Add(client);
                EmptyTask.Wait(WAIT_TIMEOUT);
            }

            //send auth
            foreach (var client in _clients)
            {
                await client.Send <AuthorizationResponse>(new AuthorizationRequest());
            }

            //send join matchmaking (with level = 1)
            foreach (var c in _clients)
            {
                await c.Send <EnterMatchMakingResponse>(new EnterMatchMakingRequest(mmProperties));
            }

            EmptyTask.Wait(6000);

            //check joininfo existance
            isSuccess = true;
            int notJoinedCount = 0;
            int joinedCount    = 0;

            foreach (var c in _clients)
            {
                if (c.GetJoinInfo() == null || c.GetJoinInfo().Status != JoinStatus.RoomIsReady)
                {
                    if (c.GetJoinInfo() != null)
                    {
                        _clientLogger.Info($"Checking joinInfo. Status = {c.GetJoinInfo().Status}");
                    }
                    notJoinedCount++;
                    isSuccess = false;
                }
                else
                {
                    if (c.GetJoinInfo() != null)
                    {
                        _clientLogger.Info($"Checking joinInfo. Status = {c.GetJoinInfo().Status}");
                    }
                    joinedCount++;
                }
            }

            Assert.AreEqual(0, notJoinedCount);
            var roomsCount = CLIENTS_NUMBER_2 / TOTAL_PLAYERS_NEEDED_1 + (CLIENTS_NUMBER_2 % TOTAL_PLAYERS_NEEDED_1 > 0 ? 1: 0);

            Assert.AreEqual(CLIENTS_NUMBER_2 - joinedCount, notJoinedCount);

            var mmStats = _mmApplication.GetStats();

            Assert.AreEqual(1, mmStats.RegisteredServers.Count);

            //sending leave mathmaking request
            foreach (var c in _clients)
            {
                await c.Send <LeaveMatchMakingResponse>(new LeaveMatchMakingRequest());
            }
            foreach (var c in _clients)
            {
                c.Disconnect();
            }

            mmStats = _mmApplication.GetStats();
            Assert.AreEqual(0, mmStats.TotalPlayers);
            Assert.AreEqual(1, mmStats.RegisteredServers.Count);


            //connect to server
            foreach (var c in _clients.Where(c =>
                                             c.GetJoinInfo() != null && c.GetJoinInfo().Status == JoinStatus.RoomIsReady))
            {
                await c.Connect(c.GetJoinInfo().ServerIpAddress, c.GetJoinInfo().ServerPort);
            }

            var stats = _gameApplication.GetStats();

            Assert.AreEqual(joinedCount, stats.PeerCount);
            Assert.AreEqual(roomsCount * launchIndex, stats.RoomCount);

            //authing
            foreach (var c in _clients)
            {
                var sessionId = Guid.NewGuid();
                c.SessionId = sessionId;
                await c.Send <AuthorizationResponse>(new AuthorizationRequest { SessionId = sessionId });
            }

            EmptyTask.Wait(WAIT_TIMEOUT);

            //joining room
            foreach (var c in _clients.Where(c => c.GetJoinInfo() != null))
            {
                await c.Send <JoinRoomResponse>(new JoinRoomRequest(c.GetJoinInfo().RoomId, joinGameProperties));
            }
            EmptyTask.Wait(WAIT_TIMEOUT * 2);
            stats = _gameApplication.GetStats();
            Assert.AreEqual(roomsCount * launchIndex, stats.RoomCount);
            Assert.AreEqual(stats.RoomsPeerCount.Count, stats.RoomCount);

            //disconnect from server
            foreach (var c in _clients)
            {
                c.Disconnect();
            }

            EmptyTask.Wait(WAIT_TIMEOUT);
            stats = _gameApplication.GetStats();
            Assert.AreEqual(0, stats.PeerCount);
        }