mirror of
https://github.com/RaidMax/IW4M-Admin.git
synced 2025-06-10 23:31:13 -05:00
think I finished reworking the event system
added http log reading support for debugging remotely started working on unit test framework
This commit is contained in:
194
Plugins/Tests/ManagerTests.cs
Normal file
194
Plugins/Tests/ManagerTests.cs
Normal file
@ -0,0 +1,194 @@
|
||||
using IW4MAdmin.Application;
|
||||
using SharedLibraryCore;
|
||||
using SharedLibraryCore.Interfaces;
|
||||
using SharedLibraryCore.Objects;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using Xunit;
|
||||
|
||||
namespace Tests
|
||||
{
|
||||
[Collection("ManagerCollection")]
|
||||
public class ManagerTests
|
||||
{
|
||||
readonly ApplicationManager Manager;
|
||||
|
||||
public ManagerTests(ManagerFixture fixture)
|
||||
{
|
||||
Manager = fixture.Manager;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AreCommandNamesUnique()
|
||||
{
|
||||
bool test = Manager.GetCommands().Count == Manager.GetCommands().Select(c => c.Name).Distinct().Count();
|
||||
Assert.True(test, "command names are not unique");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AreCommandAliasesUnique()
|
||||
{
|
||||
var mgr = IW4MAdmin.Application.Program.ServerManager;
|
||||
bool test = mgr.GetCommands().Count == mgr.GetCommands().Select(c => c.Alias).Distinct().Count();
|
||||
|
||||
Assert.True(test, "command aliases are not unique");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddAndRemoveClientsViaJoinShouldSucceed()
|
||||
{
|
||||
var server = Manager.GetServers().First();
|
||||
var waiters = new Queue<ManualResetEventSlim>();
|
||||
|
||||
int clientStartIndex = 4;
|
||||
int clientNum = 10;
|
||||
|
||||
for (int i = clientStartIndex; i < clientStartIndex + clientNum; i++)
|
||||
{
|
||||
var e = new GameEvent()
|
||||
{
|
||||
Type = GameEvent.EventType.Join,
|
||||
Origin = new Player()
|
||||
{
|
||||
Name = $"Player{i}",
|
||||
NetworkId = i,
|
||||
ClientNumber = i - 1
|
||||
},
|
||||
Owner = server
|
||||
};
|
||||
|
||||
server.Manager.GetEventHandler().AddEvent(e);
|
||||
waiters.Enqueue(e.OnProcessed);
|
||||
}
|
||||
|
||||
while (waiters.Count > 0)
|
||||
{
|
||||
waiters.Dequeue().Wait();
|
||||
}
|
||||
|
||||
Assert.True(server.ClientNum == clientNum, $"client num does not match added client num [{server.ClientNum}:{clientNum}]");
|
||||
|
||||
for (int i = clientStartIndex; i < clientStartIndex + clientNum; i++)
|
||||
{
|
||||
var e = new GameEvent()
|
||||
{
|
||||
Type = GameEvent.EventType.Disconnect,
|
||||
Origin = new Player()
|
||||
{
|
||||
Name = $"Player{i}",
|
||||
NetworkId = i,
|
||||
ClientNumber = i - 1
|
||||
},
|
||||
Owner = server
|
||||
};
|
||||
|
||||
server.Manager.GetEventHandler().AddEvent(e);
|
||||
waiters.Enqueue(e.OnProcessed);
|
||||
}
|
||||
|
||||
while (waiters.Count > 0)
|
||||
{
|
||||
waiters.Dequeue().Wait();
|
||||
}
|
||||
|
||||
Assert.True(server.ClientNum == 0, "there are still clients connected");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddAndRemoveClientsViaRconShouldSucceed()
|
||||
{
|
||||
var server = Manager.GetServers().First();
|
||||
var waiters = new Queue<ManualResetEventSlim>();
|
||||
|
||||
int clientIndexStart = 1;
|
||||
int clientNum = 8;
|
||||
|
||||
for (int i = clientIndexStart; i < clientNum + clientIndexStart; i++)
|
||||
{
|
||||
var e = new GameEvent()
|
||||
{
|
||||
Type = GameEvent.EventType.Connect,
|
||||
Origin = new Player()
|
||||
{
|
||||
Name = $"Player{i}",
|
||||
NetworkId = i,
|
||||
ClientNumber = i - 1,
|
||||
IPAddress = i,
|
||||
Ping = 50,
|
||||
CurrentServer = server
|
||||
},
|
||||
Owner = server,
|
||||
};
|
||||
|
||||
Manager.GetEventHandler().AddEvent(e);
|
||||
waiters.Enqueue(e.OnProcessed);
|
||||
}
|
||||
|
||||
while (waiters.Count > 0)
|
||||
{
|
||||
waiters.Dequeue().Wait();
|
||||
}
|
||||
|
||||
int actualClientNum = server.GetPlayersAsList().Count(p => p.State == Player.ClientState.Connected);
|
||||
Assert.True(actualClientNum == clientNum, $"client connected states don't match [{actualClientNum}:{clientNum}");
|
||||
|
||||
for (int i = clientIndexStart; i < clientNum + clientIndexStart; i++)
|
||||
{
|
||||
var e = new GameEvent()
|
||||
{
|
||||
Type = GameEvent.EventType.Disconnect,
|
||||
Origin = new Player()
|
||||
{
|
||||
Name = $"Player{i}",
|
||||
NetworkId = i,
|
||||
ClientNumber = i - 1,
|
||||
IPAddress = i,
|
||||
Ping = 50,
|
||||
CurrentServer = server
|
||||
},
|
||||
Owner = server,
|
||||
};
|
||||
|
||||
Manager.GetEventHandler().AddEvent(e);
|
||||
waiters.Enqueue(e.OnProcessed);
|
||||
}
|
||||
|
||||
while (waiters.Count > 0)
|
||||
{
|
||||
waiters.Dequeue().Wait();
|
||||
}
|
||||
|
||||
actualClientNum = server.ClientNum;
|
||||
Assert.True(actualClientNum == 0, "there are clients still connected");
|
||||
}
|
||||
|
||||
|
||||
[Fact]
|
||||
public void AddClientViaLog()
|
||||
{
|
||||
var resetEvent = new ManualResetEventSlim();
|
||||
resetEvent.Reset();
|
||||
|
||||
Manager.OnServerEvent += (sender, eventArgs) =>
|
||||
{
|
||||
if (eventArgs.Event.Type == GameEvent.EventType.Join)
|
||||
{
|
||||
eventArgs.Event.OnProcessed.Wait();
|
||||
Assert.True(false);
|
||||
}
|
||||
};
|
||||
|
||||
File.AppendAllText("test_mp.log", " 2:33 J;224b3d0bc64ab4f9;0;goober");
|
||||
|
||||
|
||||
resetEvent.Wait(5000);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user