#include "testHarness.h" #include "vf/NetServer.h" #include #include #include #include using namespace vf; namespace { struct Lcg { uint64_t state; explicit Lcg(uint64_t seed) : state(seed | 1ull) {} uint32_t next() { state = state * 6364136223846793005ull + 1442695040888963407ull; return static_cast(state >> 32); } int range(int n) { return static_cast(next() % static_cast(n)); } }; void buildTerrain(World& world, int chunkMin, int chunkMax) { Lcg rng(0x1a2b3c4d); const Block palette[4] = {Block::Stone, Block::Dirt, Block::Grass, Block::Sand}; for (int cx = chunkMin; cx <= chunkMax; ++cx) { for (int cz = chunkMin; cz <= chunkMax; ++cz) { Chunk& chunk = world.ensureChunk(Vec3i{cx, 0, cz}); for (int x = 0; x < chunkSize; ++x) for (int z = 0; z < chunkSize; ++z) for (int y = 0; y < 6; ++y) chunk.set(x, y, z, palette[rng.range(4)]); } } } // The far end of one slot: an independent transport and session on endpoint 1 // of that slot's link, which is exactly what a real remote player would be. struct RemoteClient { World world; std::unique_ptr transport; std::unique_ptr session; RemoteClient(NetServer& server, int slot, const TransportConfig& transportConfig, const SessionConfig& sessionConfig, const std::string& name) { transport.reset(new Transport(*server.linkFor(slot), 1, transportConfig)); session.reset(new NetSession(*transport, NetSession::Role::Client, sessionConfig)); session->attachWorld(world); session->beginHandshake(name, 0x1000 + static_cast(slot), 0x2000); } void step(uint64_t tick) { session->receive(tick); session->send(tick); } }; SessionConfig clientConfigFor(const ServerConfig& config) { SessionConfig sessionConfig; sessionConfig.protocolVersion = config.protocolVersion; sessionConfig.viewRadius = config.viewRadius; sessionConfig.keepAliveIntervalTicks = config.keepAliveIntervalTicks; sessionConfig.keepAliveTimeoutTicks = config.keepAliveTimeoutTicks; return sessionConfig; } ServerConfig quietServerConfig() { ServerConfig config; config.maxClients = 4; config.viewRadius = 1; config.chunksPerClientPerTick = 4; config.keepAliveIntervalTicks = 10; config.keepAliveTimeoutTicks = 1000000; config.link.latencyTicks = 1; return config; } // Seeds a slot's view before login; the first snapshot burst then goes out // around this spot instead of around the origin. void placeAt(NetServer& server, int slot, float x, float y, float z) { server.sessionFor(slot)->view().position = Vec3{x, y, z}; } } // namespace VF_TEST(twoClientsStandingApartReceiveDisjointSetsOfChunks) { ServerConfig config = quietServerConfig(); World world; NetServer server(world, config); buildTerrain(world, -6, 6); int slotNear = server.acceptClient(); int slotFar = server.acceptClient(); CHECK_EQ(slotNear, 0); CHECK_EQ(slotFar, 1); placeAt(server, slotNear, 8.0f, 8.0f, 8.0f); placeAt(server, slotFar, 72.0f, 8.0f, 72.0f); TransportConfig transportConfig = config.transport; SessionConfig sessionConfig = clientConfigFor(config); RemoteClient near(server, slotNear, transportConfig, sessionConfig, "near"); RemoteClient far(server, slotFar, transportConfig, sessionConfig, "far"); for (uint64_t tick = 0; tick < 60; ++tick) { server.update(tick); near.step(tick); far.step(tick); } CHECK(near.session->phase() == SessionPhase::Play); CHECK(far.session->phase() == SessionPhase::Play); const ClientView& nearView = server.sessionFor(slotNear)->view(); const ClientView& farView = server.sessionFor(slotFar)->view(); CHECK_EQ(nearView.sent.size(), static_cast(5)); CHECK_EQ(farView.sent.size(), static_cast(5)); std::size_t shared = 0; for (const Vec3i& coord : nearView.sent) if (farView.sent.count(coord) != 0) ++shared; CHECK_EQ(shared, static_cast(0)); CHECK(nearView.hasChunk(Vec3i{0, 0, 0})); CHECK(farView.hasChunk(Vec3i{4, 0, 4})); CHECK(!nearView.hasChunk(Vec3i{4, 0, 4})); CHECK(!farView.hasChunk(Vec3i{0, 0, 0})); CHECK_EQ(near.world.chunkCount(), static_cast(5)); CHECK_EQ(far.world.chunkCount(), static_cast(5)); CHECK(near.world.chunkAt(Vec3i{4, 0, 4}) == nullptr); CHECK(far.world.chunkAt(Vec3i{0, 0, 0}) == nullptr); CHECK_EQ(server.stats().chunksSent, static_cast(10)); } VF_TEST(aBlockChangeInsideBothViewsReachesEachClientExactlyOnce) { ServerConfig config = quietServerConfig(); config.viewRadius = 2; World world; NetServer server(world, config); buildTerrain(world, -4, 4); int slotLeft = server.acceptClient(); int slotRight = server.acceptClient(); // Both stand two chunks apart, so chunk (1,0,0) is inside both spheres. placeAt(server, slotLeft, 8.0f, 8.0f, 8.0f); placeAt(server, slotRight, 40.0f, 8.0f, 8.0f); TransportConfig transportConfig = config.transport; SessionConfig sessionConfig = clientConfigFor(config); sessionConfig.viewRadius = 2; RemoteClient left(server, slotLeft, transportConfig, sessionConfig, "left"); RemoteClient right(server, slotRight, transportConfig, sessionConfig, "right"); for (uint64_t tick = 0; tick < 80; ++tick) { server.update(tick); left.step(tick); right.step(tick); } CHECK(server.sessionFor(slotLeft)->view().hasChunk(Vec3i{1, 0, 0})); CHECK(server.sessionFor(slotRight)->view().hasChunk(Vec3i{1, 0, 0}));