Files
voxelforge/tests/testNetServer.cpp
T

161 lines
5.7 KiB
C++

#include "testHarness.h"
#include "vf/NetServer.h"
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
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<uint32_t>(state >> 32);
}
int range(int n) { return static_cast<int>(next() % static_cast<uint32_t>(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> transport;
std::unique_ptr<NetSession> 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<uint64_t>(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<std::size_t>(5));
CHECK_EQ(farView.sent.size(), static_cast<std::size_t>(5));
std::size_t shared = 0;
for (const Vec3i& coord : nearView.sent)
if (farView.sent.count(coord) != 0) ++shared;
CHECK_EQ(shared, static_cast<std::size_t>(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<std::size_t>(5));
CHECK_EQ(far.world.chunkCount(), static_cast<std::size_t>(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<uint64_t>(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}));