/* PokerTH automated tests.
Copyright (C) 2011 Lothar May
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package de.pokerth.test;
import java.net.Socket;
import static org.junit.Assert.*;
import java.util.ArrayList;
import java.util.Collection;
import org.junit.Test;
import de.pokerth.protocol.ProtoBuf.NetGameInfo;
import de.pokerth.protocol.ProtoBuf.PlayerListMessage.PlayerListNotification;
import de.pokerth.protocol.ProtoBuf.StartEventAckMessage;
import de.pokerth.protocol.ProtoBuf.NetGameInfo.EndRaiseMode;
import de.pokerth.protocol.ProtoBuf.NetGameInfo.NetGameType;
import de.pokerth.protocol.ProtoBuf.PokerTHMessage.PokerTHMessageType;
import de.pokerth.protocol.ProtoBuf.PokerTHMessage;
import de.pokerth.protocol.ProtoBuf.StartEventMessage.StartEventType;
public class RejoinGameTest extends TestBase {
@Test
public void testRejoinGame() throws Exception {
Guid firstPlayerSession = new Guid();
int firstPlayerId = userInit(sock, AuthUser, AuthPassword, null, firstPlayerSession);
// Waiting for player list update.
PokerTHMessage msg;
msg = receiveMessage();
if (!msg.hasPlayerListMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
Collection<Integer> l = new ArrayList<Integer>();
String gameName = AuthUser + " rejoin game";
NetGameInfo gameInfo = createGameInfo(NetGameType.normalGame, 5, 7, 5, EndRaiseMode.doubleBlinds, 0, 50, gameName, l, 10, 0, 11, 10000);
sendMessage(createGameRequestMsg(
gameInfo,
"",
false));
// Game list update (new game)
msg = receiveMessage();
if (!msg.hasGameListNewMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
// Join game ack.
msg = receiveMessage();
if (!msg.hasJoinGameAckMessage()) {
failOnErrorMessage(msg);
fail("Could not create game!");
}
int gameId = msg.getJoinGameAckMessage().getGameId();
// Game list update (player joined).
msg = receiveMessage();
if (!msg.hasGameListPlayerJoinedMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
// Let 9 additional clients join.
Socket s[] = new Socket[9];
int playerId[] = new int[9];
for (int i = 0; i < 9; i++) {
s[i] = new Socket("localhost", 7234);
String username = "test" + (i+1);
String password = username;
playerId[i] = userInit(s[i], username, password);
// Waiting for player list update.
do {
msg = receiveMessage(s[i]);
} while (msg.hasGameListNewMessage() || msg.hasGameListPlayerJoinedMessage() || msg.hasGamePlayerJoinedMessage());
if (!msg.hasPlayerListMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
sendMessage(joinGameRequestMsg(gameId, "", false), s[i]);
do {
msg = receiveMessage(s[i]);
failOnErrorMessage(msg);
} while (!msg.hasJoinGameAckMessage() && !msg.hasJoinGameFailedMessage());
if (!msg.hasJoinGameAckMessage()) {
fail("User " + username + " could not join ranking game.");
}
// The player should have joined the game.
msg = receiveMessage();
if (!msg.hasPlayerListMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
msg = receiveMessage();
if (!msg.hasGamePlayerJoinedMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
msg = receiveMessage();
if (!msg.hasGameListPlayerJoinedMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
}
// Server should automatically send start event.
msg = receiveMessage();
if (!msg.hasStartEventMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
for (int i = 0; i < 9; i++) {
do {
msg = receiveMessage(s[i]);
failOnErrorMessage(msg);
} while (!msg.hasStartEventMessage());
}
// Acknowledge start event.
StartEventAckMessage startAck = StartEventAckMessage.newBuilder()
.setGameId(gameId)
.build();
msg = PokerTHMessage.newBuilder()
.setMessageType(PokerTHMessageType.Type_StartEventAckMessage)
.setStartEventAckMessage(startAck)
.build();
sendMessage(msg);
for (int i = 0; i < 9; i++) {
sendMessage(msg, s[i]);
}
// Game list update (game now running).
msg = receiveMessage();
if (!msg.hasGameListUpdateMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
msg = receiveMessage();
if (!msg.hasGameStartInitialMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
// Wait for start of hand.
do {
msg = receiveMessage();
failOnErrorMessage(msg);
for (int i = 0; i < 9; i++) {
while (s[i].getInputStream().available() > 0) {
PokerTHMessage inMsg = receiveMessage(s[i]);
failOnErrorMessage(inMsg);
}
}
} while (!msg.hasHandStartMessage());
// Leave the game by closing the socket.
sock.close();
// No rejoin game id set yet.
assertEquals(0, lastRejoinGameId);
// All other players should have received "player left".
for (int i = 0; i < 9; i++) {
do {
msg = receiveMessage(s[i]);
failOnErrorMessage(msg);
} while (!msg.hasPlayerListMessage());
assertEquals(firstPlayerId, msg.getPlayerListMessage().getPlayerId());
assertEquals(PlayerListNotification.playerListLeft, msg.getPlayerListMessage().getPlayerListNotification());
}
sock = new Socket("localhost", 7234);
// Reconnect to the server.
int firstPlayerIdAfterRejoin = userInit(sock, AuthUser, AuthPassword, null, firstPlayerSession);
assertEquals(gameId, lastRejoinGameId);
// Waiting for player list update.
do {
msg = receiveMessage();
} while (msg.hasGameListNewMessage() || msg.hasGameListPlayerJoinedMessage() || msg.hasGamePlayerJoinedMessage());
if (!msg.hasPlayerListMessage()) {
failOnErrorMessage(msg);
fail("Invalid message.");
}
// Rejoin the game.
sendMessage(rejoinGameRequestMsg(gameId, false));
do {
msg = receiveMessage();
failOnErrorMessage(msg);
} while (!msg.hasJoinGameAckMessage() && !msg.hasJoinGameFailedMessage());
if (!msg.hasJoinGameAckMessage()) {
fail("User " + AuthUser + " could not rejoin normal game.");
}
// All other players should have received "player joined".
for (int i = 0; i < 9; i++) {
do {
msg = receiveMessage(s[i]);
failOnErrorMessage(msg);
} while (!msg.hasPlayerListMessage());
assertEquals(firstPlayerIdAfterRejoin, msg.getPlayerListMessage().getPlayerId());
assertEquals(PlayerListNotification.playerListNew, msg.getPlayerListMessage().getPlayerListNotification());
}
// Wait for start event.
do {
msg = receiveMessage();
failOnErrorMessage(msg);
} while (!msg.hasStartEventMessage());
assertEquals(gameId, msg.getStartEventMessage().getGameId());
assertEquals(StartEventType.rejoinEvent, msg.getStartEventMessage().getStartEventType());
// Acknowledge start event.
startAck = StartEventAckMessage.newBuilder()
.setGameId(gameId)
.build();
msg = PokerTHMessage.newBuilder()
.setMessageType(PokerTHMessageType.Type_StartEventAckMessage)
.setStartEventAckMessage(startAck)
.build();
sendMessage(msg);
// Wait for game start. This may take a while, because rejoin is performed at the beginning of the next hand.
do {
msg = receiveMessage();
failOnErrorMessage(msg);
} while (!msg.hasGameStartRejoinMessage());
// Check whether we got all necessary data to rejoin.
assertEquals(gameId, msg.getGameStartRejoinMessage().getGameId());
// We left at the first hand.
assertEquals(1, msg.getGameStartRejoinMessage().getHandNum());
// 10 Players should now be active again.
assertEquals(10, msg.getGameStartRejoinMessage().getRejoinPlayerDataCount());
// All other players should have received "player id changed".
for (int i = 0; i < 9; i++) {
do {
msg = receiveMessage(s[i]);
failOnErrorMessage(msg);
} while (!msg.hasPlayerIdChangedMessage());
assertEquals(firstPlayerId, msg.getPlayerIdChangedMessage().getOldPlayerId());
assertEquals(firstPlayerIdAfterRejoin, msg.getPlayerIdChangedMessage().getNewPlayerId());
}
// Everyone should receive a "hand start message" now.
do {
msg = receiveMessage();
failOnErrorMessage(msg);
} while (!msg.hasHandStartMessage());
for (int i = 0; i < 9; i++) {
do {
msg = receiveMessage(s[i]);
failOnErrorMessage(msg);
} while (!msg.hasHandStartMessage());
}
for (int i = 0; i < 9; i++) {
s[i].close();
}
}
}