Package de.pokerth.test

Source Code of de.pokerth.test.RejoinGameTest

/*  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();
    }
  }
}
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