Set up basic deterministic lockstep
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@@ -144,6 +144,23 @@ if(BUILD_TESTING)
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add_test(
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NAME GameServer.NetworkProtocol
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COMMAND GameServerNetworkProtocolTests)
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add_executable(
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GameServerWebsocketLockstepTests
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tests/WebsocketLockstepTests.cpp
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"${GAME_ROOT}/src/game_server/NetworkProtocol.cpp"
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"${GAME_ROOT}/src/game_server/WebsocketGameClient.cpp"
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"${GAME_ROOT}/src/game_server/WebsocketGameServer.cpp")
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target_include_directories(
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GameServerWebsocketLockstepTests PRIVATE "${BOOST_BUNDLED_DIR}")
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target_compile_definitions(
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GameServerWebsocketLockstepTests PRIVATE
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NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
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target_link_libraries(
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GameServerWebsocketLockstepTests PRIVATE
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game_server_core ws2_32 mswsock)
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add_test(
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NAME GameServer.WebsocketLockstep
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COMMAND GameServerWebsocketLockstepTests)
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endif()
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add_test(
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NAME GameServer.IdleSmoke
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+29
-11
@@ -1,8 +1,8 @@
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# Headless GameServer
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This target runs the authoritative `InternalGameServer` without SDL, OpenGL,
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audio, Lua, or rendering dependencies. On Windows it exposes the state through
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a Boost.Beast WebSocket listener.
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audio, Lua, or rendering dependencies. On Windows it exposes a deterministic
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lockstep session through a Boost.Beast WebSocket listener.
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## Build
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@@ -39,7 +39,7 @@ For a multi-configuration Windows build, the executable is normally
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For smoke tests, `--ticks N` limits execution and `--no-sleep` skips the
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real-time delay.
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Start the first multiplayer transport iteration:
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Start the multiplayer lockstep server:
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```powershell
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.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
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@@ -48,8 +48,11 @@ Start the first multiplayer transport iteration:
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The listener defaults to `ws://0.0.0.0:8080`. Launch the Windows graphical game
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afterward and select `battle_zone_multiplayer`; that campaign connects to
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`ws://127.0.0.1:8080`. Other campaigns continue to use the in-process server.
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The server broadcasts an initial full state and then one every five seconds.
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Client commands are intentionally discarded in this iteration.
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The server sends one state snapshot when a player connects, then broadcasts one
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numbered command bundle every 100 ms. Bundles may be empty. Destination input is
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scheduled two ticks (200 ms) in the future. Tick IDs, rather than server or
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client wall-clock values, define simulation time.
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If `--location` is omitted, the campaign's configured start location is used.
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`--campaigns PATH` selects a different campaign registry. Content paths are
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@@ -64,17 +67,24 @@ Available startup options:
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--campaigns PATH
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--address IP
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--port N
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--tick-ms N
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--tick-ms 100
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--ticks N
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--no-sleep
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```
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The graphical client executes Lua/dialogue behavior after building its runtime
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Network mode requires a 100 ms tick; another `--tick-ms` value is rejected.
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The selected campaign's `networkPlayerSlots` lists pre-existing character IDs
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assigned to connections in order. `networkCompatibility` is a release token
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that must be changed whenever deterministic content changes; clients reject a
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different token. The bundled multiplayer Battle Zone has two slots (`player`
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and `player2`) and rejects additional clients. Disconnecting
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releases the slot. The bot's random autonomous controller is disabled in
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multiplayer.
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The graphical client executes presentation behavior after building its runtime
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`Location`; the headless content pass loads authoritative navigation, NPC,
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interactive-object, trigger, teleport, taxi, and animation metadata only.
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The standalone WebSocket lifecycle creates the existing shared `"player"` so
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the graphical client can render its local character. It does not create the
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battle-zone test bot.
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interactive-object, trigger, teleport, taxi, and animation metadata. Lua and
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dialogue-driven shared multiplayer behavior is not yet supported.
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## Tests
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@@ -82,5 +92,13 @@ CTest covers:
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- repeated `LocationGameState::setup()` preserving mutable runtime state;
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- ticking a prepared location with zero players;
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- deterministic fixed-100 ms replay behavior;
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- protocol-v2 parsing, validation, target normalization, state hashing, and
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two-tick command ordering;
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- a WebSocket initial-state/slot/destination/tick integration test;
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- idle server startup;
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- headless loading of `battle_zone_multiplayer/uni_exterior`.
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The lockstep implementation currently targets identical executable and content
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builds. Diagnostic state hashes detect divergence, but there is no automatic
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checkpoint resynchronization or reconnect input history yet.
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+24
-6
@@ -1,4 +1,5 @@
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#include "game_server/InternalGameServer.h"
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#include "game_server/NetworkProtocol.h"
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#if defined(NETWORK)
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#include "game_server/WebsocketGameServer.h"
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#endif
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@@ -15,6 +16,7 @@
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#include <memory>
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#include <string>
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#include <thread>
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#include <vector>
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namespace {
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@@ -44,7 +46,7 @@ std::int64_t parsePositiveNumber(const char* value, const char* option)
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int main(int argc, char** argv)
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{
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std::int64_t tickMs = 500;
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std::int64_t tickMs = FRG::kSimulationTickMs;
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std::int64_t maxTicks = (std::numeric_limits<std::int64_t>::max)();
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bool sleepBetweenTicks = true;
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std::string campaignId;
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@@ -89,14 +91,18 @@ int main(int argc, char** argv)
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return EXIT_FAILURE;
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}
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//Temporary override:
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campaignId = "battle_zone_multiplayer";
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locationId = "uni_exterior";
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if (tickMs != FRG::kSimulationTickMs) {
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std::cerr << "Network lockstep requires --tick-ms "
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<< FRG::kSimulationTickMs << '\n';
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return EXIT_FAILURE;
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}
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std::signal(SIGINT, requestStop);
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std::signal(SIGTERM, requestStop);
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FRG::InternalGameServer server;
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std::vector<std::string> playerSlots;
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std::string compatibilityFingerprint = "lockstep-v2";
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if (!campaignId.empty()) {
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try {
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FRG::CampaignRegistry::instance().loadFromJson(campaignsPath);
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@@ -138,6 +144,17 @@ int main(int argc, char** argv)
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}
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}
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server.activateLocation(selectedLocation);
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playerSlots = campaign->networkPlayerSlots;
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for (const std::string& slot : playerSlots) {
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if (server.snapshot()->players.count(slot) == 0)
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throw std::runtime_error(
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"Multiplayer slot '" + slot +
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"' is missing from the initial state");
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}
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compatibilityFingerprint =
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campaign->networkCompatibility.empty()
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? "lockstep-v2:" + campaignId
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: campaign->networkCompatibility;
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if (!campaign->tutorial) {
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server.submit(FRG::SetTutorialStepCommand{
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FRG::TutorialStep::Completed});
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@@ -158,7 +175,8 @@ int main(int argc, char** argv)
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std::unique_ptr<FRG::WebsocketGameServer> websocketServer;
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try {
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websocketServer = std::make_unique<FRG::WebsocketGameServer>(
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server, listenAddress, static_cast<std::uint16_t>(listenPort));
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server, playerSlots, compatibilityFingerprint,
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listenAddress, static_cast<std::uint16_t>(listenPort));
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} catch (const std::exception& error) {
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std::cerr << "WebSocket listener setup failed: "
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<< error.what() << '\n';
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@@ -174,7 +192,7 @@ int main(int argc, char** argv)
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tick < maxTicks && !stopRequested.load(); ++tick) {
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nextTick += tickDuration;
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#if defined(NETWORK)
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websocketServer->update(tickMs);
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websocketServer->update();
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#else
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server.update(tickMs);
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#endif
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@@ -8,7 +8,7 @@ namespace {
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int fail(const char* message)
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{
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std::cerr << message << '\n';
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std::cout << "LocationGameStateTests: " << message << std::endl;
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return EXIT_FAILURE;
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}
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@@ -78,6 +78,13 @@ int main()
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multiplayerBattleZoneConfig->startStatePath) {
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return fail("Battle Zone modes do not share their initial state");
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}
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if (multiplayerBattleZoneConfig->networkPlayerSlots.size() != 2 ||
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multiplayerBattleZoneConfig->networkPlayerSlots[0] != "player" ||
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multiplayerBattleZoneConfig->networkPlayerSlots[1] !=
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"player2" ||
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multiplayerBattleZoneConfig->networkCompatibility.empty()) {
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return fail("Multiplayer player slots were not loaded");
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}
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FRG::LocationDefinition definition;
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definition.config.id = "test_location";
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@@ -135,7 +142,7 @@ int main()
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FRG::InternalGameServer server;
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server.startCampaign(battleZone, {}, false, true);
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const auto snapshot = server.snapshot();
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const auto bot = snapshot->players.find("battle_zone_test_bot");
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const auto bot = snapshot->players.find("player2");
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if (bot == snapshot->players.end())
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return fail("Battle Zone test bot was not created");
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const auto stand = static_cast<std::size_t>(FRG::AnimationState::STAND);
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@@ -148,14 +155,37 @@ int main()
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FRG::InternalGameServer networkServer;
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FRG::CampaignConfig multiplayerBattleZone = battleZone;
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multiplayerBattleZone.id = "battle_zone_multiplayer";
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multiplayerBattleZone.networkPlayerSlots = {
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"player", "player2"};
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networkServer.startCampaign(multiplayerBattleZone, {}, true, false);
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const auto networkSnapshot = networkServer.snapshot();
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if (networkSnapshot->campaignId != "battle_zone_multiplayer")
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return fail("Network campaign ID was not retained");
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if (networkSnapshot->players.count("player") != 1)
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return fail("Network campaign shared player was not created");
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if (networkSnapshot->players.count("battle_zone_test_bot") != 0)
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if (networkSnapshot->players.count("player2") != 0)
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return fail("Network campaign unexpectedly created the test bot");
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nlohmann::json loadedNetworkState;
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networkServer.save(loadedNetworkState);
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loadedNetworkState["players"]["player2"] =
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loadedNetworkState["players"]["player"];
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loadedNetworkState["players"]["player2"]["position"] =
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{4.f, 0.f, 5.f};
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networkServer.load(loadedNetworkState);
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const auto loadedNetworkSnapshot = networkServer.snapshot();
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const auto loadedNetworkBot =
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loadedNetworkSnapshot->players.find("player2");
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if (loadedNetworkBot == loadedNetworkSnapshot->players.end() ||
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loadedNetworkBot->second.state.animationFrameCounts[stand] <= 1 ||
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loadedNetworkBot->second.state.animationFrameCounts[walk] <= 1) {
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return fail(
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"Loaded multiplayer slot did not restore animation metadata");
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}
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if (!loadedNetworkBot->second.state.position.isApprox(
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Eigen::Vector3f(4.f, 0.f, 5.f))) {
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return fail("Loaded multiplayer slot position was overwritten");
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}
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return EXIT_SUCCESS;
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}
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@@ -26,31 +26,103 @@ int main()
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{"players", {{"player", {{"hp", 200.0}}}}},
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{"locations", {{"uni_exterior", {{"state", savedLocationState}}}}}
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};
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const std::string message = FRG::makeStateMessage(original);
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nlohmann::json parsed;
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FRG::InitialStateMessage initial;
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initial.state = original;
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initial.assignedPlayerId = "player";
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initial.snapshotTick = 42;
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initial.compatibilityFingerprint = "lockstep-v2:battle_zone_multiplayer";
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const std::string message = FRG::makeInitialStateMessage(initial);
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FRG::InitialStateMessage parsed;
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std::string error;
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require(
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FRG::parseStateMessage(message, parsed, error),
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"valid state envelope was rejected");
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require(parsed == original, "state payload did not round trip");
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FRG::parseInitialStateMessage(message, parsed, error),
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"valid initial-state envelope was rejected");
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require(parsed.state == original, "state payload did not round trip");
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require(parsed.snapshotTick == 42, "snapshot tick did not round trip");
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require(
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!parsed["locations"]["uni_exterior"]["state"].contains("cameraAzimuth") &&
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!parsed["locations"]["uni_exterior"]["state"].contains("cameraInclination"),
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parsed.assignedPlayerId == "player",
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"assigned player did not round trip");
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require(
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!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraAzimuth") &&
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!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraInclination"),
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"local camera state leaked into the network payload");
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FRG::DestinationInputMessage input;
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input.clientSequence = 7;
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input.target = Eigen::Vector3f(1.234f, 0.f, -5.678f);
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FRG::DestinationInputMessage parsedInput;
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require(
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!FRG::parseStateMessage(
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R"({"protocolVersion":2,"type":"state","payload":{}})",
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FRG::parseDestinationInputMessage(
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FRG::makeDestinationInputMessage(input), parsedInput, error),
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"destination input did not round trip");
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require(
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parsedInput.clientSequence == 7 &&
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parsedInput.target.isApprox(Eigen::Vector3f(1.23f, 0.f, -5.68f)),
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"destination input was not normalized");
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FRG::TickMessage tick;
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tick.tickId = 43;
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tick.commands.push_back({1, "player", parsedInput.target});
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tick.stateHash = "0123456789abcdef";
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FRG::TickMessage parsedTick;
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require(
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FRG::parseTickMessage(
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FRG::makeTickMessage(tick), parsedTick, error),
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"tick message did not round trip");
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require(
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parsedTick.tickId == 43 && parsedTick.commands.size() == 1,
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"tick contents did not round trip");
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require(
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!FRG::parseInitialStateMessage(
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R"({"protocolVersion":1,"type":"initial_state","payload":{}})",
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parsed, error),
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"unknown protocol version was accepted");
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require(
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!FRG::parseStateMessage(
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R"({"protocolVersion":1,"type":"command","payload":{}})",
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parsed, error),
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!FRG::parseDestinationInputMessage(
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R"({"protocolVersion":2,"type":"command","payload":{}})",
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parsedInput, error),
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"unknown message type was accepted");
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require(
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!FRG::parseStateMessage("not json", parsed, error),
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!FRG::parseInitialStateMessage("not json", parsed, error),
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"malformed JSON was accepted");
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require(
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!FRG::parseDestinationInputMessage(
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R"({"protocolVersion":2,"type":"destination_input","payload":{"clientSequence":1,"target":[1e999,0,0]}})",
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parsedInput, error),
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"non-finite destination was accepted");
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std::string errorCode;
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std::string errorDetail;
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require(
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FRG::parseErrorMessage(
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FRG::makeErrorMessage("server_full", "No slot"),
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errorCode, errorDetail) &&
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errorCode == "server_full" && errorDetail == "No slot",
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"error message did not round trip");
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nlohmann::json hashState = original;
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hashState["savedAt"] = "first";
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const std::string firstHash = FRG::canonicalStateHash(hashState);
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hashState["savedAt"] = "second";
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require(
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firstHash == FRG::canonicalStateHash(hashState),
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"persistence timestamp changed deterministic hash");
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FRG::LockstepTimeline timeline(2);
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const std::uint64_t firstSequence =
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timeline.schedule("player", Eigen::Vector3f(1.f, 0.f, 1.f));
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const std::uint64_t secondSequence =
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timeline.schedule("player_2", Eigen::Vector3f(2.f, 0.f, 2.f));
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const FRG::TickMessage emptyTick = timeline.advance();
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require(
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emptyTick.tickId == 1 && emptyTick.commands.empty(),
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"input-delay tick was not empty");
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const FRG::TickMessage commandTick = timeline.advance();
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require(
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commandTick.tickId == 2 && commandTick.commands.size() == 2 &&
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commandTick.commands[0].commandSequence == firstSequence &&
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commandTick.commands[1].commandSequence == secondSequence,
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"scheduled commands were not finalized in stable order");
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return EXIT_SUCCESS;
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}
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@@ -0,0 +1,90 @@
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#include "game_server/InternalGameServer.h"
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#include "game_server/WebsocketGameClient.h"
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#include "game_server/WebsocketGameServer.h"
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#include <chrono>
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#include <cstdlib>
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#include <iostream>
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#include <memory>
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#include <thread>
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namespace {
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void require(bool condition, const char* message)
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{
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if (condition) return;
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std::cerr << "WebsocketLockstepTests: " << message << '\n';
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std::exit(EXIT_FAILURE);
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}
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template <class Predicate>
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bool waitFor(Predicate predicate)
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{
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const auto deadline =
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std::chrono::steady_clock::now() + std::chrono::seconds(3);
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while (std::chrono::steady_clock::now() < deadline) {
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if (predicate()) return true;
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std::this_thread::sleep_for(std::chrono::milliseconds(10));
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}
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return false;
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}
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} // namespace
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int main()
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{
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FRG::CampaignConfig campaign;
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campaign.id = "test_lockstep";
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FRG::InternalGameServer authoritative;
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authoritative.startCampaign(campaign, {}, true, false);
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FRG::WebsocketGameServer server(
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authoritative, {"player"}, "lockstep-v2:test_lockstep",
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"127.0.0.1", 0);
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auto client = std::make_unique<FRG::WebsocketGameClient>(
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"127.0.0.1", std::to_string(server.port()), "/");
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require(
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waitFor([&]() { return client->connected(); }),
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"client did not connect");
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require(
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waitFor([&]() {
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client->update(0);
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return client->initialized();
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}),
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"client did not receive initial state");
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require(client->localPlayerId() == "player", "wrong player slot assigned");
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FRG::WebsocketGameClient overflow(
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"127.0.0.1", std::to_string(server.port()), "/");
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require(
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waitFor([&]() {
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overflow.update(0);
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||||
return overflow.rejected();
|
||||
}),
|
||||
"connection beyond configured slots was not rejected");
|
||||
|
||||
client->submit(FRG::SetCharacterDestinationCommand{
|
||||
{}, "spoofed", Eigen::Vector3f(1.234f, 0.f, 2.345f), "ignored"});
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(20));
|
||||
server.update();
|
||||
server.update();
|
||||
require(
|
||||
waitFor([&]() {
|
||||
client->update(0);
|
||||
return client->snapshot()->revision > 1;
|
||||
}),
|
||||
"client did not consume finalized lockstep ticks");
|
||||
|
||||
client.reset();
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(50));
|
||||
FRG::WebsocketGameClient replacement(
|
||||
"127.0.0.1", std::to_string(server.port()), "/");
|
||||
require(
|
||||
waitFor([&]() {
|
||||
replacement.update(0);
|
||||
return replacement.initialized();
|
||||
}),
|
||||
"disconnected player slot was not reusable");
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
Reference in new issue
Block a user