Minor fixing

This commit is contained in:
Vladislav Khorev committed 2026-11-10 22:47:01 +06:00
1 parent 6cfd47e80d
commit 24c963c0a5
11 files changed
+125 -67

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+1 -2
View File
@@ -171,7 +171,6 @@ if(BUILD_TESTING)
target_include_directories(
GameServerWebsocketLockstepTests PRIVATE "${BOOST_BUNDLED_DIR}")
target_compile_definitions(
GameServerWebsocketLockstepTests PRIVATE NETWORK)
GameServerWebsocketLockstepTests PRIVATE
NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
if(MSVC)
@@ -197,7 +196,7 @@ if(BUILD_TESTING)
COMMAND GameServer --ticks 2 --no-sleep)
add_test(
NAME GameServer.BattleZoneSharedPlayer
COMMAND GameServer --campaign battle_zone --location uni_exterior
COMMAND GameServer --campaign battle_zone --location park_korea
--ticks 2 --no-sleep)
set_tests_properties(
GameServer.BattleZoneSharedPlayer
+16 -11
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@@ -79,7 +79,7 @@ int main()
return fail("Battle Zone modes do not share their initial state");
}
if (multiplayerBattleZoneConfig->networkPlayerSlots.size() != 2 ||
multiplayerBattleZoneConfig->networkPlayerSlots[0] != "player" ||
multiplayerBattleZoneConfig->networkPlayerSlots[0] != "player1" ||
multiplayerBattleZoneConfig->networkPlayerSlots[1] !=
"player2" ||
multiplayerBattleZoneConfig->networkCompatibility.empty()) {
@@ -140,7 +140,7 @@ int main()
disabledPlayer->enabled = false;
state.location->targetInteractiveObjectId = "object";
state.location->targetInteractNpcId = "npc";
FRG::PlayerStateMap disabledPlayers{{"player", disabledPlayer}};
FRG::PlayerStateMap disabledPlayers{{"player1", disabledPlayer}};
const FRG::LocationSimulationEvents disabledEvents =
state.update(50, disabledPlayers, false);
if (!disabledEvents.interactiveObjects.empty() ||
@@ -165,7 +165,7 @@ int main()
playerTwo->enabled = true;
playerTwo->position = {2.f, 0.f, 0.f};
FRG::PlayerStateMap combatPlayers{
{"player", playerOne}, {"player2", playerTwo}};
{"player1", playerOne}, {"player2", playerTwo}};
state.update(100, combatPlayers, false);
if (hostileNpc.attackTargetId != "player2") {
@@ -181,7 +181,7 @@ int main()
playerTwo->hp = 0.f;
state.update(100, combatPlayers, false);
if (hostileNpc.attackTargetId != "player") {
if (hostileNpc.attackTargetId != "player1") {
return fail("Hostile NPC did not acquire a replacement after target death");
}
@@ -201,7 +201,7 @@ int main()
state.npcs["blocker"] = blocker;
hostileNpc.position = Eigen::Vector3f::Zero();
hostileNpc.homePosition = {5.f, 0.f, 0.f};
hostileNpc.attackTargetId = "player";
hostileNpc.attackTargetId = "player1";
hostileNpc.requestedWalkTarget = playerOne->position;
hostileNpc.walkTarget = playerOne->position;
hostileNpc.pathWaypoints = {playerOne->position};
@@ -267,22 +267,22 @@ int main()
FRG::CampaignConfig multiplayerBattleZone = battleZone;
multiplayerBattleZone.id = "battle_zone_multiplayer";
multiplayerBattleZone.networkPlayerSlots = {
"player", "player2"};
"player1", "player2"};
networkServer.startCampaign(multiplayerBattleZone, {}, true, false);
const auto networkSnapshot = networkServer.snapshot();
if (networkSnapshot->campaignId != "battle_zone_multiplayer")
return fail("Network campaign ID was not retained");
if (networkSnapshot->players.count("player") != 1)
if (networkSnapshot->players.count("player1") != 1)
return fail("Network campaign shared player was not created");
if (networkSnapshot->players.count("player2") != 0)
return fail("Network campaign unexpectedly created the test bot");
if (networkSnapshot->players.at("player").state.enabled)
if (networkSnapshot->players.at("player1").state.enabled)
return fail("Network campaign player slot was enabled before connection");
nlohmann::json loadedNetworkState;
networkServer.save(loadedNetworkState);
loadedNetworkState["players"]["player2"] =
loadedNetworkState["players"]["player"];
loadedNetworkState["players"]["player1"];
loadedNetworkState["players"]["player2"]["position"] =
{4.f, 0.f, 5.f};
networkServer.load(loadedNetworkState);
@@ -308,7 +308,7 @@ int main()
networkServer.submit(FRG::SetCharacterFacingAngleCommand{
locationId, "player2", 1.5f, true});
networkServer.submit(FRG::SetCharacterFaceTargetCommand{
locationId, "player2", "player"});
locationId, "player2", "player1"});
networkServer.submit(FRG::SetCharacterEnabledCommand{
locationId, "player2", false});
const auto commandSnapshot = networkServer.snapshot();
@@ -371,6 +371,7 @@ int main()
moving->hp = 10.f;
moving->pathWaypoints = {Eigen::Vector3f(8.f, 0.f, 0.f)};
moving->movedLastTick = true;
moving->attackTargetId = "stationary";
FRG::PlayerStateMap occupancyPlayers{
{"stationary", stationary}, {"moving", moving}};
if (occupancyState.collectPathObstacles(
@@ -378,7 +379,11 @@ int main()
occupancyState.collectPathObstacles(
"requester", occupancyPlayers, "moving").size() != 2 ||
!occupancyState.collectPathObstacles(
"stationary", occupancyPlayers).empty()) {
"stationary", occupancyPlayers).empty() ||
!occupancyState.collectPathObstacles(
"moving", occupancyPlayers).empty() ||
occupancyState.collectPathObstacles(
"moving", occupancyPlayers, "stationary").size() != 1) {
return fail("Stationary obstacle collection policy is incorrect");
}
+13 -13
View File
@@ -23,12 +23,12 @@ int main()
const nlohmann::json original{
{"schemaVersion", 2},
{"campaignId", "battle_zone_multiplayer"},
{"players", {{"player", {{"hp", 200.0}}}}},
{"locations", {{"uni_exterior", {{"state", savedLocationState}}}}}
{"players", {{"player1", {{"hp", 200.0}}}}},
{"locations", {{"park_korea", {{"state", savedLocationState}}}}}
};
FRG::InitialStateMessage initial;
initial.state = original;
initial.assignedPlayerId = "player";
initial.assignedPlayerId = "player1";
initial.snapshotTick = 42;
initial.compatibilityFingerprint = "lockstep-v2:battle_zone_multiplayer";
const std::string message = FRG::makeInitialStateMessage(initial);
@@ -40,11 +40,11 @@ int main()
require(parsed.state == original, "state payload did not round trip");
require(parsed.snapshotTick == 42, "snapshot tick did not round trip");
require(
parsed.assignedPlayerId == "player",
parsed.assignedPlayerId == "player1",
"assigned player did not round trip");
require(
!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraAzimuth") &&
!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraInclination"),
!parsed.state["locations"]["park_korea"]["state"].contains("cameraAzimuth") &&
!parsed.state["locations"]["park_korea"]["state"].contains("cameraInclination"),
"local camera state leaked into the network payload");
FRG::DestinationInputMessage input;
@@ -87,11 +87,11 @@ int main()
FRG::TickMessage tick;
tick.tickId = 43;
tick.commands.push_back(FRG::ScheduledDestinationCommand{
1, "player", parsedInput.target});
1, "player1", parsedInput.target});
tick.commands.push_back(FRG::ScheduledCharacterEnabledCommand{
2, "uni_exterior", "player2", true});
2, "park_korea", "player2", true});
tick.commands.push_back(FRG::ScheduledCharacterActionCommand{
3, "player", "set_target", "hostile_npc"});
3, "player1", "set_target", "hostile_npc"});
tick.stateHash = "0123456789abcdef";
FRG::TickMessage parsedTick;
require(
@@ -147,9 +147,9 @@ int main()
FRG::LockstepTimeline timeline(2);
const std::uint64_t firstSequence =
timeline.schedule("player", Eigen::Vector3f(1.f, 0.f, 1.f));
timeline.schedule("player1", Eigen::Vector3f(1.f, 0.f, 1.f));
const std::uint64_t secondSequence =
timeline.schedule("player_2", Eigen::Vector3f(2.f, 0.f, 2.f));
timeline.schedule("player2", Eigen::Vector3f(2.f, 0.f, 2.f));
const FRG::TickMessage emptyTick = timeline.advance();
require(
emptyTick.tickId == 1 && emptyTick.commands.empty(),
@@ -163,8 +163,8 @@ int main()
commandTick.commands[1]).commandSequence == secondSequence,
"scheduled commands were not finalized in stable order");
timeline.scheduleCharacterEnabled("uni_exterior", "player2", true);
timeline.scheduleCharacterAction("player", "clear_attack_target");
timeline.scheduleCharacterEnabled("park_korea", "player2", true);
timeline.scheduleCharacterAction("player1", "clear_attack_target");
const FRG::TickMessage presenceTick = timeline.advance();
require(
presenceTick.commands.size() == 1 &&
+19 -19
View File
@@ -59,13 +59,13 @@ int main()
FRG::CampaignConfig campaign;
campaign.id = "test_lockstep";
campaign.networkPlayerSlots = {"player", "player2"};
campaign.networkPlayerSlots = {"player1", "player2"};
FRG::InternalGameServer authoritative;
authoritative.startCampaign(campaign, {}, true, false);
nlohmann::json initialState;
authoritative.save(initialState);
initialState["players"]["player2"] = initialState["players"]["player"];
initialState["players"]["player2"] = initialState["players"]["player1"];
FRG::LocationGameState testLocation;
auto hostileNpc = std::make_shared<FRG::CharacterState>();
hostileNpc->enabled = true;
@@ -77,7 +77,7 @@ int main()
initialState["locations"]["test_location"] = std::move(testLocationState);
authoritative.load(initialState);
FRG::WebsocketGameServer server(
authoritative, {"player", "player2"}, "lockstep-v2:test_lockstep",
authoritative, {"player1", "player2"}, "lockstep-v2:test_lockstep",
"127.0.0.1", 0);
auto client = std::make_unique<FRG::WebsocketGameClient>(
"127.0.0.1", std::to_string(server.port()), "/");
@@ -91,7 +91,7 @@ int main()
return client->initialized();
}),
"client did not receive initial state");
require(client->localPlayerId() == "player", "wrong player slot assigned");
require(client->localPlayerId() == "player1", "wrong player slot assigned");
auto secondClient = std::make_unique<FRG::WebsocketGameClient>(
"127.0.0.1", std::to_string(server.port()), "/");
@@ -120,9 +120,9 @@ int main()
client->update(0);
secondClient->update(0);
return client->snapshot()->players.at("player2").state.enabled &&
secondClient->snapshot()->players.at("player").state.enabled;
secondClient->snapshot()->players.at("player1").state.enabled;
}) &&
authoritative.snapshot()->players.at("player").state.enabled &&
authoritative.snapshot()->players.at("player1").state.enabled &&
authoritative.snapshot()->players.at("player2").state.enabled,
"connection presence was not broadcast to all replicas");
@@ -140,16 +140,16 @@ int main()
const auto first = client->snapshot();
const auto second = secondClient->snapshot();
const auto host = authoritative.snapshot();
return first->players.at("player").state.requestedWalkTarget.isApprox(
return first->players.at("player1").state.requestedWalkTarget.isApprox(
Eigen::Vector3f(1.23f, 0.f, 2.35f)) &&
second->players.at("player2").state.requestedWalkTarget.isApprox(
Eigen::Vector3f(-1.23f, 0.f, 3.46f)) &&
first->players.at("player2").state.requestedWalkTarget.isApprox(
second->players.at("player2").state.requestedWalkTarget) &&
second->players.at("player").state.requestedWalkTarget.isApprox(
first->players.at("player").state.requestedWalkTarget) &&
host->players.at("player").state.requestedWalkTarget.isApprox(
first->players.at("player").state.requestedWalkTarget) &&
second->players.at("player1").state.requestedWalkTarget.isApprox(
first->players.at("player1").state.requestedWalkTarget) &&
host->players.at("player1").state.requestedWalkTarget.isApprox(
first->players.at("player1").state.requestedWalkTarget) &&
host->players.at("player2").state.requestedWalkTarget.isApprox(
second->players.at("player2").state.requestedWalkTarget);
});
@@ -160,9 +160,9 @@ int main()
std::cerr << "destination revisions " << first->revision << ", "
<< second->revision << ", " << host->revision << "\n"
<< "player targets "
<< first->players.at("player").state.requestedWalkTarget.transpose()
<< first->players.at("player1").state.requestedWalkTarget.transpose()
<< " / "
<< host->players.at("player").state.requestedWalkTarget.transpose()
<< host->players.at("player1").state.requestedWalkTarget.transpose()
<< "\nplayer2 targets "
<< second->players.at("player2").state.requestedWalkTarget.transpose()
<< " / "
@@ -183,11 +183,11 @@ int main()
waitFor([&]() {
client->update(0);
secondClient->update(0);
return client->snapshot()->players.at("player").state.attackTargetId ==
return client->snapshot()->players.at("player1").state.attackTargetId ==
"hostile_npc" &&
secondClient->snapshot()->players.at("player").state.attackTargetId ==
secondClient->snapshot()->players.at("player1").state.attackTargetId ==
"hostile_npc" &&
authoritative.snapshot()->players.at("player").state.attackTargetId ==
authoritative.snapshot()->players.at("player1").state.attackTargetId ==
"hostile_npc";
}),
"target command was not delayed and rebroadcast");
@@ -202,9 +202,9 @@ int main()
waitFor([&]() {
client->update(0);
secondClient->update(0);
return client->snapshot()->players.at("player").state.attackTargetId.empty() &&
secondClient->snapshot()->players.at("player").state.attackTargetId.empty() &&
authoritative.snapshot()->players.at("player").state.attackTargetId.empty();
return client->snapshot()->players.at("player1").state.attackTargetId.empty() &&
secondClient->snapshot()->players.at("player1").state.attackTargetId.empty() &&
authoritative.snapshot()->players.at("player1").state.attackTargetId.empty();
}),
"clear attack target command was not delayed and rebroadcast");