Minor fixing
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6cfd47e80d
commit
24c963c0a5
11 files changed
+125
-67
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@@ -59,13 +59,13 @@ int main()
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FRG::CampaignConfig campaign;
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campaign.id = "test_lockstep";
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campaign.networkPlayerSlots = {"player", "player2"};
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campaign.networkPlayerSlots = {"player1", "player2"};
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FRG::InternalGameServer authoritative;
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authoritative.startCampaign(campaign, {}, true, false);
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nlohmann::json initialState;
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authoritative.save(initialState);
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initialState["players"]["player2"] = initialState["players"]["player"];
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initialState["players"]["player2"] = initialState["players"]["player1"];
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FRG::LocationGameState testLocation;
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auto hostileNpc = std::make_shared<FRG::CharacterState>();
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hostileNpc->enabled = true;
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@@ -77,7 +77,7 @@ int main()
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initialState["locations"]["test_location"] = std::move(testLocationState);
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authoritative.load(initialState);
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FRG::WebsocketGameServer server(
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authoritative, {"player", "player2"}, "lockstep-v2:test_lockstep",
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authoritative, {"player1", "player2"}, "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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@@ -91,7 +91,7 @@ int main()
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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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require(client->localPlayerId() == "player1", "wrong player slot assigned");
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auto secondClient = std::make_unique<FRG::WebsocketGameClient>(
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"127.0.0.1", std::to_string(server.port()), "/");
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@@ -120,9 +120,9 @@ int main()
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client->update(0);
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secondClient->update(0);
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return client->snapshot()->players.at("player2").state.enabled &&
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secondClient->snapshot()->players.at("player").state.enabled;
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secondClient->snapshot()->players.at("player1").state.enabled;
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}) &&
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authoritative.snapshot()->players.at("player").state.enabled &&
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authoritative.snapshot()->players.at("player1").state.enabled &&
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authoritative.snapshot()->players.at("player2").state.enabled,
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"connection presence was not broadcast to all replicas");
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@@ -140,16 +140,16 @@ int main()
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const auto first = client->snapshot();
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const auto second = secondClient->snapshot();
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const auto host = authoritative.snapshot();
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return first->players.at("player").state.requestedWalkTarget.isApprox(
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return first->players.at("player1").state.requestedWalkTarget.isApprox(
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Eigen::Vector3f(1.23f, 0.f, 2.35f)) &&
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second->players.at("player2").state.requestedWalkTarget.isApprox(
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Eigen::Vector3f(-1.23f, 0.f, 3.46f)) &&
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first->players.at("player2").state.requestedWalkTarget.isApprox(
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second->players.at("player2").state.requestedWalkTarget) &&
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second->players.at("player").state.requestedWalkTarget.isApprox(
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first->players.at("player").state.requestedWalkTarget) &&
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host->players.at("player").state.requestedWalkTarget.isApprox(
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first->players.at("player").state.requestedWalkTarget) &&
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second->players.at("player1").state.requestedWalkTarget.isApprox(
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first->players.at("player1").state.requestedWalkTarget) &&
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host->players.at("player1").state.requestedWalkTarget.isApprox(
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first->players.at("player1").state.requestedWalkTarget) &&
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host->players.at("player2").state.requestedWalkTarget.isApprox(
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second->players.at("player2").state.requestedWalkTarget);
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});
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@@ -160,9 +160,9 @@ int main()
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std::cerr << "destination revisions " << first->revision << ", "
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<< second->revision << ", " << host->revision << "\n"
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<< "player targets "
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<< first->players.at("player").state.requestedWalkTarget.transpose()
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<< first->players.at("player1").state.requestedWalkTarget.transpose()
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<< " / "
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<< host->players.at("player").state.requestedWalkTarget.transpose()
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<< host->players.at("player1").state.requestedWalkTarget.transpose()
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<< "\nplayer2 targets "
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<< second->players.at("player2").state.requestedWalkTarget.transpose()
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<< " / "
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@@ -183,11 +183,11 @@ int main()
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waitFor([&]() {
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client->update(0);
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secondClient->update(0);
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return client->snapshot()->players.at("player").state.attackTargetId ==
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return client->snapshot()->players.at("player1").state.attackTargetId ==
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"hostile_npc" &&
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secondClient->snapshot()->players.at("player").state.attackTargetId ==
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secondClient->snapshot()->players.at("player1").state.attackTargetId ==
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"hostile_npc" &&
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authoritative.snapshot()->players.at("player").state.attackTargetId ==
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authoritative.snapshot()->players.at("player1").state.attackTargetId ==
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"hostile_npc";
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}),
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"target command was not delayed and rebroadcast");
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@@ -202,9 +202,9 @@ int main()
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waitFor([&]() {
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client->update(0);
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secondClient->update(0);
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return client->snapshot()->players.at("player").state.attackTargetId.empty() &&
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secondClient->snapshot()->players.at("player").state.attackTargetId.empty() &&
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authoritative.snapshot()->players.at("player").state.attackTargetId.empty();
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return client->snapshot()->players.at("player1").state.attackTargetId.empty() &&
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secondClient->snapshot()->players.at("player1").state.attackTargetId.empty() &&
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authoritative.snapshot()->players.at("player1").state.attackTargetId.empty();
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}),
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"clear attack target command was not delayed and rebroadcast");
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