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diplomacy/tests/network/test_real_game.py
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diplomacy/tests/network/test_real_game.py
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# ==============================================================================
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# Copyright (C) 2019 - Philip Paquette
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#
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# This program is free software: you can redistribute it and/or modify it under
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# the terms of the GNU Affero General Public License as published by the Free
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# Software Foundation, either version 3 of the License, or (at your option) any
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# later version.
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#
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# This program is distributed in the hope that it will be useful, but WITHOUT
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# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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# FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
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# details.
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#
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# You should have received a copy of the GNU Affero General Public License along
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# with this program. If not, see <https://www.gnu.org/licenses/>.
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# ==============================================================================
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""" Test server game in real environment with test data in files `{15, 20, 23}.json`. """
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# pylint: disable=unused-argument
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import logging
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import os
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import random
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from typing import Dict
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from tornado import gen
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from tornado.concurrent import Future
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from tornado.ioloop import IOLoop
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import ujson as json
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from diplomacy.client.connection import connect
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from diplomacy.server.server import Server
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from diplomacy.engine.game import Game
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from diplomacy.engine.map import Map
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from diplomacy.engine.message import GLOBAL, Message as EngineMessage
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from diplomacy.utils import common, constants, strings
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LOGGER = logging.getLogger('diplomacy.tests.network.test_real_game')
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DEFAULT_HOSTNAME = 'localhost'
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DEFAULT_PORT = random.randint(9000, 10000)
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class ExpectedPhase:
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""" Helper class to manage data from an expected phase. """
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__slots__ = ['name', 'state', 'orders', 'messages']
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def __init__(self, json_phase):
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""" Initialize expected phase.
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:param json_phase: JSON dict representing a phase. Expected fields: name, state, orders, messages.
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"""
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self.name = json_phase['name']
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self.state = json_phase['state']
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self.orders = json_phase['orders']
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self.messages = [EngineMessage(**json_message) for json_message in json_phase['messages']]
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self.messages.sort(key=lambda msg: msg.time_sent)
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def get_power_orders(self, power_name):
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""" Return expected orders for given power name. """
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return self.orders[power_name]
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def get_power_related_messages(self, power_name):
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""" Return expected messages for given power name. """
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return [message for message in self.messages
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if message.sender == power_name or message.recipient in (power_name, GLOBAL)]
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class ExpectedMessages:
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""" Expected list of messages sent and received by a power name. """
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__slots__ = ['power_name', 'messages', 'next_messages_to_send']
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def __init__(self, power_name, messages):
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""" Initialize the expected messages.
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:param power_name: power name which exchanges these messages
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:param messages: messages exchanged
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"""
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self.power_name = power_name
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self.messages = messages # type: [EngineMessage]
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self.next_messages_to_send = []
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def has_messages_to_receive(self):
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""" Return True if messages list still contains messages to receive. """
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return any(message.sender != self.power_name for message in self.messages)
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def has_messages_to_send(self):
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""" Return True if messages list still contains messages to send. """
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return any(message.sender == self.power_name for message in self.messages)
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def move_forward(self):
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""" Move next messages to send from messages list to sending queue (self.next_messages_to_send). """
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self.next_messages_to_send.clear()
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if self.messages:
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if self.messages[0].sender != self.power_name:
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# First message in stack is a message to receive. We cannot send any message
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# until all messages to receive at top of stack were indeed received.
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return
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next_message_to_receive = len(self.messages)
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for index, message in enumerate(self.messages):
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if message.sender != self.power_name:
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next_message_to_receive = index
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break
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self.next_messages_to_send.extend(self.messages[:next_message_to_receive])
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del self.messages[:next_message_to_receive]
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class ExpectedData:
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""" Expected data for a power in a game. """
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__slots__ = ['messages', 'phases', '__phase_index', 'playing']
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def __init__(self, power_name, phases, phase_index):
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""" Initialize expected data for a game power.
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:param power_name: name of power for which those data are expected.
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:param phases: list of expected phases.
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:param phase_index: index of current expected phase in given phases.
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:type power_name: str
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:type phases: list[ExpectedPhase]
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:type phase_index: int
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"""
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self.messages = ExpectedMessages(power_name, phases[phase_index].get_power_related_messages(power_name))
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self.phases = phases
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self.__phase_index = phase_index
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self.playing = False
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power_name = property(lambda self: self.messages.power_name)
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phase_index = property(lambda self: self.__phase_index)
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expected_phase = property(lambda self: self.phases[self.__phase_index])
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def move_forward(self):
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""" Move to next expected phase. """
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self.__phase_index += 1
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if self.__phase_index < len(self.phases):
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self.messages = ExpectedMessages(
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self.messages.power_name, self.phases[self.__phase_index].get_power_related_messages(self.power_name))
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class CaseData:
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""" Helper class to store test data. """
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FILE_FOLDER_NAME = os.path.abspath(os.path.dirname(__file__))
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def __init__(self, case_file_name, hostname=DEFAULT_HOSTNAME, port=DEFAULT_PORT):
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""" Initialize game test.
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:param case_file_name: File name of JSON file containing expected game data.
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JSON file must be located in folder FILE_FOLDER_NAME.
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:param hostname: hostname to use to load server.
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:param port: port to use to load server.
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"""
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full_file_path = os.path.join(self.FILE_FOLDER_NAME, case_file_name)
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with open(full_file_path, 'rb') as file:
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data = json.load(file)
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self.case_name = case_file_name
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self.map_name = data['map']
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self.phases = [ExpectedPhase(json_phase) for json_phase in data['phases']]
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self.rules = set(data['rules'])
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self.rules.add('POWER_CHOICE')
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self.rules.add('REAL_TIME')
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self.test_server = None
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self.io_loop = None # type: IOLoop
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self.connection = None
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self.admin_channel = None
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self.admin_game = None
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self.user_games = {}
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self.future_games_ended = {} # type: Dict[str, Future]
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self.hostname = hostname
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self.port = port
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def terminate_game(self, power_name):
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""" Tell Tornado that a power game is finished. """
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self.future_games_ended[power_name].set_result(None)
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@gen.coroutine
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def on_power_phase_update(self, game, notification=None):
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""" User game notification callback for game phase updated.
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:param game: game
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:param notification: notification
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:type game: NetworkGame
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:type notification: diplomacy.communication.notifications.GameProcessed | None
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"""
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print('We changed phase for power', game.power.name)
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expected_data = game.data # type: ExpectedData
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expected_data.move_forward()
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if expected_data.phase_index >= len(expected_data.phases):
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assert expected_data.phase_index == len(expected_data.phases)
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self.terminate_game(game.data.power_name)
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print('Game fully terminated at phase', game.phase)
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else:
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yield verify_current_phase(game)
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@gen.coroutine
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def on_power_state_update(self, game, notification):
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""" User game notification callback for game state update.
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:param game: game
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:param notification: notification
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:type game: NetworkGame
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:type notification: diplomacy.communication.notifications.GamePhaseUpdate
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"""
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if notification.phase_data_type == strings.PHASE:
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yield self.on_power_phase_update(game, None)
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@gen.coroutine
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def send_messages_if_needed(game, expected_messages):
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""" Take messages to send in top of given messages list and send them.
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:param game: a NetworkGame object.
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:param expected_messages: an instance of ExpectedMessages.
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:type game: NetworkGame
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:type expected_messages: ExpectedMessages
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"""
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power_name = game.power.name
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if expected_messages.messages:
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expected_messages.move_forward()
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for message in expected_messages.next_messages_to_send:
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if message.recipient == GLOBAL:
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print('%s/sending global message (time %d)' % (power_name, message.time_sent))
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yield game.send_game_message(message=game.new_global_message(message.message))
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print('%s/sent global message (time %d)' % (power_name, message.time_sent))
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else:
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print('%s/sending message to %s (time %d)' % (power_name, message.recipient, message.time_sent))
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yield game.send_game_message(message=game.new_power_message(
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message.recipient, message.message))
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print('%s/sent message to %s (time %d)' % (power_name, message.recipient, message.time_sent))
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expected_messages.next_messages_to_send.clear()
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@gen.coroutine
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def send_current_orders(game):
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""" Send expected orders for current phase.
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:param game: a Network game object.
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:type game: NetworkGame
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"""
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expected_data = game.data # type: ExpectedData
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orders_to_send = expected_data.expected_phase.get_power_orders(expected_data.power_name)
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if orders_to_send is None:
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orders_to_send = []
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if not orders_to_send and not game.get_orderable_locations(expected_data.power_name):
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print('%s/no need to send empty orders for unorderable power at phase %s' % (
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expected_data.power_name, expected_data.expected_phase.name))
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return
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print('%s/sending %d orders for phase %s: %s' % (expected_data.power_name, len(orders_to_send),
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expected_data.expected_phase.name, orders_to_send))
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yield game.set_orders(orders=orders_to_send)
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print('%s/sent orders for phase %s' % (expected_data.power_name, expected_data.expected_phase.name))
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def on_message_received(game, notification):
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""" User game notification callback for messages received.
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:param game: a NetworkGame object,
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:param notification: a notification received by this game.
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:type game: NetworkGame
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:type notification: diplomacy.communication.notifications.GameMessageReceived
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"""
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power_name = game.power.name
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messages = game.data.messages # type: ExpectedMessages
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if not messages.has_messages_to_receive():
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raise AssertionError('%s/should not receive more messages.' % power_name)
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power_from = notification.message.sender
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index_found = None
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for index, expected_message in enumerate(messages.messages):
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if expected_message.recipient == power_from:
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raise AssertionError(
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'%s/there are still messages to send to %s (%d) before receiving messages from him. Received: %s'
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% (power_name, power_from, expected_message.time_sent, notification.message.message))
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if expected_message.sender == power_from:
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if notification.message.is_global():
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if not (expected_message.recipient == GLOBAL
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and expected_message.message == notification.message.message):
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raise AssertionError(
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'%s/first expected message from %s does not match received global message: %s'
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% (power_name, power_from, notification.message.message))
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else:
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if not (expected_message.recipient == notification.message.recipient
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and expected_message.message == notification.message.message):
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raise AssertionError(
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'%s/first expected message from %s does not match received power message: to %s: %s'
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% (power_name, power_from, notification.message.recipient, notification.message.message))
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index_found = index
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break
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if index_found is None:
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raise AssertionError('%s/Received unknown message from %s to %s: %s' % (
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power_name, notification.message.sender, notification.message.recipient, notification.message.message))
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expected_message = messages.messages.pop(index_found)
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print('%s/checked message (time %d)' % (power_name, expected_message.time_sent))
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def on_admin_game_phase_update(admin_game, notification=None):
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""" Admin game notification callback for game phase update.
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:param admin_game: admin game
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:param notification: notification
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:type admin_game: NetworkGame
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:type notification: diplomacy.communication.notifications.GameProcessed | None
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"""
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assert admin_game.is_omniscient_game()
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expected_data = admin_game.data # type: ExpectedData
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expected_data.move_forward()
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print('=' * 80)
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print('We changed phase for admin game, moving from phase', expected_data.phase_index,
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'to phase', (expected_data.phase_index + 1), '/', len(expected_data.phases))
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print('=' * 80)
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# state_history must not be empty.
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assert len(admin_game.state_history) == expected_data.phase_index, (
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len(admin_game.state_history), expected_data.phase_index)
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# Verify previous game state.
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if admin_game.state_history:
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expected_state = expected_data.phases[expected_data.phase_index - 1].state
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expected_engine = Game(initial_state=expected_state)
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given_state = admin_game.state_history.last_value()
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given_engine = Game(initial_state=given_state)
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print('Verifying expected previous phase', expected_engine.get_current_phase())
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print('Verifying game processing from previous phase to next phase.')
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other_expected_engine = Game(initial_state=expected_state)
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other_expected_engine.process()
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other_given_engine = Game(initial_state=given_state)
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other_given_engine.rules.append('SOLITAIRE')
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other_given_engine.process()
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assert other_expected_engine.get_current_phase() == other_given_engine.get_current_phase(), (
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'Computed expected next phase %s, got computed given next phase %s'
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% (other_expected_engine.get_current_phase(), other_given_engine.get_current_phase())
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)
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assert expected_engine.map_name == given_engine.map_name
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assert expected_engine.get_current_phase() == given_engine.get_current_phase()
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expected_orders = expected_engine.get_orders()
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given_orders = given_engine.get_orders()
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assert len(expected_orders) == len(given_orders), (expected_orders, given_orders)
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for power_name in given_orders:
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assert power_name in expected_orders, power_name
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given_power_orders = list(sorted(given_orders[power_name]))
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expected_power_orders = list(sorted(expected_orders[power_name]))
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assert expected_power_orders == given_power_orders, (
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'Power orders for %s\nExpected: %s\nGiven: %s\nAll given: %s\n'
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% (power_name, expected_power_orders, given_power_orders, given_orders))
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expected_units = expected_engine.get_units()
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given_units = expected_engine.get_units()
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assert len(expected_units) == len(given_units)
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for power_name in given_units:
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assert power_name in expected_units, (power_name, expected_units, given_units)
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expected_power_units = list(sorted(expected_units[power_name]))
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given_power_units = list(sorted(given_units[power_name]))
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assert expected_power_units == given_power_units, (
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power_name, expected_power_units, given_power_units, given_units)
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expected_centers = expected_engine.get_centers()
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given_centers = given_engine.get_centers()
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assert len(expected_centers) == len(given_centers), (expected_centers, given_centers)
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for power_name in given_centers:
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assert power_name in expected_centers
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expected_power_centers = list(sorted(expected_centers[power_name]))
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given_power_centers = list(sorted(given_centers[power_name]))
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assert expected_power_centers == given_power_centers, (
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power_name, expected_power_centers, given_power_centers)
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assert expected_engine.get_hash() == given_engine.get_hash(), (
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expected_engine.get_hash(), given_engine.get_hash())
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if expected_data.phase_index >= len(expected_data.phases):
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assert expected_data.phase_index == len(expected_data.phases)
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assert admin_game.state_history.last_value()['name'] == expected_data.phases[-1].name, (
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'Wrong last phase, expected %s, got %s'
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% (admin_game.state_history.last_value()['name'], expected_data.phases[-1].name)
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)
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print('Admin game terminated.')
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def on_admin_game_state_update(admin_game, notification):
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""" Admin game notification callback for game state update.
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:param admin_game: admin game
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:param notification: notification
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:type admin_game: NetworkGame
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:type notification: diplomacy.communication.notifications.GamePhaseUpdate
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"""
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if notification.phase_data_type == strings.PHASE:
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on_admin_game_phase_update(admin_game, None)
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def on_admin_powers_controllers(admin_game, notification):
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""" Admin game notification callback for powers controllers received (unexpected).
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||||
|
||||
:param admin_game: game
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||||
:param notification: notification
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||||
:type admin_game: NetworkGame
|
||||
:type notification: diplomacy.communication.notifications.PowersControllers
|
||||
"""
|
||||
LOGGER.warning('%d dummy power(s).',
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len([controller for controller in notification.powers.values() if controller == strings.DUMMY]))
|
||||
|
||||
def on_admin_game_status_update(admin_game, notification):
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""" Admin game notification callback for game status update.
|
||||
|
||||
:param admin_game: admin game
|
||||
:param notification: notification
|
||||
:type admin_game: NetworkGame
|
||||
"""
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print('(admin game) game status of %s updated to %s' % (admin_game.role, admin_game.status))
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||||
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||||
@gen.coroutine
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||||
def play_phase(game, expected_messages):
|
||||
""" Play a phase for a user game:
|
||||
|
||||
#. Send messages
|
||||
#. wait for messages to receive
|
||||
#. send current orders.
|
||||
|
||||
:param game: user game
|
||||
:param expected_messages: expected messages
|
||||
:type game: NetworkGame
|
||||
:type expected_messages: ExpectedMessages
|
||||
"""
|
||||
while expected_messages.has_messages_to_send():
|
||||
yield gen.sleep(10e-6)
|
||||
yield send_messages_if_needed(game, expected_messages)
|
||||
while expected_messages.has_messages_to_receive():
|
||||
yield gen.sleep(10e-6)
|
||||
yield send_current_orders(game)
|
||||
|
||||
@gen.coroutine
|
||||
def on_game_status_update(game, notification):
|
||||
""" User game notification callback for game status update.
|
||||
Used to start the game locally when game started on server.
|
||||
|
||||
:param game: game
|
||||
:param notification: notification
|
||||
:type game: NetworkGame
|
||||
:type notification: diplomacy.communication.notifications.GameStatusUpdate
|
||||
"""
|
||||
LOGGER.warning('Game status of %s updated to %s', game.role, game.status)
|
||||
expected_data = game.data # type: ExpectedData
|
||||
if not expected_data.playing and game.is_game_active:
|
||||
# Game started on server.
|
||||
expected_data.playing = True
|
||||
print('Playing.')
|
||||
yield play_phase(game, expected_data.messages)
|
||||
|
||||
@gen.coroutine
|
||||
def verify_current_phase(game):
|
||||
""" Check and play current phase.
|
||||
|
||||
:param game: a NetWork game object.
|
||||
:type game: NetworkGame
|
||||
"""
|
||||
expected_data = game.data # type: ExpectedData
|
||||
|
||||
# Verify current phase.
|
||||
expected_messages = expected_data.messages
|
||||
print('=' * 80)
|
||||
print('Checking expected phase', expected_data.expected_phase.name,
|
||||
'(%d/%d) for' % (expected_data.phase_index + 1, len(expected_data.phases)), expected_data.power_name,
|
||||
'with', len(expected_data.messages.messages), 'messages.')
|
||||
print('=' * 80)
|
||||
# Verify phase name.
|
||||
if game.current_short_phase != str(expected_data.expected_phase.name):
|
||||
raise AssertionError(str(expected_data.expected_phase.name), str(game.current_short_phase))
|
||||
|
||||
if game.is_game_active:
|
||||
yield play_phase(game, expected_messages)
|
||||
|
||||
def get_user_game_fn(case_data, power_name):
|
||||
""" Return a coroutine procedure that loads and play a user game for given power name.
|
||||
|
||||
:param case_data: case data
|
||||
:param power_name: str
|
||||
:return: a procedure.
|
||||
:type case_data: CaseData
|
||||
"""
|
||||
|
||||
@gen.coroutine
|
||||
def load_fn():
|
||||
""" Coroutine for loading power game for given power name. """
|
||||
yield load_power_game(case_data, power_name)
|
||||
|
||||
return load_fn
|
||||
|
||||
def get_future_game_done_fn(power_name):
|
||||
""" Return a callback to call when a power game is finished.
|
||||
Callback currently just prints a message to tell that power game is terminated.
|
||||
|
||||
:param power_name: power name of associated game.
|
||||
:return: a callable that receives the future done when game is finished.
|
||||
"""
|
||||
|
||||
def game_done_fn(future):
|
||||
""" Function called when related game is done. """
|
||||
print('Game ended (%s).' % power_name)
|
||||
|
||||
return game_done_fn
|
||||
|
||||
@gen.coroutine
|
||||
def load_power_game(case_data, power_name):
|
||||
""" Load and play a power game from admin game for given power name.
|
||||
|
||||
:type case_data: CaseData
|
||||
"""
|
||||
print('Loading game for power', power_name)
|
||||
|
||||
username = 'user_%s' % power_name
|
||||
password = 'password_%s' % power_name
|
||||
user_channel = yield case_data.connection.authenticate(username, password)
|
||||
print('User', username, 'connected.')
|
||||
|
||||
user_game = yield user_channel.join_game(game_id=case_data.admin_game.game_id, power_name=power_name)
|
||||
assert user_game.is_player_game()
|
||||
assert user_game.power.name == power_name
|
||||
|
||||
case_data.user_games[power_name] = user_game
|
||||
print('Game created for user %s.' % username, len(user_game.messages), len(user_game.state_history))
|
||||
|
||||
# Set notification callback for user game to manage messages received.
|
||||
user_game.add_on_game_status_update(on_game_status_update)
|
||||
user_game.add_on_game_message_received(on_message_received)
|
||||
user_game.add_on_game_processed(case_data.on_power_phase_update)
|
||||
user_game.add_on_game_phase_update(case_data.on_power_state_update)
|
||||
|
||||
# Save expected data into attribute user_game.data.
|
||||
user_game.data = ExpectedData(power_name=power_name, phases=case_data.phases, phase_index=0)
|
||||
# Start to play and test game.
|
||||
yield verify_current_phase(user_game)
|
||||
|
||||
@gen.coroutine
|
||||
def main(case_data):
|
||||
""" Test real game environment with one game and all power controlled (no dummy powers).
|
||||
This method may be called form a non-test code to run a real game case.
|
||||
|
||||
:param case_data: test data
|
||||
:type case_data: CaseData
|
||||
"""
|
||||
# ================
|
||||
# Initialize test.
|
||||
# ================
|
||||
if case_data.admin_channel is None:
|
||||
LOGGER.info('Creating connection, admin channel and admin game.')
|
||||
case_data.connection = yield connect(case_data.hostname, case_data.port)
|
||||
case_data.admin_channel = yield case_data.connection.authenticate('admin', 'password')
|
||||
# NB: For all test cases, first game state should be default game engine state when starting.
|
||||
# So, we don't need to pass game state of first expected phase when creating a server game.
|
||||
case_data.admin_game = yield case_data.admin_channel.create_game(
|
||||
map_name=case_data.map_name, rules=case_data.rules, deadline=0)
|
||||
assert case_data.admin_game.power_choice
|
||||
assert case_data.admin_game.real_time
|
||||
case_data.admin_game.data = ExpectedData(power_name='', phases=case_data.phases, phase_index=0)
|
||||
case_data.admin_game.add_on_game_status_update(on_admin_game_status_update)
|
||||
case_data.admin_game.add_on_game_processed(on_admin_game_phase_update)
|
||||
case_data.admin_game.add_on_game_phase_update(on_admin_game_state_update)
|
||||
case_data.admin_game.add_on_powers_controllers(on_admin_powers_controllers)
|
||||
|
||||
# ==========
|
||||
# Test game.
|
||||
# ==========
|
||||
|
||||
# Get available maps to retrieve map power names.
|
||||
available_maps = yield case_data.admin_channel.get_available_maps()
|
||||
print('Map: %s, powers:' % case_data.map_name,
|
||||
', '.join(power_name for power_name in sorted(available_maps[case_data.map_name])))
|
||||
# Load one game per power name.
|
||||
for power_name in available_maps[case_data.map_name]['powers']:
|
||||
case_data.future_games_ended[power_name] = Future()
|
||||
case_data.future_games_ended[power_name].add_done_callback(get_future_game_done_fn(power_name))
|
||||
case_data.io_loop.add_callback(get_user_game_fn(case_data, power_name))
|
||||
|
||||
# Wait to let power games play.
|
||||
print('Running ...')
|
||||
yield case_data.future_games_ended
|
||||
print('All game terminated. Just wait a little ...')
|
||||
yield gen.sleep(2)
|
||||
print('End running.')
|
||||
|
||||
def run(case_data, **server_kwargs):
|
||||
""" Real test function called for a given case data.
|
||||
Load a server (with optional given server kwargs),
|
||||
call function main(case_data) as client code
|
||||
and wait for main function to terminate.
|
||||
|
||||
:type case_data: CaseData
|
||||
"""
|
||||
|
||||
print()
|
||||
io_loop = IOLoop()
|
||||
io_loop.make_current()
|
||||
common.Tornado.stop_loop_on_callback_error(io_loop)
|
||||
case_data.io_loop = io_loop
|
||||
case_data.test_server = Server(**server_kwargs)
|
||||
|
||||
@gen.coroutine
|
||||
def coroutine_func():
|
||||
""" Concrete call to main function. """
|
||||
yield main(case_data)
|
||||
case_data.io_loop.stop()
|
||||
print('Finished', case_data.case_name, 'at', common.timestamp_microseconds())
|
||||
|
||||
io_loop.add_callback(coroutine_func)
|
||||
case_data.test_server.start(case_data.port, io_loop)
|
||||
case_data.io_loop.clear_current()
|
||||
case_data.io_loop.close()
|
||||
case_data.test_server.backend.http_server.stop()
|
||||
|
||||
def test_maps():
|
||||
""" Building required maps to avoid timeout on the primary test """
|
||||
for map_name in ('ancmed', 'colonial', 'empire', 'known_world_901', 'modern', 'standard',
|
||||
'standard_france_austria', 'standard_germany_italy', 'world'):
|
||||
Map(map_name)
|
||||
|
||||
def test_3():
|
||||
""" Test case 3. """
|
||||
case_data = CaseData('3.json')
|
||||
run(case_data, ping_seconds=constants.DEFAULT_PING_SECONDS)
|
||||
# We must clear server caches to allow to re-create a Server with same test case but different server attributes.
|
||||
Server.__cache__.clear()
|
||||
|
||||
def test_3_ping_1s():
|
||||
""" Test case 3 with small ping (1 second). """
|
||||
case_data = CaseData('3.json')
|
||||
run(case_data, ping_seconds=1)
|
||||
# We must clear server caches to allow to re-create a Server with same test case but different server attributes.
|
||||
Server.__cache__.clear()
|
||||
Loading…
Add table
Add a link
Reference in a new issue