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ProtocolInputBufferTests.cs
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189 lines (177 loc) · 7.38 KB
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using System.Diagnostics.CodeAnalysis;
using Backdash.Core;
using Backdash.Data;
using Backdash.Network;
using Backdash.Network.Messages;
using Backdash.Network.Protocol;
using Backdash.Network.Protocol.Comm;
using Backdash.Options;
using Backdash.Serialization;
using Backdash.Tests.Specs.Unit.Sync.Input;
using Backdash.Tests.TestUtils;
namespace Backdash.Tests.Specs.Unit.Network.Protocol;
using static InputEncoderTests;
public class ProtocolInputBufferTests
{
static ProtocolMessage GetSampleMessage(int startFrame = 0) => new(MessageType.Input)
{
Input = new()
{
InputSize = 1,
Bits = new([3, 8, 224, 0, 5, 44, 32, 129, 7]),
AckFrame = Frame.Null,
StartFrame = new(startFrame),
NumBits = 74,
PeerConnectStatus = new(
new ConnectionsState(4, Frame.Null).Statuses
),
PeerCount = 4,
},
};
static GameInput[] GetSampleInputs(int startFrame = 0) =>
[
Generate.GameInput(startFrame + 0, [1 << 0]),
Generate.GameInput(startFrame + 1, [1 << 1]),
Generate.GameInput(startFrame + 2, [1 << 2]),
Generate.GameInput(startFrame + 3, [1 << 3]),
];
[Fact]
public void ValidateTestSampleSerialization()
{
var decompressedInput = DecompressToList(GetSampleMessage().Input);
decompressedInput.Should().BeEquivalentTo(GetSampleInputs());
}
[DynamicFact(nameof(AutoFakeIt) + " requires dynamic code, even if the library is not annotated with " + nameof(RequiresDynamicCodeAttribute))]
public void ShouldSendSingleInput()
{
var faker = GetFaker();
var queue = faker.Generate<ProtocolInputBuffer<TestInput>>();
var sender = faker.Resolve<IMessageSender>();
var input = Generate.GameInput(0, [0, 0, 0, 2]);
A.CallTo(() => faker.Resolve<IProtocolInbox<TestInput>>().LastAckedFrame).Returns(Frame.Null);
ProtocolMessage message = new(MessageType.Input)
{
Input = new()
{
InputSize = 4,
Bits = new([103]),
AckFrame = Frame.Null,
StartFrame = Frame.Zero,
NumBits = 11,
PeerConnectStatus = new(new ConnectionsState(4, Frame.Null).Statuses),
},
};
A.CallTo(() => sender.SendMessage(in message)).Returns(true);
var decompressedInput = DecompressToList(message.Input);
decompressedInput.Single().Should().BeEquivalentTo(input);
queue.SendInput(input).Should().Be(SendInputResult.Ok);
}
[DynamicFact(nameof(AutoFakeIt) + " requires dynamic code, even if the library is not annotated with " + nameof(RequiresDynamicCodeAttribute))]
public void ShouldCompressMultipleBufferedInputs()
{
var faker = GetFakerWithSender();
var queue = faker.Generate<ProtocolInputBuffer<TestInput>>();
var sender = faker.Resolve<IMessageSender>();
var inputs = GetSampleInputs();
foreach (var input in inputs)
queue.SendInput(input).Should().Be(SendInputResult.Ok);
A.CallTo(sender)
.Where(x => x.Method.Name == nameof(IMessageSender.SendMessage))
.WithReturnType<bool>()
.MustHaveHappened(inputs.Length, Times.Exactly);
var lastMessageSent = Fake.GetCalls(sender).Last().Arguments.Single();
lastMessageSent.Should().BeEquivalentTo(GetSampleMessage());
}
[DynamicFact(nameof(AutoFakeIt) + " requires dynamic code, even if the library is not annotated with " + nameof(RequiresDynamicCodeAttribute))]
public void ShouldSkipAckedInputs()
{
var faker = GetFakerWithSender();
var sender = faker.Resolve<IMessageSender>();
var queue = faker.Generate<ProtocolInputBuffer<TestInput>>();
// setting up first inputs
GameInput[] previousInputs =
[
Generate.GameInput(0, [1 << 5]),
Generate.GameInput(1, [0]),
];
foreach (var input in previousInputs)
queue.SendInput(input).Should().Be(SendInputResult.Ok);
// setting up new inputs to check
const int startFrame = 2;
A.CallTo(() => faker.Resolve<IProtocolInbox<TestInput>>().LastAckedFrame).Returns(new(startFrame));
var newInputs = GetSampleInputs(startFrame);
foreach (var input in newInputs)
queue.SendInput(input).Should().Be(SendInputResult.Ok);
var expectedMessage = GetSampleMessage(startFrame);
A.CallTo(sender)
.Where(x => x.Method.Name == nameof(IMessageSender.SendMessage))
.WithReturnType<bool>()
.MustHaveHappened(previousInputs.Length + newInputs.Length, Times.Exactly);
// assert only the last aggregated message
var lastSentMessage = Fake.GetCalls(sender).Last().Arguments.Single();
lastSentMessage.Should().BeEquivalentTo(expectedMessage);
}
[DynamicFact(nameof(AutoFakeIt) + " requires dynamic code, even if the library is not annotated with " + nameof(RequiresDynamicCodeAttribute))]
public void ShouldHandleWhenMaxInputSizeReached()
{
var faker = GetFakerWithSender();
var queue = faker.Generate<ProtocolInputBuffer<TestInput>>();
var sender = faker.Resolve<IMessageSender>();
var inputs = Generate.GameInputRange(Max.CompressedBytes * 4);
List<GameInput> successfullySend = [];
foreach (var input in inputs)
{
var op = queue.SendInput(input);
if (op is SendInputResult.Ok)
successfullySend.Add(input);
else if (op is SendInputResult.MessageBodyOverflow)
break;
else
Assert.Fail("Inputs setup");
}
var lastSend = queue.LastSent;
var lastFrame = inputs.Max(i => i.Frame.Number);
var calls = Fake.GetCalls(sender).ToArray();
calls.Length.Should().Be(successfullySend.Count + 1);
lastSend.Frame.Number.Should().BeLessThan(lastFrame);
var message = calls
.Where(x => x.Method.Name == nameof(IMessageSender.SendMessage))
.Select(x => x.GetArgument<ProtocolMessage>(0))
.Last();
const int tolerance = ByteSize.ByteToBits;
const int total = Max.CompressedBytes * ByteSize.ByteToBits;
message.Input.NumBits.Should().BeInRange(total - tolerance, total + tolerance);
}
static AutoFakeIt GetFaker()
{
AutoFakeIt faker = new();
ProtocolOptions options = new()
{
MaxPendingInputs = 1024,
};
ProtocolState state = new(
Generate.PlayerHandle(),
Generate.Peer(),
Generate.ConnectionsState(),
42
)
{
CurrentStatus = ProtocolStatus.Running,
};
faker.Provide(Logger.CreateConsoleLogger(LogLevel.None));
faker.Provide<IBinarySerializer<TestInput>>(new TestInputSerializer());
faker.Provide(options);
faker.Provide(state);
return faker;
}
static AutoFakeIt GetFakerWithSender()
{
var faker = GetFaker();
A.CallTo(() => faker.Resolve<IProtocolInbox<TestInput>>().LastAckedFrame).Returns(Frame.Null);
A.CallTo(faker.Resolve<IMessageSender>())
.Where(x => x.Method.Name == nameof(IMessageSender.SendMessage))
.WithReturnType<bool>()
.Returns(true);
return faker;
}
}