Action packets now sent at regular 20ms intervals

#issue[38] #implement
This commit is contained in:
Calum
2017-08-09 14:03:21 +12:00
parent a3ce5998ff
commit 30a6cb98ec
6 changed files with 41 additions and 73 deletions
@@ -1,24 +1,18 @@
package seng302.visualiser.ClientToServerTests;
import java.lang.reflect.Field;
import javafx.application.Platform;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import java.util.ArrayList;
import org.junit.After;
import org.junit.Assert;
import org.junit.Before;
import org.junit.FixMethodOrder;
import org.junit.Test;
import org.junit.runners.MethodSorters;
import org.testfx.api.FxToolkit;
import seng302.gameServer.GameStages;
import seng302.gameServer.GameState;
import seng302.gameServer.MainServerThread;
import seng302.gameServer.server.messages.BoatActionType;
import seng302.model.Yacht;
import seng302.visualiser.ClientToServerThread;
import seng302.visualiser.GameClient;
/**
* Test for checking how regularly packets are sent from ClientToServer Thread.
@@ -27,87 +21,59 @@ import seng302.visualiser.GameClient;
public class RegularPacketsTest {
private MainServerThread serverThread;
private GameClient gameClient;
private Pane pane;
private Scene scene;
private Stage stage;
// @BeforeClass
// public static void preSetup() throws Exception {
// FxToolkit toolkit = FxToolkit.registerPrimaryStage();
// }
private ClientToServerThread clientThread;
@Before
public void setup() throws Exception {
stage = FxToolkit.registerPrimaryStage();
Platform.runLater(() -> {
pane = new Pane();
scene = new Scene(pane);
stage.setScene(scene);
});
while (stage != null && pane != null && scene != null && stage.getScene() != null);
gameClient = new GameClient(pane);
gameClient.runAsHost("localhost", 4942);
Field server = gameClient.getClass().getDeclaredField("server");
server.setAccessible(true);
serverThread = (MainServerThread) server.get(gameClient);
new GameState("localhost");
serverThread = new MainServerThread();
clientThread = new ClientToServerThread("localhost", 4942);
GameState.setCurrentStage(GameStages.RACING);
serverThread.startGame();
}
@Test
public void Test1PacketsSentAtRegularIntervals () throws Exception {
Yacht yacht = GameState.getYachts().get(0);
final double TEST_DISTANCE = 10.0;
serverThread.startGame();
SleepThreadMaxDelay();
Yacht yacht = new ArrayList<>(GameState.getYachts().values()).get(0);
double startAngle = yacht.getHeading();
KeyEvent keyPress = new KeyEvent(null, scene,
KeyEvent.KEY_PRESSED, "page_up", "page_up", KeyCode.PAGE_UP,
false, false, false, false
);
KeyEvent keyRelease = new KeyEvent(null, scene,
KeyEvent.KEY_RELEASED, "page_up", "page_up", KeyCode.PAGE_UP,
false, false, false, false
);
long startTime = System.currentTimeMillis();
pane.fireEvent(keyPress);
while (yacht.getHeading() - startAngle > 100);
pane.fireEvent(keyRelease);
clientThread.sendBoatEvent(BoatActionType.UPWIND);
Thread.sleep(200);
while (Math.abs(yacht.getHeading() - startAngle) < TEST_DISTANCE) {
//Wait for yacht to move
}
clientThread.sendBoatEvent(BoatActionType.MAINTAIN_HEADING);
long endTime = System.currentTimeMillis();
SleepThreadMaxDelay(); //Allowed to be two loops of delay due to loop delay and processing delay at client + server ends.
Assert.assertEquals(100 / Yacht.TURN_STEP * ClientToServerThread.PACKET_SENDING_INTERVAL_MS,
endTime - startTime / (100 / Yacht.TURN_STEP), 2 * ClientToServerThread.PACKET_SENDING_INTERVAL_MS);
SleepThreadMaxDelay();
//Allowed to be two loops of delay due to loop delay and processing delay at client + server ends.
Assert.assertEquals(TEST_DISTANCE / Yacht.TURN_STEP * ClientToServerThread.PACKET_SENDING_INTERVAL_MS,
(endTime - startTime), 2 * ClientToServerThread.PACKET_SENDING_INTERVAL_MS);
}
@Test
public void Test2ArbitraryPacketSentOnRelease() throws Exception {
KeyEvent keyPress = new KeyEvent(null, scene,
KeyEvent.KEY_PRESSED, "shift", "shift", KeyCode.SHIFT,
false, false, false, false
);
KeyEvent keyRelease = new KeyEvent(null, scene,
KeyEvent.KEY_RELEASED, "shift", "shift", KeyCode.SHIFT,
false, false, false, false
);
Yacht yacht = GameState.getYachts().get(0);
serverThread.startGame();
SleepThreadMaxDelay();
Yacht yacht = new ArrayList<>(GameState.getYachts().values()).get(0);
boolean startState = yacht.getSailIn();
pane.fireEvent(keyPress);
pane.fireEvent(keyRelease);
clientThread.sendBoatEvent(BoatActionType.SAILS_IN);
SleepThreadMaxDelay();
Assert.assertEquals(startState, !yacht.getSailIn());
}
@Test
public void Test3ArbitraryPacketSentOnPress() throws Exception {
KeyEvent keyPress = new KeyEvent(null, scene,
KeyEvent.KEY_PRESSED, "space", "space", KeyCode.SPACE,
false, false, false, false
);
Yacht yacht = GameState.getYachts().get(0);
serverThread.startGame();
SleepThreadMaxDelay();
Yacht yacht = new ArrayList<>(GameState.getYachts().values()).get(0);
double heading = yacht.getHeading();
double windDirection = GameState.getWindDirection();
Yacht testYacht = new Yacht("", 0, "", "", "", "");
testYacht.setHeading(heading);
testYacht.tackGybe(windDirection);
pane.fireEvent(keyPress);
clientThread.sendBoatEvent(BoatActionType.TACK_GYBE);
SleepThreadMaxDelay();
Assert.assertEquals(testYacht.getHeading(), yacht.getHeading(), 1);
}
@@ -120,4 +86,11 @@ public class RegularPacketsTest {
private void SleepThreadMaxDelay() throws Exception {
Thread.sleep(200);
}
@After
public void teardown () {
serverThread.terminate();
clientThread.setSocketToClose();
GameState.setCurrentStage(GameStages.LOBBYING);
}
}