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moving ActorTest-style tests from common to pslogin (#300)
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7 changed files with 343 additions and 331 deletions
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@ -1,19 +1,10 @@
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// Copyright (c) 2017 PSForever
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package objects
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import akka.actor.{ActorRef, ActorSystem, Props}
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import akka.testkit.TestProbe
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import base.ActorTest
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import net.psforever.objects.serverobject.pad.{VehicleSpawnControl, VehicleSpawnPad}
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import net.psforever.objects.serverobject.structures.StructureType
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import net.psforever.objects.{Avatar, GlobalDefinitions, Player, Vehicle}
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import net.psforever.objects.zones.Zone
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import net.psforever.packet.game.PlanetSideGUID
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import net.psforever.types._
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import akka.actor.ActorRef
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import net.psforever.objects.serverobject.pad.VehicleSpawnPad
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import net.psforever.objects.GlobalDefinitions
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import org.specs2.mutable.Specification
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import services.vehicle.{VehicleAction, VehicleServiceMessage}
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import scala.concurrent.duration._
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class VehicleSpawnPadTest extends Specification {
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"VehicleSpawnPadDefinition" should {
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@ -30,230 +21,3 @@ class VehicleSpawnPadTest extends Specification {
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}
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}
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}
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class VehicleSpawnControl1Test extends ActorTest {
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"VehicleSpawnControl" should {
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"construct" in {
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val obj = VehicleSpawnPad(GlobalDefinitions.mb_pad_creation)
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obj.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], obj), "mb_pad_creation")
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assert(obj.Actor != ActorRef.noSender)
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}
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}
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}
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class VehicleSpawnControl2Test extends ActorTest {
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"VehicleSpawnControl" should {
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"complete a vehicle order" in {
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val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
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val probe = new TestProbe(system, "zone-events")
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zone.VehicleEvents = probe.ref //zone events
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pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.StartPlayerSeatedInVehicle])
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vehicle.Seats(0).Occupant = player
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.PlayerSeatedInVehicle])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideStart])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideEnd])
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//if we move the vehicle away from the pad, we should receive a ResetSpawnPad message
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//that means that the first order has cleared and the spawn pad is now waiting for additional orders
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vehicle.Position = Vector3(12,0,0)
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ResetSpawnPad])
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}
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}
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}
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class VehicleSpawnControl3Test extends ActorTest {
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"VehicleSpawnControl" should {
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"block the second vehicle order until the first is completed" in {
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val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
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//we can recycle the vehicle and the player for each order
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val probe = new TestProbe(system, "zone-events")
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val player2 = Player(Avatar("test2", player.Faction, CharacterGender.Male, 0, CharacterVoice.Mute))
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player2.GUID = PlanetSideGUID(11)
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player2.Continent = zone.Id
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player2.Spawn
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zone.VehicleEvents = probe.ref //zone events
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pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //first order
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pad.Actor ! VehicleSpawnPad.VehicleOrder(player2, vehicle) //second order (vehicle shared)
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assert(probe.receiveOne(1 seconds) match {
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case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Queue, _) => true
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case _ => false
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})
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.StartPlayerSeatedInVehicle])
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vehicle.Seats(0).Occupant = player
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.PlayerSeatedInVehicle])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideStart])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideEnd])
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assert(probe.receiveOne(1 minute) match {
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case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
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case _ => false
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})
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assert(probe.receiveOne(1 minute) match {
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case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
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case _ => false
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})
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//if we move the vehicle away from the pad, we should receive a second ConcealPlayer message
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//that means that the first order has cleared and the spawn pad is now working on the second order successfully
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player.VehicleSeated = None //since shared between orders, as necessary
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vehicle.Seats(0).Occupant = None
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vehicle.Position = Vector3(12,0,0)
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ResetSpawnPad])
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probe.expectMsgClass(3 seconds, classOf[VehicleSpawnPad.ConcealPlayer])
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}
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}
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}
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class VehicleSpawnControl4Test extends ActorTest {
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"VehicleSpawnControl" should {
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"clean up the vehicle if the driver-to-be is on the wrong continent" in {
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val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
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val probe = new TestProbe(system, "zone-events")
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zone.VehicleEvents = probe.ref
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player.Continent = "problem" //problem
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pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DisposeVehicle])
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probe.expectNoMsg(5 seconds)
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}
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}
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}
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class VehicleSpawnControl5Test extends ActorTest() {
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"VehicleSpawnControl" should {
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"abandon a destroyed vehicle on the spawn pad (blocking)" in {
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val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
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val probe = new TestProbe(system, "zone-events")
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zone.VehicleEvents = probe.ref
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pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
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vehicle.Health = 0 //problem
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.RevealPlayer])
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assert(probe.receiveOne(1 minute) match {
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case VehicleServiceMessage(_, VehicleAction.LoadVehicle(_,_,_,_,_)) => true
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case _ => false
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})
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assert(probe.receiveOne(1 minute) match {
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case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
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case _ => false
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})
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}
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}
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}
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class VehicleSpawnControl6Test extends ActorTest() {
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"VehicleSpawnControl" should {
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"abandon a vehicle on the spawn pad if driver is unfit to drive (blocking)" in {
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val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
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val probe = new TestProbe(system, "zone-events")
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zone.VehicleEvents = probe.ref
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pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
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player.Die
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.RevealPlayer])
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assert(probe.receiveOne(1 minute) match {
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case VehicleServiceMessage(_, VehicleAction.LoadVehicle(_,_,_,_,_)) => true
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case _ => false
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})
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assert(probe.receiveOne(1 minute) match {
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case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
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case _ => false
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})
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}
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}
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}
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class VehicleSpawnControl7Test extends ActorTest {
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"VehicleSpawnControl" should {
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"abandon a vehicle on the spawn pad if driver is unfit to drive (blocking)" in {
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val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
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val probe = new TestProbe(system, "zone-events")
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player.ExoSuit = ExoSuitType.MAX
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zone.VehicleEvents = probe.ref //zone events
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pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.StartPlayerSeatedInVehicle])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
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probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.RevealPlayer])
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assert(probe.receiveOne(1 minute) match {
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case VehicleServiceMessage(_, VehicleAction.LoadVehicle(_,_,_,_,_)) => true
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case _ => false
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})
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assert(probe.receiveOne(1 minute) match {
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case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
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case _ => false
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})
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}
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}
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}
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object VehicleSpawnPadControlTest {
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import net.psforever.objects.zones.ZoneMap
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private val map = new ZoneMap("test-map")
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def SetUpAgents(faction : PlanetSideEmpire.Value)(implicit system : ActorSystem) : (Vehicle, Player, VehicleSpawnPad, Zone) = {
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import net.psforever.objects.guid.NumberPoolHub
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import net.psforever.objects.guid.source.LimitedNumberSource
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import net.psforever.objects.serverobject.structures.Building
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import net.psforever.objects.vehicles.VehicleControl
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import net.psforever.objects.zones.ZoneActor
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import net.psforever.objects.Tool
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import net.psforever.types.CharacterGender
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val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
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val weapon = vehicle.WeaponControlledFromSeat(1).get.asInstanceOf[Tool]
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val zone = new Zone("test-zone", map, 0) {
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override def SetupNumberPools() = {
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val guid : NumberPoolHub = new NumberPoolHub(LimitedNumberSource(5))
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guid.AddPool("test-pool", (0 to 2).toList)
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//do not do this under normal conditions
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guid.register(vehicle, "test-pool")
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guid.register(weapon, "test-pool")
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guid.register(weapon.AmmoSlot.Box, "test-pool")
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GUID(guid)
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}
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}
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zone.Actor = system.actorOf(Props(classOf[ZoneActor], zone), s"test-zone-${System.nanoTime()}")
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zone.Actor ! Zone.Init()
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vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), s"vehicle-control-${System.nanoTime()}")
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val pad = VehicleSpawnPad(GlobalDefinitions.mb_pad_creation)
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pad.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], pad), s"test-pad-${System.nanoTime()}")
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pad.Owner = new Building("Building", building_guid = 0, map_id = 0, zone, StructureType.Building, GlobalDefinitions.building)
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pad.Owner.Faction = faction
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val player = Player(Avatar("test", faction, CharacterGender.Male, 0, CharacterVoice.Mute))
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player.GUID = PlanetSideGUID(10)
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player.Continent = zone.Id
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player.Spawn
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//note: pad and vehicle are both at Vector3(1,0,0) so they count as blocking
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pad.Position = Vector3(1,0,0)
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vehicle.Position = Vector3(1,0,0)
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(vehicle, player, pad, zone)
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}
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}
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