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Implement mod communication channels (#6351)
Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method
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37 changed files with 1206 additions and 39 deletions
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@ -8,6 +8,7 @@ set (UNITTEST_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/test_inventory.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_map_settings_manager.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_mapnode.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_modchannels.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_nodedef.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_noderesolver.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_noise.cpp
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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#include "itemdef.h"
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#include "gamedef.h"
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#include "modchannels.h"
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#include "mods.h"
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#include "util/numeric.h"
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@ -69,6 +70,13 @@ public:
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virtual std::string getModStoragePath() const { return "."; }
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virtual bool registerModStorage(ModMetadata *meta) { return true; }
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virtual void unregisterModStorage(const std::string &name) {}
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bool joinModChannel(const std::string &channel);
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bool leaveModChannel(const std::string &channel);
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bool sendModChannelMessage(const std::string &channel, const std::string &message);
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ModChannel *getModChannel(const std::string &channel)
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{
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return m_modchannel_mgr->getModChannel(channel);
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}
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private:
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IItemDefManager *m_itemdef = nullptr;
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@ -81,10 +89,12 @@ private:
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scene::ISceneManager *m_scenemgr = nullptr;
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IRollbackManager *m_rollbackmgr = nullptr;
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EmergeManager *m_emergemgr = nullptr;
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std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
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};
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TestGameDef::TestGameDef()
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TestGameDef::TestGameDef() :
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m_modchannel_mgr(new ModChannelMgr())
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{
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m_itemdef = createItemDefManager();
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m_nodedef = createNodeDefManager();
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@ -222,6 +232,25 @@ void TestGameDef::defineSomeNodes()
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t_CONTENT_BRICK = ndef->set(f.name, f);
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}
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bool TestGameDef::joinModChannel(const std::string &channel)
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{
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return m_modchannel_mgr->joinChannel(channel, PEER_ID_SERVER);
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}
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bool TestGameDef::leaveModChannel(const std::string &channel)
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{
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return m_modchannel_mgr->leaveChannel(channel, PEER_ID_SERVER);
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}
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bool TestGameDef::sendModChannelMessage(const std::string &channel,
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const std::string &message)
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{
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if (!m_modchannel_mgr->channelRegistered(channel))
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return false;
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return true;
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}
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////
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//// run_tests
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////
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76
src/unittest/test_modchannels.cpp
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76
src/unittest/test_modchannels.cpp
Normal file
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@ -0,0 +1,76 @@
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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "test.h"
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#include "gamedef.h"
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#include "modchannels.h"
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class TestModChannels : public TestBase
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{
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public:
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TestModChannels() { TestManager::registerTestModule(this); }
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const char *getName() { return "TestModChannels"; }
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void runTests(IGameDef *gamedef);
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void testJoinChannel(IGameDef *gamedef);
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void testLeaveChannel(IGameDef *gamedef);
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void testSendMessageToChannel(IGameDef *gamedef);
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};
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static TestModChannels g_test_instance;
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void TestModChannels::runTests(IGameDef *gamedef)
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{
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TEST(testJoinChannel, gamedef);
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TEST(testLeaveChannel, gamedef);
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TEST(testSendMessageToChannel, gamedef);
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}
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void TestModChannels::testJoinChannel(IGameDef *gamedef)
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{
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// Test join
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UASSERT(gamedef->joinModChannel("test_join_channel"));
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// Test join (fail, already join)
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UASSERT(!gamedef->joinModChannel("test_join_channel"));
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}
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void TestModChannels::testLeaveChannel(IGameDef *gamedef)
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{
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// Test leave (not joined)
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UASSERT(!gamedef->leaveModChannel("test_leave_channel"));
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UASSERT(gamedef->joinModChannel("test_leave_channel"));
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// Test leave (joined)
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UASSERT(gamedef->leaveModChannel("test_leave_channel"));
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}
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void TestModChannels::testSendMessageToChannel(IGameDef *gamedef)
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{
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// Test sendmsg (not joined)
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UASSERT(!gamedef->sendModChannelMessage(
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"test_sendmsg_channel", "testmsgchannel"));
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UASSERT(gamedef->joinModChannel("test_sendmsg_channel"));
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// Test sendmsg (joined)
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UASSERT(gamedef->sendModChannelMessage("test_sendmsg_channel", "testmsgchannel"));
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}
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