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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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src/unittest/test_modchannels.cpp
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src/unittest/test_modchannels.cpp
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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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