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Added Emesary MP bridge unit tests

This commit is contained in:
Richard Harrison 2020-08-01 16:44:02 +02:00
parent eb5d1029c8
commit 33ac2eff46

View file

@ -274,3 +274,141 @@ test_transfer = func {
teststring("qqqqqqqqqq-"); teststring("qqqqqqqqqq-");
} }
test_mp_bridge = func {
logprint(LOG_INFO,"Emesary MP bridge tests start");
var testMpPropertyPath = "/ai[0]/models[0]/multiplayer[11]";
var mp_listener = nil;
var testRoutedNotifications = [notifications.GeoEventNotification.new(nil)];
var testBridgedTransmitter = emesary.Transmitter.new("geoOutgoingBridge");
var testOutgoingBridge = emesary_mp_bridge.OutgoingMPBridge.new("F-14mp.geo",testRoutedNotifications, 18, "", testBridgedTransmitter);
testOutgoingBridge.MPStringMaxLen = 150;
var msgList = [];
var testRecipient = emesary.Recipient.new("Test");
valuesWithinRange = func(value1, value2, range){
return math.abs(value1 - value2) <= range;
}
testRecipient.FailCount = 0;
testRecipient.Receive = func(notification) {
if (notification.NotificationType == "GeoEventNotification") {
# print ("recv(0): type=",notification.NotificationType, " fromIncoming=",notification.FromIncomingBridge);
if (notification.Name=="DONE") {
printf("Emesary MP Bridge tests completed; %d failure",me.FailCount);
# now clean up;
emesary.GlobalTransmitter.DeRegister(testRecipient);
setprop("/ai/models/model-removed",testMpPropertyPath);
if (mp_listener != nil)
removelistener(mp_listener);
return emesary.Transmitter.ReceiptStatus_NotProcessed; # we're not processing it, just looking
}
foreach (var msg; msgList) {
if (msg.SecondaryKind == notification.SecondaryKind) {
#print("Check msg ",msg.Kind);
var failed = 0;
if (math.abs(msg.Position.lat() - notification.Position.lat()) > 0.00001 or
math.abs(msg.Position.lon() - notification.Position.lon()) > 0.00001 or
math.abs(msg.Position.alt() - notification.Position.alt()) > 1) {
failed = 1;
printf("Fail Position:(%d) %s != %s",msg.Kind, msg.Position, notification.Position);
}
if (msg.Name != notification.Name) {
failed = 1;
printf("Fail Name:(%d) %s != %s",msg.Kind, msg.Name, notification.Name);
}
if (msg.Kind != notification.Kind) {
failed = 1;
printf("Fail Kind:(%d) %s != %s",msg.Kind, msg.Kind, notification.Kind);
}
if (msg.SecondaryKind != notification.SecondaryKind) {
failed = 1;
printf("Fail SecondaryKind:(%d) %s != %s",msg.Kind, msg.SecondaryKind, notification.SecondaryKind);
}
if (!valuesWithinRange(msg.u_fps, notification.u_fps,1)) {
failed = 1;
printf("Fail u_fps:(%d) %s != %s",msg.Kind, msg.u_fps, notification.u_fps);
}
if (!valuesWithinRange(msg.v_fps, notification.v_fps,1)) {
failed = 1;
printf("Fail v_fps:(%d) %s != %s",msg.Kind, msg.v_fps, notification.v_fps);
}
if (!valuesWithinRange(msg.w_fps, notification.w_fps,1)) {
failed = 1;
printf("Fail w_fps:(%d) %s != %s",msg.Kind, msg.w_fps, notification.w_fps);
}
if (msg.RemoteCallsign != notification.RemoteCallsign) {
failed = 1;
printf("Fail RemoteCallsign:(%d) %s != %s",msg.Kind, msg.RemoteCallsign, notification.RemoteCallsign);
}
if (msg.Flags != notification.Flags) {
failed = 1;
printf("Fail Flags:(%d) %s != %s",msg.Kind, msg.Flags, notification.Flags);
}
if (!failed)
printf("%s (%d) received correctly",notification.NotificationType, notification.Kind);
else
me.FailCount = me.FailCount + 1;
return emesary.Transmitter.ReceiptStatus_NotProcessed; # we're not processing it, just looking
}
}
print("Failed to locate notification Key=",msg.SecondaryKind);
# debug.dump(notification);
}
return emesary.Transmitter.ReceiptStatus_NotProcessed; # we're not processing it, just looking
}
# register the test recipient on the global transmitter as that is where messages will be bridged to
emesary.GlobalTransmitter.Register(testRecipient);
# start the incoming bridge - which will connect from the remote bridge (testBridgedTransmitter)
# and route the notifications so that they come out of the global transmitter.
emesary_mp_bridge.IncomingMPBridge.startMPBridge(testRoutedNotifications, 18, emesary.GlobalTransmitter);
#
# Create the incoming bridge by faking a model appearing
#
var node = props.getNode(testMpPropertyPath,1);
node.getNode("callsign",1).setValue("test-mp");
var mpNode = node.getNode("sim/multiplay",1);
bridgeNode = mpNode.getNode("emesary/bridge[18]",1);
#
# lastly we need to manually copy the properties from where the outgoing bridge puts them
# to where the incoming bridge expects them.
# This is normally performed by the multiplayer code - but for test purposes this
# allows testing on a single instance.
mp_listener = setlistener("/sim/multiplay/emesary/bridge[18]", func(v){
bridgeNode.setValue(v.getValue());
},0,0);
# This is what causes the incoming bridge to create a connection between the multiplayer node
# and will result in an active incoming bridge
setprop("/ai/models/model-added", testMpPropertyPath);
#
# send out test messages
for (var idx=0; idx < 20; idx += 1) {
var msg = notifications.GeoEventNotification.new("mhit", "AIM"~idx, 19, idx);
testBridgedTransmitter.NotifyAll(msg);
append(msgList, msg);
}
msg = notifications.GeoEventNotification.new("mhit", "DONE", 19, 100);
testBridgedTransmitter.NotifyAll(msg);
}