Created a NetworkGameObserver class able to extend the serialization code of GameObserver to synchronize and forward game actions on the network
Fixes in GameObserver serialization/deserialization code Fixes in JNetwork and JSocket on windows Various code cleanup (currentGamePhase access in particular) Updated GUI code to re-enable a basic network GUI Activated threaded tests on Windows. It uses 4 threads by default.
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@@ -160,7 +160,7 @@ int TestSuiteAI::Act(float dt)
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phaseToGo = i;
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}
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}
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if(observer->currentGamePhase != phaseToGo)
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if(observer->getCurrentGamePhase() != phaseToGo)
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suite->currentAction--;
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else
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{
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@@ -340,11 +340,11 @@ void TestSuiteGame::assertGame()
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int error = 0;
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bool wasAI = false;
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if (observer->currentGamePhase != endState.phase)
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if (observer->getCurrentGamePhase() != endState.phase)
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{
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sprintf(result, "<span class=\"error\">==phase problem. Expected [ %s ](%i), got [ %s ](%i)==</span><br />",
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Constants::MTGPhaseNames[endState.phase],endState.phase,
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Constants::MTGPhaseNames[observer->currentGamePhase], observer->currentGamePhase);
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Constants::MTGPhaseNames[observer->getCurrentGamePhase()], observer->getCurrentGamePhase());
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Log(result);
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error++;
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}
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@@ -560,6 +560,8 @@ int TestSuite::loadNext()
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thread_count = QThread::idealThreadCount();
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#elif defined(IOS)
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thread_count = 6;
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#else
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thread_count = 4;
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#endif
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for(size_t i = 0; i < (thread_count-1); i++)
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mWorkerThread.push_back(new boost::thread(ThreadProc, this));
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@@ -819,7 +821,7 @@ void TestSuiteGame::initGame()
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{
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DebugTrace("TESTSUITE Init Game");
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observer->phaseRing->goToPhase(initState.phase, observer->players[0], false);
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observer->currentGamePhase = initState.phase;
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observer->setCurrentGamePhase(initState.phase);
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observer->resetStartupGame();
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