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25 changes: 25 additions & 0 deletions .github/workflows/ci.yml
Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,31 @@ jobs:
make -C pkg/enet/enet clean
make -C pkg/enet/enet

- name: Run relay regression tests
run: |
set -o pipefail
go test ./pkg/gameserver/relay -count=3 2>&1 | tee /tmp/relay-regression-test.log

- name: Run gameserver multiplayer regression tests
run: |
set -o pipefail
go test -vet=off ./pkg/gameserver -count=3 2>&1 | tee /tmp/gameserver-regression-test.log

- name: Run relay race tests
run: |
set -o pipefail
go test -race ./pkg/gameserver/relay -count=1 2>&1 | tee /tmp/relay-race-test.log

- name: Upload regression test logs on failure
if: failure()
uses: actions/upload-artifact@v4
with:
name: void-arena-test-logs-${{ github.sha }}
path: /tmp/*test.log
if-no-files-found: ignore
retention-days: 7
compression-level: 0

- name: Build game assets
env:
ASSET_MAPS: "complex dust2 turbine"
Expand Down
102 changes: 55 additions & 47 deletions pkg/gameserver/clients.go
Original file line number Diff line number Diff line change
Expand Up @@ -187,6 +187,46 @@ func (cm *ClientManager) Relay(from *Client, messages ...P.Message) {
cm.broadcast(exclude(from), messages...)
}

func appendClientIdentity(messages []P.Message, client *Client) []P.Message {
if client.IsBot {
ownerCN := int32(-1)
if client.Owner != nil {
ownerCN = int32(client.Owner.CN)
}
return append(messages, P.InitAI{
Aiclientnum: int32(client.CN),
Ownerclientnum: ownerCN,
Aitype: 1,
Aiskill: client.BotSkill,
Playermodel: int32(client.Model),
Name: client.Name,
Team: client.Team.Name,
})
}

return append(messages, P.InitClient{
int32(client.CN), client.Name, client.Team.Name, int32(client.Model),
})
}

func appendClientVisibleState(messages []P.Message, client *Client) []P.Message {
if client.State == playerstate.Spectator {
return append(messages, P.Spectator{
Client: int32(client.CN),
Spectating: true,
})
}

if client.State == playerstate.Alive || client.State == playerstate.Editing {
return append(messages, P.SpawnState{
Client: int32(client.CN),
EntityState: client.ToWire(),
})
}

return messages
}

// Sends 'welcome' information to a newly joined client like map, mode, time left, other players, etc.
func (s *Server) SendWelcome(c *Client) {
messages := []P.Message{
Expand Down Expand Up @@ -233,6 +273,16 @@ func (s *Server) SendWelcome(c *Client) {
Reason: -1,
})

// Identity packets must arrive before resume/spawn state. Sending state first
// can leave late joiners with an entity state for an unknown client number,
// which is one of the intermittent invisible-player failure modes.
for _, client := range s.Clients.clients {
if client == c {
continue
}
messages = appendClientIdentity(messages, client)
}

// tell the client how to spawn (what health, what armour, what weapons, what ammo, etc.)
if c.State == playerstate.Spectator {
messages = append(messages, P.Spectator{
Expand Down Expand Up @@ -267,32 +317,6 @@ func (s *Server) SendWelcome(c *Client) {
}
messages = append(messages, resume)

// send other client's state (name, team, playermodel)
for _, client := range s.Clients.clients {
if client == c {
continue
}
if client.IsBot {
ownerCN := int32(-1)
if client.Owner != nil {
ownerCN = int32(client.Owner.CN)
}
messages = append(messages, P.InitAI{
Aiclientnum: int32(client.CN),
Ownerclientnum: ownerCN,
Aitype: 1,
Aiskill: client.BotSkill,
Playermodel: int32(client.Model),
Name: client.Name,
Team: client.Team.Name,
})
continue
}
messages = append(messages, P.InitClient{
int32(client.CN), client.Name, client.Team.Name, int32(client.Model),
})
}

c.Send(messages...)
}

Expand Down Expand Up @@ -325,31 +349,15 @@ func (cm *ClientManager) Disconnect(c *Client, reason disconnectreason.ID) {

// Informs all other clients that a client joined the game.
func (cm *ClientManager) InformOthersOfJoin(c *Client) {
messages := appendClientIdentity(nil, c)
messages = appendClientVisibleState(messages, c)

if c.IsBot {
ownerCN := int32(-1)
if c.Owner != nil {
ownerCN = int32(c.Owner.CN)
}
cm.Broadcast(P.InitAI{
Aiclientnum: int32(c.CN),
Ownerclientnum: ownerCN,
Aitype: 1,
Aiskill: c.BotSkill,
Playermodel: int32(c.Model),
Name: c.Name,
Team: c.Team.Name,
})
cm.Broadcast(messages...)
return
}
cm.Relay(c, P.InitClient{
int32(c.CN), c.Name, c.Team.Name, int32(c.Model),
})

if c.State == playerstate.Spectator {
cm.Relay(c, P.Spectator{
int32(c.CN), true,
})
}
cm.Relay(c, messages...)
}

func (s *Server) MapChange() {
Expand Down
160 changes: 160 additions & 0 deletions pkg/gameserver/multiplayer_sync_test.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,160 @@
package gameserver

import (
"testing"
"time"

P "github.com/cfoust/sour/pkg/game/protocol"
servergame "github.com/cfoust/sour/pkg/gameserver/game"
"github.com/cfoust/sour/pkg/gameserver/protocol/gamemode"
"github.com/cfoust/sour/pkg/gameserver/protocol/mastermode"
"github.com/cfoust/sour/pkg/gameserver/protocol/playerstate"
"github.com/cfoust/sour/pkg/gameserver/timer"
"github.com/cfoust/sour/pkg/utils"
)

type syncTestMode struct{}

func (syncTestMode) ID() gamemode.ID { return gamemode.FFA }
func (syncTestMode) NeedsMapInfo() bool { return false }
func (syncTestMode) Leave(*servergame.Player) {}
func (syncTestMode) CanSpawn(*servergame.Player) bool { return true }
func (syncTestMode) Spawn(*servergame.PlayerState) {}
func (syncTestMode) HandleFrag(*servergame.Player, *servergame.Player) {}
func (syncTestMode) Pause() {}
func (syncTestMode) Resume() {}
func (syncTestMode) CleanUp() {}

type syncTestClock struct{}

func (syncTestClock) Start() {}
func (syncTestClock) Pause(*servergame.Player) {}
func (syncTestClock) Paused() bool { return false }
func (syncTestClock) Resume(*servergame.Player) {}
func (syncTestClock) Stop() {}
func (syncTestClock) Ended() bool { return false }
func (syncTestClock) TimeLeft() time.Duration { return 10 * time.Minute }
func (syncTestClock) SetTimeLeft(time.Duration) {}
func (syncTestClock) Leave(*servergame.Player) {}
func (syncTestClock) CleanUp() {}

func newSyncTestClient(cn uint32, session uint32, out chan ServerPacket) *Client {
client := NewClient(cn, session, out)
client.Name = "player"
client.Model = 1
client.Joined = true
client.State = playerstate.Alive
client.LifeSequence = int32(cn + 1)
client.QuadTimer = timer.NewTimer(0)
return client
}

func TestWelcomeInitializesPlayersBeforeResume(t *testing.T) {
joinOut := make(chan ServerPacket, 4)
existingOut := make(chan ServerPacket, 4)

existing := newSyncTestClient(0, 100, existingOut)
existing.Name = "existing"
joining := newSyncTestClient(1, 101, joinOut)
joining.Name = "joining"

clients := &ClientManager{
clients: []*Client{existing, joining},
broadcasts: utils.NewTopic[[]P.Message](),
}

server := &Server{
Config: &Config{},
State: &State{
Clock: syncTestClock{},
GameMode: syncTestMode{},
Map: "complex",
MasterMode: mastermode.Auth,
},
Clients: clients,
}

server.SendWelcome(joining)

packet := <-joinOut
initIndex := -1
resumeIndex := -1
for index, message := range packet.Messages {
switch message.(type) {
case P.InitClient:
if initIndex < 0 {
initIndex = index
}
case P.Resume:
resumeIndex = index
}
}

if initIndex < 0 {
t.Fatal("welcome snapshot did not include existing player's InitClient")
}
if resumeIndex < 0 {
t.Fatal("welcome snapshot did not include Resume state")
}
if initIndex > resumeIndex {
t.Fatalf("InitClient must be sent before Resume so late joiners can bind entity state: init=%d resume=%d", initIndex, resumeIndex)
}
}

func TestInformOthersOfJoinSendsVisibleHumanSnapshot(t *testing.T) {
existingOut := make(chan ServerPacket, 4)
joiningOut := make(chan ServerPacket, 4)

existing := newSyncTestClient(0, 100, existingOut)
joining := newSyncTestClient(1, 101, joiningOut)

clients := &ClientManager{
clients: []*Client{existing, joining},
broadcasts: utils.NewTopic[[]P.Message](),
}

clients.InformOthersOfJoin(joining)

packet := <-existingOut
if len(packet.Messages) < 2 {
t.Fatalf("expected InitClient and SpawnState, got %d messages", len(packet.Messages))
}
if _, ok := packet.Messages[0].(P.InitClient); !ok {
t.Fatalf("first join packet must identify the player, got %T", packet.Messages[0])
}
if _, ok := packet.Messages[1].(P.SpawnState); !ok {
t.Fatalf("second join packet must make the player visible, got %T", packet.Messages[1])
}
}

func TestInformOthersOfJoinSendsVisibleBotSnapshotAbove127(t *testing.T) {
ownerOut := make(chan ServerPacket, 4)
otherOut := make(chan ServerPacket, 4)

owner := newSyncTestClient(0, 100, ownerOut)
other := newSyncTestClient(1, 101, otherOut)
bot := NewBot(128, owner, 70, 2, "Vector")
bot.State = playerstate.Alive
bot.LifeSequence = 5
bot.QuadTimer = timer.NewTimer(0)

clients := &ClientManager{
clients: []*Client{owner, other, bot},
broadcasts: utils.NewTopic[[]P.Message](),
}

clients.InformOthersOfJoin(bot)

for name, out := range map[string]chan ServerPacket{"owner": ownerOut, "other": otherOut} {
packet := <-out
if len(packet.Messages) < 2 {
t.Fatalf("%s expected InitAI and SpawnState, got %d messages", name, len(packet.Messages))
}
if _, ok := packet.Messages[0].(P.InitAI); !ok {
t.Fatalf("%s first bot packet must identify the AI, got %T", name, packet.Messages[0])
}
if _, ok := packet.Messages[1].(P.SpawnState); !ok {
t.Fatalf("%s second bot packet must make the AI visible, got %T", name, packet.Messages[1])
}
}
}
8 changes: 4 additions & 4 deletions pkg/gameserver/relay/relay_test.go
Original file line number Diff line number Diff line change
Expand Up @@ -14,17 +14,17 @@ type delivered struct {

func TestSingleClientPacketsAreNotReplayedToLateJoiner(t *testing.T) {
r := New()
first, _ := r.AddClient(1, func(uint8, []protocol.Message) {})
_, firstPackets := r.AddClient(1, func(uint8, []protocol.Message) {})

first.Publish(protocol.Text{Text: "stale"})
firstPackets.Publish(protocol.Text{Text: "stale"})
time.Sleep(40 * time.Millisecond)

received := make(chan delivered, 4)
_, _ = r.AddClient(2, func(channel uint8, payload []protocol.Message) {
received <- delivered{channel: channel, payload: payload}
})

first.Publish(protocol.Text{Text: "fresh"})
firstPackets.Publish(protocol.Text{Text: "fresh"})

select {
case packet := <-received:
Expand Down Expand Up @@ -130,4 +130,4 @@ func TestBotSourceDoesNotEchoToOwner(t *testing.T) {
case <-time.After(time.Second):
t.Fatal("bot packet was not delivered to another player")
}
}
}
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