use of games.strategy.net.ServerMessenger in project triplea by triplea-game.
the class ChannelMessengerTest method setUp.
@BeforeEach
public void setUp() throws IOException {
serverMessenger = new ServerMessenger("Server", 0);
serverMessenger.setAcceptNewConnections(true);
serverPort = serverMessenger.getLocalNode().getSocketAddress().getPort();
final String mac = MacFinder.getHashedMacAddress();
clientMessenger = new ClientMessenger("localhost", serverPort, "client1", mac);
final UnifiedMessenger unifiedMessenger = new UnifiedMessenger(serverMessenger);
unifiedMessengerHub = unifiedMessenger.getHub();
serverChannelMessenger = new ChannelMessenger(unifiedMessenger);
clientChannelMessenger = new ChannelMessenger(new UnifiedMessenger(clientMessenger));
}
use of games.strategy.net.ServerMessenger in project triplea by triplea-game.
the class RemoteMessengerTest method testRemoteCall2.
@Test
public void testRemoteCall2() throws Exception {
final RemoteName test = new RemoteName(ITestRemote.class, "test");
ServerMessenger server = null;
ClientMessenger client = null;
try {
server = new ServerMessenger("server", 0);
server.setAcceptNewConnections(true);
final int serverPort = server.getLocalNode().getSocketAddress().getPort();
final String mac = MacFinder.getHashedMacAddress();
client = new ClientMessenger("localhost", serverPort, "client", mac);
final RemoteMessenger serverRemoteMessenger = new RemoteMessenger(new UnifiedMessenger(server));
final TestRemote testRemote = new TestRemote();
serverRemoteMessenger.registerRemote(testRemote, test);
final RemoteMessenger clientRemoteMessenger = new RemoteMessenger(new UnifiedMessenger(client));
// call it on the client
// should be no need to wait since the constructor should not
// reutrn until the initial state of the messenger is good
final int incrementedValue = ((ITestRemote) clientRemoteMessenger.getRemote(test)).increment(1);
assertEquals(2, incrementedValue);
assertEquals(testRemote.getLastSenderNode(), client.getLocalNode());
} finally {
shutdownServerAndClient(server, client);
}
}
use of games.strategy.net.ServerMessenger in project triplea by triplea-game.
the class RemoteMessengerTest method testShutDownClient.
@Test
public void testShutDownClient() throws Exception {
// when the client shutdown, remotes created
// on the client should not be visible on server
final RemoteName test = new RemoteName(ITestRemote.class, "test");
ServerMessenger server = null;
ClientMessenger client = null;
try {
server = new ServerMessenger("server", 0);
server.setAcceptNewConnections(true);
final int serverPort = server.getLocalNode().getSocketAddress().getPort();
final String mac = MacFinder.getHashedMacAddress();
client = new ClientMessenger("localhost", serverPort, "client", mac);
final UnifiedMessenger serverUnifiedMessenger = new UnifiedMessenger(server);
final RemoteMessenger clientRemoteMessenger = new RemoteMessenger(new UnifiedMessenger(client));
clientRemoteMessenger.registerRemote(new TestRemote(), test);
serverUnifiedMessenger.getHub().waitForNodesToImplement(test.getName());
assertTrue(serverUnifiedMessenger.getHub().hasImplementors(test.getName()));
client.shutDown();
Interruptibles.sleep(200);
assertTrue(!serverUnifiedMessenger.getHub().hasImplementors(test.getName()));
} finally {
shutdownServerAndClient(server, client);
}
}
use of games.strategy.net.ServerMessenger in project triplea by triplea-game.
the class RemoteMessengerTest method testRemoteCall.
@Test
public void testRemoteCall() throws Exception {
final RemoteName test = new RemoteName(ITestRemote.class, "test");
ServerMessenger server = null;
ClientMessenger client = null;
try {
server = new ServerMessenger("server", 0);
server.setAcceptNewConnections(true);
final int serverPort = server.getLocalNode().getSocketAddress().getPort();
final String mac = MacFinder.getHashedMacAddress();
client = new ClientMessenger("localhost", serverPort, "client", mac);
final UnifiedMessenger serverUnifiedMessenger = new UnifiedMessenger(server);
unifiedMessengerHub = serverUnifiedMessenger.getHub();
final RemoteMessenger serverRemoteMessenger = new RemoteMessenger(serverUnifiedMessenger);
final RemoteMessenger clientRemoteMessenger = new RemoteMessenger(new UnifiedMessenger(client));
// register it on the server
final TestRemote testRemote = new TestRemote();
serverRemoteMessenger.registerRemote(testRemote, test);
// since the registration must go over a socket
// and through a couple threads, wait for the
// client to get it
int waitCount = 0;
while (!unifiedMessengerHub.hasImplementors(test.getName()) && waitCount < 20) {
waitCount++;
Interruptibles.sleep(50);
}
// call it on the client
final int incrementedValue = ((ITestRemote) clientRemoteMessenger.getRemote(test)).increment(1);
assertEquals(2, incrementedValue);
assertEquals(testRemote.getLastSenderNode(), client.getLocalNode());
} finally {
shutdownServerAndClient(server, client);
}
}
use of games.strategy.net.ServerMessenger in project triplea by triplea-game.
the class RemoteMessengerTest method testMethodReturnsOnWait.
@Test
public void testMethodReturnsOnWait() throws Exception {
// when the client shutdown, remotes created
// on the client should not be visible on server
final RemoteName test = new RemoteName(IFoo.class, "test");
ServerMessenger server = null;
ClientMessenger client = null;
try {
server = new ServerMessenger("server", 0);
server.setAcceptNewConnections(true);
final int serverPort = server.getLocalNode().getSocketAddress().getPort();
final String mac = MacFinder.getHashedMacAddress();
client = new ClientMessenger("localhost", serverPort, "client", mac);
final UnifiedMessenger serverUnifiedMessenger = new UnifiedMessenger(server);
final RemoteMessenger serverRemoteMessenger = new RemoteMessenger(serverUnifiedMessenger);
final RemoteMessenger clientRemoteMessenger = new RemoteMessenger(new UnifiedMessenger(client));
final CountDownLatch latch = new CountDownLatch(1);
final AtomicBoolean started = new AtomicBoolean(false);
final IFoo foo = new IFoo() {
@Override
public void foo() {
started.set(true);
Interruptibles.await(latch);
}
};
clientRemoteMessenger.registerRemote(foo, test);
serverUnifiedMessenger.getHub().waitForNodesToImplement(test.getName());
assertTrue(serverUnifiedMessenger.getHub().hasImplementors(test.getName()));
final AtomicReference<ConnectionLostException> rme = new AtomicReference<>(null);
final Thread t = new Thread(() -> {
try {
final IFoo remoteFoo = (IFoo) serverRemoteMessenger.getRemote(test);
remoteFoo.foo();
} catch (final ConnectionLostException e) {
rme.set(e);
}
});
t.start();
// wait for the thread to start
while (started.get() == false) {
Interruptibles.sleep(1);
}
Interruptibles.sleep(20);
// TODO: we are getting a RemoteNotFoundException because the client is disconnecting before the invoke goes out
// completely
// Perhaps this situation should be changed to a ConnectionLostException or something else?
client.shutDown();
// when the client shutdowns, this should wake up.
// and an error should be thrown
// give the thread a chance to execute
t.join(200);
latch.countDown();
assertNotNull(rme.get());
} finally {
shutdownServerAndClient(server, client);
}
}
Aggregations