Files
GameNetworkingSockets/tests/test_common.cpp
T
2020-09-01 15:48:45 -07:00

124 lines
3.1 KiB
C++

// Misc stuff used in the tests
#include "test_common.h"
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <chrono>
#include <thread>
#include <steam/steamnetworkingsockets.h>
#include <steam/isteamnetworkingutils.h>
#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
#include <steam/steam_api.h>
#endif
static FILE *g_fpLog = nullptr;
static SteamNetworkingMicroseconds g_logTimeZero;
static void DebugOutput( ESteamNetworkingSocketsDebugOutputType eType, const char *pszMsg )
{
SteamNetworkingMicroseconds time = SteamNetworkingUtils()->GetLocalTimestamp() - g_logTimeZero;
if ( g_fpLog )
fprintf( g_fpLog, "%10.6f %s\n", time*1e-6, pszMsg );
if ( eType <= k_ESteamNetworkingSocketsDebugOutputType_Msg )
{
printf( "%10.6f %s\n", time*1e-6, pszMsg );
fflush(stdout);
}
if ( eType == k_ESteamNetworkingSocketsDebugOutputType_Bug )
{
fflush(stdout);
fflush(stderr);
if ( g_fpLog )
fflush( g_fpLog );
// !KLUDGE! Our logging (which is done while we hold the lock)
// is occasionally triggering this assert. Just ignroe that one
// error for now.
// Yes, this is a kludge.
if ( strstr( pszMsg, "SteamDatagramTransportLock held for" ) )
return;
assert( !"TEST FAILED" );
}
}
void TEST_Printf( const char *fmt, ... )
{
char text[ 2048 ];
va_list ap;
va_start( ap, fmt );
vsprintf( text, fmt, ap );
va_end(ap);
char *nl = strchr( text, '\0' ) - 1;
if ( nl >= text && *nl == '\n' )
*nl = '\0';
DebugOutput( k_ESteamNetworkingSocketsDebugOutputType_Msg, text );
}
void TEST_Fatal( const char *fmt, ... )
{
fflush(stdout);
va_list ap;
va_start(ap, fmt);
vfprintf(stderr, fmt, ap);
va_end(ap);
fputc('\n', stderr);
fflush(stderr);
exit(1);
}
void TEST_Init( const SteamNetworkingIdentity *pIdentity )
{
g_fpLog = fopen( "log.txt", "wt" );
g_logTimeZero = SteamNetworkingUtils()->GetLocalTimestamp();
SteamNetworkingUtils()->SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Debug, DebugOutput );
//SteamNetworkingUtils()->SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Verbose, DebugOutput );
//SteamNetworkingUtils()->SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Msg, DebugOutput );
#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
SteamDatagramErrMsg errMsg;
if ( !GameNetworkingSockets_Init( pIdentity, errMsg ) )
{
fprintf( stderr, "GameNetworkingSockets_Init failed. %s", errMsg );
exit(1);
}
#else
//SteamAPI_Init();
// Cannot specify custom identity
assert( pIdentity == nullptr );
SteamDatagramClient_SetAppID( 570 ); // Just set something, doesn't matter what
//SteamDatagramClient_SetUniverse( k_EUniverseDev );
SteamDatagramErrMsg errMsg;
if ( !SteamDatagramClient_Init( true, errMsg ) )
{
fprintf( stderr, "SteamDatagramClient_Init failed. %s", errMsg );
exit(1);
}
#endif
}
void TEST_Kill()
{
#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
GameNetworkingSockets_Kill();
#else
SteamDatagramClient_Kill();
#endif
}
void TEST_PumpCallbacks()
{
SteamNetworkingSockets()->RunCallbacks();
std::this_thread::sleep_for( std::chrono::milliseconds( 2 ) );
}