The server keeps a play queue per client, identified by the X-Queue-Id header. The client sends the ID it has for the selected server with every request and keeps the one in each response, which is new after a reset or a sync. The IDs are saved per server in the [queues] section of settings.cfg, so the game goes on with the same queue after a restart. HttpTransport now passes the response headers on to the client.
49 lines
1.4 KiB
GDScript
49 lines
1.4 KiB
GDScript
extends GdUnitTestSuite
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## Uses a local TCP server that accepts connections but never answers, like a hung
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## MusicServer.
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var _server: TCPServer
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var _connections: Array[StreamPeerTCP] = []
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var _owner: Node
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func before_test() -> void:
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_server = TCPServer.new()
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assert_int(_server.listen(0, "127.0.0.1")).is_equal(OK)
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_owner = auto_free(Node.new())
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add_child(_owner)
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func after_test() -> void:
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for connection: StreamPeerTCP in _connections:
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connection.disconnect_from_host()
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_server.stop()
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func _accept_connections() -> void:
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while _server.is_connection_available():
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_connections.append(_server.take_connection())
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func test_request_to_silent_server_times_out_as_failed() -> void:
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var transport: HttpTransport = HttpTransport.new(_owner)
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transport.timeout_seconds = 0.5
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var response_codes: Array[int] = []
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transport.request("http://127.0.0.1:%d/music/rand" % _server.get_local_port(),
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HTTPClient.METHOD_GET,
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func(response_code: int, _body: PackedByteArray, _headers: PackedStringArray) -> void:
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response_codes.append(response_code))
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for i: int in 40:
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_accept_connections()
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await await_millis(50)
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if !response_codes.is_empty():
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break
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assert_bool(_connections.is_empty()).is_false()
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assert_array(response_codes).contains_exactly([0])
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func test_default_timeout_is_set() -> void:
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assert_float(HttpTransport.new(_owner).timeout_seconds).is_greater(0.0)
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