Improving server test mode for faster testing
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@@ -41,17 +41,17 @@
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using namespace std;
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using namespace std;
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//#define SERVER_TEST
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//#define POKERTH_SERVER_TEST
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#ifdef SERVER_TEST
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#ifdef POKERTH_SERVER_TEST
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#define SERVER_DELAY_NEXT_GAME_SEC 0
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#define SERVER_DELAY_NEXT_GAME_SEC 0
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 0
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 0
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#define SERVER_DEAL_TURN_CARD_DELAY_SEC 0
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#define SERVER_DEAL_TURN_CARD_DELAY_SEC 0
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 0
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 0
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#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 0
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#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 0
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#define SERVER_SHOW_CARDS_DELAY_SEC 0
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#define SERVER_SHOW_CARDS_DELAY_SEC 0
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 0
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#define SERVER_COMPUTER_ACTION_DELAY_SEC 0
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#define SERVER_COMPUTER_ACTION_DELAY_SEC 0
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 1
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#else
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#else
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#define SERVER_DELAY_NEXT_GAME_SEC 10
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#define SERVER_DELAY_NEXT_GAME_SEC 10
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
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@@ -59,8 +59,8 @@ using namespace std;
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
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#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 2
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#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 2
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#define SERVER_SHOW_CARDS_DELAY_SEC 2
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#define SERVER_SHOW_CARDS_DELAY_SEC 2
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
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#define SERVER_COMPUTER_ACTION_DELAY_SEC 2
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#define SERVER_COMPUTER_ACTION_DELAY_SEC 2
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
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#endif
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#endif
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#define SERVER_START_GAME_TIMEOUT_SEC 10
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#define SERVER_START_GAME_TIMEOUT_SEC 10
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@@ -1310,14 +1310,14 @@ ServerGameStateWaitPlayerAction::~ServerGameStateWaitPlayerAction()
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void
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void
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ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
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ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
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{
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{
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#ifdef SERVER_TEST
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if (server->GetGameData().playerActionTimeoutSec > 0) // zero means unlimited thinking time
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int timeoutSec = 0;
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{
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#ifdef POKERTH_SERVER_TEST
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int timeoutSec = SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
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#else
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#else
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int timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
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int timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
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#endif
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#endif
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if (timeoutSec != SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC) // minimum value means unlimited thinking time
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{
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server->GetStateTimer1().expires_from_now(boost::posix_time::seconds(timeoutSec));
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server->GetStateTimer1().expires_from_now(boost::posix_time::seconds(timeoutSec));
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server->GetStateTimer1().async_wait(
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server->GetStateTimer1().async_wait(
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boost::bind(
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boost::bind(
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@@ -1477,7 +1477,7 @@ ServerGameStateWaitNextHand::~ServerGameStateWaitNextHand()
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void
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void
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ServerGameStateWaitNextHand::Enter(boost::shared_ptr<ServerGame> server)
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ServerGameStateWaitNextHand::Enter(boost::shared_ptr<ServerGame> server)
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{
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{
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#ifdef SERVER_TEST
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#ifdef POKERTH_SERVER_TEST
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int timeoutSec = 0;
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int timeoutSec = 0;
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#else
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#else
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int timeoutSec = server->GetGameData().delayBetweenHandsSec;
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int timeoutSec = server->GetGameData().delayBetweenHandsSec;
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@@ -267,7 +267,7 @@ public class RunRankingGameTest extends TestBase {
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assertTrue(gameEnd.after(gameStart));
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assertTrue(gameEnd.after(gameStart));
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// Do not consider daylight saving time, just calculate the raw difference.
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// Do not consider daylight saving time, just calculate the raw difference.
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long gameDurationMsec = gameEnd.getTime() - gameStart.getTime();
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long gameDurationMsec = gameEnd.getTime() - gameStart.getTime();
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assertTrue(gameDurationMsec > 60 * 1000); // game duration should be larger than 1 minute.
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assertTrue(gameDurationMsec > 10 * 1000); // game duration should be larger than 10 seconds.
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assertTrue(gameDurationMsec < 60 * 60 * 1000); // game duration should be smaller than 1 hour.
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assertTrue(gameDurationMsec < 60 * 60 * 1000); // game duration should be smaller than 1 hour.
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// Check database entries for the players in the game.
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// Check database entries for the players in the game.
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