
It depends on timing whether or not the guest shows the wait dialog between
scenarios. If the second scenario has already started when the guest tries
to show the dialog, the dialog is skipped: otherwise it's shown and it
changes the plugin context.
The join.lua plugin assumed the change of plugin context to mean that the
test is over and that the plugin should quit the game. As a result, it
ended up quitting in the middle of the test if the second scenario hadn't
started yet.
Commit 6016bdf2
tried to fix the problem by allowing the plugin context to
change once during the test. It resulted in the opposite problem: if the
second scenario *had* started, the plugin context didn't change. When the
test ended and the guest was thrown into the lobby, then the plugin
assumed that it was just the scenario change and kept waiting for the next
scenario that wasn't coming.
This commit finally fixes the problem by explicitly polling the name of the
scenario being played. Now join.lua ignores plugin context changes as long
as the last scenario hasn't started, but starts waiting for the game to end
when the scenario starts.
I verified locally that, with these changes applied, the tests pass both
with an unmodified build and with a build that has an artificial delay to
simulate the timing in Travis.
150 lines
3.6 KiB
Lua
150 lines
3.6 KiB
Lua
-- join.lua --
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-- Try to join a game called "Test"
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local function plugin()
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local function log(text)
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std_print("join: " .. text)
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end
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local counter = 0
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local events, context, info
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local helper = wesnoth.require("lua/helper.lua")
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local function find_test_game(info)
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local g = info.game_list()
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if g then
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local gamelist = helper.get_child(g, "gamelist")
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if gamelist then
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for i = 1, #gamelist do
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local t = gamelist[i]
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if t[1] == "game" then
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local game = t[2]
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if game.scenario == "Test" then
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return game.id
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end
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end
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end
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end
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end
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return nil
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end
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local function idle_text(text)
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counter = counter + 1
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if counter >= 100 then
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counter = 0
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log("idling " .. text)
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end
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end
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log("hello world")
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repeat
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for titlescreen or lobby")
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until info.name == "titlescreen" or info.name == "Multiplayer Lobby"
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local tries = 0
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while info.name == "titlescreen" and tries < 100 do
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context.play_multiplayer({})
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tries = tries + 1
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log("playing multiplayer...")
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events, context, info = coroutine.yield()
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end
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if info.name == "titlescreen" then
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context.exit({code = 1})
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coroutine.yield()
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end
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repeat
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for lobby")
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until info.name == "Multiplayer Lobby"
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events, context, info = coroutine.yield()
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context.chat({message = "waiting for test game to join..."})
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local test_game = nil
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repeat
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for test game")
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for i,v in ipairs(events) do
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if v[1] == "chat" then
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std_print("chat:", v[2].message)
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end
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end
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test_game = find_test_game(info)
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until test_game
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log("found a test game, joining... id = " .. test_game)
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context.chat({message = "found test game"})
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context.select_game({id = test_game})
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events, context, info = coroutine.yield()
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context.join({})
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events, context, info = coroutine.yield()
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while not (info.name == "Dialog" or info.name == "Multiplayer Wait") do
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if context.join then
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context.join({})
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else
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std_print("did not find join...")
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end
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for leader select dialog")
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end
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if info.name == "Dialog" then
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log("got a leader select dialog...")
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context.skip_dialog({})
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events, context, info = coroutine.yield()
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repeat
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for mp wait")
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until info.name == "Multiplayer Wait"
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end
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log("got to multiplayer wait...")
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context.chat({message = "ready"})
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repeat
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for game")
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until info.name == "Game"
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log("got to a game context...")
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repeat
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for the last scenario")
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until info.scenario_name ~= nil and info.scenario_name().scenario_name == "Multiplayer Unit Test test2"
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repeat
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events, context, info = coroutine.yield()
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idle_text("in " .. info.name .. " waiting for not game")
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until info.name ~= "Game"
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log("left a game context...")
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repeat
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context.quit({})
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log("quitting a " .. info.name .. " context...")
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events, context, info = coroutine.yield()
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until info.name == "titlescreen"
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context.exit({code = 0})
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coroutine.yield()
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end
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return plugin
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