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Implementation of Local SDK Server Player Tracking #1496
Implementation of Local SDK Server Player Tracking #1496
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pkg/sdkserver/localsdk.go
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@@ -498,7 +605,7 @@ func (l *LocalSDKServer) EqualSets(expected, received []string) bool { | |||
func (l *LocalSDKServer) compare() { | |||
if l.testMode { | |||
if !l.EqualSets(l.expectedSequence, l.requestSequence) { | |||
l.logger.Errorf("Testing Failed %v %v", l.expectedSequence, l.requestSequence) | |||
logrus.WithField("expected", l.expectedSequence).WithField("received", l.requestSequence).Info("Testing Failed") |
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@aLekSer I snuck a small tweak to your conformance test reporting in here. WDYT?
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Great, now it is much more readable. But same as above:
logrus.WithField("expected", l.expectedSequence).WithField("received", l.requestSequence).Info("Testing Failed") | |
l.logger.WithField("expected", l.expectedSequence).WithField("received", l.requestSequence).Info("Testing Failed") |
Build Succeeded 👏 Build Id: c7ad5aa3-3746-4c3d-a35e-a1502bfd4c74 The following development artifacts have been built, and will exist for the next 30 days:
A preview of the website (the last 30 builds are retained): To install this version:
|
pkg/sdkserver/localsdk.go
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@@ -197,6 +198,8 @@ func (l *LocalSDKServer) recordRequestWithValue(request string, value string, ob | |||
fieldVal = l.gs.ObjectMeta.Uid | |||
case "PlayerCapacity": | |||
fieldVal = strconv.FormatInt(l.gs.Status.Players.Capacity, 10) | |||
case "PlayerIDs": | |||
fieldVal = strings.Join(l.gs.Status.Players.IDs, "") |
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Should we use separator here? This seems to be for test, but might be more readable.
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Just tried it, and it didn't break any tests! So yep, adding this in, in case people want to test against multiple values in the future.
pkg/sdkserver/localsdk.go
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if !runtime.FeatureEnabled(runtime.FeaturePlayerTracking) { | ||
return nil, errors.New(string(runtime.FeaturePlayerTracking) + " not enabled") | ||
} | ||
logrus.Info("Getting Player Count") |
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I have added logger
field recently, so we can set log level to all this logs.
logrus.Info("Getting Player Count") | |
l.logger.Info("Getting Player Count") |
@@ -374,7 +502,7 @@ func TestSDKConformanceFunctionality(t *testing.T) { | |||
setAnnotation := "setannotation" | |||
l.gs.ObjectMeta.Uid = exampleUID | |||
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expected := []string{} | |||
var expected []string |
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Curious why this is better than before.
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Oh, my IDE gave me a hint, and I clicked it. It's nicer because it doesn't allocate space to an array that is empty when nil will work just the same -- but for a test it's relatively inconsequential.
I can remove it if you would prefer?
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No need to change, I think it would be better this way.
pkg/sdkserver/localsdk.go
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// IsPlayerConnected returns if the playerID is currently connected to the GameServer. | ||
// [Stage:Alpha] | ||
// [FeatureFlag:PlayerTesting] |
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Should it be PlayerTracking
as in FeatureFlag Parse below?
// [FeatureFlag:PlayerTesting] | |
// [FeatureFlag:PlayerTracking] |
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Thank you - I missed that.
pkg/sdkserver/localsdk.go
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if !runtime.FeatureEnabled(runtime.FeaturePlayerTracking) { | ||
return nil, errors.New(string(runtime.FeaturePlayerTracking) + " not enabled") | ||
} | ||
logrus.WithField("playerID", id.PlayerID).Info("Player Connected") |
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logrus.WithField("playerID", id.PlayerID).Info("Player Connected") | |
l.logger.WithField("playerID", id.PlayerID).Info("Player Connected") |
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Ah very nice, I missed that. Making these changes 👍
pkg/sdkserver/localsdk.go
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if !runtime.FeatureEnabled(runtime.FeaturePlayerTracking) { | ||
return nil, errors.New(string(runtime.FeaturePlayerTracking) + " not enabled") | ||
} | ||
logrus.WithField("playerID", id.PlayerID).Info("Player Disconnected") |
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logrus.WithField("playerID", id.PlayerID).Info("Player Disconnected") | |
l.logger.WithField("playerID", id.PlayerID).Info("Player Disconnected") |
pkg/sdkserver/localsdk.go
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} | ||
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result := &alpha.Bool{Bool: false} | ||
logrus.WithField("playerID", id.PlayerID).Info("Is a Player Connected?") |
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logrus.WithField("playerID", id.PlayerID).Info("Is a Player Connected?") | |
l.logger.WithField("playerID", id.PlayerID).Info("Is a Player Connected?") |
pkg/sdkserver/localsdk.go
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if !runtime.FeatureEnabled(runtime.FeaturePlayerTracking) { | ||
return nil, errors.New(string(runtime.FeaturePlayerTracking) + " not enabled") | ||
} | ||
logrus.Info("Getting Connected Players") |
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same as above
pkg/sdkserver/localsdk_test.go
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assert.NoError(t, err) | ||
assert.Equal(t, []string{id.PlayerID}, list.List) | ||
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// should return an error if we try and add another, since we're at capacity |
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// should return an error if we try and add another, since we're at capacity | |
// should return an error if we try to add another, since we're at capacity |
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There are few nits which are pending.
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Build Succeeded 👏 Build Id: 29c06855-0f17-4f40-b42a-d61aa31e9a7f The following development artifacts have been built, and will exist for the next 30 days:
A preview of the website (the last 30 builds are retained): To install this version:
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Great, all nits are fixed.
[APPROVALNOTIFIER] This PR is APPROVED This pull-request has been approved by: aLekSer, markmandel The full list of commands accepted by this bot can be found here. The pull request process is described here
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Approvers can indicate their approval by writing |
Implementation and unit tests for Player Tracking for the local sdk server. Conformance tests will come after this. Work on googleforgames#1033
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New changes are detected. LGTM label has been removed. |
Build Succeeded 👏 Build Id: 79c3ed1b-70a4-4d18-ae15-da950640011f The following development artifacts have been built, and will exist for the next 30 days:
A preview of the website (the last 30 builds are retained): To install this version:
|
Implementation and unit tests for Player Tracking for the local sdk server. Conformance tests will come after this. Work on googleforgames#1033
What type of PR is this?
/kind feature
What this PR does / Why we need it:
Implementation and unit tests for Player Tracking for the local sdk
server.
Which issue(s) this PR fixes:
Work on #1033
Special notes for your reviewer:
Conformance tests will come after this.