Files
ReSkate/Extension/Multiplayer/Test/steam_friend_join_tests.cpp
AyeZeeBB 101e1af6e4 Official, staff and friends in the server browser; server tokens; Linux self-update
Server browser
- Official servers (the backend's "official_servers") sort first and are
  drawn in ReSkate blue
- Servers Steam friends are skating in sort next, drawn in green with the
  friends' names; searching a friend's name finds their server
- A player in a session they joined can join another server straight from
  the list; hosts still end their session first, and a Steam friend's join
  offer never replaces a session
- Joining a dedicated server from the list records it as the player's
  public session, so friends see it and the row shows HERE
- Blocked servers (the backend's "blocked_servers") are hidden and cannot
  be joined, by code either
- When the backend sets "server_tokens_required", dedicated servers that
  signed in without a login token are hidden, except on the player's own
  network
- A search that gets no internet list from Steam keeps the last list for
  two minutes, and waits six seconds before treating it as empty
Roles
- New Staff tag from the backend's "staff" list: green name, badge and
  item animation, ranked after Dev
- Staff can pick a rainbow for their items on the Special page; it is sent
  as a solid colour older builds can show, so the protocol is unchanged
Dedicated server
- steam_token: sign in with a Steam game server login token and keep the
  same Steam ID every start; empty signs in anonymously as before
- A listed server without a token says so at startup, and when the token
  rule starts or stops hiding it
- Linux servers update themselves from the release's "server_linux"
  tarball, with the machine's curl and tar, pinned by SHA-256, and carry
  on in the same process
Launcher
- Only create the MiniDumpWriteDump API-set shim under Wine/Proton
2026-10-07 00:19:56 -05:00

60 lines
4.1 KiB
C++

#include "Extension/Multiplayer/Steam/steam_friend_join.h"
#include <iostream>
#include <stdexcept>
using namespace dingosdk;
using namespace dingosdk::multiplayer;
void check(bool value, const char* message) { if (!value) throw std::runtime_error(message); }
int main() {
try {
check(steam_join_target("+reskate_lobby 9001") == 9001, "ReSkate lobby target parses");
for (const auto* value : {"", "+connect_lobby 9001", "+reskate_lobby ", "+reskate_lobby 0",
"+reskate_lobby -1", "+reskate_lobby 9001 extra", "+reskate_lobby 9001\n",
"+reskate_lobby 18446744073709551616", "9001"})
check(!steam_join_target(value), "Unrelated or malformed Steam requests must be ignored");
MultiplayerModel model;
model.active = model.hosting = model.public_host = model.lobby_listed = model.local_ready = true;
model.public_lobby = 9001; model.invite = "private-session-secret";
const auto open = model;
check(steam_join_presence(model) == "+reskate_lobby 9001", "Public host advertises a lobby ID without its session code");
model.password_required = true;
check(steam_join_presence(model).empty(), "Password-protected sessions have no one-click join");
model = open; model.public_host = false;
check(steam_join_presence(model).empty(), "Private hosts are never advertised");
model = open; model.public_lobby = 0;
check(steam_join_presence(model).empty(), "Direct private codes cannot leak into presence");
model = open; model.players = model.capacity;
check(steam_join_presence(model).empty(), "Full sessions stop advertising");
model = open; model.local_ready = false;
check(steam_join_presence(model).empty(), "Loading sessions stop advertising");
model = open; model.lobby_listed = false;
check(steam_join_presence(model).empty(), "Closed listings stop advertising");
model = open; model.active = false;
check(steam_join_presence(model).empty(), "Ended sessions stop advertising");
model = open; model.hosting = model.public_host = model.lobby_listed = false; model.connected = true;
check(steam_join_presence(model) == "+reskate_lobby 9001", "Connected guests can advertise their verified public lobby");
model.connected = false;
check(steam_join_presence(model).empty(), "Guests cannot advertise before admission");
// Where a player skates, for friends' server lists: any public session, joinable or not.
check(steam_session_target("9001") == 9001, "A session id parses");
for (const auto* value : {"", "0", "-1", "9001 ", "+reskate_lobby 9001", "18446744073709551616", "lobby"})
check(!steam_session_target(value), "Malformed session values must be ignored");
model = open;
check(steam_session_presence(model) == "9001", "A public host tells friends its listing");
model.password_required = true; model.players = model.capacity; model.local_ready = false;
check(steam_session_presence(model) == "9001", "A full, protected or loading public session is still told");
model = open; model.public_host = false;
check(steam_session_presence(model).empty(), "A private host is never told");
model = open; model.public_lobby = 0;
check(steam_session_presence(model).empty(), "A session joined by a private code is never told");
model = open; model.lobby_listed = false;
check(steam_session_presence(model).empty(), "A closed listing is not told");
model = open; model.active = false;
check(steam_session_presence(model).empty(), "An ended session is not told");
model = open; model.hosting = model.public_host = model.lobby_listed = false;
check(steam_session_presence(model).empty(), "A guest is not told before admission");
model.connected = true;
check(steam_session_presence(model) == "9001", "A connected guest tells friends the server they are on");
std::cout << "Steam friend join checks passed.\n";
} catch (const std::exception& error) { std::cerr << error.what() << '\n'; return 1; }
}