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So, when you detect that the user wants to pause or stop the pause, you should send this data to the PacketWriter object corresponding to the client or to the server, depending on which one wants to change the pause state To do this, change the HandleActionInput method of the Game1 class and add the following lines:.

Finally, by writing the test in advance, you will not be tempted to assume that an implementation is obviously correct. Obviously correct implementations usually turn out to contain a surprisingly large number of bugs.

CHAPTER 6 ROCK RAIN LIVE!

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If you have not created unit tests before, you may be wondering how you can create a unit test for code that has dependencies on other objects. If the code is to be isolated from other implementation details, how can we supply it with objects that have their own implementations The solution to this paradox is the use of mock objects. Mock objects are fake implementations of the dependency. The particular type of mock object you use will depend on your circumstances: they can be stubbed implementations of your own objects, generated implementations with scripted behavior, or standard classes provided to replace morecomplicated ones that would normally be generated by a framework environment. We will look at examples of all three types of mock objects in this chapter.

if (enterKey) { if (actionScene.GameOver) { ShowScene(startScene); } else { audio.MenuBack.Play(); actionScene.Paused = !actionScene.Paused; // Send the pause command to the other player if (networkHelper.NetworkGameSession != null) { // If we are the server, send using the server packets if (networkHelper.NetworkGameSession.IsHost) { networkHelper.ServerPacketWriter.Write('P'); networkHelper.ServerPacketWriter.Write( actionScene.Paused); } else { networkHelper.ClientPacketWriter.Write('P'); networkHelper.ClientPacketWriter.Write( actionScene.Paused); } } } if (backKey) { if (networkHelper.NetworkGameSession != null) { CloseSession(); networkScene.State = NetworkScene.NetworkGameState.idle; networkScene.Message = ""; ShowScene(networkScene); } else { ShowScene(startScene); } } }

The dependencies of a DAO are the implementation classes of the data store that it wraps. For the most part, these will be databases, but our application also provides DAOs for sending e-mail, and other stores such as message queues are possible. We will now look at some tests for the DAOs created in 4, starting with the database-based user account DAO. The user account DAO provides user account information drawn from the database. We looked at two alternative implementations of the DAO based on JDBC and on Hibernate, and we will create tests for both of these. We will use the JUnit framework to run our tests. JUnit test suites must extend the TestCase class. When run within the JUnit framework, the setUp() method will be invoked before each test. After each test, the tearDown() method will be invoked. These two methods allow us to initialize and reset resources to be used in the tests. Individual unit tests are methods beginning with the word test and returning void. The test methods should take no parameters but may throw an exception. An example that will always fail is shown in Listing 10-1. The TestCase class provides various methods to test for conditions or to force failure or success of the test. If an exception is thrown by the method, the test is assumed to have failed.

CHAPTER 6 ROCK RAIN LIVE!

public void testAlwaysFails() { fail(); }

Note Be careful when defining the format of your messages. The network traffic has a lot of influence on the performance of an online game. Overall, strive for the least amount of traffic possible, so that the server doesn t keep processing messages for too long. Besides the client/server model, XNA offers the peer-to-peer (P2P) model, which might be more adequate for games with excessive message exchange or with large states, such as the massive multiplayer online (MMO) type of games.

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