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using System.Diagnostics;
using System.Threading.Tasks;
using System.Threading;
using System.Runtime.InteropServices;
using PG.StarWarsGame.Infrastructure.Clients;
using PG.StarWarsGame.Infrastructure.Clients.Arguments;
using PG.StarWarsGame.Infrastructure.Clients.Processes;
using PG.StarWarsGame.Infrastructure.Testing.TestBases;
using Xunit;
using System;
namespace PG.StarWarsGame.Infrastructure.Test.Clients.Processes;
public class GameProcessTest : GameInfrastructureTestBaseWithRandomGame, IDisposable
{
private Process _testProcess = null!;
private Process StartStableTestProcess()
{
var processStartInfo = new ProcessStartInfo
{
FileName = RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? "cmd.exe" : "/bin/bash",
Arguments = RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? "/c pause" : "-c read",
CreateNoWindow = true,
UseShellExecute = false,
RedirectStandardInput = true,
};
_testProcess = Process.Start(processStartInfo)!;
return _testProcess;
}
// Long-running process that does not read stdin, so closing the redirected
// stdin handle (e.g. via Process.Dispose) cannot terminate it early. Used by
// tests that need a process which stays alive across a Dispose() call.
private Process StartUnattendedTestProcess()
{
var processStartInfo = new ProcessStartInfo
{
FileName = RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? "cmd.exe" : "/bin/sh",
Arguments = RuntimeInformation.IsOSPlatform(OSPlatform.Windows)
? "/c ping -n 10 127.0.0.1 > nul"
: "-c \"sleep 10\"",
CreateNoWindow = true,
UseShellExecute = false,
};
_testProcess = Process.Start(processStartInfo)!;
return _testProcess;
}
public void Dispose()
{
try
{
_testProcess.Kill();
_testProcess.Dispose();
}
catch (Exception)
{
// Ignore
}
}
[Fact]
public async Task WaitForGameProcessExitAsync_CompletesOnProcessExit()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
Assert.Equal(GameProcessState.Running, gameProcess.State);
var exitTask = gameProcess.WaitForExitAsync(TestContext.Current.CancellationToken);
// ReSharper disable once MethodHasAsyncOverload
process.StandardInput.WriteLine();
await exitTask;
Assert.True(process.HasExited);
Assert.Equal(GameProcessState.Closed, gameProcess.State);
}
[Fact]
public async Task WaitForGameProcessExitAsync_CancelsOnTokenCancellation()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
var cts = new CancellationTokenSource();
var waitTask = gameProcess.WaitForExitAsync(cts.Token);
cts.Cancel();
await Assert.ThrowsAsync<TaskCanceledException>(() => waitTask);
Assert.Equal(GameProcessState.Running, gameProcess.State);
}
[Fact]
public async Task Exit_ClosesProcess()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
Assert.Equal(GameProcessState.Running, gameProcess.State);
gameProcess.Exit();
process.WaitForExit();
await gameProcess.WaitForExitAsync(TestContext.Current.CancellationToken);
Assert.True(process.HasExited);
Assert.Equal(GameProcessState.Closed, gameProcess.State);
// Double kill should not throw
gameProcess.Exit();
}
[Fact]
public async Task Exit_DoubleExitDoesNotThrow()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
Assert.Equal(GameProcessState.Running, gameProcess.State);
var b = new Barrier(2);
var t1 = Task.Run(() =>
{
b.SignalAndWait();
gameProcess.Exit();
}, TestContext.Current.CancellationToken);
var t2 = Task.Run(() =>
{
b.SignalAndWait();
gameProcess.Exit();
}, TestContext.Current.CancellationToken);
await Task.WhenAll(t1, t2);
}
[Fact]
public void ProcessInfo_ReturnsExpectedInfo()
{
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var process = StartStableTestProcess();
var gameProcess = new GameProcess(process, processInfo);
Assert.Equal(processInfo, gameProcess.ProcessInfo);
}
[Fact]
public void State_ReturnsExpectedState()
{
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var process = StartStableTestProcess();
var gameProcess = new GameProcess(process, processInfo);
Assert.Equal(GameProcessState.Running, gameProcess.State);
process.StandardInput.WriteLine();
process.WaitForExit();
Assert.Equal(GameProcessState.Closed, gameProcess.State);
}
[Fact]
public void Constructor_AlreadyClosedProcess_DoesNotThrow()
{
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var process = StartStableTestProcess();
process.Kill();
process.WaitForExit();
var gameProcess = new GameProcess(process, processInfo);
Assert.Equal(GameProcessState.Closed, gameProcess.State);
}
[Fact]
public void Constructor_AlreadyDisposedProcess_Throws()
{
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var process = StartStableTestProcess();
process.Dispose();
Assert.Throws<InvalidOperationException>(() => new GameProcess(process, processInfo));
}
[Fact]
public void Constructor_ThrowsForNotStartedProcess()
{
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var processStartInfo = new ProcessStartInfo
{
FileName = "cmd.exe",
CreateNoWindow = true,
UseShellExecute = false,
};
var notStartedProcess = new Process { StartInfo = processStartInfo };
Assert.Throws<InvalidOperationException>(() => new GameProcess(notStartedProcess, processInfo));
}
[Fact]
public void ClosedEvent_IsRaisedWhenProcessExits()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
var eventRaiseCount = 0;
gameProcess.Closed += (_, _) => eventRaiseCount++;
process.StandardInput.WriteLine();
process.WaitForExit();
Assert.Equal(1, eventRaiseCount);
Assert.True(process.HasExited);
Assert.Equal(GameProcessState.Closed, gameProcess.State);
}
[Fact]
public void ClosedEvent_IsRaisedWhenExitCalled()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
var eventRaised = false;
gameProcess.Closed += (_, _) => eventRaised = true;
gameProcess.Exit();
process.WaitForExit();
Assert.True(eventRaised);
Assert.True(process.HasExited);
Assert.Equal(GameProcessState.Closed, gameProcess.State);
}
[Fact]
public void ClosedEvent_IsRaisedImmediatelyForAlreadyExitedProcess()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
process.Kill(); // Force process to exit immediately
process.WaitForExit();
var gameProcess = new GameProcess(process, processInfo);
var eventRaised = false;
gameProcess.Closed += (_, _) => eventRaised = true;
Assert.True(eventRaised);
Assert.True(process.HasExited);
Assert.Equal(GameProcessState.Closed, gameProcess.State);
}
[Fact]
public void ClosedEvent_HandlerRemoved_IsNotCalled()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
var eventRaised = false;
EventHandler handler = (_, _) => eventRaised = true;
// Attach and then remove the handler
gameProcess.Closed += handler;
gameProcess.Closed -= handler;
gameProcess.Exit();
process.WaitForExit();
Assert.False(eventRaised);
Assert.True(process.HasExited);
Assert.Equal(GameProcessState.Closed, gameProcess.State);
}
[Fact]
public void Dispose_UnregistersClosedEventHandlers()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
bool eventRaised = false;
EventHandler handler = (_, _) => eventRaised = true;
gameProcess.Closed += handler;
gameProcess.Dispose();
gameProcess.Closed -= handler; // This should not throw but also not do anything
Assert.False(eventRaised);
// Should not throw
gameProcess.Closed += handler;
}
[Fact]
public void Dispose_ClosesProcessAndCleansResources()
{
var process = StartStableTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
gameProcess.Dispose();
Assert.Throws<InvalidOperationException>(gameProcess.Exit);
// Should not throw
gameProcess.Closed += (_, _) => { };
Assert.Throws<InvalidOperationException>(() => process.HasExited);
}
[Fact]
public async Task Dispose_CompletesWaitForExitAsyncSilently()
{
// Must not use StartStableTestProcess here: `cmd /c pause` reads from redirected
// stdin and exits on EOF, so disposing the Process (which closes the pipe) would
// race the assertion.
var process = StartUnattendedTestProcess();
var processInfo = new GameProcessInfo(Game, GameBuildType.Release, ArgumentCollection.Empty);
var gameProcess = new GameProcess(process, processInfo);
var waitTask = gameProcess.WaitForExitAsync(TestContext.Current.CancellationToken);
gameProcess.Dispose();
// WaitForExitAsync continues listening
var t = await Task.WhenAny(waitTask, Task.Delay(2000, TestContext.Current.CancellationToken));
Assert.NotSame(t, waitTask);
}
}