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文章目录
前言
五子棋对战网页应用是一个基于Web技术的在线多人五子棋游戏。该应用提供了用户注册、登录、匹配对手、对战等功能,旨在为用户提供轻松愉快的游戏体验。本篇文章主要用来记录我的网页版五子棋项目,包括项目介绍、实现功能、测试用例、自动化测试等。
一、项目描述
该项目支持玩家随时随地与其他在线玩家进行五子棋对战,实现实时的棋局同步和即时通讯。利用 WebSocket 技术实现双向通信,保证游戏过程中的实时性和即时交互,提供更流畅的游戏体验。 提供游戏大厅,展示在线玩家信息、排名和当前对局状态。内置匹配系统,自动匹配合适的对手,确保玩家能够享受到公平有趣的游戏。
项目演示链接
二、实现的功能与操作
现在已实现注册登录功能、游戏匹配功能、下棋功能。
1.登录注册
@RequestMapping("/login") public Object login(HttpServletRequest request, String username, String password) {
// 1.从数据库中找到匹配用户 User user = userMapper.selectByName(username); System.out.println("当前登录用户:user=" + user); if (user == null || !user.getPassword().equals(password)) {
// 登录失败 System.out.println("登录失败!"); return new User(); } HttpSession httpSession = request.getSession(true); httpSession.setAttribute("user", user); return user; } @RequestMapping("/register") public Object register(String username, String password) {
try {
User user = new User(); user.setUsername(username); user.setPassword(password); userMapper.insert(user); return user; } catch (org.springframework.dao.DuplicateKeyException e) {
User user = new User(); return user; } }
注册前端代码(示例):
<script> function mysub() {
var username = jQuery("#username"); var password = jQuery("#password"); var password2 = jQuery("#password2"); if(username.val()=="") {
alert("请先输入用户名!"); username.focus(); return; } if(password.val()=="") {
alert("请先输入密码!"); password.focus(); return; } if(password2.val()=="") {
alert("请确认密码!"); password2.focus(); return; } if(password2.val()!=password.val()) {
alert("两次密码输入不一致!"); password.focus(); return; } jQuery.ajax({
url:"/user/register", type:"POST", data:{
"username":username.val(),"password":password.val()}, success:function(result) {
if(result && result.username) {
if(confirm("恭喜:注册成功,是否跳转到登录页面?")) {
location.href = "/login.html"; } }else {
alert("抱歉:注册失败,请重试!"); } } }); } </script>
2.游戏大厅
游戏匹配后端代码如下(示例):
// 建立连接之后 @Override public void afterConnectionEstablished(WebSocketSession session) throws Exception {
// 玩家上线,加入到onlineUserManager try {
//1.先获取当前用户的身份信息 // webSocketSession通过addInterceptors获取httpsession中的Attributes User user = (User) session.getAttributes().get("user"); //2.判定当前用户是否是已经在线状态 if (onlineUserManager.getFromGameHall(user.getUserId()) != null || onlineUserManager.getFromGameRoom(user.getUserId()) != null) {
//说明当前用户已经登录! //告知客户端重复登录 MatchResponse response = new MatchResponse(); response.setOk(true); response.setReason("当前禁止多开!"); response.setMessage("repeatConnection"); session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response))); // 直接关闭有些太激进 //session.close(); return; } //3.将玩家设置为在线状态 onlineUserManager.enterGameHall(user.getUserId(), session); System.out.println("玩家:" + user.getUsername() + " 进入游戏大厅!"); } catch (NullPointerException e) {
System.out.println("[MatchAPI.afterConnectionEstablished]当前用户未登录"); } } // 处理传输信息 @Override protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
// 处理开始匹配请求和处理停止匹配请求 User user = (User) session.getAttributes().get("user"); // 获取客户端发送给服务器的数据 String payload = message.getPayload(); // 将JSON搁置的字符串,转换为对象 MatchRequest request = objectMapper.readValue(payload, MatchRequest.class); MatchResponse response = new MatchResponse(); if (request.getMessage().equals("startMatch")) {
//(1)进入匹配队列 //(2)创建一个类表示匹配队列,把当前用户加进去 matcher.add(user); response.setOk(true); response.setMessage("startMatch"); } else if (request.getMessage().equals("stopMatch")) {
// (1)退出匹配队列 // (2)创建一个类表示匹配队列,把当前用户从队列中移除 matcher.remove(user); // 移除之后,返回一个响应给客户端 response.setOk(true); response.setMessage("stopMatch"); } else {
// 非法情况 response.setOk(false); response.setReason("非法的匹配请求"); } String jsonString = objectMapper.writeValueAsString(response); session.sendMessage(new TextMessage(jsonString)); } // 处理传输异常 @Override public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
// 玩家下线,从 onlineUserManager 中删除 try {
User user = (User) session.getAttributes().get("user"); WebSocketSession tmpSession = onlineUserManager.getFromGameHall(user.getUserId()); // 保证退出的人和登录的人是一个人 if (tmpSession == session) {
onlineUserManager.exitGameHall(user.getUserId()); System.out.println("玩家:" + user.getUsername() + " 退出游戏大厅!"); } // 如果玩家正在匹配中,而 websocket 连接断开 matcher.remove(user); } catch (NullPointerException e) {
System.out.println("[MatchAPI.handleTransportError]当前用户未登录"); } } // 处理传输关闭 @Override public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
try {
// 玩家下线,从 onlineUserManager 中删除 User user = (User) session.getAttributes().get("user"); WebSocketSession tmpSession = onlineUserManager.getFromGameHall(user.getUserId()); // 保证退出的人和登录的人是一个人 if (tmpSession == session) {
onlineUserManager.exitGameHall(user.getUserId()); System.out.println("玩家:" + user.getUsername() + " 退出游戏大厅!"); } // 如果玩家正在匹配中,而 websocket 连接断开 matcher.remove(user); } catch (NullPointerException e) {
System.out.println("[MatchAPI.afterConnectionClosed]当前用户未登录"); } }
线程安全问题
多开处理
3.五子棋对战
Override public void afterConnectionEstablished(WebSocketSession session) throws Exception {
GameReadyResponse response = new GameReadyResponse(); // 1.先获取到用户的身份信息,(从httpsession中拿到当前用户的对象) User user = (User) session.getAttributes().get("user"); if (user == null) {
response.setOk(false); response.setReason("用户尚未登录!"); session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response))); return; } // 2.判断当前用户是否已经进入房间 Room room = roomManager.getRoomByUserId(user.getUserId()); if (room == null) {
// 该玩家还没有匹配到对手,不应该进入房间 response.setOk(false); response.setReason("用户尚未匹配到!"); session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response))); return; } // 3.判断当前是不是多开用户 if (onlineUserManager.getFromGameHall(user.getUserId()) != null || onlineUserManager.getFromGameRoom(user.getUserId()) != null) {
response.setOk(true); response.setReason("禁止多开游戏页面"); response.setMessage("repeatConnection"); session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response))); return; } // 4.设置当前玩家上线 onlineUserManager.enterGameRoom(user.getUserId(), session); // 5.把两个玩家加入到游戏房间中 synchronized (room) {
if (room.getUser1() == null) {
room.setUser1(user); // 把先连入房间的玩家作为先手方 room.setWhiteUser(user.getUserId()); System.out.println("玩家1:" + user.getUsername() + " 进入游戏房间,已经准备就绪!"); return; } if (room.getUser2() == null) {
// 进入到这里说明user1已经进入房间 room.setUser2(user); System.out.println("玩家2:" + user.getUsername() + " 进入游戏房间,已经准备就绪!"); // 两个玩家就绪后 // 通知玩家1 noticeGameReady(room, room.getUser1(), room.getUser2()); // 通知玩家2 noticeGameReady(room, room.getUser2(), room.getUser1()); return; } } // 6.此处如果又有玩家尝试连接同一个房间(理论上是不存在的) response.setOk(false); response.setReason("当前房间已满,您不能加入房间!"); session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response))); } private void noticeGameReady(Room room, User thisUser, User thatUser) throws IOException {
GameReadyResponse resp = new GameReadyResponse(); resp.setOk(true); resp.setReason(""); resp.setMessage("gameReady"); resp.setReason(room.getRoomId()); resp.setThisUserId(thisUser.getUserId()); resp.setThatUserId(thatUser.getUserId()); resp.setWhiteUser(room.getWhiteUser()); // 把当前的响应数据传回给对应的玩家 WebSocketSession webSocketSession = onlineUserManager.getFromGameRoom(thisUser.getUserId()); webSocketSession.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp))); } @Override protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
// 1.从session里拿到当前用户信息 User user = (User) session.getAttributes().get("user"); if (user == null) {
System.out.println("[handleTextMessage] 当前玩家尚未登录!"); return; } // 2.根据玩家id获取到房间对象 Room room = roomManager.getRoomByUserId(user.getUserId()); // 3.通过room对象来处理这次具体的请求 room.putChess(message.getPayload()); } @Override public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
User user = (User) session.getAttributes().get("user"); if (user == null) {
return; } WebSocketSession exitSession = onlineUserManager.getFromGameRoom(user.getUserId()); if (session == exitSession) {
onlineUserManager.exitGameRoom(user.getUserId()); } System.out.println("当前用户:" + user.getUsername() + " 游戏房间连接异常!"); // 通知对手获胜了 noticeThatUserWin(user); } @Override public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
User user = (User) session.getAttributes().get("user"); if (user == null) {
return; } WebSocketSession exitSession = onlineUserManager.getFromGameRoom(user.getUserId()); if (session == exitSession) {
onlineUserManager.exitGameRoom(user.getUserId()); } System.out.println("当前用户:" + user.getUsername() + " 离开游戏房间!"); // 通知对手获胜了 noticeThatUserWin(user); } // 判断输赢,并通知给玩家 private void noticeThatUserWin(User user) throws IOException {
// 1.根据当前玩家,找到玩家所在的房间 Room room = roomManager.getRoomByUserId(user.getUserId()); if (room == null) {
System.out.println("当前房间已经释放,无需通知对手!"); return; } // 2.根据房间找到对手 User thatUser = (user == room.getUser1()) ? room.getUser2() : room.getUser1(); // 3.找到对手的在线状态 WebSocketSession webSocketSession = onlineUserManager.getFromGameRoom(thatUser.getUserId()); if (webSocketSession == null) {
// 对手也掉线了 System.out.println("对手已经掉线,无需通知!"); return; } // 4.构造一个响应,通知对手,你是获胜方 GameResponse resp = new GameResponse(); resp.setMessage("putChess"); resp.setUserId(thatUser.getUserId()); resp.setWinner(thatUser.getUserId()); webSocketSession.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp))); // 5.更新玩家分数信息 int winUserId = thatUser.getUserId(); int loseUserId = user.getUserId(); userMapper.userWin(winUserId); userMapper.userLose(loseUserId); // 6.释放房间对象 roomManager.remove(room.getRoomId(), room.getUser1().getUserId(), room.getUser2().getUserId()); }
三、项目测试
1.测试用例
2.测试技术点
3.部分测试用例展示
(1)注册页面
@ParameterizedTest @CsvSource({
"刘云,123,1234"}) @Order(2) public void registerFail(String name, String password, String password2) throws IOException {
//清空登录框,以防多组登录 driver.findElement(By.cssSelector("#username")).clear(); driver.findElement(By.cssSelector("#password")).clear(); driver.findElement(By.cssSelector("#password2")).clear(); //进行注册 driver.findElement(By.cssSelector("#username")).sendKeys(name); driver.findElement(By.cssSelector("#password")).sendKeys(password); driver.findElement(By.cssSelector("#password2")).sendKeys(password2); driver.findElement(By.cssSelector("#submit")).click(); //driver转到alert Alert alert = driver.switchTo().alert(); //获取弹窗中的提示信息 String actual = alert.getText(); if (actual.equals("请先输入用户名!")) {
System.out.println("用户名为空!"); } else if (actual.equals("请先输入密码!")){
System.out.println("密码为空!"); } else if (actual.equals("请确认密码!")) {
System.out.println("再次输入密码为空!"); } else if (actual.equals("两次密码输入不一致!")) {
System.out.println("两次密码不一致!"); } else if(actual.equals("抱歉:注册失败,请重试!")){
System.out.println("已有该用户,请重试!"); } else if(actual.equals("恭喜:注册成功,是否跳转到登录页面?")) {
System.out.println("注册成功,跳转到登录页面!"); } else {
System.out.println("注册异常!"); } alert.accept(); getScreenShot(getClass().getName()); }
(2)登录页面
@ParameterizedTest @CsvSource({
"张三,1234"}) @Order(2) public void loginFail(String name, String password) throws IOException {
//登录失败 try {
// 清空登录框,以防多组登录 driver.findElement(By.cssSelector("#username")).clear(); driver.findElement(By.cssSelector("#password")).clear(); //登录 driver.findElement(By.cssSelector("#username")).sendKeys(name); driver.findElement(By.cssSelector("#password")).sendKeys(password); getScreenShot(getClass().getName()); driver.findElement(By.cssSelector("#submit")).click(); //获取警告框文本 String expect = "登录失败!"; Alert alert = driver.switchTo().alert(); String actual = alert.getText(); System.out.println(actual); Assertions.assertEquals(expect, actual); alert.accept(); } catch (TimeoutException e) {
System.out.println("登录失败:未出现警告框"); } catch (UnhandledAlertException e) {
System.out.println("警告框文本与预期不符:" + e.getMessage()); } }
(3)游戏大厅页面
@Test @Order(3) public void isMatch() throws IOException, InterruptedException {
// 1.先登录 driver.get("http://127.0.0.1:8081/login.html"); driver.findElement(By.cssSelector("#username")).clear(); driver.findElement(By.cssSelector("#password")).clear(); driver.findElement(By.cssSelector("#username")).sendKeys("张三"); driver.findElement(By.cssSelector("#password")).sendKeys("123"); driver.findElement(By.cssSelector("#submit")).click(); // 2.进入到游戏大厅页面后,点击匹配按钮 driver.findElement(By.cssSelector("#match-button")).click(); // 3.获取点击匹配后的信息 String actual = "匹配中...(点击停止)"; getScreenShot(getClass().getName()); String clickAfter = driver.findElement(By.cssSelector("#match-button")).getText(); // 4.判断 Assertions.assertEquals(clickAfter, actual); // 5.再次点击 driver.findElement(By.cssSelector("#match-button")).click(); String clickAgain = driver.findElement(By.cssSelector("#match-button")).getText(); // 6.判断 actual = "开始匹配"; Assertions.assertEquals(clickAgain, actual); getScreenShot(getClass().getName()); }
(4)游戏对战页面
// 创建驱动 private static EdgeDriver edgeDriver = createEdgeDriver(); private static ChromeDriver chromeDriver = createChromeDriver(); // 将两个不同系统的用户匹配进同一游戏房间 public void userLogin() {
// user1 edgeDriver.get("http://127.0.0.1:8081/login.html"); edgeDriver.findElement(By.cssSelector("#username")).sendKeys("六1"); edgeDriver.findElement(By.cssSelector("#password")).sendKeys("123"); edgeDriver.findElement(By.cssSelector("#submit")).click(); // user2 chromeDriver.get("http://127.0.0.1:8081/login.html"); chromeDriver.findElement(By.cssSelector("#username")).sendKeys("王五"); chromeDriver.findElement(By.cssSelector("#password")).sendKeys("123"); chromeDriver.findElement(By.cssSelector("#submit")).click(); // user1和user2进同一游戏房间 edgeDriver.findElement(By.cssSelector("#match-button")).click(); chromeDriver.findElement(By.cssSelector("#match-button")).click(); } / * 测试游戏对战页面 * 检查点:有棋盘、提示版元素 */ @Test @Order(1) public void testGameBoard() {
// 不同系统的两个用户匹配到同一个房间 userLogin(); // 测试游戏对战页面 edgeDriver.findElement(By.cssSelector("#chess")); chromeDriver.findElement(By.cssSelector("#chess")); }
4.项目测试的结果
视频演示链接
完整项目代码可联系博主。
总结
这篇文章记录了五子棋项目现在已实现的功能及web页面自动化测试,后续将对该项目扩充聊天功能(同一个房间的用户可以发送消息)及测试方法。
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