Facepunch.Steamworks/Facepunch.Steamworks.Test/NetworkingSocketsTest.TestSocketInterface.cs

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C#
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using System;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using Steamworks.Data;
namespace Steamworks
{
public partial class NetworkingSocketsTest
{
private class TestSocketInterface : SocketManager
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{
public bool HasFinished = false;
public override void OnConnectionChanged( Connection connection, ConnectionInfo data )
{
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Console.WriteLine( $"[Socket{Socket}][connection:{connection}][data.Identity:{data.Identity}] [data.State:{data.State}]" );
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base.OnConnectionChanged( connection, data );
}
public override void OnConnecting( Connection connection, ConnectionInfo data )
{
Console.WriteLine( $" - OnConnecting" );
base.OnConnecting( connection, data );
}
/// <summary>
/// Client is connected. They move from connecting to Connections
/// </summary>
public override void OnConnected( Connection connection, ConnectionInfo data )
{
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Console.WriteLine( $"" );
Console.WriteLine( $"Socket -> OnConnected:" );
Console.WriteLine( $" data.Address: {data.Address}" );
Console.WriteLine( $" data.Identity: {data.Identity}" );
Console.WriteLine( $" data.Identity.Steamid: {data.Identity.SteamId}" );
Console.WriteLine( $" data.Identity.IsIpAddress: {data.Identity.IsIpAddress}" );
Console.WriteLine( $" data.Identity.IsLocalHost: {data.Identity.IsLocalHost}" );
Console.WriteLine( $" data.Identity.IsSteamId: {data.Identity.IsSteamId}" );
Console.WriteLine( $" data.Identity.Address: {data.Identity.Address}" );
Console.WriteLine( $" data.Identity.Address.Address: {data.Identity.Address.Address}" );
Console.WriteLine( $" data.Identity.Address.Port: {data.Identity.Address.Port}" );
Console.WriteLine( $"" );
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base.OnConnected( connection, data );
}
/// <summary>
/// The connection has been closed remotely or disconnected locally. Check data.State for details.
/// </summary>
public override void OnDisconnected( Connection connection, ConnectionInfo data )
{
Console.WriteLine( $" - OnDisconnected" );
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base.OnDisconnected( connection, data );
}
internal async Task RunAsync()
{
var sw = System.Diagnostics.Stopwatch.StartNew();
while ( Connected.Count == 0 )
{
await Task.Delay( 10 );
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if ( sw.Elapsed.TotalSeconds > 10 )
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{
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Assert.Fail( "Client Took Too Long To Connect" );
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break;
}
}
await Task.Delay( 1000 );
var singleClient = Connected.First();
singleClient.SendMessage( "Hey?" );
await Task.Delay( 100 );
singleClient.SendMessage( "Anyone?" );
await Task.Delay( 100 );
singleClient.SendMessage( "What's this?" );
await Task.Delay( 100 );
singleClient.SendMessage( "What's your status?" );
await Task.Delay( 10 );
singleClient.SendMessage( "Greetings!!??" );
await Task.Delay( 100 );
singleClient.SendMessage( "Hello Client!?" );
sw = System.Diagnostics.Stopwatch.StartNew();
Console.WriteLine( $"Socket: Listening" );
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while ( Connected.Contains( singleClient ) )
{
Receive();
await Task.Delay( 100 );
if ( sw.Elapsed.TotalSeconds > 5 )
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{
Console.WriteLine( "Socket: This all took too long - throwing an exception" );
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Assert.Fail( "Socket Took Too Long" );
break;
}
}
Console.WriteLine( $"Socket: Closing connection because {Connected.Count()} Connected" );
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await Task.Delay( 1000 );
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Close();
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}
public override unsafe void OnMessage( Connection connection, NetIdentity identity, IntPtr data, int size, long messageNum, long recvTime, int channel )
{
// We're only sending strings, so it's fine to read this like this
var str = UTF8Encoding.UTF8.GetString( (byte*)data, size );
Console.WriteLine( $"[SOCKET][{connection}[{identity}][{messageNum}][{recvTime}][{channel}] \"{str}\"" );
if ( str.Contains( "Hello, How are you" ) )
{
connection.SendMessage( "I'm great thanks, how about yourself?" );
}
if ( str.Contains( "bye" ) )
{
connection.SendMessage( "See you later, hater." );
connection.Flush();
connection.Close( true, 10, "Said Bye" );
}
}
}
}
}