using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using Microsoft.VisualStudio.TestTools.UnitTesting; using Steamworks.Data; namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] [DeploymentItem( "steam_api.dll" )] public partial class NetworkingSocketsTest { void DebugOutput( NetDebugOutput type, string text ) { Console.WriteLine( $"[NET:{type}]\t\t{text}" ); } [TestMethod] public async Task CreateRelayServer() { SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything; SteamNetworkingUtils.OnDebugOutput += DebugOutput; var si = SteamNetworkingSockets.CreateRelaySocket(); Console.WriteLine( $"Created Socket: {si}" ); // Give it a second for something to happen await Task.Delay( 1000 ); si.Close(); } [TestMethod] public async Task CreateNormalServer() { SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything; SteamNetworkingUtils.OnDebugOutput += DebugOutput; var si = SteamNetworkingSockets.CreateNormalSocket( Data.NetAddress.AnyIp( 21893 ) ); Console.WriteLine( $"Created Socket: {si}" ); // Give it a second for something to happen await Task.Delay( 1000 ); si.Close(); } [TestMethod] public async Task RelayEndtoEnd() { SteamNetworkingUtils.InitRelayNetworkAccess(); SteamNetworkingUtils.DebugLevel = NetDebugOutput.Warning; SteamNetworkingUtils.OnDebugOutput += DebugOutput; // For some reason giving steam a couple of seconds here // seems to prevent it returning null connections from ConnectNormal await Task.Delay( 2000 ); Console.WriteLine( $"----- Creating Socket Relay Socket.." ); var socket = SteamNetworkingSockets.CreateRelaySocket( 6 ); var server = socket.RunAsync(); await Task.Delay( 1000 ); Console.WriteLine( $"----- Connecting To Socket via SteamId ({SteamClient.SteamId})" ); var connection = SteamNetworkingSockets.ConnectRelay( SteamClient.SteamId, 6 ); var client = connection.RunAsync(); await Task.WhenAll( server, client ); } [TestMethod] public async Task NormalEndtoEnd() { SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything; SteamNetworkingUtils.OnDebugOutput += DebugOutput; // For some reason giving steam a couple of seconds here // seems to prevent it returning null connections from ConnectNormal await Task.Delay( 2000 ); // // Start the server // Console.WriteLine( "CreateNormalSocket" ); var socket = SteamNetworkingSockets.CreateNormalSocket( NetAddress.AnyIp( 12445 ) ); var server = socket.RunAsync(); // // Start the client // Console.WriteLine( "ConnectNormal" ); var connection = SteamNetworkingSockets.ConnectNormal( NetAddress.From( "127.0.0.1", 12445 ) ); var client = connection.RunAsync(); await Task.WhenAll( server, client ); } [TestMethod] public void NetAddressTest() { { var n = NetAddress.From( "127.0.0.1", 12445 ); Assert.AreEqual( n.ToString(), "127.0.0.1:12445" ); } { var n = NetAddress.AnyIp( 5543 ); Assert.AreEqual( n.ToString(), "[::]:5543" ); } } } }