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 : SocketInterface { public bool HasFinished = false; public override void OnConnectionChanged( Connection connection, ConnectionInfo data ) { Console.WriteLine( $"[Socket{Socket}][connection:{connection}][data.Identity:{data.Identity}] [data.State:{data.State}]" ); base.OnConnectionChanged( connection, data ); } public override void OnConnecting( Connection connection, ConnectionInfo data ) { Console.WriteLine( $" - OnConnecting" ); base.OnConnecting( connection, data ); } /// /// Client is connected. They move from connecting to Connections /// public override void OnConnected( Connection connection, ConnectionInfo data ) { 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( $"" ); base.OnConnected( connection, data ); } /// /// The connection has been closed remotely or disconnected locally. Check data.State for details. /// public override void OnDisconnected( Connection connection, ConnectionInfo data ) { Console.WriteLine( $" - OnDisconnected" ); base.OnDisconnected( connection, data ); } internal async Task RunAsync() { var sw = System.Diagnostics.Stopwatch.StartNew(); while ( Connected.Count == 0 ) { await Task.Delay( 10 ); if ( sw.Elapsed.TotalSeconds > 10 ) { Assert.Fail( "Client Took Too Long To Connect" ); 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" ); while ( Connected.Contains( singleClient ) ) { Receive(); await Task.Delay( 100 ); if ( sw.Elapsed.TotalSeconds > 5 ) { Console.WriteLine( "Socket: This all took too long - throwing an exception" ); Assert.Fail( "Socket Took Too Long" ); break; } } Console.WriteLine( $"Socket: Closing connection because {Connected.Count()} Connected" ); await Task.Delay( 1000 ); Close(); } 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" ); } } } } }