using System; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using Microsoft.VisualStudio.TestTools.UnitTesting; namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] public class NetworkingSocketsTest { [TestMethod] public async Task CreateRelayServer() { var socket = SteamNetworkingSockets.CreateRelaySocket(); Console.WriteLine( $"{socket}" ); // Give it a second for something to happen await Task.Delay( 5000 ); Console.WriteLine( $"{socket}" ); socket.Close(); } [TestMethod] public async Task CreateNormalServer() { var socket = SteamNetworkingSockets.CreateNormalSocket( Data.NetworkAddress.AnyIp( 21893 ) ); Console.WriteLine( $"{socket}" ); // Give it a second for something to happen await Task.Delay( 5000 ); Console.WriteLine( $"{socket}" ); socket.Close(); } [TestMethod] public async Task ConnectToRelayServer() { var socket = SteamNetworkingSockets.CreateRelaySocket( 7788 ); Console.WriteLine( $"Created {socket}" ); //await Task.Delay( 1000 ); var connection = SteamNetworkingSockets.ConnectRelay( SteamClient.SteamId, 7788 ); connection.ConnectionName = "Connected To Self"; connection.UserData = 69; // Give it a second for something to happen await Task.Delay( 1000 ); connection.Close(); Console.WriteLine( $"{socket}" ); socket.Close(); } } }