mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-26 14:45:51 +03:00
120 lines
3.3 KiB
C#
120 lines
3.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using Steamworks.Data;
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namespace Steamworks
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{
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[TestClass]
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[DeploymentItem( "steam_api64.dll" )]
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[DeploymentItem( "steam_api.dll" )]
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public partial class NetworkingSocketsTest
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{
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void DebugOutput( NetDebugOutput type, string text )
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{
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Console.WriteLine( $"[NET:{type}]\t\t{text}" );
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}
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[TestMethod]
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public async Task CreateRelayServer()
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{
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SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything;
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SteamNetworkingUtils.OnDebugOutput += DebugOutput;
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var si = SteamNetworkingSockets.CreateRelaySocket<TestSocketInterface>();
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Console.WriteLine( $"Created Socket: {si}" );
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// Give it a second for something to happen
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await Task.Delay( 1000 );
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si.Close();
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}
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[TestMethod]
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public async Task CreateNormalServer()
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{
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SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything;
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SteamNetworkingUtils.OnDebugOutput += DebugOutput;
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var si = SteamNetworkingSockets.CreateNormalSocket<TestSocketInterface>( Data.NetAddress.AnyIp( 21893 ) );
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Console.WriteLine( $"Created Socket: {si}" );
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// Give it a second for something to happen
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await Task.Delay( 1000 );
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si.Close();
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}
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[TestMethod]
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public async Task RelayEndtoEnd()
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{
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SteamNetworkingUtils.InitRelayNetworkAccess();
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SteamNetworkingUtils.DebugLevel = NetDebugOutput.Warning;
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SteamNetworkingUtils.OnDebugOutput += DebugOutput;
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// For some reason giving steam a couple of seconds here
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// seems to prevent it returning null connections from ConnectNormal
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await Task.Delay( 2000 );
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Console.WriteLine( $"----- Creating Socket Relay Socket.." );
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var socket = SteamNetworkingSockets.CreateRelaySocket<TestSocketInterface>( 6 );
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var server = socket.RunAsync();
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await Task.Delay( 1000 );
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Console.WriteLine( $"----- Connecting To Socket via SteamId ({SteamClient.SteamId})" );
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var connection = SteamNetworkingSockets.ConnectRelay<TestConnectionInterface>( SteamClient.SteamId, 6 );
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var client = connection.RunAsync();
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await Task.WhenAll( server, client );
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}
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[TestMethod]
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public async Task NormalEndtoEnd()
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{
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SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything;
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SteamNetworkingUtils.OnDebugOutput += DebugOutput;
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// For some reason giving steam a couple of seconds here
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// seems to prevent it returning null connections from ConnectNormal
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await Task.Delay( 2000 );
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//
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// Start the server
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//
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Console.WriteLine( "CreateNormalSocket" );
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var socket = SteamNetworkingSockets.CreateNormalSocket<TestSocketInterface>( NetAddress.AnyIp( 12445 ) );
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var server = socket.RunAsync();
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//
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// Start the client
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//
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Console.WriteLine( "ConnectNormal" );
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var connection = SteamNetworkingSockets.ConnectNormal<TestConnectionInterface>( NetAddress.From( "127.0.0.1", 12445 ) );
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var client = connection.RunAsync();
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await Task.WhenAll( server, client );
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}
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[TestMethod]
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public void NetAddressTest()
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{
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{
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var n = NetAddress.From( "127.0.0.1", 12445 );
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Assert.AreEqual( n.ToString(), "127.0.0.1:12445" );
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}
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{
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var n = NetAddress.AnyIp( 5543 );
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Assert.AreEqual( n.ToString(), "[::]:5543" );
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}
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}
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}
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} |