mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-26 22:55:55 +03:00
291 lines
7.2 KiB
C#
291 lines
7.2 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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#if false
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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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public class NetworkingSocketsTest
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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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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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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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var socket = SteamNetworkingSockets.CreateRelaySocket<TestSocketInterface>( 7788 );
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var server = socket.RunAsync();
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await Task.Delay( 1000 );
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var connection = SteamNetworkingSockets.ConnectRelay<TestConnectionInterface>( SteamClient.SteamId, 7788 );
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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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var socket = SteamNetworkingSockets.CreateNormalSocket<TestSocketInterface>( NetAddress.AnyIp( 12445 ) );
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var server = socket.RunAsync();
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await Task.Delay( 1000 );
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var connection = SteamNetworkingSockets.ConnectNormal<TestConnectionInterface>( NetAddress.From( System.Net.IPAddress.Parse( "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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private class TestConnectionInterface : ConnectionInterface
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{
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public override void OnConnectionChanged( ConnectionInfo data )
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{
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Console.WriteLine( $"[Connection][{Connection}] [{data.State}]" );
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base.OnConnectionChanged( data );
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}
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public override void OnConnecting( ConnectionInfo data )
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{
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Console.WriteLine( $" - OnConnecting" );
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base.OnConnecting( data );
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}
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/// <summary>
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/// Client is connected. They move from connecting to Connections
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/// </summary>
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public override void OnConnected( ConnectionInfo data )
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{
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Console.WriteLine( $" - OnConnected" );
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base.OnConnected( data );
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}
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/// <summary>
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/// The connection has been closed remotely or disconnected locally. Check data.State for details.
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/// </summary>
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public override void OnDisconnected( ConnectionInfo data )
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{
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Console.WriteLine( $" - OnDisconnected" );
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base.OnDisconnected( data );
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}
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internal async Task RunAsync()
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{
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Console.WriteLine( "[Connection] RunAsync" );
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var sw = System.Diagnostics.Stopwatch.StartNew();
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while ( Connecting )
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{
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await Task.Delay( 10 );
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if ( sw.Elapsed.TotalSeconds > 30 )
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break;
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}
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if ( !Connected )
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{
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Console.WriteLine( "[Connection] Couldn't connect!" );
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Console.WriteLine( Connection.DetailedStatus() );
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return;
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}
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Console.WriteLine( "[Connection] Hey We're Connected!" );
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sw = System.Diagnostics.Stopwatch.StartNew();
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while ( Connected )
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{
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Receive();
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await Task.Delay( 100 );
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if ( sw.Elapsed.TotalSeconds > 10 )
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{
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Assert.Fail( "Client Took Too Long" );
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break;
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}
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}
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}
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public override unsafe void OnMessage( IntPtr data, int size, long messageNum, long recvTime, int channel )
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{
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// We're only sending strings, so it's fine to read this like this
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var str = UTF8Encoding.UTF8.GetString( (byte*) data, size );
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Console.WriteLine( $"[Connection][{messageNum}][{recvTime}][{channel}] \"{str}\"" );
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if ( str.Contains( "Hello" ) )
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{
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Connection.SendMessage( "Hello, How are you!?" );
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Connection.SendMessage( "How do you like 20 messages in a row?" );
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for ( int i=0; i<20; i++ )
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{
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Connection.SendMessage( $"BLAMMO!" );
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}
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}
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if ( str.Contains( "status" ))
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{
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Console.WriteLine( Connection.DetailedStatus() );
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}
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if ( str.Contains( "how about yourself" ) )
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{
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Connection.SendMessage( "I'm great, but I have to go now, bye." );
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}
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if ( str.Contains( "hater" ) )
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{
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Close();
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}
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}
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}
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private class TestSocketInterface : SocketInterface
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{
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public bool HasFinished = false;
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public override void OnConnectionChanged( Connection connection, ConnectionInfo data )
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{
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Console.WriteLine( $"[Socket{Socket}][{connection}] [{data.State}]" );
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base.OnConnectionChanged( connection, data );
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}
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public override void OnConnecting( Connection connection, ConnectionInfo data )
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{
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Console.WriteLine( $" - OnConnecting" );
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base.OnConnecting( connection, data );
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}
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/// <summary>
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/// Client is connected. They move from connecting to Connections
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/// </summary>
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public override void OnConnected( Connection connection, ConnectionInfo data )
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{
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Console.WriteLine( $" - OnConnected" );
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base.OnConnected( connection, data );
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}
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/// <summary>
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/// The connection has been closed remotely or disconnected locally. Check data.State for details.
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/// </summary>
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public override void OnDisconnected( Connection connection, ConnectionInfo data )
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{
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Console.WriteLine( $" - OnDisconnected" );
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base.OnDisconnected( connection, data );
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}
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internal async Task RunAsync()
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{
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var sw = System.Diagnostics.Stopwatch.StartNew();
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while ( Connected.Count == 0 )
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{
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await Task.Delay( 10 );
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if ( sw.Elapsed.TotalSeconds > 2 )
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{
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Assert.Fail( "Client Took Too Long To Connect" );
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break;
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}
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}
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await Task.Delay( 1000 );
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var singleClient = Connected.First();
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singleClient.SendMessage( "Hey?" );
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await Task.Delay( 100 );
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singleClient.SendMessage( "Anyone?" );
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await Task.Delay( 100 );
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singleClient.SendMessage( "What's this?" );
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await Task.Delay( 100 );
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singleClient.SendMessage( "What's your status?" );
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await Task.Delay( 10 );
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singleClient.SendMessage( "Greetings!!??" );
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await Task.Delay( 100 );
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singleClient.SendMessage( "Hello Client!?" );
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sw = System.Diagnostics.Stopwatch.StartNew();
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while ( Connected.Contains( singleClient ) )
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{
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Receive();
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await Task.Delay( 100 );
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if ( sw.Elapsed.TotalSeconds > 10 )
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{
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Assert.Fail( "Socket Took Too Long" );
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break;
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}
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}
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await Task.Delay( 1000 );
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Close();
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}
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public override unsafe void OnMessage( Connection connection, NetIdentity identity, IntPtr data, int size, long messageNum, long recvTime, int channel )
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{
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// We're only sending strings, so it's fine to read this like this
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var str = UTF8Encoding.UTF8.GetString( (byte*)data, size );
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Console.WriteLine( $"[SOCKET][{connection}[{identity}][{messageNum}][{recvTime}][{channel}] \"{str}\"" );
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if ( str.Contains( "Hello, How are you" ) )
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{
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connection.SendMessage( "I'm great thanks, how about yourself?" );
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}
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if ( str.Contains( "bye" ) )
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{
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connection.SendMessage( "See you later, hater." );
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connection.Flush();
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connection.Close( true, 10, "Said Bye" );
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}
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}
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}
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}
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}
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#endif |