Facepunch.Steamworks/Facepunch.Steamworks.Test/NetworkingSockets.cs
2019-05-02 21:40:39 +01:00

69 lines
1.4 KiB
C#

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();
}
}
}