Facepunch.Steamworks/Facepunch.Steamworks.Test/NetworkingSockets.cs
2020-02-28 12:10:53 +00:00

120 lines
3.3 KiB
C#

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