mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-26 14:45:51 +03:00
137 lines
4.2 KiB
C#
137 lines
4.2 KiB
C#
using System;
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using System.Linq;
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using System.Text;
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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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public partial class NetworkingSocketsTest
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{
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private class TestSocketInterface : SocketManager
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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:{connection}][data.Identity:{data.Identity}] [data.State:{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( $"" );
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Console.WriteLine( $"Socket -> OnConnected:" );
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Console.WriteLine( $" data.Address: {data.Address}" );
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Console.WriteLine( $" data.Identity: {data.Identity}" );
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Console.WriteLine( $" data.Identity.Steamid: {data.Identity.SteamId}" );
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Console.WriteLine( $" data.Identity.IsIpAddress: {data.Identity.IsIpAddress}" );
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Console.WriteLine( $" data.Identity.IsLocalHost: {data.Identity.IsLocalHost}" );
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Console.WriteLine( $" data.Identity.IsSteamId: {data.Identity.IsSteamId}" );
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Console.WriteLine( $" data.Identity.Address: {data.Identity.Address}" );
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Console.WriteLine( $" data.Identity.Address.Address: {data.Identity.Address.Address}" );
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Console.WriteLine( $" data.Identity.Address.Port: {data.Identity.Address.Port}" );
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Console.WriteLine( $"" );
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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 > 10 )
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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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Console.WriteLine( $"Socket: Listening" );
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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 > 30 )
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{
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Console.WriteLine( "Socket: This all took too long - throwing an exception" );
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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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Console.WriteLine( $"Socket: Closing connection because {Connected.Count()} Connected" );
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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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} |