public void SetUp()
 {
     // transport is needed by server and client.
     // it needs to be on a gameobject because client.connect enables it,
     // which throws a NRE if not on a gameobject
     transportGO = new GameObject();
     Transport.activeTransport      = transport = transportGO.AddComponent <MemoryTransport>();
     transport.OnClientDataReceived = (message, channelId) => {
         byte[] array = new byte[message.Count];
         Buffer.BlockCopy(message.Array, message.Offset, array, 0, message.Count);
         clientReceived.Add(array);
     };
     transport.ServerStart();
     transport.ClientConnect("localhost");
     Assert.That(transport.ServerActive, Is.True);
     Assert.That(transport.ClientConnected, Is.True);
 }
        public void SetUp()
        {
            // need a transport to send & receive
            Transport.activeTransport = transport = new GameObject().AddComponent <MemoryTransport>();
            transport.ServerStart();
            transport.ClientConnect("localhost");

            // eat transport connect messages
            transport.clientIncoming.Clear();
            transport.serverIncoming.Clear();

            // need a connection to client with batching enabled
            connection = new NetworkConnectionToClient(42, true, 0);

            // need a batch too
            batch = new NetworkConnectionToClient.Batch();
        }
Beispiel #3
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        public void ShutdownCleanupTest()
        {
            // listen
            NetworkServer.Listen(1);
            Assert.That(NetworkServer.active, Is.True);

            // set local connection
            NetworkServer.SetLocalConnection(new LocalConnectionToClient());
            Assert.That(NetworkServer.localClientActive, Is.True);

            // connect a client
            transport.ClientConnect("localhost");
            UpdateTransport();
            Assert.That(NetworkServer.connections.Count, Is.EqualTo(1));

            // shutdown
            NetworkServer.Shutdown();

            // state cleared?
            Assert.That(NetworkServer.connections.Count, Is.EqualTo(0));
            Assert.That(NetworkServer.active, Is.False);
            Assert.That(NetworkServer.localConnection, Is.Null);
            Assert.That(NetworkServer.localClientActive, Is.False);
        }