public override Task <IConnection> ConnectAsync(Uri uri) { (IConnection c1, IConnection c2) = PipeConnection.CreatePipe(); AcceptConnections.Enqueue(c2); return(Task.FromResult(c1)); }
public void AddAllReadyServerConnectionsToObservers() { var connection1 = new NetworkConnection(tconn42) { IsReady = true }; var connection2 = new NetworkConnection(tconn43) { IsReady = false }; // add some server connections server.connections.Add(connection1); server.connections.Add(connection2); // add a host connection (_, IConnection localConnection) = PipeConnection.CreatePipe(); server.SetLocalConnection(client, localConnection); server.LocalConnection.IsReady = true; // call OnStartServer so that observers dict is created identity.StartServer(); // add all to observers. should have the two ready connections then. identity.AddAllReadyServerConnectionsToObservers(); Assert.That(identity.observers, Is.EquivalentTo(new[] { connection1, server.LocalConnection })); // clean up server.Disconnect(); }
public static (NetworkConnection, NetworkConnection) PipedConnections() { (IConnection c1, IConnection c2) = PipeConnection.CreatePipe(); var toServer = new NetworkConnection(c2); var toClient = new NetworkConnection(c1); return(toServer, toClient); }
public void SetupNetworkManager() { gameObject = new GameObject(); gameObject.AddComponent <LoopbackTransport>(); manager = gameObject.AddComponent <NetworkManager>(); manager.startOnHeadless = false; manager.client = gameObject.GetComponent <NetworkClient>(); manager.server = gameObject.GetComponent <NetworkServer>(); (tconn1, tconn2) = PipeConnection.CreatePipe(); }
public static (NetworkConnectionToServer, NetworkConnectionToClient) PipedConnections(bool authenticated = false) { (IConnection c1, IConnection c2) = PipeConnection.CreatePipe(); var toServer = new NetworkConnectionToServer(c2); var toClient = new NetworkConnectionToClient(c1); toServer.isAuthenticated = authenticated; toClient.isAuthenticated = authenticated; return(toServer, toClient); }
static NetworkPlayer CreateNetworkConnection(GameObject player) { (IConnection conn1, IConnection _) = PipeConnection.CreatePipe(); var connection = new NetworkPlayer(conn1) { Identity = player.GetComponent <NetworkIdentity>() }; connection.Identity.ConnectionToClient = connection; connection.IsReady = true; return(connection); }
public override Task <IConnection> ConnectAsync(Uri uri) { (IConnection c1, IConnection c2) = PipeConnection.CreatePipe(); if (AcceptCompletionSource == null) { return(Task.FromException <IConnection>(new SocketException((int)SocketError.ConnectionRefused))); } else { AcceptCompletionSource?.SetResult(c2); return(Task.FromResult(c1)); } }
internal void ConnectHost(NetworkServer server) { logger.Log("Client Connect Host to Server"); connectState = ConnectState.Connected; InitializeAuthEvents(); // create local connection objects and connect them (IConnection c1, IConnection c2) = PipeConnection.CreatePipe(); server.SetLocalConnection(this, c2); hostServer = server; Connection = GetNewConnection(c1); RegisterHostHandlers(); OnConnected().Forget(); }
public void AddAllReadyServerConnectionsToObservers() { player1.IsReady = true; player2.IsReady = false; // add some server connections server.Players.Add(player1); server.Players.Add(player2); // add a host connection (_, IConnection localConnection) = PipeConnection.CreatePipe(); server.SetLocalConnection(client, localConnection); server.LocalPlayer.IsReady = true; // call OnStartServer so that observers dict is created identity.StartServer(); // add all to observers. should have the two ready connections then. identity.AddAllReadyServerConnectionsToObservers(); Assert.That(identity.observers, Is.EquivalentTo(new[] { player1, server.LocalPlayer })); // clean up server.Stop(); }
public override UniTask <IConnection> ConnectAsync(Uri uri) { (IConnection c1, IConnection c2) = PipeConnection.CreatePipe(); Connected.Invoke(c2); return(UniTask.FromResult(c1)); }
public void Setup() { (c1, c2) = PipeConnection.CreatePipe(); }