// helper function to create local connection pair protected void CreateLocalConnectionPair(out LocalConnectionToClient connectionToClient, out LocalConnectionToServer connectionToServer) { connectionToClient = new LocalConnectionToClient(); connectionToServer = new LocalConnectionToServer(); connectionToClient.connectionToServer = connectionToServer; connectionToServer.connectionToClient = connectionToClient; }
public void SetUpConnections() { connectionToServer = new LocalConnectionToServer(); connectionToClient = new LocalConnectionToClient(); connectionToClient.connectionToServer = connectionToServer; connectionToServer.connectionToClient = connectionToClient; }
public void SetUp() { connectionToServer = new LocalConnectionToServer(); connectionToClient = new LocalConnectionToClient(); connectionToClient.connectionToServer = connectionToServer; connectionToServer.connectionToClient = connectionToClient; // set up server/client connections so message handling works NetworkClient.connection = connectionToServer; NetworkServer.connections[connectionToClient.connectionId] = connectionToClient; }
public void ShowForConnection() { // listen NetworkServer.Listen(1); Assert.That(NetworkServer.connections.Count, Is.EqualTo(0)); // setup connections LocalConnectionToClient connectionToClient = new LocalConnectionToClient(); LocalConnectionToServer connectionToServer = new LocalConnectionToServer(); connectionToClient.connectionToServer = new LocalConnectionToServer(); // setup NetworkServer/Client connections so messages are handled NetworkClient.connection = connectionToServer; NetworkServer.connections[connectionToClient.connectionId] = connectionToClient; // required for ShowForConnection connectionToClient.isReady = true; connectionToClient.connectionToServer = new LocalConnectionToServer(); // set a client handler int called = 0; void Handler(SpawnMessage _) => ++ called; NetworkClient.RegisterHandler <SpawnMessage>(Handler, false); NetworkServer.AddConnection(connectionToClient); // create a gameobject and networkidentity and some unique values CreateNetworked(out GameObject _, out NetworkIdentity identity); identity.connectionToClient = connectionToClient; // call ShowForConnection NetworkServer.ShowForConnection(identity, connectionToClient); // update local connection once so that the incoming queue is processed connectionToClient.connectionToServer.Update(); // was it sent to and handled by the connection? Assert.That(called, Is.EqualTo(1)); // it shouldn't send it if connection isn't ready, so try that too connectionToClient.isReady = false; NetworkServer.ShowForConnection(identity, connectionToClient); connectionToClient.connectionToServer.Update(); // not 2 but 1 like before? Assert.That(called, Is.EqualTo(1)); }
public void NoExternalConnectionsTest_WithHostOnly() { LocalConnectionToServer connectionToServer = new LocalConnectionToServer(); LocalConnectionToClient connectionToClient = new LocalConnectionToClient(); connectionToServer.connectionToClient = connectionToClient; connectionToClient.connectionToServer = connectionToServer; NetworkServer.SetLocalConnection(connectionToClient); NetworkServer.connections.Add(0, connectionToClient); Assert.That(NetworkServer.NoExternalConnections(), Is.True); Assert.That(NetworkServer.connections.Count, Is.EqualTo(1)); NetworkServer.connections.Clear(); NetworkServer.RemoveLocalConnection(); }
public void SendToClientOfPlayer() { // listen NetworkServer.Listen(1); Assert.That(NetworkServer.connections.Count, Is.EqualTo(0)); // setup connections LocalConnectionToClient connectionToClient = new LocalConnectionToClient(); LocalConnectionToServer connectionToServer = new LocalConnectionToServer(); connectionToClient.connectionToServer = new LocalConnectionToServer(); // setup NetworkServer/Client connections so messages are handled NetworkClient.connection = connectionToServer; NetworkServer.connections[connectionToClient.connectionId] = connectionToClient; // set a client handler int called = 0; void Handler(TestMessage1 _) => ++ called; NetworkClient.RegisterHandler <TestMessage1>(Handler, false); NetworkServer.AddConnection(connectionToClient); // create a message TestMessage1 message = new TestMessage1 { IntValue = 1, DoubleValue = 2, StringValue = "3" }; // create a gameobject and networkidentity CreateNetworked(out GameObject _, out NetworkIdentity identity); identity.connectionToClient = connectionToClient; // send it to that player identity.connectionToClient.Send(message); // update local connection once so that the incoming queue is processed connectionToClient.connectionToServer.Update(); // was it send to and handled by the connection? Assert.That(called, Is.EqualTo(1)); // clean up NetworkServer.Shutdown(); }
public void NoConnectionsTest_WithHostAndConnection() { LocalConnectionToServer connectionToServer = new LocalConnectionToServer(); LocalConnectionToClient connectionToClient = new LocalConnectionToClient(); connectionToServer.connectionToClient = connectionToClient; connectionToClient.connectionToServer = connectionToServer; NetworkServer.SetLocalConnection(connectionToClient); NetworkServer.connections.Add(0, connectionToClient); NetworkServer.connections.Add(1, null); Assert.That(NetworkServer.NoConnections(), Is.False); Assert.That(NetworkServer.connections.Count, Is.EqualTo(2)); NetworkServer.connections.Clear(); NetworkServer.RemoveLocalConnection(); }