コード例 #1
0
        public void DisconnectsConnectionsOverMax()
        {
            var               secondGO      = new GameObject();
            NetworkClient     secondClient  = secondGO.AddComponent <NetworkClient>();
            TestSocketFactory socketFactory = networkManagerGo.GetComponent <TestSocketFactory>();

            secondClient.SocketFactory = socketFactory;

            int disconnectedCalled = 0;

            secondClient.Disconnected.AddListener(reason =>
            {
                disconnectedCalled++;
                Assert.That(reason, Is.EqualTo(ClientStoppedReason.ServerFull));
            });
            secondClient.Connect("localhost");

            // updates both so that connect and reject message is received
            DoUpdate();
            secondClient.Update();

            Assert.That(server.Players, Has.Count.EqualTo(1));
            // also check if client was disconnected (this will confirm it was rejected
            Assert.That(disconnectedCalled, Is.EqualTo(1));

            Object.Destroy(secondGO);
        }
コード例 #2
0
ファイル: ClientServerSetup.cs プロジェクト: MirageNet/Mirage
        public IEnumerator Setup() => UniTask.ToCoroutine(async() =>
        {
            serverGo      = new GameObject("server", typeof(NetworkSceneManager), typeof(ServerObjectManager), typeof(NetworkServer));
            clientGo      = new GameObject("client", typeof(NetworkSceneManager), typeof(ClientObjectManager), typeof(NetworkClient));
            socketFactory = serverGo.AddComponent <TestSocketFactory>();

            await UniTask.Delay(1);

            server = serverGo.GetComponent <NetworkServer>();
            client = clientGo.GetComponent <NetworkClient>();

            if (ServerConfig != null)
            {
                server.PeerConfig = ServerConfig;
            }
            if (ClientConfig != null)
            {
                client.PeerConfig = ClientConfig;
            }

            server.SocketFactory = socketFactory;
            client.SocketFactory = socketFactory;

            serverSceneManager        = serverGo.GetComponent <NetworkSceneManager>();
            clientSceneManager        = clientGo.GetComponent <NetworkSceneManager>();
            serverSceneManager.Server = server;
            clientSceneManager.Client = client;
            serverSceneManager.Start();
            clientSceneManager.Start();

            serverObjectManager        = serverGo.GetComponent <ServerObjectManager>();
            serverObjectManager.Server = server;
            serverObjectManager.NetworkSceneManager = serverSceneManager;
            serverObjectManager.Start();

            clientObjectManager        = clientGo.GetComponent <ClientObjectManager>();
            clientObjectManager.Client = client;
            clientObjectManager.NetworkSceneManager = clientSceneManager;
            clientObjectManager.Start();

            ExtraSetup();

            // create and register a prefab
            playerPrefab             = new GameObject("player (unspawned)", typeof(NetworkIdentity), typeof(T));
            NetworkIdentity identity = playerPrefab.GetComponent <NetworkIdentity>();
            identity.PrefabHash      = Guid.NewGuid().GetHashCode();
            clientObjectManager.RegisterPrefab(identity);

            // wait for client and server to initialize themselves
            await UniTask.Delay(1);

            // start the server
            var started = new UniTaskCompletionSource();
            server.Started.AddListener(() => started.TrySetResult());
            server.StartServer();

            await started.Task;

            if (AutoConnectClient)
            {
                // now start the client
                client.Connect("localhost");

                await AsyncUtil.WaitUntilWithTimeout(() => server.Players.Count > 0);

                // get the connections so that we can spawn players
                serverPlayer = server.Players.First();
                clientPlayer = client.Player;

                // create a player object in the server
                serverPlayerGO      = Object.Instantiate(playerPrefab);
                serverPlayerGO.name = "player (server)";
                serverIdentity      = serverPlayerGO.GetComponent <NetworkIdentity>();
                serverComponent     = serverPlayerGO.GetComponent <T>();
                serverObjectManager.AddCharacter(serverPlayer, serverPlayerGO);

                // wait for client to spawn it
                await AsyncUtil.WaitUntilWithTimeout(() => clientPlayer.HasCharacter);

                clientIdentity      = clientPlayer.Identity;
                clientPlayerGO      = clientIdentity.gameObject;
                clientPlayerGO.name = "player (client)";
                clientComponent     = clientPlayerGO.GetComponent <T>();
            }

            await LateSetup();
        });
コード例 #3
0
        public IEnumerator UnitySetUp() => UniTask.ToCoroutine(async() =>
        {
            Console.WriteLine($"[MirageTest] UnitySetUp class:{TestContext.CurrentContext.Test.ClassName} method:{TestContext.CurrentContext.Test.MethodName} ");

            serverGo      = new GameObject("server", typeof(ServerObjectManager), typeof(NetworkServer));
            clientGo      = new GameObject("client", typeof(ClientObjectManager), typeof(NetworkClient));
            socketFactory = serverGo.AddComponent <TestSocketFactory>();

            server = serverGo.GetComponent <NetworkServer>();
            client = clientGo.GetComponent <NetworkClient>();

            if (ServerConfig != null)
            {
                server.PeerConfig = ServerConfig;
            }
            if (ClientConfig != null)
            {
                client.PeerConfig = ClientConfig;
            }

            server.SocketFactory = socketFactory;
            client.SocketFactory = socketFactory;

            serverObjectManager        = serverGo.GetComponent <ServerObjectManager>();
            serverObjectManager.Server = server;

            clientObjectManager        = clientGo.GetComponent <ClientObjectManager>();
            clientObjectManager.Client = client;

            ExtraSetup();

            // wait 2 frames for start to be called
            await UniTask.DelayFrame(2);

            // create and register a prefab
            playerPrefab = new GameObject("player (unspawned)", typeof(NetworkIdentity), typeof(T));
            // DontDestroyOnLoad so that "prefab" wont be destroyed by scene loading
            // also means that NetworkScenePostProcess will skip this unspawned object
            Object.DontDestroyOnLoad(playerPrefab);

            var identity        = playerPrefab.GetComponent <NetworkIdentity>();
            identity.PrefabHash = Guid.NewGuid().GetHashCode();
            clientObjectManager.RegisterPrefab(identity);

            // wait for client and server to initialize themselves
            await UniTask.Delay(1);

            // start the server
            var started = new UniTaskCompletionSource();
            server.Started.AddListener(() => started.TrySetResult());
            server.StartServer();

            await started.Task;

            if (AutoConnectClient)
            {
                // now start the client
                client.Connect("localhost");

                await AsyncUtil.WaitUntilWithTimeout(() => server.Players.Count > 0);

                // get the connections so that we can spawn players
                serverPlayer = server.Players.First();
                clientPlayer = client.Player;

                // create a player object in the server
                serverPlayerGO      = Object.Instantiate(playerPrefab);
                serverPlayerGO.name = "player (server)";
                serverIdentity      = serverPlayerGO.GetComponent <NetworkIdentity>();
                serverComponent     = serverPlayerGO.GetComponent <T>();
                serverObjectManager.AddCharacter(serverPlayer, serverPlayerGO);

                // wait for client to spawn it
                await AsyncUtil.WaitUntilWithTimeout(() => clientPlayer.HasCharacter);

                clientIdentity      = clientPlayer.Identity;
                clientPlayerGO      = clientIdentity.gameObject;
                clientPlayerGO.name = "player (client)";
                clientComponent     = clientPlayerGO.GetComponent <T>();
            }

            await LateSetup();
        });