示例#1
0
        public async Task ServerIsAbleToProcessPacketsAndCleansUpResources(ISocketSessionFactory sessionFactory, IProcessor processor, IPlayer player)
        {
            player.GetCityCount().Returns(1);
            player.HasTwoFactorAuthenticated = DateTime.Now;

            var socketAwaitablePool = new SocketAwaitablePool(10);
            var buffer = new BlockingBufferManager(1000, 15);

            Socket             serverSideSocket = null;
            AsyncSocketSession session          = null;

            sessionFactory.CreateAsyncSocketSession(Arg.Any <string>(), Arg.Any <Socket>())
            .Returns(args =>
            {
                serverSideSocket = args.Arg <Socket>();
                session          = new AsyncSocketSession(string.Empty, serverSideSocket, processor, socketAwaitablePool, buffer)
                {
                    Player = player
                };
                return(session);
            });

            AsyncTcpServer server = new AsyncTcpServer(sessionFactory, socketAwaitablePool, buffer);

            try
            {
                server.Start("127.0.0.1", 0);

                // Connect and verify client connected and socket options are set
                var socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
                {
                    NoDelay = true
                };

                var packetToSend1 = new Packet(Command.MarketSell);
                packetToSend1.AddString("Hello");
                var bytesToSendOnConnect = packetToSend1.GetBytes();

                await socket.ConnectAsync(new SocketAwaitable
                {
                    RemoteEndPoint = server.LocalEndPoint
                });

                await Task.Delay(1000);

                await socket.SendAsync(new SocketAwaitable
                {
                    Buffer = new ArraySegment <byte>(bytesToSendOnConnect, 0, bytesToSendOnConnect.Length)
                });

                await Task.Delay(1000);

                server.GetSessionCount().Should().Be(1);
                serverSideSocket.Connected.Should().BeTrue();
                serverSideSocket.NoDelay.Should().BeTrue();
                serverSideSocket.SendTimeout.Should().Be(1000);

                // Send packets and verify server processes packets
                var packetToSend2 = new Packet(Command.MarketBuy);
                packetToSend2.AddString("World");
                var bytesToSecondAfterConnect = packetToSend2.GetBytes();
                await socket.SendAsync(new SocketAwaitable
                {
                    Buffer = new ArraySegment <byte>(bytesToSecondAfterConnect, 0, bytesToSecondAfterConnect.Length)
                });

                await Task.Delay(1000);

                // Stop server and verify it disconnect and releases resources
                server.Stop();

                await Task.Delay(1000);

                player.HasTwoFactorAuthenticated.Should().Be(null);

                serverSideSocket.Connected.Should().BeFalse();
                socketAwaitablePool.Count.Should().Be(10);
                buffer.AvailableBuffers.Should().Be(15);

                processor.Received(1).Execute(session, Arg.Is <Packet>(packet => packet.GetBytes().SequenceEqual(bytesToSecondAfterConnect)));
                processor.Received(1).Execute(session, Arg.Is <Packet>(packet => packet.GetBytes().SequenceEqual(bytesToSendOnConnect)));
                processor.Received(1).ExecuteEvent(session, Arg.Is <Packet>(packet => packet.Cmd == Command.OnDisconnect));
            }
            finally
            {
                server.Stop();
            }
        }