public void Init(FakeServerConnectionsComponent connHolder)
 {
     //Debug.Log("ServerLobbyComponent::Init Called");
     connectionsComponent     = connHolder;
     serverLobbySend          = GetComponent <FakeServerLobbySend>();
     serverLobbyDataComponent = GetComponent <FakeServerLobbyDataComponent>();
 }
示例#2
0
        public IEnumerator LobbyClientSendsHeartBeatAndIDToServer()
        {
            // Assuming the path of the test scene
            SceneManager.LoadScene("Assets/Tests/PlayModeTests/TestScenes/TestLobbyClient.unity");

            // Wait one frame for the scene to load
            yield return(null);

            ClientConnectionsComponent     clientConn = GameObject.Find("ClientConnectionObject").GetComponent <ClientConnectionsComponent>();
            FakeServerConnectionsComponent fakeServer = GameObject.Find("FakeServerConnectionsObject").GetComponent <FakeServerConnectionsComponent>();

            //clientConn.Init(false, "127.0.0.1");
            clientConn.SetIP("127.0.0.1");
            clientConn.PrepareClient("LobbyScene");

            fakeServer.PrepareServer("LobbyScene");

            yield return(null);

            // ListAllGameObjectsInScene();

            FakeServerLobbyDataComponent fakeServerData = GameObject.Find("FakeServerLobbyObject(Clone)").GetComponent <FakeServerLobbyDataComponent>();

            List <byte> heartbeatRequest = new List <byte>();

            heartbeatRequest.Add((byte)LOBBY_CLIENT_REQUESTS.HEARTBEAT);

            List <byte> heartbeatResponse = new List <byte>();

            heartbeatResponse.Add((byte)LOBBY_SERVER_COMMANDS.HEARTBEAT);

            List <byte> getIdRequest = new List <byte>();

            getIdRequest.Add((byte)LOBBY_CLIENT_REQUESTS.GET_ID);

            List <byte> getIdResponse = new List <byte>();

            getIdResponse.Add((byte)LOBBY_SERVER_COMMANDS.SET_ID);
            getIdResponse.Add((byte)1);

            fakeServerData.SetResponse(heartbeatRequest, heartbeatResponse);
            fakeServerData.SetResponse(getIdRequest, getIdResponse);

            //Time.timeScale = 20.0f;
            Time.timeScale = 1.0f;

            float time = 0;

            while (time < 10)
            {
                time += Time.fixedDeltaTime;
                yield return(new WaitForFixedUpdate());
            }

            Time.timeScale = 1.0f;

            Assert.AreEqual(1, fakeServer.GetConnections().Length);
            Assert.GreaterOrEqual(1, fakeServerData.GetResponseNumTimesCalled(heartbeatRequest));
            Assert.AreEqual(1, fakeServerData.GetResponseNumTimesCalled(getIdRequest));
        }
    // Start is called before the first frame update
    private void Start()
    {
        // Initialize send queues for all possible players
        individualSendQueues = new List <Queue <byte> >(CONSTANTS.MAX_NUM_PLAYERS);
        for (int i = 0; i < CONSTANTS.MAX_NUM_PLAYERS; ++i)
        {
            individualSendQueues.Add(new Queue <byte>());
        }

        allSendQueue = new Queue <byte>();

        serverLobbyData = GetComponent <FakeServerLobbyDataComponent>();
    }