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160 行
5.5 KiB
160 行
5.5 KiB
using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkManagerTransportTests
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{
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[Test]
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public void ClientDoesNotStartWhenTransportFails()
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{
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnStart = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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LogAssert.Expect(LogType.Error, $"Client is shutting down due to network transport start failure of {transport.GetType().Name}!");
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Assert.False(manager.StartClient());
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Assert.False(manager.IsListening);
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Assert.False(manager.IsConnectedClient);
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Assert.True(callbackInvoked);
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}
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[Test]
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public void HostDoesNotStartWhenTransportFails()
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{
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnStart = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
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Assert.False(manager.StartHost());
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Assert.False(manager.IsListening);
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Assert.True(callbackInvoked);
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}
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[Test]
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public void ServerDoesNotStartWhenTransportFails()
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{
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnStart = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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LogAssert.Expect(LogType.Error, $"Server is shutting down due to network transport start failure of {transport.GetType().Name}!");
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Assert.False(manager.StartServer());
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Assert.False(manager.IsListening);
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Assert.True(callbackInvoked);
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}
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[UnityTest]
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public IEnumerator ShutsDownWhenTransportFails()
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{
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bool callbackInvoked = false;
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Action onTransportFailure = () => { callbackInvoked = true; };
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var manager = new GameObject().AddComponent<NetworkManager>();
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manager.OnTransportFailure += onTransportFailure;
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var transport = manager.gameObject.AddComponent<FailedTransport>();
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transport.FailOnNextPoll = true;
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manager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
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Assert.True(manager.StartServer());
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Assert.True(manager.IsListening);
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LogAssert.Expect(LogType.Error, $"Shutting down due to network transport failure of {transport.GetType().Name}!");
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// Need two updates to actually shut down. First one to see the transport failing, which
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// marks the NetworkManager as shutting down. Second one where actual shutdown occurs.
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yield return null;
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yield return null;
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Assert.False(manager.IsListening);
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Assert.True(callbackInvoked);
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}
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/// <summary>
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/// Does nothing but simulate a transport that can fail at startup and/or when polling events.
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/// </summary>
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public class FailedTransport : TestingNetworkTransport
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{
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public bool FailOnStart = false;
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public bool FailOnNextPoll = false;
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public override bool StartClient() => !FailOnStart;
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public override bool StartServer() => !FailOnStart;
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public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
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{
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clientId = 0;
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payload = new ArraySegment<byte>();
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receiveTime = 0;
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if (FailOnNextPoll)
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{
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FailOnNextPoll = false;
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return NetworkEvent.TransportFailure;
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}
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else
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{
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return NetworkEvent.Nothing;
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}
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}
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public override ulong ServerClientId => 0;
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public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
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{
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}
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public override void Initialize(NetworkManager networkManager = null)
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{
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}
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public override void Shutdown()
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{
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}
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public override ulong GetCurrentRtt(ulong clientId) => 0;
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public override void DisconnectRemoteClient(ulong clientId)
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{
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}
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public override void DisconnectLocalClient()
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{
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}
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}
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}
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}
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