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using NUnit.Framework;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
public class UnityTransportTests
{
// Check that starting an IPv4 server succeeds.
[Test]
public void UnityTransport_BasicInitServer_IPv4()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
Assert.True(transport.StartServer());
transport.Shutdown();
}
// Check that starting an IPv4 client succeeds.
[Test]
public void UnityTransport_BasicInitClient_IPv4()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
Assert.True(transport.StartClient());
transport.Shutdown();
}
// Check that starting an IPv6 server succeeds.
[Test]
public void UnityTransport_BasicInitServer_IPv6()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.SetConnectionData("::1", 7777);
Assert.True(transport.StartServer());
transport.Shutdown();
}
// Check that starting an IPv6 client succeeds.
[Test]
public void UnityTransport_BasicInitClient_IPv6()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.SetConnectionData("::1", 7777);
Assert.True(transport.StartClient());
transport.Shutdown();
}
// Check that we can't restart a server.
[Test]
public void UnityTransport_NoRestartServer()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.StartServer();
Assert.False(transport.StartServer());
transport.Shutdown();
}
// Check that we can't restart a client.
[Test]
public void UnityTransport_NoRestartClient()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.StartClient();
Assert.False(transport.StartClient());
transport.Shutdown();
}
// Check that we can't start both a server and client on the same transport.
[Test]
public void UnityTransport_NotBothServerAndClient()
{
UnityTransport transport;
// Start server then client.
transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.StartServer();
Assert.False(transport.StartClient());
transport.Shutdown();
// Start client then server.
transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.StartClient();
Assert.False(transport.StartServer());
transport.Shutdown();
}
// Check that restarting after failure succeeds.
[Test]
public void UnityTransport_RestartSucceedsAfterFailure()
{
UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
transport.Initialize();
transport.SetConnectionData("127.0.0.", 4242);
Assert.False(transport.StartServer());
LogAssert.Expect(LogType.Error, "Invalid network endpoint: 127.0.0.:4242.");
LogAssert.Expect(LogType.Error, "Server failed to bind");
transport.SetConnectionData("127.0.0.1", 4242);
Assert.True(transport.StartServer());
transport.Shutdown();
}
#if UTP_TRANSPORT_2_0_ABOVE
[Test]
public void UnityTransport_EmptySecurityStringsShouldThrow([Values("", null)] string cert, [Values("", null)] string secret)
{
var supportingGO = new GameObject();
try
{
var networkManager = supportingGO.AddComponent<NetworkManager>(); // NM is required for UTP to work with certificates.
networkManager.NetworkConfig = new NetworkConfig();
UnityTransport transport = supportingGO.AddComponent<UnityTransport>();
networkManager.NetworkConfig.NetworkTransport = transport;
transport.Initialize();
transport.SetServerSecrets(serverCertificate: cert, serverPrivateKey: secret);
// Use encryption, but don't set certificate and check for exception
transport.UseEncryption = true;
Assert.Throws<System.Exception>(() =>
{
networkManager.StartServer();
});
// Make sure StartServer failed
Assert.False(transport.NetworkDriver.IsCreated);
Assert.False(networkManager.IsServer);
Assert.False(networkManager.IsListening);
}
finally
{
if (supportingGO != null)
{
Object.DestroyImmediate(supportingGO);
}
}
}
#endif
}
}