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