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using System;
using System.Text;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class ConnectionApprovalTests
{
private Guid m_ValidationToken;
private bool m_IsValidated;
[SetUp]
public void Setup()
{
// Create, instantiate, and host
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
m_ValidationToken = Guid.NewGuid();
}
[UnityTest]
public IEnumerator ConnectionApproval()
{
NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
m_IsValidated = false;
NetworkManagerHelper.NetworkManagerObject.StartHost();
var timeOut = Time.realtimeSinceStartup + 3.0f;
var timedOut = false;
while (!m_IsValidated)
{
yield return new WaitForSeconds(0.01f);
if (timeOut < Time.realtimeSinceStartup)
{
timedOut = true;
}
}
//Make sure we didn't time out
Assert.False(timedOut);
Assert.True(m_IsValidated);
}
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
{
var stringGuid = Encoding.UTF8.GetString(request.Payload);
if (m_ValidationToken.ToString() == stringGuid)
{
m_IsValidated = true;
}
response.Approved = m_IsValidated;
response.CreatePlayerObject = false;
response.Position = null;
response.Rotation = null;
response.PlayerPrefabHash = null;
}
[Test]
public void VerifyUniqueNetworkConfigPerRequest()
{
var networkConfig = new NetworkConfig();
networkConfig.EnableSceneManagement = true;
networkConfig.TickRate = 30;
var currentHash = networkConfig.GetConfig();
networkConfig.EnableSceneManagement = false;
networkConfig.TickRate = 60;
var newHash = networkConfig.GetConfig(false);
Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
}
[TearDown]
public void TearDown()
{
// Stop, shutdown, and destroy
NetworkManagerHelper.ShutdownNetworkManager();
}
}
}