using System; using NUnit.Framework; namespace Unity.Networking.Transport.Tests { namespace Helpers { class SharedConstants { public const float TickRate = 60.0f; public const float TickInterval = 1.0f / TickRate; } public class UnreliableClient : IDisposable { public void Dispose() { } public void Tick() { } } public class UnreliableServer : IDisposable { private NetworkDriver m_Driver; //private List m_Connections; public UnreliableServer() { m_Driver = TestNetworkDriver.Create(new NetworkDataStreamParameter {size = NetworkParameterConstants.MTU}); } public void Host(NetworkEndPoint endpoint) { m_Driver.Bind(endpoint); m_Driver.Listen(); } public void Tick() { //NetworkConnection connection; while ((/*connection =*/ m_Driver.Accept()) != default(NetworkConnection)) { //m_Connections.Add(connection); } } public void OnConnection() { } public void OnDisconnection() { } public void OnData() { } public void Dispose() { m_Driver.Dispose(); } } } public class NetworkDriverFlowTests { [Test] public void NetworkDriver_Simple_Flow([Values(100)] int iterations) { /* Stopwatch stopwatch = new Stopwatch(); var frequency = Stopwatch.Frequency; stopwatch.Start(); var frametime = (double) stopwatch.ElapsedTicks / frequency; double nexttick = 0.0f; UnreliableServer server = new UnreliableServer(); server.Host(new IPCEndPoint("server")); UnreliableClient[] clients = new UnreliableClient[NetworkParams.Constants.MaximumConnectionsSupported]; for (int i = 0; i < iterations; ++i) { server.Tick(); foreach (var client in clients) { client.Tick(); } } */ } } }