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using System;
using System.Collections;
using LobbyRelaySample.relay;
using NUnit.Framework;
using Unity.Networking.Transport;
using Unity.Services.Relay.Models;
using UnityEngine;
using UnityEngine.TestTools;
namespace Test
{
public class UtpTests
{
private class RelayUtpTest : RelayUtpSetupHost
{
public Action<NetworkEndPoint, bool> OnGetEndpoint { private get; set; }
public void JoinRelayPublic()
{
JoinRelay();
}
protected override void JoinRelay()
{
RelayAPIInterface.AllocateAsync(1, OnAllocation);
void OnAllocation(Allocation allocation)
{
bool isSecure = false;
NetworkEndPoint endpoint = GetEndpointForAllocation(allocation.ServerEndpoints, allocation.RelayServer.IpV4, allocation.RelayServer.Port, out isSecure);
OnGetEndpoint?.Invoke(endpoint, isSecure);
// The allocation will be cleaned up automatically, since we won't be pinging it regularly.
}
}
}
private LobbyRelaySample.Auth.SubIdentity_Authentication m_auth;
//Only used when testing DTLS
private bool m_didSigninComplete = false;
GameObject m_dummy;
[OneTimeSetUp]
public void Setup()
{
m_dummy = new GameObject();
m_auth = new LobbyRelaySample.Auth.SubIdentity_Authentication(() => { m_didSigninComplete = true; });
}
[OneTimeTearDown]
public void Teardown()
{
m_auth?.Dispose();
GameObject.Destroy(m_dummy);
}
[UnityTest]
public IEnumerator DTLSCheck()
{
#if ENABLE_MANAGED_UNITYTLS
if (!m_didSigninComplete)
yield return new WaitForSeconds(3);
if (!m_didSigninComplete)
Assert.Fail("Did not sign in.");
yield return new WaitForSeconds(1); // To prevent a possible 429 after a previous test.
RelayUtpTest relaySetup = m_dummy.AddComponent<RelayUtpTest>();
relaySetup.OnGetEndpoint = OnGetEndpoint;
bool? isSecure = null;
NetworkEndPoint endpoint = default;
relaySetup.JoinRelayPublic();
float timeout = 5;
while (!isSecure.HasValue && timeout > 0)
{
timeout -= 0.25f;
yield return new WaitForSeconds(0.25f);
}
Component.Destroy(relaySetup);
Assert.IsTrue(timeout > 0, "Timeout check.");
Assert.IsTrue(isSecure, "Should have a secure server endpoint.");
Assert.IsTrue(endpoint.IsValid, "Endpoint should be valid.");
void OnGetEndpoint(NetworkEndPoint resultEndpoint, bool resultIsSecure)
{
endpoint = resultEndpoint;
isSecure = resultIsSecure;
}
#else
Assert.Ignore("DTLS encryption for Relay is not currently available for this version of Unity.");
yield break;
#endif
}
}
}