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UTP: Add some tests for the transport wrapper #976

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29 changes: 17 additions & 12 deletions com.unity.multiplayer.transport.utp/Runtime/UTPTransport.cs
Original file line number Diff line number Diff line change
Expand Up @@ -367,6 +367,11 @@ private void Update()

}

private void OnDestroy()
{
DisposeDriver();
}

private static unsafe ulong ParseClientId(NetworkConnection utpConnectionId)
{
return *(ulong*)&utpConnectionId;
Expand Down Expand Up @@ -397,9 +402,7 @@ public override void DisconnectLocalClient()

public override void DisconnectRemoteClient(ulong clientId)
{
Debug.Assert(m_State == State.Connected, "DisconnectRemoteClient should be called on a listening server");

Debug.Log("Disconnecting");
Debug.Assert(m_State == State.Listening, "DisconnectRemoteClient should be called on a listening server");

if (m_State == State.Listening)
{
Expand Down Expand Up @@ -474,24 +477,22 @@ public override void Send(ulong clientId, ArraySegment<byte> data, NetworkChanne
Debug.LogError("Error sending the message");
}

public override void Shutdown()
{
DisposeDriver();
}

public override SocketTasks StartClient()
{
var task = SocketTask.Working;
if (m_Driver.IsCreated)
return SocketTask.Fault.AsTasks();

var task = SocketTask.Working;
StartCoroutine(ClientBindAndConnect(task));

return task.AsTasks();
}

public override SocketTasks StartServer()
{
var task = SocketTask.Working;
if (m_Driver.IsCreated)
return SocketTask.Fault.AsTasks();

var task = SocketTask.Working;
switch (m_ProtocolType)
{
case ProtocolType.UnityTransport:
Expand All @@ -501,8 +502,12 @@ public override SocketTasks StartServer()
StartCoroutine(StartRelayServer(task));
break;
}

return task.AsTasks();
}

public override void Shutdown()
{
DisposeDriver();
}
}
}
27 changes: 0 additions & 27 deletions com.unity.multiplayer.transport.utp/Tests/Editor/BasicUTPTest.cs

This file was deleted.

Original file line number Diff line number Diff line change
@@ -0,0 +1,97 @@
using NUnit.Framework;

using MLAPI.Transports;
using MLAPI.Transports.Tasks;
using Unity.Networking.Transport;
using UnityEngine;
using UnityEngine.TestTools;

namespace MLAPI.UTP.EditorTests
{
public class UTPTransportTests
{
// Check that starting a server doesn't immediately result in faulted tasks.
[Test]
public void BasicInitServer()
{
UTPTransport transport = new GameObject().AddComponent<UTPTransport>();
transport.Init();

var tasks = transport.StartServer();
Assert.False(tasks.IsDone && !tasks.Success);

transport.Shutdown();
}

// Check that starting a client doesn't immediately result in faulted tasks.
[Test]
public void BasicInitClient()
{
UTPTransport transport = new GameObject().AddComponent<UTPTransport>();
transport.Init();

var tasks = transport.StartClient();
Assert.False(tasks.IsDone && !tasks.Success);

transport.Shutdown();
}

// Check that we can't restart a server.
[Test]
public void NoRestartServer()
{
UTPTransport transport = new GameObject().AddComponent<UTPTransport>();
transport.Init();

transport.StartServer();
var tasks = transport.StartServer();
Assert.True(tasks.IsDone && !tasks.AnySuccess);

transport.Shutdown();
}

// Check that we can't restart a client.
[Test]
public void NoRestartClient()
{
UTPTransport transport = new GameObject().AddComponent<UTPTransport>();
transport.Init();

transport.StartClient();
var tasks = transport.StartClient();
Assert.True(tasks.IsDone && !tasks.AnySuccess);

transport.Shutdown();
}

// Check that we can't start both a server and client on the same transport.
[Test]
public void NotBothServerAndClient()
{
UTPTransport transport;
SocketTasks tasks;

// Start server then client.
transport = new GameObject().AddComponent<UTPTransport>();
transport.Init();

transport.StartServer();
tasks = transport.StartClient();
Assert.True(tasks.IsDone && !tasks.AnySuccess);

transport.Shutdown();

// Start client then server.
transport = new GameObject().AddComponent<UTPTransport>();
transport.Init();

transport.StartClient();
tasks = transport.StartServer();
Assert.True(tasks.IsDone && !tasks.AnySuccess);

transport.Shutdown();
}
}
}


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