-
Notifications
You must be signed in to change notification settings - Fork 460
Expand file tree
/
Copy pathInvalidConnectionEventsTest.cs
More file actions
173 lines (139 loc) · 8.17 KB
/
InvalidConnectionEventsTest.cs
File metadata and controls
173 lines (139 loc) · 8.17 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode.RuntimeTests
{
internal class InvalidConnectionEventsTest : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
public InvalidConnectionEventsTest() : base(HostOrServer.Server) { }
private class Hooks<TCatchType> : INetworkHooks
{
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
{
}
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
{
}
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
{
return true;
}
public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
{
return true;
}
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
if (typeof(T) == typeof(TCatchType))
{
Debug.Log("Woompa");
Assert.Fail($"{typeof(T).Name} was received when it should not have been.");
}
}
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
{
}
}
[UnityTest]
public IEnumerator WhenSendingConnectionApprovedToAlreadyConnectedClient_ConnectionApprovedMessageIsRejected()
{
var message = new ConnectionApprovedMessage
{
ConnectedClientIds = new NativeArray<ulong>(0, Allocator.Temp)
};
m_ServerNetworkManager.ConnectionManager.SendMessage(ref message, MessageDelivery.GetDelivery(NetworkMessageTypes.ConnectionApproved), m_ClientNetworkManagers[0].LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(m_ClientNetworkManagers[0].LocalClientId, writer);
}
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new Hooks<ConnectionApprovedMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(m_ClientNetworkManagers.ToList());
}
[UnityTest]
public IEnumerator WhenSendingConnectionRequestToAnyClient_ConnectionRequestMessageIsRejected()
{
var message = new ConnectionRequestMessage();
m_ServerNetworkManager.ConnectionManager.SendMessage(ref message, MessageDelivery.GetDelivery(NetworkMessageTypes.ConnectionRequest), m_ClientNetworkManagers[0].LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(m_ClientNetworkManagers[0].LocalClientId, writer);
}
m_ClientNetworkManagers[0].ConnectionManager.MessageManager.Hook(new Hooks<ConnectionRequestMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionRequestMessage)} was received from the server on the client side\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(m_ClientNetworkManagers.ToList());
}
[UnityTest]
public IEnumerator WhenSendingConnectionRequestFromAlreadyConnectedClient_ConnectionRequestMessageIsRejected()
{
var message = new ConnectionRequestMessage();
m_ClientNetworkManagers[0].ConnectionManager.SendMessage(ref message, MessageDelivery.GetDelivery(NetworkMessageTypes.ConnectionRequest), m_ServerNetworkManager.LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ClientNetworkManagers[0].CustomMessagingManager.SendUnnamedMessage(m_ServerNetworkManager.LocalClientId, writer);
}
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new Hooks<ConnectionRequestMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionRequestMessage)} was received from a client when the connection has already been established\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(new List<NetworkManager> { m_ServerNetworkManager });
}
[UnityTest]
public IEnumerator WhenSendingConnectionApprovedFromAnyClient_ConnectionApprovedMessageIsRejected()
{
var message = new ConnectionApprovedMessage
{
ConnectedClientIds = new NativeArray<ulong>(0, Allocator.Temp)
};
m_ClientNetworkManagers[0].ConnectionManager.SendMessage(ref message, MessageDelivery.GetDelivery(NetworkMessageTypes.ConnectionApproved), m_ServerNetworkManager.LocalClientId);
// Unnamed message is something to wait for. When this one is received,
// we know the above one has also reached its destination.
var writer = new FastBufferWriter(1, Allocator.Temp);
using (writer)
{
writer.WriteByteSafe(0);
m_ClientNetworkManagers[0].CustomMessagingManager.SendUnnamedMessage(m_ServerNetworkManager.LocalClientId, writer);
}
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new Hooks<ConnectionApprovedMessage>());
LogAssert.Expect(LogType.Error, new Regex($"A {nameof(ConnectionApprovedMessage)} was received from a client on the server side\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
yield return WaitForMessageReceived<UnnamedMessage>(new List<NetworkManager> { m_ServerNetworkManager });
}
}
}