ChannelBufferHandlesOverflow.cs
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using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;
using UnityEngine;
using UnityEngine.Networking;
#pragma warning disable 618
public class ChannelBufferHandlesOverflow
{
int kListenPort = 7073;
const int kPacketSize = 1000;
const short kMsgId = 155;
const int kNumMsgs = 14000;
NetworkClient myClient;
bool isTestDone;
[UnityTest]
public IEnumerator ChannelBufferHandlesOverflowTest()
{
NetworkServer.Reset();
NetworkClient.ShutdownAll();
ConnectionConfig config = new ConnectionConfig();
config.AddChannel(QosType.ReliableSequenced);
config.AddChannel(QosType.Unreliable);
myClient = new NetworkClient();
if (!myClient.Configure(config, 10))
{
Assert.Fail("Client configure failed");
}
NetworkServer.RegisterHandler(kMsgId, OnServerMsg);
myClient.RegisterHandler(MsgType.Connect, OnClientConnected);
int retries = 0;
while (!NetworkServer.Listen("127.0.0.1", ++kListenPort))
{
Assert.IsTrue(retries++ < 10, "Couldn't Listen for more than 10 retries");
}
myClient.Connect("127.0.0.1", kListenPort);
while (!isTestDone)
{
yield return null;
}
//Debug.Log("Shutting down");
//NetworkServer.DisconnectAll();
//NetworkClient.ShutdownAll();
//NetworkTransport.Shutdown();
yield return null;
}
public void OnServerMsg(NetworkMessage netMsg)
{
//need this method simply to prevent "Unknown ID" error message
}
public void OnClientConnected(NetworkMessage netMsg)
{
NetworkWriter writer = new NetworkWriter();
writer.StartMessage(kMsgId);
byte[] data = new byte[kPacketSize];
writer.Write(data, kPacketSize);
writer.FinishMessage();
LogAssert.Expect(LogType.Error, "ChannelBuffer buffer limit of 16 packets reached.");
// these messages do not all fit in the transport layer send queue.
// to be recieved on the server, they must be buffered by HLAPI
bool gotFailure = false;
for (int i = 0; i < kNumMsgs; i++)
{
if (!myClient.SendWriter(writer, Channels.DefaultReliable))
{
gotFailure = true;
break;
}
}
Assert.AreEqual(true, gotFailure);
isTestDone = true;
}
}
#pragma warning restore 618