NetworkManagerHandlesLargePacket.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 NetworkManagerHandlesLargePacket
{
public bool isDone = false;
const short MsgIdBig = 99;
const int MsgSize = 10397;// increasing it to bigger number will cause failure
class BigMessage : MessageBase
{
public byte[] data;
}
[UnityTest]
public IEnumerator NetworkManagerHandlesLargePacketTest()
{
NetworkClient.ShutdownAll();
NetworkServer.Reset();
GameObject nmObject = new GameObject();
NetworkManagerWithLargePacket nmanager = nmObject.AddComponent<NetworkManagerWithLargePacket>();
nmanager.networkAddress = "localhost";
nmanager.autoCreatePlayer = false;
nmanager.customConfig = true;
nmanager.connectionConfig.MinUpdateTimeout = 1;
nmanager.connectionConfig.MaxSentMessageQueueSize = 200;
nmanager.channels.Add(QosType.UnreliableFragmented);
nmanager.StartServer();
nmanager.StartClient();
yield return null;
NetworkServer.RegisterHandler(MsgIdBig, OnBigMessage);
yield return null;
Assert.IsTrue(NetworkServer.active, "Server is not started");
Assert.IsTrue(NetworkClient.active, "Client is not started");
yield return null;
while (!isDone)
{
yield return null;
}
NetworkManager.singleton.StopServer();
NetworkManager.singleton.StopClient();
Object.Destroy(nmObject);
}
public void OnBigMessage(NetworkMessage netMsg)
{
Debug.Log("OnBigMessage");
var bigMsg = netMsg.ReadMessage<BigMessage>();
Assert.AreEqual(MsgSize, bigMsg.data.Length);
isDone = true;
}
public class NetworkManagerWithLargePacket : NetworkManager
{
public override void OnClientConnect(NetworkConnection conn)
{
Debug.Log("OnClient Connect");
base.OnClientConnect(conn);
var bigMsg = new BigMessage();
bigMsg.data = new byte[MsgSize];
var writer = new NetworkWriter();
writer.StartMessage(MsgIdBig);
bigMsg.Serialize(writer);
writer.FinishMessage();
var data = writer.ToArray();
client.SendBytes(data, data.Length, 0);
}
}
}
#pragma warning restore 618