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-rw-r--r--unittests/networktest/networktest.cpp395
1 files changed, 395 insertions, 0 deletions
diff --git a/unittests/networktest/networktest.cpp b/unittests/networktest/networktest.cpp
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+++ b/unittests/networktest/networktest.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// The copyright to the contents herein is the property of Valve, L.L.C.
+// The contents may be used and/or copied only with the written permission of
+// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
+// the agreement/contract under which the contents have been supplied.
+//
+// $Header: $
+// $NoKeywords: $
+//
+// Material editor
+//=============================================================================
+
+#include <windows.h>
+#include "appframework/appframework.h"
+#include "networksystem/inetworksystem.h"
+#include "networksystem/inetworkmessage.h"
+#include "bitbuf.h"
+#include "filesystem.h"
+#include "filesystem_init.h"
+#include "tier0/icommandline.h"
+#include "vstdlib/cvar.h"
+
+
+//-----------------------------------------------------------------------------
+// Singleton interfaces
+//-----------------------------------------------------------------------------
+IFileSystem *g_pFileSystem;
+INetworkSystem *g_pNetworkSystem;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Warning/Msg call back through this API
+// Input : type -
+// *pMsg -
+// Output : SpewRetval_t
+//-----------------------------------------------------------------------------
+SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg )
+{
+ OutputDebugString( pMsg );
+ if ( type == SPEW_ASSERT )
+ {
+ DebuggerBreak();
+ }
+ return SPEW_CONTINUE;
+}
+
+
+//-----------------------------------------------------------------------------
+// The application object
+//-----------------------------------------------------------------------------
+class CNetworkTestApp : public CSteamAppSystemGroup
+{
+ typedef CSteamAppSystemGroup BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool Create();
+ virtual bool PreInit( );
+ virtual int Main();
+ virtual void PostShutdown( );
+ virtual void Destroy();
+ virtual const char *GetAppName() { return "NetworkTest"; }
+ virtual bool AppUsesReadPixels() { return false; }
+
+private:
+ // Window management
+ bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h );
+
+ // Sets up the game path
+ bool SetupSearchPaths();
+
+ HWND m_HWnd;
+};
+
+DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CNetworkTestApp );
+
+
+//-----------------------------------------------------------------------------
+// Create all singleton systems
+//-----------------------------------------------------------------------------
+bool CNetworkTestApp::Create()
+{
+ SpewOutputFunc( SpewFunc );
+
+ // Add in the cvar factory
+ AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
+ AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
+
+ AppSystemInfo_t appSystems[] =
+ {
+ { "networksystem.dll", NETWORKSYSTEM_INTERFACE_VERSION },
+ { "", "" } // Required to terminate the list
+ };
+
+ if ( !AddSystems( appSystems ) )
+ return false;
+
+ g_pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION );
+ g_pNetworkSystem = (INetworkSystem*)FindSystem( NETWORKSYSTEM_INTERFACE_VERSION );
+
+ if (!g_pFileSystem || !g_pNetworkSystem )
+ return false;
+
+ return true;
+}
+
+void CNetworkTestApp::Destroy()
+{
+ g_pFileSystem = NULL;
+ g_pNetworkSystem = NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Window management
+//-----------------------------------------------------------------------------
+bool CNetworkTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h )
+{
+ WNDCLASSEX wc;
+ memset( &wc, 0, sizeof( wc ) );
+ wc.cbSize = sizeof( wc );
+ wc.style = CS_OWNDC | CS_DBLCLKS;
+ wc.lpfnWndProc = DefWindowProc;
+ wc.hInstance = (HINSTANCE)GetAppInstance();
+ wc.lpszClassName = "Valve001";
+ wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
+ wc.hIconSm = wc.hIcon;
+
+ RegisterClassEx( &wc );
+
+ // Note, it's hidden
+ DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
+
+ if ( bWindowed )
+ {
+ // Give it a frame
+ style |= WS_OVERLAPPEDWINDOW;
+ style &= ~WS_THICKFRAME;
+ }
+
+ // Never a max box
+ style &= ~WS_MAXIMIZEBOX;
+
+ RECT windowRect;
+ windowRect.top = 0;
+ windowRect.left = 0;
+ windowRect.right = w;
+ windowRect.bottom = h;
+
+ // Compute rect needed for that size client area based on window style
+ AdjustWindowRectEx(&windowRect, style, FALSE, 0);
+
+ // Create the window
+ m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
+ windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
+ NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
+
+ if (!m_HWnd)
+ return false;
+
+ int CenterX, CenterY;
+
+ CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
+ CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
+ CenterX = (CenterX < 0) ? 0: CenterX;
+ CenterY = (CenterY < 0) ? 0: CenterY;
+
+ // In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
+ SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0,
+ SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets up the game path
+//-----------------------------------------------------------------------------
+bool CNetworkTestApp::SetupSearchPaths()
+{
+ CFSSteamSetupInfo steamInfo;
+ steamInfo.m_pDirectoryName = NULL;
+ steamInfo.m_bOnlyUseDirectoryName = false;
+ steamInfo.m_bToolsMode = true;
+ steamInfo.m_bSetSteamDLLPath = true;
+ steamInfo.m_bSteam = g_pFileSystem->IsSteam();
+ if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
+ return false;
+
+ CFSMountContentInfo fsInfo;
+ fsInfo.m_pFileSystem = g_pFileSystem;
+ fsInfo.m_bToolsMode = true;
+ fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
+
+ if ( FileSystem_MountContent( fsInfo ) != FS_OK )
+ return false;
+
+ // Finally, load the search paths for the "GAME" path.
+ CFSSearchPathsInit searchPathsInit;
+ searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath;
+ searchPathsInit.m_pFileSystem = g_pFileSystem;
+ if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
+ return false;
+
+ g_pFileSystem->AddSearchPath( steamInfo.m_GameInfoPath, "SKIN", PATH_ADD_TO_HEAD );
+
+ char platform[MAX_PATH];
+ Q_strncpy( platform, steamInfo.m_GameInfoPath, MAX_PATH );
+ Q_StripTrailingSlash( platform );
+ Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
+
+ g_pFileSystem->AddSearchPath( platform, "PLATFORM" );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// PreInit, PostShutdown
+//-----------------------------------------------------------------------------
+bool CNetworkTestApp::PreInit( )
+{
+ // Add paths...
+ if ( !SetupSearchPaths() )
+ return false;
+
+ const char *pArg;
+ int iWidth = 1024;
+ int iHeight = 768;
+ bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
+ if (CommandLine()->CheckParm( "-width", &pArg ))
+ {
+ iWidth = atoi( pArg );
+ }
+ if (CommandLine()->CheckParm( "-height", &pArg ))
+ {
+ iHeight = atoi( pArg );
+ }
+
+ if (!CreateAppWindow( "NetworkTest", bWindowed, iWidth, iHeight ))
+ return false;
+
+ return true;
+}
+
+void CNetworkTestApp::PostShutdown( )
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// Network message ids
+//-----------------------------------------------------------------------------
+enum
+{
+ TEST_GROUP = NETWORKSYSTEM_FIRST_GROUP,
+};
+
+enum
+{
+ TEST_MESSAGE_1 = 0,
+};
+
+
+
+//-----------------------------------------------------------------------------
+// Test network message
+//-----------------------------------------------------------------------------
+class CTestNetworkMessage : public CNetworkMessage
+{
+public:
+ CTestNetworkMessage() { SetReliable( false ); }
+ CTestNetworkMessage( int nValue ) : m_Data( nValue ) { SetReliable( false ); }
+
+ DECLARE_BASE_MESSAGE( TEST_GROUP, TEST_MESSAGE_1, "Test Message 1" )
+
+ bool Process();
+
+ int m_Data;
+};
+
+bool CTestNetworkMessage::WriteToBuffer( bf_write &buffer )
+{
+ buffer.WriteShort( m_Data );
+ return !buffer.IsOverflowed();
+}
+
+bool CTestNetworkMessage::ReadFromBuffer( bf_read &buffer )
+{
+ m_Data = buffer.ReadShort();
+ return !buffer.IsOverflowed();
+}
+
+bool CTestNetworkMessage::Process()
+{
+ Msg( "Received test message %d\n", m_Data );
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// main application
+//-----------------------------------------------------------------------------
+int CNetworkTestApp::Main()
+{
+ // Network messages must be registered before the server or client is started
+ g_pNetworkSystem->RegisterMessage( new CTestNetworkMessage() );
+
+ int nRetVal = 0;
+ if ( !g_pNetworkSystem->StartServer( ) )
+ return 0;
+
+ if ( !g_pNetworkSystem->StartClient( ) )
+ goto shutdownServer;
+
+ // Set the channel up for receiving
+ INetChannel *pChan = g_pNetworkSystem->ConnectClientToServer( "localhost", 27001 );
+ if ( !pChan )
+ goto shutdownClient;
+
+ INetChannel *pServerChan = NULL;
+
+ {
+ while( true )
+ {
+ // Helps avoid a buffer overflow
+ Sleep( 1 );
+
+ // Send a message out
+ if ( pChan->GetConnectionState() == CONNECTION_STATE_CONNECTED )
+ {
+ CTestNetworkMessage msg( 5 );
+ pChan->AddNetMsg( &msg, false );
+ msg.m_Data = 4;
+ pChan->AddNetMsg( &msg, false );
+ }
+
+ if ( pServerChan )
+ {
+ CTestNetworkMessage msg( 6 );
+ pServerChan->AddNetMsg( &msg, false );
+ msg.m_Data = 7;
+ pServerChan->AddNetMsg( &msg, false );
+ }
+
+ g_pNetworkSystem->ClientSendMessages();
+ g_pNetworkSystem->ServerReceiveMessages();
+ g_pNetworkSystem->ServerSendMessages();
+ g_pNetworkSystem->ClientReceiveMessages();
+
+ NetworkEvent_t *pEvent = g_pNetworkSystem->FirstNetworkEvent();
+ for ( ; pEvent; pEvent = g_pNetworkSystem->NextNetworkEvent( ) )
+ {
+ switch ( pEvent->m_nType )
+ {
+ case NETWORK_EVENT_CONNECTED:
+ pServerChan = ((NetworkConnectionEvent_t*)pEvent)->m_pChannel;
+ break;
+
+ case NETWORK_EVENT_DISCONNECTED:
+ if ( pServerChan == ((NetworkDisconnectionEvent_t*)pEvent)->m_pChannel )
+ {
+ pServerChan = NULL;
+ }
+ break;
+
+ case NETWORK_EVENT_MESSAGE_RECEIVED:
+ {
+ NetworkMessageReceivedEvent_t *pReceivedEvent = static_cast<NetworkMessageReceivedEvent_t*>( pEvent );
+ if ( ( pReceivedEvent->m_pNetworkMessage->GetGroup() == TEST_GROUP ) && ( pReceivedEvent->m_pNetworkMessage->GetType() == TEST_MESSAGE_1 ) )
+ {
+ static_cast<CTestNetworkMessage*>( pReceivedEvent->m_pNetworkMessage )->Process();
+ }
+ }
+ break;
+ }
+ }
+ }
+ nRetVal = 1;
+
+ g_pNetworkSystem->DisconnectClientFromServer( pChan );
+ }
+
+shutdownClient:
+ g_pNetworkSystem->ShutdownClient( );
+
+shutdownServer:
+ g_pNetworkSystem->ShutdownServer( );
+
+ return nRetVal;
+}
+
+
+