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NetCoreServer/tests/UdsTests.cs at master · ChocoboProject/NetCoreServer · GitHub
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using
System
;
using
System
.
Collections
.
Generic
;
using
System
.
IO
;
using
System
.
Net
.
Sockets
;
using
System
.
Threading
;
using
NetCoreServer
;
using
Xunit
;
namespace
tests
{
class
EchoUdsClient
:
NetCoreServer
.
UdsClient
{
public
bool
Connected
{
get
;
set
;
}
public
bool
Disconnected
{
get
;
set
;
}
public
bool
Errors
{
get
;
set
;
}
public
EchoUdsClient
(
string
path
)
:
base
(
path
)
{
}
protected
override
void
OnConnected
(
)
{
Connected
=
true
;
}
protected
override
void
OnDisconnected
(
)
{
Disconnected
=
true
;
}
protected
override
void
OnError
(
SocketError
error
)
{
Errors
=
true
;
}
}
class
EchoUdsSession
:
UdsSession
{
public
bool
Connected
{
get
;
set
;
}
public
bool
Disconnected
{
get
;
set
;
}
public
bool
Errors
{
get
;
set
;
}
public
EchoUdsSession
(
UdsServer
server
)
:
base
(
server
)
{
}
protected
override
void
OnConnected
(
)
{
Connected
=
true
;
}
protected
override
void
OnDisconnected
(
)
{
Disconnected
=
true
;
}
protected
override
void
OnReceived
(
byte
[
]
buffer
,
long
offset
,
long
size
)
{
SendAsync
(
buffer
,
offset
,
size
)
;
}
protected
override
void
OnError
(
SocketError
error
)
{
Errors
=
true
;
}
}
class
EchoUdsServer
:
UdsServer
{
public
bool
Started
{
get
;
set
;
}
public
bool
Stopped
{
get
;
set
;
}
public
bool
Connected
{
get
;
set
;
}
public
bool
Disconnected
{
get
;
set
;
}
public
int
Clients
{
get
;
set
;
}
public
bool
Errors
{
get
;
set
;
}
public
EchoUdsServer
(
string
path
)
:
base
(
path
)
{
}
protected
override
UdsSession
CreateSession
(
)
{
return
new
EchoUdsSession
(
this
)
;
}
protected
override
void
OnStarted
(
)
{
Started
=
true
;
}
protected
override
void
OnStopped
(
)
{
Stopped
=
true
;
}
protected
override
void
OnConnected
(
UdsSession
session
)
{
Connected
=
true
;
Clients
++
;
}
protected
override
void
OnDisconnected
(
UdsSession
session
)
{
Disconnected
=
true
;
Clients
--
;
}
protected
override
void
OnError
(
SocketError
error
)
{
Errors
=
true
;
}
}
public
class
UdsTests
{
[
Fact
(
DisplayName
=
"Unix Domain Socket server test"
)
]
public
void
UdsServerTest
(
)
{
string
path
=
Path
.
Combine
(
Path
.
GetTempPath
(
)
,
"test.sock"
)
;
// Create and start Echo server
var
server
=
new
EchoUdsServer
(
path
)
;
Assert
.
True
(
server
.
Start
(
)
)
;
while
(
!
server
.
IsStarted
)
Thread
.
Yield
(
)
;
// Create and connect Echo client
var
client
=
new
EchoUdsClient
(
path
)
;
Assert
.
True
(
client
.
ConnectAsync
(
)
)
;
while
(
!
client
.
IsConnected
||
(
server
.
Clients
!=
1
)
)
Thread
.
Yield
(
)
;
// Send a message to the Echo server
client
.
SendAsync
(
"test"
)
;
// Wait for all data processed...
while
(
client
.
BytesReceived
!=
4
)
Thread
.
Yield
(
)
;
// Disconnect the Echo client
Assert
.
True
(
client
.
DisconnectAsync
(
)
)
;
while
(
client
.
IsConnected
||
(
server
.
Clients
!=
0
)
)
Thread
.
Yield
(
)
;
// Stop the Echo server
Assert
.
True
(
server
.
Stop
(
)
)
;
while
(
server
.
IsStarted
)
Thread
.
Yield
(
)
;
// Check the Echo server state
Assert
.
True
(
server
.
Started
)
;
Assert
.
True
(
server
.
Stopped
)
;
Assert
.
True
(
server
.
Connected
)
;
Assert
.
True
(
server
.
Disconnected
)
;
Assert
.
True
(
server
.
BytesSent
==
4
)
;
Assert
.
True
(
server
.
BytesReceived
==
4
)
;
Assert
.
True
(
!
server
.
Errors
)
;
// Check the Echo client state
Assert
.
True
(
client
.
Connected
)
;
Assert
.
True
(
client
.
Disconnected
)
;
Assert
.
True
(
client
.
BytesSent
==
4
)
;
Assert
.
True
(
client
.
BytesReceived
==
4
)
;
Assert
.
True
(
!
client
.
Errors
)
;
}
[
Fact
(
DisplayName
=
"Unix Domain Socket server multicast test"
)
]
public
void
UdsServerMulticastTest
(
)
{
string
path
=
Path
.
Combine
(
Path
.
GetTempPath
(
)
,
"test.sock"
)
;
// Create and start Echo server
var
server
=
new
EchoUdsServer
(
path
)
;
Assert
.
True
(
server
.
Start
(
)
)
;
while
(
!
server
.
IsStarted
)
Thread
.
Yield
(
)
;
// Create and connect Echo client
var
client1
=
new
EchoUdsClient
(
path
)
;
Assert
.
True
(
client1
.
ConnectAsync
(
)
)
;
while
(
!
client1
.
IsConnected
||
(
server
.
Clients
!=
1
)
)
Thread
.
Yield
(
)
;
// Multicast some data to all clients
server
.
Multicast
(
"test"
)
;
// Wait for all data processed...
while
(
client1
.
BytesReceived
!=
4
)
Thread
.
Yield
(
)
;
// Create and connect Echo client
var
client2
=
new
EchoUdsClient
(
path
)
;
Assert
.
True
(
client2
.
ConnectAsync
(
)
)
;
while
(
!
client2
.
IsConnected
||
(
server
.
Clients
!=
2
)
)
Thread
.
Yield
(
)
;
// Multicast some data to all clients
server
.
Multicast
(
"test"
)
;
// Wait for all data processed...
while
(
(
client1
.
BytesReceived
!=
8
)
||
(
client2
.
BytesReceived
!=
4
)
)
Thread
.
Yield
(
)
;
// Create and connect Echo client
var
client3
=
new
EchoUdsClient
(
path
)
;
Assert
.
True
(
client3
.
ConnectAsync
(
)
)
;
while
(
!
client3
.
IsConnected
||
(
server
.
Clients
!=
3
)
)
Thread
.
Yield
(
)
;
// Multicast some data to all clients
server
.
Multicast
(
"test"
)
;
// Wait for all data processed...
while
(
(
client1
.
BytesReceived
!=
12
)
||
(
client2
.
BytesReceived
!=
8
)
||
(
client3
.
BytesReceived
!=
4
)
)
Thread
.
Yield
(
)
;
// Disconnect the Echo client
Assert
.
True
(
client1
.
DisconnectAsync
(
)
)
;
while
(
client1
.
IsConnected
||
(
server
.
Clients
!=
2
)
)
Thread
.
Yield
(
)
;
// Multicast some data to all clients
server
.
Multicast
(
"test"
)
;
// Wait for all data processed...
while
(
(
client1
.
BytesReceived
!=
12
)
||
(
client2
.
BytesReceived
!=
12
)
||
(
client3
.
BytesReceived
!=
8
)
)
Thread
.
Yield
(
)
;
// Disconnect the Echo client
Assert
.
True
(
client2
.
DisconnectAsync
(
)
)
;
while
(
client2
.
IsConnected
||
(
server
.
Clients
!=
1
)
)
Thread
.
Yield
(
)
;
// Multicast some data to all clients
server
.
Multicast
(
"test"
)
;
// Wait for all data processed...
while
(
(
client1
.
BytesReceived
!=
12
)
||
(
client2
.
BytesReceived
!=
12
)
||
(
client3
.
BytesReceived
!=
12
)
)
Thread
.
Yield
(
)
;
// Disconnect the Echo client
Assert
.
True
(
client3
.
DisconnectAsync
(
)
)
;
while
(
client3
.
IsConnected
||
(
server
.
Clients
!=
0
)
)
Thread
.
Yield
(
)
;
// Stop the Echo server
Assert
.
True
(
server
.
Stop
(
)
)
;
while
(
server
.
IsStarted
)
Thread
.
Yield
(
)
;
// Check the Echo server state
Assert
.
True
(
server
.
Started
)
;
Assert
.
True
(
server
.
Stopped
)
;
Assert
.
True
(
server
.
Connected
)
;
Assert
.
True
(
server
.
Disconnected
)
;
Assert
.
True
(
server
.
BytesSent
>
0
)
;
Assert
.
True
(
server
.
BytesReceived
==
0
)
;
Assert
.
True
(
!
server
.
Errors
)
;
// Check the Echo client state
Assert
.
True
(
client1
.
BytesSent
==
0
)
;
Assert
.
True
(
client2
.
BytesSent
==
0
)
;
Assert
.
True
(
client3
.
BytesSent
==
0
)
;
Assert
.
True
(
client1
.
BytesReceived
==
12
)
;
Assert
.
True
(
client2
.
BytesReceived
==
12
)
;
Assert
.
True
(
client3
.
BytesReceived
==
12
)
;
Assert
.
True
(
!
client1
.
Errors
)
;
Assert
.
True
(
!
client2
.
Errors
)
;
Assert
.
True
(
!
client3
.
Errors
)
;
}
[
Fact
(
DisplayName
=
"Unix Domain Socket server random test"
)
]
public
void
UdsServerRandomTest
(
)
{
string
path
=
Path
.
Combine
(
Path
.
GetTempPath
(
)
,
"test.sock"
)
;
// Create and start Echo server
var
server
=
new
EchoUdsServer
(
path
)
;
Assert
.
True
(
server
.
Start
(
)
)
;
while
(
!
server
.
IsStarted
)
Thread
.
Yield
(
)
;
// Test duration in seconds
int
duration
=
10
;
// Clients collection
var
clients
=
new
List
<
EchoUdsClient
>
(
)
;
// Start random test
var
rand
=
new
Random
(
)
;
var
start
=
DateTime
.
UtcNow
;
while
(
(
DateTime
.
UtcNow
-
start
)
.
TotalSeconds
<
duration
)
{
// Disconnect all clients
if
(
(
rand
.
Next
(
)
%
1000
)
==
0
)
{
server
.
DisconnectAll
(
)
;
}
// Create a new client and connect
else
if
(
(
rand
.
Next
(
)
%
100
)
==
0
)
{
if
(
clients
.
Count
<
100
)
{
// Create and connect Echo client
var
client
=
new
EchoUdsClient
(
path
)
;
clients
.
Add
(
client
)
;
client
.
ConnectAsync
(
)
;
while
(
!
client
.
IsConnected
)
Thread
.
Yield
(
)
;
}
}
// Connect/Disconnect the random client
else
if
(
(
rand
.
Next
(
)
%
100
)
==
0
)
{
if
(
clients
.
Count
>
0
)
{
int
index
=
rand
.
Next
(
)
%
clients
.
Count
;
var
client
=
clients
[
index
]
;
if
(
client
.
IsConnected
)
{
client
.
DisconnectAsync
(
)
;
while
(
client
.
IsConnected
)
Thread
.
Yield
(
)
;
}
else
{
client
.
ConnectAsync
(
)
;
while
(
!
client
.
IsConnected
)
Thread
.
Yield
(
)
;
}
}
}
// Reconnect the random client
else
if
(
(
rand
.
Next
(
)
%
100
)
==
0
)
{
if
(
clients
.
Count
>
0
)
{
int
index
=
rand
.
Next
(
)
%
clients
.
Count
;
var
client
=
clients
[
index
]
;
if
(
client
.
IsConnected
)
{
client
.
ReconnectAsync
(
)
;
while
(
!
client
.
IsConnected
)
Thread
.
Yield
(
)
;
}
}
}
// Multicast a message to all clients
else
if
(
(
rand
.
Next
(
)
%
10
)
==
0
)
{
server
.
Multicast
(
"test"
)
;
}
// Send a message from the random client
else
if
(
(
rand
.
Next
(
)
%
1
)
==
0
)
{
if
(
clients
.
Count
>
0
)
{
int
index
=
rand
.
Next
(
)
%
clients
.
Count
;
var
client
=
clients
[
index
]
;
if
(
client
.
IsConnected
)
client
.
SendAsync
(
"test"
)
;
}
}
// Sleep for a while...
Thread
.
Sleep
(
1
)
;
}
// Disconnect clients
foreach
(
var
client
in
clients
)
{
client
.
DisconnectAsync
(
)
;
while
(
client
.
IsConnected
)
Thread
.
Yield
(
)
;
}
// Stop the Echo server
Assert
.
True
(
server
.
Stop
(
)
)
;
while
(
server
.
IsStarted
)
Thread
.
Yield
(
)
;
// Check the Echo server state
Assert
.
True
(
server
.
Started
)
;
Assert
.
True
(
server
.
Stopped
)
;
Assert
.
True
(
server
.
Connected
)
;
Assert
.
True
(
server
.
Disconnected
)
;
Assert
.
True
(
server
.
BytesSent
>
0
)
;
Assert
.
True
(
server
.
BytesReceived
>
0
)
;
Assert
.
True
(
!
server
.
Errors
)
;
}
}
}
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