#include #include #include #include #include #include #include SCENARIO("TCP", "[NETWORK][TCP]") { GIVEN("Two TCP, one client, one server") { Nz::TcpServer server; server.EnableBlocking(false); REQUIRE(server.Listen(Nz::NetProtocol::IPv4, 0) == Nz::SocketState::Bound); Nz::IpAddress serverIP(Nz::IpAddress::LoopbackIpV4.ToIPv4(), server.GetBoundPort()); REQUIRE(serverIP.IsValid()); Nz::TcpClient client; CHECK(client.WaitForConnected(100) == Nz::SocketState::NotConnected); REQUIRE(client.Connect(serverIP) == Nz::SocketState::Connecting); Nz::IpAddress clientIP = client.GetRemoteAddress(); CHECK(clientIP.IsValid()); REQUIRE(client.WaitForConnected(100) == Nz::SocketState::Connected); CHECK(client.IsBlockingEnabled()); CHECK_FALSE(client.IsKeepAliveEnabled()); CHECK_FALSE(client.IsLowDelayEnabled()); CHECK(client.QueryReceiveBufferSize() > 0); CHECK(client.QuerySendBufferSize() > 0); Nz::TcpClient serverToClient; REQUIRE(server.AcceptClient(&serverToClient)); WHEN("We send data from client") { CHECK(serverToClient.EndOfStream()); Nz::NetPacket packet(1); Nz::Vector3f vector123(1.f, 2.f, 3.f); packet << vector123; REQUIRE(client.SendPacket(packet)); THEN("We should get it on the server") { CHECK(!serverToClient.EndOfStream()); Nz::NetPacket resultPacket; REQUIRE(serverToClient.ReceivePacket(&resultPacket)); Nz::Vector3f result; resultPacket >> result; CHECK(result == vector123); } } } }