Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// socket_tests.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <stdlib.h>
#include "iphelpers.h"
#include "tcpsocket.h"
#include "utlvector.h"
#include "fragment_channel.h"
#include "reliable_channel.h"
#include "tier0/fasttimer.h"
#if defined( _DEBUG )
#if defined( assert )
#undef assert
#endif
#define assert(x) if ( !x ) __asm int 3;
#else
#define assert(x)
#endif
bool CompareArrays( const CUtlVector<unsigned char> &a1, const CUtlVector<unsigned char> &a2 )
{
if ( a1.Count() != a2.Count() )
return false;
for ( int i=0; i < a1.Count(); i++ )
{
if ( a1[i] != a2[i] )
return false;
}
return true;
}
// Test two reliable channels that are hooked up to each other.
void TestChannels( IChannel *pChannel1, IChannel *pChannel2, int maxPacketSize, int nTests )
{
for ( int iTest=0; iTest < nTests; iTest++ )
{
float t = (float)rand() / VALVE_RAND_MAX;
int testSize = (int)( t * (maxPacketSize-1) ) + 1;
CUtlVector<unsigned char> rnd1, rnd2;
rnd1.SetSize( testSize );
rnd2.SetSize( testSize );
for ( int i=0; i < testSize; i++ )
{
rnd1[i] = rand();
rnd2[i] = rand();
}
pChannel1->Send( rnd1.Base(), testSize );
pChannel2->Send( rnd2.Base(), testSize );
// Now wait for up to 5 seconds for the data to come in.
CUtlVector<unsigned char> tmp;
tmp.SetSize( testSize );
CUtlVector<unsigned char> testVec;
bool bReceived;
if ( !( bReceived = pChannel1->Recv( testVec, 15 ) ) || !CompareArrays( testVec, rnd2 ) )
{
assert( false );
}
if ( !( bReceived = pChannel2->Recv( testVec, 15 ) ) || !CompareArrays( testVec, rnd1 ) )
{
assert( false );
}
}
}
template<class T>
void TestChannels( T *pSock[2] )
{
int iPorts[2];
for ( int iPort=0; iPort < 2; iPort++ )
{
int nTries = 150;
for ( int iTry=0; iTry < nTries; iTry++ )
{
iPorts[iPort] = 27111 + iTry;
if ( pSock[iPort]->BindToAny( iPorts[iPort] ) )
break;
}
}
// Bind them to random ports.
pSock[0]->BeginListen();
pSock[1]->BeginConnect( CIPAddr( 127, 0, 0, 1, iPorts[0] ) );
while ( !pSock[0]->IsConnected() || !pSock[1]->IsConnected() )
{
CIPAddr remoteAddr;
if ( !pSock[0]->IsConnected() )
pSock[0]->UpdateListen( &remoteAddr );
if ( !pSock[1]->IsConnected() )
pSock[1]->UpdateConnect();
}
// Measure ping-pong time.
__int64 totalMicroseconds = 0;
int nTests = 1500;
for ( int i=0; i < nTests; i++ )
{
char buf[2116];
CFastTimer timer;
timer.Start();
pSock[0]->Send( buf, sizeof( buf ) );
CUtlVector<unsigned char> recvBuf;
pSock[1]->Recv( recvBuf );
timer.End();
totalMicroseconds += timer.GetDuration().GetMicroseconds();
}
// Now, test them with the fragmentation layer.
IChannel *pFrag[2] = { CreateFragmentLayer( pSock[0] ), CreateFragmentLayer( pSock[1] ) };
TestChannels( pFrag[0], pFrag[1], 1024*300, 5 );
TestChannels( pSock[0], pSock[1], 1024, 1000 );
}
int main(int argc, char* argv[])
{
// First, test two TCP sockets.
for ( int iChannelType=0; iChannelType < 2; iChannelType++ )
{
DWORD startTime = GetTickCount();
srand( 0 );
if ( iChannelType == 0 )
{
ITCPSocket *pTCPSockets[2] = { CreateTCPSocket(), CreateTCPSocket() };
TestChannels( pTCPSockets );
}
else
{
IReliableChannel *pReliableChannels[2] = { CreateReliableChannel(), CreateReliableChannel() };
TestChannels( pReliableChannels );
}
float flElapsed = (float)( GetTickCount() - startTime ) / 1000.0;
}
return 0;
}