An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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#if !UNITY_METRO && (UNITY_PRO_LICENSE || !(UNITY_ANDROID || UNITY_IPHONE))
#define UTT_SOCKETS_SUPPORTED
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityTest.IntegrationTestRunner;
#if UTT_SOCKETS_SUPPORTED
using System.Net.Sockets;
using System.Runtime.Serialization.Formatters.Binary;
#endif
namespace UnityTest
{
public class NetworkResultSender : ITestRunnerCallback
{
#if UTT_SOCKETS_SUPPORTED
private readonly TimeSpan m_ConnectionTimeout = TimeSpan.FromSeconds(5);
private readonly string m_Ip;
private readonly int m_Port;
#endif
private bool m_LostConnection;
public NetworkResultSender(string ip, int port)
{
#if UTT_SOCKETS_SUPPORTED
m_Ip = ip;
m_Port = port;
#endif
}
private bool SendDTO(ResultDTO dto)
{
if (m_LostConnection) return false;
#if UTT_SOCKETS_SUPPORTED
try
{
using (var tcpClient = new TcpClient())
{
var result = tcpClient.BeginConnect(m_Ip, m_Port, null, null);
var success = result.AsyncWaitHandle.WaitOne(m_ConnectionTimeout);
if (!success)
{
return false;
}
try
{
tcpClient.EndConnect(result);
}
catch (SocketException)
{
m_LostConnection = true;
return false;
}
var bf = new DTOFormatter();
bf.Serialize(tcpClient.GetStream(), dto);
tcpClient.GetStream().Close();
tcpClient.Close();
Debug.Log("Sent " + dto.messageType);
}
}
catch (SocketException e)
{
Debug.LogException(e);
m_LostConnection = true;
return false;
}
#endif // if UTT_SOCKETS_SUPPORTED
return true;
}
public bool Ping()
{
var result = SendDTO(ResultDTO.CreatePing());
m_LostConnection = false;
return result;
}
public void RunStarted(string platform, List<TestComponent> testsToRun)
{
SendDTO(ResultDTO.CreateRunStarted());
}
public void RunFinished(List<TestResult> testResults)
{
SendDTO(ResultDTO.CreateRunFinished(testResults));
}
public void TestStarted(TestResult test)
{
SendDTO(ResultDTO.CreateTestStarted(test));
}
public void TestFinished(TestResult test)
{
SendDTO(ResultDTO.CreateTestFinished(test));
}
public void AllScenesFinished()
{
SendDTO (ResultDTO.CreateAllScenesFinished ());
}
public void TestRunInterrupted(List<ITestComponent> testsNotRun)
{
RunFinished(new List<TestResult>());
}
}
}