255 lines
9.2 KiB
C#
255 lines
9.2 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using Unity.RenderStreaming.InputSystem;
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using Unity.RenderStreaming.RuntimeTest.Signaling;
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using Unity.WebRTC;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.TestTools;
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using Assert = NUnit.Framework.Assert;
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namespace Unity.RenderStreaming.RuntimeTest
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{
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using InputRemoting = InputSystem.InputRemoting;
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class MessageSerializerTest
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{
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[Test]
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public void Serialize()
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{
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InputRemoting.Message message1 = new InputRemoting.Message
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{
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participantId = 1,
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type = InputRemoting.MessageType.NewEvents,
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data = new byte[] { 1, 2, 3, 4, 5 },
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};
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var bytes = MessageSerializer.Serialize(ref message1);
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Assert.That(bytes, Is.Not.Null);
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Assert.That(bytes, Has.Length.GreaterThan(0));
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MessageSerializer.Deserialize(bytes, out var message2);
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Assert.That(message2.participantId, Is.EqualTo(message1.participantId));
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Assert.That(message2.type, Is.EqualTo(message1.type));
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Assert.That(message2.data, Is.EqualTo(message1.data));
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}
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}
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/// todo(kazuki):workaround
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class InputRemotingTest
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{
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class MyMonoBehaviourTest : MonoBehaviour, IMonoBehaviourTest
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{
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public bool IsTestFinished
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{
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get { return true; }
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}
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}
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private MonoBehaviourTest<MyMonoBehaviourTest> _test;
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private SignalingManagerInternal _target1, _target2;
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private RTCDataChannel _channel1, _channel2;
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private string connectionId = "12345";
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const float ResendOfferInterval = 3f;
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private RenderStreamingDependencies CreateDependencies()
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{
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return new RenderStreamingDependencies
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{
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signaling = new MockSignaling(),
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config = new RTCConfiguration
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{
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iceServers = new[] { new RTCIceServer { urls = new[] { "stun:stun.l.google.com:19302" } } },
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},
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startCoroutine = _test.component.StartCoroutine,
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stopCoroutine = _test.component.StopCoroutine,
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resentOfferInterval = ResendOfferInterval,
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};
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}
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[UnitySetUp]
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public IEnumerator UnitySetUp()
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{
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MockSignaling.Reset(true);
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_test = new MonoBehaviourTest<MyMonoBehaviourTest>();
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var dependencies1 = CreateDependencies();
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var dependencies2 = CreateDependencies();
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_target1 = new SignalingManagerInternal(ref dependencies1);
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_target2 = new SignalingManagerInternal(ref dependencies2);
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bool isStarted1 = false;
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bool isStarted2 = false;
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_target1.onStart += () => { isStarted1 = true; };
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_target2.onStart += () => { isStarted2 = true; };
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yield return new WaitUntil(() => isStarted1 && isStarted2);
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bool isCreatedConnection1 = false;
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bool isCreatedConnection2 = false;
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_target1.onCreatedConnection += _ => { isCreatedConnection1 = true; };
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_target2.onCreatedConnection += _ => { isCreatedConnection2 = true; };
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// _target1 is Receiver in private mode
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_target1.CreateConnection(connectionId);
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yield return new WaitUntil(() => isCreatedConnection1);
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// _target2 is sender in private mode
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_target2.CreateConnection(connectionId);
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yield return new WaitUntil(() => isCreatedConnection2);
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_target1.onAddChannel += (_, channel) => { _channel1 = channel; };
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// send offer automatically after creating channel
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_channel2 = _target2.CreateChannel(connectionId, "_test");
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bool isGotOffer1 = false;
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bool isGotAnswer2 = false;
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_target1.onGotOffer += (_, sdp) => { isGotOffer1 = true; };
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_target2.onGotAnswer += (_, sdp) => { isGotAnswer2 = true; };
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// each peer are not stable, signaling process not complete.
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yield return new WaitUntil(() => isGotOffer1);
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_target1.SendAnswer(connectionId);
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yield return new WaitUntil(() => isGotAnswer2);
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Assert.That(isGotAnswer2, Is.True);
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// If target1 processes resent Offer from target2, target1 is not stable.
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Assert.That(_target2.IsStable(connectionId), Is.True);
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yield return new WaitUntil(() => _channel1 != null);
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Assert.That(_channel1.ReadyState, Is.EqualTo(RTCDataChannelState.Open));
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}
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[UnityTearDown]
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public IEnumerator UnityTearDown()
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{
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_target1.DeleteConnection(connectionId);
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_target2.DeleteConnection(connectionId);
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bool isDeletedConnection1 = false;
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bool isDeletedConnection2 = false;
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_target1.onDeletedConnection += _ => { isDeletedConnection1 = true; };
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_target2.onDeletedConnection += _ => { isDeletedConnection2 = true; };
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yield return new WaitUntil(() => isDeletedConnection1 && isDeletedConnection2);
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_channel1.Dispose();
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_channel2.Dispose();
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_channel1 = null;
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_channel2 = null;
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_test.component.StopAllCoroutines();
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_target1.Dispose();
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_target2.Dispose();
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UnityEngine.Object.DestroyImmediate(_test.gameObject);
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}
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[Test]
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public void DoNothing()
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{
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}
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[Test]
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public void Sender()
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{
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var sender = new Sender();
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Assert.That(sender.layouts, Is.Not.Empty);
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Assert.That(sender.devices, Is.Not.Empty);
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Assert.That(sender.GetDeviceById(0), Is.Null);
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var senderInput = new InputRemoting(sender);
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var senderDisposer = senderInput.Subscribe(new Observer(_channel1));
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senderInput.StartSending();
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senderInput.StopSending();
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senderDisposer.Dispose();
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sender.Dispose();
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}
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[Test]
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public void Receiver()
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{
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var receiver = new Receiver(_channel1);
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Assert.That(receiver.remoteDevices, Is.Empty);
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Assert.That(receiver.remoteLayouts, Is.Empty);
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Assert.That(receiver.GetDeviceById(0), Is.Null);
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var receiverInput = new InputRemoting(receiver);
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var receiverDisposer = receiverInput.Subscribe(receiverInput);
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receiverInput.StartSending();
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receiverInput.StopSending();
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receiverDisposer.Dispose();
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}
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/// todo(kazuki): This test is failed for timeout on macOS.
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/// todo(kazuki): This test is failed for timeout on iPhonePlayer.
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[UnityTest, Timeout(3000)]
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[UnityPlatform(exclude = new[] { RuntimePlatform.OSXPlayer, RuntimePlatform.IPhonePlayer })]
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public IEnumerator AddDevice()
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{
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var sender = new Sender();
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var senderInput = new InputRemoting(sender);
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var senderSubscriberDisposer = senderInput.Subscribe(new Observer(_channel1));
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var receiver = new Receiver(_channel2);
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var receiverInput = new InputRemoting(receiver);
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var receiverSubscriberDisposer = receiverInput.Subscribe(receiverInput);
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InputDevice device = null;
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InputDeviceChange change = default;
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receiver.onDeviceChange += (_device, _change) =>
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{
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device = _device;
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change = _change;
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};
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string layoutName = null;
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InputControlLayoutChange layoutChange = default;
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receiver.onLayoutChange += (_name, _change) =>
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{
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layoutName = _name;
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layoutChange = _change;
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};
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receiverInput.StartSending();
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senderInput.StartSending();
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yield return new WaitUntil(() => device != null);
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yield return new WaitUntil(() => layoutName != null);
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Assert.That(device, Is.Not.Null);
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Assert.That(change, Is.EqualTo(InputDeviceChange.Added));
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Assert.That(layoutName, Is.Not.Null);
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Assert.That(layoutChange, Is.EqualTo(InputControlLayoutChange.Added));
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Assert.That(receiver.remoteLayouts, Is.Not.Empty);
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Assert.That(receiver.remoteDevices, Is.Not.Empty);
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Assert.That(receiver.remoteDevices, Has.All.Matches<InputDevice>(d => d.remote));
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senderInput.StopSending();
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receiverInput.StopSending();
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senderSubscriberDisposer.Dispose();
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receiverSubscriberDisposer.Dispose();
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sender.Dispose();
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receiver.Dispose();
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}
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[Test]
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public void RemoveRemoteDevices()
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{
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var sender = new Sender();
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var senderInput = new InputRemoting(sender);
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senderInput.RemoveRemoteDevices(0);
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sender.Dispose();
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}
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[Test]
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public void SaveState()
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{
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var sender = new Sender();
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var inputRemoting = new InputRemoting(sender);
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var state = inputRemoting.SaveState();
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inputRemoting.RestoreState(state, sender);
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sender.Dispose();
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}
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}
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}
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