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o3de/Gems/Multiplayer/Code/Tests/IMultiplayerConnectionMock.h
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2021-03-25 13:57:57 -07:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <gmock/gmock.h>
// The following is a mock of IConnection used to test endpoints in MultiplayerSystemComponent
// without an actual IConnection
using namespace AzNetworking;
class IMultiplayerConnectionMock : public IConnection
{
public:
IMultiplayerConnectionMock(ConnectionId connectionId, const IpAddress& address, ConnectionRole connectionRole)
: IConnection(connectionId, address)
, m_role(connectionRole)
{
;
}
~IMultiplayerConnectionMock() override{};
MOCK_METHOD1(SendReliablePacket, bool(const IPacket&));
MOCK_METHOD1(SendUnreliablePacket, PacketId(const IPacket&));
MOCK_CONST_METHOD1(WasPacketAcked, bool(const PacketId));
MOCK_CONST_METHOD0(GetConnectionState, ConnectionState());
ConnectionRole GetConnectionRole() const override
{
return m_role;
};
MOCK_METHOD2(Disconnect, bool(DisconnectReason, TerminationEndpoint));
MOCK_METHOD1(SetConnectionMtu, void(uint32_t));
MOCK_CONST_METHOD0(GetConnectionMtu, uint32_t());
MOCK_METHOD1(SetConnectionMtu, void(const ConnectionQuality&));
MOCK_METHOD1(SetConnectionQuality, void(const ConnectionQuality&));
ConnectionRole m_role;
};