我应该测试UDP服务器代码,如果是的话 - 为什么以及如何?

时间:2010-02-06 10:18:49

标签: c# networking mocking udp xunit.net

我没有太多经验进行单元测试。从我学到的东西,代码应该解耦,我不应该努力测试私有代码,只是公共方法,设置器等等。

现在,我已经掌握了一些基本的测试概念,但是我在这种情况下应用更高级的东西会遇到麻烦...依赖注入,控制反转,模拟对象等 - 还不能理解它: (

在我开始编写代码之前,以下是问题。

  • 在给定的课程中,我应该尝试测试什么?
  • 我如何完成这些测试任务?
  • 类设计是否存在严重错误,导致测试无法正常完成(或者即使在测试环境之外也是如此)?
  • 一般来说,哪些设计模式对测试网络代码很有用?

另外,我一直在努力遵守“首先编写测试,然后编写代码以使测试通过”,这就是为什么我编写前两个只是实例化类并运行它的测试,但是当服务器能够启动时并接受数据包,我不知道接下来要测试什么......

好的,这里是代码片段。 (注意:原始代码分成几个名称空间,这就是为什么它可能看起来有点乱序)

using System;
using System.Collections.Generic;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;

namespace MyProject1
{
    /// <summary>
    /// Packet buffer that is sent to/received from connection
    /// </summary>
    public class UDPPacketBuffer
    {
        /// <summary>
        /// Buffer size constant
        /// </summary>
        public const int BUFFER_SIZE = 4096;

        private byte[] _data;

        /// <summary>
        /// Byte array with buffered data
        /// 
        /// DataLength is automatically updated when Data is set
        /// </summary>
        /// <see cref="DataLength"/>
        public byte[] Data { get { return _data; } set { _data = value; DataLength = value.Length; } }

        /// <summary>
        /// Integer with length of buffered data
        /// </summary>
        public int DataLength;

        /// <summary>
        /// Remote end point (IP Address and Port)
        /// </summary>
        public EndPoint RemoteEndPoint;

        /// <summary>
        /// Initializes <see cref="UDPPacketBuffer"/> class
        /// </summary>
        public UDPPacketBuffer()
        {
            // initialize byte array
            this.Data = new byte[BUFFER_SIZE];

            // this will be filled in by the caller (eg. udpSocket.BeginReceiveFrom)
            RemoteEndPoint = (EndPoint)new IPEndPoint(IPAddress.Any, 0);
        }

        /// <summary>
        /// Returns <see cref="Data"/> as a byte array shortened to <see cref="DataLength"/> number of bytes
        /// </summary>
        public byte[] ByteContent
        {
            get
            {
                if (DataLength > 0)
                {
                    byte[] content = new byte[DataLength];
                    for (int i = 0; i < DataLength; i++)
                        content[i] = Data[i];
                    return content;
                }
                else
                {
                    return Data;
                }
            }
        }

        /// <summary>
        /// Returns <see cref="ByteContent"/> converted to string
        /// </summary>
        public string StringContent { get { return Encoding.ASCII.GetString(ByteContent); } }
    }

    /// <summary>
    /// UDP packet-related event arguments passed when invoking events
    /// </summary>
    /// <example>
    /// This example shows how to use UDPPacketEventArgs class when event is invoked.
    /// <code>
    /// if (PacketSent != null)
    ///     PacketSent(this, new UDPPacketEventArgs(buffer, bytesSent));
    /// </code>
    /// </example>
    public class UDPPacketEventArgs : EventArgs
    {
        /// <summary>
        /// Instance of UDPPacketBuffer, holding current event-related buffer
        /// </summary>
        public UDPPacketBuffer buffer { get; private set; }

        /// <summary>
        /// Number of bytes sent to remote end point
        /// </summary>
        public int sent { get; private set; }

        /// <summary>
        /// Initializes <see cref="buffer"/> only. Used when receiving data.
        /// </summary>
        /// <param name="buffer">Buffer sent to or received from remote endpoint</param>
        public UDPPacketEventArgs(UDPPacketBuffer buffer)
        {
            this.buffer = buffer;
        }

        /// <summary>
        /// Initializes <see cref="buffer"/> and <see cref="sent"/> variables. Used when sending data.
        /// </summary>
        /// <param name="buffer">buffer that has been sent</param>
        /// <param name="sent">number of bytes sent</param>
        public UDPPacketEventArgs(UDPPacketBuffer buffer, int sent)
        {
            this.buffer = buffer;
            this.sent = sent;
        }
    }

    /// <summary>
    /// Asynchronous UDP server
    /// </summary>
    public class AsyncUdp : ServerBase
    {
        private const int _defaultPort = 45112;

        private int _udpPort;

        /// <summary>
        /// Port number on which server should listen
        /// </summary>
        public int udpPort { get { return _udpPort; } private set { _udpPort = value; } }

        // should server listen for broadcasts?
        private bool broadcast = false;

        // server socket
        private Socket udpSocket;

        // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
        // since there are potentially many "reader" threads in the internal .NET IOCP
        // thread pool, this is a cheaper synchronization primitive than using
        // a Mutex object.  This allows many UDP socket "reads" concurrently - when
        // Stop() is called, it attempts to obtain a writer lock which will then
        // wait until all outstanding operations are completed before shutting down.
        // this avoids the problem of closing the socket with outstanding operations
        // and trying to catch the inevitable ObjectDisposedException.
        private ReaderWriterLock rwLock = new ReaderWriterLock();

        // number of outstanding operations.  This is a reference count
        // which we use to ensure that the threads exit cleanly. Note that
        // we need this because the threads will potentially still need to process
        // data even after the socket is closed.
        private int rwOperationCount = 0;

        // the all important shutdownFlag.  This is synchronized through the ReaderWriterLock.
        private bool shutdownFlag = true;

        /// <summary>
        /// Returns server running state
        /// </summary>
        public bool IsRunning
        {
            get { return !shutdownFlag; }
        }

        /// <summary>
        /// Initializes UDP server with arbitrary default port
        /// </summary>
        public AsyncUdp()
        {
            this.udpPort = _defaultPort;
        }

        /// <summary>
        /// Initializes UDP server with specified port number
        /// </summary>
        /// <param name="port">Port number for server to listen on</param>
        public AsyncUdp(int port)
        {
            this.udpPort = port;
        }

        /// <summary>
        /// Initializes UDP server with specified port number and broadcast capability
        /// </summary>
        /// <param name="port">Port number for server to listen on</param>
        /// <param name="broadcast">Server will have broadcasting enabled if set to true</param>
        public AsyncUdp(int port, bool broadcast)
        {
            this.udpPort = port;
            this.broadcast = broadcast;
        }

        /// <summary>
        /// Raised when packet is received via UDP socket
        /// </summary>
        public event EventHandler PacketReceived;

        /// <summary>
        /// Raised when packet is sent via UDP socket
        /// </summary>
        public event EventHandler PacketSent;

        /// <summary>
        /// Starts UDP server
        /// </summary>
        public override void Start()
        {
            if (! IsRunning)
            {
                // create and bind the socket
                IPEndPoint ipep = new IPEndPoint(IPAddress.Any, udpPort);
                udpSocket = new Socket(
                    AddressFamily.InterNetwork,
                    SocketType.Dgram,
                    ProtocolType.Udp);
                udpSocket.EnableBroadcast = broadcast;
                // we don't want to receive our own broadcasts, if broadcasting is enabled
                if (broadcast)
                    udpSocket.MulticastLoopback = false;
                udpSocket.Bind(ipep);

                // we're not shutting down, we're starting up
                shutdownFlag = false;

                // kick off an async receive.  The Start() method will return, the
                // actual receives will occur asynchronously and will be caught in
                // AsyncEndRecieve().
                // I experimented with posting multiple AsyncBeginReceives() here in an attempt
                // to "queue up" reads, however I found that it negatively impacted performance.
                AsyncBeginReceive();
            }
        }

        /// <summary>
        /// Stops UDP server, if it is running
        /// </summary>
        public override void Stop()
        {
            if (IsRunning)
            {
                // wait indefinitely for a writer lock.  Once this is called, the .NET runtime
                // will deny any more reader locks, in effect blocking all other send/receive
                // threads.  Once we have the lock, we set shutdownFlag to inform the other
                // threads that the socket is closed.
                rwLock.AcquireWriterLock(-1);
                shutdownFlag = true;
                udpSocket.Close();
                rwLock.ReleaseWriterLock();

                // wait for any pending operations to complete on other
                // threads before exiting.
                while (rwOperationCount > 0)
                    Thread.Sleep(1);
            }
        }

        /// <summary>
        /// Dispose handler for UDP server. Stops the server first if it is still running
        /// </summary>
        public override void Dispose()
        {
            if (IsRunning == true)
                this.Stop();
        }

        private void AsyncBeginReceive()
        {
            // this method actually kicks off the async read on the socket.
            // we aquire a reader lock here to ensure that no other thread
            // is trying to set shutdownFlag and close the socket.
            rwLock.AcquireReaderLock(-1);

            if (!shutdownFlag)
            {
                // increment the count of pending operations
                Interlocked.Increment(ref rwOperationCount);

                // allocate a packet buffer
                UDPPacketBuffer buf = new UDPPacketBuffer();

                try
                {
                    // kick off an async read
                    udpSocket.BeginReceiveFrom(
                        buf.Data,
                        0,
                        UDPPacketBuffer.BUFFER_SIZE,
                        SocketFlags.None,
                        ref buf.RemoteEndPoint,
                        new AsyncCallback(AsyncEndReceive),
                        buf);
                }
                catch (SocketException)
                {
                    // an error occurred, therefore the operation is void.  Decrement the reference count.
                    Interlocked.Decrement(ref rwOperationCount);
                }
            }

            // we're done with the socket for now, release the reader lock.
            rwLock.ReleaseReaderLock();
        }

        private void AsyncEndReceive(IAsyncResult iar)
        {
            // Asynchronous receive operations will complete here through the call
            // to AsyncBeginReceive

            // aquire a reader lock
            rwLock.AcquireReaderLock(-1);

            if (!shutdownFlag)
            {
                // start another receive - this keeps the server going!
                AsyncBeginReceive();

                // get the buffer that was created in AsyncBeginReceive
                // this is the received data
                UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;

                try
                {
                    // get the length of data actually read from the socket, store it with the
                    // buffer
                    buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);

                    // this operation is now complete, decrement the reference count
                    Interlocked.Decrement(ref rwOperationCount);

                    // we're done with the socket, release the reader lock
                    rwLock.ReleaseReaderLock();

                    // run event PacketReceived(), passing the buffer that
                    // has just been filled from the socket read.
                    if (PacketReceived != null)
                        PacketReceived(this, new UDPPacketEventArgs(buffer));
                }
                catch (SocketException)
                {
                    // an error occurred, therefore the operation is void.  Decrement the reference count.
                    Interlocked.Decrement(ref rwOperationCount);

                    // we're done with the socket for now, release the reader lock.
                    rwLock.ReleaseReaderLock();
                }
            }
            else
            {
                // nothing bad happened, but we are done with the operation
                // decrement the reference count and release the reader lock
                Interlocked.Decrement(ref rwOperationCount);
                rwLock.ReleaseReaderLock();
            }
        }

        /// <summary>
        /// Send packet to remote end point speified in <see cref="UDPPacketBuffer"/>
        /// </summary>
        /// <param name="buf">Packet to send</param>
        public void AsyncBeginSend(UDPPacketBuffer buf)
        {
            // by now you should you get the idea - no further explanation necessary

            rwLock.AcquireReaderLock(-1);

            if (!shutdownFlag)
            {
                try
                {
                    Interlocked.Increment(ref rwOperationCount);
                    udpSocket.BeginSendTo(
                        buf.Data,
                        0,
                        buf.DataLength,
                        SocketFlags.None,
                        buf.RemoteEndPoint,
                        new AsyncCallback(AsyncEndSend),
                        buf);
                }
                catch (SocketException)
                {
                    throw new NotImplementedException();
                }
            }

            rwLock.ReleaseReaderLock();
        }

        private void AsyncEndSend(IAsyncResult iar)
        {
            // by now you should you get the idea - no further explanation necessary

            rwLock.AcquireReaderLock(-1);

            if (!shutdownFlag)
            {
                UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;

                try
                {
                    int bytesSent = udpSocket.EndSendTo(iar);

                    // note that in invocation of PacketSent event - we are passing the number
                    // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
                    // is the number of bytes to send (or bytes received depending upon whether this
                    // buffer was part of a send or a receive).
                    if (PacketSent != null)
                        PacketSent(this, new UDPPacketEventArgs(buffer, bytesSent));
                }
                catch (SocketException)
                {
                    throw new NotImplementedException();
                }
            }

            Interlocked.Decrement(ref rwOperationCount);
            rwLock.ReleaseReaderLock();
        }
    }

    /// <summary>
    /// Base class used for all network-oriented servers.
    /// <para>Disposable. All methods are abstract, including Dispose().</para>
    /// </summary>
    /// <example>
    /// This example shows how to inherit from ServerBase class.
    /// <code>
    /// public class SyncTcp : ServerBase {...}
    /// </code>
    /// </example>
    abstract public class ServerBase : IDisposable
    {
        /// <summary>
        /// Starts the server.
        /// </summary>
        abstract public void Start();

        /// <summary>
        /// Stops the server.
        /// </summary>
        abstract public void Stop();

        #region IDisposable Members

        /// <summary>
        /// Cleans up after server.
        /// <para>It usually calls Stop() if server is running.</para>
        /// </summary>
        public abstract void Dispose();

        #endregion
    }
}

“测试代码”如下。

namespace MyProject1
{
    class AsyncUdpTest
    {
        [Fact]
        public void UdpServerInstance()
        {
            AsyncUdp udp = new AsyncUdp();
            Assert.True(udp is AsyncUdp);
            udp.Dispose();
        }

        [Fact]
        public void StartStopUdpServer()
        {
            using (AsyncUdp udp = new AsyncUdp(5000))
            {
                udp.Start();
                Thread.Sleep(5000);
            }
        }


        string udpReceiveMessageSend = "This is a test message";
        byte[] udpReceiveData = new byte[4096];
        bool udpReceivePacketMatches = false;

        [Fact]
        public void UdpServerReceive()
        {

            using (AsyncUdp udp = new AsyncUdp(5000))
            {
                udp.Start();
                udp.PacketReceived += new EventHandler(delegate(object sender, EventArgs e)
                {
                    UDPPacketEventArgs ea = e as UDPPacketEventArgs;
                    if (this.udpReceiveMessageSend.Equals(ea.buffer.StringContent))
                    {
                        udpReceivePacketMatches = true;
                    }
                });
                // wait 20 ms for a socket to be bound etc
                Thread.Sleep(20);

                UdpClient sock = new UdpClient();
                IPEndPoint iep = new IPEndPoint(IPAddress.Loopback, 5000);

                this.udpReceiveData = Encoding.ASCII.GetBytes(this.udpReceiveMessageSend);
                sock.Send(this.udpReceiveData, this.udpReceiveData.Length, iep);
                sock.Close();

                // wait 20 ms for an event to fire, it should be enough
                Thread.Sleep(20);

                Assert.True(udpReceivePacketMatches);
            }
        }
    }
}

注意:代码是c#,测试框架xUnit

非常感谢每个花时间回答我的问题并回答它的人!

2 个答案:

答案 0 :(得分:4)

你应该测试吗?绝对。您需要设计可测试性代码以使其变得简单。你的第一句话基本上是正确的。所以,还有一些评论:

单元测试主要是针对测试数据单独测试代码而不依赖于外部系统/服务器等。然后功能/集成测试会引入外部服务器/数据库等。您可以使用依赖注入来注入真正的外部系统参考或者是实现相同接口的测试(模拟)系统,因此您的代码变得易于测试。

所以在上面你可能想要将UDP数据源注入你的接收器。您的数据源将实现特定的接口,并且模拟(或简单测试)源将提供用于测试的不同数据包(例如,空的,包含有效数据,包含无效数据)。这将构成单元测试的基础。

您的集成(或功能性?我永远不知道该怎么称呼)测试可能会在同一个VM中为每个测试启动测试UDP数据源,并通过UDP 将数据泵送到您的接收器。所以现在你已经通过单元测试测试了面对不同数据包的基本功能,并且你正在通过集成测试测试实际的UDP客户端/服务器功能。

现在您已经测试了数据包传输/接收,您可以测试代码的其他部分。您的UDP接收器将插入另一个组件,在这里您可以使用依赖注入将UDP接收器注入上游组件,或者使用模拟/测试接收器实现相同的接口(等等)。 / p>

(注意:鉴于UDP传输即使在主机内也是不可靠的,你应该准备好以某种方式满足它,或者不经常接受你会遇到问题。但这是一个特定于UDP的问题。)

答案 1 :(得分:1)

我注意到代码中存在一些设计问题,我认为这些问题也会影响测试此代码的能力。

  1. 我并不真正知道UDPPacketBuffer类的目的。这个类没有封装任何东西。它包含读/写数据属性,我注意到只有一个可能有用的是StringContent。 如果你假设通过UDP一些应用程序级别的数据包,也许你应该为这个数据包创建适当的抽象。此外,使用UDP,您应该创建一些可以帮助您将所有部分收集在一起的东西(因为您可以按不同的顺序接收部分数据包)。 另外,我不明白为什么你的UDPPacketBuffer包含IPEndPoint。 这就是为什么你不能测试这个类,因为这个类没有明显的目的。

  2. 测试通过网络发送和接收数据的类真的很难。但我注意到AsyncUdp实现存在一些问题。

  3. 2.1没有包裹递送保证。我的意思是,谁负责可靠的数据包传送?

    2.2 Ther没有线程安全(由于缺乏异常安全性)。

    如果从单独的线程同时调用Start方法会发生什么?

    并且,请考虑以下代码(From Stop方法):

    rwLock.AcquireWriterLock(-1);
    shutdownFlag = true;
    udpSocket.Close();
    rwLock.ReleaseWriterLock();
    

    如果updSocket.Close方法引发异常怎么办?在这种情况下,rwLock将处于获得状态。

    在AsyncBeginReceive中:如果UDPPacketBuffer ctor抛出异常,或者udpSocket.BeginReceiveFrom抛出SecurityException或ArgumentOutOfRangeException,该怎么办。

    由于未处理的异常,其他函数也不是线程安全的。

    在这种情况下,您可以创建一些辅助类,可以在使用statemant时使用。 像这样:

    class ReadLockHelper : IDisposable
    {
      public ReadLockHelper(ReaderWriterLockSlim rwLock)
      {
        rwLock.AcquireReadLock(-1);
        this.rwLock = rwLock;
      }
      public void Dispose()
      {
        rwLock.ReleaseReadLock();
      }
      private ReaderWriterLockSlim rwLock;
    }
    

    而不是在你的方法中使用它:

    using (var l = new ReadLockHelper(rwLock))
    {
      //all other stuff
    }
    

    最后。您应该使用ReaderWriterLockSlim代替ReaderWriterLock

    MSDN的重要提示:

    .NET Framework有两个读写器锁,ReaderWriterLockSlim和ReaderWriterLock。建议将ReaderWriterLockSlim用于所有新开发。 ReaderWriterLockSlim类似于ReaderWriterLock,但它简化了递归规则以及升级和降级锁定状态的规则。 ReaderWriterLockSlim避免了许多潜在的死锁案例。此外,ReaderWriterLockSlim的性能明显优于ReaderWriterLock。