using System.Collections; using System.Collections.Generic; using System.Linq; using NUnit.Framework; using Unity.Netcode.TestHelpers.Runtime; using UnityEngine.TestTools; namespace Unity.Netcode.RuntimeTests { /// /// Validates the client disconnection process. /// This assures that: /// - When a client disconnects from the server that the server: /// -- Detects the client disconnected. /// -- Cleans up the transport to NGO client (and vice versa) mappings. /// - When a server disconnects a client that: /// -- The client detects this disconnection. /// -- The server cleans up the transport to NGO client (and vice versa) mappings. /// - When the server-side player object is destroyed /// - When the server-side player object ownership is transferred back to the server /// [TestFixture(OwnerPersistence.DestroyWithOwner)] [TestFixture(OwnerPersistence.DontDestroyWithOwner)] public class DisconnectTests : NetcodeIntegrationTest { public enum OwnerPersistence { DestroyWithOwner, DontDestroyWithOwner } public enum ClientDisconnectType { ServerDisconnectsClient, ClientDisconnectsFromServer } protected override int NumberOfClients => 1; private OwnerPersistence m_OwnerPersistence; private ClientDisconnectType m_ClientDisconnectType; private bool m_ClientDisconnected; private Dictionary m_DisconnectedEvent = new Dictionary(); private ulong m_DisconnectEventClientId; private ulong m_TransportClientId; private ulong m_ClientId; public DisconnectTests(OwnerPersistence ownerPersistence) { m_OwnerPersistence = ownerPersistence; } protected override void OnCreatePlayerPrefab() { m_PlayerPrefab.GetComponent().DontDestroyWithOwner = m_OwnerPersistence == OwnerPersistence.DontDestroyWithOwner; base.OnCreatePlayerPrefab(); } protected override void OnServerAndClientsCreated() { // Adjusting client and server timeout periods to reduce test time // Get the tick frequency in milliseconds and triple it for the heartbeat timeout var heartBeatTimeout = (int)(300 * (1.0f / m_ServerNetworkManager.NetworkConfig.TickRate)); var unityTransport = m_ServerNetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport; if (unityTransport != null) { unityTransport.HeartbeatTimeoutMS = heartBeatTimeout; } unityTransport = m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport; if (unityTransport != null) { unityTransport.HeartbeatTimeoutMS = heartBeatTimeout; } base.OnServerAndClientsCreated(); } protected override IEnumerator OnSetup() { m_ClientDisconnected = false; m_ClientId = 0; m_TransportClientId = 0; return base.OnSetup(); } /// /// Used to detect the client disconnected on the server side /// private void OnClientDisconnectCallback(ulong obj) { m_ClientDisconnected = true; } private void OnConnectionEvent(NetworkManager networkManager, ConnectionEventData connectionEventData) { if (connectionEventData.EventType != ConnectionEvent.ClientDisconnected) { return; } m_DisconnectedEvent.Add(networkManager, connectionEventData); } /// /// Conditional check to assure the transport to client (and vice versa) mappings are cleaned up /// private bool TransportIdCleanedUp() { if (m_ServerNetworkManager.ConnectionManager.TransportIdToClientId(m_TransportClientId) == m_ClientId) { return false; } if (m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId) == m_TransportClientId) { return false; } return true; } /// /// Conditional check to make sure the client player object no longer exists on the server side /// private bool DoesServerStillHaveSpawnedPlayerObject() { if (m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_ClientId)) { var playerObject = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientId]; if (playerObject != null && playerObject.IsSpawned) { return false; } } return !m_ServerNetworkManager.SpawnManager.SpawnedObjects.Any(x => x.Value.IsPlayerObject && x.Value.OwnerClientId == m_ClientId); } [UnityTest] public IEnumerator ClientPlayerDisconnected([Values] ClientDisconnectType clientDisconnectType) { m_ClientId = m_ClientNetworkManagers[0].LocalClientId; m_ClientDisconnectType = clientDisconnectType; var serverSideClientPlayer = m_ServerNetworkManager.ConnectionManager.ConnectedClients[m_ClientId].PlayerObject; m_TransportClientId = m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId); var clientManager = m_ClientNetworkManagers[0]; if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient) { m_ClientNetworkManagers[0].OnClientDisconnectCallback += OnClientDisconnectCallback; m_ClientNetworkManagers[0].OnConnectionEvent += OnConnectionEvent; m_ServerNetworkManager.OnConnectionEvent += OnConnectionEvent; m_ServerNetworkManager.DisconnectClient(m_ClientId); } else { m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback; m_ServerNetworkManager.OnConnectionEvent += OnConnectionEvent; m_ClientNetworkManagers[0].OnConnectionEvent += OnConnectionEvent; yield return StopOneClient(m_ClientNetworkManagers[0]); } yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected); AssertOnTimeout("Timed out waiting for client to disconnect!"); if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient) { Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ServerNetworkManager), $"Could not find the server {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_DisconnectedEvent.ContainsKey(clientManager), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_DisconnectedEvent[clientManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the client {nameof(NetworkManager)} disconnect event entry!"); // Unregister for this event otherwise it will be invoked during teardown m_ServerNetworkManager.OnConnectionEvent -= OnConnectionEvent; } else { Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ServerNetworkManager), $"Could not find the server {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_DisconnectedEvent.ContainsKey(clientManager), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_DisconnectedEvent[clientManager].ClientId == m_ClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the client {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClientsIds.Count}!"); Assert.IsTrue(m_ServerNetworkManager.ConnectedClients.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClients.Count}!"); Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsList.Count == 1, $"Expected connected client identifiers count to be 1 but it was {m_ServerNetworkManager.ConnectedClientsList.Count}!"); } if (m_OwnerPersistence == OwnerPersistence.DestroyWithOwner) { // When we are destroying with the owner, validate the player object is destroyed on the server side yield return WaitForConditionOrTimeOut(DoesServerStillHaveSpawnedPlayerObject); AssertOnTimeout("Timed out waiting for client's player object to be destroyed!"); } else { // When we are not destroying with the owner, ensure the player object's ownership was transferred back to the server yield return WaitForConditionOrTimeOut(() => serverSideClientPlayer.IsOwnedByServer); AssertOnTimeout("The client's player object's ownership was not transferred back to the server!"); } yield return WaitForConditionOrTimeOut(TransportIdCleanedUp); AssertOnTimeout("Timed out waiting for transport and client id mappings to be cleaned up!"); // Validate the host-client generates a OnClientDisconnected event when it shutsdown. // Only test when the test run is the client disconnecting from the server (otherwise the server will be shutdown already) if (clientDisconnectType == ClientDisconnectType.ClientDisconnectsFromServer) { m_DisconnectedEvent.Clear(); m_ClientDisconnected = false; m_ServerNetworkManager.Shutdown(); yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected); AssertOnTimeout("Timed out waiting for host-client to generate disconnect message!"); Assert.IsTrue(m_DisconnectedEvent.ContainsKey(m_ServerNetworkManager), $"Could not find the server {nameof(NetworkManager)} disconnect event entry!"); Assert.IsTrue(m_DisconnectedEvent[m_ServerNetworkManager].ClientId == NetworkManager.ServerClientId, $"Expected ClientID {m_ClientId} but found ClientID {m_DisconnectedEvent[m_ServerNetworkManager].ClientId} for the server {nameof(NetworkManager)} disconnect event entry!"); } } } }