using System.Collections; 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 bool m_ClientDisconnected; 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; } /// /// 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; var serverSideClientPlayer = m_ServerNetworkManager.ConnectionManager.ConnectedClients[m_ClientId].PlayerObject; m_TransportClientId = m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId); if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient) { m_ClientNetworkManagers[0].OnClientDisconnectCallback += OnClientDisconnectCallback; m_ServerNetworkManager.DisconnectClient(m_ClientId); } else { m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback; yield return StopOneClient(m_ClientNetworkManagers[0]); } yield return WaitForConditionOrTimeOut(() => m_ClientDisconnected); AssertOnTimeout("Timed out waiting for client to disconnect!"); 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!"); } } }