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com.unity.netcode.gameobjects/Tests/Runtime/DisconnectTests.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

221 lines
11 KiB
C#

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
{
/// <summary>
/// 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 <see cref="OwnerPersistence.DestroyWithOwner"/> the server-side player object is destroyed
/// - When <see cref="OwnerPersistence.DontDestroyWithOwner"/> the server-side player object ownership is transferred back to the server
/// </summary>
[TestFixture(OwnerPersistence.DestroyWithOwner)]
[TestFixture(OwnerPersistence.DontDestroyWithOwner)]
internal 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<NetworkManager, ConnectionEventData> m_DisconnectedEvent = new Dictionary<NetworkManager, ConnectionEventData>();
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<NetworkObject>().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();
}
/// <summary>
/// Used to detect the client disconnected on the server side
/// </summary>
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);
}
/// <summary>
/// Conditional check to assure the transport to client (and vice versa) mappings are cleaned up
/// </summary>
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;
}
/// <summary>
/// Conditional check to make sure the client player object no longer exists on the server side
/// </summary>
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);
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(m_ClientNetworkManagers[0]), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
Assert.IsTrue(m_DisconnectedEvent[m_ClientNetworkManagers[0]].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(m_ClientNetworkManagers[0]), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
Assert.IsTrue(m_DisconnectedEvent[m_ClientNetworkManagers[0]].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!");
}
}
}
}