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