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com.unity.netcode.gameobjects/Tests/Runtime/PeerDisconnectCallbackTests.cs
Unity Technologies 63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
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).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00

187 lines
7.8 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="DisconnectTests.OwnerPersistence.DestroyWithOwner"/> the server-side player object is destroyed
/// - When <see cref="DisconnectTests.OwnerPersistence.DontDestroyWithOwner"/> the server-side player object ownership is transferred back to the server
/// </summary>
[TestFixture(HostOrServer.Server)]
[TestFixture(HostOrServer.Host)]
internal class PeerDisconnectCallbackTests : NetcodeIntegrationTest
{
public enum ClientDisconnectType
{
ServerDisconnectsClient,
ClientDisconnectsFromServer
}
protected override int NumberOfClients => 3;
private int m_ClientDisconnectCount;
private int m_PeerDisconnectCount;
public PeerDisconnectCallbackTests(HostOrServer hostOrServer)
: base(hostOrServer)
{
}
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_ClientDisconnectCount = 0;
m_PeerDisconnectCount = 0;
return base.OnSetup();
}
private void OnConnectionEventCallback(NetworkManager networkManager, ConnectionEventData data)
{
switch (data.EventType)
{
case ConnectionEvent.ClientDisconnected:
Assert.IsFalse(data.PeerClientIds.IsCreated);
++m_ClientDisconnectCount;
break;
case ConnectionEvent.PeerDisconnected:
Assert.IsFalse(data.PeerClientIds.IsCreated);
++m_PeerDisconnectCount;
break;
}
}
[UnityTest]
public IEnumerator TestPeerDisconnectCallback([Values] ClientDisconnectType clientDisconnectType, [Values(1ul, 2ul, 3ul)] ulong disconnectedClient)
{
foreach (var client in m_ClientNetworkManagers)
{
client.OnConnectionEvent += OnConnectionEventCallback;
if (m_UseHost)
{
Assert.IsTrue(client.ConnectedClientsIds.Contains(0ul));
}
Assert.IsTrue(client.ConnectedClientsIds.Contains(1ul));
Assert.IsTrue(client.ConnectedClientsIds.Contains(2ul));
Assert.IsTrue(client.ConnectedClientsIds.Contains(3ul));
Assert.AreEqual(client.ServerIsHost, m_UseHost);
}
m_ServerNetworkManager.OnConnectionEvent += OnConnectionEventCallback;
if (m_UseHost)
{
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Contains(0ul));
}
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Contains(1ul));
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Contains(2ul));
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Contains(3ul));
Assert.AreEqual(m_ServerNetworkManager.ServerIsHost, m_UseHost);
// Set up a WaitForMessageReceived hook.
// In some cases the message will be received during StopOneClient, but it is not guaranteed
// So we start the listener before we call Stop so it will be noticed regardless of whether it happens
// during StopOneClient or whether we have to wait for it
var messageHookEntriesForSpawn = new List<MessageHookEntry>();
foreach (var clientNetworkManager in m_ClientNetworkManagers.Where(c => c.LocalClientId != disconnectedClient))
{
var messageHook = new MessageHookEntry(clientNetworkManager);
messageHook.AssignMessageType<ClientDisconnectedMessage>();
messageHookEntriesForSpawn.Add(messageHook);
}
// Used to determine if all clients received the CreateObjectMessage
var hooks = new MessageHooksConditional(messageHookEntriesForSpawn);
if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient)
{
m_ServerNetworkManager.DisconnectClient(disconnectedClient);
}
else
{
yield return StopOneClient(m_ClientNetworkManagers[disconnectedClient - 1]);
}
yield return WaitForConditionOrTimeOut(hooks);
Assert.False(s_GlobalTimeoutHelper.TimedOut);
foreach (var client in m_ClientNetworkManagers)
{
if (!client.IsConnectedClient)
{
Assert.IsEmpty(client.ConnectedClientsIds);
continue;
}
if (m_UseHost)
{
Assert.IsTrue(client.ConnectedClientsIds.Contains(0ul), $"[Client-{client.LocalClientId}][Connected ({client.IsConnectedClient})] Still has client identifier 0!");
}
for (var i = 1ul; i < 3ul; ++i)
{
if (i == disconnectedClient)
{
Assert.IsFalse(client.ConnectedClientsIds.Contains(i), $"[Client-{client.LocalClientId}][Connected ({client.IsConnectedClient})] Still has client identifier {i}!");
}
else
{
Assert.IsTrue(client.ConnectedClientsIds.Contains(i), $"[Client-{client.LocalClientId}][Connected ({client.IsConnectedClient})] Still has client identifier {i}!");
}
}
}
if (m_UseHost)
{
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Contains(0ul));
}
for (var i = 1ul; i < 3ul; ++i)
{
if (i == disconnectedClient)
{
Assert.IsFalse(m_ServerNetworkManager.ConnectedClientsIds.Contains(i));
}
else
{
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsIds.Contains(i));
}
}
// If disconnected, the server and the client that disconnected will be notified
Assert.AreEqual(2, m_ClientDisconnectCount);
// Host receives peer disconnect, dedicated server does not
Assert.AreEqual(m_UseHost ? 3 : 2, m_PeerDisconnectCount);
}
}
}