This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Tests/Runtime/Messaging/DisconnectReasonTests.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

94 lines
3.3 KiB
C#

using System;
using System.Collections;
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
internal class DisconnectReasonObject : NetworkBehaviour
{
}
internal class DisconnectReasonTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 2;
private GameObject m_PrefabToSpawn;
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("DisconnectReasonObject");
m_PrefabToSpawn.AddComponent<DisconnectReasonObject>();
}
private int m_DisconnectCount;
private bool m_ThrowOnDisconnect = false;
public void OnClientDisconnectCallback(ulong clientId)
{
m_DisconnectCount++;
if (m_ThrowOnDisconnect)
{
throw new SystemException("whatever");
}
}
[UnityTest]
public IEnumerator DisconnectReasonTest()
{
float startTime = Time.realtimeSinceStartup;
m_ThrowOnDisconnect = false;
m_DisconnectCount = 0;
// Add a callback for both clients, when they get disconnected
m_ClientNetworkManagers[0].OnClientDisconnectCallback += OnClientDisconnectCallback;
m_ClientNetworkManagers[1].OnClientDisconnectCallback += OnClientDisconnectCallback;
// Disconnect both clients, from the server
m_ServerNetworkManager.DisconnectClient(m_ClientNetworkManagers[0].LocalClientId, "Bogus reason 1");
m_ServerNetworkManager.DisconnectClient(m_ClientNetworkManagers[1].LocalClientId, "Bogus reason 2");
while (m_DisconnectCount < 2 && Time.realtimeSinceStartup < startTime + 10.0f)
{
yield return null;
}
Assert.AreEqual(m_ClientNetworkManagers[0].DisconnectReason, "Bogus reason 1");
Assert.AreEqual(m_ClientNetworkManagers[1].DisconnectReason, "Bogus reason 2");
Debug.Assert(m_DisconnectCount == 2);
}
[UnityTest]
public IEnumerator DisconnectExceptionTest()
{
m_ThrowOnDisconnect = true;
m_DisconnectCount = 0;
float startTime = Time.realtimeSinceStartup;
// Add a callback for first client, when they get disconnected
m_ClientNetworkManagers[0].OnClientDisconnectCallback += OnClientDisconnectCallback;
m_ClientNetworkManagers[1].OnClientDisconnectCallback += OnClientDisconnectCallback;
// Disconnect first client, from the server
LogAssert.Expect(LogType.Exception, new Regex(".*whatever.*"));
m_ServerNetworkManager.DisconnectClient(m_ClientNetworkManagers[0].LocalClientId);
// Disconnect second client, from the server
LogAssert.Expect(LogType.Exception, new Regex(".*whatever.*"));
m_ServerNetworkManager.DisconnectClient(m_ClientNetworkManagers[1].LocalClientId);
while (m_DisconnectCount < 2 && Time.realtimeSinceStartup < startTime + 10.0f)
{
yield return null;
}
Debug.Assert(m_DisconnectCount == 2);
}
}
}