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)
218 lines
11 KiB
C#
218 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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}
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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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