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DisconnectTests.cs
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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 => 2;
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) : base(HostOrServer.Host)
{
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;
}
if (!m_DisconnectedEvent.ContainsKey(networkManager))
{
m_DisconnectedEvent.Add(networkManager, connectionEventData);
}
else
{
m_DisconnectedEvent[networkManager] = connectionEventData;
}
}
/// <summary>
/// Conditional check to assure the transport to client (and vice versa) mappings are cleaned up
/// </summary>
private bool TransportIdCleanedUp()
{
var (clientId, isConnected) = m_ServerNetworkManager.ConnectionManager.TransportIdToClientId(m_TransportClientId);
if (isConnected)
{
return false;
}
if (clientId == m_ClientId)
{
return false;
}
var (transportId, connectionExists) = m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId);
if (connectionExists)
{
return false;
}
return transportId != m_TransportClientId;
}
/// <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);
}
/// <summary>
/// Used to compare against when the client-side disconnects
/// </summary>
private int m_ExpectedConnectedClientCount;
[UnityTest]
public IEnumerator ClientPlayerDisconnected([Values] ClientDisconnectType clientDisconnectType)
{
// Cycling through 2 (or more) clients disconnecting
for (int i = m_ClientNetworkManagers.Length - 1; i >= 0; i--)
{
var client = m_ClientNetworkManagers[i];
if (client.LocalClientId == m_ServerNetworkManager.LocalClientId)
{
continue;
}
m_ExpectedConnectedClientCount = m_ServerNetworkManager.ConnectedClients.Count;
yield return DisconnectClient(m_ClientNetworkManagers[i], clientDisconnectType);
}
}
private IEnumerator DisconnectClient(NetworkManager clientNetworkManager, ClientDisconnectType clientDisconnectType)
{
m_ClientId = clientNetworkManager.LocalClientId;
m_ClientDisconnectType = clientDisconnectType;
var serverSideClientPlayer = m_ServerNetworkManager.ConnectionManager.ConnectedClients[m_ClientId].PlayerObject;
bool connectionExists;
(m_TransportClientId, connectionExists) = m_ServerNetworkManager.ConnectionManager.ClientIdToTransportId(m_ClientId);
Assert.IsTrue(connectionExists);
if (clientDisconnectType == ClientDisconnectType.ServerDisconnectsClient)
{
clientNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
clientNetworkManager.OnConnectionEvent += OnConnectionEvent;
m_ServerNetworkManager.OnConnectionEvent += OnConnectionEvent;
m_ServerNetworkManager.DisconnectClient(m_ClientId);
Assert.True(!string.IsNullOrEmpty(m_ServerNetworkManager.DisconnectReason), "Server-side disconnect notification should have been generated but was not!");
var splitByDisconnectEvent = m_ServerNetworkManager.DisconnectReason.Split("[Disconnect Event]");
Assert.IsTrue(splitByDisconnectEvent.Length <= 2, $"Multiple disconnect events found in the server-side disconnect reason:\n {m_ServerNetworkManager.DisconnectReason}");
}
else
{
m_ServerNetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
m_ServerNetworkManager.OnConnectionEvent += OnConnectionEvent;
clientNetworkManager.OnConnectionEvent += OnConnectionEvent;
yield return StopOneClient(clientNetworkManager);
}
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(clientNetworkManager), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
Assert.IsTrue(m_DisconnectedEvent[clientNetworkManager].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
{
m_ExpectedConnectedClientCount -= 1;
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(clientNetworkManager), $"Could not find the client {nameof(NetworkManager)} disconnect event entry!");
Assert.IsTrue(m_DisconnectedEvent[clientNetworkManager].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 == m_ExpectedConnectedClientCount, $"Expected connected client identifiers count to be {m_ExpectedConnectedClientCount} but it was {m_ServerNetworkManager.ConnectedClientsIds.Count}!");
Assert.IsTrue(m_ServerNetworkManager.ConnectedClients.Count == m_ExpectedConnectedClientCount, $"Expected connected client identifiers count to be {m_ExpectedConnectedClientCount} but it was {m_ServerNetworkManager.ConnectedClients.Count}!");
Assert.IsTrue(m_ServerNetworkManager.ConnectedClientsList.Count == m_ExpectedConnectedClientCount, $"Expected connected client identifiers count to be {m_ExpectedConnectedClientCount} 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!");
if (clientNetworkManager.ConnectionManager != null)
{
Assert.False(clientNetworkManager.ConnectionManager.LocalClient.IsClient, $"{clientNetworkManager.name} still has IsClient setting!");
Assert.False(clientNetworkManager.ConnectionManager.LocalClient.IsConnected, $"{clientNetworkManager.name} still has IsConnected setting!");
Assert.False(clientNetworkManager.ConnectionManager.LocalClient.ClientId != 0, $"{clientNetworkManager.name} still has ClientId ({clientNetworkManager.ConnectionManager.LocalClient.ClientId}) setting!");
Assert.False(clientNetworkManager.ConnectionManager.LocalClient.IsApproved, $"{clientNetworkManager.name} still has IsApproved setting!");
Assert.IsNull(clientNetworkManager.ConnectionManager.LocalClient.PlayerObject, $"{clientNetworkManager.name} still has Player assigned!");
}
// 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!");
yield return s_DefaultWaitForTick;
if (m_ServerNetworkManager.ConnectionManager != null)
{
Assert.False(m_ServerNetworkManager.ConnectionManager.LocalClient.IsClient, $"{m_ServerNetworkManager.name} still has IsClient setting!");
Assert.False(m_ServerNetworkManager.ConnectionManager.LocalClient.IsConnected, $"{m_ServerNetworkManager.name} still has IsConnected setting!");
Assert.False(m_ServerNetworkManager.ConnectionManager.LocalClient.ClientId != 0, $"{m_ServerNetworkManager.name} still has ClientId ({clientNetworkManager.ConnectionManager.LocalClient.ClientId}) setting!");
Assert.False(m_ServerNetworkManager.ConnectionManager.LocalClient.IsApproved, $"{m_ServerNetworkManager.name} still has IsApproved setting!");
Assert.IsNull(m_ServerNetworkManager.ConnectionManager.LocalClient.PlayerObject, $"{m_ServerNetworkManager.name} still has Player assigned!");
}
}
m_DisconnectedEvent.Clear();
m_ClientDisconnected = false;
}
}
}