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532 lines
21 KiB
C#
532 lines
21 KiB
C#
1 week ago
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.BossRoom.ConnectionManagement;
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using Unity.BossRoom.Infrastructure;
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using Unity.BossRoom.UnityServices;
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using Unity.BossRoom.UnityServices.Lobbies;
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using Unity.BossRoom.Utils;
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using Unity.Multiplayer.Samples.Utilities;
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using Unity.Netcode;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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using VContainer;
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using VContainer.Unity;
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namespace Unity.BossRoom.Tests.Runtime
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{
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public class ConnectionManagementTests : NetcodeIntegrationTest
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{
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const string k_FailedToConnectToServerErrorMessage = "Failed to connect to server.";
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class ConnectionManagementTestsLifeTimeScope : LifetimeScope
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{
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public NetworkManager NetworkManager;
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public ConnectionManager ConnectionManager;
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public UpdateRunner UpdateRunner;
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protected override void Awake() { }
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protected override void Configure(IContainerBuilder builder)
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{
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builder.RegisterComponent(NetworkManager);
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builder.RegisterComponent(ConnectionManager);
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builder.RegisterComponent(UpdateRunner);
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builder.RegisterComponent(new NetworkedMessageChannel<ConnectionEventMessage>()).AsImplementedInterfaces();
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builder.RegisterInstance(new BufferedMessageChannel<ConnectStatus>()).AsImplementedInterfaces();
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builder.RegisterInstance(new MessageChannel<UnityServiceErrorMessage>()).AsImplementedInterfaces();
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builder.RegisterInstance(new MessageChannel<ReconnectMessage>()).AsImplementedInterfaces();
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builder.RegisterInstance(new BufferedMessageChannel<LobbyListFetchedMessage>()).AsImplementedInterfaces();
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builder.Register<LocalLobby>(Lifetime.Singleton);
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builder.Register<LocalLobbyUser>(Lifetime.Singleton);
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builder.Register<ProfileManager>(Lifetime.Singleton);
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builder.RegisterEntryPoint<LobbyServiceFacade>(Lifetime.Singleton).AsSelf();
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}
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}
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class SceneLoaderWrapperStub : SceneLoaderWrapper
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{
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public override void Awake()
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{
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Instance = this;
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}
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public override void Start() { }
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public override void LoadScene(string sceneName, bool useNetworkSceneManager, LoadSceneMode loadSceneMode = LoadSceneMode.Single) { }
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}
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protected override int NumberOfClients => 2;
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ConnectionManagementTestsLifeTimeScope[] m_ClientScopes;
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ConnectionManagementTestsLifeTimeScope m_ServerScope;
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ConnectionManager[] m_ClientConnectionManagers;
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ConnectionManager m_ServerConnectionManager;
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protected override bool CanStartServerAndClients()
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{
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return false;
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}
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static void InitializeInstance(string name, NetworkManager networkManager, out ConnectionManager connectionManager, out ConnectionManagementTestsLifeTimeScope scope)
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{
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var connectionManagerGO = new GameObject($"ConnectionManager - {name}");
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connectionManager = connectionManagerGO.AddComponent<ConnectionManager>();
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networkManager.NetworkConfig.ConnectionApproval = true;
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networkManager.NetworkConfig.EnableSceneManagement = false;
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var updateRunnerGO = new GameObject($"UpdateRunner - {name}");
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var updateRunner = updateRunnerGO.AddComponent<UpdateRunner>();
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var lifeTimeScopeGO = new GameObject($"LifeTimeScope - {name}");
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scope = lifeTimeScopeGO.AddComponent<ConnectionManagementTestsLifeTimeScope>();
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scope.NetworkManager = networkManager;
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scope.ConnectionManager = connectionManager;
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scope.UpdateRunner = updateRunner;
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scope.Build();
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}
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void CreatePlayerPrefab()
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{
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// Create playerPrefab
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m_PlayerPrefab = new GameObject("Player");
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NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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// Set the player prefab for the server and clients
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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}
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}
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protected override void OnServerAndClientsCreated()
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{
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var sceneLoaderWrapperGO = new GameObject("SceneLoader");
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sceneLoaderWrapperGO.AddComponent<SceneLoaderWrapperStub>();
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m_ClientScopes = new ConnectionManagementTestsLifeTimeScope[NumberOfClients];
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m_ClientConnectionManagers = new ConnectionManager[NumberOfClients];
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for (var i = 0; i < NumberOfClients; i++)
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{
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var clientId = i;
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InitializeInstance($"Client{clientId}", m_ClientNetworkManagers[clientId], out m_ClientConnectionManagers[clientId], out m_ClientScopes[clientId]);
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}
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InitializeInstance("Server", m_ServerNetworkManager, out m_ServerConnectionManager, out m_ServerScope);
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CreatePlayerPrefab();
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base.OnServerAndClientsCreated();
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}
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protected override IEnumerator OnTearDown()
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{
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m_ServerConnectionManager.RequestShutdown();
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yield return new WaitWhile(() => m_ServerNetworkManager.IsListening);
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for (var i = 0; i < NumberOfClients; i++)
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{
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var clientId = i;
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m_ClientConnectionManagers[clientId].RequestShutdown();
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yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].IsListening);
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}
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m_ServerScope.Dispose();
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for (var i = 0; i < NumberOfClients; i++)
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{
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m_ClientScopes[i].Dispose();
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}
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foreach (var sceneGameObject in GameObject.FindObjectsOfType<GameObject>())
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{
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GameObject.DestroyImmediate(sceneGameObject);
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}
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yield return base.OnTearDown();
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}
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void StartHost()
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{
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m_ServerConnectionManager.StartHostIp("server", "127.0.0.1", 9998);
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}
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IEnumerator ConnectClients()
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{
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for (var i = 0; i < NumberOfClients; i++)
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{
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m_ClientConnectionManagers[i].StartClientIp($"client{i}", "127.0.0.1", 9998);
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}
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yield return WaitForClientsConnectedOrTimeOut(m_ClientNetworkManagers);
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}
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void SetUniqueProfilesForEachClient()
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{
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for (var i = 0; i < NumberOfClients; i++)
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{
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var profileManager = m_ClientScopes[i].Container.Resolve<ProfileManager>();
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profileManager.Profile = $"Client{i}";
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}
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}
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void AssertHostIsListening()
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{
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Assert.IsTrue(m_ServerNetworkManager.IsHost && m_ServerNetworkManager.IsListening, "Host not listening.");
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}
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void AssertAllClientsAreConnected()
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{
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for (var i = 0; i < NumberOfClients; i++)
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{
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Assert.IsTrue(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is not connected.");
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}
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}
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[Test]
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public void StartHost_Success()
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{
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StartHost();
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AssertHostIsListening();
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}
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[UnityTest]
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public IEnumerator StartHostAndConnectClients_Success()
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{
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StartHost();
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AssertHostIsListening();
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SetUniqueProfilesForEachClient();
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yield return ConnectClients();
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AssertAllClientsAreConnected();
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}
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[UnityTest]
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public IEnumerator UserRequestedHostShutdownAfterClientsConnected_ClientsDisconnectedWithReason()
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{
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StartHost();
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AssertHostIsListening();
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SetUniqueProfilesForEachClient();
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yield return ConnectClients();
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AssertAllClientsAreConnected();
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var nbHostEndedSessionMsgsReceived = 0;
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var subscriptions = new DisposableGroup();
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for (int i = 0; i < NumberOfClients; i++)
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{
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m_ClientScopes[i].Container.Resolve<ISubscriber<ConnectStatus>>().Subscribe(message =>
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{
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// ignoring the first success message that is in the buffer
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if (message != ConnectStatus.Success)
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{
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Assert.AreEqual(ConnectStatus.HostEndedSession, message, "Received unexpected ConnectStatus message.");
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nbHostEndedSessionMsgsReceived++;
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}
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});
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}
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m_ServerConnectionManager.RequestShutdown();
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yield return new WaitWhile(() => m_ServerNetworkManager.IsListening);
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Assert.IsFalse(m_ServerNetworkManager.IsHost && m_ServerNetworkManager.IsListening, "Host has not properly shut down.");
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for (var i = 0; i < NumberOfClients; i++)
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{
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var clientId = i;
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yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].IsListening);
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Assert.IsFalse(m_ClientNetworkManagers[clientId].IsConnectedClient);
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}
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Assert.AreEqual(NumberOfClients, nbHostEndedSessionMsgsReceived, "Not all clients received a HostEndedSession message.");
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subscriptions.Dispose();
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}
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[UnityTest]
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public IEnumerator AttemptingToConnectWithSamePlayerId_ClientsDisconnectedWithReason()
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{
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StartHost();
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AssertHostIsListening();
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var nbLoggedInAgainMsgsReceived = 0;
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var subscriptions = new DisposableGroup();
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// setting the same profile for all clients so that they have the same player ID
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for (var i = 0; i < NumberOfClients; i++)
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{
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var profileManager = m_ClientScopes[i].Container.Resolve<ProfileManager>();
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profileManager.Profile = $"Client";
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if (i > 0)
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{
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subscriptions.Add(m_ClientScopes[i].Container.Resolve<ISubscriber<ConnectStatus>>().Subscribe(message =>
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{
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Assert.AreEqual(ConnectStatus.LoggedInAgain, message, "Received unexpected ConnectStatus message.");
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nbLoggedInAgainMsgsReceived++;
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}));
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}
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}
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yield return ConnectClients();
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// The first client should be able to connect
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Assert.IsTrue(m_ClientNetworkManagers[0].IsConnectedClient, "The first client is not connected.");
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// Every other client should get their connection denied
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for (var i = 1; i < NumberOfClients; i++)
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{
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Assert.IsFalse(m_ClientNetworkManagers[i].IsConnectedClient, "A client with the same player ID has connected.");
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}
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Assert.AreEqual(NumberOfClients - 1, nbLoggedInAgainMsgsReceived, "Not all clients received a LoggedInAgain message.");
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subscriptions.Dispose();
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}
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[UnityTest]
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public IEnumerator ClientConnectingWithoutHost_ConnectionFailed()
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{
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SetUniqueProfilesForEachClient();
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for (var i = 0; i < NumberOfClients; i++)
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{
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LogAssert.Expect(LogType.Error, k_FailedToConnectToServerErrorMessage);
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}
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yield return ConnectClients();
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for (var i = 0; i < NumberOfClients; i++)
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{
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Assert.IsFalse(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is connected while no server is running.");
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}
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}
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[UnityTest]
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public IEnumerator UnexpectedClientDisconnect_ClientReconnectingSuccessfully()
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{
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StartHost();
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AssertHostIsListening();
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SetUniqueProfilesForEachClient();
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yield return ConnectClients();
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AssertAllClientsAreConnected();
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// wait for client synchronization to be over server-side before shutting down client
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yield return null;
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yield return null;
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var nbReconnectingMsgsReceived = 0;
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var subscriptions = new DisposableGroup();
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subscriptions.Add(m_ClientScopes[0].Container.Resolve<ISubscriber<ConnectStatus>>().Subscribe(message =>
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{
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// ignoring the first success message that is in the buffer
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if (message != ConnectStatus.Success)
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{
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Assert.AreEqual(ConnectStatus.Reconnecting, message, "Received unexpected ConnectStatus message.");
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nbReconnectingMsgsReceived++;
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}
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}));
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// Disconnecting the client at the transport level
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m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport.DisconnectLocalClient();
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// Waiting until shutdown is complete
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yield return new WaitWhile(() => m_ClientNetworkManagers[0].ShutdownInProgress);
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Assert.IsFalse(m_ClientNetworkManagers[0].IsConnectedClient, "Client0 has not shut down properly.");
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// Waiting for client to automatically reconnect
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yield return WaitForClientsConnectedOrTimeOut();
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Assert.IsTrue(m_ClientNetworkManagers[0].IsConnectedClient, "Client0 failed to reconnect.");
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Assert.AreEqual(1, nbReconnectingMsgsReceived, "No Reconnecting message received.");
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subscriptions.Dispose();
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}
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#if !NETCODEFORGAMEOBJECTS_1_5_2_OR_1_6_0
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[UnityTest]
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public IEnumerator UnexpectedServerShutdown_ClientsFailToReconnect()
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{
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StartHost();
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AssertHostIsListening();
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SetUniqueProfilesForEachClient();
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yield return ConnectClients();
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AssertAllClientsAreConnected();
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var nbReconnectingMsgsReceived = 0;
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var nbGenericDisconnectMsgReceived = 0;
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var subscriptions = new DisposableGroup();
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for (int i = 0; i < NumberOfClients; i++)
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{
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subscriptions.Add(m_ClientScopes[i].Container.Resolve<ISubscriber<ConnectStatus>>().Subscribe(message =>
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{
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// ignoring the first success message that is in the buffer
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if (message != ConnectStatus.Success)
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{
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var possibleMessages = new List<ConnectStatus>();
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possibleMessages.Add(ConnectStatus.Reconnecting);
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possibleMessages.Add(ConnectStatus.GenericDisconnect);
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Assert.Contains(message, possibleMessages, "Received unexpected ConnectStatus message.");
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if (message == ConnectStatus.Reconnecting)
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{
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nbReconnectingMsgsReceived++;
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}
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else if (message == ConnectStatus.GenericDisconnect)
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{
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nbGenericDisconnectMsgReceived++;
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}
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}
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}));
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}
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// Shutting down the server
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m_ServerNetworkManager.Shutdown();
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yield return new WaitWhile(() => m_ServerNetworkManager.ShutdownInProgress);
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Assert.IsFalse(m_ServerNetworkManager.IsListening, "Server has not shut down properly.");
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// Waiting until shutdown is complete for the clients as well
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for (var i = 0; i < NumberOfClients; i++)
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{
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var clientId = i;
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yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].ShutdownInProgress);
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Assert.IsFalse(m_ClientNetworkManagers[clientId].IsConnectedClient, $"Client{clientId} has not shut down properly after losing connection.");
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}
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var maxNbReconnectionAttempts = 0;
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for (var i = 0; i < NumberOfClients; i++)
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{
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var nbReconnectionAttempts = m_ClientConnectionManagers[i].NbReconnectAttempts;
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maxNbReconnectionAttempts = Math.Max(maxNbReconnectionAttempts, nbReconnectionAttempts);
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for (var j = 0; j < nbReconnectionAttempts; j++)
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{
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// Expecting this error for each reconnection attempt for each client
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LogAssert.Expect(LogType.Error, k_FailedToConnectToServerErrorMessage);
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}
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}
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// Waiting for clients to fail to automatically reconnect. We wait once for each reconnection attempt.
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for (var i = 0; i < maxNbReconnectionAttempts; i++)
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{
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yield return WaitForClientsConnectedOrTimeOut();
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for (var j = 0; j < NumberOfClients; j++)
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{
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Assert.IsFalse(m_ClientNetworkManagers[j].IsConnectedClient, $"Client{j} is connected while no server is running.");
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}
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}
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Assert.AreEqual(NumberOfClients, nbReconnectingMsgsReceived, "Not all clients received a Reconnecting message.");
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Assert.AreEqual(NumberOfClients, nbGenericDisconnectMsgReceived, "Not all clients received a GenericDisconnect message.");
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subscriptions.Dispose();
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}
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#endif
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[UnityTest]
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||
|
public IEnumerator ClientAndHostChangingRolesBetweenSessions_Success()
|
||
|
{
|
||
|
SetUniqueProfilesForEachClient();
|
||
|
|
||
|
StartHost();
|
||
|
AssertHostIsListening();
|
||
|
|
||
|
yield return ConnectClients();
|
||
|
AssertAllClientsAreConnected();
|
||
|
|
||
|
// Requesting shutdown on the server
|
||
|
m_ServerConnectionManager.RequestShutdown();
|
||
|
yield return new WaitWhile(() => m_ServerNetworkManager.IsListening);
|
||
|
Assert.IsFalse(m_ServerNetworkManager.IsHost);
|
||
|
|
||
|
// Waiting until shutdown is complete for the clients
|
||
|
for (var i = 0; i < NumberOfClients; i++)
|
||
|
{
|
||
|
var clientId = i;
|
||
|
yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].ShutdownInProgress);
|
||
|
Assert.IsFalse(m_ClientNetworkManagers[clientId].IsConnectedClient, $"Client{clientId} has not shut down properly after losing connection.");
|
||
|
}
|
||
|
|
||
|
// Switching references for Client0 and Server temporarily
|
||
|
(m_ServerNetworkManager, m_ClientNetworkManagers[0]) = (m_ClientNetworkManagers[0], m_ServerNetworkManager);
|
||
|
(m_ServerConnectionManager, m_ClientConnectionManagers[0]) = (m_ClientConnectionManagers[0], m_ServerConnectionManager);
|
||
|
|
||
|
// recreate player prefab here since the GameObject has been destroyed
|
||
|
CreatePlayerPrefab();
|
||
|
|
||
|
StartHost();
|
||
|
AssertHostIsListening();
|
||
|
|
||
|
yield return ConnectClients();
|
||
|
AssertAllClientsAreConnected();
|
||
|
}
|
||
|
|
||
|
[UnityTest]
|
||
|
public IEnumerator ClientCancellingWhileConnectingToListeningServer_ConnectionCancelled()
|
||
|
{
|
||
|
StartHost();
|
||
|
AssertHostIsListening();
|
||
|
|
||
|
SetUniqueProfilesForEachClient();
|
||
|
|
||
|
for (var i = 0; i < NumberOfClients; i++)
|
||
|
{
|
||
|
m_ClientConnectionManagers[i].StartClientIp($"client{i}", "127.0.0.1", 9998);
|
||
|
}
|
||
|
|
||
|
m_ClientConnectionManagers[0].RequestShutdown();
|
||
|
|
||
|
yield return WaitForClientsConnectedOrTimeOut();
|
||
|
|
||
|
Assert.IsFalse(m_ClientNetworkManagers[0].IsConnectedClient, "Client0 has not successfully cancelled its connection.");
|
||
|
|
||
|
for (var i = 1; i < NumberOfClients; i++)
|
||
|
{
|
||
|
Assert.IsTrue(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is not connected.");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[UnityTest]
|
||
|
public IEnumerator ClientCancellingWhileConnectingToNonExistingServer_NoConnectionError()
|
||
|
{
|
||
|
SetUniqueProfilesForEachClient();
|
||
|
|
||
|
for (var i = 0; i < NumberOfClients; i++)
|
||
|
{
|
||
|
m_ClientConnectionManagers[i].StartClientIp($"client{i}", "127.0.0.1", 9998);
|
||
|
}
|
||
|
|
||
|
m_ClientConnectionManagers[0].RequestShutdown();
|
||
|
|
||
|
for (var i = 1; i < NumberOfClients; i++)
|
||
|
{
|
||
|
// expecting that error for every client except the one that cancelled its connection
|
||
|
LogAssert.Expect(LogType.Error, k_FailedToConnectToServerErrorMessage);
|
||
|
}
|
||
|
|
||
|
yield return WaitForClientsConnectedOrTimeOut();
|
||
|
|
||
|
for (var i = 0; i < NumberOfClients; i++)
|
||
|
{
|
||
|
Assert.IsFalse(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is connected while no server is running.");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|