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HighGroundRoyaleNetcode/Assets/Tests/Runtime/ConnectionManagementTests.cs

532 lines
21 KiB
C#

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