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DisconnectReasonTests.cs
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56 lines (44 loc) · 1.86 KB
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using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class DisconnectReasonObject : NetworkBehaviour
{
}
public 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;
public void OnClientDisconnectCallback(ulong clientId)
{
m_DisconnectCount++;
Debug.Log($"Disconnected {clientId}");
}
[UnityTest]
public IEnumerator DisconnectReasonTest()
{
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
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");
}
}
}