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    Class DisconnectTests

    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 DestroyWithOwner the server-side player object is destroyed
    • When DontDestroyWithOwner the server-side player object ownership is transferred back to the server
    Inheritance
    object
    NetcodeIntegrationTest
    DisconnectTests
    Inherited Members
    NetcodeIntegrationTest.s_GlobalTimeoutHelper
    NetcodeIntegrationTest.s_DefaultWaitForTick
    NetcodeIntegrationTest.NetcodeLogAssert
    NetcodeIntegrationTest.s_GlobalNetworkObjects
    NetcodeIntegrationTest.RegisterNetworkObject(NetworkObject)
    NetcodeIntegrationTest.DeregisterNetworkObject(NetworkObject)
    NetcodeIntegrationTest.DeregisterNetworkObject(ulong, ulong)
    NetcodeIntegrationTest.TotalClients
    NetcodeIntegrationTest.k_DefaultTickRate
    NetcodeIntegrationTest.m_CreateServerFirst
    NetcodeIntegrationTest.m_PlayerPrefab
    NetcodeIntegrationTest.m_ServerNetworkManager
    NetcodeIntegrationTest.m_ClientNetworkManagers
    NetcodeIntegrationTest.m_PlayerNetworkObjects
    NetcodeIntegrationTest.m_UseHost
    NetcodeIntegrationTest.m_TargetFrameRate
    NetcodeIntegrationTest.m_EnableVerboseDebug
    NetcodeIntegrationTest.m_BypassConnectionTimeout
    NetcodeIntegrationTest.m_EnableTimeTravel
    NetcodeIntegrationTest.m_SetupIsACoroutine
    NetcodeIntegrationTest.m_TearDownIsACoroutine
    NetcodeIntegrationTest.VerboseDebug(string)
    NetcodeIntegrationTest.OnSetVerboseDebug()
    NetcodeIntegrationTest.OnSetIntegrationTestMode()
    NetcodeIntegrationTest.OnOneTimeSetup()
    NetcodeIntegrationTest.OneTimeSetup()
    NetcodeIntegrationTest.OnInlineSetup()
    NetcodeIntegrationTest.SetUp()
    NetcodeIntegrationTest.OnPlayerPrefabGameObjectCreated()
    NetcodeIntegrationTest.CreateServerAndClients()
    NetcodeIntegrationTest.OnNewClientCreated(NetworkManager)
    NetcodeIntegrationTest.OnNewClientStarted(NetworkManager)
    NetcodeIntegrationTest.OnNewClientStartedAndConnected(NetworkManager)
    NetcodeIntegrationTest.ShouldWaitForNewClientToConnect(NetworkManager)
    NetcodeIntegrationTest.CreateAndStartNewClient()
    NetcodeIntegrationTest.CreateAndStartNewClientWithTimeTravel()
    NetcodeIntegrationTest.StopOneClient(NetworkManager, bool)
    NetcodeIntegrationTest.StopOneClientWithTimeTravel(NetworkManager, bool)
    NetcodeIntegrationTest.CreateServerAndClients(int)
    NetcodeIntegrationTest.CanStartServerAndClients()
    NetcodeIntegrationTest.OnStartedServerAndClients()
    NetcodeIntegrationTest.OnTimeTravelStartedServerAndClients()
    NetcodeIntegrationTest.OnServerAndClientsConnected()
    NetcodeIntegrationTest.OnTimeTravelServerAndClientsConnected()
    NetcodeIntegrationTest.ClientNetworkManagerPostStartInit()
    NetcodeIntegrationTest.LogAllMessages
    NetcodeIntegrationTest.StartServerAndClients()
    NetcodeIntegrationTest.StartServerAndClientsWithTimeTravel()
    NetcodeIntegrationTest.CanClientsLoad()
    NetcodeIntegrationTest.CanClientsUnload()
    NetcodeIntegrationTest.DeRegisterSceneManagerHandler()
    NetcodeIntegrationTest.RegisterSceneManagerHandler()
    NetcodeIntegrationTest.OnCanSceneCleanUpUnload(Scene)
    NetcodeIntegrationTest.ShutdownAndCleanUp()
    NetcodeIntegrationTest.OnTearDown()
    NetcodeIntegrationTest.OnInlineTearDown()
    NetcodeIntegrationTest.TearDown()
    NetcodeIntegrationTest.OnOneTimeTearDown()
    NetcodeIntegrationTest.OneTimeTearDown()
    NetcodeIntegrationTest.CanDestroyNetworkObject(NetworkObject)
    NetcodeIntegrationTest.DestroySceneNetworkObjects()
    NetcodeIntegrationTest.EnableMessageLogging()
    NetcodeIntegrationTest.WaitForConditionOrTimeOut(Func<bool>, TimeoutHelper)
    NetcodeIntegrationTest.WaitForConditionOrTimeOutWithTimeTravel(Func<bool>, int)
    NetcodeIntegrationTest.WaitForConditionOrTimeOut(IConditionalPredicate, TimeoutHelper)
    NetcodeIntegrationTest.WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate, int)
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOut(NetworkManager[])
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOutWithTimeTravel(NetworkManager[])
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOut()
    NetcodeIntegrationTest.WaitForClientsConnectedOrTimeOutWithTimeTravel()
    NetcodeIntegrationTest.CreateNetworkObjectPrefab(string)
    NetcodeIntegrationTest.SpawnObject(GameObject, NetworkManager, bool)
    NetcodeIntegrationTest.SpawnObjects(GameObject, NetworkManager, int, bool)
    NetcodeIntegrationTest.AssertOnTimeout(string, TimeoutHelper)
    NetcodeIntegrationTest.WaitForTicks(NetworkManager, int)
    NetcodeIntegrationTest.TimeTravel(double, int)
    NetcodeIntegrationTest.TimeTravelToNextTick()
    NetcodeIntegrationTest.SimulateOneFrame()
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Netcode.RuntimeTests
    Assembly: solution.dll
    Syntax
    public class DisconnectTests : NetcodeIntegrationTest

    Constructors

    Name Description
    DisconnectTests(OwnerPersistence)

    Properties

    Name Description
    NumberOfClients

    Methods

    Name Description
    ClientPlayerDisconnected(ClientDisconnectType)
    OnCreatePlayerPrefab()

    Override this to add components or adjustments to the default player prefab m_PlayerPrefab

    OnServerAndClientsCreated()

    This is invoked before the server and client(s) are started. Override this method if you want to make any adjustments to their NetworkManager instances.

    OnSetup()

    Called before creating and starting the server and clients Note: For AllTests and PerTest mode integration tests. For those two modes, if you want to have access to the server or client NetworkManagers then override OnServerAndClientsCreated(). m_ServerNetworkManager and m_ClientNetworkManagers

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