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13 changes: 2 additions & 11 deletions com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1291,21 +1291,12 @@ public void DisconnectClient(ulong clientId)
throw new NotServerException("Only server can disconnect remote clients. Use StopClient instead.");
}

ConnectedClients.Remove(clientId);
PendingClients.Remove(clientId);

for (int i = ConnectedClientsList.Count - 1; i > -1; i--)
{
if (ConnectedClientsList[i].ClientId == clientId)
{
ConnectedClientsList.RemoveAt(i);
}
}
OnClientDisconnectFromServer(clientId);

NetworkConfig.NetworkTransport.DisconnectRemoteClient(clientId);
}

internal void OnClientDisconnectFromServer(ulong clientId)
private void OnClientDisconnectFromServer(ulong clientId)
{
PendingClients.Remove(clientId);

Expand Down
53 changes: 53 additions & 0 deletions com.unity.netcode.gameobjects/Tests/Runtime/DisconnectTests.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,53 @@
using System.Collections;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

namespace Unity.Netcode.RuntimeTests
{
public class DisconnectTests
{
[UnityTest]
public IEnumerator RemoteDisconnectPlayerObjectCleanup()
{
// create server and client instances
MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);

// create prefab
var gameObject = new GameObject("PlayerObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.DontDestroyWithOwner = true;
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);

server.NetworkConfig.PlayerPrefab = gameObject;

for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.PlayerPrefab = gameObject;
}

// start server and connect clients
MultiInstanceHelpers.Start(false, server, clients);

// wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));

// wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(server));

// disconnect the remote client
server.DisconnectClient(clients[0].LocalClientId);

// wait 1 frame because destroys are delayed
var nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);

// ensure the object was destroyed
Assert.False(server.SpawnManager.SpawnedObjects.Any(x => x.Value.IsPlayerObject && x.Value.OwnerClientId == clients[0].LocalClientId));

// cleanup
MultiInstanceHelpers.Destroy();
}
}
}

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