public void AsyncJoinToExistingGame() { UnifiedTestClient client = null; UnifiedTestClient client2 = null; try { var roomName = GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); client = this.CreateMasterClientAndAuthenticate(Player1); // try join game on gameServer this.ConnectAndAuthenticate(client, this.GameServerAddress); client.CreateGame(roomName); // try join game on master client2 = this.CreateMasterClientAndAuthenticate(Player2); client2.JoinGame(roomName); // try join game on gameServer this.ConnectAndAuthenticate(client2, this.GameServerAddress); client2.JoinGame(roomName); } finally { DisposeClients(client, client2); } }
public void TestGameAvilabilityAfterConnectionBreak() { if (this.connectPolicy.IsOnline) { Assert.Ignore("This is an offline test"); } Thread.Sleep(1000);// to finish everything from perv tests var connPolicy = (OfflineConnectPolicy)this.connectPolicy; var masterServer = (ITestMasterApplication)connPolicy.MasterServer.Application; masterServer.ResetStats(); UnifiedTestClient masterClient1 = null; UnifiedTestClient masterClient2 = null; try { string roomName = this.GenerateRandomizedRoomName("TestGameAvilabilityAfterConnectionBreak_"); masterClient1 = this.CreateGameOnGameServer(this.Player1, roomName, null, 0, true, true, 3, null, null); connPolicy.MasterServer.SimulateConnectionBreak(1000); Thread.Sleep(1100); masterClient2 = this.CreateMasterClientAndAuthenticate(this.Player2); masterClient2.JoinGame(roomName, ErrorCode.Ok); Thread.Sleep(GameServerSettings.Default.ConnectReytryInterval * 1000); // check that game still there after restoring of connection masterClient2.JoinGame(roomName, ErrorCode.Ok); Assert.That(masterServer.OnBeginReplicationCount, Is.EqualTo(2)); Assert.That(masterServer.OnFinishReplicationCount, Is.EqualTo(2)); Assert.That(masterServer.OnStopReplicationCount, Is.EqualTo(0)); Assert.That(masterServer.OnServerWentOfflineCount, Is.EqualTo(0)); } finally { DisposeClients(masterClient1, masterClient2); masterServer.ResetStats(); } }
public void EventCache_SliceLimitExceeded() { if (this.IsOnline) { Assert.Ignore("Does not support online mode"); } UnifiedTestClient client1 = null; UnifiedTestClient client2 = null; try { var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); client1 = this.CreateMasterClientAndAuthenticate(Player1); client2 = this.CreateMasterClientAndAuthenticate(Player2); var createGameResponse = client1.CreateGame(roomName, true, true, 4); // switch client 1 to GS this.ConnectAndAuthenticate(client1, createGameResponse.Address, client1.UserId); var createRequest = new OperationRequest { OperationCode = OperationCode.CreateGame, Parameters = new Dictionary <byte, object>() }; createRequest.Parameters.Add(ParameterCode.RoomName, createGameResponse.GameId); createRequest.Parameters.Add((byte)Operations.ParameterCode.SuppressRoomEvents, true); client1.SendRequestAndWaitForResponse(createRequest); var raiseEventOp = new OperationRequest { OperationCode = OperationCode.RaiseEvent, Parameters = new Dictionary <byte, object> { { ParameterCode.Data, new Hashtable() }, { ParameterCode.Cache, (byte)CacheOperation.SliceIncreaseIndex } } }; for (int i = 0; i < 10; ++i) { client1.SendRequest(raiseEventOp); } client1.SendRequestAndWaitForResponse(raiseEventOp, ErrorCode.InvalidOperation); this.ConnectAndAuthenticate(client2, createGameResponse.Address); client2.JoinGame(roomName); } finally { DisposeClients(client1, client2); } }
public void RoomFlags_BroadcastTest() { UnifiedTestClient client1 = null; UnifiedTestClient client2 = null; try { string roomName = this.GenerateRandomizedRoomName("MaxPlayers_"); client1 = this.CreateMasterClientAndAuthenticate(this.Player1); var cr = new CreateGameRequest { GameId = roomName, GameProperties = new Hashtable { { "key", "value" } }, RoomFlags = RoomOptionFlags.BroadcastPropsChangeToAll }; var response = client1.CreateGame(cr); this.ConnectAndAuthenticate(client1, response.Address); response = client1.CreateGame(cr); // join 2nd client : client2 = this.CreateMasterClientAndAuthenticate(Player2); var jr = client2.JoinGame(roomName); this.ConnectAndAuthenticate(client2, jr.Address); var jr2 = client2.JoinGame(roomName); Assert.That(jr2.RoomFlags, Is.EqualTo(RoomOptionFlags.BroadcastPropsChangeToAll)); } finally { DisposeClients(client1, client2); } }
public void RoomFlags_SuppressRoomEvents([Values("UseFlag", "UseFlags", "Conflict")] string testCase) { UnifiedTestClient client1 = null; UnifiedTestClient client2 = null; try { var roomName = this.GenerateRandomizedRoomName("SuppressRoomEvents_"); client1 = this.CreateMasterClientAndAuthenticate(Player1); client2 = this.CreateMasterClientAndAuthenticate(Player2); var createGameResponse = client1.CreateGame(roomName, true, true, 4); // switch client 1 to GS this.ConnectAndAuthenticate(client1, createGameResponse.Address, client1.UserId); var createRequest = new OperationRequest { OperationCode = OperationCode.CreateGame, Parameters = new Dictionary <byte, object>() }; createRequest.Parameters.Add(ParameterCode.RoomName, createGameResponse.GameId); if (testCase == "UseFlags") { createRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.SuppressRoomEvents); } else if (testCase == "UseFlag") { createRequest.Parameters.Add((byte)Operations.ParameterCode.SuppressRoomEvents, true); } else { createRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.SuppressRoomEvents); createRequest.Parameters.Add((byte)Operations.ParameterCode.SuppressRoomEvents, false); } client1.SendRequestAndWaitForResponse(createRequest); this.ConnectAndAuthenticate(client2, createGameResponse.Address, client1.UserId); client2.JoinGame(roomName); EventData eventData; Assert.IsFalse(client1.TryWaitForEvent(EventCode.Join, ConnectPolicy.WaitTime, out eventData)); client1.Dispose(); Assert.IsFalse(client2.TryWaitForEvent(EventCode.Leave, ConnectPolicy.WaitTime, out eventData)); } finally { DisposeClients(client1, client2); } }
public void AsyncJoinToSavedGame() { UnifiedTestClient client = null; UnifiedTestClient client2 = null; try { var roomName = GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); client = this.CreateMasterClientAndAuthenticate(Player1); // try join game on gameServer this.ConnectAndAuthenticate(client, this.GameServerAddress); client.CreateRoom(roomName, new RoomOptions(), TypedLobby.Default, null, true, "SaveLoadStateTestPlugin"); Thread.Sleep(1000); client.Disconnect(); Thread.Sleep(1000); // try join game on master client2 = this.CreateMasterClientAndAuthenticate(Player2); client2.JoinGame(roomName); // try join game on gameServer this.ConnectAndAuthenticate(client2, this.GameServerAddress); var joinGameRequest = new JoinGameRequest { GameId = roomName, Plugins = new[] { "SaveLoadStateTestPlugin" } }; client2.WaitTimeout = 3000000; client2.JoinGame(joinGameRequest); } finally { DisposeClients(client, client2); } }
public void TestRemoveNonReplicatedGames() { if (this.connectPolicy.IsOnline) { Assert.Ignore("This is an offline test"); } Thread.Sleep(1000);// to finish everything from perv tests var connPolicy = (OfflineConnectPolicy)this.connectPolicy; var masterServer = (ITestMasterApplication)connPolicy.MasterServer.Application; masterServer.ResetStats(); UnifiedTestClient masterClient1 = null; UnifiedTestClient masterClient2 = null; try { var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); masterClient1 = this.CreateGameOnGameServer(this.Player1, roomName, null, 0, true, true, 3, null, null); connPolicy.MasterServer.SimulateConnectionBreak((uint)GameServerSettings.Default.ConnectReytryInterval * 1000 - 1000); masterClient1.Disconnect(); // after disconnect game should be removed from GS // wait till game server reconnts Thread.Sleep(GameServerSettings.Default.ConnectReytryInterval * 1000 + 1000); // join 2nd client on master: masterClient2 = this.CreateMasterClientAndAuthenticate(this.Player2); masterClient2.JoinGame(roomName, ErrorCode.GameDoesNotExist); Assert.That(masterServer.OnBeginReplicationCount, Is.EqualTo(2)); Assert.That(masterServer.OnFinishReplicationCount, Is.EqualTo(2)); Assert.That(masterServer.OnStopReplicationCount, Is.EqualTo(0)); Assert.That(masterServer.OnServerWentOfflineCount, Is.EqualTo(0)); } finally { DisposeClients(masterClient1, masterClient2); connPolicy.GameServer.Stop(); connPolicy.GameServer.Start(); masterServer.ResetStats(); } }
public void RoomFlags_DeleteNullPropsWrongCASTest() { UnifiedTestClient masterClient1 = null; UnifiedTestClient masterClient2 = null; try { // create game on the game server string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); var gameProperties = new Hashtable(); gameProperties["P1"] = 1; gameProperties["P2"] = 2; gameProperties["L1"] = 1; gameProperties["L2"] = 2; gameProperties["L3"] = 3; var createGameRequest = new CreateGameRequest { GameId = roomName, RoomFlags = RoomOptionFlags.DeleteNullProps, GameProperties = gameProperties, }; masterClient1 = this.CreateMasterClientAndAuthenticate(Player1); var cgResponse = masterClient1.CreateGame(createGameRequest); this.ConnectAndAuthenticate(masterClient1, cgResponse.Address); masterClient1.CreateGame(createGameRequest); masterClient1.SendRequest(new OperationRequest() { OperationCode = OperationCode.SetProperties, Parameters = new Dictionary <byte, object> { { (byte)ParameterKey.Properties, new Hashtable { { "P1", null } } }, { (byte)ParameterKey.ExpectedValues, new Hashtable { { "P1", 12 } } }, } }); masterClient2 = this.CreateMasterClientAndAuthenticate(Player2); var joinRequest = new JoinGameRequest() { GameId = roomName, }; var jgResponse = masterClient2.JoinGame(joinRequest, ErrorCode.Ok); this.ConnectAndAuthenticate(masterClient2, jgResponse.Address); jgResponse = masterClient2.JoinGame(joinRequest); Assert.That(jgResponse.GameProperties.Contains("P1"), Is.True); masterClient1.SendRequest(new OperationRequest() { OperationCode = OperationCode.SetProperties, Parameters = new Dictionary <byte, object> { { (byte)ParameterKey.Properties, new Hashtable { { "P2", null } } }, { (byte)ParameterKey.ExpectedValues, new Hashtable { { "P2", 23 } } }, } }); masterClient2.CheckThereIsNoEvent(EventCode.PropertiesChanged, this.WaitTimeout); } finally { DisposeClients(masterClient1, masterClient2); } }
public void RoomFlags_DeleteNullPropsAfterStateRestoreTest() { if (!this.UsePlugins) { Assert.Ignore("This test needs plugins"); } UnifiedTestClient masterClient1 = null; UnifiedTestClient masterClient2 = null; try { // create game on the game server string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); var gameProperties = new Hashtable(); gameProperties["P1"] = 1; gameProperties["P2"] = 2; gameProperties["L1"] = 1; gameProperties["L2"] = 2; gameProperties["L3"] = 3; var createGameRequest = new CreateGameRequest { GameId = roomName, RoomFlags = RoomOptionFlags.DeleteNullProps, GameProperties = gameProperties, Plugins = new[] { "SaveLoadStateTestPlugin" }, }; masterClient1 = this.CreateMasterClientAndAuthenticate(Player1); var cgResponse = masterClient1.CreateGame(createGameRequest); this.ConnectAndAuthenticate(masterClient1, cgResponse.Address); masterClient1.CreateGame(createGameRequest); Thread.Sleep(100); masterClient1.LeaveGame();// leave game, so that game will be persisted Thread.Sleep(100); this.ConnectAndAuthenticate(masterClient1, this.MasterAddress); var joinRequest = new JoinGameRequest() { GameId = roomName, JoinMode = JoinModes.RejoinOrJoin, Plugins = new[] { "SaveLoadStateTestPlugin" }, }; var jgResponse = masterClient1.JoinGame(joinRequest, ErrorCode.Ok); this.ConnectAndAuthenticate(masterClient1, jgResponse.Address); jgResponse = masterClient1.JoinGame(joinRequest); masterClient1.OpSetPropertiesOfRoom ( new Hashtable { { "P1", null } } ); masterClient2 = this.CreateMasterClientAndAuthenticate(Player2); jgResponse = masterClient2.JoinGame(joinRequest, ErrorCode.Ok); this.ConnectAndAuthenticate(masterClient2, jgResponse.Address); jgResponse = masterClient2.JoinGame(joinRequest); Assert.That(jgResponse.GameProperties.Contains("P1"), Is.False); masterClient1.OpSetPropertiesOfRoom ( new Hashtable { { "P2", null } } ); var propertiesChangedEvent = masterClient2.WaitForEvent(EventCode.PropertiesChanged, this.WaitTimeout); var properties = (Hashtable)propertiesChangedEvent[(byte)ParameterKey.Properties]; Assert.That(properties, Is.Not.Null); Assert.That(properties.Contains("P2")); Assert.That(properties["P2"], Is.Null); } finally { DisposeClients(masterClient1, masterClient2); } }
public void RoomFlags_DeleteNullPropsTest() { UnifiedTestClient masterClient1 = null; UnifiedTestClient masterClient2 = null; try { // create game on the game server string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); var gameProperties = new Hashtable(); gameProperties["P1"] = 1; gameProperties["P2"] = 2; gameProperties["L1"] = 1; gameProperties["L2"] = 2; gameProperties["L3"] = 3; var createGameRequest = new OperationRequest { OperationCode = OperationCode.CreateGame, Parameters = new Dictionary <byte, object> { { ParameterCode.RoomName, roomName }, { ParameterCode.Properties, gameProperties }, } }; createGameRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.DeleteNullProps); masterClient1 = this.CreateMasterClientAndAuthenticate(Player1); var cgResponse = masterClient1.SendRequestAndWaitForResponse(createGameRequest); this.ConnectAndAuthenticate(masterClient1, (string)cgResponse[ParameterCode.Address]); masterClient1.SendRequestAndWaitForResponse(createGameRequest); masterClient1.OpSetPropertiesOfRoom ( new Hashtable { { "P1", null } } ); masterClient2 = this.CreateMasterClientAndAuthenticate(Player2); var joinRequest = new JoinGameRequest() { GameId = roomName, }; var jgResponse = masterClient2.JoinGame(joinRequest, ErrorCode.Ok); this.ConnectAndAuthenticate(masterClient2, jgResponse.Address); jgResponse = masterClient2.JoinGame(joinRequest); Assert.That(jgResponse.GameProperties.Contains("P1"), Is.False); masterClient1.OpSetPropertiesOfRoom ( new Hashtable { { "P2", null } } ); var propertiesChangedEvent = masterClient2.WaitForEvent(EventCode.PropertiesChanged, this.WaitTimeout); var properties = (Hashtable)propertiesChangedEvent[(byte)ParameterKey.Properties]; Assert.That(properties, Is.Not.Null); Assert.That(properties.Contains("P2")); Assert.That(properties["P2"], Is.Null); } finally { DisposeClients(masterClient1, masterClient2); } }
public void RoomFlags_BroadcastOnChange([Values("ToAll", "ToOthers")] string policy) { UnifiedTestClient masterClient1 = null; UnifiedTestClient masterClient2 = null; try { // create game on the game server string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); var gameProperties = new Hashtable(); gameProperties["P1"] = 1; gameProperties["P2"] = 2; gameProperties["L1"] = 1; gameProperties["L2"] = 2; gameProperties["L3"] = 3; var createGameRequest = new CreateGameRequest { GameId = roomName, GameProperties = gameProperties, RoomFlags = policy == "ToAll" ? RoomOptionFlags.BroadcastPropsChangeToAll : 0, }; masterClient1 = this.CreateMasterClientAndAuthenticate(Player1); var cgResponse = masterClient1.CreateGame(createGameRequest); this.ConnectAndAuthenticate(masterClient1, cgResponse.Address); masterClient1.CreateGame(createGameRequest); masterClient2 = this.CreateMasterClientAndAuthenticate(Player2); var joinRequest = new JoinGameRequest() { GameId = roomName, }; var jgResponse = masterClient2.JoinGame(joinRequest, ErrorCode.Ok); this.ConnectAndAuthenticate(masterClient2, jgResponse.Address); masterClient2.JoinGame(joinRequest); masterClient1.EventQueueClear(); masterClient1.SendRequest(new OperationRequest() { OperationCode = OperationCode.SetProperties, Parameters = new Dictionary <byte, object> { { (byte)ParameterKey.Properties, new Hashtable { { "P2", 22 } } }, { (byte)ParameterKey.Broadcast, true } } }); masterClient2.CheckThereIsEvent(EventCode.PropertiesChanged, this.WaitTimeout); if (policy == "ToOthers") { masterClient1.CheckThereIsNoEvent(EventCode.PropertiesChanged, this.WaitTimeout); } else { masterClient1.CheckThereIsEvent(EventCode.PropertiesChanged, this.WaitTimeout); } } finally { DisposeClients(masterClient1, masterClient2); } }
public void EventCache_ActorCacheLimitExceeded() { if (this.IsOnline) { Assert.Ignore("Does not support online mode"); } UnifiedTestClient client1 = null; UnifiedTestClient client2 = null; UnifiedTestClient client3 = null; try { var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); client1 = this.CreateMasterClientAndAuthenticate(Player1); client3 = this.CreateMasterClientAndAuthenticate(Player3); var createGameResponse = client1.CreateGame(roomName, true, true, 4); // switch client 1 to GS this.ConnectAndAuthenticate(client1, createGameResponse.Address); this.ConnectAndAuthenticate(client3, createGameResponse.Address); client1.CreateGame(new CreateGameRequest() { GameId = roomName, PlayerTTL = -1, SuppressRoomEvents = true, CheckUserOnJoin = true }); client3.JoinGame(roomName); // exceeding limits for (byte i = 1; i <= 11; ++i) { var raiseEventOp = new OperationRequest { OperationCode = OperationCode.RaiseEvent, Parameters = new Dictionary <byte, object> { { ParameterCode.Data, new Hashtable() }, { ParameterCode.Cache, (byte)CacheOperation.MergeCache }, { ParameterCode.Code, i } } }; client1.SendRequest(raiseEventOp); } client1.WaitForEvent(EventCode.PropertiesChanged); client1.WaitForEvent(EventCode.ErrorInfo); client2 = this.CreateMasterClientAndAuthenticate(Player2); client2.JoinGame(roomName, ErrorCode.GameClosed); this.ConnectAndAuthenticate(client2, createGameResponse.Address); client2.JoinGame(roomName, ErrorCode.GameClosed); client3.LeaveGame(true); client3.Disconnect(); this.ConnectAndAuthenticate(client3, createGameResponse.Address); client3.JoinGame(new JoinGameRequest { GameId = roomName, JoinMode = JoinModes.RejoinOnly }, 32739);//EventCacheExceeded } finally { DisposeClients(client1, client2, client3); } }
public void GetGameUpdate_PluginSetStateOnCreation([Values(LobbyType.Default, LobbyType.SqlLobby)] LobbyType lobbyType) { if (!this.UsePlugins) { Assert.Ignore("This test needs plugins"); } UnifiedTestClient client1 = null; UnifiedTestClient client2 = null; var lobbyFilterCase = LobbyFilterContent.LobbyFilterNonEmpty; var lobbyName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name + "_Lobby"); var lobbyFilter = SetupLobbyFilter(lobbyFilterCase); try { // authenticate client and check if the Lobbystats event will be received // Remarks: The event cannot be checked for a specific lobby count because // previous tests may have created lobbies. client1 = this.CreateMasterClientAndAuthenticate(this.Player1); if (string.IsNullOrEmpty(this.Player1) || client1.Token == null) { Assert.Ignore("This test does not work correctly for old clients without userId and token"); } client1.JoinLobby(lobbyName, (byte)lobbyType); // create a new game for the lobby var gameName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); var request = new CreateGameRequest { GameId = gameName, LobbyType = (byte)lobbyType, LobbyName = lobbyName, Plugins = new [] { "SaveLoadStateTestPlugin" }, GameProperties = new Hashtable { { "xxx", 1 }, { "yyy", 2 }, { GameParameter.LobbyProperties, new [] { "xxx" } } }, }; var createGameResponse = client1.CreateGame(request); this.ConnectAndAuthenticate(client1, createGameResponse.Address, client1.UserId); client1.CreateGame(request); // give the game server some time to report the game to the master server Thread.Sleep(100); client1.Disconnect();// after disconnect game state is saved Thread.Sleep(100); var authParameter = new Dictionary <byte, object> { { (byte)Operations.ParameterCode.LobbyStats, true } }; // check if new game is listed in lobby statistics client2 = this.CreateMasterClientAndAuthenticate(this.Player2, authParameter); if (this.AuthPolicy == AuthPolicy.UseAuthOnce) // in this case we should send OpSettings to master { client2.SendRequest(new OperationRequest { OperationCode = (byte)OperationCode.ServerSettings, Parameters = new Dictionary <byte, object> { { SettingsRequestParameters.LobbyStats, true } }, }); } client2.JoinLobby(lobbyName, (byte)lobbyType); Thread.Sleep(3000); client2.EventQueueClear(); var joinRequest = new JoinGameRequest { GameId = gameName, LobbyType = (byte)lobbyType, LobbyName = lobbyName, Plugins = new string[] { "SaveLoadStateTestPlugin" }, JoinMode = (byte)JoinMode.JoinOrRejoin, }; this.ConnectAndAuthenticate(client1, this.MasterAddress); var jgResponse = client1.JoinGame(joinRequest); this.ConnectAndAuthenticate(client1, jgResponse.Address); client1.JoinGame(joinRequest); EventData eventData; Assert.That(client2.TryWaitForEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout, out eventData)); Assert.That(eventData.Parameters.Count > 0); var gameList = (Hashtable)eventData.Parameters[(byte)ParameterKey.GameList]; var propertyList = (Hashtable)gameList[gameName]; Assert.That(propertyList["xxx"], Is.EqualTo(1)); } finally { DisposeClients(client1, client2); } }
public void TestLobbyCountAfterRemovingInactivePlayerBreak() { if (this.connectPolicy.IsOnline) { Assert.Ignore("This is an offline test"); } if (string.IsNullOrEmpty(this.Player1)) { Assert.Ignore("this tests requires userId to be set"); } Thread.Sleep(1000);// to finish everything from perv tests var connPolicy = (OfflineConnectPolicy)this.connectPolicy; var masterServer = (ITestMasterApplication)connPolicy.MasterServer.Application; masterServer.ResetStats(); UnifiedTestClient masterClient1 = null; UnifiedTestClient masterClient2 = null; UnifiedTestClient masterClient3 = null; try { string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); masterClient1 = this.CreateMasterClientAndAuthenticate(this.Player1); var createGameRequest = new CreateGameRequest { GameId = roomName, PlayerTTL = 3000, CheckUserOnJoin = !string.IsNullOrEmpty(this.Player1), }; var createGameResponse = masterClient1.CreateGame(createGameRequest); this.ConnectAndAuthenticate(masterClient1, createGameResponse.Address); //createGameRequest.AddUsers = new string[] { "Player3", "Player5", "Player6", "Player7" }; masterClient1.CreateGame(createGameRequest); Thread.Sleep(300); masterClient2 = this.CreateMasterClientAndAuthenticate(this.Player2); masterClient3 = this.CreateMasterClientAndAuthenticate(this.Player3); var response = masterClient2.JoinGame(roomName, ErrorCode.Ok); masterClient3.JoinGame(roomName, ErrorCode.Ok); this.ConnectAndAuthenticate(masterClient3, response.Address); masterClient3.JoinGame(roomName, ErrorCode.Ok); Thread.Sleep(300); masterClient3.Disconnect(); Thread.Sleep(4000); masterClient1.Disconnect(); Thread.Sleep(1000); this.ConnectAndAuthenticate(masterClient2, this.MasterAddress); var getLobbyStatsResponse = masterClient2.GetLobbyStats(null, null); masterClient2.Disconnect(); Assert.That(getLobbyStatsResponse.PeerCount[0], Is.EqualTo(0)); } finally { DisposeClients(masterClient1, masterClient2, masterClient3); } }