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fix: Fix OwnedObjects not being added to when using ChangeOwnership #1572

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Jan 11, 2022
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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1481)
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect. (#1513)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership. (#1572)

### Changed

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Original file line number Diff line number Diff line change
Expand Up @@ -280,6 +280,10 @@ internal void ChangeOwnership(NetworkObject networkObject, ulong clientId)

networkObject.OwnerClientId = clientId;

if (TryGetNetworkClient(clientId, out NetworkClient newNetworkClient))
{
newNetworkClient.OwnedObjects.Add(networkObject);
}

var message = new ChangeOwnershipMessage
{
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Original file line number Diff line number Diff line change
@@ -0,0 +1,60 @@
using System.Collections;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

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

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

server.NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = gameObject
});

for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.NetworkPrefabs.Add(new NetworkPrefab()
{
Prefab = 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));

NetworkObject serverObject = Object.Instantiate(gameObject).GetComponent<NetworkObject>();
serverObject.NetworkManagerOwner = server;
serverObject.Spawn();

// The object is owned by server
Assert.False(server.ConnectedClients[clients[0].LocalClientId].OwnedObjects.Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));

// Change the ownership
serverObject.ChangeOwnership(clients[0].LocalClientId);

// Ensure it's now added to the list
Assert.True(server.ConnectedClients[clients[0].LocalClientId].OwnedObjects.Any(x => x.NetworkObjectId == serverObject.NetworkObjectId));

MultiInstanceHelpers.Destroy();
}
}
}

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