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fix: OwnedObjects not being added to when using ChangeOwnership (backport) #1731

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Feb 20, 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 @@ -25,6 +25,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)

## [1.0.0-pre.5] - 2022-01-26

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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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