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Update tests to explicitly set NetworkManagerOwner
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13 files changed

+26
-6
lines changed

13 files changed

+26
-6
lines changed

com.unity.netcode.gameobjects/Tests/Runtime/NetworkBehaviourGenericTests.cs

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -69,6 +69,7 @@ public IEnumerator ValidatedDisableddNetworkBehaviourWarning()
6969

7070
LogAssert.Expect(LogType.Warning, $"{childObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during spawn!");
7171

72+
parentNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
7273
parentNetworkObject.Spawn();
7374
yield return s_DefaultWaitForTick;
7475
}
@@ -134,6 +135,7 @@ public IEnumerator ValidateDeleteChildNetworkBehaviour()
134135
var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
135136
childObject.AddComponent<SimpleNetworkBehaviour>();
136137

138+
parentNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
137139
parentNetworkObject.Spawn();
138140
yield return s_DefaultWaitForTick;
139141

com.unity.netcode.gameobjects/Tests/Runtime/Prefabs/NetworkPrefabHandlerWithDataTests.cs

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -105,8 +105,10 @@ private void RegisterPrefabHandler(NetworkManager manager, out PrefabInstanceHan
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106106
private NetworkObject SpawnPrefabWithData(NetworkSerializableTest data)
107107
{
108+
var authority = GetAuthorityNetworkManager();
108109
var instance = UnityEngine.Object.Instantiate(m_Prefab).GetComponent<NetworkObject>();
109-
GetAuthorityNetworkManager().PrefabHandler.SetInstantiationData(instance, data);
110+
instance.NetworkManagerOwner = authority;
111+
authority.PrefabHandler.SetInstantiationData(instance, data);
110112
instance.Spawn();
111113
return instance;
112114
}

com.unity.netcode.gameobjects/Tests/Runtime/Serialization/NetworkObjectReferenceTests.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -418,6 +418,7 @@ public static UnityObjectContext<NetworkObject> CreateNetworkObject(string name
418418
{
419419
var gameObject = new GameObject(name);
420420
var networkObject = gameObject.AddComponent<NetworkObject>();
421+
networkObject.NetworkManagerOwner = NetworkManager.Singleton;
421422
return new UnityObjectContext<NetworkObject>(networkObject, gameObject);
422423
}
423424

com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetworkManagerHelper.cs

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -170,10 +170,11 @@ public static T AddComponentToObject<T>(Guid gameObjectIdentifier) where T : Net
170170
/// <param name="gameObjectIdentifier">ID returned to reference the game object</param>
171171
public static void SpawnNetworkObject(Guid gameObjectIdentifier)
172172
{
173-
Assert.IsTrue(InstantiatedNetworkObjects.ContainsKey(gameObjectIdentifier));
174-
if (!InstantiatedNetworkObjects[gameObjectIdentifier].IsSpawned)
173+
Assert.IsTrue(InstantiatedNetworkObjects.TryGetValue(gameObjectIdentifier, out var objToSpawn));
174+
if (!objToSpawn.IsSpawned)
175175
{
176-
InstantiatedNetworkObjects[gameObjectIdentifier].Spawn();
176+
objToSpawn.NetworkManagerOwner = NetworkManager.Singleton;
177+
objToSpawn.Spawn();
177178
}
178179
}
179180

com.unity.netcode.gameobjects/Tests/Runtime/UniversalRpcTests.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -601,6 +601,7 @@ protected override void OnOneTimeTearDown()
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602602
protected override void OnTimeTravelServerAndClientsConnected()
603603
{
604+
m_ServerObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
604605
m_ServerObject.GetComponent<NetworkObject>().Spawn();
605606
WaitForMessageReceivedWithTimeTravel<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
606607
}

testproject/Assets/Tests/Runtime/NetworkSceneManager/InScenePlacedNetworkObject/InSceneObjectDestroyTests.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -140,6 +140,7 @@ public IEnumerator InSceneNetworkObjectDespawnSyncAndSpawn()
140140
yield return LoadSceneAndDespawnObject(DestroyMode.DespawnGameObject);
141141

142142
var serverObject = NetworkObjectTestComponent.ServerNetworkObjectInstance;
143+
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
143144

144145
Assert.IsNotNull(serverObject, "Could not find server-side in-scene placed NetworkObject!");
145146

testproject/Assets/Tests/Runtime/NetworkSceneManager/InScenePlacedNetworkObject/InSceneObjectTests.cs

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -67,6 +67,7 @@ public IEnumerator EnableDisableInSceneObjectTests()
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// Test #3: Now spawn the same in-scene placed NetworkObject
6969
serverInSceneObjectInstance.gameObject.SetActive(true);
70+
serverInSceneObjectInstance.NetworkManagerOwner = m_ServerNetworkManager;
7071
serverInSceneObjectInstance.Spawn();
7172
yield return WaitForConditionOrTimeOut(HaveAllClientsSpawnedInSceneObject);
7273

@@ -104,6 +105,7 @@ public IEnumerator EnableDisableInSceneObjectTests()
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105106
// Test #5: Now spawn the in-scene placed NetworkObject
106107
serverInSceneObjectInstance.gameObject.SetActive(true);
108+
serverInSceneObjectInstance.NetworkManagerOwner = m_ServerNetworkManager;
107109
serverInSceneObjectInstance.Spawn();
108110

109111
// Verify all clients spawned their in-scene NetworkObject relative instance

testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkObjectSceneMigrationTests.cs

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -159,6 +159,7 @@ public IEnumerator MigrateIntoNewSceneTest()
159159
{
160160
var serverInstance = Object.Instantiate(m_TestPrefab);
161161
var serverNetworkObject = serverInstance.GetComponent<NetworkObject>();
162+
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
162163
serverNetworkObject.Spawn();
163164
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
164165
}
@@ -276,6 +277,7 @@ public IEnumerator ActiveSceneSynchronizationTest()
276277
// the active scene and marked to destroy with scene =are destroyed= if
277278
// the scene being unloaded is currently the active scene and the scene that
278279
// the NetworkObjects reside within.
280+
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
279281
serverNetworkObject.Spawn(true);
280282
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
281283
}
@@ -291,6 +293,7 @@ public IEnumerator ActiveSceneSynchronizationTest()
291293
// spawned with DestroyWithScene set to false will migrate into the current
292294
// active scene if the scene they currently reside within is destroyed and
293295
// is not the currently active scene.
296+
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
294297
serverNetworkObject.Spawn();
295298
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
296299
}
@@ -304,6 +307,7 @@ public IEnumerator ActiveSceneSynchronizationTest()
304307
// This set of NetworkObjects will be used to verify that NetworkObjets
305308
// spawned with DestroyWithScene == true will get destroyed when the scene
306309
// is unloaded
310+
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
307311
serverNetworkObject.Spawn(true);
308312
m_ServerSpawnedDestroyWithSceneInstances.Add(serverNetworkObject);
309313
}

testproject/Assets/Tests/Runtime/NetworkSceneManager/NetworkSceneManagerDDOLTests.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -112,6 +112,7 @@ public IEnumerator InSceneNetworkObjectState([Values(DefaultState.IsEnabled, Def
112112
// Sets whether we are in-scene or dynamically spawned NetworkObject
113113
ddolBehaviour.SetInScene(isInScene);
114114

115+
networkObject.NetworkManagerOwner = m_ServerNetworkManager;
115116
networkObject.Spawn();
116117
yield return waitForFullNetworkTick;
117118

testproject/Assets/Tests/Runtime/ObjectParenting/ParentDynamicUnderInScenePlaced.cs

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -129,8 +129,9 @@ public IEnumerator ParentUnderInSceneplaced()
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130130
// Now dynamically spawn a NetworkObject to also test dynamically spawned NetworkObjects being parented
131131
// under in-scene placed NetworkObjects
132-
var dynamicallySpawnedServerSide = Object.Instantiate(m_DynamicallySpawned);
133-
dynamicallySpawnedServerSide.GetComponent<NetworkObject>().Spawn(true);
132+
var dynamicallySpawnedServerSide = Object.Instantiate(m_DynamicallySpawned).GetComponent<NetworkObject>();
133+
dynamicallySpawnedServerSide.NetworkManagerOwner = m_ServerNetworkManager;
134+
dynamicallySpawnedServerSide.Spawn(true);
134135

135136
for (int i = 0; i < 5; i++)
136137
{

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