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put back changed test code
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13 files changed

+3
-23
lines changed

13 files changed

+3
-23
lines changed

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

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -69,7 +69,6 @@ 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;
7372
parentNetworkObject.Spawn();
7473
yield return s_DefaultWaitForTick;
7574
}
@@ -135,7 +134,6 @@ public IEnumerator ValidateDeleteChildNetworkBehaviour()
135134
var parentNetworkObject = parentObject.AddComponent<NetworkObject>();
136135
childObject.AddComponent<SimpleNetworkBehaviour>();
137136

138-
parentNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
139137
parentNetworkObject.Spawn();
140138
yield return s_DefaultWaitForTick;
141139

com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformParentingTests.cs

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Original file line numberDiff line numberDiff line change
@@ -103,7 +103,6 @@ public override void OnNetworkSpawn()
103103
private void RequestPlayerObjectSpawnServerRpc(ServerRpcParams rpcParams = default)
104104
{
105105
SpawnedPlayer = Instantiate(PlayerPrefab);
106-
SpawnedPlayer.NetworkManagerOwner = NetworkManager;
107106
SpawnedPlayer.SpawnAsPlayerObject(rpcParams.Receive.SenderClientId);
108107
SpawnedPlayer.TrySetParent(NetworkObject, false);
109108
State = MoveState.PlayerSpawned;

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

Lines changed: 1 addition & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -105,10 +105,8 @@ private void RegisterPrefabHandler(NetworkManager manager, out PrefabInstanceHan
105105

106106
private NetworkObject SpawnPrefabWithData(NetworkSerializableTest data)
107107
{
108-
var authority = GetAuthorityNetworkManager();
109108
var instance = UnityEngine.Object.Instantiate(m_Prefab).GetComponent<NetworkObject>();
110-
instance.NetworkManagerOwner = authority;
111-
authority.PrefabHandler.SetInstantiationData(instance, data);
109+
GetAuthorityNetworkManager().PrefabHandler.SetInstantiationData(instance, data);
112110
instance.Spawn();
113111
return instance;
114112
}

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

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -418,7 +418,6 @@ 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;
422421
return new UnityObjectContext<NetworkObject>(networkObject, gameObject);
423422
}
424423

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

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -601,7 +601,6 @@ protected override void OnOneTimeTearDown()
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602602
protected override void OnTimeTravelServerAndClientsConnected()
603603
{
604-
m_ServerObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
605604
m_ServerObject.GetComponent<NetworkObject>().Spawn();
606605
WaitForMessageReceivedWithTimeTravel<CreateObjectMessage>(m_ClientNetworkManagers.ToList());
607606
}

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

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

142142
var serverObject = NetworkObjectTestComponent.ServerNetworkObjectInstance;
143-
serverObject.NetworkManagerOwner = m_ServerNetworkManager;
144143

145144
Assert.IsNotNull(serverObject, "Could not find server-side in-scene placed NetworkObject!");
146145

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

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -67,7 +67,6 @@ public IEnumerator EnableDisableInSceneObjectTests()
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6868
// Test #3: Now spawn the same in-scene placed NetworkObject
6969
serverInSceneObjectInstance.gameObject.SetActive(true);
70-
serverInSceneObjectInstance.NetworkManagerOwner = m_ServerNetworkManager;
7170
serverInSceneObjectInstance.Spawn();
7271
yield return WaitForConditionOrTimeOut(HaveAllClientsSpawnedInSceneObject);
7372

@@ -105,7 +104,6 @@ public IEnumerator EnableDisableInSceneObjectTests()
105104

106105
// Test #5: Now spawn the in-scene placed NetworkObject
107106
serverInSceneObjectInstance.gameObject.SetActive(true);
108-
serverInSceneObjectInstance.NetworkManagerOwner = m_ServerNetworkManager;
109107
serverInSceneObjectInstance.Spawn();
110108

111109
// Verify all clients spawned their in-scene NetworkObject relative instance

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

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -159,7 +159,6 @@ public IEnumerator MigrateIntoNewSceneTest()
159159
{
160160
var serverInstance = Object.Instantiate(m_TestPrefab);
161161
var serverNetworkObject = serverInstance.GetComponent<NetworkObject>();
162-
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
163162
serverNetworkObject.Spawn();
164163
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
165164
}
@@ -277,7 +276,6 @@ public IEnumerator ActiveSceneSynchronizationTest()
277276
// the active scene and marked to destroy with scene =are destroyed= if
278277
// the scene being unloaded is currently the active scene and the scene that
279278
// the NetworkObjects reside within.
280-
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
281279
serverNetworkObject.Spawn(true);
282280
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
283281
}
@@ -293,7 +291,6 @@ public IEnumerator ActiveSceneSynchronizationTest()
293291
// spawned with DestroyWithScene set to false will migrate into the current
294292
// active scene if the scene they currently reside within is destroyed and
295293
// is not the currently active scene.
296-
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
297294
serverNetworkObject.Spawn();
298295
m_ServerSpawnedPrefabInstances.Add(serverNetworkObject);
299296
}
@@ -307,7 +304,6 @@ public IEnumerator ActiveSceneSynchronizationTest()
307304
// This set of NetworkObjects will be used to verify that NetworkObjets
308305
// spawned with DestroyWithScene == true will get destroyed when the scene
309306
// is unloaded
310-
serverNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
311307
serverNetworkObject.Spawn(true);
312308
m_ServerSpawnedDestroyWithSceneInstances.Add(serverNetworkObject);
313309
}

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

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -112,7 +112,6 @@ 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;
116115
networkObject.Spawn();
117116
yield return waitForFullNetworkTick;
118117

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

Lines changed: 2 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -129,9 +129,8 @@ 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).GetComponent<NetworkObject>();
133-
dynamicallySpawnedServerSide.NetworkManagerOwner = m_ServerNetworkManager;
134-
dynamicallySpawnedServerSide.Spawn(true);
132+
var dynamicallySpawnedServerSide = Object.Instantiate(m_DynamicallySpawned);
133+
dynamicallySpawnedServerSide.GetComponent<NetworkObject>().Spawn(true);
135134

136135
for (int i = 0; i < 5; i++)
137136
{

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