The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
206 lines
11 KiB
C#
206 lines
11 KiB
C#
using System.Collections;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(NetworkTopologyTypes.DistributedAuthority)]
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[TestFixture(NetworkTopologyTypes.ClientServer)]
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internal class NetworkObjectOwnershipPropertiesTests : NetcodeIntegrationTest
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{
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private class DummyNetworkBehaviour : NetworkBehaviour
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{
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}
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protected override int NumberOfClients => 2;
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private GameObject m_PrefabToSpawn;
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private NetworkObject m_OwnerSpawnedInstance;
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private NetworkObject m_TargetOwnerInstance;
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private NetworkManager m_InitialOwner;
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private NetworkManager m_NextTargetOwner;
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private ulong m_InitialOwnerId;
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private ulong m_TargetOwnerId;
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private bool m_SpawnedInstanceIsOwner;
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private bool m_InitialOwnerOwnedBySever;
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private bool m_TargetOwnerOwnedBySever;
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public NetworkObjectOwnershipPropertiesTests(NetworkTopologyTypes networkTopologyType) : base(networkTopologyType) { }
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protected override IEnumerator OnTearDown()
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{
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m_OwnerSpawnedInstance = null;
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m_InitialOwner = null;
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m_NextTargetOwner = null;
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m_PrefabToSpawn = null;
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return base.OnTearDown();
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}
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protected override void OnServerAndClientsCreated()
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{
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m_PrefabToSpawn = CreateNetworkObjectPrefab("ClientOwnedObject");
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m_PrefabToSpawn.gameObject.AddComponent<DummyNetworkBehaviour>();
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m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Distributable);
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}
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public enum InstanceTypes
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{
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Server,
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Client
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}
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private StringBuilder m_OwnershipPropagatedFailures = new StringBuilder();
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private bool OwnershipPropagated()
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{
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var conditionMet = true;
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m_OwnershipPropagatedFailures.Clear();
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// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
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// when InstanceTypes.Client
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if (m_DistributedAuthority)
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{
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if (!m_ClientNetworkManagers[1].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
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{
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conditionMet = false;
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m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[1].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
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}
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if (!m_ClientNetworkManagers[0].SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
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{
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conditionMet = false;
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m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
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}
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if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
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{
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conditionMet = false;
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m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
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}
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}
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else
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{
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if (m_NextTargetOwner != m_ServerNetworkManager)
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{
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if (!m_NextTargetOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
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{
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conditionMet = false;
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m_OwnershipPropagatedFailures.AppendLine($"Client-{m_NextTargetOwner.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
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}
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}
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if (!m_ServerNetworkManager.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId))
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{
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conditionMet = false;
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m_OwnershipPropagatedFailures.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} has no ownership entry for {m_OwnerSpawnedInstance.name} ({m_OwnerSpawnedInstance.NetworkObjectId})");
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}
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}
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return conditionMet;
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}
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private void ValidateOwnerShipProperties(bool targetIsOwner = false)
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{
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Assert.AreEqual(m_OwnerSpawnedInstance.IsOwner, m_SpawnedInstanceIsOwner);
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Assert.AreEqual(m_OwnerSpawnedInstance.IsOwnedByServer, m_InitialOwnerOwnedBySever);
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Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_OwnerSpawnedInstance.OwnerClientId);
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var initialOwnerBehaviour = m_OwnerSpawnedInstance.GetComponent<DummyNetworkBehaviour>();
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Assert.AreEqual(initialOwnerBehaviour.IsOwner, m_SpawnedInstanceIsOwner);
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Assert.AreEqual(initialOwnerBehaviour.IsOwnedByServer, m_InitialOwnerOwnedBySever);
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Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, initialOwnerBehaviour.OwnerClientId);
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Assert.AreEqual(m_TargetOwnerInstance.IsOwner, targetIsOwner);
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Assert.AreEqual(m_TargetOwnerInstance.IsOwnedByServer, m_TargetOwnerOwnedBySever);
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Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
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var targetOwnerBehaviour = m_TargetOwnerInstance.GetComponent<DummyNetworkBehaviour>();
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Assert.AreEqual(targetOwnerBehaviour.IsOwner, targetIsOwner);
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Assert.AreEqual(targetOwnerBehaviour.IsOwnedByServer, m_TargetOwnerOwnedBySever);
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Assert.AreEqual(targetIsOwner ? m_TargetOwnerId : m_InitialOwnerId, m_TargetOwnerInstance.OwnerClientId);
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}
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[UnityTest]
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public IEnumerator ValidatePropertiesWithOwnershipChanges([Values(InstanceTypes.Server, InstanceTypes.Client)] InstanceTypes instanceType)
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{
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m_NextTargetOwner = instanceType == InstanceTypes.Server ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
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m_InitialOwner = instanceType == InstanceTypes.Client ? m_ServerNetworkManager : m_ClientNetworkManagers[0];
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// In distributed authority mode, we will check client owner to DAHost owner with InstanceTypes.Server and client owner to client
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// when InstanceTypes.Client
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if (m_DistributedAuthority)
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{
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m_InitialOwner = m_ClientNetworkManagers[0];
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if (instanceType == InstanceTypes.Client)
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{
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m_NextTargetOwner = m_ClientNetworkManagers[1];
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}
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m_PrefabToSpawn.GetComponent<NetworkObject>().SetOwnershipStatus(NetworkObject.OwnershipStatus.Transferable);
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}
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m_InitialOwnerId = m_InitialOwner.LocalClientId;
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m_TargetOwnerId = m_NextTargetOwner.LocalClientId;
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m_InitialOwnerOwnedBySever = m_InitialOwner.IsServer;
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m_TargetOwnerOwnedBySever = m_InitialOwner.IsServer;
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var objectInstance = SpawnObject(m_PrefabToSpawn, m_InitialOwner);
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m_OwnerSpawnedInstance = objectInstance.GetComponent<NetworkObject>();
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m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_InitialOwner;
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// Sanity check to verify that the next owner to target is not the owner of the spawned object
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var hasEntry = m_InitialOwner.SpawnManager.GetClientOwnedObjects(m_NextTargetOwner.LocalClientId).Any(x => x.NetworkObjectId == m_OwnerSpawnedInstance.NetworkObjectId);
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Assert.False(hasEntry);
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// Since CreateObjectMessage gets proxied by DAHost, just wait until the next target owner has the spawned instance in the s_GlobalNetworkObjects table.
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yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(m_NextTargetOwner.LocalClientId) && s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId].ContainsKey(m_OwnerSpawnedInstance.NetworkObjectId));
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AssertOnTimeout($"Timed out waiting for Client-{m_NextTargetOwner.LocalClientId} to have an instance entry of {m_OwnerSpawnedInstance.name}-{m_OwnerSpawnedInstance.NetworkObjectId}!");
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// Get the target client's instance of the spawned object
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m_TargetOwnerInstance = s_GlobalNetworkObjects[m_NextTargetOwner.LocalClientId][m_OwnerSpawnedInstance.NetworkObjectId];
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// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
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ValidateOwnerShipProperties();
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// The authority always changes the ownership
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// Client-Server: It will always be the host instance
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// Distributed Authority: It can be either the DAHost or the client
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if (m_DistributedAuthority)
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{
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// Use the target client's instance to change ownership
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m_TargetOwnerInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
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if (instanceType == InstanceTypes.Client)
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{
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var networkManagersList = new System.Collections.Generic.List<NetworkManager>() { m_ServerNetworkManager, m_ClientNetworkManagers[0] };
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// Provide enough time for the client to receive and process the spawned message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(networkManagersList);
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}
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else
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{
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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}
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}
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else
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{
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m_OwnerSpawnedInstance.ChangeOwnership(m_NextTargetOwner.LocalClientId);
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// Provide enough time for the client to receive and process the change in ownership message.
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yield return WaitForMessageReceived<ChangeOwnershipMessage>(m_ClientNetworkManagers.ToList());
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}
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// Ensure it's the ownership tables are updated
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yield return WaitForConditionOrTimeOut(OwnershipPropagated);
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AssertOnTimeout($"Timed out waiting for ownership to propagate!\n{m_OwnershipPropagatedFailures}");
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m_SpawnedInstanceIsOwner = m_OwnerSpawnedInstance.NetworkManager == m_NextTargetOwner;
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if (m_SpawnedInstanceIsOwner)
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{
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m_InitialOwnerOwnedBySever = m_OwnerSpawnedInstance.NetworkManager.IsServer;
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}
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m_InitialOwnerOwnedBySever = m_NextTargetOwner.IsServer;
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m_TargetOwnerOwnedBySever = m_NextTargetOwner.IsServer;
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// Validate that NetworkObject and NetworkBehaviour ownership properties are correct
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ValidateOwnerShipProperties(true);
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}
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}
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}
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