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fix: In-scene placed NetworkObjects getting destroyed if early disconnect #2923

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NoelStephensUnity
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@NoelStephensUnity NoelStephensUnity commented May 13, 2024

This PR resolves an issue where a client could destroy in-scene placed NetworkObjects if it failed to connect to a session.

fix: #2917
fix: #1670
fix: #1809

Changelog

  • Fixed: Issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval.

Testing and Documentation

  • Added InScenePlacedNetworkObjectClientTests.DespawnAndDestroyNetworkObjects integration test.
  • No documentation changes or additions were necessary.

Fixes an issue where in-scene placed NetworkObjects could be destroyed if a connection failed.
adding changelog entry
changelog and associated PR number
NoelStephensUnity added a commit that referenced this pull request May 13, 2024
up-port of #2923 fix for in-scene placed NetworkObjects getting destroyed if a client disconnects early.
@NoelStephensUnity NoelStephensUnity marked this pull request as ready for review May 13, 2024 17:38
@NoelStephensUnity NoelStephensUnity requested a review from a team as a code owner May 13, 2024 17:38
Adding test to validate fix
@NoelStephensUnity NoelStephensUnity enabled auto-merge (squash) May 14, 2024 13:30
NoelStephensUnity added a commit that referenced this pull request May 14, 2024
…nect (up-port) (#2924)

* fix

up-port of #2923 fix for in-scene placed NetworkObjects getting destroyed if a client disconnects early.

* test

adding test to validate fix

* test fix

Fixing issue of checking HasAuthority via NetworkObject as opposed to NetworkBehaviour
@NoelStephensUnity NoelStephensUnity merged commit 1644801 into develop May 14, 2024
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@NoelStephensUnity NoelStephensUnity deleted the fix/in-scene-placed-destroyed-if-early-disconnect branch May 14, 2024 14:50
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