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fix: fix UnityTransport_RestartSucceedsAfterFailure test #2347

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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 @@ -23,6 +23,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
- Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)

## [1.2.0] - 2022-11-21

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Original file line number Diff line number Diff line change
Expand Up @@ -119,6 +119,9 @@ public void UnityTransport_RestartSucceedsAfterFailure()
Assert.False(transport.StartServer());

LogAssert.Expect(LogType.Error, "Invalid network endpoint: 127.0.0.:4242.");
#if UTP_TRANSPORT_2_0_ABOVE
LogAssert.Expect(LogType.Error, "Socket creation failed (error Unity.Baselib.LowLevel.Binding+Baselib_ErrorState: Invalid argument (0x01000003) <argument name stripped>");
#endif
LogAssert.Expect(LogType.Error, "Server failed to bind. This is usually caused by another process being bound to the same port.");

transport.SetConnectionData("127.0.0.1", 4242, "127.0.0.1");
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