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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 @@ -17,6 +17,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- Fixed issue where NetworkConfig.ConnectionData could cause the ConnectionRequestMessage to exceed the transport's MTU size and would result in a buffer overflow error. (#3564)
- Fixed regression issue in v2.x where `NetworkObject.GetNetworkBehaviourAtOrderIndex` was converted from public to internal. (#3541)
- Fixed ensuring OnValueChanged callback is still triggered on the authority when a collection changes and then reverts to the previous value in the same frame. (#3539)
- Fixed synchronizing the destroyGameObject parameter to clients for InScenePlaced network objects. (#3514)
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Original file line number Diff line number Diff line change
Expand Up @@ -635,7 +635,7 @@ private void SendConnectionRequest()
}
}

SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ServerClientId);
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
message.MessageVersions.Dispose();
}

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Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ public enum PlayerCreation
Prefab,
PrefabHash,
NoPlayer,
FailValidation
FailValidation,
}
private PlayerCreation m_PlayerCreation;
private bool m_ClientDisconnectReasonValidated;
Expand All @@ -38,7 +38,7 @@ public ConnectionApprovalTests(PlayerCreation playerCreation)

protected override int NumberOfClients => 1;

private Guid m_ValidationToken;
private string m_ValidationToken;

protected override bool ShouldCheckForSpawnedPlayers()
{
Expand All @@ -56,8 +56,13 @@ protected override void OnServerAndClientsCreated()
m_ClientDisconnectReasonValidated = false;
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
m_Validated.Clear();
m_ValidationToken = Guid.NewGuid();
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
m_ValidationToken = string.Empty;
// Exceed the expected MTU size
while (m_ValidationToken.Length < 2000)
{
m_ValidationToken += Guid.NewGuid().ToString();
}
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken);
m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
if (m_PlayerCreation == PlayerCreation.PrefabHash)
Expand All @@ -66,7 +71,6 @@ protected override void OnServerAndClientsCreated()
}
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;

foreach (var client in m_ClientNetworkManagers)
{
client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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