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fix: NetworkConfig cached hash was not being regenerated on clients for each unique ConnectionRequestMessage [MTT-4605] (#2226)
MTT-4605
* fix
This resolves the issue where clients would not regenerate their NetworkConfig's hash value if a client disconnected from one server and tried to join another server.
* test
This validates that passing false to the NetworkConfig.GetConfig method generates a unique hash value.
* update
updating the changelog entry with the PR number.
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@@ -21,6 +21,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226)
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- Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225)
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- Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
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- Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203)
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