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fix: [Backport] Correct error message about send queue being full (#3594)
## Purpose of this PR Backport of PR #3593. ### Changelog Didn't seem worthy of a changelog entry. Can add one if requested. ## Documentation No documentation changes necessary. ## Testing & QA No need to test anything. It's just a string change. ## Backport #3593
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com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs

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@@ -61,7 +61,7 @@ public static class ErrorUtilities
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private static readonly FixedString128Bytes k_NetworkVersionMismatch = "Connection ID is invalid. Likely caused by sending on stale connection {0}.";
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private static readonly FixedString128Bytes k_NetworkStateMismatch = "Connection state is invalid. Likely caused by sending on connection {0} which is stale or still connecting.";
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private static readonly FixedString128Bytes k_NetworkPacketOverflow = "Packet is too large to be allocated by the transport.";
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private static readonly FixedString128Bytes k_NetworkSendQueueFull = "Unable to queue packet in the transport. Likely caused by send queue size ('Max Send Queue Size') being too small.";
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private static readonly FixedString128Bytes k_NetworkSendQueueFull = "Unable to queue packet in the transport. Likely caused by packet queue size ('Max Packet Queue Size') being too small.";
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/// <summary>
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/// Convert a UTP error code to human-readable error message.

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