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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
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs
+1-1Lines changed: 1 addition & 1 deletion
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@@ -61,7 +61,7 @@ public static class ErrorUtilities
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privatestaticreadonlyFixedString128Bytesk_NetworkVersionMismatch="Connection ID is invalid. Likely caused by sending on stale connection {0}.";
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privatestaticreadonlyFixedString128Bytesk_NetworkStateMismatch="Connection state is invalid. Likely caused by sending on connection {0} which is stale or still connecting.";
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privatestaticreadonlyFixedString128Bytesk_NetworkPacketOverflow="Packet is too large to be allocated by the transport.";
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privatestaticreadonlyFixedString128Bytesk_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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privatestaticreadonlyFixedString128Bytesk_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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