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Update CHANGELOG
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -10,6 +10,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- Added a warning when `NetworkManager.NetworkConfig.ConnectionApproval` is set in a distributed authority context. (#3658)
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### Changed
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com.unity.netcode.gameobjects/Documentation~/components/core/networkmanager.md

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### Client disconnection notifications
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Both the client and the server can subscribe to the `NetworkManager.OnClientDisconnectCallback` event to be notified when a client is disconnected.
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Subscribe to the `NetworkManager.OnClientDisconnectCallback` event to receive notifications when a client is disconnected.
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**When disconnect notifications are triggered:**
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- Clients are notified when they're disconnected by the server.
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- Clients are notified when they're disconnected by the server or from the distributed authority session.
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- The server is notified when any client disconnects from the server, whether the server disconnects the client or the client disconnects itself.
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- Both the server and clients are notified when their network connection is unexpectedly disconnected (network interruption).
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**Client notification identifiers**
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- On the server-side, the client identifier parameter is the identifier of the client that disconnects.
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- On the client-side, the client identifier parameter is the identifier assigned to the client.
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- _The exception to this is when a client is disconnected before its connection is approved._
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You can also use the `NetworkManager.OnServerStopped` and `NetworkManager.OnClientStopped` callbacks to get local notifications when the server or client stops respectively.
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### Connection notification manager example
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Below is one example of how you can provide client connect and disconnect notifications to any type of NetworkBehaviour or MonoBehaviour derived component.
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> [!NOTE]

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