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fix: connection approval cannot exceed mtu size (#3564)
This PR resolves the issue where a `NetworkConfig.ConnectionData` that
caused the `ConnectionRequestMessage` to exceed the transport's MTU size
would result in a buffer overflow error by updating
`ConnectionRequestMessage` to use the `ReliableFragmentedSequenced`
pipeline as opposed to the `ReliableSequenced` pipeline.
[MTTB-1467](https://jira.unity3d.com/browse/MTTB-1467)
## Changelog
- Fixed: issue where NetworkConfig.ConnectionData could cause the
ConnectionRequestMessage to exceed the transport's MTU size and would
result in a buffer overflow error.
## Testing and Documentation
- Includes modifications to `ConnectionApprovalTests` integration tests
to use a > MTU size `NetworkConfig.ConnectionData`.
- No documentation changes or additions were necessary.
## Backport
This needs to be back ported to the v1.x branch.
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@@ -17,6 +17,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- 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)
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- Fixed regression issue in v2.x where `NetworkObject.GetNetworkBehaviourAtOrderIndex` was converted from public to internal. (#3541)
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- 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)
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- Fixed synchronizing the destroyGameObject parameter to clients for InScenePlaced network objects. (#3514)
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