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test
Adjusting the ConnectionApproval tests to use a NetworkConfig.ConnectionData array that is larger than the typical ~1300 byte MTU size (not taking headers into consideration).
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com.unity.netcode.gameobjects/Tests/Runtime/ConnectionApproval.cs

Lines changed: 9 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ public enum PlayerCreation
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Prefab,
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PrefabHash,
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NoPlayer,
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FailValidation
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FailValidation,
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}
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private PlayerCreation m_PlayerCreation;
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private bool m_ClientDisconnectReasonValidated;
@@ -38,7 +38,7 @@ public ConnectionApprovalTests(PlayerCreation playerCreation)
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protected override int NumberOfClients => 1;
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41-
private Guid m_ValidationToken;
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private string m_ValidationToken;
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protected override bool ShouldCheckForSpawnedPlayers()
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{
@@ -56,8 +56,13 @@ protected override void OnServerAndClientsCreated()
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m_ClientDisconnectReasonValidated = false;
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m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
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m_Validated.Clear();
59-
m_ValidationToken = Guid.NewGuid();
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var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
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m_ValidationToken = string.Empty;
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// Exceed the expected MTU size
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while (m_ValidationToken.Length < 2000)
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{
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m_ValidationToken += Guid.NewGuid().ToString();
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}
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var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken);
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m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
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m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
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if (m_PlayerCreation == PlayerCreation.PrefabHash)
@@ -66,7 +71,6 @@ protected override void OnServerAndClientsCreated()
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}
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m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
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m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
69-
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foreach (var client in m_ClientNetworkManagers)
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{
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client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;

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