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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: 8 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -34,7 +34,7 @@ public ConnectionApprovalTests(PlayerCreation playerCreation)
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protected override int NumberOfClients => 1;
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37-
private Guid m_ValidationToken;
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private string m_ValidationToken;
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protected override bool ShouldCheckForSpawnedPlayers()
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{
@@ -46,8 +46,13 @@ 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();
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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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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)

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