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fix: fix UnityTransport_RestartSucceedsAfterFailure test (#2347)
* Update UnityTransportTests.cs * adding fix in changelog * Updating the correct PR number in changelog
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -23,6 +23,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
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- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
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- Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
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- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
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## [1.2.0] - 2022-11-21
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com.unity.netcode.gameobjects/Tests/Editor/Transports/UnityTransportTests.cs

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@@ -119,6 +119,9 @@ public void UnityTransport_RestartSucceedsAfterFailure()
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Assert.False(transport.StartServer());
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LogAssert.Expect(LogType.Error, "Invalid network endpoint: 127.0.0.:4242.");
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#if UTP_TRANSPORT_2_0_ABOVE
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LogAssert.Expect(LogType.Error, "Socket creation failed (error Unity.Baselib.LowLevel.Binding+Baselib_ErrorState: Invalid argument (0x01000003) <argument name stripped>");
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#endif
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LogAssert.Expect(LogType.Error, "Server failed to bind. This is usually caused by another process being bound to the same port.");
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transport.SetConnectionData("127.0.0.1", 4242, "127.0.0.1");

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