Skip to content
Merged
Show file tree
Hide file tree
Changes from 4 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
10 changes: 10 additions & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,16 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

### Fixed

- Fixed issue where NetworkConfig.ConnectionData could cause the ConnectionRequestMessage to exceed the transport's MTU size and would result in a buffer overflow error. (#3565)

### Changed

## [1.14.0] - 2025-07-21

### Added

- Added serializer for `Pose` (#3540)
- Added mappings between `ClientId` and `TransportId`. (#3515)
- Added `SinglePlayerTransport` that provides the ability to start as a host for a single player network session. (#3475)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -626,7 +626,7 @@ private void SendConnectionRequest()
}
}

SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ServerClientId);
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

😮 That'd do it

message.MessageVersions.Dispose();
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ public ConnectionApprovalTests(PlayerCreation playerCreation)

protected override int NumberOfClients => 1;

private Guid m_ValidationToken;
private string m_ValidationToken;

protected override bool ShouldCheckForSpawnedPlayers()
{
Expand All @@ -46,8 +46,13 @@ protected override void OnServerAndClientsCreated()
m_ClientDisconnectReasonValidated = false;
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
m_Validated.Clear();
m_ValidationToken = Guid.NewGuid();
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
m_ValidationToken = string.Empty;

while (m_ValidationToken.Length < 2000)
{
m_ValidationToken += Guid.NewGuid().ToString();
}
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken);
m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
if (m_PlayerCreation == PlayerCreation.PrefabHash)
Expand Down