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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -25,6 +25,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Ensured all callbacks are wrapped with exception handling to avoid silent errors. (#4161)
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- Issue where `NetworkTime` reported a `TickOffset` of almost a whole tick, instead of zero, for some times that land on a tick (for example 0.3 at a tick rate of 10), which put `TickWithPartial` one tick ahead or, in long sessions, `Tick` one tick behind. Times between minus one tick and zero now report tick -1 with a positive `TickOffset`, as other negative times do. (#4228)
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- Issue where bits written with `BitWriter` were lost when a later `BitWriter.TryBeginWriteBits` call in the same bitwise context grew the `FastBufferWriter`. The bytes written earlier in that context were replaced with zeros or uninitialized memory. (#4226)
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- Issue where a growable `FastBufferWriter` created with a size of 0 never returned from its first write or `TryBeginWrite` call that needed the buffer to grow. (#4224)
NetworkLog.LogError($"{clientSeverOrHost} is shutting down due to network transport {whenFailed} of {NetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!");
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OnTransportFailure?.Invoke();
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try
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{
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OnTransportFailure?.Invoke();
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}
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catch(Exceptionex)
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{
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Debug.LogException(ex);
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}
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// If we had a transport failure when trying to start, reset the local client roles and directly invoke the internal shutdown.
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