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fix: cap maximum disconnect timeout #3810
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fix: cap maximum disconnect timeout #3810
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…-Technologies/com.unity.netcode.gameobjects into fix/cap-maximum-disconnect-timeout
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A more appropriate way to check for overflow would be to use a checked statement. Also while we're modifying that code, we might as well handle the case of the disconnect timeout being 0. In newer versions of UTP, this is now valid and will disable the timeout entirely (which I guess is what users were trying to achieve by setting it very high to begin with). Setting it to the maximum maximum value in that situation makes sense. |
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| ### Changed | ||
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| - If m_DisconnectTimeoutMS is set to 0 in the Editor for Unity Transport, the timeout will be entirely disabeled. (#3810) |
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This is a Unity Transport change that went out a while ago. We don't need to add it to our changelog.
| - If m_DisconnectTimeoutMS is set to 0 in the Editor for Unity Transport, the timeout will be entirely disabeled. (#3810) |
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| ### Fixed | ||
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| - Fixed issue where maxCapacity calculation overflows if a developer sets a very, very high (large) m_DisconnectTimeoutMS in the Editor for Unity Transport. (#3810) |
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This changelog entry has a bit too much technical detail. We're more interested in explaining what's changed for users 😄
| - Fixed issue where maxCapacity calculation overflows if a developer sets a very, very high (large) m_DisconnectTimeoutMS in the Editor for Unity Transport. (#3810) | |
| - Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810) |
Purpose of this PR
Jira ticket
MTTB-1671
fixes: #3717
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