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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Messaging/Messages/DisconnectReasonMessage.cs
+1-1Lines changed: 1 addition & 1 deletion
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@@ -10,7 +10,7 @@ public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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stringreasonSent=Reason??string.Empty;
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// Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message itself.
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// Since we don't send a ConnectionApprovedMessage, the version for this message is encoded with the message itself.
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// However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion on this side of things.
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// We just have to make sure the receiving side knows what version we sent it, since whoever has the higher version number is responsible for versioning and they may be the one with the higher version number.
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