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fix: network manager does not clean up if exception is thrown while starting (#3864)
* fix
Fixes the issue where NetworkManager would not clean up if an exception was thrown while it was starting.
* Move all connection tests into the Connection folder
* Catch any exceptions in PrefabHandler.Instantiate
* Add tests for exceptions thrown during startup
* Update CHANGELOG
* Fix code formatting and remove unused code
* Move more connection tests
* Fix tests
* Update CHANGELOG
* Rename test file
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Co-authored-by: Emma <emma.mcmillan@unity3d.com>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -29,8 +29,9 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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-Prevented a `NullReferenceException` in `UnityTransport` when using a custom `INetworkStreamDriverConstructor` that doesn't use all the default pipelines and the multiplayer tools package is installed. (#3853)
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-Fixed issue where `NetworkManager` was not cleaning itself up if an exception was thrown while starting. (#3864)
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- Duplicate transport connection events for the same connection will now do nothing. (#3863)
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- Prevented a `NullReferenceException` in `UnityTransport` when using a custom `INetworkStreamDriverConstructor` that doesn't use all the default pipelines and the multiplayer tools package is installed. (#3853)
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- Fixed memory leak in `NetworkAnimator` on clients where `RpcTarget` groups were not being properly disposed due to incorrect type casting of `ProxyRpcTargetGroup` to `RpcTargetGroup`.
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- Fixed issue when using a client-server topology where a `NetworkList` with owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority. (#3850)
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- Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810)
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