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fix: NetworkConfig checksum hash include TickRate #1513

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Merged
merged 4 commits into from
Dec 11, 2021

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LukeStampfli
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@LukeStampfli LukeStampfli commented Dec 8, 2021

Fixes #1503. TickRate is now included in the NetworkConfig hash. This blocks users from using a different tickrate on the server and the client which is currently not supported.

PR Checklist

  • Have you added a backport label (if needed)? For example, the type:backport-release-* label. After you backport the PR, the label changes to stat:backported-release-*.
  • Have you updated the changelog? Each package has a CHANGELOG.md file.
  • Have you updated or added the documentation for your PR? When you add a new feature, change a property name, or change the behavior of a feature, it's best practice to include related documentation changes in the same PR or a link to the documenation repo PR if this is a manual update.

Changelog

com.unity.netcode.gameobjects

  • Fixed: The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect.

Testing and Documentation

  • No tests have been added.
  • No documentation changes or additions were necessary.

@LukeStampfli LukeStampfli force-pushed the fix/confighash-includetime branch from fb4fffd to 3068a37 Compare December 8, 2021 17:16
@0xFA11 0xFA11 enabled auto-merge (squash) December 11, 2021 14:27
@0xFA11 0xFA11 merged commit e0ed62e into develop Dec 11, 2021
@0xFA11 0xFA11 deleted the fix/confighash-includetime branch December 11, 2021 15:06
mollstam pushed a commit to Keepsake-Games/com.unity.netcode.gameobjects that referenced this pull request Feb 13, 2023
…#1513)

* fix: NetworkConfig checksum hash include TickRate

* docs: changelog

Co-authored-by: Fatih Mar <mfatihmar@gmail.com>
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Server time incorrect on client if the Tick Rates are different
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