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removing other old workaround
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Assets/BossRoom/Scripts/Shared/Net/ConnectionManagement/ClientGameNetPortal.cs

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@@ -307,7 +307,6 @@ void ConnectClient()
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var payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload);
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m_Portal.NetManager.NetworkConfig.ConnectionData = payloadBytes;
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m_Portal.NetManager.NetworkConfig.ClientConnectionBufferTimeout = ((UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport).DisconnectTimeoutMS;
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//and...we're off! Netcode will establish a socket connection to the host.
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// If the socket connection fails, we'll hear back by getting an ReceiveServerToClientSetDisconnectReason_CustomMessage callback for ourselves and get a message telling us the reason

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