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Fix failing tests
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com.unity.netcode.gameobjects/Tests/Editor/Transports/UnityTransportTests.cs

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@@ -119,7 +119,6 @@ public void UnityTransport_RestartSucceedsAfterFailure()
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Assert.False(transport.StartServer());
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LogAssert.Expect(LogType.Error, "Invalid network endpoint: 127.0.0.:4242.");
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LogAssert.Expect(LogType.Error, "Network listen address (127.0.0.) is Invalid!");
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transport.SetConnectionData("127.0.0.1", 4242, "127.0.0.1");
@@ -141,22 +140,6 @@ public void UnityTransport_StartServerWithoutAddresses()
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transport.Shutdown();
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}
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// Check that StartClient returns false with bad connection data.
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[Test]
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public void UnityTransport_StartClientFailsWithBadAddress()
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{
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UnityTransport transport = new GameObject().AddComponent<UnityTransport>();
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transport.Initialize();
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transport.SetConnectionData("foobar", 4242);
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Assert.False(transport.StartClient());
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LogAssert.Expect(LogType.Error, "Invalid network endpoint: foobar:4242.");
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LogAssert.Expect(LogType.Error, "Target server network address (foobar) is Invalid!");
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transport.Shutdown();
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}
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#if UTP_TRANSPORT_2_0_ABOVE
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[Test]
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public void UnityTransport_EmptySecurityStringsShouldThrow([Values("", null)] string cert, [Values("", null)] string secret)

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