Class ReconnectMessage
This network message is used when a client reconnect to the new host of a game.
Inherited Members
Namespace: UnityEngine.Networking.NetworkSystem
Syntax
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class ReconnectMessage : MessageBaseFields
msgData
Additional data.
Declaration
public byte[] msgDataField Value
| Type | Description | 
|---|---|
| System.Byte[] | 
msgSize
Size of additional data.
Declaration
public int msgSizeField Value
| Type | Description | 
|---|---|
| System.Int32 | 
netId
The networkId of this player on the old host.
Declaration
public NetworkInstanceId netIdField Value
| Type | Description | 
|---|---|
| NetworkInstanceId | 
oldConnectionId
This client's connectionId on the old host.
Declaration
public int oldConnectionIdField Value
| Type | Description | 
|---|---|
| System.Int32 | 
playerControllerId
The playerControllerId of the player that is rejoining.
The HLAPI treats players and clients as separate GameObjects. In most cases, there is a single player for each client, but in some situations (for example, when there are multiple controllers connected to a console system) there might be multiple player GameObjects for a single connection. When there are multiple players for a single connection, use the playerControllerId property to tell them apart. This is an identifier that is scoped to the connection, so that it maps to the id of the controller associated with the player on that client.
Declaration
public short playerControllerIdField Value
| Type | Description | 
|---|---|
| System.Int16 | 
Methods
Deserialize(NetworkReader)
Declaration
public override void Deserialize(NetworkReader reader)Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkReader | reader | 
Overrides
Serialize(NetworkWriter)
Declaration
public override void Serialize(NetworkWriter writer)Parameters
| Type | Name | Description | 
|---|---|---|
| NetworkWriter | writer |