Class NetworkConnectionManager
The NGO connection manager handles:
- Client Connections
- Client Approval
- Processing NetworkEvents.
- Client Disconnection
Inherited Members
Namespace: Unity.Netcode
Syntax
public sealed class NetworkConnectionManager
Properties
DisconnectReason
When disconnected from the server, the server may send a reason. If a reason was sent, this property will tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
Declaration
public string DisconnectReason { get; }
Property Value
Type | Description |
---|---|
String |
IsListening
Is true when a server or host is listening for connections. Is true when a client is connecting or connected to a network session. Is false when not listening, connecting, or connected.
Declaration
public bool IsListening { get; }
Property Value
Type | Description |
---|---|
Boolean |
Events
OnClientConnectedCallback
The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects.
Declaration
public event Action<ulong> OnClientConnectedCallback
Event Type
Type | Description |
---|---|
Action<UInt64> |
OnClientDisconnectCallback
The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects.
Declaration
public event Action<ulong> OnClientDisconnectCallback
Event Type
Type | Description |
---|---|
Action<UInt64> |
OnTransportFailure
The callback to invoke if the NetworkTransport fails.
Declaration
public event Action OnTransportFailure
Event Type
Type | Description |
---|---|
Action |
Remarks
A failure of the transport is always followed by the Unity.Netcode.NetworkConnectionManager.NetworkManager shutting down. Recovering from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or recreating a new service allocation depending on the transport) and restarting the client/server/host.