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    Struct ConnectionState

    An optional cleanup component that can be added to a newly created connection to monitor its state changes. Must be added and removed by the gameplay logic. When the ConnectionState is present, the NetCode package will update the component when the connection state changes. By adding the ConnectionState state component, the connection NetworkId and DisconnectReason are retained until the game don't remove the state component.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    public struct ConnectionState : ICleanupComponentData, IComponentData, IQueryTypeParameter

    Fields

    CurrentState

    The current state of the connection. Updated internally by the NetworkStreamReceiveSystem.

    Declaration
    public ConnectionState.State CurrentState
    Field Value
    Type Description
    ConnectionState.State

    DisconnectReason

    Set when the connection is in Disconnected state, the reason why the connection has been terminated.

    Declaration
    public NetworkStreamDisconnectReason DisconnectReason
    Field Value
    Type Description
    NetworkStreamDisconnectReason

    NetworkId

    The id assigned to the connection. Identical to the NetworkId value.

    Declaration
    public int NetworkId
    Field Value
    Type Description
    Int32

    Methods

    Equals(ConnectionState)

    Check if two connection state are equals. They are if:

    - The ConnectionState.State is the same.

    - The NetworkId is the same.

    - The DisconnectReason is the same.

    Declaration
    public bool Equals(ConnectionState other)
    Parameters
    Type Name Description
    ConnectionState other

    The component to compare

    Returns
    Type Description
    Boolean
    In This Article
    • Fields
      • CurrentState
      • DisconnectReason
      • NetworkId
    • Methods
      • Equals(ConnectionState)
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