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
Namespace: Unity.NetCode
Assembly: solution.dll
Syntax
public struct ConnectionState : ICleanupComponentData, IComponentData, IQueryTypeParameter
Fields
Name | Description |
---|---|
CurrentState | The current state of the connection. Updated internally by the NetworkStreamReceiveSystem. |
DisconnectReason | Set when the connection is in Disconnected state, the reason why the connection has been terminated. |
NetworkId | The id assigned to the connection. Identical to the NetworkId value. |
Methods
Name | Description |
---|---|
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. |