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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.

    Implements
    ICleanupComponentData
    IComponentData
    IQueryTypeParameter
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    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.

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