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
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
public struct ConnectionState : ICleanupComponentData, IComponentData, IQueryTypeParameter
Remarks
We are considering deprecating or replacing this. Prefer ConnectionEventsForTick as it:
- Supports multiple consumers (i.e. subscribers in the pub/sub model).
- Reduces boilerplate.
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 |
---|---|
int |
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 |
---|---|
bool |