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 Connection
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 Connection
- 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 Network
Declaration
public ConnectionState.State CurrentState
Field Value
Type | Description |
---|---|
Connection |
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 |
---|---|
Network |
NetworkId
The id assigned to the connection. Identical to the Network
Declaration
public int NetworkId
Field Value
Type | Description |
---|---|
int |
Methods
Equals(ConnectionState)
Check if two connection state are equals. They are if:
- The Connection
- The Network
- The Disconnect
Declaration
public bool Equals(ConnectionState other)
Parameters
Type | Name | Description |
---|---|---|
Connection |
other | The component to compare |
Returns
Type | Description |
---|---|
bool | Whether the two connection state are equal. |