docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Struct SteamNetConnectionStatusChangedCallback_t

    Callback struct used to notify when a connection has changed state This callback is posted whenever a connection is created, destroyed, or changes state. The m_info field will contain a complete description of the connection at the time the change occurred and the callback was posted. In particular, m_eState will have the new connection state. You will usually need to listen for this callback to know when:

    • A new connection arrives on a listen socket. m_info.m_hListenSocket will be set, m_eOldState = k_ESteamNetworkingConnectionState_None, and m_info.m_eState = k_ESteamNetworkingConnectionState_Connecting. See ISteamNetworkigSockets::AcceptConnection.
    • A connection you initiated has been accepted by the remote host. m_eOldState = k_ESteamNetworkingConnectionState_Connecting, and m_info.m_eState = k_ESteamNetworkingConnectionState_Connected. Some connections might transition to k_ESteamNetworkingConnectionState_FindingRoute first.
    • A connection has been actively rejected or closed by the remote host. m_eOldState = k_ESteamNetworkingConnectionState_Connecting or k_ESteamNetworkingConnectionState_Connected, and m_info.m_eState = k_ESteamNetworkingConnectionState_ClosedByPeer. m_info.m_eEndReason and m_info.m_szEndDebug will have for more details. NOTE: upon receiving this callback, you must still destroy the connection using ISteamNetworkingSockets::CloseConnection to free up local resources. (The details passed to the function are not used in this case, since the connection is already closed.)
    • A problem was detected with the connection, and it has been closed by the local host. The most common failure is timeout, but other configuration or authentication failures can cause this. m_eOldState = k_ESteamNetworkingConnectionState_Connecting or k_ESteamNetworkingConnectionState_Connected, and m_info.m_eState = k_ESteamNetworkingConnectionState_ProblemDetectedLocally. m_info.m_eEndReason and m_info.m_szEndDebug will have for more details. NOTE: upon receiving this callback, you must still destroy the connection using ISteamNetworkingSockets::CloseConnection to free up local resources. (The details passed to the function are not used in this case, since the connection is already closed.) Remember that callbacks are posted to a queue, and networking connections can change at any time. It is possible that the connection has already changed state by the time you process this callback. Also note that callbacks will be posted when connections are created and destroyed by your own API calls.
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Steamworks.Interop
    Assembly: Unity.Steamworks.Interop.dll
    Syntax
    [Serializable]
    [CallbackIdentity(1221)]
    public struct SteamNetConnectionStatusChangedCallback_t

    Fields

    k_iCallback

    The identifier Steam dispatches this callback under.

    Declaration
    public const int k_iCallback = 1221
    Field Value
    Type Description
    int

    m_eOldState

    Previous state. (Current state is in m_info.m_eState)

    Declaration
    public ESteamNetworkingConnectionState m_eOldState
    Field Value
    Type Description
    ESteamNetworkingConnectionState

    m_hConn

    Connection handle

    Declaration
    public HSteamNetConnection m_hConn
    Field Value
    Type Description
    HSteamNetConnection

    m_info

    Full connection info

    Declaration
    public SteamNetConnectionInfo_t m_info
    Field Value
    Type Description
    SteamNetConnectionInfo_t
    In This Article
    Back to top
    Copyright © 2026 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)