Struct NetworkConnection
Public representation of a connection. Holds all information needed by the NetworkDriver to link it to an internal virtual connection.
Implements
Inherited Members
Namespace: Unity.Networking.Transport
Assembly: solution.dll
Syntax
public struct NetworkConnection : IEquatable<NetworkConnection>
Properties
Name | Description |
---|---|
InternalId | Gets the value of the connection's internal ID. |
IsCreated | Checks to see if a connection is created. |
Methods
Name | Description |
---|---|
Close(NetworkDriver) | Disconnects a connection and marks it for deletion. The connection will be removed on the next frame. Same as Disconnect<T>. |
Disconnect(NetworkDriver) | Disconnects a connection and marks it for deletion. The connection will be removed on the next frame. Same as Close<T>. |
Equals(object) | Indicates whether this instance and a specified object are equal. |
Equals(NetworkConnection) | Indicates whether the current object is equal to another object of the same type. |
GetHashCode() | Returns the hash code for this instance. |
GetState(NetworkDriver) | Gets the state of the connection. |
PopEvent(NetworkDriver, out DataStreamReader) | Receive an event for this specific connection. Should be called until it returns Empty, even if the connection is disconnected. |
PopEvent(NetworkDriver, out DataStreamReader, out NetworkPipeline) |
Operators
Name | Description |
---|---|
operator ==(NetworkConnection, NetworkConnection) | |
operator !=(NetworkConnection, NetworkConnection) |