Interface INetworkInterface
Network interfaces are the lowest level of the Unity Transport library. They are responsible for sending and receiving packets directly to/from the network. Conceptually, they act like sockets. Users can provide their own network interfaces by implementing this interface and passing a new instance of it to Create<N>(N).
Note that network interfaces are expected to be unmanaged types compatible with Burst. However, it is possible to write them using managed types and code. Simply wrap them with WrapToUnmanaged<T>(T) before passing them to Create<N>(N). This comes at a small performance cost, but allows writing network interfaces that interact with managed C# libraries.
Inherited Members
Namespace: Unity.Networking.Transport
Assembly: solution.dll
Syntax
public interface INetworkInterface : IDisposable
Properties
Name | Description |
---|---|
LocalEndpoint | Gets the local endpoint that the interface will use to communicate on the network.
This call only makes sense after Bind(NetworkEndpoint) has already been called, and
represents the endpoint the interface is actually bound to. This property serves the
same purpose as |
Methods
Name | Description |
---|---|
Bind(NetworkEndpoint) | Binds the network interface to an endpoint. This is meant to act the same way as the
|
Initialize(ref NetworkSettings, ref int) | Initialize the network interface with the given settings. |
Listen() | Start listening for incoming connections. Unlike Bind(NetworkEndpoint) which will always be called on clients and servers, this is only meant to be called on servers. |
ScheduleReceive(ref ReceiveJobArguments, JobHandle) | Schedule a receive job. This job's responsibility is to read data from the network and enqueue it in ReceiveQueue. |
ScheduleSend(ref SendJobArguments, JobHandle) | Schedule a send job. This job's responsibility is to flush any data stored in SendQueue to the network. |