Struct NetworkConnection
Public representation of a connection. This is obtained by calling Accept() (on servers) or Connect(NetworkEndpoint) (on clients) and acts as a handle to the communication session with a remote peer.
Implements
Inherited Members
Namespace: Unity.Networking.Transport
Assembly: solution.dll
Syntax
public struct NetworkConnection : IEquatable<NetworkConnection>
Properties
Name | Description |
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IsCreated | Whether the connection was correctly obtained from a call to Accept() or Connect(NetworkEndpoint). |
Methods
Name | Description |
---|---|
Close(NetworkDriver) | Close an active connection. Strictly identical to Disconnect(NetworkDriver). |
Disconnect(NetworkDriver) | Close an active connection. Strictly identical to Close(NetworkDriver). |
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) | Get the current state of a connection. |
PopEvent(NetworkDriver, out DataStreamReader) | Pop the next available event on the connection. |
PopEvent(NetworkDriver, out DataStreamReader, out NetworkPipeline) | Pop the next available event on the connection. |
ToFixedString() | Return a fixed string representation of the connection. For use in contexts where ToString() can't be used (e.g. Burst-compiled code). |
ToString() | Returns the fully qualified type name of this instance. |
Operators
Name | Description |
---|---|
operator ==(NetworkConnection, NetworkConnection) | |
operator !=(NetworkConnection, NetworkConnection) |