Version: 5.3 (switch to 5.4b)
언어English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkConnection

class in UnityEngine.Networking

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

닫기

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

닫기

취소

Switch to Manual

Description

High level network connection.

Variables

addressThe IP address associated with the connection.
clientOwnedObjectsA list of the NetworkIdentity objects owned by this connection.
connectionIdUnique identifier for this connection.
hostIdTransport level host ID for this connection.
isConnectedTrue if the connection is connected to a remote end-point.
isReadyFlag that tells if the connection has been marked as "ready" by a client calling ClientScene.Ready().
lastMessageTimeThe last time that a message was received on this connection.
logNetworkMessagesSetting this to true will log the contents of network message to the console.
playerControllersThe list of players for this connection.
Networking.NetworkConnectionSetting this to true will log the contents of network packets to the console.

Public Functions

CheckHandlerThis function checks if there is a message handler registered for the message ID.
DisconnectDisconnects this connection.
DisposeDisposes of this connection, releasing channel buffers that it holds.
FlushChannelsThis causes the channels of the network connection to flush their data to the transport layer.
GetStatsInGet statistics for incoming traffic.
GetStatsOutGet statistics for outgoing traffic.
HandleBytesThis makes the connection process the data contained in the buffer, and call handler functions.
HandleReaderThis makes the connection process the data contained in the stream, and call handler functions.
InitializeThis inializes the internal data structures of a NetworkConnection object, including channel buffers.
InvokeHandlerThis function invokes the registered handler function for a message.
InvokeHandlerNoDataThis function invokes the registered handler function for a message, without any message data.
RegisterHandlerThis registers a handler function for a message Id.
ResetStatsResets the statistics that are returned from NetworkClient.GetConnectionStats().
SendThis sends a network message with a message ID on the connection. This message is sent on channel zero, which by default is the reliable channel.
SendByChannelThis sends a network message on the connection using a specific transport layer channel.
SendBytesThis sends an array of bytes on the connection.
SendUnreliableThis sends a network message with a message ID on the connection. This message is sent on channel one, which by default is the unreliable channel.
SendWriterThis sends the contents of a NetworkWriter object on the connection.
SetChannelOptionThis sets an option on the network channel.
SetMaxDelayThe maximum time in seconds that messages are buffered before being sent.
ToStringReturns a string representation of the NetworkConnection object state.
TransportRecieveThis virtual function allows custom network connection classes to process data from the network before it is passed to the application.
TransportSendThis virtual function allows custom network connection classes to process data send by the application before it goes to the network transport layer.
UnregisterHandlerThis removes the handler registered for a message Id.

Protected Functions

HandleBytesThis makes the connection process the data contained in the buffer, and call handler functions.
HandleReaderThis makes the connection process the data contained in the stream, and call handler functions.