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// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
GenerateDisconnectInformation(clientId,transportId.Item1,$"{nameof(NetworkConnectionManager)} was shutdown.");
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}
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if(LocalClient.IsServer)
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{
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// Build a list of all client ids to be disconnected
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vardisconnectedIds=newHashSet<ulong>();
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//Don't know if I have to disconnect the clients. I'm assuming the NetworkTransport does all the cleaning on shutdown. But this way the clients get a disconnect message from server (so long it does't get lost)
// Client only, send disconnect and if transport throws and exception, log the exception and continue the shutdown sequence (or forever be shutting down)
/// If supported by the <see cref="NetworkTransport"/>, this <see cref="NetworkTransport.DisconnectEvents"/> property will be set for each disconnect event.
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/// If not supported, then this remain as the default <see cref="Networking.Transport.Error.DisconnectReason"/> value.
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/// </summary>
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/// <remarks>
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/// A server/host will receive notifications for remote clients disconnecting and will update this <see cref="Networking.Transport.Error.DisconnectReason"/> property
/// The Netcode for GameObjects standardized disconnection event types.
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/// </summary>
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publicenumDisconnectEvents
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{
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies that the transport closed the connection due to a locally invoked shutdown.
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/// </summary>
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TransportShutdown,
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies a graceful disconnect.
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/// </summary>
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Disconnected,
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies that the transport's connection to the endpoint has timed out and the connection was closed.
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/// </summary>
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ProtocolTimeout,
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies that the disconnect is due to the maximum number of failed connection attempts has been reached.
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/// </summary>
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MaxConnectionAttempts,
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies that the remote endpoint closed the connection.
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/// </summary>
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ClosedByRemote,
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies the local transport closed the incoming remote endpoint connection.
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/// </summary>
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ClosedRemoteConnection,
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies that the connection was closed due to an authentication failure.
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/// </summary>
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AuthenticationFailure,
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/// <summary>
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/// If transport has mapped its disconnect events, this event signifies that a lower-level (unkown) transport error occurred.
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/// </summary>
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ProtocolError,
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}
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/// <summary>
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/// If the transport has implemented disconnection event mapping, then this will be set to the most recent disconnection event.
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