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new readonly HashSet< NetworkIdentity > | observing = new HashSet<NetworkIdentity>() |
| NetworkIdentities that this connection can see More...
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new readonly HashSet< NetworkIdentity > | clientOwnedObjects = new HashSet<NetworkIdentity>() |
| All NetworkIdentities owned by this connection. Can be main player, pets, etc. More...
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Unbatcher | unbatcher = new Unbatcher() |
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readonly int | connectionId |
| Unique identifier for this connection that is assigned by the transport layer. More...
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bool | isAuthenticated |
| Flag that indicates the client has been authenticated. More...
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object | authenticationData |
| General purpose object to hold authentication data, character selection, tokens, etc. More...
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bool | isReady |
| A server connection is ready after joining the game world. More...
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float | lastMessageTime |
| Last time a message was received for this connection. Includes system and user messages. More...
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const int | LocalConnectionId = 0 |
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override void | SendToTransport (ArraySegment< byte > segment, int channelId=Channels.Reliable) |
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Batcher | GetBatchForChannelId (int channelId) |
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abstract void | SendToTransport (ArraySegment< byte > segment, int channelId=Channels.Reliable) |
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static bool | ValidatePacketSize (ArraySegment< byte > segment, int channelId) |
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Dictionary< int, Batcher > | batches = new Dictionary<int, Batcher>() |
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Definition at line 7 of file LocalConnectionToClient.cs.
◆ LocalConnectionToClient()
Mirror.LocalConnectionToClient.LocalConnectionToClient |
( |
| ) |
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◆ Disconnect()
override void Mirror.LocalConnectionToClient.Disconnect |
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virtual |
◆ address
override string Mirror.LocalConnectionToClient.address |
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get |