Mirror Networking
Mirror.LocalConnectionToClient Class Reference
Inheritance diagram for Mirror.LocalConnectionToClient:
Mirror.NetworkConnectionToClient Mirror.NetworkConnection

Public Member Functions

override void Disconnect ()
 Disconnects this connection. More...
 
- Public Member Functions inherited from Mirror.NetworkConnectionToClient
 NetworkConnectionToClient (int networkConnectionId)
 
override void Disconnect ()
 Disconnects this connection. More...
 
- Public Member Functions inherited from Mirror.NetworkConnection
void Send< T > (T message, int channelId=Channels.Reliable)
 Send a NetworkMessage to this connection over the given channel. More...
 
abstract void Disconnect ()
 Disconnects this connection. More...
 
override string ToString ()
 

Properties

override string address [get]
 
- Properties inherited from Mirror.NetworkConnectionToClient
override string address [get]
 
- Properties inherited from Mirror.NetworkConnection
HashSet< NetworkIdentityobserving [get]
 NetworkIdentities that this connection can see More...
 
abstract string address [get]
 IP address of the connection. Can be useful for game master IP bans etc. More...
 
NetworkIdentity identity [get, set]
 This connection's main object (usually the player object). More...
 
HashSet< NetworkIdentityclientOwnedObjects [get]
 All NetworkIdentities owned by this connection. Can be main player, pets, etc. More...
 
double remoteTimeStamp [get, set]
 last batch's remote timestamp. not interpolated. useful for NetworkTransform etc. More...
 

Additional Inherited Members

- Public Attributes inherited from Mirror.NetworkConnectionToClient
new readonly HashSet< NetworkIdentityobserving = new HashSet<NetworkIdentity>()
 NetworkIdentities that this connection can see More...
 
new readonly HashSet< NetworkIdentityclientOwnedObjects = new HashSet<NetworkIdentity>()
 All NetworkIdentities owned by this connection. Can be main player, pets, etc. More...
 
Unbatcher unbatcher = new Unbatcher()
 
- Public Attributes inherited from Mirror.NetworkConnection
readonly int connectionId
 Unique identifier for this connection that is assigned by the transport layer. More...
 
bool isAuthenticated
 Flag that indicates the client has been authenticated. More...
 
object authenticationData
 General purpose object to hold authentication data, character selection, tokens, etc. More...
 
bool isReady
 A server connection is ready after joining the game world. More...
 
float lastMessageTime
 Last time a message was received for this connection. Includes system and user messages. More...
 
- Static Public Attributes inherited from Mirror.NetworkConnection
const int LocalConnectionId = 0
 
- Protected Member Functions inherited from Mirror.NetworkConnectionToClient
override void SendToTransport (ArraySegment< byte > segment, int channelId=Channels.Reliable)
 
- Protected Member Functions inherited from Mirror.NetworkConnection
Batcher GetBatchForChannelId (int channelId)
 
abstract void SendToTransport (ArraySegment< byte > segment, int channelId=Channels.Reliable)
 
- Static Protected Member Functions inherited from Mirror.NetworkConnection
static bool ValidatePacketSize (ArraySegment< byte > segment, int channelId)
 
- Protected Attributes inherited from Mirror.NetworkConnection
Dictionary< int, Batcherbatches = new Dictionary<int, Batcher>()
 

Detailed Description

Definition at line 7 of file LocalConnectionToClient.cs.

Constructor & Destructor Documentation

◆ LocalConnectionToClient()

Mirror.LocalConnectionToClient.LocalConnectionToClient ( )

Definition at line 11 of file LocalConnectionToClient.cs.

11: base(LocalConnectionId) {}

Member Function Documentation

◆ Disconnect()

override void Mirror.LocalConnectionToClient.Disconnect ( )
virtual

Disconnects this connection.

Implements Mirror.NetworkConnection.

Definition at line 41 of file LocalConnectionToClient.cs.

42 {
43 DisconnectInternal();
44 connectionToServer.DisconnectInternal();
45 }

Property Documentation

◆ address

override string Mirror.LocalConnectionToClient.address
get

Definition at line 13 of file LocalConnectionToClient.cs.