13 public override string address =>
"localhost";
16 internal override void Send(ArraySegment<byte> segment,
int channelId =
Channels.Reliable)
25 writer.WriteBytes(segment.Array, segment.Offset, segment.Count);
26 connectionToServer.queue.Enqueue(writer);
30 internal override bool IsAlive(
float timeout) =>
true;
32 internal void DisconnectInternal()
37 RemoveFromObservingsObservers();
44 connectionToServer.DisconnectInternal();
override void Disconnect()
Disconnects this connection.
bool isReady
A server connection is ready after joining the game world.
Pool of NetworkWriters to avoid allocations.
static NetworkWriterPooled Get()
Get a writer from the pool. Creates new one if pool is empty.
Pooled NetworkWriter, automatically returned to pool when using 'using'