2using System.Collections.Generic;
 
   14        internal readonly Queue<NetworkWriterPooled> queue = 
new Queue<NetworkWriterPooled>();
 
   16        public override string address => 
"localhost";
 
   19        bool connectedEventPending;
 
   20        bool disconnectedEventPending;
 
   21        internal void QueueConnectedEvent() => connectedEventPending = 
true;
 
   22        internal void QueueDisconnectedEvent() => disconnectedEventPending = 
true;
 
   25        internal override void Send(ArraySegment<byte> segment, 
int channelId = 
Channels.Reliable)
 
   27            if (segment.Count == 0)
 
   29                Debug.LogError(
"LocalConnection.SendBytes cannot send zero bytes");
 
   35            Batcher batcher = GetBatchForChannelId(channelId);
 
   43                if (batcher.GetBatch(writer))
 
   47                else Debug.LogError(
"Local connection failed to make batch. This should never happen.");
 
   51        internal override void Update()
 
   56            if (connectedEventPending)
 
   58                connectedEventPending = 
false;
 
   63            while (queue.Count > 0)
 
   77                    if (batcher.GetBatch(batchWriter))
 
   87            if (disconnectedEventPending)
 
   89                disconnectedEventPending = 
false;
 
   95        internal void DisconnectInternal()
 
  101            NetworkClient.ready = 
false;
 
  107            connectionToClient.DisconnectInternal();
 
  108            DisconnectInternal();
 
  124        internal override bool IsAlive(
float timeout) => 
true;
 
override void Disconnect()
Disconnects this connection.
 
NetworkClient with connection to server.
 
readonly int connectionId
Unique identifier for this connection that is assigned by the transport layer.
 
bool isReady
A server connection is ready after joining the game world.
 
NetworkServer handles remote connections and has a local connection for a local client.
 
Synchronizes server time to clients.
 
ArraySegment< byte > ToArraySegment()
Returns allocation-free ArraySegment until 'Position'.
 
Pool of NetworkWriters to avoid allocations.
 
static void Return(NetworkWriterPooled writer)
Return a writer to the pool.
 
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'