DisconnectInfo
How a client's connection ended: the typed Reason, a Message for logs and the player, and whether the client will try again by itself (WillRetry).
Nebula · Packages/com.1by3.nebula/Runtime/Client/DisconnectInfo.cspublic readonly struct DisconnectInfoHow a client's connection ended: the typed Reason, a Message for logs and the player, and whether the client will try again by itself (WillRetry).
Constructors
DisconnectInfo
public DisconnectInfo(DisconnectReason reason, string message, bool willRetry);
public DisconnectInfo(DisconnectReason reason, string message, bool willRetry, ushort code);A disconnect with a server code (Code).
Fields
Reason
public readonly DisconnectReason Reason;Why the connection ended.
Message
public readonly string Message;A readable description, the same text as NebulaClient.LastError when the client set one.
WillRetry
public readonly bool WillRetry;True when the client keeps trying to connect; false when it has stopped and waits for NebulaClient.Connect.
Code
public readonly ushort Code;For DisconnectReason.Kicked: the code the server gave, a number of the game's own that Nebula passes through unchanged. 0 for every other reason, and when the server gave none.
Methods
ToString
public override string ToString();WorkerTelemetry
Reports what a worker holds to the World map of the Nebula Dashboard (MeshTelemetry): for every container with anything in it on this worker, how many players, bots, server-driven and other authoritative entities it holds there, and how ...
DisconnectReason
Why a client's connection to the gateway ended, or why an attempt to connect failed.