Nebula
Client

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).

generated from the sources
public readonly struct 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).

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();

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