public sealed class NetworkPlayerSomebody in the session, whether or not they are currently connected.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A player outlives the connection that carried them. IsConnected is false for the length of the reconnect window while their entities are still standing there — which is what makes "hold their stuff for thirty seconds" a policy rather than a rewrite.
Fields and properties (8)
public PlayerId IdWho they are, for as long as the session lasts.
public string IdentityWhat the server was told they are, by whatever authenticated them.
public ConnectionId ConnectionThe connection carrying them, or None while they are away.
public bool IsLocalWhether this is us.
public bool IsConnectedWhether they are on the other end of a live connection right now.
public Tick JoinedAtThe tick they first joined at.
public RoundTripEstimator RoundTripTheir round trip, as measured by whichever side is holding this record.
public int ReconnectCountHow many times they have come back after dropping.
Methods (1)
public override string ToString()Returns a string that represents the current object.
Used by (10)
- GameClientMultiplayer
- GameServerMultiplayer
- RelayVoiceChat
- NetworkMetricsVixen.Net
- NetworkSessionVixen.Net
- RpcOverSessionTestsVixen.Net.Tests
- SessionHarnessVixen.Net.Tests
- SessionTestsVixen.Net.Tests
- PlayerAdmissionVixen.Live.Realm
- RealmHostVixen.Live.Realm