Vixen
dd8b0a81
csharp
public sealed class NetworkPlayer

Somebody 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 (9)

  • public PlayerId Id

    Who they are, for as long as the session lasts.

  • public string Identity

    What the server was told they are, by whatever authenticated them.

  • public ConnectionId Connection

    The connection carrying them, or None while they are away.

  • public bool IsLocal

    Whether this is us.

  • public bool IsConnected

    Whether they are on the other end of a live connection right now.

  • public Tick JoinedAt

    The tick they first joined at.

  • public RoundTripEstimator RoundTrip

    Their round trip, as measured by whichever side is holding this record.

  • public int ReconnectCount

    How many times they have come back after dropping.

  • public LinkReport? ObservedOutbound

    What this player last said it did not receive of what was sent to it, or if it has not said.

Methods (1)

  • public override string ToString()

    Returns a string that represents the current object.

Used by (16)

  • GameClientMultiplayer
  • GameServerMultiplayer
  • LocalMatchMultiplayer
  • RelayVoiceChat
  • NetworkMetricsVixen.Net
  • NetworkMetricsTestsVixen.Net.Tests
  • NetworkSessionVixen.Net
  • RpcOverSessionTestsVixen.Net.Tests
  • SessionBandwidthTestsVixen.Net.Tests
  • SessionHarnessVixen.Net.Tests
  • SessionLinkReportTestsVixen.Net.Tests
  • SessionTestsVixen.Net.Tests
  • NetworkLinkVixen.Editor.Debugger
  • NetworkViewTestsVixen.Editor.Debugger.Tests
  • PlayerAdmissionVixen.Live.Realm
  • RealmHostVixen.Live.Realm