class Connection

in global :: Sandbox

A connection, usually to a server or a client.


public bool HasPermission( string permission )

Get whether this connection has a specific permission.

public Guid Id { get; }

This connection's unique identifier.

public bool CanSpawnObjects { get; set; }

Can this connection spawn networked objects?

public bool CanRefreshObjects { get; set; }

Can this connection refresh networked objects that they own?

public bool IsConnecting { get; }

True if this channel is still currently connecting.

public bool IsActive { get; }

True if this channel is fully connnected and fully logged on.

public int MessagesSent { get; }

How many messages have been sent to this connection?

public int MessagesRecieved { get; }

How many messages have been received from this connection?

public void Kick( string reason )

Kick this from the server. Only the host can kick clients.

  • reason The reason to display to this client.

public void SendLog( LogLevel level, string message )

Log a message to the console for this connection.

public ConnectionStats Stats { get; }

Get stats about this connection such as bandwidth usage and how many packets are being sent and received.

public float Ping { get; }

The ping of this connection (in milliseconds.)

public SteamId PartyId { get; }

The Id of the party that this user is a part of. This can be used to compare to other users to group them into parties.

public static Connection Local { get; }

This is a "fake" connection for the local player. It is passed to RPCs when calling them locally etc.

public static IReadOnlyList<Connection> All { get; }

A list of connections that are currently on this server. If you're not on a server this will return only one connection (Connection.Local). Some games restrict the connection list - in which case you will get an empty list.

public static Connection Host { get; }

The connection of the current network host.

public static Connection Find( Guid id )

Find a for a Connection Id.

public Type GetType( )

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public DateTimeOffset ConnectionTime { get; }

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public void SendResponse( Guid requestId, T t )

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public Task<object> SendRequest( T t )

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public string GetUserData( string key )

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public int GetHashCode( )

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public string DisplayName { get; }

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public string ToString( )

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public bool Equals( object obj )

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public bool IsHost { get; }

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public string Address { get; }

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public float Time { get; }

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public string Name { get; }

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public float Latency { get; }

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public SteamId SteamId { get; }

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public void SendMessage( T t )

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