Class BaseNetworkManager
Instead of using just NetworkManager, assign this as the NetworkManager to be used to ensure player cleanup is done properly. If you have your own custom network manager, you can extend this class as long as you call base.OnServerDisconnect(conn), or just add this code into your NetworkManager. Also make sure to assign ChatSystem in the inspector
Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
UnityEngine.Networking.NetworkManager
BaseNetworkManager
Inherited Members
UnityEngine.Networking.NetworkManager.matchName
UnityEngine.Networking.NetworkManager.matchSize
UnityEngine.Networking.NetworkManager.networkSceneName
UnityEngine.Networking.NetworkManager.isNetworkActive
UnityEngine.Networking.NetworkManager.client
UnityEngine.Networking.NetworkManager.matchInfo
UnityEngine.Networking.NetworkManager.matchMaker
UnityEngine.Networking.NetworkManager.matches
UnityEngine.Networking.NetworkManager.singleton
UnityEngine.Networking.NetworkManager.SetupMigrationManager(UnityEngine.Networking.NetworkMigrationManager)
UnityEngine.Networking.NetworkManager.StartServer(UnityEngine.Networking.ConnectionConfig, System.Int32)
UnityEngine.Networking.NetworkManager.StartServer()
UnityEngine.Networking.NetworkManager.StartServer(UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.UseExternalClient(UnityEngine.Networking.NetworkClient)
UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo, UnityEngine.Networking.ConnectionConfig, System.Int32)
UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.StartClient()
UnityEngine.Networking.NetworkManager.StartClient(UnityEngine.Networking.Match.MatchInfo, UnityEngine.Networking.ConnectionConfig)
UnityEngine.Networking.NetworkManager.StartHost(UnityEngine.Networking.ConnectionConfig, System.Int32)
UnityEngine.Networking.NetworkManager.StartHost(UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.StartHost()
UnityEngine.Networking.NetworkManager.StopHost()
UnityEngine.Networking.NetworkManager.StopServer()
UnityEngine.Networking.NetworkManager.StopClient()
UnityEngine.Networking.NetworkManager.ServerChangeScene(System.String)
UnityEngine.Networking.NetworkManager.RegisterStartPosition(UnityEngine.Transform)
UnityEngine.Networking.NetworkManager.UnRegisterStartPosition(UnityEngine.Transform)
UnityEngine.Networking.NetworkManager.IsClientConnected()
UnityEngine.Networking.NetworkManager.Shutdown()
UnityEngine.Networking.NetworkManager.OnServerConnect(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnServerReady(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnServerAddPlayer(UnityEngine.Networking.NetworkConnection, System.Int16, UnityEngine.Networking.NetworkReader)
UnityEngine.Networking.NetworkManager.OnServerAddPlayer(UnityEngine.Networking.NetworkConnection, System.Int16)
UnityEngine.Networking.NetworkManager.GetStartPosition()
UnityEngine.Networking.NetworkManager.OnServerRemovePlayer(UnityEngine.Networking.NetworkConnection, UnityEngine.Networking.PlayerController)
UnityEngine.Networking.NetworkManager.OnServerError(UnityEngine.Networking.NetworkConnection, System.Int32)
UnityEngine.Networking.NetworkManager.OnServerSceneChanged(System.String)
UnityEngine.Networking.NetworkManager.OnClientConnect(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnClientDisconnect(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnClientError(UnityEngine.Networking.NetworkConnection, System.Int32)
UnityEngine.Networking.NetworkManager.OnClientNotReady(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.OnClientSceneChanged(UnityEngine.Networking.NetworkConnection)
UnityEngine.Networking.NetworkManager.StartMatchMaker()
UnityEngine.Networking.NetworkManager.StopMatchMaker()
UnityEngine.Networking.NetworkManager.SetMatchHost(System.String, System.Int32, System.Boolean)
UnityEngine.Networking.NetworkManager.OnStartHost()
UnityEngine.Networking.NetworkManager.OnStartServer()
UnityEngine.Networking.NetworkManager.OnStartClient(UnityEngine.Networking.NetworkClient)
UnityEngine.Networking.NetworkManager.OnStopServer()
UnityEngine.Networking.NetworkManager.OnStopClient()
UnityEngine.Networking.NetworkManager.OnStopHost()
UnityEngine.Networking.NetworkManager.OnMatchCreate(System.Boolean, System.String, UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.OnMatchList(System.Boolean, System.String, System.Collections.Generic.List<UnityEngine.Networking.Match.MatchInfoSnapshot>)
UnityEngine.Networking.NetworkManager.OnMatchJoined(System.Boolean, System.String, UnityEngine.Networking.Match.MatchInfo)
UnityEngine.Networking.NetworkManager.OnDestroyMatch(System.Boolean, System.String)
UnityEngine.Networking.NetworkManager.OnDropConnection(System.Boolean, System.String)
UnityEngine.Networking.NetworkManager.OnSetMatchAttributes(System.Boolean, System.String)
UnityEngine.Networking.NetworkManager.networkPort
UnityEngine.Networking.NetworkManager.serverBindToIP
UnityEngine.Networking.NetworkManager.serverBindAddress
UnityEngine.Networking.NetworkManager.networkAddress
UnityEngine.Networking.NetworkManager.dontDestroyOnLoad
UnityEngine.Networking.NetworkManager.runInBackground
UnityEngine.Networking.NetworkManager.scriptCRCCheck
UnityEngine.Networking.NetworkManager.sendPeerInfo
UnityEngine.Networking.NetworkManager.maxDelay
UnityEngine.Networking.NetworkManager.logLevel
UnityEngine.Networking.NetworkManager.playerPrefab
UnityEngine.Networking.NetworkManager.autoCreatePlayer
UnityEngine.Networking.NetworkManager.playerSpawnMethod
UnityEngine.Networking.NetworkManager.offlineScene
UnityEngine.Networking.NetworkManager.onlineScene
UnityEngine.Networking.NetworkManager.spawnPrefabs
UnityEngine.Networking.NetworkManager.startPositions
UnityEngine.Networking.NetworkManager.customConfig
UnityEngine.Networking.NetworkManager.connectionConfig
UnityEngine.Networking.NetworkManager.globalConfig
UnityEngine.Networking.NetworkManager.maxConnections
UnityEngine.Networking.NetworkManager.channels
UnityEngine.Networking.NetworkManager.secureTunnelEndpoint
UnityEngine.Networking.NetworkManager.useWebSockets
UnityEngine.Networking.NetworkManager.useSimulator
UnityEngine.Networking.NetworkManager.simulatedLatency
UnityEngine.Networking.NetworkManager.packetLossPercentage
UnityEngine.Networking.NetworkManager.matchHost
UnityEngine.Networking.NetworkManager.matchPort
UnityEngine.Networking.NetworkManager.clientLoadedScene
UnityEngine.Networking.NetworkManager.migrationManager
UnityEngine.Networking.NetworkManager.numPlayers
UnityEngine.Networking.NetworkManager.defaultTransport
UnityEngine.Networking.NetworkManager.activeTransport
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: LlamaSoftware.Chat
Assembly: LlamaSoftware.Chat.dll
Syntax
public class BaseNetworkManager : NetworkManager
Fields
chatSystem
Declaration
[SerializeField]
protected ChatSystem chatSystem
Field Value
Type | Description |
---|---|
ChatSystem |
Methods
OnServerDisconnect(NetworkConnection)
Called automatically by UNET on the server when a player disconnects
Declaration
public override void OnServerDisconnect(NetworkConnection conn)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Networking.NetworkConnection | conn | Connection that was disconnected |
Overrides
UnityEngine.Networking.NetworkManager.OnServerDisconnect(UnityEngine.Networking.NetworkConnection)