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    • LlamaSoftware.Chat
      • AbstractPlayerDatabase<T>
      • AreaTriggeredChannelJoiner
      • BaseNetworkManager
      • ChatSystem
      • ChatSystemConstants
      • LlamaChatSettings
      • LlamaChatSettingsProvider
      • Player_Chat
      • SQLitePlayerDatabase
    • LlamaSoftware.Chat.CustomEditors
      • ChatPanelEditor
      • ChatPopupEditor
      • ChatSystemEditor
      • LlamaChatSettingsCreator
      • Player_ChatEditor
      • SocialUIPopupEditor
      • Utilities
    • LlamaSoftware.Chat.Demo
      • ChatCommandHandler
      • CreateAccount
      • DemoGuildJoiner
      • DemoGuildLeaver
      • DummyNameGenerator
      • DynamicChatPopup
      • Login
      • LoginController
      • SettingsPanel
    • LlamaSoftware.Chat.Demo.Lobby
      • LobbyController
      • LobbyLoginController
      • LobbyNetworkManager
      • LobbyPlayer
      • StressTestSender
    • LlamaSoftware.Chat.Demo.Model
      • LobbyPlayerListMessage
      • LoginMessage
      • LoginResponseMessage
      • RegisterPlayerMessage
      • RegisterUserResponseMessage
    • LlamaSoftware.Chat.Model
      • AddRemoveFriendMessage
      • BlockListMessage
      • BlockUnblockPlayerMessage
      • ChatChannel
      • ChatChannel.ChatType
      • ChatEntry
      • ChatMessage
      • FriendsListMessage
      • FriendUpdateMessage
      • Player
      • PlayerToSocialPlayerConverter
      • ServerBroadcastMessage
      • SocialPlayer
      • SubscribeToChannelsMessage
    • LlamaSoftware.Chat.UI
      • BlockedPlayer
      • ChatChannelClickHandler
      • ChatPanel
      • ChatPanel.DirectChatPlayer
      • ChatPanel.UIChatChannel
      • ChatPopup
      • ChatPopupClickHandler
      • Command
      • DynamicChatItem
      • DynamicChatItemEvent
      • Friend
      • Friend.Status
      • LinkType
      • SocialClickHandler
      • SocialUI
      • SocialUIClickHandler
      • SocialUIPopup
      • UIChatMessage
      • WordFilter

    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
    LobbyNetworkManager
    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)
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