Server Connection Termination API
Disconnect from the matchmaking server with the SDK.Disconnect method.
using Stove.PCSDK.NET.Matchmaking;
SDK.Disconnect()
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Server connection termination callback
To receive a callback for server connection termination, you must register a delegate in advance. When the SDK.Disconnect method is successfully processed. It calls the OnDisconnect callback.
using Stove.PCSDK.NET.Matchmaking;
// Register the server connection termination delegate
SDK.EventDisconnect += GameObj.OnDisconnect;
// Close the matchmaking server connection
private void OnDisconnect(StovePCMatchmakingError error, StovePCMatchmakingDisconnectCode code)
{
switch (code)
{
// When the connection is terminated by calling the Disconnect API
case StovePCMatchmakingDisconnectCode.DISCONNECT_CLIENT:
break;
// Close the client connection from the matchmaking server
case StovePCMatchmakingDisconnectCode.DISCONNECT_SERVER:
break;
// disconnected due to ping timeout (network unstable)
case StovePCMatchmakingDisconnectCode.DISCONNECT_BY_HOST:
break;
// Close connection due to duplicate login
case StovePCMatchmakingDisconnectCode.DISCONNECT_CONFLICT:
break;
}
//Process the following game logic, such as moving the scene
}
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code (exit code) can be found in ‘StovePCMatchmakingDisconnectCode’. It passes more specific error content to error.message.
Additional information
Since it may terminate the connection from the server due to regular maintenance, etc., it is necessary to check the connection termination code. Suppose you log in as the same User in another launcher. In that case, it will terminate the current connection, so appropriate handling is required.