GooglePlayGames.BasicApi.Nearby.ConnectionResponse

Represents a response to a connection request, including status, payload, and identifying information.

Summary

Public types

Status{
  Accepted,
  Rejected,
  ErrorInternal,
  ErrorNetworkNotConnected,
  ErrorEndpointNotConnected,
  ErrorAlreadyConnected
}
enum
Status codes representing the outcome of a connection request.

Properties

LocalClientId
long
Gets the ID of the local client.
Payload
byte[]
Gets the payload sent with the connection response.
RemoteEndpointId
string
Gets the ID of the remote endpoint responding to the connection request.
ResponseStatus
Gets the status of the connection response.

Public static functions

Accepted(long localClientId, string remoteEndpointId, byte[] payload)
Creates a response indicating the connection was accepted with a payload.
AlreadyConnected(long localClientId, string remoteEndpointId)
Creates a response indicating the endpoints are already connected.
EndpointNotConnected(long localClientId, string remoteEndpointId)
Creates a response indicating the remote endpoint is not connected.
InternalError(long localClientId, string remoteEndpointId)
Creates a response indicating an internal error occurred.
NetworkNotConnected(long localClientId, string remoteEndpointId)
Creates a response indicating the device is not connected to a network.
Rejected(long localClientId, string remoteEndpointId)
Creates a response indicating the connection was rejected.

Public types

Status

 GooglePlayGames::BasicApi::Nearby::ConnectionResponse::Status

Status codes representing the outcome of a connection request.

Properties
Accepted

Indicates that the connection was accepted.

ErrorAlreadyConnected

Indicates that the endpoints are already connected.

ErrorEndpointNotConnected

Indicates that the remote endpoint is not connected.

ErrorInternal

Indicates that an internal error occurred.

ErrorNetworkNotConnected

Indicates that the device is not connected to a network.

Rejected

Indicates that the connection was rejected.

Properties

LocalClientId

long GooglePlayGames::BasicApi::Nearby::ConnectionResponse::LocalClientId

Gets the ID of the local client.

Payload

byte[] GooglePlayGames::BasicApi::Nearby::ConnectionResponse::Payload

Gets the payload sent with the connection response.

RemoteEndpointId

string GooglePlayGames::BasicApi::Nearby::ConnectionResponse::RemoteEndpointId

Gets the ID of the remote endpoint responding to the connection request.

ResponseStatus

Status GooglePlayGames::BasicApi::Nearby::ConnectionResponse::ResponseStatus

Gets the status of the connection response.

Public static functions

Accepted

ConnectionResponse GooglePlayGames::BasicApi::Nearby::ConnectionResponse::Accepted(
  long localClientId,
  string remoteEndpointId,
  byte[] payload
)

Creates a response indicating the connection was accepted with a payload.

AlreadyConnected

ConnectionResponse GooglePlayGames::BasicApi::Nearby::ConnectionResponse::AlreadyConnected(
  long localClientId,
  string remoteEndpointId
)

Creates a response indicating the endpoints are already connected.

EndpointNotConnected

ConnectionResponse GooglePlayGames::BasicApi::Nearby::ConnectionResponse::EndpointNotConnected(
  long localClientId,
  string remoteEndpointId
)

Creates a response indicating the remote endpoint is not connected.

InternalError

ConnectionResponse GooglePlayGames::BasicApi::Nearby::ConnectionResponse::InternalError(
  long localClientId,
  string remoteEndpointId
)

Creates a response indicating an internal error occurred.

NetworkNotConnected

ConnectionResponse GooglePlayGames::BasicApi::Nearby::ConnectionResponse::NetworkNotConnected(
  long localClientId,
  string remoteEndpointId
)

Creates a response indicating the device is not connected to a network.

Rejected

ConnectionResponse GooglePlayGames::BasicApi::Nearby::ConnectionResponse::Rejected(
  long localClientId,
  string remoteEndpointId
)

Creates a response indicating the connection was rejected.