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README.md

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@@ -501,7 +501,7 @@ Contains a managed pointer to the sockets.
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`NetworkingSockets.AcceptConnection(Connection connection)` accepts an incoming connection that has received on a listen socket. When a connection attempt is received (perhaps after a few basic handshake packets have been exchanged to prevent trivial spoofing), a connection interface object is created in the `ConnectionState.Connecting` state and a `StatusCallback()` is called. Returns a result described in the `Result` enumeration.
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`NetworkingSockets.CloseConnection(Connection connection, int reason, string debug, bool enableLinger)` disconnects from the host and invalidates the connection handle. Any unread data on the connection is discarded. The reason parameter is an optional user-supplied code that will be received on the other end and recorded (when possible) in backend analytics. The value should be less than `Library.maxCloseReasonValue`. The debug parameter is an optional human-readable diagnostic string that will be received on the other end and recorded (when possible) in backend analytics. If the user wishes to put the socket into a lingering state, where an attempt is made to flush any remaining sent data, the linger parameter should be enabled, otherwise reliable data is not flushed. If the connection has already ended, the reason code, debug string and linger parameter is ignored. Returns true on success or false on failure.
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`NetworkingSockets.CloseConnection(Connection connection, int reason, string debug, bool enableLinger)` disconnects from the host and invalidates the connection handle. Any unread data on the connection is discarded. The reason parameter is an optional user-supplied code that will be received on the other end and recorded (when possible) in backend analytics. Debug logging might indicate an error if the reason code out of acceptable range. The debug parameter is an optional human-readable diagnostic string that will be received on the other end and recorded (when possible) in backend analytics. If the user wishes to put the socket into a lingering state, where an attempt is made to flush any remaining sent data, the linger parameter should be enabled, otherwise reliable data is not flushed. If the connection has already ended, the reason code, debug string and linger parameter is ignored. Returns true on success or false on failure.
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`NetworkingSockets.CloseListenSocket(ListenSocket socket, string remoteReason)` destroys the listen socket, and all the client sockets generated by accepting connections on the listen socket. The remote reason determines what cleanup actions are performed on the client sockets being destroyed. If cleanup is requested and the user has requested the listen socket bound to a particular local port to facilitate direct IPv4 connections, then the underlying UDP socket must remain open until all clients have been cleaned up. Returns true on success or false on failure.
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`Library.maxCloseMessageLength` the maximum length of the reason string in bytes when a connection is closed.
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`Library.maxCloseReasonValue` the maximum value of the reason code when a connection is closed.
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`Library.maxMessageSize` the maximum size of a single message that can be sent.
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`Library.Initialize(ref NetworkingIdentity identity, StringBuilder errorMessage)` initializes the native library with optional identity that will be associated with sockets. Error message parameter is optional and should be used to determine error during initialization. The capacity of a mutable string for an error message must be equal to `Library.maxErrorMessageLength`.

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