Client Connection & Connection Policy
This document describes connection behavior in the current PlayServ Unity SDK.
Connection states
PlayServ.State can be:
OfflineConnectingHandshakingOnlineReconnecting
These values are defined by Playserv.Proxy.Common.PlayServState.
Connection setup
Connection policy is configured before connect:
var settings = new PlayServSettings
{
GameAccessToken = "your-token",
GameId = "game-001",
UserId = "player-001",
GameVersion = "1.0.0",
AllowMultipleConnections = true,
RemoteEndpoint = PlayServSettings.DefaultRemoteEndpoint
};
PlayServ.Config(settings);
var connected = await PlayServ.Connect();AllowMultipleConnections is sent in handshake config and interpreted by backend policy.
Monitoring connection state
private PlayServState _lastState = PlayServState.Offline;
private void Update()
{
if (PlayServ.State == _lastState)
return;
_lastState = PlayServ.State;
Debug.Log($"PlayServ state changed: {_lastState}");
}Transport errors
Use transport error callback for policy/handshake failures:
PlayServ.OnTransportError += error =>
{
Debug.LogError($"PlayServ transport error: {error.Code} - {error.Message}");
};Reconnection
When connection is lost after Online, SDK moves to Reconnecting and performs reconnect attempts automatically.
If reconnection is not possible, state returns to Offline.
Summary
Connection policy in the Unity SDK is driven by PlayServSettings + backend handshake rules, while runtime state and errors are observed via PlayServ.State and PlayServ.OnTransportError.
Last updated on