Session Lifecycle & States
This document describes connection/session state handling in the current PlayServ Unity SDK.
Runtime states
PlayServ.State values:
Offline- disconnected.Connecting- websocket connection in progress.Handshaking- transport is up, handshake is in progress.Online- fully connected and operational.Reconnecting- reconnect attempt is running after connection loss.
Accessing state
PlayServ.State // Offline, Connecting, Handshaking, Online, ReconnectingTracking state changes
private PlayServState _lastState = PlayServState.Offline;
private void Update()
{
if (PlayServ.State == _lastState)
return;
_lastState = PlayServ.State;
Debug.Log($"PlayServ state changed: {_lastState}");
}Operational guidance
- Call gameplay network actions when state is
Online. - Treat
Connecting,Handshaking, andReconnectingas transitional states. - If state returns to
Offline, reconnect explicitly if your flow requires it.
Error context
Use transport error callback for additional diagnostics:
PlayServ.OnTransportError += error =>
{
Debug.LogError($"Transport error: {error}");
};Summary
Session lifecycle is represented by PlayServState and should be observed through PlayServ.State plus transport error callbacks.
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