struct IGameChannel : public INetMessageSink { };
INetwork.h
virtual ~IGameChannel();
virtual void OnDisconnect(EDisconnectionCause cause, const char * description) = 0;
Parameters |
Description |
EDisconnectionCause cause |
Why the disconnection occurred. |
The other side has disconnected from us; cleanup is occuring, and we'll soon be released.
virtual void Release() = 0;
Network engine will no longer use this object; it should be deleted.