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Version: SDK-5.9.6

OnLeaveInGameServer

public MatchInGameLeaveSessionEventHandler OnLeaveInGameServer;

Argument

ValueTypeDescription
argsMatchInGameSessionEventArgsInformation on connection termination error

MatchInGameSessionEventArgs

ValueTypeDescription
ErrInfoErrorCodeError information
ReasonstringError information
GameRecordMatchUserGameRecordSession's information(Session ID, nickname, battle history, etc.)

Description

This event is called when the connection to the in-game server is terminated.
This event may be called in the following cases:

  • When the client explicitly terminates connection to the server
  • When the game ends in the game room and the result is compiled
  • When the server terminates connection to the client
    • Not all users connect to the game room within one minute after being matched
    • Server disconnects due to an abnormal reason
  • When the user fails to reconnect

In order for an event to be called, the message sending/receiving method must be called.

Example

//example
Backend.Match.OnLeaveInGameServer = (MatchInGameSessionEventArgs args) => {
// TODO
};

Argument cases

When the game ends properly and the server disconnects ErrInfo : ErrorCode.Success

When the game room is terminated and the server disconnects ErrInfo : ErrorCode.Success

When the game is nullified because the result is not compiled, and the server disconnects ErrInfo : ErrorCode.Success

Server disconnects due to an abnormal error ErrInfo : ErrorCode.Exception Reason : "reason for error"

When the user fails to reconnect ErrInfo : ErrorCode.Exception Reason : Fail To Reconnect

When the user tries to reconnect in an abnormal way ErrInfo : ErrorCode.AuthenticationFailed Reason : Invalid rars operation(0).

When the SSL stream is not established while reading data due to a Unity TLS error ErrInfo : ErrorCode.Exception Reason : System.Security.Authentication.AuthenticationException: A call to SSPI failed, see inner exception.
In this case, the SDK tries to reconnect to the server automatically.