An event triggered when a connection attempt by the ConnectionManager begins. The ConnectionManagerEvent.BEGIN_CONNECT event is followed by a ConnectionManagerEvent.SELECT_CONNECTION event, which indicates the specific Connection object the ConnectionManager will use for its connection attempt.
An event triggered when the client closes an active connection. The ConnectionManagerEvent.CLIENT_KILL_CONNECT event is always followed by the ConnectionManagerEvent.DISCONNECT event.
An event triggered when the ConnectionManager state changes (e.g., from "CONNECTION_IN_PROGRESS" to "READY"). For a list of possible states, see the ConnectionState class.
An event triggered when a connection attempt by the ConnectionManager fails. Common causes of connection failures are:
The ConnectionManagerEvent.CONNECT_FAILURE event is triggered by the ConnectionManager class when the ConnectionManager has attempted to connect using all of the connections in its connection list, and none of them successfully achieved a "ready" state. As a convenience, when a connection attempt fails, the Orbiter object also dispatches a OrbiterEvent.CLOSE event.
An event triggered when either the client or the server closes an active connection. The ConnectionManagerEvent.DISCONNECT is always preceded by either the ConnectionManagerEvent.CLIENT_KILL_CONNECT event or the ConnectionManagerEvent.SERVER_KILL_CONNECT, which indicate whether the client or the server instigated the disconnection.
An event triggered when one of the Connection objects in the ConnectionManager connection list achieves a READY state. As a convenience, the ConnectionManagerEvent.READY event, in turn, always triggers a OrbiterEvent.READY event. To retrieve a reference to the underlying Connection object that achieved the ready state, use ConnectionManager.getActiveConnection method.
An event triggered when the ConnectionManager selects an Connection object for a connection attempt. Immediately after selecting the connection, the ConnectionManager attempts to connect it. Next, that individual Connection object dispatches its own ConnectionEvent events indicating whether it was able to connect to Union. If the individual Connection object cannot connect, the ConnectionManager automatically moves to the next available Connection object. If any of the Connection objects in the ConnectionManager's list successfully connects, then ConnectionManager triggers a ConnectionManagerEvent.READY event. If, on the other hand, none of the Connection objects connects, the ConnectionManager triggers a ConnectionManagerEvent.CONNECT_FAILURE event, indicating that it could not establish a connection via any of the Connection objects in its list.
An event triggered when the server closes an active connection. The ConnectionManagerEvent.SERVER_KILL_CONNECT event is always followed by the ConnectionManagerEvent.DISCONNECT event.
An event triggered when the server terminates a client session.
Returns the underlying Connection object to which this event pertains.
The getConnection() method is available for the following events:
Returns the status of the event.
The getStatus() method is available for the ConnectionManagerEvent.CONNECT_FAILURE event.
ConnectionManagerEvent is a simple data class used to pass information about a connection-manager event to registered event-listeners. The ConnectionManagerEvent class also defines constants representing the available connection-manager events.