---
title: 'connectStatus'
disqus: hackmd
tags: 'so'
---
## **Track Connection Status**
How to grasp the actual status of connection from Client.
After a player logs in, he can see the current connection status in the lower right corner.

```
C#
using UnityEngine;
using System.Collections;
public class Sample_ConnectionState : MonoBehaviour {
/*******************************************************************
* Copyright © 2022 SPKITA Game Cloud. All Rights Reserved
*
*******************************************************************/
//Enter the gguid shown in the developer backstage here
private const string gguid = "";
//Enter the verification shown in the developer backstage here
byte[] certificate = {};
//Declare CloudGame and this Class will be in charge of the communication with Cloud Server
public CloudGame ag = null;
string userAcc; //User’s account
string userPwd; //User’s password
void Start()
{
CloudSystem.UnityEnvironment();
CloudSystem.ServerProvider("sgc-api-us.spkita.com"); // set the server
}
void OnApplicationQuit()
{
//When the program is closed, the user’s account will not be logged out. Here we can add a mechanism that allows automatic logging out.
if(ag!=null) ag.Dispose();
}
public void LoginBtnClick()
{
userAcc = login_input_acc.text;
userPwd = login_input_pwd.text;
//the parameters needed when logging in, which are (account, password, gguid, certificate)
ag = new CloudGame(userAcc, userPwd, gguid, certificate);
//Designate the way of management and start the detection on whether the connection is successful
ag.onCompletion += CloudLaunch;
//When there is a change in connection status, OnStateChange will notify the program
ag.onStateChanged += OnStateChanged;
ag.UnityLaunch();
}
/*******************************************************************
// After CloudGame finishes its execution, in CallBack there will be a message about whether the login is successful
// When the code is 0, the login succeeds and when the code is not 0, the login fails
// Error Code Refer the errors in login to Error Code.
//
*******************************************************************/
void CloudLaunch(int code, CloudGame game)
{
if (code == 0)
{
Debug.Log("Login Success! My poid : " + ag.poid +
" NickName : " + ag.nickname);
}
else
{
Debug.LogWarning("Login Fail! Code : " + code);
}
}
/*******************************************************************
// Triggered when the connection status with the cloud game server changes
// Refer the detailed codes to API item models=>CloudGame=>Event
*******************************************************************/
void OnStateChanged(int state, int code, CloudGame game)
{
//Debug.Log("StateChanged = " + state + " , Code = " + code);
lobby_State.text = "State : " + state;
if (state >= 900)
{
Debug.LogError("Game Disconnect!");
}
}
}
```