---@meta -- --The type of the connected target. -- ---@source UnityEngine.CoreModule.dll ---@class UnityEngine.Networking.PlayerConnection.ConnectionTarget: System.Enum -- --No target is connected, this is only possible in a Player. -- ---@source UnityEngine.CoreModule.dll ---@field None UnityEngine.Networking.PlayerConnection.ConnectionTarget -- --The connected target is a Player. -- ---@source UnityEngine.CoreModule.dll ---@field Player UnityEngine.Networking.PlayerConnection.ConnectionTarget -- --The connected target is an Editor. -- ---@source UnityEngine.CoreModule.dll ---@field Editor UnityEngine.Networking.PlayerConnection.ConnectionTarget ---@source UnityEngine.CoreModule.dll CS.UnityEngine.Networking.PlayerConnection.ConnectionTarget = {} ---@source ---@param value any ---@return UnityEngine.Networking.PlayerConnection.ConnectionTarget function CS.UnityEngine.Networking.PlayerConnection.ConnectionTarget:__CastFrom(value) end ---@source UnityEngine.CoreModule.dll ---@class UnityEngine.Networking.PlayerConnection.IConnectionState -- --Supplies the type of the established connection, as in whether the target is a Player or an Editor. -- ---@source UnityEngine.CoreModule.dll ---@field connectedToTarget UnityEngine.Networking.PlayerConnection.ConnectionTarget -- --The name of the connected target. -- ---@source UnityEngine.CoreModule.dll ---@field connectionName string ---@source UnityEngine.CoreModule.dll CS.UnityEngine.Networking.PlayerConnection.IConnectionState = {} -- --Arguments passed to Action callbacks registered in PlayerConnection. -- ---@source UnityEngine.CoreModule.dll ---@class UnityEngine.Networking.PlayerConnection.MessageEventArgs: object -- --The Player ID that the data is received from. -- ---@source UnityEngine.CoreModule.dll ---@field playerId int -- --Data that is received. -- ---@source UnityEngine.CoreModule.dll ---@field data byte[] ---@source UnityEngine.CoreModule.dll CS.UnityEngine.Networking.PlayerConnection.MessageEventArgs = {} ---@source UnityEngine.CoreModule.dll ---@class UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection ---@source UnityEngine.CoreModule.dll CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection = {} ---@source UnityEngine.CoreModule.dll ---@param messageId System.Guid ---@param callback UnityEngine.Events.UnityAction function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.Register(messageId, callback) end ---@source UnityEngine.CoreModule.dll ---@param messageId System.Guid ---@param callback UnityEngine.Events.UnityAction function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.Unregister(messageId, callback) end ---@source UnityEngine.CoreModule.dll function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.DisconnectAll() end ---@source UnityEngine.CoreModule.dll ---@param callback UnityEngine.Events.UnityAction function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.RegisterConnection(callback) end ---@source UnityEngine.CoreModule.dll ---@param callback UnityEngine.Events.UnityAction function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.RegisterDisconnection(callback) end ---@source UnityEngine.CoreModule.dll ---@param callback UnityEngine.Events.UnityAction function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.UnregisterConnection(callback) end ---@source UnityEngine.CoreModule.dll ---@param callback UnityEngine.Events.UnityAction function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.UnregisterDisconnection(callback) end ---@source UnityEngine.CoreModule.dll ---@param messageId System.Guid ---@param data byte[] function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.Send(messageId, data) end ---@source UnityEngine.CoreModule.dll ---@param messageId System.Guid ---@param data byte[] ---@return Boolean function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.TrySend(messageId, data) end