NetworkDisconnection.Disconnected... Was it voluntary?

I’m finding it difficult to set the message to the client for:
void OnDisconnectedFromServer(NetworkDisconnection info)
…as this seems to return NetworkDisconnection.Disconnected in both the cases of the Host disconnecting (and booting the client) and the client choosing to disconnect.

I guess what I was hoping for was an easy way to say “You’ve successfully disconnected from the host” versus “The Host has disconnected, booting you into the wild blue yonder.”

Network.OnDisconnectedFromServer:
Unity - Scripting API: Network.OnDisconnectedFromServer(NetworkDisconnection)
NetworkDisconnection.Disconnected:
Unity - Scripting API: NetworkDisconnection.

The parameter is only for distinguishing between “the software decided to stop talking” and “rodents in the cables”.

If you want to handle disconnects from server vs. the client choosing to disconnect, you should just set a boolean when you call Network.Disconnect on the client end.

Gotcha.

I suppose I was trying to identify the disconnection when the “other” party just quits without a method, an RPC or other code. I suppose I could write something into OnApplicationQuit as well.