public void IPC_TearDown() { IPCManager.Instance.Destroy(); Driver.Dispose(); RemoteDriver.Dispose(); Stream.Dispose(); }
void IDisposable.Dispose() { Flush(); if (_stream != null && !_leaveOpen) { _stream.Dispose(); } }
public virtual void Dispose() { SendStream.Dispose(); m_sendStreamEvent.Dispose(); ReceiveStream.Dispose(); m_networkIDToObject.Clear(); m_objectToNetworkID.Clear(); m_proxyToTarget.Clear(); }
public virtual void Dispose() { MyTrace.Send(TraceWindow.Multiplayer, "Multiplayer closed"); m_voxelMapData = null; MyNetworkReader.ClearHandler(MyMultiplayer.ControlChannel); SyncLayer.TransportLayer.Clear(); MyNetworkReader.Clear(); m_sendPhysicsStream.Dispose(); ReplicationLayer.Dispose(); MyMultiplayer.Static = null; }
protected virtual void Dispose(bool disposing) { // If you need thread safety, use a lock around these // operations, as well as in your methods that use the resource. if (!_disposed) { if (disposing) { if (client != null) { client.CloseConnection(client.GetSystemAddressFromIndex(0), true, 0); client.Dispose(); } if (socketDescriptor != null) { socketDescriptor.Dispose(); } if (receiveBitStream != null) { receiveBitStream.Dispose(); } if (sentBitStream != null) { sentBitStream.Dispose(); } } client = null; socketDescriptor = null; receiveBitStream = null; sentBitStream = null; _disposed = true; } }
public void Dispose() { m_LocalDriver.Dispose(); m_LocalBitStream.Dispose(); }
public void Dispose() { bitStream.Reset(); bitStream.Dispose(); }