Beispiel #1
0
        public IEnumerator DisconnectFromServer() => UniTask.ToCoroutine(async() =>
        {
            serverConnection.Disconnect();

            var buffer = new MemoryStream();
            try
            {
                await clientConnection.ReceiveAsync(buffer);
                Assert.Fail("ReceiveAsync should throw EndOfStreamException");
            }
            catch (EndOfStreamException)
            {
                // good to go
            }
        });
Beispiel #2
0
        public IEnumerator TearDown() => UniTask.ToCoroutine(async() =>
        {
            clientConnection?.Disconnect();
            serverConnection?.Disconnect();
            transport.Disconnect();

            await listenTask;
            UnityEngine.Object.Destroy(transport.gameObject);
            // wait a frame so object will be destroyed
        });