private void OnSocketError(ISocket sender, SocketErrorArgs errorArgs) { #if !SERVER UnityEngine.Debug.Log("Socket error " + errorArgs.Message + " " + errorArgs.Exception != null ? errorArgs.Exception.ToString() : null); #endif if (SocketError != null) { SocketError(this, errorArgs); } }
private void OnError(ILowProtocol sender, SocketErrorArgs args) { m_protocol.Enabled -= OnEnabled; m_protocol.SocketError -= OnError; m_protocol.Disabled -= OnDisabled; m_protocol.Dispose(); if (m_response != null) { m_response(new Error(StatusCode.ConnectionError) { Message = args.Message }); } m_protocol = null; m_call = null; m_response = null; }