Example #1
0
        /// <summary>
        /// Finalize the removal of the player from the network
        /// </summary>
        /// <param name="player">Player to remove</param>
        /// <param name="forced">Was the removal forced or not?</param>
        private void FinalizeRemovePlayer(NetworkingPlayer player, bool forced)
        {
            steamPlayers.Remove(player.SteamID);
            OnPlayerDisconnected(player);

            // TESTING STEAM NETWORKING DISCONNECTION CODE HERE INSTEAD OF IN THE CACHED CLIENT
            if (!SteamNetworking.CloseP2PSessionWithUser(player.SteamID))
            {
                if (player.SteamID != SteamClient.SteamId)
                {
                    Logging.BMSLog.LogWarning("Could not close P2P Session with user: "******"Closed P2PSession with user: " + player.SteamID.Value.ToString());
            }
            // END TEST ZONE

            if (forced)
            {
                ForcedDisconnectingPlayers.Remove(player);
            }
            else
            {
                DisconnectingPlayers.Remove(player);
            }
        }
        private void FinalizeRemovePlayer(NetworkingPlayer player, bool forced)
        {
            OnPlayerDisconnected(player);
            player.TcpClientHandle.Close();
            rawClients.Remove(player.TcpClientHandle);

            if (!forced)
            {
                //让所有事件侦听器知道客户端已经成功断开连接
                // Let all of the event listeners know that the client has successfully disconnected
                if (rawClientDisconnected != null)
                {
                    rawClientDisconnected(player.TcpClientHandle);
                }
                DisconnectingPlayers.Remove(player);
            }
            else
            {
                //让所有的事件监听器知道这是一个强制断开连接
                // Let all of the event listeners know that this was a forced disconnect
                if (forced && rawClientForceClosed != null)
                {
                    rawClientForceClosed(player.TcpClientHandle);
                }
                ForcedDisconnectingPlayers.Remove(player);
            }
        }
Example #3
0
        // 删除玩家
        private void FinalizeRemovePlayer(NetworkingPlayer player, bool forced)
        {
            udpPlayers.Remove(player.Ip + "+" + player.Port);
            OnPlayerDisconnected(player);

            if (forced)
            {
                ForcedDisconnectingPlayers.Remove(player);
            }
            else
            {
                DisconnectingPlayers.Remove(player);
            }
        }
Example #4
0
        /// <summary>
        /// Finalize the removal of the player from the network
        /// </summary>
        /// <param name="player">Player to remove</param>
        /// <param name="forced">Was the removal forced or not?</param>
        private void FinalizeRemovePlayer(NetworkingPlayer player, bool forced)
        {
            steamPlayers.Remove(player.SteamID);
            OnPlayerDisconnected(player);

            if (forced)
            {
                ForcedDisconnectingPlayers.Remove(player);
            }
            else
            {
                DisconnectingPlayers.Remove(player);
            }
        }
Example #5
0
        private void FinalizeRemovePlayer(NetworkingPlayer player, bool forced)
        {
            Logging.BMSLog.LogFormat("SteamP2PServer:FinalizeRemovePlayer({0}:{1}, forced={2}", player.NetworkId, player.SteamID.m_SteamID, forced);
            steamPlayers.Remove(player.SteamID);
            OnPlayerDisconnected(player);

            if (forced)
            {
                ForcedDisconnectingPlayers.Remove(player);
            }
            else
            {
                DisconnectingPlayers.Remove(player);
            }
        }