public void Dispose() { if (NetworkChannel != null) { NetworkChannel.Dispose(); } if (SnapshotPool != null) { SnapshotPool.Dispose(); } if (OCController != null) { OCController.Dispose(); } }
public void Dispose() { if (CompensationSnapshotPool != null) { CompensationSnapshotPool.Dispose(); } if (Bin2dManager != null) { Bin2dManager.Dispose(); } if (UpdateMessagePool != null) { UpdateMessagePool.Dispose(); } }
public void Dispose() { #if UNITY_SOURCE_MODIFIED && !UNITY_EDITOR UnityProfiler.EnableProfiler(false); #endif _state = RoomState.Disposing; DisposePlayerConnections(); if (_bin2DManager != null) { _bin2DManager.Dispose(); } if (_sendSnapshotManager != null) { _sendSnapshotManager.Dispose(); } if (_compensationSnapshotPool != null) { _compensationSnapshotPool.Dispose(); } GameModuleManagement.Dispose(); try { ResetContexts(true); _sessionStateMachine.ShutDown(); _contexts.Reset(); } catch (Exception e) { _logger.ErrorFormat("Reset Contexts Error {0}", e); } _contexts = null; DestoryObjectUnderDefaultGoBattleServer(); _coRoutineManager.StartCoRoutine(UnloadScene()); _logger.InfoFormat("Server Room is Disposing..."); }