private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); GameLogic.onPlayerLeft(id); tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); player = null; udp.Disconnect(); tcp.Disconnect(); }
public void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected"); clientPlayer = null; tcp.Disconnect(); udp.Disconnect(); }
public void Disconnect() { disconnectTime = DateTime.Now; tcp.Disconnect(); udp.Disconnect(); Thread.Sleep(30000); RemoveClient(); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); ThreadManager.ExecuteOnMainThread(() => { GameManager.Get.Players.Remove(id); }); tcp.Disconnect(); udp.Disconnect(); PacketSender.PlayerDisconnected(id); }