public void Close() { MyLogger.Log(LOG_TAG_MAIN, "Close()"); isRunning = false; if (mGame != null) { mGame.Dispose(); mGame = null; } if (mRoom != null) { mRoom.Dispose(); mRoom = null; mRoomRPC = null; } if (mGameSocket != null) { mGameSocket.Dispose(); mGameSocket = null; } if (mThreadMain != null) { mThreadMain.Interrupt(); mThreadMain = null; } DelAllSession(); }
public void Close() { Debuger.Log(LOG_TAG_MAIN, "Close()"); m_IsRunning = false; if (m_Game != null) { m_Game.Dispose(); m_Game = null; } if (m_Room != null) { m_Room.Dispose(); m_Room = null; m_RoomRPC = null; } if (m_GameSocket != null) { m_GameSocket.Dispose(); m_GameSocket = null; } if (m_ThreadMain != null) { m_ThreadMain.Interrupt(); m_ThreadMain = null; } DelAllSession(); }
public void Close() { m_bIsRunning = false; if (m_aGame != null) { m_aGame.Dispose(); m_aGame = null; } if (m_aRoom != null) { m_aRoom.Dispose(); m_aRoom = null; } if (m_aGameSocket != null) { m_aGameSocket.Dispose(); m_aGameSocket = null; } if (m_aThreadMain != null) { m_aThreadMain.Interrupt(); m_aThreadMain = null; } DelAllSession(); }
private void Disconnect() { m_IsRunning = false; if (m_Socket != null) { m_Socket.Dispose(); m_Socket = null; } m_HostEndPoint = null; }
void Disconnect() { Debuger.Log(LOG_TAG_MAIN, "Disconnect()"); // 断开就不跑了 m_IsRunning = false; if (m_Socket != null) { m_Socket.Dispose(); m_Socket = null; } m_HostEndPoint = null; }
public virtual void Dispose() { Debuger.Log(LOG_TAG, "Dispose()"); m_IsRunning = false; if (m_Socket != null) { m_Socket.Dispose(); m_Socket = null; } m_MapRPCBind.Clear(); }
private void Disconnect() { MyLogger.Log(LOG_TAG_MAIN, "Disconnect()"); isRunning = false; if (m_Socket != null) { m_Socket.Dispose(); m_Socket = null; } m_HostEndPoint = null; }
public void Dispose() { m_Socket.Dispose(); m_Socket = null; }