public void TearDown() { Object.DestroyImmediate(gameObject); // reset all state server.Disconnect(); Object.DestroyImmediate(serverGO); }
public void AddAllReadyServerConnectionsToObservers() { var connection1 = new NetworkConnection(tconn42) { IsReady = true }; var connection2 = new NetworkConnection(tconn43) { IsReady = false }; // add some server connections server.connections.Add(connection1); server.connections.Add(connection2); // add a host connection (_, IConnection localConnection) = PipeConnection.CreatePipe(); server.SetLocalConnection(client, localConnection); server.LocalConnection.IsReady = true; // call OnStartServer so that observers dict is created identity.StartServer(); // add all to observers. should have the two ready connections then. identity.AddAllReadyServerConnectionsToObservers(); Assert.That(identity.observers, Is.EquivalentTo(new[] { connection1, server.LocalConnection })); // clean up server.Disconnect(); }
public void OnApplicationQuit() { Debug.Log("Application received quit signal"); #if SERVER server.Disconnect(); #endif #if CLIENT client.Disconnect(); #endif }
public IEnumerator TearDown() { // shutdown Server.Disconnect(); yield return(null); // unload scene Scene scene = SceneManager.GetSceneByPath(ScenePath); yield return(SceneManager.UnloadSceneAsync(scene)); }
public IEnumerator ShutdownHost() => UniTask.ToCoroutine(async() => { client.Disconnect(); server.Disconnect(); await AsyncUtil.WaitUntilWithTimeout(() => !client.Active); await AsyncUtil.WaitUntilWithTimeout(() => !server.Active); Object.DestroyImmediate(playerPrefab); Object.DestroyImmediate(serverGo); Object.DestroyImmediate(clientGo); Object.DestroyImmediate(serverPlayerGO); Object.DestroyImmediate(clientPlayerGO); ExtraTearDown(); });
public IEnumerator ShutdownHost() => RunAsync(async() => { client.Disconnect(); server.Disconnect(); await WaitFor(() => !client.Active); await WaitFor(() => !server.Active); Object.DestroyImmediate(playerPrefab); Object.DestroyImmediate(serverGo); Object.DestroyImmediate(clientGo); Object.DestroyImmediate(serverPlayerGO); Object.DestroyImmediate(clientPlayerGO); ExtraTearDown(); });
public void ShutdownNetworkServer() { GameObject.DestroyImmediate(identity.gameObject); server.Disconnect(); GameObject.DestroyImmediate(serverGO); }