public override void Disconnect(Response response, dynamic args) { Log.Write($"UnityDebug: Disconnect: {args}"); Log.Write($"UnityDebug: Disconnect: {response}"); if (unityDebugConnector != null) { unityDebugConnector.OnDisconnect(); unityDebugConnector = null; } lock (m_Lock) { if (m_Session != null) { m_DebuggeeExecuting = true; m_Breakpoints = null; m_Session.Breakpoints.Clear(); m_Session.Continue(); m_Session.Detach(); m_Session.Adaptor.Dispose(); m_Session = null; } } SendOutput("stdout", "UnityDebug: Disconnected"); SetResponse(response); }
public static void Detach() { lock (_lock) { if (_session == null) { return; } CommandLine.InferiorExecuting = true; if (!_session.IsConnected) { _session.Detach(); } _session.Dispose(); _session = null; } }