/// <summary> /// Attempt to disconnect from the server /// </summary> public void Disconnect() { _logger.Info("Disconnecting from server..."); // Update status and stop client Status = ClientStatus.Disconnected; _netClient.Stop(); }
/// <summary> /// Stops the server /// </summary> public void StopServer() { // Update status and stop the server Status = ServerStatus.Stopped; _netServer.Stop(); MultiplayerManager.Instance.PlayerList.Clear(); CSM.Log("Stopped server"); }
/// <summary> /// Attempt to disconnect from the server /// </summary> public void Disconnect() { // Update status and stop client Status = ClientStatus.Disconnected; _netClient.Stop(); MultiplayerManager.Instance.PlayerList.Clear(); TransactionHandler.ClearTransactions(); _logger.Info("Disconnected from server"); }
/// <summary> /// Stops the server /// </summary> public void StopServer() { // Update status and stop the server Status = ServerStatus.Stopped; _netServer.Stop(); MultiplayerManager.Instance.PlayerList.Clear(); TransactionHandler.ClearTransactions(); _logger.Info("Server stopped."); }
/// <summary> /// Attempt to disconnect from the server /// </summary> public void Disconnect() { bool needsUnload = (Status == ClientStatus.Connected); // Update status and stop client Status = ClientStatus.Disconnected; _netClient.Stop(); MultiplayerManager.Instance.PlayerList.Clear(); TransactionHandler.ClearTransactions(); ToolSimulator.Clear(); if (needsUnload) { // Go back to the main menu after disconnecting Singleton <LoadingManager> .instance.UnloadLevel(); } _logger.Info("Disconnected from server"); }
/// <summary> /// Attempt to disconnect from the server /// </summary> public void Disconnect() { // Update status and stop client Status = ClientStatus.Disconnected; _netClient.Stop(); }