public IEnumerator DisconnectFromServer() => UniTask.ToCoroutine(async() => { serverConnection.Disconnect(); var buffer = new MemoryStream(); try { await clientConnection.ReceiveAsync(buffer); Assert.Fail("ReceiveAsync should throw EndOfStreamException"); } catch (EndOfStreamException) { // good to go } });
public IEnumerator TearDown() => UniTask.ToCoroutine(async() => { clientConnection?.Disconnect(); serverConnection?.Disconnect(); transport.Disconnect(); await listenTask; UnityEngine.Object.Destroy(transport.gameObject); // wait a frame so object will be destroyed });