Esempio n. 1
0
 public void FrmLogin_UnLoad(object sender, EventArgs e)
 {
     if (E_NetworkConfig.Socket != null && E_NetworkConfig.Socket.IsConnected)
     {
         E_NetworkSend.SendLeaveGame();
     }
     E_Loop.CloseEditor();
 }
Esempio n. 2
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        public static void CloseEditor()
        {
            E_NetworkSend.SendLeaveGame();

            E_Globals.GameDestroyed = true;
            E_Globals.GameStarted   = false;

            Application.Exit();
        }
 internal static void DestroyNetwork()
 {
     // Calling a disconnect is not necessary when using destroy network as
     // Dispose already calls it and cleans up the memory internally.
     // But if our Socket is alive, lets try to send one last thing to the server
     if (Socket != null && Socket.IsConnected)
     {
         E_NetworkSend.SendLeaveGame();
     }
     Socket.Dispose();
 }
Esempio n. 4
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        public static void CloseEditor()
        {
            if (E_NetworkConfig.Socket != null && E_NetworkConfig.Socket.IsConnected)
            {
                E_NetworkSend.SendLeaveGame();
            }

            E_Globals.GameDestroyed = true;
            E_Globals.GameStarted   = false;

            Application.Exit();
        }