/// <summary> /// Handler for disconnections. /// </summary> /// <param name="client">client that disconnnected from this server</param> /// <param name="args">extra arguments</param> private void OnClientDisconnected(NetPeer client, NetEventArgs args) { UnityEngine.Debug.Log("[SERVER] Client disconnected"); int id; if (clients.TryGetValue(client, out id)) { Player p = players.Get(id); players.Remove(p); clients.Remove(client); PacketBase message = new PacketPlayerLeave(serverID, p); baseServer.AddOutputMessage(new NetMessage(message)); } }