/// <summary>Disconnect the client (tcp and udp).</summary> private void Disconnect() { Tcp.Disconnect(); Udp.Disconnect(); _server.GetClients().Remove(ID); //Remove the client frome the server client list. _server.GetNetworkServerAction().RemovePlayer(ID); }
// Disconnect a single client from the server private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); tcp.Disconnect(); udp.Disconnect(); }
//Disconnessione Client public void Disconnect() { if (tcp.socket != null) { try{ Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); } catch { } try{ ThreadManager.ExecuteOnMainThread(() => { GameManager.instance.players.Remove(player.id); DestroyPlayer(); player = null; }); } catch { } try{ tcp.Disconnect(); udp.Disconnect(); ServerSend.PlayerDisconnected(id); } catch (Exception _ex) { Debug.Log($"Disconnessione Improvvisa Errore:{_ex}"); } } }
private void Disconnect() { Console.WriteLine($"{Tcp.Socket.Client.RemoteEndPoint} has disconnected."); Player = null; Tcp.Disconnect(); Udp.Disconnect(); }
public void Disconnect() { if (isConnected) { GameManager.HandleClientDisconnect(); isConnected = false; tcp.Disconnect(); tcp = null; udp.Disconnect(); udp = null; ServerManagerTCP.Disconnect(); ServerManagerTCP = null; UnityEngine.Debug.Log("Disconnected from server."); OnConnectionChanged(new ClientConnectionEventArgs() { Success = !isConnected, Type = ClientConnectionEvent.Disconnect }); PlayerDisconnected?.Invoke(this, EventArgs.Empty); } }
/// <inheritdoc/> public void Disconnect() { Tcp.Disconnect(); Udp.Disconnect(); OnClientDisconnected?.Invoke(this, new ClientEventArgs(this, Protocol.TCP & Protocol.UDP)); }
private void Disconnect() { AccountHandler.SignOut(id); player = null; tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { LeaveCurrentRoom(); Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected"); player = null; tcp.Disconnect(); udp.Disconnect(); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); // TODO: destroy pirate tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); UnityEngine.Object.Destroy(player.gameObject); player = null; tcp.Disconnect(); udp.Disconnect(); }
public void Disconnect() { Log.info($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); connectionManager.OnClientDisconnected(id); tcp.Disconnect(); udp.Disconnect(); }
public void Dicsonnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); player = null; tcp.Disconnect(); udp.Disconnect(); }
public void Disconnect() { tcp.Disconnect(); udp.Disconnect(); ThreadManager.ExecuteOnMainThread((GameLogic game) => { game.Disconnect(id); }); }
public void Disconnect() { if (IsConnected) { IsConnected = false; Tcp.DisConnect(); Udp.Disconnect(); } }
public void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} se ha desconectado"); UnityEngine.Object.Destroy(player.gameObject); player = null; tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Console.WriteLine($"DEBUG: {tcp.socket.Client.RemoteEndPoint} has disconnected."); ServerService.clients.Remove(internalId); ServerService.clientIds.Remove(internalId); tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Debug.DLog($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); //StreamWriter sw = new StreamWriter(ServerHandle.path, true); //sw.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected at {DateTime.Now}"); //sw.Close(); tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); ServerStart.instance.DebugServer($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); player = null; tcp.Disconnect(); udp.Disconnect(); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(player.gameObject); player = null; }); tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() //disconnect client and stop traffic inside the network { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} with username {player.username} has disconnected from the game..."); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(player.gameObject); player = null; //destroy Player object from main thread }); tcp.Disconnect(); udp.Disconnect(); Send.DisconnectPlayer(client_id); //when client (local player's disconnects, inform all other connected players) }
public void Disconnect() { if (tcp.socket != null) { ThreadManager.ExecuteOnMainThread(() => { NetworkManager.instance.ServerDestroyPlayer(this); }); } tcp.Disconnect(); udp.Disconnect(); ServerSend.DespawnPlayer(id); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); ThreadManager.ExecuteOnMainThread(() => { //player = null; }); connected = false; tcp.Disconnect(); udp.Disconnect(); }
public void Disconnect() { if (isConnected) { isConnected = false; udp.Disconnect(); tcp.Disconnect(); match.Disconnect(); Debug.Log("Disconnected from server."); } }
void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has diconnected."); player = null; tcp.Disconnect(); udp.Disconnect(); ServerSend.KickPlayer(id, "You were kicked"); GameLogic.CheckGameState(); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); ThreadManager.ExecuteOnMainThread(() => { GameManager.Get.RemovePlayer(id); }); tcp.Disconnect(); udp.Disconnect(); PacketSender.PlayerDisconnected(id); }
private void Disconnect() { Console.WriteLine($"{Tcp.Socket.Client.RemoteEndPoint} has disconnected."); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(Player.gameObject); Player = null; }); Tcp.Disconnect(); Udp.Disconnect(); ServerSend.PlayerDisconnected(Id); }
private void Disconnect() { Debug.Log(tcp.socket.Client.RemoteEndPoint + " has disconnected"); ThreadManager.ExecuteOnMainThread(() => { NetworkManager.instance.InventoryControl.RemovePlayer(player); player.Disconnect(); player = null; }); tcp.Disconnect(); udp.Disconnect(); ServerSend.PlayerDisconnected(id); }
public void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} se ha desconectado"); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(player.gameObject); player = null; }); tcp.Disconnect(); udp.Disconnect(); ServerSend.PlayerDisconnected(id); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); //Debug.Log(Environment.StackTrace); ServerSend.PlayerDisconnect(id, cursor); NetworkManager.instance.Disconnect(id); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(cursor.gameObject); cursor = null; }); tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint}, also known as {player.username} has disconnected."); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(player.gameObject); player = null; }); tcp.Disconnect(); udp.Disconnect(); ServerSend.PlayerDisconnected(id); }