private Disconnect ( int hostId, int connectionId, byte &error ) : bool | ||
hostId | int | |
connectionId | int | |
error | byte | |
return | bool |
public override void DisconnectLocalClient() { if (NetworkManager.Get().enableLogging) { Debug.Log("Transport Disconnect Local Client"); } Unet.Disconnect(serverHostID, serverConnectionID, out byte error); }
public override void DisconnectRemoteClient(ulong clientID) { if (NetworkManager.Get().enableLogging) { Debug.Log("Transport Disconnect Remote Client"); } GetUnetConnectionDetails(clientID, out byte hostID, out ushort connectionID); Unet.Disconnect((int)hostID, (int)connectionID, out byte error); }
public void Disconnect() { address = string.Empty; isReady = false; ClientScene.HandleClientDisconnect(this); if (hostId != -1) { NetworkTransport.Disconnect(hostId, connectionId, out byte _); RemoveObservers(); } }
// called by NetworkManager on clients when connection to host is lost. // return true to stay in online scene public bool LostHostOnClient(NetworkConnection conn) { if (LogFilter.logDebug) { Debug.Log("NetworkMigrationManager client OnDisconnectedFromHost"); } if (UnityEngine.Application.platform == RuntimePlatform.WebGLPlayer) { if (LogFilter.logError) { Debug.LogError("LostHostOnClient: Host migration not supported on WebGL"); } return(false); } if (m_Client == null) { if (LogFilter.logError) { Debug.LogError("NetworkMigrationManager LostHostOnHost client was never initialized."); } return(false); } if (!m_HostMigration) { if (LogFilter.logError) { Debug.LogError("NetworkMigrationManager LostHostOnHost migration not enabled."); } return(false); } m_DisconnectedFromHost = true; DisablePlayerObjects(); byte error; NetworkTransport.Disconnect(m_Client.hostId, m_Client.connection.connectionId, out error); if (m_OldServerConnectionId != -1) { // only call this if we actually connected SceneChangeOption sceneOption; OnClientDisconnectedFromHost(conn, out sceneOption); return(sceneOption == SceneChangeOption.StayInOnlineScene); } // never entered the online scene return(false); }
/// <summary> /// <para>Disconnects this connection.</para> /// </summary> public void Disconnect() { this.address = ""; this.isReady = false; ClientScene.HandleClientDisconnect(this); if (this.hostId != -1) { byte num; NetworkTransport.Disconnect(this.hostId, this.connectionId, out num); this.RemoveObservers(); } }
public static bool Disconnect(int hostId, int connectionId, out byte error) { if (!isClient) { disconnectBuffer.ToBytes((ushort)connectionId, 1); return(NetworkTransport.Send(hostId, relayConnectionId, GetReliableChannel(), disconnectBuffer, 3, out error)); } else { return(NetworkTransport.Disconnect(hostId, connectionId, out error)); } }
public bool LostHostOnClient(NetworkConnection conn) { if (LogFilter.logDebug) { Debug.Log("NetworkMigrationManager client OnDisconnectedFromHost"); } bool result; if (Application.platform == RuntimePlatform.WebGLPlayer) { if (LogFilter.logError) { Debug.LogError("LostHostOnClient: Host migration not supported on WebGL"); } result = false; } else if (this.m_Client == null) { if (LogFilter.logError) { Debug.LogError("NetworkMigrationManager LostHostOnHost client was never initialized."); } result = false; } else if (!this.m_HostMigration) { if (LogFilter.logError) { Debug.LogError("NetworkMigrationManager LostHostOnHost migration not enabled."); } result = false; } else { this.m_DisconnectedFromHost = true; this.DisablePlayerObjects(); byte b; NetworkTransport.Disconnect(this.m_Client.hostId, this.m_Client.connection.connectionId, out b); if (this.m_OldServerConnectionId != -1) { NetworkMigrationManager.SceneChangeOption sceneChangeOption; this.OnClientDisconnectedFromHost(conn, out sceneChangeOption); result = (sceneChangeOption == NetworkMigrationManager.SceneChangeOption.StayInOnlineScene); } else { result = false; } } return(result); }
public void Disconnect() { this.address = string.Empty; this.isReady = false; ClientScene.HandleClientDisconnect(this); if (this.hostId == -1) { return; } byte b; NetworkTransport.Disconnect(this.hostId, this.connectionId, out b); this.RemoveObservers(); }
public void Disconnect() { address = ""; isReady = false; ClientScene.HandleClientDisconnect(this); if (hostId == -1) { return; } byte error; NetworkTransport.Disconnect(hostId, connectionId, out error); RemoveObservers(); }
public void Disconnect() { // don't clear address so we can still access it in NetworkManager.OnServerDisconnect // => it's reset in Initialize anyway and there is no address empty check anywhere either //address = ""; isReady = false; ClientScene.HandleClientDisconnect(this); if (hostId == -1) { return; } byte error; NetworkTransport.Disconnect(hostId, connectionId, out error); RemoveObservers(); }
public bool Disconnect(int hostId, int connectionId, out byte error) { return(NetworkTransport.Disconnect(hostId, connectionId, out error)); }