private void OnDestroy() { byte error; #if WINDOWS_UWP NetworkTransport.Disconnect(socketId, connectionId, out error); #endif #if UNITY_EDITOR NetworkTransport.DisconnectNetworkHost(socketId, out error); #endif }
public void Dispose() { var tempConnections = hostConnections; hostConnections = new IntHashtable <UnityNetDriverConnection>(); foreach (var conn in tempConnections.Values) { conn.connections = null; conn.Dispose(); } tempConnections = clientConnections; clientConnections = new IntHashtable <UnityNetDriverConnection>(); foreach (var conn in tempConnections.Values) { conn.connections = null; conn.Dispose(); } byte error; if (hostSocketID != -1) { NetworkTransport.DisconnectNetworkHost(hostSocketID, out error); hostSocketID = -1; hostReliableChannelID = 0; hostUnreliableChannelID = 0; } if (clientSocketID != -1) { NetworkTransport.DisconnectNetworkHost(clientSocketID, out error); clientSocketID = -1; clientReliableChannelID = 0; clientUnreliableChannelID = 0; } hostCallbacks = null; clientCallbacks = null; }
//Invio disconnesione del party/dal party e shutdown del NetworkTransport public void Stop() { if (!_isStarted) { return; } _isStarted = false; _isServer = false; byte error; if (_isServer) { NetworkTransport.DisconnectNetworkHost(_genericHostId, out error); //Da verificare che evento manda e a chi } else { NetworkTransport.Disconnect(_genericHostId, _connectionID, out error); //Da verificare che evento manda e a chi } NetworkTransport.Shutdown(); _status = Status.Disconnected; }
public void OnDisable() { NetworkTransport.DisconnectNetworkHost(hostId, out error); }