private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); //смена очереди на следующего, с условием того, что вышел тот, кто ходит в данный момент Server.queuePlayers.Remove(id); if (Server.queuePlayer >= Server.queuePlayers.Count) { if (Server.queuePlayers.Count > 0) { Server.queuePlayer = 1; ServerSend.QueuePlayer(Server.queuePlayers[Server.queuePlayer - 1]); } else { Server.queuePlayer = 0; } } ServerSend.Disconnect(player); player = null; tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} 关闭连接"); player = null; tcp.Disconnect(); udp.Disconnect(); }
public void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); //TODO Player = null; tcp.Disconnect(); }
private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); ServerSend.PlayerDisconnect(player); player = null; tcp.Disconnect(); udp.Disconnect(); }
public void Disconnect() { ServerSend.RemovePlayer(id); Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); player = null; tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Console.ForegroundColor = ConsoleColor.DarkYellow; Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} foi desconectado"); Console.ForegroundColor = ConsoleColor.White; player = null; tcp.Disconnect(); udp.Disconnect(); }
/// <summary>Disconnects the client and stops all network traffic.</summary> public void Disconnect() { Console.WriteLine($"{tcp?.tcpClient.Client.RemoteEndPoint} has disconnected."); Server.RemoveClient(Id); tcp?.Disconnect(); udp?.Disconnect(); }
private void Disconnect() { Console.WriteLine($"{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() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); player = null; myUser = null; currentUserSession = null; tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); Server.room.LeaveTheRoom(this); // player = null; tcp.Disconnect(); udp.Disconnect(); }
private void Disconnect() { // sometimes this method will be called multiple times for one disconnection, in which case we can't access player anymore if (player != null) { Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} ({this.player.username}) has disconnected."); } player = null; tcp.Disconnect(); udp.Disconnect(); ServerSend.RemovePlayer(this.id); }
public void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected"); ServerSend.DisconnectPlayer(id); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(player.gameObject); player = null; }); tcp.Disconnect(); udp.Disconnect(); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Debug.Log("ID " + player.id + " disconnected"); Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); ServerSend.RemoveClient(player); ThreadManager.ExecuteOnMainThread(() => { UnityEngine.Object.Destroy(player.gameObject); player = null; }); tcp.Disconnect(); udp.Disconnect(); }
public void Disconnect() { Console.WriteLine(tcp.socket.Client.RemoteEndPoint + " disconnected."); if (player.ready) { GameLogic.readyPlayers--; } Server.currentPlayers--; player = null; tcp.Disconnect(); udp.Disconnect(); }