public void OnExit() { NetworkHandlers.Clear(); InputHandlers.Clear(); BloodAndBileEngine.Networking.NetworkSocket.UnregisterOnDisconnectionCallback(OnConnectionLost); BloodAndBileEngine.Networking.NetworkSocket.UnregisterOnConnectionEstablishedCallback(OnConnectionEstablished); }
public void Deactivate() { Activated = false; Connected = false; Connecting = false; if (MasterServerConnectionID > -1) // Déconnexion du Master Server. { BloodAndBileEngine.Networking.NetworkSocket.Disconnect(MasterServerConnectionID); } BloodAndBileEngine.Networking.NetworkSocket.UnregisterOnConnectionEstablishedCallback(OnConnectionEstablished); BloodAndBileEngine.Networking.NetworkSocket.UnregisterOnDisconnectionCallback(OnConnectionLost); NetworkHandlers.Clear(); InputHandlers.Clear(); }
public void OnExit() { BloodAndBileEngine.Networking.NetworkSocket.UnregisterOnDisconnectionCallback(OnDisconnected); NetworkHandlers.Clear(); InputHandlers.Clear(); }
public override void OnExit() { base.OnExit(); NetworkHandlers.Clear(); BloodAndBileEngine.Networking.NetworkSocket.UnregisterOnDisconnectionCallback(OnConnectionLost); }