void Cleanup() { if (sender != null) { sender.Dispose(); sender = null; } mToEcho = ConnectionId.INVALID; mTargetPackagesCounter = 0; mIsActive = false; mStartTime = DateTime.Now; mBytesReceived = 0; mUnexpectedMessages = 0; mDroppedMessages = 0; mNumberSent = 0; mNumberReceived = 0; mExpectedToReceive = 0; mBufferFull = false; mAverageTimer = 0; mSumBytesSent = 0; mSumBytesConfirmed = 0; mSumBytesReceived = 0; mBufferFullCount = 0; mAwaitingMessage = new HashSet <Msg>(); }
public void Cleanup() { if (mCall != null) { mCall.Dispose(); mCall = null; } }
private void Cleanup() { if (echo != null) { echo.Dispose(); echo = null; } mToSender = ConnectionId.INVALID; mActive = false; mConnected = false; mStatReceived = 0; mStatDropped = 0; mAverageTimer = 0; mSumBytesRec = 0; mStatAvgReceived = 0; }
/// <summary> /// Destroys the call. Used if unity destroys the object or if a call /// ended / failed due to an error. /// /// </summary> private void CleanupCall() { if (mCall != null) { Debug.Log("Destroying call!"); mCall.Dispose(); mCall = null; Debug.Log("Call destroyed"); } }
private void Disconnect() { if (caller != null) { caller.CallEvent -= HandleCallEvent; caller.Dispose(); caller = null; GC.Collect(); GC.WaitForPendingFinalizers(); } }
private void OnDestroy() { //STEP9: GameObject is being destroyed either due to user action, another script or //because Unity shuts down -> end the calls + cleanup memory //This step is extremely important and not cleaning up might //cause stalls or crashes. It will also keep the users webcam active thus //preventing other apps from accessing it if (receiver != null) { receiver.Dispose(); receiver = null; } if (sender != null) { sender.Dispose(); sender = null; } }
/// <summary> /// Destroys the call. Used if unity destroys the object or if a call /// ended / failed due to an error. /// /// </summary> protected virtual void CleanupCall() { if (mCall != null) { mCallActive = false; mRemoteUserId = ConnectionId.INVALID; Debug.Log("Destroying call!"); mCall.CallEvent -= Call_CallEvent; mCall.Dispose(); mCall = null; //call the garbage collector. This isn't needed but helps discovering //memory bugs early on. Debug.Log("Triggering garbage collection"); GC.Collect(); GC.WaitForPendingFinalizers(); Debug.Log("Call destroyed"); } }