public void FinishConnection(int myPlayerId) { this.myPlayerId = myPlayerId; packetsSender.SendWelcomeReceivedPacket(); udpConnection = new UdpConnection(this, metaMonoBehaviours, packetsReceiver, GetTcpLocalEndpoint().Port); }
public void Connect() { tcpConnection = new TcpConnection(this, packetsReceiver, metaMonoBehaviours); udpConnection = null; IsConnected = true; }
public void Disconnect() { // This check and this variable is needed, because unity is not Closing instantly on Application.Quit(); if (!IsConnected) { return; } IsConnected = false; tcpConnection.tcpClient.Close(); tcpConnection = null; udpConnection.CloseConnection(); udpConnection = null; scenesManager.SwitchScene(Scene.MainMenu); playersManager.ClearPlayers(); Logger.LogEvent(LoggerSection.Connection, "Disconnected from the server"); }