public static void DisconnectClients() { foreach (Client client in Server.clients.Values) { ServerSend.DisconnectPlayer(client.id); } Server.clients.Clear(); }
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(); }