private void WebSocket_Closed(Windows.Networking.Sockets.IWebSocket sender, Windows.Networking.Sockets.WebSocketClosedEventArgs args) { UnityEngine.Debug.Log("WebSocket_Closed; Code: " + args.Code + ", Reason: \"" + args.Reason + "\""); CoreApplication.Exit(); }
private void WebSocket_Closed(Windows.Networking.Sockets.IWebSocket sender, Windows.Networking.Sockets.WebSocketClosedEventArgs args) { Debug.Log($"Closing WebSocket: Code: {args.Code}, Reason: {args.Reason}"); // Add additional code here to handle the WebSocket being closed. }
private void WebSocket_Closed(Windows.Networking.Sockets.IWebSocket sender, Windows.Networking.Sockets.WebSocketClosedEventArgs args) { m_Error = "Closed"; FlowNetworkManager.log("WebSocket_Closed; Code: " + args.Code + ", Reason: \"" + args.Reason + "\""); // Add additional code here to handle the WebSocket being closed. }