UnityEngine.Networking.NetworkConnection.Disconnect C# (CSharp) Method

Disconnect() public method

Disconnects this connection.

public Disconnect ( ) : void
return void
        public void Disconnect()
        {
            this.address = "";
            this.isReady = false;
            ClientScene.HandleClientDisconnect(this);
            if (this.hostId != -1)
            {
                byte num;
                NetworkTransport.Disconnect(this.hostId, this.connectionId, out num);
                this.RemoveObservers();
            }
        }

Usage Example

コード例 #1
0
 public bool ReconnectToNewHost(string serverIp, int serverPort)
 {
     if (!active)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("Reconnect - NetworkClient must be active");
         }
         return(false);
     }
     if (m_Connection == null)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("Reconnect - no old connection exists");
         }
         return(false);
     }
     if (LogFilter.logInfo)
     {
         Debug.Log("NetworkClient Reconnect " + serverIp + ":" + serverPort);
     }
     ClientScene.HandleClientDisconnect(m_Connection);
     ClientScene.ClearLocalPlayers();
     m_Connection.Disconnect();
     m_Connection = null;
     m_ClientId   = NetworkTransport.AddHost(m_HostTopology, m_HostPort);
     m_ServerPort = serverPort;
     if (Application.platform == RuntimePlatform.WebGLPlayer)
     {
         m_ServerIp     = serverIp;
         m_AsyncConnect = ConnectState.Resolved;
     }
     else if (serverIp.Equals("127.0.0.1") || serverIp.Equals("localhost"))
     {
         m_ServerIp     = "127.0.0.1";
         m_AsyncConnect = ConnectState.Resolved;
     }
     else
     {
         if (LogFilter.logDebug)
         {
             Debug.Log("Async DNS START:" + serverIp);
         }
         m_AsyncConnect = ConnectState.Resolving;
         Dns.BeginGetHostAddresses(serverIp, GetHostAddressesCallback, this);
     }
     return(true);
 }
All Usage Examples Of UnityEngine.Networking.NetworkConnection::Disconnect