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NetworkServer.DisconnectAllExternalConnections moved into DisconnectAll, because that's what it actually does.
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@ -507,16 +507,8 @@ internal static bool GetNetworkIdentity(GameObject go, out NetworkIdentity ident
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// disconnect //////////////////////////////////////////////////////////
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// disconnect //////////////////////////////////////////////////////////
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/// <summary>Disconnect all connections, including the local connection.</summary>
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/// <summary>Disconnect all connections, including the local connection.</summary>
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public static void DisconnectAll()
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{
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DisconnectAllExternalConnections();
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localConnection = null;
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active = false;
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}
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/// <summary>Disconnect all currently connected clients except the local connection.</summary>
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// synchronous: handles disconnect events and cleans up fully before returning!
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// synchronous: handles disconnect events and cleans up fully before returning!
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public static void DisconnectAllExternalConnections()
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public static void DisconnectAll()
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{
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{
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// disconnect and remove all connections.
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// disconnect and remove all connections.
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// we can not use foreach here because if
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// we can not use foreach here because if
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@ -540,18 +532,24 @@ public static void DisconnectAllExternalConnections()
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// waiting for the Transport's callback.
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// waiting for the Transport's callback.
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// -> it has checks to only run once.
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// -> it has checks to only run once.
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// call OnDisconnected unless local player in host mode
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// call OnDisconnected unless local player in host mod
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// TODO unnecessary check?
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if (conn.connectionId != NetworkConnection.LocalConnectionId)
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if (conn.connectionId != NetworkConnection.LocalConnectionId)
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OnTransportDisconnected(conn.connectionId);
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OnTransportDisconnected(conn.connectionId);
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}
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}
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// TODO this technically clears the local connection too.
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// cleanup
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// which the function name would not suggest.
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connections.Clear();
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connections.Clear();
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localConnection = null;
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active = false;
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}
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}
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[Obsolete("DisconnectAllConnections was renamed to DisconnectAllExternalConnections because that's what it does.")]
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/// <summary>Disconnect all currently connected clients except the local connection.</summary>
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public static void DisconnectAllConnections() => DisconnectAllExternalConnections();
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[Obsolete("Call NetworkClient.DisconnectAll() instead")]
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public static void DisconnectAllExternalConnections() => DisconnectAll();
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[Obsolete("Call NetworkClient.DisconnectAll() instead")]
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public static void DisconnectAllConnections() => DisconnectAll();
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// add/remove/replace player ///////////////////////////////////////////
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// add/remove/replace player ///////////////////////////////////////////
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/// <summary>Called by server after AddPlayer message to add the player for the connection.</summary>
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/// <summary>Called by server after AddPlayer message to add the player for the connection.</summary>
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@ -360,9 +360,8 @@ public void RemoveConnectionTest()
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}
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}
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[Test]
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[Test]
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public void DisconnectAllConnectionsTest()
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public void DisconnectAllTest_RemoteConnection()
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{
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{
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// listen
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// listen
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NetworkServer.Listen(1);
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NetworkServer.Listen(1);
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(0));
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(0));
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@ -373,7 +372,7 @@ public void DisconnectAllConnectionsTest()
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(1));
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(1));
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// disconnect all connections
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// disconnect all connections
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NetworkServer.DisconnectAllExternalConnections();
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NetworkServer.DisconnectAll();
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// update transports. OnTransportDisconnected should be fired and
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// update transports. OnTransportDisconnected should be fired and
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// clear all connections.
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// clear all connections.
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@ -382,9 +381,8 @@ public void DisconnectAllConnectionsTest()
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}
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}
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[Test]
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[Test]
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public void DisconnectAllTest()
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public void DisconnectAllTest_LocalConnection()
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{
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{
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// listen
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// listen
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NetworkServer.Listen(1);
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NetworkServer.Listen(1);
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(0));
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(0));
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