Network.CloseConnection 关闭连接

static function CloseConnection (target : NetworkPlayer, sendDisconnectionNotification : bool) : void

Description描述

Close the connection to another system.

关闭与其他系统的连接。

/target/ defines which system to close the connection to. If we are a client the only possible connection to close is the server connection, if we are a server the target player will be kicked off. sendDisconnectionNotification, enables or disables notifications being sent to the other end. If disabled the connection is dropped, if not a disconnect notification is reliably sent to the remote party and there after the connection is dropped.

/target/定义连接到的目标系统将被关闭,如果我们是客户端,连接到服务器的连接将会关闭。如果我们是服务器,目标玩家将被踢掉。sendDisconnectionNotification启用或禁用通知将被发送到另一端。如果禁用,连接被丢弃,如果没有一个可靠断开通知发送给远端并且之后的连接将被丢弃。

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
	void OnGUI() {
		if (GUILayout.Button("Disconnect from server"))
			if (Network.connections.Length == 1) {
				Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port);
				Network.CloseConnection(Network.connections[0], true);
			} else
				if (Network.connections.Length == 0)
					Debug.Log("No one is connected");
				else
					if (Network.connections.Length > 1)
						Debug.Log("Too many connections. Are we running a server?");


		if (GUILayout.Button("Disconnect first player"))
			if (Network.connections.Length > 0) {
				Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port);
				Network.CloseConnection(Network.connections[0], true);
			}

	}
}
function OnGUI() {
	if (GUILayout.Button ("Disconnect from server")) {
		if (Network.connections.Length == 1) {
			Debug.Log("Disconnecting: "+
				Network.connections[0].ipAddress+":"+Network.connections[0].port);
			Network.CloseConnection(Network.connections[0], true);
		} else if (Network.connections.Length == 0)
			Debug.Log("No one is connected");
		else if (Network.connections.Length > 1)
			Debug.Log("Too many connections. Are we running a server?");
	}
	if (GUILayout.Button ("Disconnect first player")) {
		if (Network.connections.Length > 0) {
			Debug.Log("Disconnecting: "+
				Network.connections[0].ipAddress+":"+Network.connections[0].port);
			Network.CloseConnection(Network.connections[0], true);
		}
	}
}
Page last updated: 2011-4-2