internal RoomManager(uint maxusernum, uint thread_amount, uint room_amount)
 {
     thread_amount_ = thread_amount;
     room_amount_ = room_amount;
     roomthread_list_ = new RoomThread[thread_amount];
     user_pool_size_ = maxusernum;
     user_pool_ = new UserPool();
     thread_tick_interval_ = 50;
 }
Example #2
0
 internal RoomManager(uint maxusernum, uint thread_amount, uint room_amount)
 {
     thread_amount_        = thread_amount;
     room_amount_          = room_amount;
     roomthread_list_      = new RoomThread[thread_amount];
     user_pool_size_       = maxusernum;
     user_pool_            = new UserPool();
     thread_tick_interval_ = 50;
 }
Example #3
0
 internal RoomManager(uint maxusernum, uint thread_amount, uint room_amount, uint tick_interval, Connector conn)
 {
     thread_amount_        = thread_amount;
     room_amount_          = room_amount;
     roomthread_list_      = new RoomThread[thread_amount];
     user_pool_size_       = maxusernum;
     user_pool_            = new UserPool();
     dispatcher_           = new Dispatcher();
     thread_tick_interval_ = tick_interval;
     connector_            = conn;
 }
        public RoomManager(uint maxusernum, uint thread_amount, uint room_amount)
        {
            s_Instance = this;

            m_ThreadAmount       = thread_amount;
            m_RoomAmount         = room_amount;
            m_RoomThreadList     = new RoomThread[thread_amount];
            m_UserPoolSize       = maxusernum;
            m_UserPool           = new UserPool();
            m_ThreadTickInterval = 50;
        }
 internal RoomManager(uint maxusernum, uint thread_amount, uint room_amount, uint tick_interval, Connector conn)
 {
     thread_amount_ = thread_amount;
     room_amount_ = room_amount;
     roomthread_list_ = new RoomThread[thread_amount];
     user_pool_size_ = maxusernum;
     user_pool_ = new UserPool();
     dispatcher_ = new Dispatcher();
     thread_tick_interval_ = tick_interval;
     connector_ = conn;
 }
 internal bool Init(uint tick_interval, uint room_count,
                    UserPool userpool, Connector conn)
 {
     tick_interval_  = tick_interval;
     max_room_count_ = room_count;
     room_pool_.Init(max_room_count_);
     user_pool_            = userpool;
     connector_            = conn;
     preactive_room_count_ = 0;
     LogSys.Log(LOG_TYPE.DEBUG, "thread {0} init ok.", cur_thread_id_);
     return(true);
 }
        public RoomManager(uint maxusernum, uint thread_amount, uint room_amount, uint tick_interval, Connector conn)
        {
            s_Instance = this;

            m_ThreadAmount       = thread_amount;
            m_RoomAmount         = room_amount;
            m_RoomThreadList     = new RoomThread[thread_amount];
            m_UserPoolSize       = maxusernum;
            m_UserPool           = new UserPool();
            m_Dispatcher         = new Dispatcher();
            m_ThreadTickInterval = tick_interval;
            m_Connector          = conn;
        }
Example #8
0
 internal bool Init(int room_id, int scene_type, UserPool userpool, Connector conn)
 {
     LogSys.Log(LOG_TYPE.INFO, "[0] Room.Init {0} scene {1}", room_id, scene_type);
     cur_room_id_    = room_id;
     user_pool_      = userpool;
     connector_      = conn;
     can_close_time_ = 0;
     m_ActiveScene   = m_ScenePool.NewScene();
     LogSys.Log(LOG_TYPE.INFO, "[1] Room.Init {0} scene {1}", room_id, scene_type);
     m_ActiveScene.SetRoom(this);
     //场景数据加载由加载线程执行(注:场景没有加载完成,场景状态仍然是sleep,Scene.Tick不会有实际的动作)
     SceneLoadThread.Instance.QueueAction(m_ActiveScene.LoadData, scene_type);
     m_ActiveTime = TimeUtility.GetLocalMicroseconds();
     CurrentState = RoomState.Active;
     m_CanFinish  = false;
     LogSys.Log(LOG_TYPE.DEBUG, "Room Initialize: {0}  Scene: {1}", room_id, scene_type);
     return(true);
 }
Example #9
0
 public bool Init(int room_id, int scene_type, UserPool userpool, Connector conn)
 {
     LogSys.Log(LOG_TYPE.INFO, "[0] Room.Init {0} scene {1}", room_id, scene_type);
     m_RoomId                  = room_id;
     m_UserPool                = userpool;
     m_Connector               = conn;
     m_CanCloseTime            = 0;
     m_RoomUserMgr.Connector   = conn;
     m_RoomUserMgr.RoomId      = room_id;
     m_RoomUserMgr.LocalRoomId = (int)m_LocalID;
     m_RoomUserMgr.UserPool    = userpool;
     m_RoomUserMgr.ActiveScene = m_ScenePool.NewScene();
     LogSys.Log(LOG_TYPE.INFO, "[1] Room.Init {0} scene {1}", room_id, scene_type);
     m_RoomUserMgr.ActiveScene.SetRoomUserManager(m_RoomUserMgr);
     m_RoomUserMgr.ActiveScene.Init(scene_type);
     //场景数据加载由加载线程执行(注:场景没有加载完成,场景状态仍然是sleep,Scene.Tick不会有实际的动作)
     SceneLoadThread.Instance.QueueAction(m_RoomUserMgr.ActiveScene.LoadData, scene_type);
     OnInit();
     m_ActiveTime = TimeUtility.GetLocalMicroseconds();
     CurrentState = RoomState.Active;
     m_CanFinish  = false;
     LogSys.Log(LOG_TYPE.DEBUG, "Room Initialize: {0}  Scene: {1}", room_id, scene_type);
     return(true);
 }
 internal bool Init(uint tick_interval, uint room_count,
     UserPool userpool, Connector conn)
 {
     tick_interval_ = tick_interval;
     max_room_count_ = room_count;
     room_pool_.Init(max_room_count_);
     user_pool_ = userpool;
     connector_ = conn;
     preactive_room_count_ = 0;
     LogSys.Log(LOG_TYPE.DEBUG, "thread {0} init ok.", cur_thread_id_);
     return true;
 }
Example #11
0
 internal bool Init(int room_id, int scene_type, UserPool userpool, Connector conn)
 {
     LogSys.Log(LOG_TYPE.INFO, "[0] Room.Init {0} scene {1}", room_id, scene_type);
     cur_room_id_ = room_id;
     user_pool_ = userpool;
     connector_ = conn;
     can_close_time_ = 0;
     m_ActiveScene = m_ScenePool.NewScene();
     LogSys.Log(LOG_TYPE.INFO, "[1] Room.Init {0} scene {1}", room_id, scene_type);
     m_ActiveScene.SetRoom(this);
     //场景数据加载由加载线程执行(注:场景没有加载完成,场景状态仍然是sleep,Scene.Tick不会有实际的动作)
     SceneLoadThread.Instance.QueueAction(m_ActiveScene.LoadData, scene_type);
     m_ActiveTime = TimeUtility.GetLocalMicroseconds();
     CurrentState = RoomState.Active;
     m_CanFinish = false;
     LogSys.Log(LOG_TYPE.DEBUG, "Room Initialize: {0}  Scene: {1}", room_id, scene_type);
     return true;
 }