/// <summary>
        ///
        /// 进入2~6人后处理的
        /// </summary>
        /// <param name="tablenum"></param>
        /// <param name="userList"></param>
        public BullFight100Table(int gameid, BaseRoom _room2, int tablenum, BullFight100User _firstUser, cs_enterroom _data)
        {
            _numpertable = 1;
            _roomid      = _room2.mRoomID;
            _room        = _room2 as BullFight100Room;
            _tableid     = tablenum;
            _baseMoney   = 1;
            _bankpos     = 1;
            if (_DicPos2User == null)
            {
                _DicPos2User = new ConcurrentDictionary <int, BullFight100User>();
            }
            ConcurrentDictionary <int, BaseUser> _temppos2user = new ConcurrentDictionary <int, BaseUser>();

            _quePosGetBanker = new ConcurrentQueue <int>();
            _quePosGetBanker.Enqueue(_bankpos); //================测试数据
            _firstUser._tableID = tablenum;     //赋值桌子号

            _DicPos2User.TryAdd(1, _firstUser); //1~3表示位置
            _temppos2user.TryAdd(1, _firstUser);
            _masterPos = 1;                     //房主,只做建房用

            _judge = new BullFight100Judge(this);
            _judge.InitiArgs(_data);
            base._gametype = _judge._gametype;
            _tableMaxCount = _judge.GetTableorBankerMaxCount;

            _TurnWaitTime = 15;

            base.Initi(_temppos2user, _judge._minLimit, _judge._maxLimit, gameid, BF100SendDataServer.instance, DoTableTimer);
            base.EnterTable();

            _strStatus = "BullFightTable...1";
        }
 /// <summary>
 /// 重置此桌信息
 /// </summary>
 public void Reset(bool _no_again)
 {
     lock (objLock)
     {
         _strStatus = "Reset...     ";
         ForeashAllDo((i) =>
         {
             BullFight100User _tempuser     = _DicPos2User[i];
             _tempuser._isBanker            = false;
             _tempuser._isGetBanker         = false;
             _tempuser._bulltype            = PokerBullFightType.Bull_No;
             _tempuser._pos2Gameble         = new Dictionary <int, int>();
             _tempuser._gambleTotal         = 0;
             _tempuser._showCardList        = new List <int>();
             _tempuser._SysDealTimeOutCount = 0;
             _tempuser._gambletime          = DateTime.Now.AddYears(100);
             // _tempuser._WaitClientLimitCount = 0;
         });
         base.ResetBase(_no_again);
         ForeashAllDo((i) =>
         {
             if (i <= 2)
             {
                 return;
             }
             BullFight100User _tempu;
             _DicPos2User.TryRemove(i, out _tempu);
         });
         //不在的用户处理掉
         ForeashAllDo((i) =>
         {
             if (!_pos2userbase.ContainsKey(i))
             {
                 BullFight100User _tempu;
                 _DicPos2User.TryRemove(i, out _tempu);
             }
         });
         if (_numpertable < base._num_min)
         {
             _tablestatus = TableStatusEnum.WaitforReady;  //人数不够了,,停止下局的自动准备
         }
         if (_no_again)
         {
             _DicPos2User = null;
             _judge       = null;
             BullFight100Room myr = BullFight100Lobby.instance.GetRoomByRoomID(_roomid);
             if (myr != null)
             {
                 myr.ResetTableByTableID(_tableid);
             }
             _tableid = 0;
         }
         else
         {                                                                                              //金币模式 才需要自动开始
             ForeashAllDo((i) => { _DicPos2User[i].SetTimeOutAction(1, "sc_tablestart_bf100_n", 1); }); //自动开始下一步         Start();
         }
     }
 }