/// <summary>
 /// 对象池信息
 /// </summary>
 private void OnCommand_Pools(string[] param)
 {
     NetChannelPools.ToString(true);
     UserTokenPools.ToString(true);
     IOCPClientSocket.ToString(true);
     IOCPServerSocket.ToString(true);
     SendRecvBufferPools.ToString(true);
     PacketPools.ToString(true);
     ObjectPools.ToString(true);
     CommonObjectPools.ToString(true);
 }
Example #2
0
 /// <summary>
 /// 对象池信息
 /// </summary>
 private void OnCommand_Pools(string[] param)
 {
     NetChannelPools.ToString(true);
     UserTokenPools.ToString(true);
     IOCPClientSocket.ToString(true);
     IOCPServerSocket.ToString(true);
     SendRecvBufferPools.ToString(true);
     PacketPools.ToString(true);
     ObjectPools.ToString(true);
     CommonObjectPools.ToString(true);
     Console.WriteLine("缓存账号数量:" + AccountCacheManager.Instance.GetCacheCount());
 }
        public long Connect(string ip, ushort port, BaseNet.OnConnectedFunction connected, BaseNet.OnReceiveFunction receive, BaseNet.OnCloseFunction close)
        {
            OnConnected = connected;
            OnReceive   = receive;
            OnClose     = close;

            m_socket            = new IOCPClientSocket();
            m_socket.OnOpen    += OnAcceptConnect;
            m_socket.OnMessage += OnMessageReveived;
            m_socket.OnClose   += OnConnectClose;
            m_socket.Connect(ip, port);

            return(m_conn_idx);
        }
 public override void Destroy()
 {
     if (m_socket != null)
     {//socket只有外部调用时才主动关闭,否则底层会先自己关闭
         m_socket.Close();
         m_socket = null;
     }
     if (m_channel != null)
     {
         m_channel.Destroy();
         NetChannelPools.Despawn(m_channel);
         m_channel = null;
     }
     base.Destroy();
 }
Example #5
0
        /// <summary>
        /// 对象池信息
        /// </summary>
        private void OnCommand_Pools(string[] param)
        {
            NetChannelPools.ToString(true);
            UserTokenPools.ToString(true);
            IOCPClientSocket.ToString(true);
            IOCPServerSocket.ToString(true);
            SendRecvBufferPools.ToString(true);
            PacketPools.ToString(true);
            ObjectPools.ToString(true);
            CommonObjectPools.ToString(true);

            int unit_count     = UnitManager.Instance.GetUnitCount();
            int relation_count = RelationManager.Instance.GetMemberCount();

            Console.WriteLine("缓存玩家数量:" + unit_count + " 缓存关系数量:" + relation_count);
        }