private void OnAccept(bool ret) { string log = string.Format("battle {0} sub {1} connected!"); lock (LogList[LogType.INFO]) { LogList[LogType.INFO].Enqueue(log); } State = ServerState.Starting; BattleServerManager.BindServer(this); }
private void OnDisconnect() { lock (LogList) { string log = string.Format("battle {0} sub {1} disconnected", MainId, SubId); LogList[LogType.ERROR].Enqueue(log); UpdateLogList(); lock (this) { State = ServerState.DisConnect; BattleServerManager.DistoryServer(this); ResetMsgQueue(); State = ServerState.Stopped; } } }