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;
         }
     }
 }