private void RegistBattleServer(INetworkChannel networkChannel)
        {
            _clientChannel = networkChannel;
            var msg = RegisterBattleServerMessage.Allocate();

            msg.Id            = SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.Id;
            msg.Ip            = SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.Ip;
            msg.GameMapId     = SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.MapId;
            msg.RoomPort      = SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.HallRoomServer.ListenPort;
            msg.BattleTcpPort = SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.BattleServer.TcpPort;
            msg.BattleUdpPort = SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.BattleServer.UdpPort;

            _logger.InfoFormat("Register  Battle Server, Id {0} Ip {1} GameMap Id {2} Room Port {3}, Tcp {4} Udp {5}",
                               msg.Id, msg.Ip, msg.GameMapId, msg.RoomPort, msg.BattleTcpPort, msg.BattleUdpPort);

            SendRegisterBattleServerMessage(msg);
            //空闲状态
            //            UpdateBattleServerStatus(0);
        }
 private void SendRegisterBattleServerMessage(RegisterBattleServerMessage msg)
 {
     SendAndReleaseMessage(_clientChannel, RpcMessageType.RegisterBattleServer, msg);
 }