/// <summary> /// 创建网络连接关闭事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的网络连接关闭事件。</returns> public static NetworkClosedEventArgs Create(GameFramework.Network.NetworkClosedEventArgs e) { NetworkClosedEventArgs networkClosedEventArgs = ReferencePool.Acquire <NetworkClosedEventArgs>(); networkClosedEventArgs.NetworkChannel = e.NetworkChannel; return(networkClosedEventArgs); }
private void OnNetworkChannelClosed(NetworkChannelBase networkChannel) { if (m_NetworkClosedEventHandler != null) { lock (m_NetworkClosedEventHandler) { NetworkClosedEventArgs networkClosedEventArgs = NetworkClosedEventArgs.Create(networkChannel); m_NetworkClosedEventHandler(this, networkClosedEventArgs); ReferencePool.Release(networkClosedEventArgs); } } }
/// <summary> /// 填充网络连接关闭事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>网络连接关闭事件。</returns> public NetworkClosedEventArgs Fill(GameFramework.Network.NetworkClosedEventArgs e) { NetworkChannel = e.NetworkChannel; return(this); }
private void OnNetworkClosed(object sender, GameFramework.Network.NetworkClosedEventArgs e) { m_EventComponent.Fire(this, NetworkClosedEventArgs.Create(e)); }
private void OnNetworkClosed(object sender, GameFramework.Network.NetworkClosedEventArgs e) { this.m_EventComponent.Fire(this, ReferencePool.Acquire <NetworkClosedEventArgs>().Fill(e)); }
/// <summary> /// 初始化网络连接关闭事件的新实例。 /// </summary> /// <param name="e">内部事件。</param> public NetworkClosedEventArgs(GameFramework.Network.NetworkClosedEventArgs e) { NetworkChannel = e.NetworkChannel; }