/// <summary> /// 保存基础信息, 仅供查看, 如果不想看的话, 根本不用保存 /// </summary> /// <param name="piir"></param> public void SavePlayerDebugInfo(PlayerInfoInRoom piir) { string tableName = $"MAP:{RoomId}"; string keyName = $"Infos"; string info = $"Total City Count:{UrbanManager.AllCities.Count} | Total Actor Count:{ActorManager.AllActors.Count} | Total Res Count:{ResManager.AllRes.Count}"; ServerRoomManager.Instance.Redis.CSRedis.HSet(tableName, keyName, info); // 本玩家身上的物体的数量 if (piir == null) { ServerRoomManager.Instance.Log("RoomLogic SavePlayerDebugInfo Error - player not found!"); return; } long ownerId = piir.Enter.TokenId; keyName = $"Infos-{ownerId}"; info = $"City Count:{UrbanManager.CountOfThePlayer(ownerId)}/{UrbanManager.AllCities.Count} | Actor Count:{ActorManager.CountOfThePlayer(ownerId)}/{ActorManager.AllActors.Count} | Res Count:{ResManager.AllRes.Count}"; ServerRoomManager.Instance.Redis.CSRedis.HSet(tableName, keyName, info); }