public PlayerSession GetSession(string sessionToken) { PlayerSession session; if (!PlayerSessions.TryGetValue(sessionToken, out session)) { session = PlayerSessions[sessionToken] = new PlayerSession(sessionToken); } return session; }
/// <summary> /// 返回一个动态创建的Actor,供客户端连接 /// </summary> /// <param name="session">Session.</param> //public ActorNodeConfig GetGameActor(PlayerSession session, int mapId) //{ // ActorRunner actorRunner; // if (!SubActors.TryGetValue(mapId, out actorRunner)) // { // var actorNodeConf = _actor.Conf.Clone(); // actorRunner = SubActors[mapId] = ActorRunner.Run(actorNodeConf); // 启动一个Actor // } // return actorRunner.Actor.Conf; //} public Task <bool> UserLogout(PlayerSession session) { return(null); }
/// <summary> /// 返回一个动态创建的Actor,供客户端连接 /// </summary> /// <param name="session">Session.</param> //public ActorNodeConfig GetGameActor(PlayerSession session, int mapId) //{ // ActorRunner actorRunner; // if (!SubActors.TryGetValue(mapId, out actorRunner)) // { // var actorNodeConf = _actor.Conf.Clone(); // actorRunner = SubActors[mapId] = ActorRunner.Run(actorNodeConf); // 启动一个Actor // } // return actorRunner.Actor.Conf; //} public Task<bool> UserLogout(PlayerSession session) { return null; }