protected void Application_Start(object sender, EventArgs e) { #region 清理登录标记 engineBll.ClearLoginState(); #endregion #region modified by dean 找出过期的USER并停用AGENT&PLAYER StopChipIn(10*60*1000);//这里设定TIMER周期,根据现在的业务逻辑暂时设置为每10分钟执行一次 #endregion //CommonFunction.DirPath = Server.MapPath(@"~\Resource\"); CommonFunction.DirPath = ConfigurationManager.AppSettings["ResourceFile"]; //Todo Unit Test //betEngine = new BetEngineStub(); //Todo Integration Test betEngine = new BetEngine(); // 启动时查询 // 1.登录所有玩家 LoginPlayers(List<Player> 玩家列表); // 2.登录所有Agent LoginAgents(List<Agent> agent列表); // 3.Agent监测的ghost列表 RefreshGhosts(Agent agent对象,List<Ghost> ghosts agent监测的列表); // 4.设置player跟随的ghost(一对一) SetFollowRelationship(Player 玩家对象,Ghost 玩家跟注的ghost,Agent ghost所属的agent); List<Player> listPlayer = engineBll.getEnginePlayerFollowGhost(); List<Agent> listAgent = engineBll.getEngineAgent(); if (listPlayer.Count > 0) { betEngine.LoginPlayers(listPlayer); } if (listAgent.Count > 0) { betEngine.LoginAgents(listAgent); } if (listAgent.Count > 0) { for (int i = 0; i < listAgent.Count; i++) { if (listAgent[i].Id > 0 && engineBll.getEngineGhostByAgentID(listAgent[i].Id).Count > 0) betEngine.RefreshGhosts(listAgent[i], engineBll.getEngineGhostByAgentID(listAgent[i].Id)); } } if (listPlayer.Count > 0) { Ghost g = null; Agent a = null; for (int i = 0; i < listPlayer.Count; i++) { if (listPlayer[i].Attachment2Ghost != null && listPlayer[i].Attachment2Ghost.ghostId > 0) { g = engineBll.getEngineGhostByPlayerID(listPlayer[i].Attachment2Ghost.ghostId); if (g != null && g.ghostId > 0) { a = engineBll.getEngineAgentByID(g.Belong2Agent.Id); if (g.Belong2Agent != null && g.Belong2Agent.Id > 0 && a != null && a.Id > 0) betEngine.SetFollowRelationship(listPlayer[i], g, a); } } } } // 添加Agent // 2.登录所有Agent LoginAgents(List<Agent> agent列表); // 3.Agent监测的ghost列表 RefreshGhosts(Agent agent对象,List<Ghost> ghosts agent监测的列表); // 添加玩家 // 1.登录所有玩家 LoginPlayers(List<Player> 玩家列表); // 4.设置player跟随的ghost(一对一) SetFollowRelationship(Player 玩家对象,Ghost 玩家跟注的ghost,Agent ghost所属的agent); // 关闭agent //LogoutAgent(Agent agent) // 关闭player //LogoutPlayer(Player player) // player改变跟注ghost // 4.设置player跟随的ghost(一对一) SetFollowRelationship(Player 玩家对象,Ghost 玩家跟注的ghost,Agent ghost所属的agent); }