private void OnNetworkChannelConnected(NetworkChannelBase networkChannel, object userData) { if (m_NetworkConnectedEventHandler != null) { lock (m_NetworkConnectedEventHandler) { NetworkConnectedEventArgs networkConnectedEventArgs = NetworkConnectedEventArgs.Create(networkChannel, userData); m_NetworkConnectedEventHandler(this, networkConnectedEventArgs); ReferencePool.Release(networkConnectedEventArgs); } } }
/// <summary> /// 初始化网络连接成功事件的新实例。 /// </summary> /// <param name="e">内部事件。</param> public NetworkConnectedEventArgs(GameFramework.Network.NetworkConnectedEventArgs e) { NetworkChannel = e.NetworkChannel; UserData = e.UserData; }
//网络连接的回调 private void OnNetworkConnected(object sender, GameFramework.Network.NetworkConnectedEventArgs e) { m_EventComponent.Fire(this, ReferencePool.Acquire <NetworkConnectedEventArgs>().Fill(e)); }
private void OnNetworkConnected(object sender, GameFramework.Network.NetworkConnectedEventArgs e) { m_EventComponent.Fire(this, NetworkConnectedEventArgs.Create(e)); }
/// <summary> /// 填充网络连接成功事件 /// </summary> /// <param name="e">内部事件</param> /// <returns>网络连接成功事件</returns> public NetworkConnectedEventArgs Fill(GameFramework.Network.NetworkConnectedEventArgs e) { NetworkChannel = e.NetworkChannel; UserData = e.UserData; return(this); }