public void Close() { Debuger.Log(LOG_TAG_MAIN, "Close()"); m_IsRunning = false; if (m_Game != null) { m_Game.Dispose(); m_Game = null; } if (m_Room != null) { m_Room.Dispose(); m_Room = null; m_RoomRPC = null; } if (m_GameSocket != null) { m_GameSocket.Dispose(); m_GameSocket = null; } if (m_ThreadMain != null) { m_ThreadMain.Interrupt(); m_ThreadMain = null; } DelAllSession(); }
public void Close() { MyLogger.Log(LOG_TAG_MAIN, "Close()"); isRunning = false; if (mGame != null) { mGame.Dispose(); mGame = null; } if (mRoom != null) { mRoom.Dispose(); mRoom = null; mRoomRPC = null; } if (mGameSocket != null) { mGameSocket.Dispose(); mGameSocket = null; } if (mThreadMain != null) { mThreadMain.Interrupt(); mThreadMain = null; } DelAllSession(); }
public void StopGame() { if (m_Game != null) { m_Game.Dispose(); m_Game = null; } }
public FSPGame StartGame() { if (m_Game != null) { m_Game.Dispose(); } m_Game = new FSPGame(); m_Game.Create(m_Param); return(m_Game); }
//======================================================================= //管理Game单局 public FSPGame CreateGame(uint gameId, int authId) { Debuger.Log("gameId:{0}, auth:{1}", gameId, authId); FSPGame game = new FSPGame(); game.Create(gameId, authId); m_mapGame.Add(gameId, game); return(game); }
public void ReleaseGame(uint gameId) { Debuger.Log("gameId:{0}", gameId); FSPGame game = m_mapGame[gameId]; if (game != null) { game.Release(); m_mapGame.Remove(gameId); } }