public void record(LocalIOManager persist) { if (persist != null) { mType = DataType.CRASH_TYPE; persist.AppendToLocalFileSystem(this, NO_ENCRYPT); } }
public void save(LocalIOManager persist, HttpDataNoElement[] data) { if (data != null) { httpNo = data; mType = DataType.HTTP_COMPLETE; KindOfRelevant = Relevant.AccountRelevant; persist.WriteToLocalFileSystem(this, AES_ENCRYPT); } }
public static void load(LocalIOManager persist, out Dictionary <int, int> HttpDataNo) { HttpDataNo = new Dictionary <int, int>(); HttpData_No db = persist.ReadFromLocalFileSystem(DataType.HTTP_COMPLETE, DataObject.Relevant.AccountRelevant, AES_ENCRYPT) as HttpData_No; if (db != null) { foreach (HttpDataNoElement element in db.httpNo) { HttpDataNo.Add(element.act, element.no); } } }
/// <summary> /// Initialize this instance. /// We must follow special sequnce. /// 仅且仅初始化一次 /// </summary> public static void Initialize(EngineCfg cfg) { ConsoleEx.DebugLog("Core Engine is initializing ....", ConsoleEx.YELLOW); //Initial sequnce DevFSM = DeviceFSM.Instance; GameFSM = GamePlayFSM.Instance; EngCfg = cfg; if (GameFSM.InitOK == Consts.FAILURE) { //Have one NetMQContext ONLY. This will be used to created ALL sockets within the process. ZeroMQ = NetMQContext.Create(); //DataPersisteManager should be initialize first. and tell the non-account path DPM = LocalIOManager.getInstance(DeviceInfo.PersistRootPath); //Unity UI Basically Manager EntityMgr = new EntityManager(); //Timer should run. TimerEng = new TimerMaster(); //Sound manager. SoundEng = SoundEngine.GetSingleton(); //EventCenter must initialize later than Network Engine NetEng = new NetworkEngine(); //EventCenter also must initialize later than Aysnc Engine AsyncEng = AsyncTask.Current; //Coroutine Coroutine = CoroutineProvider.Instance(); EVC = new EventCenter(NetEng.httpEngine, NetEng.SockEngine, EntityMgr); ResEng = new Loader(); Data = new DataCore(); //register some vars. CoreParam(); } else { //TODO: 此分支是初始化一次OK后,注销之后进入的分支情况 } RegisterInterface(); ConsoleEx.DebugLog("Core Engine is initialized ....", ConsoleEx.YELLOW); GameFSM.OnInitOk(); }
public HttpData_Completeness(LocalIOManager persist) { persistManager = persist; HttpData_No.load(persistManager, out HttpDataNo); }