internal User() { peer_ = new RoomPeer(); dispatcher_ = new Dispatcher(); IsEntered = false; IsDebug = false; IsReady = false; m_UserControlState = (int)GameFramework.UserControlState.User; }
internal RoomManager(uint maxusernum, uint thread_amount, uint room_amount, uint tick_interval, Connector conn) { thread_amount_ = thread_amount; room_amount_ = room_amount; roomthread_list_ = new RoomThread[thread_amount]; user_pool_size_ = maxusernum; user_pool_ = new UserPool(); dispatcher_ = new Dispatcher(); thread_tick_interval_ = tick_interval; connector_ = conn; }
internal Room() { dispatcher_ = new Dispatcher(); seat_player_dict_ = new MyDictionary<string, uint>(); disconnected_users_ = new List<User>(); request_delete_users_ = new List<User>(); can_close_time_ = 0; room_users_ = new List<User>(); for (int i = 0; i < room_observers_.Length; ++i) { room_observers_[i] = new Observer(); room_observers_[i].OwnRoom = this; } }