示例#1
0
 internal RoomManager(uint thread_amount, uint room_amount)
 {
     thread_amount_        = thread_amount;
     room_amount_          = room_amount;
     roomthread_list_      = new RoomThread[thread_amount];
     user_pool_size_       = thread_amount * room_amount * 3;
     user_pool_            = new UserPool();
     thread_tick_interval_ = 50;
 }
示例#2
0
 internal RoomManager(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_       = thread_amount * room_amount * 3;
     user_pool_            = new UserPool();
     dispatcher_           = new Dispatcher();
     thread_tick_interval_ = tick_interval;
     connector_            = conn;
 }
示例#3
0
 internal bool Init(uint tick_interval, uint room_count,
                    UserPool userpool, Connector conn)
 {
     tick_interval_  = tick_interval;
     max_room_count_ = room_count;
     room_pool_.Init(max_room_count_);
     user_pool_            = userpool;
     connector_            = conn;
     preactive_room_count_ = 0;
     LogSys.Log(LOG_TYPE.DEBUG, "thread {0} init ok.", cur_thread_id_);
     return(true);
 }
示例#4
0
        internal bool Init(int room_id, int scene_type, UserPool userpool, Connector conn)
        {
            LogSys.Log(LOG_TYPE.INFO, "[0] Room.Init {0} scene {1}", room_id, scene_type);
            cur_room_id_    = room_id;
            user_pool_      = userpool;
            connector_      = conn;
            can_close_time_ = 0;
            //todo:以后需要根据房间类型从配置文件读取场景列表,这里先构造一个用了
            m_ActiveScene = 0;
            Scene scene = m_ScenePool.NewScene();

            LogSys.Log(LOG_TYPE.INFO, "[1] Room.Init {0} scene {1}", room_id, scene_type);
            scene.SetRoom(this);
            //场景数据加载由加载线程执行(注:场景没有加载完成,场景状态仍然是sleep,Scene.Tick不会有实际的动作)
            SceneLoadThread.Instance.QueueAction(scene.LoadData, scene_type);
            m_Scenes.Add(scene);
            this.CurrentState = RoomState.Active;
            LogSys.Log(LOG_TYPE.DEBUG, "Room Initialize: {0}  Scene: {1}", room_id, scene_type);
            return(true);
        }