이름 |
설명 |
AbstractAiStateLogic |
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AbstractSceneLogic |
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AbstractScriptBehavior |
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AccountInfo |
玩家账号数据 |
AccountSystem |
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AiData_ForMoveCommand |
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AiData_ForPatrolCommand |
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AiData_General |
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AiData_Leader |
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AiLogicManager |
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AiLogicUtility |
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AiLogic_Npc_DslLogic |
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AiLogic_Npc_General |
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AiLogic_Npc_Leader |
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AiLogic_Npc_Member |
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AiPathData |
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AiStateInfo |
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AiStoryInstanceInfo |
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AiSystem |
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AiViewManager |
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AiViewModelManager |
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AiView_NpcGeneral |
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AssetBundleManager |
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AttrCalculator |
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BinaryTable |
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BinaryTable.FileHeader |
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BlackBoard |
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CharacterProperty |
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CharacterStateUtility |
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CityRoomInfo |
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CitySceneInfo |
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ClientInfo |
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ClientModule |
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CombatStatisticInfo |
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Connector |
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DataDML |
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DataSyncUtility |
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DbThread |
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DbThreadManager |
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DefaultMsgHandler |
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Dispatcher |
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DslUtility |
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EnterHandler |
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EntityController |
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EntityDrawGizmos |
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EntityInfo |
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EntityInfo.AttackerInfo |
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EntityManager |
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EntityViewModel |
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EntityViewModelManager |
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FriendInfo |
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GameControler |
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GameControler.Logger |
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Geometry |
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Geometry3D |
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GfxSkillSenderInfo |
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GlobalData |
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GlobalProcessThread |
全局数据(非玩家拥有的数据)处理线程,在这里处理邮件、远征、帮会等数据。 |
GlobalSaveCounter |
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GlobalVariables |
这里放客户端与服务器存在差异的变量值,供各公共模块使用(如果是各模块所需的逻辑数据,则不要放在这里,独立写读表器)。 |
GuidInfo |
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GuidSystem |
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HomePath |
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ImpactInfo |
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ItemBag |
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ItemInfo |
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JsonGmMessageDispatcher |
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JsonMessage |
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JsonMessageHandlerInfo |
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KdObjectTree |
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KdObjectTree.KdTreeNode |
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KdTreeObject |
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KeyString |
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LogSystem |
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MailInfo |
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MailItem |
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MailState |
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MailStateInfo |
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MailSystem |
本邮件系统支持的邮件都是由系统发送,分为2类邮件:全员邮件与个人邮件。 邮件都保存在邮件系统时,不保存到人身上。 全员邮件邮件系统为所有人保存一份,每个人记录已经收取过的全员邮件(邮件打开后点击收取按钮为收取,查看邮件不会收取,通常只有带附件的邮件可以收取)。 |
Md5Utilify |
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MemberInfo |
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MerchandiseLogicManager |
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MovementStateInfo |
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MovementSystem |
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Msg_CR_DlgClosedHandler |
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Msg_CR_GiveUpBattleHandler |
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Msg_CR_GmCommandHandler |
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Msg_CR_OperateModeHandler |
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Msg_CR_QuitHandler |
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Msg_CR_StopSkillHandler |
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Msg_CR_UserMoveToPosHandler |
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NicknameInfo |
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NicknameSystem |
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NodeMessage |
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NodeMessageDispatcher |
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NodeMessageHandlerInfo |
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NodeMessageInfo |
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NodeMessageManager |
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NodeMessageThread |
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Observer |
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OperationMeasure |
!!!注意,这个类实例会在多个线程里调用。 |
OperationMeasure.OperationInfo |
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Platform |
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PredefinedSkill |
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ProtoHelper |
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QueueingThread |
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QueueingThread.LoginInfo |
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ResourceReadProxy |
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Room |
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RoomManager |
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RoomPool |
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RoomThread |
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SandClockLogicInfo |
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Scene |
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Scene.GameTimeUtil |
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SceneContextInfo |
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SceneLoadThread |
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SceneLogicConfig |
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SceneLogicInfo |
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SceneLogicInfoManager |
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SceneLogicManager |
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SceneLogicSystem |
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SceneLogicViewManager |
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SceneLogicViewModelManager |
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SceneLogicViewModel_General |
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SceneLogicView_General |
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SceneLogic_SandClock |
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SceneLogic_Timeout |
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ScenePool |
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SceneProfiler |
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ServerSkillSystem |
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ServerSkillSystem.SkillInstanceInfo |
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ServerSkillSystem.SkillLogicInfo |
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ServerStorySystem |
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SkillInfo |
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SkillStateInfo |
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SpaceInfoView |
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SpriteManager |
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StoryListenFlagUtility |
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StoryMessageHandler |
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SwitchDebugHandler |
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TableAccountWrap |
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TableActivationCodeWrap |
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TableConfigUtility |
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TableGlobalDataWrap |
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TableGlobalParamWrap |
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TableGuidWrap |
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TableMailInfoWrap |
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TimeSnapshot |
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TimeUtility |
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TimeoutLogicInfo |
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Txt2Binary |
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UiResourceSystem |
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UseSkillHandler |
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User |
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UserInfo |
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UserPool |
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UserProcessScheduler |
玩家数据处理调度器,玩家数据请求将被放到并行的若干个线程里进行处理。 有2类线程: 1、由GetUserThread().QueueAction或DefaultUserThread.QueueAction调用发起的操作,此时执行线程无法指定。 2、调度器内部实例化一个线程,用以进行必须在一个线程里进行的操作。(未对外提供接口,目前假定用于为1中操作需要有序的服务。) |
UserServer |
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UserThread |
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