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/*
Sog 游戏基础库
2016 by zouwei
*/
using System;
using System.Collections.Generic;
using Sog;
namespace Battle
{
public class BattleCheckStat
{
// 最近一分钟的统计数据, 包含arena
public long battleNum;
public long checkSuccBattleNum;
public long maxCheckTimeMs;
public long maxLogicTimeMs;
public long maxMainlandId;
public long battleLogicTimeMs;
public long battleCheckTimeMs;
// 竞技场
public long arenaNum;
public long checkSuccArenaNum;
// 服务器启动至今的统计数据
public long battleNum_total;
public long checkSuccBattleNum_total;
public long maxCheckTimeMs_total;
public long maxLogicTimeMs_total;
public long maxMainlandId_total;
public long battleLogicTimeMs_total;
public long battleCheckTimeMs_total;
// 竞技场
public long arenaNum_total;
public long checkSuccArenaNum_total;
public Dictionary<int, long> errorCount = new Dictionary<int, long>();
public Dictionary<long, long> appVersionFailCount = new Dictionary<long, long>();
public Dictionary<int, long> enterMainlandNum = new Dictionary<int, long>();
public long totalMainlandNum = 0;
public Dictionary<int, long> enterArenaNum = new Dictionary<int, long>();
public long totalArenaNum = 0;
}
public class BattleServerData : IServerDataObj
{
public ServerApp m_app;
public StructPacketSender m_packetSender;
// 后续把App.StopStage修改成为3个阶段,就可以不用这个flag了
public int forceLeaveOnSvrStop;
//对象ID,递增就可以了,简单点
public uint m_ObjID = 0;
public BattleCheckStat battleCheckStat;
public int m_battleVersion = 0;
public BattleServerData(ServerApp app)
{
m_app = app;
m_packetSender = new StructPacketSender();
m_packetSender.Init(app.ServerID, app.GetCluster());
battleCheckStat = new BattleCheckStat();
}
public override int GetDataType()
{
return BattleDataObjType.BattleServerData;
}
}
}