//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 loyalsoft. All rights reserved. // Homepage: http://www.game7000.com/ // Feedback: http://www.game7000.com/ //------------------------------------------------------------ using System; using System.Runtime.InteropServices; namespace GameFramework { /// /// 引用池信息。 /// [StructLayout(LayoutKind.Auto)] public struct ReferencePoolInfo { private readonly Type m_Type; private readonly int m_UnusedReferenceCount; private readonly int m_UsingReferenceCount; private readonly int m_AcquireReferenceCount; private readonly int m_ReleaseReferenceCount; private readonly int m_AddReferenceCount; private readonly int m_RemoveReferenceCount; /// /// 初始化引用池信息的新实例。 /// /// 引用池类型。 /// 未使用引用数量。 /// 正在使用引用数量。 /// 获取引用数量。 /// 归还引用数量。 /// 增加引用数量。 /// 移除引用数量。 public ReferencePoolInfo(Type type, int unusedReferenceCount, int usingReferenceCount, int acquireReferenceCount, int releaseReferenceCount, int addReferenceCount, int removeReferenceCount) { m_Type = type; m_UnusedReferenceCount = unusedReferenceCount; m_UsingReferenceCount = usingReferenceCount; m_AcquireReferenceCount = acquireReferenceCount; m_ReleaseReferenceCount = releaseReferenceCount; m_AddReferenceCount = addReferenceCount; m_RemoveReferenceCount = removeReferenceCount; } /// /// 获取引用池类型。 /// public Type Type { get { return m_Type; } } /// /// 获取未使用引用数量。 /// public int UnusedReferenceCount { get { return m_UnusedReferenceCount; } } /// /// 获取正在使用引用数量。 /// public int UsingReferenceCount { get { return m_UsingReferenceCount; } } /// /// 获取获取引用数量。 /// public int AcquireReferenceCount { get { return m_AcquireReferenceCount; } } /// /// 获取归还引用数量。 /// public int ReleaseReferenceCount { get { return m_ReleaseReferenceCount; } } /// /// 获取增加引用数量。 /// public int AddReferenceCount { get { return m_AddReferenceCount; } } /// /// 获取移除引用数量。 /// public int RemoveReferenceCount { get { return m_RemoveReferenceCount; } } } }