//------------------------------------------------------------
// 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;
}
}
}
}