我会解释,但代码可以比我更好地解释它。
我正在尝试获取 2 个变量的值
我在它的类上创建一个新对象并使用它的成员,我从数据包中设置它们的值。
每当我尝试访问它们时,我都会发现它们为零,这对我来说没有意义。
这是与问题相关的代码的重要部分
public class PacketHandler
{
.
. dots means unrelated long code
.
public PacketHandler()
{
}
public ushort actualX { get; set; }
public ushort actualY { get; set; }
.
.
.
case 10010:
{
if (BitConverter.ToUInt16(data, 8) == 1002)
{
actualX = BitConverter.ToUInt16(data, 24);
actualY = BitConverter.ToUInt16(data, 26);
}
break;
这是我试图获得价值的另一类
public class ClientBase
{
GameUser role2;
PacketHandler ph = new PacketHandler(); <<<<<<<<
public ClientBase(GameUser role)
{
role2 = role;
Thread T = new Thread(HuntThread) { Name = "Hunt Thread" };
T.Start(this);
Console.WriteLine("with name : " +T.Name + " with execution context : "+T.ExecutionContext +" with state : "+ T.IsAlive + " with id : " + T.ManagedThreadId);
T.Join();
}
Monster GetNextkill()
{
Monster CurrentTarget = null;
foreach (KeyValuePair<uint, Monster> Pair in Dictionary.Clone(Dictionary.Monsters))
{
CurrentTarget = Pair.Value;
}
return CurrentTarget;
}
public void HuntThread(object Sender)
{
try
{
ClientBase Client = Sender as ClientBase;
while (true)
{
Monster Target = GetNextkill();
if (Target != null)
{
Thread.Sleep(1000);
ProxyParadise.Network.Packets.PacketStructure ps = new ProxyParadise.Network.Packets.PacketStructure();
ps.__Packet10010(Target.X, Target.Y, role2, "normal", "server", ph.actualX, ph.actualY); <<<<< i get zeros at the ph.actualX/Y
Thread.Sleep(1000);
ps.__Packet10010(Target.X, Target.Y, role2, "sdasdsa", "client", role2.X, role2.Y);
Thread.Sleep(1000);
ps.__Packet1022NONEXP(Target.UID, Target.X , Target.Y, role2);
Dictionary.Monsters.SafeRemove(Target.UID);
如果我听起来很愚蠢,请原谅我,为了更清楚,我想要一种在新线程中通过类传输数据的正确方法。
请尝试将其应用于此示例以便更好地理解。
有一个美好的一天