我遇到了这个问题:
第20行(LOOT_FromContainer(容器)我需要将其用作Invoke
,因为我想要执行的进程需要一些时间,因此ServerMessageHandler将无法处理它...
如果我只是将该行重写为LOOT_FromContainer.BeginInvoke(container);
,那么我有这个错误:
错误CS0119:'LOOT.LOOT_FromContainer(Phoenix.Serial)'是'方法', 这在给定的上下文中无效
我是C#的新手,来自PHP,关于Invoke
我真的不太了解。我一直试图解决这个问题几天,甚至谷歌帮助......
[ServerMessageHandler(0x3C)]
public CallbackResult ContainerContains(byte[] data, CallbackResult prevResult)
{
PacketReader reader = new PacketReader(data);
reader.Skip(3);
ushort len = reader.ReadUInt16();
for (int i = 0; i < len; i++)
{
Serial serial = (Serial)(reader.ReadUInt32());
ushort graphic = (ushort)(reader.ReadUInt16());
reader.Skip(7);
Serial container = (Serial)(reader.ReadUInt32());
ushort color = (ushort)(reader.ReadUInt16());
if (((int)graphic == 0x0E76) && ((int)color == 0x049A))
{
LOOT_FromContainer.BeginInvoke(container);
}
}
return CallbackResult.Normal;
}
[Command]
public static void LOOT_FromContainer(Serial target)
{
UOItem lootCorpse = new UOItem(target);
if (lootCorpse.Graphic == 0x2006)
{
if (((draw == 1) && (World.Player.Backpack.AllItems.Count(draw_knife[0], draw_knife[1]) > 0)) || (World.Player.Layers[Layer.RightHand].Exist))
{
if ((lootCorpse.Amount != 400) && (lootCorpse.Amount != 401))
{
if (draw == 0)
{
UO.WaitTargetObject(lootCorpse);
UO.UseObject(World.Player.Layers[Layer.RightHand].Serial);
}
else
{
UO.WaitTargetObject(lootCorpse);
UO.UseType(draw_knife[0], draw_knife[1]);
}
UO.Wait(500);
}
}
else
{
UO.Print("Neni cim rezat, pouze lootim");
}
for (int i = 0; i < loot.Length; i++)
{
if (lootCorpse.Items.Count(loot[i][0], loot[i][1]) > 0)
{
if (loot[i][2] == 1)
{
if (loot[i][4] == 1)
{
UO.MoveItem(lootCorpse.Items.FindType(loot[i][0], loot[i][1]), 0, Aliases.GetObject("loot_bag"), loot[i][5], loot[i][6]);
UO.Wait(200);
}
else
{
UO.MoveItem(lootCorpse.Items.FindType(loot[i][0], loot[i][1]), 0, World.Player.Backpack);
UO.Wait(200);
}
}
}
}
}
}
答案 0 :(得分:1)
我认为这就是你所需要的。您需要声明一个具有与您的方法相同的返回类型和输入参数的委托,实例化该委托指向您的方法,然后调用BeginInvoke传入您的串行变量,然后是null,null:
public delegate void LFC(Serial target);
[ServerMessageHandler(0x3C)]
public CallbackResult ContainerContains(byte[] data, CallbackResult prevResult)
{
PacketReader reader = new PacketReader(data);
reader.Skip(3);
ushort len = reader.ReadUInt16();
for (int i = 0; i < len; i++)
{
Serial serial = (Serial)(reader.ReadUInt32());
ushort graphic = (ushort)(reader.ReadUInt16());
reader.Skip(7);
Serial container = (Serial)(reader.ReadUInt32());
ushort color = (ushort)(reader.ReadUInt16());
LFC = lootfromcontainer = new LFC(LOOT_FromContainer);
if (((int)graphic == 0x0E76) && ((int)color == 0x049A))
{
lootfromcontainer.BeginInvoke(container, null, null);
//LOOT_FromContainer.BeginInvoke(container);
}
}
return CallbackResult.Normal;
}
[Command]
public static void LOOT_FromContainer(Serial target)
{
UOItem lootCorpse = new UOItem(target);
if (lootCorpse.Graphic == 0x2006)
{
if (((draw == 1) && (World.Player.Backpack.AllItems.Count(draw_knife[0], draw_knife[1]) > 0)) || (World.Player.Layers[Layer.RightHand].Exist))
{
if ((lootCorpse.Amount != 400) && (lootCorpse.Amount != 401))
{
if (draw == 0)
{
UO.WaitTargetObject(lootCorpse);
UO.UseObject(World.Player.Layers[Layer.RightHand].Serial);
}
else
{
UO.WaitTargetObject(lootCorpse);
UO.UseType(draw_knife[0], draw_knife[1]);
}
UO.Wait(500);
}
}
else
{
UO.Print("Neni cim rezat, pouze lootim");
}
for (int i = 0; i < loot.Length; i++)
{
if (lootCorpse.Items.Count(loot[i][0], loot[i][1]) > 0)
{
if (loot[i][2] == 1)
{
if (loot[i][4] == 1)
{
UO.MoveItem(lootCorpse.Items.FindType(loot[i][0], loot[i][1]), 0, Aliases.GetObject("loot_bag"), loot[i][5], loot[i][6]);
UO.Wait(200);
}
else
{
UO.MoveItem(lootCorpse.Items.FindType(loot[i][0], loot[i][1]), 0, World.Player.Backpack);
UO.Wait(200);
}
}
}
}
}
}
答案 1 :(得分:1)
如果你只需要在另一个线程中运行它,你可以使用ThreadPool。
为此你需要一些简单的事情:
而不是:
LOOT_FromContainer.BeginInvoke(container);
你会使用:
ThreadPool.QueueUserWorkItem(LOOT_FromContainer, container);
稍微修改您的LOOT_FromContainer方法:
public static void LOOT_FromContainer(object prm)
{
var target = (Serial)prm;
// ...
答案 2 :(得分:1)
我假设LOOT_FromCotainer是一个控件,并且在编译器返回错误的情况下,可以粗略地猜测问题是您正在使用非委托调用BeginInvoke。 BeginInvoke的调用方式如下:
LOOT_FromContainer.BeginInvoke(container); //where container is a delegate that maybe declared as follows
private delegate void container; //may also contain parameters eg container(string s);
所以只需按照这种方式修改代码即可。有关如何使用BeginInvoke的信息,请参阅this document。