无法理解为什么不更新变量

Trouble with understanding why a variable isn't being updated

I'm a novice programmer and am having trouble understanding why this isn't working. I have a "ConnectedClientList" class:

public class ConnectedClientList
{
    static readonly object _lock = new object();
    public static IList<ClientPeer> ConnectedClientPeers;

    static ConnectedClientList()
    {
         ConnectedClientPeers = new List<ClientPeer>();
    }


    public static IList<ClientPeer> GetClientPeers()
    {
        lock (_lock)
        {
            return ConnectedClientPeers;
        }

    }

    public static void AddClientPeerToConnectedList(ClientPeer client)
    {
        lock (_lock)
        {
            ConnectedClientPeers.Add(client);
        }                
    }

    public void RemoveClientPeerFromConnectedList(ClientPeer client)
    {
        ConnectedClientPeers.Remove(client);
    }
}

I have this in another class:

ClientPeer clientPeer = new ClientPeer(request, Logger, _clientHandlerRegistry);

ConnectedClientList.AddClientPeerToConnectedList(clientPeer);
Logger.InfoFormat("Added clientpeer to list. Count is now: {0}", ConnectedClientList.ConnectedClientPeers.Count);

And then finally I have this:

public CharacterUpdateEventHandler(ILogger logger)
    {
        Logger = logger;
        IFiber testFiber = new ThreadFiber();
        testFiber.Start();
        testFiber.ScheduleOnInterval(SendUpdateEventToClients, 1000, 5000);
    }

    public void SendUpdateEventToClients()
    {
        if(ConnectedClientList.GetClientPeers() != null)
            Logger.InfoFormat("# of connected client peers: {0}", ConnectedClientList.GetClientPeers().Count);
        else
        {
            Logger.InfoFormat("ConnectedClientPeers is null");
        }
    }

I am trying to build a server using Exitgame's Photon Server. When I first create the clientpeer and then add it to the "ConnectedClientPeers" I immediately have debug info saying that the "ConnectedClientPeers" list does in fact now have a count of 1.

The thread I'm 运行 seems to be repeating the "SendUpdateEventToClients" just fine, but the debug message in that function always says that my "ConnectedClientPeers" list has a count of 0.

I'm sure it's probably something simple I'm not aware of, but I haven't had any luck finding a solution for the passed couple of days. Any help or advice is greatly appreciated.谢谢!

-Jarryd

--Edit--

I updated the class to make the entire class static, but still have the same problem.

public static class ConnectedClientList
{
    static readonly object _lock = new object();
    public static readonly IList<ClientPeer> ConnectedClientPeers;

    static ConnectedClientList()
    {
         ConnectedClientPeers = new List<ClientPeer>();
    }


    public static IList<ClientPeer> GetClientPeers()
    {
        lock (_lock)
        {
            return ConnectedClientPeers;
        }

    }

    public static void AddClientPeerToConnectedList(ClientPeer client)
    {
        lock (_lock)
        {
            ConnectedClientPeers.Add(client);
        }                
    }

    public static void RemoveClientPeerFromConnectedList(ClientPeer client)
    {
        ConnectedClientPeers.Remove(client);
    }
}

My debug log: 2016-08-08 14:27:21,771 [ThreadFiber-1] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

2016-08-08 14:27:23,428 [ThreadFiber-2] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

2016-08-08 14:27:26,771 [ThreadFiber-1] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

2016-08-08 14:27:28,443 [ThreadFiber-2] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

2016-08-08 14:27:31,774 [ThreadFiber-1] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

2016-08-08 14:27:33,453 [ThreadFiber-2] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

2016-08-08 14:27:36,787 [ThreadFiber-1] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

2016-08-08 14:27:38,465 [ThreadFiber-2] INFO [ CharacterUpdateEventHandler][ 55] [(null)] - # of connected client peers: 0

不确定如何在评论中post编码,你的这么多代码看起来不错

  using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;

    namespace ConsoleApplication6
    {
        class Program
        {
            static void Main(string[] args)
            {
                ClientPeer clientPeer = new ClientPeer();
                clientPeer.MyProperty = 5;
                ConnectedClientList.AddClientPeerToConnectedList(clientPeer);
                Console.WriteLine(ConnectedClientList.ConnectedClientPeers.Count.ToString());

                ConnectedClientList.AddClientPeerToConnectedList(clientPeer);
                Console.WriteLine(ConnectedClientList.ConnectedClientPeers.Count.ToString());


                clientPeer = new ClientPeer();
                ConnectedClientList.AddClientPeerToConnectedList(clientPeer);
                Console.WriteLine(ConnectedClientList.ConnectedClientPeers.Count.ToString());

            }

            public class ClientPeer
            {

                public int MyProperty { get; set; }

            }

            public static class ConnectedClientList
            {
                static readonly object _lock = new object();
                public static IList<ClientPeer> ConnectedClientPeers;

                static ConnectedClientList()
                {
                    ConnectedClientPeers = new List<ClientPeer>();
                }


                public static IList<ClientPeer> GetClientPeers()
                {
                    lock (_lock)
                    {
                        return ConnectedClientPeers;
                    }

                }

                public static void AddClientPeerToConnectedList(ClientPeer client)
                {
                    lock (_lock)
                    {
                        ConnectedClientPeers.Add(client);
                    }
                }


            }
        }
    }

所以这只是添加了 3 个对等点并显示计数并显示确实有 3