
//------------------------------------------------------------------------------
// <auto-generated>
//     This code was generated by a tool.
//     Changes to this file may cause incorrect behavior and will be lost if
//     the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------

using Luban;


namespace Server.Config
{
public sealed partial class GameConfig : Luban.BeanBase
{
    public GameConfig(ByteBuf _buf) 
    {
        Id = _buf.ReadInt();
        GameId = _buf.ReadInt();
        ClientId = _buf.ReadInt();
        GameName = _buf.ReadString();
        GameMode = _buf.ReadByte();
        GameStyle = _buf.ReadByte();
        OpenGold = _buf.ReadByte();
        GoldDeskWarTimeOut = _buf.ReadInt();
        OpenFriend = _buf.ReadByte();
        FriendDeskWarTimeOut = _buf.ReadInt();
        FriendStarWarTimeOut = _buf.ReadInt();
        ClubReadyTimeOut = _buf.ReadInt();
        FriendAutoReady = _buf.ReadInt();
        ClubBalance = _buf.ReadFloat();
    }

    public static GameConfig DeserializeGameConfig(ByteBuf _buf)
    {
        return new GameConfig(_buf);
    }

    /// <summary>
    /// ID<br/>与节点信息对应
    /// </summary>
    public readonly int Id;
    /// <summary>
    /// 服务器游戏id
    /// </summary>
    public readonly int GameId;
    /// <summary>
    /// 客户端游戏id
    /// </summary>
    public readonly int ClientId;
    /// <summary>
    /// 游戏名称
    /// </summary>
    public readonly string GameName;
    /// <summary>
    /// 游戏模式<br/>0普通模式<br/>1百家乐模式<br/>2休闲模式
    /// </summary>
    public readonly byte GameMode;
    /// <summary>
    /// 0牌类<br/>1麻将类<br/>2休闲类
    /// </summary>
    public readonly byte GameStyle;
    /// <summary>
    /// 是否开启金币场
    /// </summary>
    public readonly byte OpenGold;
    /// <summary>
    /// 金币场战斗超时间(分钟)<br/>超过时间自动解散
    /// </summary>
    public readonly int GoldDeskWarTimeOut;
    /// <summary>
    /// 是否开启朋友房
    /// </summary>
    public readonly byte OpenFriend;
    /// <summary>
    /// 朋友房桌子超时时间(小时)<br/>超过时间自动解散
    /// </summary>
    public readonly int FriendDeskWarTimeOut;
    /// <summary>
    /// 朋友房未开战超时时间(分钟)<br/>超过时间自动解散
    /// </summary>
    public readonly int FriendStarWarTimeOut;
    /// <summary>
    /// 竞技赛场准备超时时间(秒)<br/>超过时间自动踢到下一桌
    /// </summary>
    public readonly int ClubReadyTimeOut;
    /// <summary>
    /// 朋友房自动准备时间(秒)
    /// </summary>
    public readonly int FriendAutoReady;
    /// <summary>
    /// 俱乐部平衡参数<br/>控制输的平均值(倍数)
    /// </summary>
    public readonly float ClubBalance;
   
    public const int __ID__ = -2136581644;
    public override int GetTypeId() => __ID__;


    public override string ToString()
    {
        return "{ "
        + "id:" + Id + ","
        + "gameId:" + GameId + ","
        + "clientId:" + ClientId + ","
        + "gameName:" + GameName + ","
        + "gameMode:" + GameMode + ","
        + "gameStyle:" + GameStyle + ","
        + "openGold:" + OpenGold + ","
        + "goldDeskWarTimeOut:" + GoldDeskWarTimeOut + ","
        + "openFriend:" + OpenFriend + ","
        + "friendDeskWarTimeOut:" + FriendDeskWarTimeOut + ","
        + "friendStarWarTimeOut:" + FriendStarWarTimeOut + ","
        + "clubReadyTimeOut:" + ClubReadyTimeOut + ","
        + "friendAutoReady:" + FriendAutoReady + ","
        + "clubBalance:" + ClubBalance + ","
        + "}";
    }
}

}
