feat: initial commit - HJHA game server full source

6 major server modules (PdkFriendServer/GlobalSever/ServerCore/GameModule/GameNetModule) +
game logic (GameFix/GameDAL/ServerData) +
network layer (NetWorkMessage) +
data layer (ObjectModel) +
utilities (MrWu/Core/Config/CloudAPI/dll) +
adapters (zyxAdapter/base)

.NET 8.0 C# solution, 16 projects, 958 source files
This commit is contained in:
2026-07-07 12:02:15 +08:00
commit e9616125ce
958 changed files with 158203 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Backend
{
/// <summary>
/// 权限类型
/// </summary>
public enum AuthorityType
{
/// <summary>
/// 系统管理员
/// </summary>
Administrator = 1,
/// <summary>
/// 运营
/// </summary>
Operate = 2,
/// <summary>
/// 渠道
/// </summary>
Channel = 3,
/// <summary>
/// 个人
/// </summary>
Person = 4
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Backend
{
/// <summary>
/// 后台玩家信息,后台用户也是推广用户。
/// </summary>
public class BMAdminModel
{
/// <summary>
/// 主键
/// </summary>
public int id;
/// <summary>
/// 用户名
/// </summary>
public string username;
/// <summary>
/// 密码
/// </summary>
public string pwd;
/// <summary>
/// 哪个渠道,也可以是个人
/// </summary>
public string paltTag;
/// <summary>
/// 对应用户的Id --个人是对应游戏id渠道是对应后台Id
/// </summary>
public int userid;
/// <summary>
/// 身份:1系统管理员 2运营 3渠道 4个人
/// <see cref="AuthorityType"/>
/// </summary>
public int authority;
/// <summary>
/// 昵称
/// </summary>
public string NickName;
/// <summary>
/// 创建时间
/// </summary>
public DateTime createTime;
/// <summary>
/// 权限列表
/// 0-10 表示系统权限 1表示查询 2表示管理
/// 10-100 表示用户权限 10 表示查询 20表示管理
/// 100-1000 表示比赛权限 100表示查询 200表示管理
/// 例如:111 表示 有比赛的查询权限,用户的查询权限 和系统的查询权限
/// 212 表示:有比赛的管理权限,用户的查询权限 和系统的管理权限
/// </summary>
public string PermissionList;
public BMAdminModel() { }
public BMAdminModel(DataRow row) {
this.username = row["username"].ToString();
this.pwd = row["pwd"].ToString();
this.paltTag = row["paltTag"].ToString();
this.NickName = row["NickName"].ToString();
this.userid = (int)row["userid"];
this.id = (int)row["id"];
this.authority = (int)row["authority"];
this.createTime = (DateTime)row["createTime"];
this.PermissionList = row["PermissionList"].ToString();
}
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Backend
{
/// <summary>
/// 日志
/// </summary>
public class BMLogModel
{
/// <summary>
/// 操作员
/// </summary>
public string username;
/// <summary>
/// 操作的数值备份
/// </summary>
public long numBak;
/// <summary>
/// 操作的具体数值
/// </summary>
public long num;
/// <summary>
/// 对谁操作
/// </summary>
public int toObj;
/// <summary>
/// 说明
/// </summary>
public string memo;
/// <summary>
/// 操作类型,1修改资产 2系统日志
/// </summary>
public int lx;
/// <summary>
/// 操作时间
/// </summary>
public DateTime CreateTime;
public BMLogModel() { }
public BMLogModel(DataRow row) {
this.username = row["username"].ToString();
this.memo = row["memo"].ToString();
this.numBak = (long)row["numBak"];
this.num = (long)row["num"];
this.toObj = (int)row["toObj"];
this.lx = (int)row["lx"];
this.CreateTime = (DateTime)row["CreateTime"];
}
/// <summary>
/// 获取保存日志SQL
/// </summary>
/// <returns></returns>
public string GetInsertSql() {
return $"INSERT INTO [bm_log]( [username], [numBak], [num], [toObj], [memo], [lx]) VALUES ('{username}', {numBak}, {num}, {toObj}, '{memo}', {lx})";
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Backend
{
/// <summary>
/// 玩家资产信息
/// </summary>
public class PlayerResInfo
{
/// <summary>
/// 玩家userid
/// </summary>
public int UserId;
/// <summary>
/// 游戏币 -金币
/// </summary>
public long Money;
/// <summary>
/// 金砖
/// </summary>
public int GoldBrick;
/// <summary>
/// 保险柜的金币
/// </summary>
public int SafeNum;
/// <summary>
/// 红包卷
/// </summary>
public int RedNum;
/// <summary>
/// 参赛卷
/// </summary>
public int EntryNum;
/// <summary>
/// 复活卡
/// </summary>
public int ReviveNum;
/// <summary>
/// 礼卷
/// </summary>
public int Voucher;
public PlayerResInfo() { }
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Backend
{
public class RandListMoneyInfo
{
public long rowNum;
public int userId;
public string userName;
public string NickName;
public long Money;
public int gold;
public int coupon;
public RandListMoneyInfo() { }
public RandListMoneyInfo(DataRow row)
{
rowNum = (long)row["rowNum"];
userId = (int)row["userId"];
userName = (string)row["userName"];
NickName = row["NickName"] is string nick ? nick : string.Empty;
Money = (long)row["Money"];
gold = (int)row["hjha_Gold"];
coupon = (int)row["coupon"];
}
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Backend
{
/// <summary>
/// 推广奖励对象
/// </summary>
public class RewardModel
{
/// <summary>
/// id编号 主键 自增
/// </summary>
public int id;
/// <summary>
/// 玩家id或者后台Id
/// </summary>
public int userid;
/// <summary>
/// 变化的数值,按理说只有加,没有减
/// </summary>
public int num;
/// <summary>
/// 奖励类型 1首次游戏 2参赛 3充值
/// </summary>
public Byte type;
/// <summary>
/// 场景ID 1娱乐官 2休闲馆 3竞赛馆 4充值
/// </summary>
public Byte senceId;
/// <summary>
/// 是否领取0未领取 1领取过。
/// 因为红包券是存在redis里面。充值逻辑在数据库里面。所以才会有这种设计
/// 在查询玩家奖励列表的时候可以把为状态为0的奖励加到redis里面。并且修改状态。
/// </summary>
public byte lqstate;
/// <summary>
/// 产生时间
/// </summary>
public DateTime createDate;
/// <summary>
/// 产生数据的人
/// </summary>
public int fromUser;
/// <summary>
/// 0红包 1参赛卷
/// </summary>
public int numlx;
public RewardModel() { }
public RewardModel(DataRow row)
{
this.id = (int)row["id"];
this.userid = (int)row["userid"];
this.fromUser = (int)row["fromUser"];
this.num = (int)row["num"];
this.numlx = (int)row["numlx"];
this.type = (byte)row["type"];
this.senceId = (byte)row["senceId"];
this.lqstate = (byte)row["lqstate"];
this.createDate = (DateTime)row["createDate"];
}
public RewardModel(int userid, int num, byte type, byte senceId, int _fromUser,int numlx)
{
this.userid = userid;
this.num = num;
this.type = type;
this.senceId = senceId;
this.fromUser = _fromUser;
this.numlx = numlx;
}
/// <summary>
/// 获取插入语句SQL
/// </summary>
/// <returns></returns>
public string GetInsertSql()
{
if (!CheckData()) throw new ArgumentOutOfRangeException($"参数异常,userid:{userid} type:{type} senceId:{senceId}");
return $"INSERT INTO [Rewards]([userid], [num], [type], [senceId],fromUser,numlx) VALUES ({userid}, {num}, {type},{senceId} ,{fromUser},{numlx})";
}
/// <summary>
/// 校验数据
/// </summary>
/// <returns></returns>
public bool CheckData()
{
return userid > 0 && type > 0 && senceId > 0 && num > 0;
}
}
public class GetMyRewardsResponse : RewardModel
{
/// <summary>
/// 玩家昵称
/// </summary>
public string NickName;
/// <summary>
/// 注册时间
/// </summary>
public DateTime RegTime;
/// <summary>
/// 最后登录时间
/// </summary>
public DateTime LastLoginTime;
public GetMyRewardsResponse() { }
public GetMyRewardsResponse(DataRow row) : base(row)
{
this.LastLoginTime = (DateTime)row["LastLoginTime"];
this.RegTime = (DateTime)row["RegTime"];
this.NickName = row["NickName"].ToString();
}
}
/// <summary>
/// 推广玩家信息
/// </summary>
public class Promoter
{
/// <summary>
/// 玩家Id编号
/// </summary>
public int UserId;
/// <summary>
/// 昵称
/// </summary>
public string NickName;
/// <summary>
/// 推广人数
/// </summary>
public int RenCount;
/// <summary>
/// 推广奖励
/// </summary>
public int MoneyCount;
public Promoter() { }
public Promoter(DataRow row)
{
this.UserId = (int)row["userid"];
this.RenCount = DBNull.Value != row["rencount"] ? (int)row["rencount"] : 0;
this.MoneyCount = DBNull.Value != row["moneycount"] ? (int)row["moneycount"] : 0;
this.NickName = row["NickName"].ToString();
}
}
public class GroupByReward {
/// <summary>
/// 玩家userid编号
/// </summary>
public int UserId;
/// <summary>
/// 玩家昵称
/// </summary>
public string NickName;
/// <summary>
/// 产生的奖励值总和
/// </summary>
public int Money;
public GroupByReward() { }
public GroupByReward(DataRow row) {
this.UserId = (int)row["UserID"];
this.Money = (int)row["moneySum"];
this.NickName = row["NickName"].ToString();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Club
{
public class ClubBureauScore
{
/// <summary>
///
/// </summary>
public ClubBureauScore() { }
public BureauScorePlayer[] Players;
public int ClubId;
public string weiyima;
public string wayId;
public int game_serid;
public int ModuleId;
//SendFightRecordToClub
}
public class BureauScorePlayer
{
/// <summary>
/// 玩家Id
/// </summary>
public int UserId;
/// <summary>
/// 玩家到现在的总分
/// </summary>
public decimal Score;
public string NickName;
/// <summary>
/// 参加比赛的俱乐部ID
/// </summary>
public int ClubId;
public BureauScorePlayer() { }
}
}

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// -----------------------------------------------------------------------
// <summary>
// 服务器内部传输数据
// </summary>
// -----------------------------------------------------------------------
using System;
namespace GameData.Club
{
/// <summary>
/// 房卡变更
/// </summary>
[Serializable]
public class ClubInnerRoomCardChange
{
/// <summary>
/// 俱乐部ID
/// </summary>
public int ClubId;
/// <summary>
/// 房卡操作数量
/// </summary>
public int CardCnt;
/// <summary>
/// 操作用户
/// </summary>
public int UserId;
/// <summary>
/// 描述
/// </summary>
public string Des;
/// <summary>
/// 是否开启赠送折扣
/// </summary>
public bool IsOpenGive;
}
}

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#if !WebManagement
using GameData.Club;
#endif
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using GameData;
namespace ObjectModel.Club
{
/// <summary>
/// 玩家联赛权限
/// </summary>
public class ClubLeaguePower
{
/// <summary>
/// 自增Id 主键
/// </summary>
public int ClubLeaguePowerId;
/// <summary>
/// 俱乐部Id --索引
/// </summary>
public int ClubId;
/// <summary>
/// 是否有创建联赛权限 Ture有权限 false 没有
/// </summary>
public bool IsCanCreate;
/// <summary>
/// 是否有加入联赛权限 Ture有权限 false 没有
/// </summary>
public bool IsCanJoin;
}
/// <summary>
/// 加入到联赛的俱乐部集合
/// </summary>
public class JoinInClubLeagueMatch
{
/// <summary>
/// 比赛Id--索引
/// </summary>
public int ClubMatchId;
/// <summary>
/// 存数据库 Json 数据
/// </summary>
public string JoinInLeagueMatchClubs;
/// <summary>
/// 加入联赛的俱乐部Id集合,保存前到联赛内存里面拿数据。中途对该对象不做操作
/// </summary>
public List<int> ClubIds;
/// <summary>
/// 返回存数据库的JSon 字符串,存数据库前调用
/// </summary>
/// <returns></returns>
public string GetJoinInLeagueMatchClubsToString()
{
return JsonPack.GetJson(ClubIds);
}
/// <summary>
/// 从Json字符串获取加入的俱乐部Id集合对象 ,从数据库取出后调用
/// </summary>
/// <returns></returns>
public List<int> GetClubIdsByJSON()
{
return string.IsNullOrWhiteSpace(JoinInLeagueMatchClubs) ? null : JsonPack.GetData<List<int>>(JoinInLeagueMatchClubs);
}
}
/// <summary>
/// 联赛禁桌对象。
/// </summary>
public class LeagueMatchBanDesk
{
/// <summary>
/// 自增Id 主键
/// </summary>
public int LeagueMatchBanDeskId;
/// <summary>
/// 玩法ID
/// </summary>
public string WayId;
/// <summary>
/// 存数据库 Json 数据
/// </summary>
public string JSONString;
/// <summary>
/// 被禁桌的俱乐部集合
/// </summary>
public List<int> ClubIds;
/// <summary>
/// 返回存数据库的JSon 字符串,存数据库前调用
/// </summary>
/// <returns></returns>
public string GetClubsToString()
{
return JsonPack.GetJson(ClubIds);
}
/// <summary>
/// 从Json字符串获取加入的俱乐部Id集合对象 ,从数据库取出后调用
/// </summary>
/// <returns></returns>
public List<int> GetClubIdsByJSON()
{
return string.IsNullOrWhiteSpace(JSONString) ? null : JsonPack.GetData<List<int>>(JSONString);
}
}
/// <summary>
/// 联赛俱乐部积分统计
/// </summary>
public class LeagueMatchClubScore : ClubLeagueBaseScoreInfo,ICloneable
{
/// <summary>
/// 联赛俱乐部ID
/// </summary>
public int LeagueClubId { get; set; }
/// <summary>
/// 联盟比赛的Id
/// </summary>
public int MatchId { get; set; }
/// <summary>
/// 自增Id 主键 (Old)
/// </summary>
public int LeagueMatchClubScoreId;
/// <summary>
/// 数据更新时间
/// </summary>
public DateTime UpdateTime { get; set; }
public object Clone()
{
return this.MemberwiseClone();
}
}
/// <summary>
/// 俱乐部退赛数据
/// </summary>
public class LeagueMatchClubExitScore : LeagueMatchClubScore
{
/// <summary>
/// 俱乐部解禁Id (时间戳 秒级)
/// </summary>
public long ReliefId { get; set; }
/// <summary>
/// 颁奖Id
/// </summary>
public long AwardId { get; set;}
}
/// <summary>
/// 颁奖记录
/// </summary>
public class AwardRecord : ClubLeagueBaseScoreInfo
{
/// <summary>
/// 比赛Id--索引
/// </summary>
public int ClubMatchId { get; set; }
/// <summary>
/// 自增Id 主键
/// </summary>
//public int AwardRecordId;
/// <summary>
/// 颁奖的时间chuo
/// </summary>
public long RecordId { get; set;}
/// <summary>
/// 序号 --排序使用
/// </summary>
public int Index { get; set; }
/// <summary>
/// 时间
/// </summary>
public DateTime CreateTime { get; set; }
}
public class ClubLeagueBaseScoreInfo
{
/// <summary>
/// 俱乐部名字
/// </summary>
public string ClubName { get; set; }
/// <summary>
/// 俱乐部Id
/// </summary>
public int ClubId { get; set; }
/// <summary>
/// 有效耗卡
/// </summary>
public decimal CardScore { get; set; }
/// <summary>
/// 活跃积分-群主赚的房费
/// </summary>
public decimal DeskScore { get; set; }
/// <summary>
/// 成员总积分
/// </summary>
public decimal ClubUserSumScore { get; set; }
/// <summary>
/// 参与房间数量
/// </summary>
public int JoinRoom { get; set; }
/// <summary>
/// 联盟的活跃积分
/// </summary>
public decimal LeagueScore { get; set; }
}
/// <summary>
/// 俱乐部生存任务
/// </summary>
public class LeagueClubLiveTask
{
/// <summary>
/// 自增Id 主键
/// </summary>
public int LeagueClubLiveTaskId;
/// <summary>
/// 俱乐部Id
/// </summary>
public int ClubId;
/// <summary>
/// 任务的分值 0是不限制
/// </summary>
public int TaskScore;
/// <summary>
/// 是否是激活状态 false没有生效
/// </summary>
public bool IsActive
{
get
{
return TaskScore != 0;
}
}
/// <summary>
/// 默认生存积分 0是没有默认积分
/// </summary>
public int DefaultScore;
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
using GameData;
using GameMessage;
using MrWu.Time;
using Server;
using Debug = MrWu.Debug.Debug;
using GameData.Club;
namespace ObjectModel.Club
{
/// <summary>
/// 俱乐部比赛 表实体
/// </summary>
public class ClubMatch
{
/// <summary>
/// 联赛的俱乐部比赛数据
/// </summary>
public ClubMatch LeagueClubMatch;
/// <summary>
/// 开启中
/// </summary>
public bool IsOpening;
/// <summary>
/// 自增ID 主键 0是新增 其他是修改
/// </summary>
public int ClubMatchId;
/// <summary>
/// 俱乐部Id 索引
/// </summary>
public int ClubId;
/// <summary>
/// 比赛名称
/// </summary>
public string ClubMatchName;
private DateTime _MatchStartTime;
/// <summary>
/// 比赛开始时间
/// </summary>
public DateTime MatchStartTime
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.MatchStartTime;
}
return _MatchStartTime;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("MatchStartTime 当前比赛数据属于联赛,不能修改!");
}
_MatchStartTime = value;
}
}
private DateTime _MatchEndTime;
/// <summary>
/// 比赛结束时间
/// </summary>
public DateTime MatchEndTime
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.MatchEndTime;
}
return _MatchEndTime;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("MatchEndTime 当前比赛数据属于联赛,不能修改!");
}
_MatchEndTime = value;
}
}
private int _DieOutNum;
/// <summary>
/// 比赛淘汰分值
/// </summary>
public int DieOutNum
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.DieOutNum;
}
return _DieOutNum;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("DieOutNum 当前比赛的数据属于联赛,不能修改!");
}
_DieOutNum = value;
}
}
private DateTime _CreateTime;
/// <summary>
/// 创建时间
/// </summary>
public DateTime CreateTime {
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.CreateTime;
}
return _CreateTime;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("CreateTime 当前比赛的数据属于联赛,不能修改!");
}
_CreateTime = value;
}
}
private int _StatusFlag;
/// <summary>
/// 比赛状态 1比赛中 2结束
/// </summary>
public int StatusFlag
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.StatusFlag;
}
return _StatusFlag;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("StatusFlag 当前比赛数据属于联赛,不能修改!");
}
_StatusFlag = value;
}
}
private bool _AutoOpen;
/// <summary>
/// 是否自动开启下一场比赛
/// </summary>
public bool AutoOpen
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.AutoOpen;
}
return _AutoOpen;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("AutoOpen 当前比赛数据属于联赛,不能修改!");
}
_AutoOpen = value;
}
}
private int _HowTopUser;
/// <summary>
/// --前多少名正数玩家自动进入下一轮比赛
/// 该值表示是否是联赛小于0是联赛该值存储了联赛的ClubId
/// </summary>
public int HowTopUser
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.HowTopUser;
}
return _HowTopUser;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("HowTopUser 当前比赛数据属于联赛,不能修改!");
}
_HowTopUser = value;
}
}
/// <summary>
/// 第几场比赛
/// </summary>
public int Round;
private int _MatchRate;
/// <summary>
/// 比赛频率 单位为天
/// </summary>
public int MatchRate
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.MatchRate;
}
return _MatchRate;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("MatchRate 当前比赛数据属于联赛,不能修改!");
}
_MatchRate = value;
}
}
private int _VisibleDesk;
/// <summary>
/// 普通成员显示的桌子数量
/// </summary>
public int VisibleDesk
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch._VisibleDesk;
}
return _VisibleDesk;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("VisibleDesk 当前比赛数据属于联赛,不能修改!");
}
_VisibleDesk = value;
}
}
private byte _isOnlyVisibleMyClub;
/// <summary>
/// 是否只显示自己俱乐部的桌子--只有联赛才会能体现出这个设置
/// 1不是 0是显示自己俱乐部的桌子
/// </summary>
public byte isOnlyVisibleMyClub
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch._isOnlyVisibleMyClub;
}
return _isOnlyVisibleMyClub;
}
set
{
_isOnlyVisibleMyClub = value;
}
}
private byte _isVisibleScoreBak;
/// <summary>
/// 是否显示淘汰分 1显示 0不显示(默认)
/// </summary>
public byte isVisibleScoreBak
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch._isVisibleScoreBak;
}
return _isVisibleScoreBak;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("isVisibleScoreBak 当前比赛数据属于联赛,不能修改!");
}
_isVisibleScoreBak = value;
}
}
private byte _isScoreReset;
/// <summary>
/// 每轮比赛开始积分是否清零 1清零 0不清零(默认)
/// </summary>
public byte isScoreReset
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch._isScoreReset;
}
return _isScoreReset;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("isScoreReset 当前比赛数据属于联赛,不能修改!");
}
_isScoreReset = value;
}
}
private List<MatchPlayWay> _MatchPlayWays = new List<MatchPlayWay>();
/// <summary>
/// 比赛关联的玩法 数据库这个字段用string存储 MatchPlayWayId用逗号分隔。
/// </summary>
public List<MatchPlayWay> MatchPlayWays
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch.MatchPlayWays;
}
return _MatchPlayWays;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("MatchPlayWays 当前比赛数据属于联赛,不能修改!");
}
_MatchPlayWays = value;
}
}
public List<MatchPlayWay> _BakMatchPlayWays = new List<MatchPlayWay>();
/// <summary>
/// 备份的玩法,目的是用户删除玩法然后有的玩法该玩法已经开战了,用户开战玩家计算分。
/// 不存数据库,只在内存中。
/// </summary>
public List<MatchPlayWay> BakMatchPlayWays
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch._BakMatchPlayWays;
}
return _BakMatchPlayWays;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("BakMatchPlayWays 当前比赛数据属于联赛,不能修改!");
}
_BakMatchPlayWays = value;
}
}
/// <summary>
/// 存储比赛其他设置的Json数据
/// </summary>
public string JsonData;
/// <summary>
/// 比赛账号转换联赛账号的基数
/// </summary>
const int ConstNum = 10000;
private MatchOtherSetting _matchOtherSetting = new MatchOtherSetting();
/// <summary>
/// 比赛其他设置
/// </summary>
public MatchOtherSetting matchOtherSetting
{
get
{
if (LeagueClubMatch != null)
{
return LeagueClubMatch._matchOtherSetting;
}
return _matchOtherSetting;
}
set
{
if (LeagueClubMatch != null)
{
Debug.Error("matchOtherSetting 当前比赛数据属于联赛,不能修改!");
}
_matchOtherSetting = value;
}
}
public void InitOtherSetting()
{
if (!string.IsNullOrEmpty(JsonData))
{
matchOtherSetting = JsonPack.GetData<MatchOtherSetting>(JsonData);
}
}
public MatchOtherSetting CopyMatchOtherSetting()
{
string jsondata = GetJsonData();
return JsonPack.GetData<MatchOtherSetting>(jsondata);
}
public string GetJsonData()
{
if (matchOtherSetting == null)
{
matchOtherSetting = new MatchOtherSetting();
}
return JsonPack.GetJsonNoIgnore(matchOtherSetting);
}
/// <summary>
/// 获取联赛账号 5位数数字
/// </summary>
/// <returns></returns>
public static int GetLeagueUserName(int clubMatchId)
{
return clubMatchId + ConstNum;
}
/// <summary>
/// 根据联赛账号返回比赛ID
/// </summary>
/// <returns></returns>
public static int GetClubMatchId(int leagueUserNameNumber)
{
return leagueUserNameNumber - ConstNum;
}
/// <summary>
/// 返回对象
/// </summary>
/// <returns></returns>
public static ClubMatch GetInstance(CreateClubMatchPack request, ClubMatch oldClubMatch, bool IsLeague = false)
{
DateTime endTime = DateTime.Now.Date.AddDays(request.MatchRate).AddHours(request.MatchStartTime.Hour).AddMinutes(request.MatchStartTime.Minute);
return new ClubMatch()
{
ClubMatchId = 0,
ClubId = request.ClubId,
ClubMatchName = request.ClubMatchName ?? $"{(IsLeague ? "" : "")}第{GetFromRound(oldClubMatch == null ? 1 : oldClubMatch.Round + 1)}轮",
MatchStartTime = new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day, request.MatchStartTime.Hour, request.MatchStartTime.Minute, 0),
MatchEndTime = endTime,
DieOutNum = request.DieOutNum,
CreateTime = DateTime.Now,
StatusFlag = 1,
AutoOpen = request.AutoOpen,
HowTopUser = request.HowTopUser,
Round = oldClubMatch == null ? 1 : oldClubMatch.Round + 1,
MatchRate = request.MatchRate,
MatchPlayWays = MatchPlayWay.GetInstances(request),
VisibleDesk = request.VisibleDesk,
isOnlyVisibleMyClub = request.isOnlyVisibleMyClub,
isScoreReset = request.isScoreReset,
isVisibleScoreBak = request.isVisibleScoreBak
};
}
/// <summary>
/// 获取界面上显示的比赛轮次
/// </summary>
/// <param name="round"></param>
/// <returns></returns>
public static int GetFromRound(int round)
{
return (round % 5) + 1;
}
private static string GetClubMatchName(bool isLeague,int round)
{
return $"{(isLeague ? "" : "")}第{GetFromRound(round + 1)}轮";
}
/// <summary>
/// 返回下一轮新比赛的对象
/// </summary>
/// <param name="oldClubMatch"></param>
/// <returns></returns>
public static ClubMatch GetNexMatchObject(ClubMatch oldClubMatch, bool isLeague = false)
{
if (oldClubMatch == null) return null;
DateTime endTime = DateTime.Now.Date.AddDays(oldClubMatch.MatchRate).AddHours(oldClubMatch.MatchEndTime.Hour).AddMinutes(oldClubMatch.MatchEndTime.Minute);
var result = new ClubMatch();
result.ClubMatchId = 0;
result.ClubId = oldClubMatch.ClubId;
result.ClubMatchName = GetClubMatchName(isLeague, oldClubMatch.Round);
result.MatchStartTime = DateTime.Now;
result.MatchEndTime = endTime;
result.DieOutNum = oldClubMatch.DieOutNum;
result.CreateTime = DateTime.Now;
result.StatusFlag = 1;
result.AutoOpen = oldClubMatch.AutoOpen;
result.HowTopUser = oldClubMatch.HowTopUser;
result.Round = oldClubMatch.Round + 1;
result.MatchRate = oldClubMatch.MatchRate;
result.MatchPlayWays = oldClubMatch.MatchPlayWays;
result.VisibleDesk = oldClubMatch.VisibleDesk;
result.isOnlyVisibleMyClub = oldClubMatch.isOnlyVisibleMyClub;
result.isVisibleScoreBak = oldClubMatch.isVisibleScoreBak;
result.isScoreReset = oldClubMatch.isScoreReset;
result.matchOtherSetting = oldClubMatch.CopyMatchOtherSetting();
if (result.MatchPlayWays != null)
{
foreach (var item in result.MatchPlayWays)
{
item.ClubMatchId = 0;
item.MatchPlayWayId = 0;
if (item.MaxWinnerScoreRanges != null)
{
foreach (var itemChid in item.MaxWinnerScoreRanges)
{
itemChid.MatchPlayWayId = 0;
itemChid.MaxWinnerScoreRangeId = 0;
}
}
}
}
return result;
}
/// <summary>
/// 根据联赛返回 比赛对象
/// </summary>
/// <returns></returns>
public static ClubMatch GetClubMatchByLeagueMatch(ClubMatch leagueMatch,ClubMatch originMatch,int clubId, int round)
{
if (leagueMatch == null) return null;
var result = new ClubMatch();
result.ClubMatchName = leagueMatch.ClubMatchName; //比赛名称不能乱改,必须与联赛一致,使用了名字做逻辑
result.LeagueClubMatch = leagueMatch;
result.ClubMatchId = 0;
result.ClubId = clubId;
result.Round = round + 1;
return result;
}
public static ClubMatchInfoResponse GetClubMatchInfoResponse(ClubMatch clubMatch)
{
ClubMatchInfoResponse response = new ClubMatchInfoResponse();
response.ClubId = clubMatch.ClubId;
response.MatchStartTime = DateTimeHelper.DateTime2TimeStamp(clubMatch.MatchStartTime);
response.MatchInfoName = clubMatch.ClubMatchName;
response.MatchEndTime = DateTimeHelper.DateTime2TimeStamp(clubMatch.MatchEndTime);
response.MatchRate = clubMatch.MatchRate;
response.DieOutNum = clubMatch.DieOutNum;
response.AutoOpen = clubMatch.AutoOpen;
response.LeagueClubId = clubMatch.HowTopUser;
response.VisibleDesk = clubMatch.VisibleDesk;
response.IsOnlyVisibleMyClub = clubMatch.isOnlyVisibleMyClub;
response.IsScoreReset = clubMatch.isScoreReset;
response.IsVisibleScoreBak = clubMatch.isVisibleScoreBak;
response.LeagueUserNameNumber = ClubMatch.GetLeagueUserName(clubMatch.ClubMatchId);
response.MatchPlayWayInfos = MatchPlayWay.GetMatchPlayWayInfos(clubMatch.MatchPlayWays);
return response;
}
/// <summary>
/// 返回输出对象
/// </summary>
/// <param name="oldClubMatch"></param>
/// <returns></returns>
public static CreateClubMatchPack GetCreateClubMatchResponse(ClubMatch oldClubMatch)
{
return new CreateClubMatchPack
{
ClubId = oldClubMatch.ClubId,
MatchStartTime = oldClubMatch.MatchStartTime,
ClubMatchName = oldClubMatch.ClubMatchName,
MatchEndTime = oldClubMatch.MatchEndTime,
MatchRate = oldClubMatch.MatchRate,
DieOutNum = oldClubMatch.DieOutNum,
AutoOpen = oldClubMatch.AutoOpen,
HowTopUser = oldClubMatch.HowTopUser,
VisibleDesk = oldClubMatch.VisibleDesk,
isOnlyVisibleMyClub = oldClubMatch.isOnlyVisibleMyClub,
isScoreReset = oldClubMatch.isScoreReset,
isVisibleScoreBak = oldClubMatch.isVisibleScoreBak,
LeagueUserNameNumber = ClubMatch.GetLeagueUserName(oldClubMatch.ClubMatchId),
MatchPlayWays = MatchPlayWay.GetMatchPlayWayPacks(oldClubMatch.MatchPlayWays)
};
}
/// <summary>
/// 返回对象
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public static ClubMatchInfo GetMatchInfoInstance(ClubMatch obj)
{
return new ClubMatchInfo
{
ClubMatchId = obj.ClubMatchId,
ClubMatchName = obj.ClubMatchName,
ClubId = obj.ClubId,
StatusFlag = obj.StatusFlag,
MatchStartTime = obj.MatchStartTime,
MatchEndTime = obj.MatchEndTime
};
}
public static ClubMatchData GetMatchDataInstance(ClubMatch obj)
{
ClubMatchData data = new ClubMatchData();
data.ClubMatchId = obj.ClubMatchId;
data.ClubId = obj.ClubId;
data.ClubMatchName = obj.ClubMatchName;
data.MatchStartTime = DateTimeHelper.DateTime2TimeStamp(obj.MatchStartTime);
data.MatchEndTime = DateTimeHelper.DateTime2TimeStamp(obj.MatchEndTime);
data.StatusFlag = obj.StatusFlag;
return data;
}
public void Copy2LeagueMatch()
{
ClubMatch leagueClubMatch = this.LeagueClubMatch;
this.LeagueClubMatch = null;
this._MatchStartTime = leagueClubMatch._MatchStartTime;
this._MatchEndTime = leagueClubMatch._MatchEndTime;
this._DieOutNum = leagueClubMatch._DieOutNum;
this._CreateTime = leagueClubMatch._CreateTime;
this._StatusFlag = leagueClubMatch._StatusFlag;
this._AutoOpen = leagueClubMatch._AutoOpen;
this._HowTopUser = leagueClubMatch._HowTopUser;
this._MatchRate = leagueClubMatch._MatchRate;
this._VisibleDesk = leagueClubMatch._VisibleDesk;
this._isOnlyVisibleMyClub = leagueClubMatch._isOnlyVisibleMyClub;
this._isVisibleScoreBak = leagueClubMatch._isVisibleScoreBak;
this._isScoreReset = leagueClubMatch._isScoreReset;
this._MatchPlayWays = leagueClubMatch._MatchPlayWays;
this._BakMatchPlayWays = leagueClubMatch._BakMatchPlayWays;
this._matchOtherSetting = leagueClubMatch._matchOtherSetting;
}
}
/// <summary>
/// 比赛其他设置
/// </summary>
public class MatchOtherSetting
{
/// <summary>
/// 重赛限制 --重赛审核中的用户无法在本联赛任何俱乐部参与比赛 false不限制 true限制 默认不限制
/// </summary>
public bool ReplayRestrictions;
/// <summary>
/// 生存任务限制 --下一轮比赛开始时生存任务调整为默认值
/// </summary>
public bool LiveTaskRestrictions;
}
/// <summary>
/// 比赛玩法 表实体对象
/// </summary>
public class MatchPlayWay
{
/// <summary>
/// 自增Id 主键
/// </summary>
public int MatchPlayWayId;
/// <summary>
/// 所属竞技比赛 组合索引I_MatchPlayWay_ClubIdClubMatchId 1
/// </summary>
public int ClubId;
/// <summary>
/// 比赛Id 外键 组合索引I_MatchPlayWay_ClubIdClubMatchId 2
/// </summary>
public int ClubMatchId;
/// <summary>
/// 玩法的唯一码
/// </summary>
public string weiyima;
/// <summary>
/// 最低分数限制,玩家低于此分不能进入桌子
/// </summary>
public int MinScore;
/// <summary>
/// 桌费数值 AA
/// </summary>
public int DeskCost;
/// <summary>
/// 消耗方式 1AA 2大赢家
/// </summary>
public int TypeMode;
/// <summary>
/// 最低分值免收桌费 AA
/// </summary>
public int MinFreeDeskCostNum;
/// <summary>
/// 是否第一局结束前解散不计房费 true是不计 false 否计算
/// </summary>
public bool IsFirstCalcDeskCost;
/// <summary>
/// 小局低于多少分解散桌子
/// </summary>
public int BuresMinScore;
/// <summary>
/// 是否开启小局低于多少分解散房间
/// </summary>
public bool IsBuresMin;
/// <summary>
/// 是否开启 解散房间按实际局数计算比赛消耗
/// </summary>
public bool IsRealCalcScore;
/// <summary>
/// 大赢家消耗规则
/// </summary>
public List<MaxWinnerScoreRange> MaxWinnerScoreRanges;
/// <summary>
/// 每次比赛联赛活跃积分
/// </summary>
public decimal LeagueDeskScore;
/// <summary>
/// 深复制对象
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="obj"></param>
/// <returns></returns>
public static T DeepCopy<T>(T obj)
{
object retval;
using (MemoryStream ms = new MemoryStream())
{
XmlSerializer xml = new XmlSerializer(typeof(T));
xml.Serialize(ms, obj);
ms.Seek(0, SeekOrigin.Begin);
retval = xml.Deserialize(ms);
ms.Close();
}
return (T)retval;
}
/// <summary>
///
/// </summary>
/// <param name="request"></param>
/// <returns></returns>
public static List<MatchPlayWay> GetInstances(CreateClubMatchPack request)
{
var result = new List<MatchPlayWay>();
if (request.MatchPlayWays == null || request.MatchPlayWays.Count < 1)
{
return result;
}
foreach (var item in request.MatchPlayWays)
{
result.Add(new MatchPlayWay
{
MatchPlayWayId = 0,
ClubId = request.ClubId,
ClubMatchId = 0,//新增的时候要赋值
weiyima = item.weiyima,
MinScore = item.MinScore,
DeskCost = item.DeskCost,
TypeMode = item.TypeMode,
MinFreeDeskCostNum = item.MinFreeDeskCostNum,
IsBuresMin = item.IsBuresMin,
IsFirstCalcDeskCost = item.IsFirstCalcDeskCost,
IsRealCalcScore = item.IsRealCalcScore,
BuresMinScore = item.BuresMinScore,
MaxWinnerScoreRanges = item.MaxWinnerScoreRanges,
LeagueDeskScore = item.LeagueDeskScore
});
}
return result;
}
/// <summary>
/// 生成一个默认的玩法
/// </summary>
/// <param name="playWay"></param>
/// <param name="clubMatch"></param>
/// <returns></returns>
public static MatchPlayWay GetInstanceByPlayWay(PlayWay playWay, ClubMatch clubMatch)
{
return new MatchPlayWay()
{
MatchPlayWayId = 0,
ClubId = playWay.Clubid,
ClubMatchId = clubMatch.ClubMatchId,
weiyima = playWay.weiyima,
MinScore = clubMatch.DieOutNum,
DeskCost = 5,
TypeMode = 2,
MinFreeDeskCostNum = 10,
IsBuresMin = true,
IsFirstCalcDeskCost = true,
IsRealCalcScore = true,
BuresMinScore = clubMatch.DieOutNum,
MaxWinnerScoreRanges = new List<MaxWinnerScoreRange>() {
new MaxWinnerScoreRange{ MatchPlayWayId=0, MaxWinnerScoreRangeId=0, DeskScore=5,
MaxWinnerMinScore=0}
}
};
}
/// <summary>
/// 获取玩法
/// </summary>
/// <param name="matchPlayWays"></param>
/// <returns></returns>
public static List<MatchPlayWayInfo> GetMatchPlayWayInfos(List<MatchPlayWay> matchPlayWays)
{
List<MatchPlayWayInfo> result = new List<MatchPlayWayInfo>();
if (matchPlayWays == null || matchPlayWays.Count < 1)
{
return result;
}
foreach (var item in matchPlayWays)
{
result.Add(new MatchPlayWayInfo
{
WeiYiMa = item.weiyima,
MinScore = item.MinScore,
DeskCost = item.DeskCost,
TypeMode = item.TypeMode,
MinFreeDeskCostNum = item.MinFreeDeskCostNum,
IsBuresMin = item.IsBuresMin,
IsFirstCalcDeskCost = item.IsFirstCalcDeskCost,
IsRealCalcScore = item.IsRealCalcScore,
BuresMinScore = item.BuresMinScore,
MaxWinnerScoreRanges = Convert2MatchMaxWinnerScoreRanges(item.MaxWinnerScoreRanges),
LeagueDeskScore = (double)item.LeagueDeskScore
});
}
return result;
}
private static List<MatchMaxWinnerScoreRange> Convert2MatchMaxWinnerScoreRanges(List<MaxWinnerScoreRange> maxWinnerScoreRanges)
{
List<MatchMaxWinnerScoreRange> result = new List<MatchMaxWinnerScoreRange>();
foreach (var item in maxWinnerScoreRanges)
{
result.Add(MaxWinnerScoreRange2MatchMaxWinnerScoreRange(item));
}
return result;
}
//todo 优化使用引用池
private static MatchMaxWinnerScoreRange MaxWinnerScoreRange2MatchMaxWinnerScoreRange(MaxWinnerScoreRange maxWinnerScoreRange)
{
MatchMaxWinnerScoreRange range = new MatchMaxWinnerScoreRange();
range.DeskScore = maxWinnerScoreRange.DeskScore;
range.MaxWinnerMinScore = maxWinnerScoreRange.MaxWinnerMinScore;
return range;
}
/// <summary>
/// 获取玩法
/// </summary>
/// <param name="matchPlayWays"></param>
/// <returns></returns>
public static List<MatchPlayWayPack> GetMatchPlayWayPacks(List<MatchPlayWay> matchPlayWays)
{
var result = new List<MatchPlayWayPack>();
if (matchPlayWays == null || matchPlayWays.Count < 1)
{
return result;
}
foreach (var item in matchPlayWays)
{
result.Add(new MatchPlayWayPack
{
weiyima = item.weiyima,
MinScore = item.MinScore,
DeskCost = item.DeskCost,
TypeMode = item.TypeMode,
MinFreeDeskCostNum = item.MinFreeDeskCostNum,
IsBuresMin = item.IsBuresMin,
IsFirstCalcDeskCost = item.IsFirstCalcDeskCost,
IsRealCalcScore = item.IsRealCalcScore,
BuresMinScore = item.BuresMinScore,
MaxWinnerScoreRanges = item.MaxWinnerScoreRanges,
LeagueDeskScore = item.LeagueDeskScore
});
}
return result;
}
}
/// <summary>
/// 积分记录
/// </summary>
public class ClubMatchScoreNotes
{
/// <summary>
/// 自增Id 主键
/// </summary>
public int ScoreNotesId;
/// <summary>
/// 俱乐部ID 组合索引I_ScoreNotes_ClubIdClubMatchId 1
/// </summary>
public int ClubId;
/// <summary>
/// 比赛ID 组合索引I_ScoreNotes_ClubIdClubMatchId 2
/// </summary>
public int ClubMatchId;
/// <summary>
/// 玩家Id 组合索引I_ScoreNotes_ClubIdClubMatchIdUserId 3
/// </summary>
public int UserId;
/// <summary>
/// 创建时间
/// </summary>
public DateTime CreateTime;
/// <summary>
/// 类型 1游戏结算 2群主调整比赛积分 3比赛重置 4比赛结束 5调整淘汰分
/// </summary>
public int TypeId;
/// <summary>
/// 操作的分值
/// </summary>
public double Score;
/// <summary>
/// 这把玩家扣除的桌费--这个字段只有群主自己展示
/// </summary>
public double DeskScore;
/// <summary>
/// 操作以后的分值
/// </summary>
public double NewScore;
/// <summary>
/// 获取输出对象
/// </summary>
/// <param name="lists"></param>
/// <returns></returns>
public static List<UserScoreLog> GetUserScoreLogs(List<ClubMatchScoreNotes> lists)
{
var result = new List<UserScoreLog>();
if (lists == null || lists.Count < 1)
{
return result;
}
for (int i = lists.Count - 1; i >= 0; i--)
{
var item = lists[i];
result.Add(new UserScoreLog
{
CreateTime = item.CreateTime,
TypeId = item.TypeId,
Score = item.Score,
DeskScore = item.DeskScore,
ScoreUI = item.TypeId == 1 ? item.Score - item.DeskScore : item.NewScore
});
}
return result;
}
}
/// <summary>
/// 俱乐部退赛对象
/// </summary>
public class ExitMatchObj
{
public int ClubId;
public List<ClubMatchUserScore> Datas;
}
/// <summary>
/// 比赛玩家积分表
/// </summary>
public class ClubMatchUserScore
{
/// <summary>
/// 自增Id 主键
/// </summary>
public int UserScoreId;
/// <summary>
/// 俱乐部ID 组合索引I_UserScore_ClubIdClubMatchId
/// </summary>
public int ClubId;
/// <summary>
/// 比赛ID 组合索引I_UserScore_ClubIdClubMatchId
/// </summary>
public int ClubMatchId;
/// <summary>
/// 玩家Id
/// </summary>
public int UserId;
/// <summary>
/// 比赛分
/// </summary>
public decimal Score;
/// <summary>
/// 玩家提供的桌费 竞技赛活跃积分 房费/人数
/// </summary>
public decimal DeskScore;
/// <summary>
/// 如果显示淘汰分那么就是淘汰分,如果不显示就是积分备注
/// </summary>
public decimal ScoreBak;
/// <summary>
/// 数据更新时间
/// </summary>
public DateTime UpdateTime;
/// <summary>
/// 获取玩家总积分
/// </summary>
/// <param name="isHaveScoreBak">是否显示淘汰分</param>
/// <returns></returns>
public decimal GetPlayScore(bool isHaveScoreBak)
{
if (isHaveScoreBak)
{
return this.Score + this.ScoreBak;
}
else
{
return this.Score;
}
}
public ClubMatchUserScore Clone()
{
return new ClubMatchUserScore
{
UserScoreId = this.UserScoreId,
ClubId = this.ClubId,
ClubMatchId = this.ClubMatchId,
UserId = this.UserId,
Score = this.Score,
DeskScore = this.DeskScore,
ScoreBak = this.ScoreBak
};
}
}
/// <summary>
/// 比赛记录
/// </summary>
public class ClubMatchNotes
{
/// <summary>
/// 自增Id 主键
/// </summary>
public long ClubMatchNotesId;
/// <summary>
/// 日志类型
/// </summary>
public MatchNotesEnum TypeId;
/// <summary>
/// 俱乐部ID 组合索引I_ClubMatchNotes_ClubIdClubMatchId
/// </summary>
public int ClubId;
/// <summary>
/// 比赛ID 组合索引I_ClubMatchNotes_ClubIdClubMatchId
/// </summary>
public int ClubMatchId;
/// <summary>
/// 产生时间
/// </summary>
public DateTime CreateTime;
/// <summary>
/// 内容
/// </summary>
public string Content;
/// <summary>
/// 获取输出对象
/// </summary>
/// <param name="lists"></param>
/// <returns></returns>
public static List<ClubMatchNotesLog> GetClubMatchNotes(List<ClubMatchNotes> lists)
{
var result = new List<ClubMatchNotesLog>();
if (lists == null || lists.Count < 1)
{
return result;
}
for (int i=lists.Count - 1; i >= 0; i--)
{
var item = lists[i];
result.Add(new ClubMatchNotesLog
{
TypeId = item.TypeId,
CreateTime = item.CreateTime,
Content = item.Content
});
//Debug.Info($"发给客户端的日志:{item.Content}");
}
return result;
}
}
}

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using System;
using GameMessage;
namespace ObjectModel.Club
{
/// <summary>
/// 俱乐部房卡转入记录
/// </summary>
public class ClubPayCardDBEntity
{
public int id {get; set;}
public int clubId {get; set;} // 俱乐部ID
public int userId {get; set;} // 用户ID
public int cardCount {get; set;} // 房卡数量
public string nickName {get; set;} // 用户昵称
public DateTime datetime {get; set;}
public int sex {get; set;} // 性别
public ClubPayCardOrigin origin {get; set;}
}
}

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using System.Collections.Generic;
using Server.Core;
namespace ObjectModel.Club
{
/// <summary>
/// 俱乐部玩家结算详情
/// </summary>
public class ClubPlayerSettleDetail : Reference
{
/// <summary>
/// 大赢家列表
/// </summary>
public List<int> BigWinIndexs;
/// <summary>
/// 大赢家用户列表
/// </summary>
public List<int> BigWinUserIds;
/// <summary>
/// 牌局最大分数
/// </summary>
public decimal MaxScore;
/// <summary>
/// 房主用户Id
/// </summary>
public int RoomOwnerUserId;
/// <summary>
/// 房卡数量
/// </summary>
public int CardNum;
public static ClubPlayerSettleDetail Create()
{
var entity = ReferencePool.Fetch<ClubPlayerSettleDetail>();
entity.BigWinIndexs = new List<int>();
entity.BigWinUserIds = new List<int>();
entity.MaxScore = -1;
entity.RoomOwnerUserId = -1;
entity.CardNum = 0;
return entity;
}
/// <summary>
/// 是否大赢家
/// </summary>
public bool IsBigWinByIndex(int index)
{
return BigWinIndexs.Contains(index);
}
public bool IsBigWinByUserId(int userId)
{
return BigWinUserIds.Contains(userId);
}
/// <summary>
/// 是否房主
/// </summary>
public bool IsRoomOwner(int userId)
{
return RoomOwnerUserId == userId;
}
public override void Dispose()
{
BigWinIndexs.Clear();
BigWinUserIds.Clear();
ReferencePool.Recycle(this);
}
}
}

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using System;
namespace ObjectModel.Club
{
[Serializable]
public class ClubUserScoreLog : ClubMatchUserScore
{
public FieldChangeLog ChangeLog;
}
}

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using System;
namespace ObjectModel.Club
{
public static class FieldChangeType
{
public const int None = 0; // 没有执行任何操作
public const int AddOrSub = 1; // 更新
public const int Set = 2; // 设置
}
[Serializable]
public class FieldChangeLog
{
/// <summary>
/// 变更类型
/// </summary>
public int ChangeType;
/// <summary>
/// 字段名称
/// </summary>
public string FieldName;
/// <summary>
/// 变更值
/// </summary>
public string Value;
public FieldChangeLog(int changeType, string fieldName, string value)
{
ChangeType = changeType;
FieldName = fieldName;
Value = value;
}
}
}

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using System;
namespace ObjectModel.Club
{
[Serializable]
public class LeagueClubScoreLog : LeagueMatchClubScore
{
public FieldChangeLog ChangeLog;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config
{
/// <summary>
/// 给游戏中的充值玩家添加购买对应的货币
/// </summary>
public class AddShangPingToPlayer
{
/// <summary>
/// 玩家Id
/// </summary>
public int UserId;
/// <summary>
/// 充值的商品Id
/// </summary>
public int SpId;
public AddShangPingToPlayer() { }
}
}

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/* ==============================================================================
* 功能描述ChongZhiShangPing
* 创 建 者:徐高庆
* 创建日期2023/4/24 15:06:53
* CLR Version :4.0.30319.42000
* ==============================================================================*/
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config
{
/// <summary>
/// 商城商品
/// </summary>
public class ChongZhiShangPing
{
/// <summary>
/// 商品Id
/// </summary>
public int id;
/// <summary>
/// 价值-参考价值
/// </summary>
[JsonIgnore]
public int jiazhi;
/// <summary>
/// 得到金币数量
/// </summary>
public long GetJinBi;
/// <summary>
/// 得到参赛卷数量 目前只能赠送获得
/// </summary>
public int GetCanSaiJuan;
/// <summary>
/// 得到复活卡数量
/// </summary>
public int GetFuHuoKa;
/// <summary>
/// 得到钻石数量--(界面显示是金砖)
/// </summary>
public int GetZuanShi;
/// <summary>
/// 得到会员天数
/// </summary>
public int GetHuiYuan;
/// <summary>
/// 要支付的钻石数量 1
/// </summary>
public int PayZuanShi ;
/// <summary>
/// 要支付的礼券数量 2
/// </summary>
public int PayLiJuan;
/// <summary>
/// 要支付的人民币数量 3
/// </summary>
public int PayRMB;
/// <summary>
/// 需要支付多少红包卷
/// </summary>
public int PayHongBao;
//注意 1/2/3 是购买这个商品要支付的数量正常是一个值就OK了如果是有多个值的话就说明按其中一个支付即可但是人民币是最后一个优先级。比如买100万金币 需要支付100个砖石 或者10元人民币那就优先用100个钻石购买如果钻石不够提示用户充值
/// <summary>
/// 名称
/// </summary>
public string Title;
/// <summary>
/// 获取会员的Redis Key
/// </summary>
/// <param name="userid"></param>
/// <returns></returns>
public static string GetHuiYuanKey(int userid) {
return $"huiyuan:{userid}";
}
/// <summary>
/// 是否需要兑换
/// </summary>
/// <returns></returns>
public bool CanDuiHuan() {
return this.GetCanSaiJuan+this.GetJinBi+this.GetFuHuoKa>0;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config.HuaWei
{
/// <summary>
/// 服务器使用的token令牌
/// </summary>
public class AccessTokenServer
{
/// <summary>
/// 令牌
/// </summary>
public string access_token;
/// <summary>
/// 过期时间
/// </summary>
public int expires_in;
/// <summary>
/// 过期的时间
/// </summary>
public DateTime TimeOut;
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config.HuaWei
{
public class HuaWeiPayDB
{
public int id;
public int userid;
/// <summary>
/// 产品id
/// </summary>
public string productId;
/// <summary>
/// 订单号
/// </summary>
public string orderId;
public DateTime createTime;
public HuaWeiPayDB() { }
public static string GetInsertSql(int userid, string productId, string orderId)
{
return $"INSERT INTO [HuaWeiPay]([userid], [productId], [orderId]) VALUES ( {userid}, '{productId}', '{orderId}')";
}
public string GetSaveSql()
{
return $"INSERT INTO [tbIosPay]([userid], [productId], [orderId]) VALUES ( {userid}, '{productId}', '{orderId}')";
}
public HuaWeiPayDB(DataRow row)
{
this.id = Convert.ToInt32(row["id"]);
this.userid = Convert.ToInt32(row["userid"]);
this.productId = row["productId"].ToString();
this.orderId = row["orderId"].ToString();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config.HuaWei
{
public class InappPurchaseDetails
{
/// <summary>
/// 消耗型商品或者非消耗型商品固定为false。
/// </summary>
public bool autoRenewing { get; set; }
/// <summary>
/// 订单ID唯一标识一笔需要收费的收据
/// </summary>
public string orderId { get; set; }
/// <summary>
/// 应用安装包名。
/// </summary>
public string packageName { get; set; }
/// <summary>
/// 应用ID。
/// </summary>
public long applicationId { get; set; }
/// <summary>
/// 应用ID
/// </summary>
public string applicationIdString { get; set; }
/// <summary>
/// 商品类别,取值包括
/// 0消耗型商品 1非消耗型商品 2订阅型商品
/// </summary>
public int kind { get; set; }
/// <summary>
/// 商品ID。每种商品必须有唯一的ID
/// </summary>
public string productId { get; set; }
/// <summary>
/// 商品名称。
/// </summary>
public string productName { get; set; }
/// <summary>
/// 商品购买时间UTC时间戳以毫秒为单位
/// </summary>
public long purchaseTime { get; set; }
/// <summary>
/// 历史接口兼容用同purchaseTime新接入无需关注本字段。
/// </summary>
public long purchaseTimeMillis { get; set; }
/// <summary>
/// 订单交易状态。
/// -1初始化 0已购买 1已取消 2已撤销或已退款 3待处理
/// </summary>
public int purchaseState { get; set; }
/// <summary>
/// 商户侧保留信息,由您在调用支付接口时传入
/// </summary>
public string developerPayload { get; set; }
/// <summary>
/// 用于唯一标识商品和用户对应关系的购买令牌,在支付完成时由华为应用内支付服务器生成。
/// </summary>
public string purchaseToken { get; set; }
/// <summary>
/// 消耗状态,仅一次性商品存在,取值包括 0未消耗 1已消耗
/// </summary>
public int consumptionState { get; set; }
/// <summary>
/// 确认状态,取值包括 0 :未确认 1已确认
/// </summary>
public int confirmed { get; set; }
/// <summary>
/// 购买类型。 0沙盒环境
/// </summary>
public int purchaseType { get; set; }
/// <summary>
/// 定价货币的币种 CNY
/// </summary>
public string currency { get; set; }
/// <summary>
/// 商品实际价格*100以后的值
/// </summary>
public long price { get; set; }
/// <summary>
/// 国家/地区码
/// </summary>
public string country { get; set; }
/// <summary>
/// 交易单号,用户支付成功后生成
/// </summary>
public string payOrderId { get; set; }
/// <summary>
/// 支付方式,
/// </summary>
public string payType { get; set; }
/// <summary>
///
/// </summary>
public string sdkChannel { get; set; }
/// <summary>
/// 购买的商品是否数据合格
/// </summary>
/// <returns>true合格false不合格</returns>
public bool IsOk(string id)
{
bool b = false;
b = id == productId;
if (!b) return b;
b = purchaseState == 0;
if (!b) return b;
b = consumptionState == 0;
if (!b) return b;
b = confirmed == 0;
if (!b) return b;
return b;
}
public override string ToString()
{
return $"id:{productId},name:{productName},price:{price},orderid:{orderId}";
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config.HuaWei
{
public class VerifyProductResponse
{
/// <summary>
/// 0成功 其他失败
/// </summary>
public string responseCode;
/// <summary>
/// 商品的JSON数据
/// </summary>
public string purchaseTokenData;
/// <summary>
/// 加密后的字符串
/// </summary>
public string dataSignature;
/// <summary>
/// 加密方式
/// </summary>
public string signatureAlgorithm;
/// <summary>
/// 错误信息
/// </summary>
public string responseMessage;
}
}

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using System;
namespace ObjectModel.Config.HuaWei
{
[Serializable]
public class VerifyRequest
{
/// <summary>
/// 待下发商品ID。商品ID来源于您在AppGallery Connect中配置商品信息时设置的商品ID。
/// </summary>
public string productId { get; set; }
/// <summary>
/// 待下发商品的购买Token发起购买和查询待消费商品信息时均会返回purchaseToken参数。
/// </summary>
public string purchaseToken { get; set; }
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config
{
/// <summary>
/// 苹果充值订单数据库对象
/// </summary>
public class IosPayDB
{
public int id;
public int userid;
/// <summary>
/// 产品id
/// </summary>
public string productId;
/// <summary>
/// 订单号
/// </summary>
public string transactionId;
public DateTime createTime;
public IosPayDB() { }
public static string GetInsertSql(int userid, string productId, string transactionId)
{
return $"INSERT INTO [tbIosPay]([userid], [productId], [transactionId]) VALUES ( {userid}, '{productId}', '{transactionId}')";
}
public string GetSaveSql()
{
return $"INSERT INTO [tbIosPay]([userid], [productId], [transactionId]) VALUES ( {userid}, '{productId}', '{transactionId}')";
}
public IosPayDB(DataRow row)
{
this.id = Convert.ToInt32(row["id"]);
this.userid = Convert.ToInt32(row["userid"]);
this.productId = row["productId"].ToString();
this.transactionId = row["transactionId"].ToString();
}
/* public UserWarDataModel(DataRow row)
{
this.UserId = (int)row["userId"];
this.GameId = (int)row["gameId"];
this.WinCount = (int)row["winCount"];
this.LoseCount = (int)row["loseCount"];
this.GameTotal = (int)row["gameTotal"];
this.ExcepCount = 0;
}*/
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config
{
public class NoDeskMatesAllowedInfo
{
/// <summary>
/// 不能同桌的UserId集合。一条记录就是一个规则
/// </summary>
public List<NoDeskPlayerInfo> PlayerIds;
/// <summary>
/// 获取数据时间小于当前时间就重新获取。30分钟一次
/// </summary>
public DateTime GetTime;
public NoDeskMatesAllowedInfo() { }
}
public class NoDeskPlayerInfo{
/// <summary>
/// 编号 --根据这个Id做增删改查
/// </summary>
public int Id;
/// <summary>
/// 玩家Id多个玩家逗号分隔玩家个数不限制
/// </summary>
public string UserIds;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config
{
/// <summary>
/// 抽奖包
/// </summary>
public class TurntableLotteryPack
{
#region
/// <summary>
/// 玩家Id
/// </summary>
public int UserId;
#endregion
/// <summary>
/// 一个月的连续抽奖签到次数
/// </summary>
public int Count;
/// <summary>
/// 抽中的类型
/// </summary>
public int Type;
/// <summary>
/// 1成功 2失败今天已经签到过了
/// </summary>
public int ResultCode;
/// <summary>
/// 是否是活动
/// </summary>
public bool Activity;
}
}

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/* ==============================================================================
* 功能描述EditGoldRequest
* 创 建 者:徐高庆
* 创建日期2023/6/26 16:29:51
* CLR Version :4.0.30319.42000
* ==============================================================================*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config.request
{
/// <summary>
/// 存取金币
/// </summary>
public class EditGoldRequest
{
/// <summary>
/// 存取数量
/// </summary>
public int Gold;
/// <summary>
/// 1存 2取
/// </summary>
public int Type ;
/// <summary>
/// 处理失败返还错误信息
/// </summary>
public string Msg;
/// <summary>
/// 1成功 其他失败失败就把上面的msg飞字提示
/// </summary>
public int Result;
/// <summary>
///
/// </summary>
public EditGoldRequest()
{
}
}
}

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/* ==============================================================================
* 功能描述RequestCZShangPing
* 创 建 者:徐高庆
* 创建日期2023/4/25 09:28:20
* CLR Version :4.0.30319.42000
* ==============================================================================*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Config.request
{
public class RequestCZShangPing
{
/// <summary>
/// 请求类型 1推荐 2砖石 3金币 4道具 5红包兑换
/// </summary>
public int Type;
/// <summary>
/// 商品列表
/// </summary>
public List<ChongZhiShangPing> ShangPings;
}
public class DuiHuanDaoJuRequest {
/// <summary>
/// 商品Id
/// </summary>
public int Id;
/// <summary>
/// 兑换结果 -1没有该商品 1成功 3失败 没有那么多货币来兑换 2其他错误
/// </summary>
public int ResultCode;
}
}

59
ObjectModel/ConstClass.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel
{
/// <summary>
/// 常量类
/// </summary>
public class ConstClass
{
/// <summary>
/// IPTV直播数据redis key --停用
/// </summary>
public const string IPtvWarDataRedisKey = "IPtvWarData";
/// <summary>
/// iptv直播数据的库 --停用
/// </summary>
public const int IPtvWarReidsDB = 9;
/// <summary>
/// 不能同桌通过设置IP的redisKey
/// </summary>
public const string NoDeskMatesAllowedKey = "NoDeskMatesAllowedByIP";
/// <summary>
/// 不能同桌的redis 库下标
/// </summary>
public const int NoDeskMatesAllowedDBIdx = 9;
/// <summary>
/// 实名认证秘钥的redis Key
/// </summary>
public const string SMRSSecretKey = "SMRSSecretKey";
/// <summary>
/// 获取红包积分Redis Key
/// </summary>
/// <param name="userid"></param>
/// <returns></returns>
public static string GetRedMoneyKey(int userid)
{
return $"RedMoneyNew:{userid}";
}
/// <summary>
/// 获取需要平衡的用户信息
/// </summary>
/// <param name="modelId">服务器模块Id</param>
/// <returns></returns>
public static string GetBalanceKey(int modelId)
{
return $"ChangeCardSeat:{modelId}";
}
}
}

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using System;
namespace DBEntitys
{
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
public class DBFieldNameAttribute : Attribute
{
/// <summary>
/// 别名
/// </summary>
public string FieldName { get; }
/// <summary>
/// 构造函数
/// </summary>
public DBFieldNameAttribute(string fieldName = "")
{
FieldName = fieldName;
}
}
/// <summary>
/// 标记实体属性为时间区间字段
/// 使用此注解的属性在查询时会自动使用 WhereBetween
/// </summary>
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
public class DateRangeFieldAttribute : Attribute
{
/// <summary>
/// 是否为时间区间字段
/// </summary>
public bool IsDateRange { get; }
/// <summary>
/// 构造函数
/// </summary>
/// <param name="isDateRange">默认为true标记为时间区间字段</param>
public DateRangeFieldAttribute(bool isDateRange = true)
{
IsDateRange = isDateRange;
}
}
/// <summary>
/// 标记实体属性在查询时忽略此字段
/// </summary>
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
public class QueryIgnoreAttribute : Attribute
{
}
/// <summary>
/// 标记实体属性使用 LIKE 查询
/// </summary>
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
public class LikeFieldAttribute : Attribute
{
}
/// <summary>
/// 标记实体属性使用 IN 查询(字段值为逗号分隔的多个值)
/// </summary>
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
public class InFieldAttribute : Attribute
{
/// <summary>
/// 分隔符,默认为逗号
/// </summary>
public char Separator { get; set; } = ',';
}
}

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namespace DBEntitys
{
/// <summary>
///
/// </summary>
public class MailTabDBEntity
{
/// <summary>
///
/// </summary>
public System.String weiyima { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 send_id { get; set; }
/// <summary>
///
/// </summary>
public System.String send_name { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 send_type { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 receive_id { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 receive_type { get; set; }
/// <summary>
///
/// </summary>
public System.String title { get; set; }
/// <summary>
///
/// </summary>
public System.String eml_content { get; set; }
/// <summary>
///
/// </summary>
public System.String res { get; set; }
/// <summary>
///
/// </summary>
public System.DateTime send_time { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 mail_state { get; set; }
/// <summary>
///
/// </summary>
public System.DateTime? read_time { get; set; }
}
}

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namespace DBEntitys
{
/// <summary>
///
/// </summary>
public class RoomData
{
/// <summary>
///
/// </summary>
public RoomData()
{
}
/// <summary>
///
/// </summary>
public System.String weiyima { get; set; }
/// <summary>
///
/// </summary>
public System.String roomnum { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 maxcnt { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 mincnt { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 warcnt { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 nowcnt { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 overCnt { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 gameid { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 serverVer { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 createStyle { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 createid { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 fangka { get; set; }
/// <summary>
///
/// </summary>
public System.DateTime createTime { get; set; }
/// <summary>
///
/// </summary>
public System.DateTime? closeTime { get; set; }
/// <summary>
///
/// </summary>
public System.Byte[] roomrule { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 interceptIp { get; set; }
/// <summary>
///
/// </summary>
public System.Int32 interceptWeChat { get; set; }
/// <summary>
///
/// </summary>
public System.String ex { get; set; }
/// <summary>
/// 赔率
/// </summary>
public System.Double? peilv { get; set; }
/// <summary>
/// 限进
/// </summary>
public System.Int32 Capping { get; set; }
/// <summary>
/// 备注
/// </summary>
public System.String Remarks { get; set; }
/// <summary>
///
/// </summary>
public System.String ruleEx { get; set; }
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Game
{
/// <summary>
/// 添加用户资产信息包
/// </summary>
public class AddZiChanPack
{
public List<AddZiChanInfo> datas;
public AddZiChanPack()
{
datas = new List<AddZiChanInfo>();
}
}
public class AddZiChanInfo
{
/// <summary>
/// 玩家Id
/// </summary>
public int UserId;
/// <summary>
/// 类型 1游戏币(金币) 2保险柜*1万 3参赛卷 4复活卡 5门票 6礼券 7金砖 8道具
/// </summary>
public int lx;
/// <summary>
/// 数值
/// </summary>
public long Num;
public AddZiChanInfo() { }
/// <summary>
///
/// </summary>
/// <param name="userid">玩家Id</param>
/// <param name="lx">类型 1游戏币(金币) 2保险柜*1万 3参赛卷 4复活卡 5门票 6礼券 7金砖 8道具</param>
/// <param name="num">数值</param>
public AddZiChanInfo(int userid, int lx, long num)
{
this.UserId = userid;
this.lx = lx;
this.Num = num;
}
public override string ToString()
{
return $"userid:{UserId} 类型:{Getlx()} num:{Num}";
}
public string Getlx()
{
switch (lx)
{
case 1:
return "游戏币";
case 2:
return "保险柜";
case 3:
return "参赛卷";
case 4:
return "复活卡";
case 5:
return "门票";
case 6:
return "礼券";
case 7:
return "金砖";
case 8:
return "道具";
}
return "";
}
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Game
{
/// <summary>
/// 冠军
/// </summary>
public class DataFirstModel
{
/// <summary>
/// 玩家Id
/// </summary>
public int UserId;
/// <summary>
/// 获得冠军时间
/// </summary>
public DateTime CreateTime;
public DataFirstModel() { }
public DataFirstModel(DataRow row) {
this.UserId = (int)row["UserId"];
this.CreateTime = (DateTime)row["CreateTime"];
}
/// <summary>
/// 获取保存日赛冠军Sql
/// </summary>
/// <param name="userid"></param>
/// <returns></returns>
public static string GetInsertSql(int userid,int moduleId,int matchId) {
return $"INSERT INTO[DataFirst]([UserId], [moduleId], [matchId]) VALUES({userid}, {moduleId}, {matchId});";
//return $"INSERT INTO [DataFirst]([UserId]) VALUES ({userid});";
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Game
{
/// <summary>
/// 朋友房战斗文件信息
/// </summary>
public class FriendRoomFightFileInfo
{
/// <summary>
/// 唯一标识
/// </summary>
public string weiyima;
/// <summary>
/// 打了多少局,打了几局就有几个战斗文件
/// </summary>
public int overCnt;
/// <summary>
/// 朋友房结束时间
/// </summary>
public DateTime endTime;
public FriendRoomFightFileInfo() { }
}
}

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/*************************************************************************************
* 描 述: 游戏统计数据
*************************************************************************************/
using System;
using System.Collections.Generic;
using ObjectModel.Club;
using Server.Core;
namespace ObjectModel.Game
{
/// <summary>
/// 俱乐部对战数据统计
/// </summary>
public class ClubStatisticsSummaryData : Reference, IGameMapField
{
/// <summary>
/// 俱乐部Id
/// </summary>
public int ClubId { get; set;}
/// <summary>
/// 所属联盟Id 没有就是0
/// </summary>
public int LeagueId { get; set; }
/// <summary>
/// 比赛Id没有就是0
/// </summary>
public int MatchId { get; set; }
/// <summary>
/// 有效耗卡
/// </summary>
public decimal CardScore { get; set; }
/// <summary>
/// 活跃积分-群主赚的房费
/// </summary>
public decimal DeskScore { get; set;}
/// <summary>
/// 联盟的活跃积分-联盟赚的房费
/// </summary>
public decimal LeagueScore { get; set;}
/// <summary>
/// 玩家总输赢积分
/// </summary>
public decimal UserSumScore { get; set;}
/// <summary>
/// 游玩次数 (总的开桌次数)
/// </summary>
public int PlayGameCount { get; set;}
/// <summary>
/// 游玩次数 (俱乐部中一个人参与一次游戏就算一次)
/// </summary>
public int PlayerJoinGameCount { get; set; }
/// <summary>
/// 创建时间
/// </summary>
public DateTime CreateTime { get; set; }
public static ClubStatisticsSummaryData Create(
int clubId = 0, int leagueId = 0,
int matchId = 0, decimal cardScore = 0,
decimal deskScore = 0, decimal leagueScore = 0,
decimal userSumScore = 0, int playGameCount = 0,
int playerJoinGameCount = 0, DateTime createTime = default)
{
ClubStatisticsSummaryData data = ReferencePool.Fetch<ClubStatisticsSummaryData>();
data.ClubId = clubId;
data.LeagueId = leagueId;
data.MatchId = matchId;
data.CardScore = cardScore;
data.DeskScore = deskScore;
data.LeagueScore = leagueScore;
data.UserSumScore = userSumScore;
data.PlayGameCount = playGameCount;
data.PlayerJoinGameCount = playerJoinGameCount;
data.CreateTime = createTime;
return data;
}
public override void Dispose()
{
ReferencePool.Recycle(this);
}
public List<GameMapFieldData> ToFields()
{
return new List<GameMapFieldData>
{
new GameMapFieldData { Name = "ClubId", GetInt = ()=> ClubId , SetInt = (x)=> ClubId = x},
new GameMapFieldData { Name = "LeagueId", GetInt = ()=> LeagueId , SetInt = (x)=> LeagueId = x},
new GameMapFieldData { Name = "MatchId", GetInt = ()=> MatchId , SetInt = (x)=> MatchId = x},
new GameMapFieldData { Name = "CreateTime", GetString = ()=> CreateTime.ToString("yyyy-MM-dd HH:mm:ss"), SetString = (x)=> CreateTime = DateTime.ParseExact(x, "yyyy-MM-dd HH:mm:ss", null) },
new GameMapFieldData { Name = "CardScore", GetDecimal = ()=> CardScore, SetDecimal = (x)=> CardScore = x, IsSummary = true},
new GameMapFieldData { Name = "DeskScore", GetDecimal = ()=> DeskScore , SetDecimal = (x)=> DeskScore = x, IsSummary = true},
new GameMapFieldData { Name = "LeagueScore", GetDecimal = ()=> LeagueScore , SetDecimal = (x)=> LeagueScore = x, IsSummary = true},
new GameMapFieldData { Name = "UserSumScore", GetDecimal = ()=> UserSumScore , SetDecimal = (x)=> UserSumScore = x, IsSummary = true},
new GameMapFieldData { Name = "PlayGameCount", GetInt = ()=> PlayGameCount , SetInt = (x)=> PlayGameCount = x, IsSummary = true},
new GameMapFieldData { Name = "PlayerJoinGameCount", GetInt = ()=> PlayerJoinGameCount , SetInt = (x)=> PlayerJoinGameCount = x, IsSummary = true},
};
}
}
/// <summary>
/// 玩家对战数据统计
/// </summary>
public class PlayerPlayStatisticsSummaryData : Reference, IGameMapField
{
/// <summary>
/// 玩家Id
/// </summary>
public int UserId { get; set;}
/// <summary>
/// 所属合伙人的UserId
/// </summary>
public int PartnerId { get; set;}
/// <summary>
/// 得分
/// </summary>
public decimal Score { get; set; }
/// <summary>
/// 全场最佳(大赢家)
/// </summary>
public int BestCount { get; set; }
/// <summary>
/// 房主次数
/// </summary>
public int RoomOwnerCount { get; set; }
/// <summary>
/// 玩过的场次
/// </summary>
public int PlayGameCount { get; set; }
/// <summary>
/// 玩过的模式
/// </summary>
public PlayerStatisticsPlayGameMode PlayGameMode { get; set; }
/// <summary>
/// 创建时间
/// </summary>
public DateTime CreateTime { get; set; }
#region
/// <summary>
/// 所属俱乐部Id
/// </summary>
public int ClubId { get; set;}
/// <summary>
/// 所属联盟Id 没有就是0
/// </summary>
public int LeagueId { get; set; }
/// <summary>
/// 比赛Id没有就是0
/// </summary>
public int MatchId { get; set; }
/// <summary>
/// 俱乐部提供的桌费
/// </summary>
public decimal ClubDeskScore { get; set; }
/// <summary>
/// 联盟的活跃积分
/// </summary>
public decimal ClubLeagueScore { get; set; }
/// <summary>
/// 有效耗卡
/// </summary>
public decimal ClubCardScore { get; set;}
#endregion
public static PlayerPlayStatisticsSummaryData Create()
{
PlayerPlayStatisticsSummaryData data = ReferencePool.Fetch<PlayerPlayStatisticsSummaryData>();
data.UserId = 0;
data.PartnerId = 0;
data.CreateTime = default;
data.Score = 0;
data.BestCount = 0;
data.RoomOwnerCount = 0;
data.PlayGameCount = 0;
data.PlayGameMode = PlayerStatisticsPlayGameMode.Unknown;
data.ClubId = 0;
data.LeagueId = 0;
data.MatchId = 0;
data.ClubDeskScore = 0;
data.ClubLeagueScore = 0;
data.ClubCardScore = 0;
return data;
}
public override void Dispose()
{
ReferencePool.Recycle(this);
}
public List<GameMapFieldData> ToFields()
{
return new List<GameMapFieldData>
{
new GameMapFieldData { Name = "UserId", GetInt = ()=> UserId , SetInt = (x)=> UserId = x},
new GameMapFieldData { Name = "PartnerId", GetInt = ()=> PartnerId , SetInt = (x)=> PartnerId = x},
new GameMapFieldData { Name = "CreateTime", GetString = ()=> CreateTime.ToString("yyyy-MM-dd HH:mm:ss"), SetString = (x)=> CreateTime = DateTime.ParseExact(x, "yyyy-MM-dd HH:mm:ss", null) },
new GameMapFieldData { Name = "PlayGameMode", GetInt = ()=> (int)PlayGameMode , SetInt = (x)=> PlayGameMode = (PlayerStatisticsPlayGameMode)x},
new GameMapFieldData { Name = "ClubId", GetInt = ()=> ClubId , SetInt = (x)=> ClubId = x},
new GameMapFieldData { Name = "LeagueId", GetInt = ()=> LeagueId , SetInt = (x)=> LeagueId = x},
new GameMapFieldData { Name = "MatchId", GetInt = ()=> MatchId , SetInt = (x)=> MatchId = x},
new GameMapFieldData { Name = "Score", GetDecimal = ()=> Score, SetDecimal = (x)=> Score = x, IsSummary = true},
new GameMapFieldData { Name = "BestCount", GetInt = ()=> BestCount , SetInt = (x)=> BestCount = x, IsSummary = true},
new GameMapFieldData { Name = "RoomOwnerCount", GetInt = ()=> RoomOwnerCount , SetInt = (x)=> RoomOwnerCount = x, IsSummary = true},
new GameMapFieldData { Name = "PlayGameCount", GetInt = ()=> PlayGameCount , SetInt = (x)=> PlayGameCount = x, IsSummary = true},
new GameMapFieldData { Name = "ClubDeskScore", GetDecimal = ()=> ClubDeskScore , SetDecimal = (x)=> ClubDeskScore = x, IsSummary = true},
new GameMapFieldData { Name = "ClubLeagueScore", GetDecimal = ()=> ClubLeagueScore , SetDecimal = (x)=> ClubLeagueScore = x, IsSummary = true},
new GameMapFieldData { Name = "ClubCardScore", GetDecimal = ()=> ClubCardScore , SetDecimal = (x)=> ClubCardScore = x, IsSummary = true},
};
}
}
/// <summary>
/// 游玩类型
/// </summary>
public enum PlayerStatisticsPlayGameMode
{
Unknown = 0,
GOLD = 1, // 金币场
FRIEND = 2, // 朋友房
CLUB = 3, // 俱乐部
}
}

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using System;
using System.Collections.Generic;
namespace ObjectModel.Game
{
/// <summary>
/// 转换成字段列表
/// </summary>
public interface IGameMapField
{
public List<GameMapFieldData> ToFields();
}
public class GameMapFieldData
{
public string Name; // 字段名称
public bool IsSummary; // 需要纳入统计的字段
public Func<decimal> GetDecimal;
public Action<decimal> SetDecimal;
public Func<int> GetInt;
public Action<int> SetInt;
public Func<string> GetString;
public Action<string> SetString;
public string ParseStringValue()
{
if (GetString != null) return GetString();
if (GetInt != null) return GetInt().ToString();
if (GetDecimal != null) return GetDecimal().ToString();
return "";
}
public void SetValue(object value)
{
if (SetDecimal != null)
{
decimal.TryParse(value.ToString(), out decimal v);
SetDecimal(v);
}
else if (SetInt != null)
{
int.TryParse(value.ToString(), out int v);
SetInt(v);
}
else if (SetString != null)
{
SetString(value.ToString());
}
}
}
}

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using System;
namespace ObjectModel.Game
{
[Serializable]
public class MallRoleInfoHttpResponse
{
public int RoleId { get; set; }
public string RoleName { get; set; }
}
}

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using System.Collections.Generic;
using System.Text;
namespace ObjectModel.Game
{
public class PageDBEntity<T>
{
/// <summary>
/// 数据总数
/// </summary>
public int Total { get; set; }
/// <summary>
/// 数据
/// </summary>
public List<T> List { get; set; }
}
}

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using System;
using System.Collections.Generic;
using GameMessage;
namespace ObjectModel.Game
{
/// <summary>
/// 游戏内部得资产变更包
/// </summary>
[Serializable]
public class PlayerPropertyInnerRequest
{
/// <summary>
/// 变更得用户Id
/// </summary>
public int UserId { get; set; }
/// <summary>
/// 所需要变更得资产
/// </summary>
public List<PlayerPropertyPack> PropertyList { get; set; }
/// <summary>
/// 变更客户端展示类型
/// </summary>
public PlayerPropertyNotifyUIType NotifyType { get; set; } = PlayerPropertyNotifyUIType.None;
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Game
{
/// <summary>
/// 玩家投诉计数信息
/// </summary>
public class PlayerReportModel
{
/// <summary>
/// 玩家Id
/// </summary>
public int UserId;
/// <summary>
/// 投诉次数
/// </summary>
public int TushuCount;
/// <summary>
/// 处理次数
/// </summary>
public int ChuliCount;
/// <summary>
/// 名字-保存不管。取数据的时候left join 用户表。不一定有值
/// </summary>
public string Name;
public PlayerReportModel() { }
public static PlayerReportModel GetInstance(DataRow row) {
return new PlayerReportModel()
{
UserId = (int)row["userId"],
ChuliCount = (int)row["chuliCount"],
TushuCount = (int)row["tushuCount"],
Name = row["NickName"].ToString()
};
}
public string GetInsertSql() {
return $"INSERT INTO [PlayerReport]([userId], [tushuCount], [chuliCount]) VALUES ({UserId},{TushuCount},{ChuliCount})";
}
public string GetUpdateSql() {
return $"update PlayerReport set tushuCount=tushuCount+{TushuCount},chuliCount=chuliCount+{ChuliCount} where userId={UserId}";
}
public string SaveModeSql() {
return $"if exists(select userid from PlayerReport where userId={UserId}) begin {GetUpdateSql()} end else begin {GetInsertSql()} end;";
}
}
}

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namespace ObjectModel.Game
{
/// <summary>
/// 推广员表
/// </summary>
public class PromotersDBEntity
{
/// <summary>
/// 用户Id
/// </summary>
public int UserId { get; set; }
/// <summary>
/// 总线下用户
/// </summary>
public int TotalUser { get; set; }
/// <summary>
/// 总钻石的消费金额
/// </summary>
public decimal TotalCost { get; set; }
/// <summary>
/// 总佣金 (红包)
/// </summary>
public decimal TotalCommission { get; set; }
/// <summary>
/// 推广等级
/// </summary>
public int Level { get; set; }
}
}

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namespace ObjectModel.Game
{
public class UserAccountInfoDBEntity
{
/// <summary>
/// 用户Id
/// </summary>
public int UserId { get; set; }
/// <summary>
/// 加密得手机号
/// </summary>
public string PhoneId { get; set; }
}
}

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using System;
namespace ObjectModel.Game
{
public class UserDBEntity
{
public int UserID { get; set;}
public string UserName { get; set;}
public string avatar { get; set;}
public string NickName { get; set;} // 旧的
public string nickNameEm { get; set;} // 新的
public DateTime RegTime { get; set;}
public DateTime LastLoginTime { get; set;}
public int Sex { get; set;}
// 货币
public long money { get; set;} // 金币
public int mmnn { get; set;} // 钻石
}
public class UserGameGoldChangeStatisticsDBEntity
{
public long TotalChangeMoney;
public long TotalMatchChangeMoney;
public int TotalPlayCount;
}
/// <summary>
/// 游戏游玩金币变更 (sh_log4 表)
/// </summary>
public class UserGameGoldChangeDBEntity
{
/// <summary>
/// 用户ID
/// </summary>
public int userid { get; set;}
/// <summary>
/// 结算后金额
/// </summary>
public long money_bak { get; set;}
/// <summary>
/// 游玩输赢
/// </summary>
public long money_pay { get; set;}
/// <summary>
/// 游戏ID
/// </summary>
public int game_id { get; set;}
/// <summary>
/// 比赛输赢(含报名费)
/// </summary>
public int kxgc_change { get; set;}
/// <summary>
/// 时间
/// </summary>
public DateTime time_change { get; set;}
/// <summary>
/// 初始金额
/// </summary>
public long hjha_loginmoney { get; set;}
/// <summary>
/// 游玩局数
/// </summary>
public int hjha_playcount { get; set;}
}
/// <summary>
/// 玩家游戏排名 (金币排行)(tbUserBaseInfo_OneHour 表)
/// </summary>
public class UserGameRankDBEntity
{
public int UserID { get; set;}
public string UserName { get; set;}
public string NickName { get; set;}
public long hjha_Gold { get; set;}
}
}

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using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Server.Core;
namespace ObjectModel.Game
{
/// <summary>
/// 玩家对战对象
/// </summary>
public class UserWarDataModel : Reference
{
/// <summary>
/// userid
/// </summary>
public int UserId;
/// <summary>
/// 游戏ID
/// </summary>
public int GameId;
/// <summary>
/// 赢的盘数
/// </summary>
public int WinCount;
/// <summary>
/// 输的盘数
/// </summary>
public int LoseCount;
/// <summary>
/// 对战总盘数
/// </summary>
public int GameTotal;
/// <summary>
/// 对战改变的数量
/// </summary>
public int TotalChange = 0;
/// <summary>
/// 赢的变化的数量
/// </summary>
public int WinChange = 0;
/// <summary>
/// 输变化的数量
/// </summary>
public int LoseChange = 0;
/// <summary>
/// 异常托管局数,不存数据库
/// </summary>
public int ExcepCount = 0;
/// <summary>
/// 胜率0.12 ,没有乘以100的不是百分之多少
/// </summary>
public float VictoryRate
{
get
{
if (GameTotal == 0) return 0;
return WinCount * 1.0f / GameTotal;
}
}
public UserWarDataModel()
{
}
public static UserWarDataModel Create(int userid, int gameId)
{
UserWarDataModel self = ReferencePool.Fetch<UserWarDataModel>();
self.UserId = userid;
self.GameId = gameId;
self.ExcepCount = 0;
self.LoseCount = 0;
self.GameTotal = 0;
self.TotalChange = 0;
self.WinChange = 0;
self.LoseChange = 0;
self.WinCount = 1;
self.LoseCount = 1;
self.GameTotal = 2;
return self;
}
/// <summary>
/// 是否有改变
/// </summary>
/// <returns></returns>
public bool IsChange()
{
return TotalChange > 0;
}
public override void Dispose()
{
ReferencePool.Recycle(this);
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<OutputType>Library</OutputType>
<RootNamespace>ObjectModel</RootNamespace>
<AssemblyName>ObjectModel</AssemblyName>
<LangVersion>8.0</LangVersion>
<Deterministic>true</Deterministic>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<Configurations>Debug;Release</Configurations>
<Platforms>AnyCPU</Platforms>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<!--<PackageReference Include="Portable.BouncyCastle" />-->
<PackageReference Include="Newtonsoft.Json" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Core\Core.csproj" />
<ProjectReference Include="..\ServerCore\ServerCore.csproj" />
<ProjectReference Include="..\MrWu\MrWu.csproj" />
<ProjectReference Include="..\NetWorkMessage\NetWorkMessage.csproj" />
</ItemGroup>
<ItemGroup>
<Folder Include="Match\FixedRoundMatch\" />
<Folder Include="Pay\Apple\" />
<Folder Include="Pay\ZG\" />
<Folder Include="ServerMgr\" />
<Folder Include="SQLiteEntity\" />
</ItemGroup>
</Project>

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// 有关程序集的一般信息由以下
// 控制。更改这些特性值可修改
// 与程序集关联的信息。
[assembly: AssemblyTitle("ObjectModel")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyProduct("ObjectModel")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2020")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// 将 ComVisible 设置为 false 会使此程序集中的类型
//对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型
//请将此类型的 ComVisible 特性设置为 true。
[assembly: ComVisible(false)]
// 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
[assembly: Guid("7c1db817-f5bd-43b1-82db-16e260c9c1a2")]
// 程序集的版本信息由下列四个值组成:
//
// 主版本
// 次版本
// 生成号
// 修订号
//
// 可以指定所有值,也可以使用以下所示的 "*" 预置版本号和修订号
//通过使用 "*",如下所示:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ObjectModel.Tool
{
/// <summary>
/// 扑克牌的帮助类
/// </summary>
public class PukeTool
{
/// <summary>
/// ID转换为牌
/// </summary>
/// <param name="id"></param>
/// <param name="flower"></param>
/// <param name="num"></param>
public static void ConvertCard(int id, out int flower, out int num)
{
int temp = 0, tempint = 0;
num = 0;
flower = 0;
temp = id % 54;
if (temp == 0 || temp == 53)
{
flower = 5;
num = temp == 0 ? 54 : 53;
}
else
{
tempint = temp % 13;
if (tempint == 0)
{
flower = temp / 13;
num = 13;
}
else
{
flower = temp / 13 + 1;
num = tempint;
}
}
}
/// <summary>
/// 打乱数组顺序
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="array"></param>
public static void ShuffleArray<T>(ref T[] array, Random random)
{
int n = array.Length;
int total = array.Length;
while (n > 0)
{
n--;
int k = random.Next(total);
(array[k], array[n]) = (array[n], array[k]);
}
}
}
}

127
ObjectModel/User/DaoJu.cs Normal file
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/* ==============================================================================
* 功能描述DaoJu
* 创 建 者:徐高庆
* 创建日期2023/4/20 15:24:28
* CLR Version :4.0.30319.42000
* ==============================================================================*/
using Newtonsoft.Json;
using System.Text;
namespace ObjectModel.User
{
/// <summary>
/// 玩家的道具 2023
/// </summary>
public class DaoJu
{
public DaoJu() { }
public DaoJu(int uid) {
this.userid=uid;
}
/// <summary>
/// 玩家Id
/// </summary>
public int userid = 0;
/// <summary>
/// 参赛卷
/// </summary>
public int cansaij = 0;
/// <summary>
/// 门票
/// </summary>
public int menpiao = 0;
/// <summary>
/// 复活卡
/// </summary>
public int fuhuoka = 0;
/// <summary>
/// 公会令
/// </summary>
public int clubtoken = 0;
/// <summary>
/// 总公会令
/// </summary>
public int clubsupertoken = 0;
/// <summary>
/// 数据版本,暂时没有用上
/// </summary>
public int ver = 0;
/// <summary>
/// 变化值
/// </summary>
[JsonIgnore]
public int cansaijChange = 0;
[JsonIgnore]
public int menpiaoChange = 0;
[JsonIgnore]
public int fuhuokaChange = 0;
[JsonIgnore]
public int clubtokenChange = 0;
[JsonIgnore]
public int clubsupertokenChange = 0;
/// <summary>
/// 是否有数据需要保存
/// </summary>
/// <returns></returns>
public bool IsHaveSaveData()
{
return this.cansaijChange != 0 || this.fuhuokaChange != 0
|| this.clubtokenChange != 0 || this.clubsupertokenChange != 0 || this.menpiaoChange != 0;
}
public override string ToString()
{
return $"userid:{userid} canSaiJuan:{cansaij} fuhuoka:{fuhuoka} clubtoken:{clubtoken} clubsupertoken:{clubsupertoken}";
}
/// <summary>
/// 获取更新SQL
/// </summary>
/// <returns></returns>
public string GetUpdateSql()
{
if (!IsHaveSaveData()) return null;
StringBuilder bf = new StringBuilder();
bf.Append("update tbDaoju2023 set ");
if (this.cansaijChange != 0)
{
bf.Append($" cansaij=cansaij+{this.cansaijChange},");
}
//todo 旧门票 下个版本弃用
if (this.menpiaoChange != 0)
{
bf.Append($" menpiao=menpiao+{this.menpiaoChange},");
}
if (this.fuhuokaChange != 0)
{
bf.Append($" fuhuoka=fuhuoka+{this.fuhuokaChange},");
}
if (this.clubtokenChange != 0)
{
bf.Append($" clubtoken=clubtoken+{this.clubtokenChange},");
}
if (this.clubsupertokenChange != 0)
{
bf.Append($" clubsupertoken=clubsupertoken+{this.clubsupertokenChange},");
}
bf.Remove(bf.Length - 1, 1);
bf.Append($" where userid={this.userid}");
return bf.ToString();
}
/// <summary>
/// 获取插入Sql
/// </summary>
/// <returns></returns>
public string GetSaveSql()
{
//return $"insert into tbDaoju2023(userid,cansaij,fuhuoka,clubtoken,clubsupertoken) values({userid},{cansaijChange},{fuhuokaChange},{clubtokenChange},{clubsupertokenChange})";
//todo 旧门票 下个版本弃用
return $"insert into tbDaoju2023(userid,cansaij,fuhuoka,menpiao,clubtoken,clubsupertoken) values({userid},{cansaijChange},{fuhuokaChange},{menpiaoChange},{clubtokenChange},{clubsupertokenChange})";
}
}
}

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namespace ObjectModel.User
{
public enum UserGoldLogType
{
Game = 1, // 游戏内明细
// 不对玩家展示的明细
Private_Game = 11, // 游戏
Pirvate_GoldBox = 12, // 保险柜
Private_GamePlay = 21, // 游戏游玩
Private_GameTax = 22, // 游玩税收
// 比赛
Private_MatchPlay = 31, // 比赛游玩
Private_MatchTax = 32, // 比赛税收 (多收的税收)
}
}

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using GameData;
using Server.Core;
namespace ObjectModel.User
{
public class ZiChanLogData : IReference
{
public int Id;
public long ChangeValue;
public long FinValue;
public string Tag;
public UserGoldLogType GoldLogType;
public void Dispose()
{
ReferencePool.Recycle(this);
}
public static ZiChanLogData CreateGold(long changeValue, long finValue, UserGoldLogType goldLogType, string tag)
{
ZiChanLogData data = ReferencePool.Fetch<ZiChanLogData>();
data.Id = ResName.Gold;
data.ChangeValue = changeValue;
data.FinValue = finValue;
data.GoldLogType = goldLogType;
data.Tag = tag;
return data;
}
public static ZiChanLogData Create(int id, long changeValue, long finValue, string tag)
{
ZiChanLogData data = ReferencePool.Fetch<ZiChanLogData>();
data.Id = id;
data.ChangeValue = changeValue;
data.FinValue = finValue;
data.Tag = tag;
return data;
}
public bool IsFromPool { get; set; }
public long ReferenceId { get; set; }
}
}

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/* ==============================================================================
* 功能描述ZiChanMingXi
* 创 建 者:徐高庆
* 创建日期2023/6/8 15:42:55
* CLR Version :4.0.30319.42000
* ==============================================================================*/
using System;
using System.Data;
namespace ObjectModel.User
{
/// <summary>
/// 资产明细
/// </summary>
public class ZiChanMingXi
{
/// <summary>
/// 玩家Id
/// </summary>
public int userid;
/// <summary>
/// 物品Id 1钻石 2礼券 3参赛卷 4门票 5复活卡 6金币数量比较大放入redis集合7红包券
/// </summary>
public int wuId;
/// <summary>
/// 变更类型
/// 钻石 1充值添加+*、 2活动赠送+人工添加、3比赛奖励+、4兑换金币-*、5兑换复活卡-*、6兑换装饰-、7兑换房卡、8道具消耗
/// 礼券1活动赠送+人工添加、2比赛奖励+*、3兑换道具-*、4兑换礼品
/// 红包券1比赛奖励+、 2兑换红包-
/// 金币1兑换添加+*、2活动赠送+人工添加、3比赛奖励+*、4娱乐馆服务费-*、5娱乐馆输赢-*、6竞赛馆报名费-*、7保险柜操作
/// 参赛券1、活动赠送+人工添加、2比赛奖励+、3比赛报名-、4兑换赠送*
/// 门票1、活动赠送+人工添加、2比赛奖励+、3比赛报名-
/// 复活卡1、兑换添加+*、2活动赠送+人工添加、3比赛奖励+、4竞赛馆消费-
/// 房卡1、充值添加 2、充值赠送 3、转入公会
/// </summary>
public int chType;
/// <summary>
/// 变更时间
/// </summary>
public DateTime createTime;
/// <summary>
/// 变更数量
/// </summary>
public long num;
/// <summary>
/// 余额
/// </summary>
public long yuE;
public ZiChanMingXi() { }
/// <summary>
///
/// </summary>
/// <param name="_userid"></param>
/// <param name="_wuid">物品Id 1钻石 2礼券 3参赛卷 4门票 5复活卡 6金币数量比较大放入redis集合7红包券 8道具 9房卡</param>
/// <param name="ct">变更类型</param>
/// <param name="_num">变更数量</param>
/// <param name="yue">余额</param>
public ZiChanMingXi(int _userid, int _wuid, int ct, long _num, long yue)
{
this.userid = _userid;
this.wuId = _wuid;
this.chType = ct;
this.num = _num;
this.yuE = yue;
this.createTime = DateTime.Now;
}
public override string ToString()
{
return $"userid:{userid} t:{chType} num:{num} yue:{yuE} time:{createTime.ToString("yyyy-dd-MM HH:mm:sss")}";
}
/// <summary>
/// 获取插入Sql
/// </summary>
/// <returns></returns>
public string GetSaveSql()
{
return $"insert into zichanMX(userid,wuId,chType,num,yuE) values({userid},{wuId},{chType},{num},{yuE})";
}
public static string GetInsertSql(int userid, int wupid, int ct, long num, long yue)
{
return $"insert into zichanMX(userid,wuId,chType,num,yuE) values({userid},{wupid},{ct},{num},{yue})";
}
public static string GetInsertSql(int userid, int wupid, int ct, long num, long yue,DateTime time)
{
return $"insert into zichanMX(userid,wuId,chType,num,yuE, createTime) values({userid},{wupid},{ct},{num},{yue},'{time}')";
}
public static ZiChanMingXi GetInstance(DataRow row)
{
return new ZiChanMingXi()
{
userid = (int)row["userid"],
wuId = (int)row["wuId"],
chType = (int)row["chType"],
num = (long)row["num"],
yuE = (long)row["yuE"],
createTime = (DateTime)row["createTime"]
};
}
}
public class ZiChanMingXiDto : ZiChanMingXi
{
public int TotalCount { get; set; }
}
}