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
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111
ObjectModel/Game/UserWarDataModel.cs
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111
ObjectModel/Game/UserWarDataModel.cs
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using System;
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using System.Collections.Generic;
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using System.Data;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Server.Core;
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namespace ObjectModel.Game
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{
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/// <summary>
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/// 玩家对战对象
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/// </summary>
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public class UserWarDataModel : Reference
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{
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/// <summary>
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/// userid
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/// </summary>
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public int UserId;
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/// <summary>
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/// 游戏ID
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/// </summary>
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public int GameId;
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/// <summary>
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/// 赢的盘数
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/// </summary>
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public int WinCount;
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/// <summary>
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/// 输的盘数
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/// </summary>
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public int LoseCount;
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/// <summary>
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/// 对战总盘数
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/// </summary>
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public int GameTotal;
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/// <summary>
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/// 对战改变的数量
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/// </summary>
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public int TotalChange = 0;
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/// <summary>
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/// 赢的变化的数量
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/// </summary>
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public int WinChange = 0;
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/// <summary>
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/// 输变化的数量
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/// </summary>
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public int LoseChange = 0;
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/// <summary>
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/// 异常托管局数,不存数据库
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/// </summary>
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public int ExcepCount = 0;
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/// <summary>
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/// 胜率0.12 ,没有乘以100的,不是百分之多少
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/// </summary>
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public float VictoryRate
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{
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get
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{
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if (GameTotal == 0) return 0;
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return WinCount * 1.0f / GameTotal;
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}
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}
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public UserWarDataModel()
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{
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}
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public static UserWarDataModel Create(int userid, int gameId)
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{
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UserWarDataModel self = ReferencePool.Fetch<UserWarDataModel>();
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self.UserId = userid;
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self.GameId = gameId;
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self.ExcepCount = 0;
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self.LoseCount = 0;
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self.GameTotal = 0;
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self.TotalChange = 0;
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self.WinChange = 0;
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self.LoseChange = 0;
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self.WinCount = 1;
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self.LoseCount = 1;
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self.GameTotal = 2;
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return self;
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}
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/// <summary>
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/// 是否有改变
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/// </summary>
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/// <returns></returns>
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public bool IsChange()
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{
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return TotalChange > 0;
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}
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public override void Dispose()
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{
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ReferencePool.Recycle(this);
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}
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}
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}
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