Files
hjha-server/Config/Code/GameConfig.cs
xiaoou e9616125ce 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
2026-07-07 12:02:15 +08:00

123 lines
3.8 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
namespace Server.Config
{
public sealed partial class GameConfig : Luban.BeanBase
{
public GameConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
GameId = _buf.ReadInt();
ClientId = _buf.ReadInt();
GameName = _buf.ReadString();
GameMode = _buf.ReadByte();
GameStyle = _buf.ReadByte();
OpenGold = _buf.ReadByte();
GoldDeskWarTimeOut = _buf.ReadInt();
OpenFriend = _buf.ReadByte();
FriendDeskWarTimeOut = _buf.ReadInt();
FriendStarWarTimeOut = _buf.ReadInt();
ClubReadyTimeOut = _buf.ReadInt();
FriendAutoReady = _buf.ReadInt();
ClubBalance = _buf.ReadFloat();
}
public static GameConfig DeserializeGameConfig(ByteBuf _buf)
{
return new GameConfig(_buf);
}
/// <summary>
/// ID<br/>与节点信息对应
/// </summary>
public readonly int Id;
/// <summary>
/// 服务器游戏id
/// </summary>
public readonly int GameId;
/// <summary>
/// 客户端游戏id
/// </summary>
public readonly int ClientId;
/// <summary>
/// 游戏名称
/// </summary>
public readonly string GameName;
/// <summary>
/// 游戏模式<br/>0普通模式<br/>1百家乐模式<br/>2休闲模式
/// </summary>
public readonly byte GameMode;
/// <summary>
/// 0牌类<br/>1麻将类<br/>2休闲类
/// </summary>
public readonly byte GameStyle;
/// <summary>
/// 是否开启金币场
/// </summary>
public readonly byte OpenGold;
/// <summary>
/// 金币场战斗超时间(分钟)<br/>超过时间自动解散
/// </summary>
public readonly int GoldDeskWarTimeOut;
/// <summary>
/// 是否开启朋友房
/// </summary>
public readonly byte OpenFriend;
/// <summary>
/// 朋友房桌子超时时间(小时)<br/>超过时间自动解散
/// </summary>
public readonly int FriendDeskWarTimeOut;
/// <summary>
/// 朋友房未开战超时时间(分钟)<br/>超过时间自动解散
/// </summary>
public readonly int FriendStarWarTimeOut;
/// <summary>
/// 竞技赛场准备超时时间(秒)<br/>超过时间自动踢到下一桌
/// </summary>
public readonly int ClubReadyTimeOut;
/// <summary>
/// 朋友房自动准备时间(秒)
/// </summary>
public readonly int FriendAutoReady;
/// <summary>
/// 俱乐部平衡参数<br/>控制输的平均值(倍数)
/// </summary>
public readonly float ClubBalance;
public const int __ID__ = -2136581644;
public override int GetTypeId() => __ID__;
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "gameId:" + GameId + ","
+ "clientId:" + ClientId + ","
+ "gameName:" + GameName + ","
+ "gameMode:" + GameMode + ","
+ "gameStyle:" + GameStyle + ","
+ "openGold:" + OpenGold + ","
+ "goldDeskWarTimeOut:" + GoldDeskWarTimeOut + ","
+ "openFriend:" + OpenFriend + ","
+ "friendDeskWarTimeOut:" + FriendDeskWarTimeOut + ","
+ "friendStarWarTimeOut:" + FriendStarWarTimeOut + ","
+ "clubReadyTimeOut:" + ClubReadyTimeOut + ","
+ "friendAutoReady:" + FriendAutoReady + ","
+ "clubBalance:" + ClubBalance + ","
+ "}";
}
}
}