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
194 lines
6.4 KiB
C#
194 lines
6.4 KiB
C#
using System;
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namespace Server
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{
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/// <summary>
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/// 我的游戏数据
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/// </summary>
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public interface IGameData
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{
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/// <summary>
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/// 获取座位id
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/// </summary>
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/// <param name="seat">-1表示随机获取一个id</param>
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/// <returns>-1表示未获取到玩家</returns>
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int GetSeatId(int seat);
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/// <summary>
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/// 获取玩家的字符串类型信息
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/// </summary>
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/// <param name="seat">玩家的座位</param>
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/// <param name="lx">0:玩家昵称,1:玩家注册地区</param>
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/// <returns></returns>
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string GetPlayerStr(int seat, int lx);
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/// <summary>
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/// 获取玩家的整形信息
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/// </summary>
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/// <param name="seat">玩家的座位</param>
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/// <param name="lx">lx
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/// 0:获取玩家的台桌id,
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/// 1:玩家的座位,
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/// 2:玩家所在的城堡,
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/// 3:玩家的状态(0正常 1离开[需要代打] 2不在开战中),
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/// 4:玩家的金钱,
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/// 5:玩家的类型 0普通玩家 1鬼 -1无效id,
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/// 6:,
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/// 7:玩家的经验exp,
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/// 8:,
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/// 9:玩家的性别,
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/// 10:玩家的头像,
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/// 11:,
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/// 12:,
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/// 13:玩家的注册id,userid,
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/// 14:玩家的性格,
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/// 15:,
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/// 16:玩家所在的厅id,
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/// 17:是否是手机,
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/// 18:是否属于切屏状态,
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/// 19:是否处于托管挂机状态</param>
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/// <returns></returns>
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int GetPlayerInt(int seat, int lx);
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/// <summary>
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/// 获取桌子字符串信息
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/// </summary>
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/// <param name="lx">lx:
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/// 5:获取当前朋友房的规则字符串,</param>
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/// <returns></returns>
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string GetDeskStr(int lx);
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/// <summary>
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/// 获取台桌的整数信息
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/// </summary>
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/// <param name="lx">lx:
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/// 1:桌上当前人数
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/// 4:当前桌子用的是第几个规则, 也就是厅的id
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/// 5:桌子是否在开战中
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/// 7:当前桌子是否是朋友房的桌子
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/// 8:朋友房已完成局数
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/// 9:当前正在进行的是第几局 从0开始
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/// 10:是否是vip房间
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/// 11:朋友房创建者的id
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/// 12:朋友房要完成的局数
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/// 13:座位数量
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/// 14:朋友房创建的类型 0普通开 1代开房间 5竞技比赛创建房间
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/// </param>
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/// <returns></returns>
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int GetDeskInt(int lx);
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/// <summary>
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/// 获取厅的字符串信息
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/// </summary>
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/// <param name="lx"></param>
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/// <returns></returns>
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string GetTingStr(int lx);
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/// <summary>
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/// 获取厅信息
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/// </summary>
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/// <param name="lx">lx:
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/// 0:预先创建的桌子数量,
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/// 1:最小开战人数,
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/// 2:最大开战人数,
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/// 3:,
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/// 4:获取厅的游戏币输赢值是对100取整的
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/// </param>
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/// <returns></returns>
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int GetTingInt(int lx);
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/// <summary>
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/// 获取房间字符串信息
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/// </summary>
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/// <param name="roomid">房间id</param>
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/// <param name="lx">lx</param>
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/// <returns></returns>
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string GetRoomStr(int roomid, int lx);
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/// <summary>
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/// 获取房间的整数型信息
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/// </summary>
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/// <param name="roomid">房间id</param>
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/// <param name="lx">0:房间赔率 2:房间模式 0普通模式 1百家乐模式 3:收税 4:经验加成</param>
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/// <returns></returns>
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int GetRoomInt(int roomid, int lx);
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/// <summary>
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/// 获取朋友房规则
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/// </summary>
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/// <returns></returns>
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string GetRoomGz();
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/// <summary>
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/// 设置玩家数据
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/// </summary>
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/// <param name="seat">玩家的内存id</param>
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/// <param name="lx">
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/// 0:设置玩家金钱,
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/// 1:增加玩家金钱 (0与1是游戏中途的结算)
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/// 2:与0类似,
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/// 3:与1类似 (2与3是游戏结束的结算) (2与3是会触发经验,与魅力的结算)
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/// 5:给鬼加钱。
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/// 6:增加玩家经验
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/// 8,
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/// 9:朋友房间结算(8设置玩家分值,9是增加玩家分值)
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/// 10:
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/// 11,
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/// </param>
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/// <param name="num"></param>
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/// <param name="str"></param>
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/// <returns></returns>
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int SetPlayer(int seat, int lx, int num, string str);
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/// <summary>
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/// 保存朋友房数据
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/// </summary>
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/// <param name="data">桌子数据</param>
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int SaveData(byte[] data);
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/// <summary>
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/// 保存回放数据
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/// </summary>
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/// <param name="lx">回放数据的类型</param>
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/// <param name="jsondata">回放数据</param>
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void SaveHuiFang(int lx, string jsondata);
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/// <summary>
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/// 发包
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/// </summary>
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/// <param name="seat">对谁发 -1表示发全桌 其他是对某个座位发</param>
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/// <param name="data"></param>
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/// <returns></returns>
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int SendPack(int seat, byte[] data);
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/// <summary>
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/// 给算法用的,保存其他数据, 暂时只给朋友房用,实际上金币场也可以用,后面优化
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/// </summary>
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/// <param name="base64data">台桌数据</param>
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/// <returns>0保存失败 1保存成功</returns>
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int SaveOtherData(string base64data);
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/// <summary>
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/// 加载台桌数据-牌局共享数据
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/// </summary>
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/// <returns>台桌数据</returns>
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string LoadOtherData();
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/// <summary>
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/// 获取厅数据
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/// </summary>
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/// <param name="tag">厅标记</param>
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/// <returns></returns>
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object GetTingData(string tag);
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/// <summary>
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/// 获取房间数据
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/// </summary>
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/// <param name="roomid">房间id</param>
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/// <param name="tag">房间标记</param>
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/// <returns></returns>
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object GetRoomData(int roomid,string tag);
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}
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}
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