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
493 lines
16 KiB
C#
493 lines
16 KiB
C#
/*
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* 由SharpDevelop创建。
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* 用户: Administrator
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* 日期: 2018-11-14
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* 时间: 9:50
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*
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* 要改变这种模板请点击 工具|选项|代码编写|编辑标准头文件
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*/
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using System;
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using Server.Module;
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using Newtonsoft.Json;
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using GameData;
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using MrWu.Debug;
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using System.ComponentModel;
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using StackExchange.Redis;
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using Server.DB.Redis;
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using System.Text;
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using Server.Data.Module;
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using System.Collections.Generic;
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using MrWu.Basic;
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using Game.Shadow;
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using GameMessage;
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using ObjectModel.Game;
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using ObjectModel.Backend;
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namespace Server.Data
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{
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/// <summary>
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/// 游戏服务器使用的玩家数据 异步的
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/// </summary>
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public class PlayerDataAsyc : playerData
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{
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#if DEBUG
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/// <summary>
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/// 是否测试
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/// </summary>
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public bool IsTest;
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#endif
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/// <summary>
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/// 是否是鬼
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/// </summary>
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[JsonIgnore]
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public bool isRobot
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{
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get
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{
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return userid < 0;
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}
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}
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/// <summary>
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/// 战斗输赢
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/// </summary>
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public long WarMoney;
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/// <summary>
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/// 连续赢的次数
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/// </summary>
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[JsonIgnore]
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public int MVPCount;
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/// <summary>
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/// Socket模块 靠这个发包
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/// </summary>
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[JsonIgnore]
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public ServerNode socketUtil
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{
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get;
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set;
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}
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/// <summary>
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/// 排队中的时间
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/// </summary>
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[JsonIgnore]
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public int queuetime;
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/// <summary>
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/// 当前的影子
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/// </summary>
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[JsonIgnore]
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public PlayerDataAsyc currShadow = null;
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/// <summary>
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/// 玩家的影子
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/// </summary>
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[JsonIgnore]
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public PlayerDataAsyc[] shadows
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{
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get
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{
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return m_shadows;
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}
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set
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{ //跟踪处理影子
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m_shadows = value;
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if (value == null)
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doShadows += "0";
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else
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doShadows += "1";
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}
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}
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[JsonIgnore]
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private PlayerDataAsyc[] m_shadows;
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/// <summary>
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/// 处理影子
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/// </summary>
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[JsonIgnore]
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public string doShadows = string.Empty;
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/// <summary>
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/// 影子基本信息
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/// </summary>
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[JsonIgnore]
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public Shadow[] shadowsInfo = null;
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/// <summary>
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/// 可以排队一起的人
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/// </summary>
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[JsonIgnore]
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public readonly HashSet<PlayerDataAsyc> QueueSet = new HashSet<PlayerDataAsyc>();
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/// <summary>
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/// 玩家的游戏币变化值
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/// </summary>
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[JsonIgnore]
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public long moneyChange;
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/// <summary>
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/// 经验变化值
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/// </summary>
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[JsonIgnore]
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public int expChange;
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/// <summary>
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/// 客户端版本
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/// </summary>
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[JsonIgnore]
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public int ClientVer;
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/// <summary>
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/// 比赛内存
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/// </summary>
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[JsonIgnore]
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public Object MatchObj;
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/// <summary>
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/// 陪打比赛的桌子
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/// </summary>
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[JsonIgnore]
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public int MatchDesk = -1;
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/// <summary>
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/// true不能放弃比赛 false 可以放弃比赛
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/// </summary>
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[JsonIgnore]
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public bool IsExitMatch = true;
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/// <summary>
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/// 报名的人满赛Id
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/// </summary>
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[JsonIgnore]
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public int MatchId = -1;
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/// <summary>
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/// 是否掉线,比赛用,true是掉线
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/// </summary>
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[JsonIgnore]
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public bool IsDisConnMatch = false;
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/// <summary>
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/// 掉线时间 10秒内部不托管
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/// </summary>
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[JsonIgnore]
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public int OutLineTime = 0;
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/// <summary>
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/// 玩家登录钱备份
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/// </summary>
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[JsonIgnore]
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public long MoneyBak = 0;
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/// <summary>
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/// 玩家在游戏中的输赢钱
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/// </summary>
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[JsonIgnore]
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public long WinMoney = 0;
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/// <summary>
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/// 打了几局
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/// </summary>
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[JsonIgnore]
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public int Pan = 0;
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/// <summary>
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/// 比赛报名的钱
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/// </summary>
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[JsonIgnore]
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public int BiSiMoney = 0;
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///// <summary>
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///// 是否是报名了IPTV海选 true是 false不是
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///// </summary>
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//[JsonIgnore]
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//public bool IsIPTVMatch = false;
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/// <summary>
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/// 托管次数 --每次开战重置
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/// </summary>
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[JsonIgnore]
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public byte DePositCount = 0;
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/// <summary>
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/// 托管了多少秒 --每次开战重置
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/// </summary>
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[JsonIgnore]
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public int DePositSecon = 0;
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/// <summary>
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/// 托管开始时间 --每次取消的时候根据这个开始时间和当下取消的时间来计算托管了多少秒
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/// </summary>
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[JsonIgnore]
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public DateTime DePositTime;
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/// <summary>
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/// 是否是等待操作的状态
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/// </summary>
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[JsonIgnore]
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public bool WaitOperation;
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/// <summary>
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/// 自动托管倒计时
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/// </summary>
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[JsonIgnore]
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public int AutoDepositTime;
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/// <summary>
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/// 推广级别 0没有级别 1A级 2B级
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/// </summary>
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[JsonIgnore]
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public byte TuiGuangLeve = 0;
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/// <summary>
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/// 获取玩家的对战数据
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/// </summary>
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[JsonIgnore]
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public UserWarDataModel WarData = null;
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/// <summary>
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/// 玩家的推广人的信息
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/// </summary>
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[JsonIgnore]
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public BMAdminModel TuiGuangUser = null;
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/// <summary>
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/// 是否参加比赛 true是 false没有参加
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/// </summary>
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public bool IsJoinMatch
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{
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get
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{
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return MatchObj != null;
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}
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}
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/// <summary>
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/// 更新影子数据
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/// </summary>
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/// <param name="idx"></param>
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/// <param name="forceShadow">强制使用影子</param>
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public void UpdateShadow(int idx, bool forceShadow = false)
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{
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try
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{
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if(idx < 0 ){return;}
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if (currShadow == null)
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{
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currShadow = new PlayerDataAsyc();
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currShadow.userid = userid;
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}
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currShadow.id = id;
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currShadow.state = state;
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currShadow.outline = outline;
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currShadow.gameid = gameid;
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currShadow.roomid = roomid;
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currShadow.friendRoomNum = friendRoomNum;
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currShadow.tingid = tingid;
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currShadow.deskid = deskid;
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currShadow.seat = seat;
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currShadow.fangka = fangka;
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currShadow.coupon = coupon;
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currShadow.exp = exp;
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currShadow.readCtDown = readCtDown;
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currShadow.mettle = mettle;
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currShadow.pi = pi;
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currShadow.PlatEnum = PlatEnum;
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currShadow.MatchRoll = MatchRoll;
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currShadow.SetDeposit(isDePosit);
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currShadow.gold = gold;
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currShadow.HeadType = HeadType;
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currShadow.ip = ip;
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currShadow.device = device;
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PlayerDataAsyc target = null;
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if (this.friendRoomNum > 0)
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{
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forceShadow = false;
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}
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if (!forceShadow && (this.friendRoomNum > 0 || (idx == roomid && !this.isRobot)))
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target = this;
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else
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target = shadows[idx];
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currShadow.nickname = target.nickname;
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currShadow.area = target.area;
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currShadow.money = target.money;
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currShadow.avatar = target.avatar;
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currShadow.sex = target.sex;
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currShadow.MatchObj = target.MatchObj;
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currShadow.RaceBeiLv = target.RaceBeiLv;
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currShadow.RegTime = target.RegTime;
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currShadow.userType = target.userType;
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currShadow.ClubScore = target.ClubScore;
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currShadow.ClubId = target.ClubId;
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}
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catch (Exception e)
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{
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Debug.Error($"idx:{idx},friendRoom:{this.friendRoomNum},shadows count:{(shadows == null ? 0 : shadows.Length)},msg:{e.Message},code:{e.StackTrace}");
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}
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}
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/// <summary>
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/// 机器人放回时做初始化
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/// </summary>
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public void RobotInit()
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{
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deskid = -1;
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seat = -1;
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}
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/// <summary>
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///
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/// </summary>
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public PlayerDataAsyc() : base() { }
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/// <summary>
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///
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/// </summary>
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/// <param name="pl"></param>
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public PlayerDataAsyc(playerData pl)
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{
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this.id = pl.id;
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this.userid = pl.userid;
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this.sex = pl.sex;
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this.area = pl.area;
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this.nickname = pl.nickname;
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this.money = pl.money;
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this.gold = pl.gold;
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this.coupon = pl.coupon;
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this.ip = pl.ip;
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this.exp = pl.exp;
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this.fangka = pl.fangka;
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this.outline = pl.outline;
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this.fangka = pl.fangka;
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this.userType = pl.userType;
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this.gameid = pl.gameid;
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this.roomid = pl.roomid;
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this.tingid = pl.tingid;
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this.deskid = pl.deskid;
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this.seat = pl.seat;
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//this.readCtDown = pl.readCtDown;
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this.avatar = pl.avatar;
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this.SetDeposit(pl.isDePosit);
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this.isastable = pl.isastable;
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this.friendRoomNum = pl.friendRoomNum;
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this.friendWeiYiMa = pl.friendWeiYiMa;
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// this.hairStyle = pl.hairStyle;
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//this.faceStyle = pl.faceStyle;
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//this.clothes = pl.clothes;
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//this.pet = pl.pet;
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this.mettle = pl.mettle;
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this.daili = pl.daili;
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this.PlatEnum = pl.PlatEnum;
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this.pi = pl.pi;
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// Debug.Error($"this.MatchRoll:{this.MatchRoll} ,pl.MatchRoll:{pl.MatchRoll}");
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this.MatchRoll = pl.MatchRoll;
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this.RegTime = pl.RegTime;
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this.platTag = pl.platTag;
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this.HeadType = pl.HeadType;
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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StringBuilder sb = new StringBuilder();
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int weight = -15;
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sb.AppendLine(BaseFun.Align("id", id, weight));
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sb.AppendLine(BaseFun.Align("userid", userid, weight));
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sb.AppendLine(BaseFun.Align("性别", sex, weight));
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sb.AppendLine(BaseFun.Align("地区", area, weight));
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sb.AppendLine(BaseFun.Align("昵称", nickname, weight));
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sb.AppendLine(BaseFun.Align("游戏币", money, weight));
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sb.AppendLine(BaseFun.Align("金币", gold, weight));
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sb.AppendLine(BaseFun.Align("奖券", coupon, weight));
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sb.AppendLine(BaseFun.Align("ip:", ip, weight));
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sb.AppendLine(BaseFun.Align("经验:", exp, weight));
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sb.AppendLine(BaseFun.Align("玩家状态", state, weight));
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sb.AppendLine(BaseFun.Align("离线", outline, weight));
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sb.AppendLine(BaseFun.Align("房卡", fangka, weight));
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sb.AppendLine(BaseFun.Align("用户类型", userType, weight));
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sb.AppendLine(BaseFun.Align("游戏", gameid, weight));
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sb.AppendLine(BaseFun.Align("城堡", roomid, weight));
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sb.AppendLine(BaseFun.Align("厅", tingid, weight));
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sb.AppendLine(BaseFun.Align("桌子", deskid, weight));
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sb.AppendLine(BaseFun.Align("座位", seat, weight));
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sb.AppendLine(BaseFun.Align("头像", avatar, weight));
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sb.AppendLine(BaseFun.Align("挂机", isGuaji, weight));
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sb.AppendLine(BaseFun.Align("托管", isDePosit, weight));
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sb.AppendLine(BaseFun.Align("不稳定", isastable, weight));
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sb.AppendLine(BaseFun.Align("桌上状态", dskState, weight));
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sb.AppendLine(BaseFun.Align("房间号", friendRoomNum, weight));
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sb.AppendLine(BaseFun.Align("唯一码", friendWeiYiMa, weight));
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// sb.AppendLine(BaseFun.Align("发型id", hairStyle, weight));
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// sb.AppendLine(BaseFun.Align("脸型id", faceStyle, weight));
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// sb.AppendLine(BaseFun.Align("衣服id", clothes, weight));
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// sb.AppendLine(BaseFun.Align("宠物id", pet, weight));
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sb.AppendLine(BaseFun.Align("性格", mettle, weight));
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if (WarData != null)
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{
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sb.AppendLine(BaseFun.Align("赢的局数", WarData.WinCount, weight));
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sb.AppendLine(BaseFun.Align("输的局数", WarData.LoseCount, weight));
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sb.AppendLine(BaseFun.Align("总局数", WarData.GameTotal, weight));
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}
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sb.AppendLine(BaseFun.Align("客户端版本", ClientVer, weight));
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sb.AppendLine(BaseFun.Align("金砖", MatchRoll, weight));
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sb.AppendLine(BaseFun.Align("代理", daili, weight));
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sb.AppendLine(BaseFun.Align("是否有比赛", MatchObj == null, weight));
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sb.AppendLine(BaseFun.Align("平台", device.plat, weight));
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sb.AppendLine(BaseFun.Align("虚拟机", device.wmsty, weight));
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sb.AppendLine(BaseFun.Align("登录类型", device.loginsty, weight));
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sb.AppendLine(BaseFun.Align("纬度", device.weidu, weight));
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sb.AppendLine(BaseFun.Align("经度", device.jingdu, weight));
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sb.AppendLine(BaseFun.Align("wifiname", device.wifissd, weight));
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sb.AppendLine(BaseFun.Align("wifimac", device.wifimac, weight));
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sb.AppendLine(BaseFun.Align("phone_imei", device.phone_imei, weight));
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sb.AppendLine(BaseFun.Align("address", device.address, weight));
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sb.AppendLine(BaseFun.Align("连接时间", connectionTime, weight));
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sb.AppendLine(BaseFun.Align("接收包数量", recvCount, weight));
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sb.AppendLine(BaseFun.Align("发送包数量", sendCount, weight));
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return sb.ToString();
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}
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[JsonIgnore]
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DateTime connectionTime { get; } = DateTime.Now;
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/// <summary>
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/// 接收包数量
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/// </summary>
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[JsonIgnore]
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public long recvCount { get; set; } = 0;
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/// <summary>
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/// 发送包数量
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/// </summary>
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[JsonIgnore]
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public long sendCount { get; set; } = 0;
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/// <summary>
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/// 作弊等级 0-4越来越高
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/// </summary>
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[JsonIgnore]
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private int CheatingLevel;
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public PlayerDataAsyc Clone()
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{
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return (PlayerDataAsyc)this.MemberwiseClone();
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}
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}
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}
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