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