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
144 lines
3.2 KiB
C#
144 lines
3.2 KiB
C#
using MessagePack;
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namespace GameMessage
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{
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[MessagePackObject()]
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public class ClubDeskRule
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{
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/// <summary>
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/// 密码
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/// </summary>
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[Key(0)]
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public string Pwd;
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/// <summary>
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/// 最大玩家数量
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/// </summary>
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[Key(1)]
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public int MaxCnt;
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/// <summary>
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/// 最小玩家数量
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/// </summary>
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[Key(2)]
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public int MinCnt;
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/// <summary>
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/// 倍率
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/// </summary>
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[Key(3)]
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public float BeiLv;
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/// <summary>
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/// 游戏的房间规则
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/// </summary>
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[Key(4)]
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public string RoomRule;
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/// <summary>
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/// 总封顶
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/// </summary>
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[Key(5)]
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public int Capping;
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/// <summary>
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/// 玩法备注
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/// </summary>
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[Key(6)]
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public string Remarks;
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/// <summary>
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/// 规则扩展
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/// </summary>
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[Key(7)]
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public DeskRuleEx RuleEx;
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/// <summary>
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/// 游戏服务Id
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/// </summary>
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[Key(8)]
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public int GameSerId;
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/// <summary>
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/// 地理位置拦截
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/// </summary>
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[Key(9)]
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public int InterceptPos;
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/// <summary>
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/// 是否拦截不是微信的账号
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/// </summary>
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[Key(10)]
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public int InterceptWeChat;
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/// <summary>
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/// 战局数
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/// </summary>
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[Key(11)]
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public int WarCnt;
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}
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[MessagePackObject()]
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public class DeskRuleEx
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{
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/// <summary>
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/// 县级游戏id
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/// </summary>
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[Key(0)]
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public int ZyxIdx;
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/// <summary>
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/// 是否自动托管 0 表示不托管 大于0表示多少秒进入自动托管
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/// </summary>
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[Key(1)]
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public int AutoDeposit;
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/// <summary>
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/// 托管自动解散
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/// </summary>
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[Key(2)]
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public bool DepositAutoDissolve;
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/// <summary>
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/// 可以请求解散的次数 -1 表示不可申请 0 表示无限次 大于0 表示具体次数
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/// </summary>
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[Key(3)]
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public int CanRequestDissolveCnt;
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/// <summary>
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/// 创建房间消耗的房卡数量
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/// </summary>
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[Key(4)]
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public int CreateRoomCardNum;
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/// <summary>
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/// 开战后自动准备的时间 小于0表示不自动准备 等于0表示使用默认值5 大于0表示具体时间
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/// </summary>
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[Key(5)]
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public int AutoReadTime;
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/// <summary>
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/// 是否禁止发送道具
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/// </summary>
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[Key(6)]
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public bool RefuseProp;
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/// <summary>
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/// 进入随机位置
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/// </summary>
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[Key(7)]
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public bool JoinRandomSeat;
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/// <summary>
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/// 离线罚分
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/// </summary>
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[Key(8)]
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public int OutLinePenaltyPoint;
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/// <summary>
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/// 未准备超时踢出
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/// </summary>
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[Key(9)]
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public int ReadyTimeout;
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}
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} |