Files
hjha-server/NetWorkMessage/Message/MessageData/Common/DeskRuleV1.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

144 lines
3.2 KiB
C#

using MessagePack;
namespace GameMessage
{
[MessagePackObject()]
public class ClubDeskRule
{
/// <summary>
/// 密码
/// </summary>
[Key(0)]
public string Pwd;
/// <summary>
/// 最大玩家数量
/// </summary>
[Key(1)]
public int MaxCnt;
/// <summary>
/// 最小玩家数量
/// </summary>
[Key(2)]
public int MinCnt;
/// <summary>
/// 倍率
/// </summary>
[Key(3)]
public float BeiLv;
/// <summary>
/// 游戏的房间规则
/// </summary>
[Key(4)]
public string RoomRule;
/// <summary>
/// 总封顶
/// </summary>
[Key(5)]
public int Capping;
/// <summary>
/// 玩法备注
/// </summary>
[Key(6)]
public string Remarks;
/// <summary>
/// 规则扩展
/// </summary>
[Key(7)]
public DeskRuleEx RuleEx;
/// <summary>
/// 游戏服务Id
/// </summary>
[Key(8)]
public int GameSerId;
/// <summary>
/// 地理位置拦截
/// </summary>
[Key(9)]
public int InterceptPos;
/// <summary>
/// 是否拦截不是微信的账号
/// </summary>
[Key(10)]
public int InterceptWeChat;
/// <summary>
/// 战局数
/// </summary>
[Key(11)]
public int WarCnt;
}
[MessagePackObject()]
public class DeskRuleEx
{
/// <summary>
/// 县级游戏id
/// </summary>
[Key(0)]
public int ZyxIdx;
/// <summary>
/// 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
/// </summary>
[Key(1)]
public int AutoDeposit;
/// <summary>
/// 托管自动解散
/// </summary>
[Key(2)]
public bool DepositAutoDissolve;
/// <summary>
/// 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
/// </summary>
[Key(3)]
public int CanRequestDissolveCnt;
/// <summary>
/// 创建房间消耗的房卡数量
/// </summary>
[Key(4)]
public int CreateRoomCardNum;
/// <summary>
/// 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
/// </summary>
[Key(5)]
public int AutoReadTime;
/// <summary>
/// 是否禁止发送道具
/// </summary>
[Key(6)]
public bool RefuseProp;
/// <summary>
/// 进入随机位置
/// </summary>
[Key(7)]
public bool JoinRandomSeat;
/// <summary>
/// 离线罚分
/// </summary>
[Key(8)]
public int OutLinePenaltyPoint;
/// <summary>
/// 未准备超时踢出
/// </summary>
[Key(9)]
public int ReadyTimeout;
}
}